2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/MenuUI/Credits.cpp $
15 * C source file for displaying game credits
18 * Revision 1.5 2003/05/25 02:30:42 taylor
21 * Revision 1.4 2002/06/09 04:41:22 relnev
22 * added copyright header
24 * Revision 1.3 2002/05/27 22:43:02 theoddone33
25 * Fix more glide symbols
27 * Revision 1.2 2002/05/07 03:16:46 theoddone33
28 * The Great Newline Fix
30 * Revision 1.1.1.1 2002/05/03 03:28:09 root
34 * 20 9/14/99 5:14a Dave
35 * Fixed credits drawing in Glide.
37 * 19 9/13/99 1:53p Dave
38 * Fixed completely brain dead code in credits_init().
40 * 18 9/09/99 10:55a Jefff
42 * 17 9/03/99 11:45a Jefff
44 * 16 9/01/99 5:28p Jefff
45 * hi res art shows up now
47 * 15 9/01/99 4:20p Jefff
50 * 14 9/01/99 12:19p Jefff
51 * text splitting for long lines
53 * 13 7/19/99 2:13p Dave
54 * Added some new strings for Heiko.
56 * 12 2/03/99 6:06p Dave
57 * Groundwork for FS2 PXO usertracker support. Gametracker support next.
59 * 11 2/03/99 11:44a Dave
60 * Fixed d3d transparent textures.
62 * 10 2/01/99 5:55p Dave
63 * Removed the idea of explicit bitmaps for buttons. Fixed text
64 * highlighting for disabled gadgets.
66 * 9 1/30/99 9:01p Dave
69 * 8 1/30/99 5:08p Dave
70 * More new hi-res stuff.Support for nice D3D textures.
72 * 7 1/29/99 12:47a Dave
73 * Put in sounds for beam weapon. A bunch of interface screens (tech
76 * 6 1/28/99 1:46a Dave
77 * Updated coords and bitmaps.
79 * 5 1/14/99 5:15p Neilk
80 * changed credits, command debrief interfaces to high resolution support
82 * 4 11/20/98 4:08p Dave
83 * Fixed flak effect in multiplayer.
85 * 3 10/13/98 9:28a Dave
86 * Started neatening up freespace.h. Many variables renamed and
87 * reorganized. Added AlphaColors.[h,cpp]
89 * 2 10/07/98 10:53a Dave
92 * 1 10/07/98 10:49a Dave
94 * 18 6/19/98 3:51p Lawrance
95 * deal with foreign chars in the credits
97 * 17 6/01/98 11:43a John
98 * JAS & MK: Classified all strings for localization.
100 * 16 5/24/98 9:01p Lawrance
101 * Add commit sounds when accept is pressed
103 * 15 5/20/98 1:04p Hoffoss
104 * Made credits screen use new artwork and removed rating field usage from
105 * Fred (a goal struct member).
107 * 14 5/12/98 4:17p Hoffoss
108 * Make ctrl-arrows (up/down) switch between tech room screens.
110 * 13 5/12/98 11:21a Hoffoss
111 * Disabled cutscene screen and simulator room.
113 * 12 5/11/98 8:04p Hoffoss
116 * 11 4/22/98 3:35p John
117 * String externalization marking
119 * 10 4/22/98 10:46a Hoffoss
120 * Added images to credits screen.
122 * 9 4/21/98 7:07p Hoffoss
123 * Fixed problem where when switching screens flashes old tab hilight once
124 * before switching to new state.
126 * 8 4/17/98 3:28p Hoffoss
127 * Added new credits screen code.
