Files
fs2open.github.com/code/menuui/mainhallmenu.cpp
T
portej05 719825f80d The big CVS comment removal. This chops approx. 3.5mb off a full checkout.
I've tested this through compiling and through hand checking. 
Normalises line endings in ALL files to \n.
2009-06-20 08:08:20 +00:00

1984 lines
61 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "menuui/mainhallmenu.h"
#include "palman/palman.h"
#include "gamesequence/gamesequence.h"
#include "anim/animplay.h"
#include "anim/packunpack.h"
#include "io/key.h"
#include "io/timer.h"
#include "menuui/snazzyui.h"
#include "playerman/player.h"
#include "sound/audiostr.h"
#include "gamesnd/gamesnd.h"
#include "gamesnd/eventmusic.h"
#include "io/mouse.h"
#include "gamehelp/contexthelp.h"
#include "cmdline/cmdline.h"
#include "popup/popup.h"
#include "menuui/playermenu.h"
#include "freespace2/freespace.h"
#include "globalincs/alphacolors.h"
#include "menuui/fishtank.h"
#include "mission/missioncampaign.h"
#include "parse/parselo.h"
#include "network/multiui.h"
#include "network/multiutil.h"
#include "network/multi_voice.h"
#include "network/multi.h"
#ifndef NDEBUG
#include "cutscene/movie.h"
#include "demo/demo.h"
#include "mission/missionload.h"
#endif
// ----------------------------------------------------------------------------
// MAIN HALL DATA DEFINES
//
#define MAX_RANDOM_INTERCOM_SOUNDS 10
#define NUM_RANDOM_INTERCOM_SOUNDS_0 3
#define NUM_RANDOM_INTERCOM_SOUNDS_1 3
#define MAX_MISC_ANIMATIONS 10
#define NUM_MISC_ANIMATIONS_0 2
#define NUM_MISC_ANIMATIONS_1 4
#define MAX_DOOR_ANIMATIONS 10
#define NUM_DOOR_ANIMATIONS_0 6
#define NUM_DOOR_ANIMATIONS_1 6
#define MAX_DOOR_SOUNDS 10
#define NUM_DOOR_SOUNDS_0 6
#define NUM_DOOR_SOUNDS_1 6
#define MISC_ANIM_MODE_LOOP 0 // loop the animation
#define MISC_ANIM_MODE_HOLD 1 // play to the end and hold the animation
#define MISC_ANIM_MODE_TIMED 2 // uses timestamps to determine when a finished anim should be checked again
#define NUM_REGIONS 7 // (6 + 1 for multiplayer equivalent of campaign room)
typedef struct main_hall_defines {
// bitmap and mask
char bitmap[MAX_FILENAME_LEN];
char mask[MAX_FILENAME_LEN];
// music
char music_name[MAX_FILENAME_LEN];
char substitute_music_name[MAX_FILENAME_LEN];
// intercom defines -------------------
// # of intercom sounds
int num_random_intercom_sounds;
// random (min/max) delays between playing intercom sounds
int intercom_delay[MAX_RANDOM_INTERCOM_SOUNDS][2];
// intercom sounds themselves
int intercom_sounds[MAX_RANDOM_INTERCOM_SOUNDS];
// intercom sound pan values
float intercom_sound_pan[MAX_RANDOM_INTERCOM_SOUNDS];
// misc animations --------------------
// # of misc animations
int num_misc_animations;
// filenames of the misc animations
char misc_anim_name[MAX_MISC_ANIMATIONS][MAX_FILENAME_LEN];
// Time until we will next play a given misc animation, min delay, and max delay
int misc_anim_delay[MAX_MISC_ANIMATIONS][3];
// coords of where to play the misc anim
int misc_anim_coords[MAX_MISC_ANIMATIONS][2];
// misc anim play modes (see MISC_ANIM_MODE_* above)
int misc_anim_modes[MAX_MISC_ANIMATIONS];
// panning values for each of the misc anims
float misc_anim_sound_pan[MAX_MISC_ANIMATIONS];
// [N][0] == # of sounds, [N][1-9] sound index
int misc_anim_special_sounds[MAX_MISC_ANIMATIONS][10];
// [N][0] == # of triggers, [N][1-9] >= frame num
int misc_anim_special_trigger[MAX_MISC_ANIMATIONS][10];
// [N][0] == # of handles, [N][1-9] == sound handle num
int misc_anim_sound_handles[MAX_MISC_ANIMATIONS][10];
// [N][0] == # of handles, [N][1-9] == sound "should" be playing
int misc_anim_sound_flag[MAX_MISC_ANIMATIONS][10];
// door animations --------------------
// # of door animations
int num_door_animations;
// filenames of the door animations
char door_anim_name[MAX_DOOR_ANIMATIONS][MAX_FILENAME_LEN];
// first pair : coords of where to play a given door anim
// second pair : center of a given door anim in windowed mode
int door_anim_coords[MAX_DOOR_ANIMATIONS][4];
// door sounds ------------------------
// # of door sounds
int num_door_sounds;
// sounds for each region (open/close)
int door_sounds[MAX_DOOR_SOUNDS][2];
// pan values for the door sounds
float door_sound_pan[MAX_DOOR_SOUNDS];
// region descriptions ----------------
// text (tooltip) description
char *region_descript[NUM_REGIONS];
// y coord of where to draw tooltip text
int region_yval;
} main_hall_defines;
// use main hall 0 by default
main_hall_defines Main_hall_defines[GR_NUM_RESOLUTIONS][MAIN_HALLS_MAX];
main_hall_defines *Main_hall = &Main_hall_defines[0][0];
int Num_main_halls = 0;
int Vasudan_funny = 0;
int Vasudan_funny_plate = -1;
char Main_hall_campaign_cheat[512] = "";
// ----------------------------------------------------------------------------
// MISC interface data
//
// is the main hall inited (for reentrancy)
int Main_hall_inited = 0;
// handle to the playing music
int Main_hall_music_handle = -1;
// background bitmap handle
int Main_hall_bitmap;
// background bitmap mask handle
int Main_hall_mask;
// bitmap struct for th background mask bitmap
bitmap *Main_hall_mask_bitmap;
// actual data for the background mask bitmap
ubyte *Main_hall_mask_data;
int Main_hall_mask_w, Main_hall_mask_h;
// ----------------------------------------------------------------------------
// MOUSE clicking stuff
//
// indicates whether a right click occured
int Main_hall_right_click;
// use this to cycle through the selectable regions instead of the mouse's current region
int Main_hall_last_clicked_region;
// use this to determine how long the cursor has to linger on a region before it starts playing
#define MAIN_HALL_REGION_LINGER 175 // in ms
int Main_hall_region_linger_stamp = -1;
// handle any right clicks which may have occured
void main_hall_handle_right_clicks();
// ----------------------------------------------------------------------------
// RANDOM intercom sounds
//
// next random intercom sound to play
int Main_hall_next_intercom_sound = 0;
// delay for the next intercom sound
int Main_hall_next_intercom_sound_stamp = -1;
// handle to any playing instance of a random intercom sound
int Main_hall_intercom_sound_handle = -1;
// handle any details related to random intercom sounds
void main_hall_handle_random_intercom_sounds();
// ----------------------------------------------------------------------------
// MISC animations
//
// the misc animations themselves
anim *Main_hall_misc_anim[MAX_MISC_ANIMATIONS];
// the instance of a given misc animation
anim_instance *Main_hall_misc_anim_instance[MAX_MISC_ANIMATIONS];
// handle starting, stopping and randomizing misc animations
void main_hall_handle_misc_anims();
// cull any finished misc animation instances
void main_hall_cull_misc_anim_instances();
// render all playing misc animations
void main_hall_render_misc_anims(float frametime);
// ----------------------------------------------------------------------------
// DOOR animations (not all of these are doors anymore, but they're doorlike _regions_)
//
#define DOOR_TEXT_X 100
#define DOOR_TEXT_Y 450
// the door animations themselves
anim *Main_hall_door_anim[MAX_DOOR_ANIMATIONS];
// the instance of a given door animation
anim_instance *Main_hall_door_anim_instance[MAX_DOOR_ANIMATIONS];
// render all playing door animations
