2 * $Logfile: /Freespace2/code/MissionUI/MissionBrief.cpp $
7 * C module that contains code to display the mission briefing to the player
10 * Revision 1.3 2002/06/02 04:26:34 relnev
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 03:28:10 root
20 * 48 10/14/99 2:51p Jefff
23 * 47 10/13/99 3:23p Jefff
24 * fixed unnumbered XSTRs
26 * 46 9/12/99 8:09p Dave
27 * Fixed problem where skip-training button would cause mission messages
28 * not to get paged out for the current mission.
30 * 45 9/09/99 3:40p Jefff
31 * no exit loop outisde of campaign mode
33 * 44 9/07/99 6:53p Jefff
34 * functionality to break out of a loop
36 * 43 9/06/99 6:38p Dave
37 * Improved CD detection code.
39 * 42 9/03/99 10:57a Jefff
42 * 41 8/30/99 5:30p Jefff
43 * fixed "more" being cut off in d3d
45 * 40 8/30/99 10:29a Jefff
46 * added autocenter flag to closup rendering
48 * 39 8/19/99 11:33a Dave
51 * 38 8/19/99 10:59a Dave
52 * Packet loss detection.
54 * 37 8/16/99 4:05p Dave
55 * Big honking checkin.
57 * 36 8/16/99 9:48a Jefff
58 * all clicks on briefing icons should now register
60 * 35 8/10/99 7:29p Jefff
61 * added mission title to briefing screen
63 * 34 8/03/99 1:34a Andsager
64 * fix skip training mission (again)
66 * 33 8/02/99 12:01p Jefff
67 * fixed "skip training" text pos
69 * 32 7/30/99 5:42p Jasenw
70 * Fixed coords for skip training button.
72 * 31 7/29/99 10:50p Dave
73 * Oops. Accidentally blew away some interface text changes.
75 * 30 7/29/99 10:48p Dave
77 * 29 7/29/99 3:05p Andsager
78 * Add skip training text. and properly skip.
80 * 28 7/24/99 6:07p Jefff
81 * Added "lock" text to multiplayer lock button
83 * 27 7/21/99 10:51a Jefff
84 * added "more" indicator to briefing text box
86 * 26 7/19/99 3:01p Dave
87 * Fixed icons. Added single transport icon.
89 * 25 7/18/99 5:20p Dave
90 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
92 * 24 7/16/99 1:49p Dave
93 * 8 bit aabitmaps. yay.
95 * 23 7/15/99 9:20a Andsager
96 * FS2_DEMO initial checkin
98 * 22 7/09/99 5:54p Dave
99 * Seperated cruiser types into individual types. Added tons of new
100 * briefing icons. Campaign screen.
102 * 21 6/29/99 7:39p Dave
103 * Lots of small bug fixes.
105 * 20 6/11/99 11:13a Dave
106 * last minute changes before press tour build.
108 * 19 6/04/99 1:18p Dave
109 * Fixed briefing model rendering problems. Made show background option in
110 * fred toggle nebula rendering.
112 * 18 5/07/99 10:34a Andsager
113 * Make red alert work in FS2
115 * 17 4/23/99 12:01p Johnson
116 * Added SIF_HUGE_SHIP
118 * 16 3/25/99 2:45p Neilk
121 * 15 2/11/99 3:08p Dave
122 * PXO refresh button. Very preliminary squad war support.
124 * 14 2/05/99 7:19p Neilk
125 * Removed black part from mission screen, fixed info text coords
127 * 13 2/02/99 4:35p Neilk
128 * fixed coordinate problem where primary goals was on top of interface in
131 * 12 2/01/99 5:55p Dave
132 * Removed the idea of explicit bitmaps for buttons. Fixed text
133 * highlighting for disabled gadgets.
135 * 11 1/30/99 7:32p Neilk
136 * Fixed coords problems for mission briefing screens
138 * 10 1/30/99 5:08p Dave
139 * More new hi-res stuff.Support for nice D3D textures.