129 * 7 3/05/98 11:15p Hoffoss
130 * Changed non-game key checking to use game_check_key() instead of
133 * 6 2/22/98 12:19p John
134 * Externalized some strings
136 * 5 1/05/98 2:30p John
137 * made credits.tbl display
139 * 4 9/19/97 5:14p Lawrance
140 * use new naming convention for spooled music
142 * 3 8/31/97 6:38p Lawrance
143 * pass in frametime to do_frame loop
145 * 2 4/22/97 11:06a Lawrance
146 * credits music playing, credits screen is a separate state
153 #include "gamesequence.h"
160 #include "audiostr.h"
161 #include "eventmusic.h" /* for Master_event_music_volume */
164 #include "missionscreencommon.h"
166 #include "freespace.h"
167 #include "alphacolors.h"
168 #include "localize.h"
170 #define CREDITS_MUSIC_DELAY 2000
171 #define CREDITS_SCROLL_RATE 15.0f
172 #define CREDITS_ARTWORK_DISPLAY_TIME 9.0f
173 #define CREDITS_ARTWORK_FADE_TIME 1.0f
175 #define NUM_BUTTONS 5
176 #define NUM_IMAGES 46
178 #define TECH_DATABASE_BUTTON 0
179 #define SIMULATOR_BUTTON 1
180 #define CUTSCENES_BUTTON 2
181 #define CREDITS_BUTTON 3
182 #define EXIT_BUTTON 4
184 // inidicies for coordinates
185 #define CREDITS_X_COORD 0
186 #define CREDITS_Y_COORD 1
187 #define CREDITS_W_COORD 2
188 #define CREDITS_H_COORD 3
190 static char* Credits_bitmap_fname[GR_NUM_RESOLUTIONS] = {
195 static char* Credits_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = {
196 "Credits-M", // GR_640
200 int Credits_image_coords[GR_NUM_RESOLUTIONS][4] = {
205 219, 15, 394, 286 // GR_640
209 351, 25, 629, 455 // GR_1024
214 int Credits_text_coords[GR_NUM_RESOLUTIONS][4] = {
219 26, 316, 482, 157 // GR_640
223 144, 507, 568, 249 // GR_640
227 struct credits_screen_buttons {
231 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
233 credits_screen_buttons(char *name, int x1, int y1, int xt1, int yt1, int h) : filename(name), x(x1), y(y1), xt(xt1), yt(yt1), hotspot(h) {}
236 static int Background_bitmap;
238 static int CreditsWin01 = -1;
239 static int CreditsWin02 = -1;
240 static int CreditsWin03 = -1;
241 static int CreditsWin04 = -1;
244 static UI_WINDOW Ui_window;
246 static credits_screen_buttons Buttons[NUM_BUTTONS][GR_NUM_RESOLUTIONS] = {
250 credits_screen_buttons("TDB_00", 0, 0, -1, -1, 0), // GR_640
251 credits_screen_buttons("2_TDB_00", 12, 5, 59, 12, 0) // GR_1024
254 credits_screen_buttons("TDB_01", 0, 19, -1, -1, 1), // GR_640
255 credits_screen_buttons("2_TDB_01", 12, 31, 59, 37, 1) // GR_1024
258 credits_screen_buttons("TDB_02", 0, 35, -1, -1, 2), // GR_640
259 credits_screen_buttons("2_TDB_02", 12, 56, 59, 62, 2) // GR_1024
262 credits_screen_buttons("TDB_03", 0, 56, -1, -1, 3), // GR_640
263 credits_screen_buttons("2_TDB_03", 12, 81, 59, 88, 3) // GR_1024
266 credits_screen_buttons("CRB_04", 561, 411, -1, -1, 4), // GR_640
267 credits_screen_buttons("2_CRB_04", 914, 681, 953, 68, 4) // GR_1024
271 credits_screen_buttons("TDB_00", 7, 3, 37, 7, 0), // GR_640
272 credits_screen_buttons("2_TDB_00", 12, 5, 59, 12, 0) // GR_1024
275 credits_screen_buttons("TDB_01", 7, 18, 37, 23, 1), // GR_640
276 credits_screen_buttons("2_TDB_01", 12, 31, 59, 37, 1) // GR_1024
279 credits_screen_buttons("TDB_02", 7, 34, 37, 38, 2), // GR_640
280 credits_screen_buttons("2_TDB_02", 12, 56, 59, 62, 2) // GR_1024
283 credits_screen_buttons("TDB_03", 7, 49, 37, 54, 3), // GR_640
284 credits_screen_buttons("2_TDB_03", 12, 81, 59, 88, 3) // GR_1024
287 credits_screen_buttons("CRB_04", 571, 425, 588, 413, 4), // GR_640
288 credits_screen_buttons("2_CRB_04", 914, 681, 953, 668, 4) // GR_1024
294 static int Credits_music_handle = -1;
295 static int Credits_music_begin_timestamp;
297 static int Credits_frametime; // frametime of credits_do_frame() loop in ms
298 static int Credits_last_time; // timestamp used to calc frametime (in ms)
299 static float Credits_counter;
300 static int Credits_artwork_index;
301 static int Credits_bmps[NUM_IMAGES];
303 char *Credit_text = NULL;
304 int Credit_text_malloced = 0; // TRUE if credit_text was malloced
306 // Positions for credits...