void main_hall_render_door_anims(float frametime);
// ----------------------------------------------------------------------------
// SNAZZY MENU stuff
//
#define NUM_MAIN_HALL_REGIONS 10
#define NUM_MAIN_HALL_MOUSE_REGIONS 6
// region mask #'s (identifiers)
#define EXIT_REGION 0
#define BARRACKS_REGION 1
#define READY_ROOM_REGION 2
#define TECH_ROOM_REGION 3
#define OPTIONS_REGION 4
#define CAMPAIGN_ROOM_REGION 5
#define MULTIPLAYER_REGION 10
#define LOAD_MISSION_REGION 11
#define QUICK_START_REGION 12
#define SKILL_LEVEL_REGION 13
// all the menu regions in the main hall
MENU_REGION Main_hall_region[NUM_MAIN_HALL_REGIONS];
// # of regions (options) on this screen. parsed from a table
int Main_hall_num_options;
// region over which the mouse is currently residing, or -1 if over no region
// NOTE : you should nevery change this directly. Always use main_hall_handle_mouse_location(int)
// to do this. Otherwise, the door opening and closing animations will get screwed up
int Main_hall_mouse_region;
// set this to skip a frame
int Main_hall_frame_skip;
// do any necessary processing based upon the mouse location
void main_hall_handle_mouse_location(int cur_region);
// if the mouse has moved off of the currently active region, handle the anim accordingly
void main_hall_mouse_release_region(int region);
// if the mouse has moved on this region, handle it accordingly
void main_hall_mouse_grab_region(int region);
// ----------------------------------------------------------------------------
// SOUND data / handlers
// -
// toaster oven room sound idex
#define TOASTER_REGION 3
// everyone's favorite desk guardian
#define ALLENDER_REGION 4
// handles to the sound instances of the doors opening/closing
int Main_hall_door_sound_handles[MAX_DOOR_SOUNDS] = {
-1,-1,-1,-1,-1,-1
};
// sound handle for looping ambient sound
int Main_hall_ambient_loop = -1;
// cull any door sounds that have finished playing
void main_hall_cull_door_sounds();
// handle starting, stopping and reversing "door" animations
void main_hall_handle_region_anims();
// to determine if we should continue playing sounds and random animations
static int Main_hall_paused = 0;
// ----------------------------------------------------------------------------
// warning/notification messages
//
#define MAIN_HALL_NOTIFY_TIME 3500
// timestamp for the notification messages
int Main_hall_notify_stamp = -1;
// text to display as the current notification message
char Main_hall_notify_text[300]="";
// set the current notification string and the associated timestamp
void main_hall_set_notify_string(char *str);
// handle any drawing, culling, etc of notification messages
void main_hall_notify_do();
// ----------------------------------------------------------------------------
// MISC functions
//
// upper _RIGHT_ corner for the version text
#define MAIN_HALL_VERSION_X 630
#define MAIN_HALL_VERSION_Y 467
// main hall help overlay ID
int Main_hall_overlay_id;
// blit the freespace version #
void main_hall_blit_version();
// blit any necessary tooltips
void main_hall_maybe_blit_tooltips();
// shader for behind tooltips
shader Main_hall_tooltip_shader;
// num pixels shader is above/below tooltip text
static int Main_hall_tooltip_padding[GR_NUM_RESOLUTIONS] = {
4, // GR_640
7, // GR_1024
};
static int Main_hall_f1_text_frame = 0;
static int F1_text_done = 0;
// read in main hall table
void main_hall_read_table();
// "press f1" for help stuff
#define MAIN_HALL_HELP_TIME 5000
int Main_hall_help_stamp = -1;
void main_hall_process_help_stuff();
// ----------------------------------------------------------------------------
// VOICE RECORDING STUFF
//
// are we currently recording voice?
int Recording = 0;
// called when multiplayer clicks on the ready room door. May pop up dialog depending on network
// connection status and errors
void main_hall_do_multi_ready()
{
int error;
error = psnet_get_network_status();
switch( error ) {
case NETWORK_ERROR_NO_TYPE:
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have not defined your type of Internet connection. Please run the Launcher, hit the setup button, and go to the Network tab and choose your connection type.", 360));
break;
case NETWORK_ERROR_NO_WINSOCK:
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "Winsock is not installed. You must have TCP/IP and Winsock installed to play multiplayer FreeSpace.", 361));
break;
case NETWORK_ERROR_NO_PROTOCOL:
if(Multi_options_g.protocol == NET_TCP){
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "TCP/IP protocol not found. This protocol is required for multiplayer FreeSpace.", -1));
} else {
Assert(Multi_options_g.protocol == NET_IPX);
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "IPX protocol not found. This protocol is required for multiplayer FreeSpace.", -1));
}
break;
case NETWORK_ERROR_CONNECT_TO_ISP:
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected Dial Up Networking as your type of connection to the Internet. You are not currently connected. You must connect to your ISP before continuing on past this point.", 363));
break;
case NETWORK_ERROR_LAN_AND_RAS:
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have indicated that you use a LAN for networking. You also appear to be dialed into your ISP. Please disconnect from your service provider, or choose Dial Up Networking.", 364));
break;
case NETWORK_ERROR_NONE:
default:
break;
}
// if our selected protocol is not active
if((Multi_options_g.protocol == NET_TCP) && !Tcp_active){
if (Tcp_failure_code == WSAEADDRINUSE) {
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected TCP/IP for multiplayer FreeSpace, but the TCP socket is already in use. Check for another instance and/or use the \"-port <port_num>\" command line option to select an available port.", -1));
} else {
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected TCP/IP for multiplayer FreeSpace, but the TCP/IP protocol was not detected on your machine.", 362));
}
return;
}
if((Multi_options_g.protocol == NET_IPX) && !Ipx_active){
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected IPX for multiplayer FreeSpace, but the IPX protocol was not detected on your machine.", 1402));
return;
}
if ( error != NETWORK_ERROR_NONE ){
return;
}
// 7/9/98 -- MWA. Deal with the connection speed issue. make a call to the multiplayer code to
// determine is a valid connection setting exists
if ( Multi_connection_speed == CONNECTION_SPEED_NONE ) {
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You must define your connection speed. Please run the Launcher, hit the setup button, and go to the Network tab and choose your connection speed.", 986) );
return;
}
// go to parallax online
#ifdef MULTIPLAYER_BETA_BUILD // do we want this for FS2_DEMO
Multi_options_g.pxo = 1;
Multi_options_g.protocol = NET_TCP;
gameseq_post_event( GS_EVENT_PXO );
#else
if (Om_tracker_flag) {
Multi_options_g.protocol = NET_TCP;
gameseq_post_event(GS_EVENT_PXO);
} else {
// go to the regular join game screen
gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME );
}
#endif //MULTIPLAYER_BETA_BUILD
// select protocol
psnet_use_protocol(Multi_options_g.protocol);
}
// blit some small color indicators to show whether ships.tbl and weapons.tbl are valid
// green == valid, red == invalid.