141 * 9 1/30/99 1:29a Dave
142 * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
143 * screen. Fixed beam weapon death messages.
145 * 8 1/29/99 4:17p Dave
146 * New interface screens.
148 * 7 1/13/99 7:19p Neilk
149 * Converted Mission Brief, Barracks, Synch to high res support
151 * 6 12/18/98 1:13a Dave
152 * Rough 1024x768 support for Direct3D. Proper detection and usage through
155 * 5 11/30/98 1:07p Dave
156 * 16 bit conversion, first run.
158 * 4 11/20/98 4:08p Dave
159 * Fixed flak effect in multiplayer.
161 * 3 10/13/98 9:28a Dave
162 * Started neatening up freespace.h. Many variables renamed and
163 * reorganized. Added AlphaColors.[h,cpp]
165 * 2 10/07/98 10:53a Dave
168 * 1 10/07/98 10:49a Dave
170 * 114 9/17/98 3:08p Dave
171 * PXO to non-pxo game warning popup. Player icon stuff in create and join
172 * game screens. Upped server count refresh time in PXO to 35 secs (from
175 * 113 6/19/98 3:52p Lawrance
176 * Don't use large text in popup, since it is missing large foreign chars
178 * 112 6/09/98 5:17p Lawrance
179 * French/German localization
181 * 111 6/09/98 10:31a Hoffoss
182 * Created index numbers for all xstr() references. Any new xstr() stuff
183 * added from here on out should be added to the end if the list. The
184 * current list count can be found in FreeSpace.cpp (search for
187 * 110 6/01/98 11:43a John
188 * JAS & MK: Classified all strings for localization.
190 * 109 5/22/98 10:44a Lawrance
191 * put in case label to suppress warning
193 * 108 5/19/98 11:35p Lawrance
194 * Play sound for briefing control button presses
196 * 107 5/19/98 8:47p Lawrance
197 * Set proper distance for jump nodes
199 * 106 5/19/98 8:35p Dave
200 * Revamp PXO channel listing system. Send campaign goals/events to
201 * clients for evaluation. Made lock button pressable on all screens.
203 * 105 5/12/98 2:16p Hoffoss
204 * Added debug code to switch models of closeup icon to more easily check
205 * positions and zooms.
207 * 104 5/06/98 11:50p Lawrance
208 * Clean up help overlay code for loadout screens
210 * 103 5/06/98 8:03p Allender
211 * AL: only free pointers in brief_compact_stages if non-null
213 * 102 5/05/98 4:48p Lawrance
214 * Fix bug with launching closeup icon when pause button is pressed
216 * 101 4/29/98 1:45p Lawrance
217 * Print out mission filename if debug build, or if INTERPLAY QA defined
219 * 100 4/29/98 12:15a Lawrance
220 * reset demo trailer timer when briefing moves to a new stage
222 * 98 4/25/98 11:55p Lawrance
223 * fix bug with the auto-advance button
225 * 97 4/25/98 3:49p Lawrance
226 * Save briefing auto-advance pref
228 * 96 4/25/98 12:00p Lawrance
229 * disable advance keypress for 1/2 second after autoadvance
231 * 95 4/22/98 7:24p Dave
232 * Made sure the "player/ships" locked button for multiplayer appears on
233 * all briefing screens.
235 * 94 4/20/98 3:53p Lawrance
236 * Fix various bugs with auto-advancing through briefings.
238 * 93 4/19/98 12:11p Lawrance
239 * add new art for pause button in the briefing
241 * 92 4/17/98 10:39p Andsager
242 * AL: Fix bug with auto-advance of briefing stages.
