Files
fs2open.github.com/code/menuui/mainhallmenu.cpp
T
Goober5000 858afb0cef turns out gcc doesn't like the two angled brackets adjacent to one another
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10119 387891d4-d844-0410-90c0-e4c51a9137d3
2013-11-25 19:29:36 +10:00

2138 lines
63 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 <stdlib.h>
#include <limits.h>
#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 "graphics/generic.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 "mission/missionload.h"
#endif
// ----------------------------------------------------------------------------
// MAIN HALL DATA DEFINES
//
#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)
SCP_vector< SCP_vector<main_hall_defines> > Main_hall_defines;
main_hall_defines *Main_hall = NULL;
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
SCP_vector<generic_anim> Main_hall_misc_anim;
// 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
SCP_vector<generic_anim> Main_hall_door_anim;
// 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
SCP_vector<int> Main_hall_door_sound_handles;
// 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(const 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;
// "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.", 1602));
} 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.", 1603));
}
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.", 1604));
} 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
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);
}
// 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. *", 1605));
// yay
if (ret != NULL) {
mission_campaign_jump_to_mission(ret);
}
}
// -------------------------------------------------------------------------------------------------------------------
// FUNCTION DEFINITIONS BEGIN
//
/**
* Initialize the main hall proper
*
* @param main_hall_name Name of main hall to initialise
*/
void main_hall_init(const SCP_string &main_hall_name)
{
ubyte bg_type;
if (Main_hall_inited) {
return;
}
int idx;
char temp[100], whee[100];
SCP_string main_hall_to_load;
// reparse the table here if the relevant cmdline flag is set
if (Cmdline_reparse_mainhall) {
main_hall_table_init();
}
// sanity checks
if (Main_hall_defines.at(0).size() == 0) {
Error(LOCATION, "No main halls were loaded to initialize.");
} else if (main_hall_name == "") {
Warning(LOCATION, "main_hall_init() was passed a blank main hall name; loading first available main hall.");
main_hall_get_name(main_hall_to_load, 0);
} else if (main_hall_get_pointer(main_hall_name) == NULL) {
Warning(LOCATION, "Tried to load a main hall called '%s', but it does not exist; loading first available main hall.", main_hall_name.c_str());
main_hall_get_name(main_hall_to_load, 0);
} else {
main_hall_to_load = main_hall_name;
}
// if we're switching to a different mainhall we may need to change music
if (main_hall_get_music_index(main_hall_get_index(main_hall_to_load)) != main_hall_get_music_index(main_hall_id())) {
main_hall_stop_music();
}
// 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_get_pointer(main_hall_to_load) != NULL);
Main_hall = main_hall_get_pointer(main_hall_to_load);
// tooltip strings
Main_hall->region_descript.at(0) = XSTR( "Exit FreeSpace 2", 353);
Main_hall->region_descript.at(1) = XSTR( "Barracks - Manage your FreeSpace 2 pilots", 354);
Main_hall->region_descript.at(2) = XSTR( "Ready room - Start or continue a campaign", 355);
Main_hall->region_descript.at(3) = XSTR( "Tech room - View specifications of FreeSpace 2 ships and weaponry", 356);
Main_hall->region_descript.at(4) = XSTR( "Options - Change your FreeSpace 2 options", 357);
Main_hall->region_descript.at(5) = XSTR( "Campaign Room - View all available campaigns", 358);
Main_hall->region_descript.at(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.c_str()));
}
bg_type = bm_get_type(Main_hall_bitmap);
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.c_str()));
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.c_str());
} 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.c_str());
}
} 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);
}
// In case we're re-entering the mainhall
Main_hall_misc_anim.clear();
// 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++) {
generic_anim temp_anim;
generic_anim_init(&temp_anim, Main_hall->misc_anim_name.at(idx));
Main_hall_misc_anim.push_back(temp_anim);
Main_hall_misc_anim.at(idx).ani.bg_type = bg_type;
if (generic_anim_stream(&Main_hall_misc_anim.at(idx)) == -1) {
