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/ReadyRoom.cpp $
15 * Ready Room code, which is the UI screen for selecting Campaign/mission to play next mainly.
18 * Revision 1.7 2004/12/15 04:10:45 taylor
19 * outwnd_unix.cpp from fs2_open for logging to file in debug mode
20 * fixes for default function values
21 * always use vm_* functions for sanity sake
22 * make cfilearchiver 64-bit compatible
23 * fix crash on exit from double free()
24 * fix crash on startup from extra long GL extension string in debug
26 * Revision 1.6 2004/09/20 01:31:44 theoddone33
29 * Revision 1.5 2004/07/04 11:39:06 taylor
30 * fix missing debrief text, crash on exit, path separator's, warning fixes, no GR_SOFT
32 * Revision 1.4 2003/05/25 02:30:42 taylor
35 * Revision 1.3 2002/06/09 04:41:22 relnev
36 * added copyright header
38 * Revision 1.2 2002/06/02 04:26:34 relnev
41 * Revision 1.1.1.1 2002/05/03 03:28:09 root
45 * 20 9/30/99 5:59p Jefff
46 * fixed compile error in OEM ver
48 * 19 9/08/99 12:28p Jefff
50 * 18 9/06/99 6:38p Dave
51 * Improved CD detection code.
53 * 17 9/02/99 2:33p Jefff
54 * column heading coordinate changes
56 * 16 8/22/99 4:16p Jefff
57 * scroll button coord fixes
59 * 15 7/20/99 1:49p Dave
60 * Peter Drake build. Fixed some release build warnings.
62 * 14 7/19/99 2:13p Dave
63 * Added some new strings for Heiko.
65 * 13 7/15/99 9:20a Andsager
66 * FS2_DEMO initial checkin
68 * 12 7/09/99 5:54p Dave
69 * Seperated cruiser types into individual types. Added tons of new
70 * briefing icons. Campaign screen.
72 * 11 2/01/99 5:55p Dave
73 * Removed the idea of explicit bitmaps for buttons. Fixed text
74 * highlighting for disabled gadgets.
76 * 10 1/30/99 9:01p Dave
79 * 9 1/30/99 5:08p Dave
80 * More new hi-res stuff.Support for nice D3D textures.
82 * 8 1/29/99 12:47a Dave
83 * Put in sounds for beam weapon. A bunch of interface screens (tech
86 * 7 12/11/98 4:35p Andsager
87 * Fix sim room bug when no standalone missions
89 * 6 12/07/98 5:02p Dan
90 * Removed improper use of bitmap filename with extension,
92 * 5 10/13/98 9:28a Dave
93 * Started neatening up freespace.h. Many variables renamed and
94 * reorganized. Added AlphaColors.[h,cpp]
108 #include "gamesequence.h"
109 #include "missioncampaign.h"
112 #include "missionscreencommon.h"
113 #include "freespace.h"
114 #include "missionparse.h"
116 #include "managepilot.h"
118 #include "contexthelp.h"
119 #include "cfilesystem.h"
120 #include "freespace.h"
121 #include "alphacolors.h"
123 #define MAX_MISSIONS 1024
125 int Mission_list_coords[GR_NUM_RESOLUTIONS][4] = {
138 int Campaign_list_coords[GR_NUM_RESOLUTIONS][4] = {
152 // x coordinate offsets for data when campaign tab active
154 #define C_SUBTEXT_X 19
156 // x coordinate offsets for data when mission tab active
159 #define MODE_CAMPAIGNS 0
160 #define MODE_MISSIONS 1
162 #define MAX_LINES 200
163 #define MAX_DESC_LINES 200
164 #define NUM_BUTTONS 11
165 #define LIST_BUTTONS_MAX 40
167 #define SCROLL_UP_BUTTON 0
168 #define SCROLL_DOWN_BUTTON 1
169 #define MISSION_TAB 2
170 #define CAMPAIGN_TAB 3
171 #define HELP_BUTTON 4
172 #define COMMIT_BUTTON 5
173 #define OPTIONS_BUTTON 6
174 #define TECH_DATABASE_BUTTON 7
175 #define SIMULATOR_BUTTON 8
176 #define CUTSCENES_BUTTON 9
177 #define CREDITS_BUTTON 10
179 #define CAMPAIGN_MISSION_HASH_SIZE 307
181 struct sim_room_buttons {
185 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
187 sim_room_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) {}
190 static sim_room_buttons Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
194 sim_room_buttons("LMB_04", 7, 135, -1, -1, 4), // up arrows
195 sim_room_buttons("LMB_05", 7, 182, -1, -1, 5), // down arrows
196 sim_room_buttons("LMB_06", 23, 396, -1, -1, 6), // single missions
197 sim_room_buttons("LMB_07", 198, 396, -1, -1, 7), // campaign missions
198 sim_room_buttons("LMB_08", 469, 427, -1, -1, 8), // help
199 sim_room_buttons("LMB_09", 554, 411, -1, -1, 9), // commit
200 sim_room_buttons("LMB_10", 447, 452, -1, -1, 10), // options
202 sim_room_buttons("TDB_00", 0, 0, -1, -1, 0), // technical database
203 sim_room_buttons("TDB_01", 0, 19, -1, -1, 1), // mission simulator
204 sim_room_buttons("TDB_02", 0, 35, -1, -1, 2), // cutscenes
205 sim_room_buttons("TDB_03", 0, 56, -1, -1, 3), // credits
207 sim_room_buttons("LMB_04", 1, 99, -1, -1, 4),
208 sim_room_buttons("LMB_05", 1, 381, -1, -1, 5),
209 sim_room_buttons("LMB_06", 6, 438, 40, 445, 6),
210 sim_room_buttons("LMB_07", 6, 457, 40, 462, 7),
211 sim_room_buttons("LMB_08", 534, 426, 500, 440, 8),
212 sim_room_buttons("LMB_09", 571, 426, 572, 413, 9),
213 sim_room_buttons("LMB_10", 534, 455, 480, 462, 10),
215 sim_room_buttons("TDB_00", 7, 3, 37, 7, 0),
216 sim_room_buttons("TDB_01", 7, 18, 37, 23, 1),
217 sim_room_buttons("TDB_02", 7, 34, 37, 38, 2),
218 sim_room_buttons("TDB_03", 7, 49, 37, 54, 3),
222 sim_room_buttons("2_LMB_04", 2, 159, -1, -1, 4),
223 sim_room_buttons("2_LMB_05", 2, 609, -1, -1, 5),
224 sim_room_buttons("2_LMB_06", 10, 701, 64, 712, 6),
225 sim_room_buttons("2_LMB_07", 10, 732, 64, 739, 7),
226 sim_room_buttons("2_LMB_08", 854, 681, 800, 704, 8),
227 sim_room_buttons("2_LMB_09", 914, 681, 915, 660, 9),
228 sim_room_buttons("2_LMB_10", 854, 728, 800, 728, 10),
230 sim_room_buttons("2_TDB_00", 12, 5, 59, 12, 0),
231 sim_room_buttons("2_TDB_01", 12, 31, 59, 37, 1),
232 sim_room_buttons("2_TDB_02", 12, 56, 59, 62, 2),
233 sim_room_buttons("2_TDB_03", 12, 81, 59, 88, 3),
238 char *Sim_filename[GR_NUM_RESOLUTIONS] = {
242 char *Sim_mask_filename[GR_NUM_RESOLUTIONS] = {
247 char *Campaign_filename[GR_NUM_RESOLUTIONS] = {
251 char *Campaign_mask_filename[GR_NUM_RESOLUTIONS] = {
256 // misc text. ("Mission" and "Filename"
258 #define NUM_SIM_MISC_TEXT 0
260 #define NUM_SIM_MISC_TEXT 2
262 #define SIM_MISC_TEXT_MISSION 0
263 #define SIM_MISC_TEXT_FILENAME 1
264 int Sim_misc_text_coords[GR_NUM_RESOLUTIONS][NUM_SIM_MISC_TEXT][2] = {
266 // nothing needed for FS1
273 // nothing needed for FS1
281 // readyroom text line stuff
282 #define READYROOM_LINE_CAMPAIGN 1
283 #define READYROOM_LINE_CMISSION 2
284 #define READYROOM_LINE_MISSION 3
286 #define READYROOM_FLAG_FROM_VOLITION (1<<0) // volition made
288 #define READYROOM_FLAG_FROM_MDISK (1<<1) // mission disk
291 int type; // see READYROOM_LINE_* defines above
294 int x; // X coordinate of line
295 int y; // Y coordinate of line
296 int flags; // special flags, see READYROOM_FLAG_* defines above
297 } sim_room_lines[MAX_LINES];
299 static char Cur_campaign[MAX_FILENAME_LEN];
300 static char *Mission_filenames[MAX_MISSIONS];
301 static char *Standalone_mission_names[MAX_MISSIONS];
302 static int Standalone_mission_flags[MAX_MISSIONS];
303 static char *Campaign_missions[MAX_MISSIONS];
304 static char *Campaign_mission_names[MAX_CAMPAIGN_MISSIONS];