307 float Credit_start_pos, Credit_stop_pos, Credit_position = 0.0f;
309 void credits_stop_music()
311 if ( Credits_music_handle != -1 ) {
312 audiostream_close_file(Credits_music_handle);
313 Credits_music_handle = -1;
317 void credits_load_music(char* fname)
319 if ( Credits_music_handle != -1 ){
324 Credits_music_handle = audiostream_open( fname, ASF_EVENTMUSIC );
328 void credits_start_music()
330 if (Credits_music_handle != -1) {
331 if ( !audiostream_is_playing(Credits_music_handle) ){
332 audiostream_play(Credits_music_handle, Master_event_music_volume);
335 nprintf(("Warning", "Cannot play credits music\n"));
339 int credits_screen_button_pressed(int n)
342 case TECH_DATABASE_BUTTON:
343 gamesnd_play_iface(SND_SWITCH_SCREENS);
344 gameseq_post_event(GS_EVENT_TECH_MENU);
347 case SIMULATOR_BUTTON:
348 gamesnd_play_iface(SND_SWITCH_SCREENS);
349 gameseq_post_event(GS_EVENT_SIMULATOR_ROOM);
352 case CUTSCENES_BUTTON:
353 gamesnd_play_iface(SND_SWITCH_SCREENS);
354 gameseq_post_event(GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN);
358 gamesnd_play_iface(SND_COMMIT_PRESSED);
359 gameseq_post_event(GS_EVENT_MAIN_MENU);
370 credits_screen_buttons *b;
372 char *linep1, *linep2;
374 int credits_spooled_music_index = event_music_get_spooled_music_index("Cinema");
375 if(credits_spooled_music_index != -1){
376 char *credits_wavfile_name = Spooled_music[credits_spooled_music_index].filename;
377 if(credits_wavfile_name != NULL){
378 credits_load_music(credits_wavfile_name);
382 // Use this id to trigger the start of music playing on the briefing screen
383 Credits_music_begin_timestamp = timestamp(CREDITS_MUSIC_DELAY);
385 Credits_frametime = 0;
386 Credits_last_time = timer_get_milliseconds();
389 Credit_text_malloced = 0;
391 // allocate enough space for credits text
392 CFILE *fp = cfopen( NOX("credits.tbl"), "rb" );
395 size = cfilelength(fp);
396 Credit_text = (char *) malloc(size + 200);
399 // open localization and parse
401 read_file_text("credits.tbl");
404 // keep reading everything in
405 strcpy(Credit_text,"");
407 while(!check_for_string_raw("#end")){
413 // get the line count, probably a crappy way to do it but it's the best way i've
414 // found to step through the credits without crashing problems since there's no
415 // definite end line in FS1
416 while (*ugh && *ugh != EOF_CHAR) {
425 while(line_count > 0){
428 stuff_string_line(line, 511);
432 linep2 = split_str_once(linep1, Credits_text_coords[gr_screen.res][2]);
433 strcat(Credit_text, linep1);
434 strcat(Credit_text, "\n");
436 } while (linep2 != NULL);
439 // close localization
442 Credit_text = NOX("No credits available.\n");
446 for ( i = 0; Credit_text[i]; i++ ) {
549 Credit_text[i] = (char)ch;
552 gr_get_string_size(&w, &h, Credit_text);
554 Credit_start_pos = i2fl(Credits_text_coords[gr_screen.res][CREDITS_H_COORD]);
555 Credit_stop_pos = -i2fl(h);
556 Credit_position = Credit_start_pos;
558 Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
559 Ui_window.set_mask_bmap(Credits_bitmap_mask_fname[gr_screen.res]);
560 common_set_interface_palette("InterfacePalette"); // set the interface palette