nprintf(("General","WARNING!, Could not load misc %s anim in main hall\n",Main_hall->misc_anim_name.at(idx).c_str()));
} else {
// start paused
if (Main_hall->misc_anim_modes.at(idx) == MISC_ANIM_MODE_HOLD)
Main_hall_misc_anim.at(idx).direction |= GENERIC_ANIM_DIRECTION_NOLOOP;
}
// null out the delay timestamps
Main_hall->misc_anim_delay.at(idx).at(0) = -1;
// start paused
Main_hall->misc_anim_paused.at(idx) = true;
}
// In case we're re-entering the mainhall
Main_hall_door_anim.clear();
// load up the door animations
for (idx = 0; idx < Main_hall->num_door_animations; idx++) {
generic_anim temp_anim;
generic_anim_init(&temp_anim, Main_hall->door_anim_name.at(idx));
Main_hall_door_anim.push_back(temp_anim);
Main_hall_door_anim.at(idx).ani.bg_type = bg_type;
if (generic_anim_stream(&Main_hall_door_anim.at(idx)) == -1) {
nprintf(("General","WARNING!, Could not load door anim %s in main hall\n",Main_hall->door_anim_name.at(idx).c_str()));
} else {
Main_hall_door_anim.at(idx).direction = GENERIC_ANIM_DIRECTION_BACKWARDS | GENERIC_ANIM_DIRECTION_NOLOOP;
}
}
// load in help overlay bitmap
if (Main_hall == &Main_hall_defines.at(gr_screen.res).at(0)) {
Main_hall_overlay_id = MH_OVERLAY;
} else {
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;
}
}
Main_hall_region_linger_stamp = -1;
strcpy_s(Main_hall_campaign_cheat, "");
// initialize door sound handles
Main_hall_door_sound_handles.clear();
for (idx = 0; idx < Main_hall->num_door_animations; idx++) {
Main_hall_door_sound_handles.push_back(-1);
}
// 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;
Main_hall_inited = 1;
// determine if we have a right click
Main_hall_right_click = mouse_down(MOUSE_RIGHT_BUTTON);
}
/**
* Exit the game
*
* @note In Debug mode, the confirmation popup does not get used, and the game usefully exits immediately
*/
void main_hall_exit_game()
{
#if defined(NDEBUG)
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
*
* @param frametime Animation frame time
*/
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 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();
// do any campaign load failure handling
mission_campaign_load_failure_popup();
// 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;
#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 (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);
}
break;
// clicked on the tech room region
case TECH_ROOM_REGION:
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
gameseq_post_event(GS_EVENT_TECH_MENU);
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 (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);
}
break;
// clicked on the multiplayer region
case MULTIPLAYER_REGION:
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));
}
break;
// load mission key was pressed
case LOAD_MISSION_REGION:
break;
// quick start a game region
case QUICK_START_REGION:
#if !defined(NDEBUG)
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) {
strcpy_s(Game_current_mission_filename, Recent_missions[0]);
} else {
if (mission_load_up_campaign()) {
main_hall_set_notify_string(XSTR( "Campaign file is currently unavailable", 1606));
}
strcpy_s(Game_current_mission_filename, Campaign.missions[0].name);
}
Campaign.current_mission = -1;
gameseq_post_event(GS_EVENT_START_GAME_QUICK);
}
#endif
break;
// clicked on the barracks region
case BARRACKS_REGION:
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();
} else { // kill the overlay
help_overlay_set_state(Main_hall_overlay_id,0);
}
break;
} // END switch (code)
// 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;
} // END switch (snazzy_action)
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
#ifndef NDEBUG
main_hall_blit_table_status();
#endif
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", 1607), XSTR("Select another pilot", 1608), XSTR("Exit Game", 1609), XSTR("The currently active campaign cannot be found. Please select another...", 1600));
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
player_tips_popup();
// 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.at(idx).num_frames > 0) {
generic_anim_unload(&Main_hall_misc_anim.at(idx));
}
}
// free up any (possibly) playing door animation handles
for (idx = 0; idx < Main_hall->num_door_animations; idx++) {
if (Main_hall_door_anim.at(idx).num_frames > 0) {
generic_anim_unload(&Main_hall_door_anim.at(idx));
}
}
// stop any playing door sounds
for (idx = 0; idx < Main_hall->num_door_animations-2; idx++) {