// ships.tbl will be on the left, weapons.tbl on the right
int Mh_ship_table_status[GR_NUM_RESOLUTIONS][2] = {
{ 1, 479 },
{ 1, 767 }
};
int Mh_weapon_table_status[GR_NUM_RESOLUTIONS][2] = {
{ 3, 479 },
{ 3, 767 }
};
void main_hall_blit_table_status()
{
// blit ship table status
gr_set_color_fast(Game_ships_tbl_valid ? &Color_bright_green : &Color_bright_red);
gr_line(Mh_ship_table_status[gr_screen.res][0], Mh_ship_table_status[gr_screen.res][1], Mh_ship_table_status[gr_screen.res][0], Mh_ship_table_status[gr_screen.res][1]);
// blit weapon table status
gr_set_color_fast(Game_weapons_tbl_valid ? &Color_bright_green : &Color_bright_red);
gr_line(Mh_weapon_table_status[gr_screen.res][0], Mh_weapon_table_status[gr_screen.res][1], Mh_weapon_table_status[gr_screen.res][0], Mh_ship_table_status[gr_screen.res][1]);
}
// bash the player to a specific mission in a campaign
void main_hall_campaign_cheat()
{
char *ret = popup_input(0, XSTR("Enter mission name.\n\n* This will destroy all legitimate progress in this campaign. *", -1));
// yay
if(ret != NULL) {
// strcpy(Main_hall_campaign_cheat, ret);
mission_campaign_jump_to_mission(ret);
}
}
// -------------------------------------------------------------------------------------------------------------------
// FUNCTION DEFINITIONS BEGIN
//
// initialize the main hall proper
void main_hall_init(int main_hall_num)
{
if ( Main_hall_inited ) {
return;
}
int idx,s_idx;
char temp[100], whee[100];
// read in the main hall table
main_hall_read_table();
if(!Num_main_halls) {
Error(LOCATION, "No main halls were loaded to initialize.");
}
if ((main_hall_num < 0) || (main_hall_num >= Num_main_halls)) {
Warning(LOCATION, "Tried to load a main hall %d, but valid main halls are only 0 through %d; defaulting to main hall 0", main_hall_num, Num_main_halls-1);
main_hall_num = 0;
}
// create the snazzy interface and load up the info from the table
snazzy_menu_init();
read_menu_tbl(NOX("MAIN HALL"), temp, whee, Main_hall_region, &Main_hall_num_options, 0);
// assign the proper main hall data
Assert((main_hall_num >= 0) && (main_hall_num < Num_main_halls));
Main_hall = &Main_hall_defines[gr_screen.res][main_hall_num];
// tooltip strings
Main_hall->region_descript[0] = XSTR( "Exit FreeSpace 2", 353);
Main_hall->region_descript[1] = XSTR( "Barracks - Manage your FreeSpace 2 pilots", 354);
Main_hall->region_descript[2] = XSTR( "Ready room - Start or continue a campaign", 355);
Main_hall->region_descript[3] = XSTR( "Tech room - View specifications of FreeSpace 2 ships and weaponry", 356);
Main_hall->region_descript[4] = XSTR( "Options - Change your FreeSpace 2 options", 357);
Main_hall->region_descript[5] = XSTR( "Campaign Room - View all available campaigns", 358);
Main_hall->region_descript[6] = XSTR( "Multiplayer - Start or join a multiplayer game", 359);
// init tooltip shader // nearly black
gr_create_shader(&Main_hall_tooltip_shader, 5, 5, 5, 168);
// load the background bitmap
Main_hall_bitmap = bm_load(Main_hall->bitmap);
if(Main_hall_bitmap < 0){
nprintf(("General","WARNING! Couldn't load main hall background bitmap %s\n", Main_hall->bitmap));
}
// set the interface palette
#ifndef HARDWARE_ONLY
palette_use_bm_palette(Main_hall_bitmap);
#endif
Main_hall_mask_w = -1;
Main_hall_mask_h = -1;
// load the mask
Main_hall_mask = bm_load(Main_hall->mask);
if (Main_hall_mask < 0) {
nprintf(("General","WARNING! Couldn't load main hall background mask %s\n", Main_hall->mask));
if (gr_screen.res == 0) {
Error(LOCATION,"Could not load in main hall mask '%s'!\n\n(This error most likely means that you are missing required 640x480 interface art.)", Main_hall->mask);
} else {
Error(LOCATION,"Could not load in main hall mask '%s'!\n\n(This error most likely means that you are missing required 1024x768 interface art.)", Main_hall->mask);
}
} else {
// get a pointer to bitmap by using bm_lock(), so we can feed it to he snazzy menu system
Main_hall_mask_bitmap = bm_lock(Main_hall_mask, 8, BMP_AABITMAP);
Main_hall_mask_data = (ubyte*)Main_hall_mask_bitmap->data;
bm_get_info(Main_hall_mask, &Main_hall_mask_w, &Main_hall_mask_h);
}
// load up the misc animations, and nullify all the delay timestamps for the misc animations
for(idx=0;idx<Main_hall->num_misc_animations;idx++) {
Main_hall_misc_anim[idx] = NULL;
Main_hall_misc_anim[idx] = anim_load(Main_hall->misc_anim_name[idx]);
if(Main_hall_misc_anim[idx] == NULL) {
nprintf(("General","WARNING!, Could not load misc %s anim in main hall\n",Main_hall->misc_anim_name));
}
// null out the animation instances
Main_hall_misc_anim_instance[idx] = NULL;
// null out the delay timestamps
Main_hall->misc_anim_delay[idx][0] = -1;
}
// load up the door animations
for(idx=0;idx<Main_hall->num_door_animations;idx++) {
Main_hall_door_anim[idx] = NULL;
Main_hall_door_anim[idx] = anim_load(Main_hall->door_anim_name[idx]);
if(Main_hall_door_anim[idx] == NULL){
nprintf(("General","WARNING!, Could not load door anim %s in main hall\n",Main_hall->door_anim_name[idx]));
}
// null out the animation instances
Main_hall_door_anim_instance[idx] = NULL;
}
// load in help overlay bitmap
if(Main_hall == &Main_hall_defines[gr_screen.res][0]) {
Main_hall_overlay_id = MH_OVERLAY;
} else {
// Assert(Main_hall == &Main_hall_defines[gr_screen.res][1]);
Main_hall_overlay_id = MH2_OVERLAY;
}
help_overlay_load(Main_hall_overlay_id);
help_overlay_set_state(Main_hall_overlay_id,0);
// check to see if the "very first pilot" flag is set, and load the overlay if so
if (!F1_text_done) {
if (Main_hall_f1_text_frame == 0) {
Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
} else {
F1_text_done = 1;
}
}
/*
if(Player_select_very_first_pilot) {
Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
// don't display the "press f1" message more than once
Player_select_very_first_pilot = 0;
} else {
Main_hall_help_stamp = -1;
}
*/
Main_hall_region_linger_stamp = -1;
strcpy(Main_hall_campaign_cheat, "");
// zero out the door sounds
for(idx=0;idx<Main_hall->num_door_sounds;idx++){
Main_hall_door_sound_handles[idx] = -1;
}
// zero out the misc anim sounds
for(idx=0;idx<Main_hall->num_misc_animations;idx++){
for(s_idx = 1;s_idx < 10;s_idx++){
Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
}
}
// skip the first frame
Main_hall_frame_skip = 1;
// initialize the music
main_hall_start_music();
// initialize the main hall notify text
Main_hall_notify_stamp = 1;
// initialize the random intercom sound stuff
Main_hall_next_intercom_sound = 0;
Main_hall_next_intercom_sound_stamp = -1;
Main_hall_intercom_sound_handle = -1;
// set the placement of the mouse cursor (start at the ready room)
Main_hall_mouse_region = -1;
Main_hall_last_clicked_region = READY_ROOM_REGION;
int mx = Main_hall->door_anim_coords[READY_ROOM_REGION][2];
int my = Main_hall->door_anim_coords[READY_ROOM_REGION][3];
gr_resize_screen_pos( &mx, &my );
mouse_set_pos( mx, my );
Main_hall_inited = 1;
// determine if we have a right click
Main_hall_right_click = mouse_down(MOUSE_RIGHT_BUTTON);
}
void main_hall_exit_game()
{
#if defined(NDEBUG) || defined(INTERPLAYQA)
int choice;
// stop music first
main_hall_stop_music();
main_hall_stop_ambient();
choice = popup( PF_NO_NETWORKING | PF_BODY_BIG, 2, POPUP_NO, POPUP_YES, XSTR( "Exit Game?", 365));
if ( choice == 1 ) {
gameseq_post_event(GS_EVENT_QUIT_GAME);
} else {
main_hall_start_music();
main_hall_start_ambient();
}
#else
gameseq_post_event(GS_EVENT_QUIT_GAME);
#endif
}
// do a frame for the main hall
void main_hall_do(float frametime)
{
int code, key, snazzy_action;
// need to ensure ambient is playing, since it may be stopped by a playing movie
main_hall_start_ambient();
// handle any animation details
main_hall_handle_misc_anims();
main_hall_handle_region_anims();
// handle any random intercom sound details
main_hall_handle_random_intercom_sounds();
// handle any mouse clicks
main_hall_handle_right_clicks();
// handle any sound details
main_hall_cull_door_sounds();
// process any keypresses/mouse events
snazzy_action = -1;
code = snazzy_menu_do(Main_hall_mask_data, Main_hall_mask_w, Main_hall_mask_h, Main_hall_num_options, Main_hall_region, &snazzy_action, 1, &key);
if(key){
extern void game_process_cheats(int k);
game_process_cheats(key);
}
switch(key){
case KEY_ENTER:
snazzy_action = SNAZZY_CLICKED;
break;
case KEY_F3:
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
gameseq_post_event(GS_EVENT_LAB);
break;
#ifndef NDEBUG
case KEY_1:
// no soup for you!