562 for (i=0; i<NUM_BUTTONS; i++) {
563 b = &Buttons[i][gr_screen.res];
565 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, (i < 2), 1);
566 // set up callback for when a mouse first goes over a button
567 b->button.set_highlight_action(common_play_highlight_sound);
568 b->button.set_bmaps(b->filename);
569 b->button.link_hotspot(b->hotspot);
574 Ui_window.add_XSTR("Technical Database", 1055, Buttons[TECH_DATABASE_BUTTON][gr_screen.res].xt, Buttons[TECH_DATABASE_BUTTON][gr_screen.res].yt, &Buttons[TECH_DATABASE_BUTTON][gr_screen.res].button, UI_XSTR_COLOR_GREEN);
575 Ui_window.add_XSTR("Mission Simulator", 1056, Buttons[SIMULATOR_BUTTON][gr_screen.res].xt, Buttons[SIMULATOR_BUTTON][gr_screen.res].yt, &Buttons[SIMULATOR_BUTTON][gr_screen.res].button, UI_XSTR_COLOR_GREEN);
576 Ui_window.add_XSTR("Cutscenes", 1057, Buttons[CUTSCENES_BUTTON][gr_screen.res].xt, Buttons[CUTSCENES_BUTTON][gr_screen.res].yt, &Buttons[CUTSCENES_BUTTON][gr_screen.res].button, UI_XSTR_COLOR_GREEN);
577 Ui_window.add_XSTR("Credits", 1058, Buttons[CREDITS_BUTTON][gr_screen.res].xt, Buttons[CREDITS_BUTTON][gr_screen.res].yt, &Buttons[CREDITS_BUTTON][gr_screen.res].button, UI_XSTR_COLOR_GREEN);
578 Ui_window.add_XSTR("Exit", 1420, Buttons[EXIT_BUTTON][gr_screen.res].xt, Buttons[EXIT_BUTTON][gr_screen.res].yt, &Buttons[EXIT_BUTTON][gr_screen.res].button, UI_XSTR_COLOR_PINK);
581 if (Player->flags & PLAYER_FLAGS_IS_MULTI) {
582 Buttons[SIMULATOR_BUTTON][gr_screen.res].button.disable();
583 Buttons[CUTSCENES_BUTTON][gr_screen.res].button.disable();
586 Buttons[EXIT_BUTTON][gr_screen.res].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
588 Background_bitmap = bm_load(Credits_bitmap_fname[gr_screen.res]);
589 Credits_artwork_index = rand() % NUM_IMAGES;
590 for (i=0; i<NUM_IMAGES; i++){
591 Credits_bmps[i] = -1;
595 CreditsWin01 = bm_load(NOX("CreditsWin01"));
596 CreditsWin02 = bm_load(NOX("CreditsWin02"));
597 CreditsWin03 = bm_load(NOX("CreditsWin03"));
598 CreditsWin04 = bm_load(NOX("CreditsWin04"));
607 if (CreditsWin01 != -1){
608 bm_unload(CreditsWin01);
611 if (CreditsWin02 != -1){
612 bm_unload(CreditsWin02);
615 if (CreditsWin03 != -1){
616 bm_unload(CreditsWin03);
619 if (CreditsWin04 != -1){
620 bm_unload(CreditsWin04);
625 for (i=0; i<NUM_IMAGES; i++){
626 if (Credits_bmps[i] >= 0){
627 bm_unload(Credits_bmps[i]);
628 Credits_bmps[i] = -1;
632 credits_stop_music();
635 if (Credit_text_malloced){
642 if (Background_bitmap){
643 bm_unload(Background_bitmap);
647 common_free_interface_palette(); // restore game palette
650 void credits_do_frame(float frametime)
652 int i, k, next, percent, bm1, bm2;
653 int bx1, by1, bw1, bh1;
654 int bx2, by2, bw2, bh2;
656 // Use this id to trigger the start of music playing on the credits screen
657 if ( timestamp_elapsed(Credits_music_begin_timestamp) ) {
658 Credits_music_begin_timestamp = 0;
659 credits_start_music();
662 k = Ui_window.process();
665 gameseq_post_event(GS_EVENT_MAIN_MENU);
669 case KEY_CTRLED | KEY_UP:
670 case KEY_SHIFTED | KEY_TAB:
671 if ( !(Player->flags & PLAYER_FLAGS_IS_MULTI) ) {
672 credits_screen_button_pressed(CUTSCENES_BUTTON);
675 // else, react like tab key.