if ( (Main_hall_door_sound_handles.at(idx) != -1) && snd_is_playing(Main_hall_door_sound_handles.at(idx)) ) {
snd_stop(Main_hall_door_sound_handles.at(idx));
Main_hall_door_sound_handles.at(idx) = -1;
}
}
// stop any playing misc animation sounds
for (idx = 0; idx < Main_hall->num_misc_animations; idx++) {
// if this goes wrong, the int cast could overflow
Assert(Main_hall->misc_anim_special_sounds.at(idx).size() < INT_MAX);
for (s_idx = 0; s_idx < (int)Main_hall->misc_anim_special_sounds.at(idx).size(); s_idx++) {
if (snd_is_playing(Main_hall->misc_anim_special_sounds.at(idx).at(s_idx))) {
snd_stop(Main_hall->misc_anim_special_sounds.at(idx).at(s_idx));
}
}
}
// unload the overlay bitmap
help_overlay_unload(Main_hall_overlay_id);
// close any snazzy menu details
snazzy_menu_close();
// no fish
fishtank_stop();
// unpause
Main_hall_paused = 0;
// not inited anymore
Main_hall_inited = 0;
}
/**
* Return music index
*
* @param main_hall_num Index to seek
* @return Index into spooled music
*/
int main_hall_get_music_index(int main_hall_num)
{
main_hall_defines *hall;
int index;
if (main_hall_num < 0) {
return -1;
}
hall = &Main_hall_defines.at(gr_screen.res).at(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_id());
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;
}
}
/**
* Render all playing misc animations
*
* @param frametime Animation frame time
*/
void main_hall_render_misc_anims(float frametime)
{
std::deque<bool> group_anims_weve_checked;
int idx, s_idx, jdx;
// render all misc animations
for (idx = 0; idx < Main_hall->num_misc_animations; idx++) {
// give it a spot in the vector
group_anims_weve_checked.push_back(false);
// render it
if (Main_hall_misc_anim.at(idx).num_frames > 0) {
// animation is paused
if (Main_hall->misc_anim_paused.at(idx)) {
// if the timestamp is -1, then regenerate it
if (Main_hall->misc_anim_delay.at(idx).at(0) == -1) {
int regen_idx = -1;
// if this is part of a group, we should do additional checking
if (Main_hall->misc_anim_group.at(idx) >= 0) {
// make sure we haven't already checked it
if (group_anims_weve_checked.at(idx) == false) {
SCP_vector<int> group_indexes; //stores indexes of which anims are part of a group
bool all_neg1 = true;
// okay... now we need to make sure all anims in this group are paused and -1
for (jdx = 0; jdx < Main_hall->num_misc_animations; jdx++) {
if (Main_hall->misc_anim_group.at(jdx) == Main_hall->misc_anim_group.at(idx)) {
Assert(group_anims_weve_checked.size() < INT_MAX);
if ((int)group_anims_weve_checked.size() <= jdx) {
group_anims_weve_checked.push_back(true);
} else {
group_anims_weve_checked.at(jdx) = true;
}
group_indexes.push_back(jdx);
if (!Main_hall->misc_anim_paused.at(jdx) || Main_hall->misc_anim_delay.at(jdx).at(0) != -1) {
all_neg1 = false;
}
}
}
// if the entire group is paused and off, pick a random one to regenerate
if (all_neg1) {
Assert(group_indexes.size() < INT_MAX);
regen_idx = group_indexes[rand() % (int)group_indexes.size()];
}
}
} else { // not part of a group, so just handle this index
regen_idx = idx;
}
// reset it to some random value (based on MIN and MAX) and continue
if (regen_idx >= 0) {
int min = Main_hall->misc_anim_delay.at(regen_idx).at(1);
int max = Main_hall->misc_anim_delay.at(regen_idx).at(2);
Main_hall->misc_anim_delay.at(regen_idx).at(0) = timestamp(min + (int) (frand() * (max - min)));
}
// if the timestamp is not -1 and has popped, play the anim and make the timestamp -1
} else if (timestamp_elapsed(Main_hall->misc_anim_delay.at(idx).at(0))) {
Main_hall->misc_anim_paused.at(idx) = false;
Main_hall_misc_anim.at(idx).current_frame = 0;
Main_hall_misc_anim.at(idx).anim_time = 0.0;
// kill the timestamp
Main_hall->misc_anim_delay.at(idx).at(0) = -1;
// reset the "should be playing" flags
Assert(Main_hall->misc_anim_sound_flag.at(idx).size() < INT_MAX);
for (s_idx = 0; s_idx < (int)Main_hall->misc_anim_sound_flag.at(idx).size(); s_idx++) {
Main_hall->misc_anim_sound_flag.at(idx).at(s_idx) = 0;
}
}
} else { // animation is not paused
Assert(Main_hall->misc_anim_special_sounds.at(idx).size() < INT_MAX);
for (s_idx = 0; s_idx < (int)Main_hall->misc_anim_special_sounds.at(idx).size(); s_idx++) {
// if we've passed the trigger point, then play the sound and break out of the loop
if ( (Main_hall_misc_anim.at(idx).current_frame >= Main_hall->misc_anim_special_trigger.at(idx).at(s_idx))
&& !Main_hall->misc_anim_sound_flag.at(idx).at(s_idx) ) {
Main_hall->misc_anim_sound_flag.at(idx).at(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_special_sounds.at(idx).at(s_idx))) {
