2 * $Logfile: /Freespace2/code/MenuUI/Credits.cpp $
7 * C source file for displaying game credits
10 * Revision 1.3 2002/05/27 22:43:02 theoddone33
11 * Fix more glide symbols
13 * Revision 1.2 2002/05/07 03:16:46 theoddone33
14 * The Great Newline Fix
16 * Revision 1.1.1.1 2002/05/03 03:28:09 root
20 * 20 9/14/99 5:14a Dave
21 * Fixed credits drawing in Glide.
23 * 19 9/13/99 1:53p Dave
24 * Fixed completely brain dead code in credits_init().
26 * 18 9/09/99 10:55a Jefff
28 * 17 9/03/99 11:45a Jefff
30 * 16 9/01/99 5:28p Jefff
31 * hi res art shows up now
33 * 15 9/01/99 4:20p Jefff
36 * 14 9/01/99 12:19p Jefff
37 * text splitting for long lines
39 * 13 7/19/99 2:13p Dave
40 * Added some new strings for Heiko.
42 * 12 2/03/99 6:06p Dave
43 * Groundwork for FS2 PXO usertracker support. Gametracker support next.
45 * 11 2/03/99 11:44a Dave
46 * Fixed d3d transparent textures.
48 * 10 2/01/99 5:55p Dave
49 * Removed the idea of explicit bitmaps for buttons. Fixed text
50 * highlighting for disabled gadgets.
52 * 9 1/30/99 9:01p Dave
55 * 8 1/30/99 5:08p Dave
56 * More new hi-res stuff.Support for nice D3D textures.
58 * 7 1/29/99 12:47a Dave
59 * Put in sounds for beam weapon. A bunch of interface screens (tech
62 * 6 1/28/99 1:46a Dave
63 * Updated coords and bitmaps.
65 * 5 1/14/99 5:15p Neilk
66 * changed credits, command debrief interfaces to high resolution support
68 * 4 11/20/98 4:08p Dave
69 * Fixed flak effect in multiplayer.
71 * 3 10/13/98 9:28a Dave
72 * Started neatening up freespace.h. Many variables renamed and
73 * reorganized. Added AlphaColors.[h,cpp]
75 * 2 10/07/98 10:53a Dave
78 * 1 10/07/98 10:49a Dave
80 * 18 6/19/98 3:51p Lawrance
81 * deal with foreign chars in the credits
83 * 17 6/01/98 11:43a John
84 * JAS & MK: Classified all strings for localization.
86 * 16 5/24/98 9:01p Lawrance
87 * Add commit sounds when accept is pressed
89 * 15 5/20/98 1:04p Hoffoss
90 * Made credits screen use new artwork and removed rating field usage from
91 * Fred (a goal struct member).
93 * 14 5/12/98 4:17p Hoffoss
94 * Make ctrl-arrows (up/down) switch between tech room screens.
96 * 13 5/12/98 11:21a Hoffoss
97 * Disabled cutscene screen and simulator room.
99 * 12 5/11/98 8:04p Hoffoss
102 * 11 4/22/98 3:35p John
103 * String externalization marking
105 * 10 4/22/98 10:46a Hoffoss
106 * Added images to credits screen.
108 * 9 4/21/98 7:07p Hoffoss
109 * Fixed problem where when switching screens flashes old tab hilight once
110 * before switching to new state.
112 * 8 4/17/98 3:28p Hoffoss
113 * Added new credits screen code.