244 * 91 4/16/98 8:05p Lawrance
245 * Don't show closeup icon for planets
247 * 90 4/15/98 5:17p Lawrance
248 * fix bug with skip training
254 #include "freespace.h"
255 #include "missionload.h"
256 #include "missionscreencommon.h"
257 #include "missionshipchoice.h"
258 #include "missionparse.h"
259 #include "missiongoals.h"
260 #include "gamesequence.h"
269 #include "linklist.h"
274 #include "audiostr.h"
276 #include "eventmusic.h"
277 #include "missioncampaign.h"
280 #include "snazzyui.h"
282 #include "missionbrief.h"
283 #include "missionbriefcommon.h"
284 #include "missiongrid.h"
286 #include "multimsgs.h"
288 #include "contexthelp.h"
290 #include "multiteamselect.h"
292 #include "asteroid.h"
295 #include "alphacolors.h"
297 #include "missionmessage.h"
300 #define OBJECTIVES_X 65
301 #define OBJECTIVES_Y 137
302 #define OBJECTIVES_W 508
303 #define OBJECTIVES_H 233
306 static int Brief_goals_coords[GR_NUM_RESOLUTIONS][4] = {
308 65,152,508,211 // GR_640
311 104,243,813,332 // GR_1024
315 static int Current_brief_stage; // what stage of the briefing we're on
316 static int Last_brief_stage;
317 static int Num_brief_stages;
318 static int Brief_multiplayer = FALSE;
320 static int Brief_last_auto_advance = 0; // timestamp of last auto-advance
322 // for managing the scene cut transition
323 static int Quick_transition_stage;
324 static int Start_fade_up_anim, Start_fade_down_anim;
325 static int Brief_playing_fade_sound;
328 int Briefing_music_handle = -1;
329 int Briefing_music_begin_timestamp = 0;
331 // --------------------------------------------------------------------------------------
332 // Module scope globals
333 // --------------------------------------------------------------------------------------
335 static MENU_REGION Briefing_select_region[NUM_BREIFING_REGIONS];
336 static int Num_briefing_regions;
338 // For closeup display
339 #define ONE_REV_TIME 6 // time (sec) for one revolution
340 #define MAX_ANG_CHG 0.15f
342 static int Closeup_coords[GR_NUM_RESOLUTIONS][4] = {
344 203, 151, 200, 213 // GR_640
347 325, 241, 200, 213 // GR_1024
351 static int Brief_infobox_coords[GR_NUM_RESOLUTIONS][2] = {
360 static char *Brief_infobox_filename[GR_NUM_RESOLUTIONS] = {
365 static char *Brief_filename[GR_NUM_RESOLUTIONS] = {
370 static char *Brief_multi_filename[GR_NUM_RESOLUTIONS] = {
375 static char *Brief_mask_filename[GR_NUM_RESOLUTIONS] = {
380 static char *Brief_multi_mask_filename[GR_NUM_RESOLUTIONS] = {
386 static char *Brief_win_filename[GR_NUM_RESOLUTIONS] = {
391 // coordinate inidices
392 #define BRIEF_X_COORD 0
393 #define BRIEF_Y_COORD 1
394 #define BRIEF_W_COORD 2
395 #define BRIEF_H_COORD 3
397 //static int Closeup_region[4] = {220,132,420,269};
398 int Closeup_region[GR_NUM_RESOLUTIONS][4] = {
407 char *Closeup_background_filename[GR_NUM_RESOLUTIONS] = {
408 NOX("BriefPop"), // GR_640
409 NOX("2_BriefPop") // GR_1024
412 char *Closeup_button_filename[GR_NUM_RESOLUTIONS] = {
413 NOX("BPB_00"), // GR_640
414 NOX("2_BPB_00"), // GR_1024
417 int Closeup_button_hotspot = 14;
419 //static int Closeup_button_coords[2] = {CLOSEUP_X+164,CLOSEUP_Y+227};
420 int Closeup_button_coords[GR_NUM_RESOLUTIONS][2] = {