305 static int Campaign_mission_flags[MAX_MISSIONS];
306 static char *Campaign_descs[MAX_CAMPAIGNS];
307 static char *Campaign_descs_temp[MAX_CAMPAIGNS];
308 static char *Campaign_file_names_temp[MAX_CAMPAIGNS];
309 static int Standalone_mission_names_inited = 0;
310 static int Campaign_names_inited = 0;
311 static int Campaign_mission_names_inited = 0;
312 static int Num_standalone_missions;
313 static int Num_campaign_missions;
314 static int Scroll_offset;
315 static int Selected_line;
316 static int Num_lines;
317 static int Num_campaign_missions_with_info = 0;
318 static int Num_standalone_missions_with_info = 0;
325 static int Background_bitmap;
326 static UI_WINDOW Ui_window;
327 static UI_BUTTON List_buttons[LIST_BUTTONS_MAX]; // buttons for each line of text in list
329 typedef struct hash_node {
334 static hash_node *Campaign_mission_hash_table[CAMPAIGN_MISSION_HASH_SIZE];
335 static int Hash_table_inited;
337 // special icons (1.04 + stuff)
339 #define NUM_MISSION_ICONS 2
341 #define NUM_MISSION_ICONS 1
343 #define MISSION_ICON_VOLITION 0 // mini volition death's head :)
345 #define MISSION_ICON_MDISK 1 // Silent Threat mini icon
348 // icon offsets (see LIST_ defines above
349 //#define MISSION_ICON_VOLITION_X (46)
350 #define MISSION_ICON_VOLITION_Y_OFFSET (-1)
352 #define MISSION_ICON_MDISK_Y_OFFSET (0)
356 static int Sim_volition_icon_x[GR_NUM_RESOLUTIONS] = {
366 static int Sim_silent_icon_x[GR_NUM_RESOLUTIONS] = {
372 // special icons themselves
373 int Mission_icon_bitmaps[NUM_MISSION_ICONS];
375 char *Mission_icon_bitmap_filenames[NUM_MISSION_ICONS] = {
384 void sim_room_load_mission_icons();
385 void sim_room_unload_mission_icons();
386 void sim_room_blit_icons(int line_index, int y_start, fs_builtin_mission *fb = NULL, int is_md = 0);
388 // Finds a hash value for mission filename
390 // returns hash value
391 int hash_filename(char *filename) {
392 unsigned __int64 hash_val = 0;
393 char *ptr = filename;
395 // Dont hash .fsm extension, convert all to upper case
396 for (int i=0; i < ((signed int)(strlen(filename)) - 4); i++) {
397 hash_val = (hash_val << 4) + toupper(*ptr++);
400 return int(hash_val % CAMPAIGN_MISSION_HASH_SIZE);
403 // insert filename into Campaign_mission_hash_table
405 // returns 1 if successful, 0 if could not allocate memory
406 int hash_insert(char *filename) {
407 int hash_val = hash_filename(filename);
410 // Check if table empty
411 if (Campaign_mission_hash_table[hash_val] == NULL) {
412 Campaign_mission_hash_table[hash_val] = new hash_node;
414 cur_node = Campaign_mission_hash_table[hash_val];
416 if (cur_node == NULL) {
417 // Unable to allocate memory
421 // Walk down list to first empty node
422 cur_node = Campaign_mission_hash_table[hash_val];
423 while (cur_node->next != NULL) {
424 cur_node = cur_node->next;
428 cur_node->next = new hash_node;
430 if (cur_node->next == NULL) {
431 // unable to allocate memory
434 cur_node = cur_node->next;
439 cur_node->next = NULL;
440 cur_node->filename = filename;
446 // Checks if a filename already exitst in the hash table
448 // returns 1 if found (collision), 0 if no collision
449 int campaign_mission_hash_collision(char *filename)
451 int hash_val = hash_filename(filename);
452 hash_node *cur_node = Campaign_mission_hash_table[hash_val];
454 if (cur_node == NULL) {
459 if (!stricmp(filename, cur_node->filename)) {
463 cur_node = cur_node->next;
464 } while (cur_node != NULL);
466 // Ran out of stuff to check
470 // builds hash table of campaign mission filenames
472 // returns 1 if successful, 0 if not successful
473 int build_campaign_mission_filename_hash_table()
476 // Go through all campaign missions
477 for (int i=0; i<Num_campaign_missions; i++) {
478 rval = hash_insert(Campaign_missions[i]);
488 // deletes hash table nodes
490 void campaign_mission_hash_table_delete()
494 for (int i=0; i<CAMPAIGN_MISSION_HASH_SIZE; i++) {
495 // Look for entries into array
496 if (Campaign_mission_hash_table[i] != NULL) {
497 cur_node = Campaign_mission_hash_table[i];
499 // Walk down the list deleting self
500 while (cur_node->next != NULL) {
501 hash_node *temp = cur_node->next;
508 Campaign_mission_hash_table[i] = NULL;
514 // add a line of sim_room smuck to end of list
515 int sim_room_line_add(int type, char *name, char *filename, int x, int y, int flags)
517 if (Num_lines >= MAX_LINES)
520 sim_room_lines[Num_lines].type = type;
521 sim_room_lines[Num_lines].name = name;
522 sim_room_lines[Num_lines].filename = filename;
523 sim_room_lines[Num_lines].x = x;
524 sim_room_lines[Num_lines].y = y;
525 sim_room_lines[Num_lines].flags = flags;
529 // filter out all multiplayer campaigns
530 int campaign_room_campaign_filter(char *filename)
532 int type, max_players;
533 char name[NAME_LENGTH], *desc = NULL;
536 // also need to check if this is the builtin campaign
537 if ( game_find_builtin_mission(filename) && mission_campaign_get_info(filename, name, &type, &max_players, &desc) ) {
539 if ( mission_campaign_get_info(filename, name, &type, &max_players, &desc) ) {
541 if ( type == CAMPAIGN_TYPE_SINGLE ) {
542 Campaign_file_names_temp[Num_campaigns] = strdup(filename);
543 Campaign_descs_temp[Num_campaigns++] = desc;
555 // build up a list of all missions in all campaigns.
556 int sim_room_campaign_mission_filter(char *filename)
560 num = mission_campaign_get_mission_list(filename, &Campaign_missions[Num_campaign_missions], MAX_CAMPAIGN_MISSIONS - Num_campaign_missions);
564 Num_campaign_missions += num;
568 // filter out all missions already used in existing campaigns
569 int sim_room_standalone_mission_filter(char *filename)
572 char mission_name[255];
574 // Check if a campaign mission (single and multi)
575 if (campaign_mission_hash_collision(filename)) {
579 // Check if a standalone multi mission OR Mdisk mission with data
580 type = mission_parse_is_multi(filename, mission_name);
581 if (type && !(type & MISSION_TYPE_SINGLE))
587 // builds up list of standalone missions and adds them to missions simulator
588 // processes one mission per frame
590 // returns 1 if finished with all missions, 0 otherwise
592 int build_standalone_mission_list_do_frame()
594 int font_height = gr_get_font_height();
595 char filename[MAX_FILENAME_LEN];
598 // When no standalone missions in data directory
599 if (Num_standalone_missions == 0) {
600 Standalone_mission_names_inited = 1;
604 // Set global variable so we we'll have list available next time
605 Standalone_mission_names[Num_standalone_missions_with_info] = NULL;
606 Standalone_mission_flags[Num_standalone_missions_with_info] = 0;
608 if (Num_standalone_missions > 0) { // sanity check
609 if (strlen(Mission_filenames[Num_standalone_missions_with_info]) < MAX_FILENAME_LEN - 4) { // sanity check?