115 * 7 3/05/98 11:15p Hoffoss
116 * Changed non-game key checking to use game_check_key() instead of
119 * 6 2/22/98 12:19p John
120 * Externalized some strings
122 * 5 1/05/98 2:30p John
123 * made credits.tbl display
125 * 4 9/19/97 5:14p Lawrance
126 * use new naming convention for spooled music
128 * 3 8/31/97 6:38p Lawrance
129 * pass in frametime to do_frame loop
131 * 2 4/22/97 11:06a Lawrance
132 * credits music playing, credits screen is a separate state
139 #include "gamesequence.h"
146 #include "audiostr.h"
147 #include "eventmusic.h" /* for Master_event_music_volume */
150 #include "missionscreencommon.h"
152 #include "freespace.h"
153 #include "alphacolors.h"
154 #include "localize.h"
156 #define CREDITS_MUSIC_DELAY 2000
157 #define CREDITS_SCROLL_RATE 15.0f
158 #define CREDITS_ARTWORK_DISPLAY_TIME 9.0f
159 #define CREDITS_ARTWORK_FADE_TIME 1.0f
161 #define NUM_BUTTONS 5
162 #define NUM_IMAGES 46
164 #define TECH_DATABASE_BUTTON 0
165 #define SIMULATOR_BUTTON 1
166 #define CUTSCENES_BUTTON 2
167 #define CREDITS_BUTTON 3
168 #define EXIT_BUTTON 4
170 // inidicies for coordinates
171 #define CREDITS_X_COORD 0
172 #define CREDITS_Y_COORD 1
173 #define CREDITS_W_COORD 2
174 #define CREDITS_H_COORD 3
176 static char* Credits_bitmap_fname[GR_NUM_RESOLUTIONS] = {
181 static char* Credits_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = {
182 "Credits-M", // GR_640
186 int Credits_image_coords[GR_NUM_RESOLUTIONS][4] = {
188 219, 15, 394, 286 // GR_640
191 351, 25, 629, 455 // GR_1024
196 int Credits_text_coords[GR_NUM_RESOLUTIONS][4] = {
198 26, 316, 482, 157 // GR_640
201 144, 507, 568, 249 // GR_640
205 struct credits_screen_buttons {
209 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
211 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) {}
214 static int Background_bitmap;
216 static int CreditsWin01 = -1;
217 static int CreditsWin02 = -1;
218 static int CreditsWin03 = -1;
219 static int CreditsWin04 = -1;
221 static UI_WINDOW Ui_window;
223 static credits_screen_buttons Buttons[NUM_BUTTONS][GR_NUM_RESOLUTIONS] = {
226 credits_screen_buttons("TDB_00", 7, 3, 37, 7, 0), // GR_640
227 credits_screen_buttons("2_TDB_00", 12, 5, 59, 12, 0) // GR_1024
230 credits_screen_buttons("TDB_01", 7, 18, 37, 23, 1), // GR_640
231 credits_screen_buttons("2_TDB_01", 12, 31, 59, 37, 1) // GR_1024
234 credits_screen_buttons("TDB_02", 7, 34, 37, 38, 2), // GR_640
235 credits_screen_buttons("2_TDB_02", 12, 56, 59, 62, 2) // GR_1024
238 credits_screen_buttons("TDB_03", 7, 49, 37, 54, 3), // GR_640
239 credits_screen_buttons("2_TDB_03", 12, 81, 59, 88, 3) // GR_1024
242 credits_screen_buttons("CRB_04", 571, 425, 588, 413, 4), // GR_640
243 credits_screen_buttons("2_CRB_04", 914, 681, 953, 668, 4) // GR_1024
248 static int Credits_music_handle = -1;
249 static int Credits_music_begin_timestamp;
251 static int Credits_frametime; // frametime of credits_do_frame() loop in ms
252 static int Credits_last_time; // timestamp used to calc frametime (in ms)
253 static float Credits_counter;
254 static int Credits_artwork_index;
255 static int Credits_bmps[NUM_IMAGES];
257 char *Credit_text = NULL;
258 int Credit_text_malloced = 0; // TRUE if credit_text was malloced
260 // Positions for credits...
261 float Credit_start_pos, Credit_stop_pos, Credit_position = 0.0f;
263 void credits_stop_music()
265 if ( Credits_music_handle != -1 ) {
266 audiostream_close_file(Credits_music_handle);
267 Credits_music_handle = -1;
271 void credits_load_music(char* fname)
273 if ( Credits_music_handle != -1 ){
278 Credits_music_handle = audiostream_open( fname, ASF_EVENTMUSIC );
282 void credits_start_music()
284 if (Credits_music_handle != -1) {
285 if ( !audiostream_is_playing(Credits_music_handle) ){
286 audiostream_play(Credits_music_handle, Master_event_music_volume);
289 nprintf(("Warning", "Cannot play credits music\n"));
293 int credits_screen_button_pressed(int n)
296 case TECH_DATABASE_BUTTON:
297 gamesnd_play_iface(SND_SWITCH_SCREENS);
298 gameseq_post_event(GS_EVENT_TECH_MENU);
301 case SIMULATOR_BUTTON:
302 gamesnd_play_iface(SND_SWITCH_SCREENS);
303 gameseq_post_event(GS_EVENT_SIMULATOR_ROOM);
306 case CUTSCENES_BUTTON:
307 gamesnd_play_iface(SND_SWITCH_SCREENS);
308 gameseq_post_event(GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN);