snd_stop(Main_hall->misc_anim_special_sounds.at(idx).at(s_idx));
}
int sound = Main_hall->misc_anim_special_sounds.at(idx).at(s_idx);
// Check if the sound is valid
if (sound >= 0)
{
// play the sound
snd_play(&Snds_iface[sound],Main_hall->misc_anim_sound_pan.at(idx));
}
break;
}
}
// animation has reached the last frame
if (Main_hall_misc_anim.at(idx).current_frame == Main_hall_misc_anim.at(idx).num_frames - 1) {
Main_hall->misc_anim_delay.at(idx).at(0) = -1;
// this helps the above code reset the timers
// MISC_ANIM_MODE_HOLD simply stops on the last frame, so we don't care
// MISC_ANIM_MODE_LOOPED just loops so we don't care either
if (Main_hall->misc_anim_modes.at(idx) == MISC_ANIM_MODE_TIMED) {
Main_hall->misc_anim_paused.at(idx) = true;
}
// don't reset sound for MISC_ANIM_MODE_HOLD
if (Main_hall->misc_anim_modes.at(idx) != MISC_ANIM_MODE_HOLD) {
// reset the "should be playing" flags
Assert(Main_hall->misc_anim_sound_flag.at(idx).size() < INT_MAX);
for (s_idx = 0; s_idx < (int)Main_hall->misc_anim_sound_flag.at(idx).size(); s_idx++) {
Main_hall->misc_anim_sound_flag.at(idx).at(s_idx) = 0;
}
}
}
// actually render it
if (Main_hall_frame_skip || Main_hall_paused) {
frametime = 0;
}
generic_anim_render(&Main_hall_misc_anim.at(idx), frametime, Main_hall->misc_anim_coords.at(idx).at(0), Main_hall->misc_anim_coords.at(idx).at(1));
}
}
}
}
/**
* Render all playing door animations
* @param frametime Animation frame time
*/
void main_hall_render_door_anims(float frametime)
{
int idx;
// render all door animations
Assert(Main_hall_door_anim.size() < INT_MAX);
for (idx = 0; idx < (int)Main_hall_door_anim.size(); idx++) {
if (Main_hall_door_anim.at(idx).num_frames > 0) {
// first pair : coords of where to play a given door anim
// second pair : center of a given door anim in windowed mode
generic_anim_render(&Main_hall_door_anim.at(idx), frametime, Main_hall->door_anim_coords.at(idx).at(0), Main_hall->door_anim_coords.at(idx).at(1));
}
}
}
/**
* Any necessary processing based upon the mouse location
* @param cur_region Region of current 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);
}
}
} else { // if it was over a region but isn't anymore, release that region
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
* @param region Region of prior mouse location
*/
void main_hall_mouse_release_region(int region)
{
if (Main_hall_frame_skip) {
return;
}
// don't do anything if there are no animations to play
else if(Main_hall_door_anim.size() == 0)
{
return;
}
// run backwards and stop at the first frame
Main_hall_door_anim.at(region).direction = GENERIC_ANIM_DIRECTION_BACKWARDS | GENERIC_ANIM_DIRECTION_NOLOOP;
// check for door sounds, ignoring the OPTIONS_REGION (which isn't a door)
if (Main_hall_door_anim.at(region).num_frames > 0) {
// don't stop the toaster oven or microwave regions from playing all the way through
if (Main_hall_door_sound_handles.at(region) != -1) {
snd_stop(Main_hall_door_sound_handles.at(region));
}
int sound = Main_hall->door_sounds.at(region).at(1);
if (sound >= 0)
{
Main_hall_door_sound_handles.at(region) = snd_play(&Snds_iface[sound], Main_hall->door_sound_pan.at(region));
}
// TODO: track current frame
snd_set_pos(Main_hall_door_sound_handles.at(region), &Snds_iface[SND_MAIN_HALL_DOOR_CLOSE],
(float)((Main_hall_door_anim.at(region).keyframe) ? Main_hall_door_anim.at(region).keyframe :
Main_hall_door_anim.at(region).num_frames - Main_hall_door_anim.at(region).current_frame) /
(float)Main_hall_door_anim.at(region).num_frames, 1);
}
}
/**
* If the mouse has moved on this region, handle it accordingly
* @param region Region of current mouse location
*/
void main_hall_mouse_grab_region(int region)
{
if (Main_hall_frame_skip) {
return;
}
// don't do anything if there are no animations to play
else if(Main_hall_door_anim.size() == 0)
{
return;
}
// run forwards
Main_hall_door_anim.at(region).direction = GENERIC_ANIM_DIRECTION_FORWARDS;
// stay on last frame if we have no keyframe
if (!Main_hall_door_anim.at(region).keyframe) {
Main_hall_door_anim.at(region).direction += GENERIC_ANIM_DIRECTION_NOLOOP;
}
// check for opening/starting sounds
// kill the currently playing sounds if necessary
if (Main_hall_door_sound_handles.at(region) != -1) {
snd_stop(Main_hall_door_sound_handles.at(region));
}
int sound = Main_hall->door_sounds.at(region).at(0);
if (sound >= 0)
{
Main_hall_door_sound_handles.at(region) = snd_play(&Snds_iface[sound],Main_hall->door_sound_pan.at(region));
}