610 strcpy(filename, Mission_filenames[Num_standalone_missions_with_info]);
614 sprintf(str, XSTR("Single Mission\n\n%s",989), filename);
615 popup_change_text(str);
617 // tack on an extension
618 strcat(filename, FS_MISSION_FILE_EXT);
619 if (!get_mission_info(filename)) {
620 Standalone_mission_names[Num_standalone_missions_with_info] = strdup(The_mission.name);
621 Standalone_mission_flags[Num_standalone_missions_with_info] = The_mission.game_type;
622 int y = Num_lines * (font_height + 2);
624 // determine some extra information
626 fs_builtin_mission *fb = game_find_builtin_mission(filename);
627 if((fb != NULL) && (fb->flags & FSB_FROM_VOLITION)){
628 flags |= READYROOM_FLAG_FROM_VOLITION;
631 if((fb != NULL) && (fb->flags & FSB_FROM_MDISK)){
632 flags |= READYROOM_FLAG_FROM_MDISK;
637 sim_room_line_add(READYROOM_LINE_MISSION, Standalone_mission_names[Num_standalone_missions_with_info], Mission_filenames[Num_standalone_missions_with_info], list_x1 + M_TEXT_X, y, flags);
641 Num_standalone_missions_with_info++;
644 if (Num_standalone_missions_with_info == Num_standalone_missions) {
645 Standalone_mission_names_inited = 1;
652 // builds up list of already played missions in a campaign and adds them to missions simulator
653 // processes one mission per frame
655 // returns 1 if finished with all missions, 0 otherwise
657 int build_campaign_mission_list_do_frame()
659 int font_height = gr_get_font_height();
662 // When no campaign files in data directory
663 if (Campaign.num_missions == 0) {
664 Campaign_mission_names_inited = 1;
670 sprintf(str, XSTR("Campaign Mission\n\n%s",990), Campaign.missions[Num_campaign_missions_with_info].name);
671 popup_change_text(str);
673 // Set global variable so we we'll have list available next time
674 Campaign_mission_names[Num_campaign_missions_with_info] = NULL;
675 Campaign_mission_flags[Num_campaign_missions_with_info] = 0;
677 // Only allow missions already completed
678 if (Campaign.missions[Num_campaign_missions_with_info].completed) {
679 if (!get_mission_info(Campaign.missions[Num_campaign_missions_with_info].name)) {
681 Campaign_mission_names[Num_campaign_missions_with_info] = strdup(The_mission.name);
682 Campaign_mission_flags[Num_campaign_missions_with_info] = The_mission.game_type;
683 int y = Num_campaign_missions_with_info * (font_height + 2);
685 // determine some extra information
687 fs_builtin_mission *fb = game_find_builtin_mission(Campaign.missions[Num_campaign_missions_with_info].name);
688 if((fb != NULL) && (fb->flags & FSB_FROM_VOLITION)){
689 flags |= READYROOM_FLAG_FROM_VOLITION;
693 if((fb != NULL) && (fb->flags & FSB_FROM_MDISK)){
694 flags |= READYROOM_FLAG_FROM_MDISK;
698 sim_room_line_add(READYROOM_LINE_CMISSION, Campaign_mission_names[Num_campaign_missions_with_info], Campaign.missions[Num_campaign_missions_with_info].name, list_x1 + C_SUBTEXT_X, y, flags);
702 Num_campaign_missions_with_info++;
704 if (Num_campaign_missions_with_info == Campaign.num_missions) {
705 Campaign_mission_names_inited = 1;
712 // Builds list of either (1) standalone missions or (2) already played missions in current campaign
713 // First time through, it builds list, next time it uses precompiled list
714 void sim_room_build_listing()
717 int font_height = gr_get_font_height();
718 char full_filename[256];
721 list_y = Mission_list_coords[gr_screen.res][1];
722 list_h = Mission_list_coords[gr_screen.res][3];
724 // Stand alone single player missions.
725 if (Player->readyroom_listing_mode == MODE_MISSIONS) {
726 if (Hash_table_inited) {
727 if (!Standalone_mission_names_inited) { // Is this the first time through
728 // build_list_do_frame builds list and adds sim room line and sets Standalone_mission_names_inited
729 popup_till_condition(build_standalone_mission_list_do_frame, POPUP_CANCEL, XSTR("Loading missions", 991) );
731 for (i=0; i<Num_standalone_missions_with_info; i++) {
732 if (Standalone_mission_names[i]) {
733 // determine some extra information
735 memset(full_filename, 0, 256);
736 strcpy(full_filename, cf_add_ext(Mission_filenames[i], FS_MISSION_FILE_EXT));
737 fs_builtin_mission *fb = game_find_builtin_mission(full_filename);
738 if((fb != NULL) && (fb->flags & FSB_FROM_VOLITION)){
739 flags |= READYROOM_FLAG_FROM_VOLITION;
743 if((fb != NULL) && (fb->flags & FSB_FROM_MDISK)){
744 flags |= READYROOM_FLAG_FROM_MDISK;
748 sim_room_line_add(READYROOM_LINE_MISSION, Standalone_mission_names[i], Mission_filenames[i], list_x1 + M_TEXT_X, y, flags);
749 y += font_height + 2;
756 list_y += font_height + 2;
757 list_h -= font_height - 2;
759 if (!Campaign_mission_names_inited) { // Is this the first time through
760 popup_till_condition(build_campaign_mission_list_do_frame, POPUP_CANCEL, XSTR("Loading campaign missions",992));
761 // builds list, adds sim room line and sets Campaign_mission_names_inited
763 for (i=0; i<Num_campaign_missions_with_info; i++) {
764 if (Campaign_mission_names[i]) {
765 // determine some extra information
767 memset(full_filename, 0, 256);
768 strcpy(full_filename, cf_add_ext(Campaign.missions[i].name, FS_MISSION_FILE_EXT));
769 fs_builtin_mission *fb = game_find_builtin_mission(full_filename);
770 if((fb != NULL) && (fb->flags & FSB_FROM_VOLITION)){
771 flags |= READYROOM_FLAG_FROM_VOLITION;
775 if((fb != NULL) && (fb->flags & FSB_FROM_MDISK)){
776 flags |= READYROOM_FLAG_FROM_MDISK;
780 sim_room_line_add(READYROOM_LINE_CMISSION, Campaign_mission_names[i], Campaign.missions[i].name, list_x1 + C_SUBTEXT_X, y, flags);
788 int sim_room_line_query_visible(int n)
792 if ((n < 0) || (n >= Num_lines))
795 y = sim_room_lines[n].y - sim_room_lines[Scroll_offset].y;
796 if ((y < 0) || (y + gr_get_font_height() > list_h))
802 void sim_room_scroll_screen_up()
804 if (Player->readyroom_listing_mode != MODE_MISSIONS) {
807 gamesnd_play_iface(SND_SCROLL);
810 gamesnd_play_iface(SND_GENERAL_FAIL);
817 Assert(Selected_line > Scroll_offset);
818 while (!sim_room_line_query_visible(Selected_line))
821 gamesnd_play_iface(SND_SCROLL);
824 gamesnd_play_iface(SND_GENERAL_FAIL);
827 void sim_room_scroll_line_up()
831 if (Selected_line < Scroll_offset)
832 Scroll_offset = Selected_line;
834 gamesnd_play_iface(SND_SCROLL);
837 gamesnd_play_iface(SND_GENERAL_FAIL);
840 void sim_room_scroll_screen_down()
842 if (Player->readyroom_listing_mode != MODE_MISSIONS) {
843 if (sim_room_lines[Num_lines - 1].y + gr_get_font_height() > sim_room_lines[Scroll_offset].y + list_h) {
845 gamesnd_play_iface(SND_SCROLL);
848 gamesnd_play_iface(SND_GENERAL_FAIL);
853 if (sim_room_lines[Num_lines - 1].y + gr_get_font_height() > sim_room_lines[Scroll_offset].y + list_h) {
855 while (!sim_room_line_query_visible(Selected_line)) {
857 Assert(Selected_line < Num_lines);
860 gamesnd_play_iface(SND_SCROLL);
863 gamesnd_play_iface(SND_GENERAL_FAIL);
866 void sim_room_scroll_line_down()
868 if (Selected_line < Num_lines - 1) {
871 Assert(Selected_line > Scroll_offset);
872 while (!sim_room_line_query_visible(Selected_line))
875 gamesnd_play_iface(SND_SCROLL);
878 gamesnd_play_iface(SND_GENERAL_FAIL);
881 // returns: 0 = success, !0 = aborted or failed
882 int ready_room_reset_campaign()
886 z = popup(PF_TITLE_BIG | PF_TITLE_RED, 2, POPUP_CANCEL, POPUP_OK, XSTR( "Warning\nThis will cause all progress in your\ncurrent campaign to be lost", 110) );
889 mission_campaign_savefile_delete(Campaign.filename);
890 mission_campaign_load(Campaign.filename);
897 // Decide if we should offer choice to resume this savegame
898 int sim_room_can_resume_savegame(char *savegame_filename)
900 #ifdef FREESPACE_SAVERESTORE_SYSTEM
901 char savegame_mission[MAX_FILENAME_LEN];
903 if (state_read_description(savegame_filename, NULL, savegame_mission)) {
907 if (stricmp(Game_current_mission_filename, savegame_mission)) {
917 // Decide wether to resume a save game or not
918 // exit: 1 => savegame has been restored
919 // 0 => no restore, proceed to briefing
920 // -1 => don't start mission at all
921 int sim_room_maybe_resume_savegame()
923 // MWA -- 3/26/98 -- removed all savegame references in game
927 char savegame_filename[_MAX_FNAME];
928 int popup_rval = -1, resume_savegame = 0;
930 // Generate the save-game filename for this campaign
931 memset(savegame_filename, 0, _MAX_FNAME);
932 mission_campaign_savefile_generate_root(savegame_filename);
933 strcat(savegame_filename, NOX("svg"));
935 // Decide if we should offer choice to resume this savegame
936 if ( sim_room_can_resume_savegame(savegame_filename) ) {
937 popup_rval = popup(0, 3, XSTR("&Cancel",-1), XSTR("&Overwrite",-1), XSTR("&Resume",-1), XSTR("A save game for this mission exists.", -1));
938 switch ( popup_rval ) {
941 resume_savegame = -1;
951 resume_savegame = -1;
958 if (resume_savegame == 1) {
959 if ( state_restore_all(savegame_filename) == -1 ) {
960 popup_rval = popup(PF_TITLE_BIG | PF_TITLE_RED, 2, POPUP_NO, POPUP_YES, XSTR("Error\nSaved misison could not be loaded.\nDo you wish to start this mission from the beginning?", -1));
961 if (popup_rval == 1) {
964 resume_savegame = -1;
972 // If we are resuming this savegame, then delete the file
973 if (resume_savegame == 1) {
974 cf_delete(savegame_filename);
977 return resume_savegame;
981 int readyroom_continue_campaign()
983 if (mission_campaign_next_mission()) { // is campaign and next mission valid?