312 gamesnd_play_iface(SND_COMMIT_PRESSED);
313 gameseq_post_event(GS_EVENT_MAIN_MENU);
324 credits_screen_buttons *b;
326 char *linep1, *linep2;
328 int credits_spooled_music_index = event_music_get_spooled_music_index("Cinema");
329 if(credits_spooled_music_index != -1){
330 char *credits_wavfile_name = Spooled_music[credits_spooled_music_index].filename;
331 if(credits_wavfile_name != NULL){
332 credits_load_music(credits_wavfile_name);
336 // Use this id to trigger the start of music playing on the briefing screen
337 Credits_music_begin_timestamp = timestamp(CREDITS_MUSIC_DELAY);
339 Credits_frametime = 0;
340 Credits_last_time = timer_get_milliseconds();
343 Credit_text_malloced = 0;
345 // allocate enough space for credits text
346 CFILE *fp = cfopen( NOX("credits.tbl"), "rb" );
349 size = cfilelength(fp);
350 Credit_text = (char *) malloc(size + 200);
353 // open localization and parse
355 read_file_text("credits.tbl");
358 // keep reading everything in
359 strcpy(Credit_text,"");
360 while(!check_for_string_raw("#end")){
361 stuff_string_line(line, 511);
365 linep2 = split_str_once(linep1, Credits_text_coords[gr_screen.res][2]);
366 strcat(Credit_text, linep1);
367 strcat(Credit_text, "\n");
369 } while (linep2 != NULL);
372 // close localization
375 Credit_text = NOX("No credits available.\n");
379 for ( i = 0; Credit_text[i]; i++ ) {
482 Credit_text[i] = (char)ch;
485 gr_get_string_size(&w, &h, Credit_text);
487 Credit_start_pos = i2fl(Credits_text_coords[gr_screen.res][CREDITS_H_COORD]);
488 Credit_stop_pos = -i2fl(h);
489 Credit_position = Credit_start_pos;
491 Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
492 Ui_window.set_mask_bmap(Credits_bitmap_mask_fname[gr_screen.res]);
493 common_set_interface_palette("InterfacePalette"); // set the interface palette
495 for (i=0; i<NUM_BUTTONS; i++) {
496 b = &Buttons[i][gr_screen.res];
498 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, (i < 2), 1);
499 // set up callback for when a mouse first goes over a button
500 b->button.set_highlight_action(common_play_highlight_sound);
501 b->button.set_bmaps(b->filename);
502 b->button.link_hotspot(b->hotspot);
506 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);
507 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);
508 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);
509 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);
510 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);
512 if (Player->flags & PLAYER_FLAGS_IS_MULTI) {
513 Buttons[SIMULATOR_BUTTON][gr_screen.res].button.disable();
514 Buttons[CUTSCENES_BUTTON][gr_screen.res].button.disable();
517 Buttons[EXIT_BUTTON][gr_screen.res].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
519 Background_bitmap = bm_load(Credits_bitmap_fname[gr_screen.res]);
520 Credits_artwork_index = rand() % NUM_IMAGES;
521 for (i=0; i<NUM_IMAGES; i++){
522 Credits_bmps[i] = -1;
525 // CreditsWin01 = bm_load(NOX("CreditsWin01"));
526 // CreditsWin02 = bm_load(NOX("CreditsWin02"));
527 // CreditsWin03 = bm_load(NOX("CreditsWin03"));
528 // CreditsWin04 = bm_load(NOX("CreditsWin04"));
536 if (CreditsWin01 != -1){
537 bm_unload(CreditsWin01);
540 if (CreditsWin02 != -1){
541 bm_unload(CreditsWin02);
544 if (CreditsWin03 != -1){
545 bm_unload(CreditsWin03);
548 if (CreditsWin04 != -1){
549 bm_unload(CreditsWin04);
554 for (i=0; i<NUM_IMAGES; i++){
555 if (Credits_bmps[i] >= 0){
556 bm_unload(Credits_bmps[i]);
557 Credits_bmps[i] = -1;
561 credits_stop_music();
564 if (Credit_text_malloced){
571 if (Background_bitmap){
572 bm_unload(Background_bitmap);
576 common_free_interface_palette(); // restore game palette
579 void credits_do_frame(float frametime)
581 int i, k, next, percent, bm1, bm2;
582 int bx1, by1, bw1, bh1;
583 int bx2, by2, bw2, bh2;
585 // Use this id to trigger the start of music playing on the credits screen
586 if ( timestamp_elapsed(Credits_music_begin_timestamp) ) {
587 Credits_music_begin_timestamp = 0;
588 credits_start_music();
591 k = Ui_window.process();
594 gameseq_post_event(GS_EVENT_MAIN_MENU);
598 case KEY_CTRLED | KEY_UP:
599 case KEY_SHIFTED | KEY_TAB:
600 if ( !(Player->flags & PLAYER_FLAGS_IS_MULTI) ) {
601 credits_screen_button_pressed(CUTSCENES_BUTTON);
604 // else, react like tab key.