movie_play("endprt2b.mve");
break;
case KEY_2:
// no soup for you!
movie_play_two("endprt2a.mve", "endprt2b.mve");
break;
case KEY_3:
main_hall_campaign_cheat();
break;
case KEY_DEBUGGED + KEY_D:
demo_start_playback("test.fsd");
break;
}
#else
}
#endif
// do any processing based upon what happened to the snazzy menu
switch (snazzy_action) {
case SNAZZY_OVER:
main_hall_handle_mouse_location(code);
break;
case SNAZZY_CLICKED:
switch (code) {
// clicked on the exit region
case EXIT_REGION:
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
main_hall_exit_game();
break;
// clicked on the readyroom region
case READY_ROOM_REGION:
if (Campaign_file_missing) {
// error popup for a missing campaign file, don't try to enter ready room in this case
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "The currently active campaign cannot be found.\n\n Please select another in the Campaign Room.", -1));
break;
} else if ( !(Player->flags & PLAYER_FLAGS_IS_MULTI) && !strlen(Campaign.filename) ) {
// no campaign loaded...
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "No active campaign is available. Please choose one in the Campaign Room.", -1));
break;
}
#ifdef MULTIPLAYER_BETA_BUILD
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
Player->flags |= PLAYER_FLAGS_IS_MULTI;
main_hall_do_multi_ready();
#elif defined(E3_BUILD) || defined(PRESS_TOUR_BUILD)
gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);
#else
if (Player->flags & PLAYER_FLAGS_IS_MULTI){
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
main_hall_do_multi_ready();
} else {
if(strlen(Main_hall_campaign_cheat)){
gameseq_post_event(GS_EVENT_CAMPAIGN_CHEAT);
} else {
gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);
}
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
}
#endif
break;
// clicked on the tech room region
case TECH_ROOM_REGION:
#if defined(FS2_DEMO)
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
game_feature_not_in_demo_popup();
#else
// if (Campaign_file_missing) {
// // error popup for a missing campaign file, don't try to enter tech room in this case
// popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "The currently active campaign cannot be found. Please select another in the Campaign Room.", -1));
// break;
// }
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
gameseq_post_event( GS_EVENT_TECH_MENU );
#endif
break;
// clicked on the options region
case OPTIONS_REGION:
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
gameseq_post_event(GS_EVENT_OPTIONS_MENU);
break;
// clicked on the campaign toom region
case CAMPAIGN_ROOM_REGION:
#if !defined(MULTIPLAYER_BETA_BUILD) && !defined(E3_BUILD) && !defined(PRESS_TOUR_BUILD)
#ifdef FS2_DEMO
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
{
//game_feature_not_in_demo_popup();
int reset_campaign = popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 2, "Exit", "Restart Campaign", "Campaign Room only available in full version. However, you may restart the campaign.");
if (reset_campaign == 1) {
mission_campaign_savefile_delete(Campaign.filename);
mission_campaign_load(Campaign.filename);
mission_campaign_next_mission();
}
}
#else
if(Player->flags & PLAYER_FLAGS_IS_MULTI){
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
main_hall_set_notify_string(XSTR( "Campaign Room not valid for multiplayer pilots", 366));
} else {
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);
}
#endif
#endif
break;
// clicked on the multiplayer region
case MULTIPLAYER_REGION:
#if defined(DEMO) || defined(OEM_BUILD) // not for FS2_DEMO
game_feature_not_in_demo_popup();
#else
if (Player->flags & PLAYER_FLAGS_IS_MULTI){
// NOTE : this isn't a great thing to be calling this anymore. But we'll leave it for now
gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME );
} else {
main_hall_set_notify_string(XSTR( "Not a valid multiplayer pilot!!", 367));
}
#endif
break;
// load mission key was pressed
case LOAD_MISSION_REGION:
#ifdef RELEASE_REAL
#else
#if !(defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO))
//#if !defined(NDEBUG) || defined(INTERPLAYQA)
if (Player->flags & PLAYER_FLAGS_IS_MULTI){
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
main_hall_set_notify_string(XSTR( "Load Mission not valid for multiplayer pilots", 368));
} else {
#ifdef GAME_CD_CHECK
// if ( !game_do_cd_check() ) {
// break;
// }
#endif
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
gameseq_post_event( GS_EVENT_LOAD_MISSION_MENU );
}
//#endif
#endif
#endif
break;
// quick start a game region
case QUICK_START_REGION:
#if !defined(NDEBUG) && !defined(FS2_DEMO)
if (Player->flags & PLAYER_FLAGS_IS_MULTI){
main_hall_set_notify_string(XSTR( "Quick Start not valid for multiplayer pilots", 369));
} else {
if (Num_recent_missions > 0) {
strncpy( Game_current_mission_filename, Recent_missions[0], MAX_FILENAME_LEN );
} else {
if ( mission_load_up_campaign() )
main_hall_set_notify_string(XSTR( "Campaign file is currently unavailable", -1));
strncpy( Game_current_mission_filename, Campaign.missions[0].name, MAX_FILENAME_LEN );
}
Campaign.current_mission = -1;
gameseq_post_event(GS_EVENT_START_GAME_QUICK);
}
#endif
break;
// clicked on the barracks region
case BARRACKS_REGION:
// if (Campaign_file_missing) {
// // error popup for a missing campaign file, don't try to enter barracks in this case
// popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "The currently active campaign cannot be found. Please select another in the Campaign Room.", -1));
// break;
// }
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
gameseq_post_event( GS_EVENT_BARRACKS_MENU );
break;
// increate the skill level
case SKILL_LEVEL_REGION:
char temp[100];
game_increase_skill_level();
sprintf(temp, XSTR( "Skill level set to %s.", 370), Skill_level_names(Game_skill_level));
main_hall_set_notify_string(temp);
break;
// escape was pressed
case ESC_PRESSED:
// if there is a help overlay active, then don't quit the game - just kill the overlay
if(!help_overlay_active(Main_hall_overlay_id)){
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
main_hall_exit_game();
}
// kill the overlay
else {
help_overlay_set_state(Main_hall_overlay_id,0);
}
break;
}
// if the escape key wasn't pressed handle any mouse position related events
if (code != ESC_PRESSED){
main_hall_handle_mouse_location(code);
}
break;
default:
main_hall_handle_mouse_location(-1);
break;
}
if ( mouse_down(MOUSE_LEFT_BUTTON) ) {
help_overlay_set_state(Main_hall_overlay_id, 0);
}
// draw the background bitmap
gr_reset_clip();
GR_MAYBE_CLEAR_RES(Main_hall_bitmap);
if(Main_hall_bitmap >= 0){
gr_set_bitmap(Main_hall_bitmap);
gr_bitmap(0, 0);
}
// draw any pending notification messages
main_hall_notify_do();
// render misc animations
main_hall_render_misc_anims(frametime);
// render door animtions
main_hall_render_door_anims(frametime);
// blit any appropriate tooltips
main_hall_maybe_blit_tooltips();
// fishtank
fishtank_process();
// process any help "hit f1" timestamps and display any messages if necessary
if (!F1_text_done) {
main_hall_process_help_stuff();
}
// blit help overlay if active
help_overlay_maybe_blit(Main_hall_overlay_id);