985 #if defined(FS2_DEMO) || defined(FS1_DEMO)
986 int reset_campaign = 0;
987 reset_campaign = popup(PF_BODY_BIG, 2, POPUP_NO, POPUP_YES, XSTR( "Demo Campaign Is Over. Would you like to play the campaign again?", 111) );
988 if ( reset_campaign == 1 ) {
989 mission_campaign_savefile_delete(Campaign.filename);
990 mission_campaign_load(Campaign.filename);
991 mission_campaign_next_mission();
996 gamesnd_play_iface(SND_GENERAL_FAIL);
998 // make it the bottom button so that the graphic looks right
999 popup(PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, XSTR( "The campaign is over. To replay the campaign, either create a new pilot or restart the campaign in the campaign room.", 112) );
1001 popup(0, 1, POPUP_OK, XSTR( "The campaign is over. To replay the campaign, either create a new pilot or restart the campaign in the campaign room.", 112) );
1008 if(!game_do_cd_mission_check(Game_current_mission_filename)){
1012 // set the bit for campaign mode
1013 Game_mode |= GM_CAMPAIGN_MODE;
1014 gameseq_post_event( GS_EVENT_START_GAME );
1019 void sim_room_commit()
1021 if ((Selected_line >= Num_lines) || !sim_room_lines[Selected_line].filename) {
1022 gamesnd_play_iface(SND_GENERAL_FAIL);
1026 strncpy(Game_current_mission_filename, sim_room_lines[Selected_line].filename, MAX_FILENAME_LEN);
1028 Game_mode &= ~(GM_CAMPAIGN_MODE); // be sure this bit is clear
1031 if(game_do_cd_mission_check(Game_current_mission_filename)){
1032 // don't resume savegame, proceed to briefing
1033 gameseq_post_event(GS_EVENT_START_GAME);
1034 gamesnd_play_iface(SND_COMMIT_PRESSED);
1038 int sim_room_button_pressed(int n)
1041 case SCROLL_UP_BUTTON:
1042 sim_room_scroll_screen_up();
1045 case SCROLL_DOWN_BUTTON:
1046 sim_room_scroll_screen_down();
1051 game_feature_not_in_demo_popup();
1052 // gamesnd_play_iface(SND_GENERAL_FAIL);
1055 Player->readyroom_listing_mode = MODE_MISSIONS;
1056 Selected_line = Scroll_offset = 0;
1057 gamesnd_play_iface(SND_USER_SELECT);
1058 sim_room_build_listing();
1063 Player->readyroom_listing_mode = MODE_CAMPAIGNS;
1065 gamesnd_play_iface(SND_USER_SELECT);
1066 sim_room_build_listing();
1074 launch_context_help();
1075 gamesnd_play_iface(SND_HELP_PRESSED);
1078 case OPTIONS_BUTTON:
1079 gamesnd_play_iface(SND_SWITCH_SCREENS);
1080 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
1083 case TECH_DATABASE_BUTTON:
1084 gamesnd_play_iface(SND_SWITCH_SCREENS);
1085 gameseq_post_event(GS_EVENT_TECH_MENU);
1088 case CUTSCENES_BUTTON:
1089 gamesnd_play_iface(SND_SWITCH_SCREENS);
1090 gameseq_post_event(GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN);
1093 case CREDITS_BUTTON:
1094 gamesnd_play_iface(SND_SWITCH_SCREENS);
1095 gameseq_post_event(GS_EVENT_CREDITS);
1102 // ---------------------------------------------------------------------
1103 // mission_sim_room_init()
1105 // Initialize the sim_room assignment screen system. Called when GS_STATE_sim_room_SCREEN
1108 void sim_room_init()
1111 sim_room_buttons *b;
1112 char wild_card[256];
1114 list_x1 = Mission_list_coords[gr_screen.res][0];
1115 list_x2 = Campaign_list_coords[gr_screen.res][0];
1116 list_y = Mission_list_coords[gr_screen.res][1];
1117 list_w1 = Mission_list_coords[gr_screen.res][2];
1118 list_w2 = Campaign_list_coords[gr_screen.res][2];
1119 list_h = Mission_list_coords[gr_screen.res][3];
1121 // force mode to valid range. I once had a bogus value here. Don't know how that happened, though.
1122 if (Player->readyroom_listing_mode != MODE_MISSIONS)
1123 Player->readyroom_listing_mode = MODE_CAMPAIGNS;
1125 *Game_current_mission_filename = 0;
1126 common_set_interface_palette("InterfacePalette"); // set the interface palette
1127 Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
1128 Ui_window.set_mask_bmap(Sim_mask_filename[gr_screen.res]);
1130 for (i=0; i<NUM_BUTTONS; i++) {
1131 b = &Buttons[gr_screen.res][i];
1133 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, (i < 2), 1);
1134 // set up callback for when a mouse first goes over a button
1135 b->button.set_highlight_action(common_play_highlight_sound);
1136 b->button.set_bmaps(b->filename);
1137 b->button.link_hotspot(b->hotspot);
1141 // screen/button specific text
1142 Ui_window.add_XSTR("Single Missions", 1060, Buttons[gr_screen.res][MISSION_TAB].xt, Buttons[gr_screen.res][MISSION_TAB].yt, &Buttons[gr_screen.res][MISSION_TAB].button, UI_XSTR_COLOR_GREEN);
1143 Ui_window.add_XSTR("Campaign Missions", 1061, Buttons[gr_screen.res][CAMPAIGN_TAB].xt, Buttons[gr_screen.res][CAMPAIGN_TAB].yt, &Buttons[gr_screen.res][CAMPAIGN_TAB].button, UI_XSTR_COLOR_GREEN);
1144 Ui_window.add_XSTR("Help", 928, Buttons[gr_screen.res][HELP_BUTTON].xt, Buttons[gr_screen.res][HELP_BUTTON].yt, &Buttons[gr_screen.res][HELP_BUTTON].button, UI_XSTR_COLOR_GREEN);
1145 Ui_window.add_XSTR("Commit", 1062, Buttons[gr_screen.res][COMMIT_BUTTON].xt, Buttons[gr_screen.res][COMMIT_BUTTON].yt, &Buttons[gr_screen.res][COMMIT_BUTTON].button, UI_XSTR_COLOR_PINK);
1146 Ui_window.add_XSTR("Options", 1036, Buttons[gr_screen.res][OPTIONS_BUTTON].xt, Buttons[gr_screen.res][OPTIONS_BUTTON].yt, &Buttons[gr_screen.res][OPTIONS_BUTTON].button, UI_XSTR_COLOR_GREEN);
1148 // common tab button text
1149 Ui_window.add_XSTR("Technical Database", 1055, Buttons[gr_screen.res][TECH_DATABASE_BUTTON].xt, Buttons[gr_screen.res][TECH_DATABASE_BUTTON].yt, &Buttons[gr_screen.res][TECH_DATABASE_BUTTON].button, UI_XSTR_COLOR_GREEN);
1150 Ui_window.add_XSTR("Mission Simulator", 1056, Buttons[gr_screen.res][SIMULATOR_BUTTON].xt, Buttons[gr_screen.res][SIMULATOR_BUTTON].yt, &Buttons[gr_screen.res][SIMULATOR_BUTTON].button, UI_XSTR_COLOR_GREEN);
1151 Ui_window.add_XSTR("Cutscenes", 1057, Buttons[gr_screen.res][CUTSCENES_BUTTON].xt, Buttons[gr_screen.res][CUTSCENES_BUTTON].yt, &Buttons[gr_screen.res][CUTSCENES_BUTTON].button, UI_XSTR_COLOR_GREEN);
1152 Ui_window.add_XSTR("Credits", 1058, Buttons[gr_screen.res][CREDITS_BUTTON].xt, Buttons[gr_screen.res][CREDITS_BUTTON].yt, &Buttons[gr_screen.res][CREDITS_BUTTON].button, UI_XSTR_COLOR_GREEN);
1154 // misc text - not associated with any buttons
1155 Ui_window.add_XSTR("Mission", 1063, Sim_misc_text_coords[gr_screen.res][SIM_MISC_TEXT_MISSION][0], Sim_misc_text_coords[gr_screen.res][SIM_MISC_TEXT_MISSION][1], NULL, UI_XSTR_COLOR_GREEN);