// start the sound playing at the right spot relative to the completion of the animation
if ( (Main_hall_door_anim.at(region).num_frames > 0) && (Main_hall_door_anim.at(region).current_frame != -1) ) {
snd_set_pos(Main_hall_door_sound_handles.at(region),&Snds_iface[SND_MAIN_HALL_DOOR_OPEN],
(float)Main_hall_door_anim.at(region).current_frame / (float)Main_hall_door_anim.at(region).num_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.at(new_region).at(2);
int my = Main_hall->door_anim_coords.at(new_region).at(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
Assert(Main_hall_door_sound_handles.size() < INT_MAX);
for (idx = 0; idx < (int)Main_hall_door_sound_handles.size(); idx++) {
if ( (Main_hall_door_sound_handles.at(idx) != -1) && !snd_is_playing(Main_hall_door_sound_handles.at(idx)) ) {
Main_hall_door_sound_handles.at(idx) = -1;
}
}
}
/**
* Insert random intercom sounds
*/
void main_hall_handle_random_intercom_sounds()
{
if (Main_hall->num_random_intercom_sounds <= 0)
{
// If there are no intercom sounds then just skip this section
return;
}
// 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.at(Main_hall_next_intercom_sound).at(1)
- Main_hall->intercom_delay.at(Main_hall_next_intercom_sound).at(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)) ) {
int sound = Main_hall->intercom_sounds.at(Main_hall_next_intercom_sound);
// Check if the sound is valid
if (sound >= 0)
{
// play the sound
Main_hall_intercom_sound_handle = snd_play(&Snds_iface.at(sound));
// unset the timestamp
Main_hall_next_intercom_sound_stamp = -1;
}
// unset the timestamp
Main_hall_next_intercom_sound_stamp = -1;
}
} else { // if the sound is playing
// 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.at(Main_hall_next_intercom_sound).at(1)
- Main_hall->intercom_delay.at(Main_hall_next_intercom_sound).at(0))) );
// release the sound handle
Main_hall_intercom_sound_handle = -1;
}
}
}
/**
* Set the notification string with its decay timeout
* @param str Notification string
*/
void main_hall_set_notify_string(const char *str)
{
strcpy_s(Main_hall_notify_text,str);
Main_hall_notify_stamp = timestamp(MAIN_HALL_NOTIFY_TIME);
}
/**
* Handle any drawing, culling, etc of notification messages
*/
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_s(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.
*
* @note 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 number
*/
void main_hall_blit_version()
{
int w;
char version_string[100];
// 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, 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.at(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.at(text_index));
}
}
/**
* Process help messages
*/
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_s(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_set_shader(&Main_hall_tooltip_shader);
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);
}
/**
* CommanderDJ - finds the mainhall struct whose name is equal to the passed string
* @param name_to_find Name of mainhall we're searching for
*
* \return pointer to mainhall if one with a matching name is found
* \return NULL otherwise
*/
main_hall_defines* main_hall_get_pointer(const SCP_string &name_to_find)
{
unsigned int i;
for (i = 0; i < Main_hall_defines.at(gr_screen.res).size(); i++) {
if (Main_hall_defines.at(gr_screen.res).at(i).name == name_to_find) {
return &Main_hall_defines.at(gr_screen.res).at(i);
}
}
return NULL;
}
/**
* CommanderDJ - finds the mainhall struct whose name is equal to the passed string
* @param name_to_find Name of mainhall we're searching for
*
* \return index of mainhall in Main_hall_defines if one with a matching name is found
* \return -1 otherwise
*/
int main_hall_get_index(const SCP_string &name_to_find)
{
unsigned int i;
for (i = 0; i < Main_hall_defines.at(gr_screen.res).size(); i++) {
if (Main_hall_defines.at(gr_screen.res).at(i).name == name_to_find) {
return i;
}
}
return -1;
}
void main_hall_get_name(SCP_string &name, unsigned int index)
{
if (index>Main_hall_defines.at(gr_screen.res).size()) {
name = "";
} else {
name = Main_hall_defines.at(gr_screen.res).at(index).name;
}
}
// what main hall we're on
int main_hall_id()
{
if (Main_hall==NULL) {
return -1;
} else {
return main_hall_get_index(Main_hall->name);
}
}
// helper function for initialising the Main_hall_defines vector
// call before parsing mainhall.tbl
void main_hall_defines_init()
{
int i;
// if we're parsing a modular table (ie Main_hall_defines already has GR_NUM_RESOLUTIONS vectors in it),
// we can skip this.