606 case KEY_CTRLED | KEY_DOWN:
608 credits_screen_button_pressed(TECH_DATABASE_BUTTON);
615 for (i=0; i<NUM_BUTTONS; i++){
616 if (Buttons[i][gr_screen.res].button.pressed()){
617 if (credits_screen_button_pressed(i)){
624 GR_MAYBE_CLEAR_RES(Background_bitmap);
625 if (Background_bitmap >= 0) {
626 gr_set_bitmap(Background_bitmap);
630 percent = (int) (100.0f - (CREDITS_ARTWORK_DISPLAY_TIME - Credits_counter) * 100.0f / CREDITS_ARTWORK_FADE_TIME);
635 next = Credits_artwork_index + 1;
636 if (next >= NUM_IMAGES){
640 if (Credits_bmps[Credits_artwork_index] < 0) {
643 if (gr_screen.res == GR_1024) {
644 sprintf(buf, NOX("2_CrIm%0.2d"), Credits_artwork_index);
646 sprintf(buf, NOX("CrIm%0.2d"), Credits_artwork_index);
648 Credits_bmps[Credits_artwork_index] = bm_load(buf);
651 if (Credits_bmps[next] < 0) {
654 if (gr_screen.res == GR_1024) {
655 sprintf(buf, NOX("2_CrIm%0.2d"), Credits_artwork_index);
657 sprintf(buf, NOX("CrIm%0.2d"), next);
659 Credits_bmps[next] = bm_load(buf);
662 bm1 = Credits_bmps[Credits_artwork_index];
663 bm2 = Credits_bmps[next];
665 if((bm1 != -1) && (bm2 != -1)){
666 Assert(percent >= 0 && percent <= 100);
668 // get width and height
669 bm_get_info(bm1, &bw1, &bh1, NULL, NULL, NULL);
670 bm_get_info(bm2, &bw2, &bh2, NULL, NULL, NULL);
672 // determine where to draw the coords
673 bx1 = Credits_image_coords[gr_screen.res][CREDITS_X_COORD] + ((Credits_image_coords[gr_screen.res][CREDITS_W_COORD] - bw1)/2);
674 by1 = Credits_image_coords[gr_screen.res][CREDITS_Y_COORD] + ((Credits_image_coords[gr_screen.res][CREDITS_H_COORD] - bh1)/2);
675 bx2 = Credits_image_coords[gr_screen.res][CREDITS_X_COORD] + ((Credits_image_coords[gr_screen.res][CREDITS_W_COORD] - bw2)/2);
676 by2 = Credits_image_coords[gr_screen.res][CREDITS_Y_COORD] + ((Credits_image_coords[gr_screen.res][CREDITS_H_COORD] - bh2)/2);
678 gr_cross_fade(bm1, bm2, bx1, by1, bx2, by2, (float)percent / 100.0f);
682 if (CreditsWin01 != -1) {
683 gr_set_bitmap(CreditsWin01);
687 if (CreditsWin02 != -1) {
688 gr_set_bitmap(CreditsWin02);
692 if (CreditsWin03 != -1) {
693 gr_set_bitmap(CreditsWin03);
697 if (CreditsWin04 != -1) {
698 gr_set_bitmap(CreditsWin04);
705 for (i=TECH_DATABASE_BUTTON; i<=CREDITS_BUTTON; i++){
706 if (Buttons[i][gr_screen.res].button.button_down()){
711 if (i > CREDITS_BUTTON){
712 Buttons[CREDITS_BUTTON][gr_screen.res].button.draw_forced(2);
715 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]);
717 gr_set_color_fast(&Color_normal);
720 if ( Credit_position > 0 ) {
721 sy = fl2i(Credit_position+0.5f);
723 sy = fl2i(Credit_position-0.5f);
726 // HACK - I don't want to change the string code, so we'll just use a special version here
727 if(gr_screen.mode == GR_GLIDE){
729 extern void gr_glide_string_hack(int sx, int sy, char *s);
730 gr_glide_string_hack(0x8000, sy, Credit_text);
733 gr_string(0x8000, sy, Credit_text);
737 temp_time = timer_get_milliseconds();
739 Credits_frametime = temp_time - Credits_last_time;
740 Credits_last_time = temp_time;
741 timestamp_inc(Credits_frametime / 1000.0f);
743 float fl_frametime = i2fl(Credits_frametime) / 1000.f;
744 if (keyd_pressed[KEY_LSHIFT]) {
745 Credit_position -= fl_frametime * CREDITS_SCROLL_RATE * 4.0f;
747 Credit_position -= fl_frametime * CREDITS_SCROLL_RATE;
750 if (Credit_position < Credit_stop_pos){
751 Credit_position = Credit_start_pos;
754 Credits_counter += fl_frametime;
755 while (Credits_counter >= CREDITS_ARTWORK_DISPLAY_TIME) {
756 Credits_counter -= CREDITS_ARTWORK_DISPLAY_TIME;
757 Credits_artwork_index = next;