1156 Ui_window.add_XSTR("Filename", 1064, Sim_misc_text_coords[gr_screen.res][SIM_MISC_TEXT_FILENAME][0], Sim_misc_text_coords[gr_screen.res][SIM_MISC_TEXT_FILENAME][1], NULL, UI_XSTR_COLOR_GREEN);
1159 for (i=0; i<LIST_BUTTONS_MAX; i++) {
1160 List_buttons[i].create(&Ui_window, "", 0, 0, 60, 30, 0, 1);
1161 List_buttons[i].hide();
1162 List_buttons[i].disable();
1165 // set up sim_rooms for buttons so we draw the correct animation frame when a key is pressed
1166 Buttons[gr_screen.res][SCROLL_UP_BUTTON].button.set_hotkey(KEY_PAGEUP);
1167 Buttons[gr_screen.res][SCROLL_DOWN_BUTTON].button.set_hotkey(KEY_PAGEDOWN);
1168 Buttons[gr_screen.res][COMMIT_BUTTON].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
1170 Background_bitmap = bm_load(Sim_filename[gr_screen.res]);
1172 // load in help overlay bitmap
1173 help_overlay_load(SIM_ROOM_OVERLAY);
1174 help_overlay_set_state(SIM_ROOM_OVERLAY,0);
1176 Scroll_offset = Selected_line = 0;
1178 strcpy(Cur_campaign, Player->current_campaign);
1179 mission_load_up_campaign();
1180 mission_campaign_next_mission();
1182 Num_campaigns = Num_campaign_missions = 0;
1183 Get_file_list_filter = sim_room_campaign_mission_filter;
1184 memset(wild_card, 0, 256);
1185 strcpy(wild_card, NOX("*"));
1186 strcat(wild_card, FS_CAMPAIGN_FILE_EXT);
1187 Num_campaigns = cf_get_file_list(MAX_CAMPAIGNS, Campaign_file_names, CF_TYPE_MISSIONS, wild_card, CF_SORT_NAME);
1189 Hash_table_inited = 0;
1190 if (build_campaign_mission_filename_hash_table()) {
1191 Hash_table_inited = 1;
1195 GR_MAYBE_CLEAR_RES(Background_bitmap);
1196 if(Background_bitmap != -1){
1197 gr_set_bitmap(Background_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1203 Get_file_list_filter = sim_room_standalone_mission_filter;
1204 memset(wild_card, 0, 256);
1205 strcpy(wild_card, NOX("*"));
1206 strcat(wild_card, FS_MISSION_FILE_EXT);
1207 Num_standalone_missions = cf_get_file_list(MAX_MISSIONS, Mission_filenames, CF_TYPE_MISSIONS, wild_card, CF_SORT_NAME);
1209 Num_campaign_missions_with_info = Num_standalone_missions_with_info = Standalone_mission_names_inited = Campaign_names_inited = Campaign_mission_names_inited = 0;
1210 sim_room_build_listing();
1212 // load special mission icons
1213 sim_room_load_mission_icons();
1216 // ---------------------------------------------------------------------
1219 // Cleanup the sim_room assignment screen system. Called when GS_STATE_sim_room_SCREEN
1222 void sim_room_close()
1226 for (i=0; i<Num_campaign_missions; i++) {
1227 if (Campaign_missions[i] != NULL) {
1228 free(Campaign_missions[i]);
1229 Campaign_missions[i] = NULL;
1233 if (Background_bitmap >= 0)
1234 bm_unload(Background_bitmap);
1236 if (Standalone_mission_names_inited){
1237 for (i=0; i<Num_standalone_missions; i++){
1238 if (Standalone_mission_names[i] != NULL) {
1239 free(Standalone_mission_names[i]);
1240 Standalone_mission_names[i] = NULL;
1242 Standalone_mission_flags[i] = 0;
1246 if (Campaign_names_inited) {
1247 for (i=0; i<Num_campaigns; i++) {
1248 if (Campaign_names[i] != NULL) {
1249 free(Campaign_names[i]);
1250 Campaign_names[i] = NULL;
1255 if (Campaign_mission_names_inited) {
1256 for (i=0; i<Campaign.num_missions; i++) {
1257 if (Campaign_mission_names[i] != NULL) {
1258 free(Campaign_mission_names[i]);
1259 Campaign_mission_names[i] = NULL;
1264 for (i=0; i<Num_campaigns; i++) {
1265 if (Campaign_file_names[i] != NULL) {
1266 free(Campaign_file_names[i]);
1267 Campaign_file_names[i] = NULL;
1272 for (i=0; i<Num_standalone_missions; i++) {
1273 if (Mission_filenames[i] != NULL) {
1274 free(Mission_filenames[i]);
1275 Mission_filenames[i] = NULL;
1279 // unload the overlay bitmap
1280 help_overlay_unload(SIM_ROOM_OVERLAY);
1282 campaign_mission_hash_table_delete();
1284 Ui_window.destroy();
1285 common_free_interface_palette(); // restore game palette
1288 // unload special mission icons
1289 sim_room_unload_mission_icons();
1292 // ---------------------------------------------------------------------
1293 // sim_room_do_frame()
1295 // Called once per frame to process user input for the sim_room Assignment Screen
1297 void sim_room_do_frame(float frametime)
1300 int i, k, y, z, line;
1301 int font_height = gr_get_font_height();
1302 int select_tease_line = -1; // line mouse is down on, but won't be selected until button released
1305 for (i=0; i<Num_campaigns; i++)
1306 if (!stricmp(Campaign_file_names[i], Campaign.filename)) {
1311 if ( help_overlay_active(SIM_ROOM_OVERLAY) ) {
1312 Buttons[gr_screen.res][HELP_BUTTON].button.reset_status();
1313 Ui_window.set_ignore_gadgets(1);
1316 k = Ui_window.process() & ~KEY_DEBUGGED;
1318 if ( (k > 0) || B1_JUST_RELEASED ) {
1319 if ( help_overlay_active(SIM_ROOM_OVERLAY) ) {
1320 help_overlay_set_state(SIM_ROOM_OVERLAY, 0);
1321 Ui_window.set_ignore_gadgets(0);
1326 if ( !help_overlay_active(SIM_ROOM_OVERLAY) ) {
1327 Ui_window.set_ignore_gadgets(0);
1331 case KEY_DOWN: // scroll list down
1332 sim_room_scroll_line_down();
1335 case KEY_UP: // scroll list up
1336 sim_room_scroll_line_up();
1340 gameseq_post_event(GS_EVENT_MAIN_MENU);
1343 case KEY_CTRLED | KEY_UP:
1344 sim_room_button_pressed(TECH_DATABASE_BUTTON);
1347 case KEY_CTRLED | KEY_DOWN:
1348 sim_room_button_pressed(CUTSCENES_BUTTON);
1352 if (Player->readyroom_listing_mode == MODE_CAMPAIGNS)
1353 Player->readyroom_listing_mode = MODE_MISSIONS;
1355 Player->readyroom_listing_mode = MODE_CAMPAIGNS;
1357 Selected_line = Scroll_offset = 0;
1358 gamesnd_play_iface(SND_USER_SELECT);
1359 sim_room_build_listing();
1363 gamesnd_play_iface(SND_SWITCH_SCREENS);
1364 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
1368 for (i=0; i<NUM_BUTTONS; i++){
1369 if (Buttons[gr_screen.res][i].button.pressed()){
1370 if (sim_room_button_pressed(i)){
1376 for (i=0; i<LIST_BUTTONS_MAX; i++) {
1377 if (List_buttons[i].is_mouse_on())
1378 select_tease_line = i + Scroll_offset;
1380 if (List_buttons[i].pressed()) {
1381 Selected_line = i + Scroll_offset;
1382 gamesnd_play_iface(SND_USER_SELECT);
1386 GR_MAYBE_CLEAR_RES(Background_bitmap);
1387 if (Background_bitmap >= 0) {
1388 gr_set_bitmap(Background_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1394 for (i=TECH_DATABASE_BUTTON; i<=CREDITS_BUTTON; i++){
1395 if (Buttons[gr_screen.res][i].button.button_down()){
1400 if (i > CREDITS_BUTTON){
1401 Buttons[gr_screen.res][SIMULATOR_BUTTON].button.draw_forced(2);
1404 if (!Buttons[gr_screen.res][CAMPAIGN_TAB].button.button_down() && !Buttons[gr_screen.res][MISSION_TAB].button.button_down()) {