if (Main_hall_defines.size() >= GR_NUM_RESOLUTIONS) {
return;
}
SCP_vector<main_hall_defines> temp;
// for each resolution we just want to put in a blank vector
for (i = 0; i < GR_NUM_RESOLUTIONS; i++) {
Main_hall_defines.push_back(temp);
}
}
// CommanderDJ - helper function for initialising intercom sounds vectors based on number of sounds
// To be called after num_intercom_sounds has been parsed
void intercom_sounds_init(main_hall_defines &m)
{
int idx;
if (Cmdline_reparse_mainhall) {
// we could be reparsing with a different number of intercom sounds, so clear these and reinitialise
m.intercom_delay.clear();
m.intercom_sounds.clear();
m.intercom_sound_pan.clear();
}
SCP_vector<int> temp;
for (idx = 0; idx < m.num_random_intercom_sounds; idx++) {
// intercom_delay
m.intercom_delay.push_back(temp);
// each delay has a min and a max
m.intercom_delay.at(idx).push_back(0);
m.intercom_delay.at(idx).push_back(0);
// intercom_sounds
m.intercom_sounds.push_back(-1);
// intercom_sound_pan
m.intercom_sound_pan.push_back(0);
}
}
/**
* Iinitialising misc anim vectors based on number of anims
* @note To be called after num_misc_animations has been parsed
*
* @param m Main hall defines
*/
void misc_anim_init(main_hall_defines &m)
{
int idx;
if (Cmdline_reparse_mainhall) {
// we could be reparsing with a different number of misc anims, so clear these and reinitialise
m.misc_anim_name.clear();
m.misc_anim_delay.clear();
m.misc_anim_paused.clear();
m.misc_anim_group.clear();
m.misc_anim_coords.clear();
m.misc_anim_modes.clear();
m.misc_anim_sound_pan.clear();
m.misc_anim_special_sounds.clear();
m.misc_anim_special_trigger.clear();
m.misc_anim_sound_flag.clear();
}
SCP_vector<int> temp;
SCP_string temp_string;
for (idx = 0; idx < m.num_misc_animations; idx++) {
// misc_anim_name
m.misc_anim_name.push_back(temp_string);
// misc_anim_delay
m.misc_anim_delay.push_back(temp);
// -1 default for the first entry, 0 for the others
m.misc_anim_delay.at(idx).push_back(-1);
m.misc_anim_delay.at(idx).push_back(0);
m.misc_anim_delay.at(idx).push_back(0);
// misc_anim_paused
m.misc_anim_paused.push_back(1); // default is paused
// misc_anim_group
m.misc_anim_group.push_back(-1);
// misc_anim_coords
m.misc_anim_coords.push_back(temp);
m.misc_anim_coords.at(idx).push_back(0);
m.misc_anim_coords.at(idx).push_back(0);
// misc_anim_modes
m.misc_anim_modes.push_back(MISC_ANIM_MODE_LOOP);
// misc_anim_sound_pan
m.misc_anim_sound_pan.push_back(0.0f);
// misc_anim_special_sounds
// parse_sound_list deals with the rest of the initialisation for this one
m.misc_anim_special_sounds.push_back(temp);
// misc_anim_special_trigger
m.misc_anim_special_trigger.push_back(temp);
m.misc_anim_special_trigger.at(idx).push_back(0);
// misc_anim_sound_flag
m.misc_anim_sound_flag.push_back(temp);
}
}
/**
* Initialising door anim vectors based on number of anims
* @note To be called after num_door_animations has been parsed
*
* @param m Main hall defines
*/
void door_anim_init(main_hall_defines &m)
{
int idx;
if (Cmdline_reparse_mainhall) {
/* since we could be reparsing with a different number of door
anims, clear these and reinitialise. */
m.door_anim_name.clear();
m.door_anim_coords.clear();
m.door_sounds.clear();
m.door_sound_pan.clear();
m.region_descript.clear();
}
SCP_vector<int> temp;
SCP_string temp_string;
for (idx = 0; idx < m.num_door_animations; idx++) {
// door_anim_name
m.door_anim_name.push_back(temp_string);
// door_anim_coords
m.door_anim_coords.push_back(temp);
// we want two pairs of coordinates for each animation
m.door_anim_coords.at(idx).push_back(0);
m.door_anim_coords.at(idx).push_back(0);
m.door_anim_coords.at(idx).push_back(0);
m.door_anim_coords.at(idx).push_back(0);
// door_sounds
m.door_sounds.push_back(temp);
// door_sound_pan
m.door_sound_pan.push_back(0.0f);
}
// region_descript
for (idx = 0; idx < NUM_REGIONS; idx++) {
m.region_descript.push_back(NULL);
}
}
/**
* Read in main hall table
*/
void main_hall_table_init()
{
// if mainhall.tbl exists, parse it