// blit the freespace version #
main_hall_blit_version();
// blit ship and weapon table status
main_hall_blit_table_status();
gr_flip();
// see if we have a missing campaign and force the player to select a new campaign if so
extern bool Campaign_room_no_campaigns;
if ( !(Player->flags & PLAYER_FLAGS_IS_MULTI) && Campaign_file_missing && !Campaign_room_no_campaigns ) {
int rc = popup(0, 3, XSTR("Go to Campaign Room", -1), XSTR("Select another pilot", -1), XSTR("Exit Game", -1), XSTR("The currently active campaign cannot be found. Please select another...", -1));
switch (rc) {
case 0:
gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);
break;
case 1:
gameseq_post_event(GS_EVENT_INITIAL_PLAYER_SELECT);
break;
case 2:
main_hall_exit_game();
break;
default:
gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);
break;
}
}
// maybe run the player tips popup
// #if defined(FS2_DEMO) && defined(NDEBUG)
player_tips_popup();
// #endif
// if we were supposed to skip a frame, then stop doing it after 1 frame
if(Main_hall_frame_skip){
Main_hall_frame_skip = 0;
}
}
// close the main hall proper
void main_hall_close()
{
int idx,s_idx;
if(!Main_hall_inited){
return;
}
// unload the main hall bitmap
if(Main_hall_bitmap != -1){
bm_release(Main_hall_bitmap);
}
// unload any bitmaps
if(Main_hall_mask >= 0){
// make sure we unlock the mask bitmap so it can be unloaded
bm_unlock(Main_hall_mask);
bm_release(Main_hall_mask);
}
// free up any (possibly) playing misc animation handles
for(idx=0;idx<Main_hall->num_misc_animations;idx++){
if(Main_hall_misc_anim_instance[idx]!=NULL){
anim_stop_playing(Main_hall_misc_anim_instance[idx]);
Main_hall_misc_anim_instance[idx] = NULL;
}
}
// free up any (possibly) playing door animation handles
for(idx=0;idx<Main_hall->num_door_animations;idx++){
if(Main_hall_door_anim_instance[idx]!=NULL){
anim_stop_playing(Main_hall_door_anim_instance[idx]);
Main_hall_door_anim_instance[idx] = NULL;
}
}
// free up any misc animations/instances
for(idx=0;idx<Main_hall->num_misc_animations;idx++){
if((Main_hall_misc_anim_instance[idx]!=NULL) && (anim_playing(Main_hall_misc_anim_instance[idx]))){
Main_hall_misc_anim_instance[idx] = NULL;
}
if(Main_hall_misc_anim[idx]!=NULL){
if(anim_free(Main_hall_misc_anim[idx]) == -1){
nprintf(("General","WARNING!, Could not free up misc anim %s in main hall\n",Main_hall->misc_anim_name[idx]));
}
}
}
// free up any door animations/instances
for(idx=0;idx<Main_hall->num_door_animations;idx++){
if((Main_hall_door_anim_instance[idx]!=NULL) && (anim_playing(Main_hall_door_anim_instance[idx]))){
Main_hall_door_anim_instance[idx] = NULL;
}
if(Main_hall_door_anim[idx]!=NULL){
if(anim_free(Main_hall_door_anim[idx]) == -1){
nprintf(("General","WARNING!, Could not free up door anim %s in main hall\n",Main_hall->door_anim_name[idx]));
}
}
}
// stop any playing door sounds
for(idx=0;idx<Main_hall->num_door_sounds-2;idx++){ // don't cut off the glow sounds (requested by Dan)
if((Main_hall_door_sound_handles[idx] != -1) && snd_is_playing(Main_hall_door_sound_handles[idx])){
snd_stop(Main_hall_door_sound_handles[idx]);
Main_hall_door_sound_handles[idx] = -1;
}
}
// stop any playing misc animation sounds
for(idx=0;idx<Main_hall->num_misc_animations;idx++){
for(s_idx=1;s_idx<10;s_idx++){
if(snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])){
snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
}
}
}
// unload the overlay bitmap
help_overlay_unload(Main_hall_overlay_id);
// close any snazzy menu details
snazzy_menu_close();
// restore
palette_restore_palette();
// no fish
fishtank_stop();
// unpause
Main_hall_paused = 0;
// not inited anymore
Main_hall_inited = 0;
}
int main_hall_get_music_index(int main_hall_num)
{
int index;
main_hall_defines *hall;
if (main_hall_num < 0)
return -1;
hall = &Main_hall_defines[gr_screen.res][main_hall_num];
// Goober5000 - try substitute first
index = event_music_get_spooled_music_index(hall->substitute_music_name);
if ((index >= 0) && (Spooled_music[index].flags & SMF_VALID))
return index;
// now try regular
index = event_music_get_spooled_music_index(hall->music_name);
if ((index >= 0) && (Spooled_music[index].flags & SMF_VALID))
return index;
return -1;
}
// start the main hall music playing
void main_hall_start_music()
{
int index;
char *filename;
// start a looping ambient sound
main_hall_start_ambient();
// if we have selected no music, then don't do this
if (Cmdline_freespace_no_music)
return;
// already playing?
if (Main_hall_music_handle >= 0)
return;
// get music
index = main_hall_get_music_index(Main_hall-Main_hall_defines[gr_screen.res]);
if (index < 0)
{
nprintf(("Warning", "No music file exists to play music at the main menu!\n"));
return;
}
filename = Spooled_music[index].filename;
Assert(filename != NULL);
// get handle
Main_hall_music_handle = audiostream_open(filename, ASF_MENUMUSIC);
if (Main_hall_music_handle < 0)
{
nprintf(("Warning", "No music file exists to play music at the main menu!\n"));
return;
}
audiostream_play(Main_hall_music_handle, Master_event_music_volume, 1);
}
// stop the main hall music
void main_hall_stop_music()
{
if ( Main_hall_music_handle != -1 ) {
audiostream_close_file(Main_hall_music_handle, 1);
Main_hall_music_handle = -1;
}
}
// do any necessary instantiation of misc animations
void main_hall_handle_misc_anims()
{
int idx,s_idx;
if(Main_hall_frame_skip || Main_hall_paused)
return;
for(idx=0;idx<Main_hall->num_misc_animations;idx++){
// if the anim isn't playing
if(Main_hall_misc_anim_instance[idx] == NULL){
// if the timestamp is -1, then reset it to some random value (based on MIN and MAX) and continue
if(Main_hall->misc_anim_delay[idx][0] == -1){
Main_hall->misc_anim_delay[idx][0] = timestamp(Main_hall->misc_anim_delay[idx][1] +
(int)(((float)rand()/(float)RAND_MAX) * (float)(Main_hall->misc_anim_delay[idx][2] - Main_hall->misc_anim_delay[idx][1])));
// if the timestamp is not -1 and has popped, play the anim and make the timestap -1
} else if (timestamp_elapsed(Main_hall->misc_anim_delay[idx][0]) && Main_hall_misc_anim[idx]) {
anim_play_struct aps;
anim_play_init(&aps, Main_hall_misc_anim[idx], Main_hall->misc_anim_coords[idx][0], Main_hall->misc_anim_coords[idx][1]);
aps.screen_id = GS_STATE_MAIN_MENU;
aps.framerate_independent = 1;
Main_hall_misc_anim_instance[idx] = anim_play(&aps);
// kill the timestamp
Main_hall->misc_anim_delay[idx][0] = -1;
// reset the "should be playing" flags
for(s_idx=1;s_idx<10;s_idx++){
Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
}
}
}
// if the anim is playing
else {
// check to see if any special trigger points have been reached by the animation
// since the frame triggers must be in ascending order, we will count down so that we don't trigger too many sounds
for(s_idx=Main_hall->misc_anim_special_sounds[idx][0]; s_idx > 0; s_idx--){
// if we've passed the trigger point, then play the sound and break out of the loop
if((Main_hall_misc_anim_instance[idx]->frame_num >= Main_hall->misc_anim_special_trigger[idx][s_idx]) && !Main_hall->misc_anim_sound_flag[idx][s_idx]){
Main_hall->misc_anim_sound_flag[idx][s_idx] = 1;