1405 if (Player->readyroom_listing_mode == MODE_CAMPAIGNS){
1406 Buttons[gr_screen.res][CAMPAIGN_TAB].button.draw_forced(2);
1407 } else if (Player->readyroom_listing_mode == MODE_MISSIONS){
1408 Buttons[gr_screen.res][MISSION_TAB].button.draw_forced(2);
1413 if (Player->readyroom_listing_mode == MODE_CAMPAIGNS) {
1414 gr_set_color_fast(&Color_text_heading);
1415 strcpy(buf, Campaign.name);
1416 gr_force_fit_string(buf, 255, list_w1);
1417 gr_printf(list_x1, Mission_list_coords[gr_screen.res][1], buf);
1419 if (Campaign.filename) {
1420 sprintf(buf, NOX("%s%s"), Campaign.filename, FS_CAMPAIGN_FILE_EXT);
1421 gr_force_fit_string(buf, 255, list_w2);
1422 gr_printf(list_x2, Mission_list_coords[gr_screen.res][1], buf);
1424 // blit the proper icons if necessary
1425 char full_name[256];
1426 memset(full_name, 0, 256);
1427 strcpy(full_name, cf_add_ext(Campaign.filename,FS_CAMPAIGN_FILE_EXT));
1428 fs_builtin_mission *fb = game_find_builtin_mission(full_name);
1430 // sim_room_blit_icons(0, Mission_list_coords[gr_screen.res][1], fb, 0);
1435 line = Scroll_offset;
1436 while (sim_room_line_query_visible(line)) {
1437 y = list_y + sim_room_lines[line].y - sim_room_lines[Scroll_offset].y;
1439 if (sim_room_lines[line].type != READYROOM_LINE_CAMPAIGN) {
1440 List_buttons[line - Scroll_offset].update_dimensions(list_x1, y, list_x2 + list_w2 - list_x1, font_height);
1441 List_buttons[line - Scroll_offset].enable();
1444 List_buttons[line - Scroll_offset].disable();
1446 if (line == Selected_line)
1447 gr_set_color_fast(&Color_text_selected);
1448 else if (line == select_tease_line)
1449 gr_set_color_fast(&Color_text_subselected);
1451 gr_set_color_fast(&Color_text_normal);
1453 strcpy(buf, sim_room_lines[line].name);
1454 gr_force_fit_string(buf, 255, list_x1 + list_w1 - sim_room_lines[line].x);
1455 gr_printf(sim_room_lines[line].x, y, buf);
1457 if (sim_room_lines[line].filename) {
1458 strcpy(buf, sim_room_lines[line].filename);
1459 gr_force_fit_string(buf, 255, list_w2);
1460 gr_printf(list_x2, y, buf);
1463 // blit additional icon information
1464 sim_room_blit_icons(line, y);
1469 i = line - Scroll_offset;
1470 while (i < LIST_BUTTONS_MAX)
1471 List_buttons[i++].disable();
1473 // blit help overlay if active
1474 help_overlay_maybe_blit(SIM_ROOM_OVERLAY);
1479 void sim_room_blit_icons(int line_index, int y_start, fs_builtin_mission *fb, int is_md)
1481 int is_from_volition = 0;
1483 // determine icon status
1485 is_from_volition = (sim_room_lines[line_index].flags & READYROOM_FLAG_FROM_VOLITION) ? 1 : 0;
1487 is_md = (sim_room_lines[line_index].flags & READYROOM_FLAG_FROM_MDISK) ? 1 : 0;
1490 is_from_volition = (fb->flags & FSB_FROM_VOLITION) ? 1 : 0;
1492 is_md = (fb->flags & FSB_FROM_MDISK) ? 1 : 0;
1496 // if the line is flagged as a volition file
1497 if(is_from_volition && (Mission_icon_bitmaps[MISSION_ICON_VOLITION] >= 0)){
1498 gr_set_bitmap(Mission_icon_bitmaps[MISSION_ICON_VOLITION], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1499 gr_bitmap(Sim_volition_icon_x[gr_screen.res], y_start + MISSION_ICON_VOLITION_Y_OFFSET);
1503 if(is_md && (Mission_icon_bitmaps[MISSION_ICON_MDISK] >= 0)){
1504 gr_set_bitmap(Mission_icon_bitmaps[MISSION_ICON_MDISK]);
1505 gr_bitmap(Sim_silent_icon_x[gr_screen.res], y_start + MISSION_ICON_MDISK_Y_OFFSET);
1510 /// Campaign room stuff below
1511 int Cr_list_coords[GR_NUM_RESOLUTIONS][4] = {
1524 int Cr_info_coords[GR_NUM_RESOLUTIONS][4] = {
1537 #define CR_NUM_BUTTONS 6
1539 #define CR_SCROLL_UP_BUTTON 0
1540 #define CR_SCROLL_DOWN_BUTTON 1
1541 #define CR_SCROLL_INFO_UP_BUTTON 2
1542 #define CR_SCROLL_INFO_DOWN_BUTTON 3
1543 #define CR_RESET_BUTTON 4
1544 #define CR_COMMIT_BUTTON 5
1546 #define MAX_INFO_LINES 20
1548 #define MAX_INFO_LINE_LEN 256
1550 ui_button_info Cr_buttons[GR_NUM_RESOLUTIONS][CR_NUM_BUTTONS] = {
1553 ui_button_info("CAB_00", 0, 95, -1, -1, 0), // scroll up
1554 ui_button_info("CAB_01", 0, 142, -1, -1, 1), // scroll down
1555 ui_button_info("CAB_02", 17, 259, -1, -1, 2), // info scroll up
1556 ui_button_info("CAB_03", 17, 307, -1, -1, 3), // info scroll down
1557 ui_button_info("CAB_07", 545, 323, -1, -1, 7), // reset
1558 ui_button_info("CAB_04", 561, 411, -1, -1, 4), // select
1560 ui_button_info("CAB_00", 2, 42, -1, -1, 0),
1561 ui_button_info("CAB_01", 2, 89, -1, -1, 1),
1562 ui_button_info("CAB_02", 2, 279, -1, -1, 2),
1563 ui_button_info("CAB_03", 2, 325, -1, -1, 3),
1564 ui_button_info("CAB_04", 579, 353, -1, -1, 4),
1565 ui_button_info("CAB_05", 575, 434, -1, -1, 5),
1569 ui_button_info("2_CAB_00", 3, 68, -1, -1, 0),
1570 ui_button_info("2_CAB_01", 3, 142, -1, -1, 1),
1571 ui_button_info("2_CAB_02", 3, 446, -1, -1, 2),
1572 ui_button_info("2_CAB_03", 3, 520, -1, -1, 3),
1573 ui_button_info("2_CAB_04", 927, 565, -1, -1, 4),
1574 ui_button_info("2_CAB_05", 920, 694, -1, -1, 5),
1580 #define CR_NUM_TEXT 0
1582 #define CR_NUM_TEXT 3
1584 UI_XSTR Cr_text[GR_NUM_RESOLUTIONS][CR_NUM_TEXT] = {
1586 // not needed for FS1
1588 { "Restart", 1403, 569, 326, UI_XSTR_COLOR_GREEN, -1, &Cr_buttons[0][CR_RESET_BUTTON].button },
1589 { "Campaign", 1404, 569, 337, UI_XSTR_COLOR_GREEN, -1, &Cr_buttons[0][CR_RESET_BUTTON].button },
1590 { "Select", 1409, 568, 413, UI_XSTR_COLOR_PINK, -1, &Cr_buttons[0][CR_COMMIT_BUTTON].button },
1594 // not needed for FS1
1596 { "Restart", 1403, 922, 523, UI_XSTR_COLOR_GREEN, -1, &Cr_buttons[1][CR_RESET_BUTTON].button },
1597 { "Campaign", 1404, 922, 538, UI_XSTR_COLOR_GREEN, -1, &Cr_buttons[1][CR_RESET_BUTTON].button },
1598 { "Select", 1409, 921, 665, UI_XSTR_COLOR_PINK, -1, &Cr_buttons[1][CR_COMMIT_BUTTON].button },
1603 static int Num_desc_lines;
1604 static int Desc_scroll_offset;
1605 static int Selected_campaign_index;
1606 static int Active_campaign_index;
1608 char *Info_text_ptrs[MAX_INFO_LINES];
1609 int Num_info_lines, Info_text_line_size[MAX_INFO_LINES];
1611 void campaign_room_build_listing()
1613 int c, i, y, type, max_players;
1614 int font_height = gr_get_font_height();
1615 char name[NAME_LENGTH];
1618 if (!Campaign_names_inited) {
1619 for (i=0; i<Num_campaigns; i++) {
1620 Campaign_names[i] = NULL;
1621 if ( mission_campaign_get_info(Campaign_file_names[i], name, &type, &max_players) ) {
1623 if((game_find_builtin_mission(name) == NULL) && !strstr(name, "peterdrake")){
1626 Campaign_names[i] = strdup(name);