if (cf_exists_full("mainhall.tbl", CF_TYPE_TABLES)) {
parse_main_hall_table("mainhall.tbl");
}
// parse any modular tables
parse_modular_table("*-hall.tbm", parse_main_hall_table);
}
// read in main hall table
void parse_main_hall_table(const char* filename)
{
SCP_vector<main_hall_defines> temp_vector;
main_hall_defines *m, temp;
int idx, s_idx, m_idx, rval;
unsigned int count;
char temp_string[MAX_FILENAME_LEN];
if ((rval = setjmp(parse_abort)) != 0) {
mprintf(("TABLES: Unable to parse '%s'! Error code = %i.\n", filename, rval));
return;
}
read_file_text(filename, CF_TYPE_TABLES);
reset_parse();
main_hall_defines_init();
// go for it
count = Main_hall_defines.at(0).size();
while (!optional_string("#end")) {
// read in 2 resolutions
for (m_idx = 0; m_idx < GR_NUM_RESOLUTIONS; m_idx++) {
Main_hall_defines.at(m_idx).push_back(temp);
m = &Main_hall_defines.at(m_idx).at(count);
// ready
required_string("$Main Hall");
// Parse the 640 entry name, checking for duplicates and erroring if necessary
if (m_idx == GR_640) {
if (optional_string("+Name:")) {
stuff_string(temp_string, F_RAW, MAX_FILENAME_LEN);
// we can't have two mainhalls with the same name
if (main_hall_get_pointer(temp_string) == NULL) {
m->name = temp_string;
} else {
Error(LOCATION, "A mainhall with the name '%s' already exists. All mainhalls must have unique names.", temp_string);
}
} else {
snprintf(temp_string, MAX_FILENAME_LEN, "%d", count);
m->name = temp_string;
}
} else if (m_idx == GR_1024) {
if (optional_string("+Name:")) {
stuff_string(temp_string, F_RAW, MAX_FILENAME_LEN);
/**
* the reason that this is an error is that even if we were to change the names to match
* it is very likely the user would get the wrong mainhall loaded since their campaign files
* may still refer to the entry with the incorrect name
*/
if (strcmp(temp_string, Main_hall_defines.at(GR_640).at(count).name.c_str()) != 0) {
Error(LOCATION, "The mainhall '%s' has different names for different resolutions. Both resolutions must have the same name. Either remove the hi-res entry's name entirely or set it to match the lo-res entry's name.", Main_hall_defines.at(GR_640).at(count).name.c_str());
}
}
m->name = Main_hall_defines.at(GR_640).at(count).name;
} else {
// bad things happened somewhere
Error(LOCATION, "Invalid value of m_idx, was expecting either GR_640 or GR_1024, got %d! Notify a coder.", m_idx);
}
// bitmap and mask
required_string("+Bitmap:");
stuff_string(temp_string, F_NAME, MAX_FILENAME_LEN);
m->bitmap = temp_string;
required_string("+Mask:");
stuff_string(temp_string, F_NAME, MAX_FILENAME_LEN);
m->mask = temp_string;
required_string("+Music:");
stuff_string(temp_string, F_NAME, MAX_FILENAME_LEN);
m->music_name = temp_string;
// Goober5000
if (optional_string("+Substitute Music:")) {
stuff_string(temp_string, F_NAME, MAX_FILENAME_LEN);
m->substitute_music_name = temp_string;
}
// intercom sounds
required_string("+Num Intercom Sounds:");
stuff_int(&m->num_random_intercom_sounds);
// initialise intercom sounds vectors
intercom_sounds_init(*m);
for (idx = 0; idx < m->num_random_intercom_sounds; idx++) {
// intercom delay
required_string("+Intercom delay:");
stuff_int(&m->intercom_delay.at(idx).at(0));
stuff_int(&m->intercom_delay.at(idx).at(1));
}
for (idx = 0; idx < m->num_random_intercom_sounds; idx++) {
// intercom sound id
parse_sound("+Intercom sound:", &m->intercom_sounds.at(idx), "+Intercom sound:", PARSE_SOUND_INTERFACE_SOUND);
}
for (idx = 0; idx < m->num_random_intercom_sounds; idx++) {
// intercom pan
required_string("+Intercom pan:");
stuff_float(&m->intercom_sound_pan.at(idx));
}
// misc animations
required_string("+Num Misc Animations:");
stuff_int(&m->num_misc_animations);
// initialise the misc anim vectors
misc_anim_init(*m);
for (idx = 0; idx < m->num_misc_animations; idx++) {
// anim names
required_string("+Misc anim:");
stuff_string(temp_string, F_NAME, MAX_FILENAME_LEN);
m->misc_anim_name.at(idx) = (SCP_string)temp_string;
}
for (idx = 0; idx < m->num_misc_animations; idx++) {