// if the sound is already playing, then kill it. This is a pretty safe thing to do since we can assume that
// by the time we get to this point again, the sound will have been long finished
if(snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])){
snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
}
// play the sound
Main_hall->misc_anim_sound_handles[idx][s_idx] = snd_play(&Snds_iface[Main_hall->misc_anim_special_sounds[idx][s_idx]],Main_hall->misc_anim_sound_pan[idx]);
break;
}
}
// if the animation mode is MISC_ANIM_MODE_HOLD, pause it at the last frame
if((Main_hall->misc_anim_modes[idx] == MISC_ANIM_MODE_HOLD) && (Main_hall_misc_anim_instance[idx]->frame_num == Main_hall_misc_anim_instance[idx]->stop_at)){
anim_pause(Main_hall_misc_anim_instance[idx]);
Main_hall_misc_anim_instance[idx]->stop_now = FALSE;
}
// if the animation mode is MISC_ANIM_MODE_LOOP, check to see if it should be looped
if((Main_hall->misc_anim_modes[idx] == MISC_ANIM_MODE_LOOP) && (Main_hall_misc_anim_instance[idx]->frame_num == Main_hall_misc_anim_instance[idx]->stop_at)){
anim_release_render_instance(Main_hall_misc_anim_instance[idx]);
// start it playing again
anim_play_struct aps;
anim_play_init(&aps, Main_hall_misc_anim[idx], Main_hall->misc_anim_coords[idx][0], Main_hall->misc_anim_coords[idx][1]);
aps.screen_id = GS_STATE_MAIN_MENU;
aps.framerate_independent = 1;
Main_hall_misc_anim_instance[idx] = anim_play(&aps);
// kill the timestamp
Main_hall->misc_anim_delay[idx][0] = -1;
// reset the "should be playing" flags
for(s_idx=1;s_idx<10;s_idx++){
Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
}
}
// cull any misc animations which are marked as done (!is_playing)
if(!anim_playing(Main_hall_misc_anim_instance[idx])){
Main_hall_misc_anim_instance[idx] = NULL;
}
}
}
}
// render all playing misc animations
void main_hall_render_misc_anims(float frametime)
{
int idx;
// HACKETY HACK HACK - always render misc anim 3 first, if it is playing
if(Main_hall_misc_anim_instance[2] != NULL){
anim_render_one(GS_STATE_MAIN_MENU,Main_hall_misc_anim_instance[2],frametime);
}
// render all other animations
for(idx=0;idx<MAX_MISC_ANIMATIONS;idx++){
// skip anim 3, which was previously rendered, if at all
if(idx == 2){
continue;
}
// render it
if(Main_hall_misc_anim_instance[idx] != NULL){
anim_render_one(GS_STATE_MAIN_MENU,Main_hall_misc_anim_instance[idx],frametime);
}
}
}
// render all playing door animations
void main_hall_render_door_anims(float frametime)
{
int idx;
// render all door animations
for(idx=0;idx<MAX_DOOR_ANIMATIONS;idx++){
// render it
if(Main_hall_door_anim_instance[idx] != NULL){
anim_render_one(GS_STATE_MAIN_MENU,Main_hall_door_anim_instance[idx],frametime);
}
}
}
// handle starting, stopping and reversing "door" animations
void main_hall_handle_region_anims()
{
int idx;
if(Main_hall_frame_skip)
return;
// make sure we make any finished door animations NULL
for(idx=0;idx<Main_hall->num_door_animations;idx++){
if((Main_hall_door_anim_instance[idx] != NULL) && !anim_playing(Main_hall_door_anim_instance[idx])){
Main_hall_door_anim_instance[idx] = NULL;
}
}
// go through each region animation
for(idx=0;idx<Main_hall->num_door_animations;idx++){
// if the instance is not null and the animation is playing
if((Main_hall_door_anim_instance[idx] != NULL) && anim_playing(Main_hall_door_anim_instance[idx])){
// check to see if we should hold a given door "open"
if((Main_hall_mouse_region == idx) && (Main_hall_door_anim_instance[idx]->frame_num == Main_hall_door_anim_instance[idx]->stop_at)){
anim_pause(Main_hall_door_anim_instance[idx]);
Main_hall_door_anim_instance[idx]->stop_now = FALSE;
}
// check to see if we should close a door being held open
if((Main_hall_mouse_region != idx) && (Main_hall_door_anim_instance[idx]->paused)){
anim_unpause(Main_hall_door_anim_instance[idx]);
}
}
}
}
// do any necessary processing based upon the mouse location
void main_hall_handle_mouse_location(int cur_region)
{
if(Main_hall_frame_skip)
return;
if(cur_region > NUM_MAIN_HALL_MOUSE_REGIONS) {
// MWA -- inserted return since Int3() was tripped when hitting L from main
// menu.
return;
}
// if the mouse is now over a resgion
if (cur_region != -1) {
// if we're still over the same region we were last frame, check stuff
if (cur_region == Main_hall_mouse_region) {
// if we have a linger timestamp set and it has expired, then get moving
if ((Main_hall_region_linger_stamp != -1) && timestamp_elapsed(Main_hall_region_linger_stamp)) {
main_hall_mouse_grab_region(cur_region);
// release the region linger stamp
Main_hall_region_linger_stamp = -1;
}
} else {
// if we're currently on another region, release it
if ((Main_hall_mouse_region != -1) && (cur_region != Main_hall_mouse_region)) {
main_hall_mouse_release_region(Main_hall_mouse_region);
}
// set the linger time
if (Main_hall_region_linger_stamp == -1) {
Main_hall_mouse_region = cur_region;
Main_hall_region_linger_stamp = timestamp(MAIN_HALL_REGION_LINGER);
}
}
}
// if it was over a region but isn't anymore, release that region
else {
if (Main_hall_mouse_region != -1) {
main_hall_mouse_release_region(Main_hall_mouse_region);
Main_hall_mouse_region = -1;
// release the region linger timestamp
Main_hall_region_linger_stamp = -1;
}
}
}
// if the mouse has moved off of the currently active region, handle the anim accordingly
void main_hall_mouse_release_region(int region)
{
if(Main_hall_frame_skip){
return;
}
// if the animation is currently playing in the forward direction, change direction and be done, otherwise don't do a thing
if ( (Main_hall_door_anim_instance[region] != NULL) && anim_playing(Main_hall_door_anim_instance[region]) && (Main_hall_door_anim_instance[region]->direction == ANIM_DIRECT_FORWARD)){
anim_reverse_direction(Main_hall_door_anim_instance[region]);
}
// check for door sounds, ignoring the OPTIONS_REGION (which isn't a door)
if ((Main_hall_door_anim_instance[region] != NULL)) {
// don't stop the toaster oven or microwave regions from playing all the way through
if (Main_hall_door_sound_handles[region] != -1) {
snd_stop(Main_hall_door_sound_handles[region]);
}
Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][1]], Main_hall->door_sound_pan[region]);
// make sure to set the sound to play from the right spot
snd_set_pos(Main_hall_door_sound_handles[region], &Snds_iface[SND_MAIN_HALL_DOOR_CLOSE],
(float)(Main_hall_door_anim_instance[region]->start_at - Main_hall_door_anim_instance[region]->frame_num) / (float)Main_hall_door_anim_instance[region]->parent->total_frames, 1);
}
}
// if the mouse has moved on this region, handle it accordingly
void main_hall_mouse_grab_region(int region)
{
if (Main_hall_frame_skip) {
return;
}
// if the animation is not playing, start it playing
if ( !Main_hall_door_anim_instance[region] ) {
if ( Main_hall_door_anim[region] ) {
anim_play_struct aps;
anim_play_init(&aps, Main_hall_door_anim[region], Main_hall->door_anim_coords[region][0], Main_hall->door_anim_coords[region][1]);
aps.screen_id = GS_STATE_MAIN_MENU;
aps.framerate_independent = 1;
Main_hall_door_anim_instance[region] = anim_play(&aps);
}
}