1629 if (type == CAMPAIGN_TYPE_SINGLE){
1630 Campaign_names[i] = strdup(name);
1636 Campaign_names_inited = 1;
1639 for (c=0; c<Num_campaigns; c++) {
1640 if (Campaign_names[c]) {
1642 // determine some extra information
1644 fs_builtin_mission *fb = game_find_builtin_mission(Campaign_file_names[c]);
1646 if(fb->flags & FSB_FROM_VOLITION){
1647 flags |= READYROOM_FLAG_FROM_VOLITION;
1650 if(fb->flags & FSB_FROM_MDISK){
1651 flags |= READYROOM_FLAG_FROM_MDISK;
1656 sim_room_line_add(READYROOM_LINE_CAMPAIGN, Campaign_names[c], Campaign_file_names[c], Cr_list_coords[gr_screen.res][0], y, flags);
1657 y += font_height + 2;
1662 void set_new_campaign_line(int n)
1666 Selected_campaign_index = n;
1667 str = Campaign_descs[Selected_campaign_index];
1670 Num_info_lines = split_str(str, Cr_info_coords[gr_screen.res][2], Info_text_line_size, Info_text_ptrs, MAX_INFO_LINES);
1671 Assert(Num_info_lines >= 0);
1674 Desc_scroll_offset = 0;
1677 void campaign_room_scroll_info_up()
1679 if (Desc_scroll_offset) {
1680 Desc_scroll_offset--;
1681 gamesnd_play_iface(SND_SCROLL);
1684 gamesnd_play_iface(SND_GENERAL_FAIL);
1687 void campaign_room_scroll_info_down()
1689 if ( (Num_info_lines - Desc_scroll_offset) * gr_get_font_height() > Cr_info_coords[gr_screen.res][3]) {
1690 Desc_scroll_offset++;
1691 gamesnd_play_iface(SND_SCROLL);
1694 gamesnd_play_iface(SND_GENERAL_FAIL);
1697 // returns: 0 = success, !0 = aborted or failed
1698 int campaign_room_reset_campaign(int n)
1703 // z = popup(PF_TITLE_BIG | PF_TITLE_RED, 2, POPUP_CANCEL, POPUP_OK, XSTR( "Warning\nThis will cause all progress in your\ncurrent campaign to be lost", 110), Campaign_names[n]);
1704 z = popup(PF_TITLE_BIG | PF_TITLE_RED, 2, POPUP_CANCEL, POPUP_OK, XSTR( "Warning\nThis will cause all progress in your\ncurrent campaign to be lost", 110));
1706 filename = (char *) malloc(strlen(Campaign_file_names[n]) + 5);
1707 strcpy(filename, Campaign_file_names[n]);
1708 strcat(filename, FS_CAMPAIGN_FILE_EXT);
1710 mission_campaign_savefile_delete(filename);
1711 mission_campaign_load(filename);
1712 mission_campaign_next_mission();
1719 void campaign_room_commit()
1721 if (Selected_campaign_index < 0) {
1722 gamesnd_play_iface(SND_GENERAL_FAIL);
1726 if (stricmp(Campaign_file_names[Selected_campaign_index], Campaign.filename)) { // new campaign selected
1727 if ((Active_campaign_index >= 0) && campaign_room_reset_campaign(Active_campaign_index)) {
1728 gamesnd_play_iface(SND_GENERAL_FAIL);
1732 mission_campaign_savefile_delete(Campaign_file_names[Selected_campaign_index]);
1733 mission_campaign_load(Campaign_file_names[Selected_campaign_index]);
1734 strcpy(Player->current_campaign, Campaign.filename); // track new campaign for player
1737 if (mission_campaign_next_mission()) { // is campaign and next mission valid?
1738 gamesnd_play_iface(SND_GENERAL_FAIL);
1742 gameseq_post_event(GS_EVENT_MAIN_MENU);
1743 gamesnd_play_iface(SND_COMMIT_PRESSED);
1746 int campaign_room_button_pressed(int n)
1749 case CR_SCROLL_UP_BUTTON:
1750 sim_room_scroll_screen_up();
1753 case CR_SCROLL_DOWN_BUTTON:
1754 sim_room_scroll_screen_down();
1757 case CR_SCROLL_INFO_UP_BUTTON:
1758 campaign_room_scroll_info_up();
1761 case CR_SCROLL_INFO_DOWN_BUTTON:
1762 campaign_room_scroll_info_down();
1765 case CR_COMMIT_BUTTON:
1766 campaign_room_commit();
1770 case CR_HELP_BUTTON:
1771 launch_context_help();
1772 gamesnd_play_iface(SND_HELP_PRESSED);
1775 case CR_OPTIONS_BUTTON:
1776 gamesnd_play_iface(SND_SWITCH_SCREENS);
1777 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
1781 case CR_RESET_BUTTON:
1782 if ( (Active_campaign_index < 0) || (Active_campaign_index >= Num_campaigns) )
1783 gamesnd_play_iface(SND_GENERAL_FAIL);
1784 else if (campaign_room_reset_campaign(Active_campaign_index))
1785 gamesnd_play_iface(SND_GENERAL_FAIL);
1787 gamesnd_play_iface(SND_USER_SELECT);
1795 void campaign_room_init()
1797 int i, j, load_failed;
1799 char wild_card[256];
1801 list_h = Mission_list_coords[gr_screen.res][3];
1804 common_set_interface_palette("InterfacePalette"); // set the interface palette
1806 Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
1807 Ui_window.set_mask_bmap(Campaign_mask_filename[gr_screen.res]);
1809 for (i=0; i<CR_NUM_BUTTONS; i++) {
1810 b = &Cr_buttons[gr_screen.res][i];
1812 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, (i < 2), 1);
1813 // set up callback for when a mouse first goes over a button
1814 b->button.set_highlight_action(common_play_highlight_sound);
1815 b->button.set_bmaps(b->filename);
1816 b->button.link_hotspot(b->hotspot);
1819 for (i=0; i<LIST_BUTTONS_MAX; i++) {
1820 List_buttons[i].create(&Ui_window, "", 0, 0, 60, 30, 0, 1);
1821 List_buttons[i].hide();
1822 List_buttons[i].disable();
1826 for(i=0; i<CR_NUM_TEXT; i++){
1827 Ui_window.add_XSTR(&Cr_text[gr_screen.res][i]);
1830 // set up sim_rooms for buttons so we draw the correct animation frame when a key is pressed
1831 Cr_buttons[gr_screen.res][CR_SCROLL_UP_BUTTON].button.set_hotkey(KEY_PAGEUP);
1832 Cr_buttons[gr_screen.res][CR_SCROLL_DOWN_BUTTON].button.set_hotkey(KEY_PAGEDOWN);
1833 Cr_buttons[gr_screen.res][CR_RESET_BUTTON].button.set_hotkey(KEY_DELETE);
1834 Cr_buttons[gr_screen.res][CR_COMMIT_BUTTON].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
1835 // Cr_buttons[gr_screen.res][CR_HELP_BUTTON].button.set_hotkey(KEY_F2);
1837 Background_bitmap = bm_load(Campaign_filename[gr_screen.res]);
1839 // load in help overlay bitmap
1840 help_overlay_load(CAMPAIGN_ROOM_OVERLAY);
1841 help_overlay_set_state(CAMPAIGN_ROOM_OVERLAY,0);
1845 Desc_scroll_offset = Scroll_offset = 0;
1846 load_failed = mission_load_up_campaign();
1848 mission_campaign_next_mission();
1851 Campaign.filename[0] = 0;
1852 Campaign.num_missions = 0;
1857 Get_file_list_filter = campaign_room_campaign_filter;
1858 memset(wild_card, 0, 256);
1859 strcpy(wild_card, NOX("*"));
1860 strcat(wild_card, FS_CAMPAIGN_FILE_EXT);
1861 Num_campaigns = cf_get_file_list(MAX_CAMPAIGNS, Campaign_file_names, CF_TYPE_MISSIONS, wild_card, CF_SORT_NAME);
1863 for (i=0; i<Num_campaigns; i++) {
1864 for (j=0; j<Num_campaigns; j++) {
1865 if (Campaign_file_names_temp[j]) {
1866 if (!strncmp(Campaign_file_names[i], Campaign_file_names_temp[j], strlen(Campaign_file_names_temp[j]) - 4)) {
1867 Campaign_descs[i] = Campaign_descs_temp[j];
1868 free(Campaign_file_names_temp[j]);