// anim groups, optionally
if (optional_string("+Misc anim group:")) {
stuff_int(&m->misc_anim_group.at(idx));
} else {
m->misc_anim_group.at(idx) = -1;
}
}
for (idx = 0; idx < m->num_misc_animations; idx++) {
// anim delay
required_string("+Misc anim delay:");
stuff_int(&m->misc_anim_delay.at(idx).at(0));
stuff_int(&m->misc_anim_delay.at(idx).at(1));
stuff_int(&m->misc_anim_delay.at(idx).at(2));
}
for (idx = 0; idx < m->num_misc_animations; idx++) {
// anim coords
required_string("+Misc anim coords:");
stuff_int(&m->misc_anim_coords.at(idx).at(0));
stuff_int(&m->misc_anim_coords.at(idx).at(1));
}
for (idx = 0; idx < m->num_misc_animations; idx++) {
// anim mode
required_string("+Misc anim mode:");
stuff_int(&m->misc_anim_modes.at(idx));
}
for (idx = 0; idx < m->num_misc_animations; idx++) {
// anim pan
required_string("+Misc anim pan:");
stuff_float(&m->misc_anim_sound_pan.at(idx));
}
for (idx = 0; idx < m->num_misc_animations; idx++) {
// anim sound id
parse_sound_list("+Misc anim sounds:", m->misc_anim_special_sounds.at(idx), "+Misc anim sounds:", PARSE_SOUND_INTERFACE_SOUND);
}
for (idx = 0; idx < m->num_misc_animations; idx++) {
// anim sound triggers
required_string("+Misc anim trigger:");
int temp = 0;
stuff_int(&temp);
for (s_idx = 0; s_idx < temp; s_idx++) {
m->misc_anim_special_trigger.at(idx).push_back(0);
stuff_int(&m->misc_anim_special_trigger.at(idx).at(s_idx));
}
}
for (idx = 0; idx < m->num_misc_animations; idx++) {
// anim sound handles - deprecated, but deal with it just in case
if (optional_string("+Misc anim handles:")) {
advance_to_eoln(NULL);
}
}
for (idx = 0; idx < m->num_misc_animations; idx++) {
// anim sound flags - table flag deprecated, so ignore user input
if (optional_string("+Misc anim flags:")) {
advance_to_eoln(NULL);
}
// we need one flag for each sound
Assert(m->misc_anim_special_sounds.at(idx).size() < INT_MAX);
for (s_idx = 0; s_idx < (int)m->misc_anim_special_sounds.at(idx).size(); s_idx++) {
m->misc_anim_sound_flag.at(idx).push_back(0);
}
}
// door animations
required_string("+Num Door Animations:");
stuff_int(&m->num_door_animations);
// initialise the door anim vectors
door_anim_init(*m);
for (idx = 0; idx < m->num_door_animations; idx++) {
// door name
required_string("+Door anim:");
stuff_string(temp_string, F_NAME, MAX_FILENAME_LEN);
m->door_anim_name.at(idx) = (SCP_string)temp_string;
}
for (idx = 0; idx < m->num_door_animations; idx++) {
// door coords
required_string("+Door coords:");
stuff_int(&m->door_anim_coords.at(idx).at(0));
stuff_int(&m->door_anim_coords.at(idx).at(1));
stuff_int(&m->door_anim_coords.at(idx).at(2));
stuff_int(&m->door_anim_coords.at(idx).at(3));
}
for (idx = 0; idx < m->num_door_animations; idx++) {
// door open and close sounds
parse_sound_list("+Door sounds:", m->door_sounds.at(idx), "+Door sounds:", (parse_sound_flags)(PARSE_SOUND_INTERFACE_SOUND | PARSE_SOUND_SCP_SOUND_LIST));
}
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);
}
count++;
}
// are we funny?
if (Vasudan_funny) {
int hall = main_hall_id();
Main_hall_defines.at(GR_640).at(hall).door_sounds.at(OPTIONS_REGION).at(0) = SND_VASUDAN_BUP;
Main_hall_defines.at(GR_640).at(hall).door_sounds.at(OPTIONS_REGION).at(1) = SND_VASUDAN_BUP;
Main_hall_defines.at(GR_1024).at(hall).door_sounds.at(OPTIONS_REGION).at(0) = SND_VASUDAN_BUP;
Main_hall_defines.at(GR_1024).at(hall).door_sounds.at(OPTIONS_REGION).at(1) = SND_VASUDAN_BUP;
// set head anim. hehe
Main_hall_defines.at(GR_1024).at(hall).door_anim_name.at(OPTIONS_REGION) = "2_vhallheads";
// set the background
Main_hall_defines.at(GR_640).at(hall).bitmap = "vhallhead";
Main_hall_defines.at(GR_1024).at(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;
}
/**
* Lookup if Vasudan main hall, based upon music name
* @return 1 if true, 0 if false
*/
int main_hall_is_vasudan()
{
// kind of a hack for now
return (!stricmp(Main_hall->music_name.c_str(), "Psampik") || !stricmp(Main_hall->music_name.c_str(), "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();
}