// otherwise if its playing in the reverse direction, change it to the forward direction
else if (Main_hall_door_anim_instance[region]->direction == ANIM_DIRECT_REVERSE) {
anim_reverse_direction(Main_hall_door_anim_instance[region]);
}
// check for opening/starting sounds
// kill the currently playing sounds if necessary
if(Main_hall_door_sound_handles[region] != -1){
snd_stop(Main_hall_door_sound_handles[region]);
}
Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][0]],Main_hall->door_sound_pan[region]);
// start the sound playing at the right spot relative to the completion of the animation
if( (Main_hall_door_anim_instance[region] != NULL) && (Main_hall_door_anim_instance[region]->frame_num != -1) ) {
snd_set_pos(Main_hall_door_sound_handles[region],&Snds_iface[SND_MAIN_HALL_DOOR_OPEN],
(float)Main_hall_door_anim_instance[region]->frame_num / (float)Main_hall_door_anim_instance[region]->parent->total_frames,1);
}
}
// handle any right clicks which may have occured
void main_hall_handle_right_clicks()
{
int new_region;
if(Main_hall_frame_skip)
return;
// check to see if the button has been clicked
if(!Main_hall_right_click){
if(mouse_down(MOUSE_RIGHT_BUTTON)){
// cycle through the available regions
if(Main_hall_last_clicked_region == NUM_MAIN_HALL_MOUSE_REGIONS - 1){
new_region = 0;
} else
new_region = Main_hall_last_clicked_region + 1;
// set the position of the mouse cursor and the newly clicked region
int mx = Main_hall->door_anim_coords[new_region][2];
int my = Main_hall->door_anim_coords[new_region][3];
gr_resize_screen_pos( &mx, &my );
mouse_set_pos( mx, my );
main_hall_handle_mouse_location(new_region);
Main_hall_last_clicked_region = new_region;
// set the mouse as being clicked
Main_hall_right_click = 1;
}
}
// set the mouse as being unclicked
else if(Main_hall_right_click && !(mouse_down(MOUSE_RIGHT_BUTTON))){
Main_hall_right_click = 0;
}
}
// cull any door sounds that have finished playing
void main_hall_cull_door_sounds()
{
int idx;
// basically just set the handle of any finished sound to be -1, so that we know its free any where else in the code we may need it
for(idx=0;idx<Main_hall->num_door_sounds;idx++){
if((Main_hall_door_sound_handles[idx] != -1) && !snd_is_playing(Main_hall_door_sound_handles[idx])){
Main_hall_door_sound_handles[idx] = -1;
}
}
}
void main_hall_handle_random_intercom_sounds()
{
// if we have no timestamp for the next random sound, then set on
if((Main_hall_next_intercom_sound_stamp == -1) && (Main_hall_intercom_sound_handle == -1)){
Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)rand()/(float)RAND_MAX) *
(float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
- Main_hall->intercom_delay[Main_hall_intercom_sound_handle][0])) );
}
// if the there is no sound playing
if(Main_hall_intercom_sound_handle == -1){
if (Main_hall_paused) {
return;
}
// if the timestamp has popped, play a sound
if((Main_hall_next_intercom_sound_stamp != -1) && (timestamp_elapsed(Main_hall_next_intercom_sound_stamp))){
// play the sound
Main_hall_intercom_sound_handle = snd_play(&Snds_iface[Main_hall->intercom_sounds[Main_hall_next_intercom_sound]]);
// unset the timestamp
Main_hall_next_intercom_sound_stamp = -1;
}
}
// if the sound is playing
else {
// if the sound has finished, set the timestamp and continue
if(!snd_is_playing(Main_hall_intercom_sound_handle)){
// increment the next sound
if(Main_hall_next_intercom_sound >= (Main_hall->num_random_intercom_sounds-1)){
Main_hall_next_intercom_sound = 0;
} else {
Main_hall_next_intercom_sound++;
}
// set the timestamp
Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)rand()/(float)RAND_MAX) *
(float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
- Main_hall->intercom_delay[Main_hall_next_intercom_sound][0])) );
// release the sound handle
Main_hall_intercom_sound_handle = -1;
}
}
}
// set the notification string with its decay timeout
void main_hall_set_notify_string(char *str)
{
strcpy(Main_hall_notify_text,str);
Main_hall_notify_stamp = timestamp(MAIN_HALL_NOTIFY_TIME);
}
void main_hall_notify_do()
{
// check to see if we should try and do something
if(Main_hall_notify_stamp != -1){
// if the text time has expired
if(timestamp_elapsed(Main_hall_notify_stamp)){
strcpy(Main_hall_notify_text,"");
Main_hall_notify_stamp = -1;
} else {
int w,h;
gr_set_color_fast(&Color_bright);
gr_get_string_size(&w,&h,Main_hall_notify_text);
gr_printf((gr_screen.max_w - w)/2, gr_screen.max_h - 40, Main_hall_notify_text);
}
}
}
// start a looping ambient sound for main hall
void main_hall_start_ambient()
{
int play_ambient_loop = 0;
if (Main_hall_paused)
return;
if ( Main_hall_ambient_loop == -1 ) {
play_ambient_loop = 1;
} else {
if ( !snd_is_playing(Main_hall_ambient_loop) ) {
play_ambient_loop = 1;
}
}
if ( play_ambient_loop ) {
Main_hall_ambient_loop = snd_play_looping(&Snds_iface[SND_MAIN_HALL_AMBIENT]);
}
}
// stop a looping ambient sound for the main hall
void main_hall_stop_ambient()
{
if ( Main_hall_ambient_loop != -1 ) {
snd_stop(Main_hall_ambient_loop);
Main_hall_ambient_loop = -1;
}
}
// Reset the volume of the looping ambient sound. This is called from the options
// screen when the looping ambient sound might be playing.
void main_hall_reset_ambient_vol()
{
if ( Main_hall_ambient_loop >= 0 ) {
snd_set_volume(Main_hall_ambient_loop, Snds_iface[SND_MAIN_HALL_AMBIENT].default_volume);
}
}
// blit the freespace version #
void main_hall_blit_version()
{
char version_string[100];
int w;
// format the version string
get_version_string(version_string, sizeof(version_string));
// get the length of the string
gr_get_string_size(&w,NULL,version_string);
// print the string near the lower left corner
gr_set_color_fast(&Color_bright_white);
gr_string(5, gr_screen.max_h_unscaled - 24, version_string);
}
// blit any necessary tooltips
void main_hall_maybe_blit_tooltips()
{
int w;
int text_index;
// if we're over no region - don't blit anything
if(Main_hall_mouse_region < 0) {
return;
}
// get the index of the proper text to be using
if(Main_hall_mouse_region == READY_ROOM_REGION) {
// if this is a multiplayer pilot, the ready room region becomes the multiplayer region
if(Player->flags & PLAYER_FLAGS_IS_MULTI){
text_index = NUM_REGIONS - 1;
} else {
text_index = READY_ROOM_REGION;
}
} else {
text_index = Main_hall_mouse_region;
}
// set the color and blit the string
if(!help_overlay_active(Main_hall_overlay_id)) {
int shader_y = (Main_hall->region_yval) - Main_hall_tooltip_padding[gr_screen.res]; // subtract more to pull higher
// get the width of the string
gr_get_string_size(&w, NULL, Main_hall->region_descript[text_index]);
gr_set_shader(&Main_hall_tooltip_shader);
gr_shade(0, shader_y, gr_screen.clip_width_unscaled, (gr_screen.clip_height_unscaled - shader_y));
gr_set_color_fast(&Color_bright_white);
gr_string((gr_screen.max_w_unscaled - w)/2, Main_hall->region_yval, Main_hall->region_descript[text_index]);
}
}
void main_hall_process_help_stuff()
{
int w, h;
char str[255];
// if the timestamp has popped, don't do anything
if(Main_hall_help_stamp == -1) {
return;
}
// if the timestamp has popped, advance frame
if(timestamp_elapsed(Main_hall_help_stamp)) {