1869 Campaign_file_names_temp[j] = NULL;
1875 Assert(j < Num_campaigns); // Campaign not found? How is that possible?
1878 Campaign_names_inited = 0;
1879 campaign_room_build_listing();
1881 Selected_campaign_index = Active_campaign_index = -1;
1883 for (i=0; i<Num_campaigns; i++)
1884 if (!stricmp(Campaign_file_names[i], Campaign.filename)) {
1885 set_new_campaign_line(i);
1886 Active_campaign_index = i;
1892 void campaign_room_close()
1896 for (i=0; i<Num_campaigns; i++) {
1897 if (Campaign_descs[i] != NULL) {
1898 free(Campaign_descs[i]);
1899 Campaign_descs[i] = NULL;
1903 if (Background_bitmap >= 0)
1904 bm_unload(Background_bitmap);
1906 if (Campaign_names_inited) {
1907 for (i=0; i<Num_campaigns; i++) {
1908 if (Campaign_names[i] != NULL) {
1909 free(Campaign_names[i]);
1910 Campaign_names[i] = NULL;
1915 for (i=0; i<Num_campaigns; i++) {
1916 if (Campaign_file_names[i] != NULL) {
1917 free(Campaign_file_names[i]);
1918 Campaign_file_names[i] = NULL;
1922 // unload the overlay bitmap
1923 help_overlay_unload(CAMPAIGN_ROOM_OVERLAY);
1925 Ui_window.destroy();
1926 common_free_interface_palette(); // restore game palette
1930 void campaign_room_do_frame(float frametime)
1933 char line_text[MAX_INFO_LINE_LEN];
1935 int font_height = gr_get_font_height();
1936 int select_tease_line = -1; // line mouse is down on, but won't be selected until button released
1938 if ( help_overlay_active(CAMPAIGN_ROOM_OVERLAY) ) {
1939 // Cr_buttons[gr_screen.res][CR_HELP_BUTTON].button.reset_status();
1940 Ui_window.set_ignore_gadgets(1);
1943 k = Ui_window.process() & ~KEY_DEBUGGED;
1945 if ( (k > 0) || B1_JUST_RELEASED ) {
1946 if ( help_overlay_active(CAMPAIGN_ROOM_OVERLAY) ) {
1947 help_overlay_set_state(CAMPAIGN_ROOM_OVERLAY, 0);
1948 Ui_window.set_ignore_gadgets(0);
1953 if ( !help_overlay_active(CAMPAIGN_ROOM_OVERLAY) ) {
1954 Ui_window.set_ignore_gadgets(0);
1958 case KEY_DOWN: // scroll list down
1959 if (Selected_campaign_index < Num_campaigns - 1) {
1960 set_new_campaign_line(Selected_campaign_index + 1);
1961 gamesnd_play_iface(SND_SCROLL);
1964 gamesnd_play_iface(SND_GENERAL_FAIL);
1968 case KEY_UP: // scroll list up
1969 if (Selected_campaign_index < 0)
1970 Selected_campaign_index = 1;
1972 if (Selected_campaign_index) {
1973 set_new_campaign_line(Selected_campaign_index - 1);
1974 gamesnd_play_iface(SND_SCROLL);
1977 gamesnd_play_iface(SND_GENERAL_FAIL);
1982 gameseq_post_event(GS_EVENT_MAIN_MENU);
1986 for (i=0; i<CR_NUM_BUTTONS; i++){
1987 if (Cr_buttons[gr_screen.res][i].button.pressed()){
1988 if (campaign_room_button_pressed(i)){
1994 for (i=0; i<LIST_BUTTONS_MAX; i++) {
1995 if (List_buttons[i].is_mouse_on()){
1996 select_tease_line = i + Scroll_offset;
1999 if (List_buttons[i].pressed()) {
2000 set_new_campaign_line(i + Scroll_offset);
2001 gamesnd_play_iface(SND_USER_SELECT);
2005 GR_MAYBE_CLEAR_RES(Background_bitmap);
2006 if (Background_bitmap >= 0) {
2007 gr_set_bitmap(Background_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2014 line = Scroll_offset;
2015 while (sim_room_line_query_visible(line)) {
2016 y = Cr_list_coords[gr_screen.res][1] + sim_room_lines[line].y - sim_room_lines[Scroll_offset].y;
2018 List_buttons[line - Scroll_offset].update_dimensions(Cr_list_coords[gr_screen.res][0], y, Cr_list_coords[gr_screen.res][2], font_height);
2019 List_buttons[line - Scroll_offset].enable();
2021 if (!stricmp(sim_room_lines[line].filename, Campaign.filename)) {
2022 gr_set_color_fast(&Color_white);
2023 i = y + font_height / 2 - 1;
2024 gr_circle(Cr_list_coords[gr_screen.res][0] - 6, i, 5);
2026 gr_set_color_fast(&Color_bright_white);
2027 gr_line(Cr_list_coords[gr_screen.res][0] - 10, i, Cr_list_coords[gr_screen.res][0] - 8, i);
2028 gr_line(Cr_list_coords[gr_screen.res][0] - 6, i - 4, Cr_list_coords[gr_screen.res][0] - 6, i - 2);
2029 gr_line(Cr_list_coords[gr_screen.res][0] - 4, i, Cr_list_coords[gr_screen.res][0] - 2, i);
2030 gr_line(Cr_list_coords[gr_screen.res][0] - 6, i + 2, Cr_list_coords[gr_screen.res][0] - 6, i + 4);
2033 if (line == Selected_campaign_index)
2034 gr_set_color_fast(&Color_text_selected);
2035 else if (line == select_tease_line)
2036 gr_set_color_fast(&Color_text_subselected);
2038 gr_set_color_fast(&Color_text_normal);
2040 strcpy(buf, sim_room_lines[line].name);
2041 gr_force_fit_string(buf, 255, Cr_list_coords[gr_screen.res][0] + Cr_list_coords[gr_screen.res][2] - sim_room_lines[line].x);
2042 gr_printf(sim_room_lines[line].x, y, buf);
2046 i = line - Scroll_offset;
2047 while (i < LIST_BUTTONS_MAX)
2048 List_buttons[i++].disable();
2051 i = Desc_scroll_offset;
2052 gr_set_color_fast(&Color_text_normal);
2054 while (y + font_height <= Cr_info_coords[gr_screen.res][3]) {
2055 if (i >= Num_info_lines)
2058 Assert(Info_text_line_size[i] < MAX_INFO_LINE_LEN);
2059 strncpy(line_text, Info_text_ptrs[i], Info_text_line_size[i]);
2060 line_text[Info_text_line_size[i]] = 0;
2061 drop_white_space(line_text);
2062 gr_string(Cr_info_coords[gr_screen.res][0], Cr_info_coords[gr_screen.res][1] + y, line_text);
2067 // blit help overlay if active
2068 help_overlay_maybe_blit(CAMPAIGN_ROOM_OVERLAY);
2073 void sim_room_load_mission_icons()
2078 for(idx=0; idx<NUM_MISSION_ICONS; idx++){
2079 Mission_icon_bitmaps[idx] = -1;
2080 Mission_icon_bitmaps[idx] = bm_load(Mission_icon_bitmap_filenames[idx]);
2084 void sim_room_unload_mission_icons()
2088 // unload all bitmaps
2089 for(idx=0; idx<NUM_MISSION_ICONS; idx++){
2090 if(Mission_icon_bitmaps[idx] >= 0){
2091 bm_unload(Mission_icon_bitmaps[idx]);
2092 Mission_icon_bitmaps[idx] = -1;