677 case KEY_CTRLED | KEY_DOWN:
679 credits_screen_button_pressed(TECH_DATABASE_BUTTON);
686 for (i=0; i<NUM_BUTTONS; i++){
687 if (Buttons[i][gr_screen.res].button.pressed()){
688 if (credits_screen_button_pressed(i)){
695 GR_MAYBE_CLEAR_RES(Background_bitmap);
696 if (Background_bitmap >= 0) {
697 gr_set_bitmap(Background_bitmap);
701 percent = (int) (100.0f - (CREDITS_ARTWORK_DISPLAY_TIME - Credits_counter) * 100.0f / CREDITS_ARTWORK_FADE_TIME);
706 next = Credits_artwork_index + 1;
707 if (next >= NUM_IMAGES){
711 if (Credits_bmps[Credits_artwork_index] < 0) {
714 if (gr_screen.res == GR_1024) {
715 sprintf(buf, NOX("2_CrIm%0.2d"), Credits_artwork_index);
717 sprintf(buf, NOX("CrIm%0.2d"), Credits_artwork_index);
719 Credits_bmps[Credits_artwork_index] = bm_load(buf);
722 if (Credits_bmps[next] < 0) {
725 if (gr_screen.res == GR_1024) {
726 sprintf(buf, NOX("2_CrIm%0.2d"), Credits_artwork_index);
728 sprintf(buf, NOX("CrIm%0.2d"), next);
730 Credits_bmps[next] = bm_load(buf);
733 bm1 = Credits_bmps[Credits_artwork_index];
734 bm2 = Credits_bmps[next];
736 if((bm1 != -1) && (bm2 != -1)){
737 Assert(percent >= 0 && percent <= 100);
739 // get width and height
740 bm_get_info(bm1, &bw1, &bh1, NULL, NULL, NULL);
741 bm_get_info(bm2, &bw2, &bh2, NULL, NULL, NULL);
743 // determine where to draw the coords
744 bx1 = Credits_image_coords[gr_screen.res][CREDITS_X_COORD] + ((Credits_image_coords[gr_screen.res][CREDITS_W_COORD] - bw1)/2);
745 by1 = Credits_image_coords[gr_screen.res][CREDITS_Y_COORD] + ((Credits_image_coords[gr_screen.res][CREDITS_H_COORD] - bh1)/2);
746 bx2 = Credits_image_coords[gr_screen.res][CREDITS_X_COORD] + ((Credits_image_coords[gr_screen.res][CREDITS_W_COORD] - bw2)/2);
747 by2 = Credits_image_coords[gr_screen.res][CREDITS_Y_COORD] + ((Credits_image_coords[gr_screen.res][CREDITS_H_COORD] - bh2)/2);
749 gr_cross_fade(bm1, bm2, bx1, by1, bx2, by2, (float)percent / 100.0f);
753 if (CreditsWin01 != -1) {
754 gr_set_bitmap(CreditsWin01);
758 if (CreditsWin02 != -1) {
759 gr_set_bitmap(CreditsWin02);
763 if (CreditsWin03 != -1) {
764 gr_set_bitmap(CreditsWin03);
768 if (CreditsWin04 != -1) {
769 gr_set_bitmap(CreditsWin04);
776 for (i=TECH_DATABASE_BUTTON; i<=CREDITS_BUTTON; i++){
777 if (Buttons[i][gr_screen.res].button.button_down()){
782 if (i > CREDITS_BUTTON){
783 Buttons[CREDITS_BUTTON][gr_screen.res].button.draw_forced(2);
786 gr_set_clip(Credits_text_coords[gr_screen.res][CREDITS_X_COORD], Credits_text_coords[gr_screen.res][CREDITS_Y_COORD], Credits_text_coords[gr_screen.res][CREDITS_W_COORD], Credits_text_coords[gr_screen.res][CREDITS_H_COORD]);
788 gr_set_color_fast(&Color_normal);
791 if ( Credit_position > 0 ) {
792 sy = fl2i(Credit_position+0.5f);
794 sy = fl2i(Credit_position-0.5f);
797 // HACK - I don't want to change the string code, so we'll just use a special version here
798 if(gr_screen.mode == GR_GLIDE){
800 extern void gr_glide_string_hack(int sx, int sy, char *s);
801 gr_glide_string_hack(0x8000, sy, Credit_text);
804 gr_string(0x8000, sy, Credit_text);
808 temp_time = timer_get_milliseconds();
810 Credits_frametime = temp_time - Credits_last_time;
811 Credits_last_time = temp_time;
812 timestamp_inc(Credits_frametime / 1000.0f);
814 float fl_frametime = i2fl(Credits_frametime) / 1000.f;
815 if (keyd_pressed[KEY_LSHIFT]) {
816 Credit_position -= fl_frametime * CREDITS_SCROLL_RATE * 4.0f;
818 Credit_position -= fl_frametime * CREDITS_SCROLL_RATE;
821 if (Credit_position < Credit_stop_pos){
822 Credit_position = Credit_start_pos;
825 Credits_counter += fl_frametime;
826 while (Credits_counter >= CREDITS_ARTWORK_DISPLAY_TIME) {
827 Credits_counter -= CREDITS_ARTWORK_DISPLAY_TIME;
828 Credits_artwork_index = next;