Main_hall_f1_text_frame++;
}
// otherwise print out the message
strcpy(str, XSTR( "Press F1 for help", 371));
gr_get_string_size(&w, &h, str);
int y_anim_offset = Main_hall_f1_text_frame;
// if anim is off the screen finally, stop altogether
if ( (y_anim_offset >= (2*Main_hall_tooltip_padding[gr_screen.res]) + h) || (help_overlay_active(Main_hall_overlay_id)) ) {
Main_hall_f1_text_frame = -1;
Main_hall_help_stamp = -1;
F1_text_done = 1;
return;
}
// set the color and print out text and shader
gr_set_color_fast(&Color_bright_white);
gr_shade(0, 0, gr_screen.max_w_unscaled, (2*Main_hall_tooltip_padding[gr_screen.res]) + h - y_anim_offset);
gr_string((gr_screen.max_w_unscaled - w)/2, Main_hall_tooltip_padding[gr_screen.res] /*- y_anim_offset*/, str);
}
// what main hall we're on
int main_hall_id()
{
return (Main_hall - &Main_hall_defines[gr_screen.res][0]);
}
// read in main hall table
void main_hall_read_table()
{
main_hall_defines *m, temp;
int count, idx, s_idx, m_idx, rval;
if ((rval = setjmp(parse_abort)) != 0) {
mprintf(("TABLES: Unable to parse '%s'! Error code = %i.\n", "mainhall.tbl", rval));
return;
}
// read the file in
read_file_text("mainhall.tbl", CF_TYPE_TABLES);
reset_parse();
// go for it
count = 0;
while(!optional_string("#end"))
{
// read in 2 resolutions
for(m_idx=0; m_idx<GR_NUM_RESOLUTIONS; m_idx++)
{
// maybe use a temp main hall stuct
if(count >= MAIN_HALLS_MAX)
{
m = &temp;
Warning(LOCATION, "Number of main halls in mainhall.tbl has exceeded max of %d. All further main halls will be ignored.", MAIN_HALLS_MAX);
//WMC - break, because there's nothing after this loop to parse
break;
} else {
m = &Main_hall_defines[m_idx][count];
}
// ready
required_string("$Main Hall");
// bitmap and mask
required_string("+Bitmap:");
stuff_string(m->bitmap, F_NAME, MAX_FILENAME_LEN);
required_string("+Mask:");
stuff_string(m->mask, F_NAME, MAX_FILENAME_LEN);
#ifndef FS2_DEMO
required_string("+Music:");
stuff_string(m->music_name, F_NAME, MAX_FILENAME_LEN);
// Goober5000
if (optional_string("+Substitute Music:"))
stuff_string(m->substitute_music_name, F_NAME, MAX_FILENAME_LEN);
#endif
// intercom sounds
required_string("+Num Intercom Sounds:");
stuff_int(&m->num_random_intercom_sounds);
for(idx=0; idx<m->num_random_intercom_sounds; idx++){
// intercom delay
required_string("+Intercom delay:");
stuff_int(&m->intercom_delay[idx][0]);
stuff_int(&m->intercom_delay[idx][1]);
}
for(idx=0; idx<m->num_random_intercom_sounds; idx++){
// intercom sound id
required_string("+Intercom sound:");
stuff_int(&m->intercom_sounds[idx]);
}
for(idx=0; idx<m->num_random_intercom_sounds; idx++){
// intercom pan
required_string("+Intercom pan:");
stuff_float(&m->intercom_sound_pan[idx]);
}
// misc animations
required_string("+Num Misc Animations:");
stuff_int(&m->num_misc_animations);
for(idx=0; idx<m->num_misc_animations; idx++){
// anim names
required_string("+Misc anim:");
stuff_string(m->misc_anim_name[idx], F_NAME, MAX_FILENAME_LEN);
}
for(idx=0; idx<m->num_misc_animations; idx++){
// anim delay
required_string("+Misc anim delay:");
stuff_int(&m->misc_anim_delay[idx][0]);
stuff_int(&m->misc_anim_delay[idx][1]);
stuff_int(&m->misc_anim_delay[idx][2]);
}
for(idx=0; idx<m->num_misc_animations; idx++){
// anim coords
required_string("+Misc anim coords:");
stuff_int(&m->misc_anim_coords[idx][0]);
stuff_int(&m->misc_anim_coords[idx][1]);
}
for(idx=0; idx<m->num_misc_animations; idx++){
// anim mode
required_string("+Misc anim mode:");
stuff_int(&m->misc_anim_modes[idx]);
}
for(idx=0; idx<m->num_misc_animations; idx++){
// anim pan
required_string("+Misc anim pan:");
stuff_float(&m->misc_anim_sound_pan[idx]);
}
for(idx=0; idx<m->num_misc_animations; idx++){
// anim sound id
required_string("+Misc anim sounds:");
stuff_int(&m->misc_anim_special_sounds[idx][0]);
for(s_idx=0; s_idx<m->misc_anim_special_sounds[idx][0]; s_idx++){
stuff_int(&m->misc_anim_special_sounds[idx][s_idx + 1]);
}
}
for(idx=0; idx<m->num_misc_animations; idx++){
// anim sound triggers
required_string("+Misc anim trigger:");
stuff_int(&m->misc_anim_special_trigger[idx][0]);
for(s_idx=0; s_idx<m->misc_anim_special_trigger[idx][0]; s_idx++){
stuff_int(&m->misc_anim_special_trigger[idx][s_idx + 1]);
}
}
for(idx=0; idx<m->num_misc_animations; idx++){
// anim sound handles
required_string("+Misc anim handles:");
stuff_int(&m->misc_anim_sound_handles[idx][0]);
}
for(idx=0; idx<m->num_misc_animations; idx++){
// anim sound flags
required_string("+Misc anim flags:");
stuff_int(&m->misc_anim_sound_flag[idx][0]);
}
// door animations
required_string("+Num Door Animations:");
stuff_int(&m->num_door_animations);
for(idx=0; idx<m->num_door_animations; idx++){
// door name
required_string("+Door anim:");
stuff_string(m->door_anim_name[idx], F_NAME, MAX_FILENAME_LEN);
}
for(idx=0; idx<m->num_door_animations; idx++){
// door coords
required_string("+Door coords:");
stuff_int(&m->door_anim_coords[idx][0]);
stuff_int(&m->door_anim_coords[idx][1]);
stuff_int(&m->door_anim_coords[idx][2]);
stuff_int(&m->door_anim_coords[idx][3]);
}
for(idx=0; idx<m->num_door_animations; idx++){
// door open and close sounds
required_string("+Door sounds:");
stuff_int(&m->door_sounds[idx][0]);
stuff_int(&m->door_sounds[idx][1]);
}
for(idx=0; idx<m->num_door_animations; idx++){
// door pan value
required_string("+Door pan:");
stuff_float(&m->door_sound_pan[idx]);
}
// tooltip y location
required_string("+Tooltip Y:");
stuff_int(&m->region_yval);
for(idx=0; idx<NUM_REGIONS; idx++){
m->region_descript[idx] = NULL;
}
}
if(count < MAIN_HALLS_MAX){
count++;
}
}
Num_main_halls = count;
// are we funny?
if(Vasudan_funny){
int hall = main_hall_id();
Main_hall_defines[GR_640][hall].door_sounds[OPTIONS_REGION][0] = SND_VASUDAN_BUP;
Main_hall_defines[GR_640][hall].door_sounds[OPTIONS_REGION][1] = SND_VASUDAN_BUP;
Main_hall_defines[GR_1024][hall].door_sounds[OPTIONS_REGION][0] = SND_VASUDAN_BUP;
Main_hall_defines[GR_1024][hall].door_sounds[OPTIONS_REGION][1] = SND_VASUDAN_BUP;
// set head anim. hehe
strcpy(Main_hall_defines[GR_640][hall].door_anim_name[OPTIONS_REGION], "vhallheads");
strcpy(Main_hall_defines[GR_1024][hall].door_anim_name[OPTIONS_REGION], "2_vhallheads");
// set the background
strcpy(Main_hall_defines[GR_640][hall].bitmap, "vhallhead");
strcpy(Main_hall_defines[GR_1024][hall].bitmap, "2_vhallhead");
}
// free up memory from parsing the mainhall tbl
stop_parse();
}
// make the vasudan main hall funny
void main_hall_vasudan_funny()
{
Vasudan_funny = 1;
}
int main_hall_is_vasudan()
{
// kind of a hack for now
return (!stricmp(Main_hall->music_name, "Psampik") || !stricmp(Main_hall->music_name, "Psamtik"));
}
// silence sounds on mainhall if we hit a pause mode (ie. lost window focus, minimized, etc);
void main_hall_pause()
{
if (Main_hall_paused)
return;
Main_hall_paused = 1;
audiostream_pause(Main_hall_music_handle);
main_hall_stop_ambient();
}
// recover from a paused state (ie. lost window focus, minimized, etc);
void main_hall_unpause()
{
if (!Main_hall_paused)
return;
Main_hall_paused = 0;
audiostream_unpause(Main_hall_music_handle);
main_hall_start_ambient();
}