421 { 374, 316 }, // GR_640
422 { 599, 506 } // GR_1024
425 UI_BUTTON Closeup_close_button;
426 int Closeup_bitmap=-1;
427 int Closeup_one_revolution_time=ONE_REV_TIME;
429 brief_icon *Closeup_icon;
430 angles Closeup_angles;
431 matrix Closeup_orient;
433 int Closeup_font_height;
434 int Closeup_x1, Closeup_y1;
436 // used for the 3d view of a closeup ship
438 vector Closeup_cam_pos;
440 // Mask bitmap pointer and Mask bitmap_id
441 bitmap* BriefingMaskPtr; // bitmap pointer to the briefing select mask bitmap
442 ubyte* BriefingMaskData; // pointer to actual bitmap data
443 int Briefing_mask_w, Briefing_mask_h;
444 int BriefingMaskBitmap; // bitmap id of the briefing mask bitmap
445 int Brief_inited = FALSE;
447 // --------------------------------------------------------------------------------------
448 // Briefing specific UI
449 // --------------------------------------------------------------------------------------
450 #define BRIEF_LAST_STAGE_MASK 7
451 #define BRIEF_NEXT_STAGE_MASK 8
452 #define BRIEF_PREV_STAGE_MASK 9
453 #define BRIEF_FIRST_STAGE_MASK 10
454 #define BRIEF_TEXT_SCROLL_UP_MASK 11
455 #define BRIEF_TEXT_SCROLL_DOWN_MASK 12
456 #define BRIEF_SKIP_TRAINING_MASK 15
457 #define BRIEF_PAUSE_MASK 16
460 static char *Brief_mask_single[GR_NUM_RESOLUTIONS] = {
462 "2_brief-m" // GR_1024
465 static char *Brief_mask_multi[GR_NUM_RESOLUTIONS] = {
466 "briefmulti-m", // GR_640
467 "2_briefmulti-m" // GR_1024
471 struct brief_buttons {
477 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
479 brief_buttons(char *name, int x1, int y1, int xt1, int yt1, int h, int r = 0) : filename(name), x(x1), y(y1), xt(xt1), yt(yt1), hotspot(h), repeat(r) {}
482 int Brief_grid_bitmap = -1;
483 int Brief_text_bitmap = -1;
485 int Brief_multitext_bitmap = -1;
486 int Brief_background_bitmap =-1;
488 UI_WINDOW Brief_ui_window;
490 // Briefing specific buttons
491 #define NUM_BRIEF_BUTTONS 10
493 brief_buttons Brief_buttons[GR_NUM_RESOLUTIONS][NUM_BRIEF_BUTTONS] = {
495 brief_buttons("BRB_08", 110, 116, 117, 157, 8),
496 brief_buttons("BRB_09", 84, 116, 117, 157, 9),
497 brief_buttons("BRB_10", 29, 116, 117, 157, 10),
498 brief_buttons("BRB_11", 4, 116, 117, 157, 11),
499 brief_buttons("BRB_12", 0, 405, 117, 157, 12),
500 brief_buttons("BRB_13", 0, 447, 117, 157, 13),
501 brief_buttons("BRB_15", 562, 0, 117, 157, 15), // skip training
502 brief_buttons("BRB_16", 56, 116, 117, 157, 16),
503 brief_buttons("TSB_34", 603, 374, 117, 157, 34),
504 brief_buttons("BRB_15", 562, 0, 117, 157, 15) // exit loop
507 brief_buttons("2_BRB_08", 175, 187, 117, 157, 8),
508 brief_buttons("2_BRB_09", 135, 187, 117, 157, 9),
509 brief_buttons("2_BRB_10", 47, 187, 117, 157, 10),
510 brief_buttons("2_BRB_11", 8, 187, 117, 157, 11),
511 brief_buttons("2_BRB_12", 0, 649, 117, 157, 12),
512 brief_buttons("2_BRB_13", 0, 716, 117, 157, 13),
513 brief_buttons("2_BRB_15", 900, 0, 117, 157, 15), // skip training
514 brief_buttons("2_BRB_16", 91, 187, 117, 157, 16),
515 brief_buttons("2_TSB_34", 966, 599, 117, 157, 34),
516 brief_buttons("2_BRB_15", 900, 0, 117, 157, 15) // exit loop
521 #define BRIEF_SELECT_NUM_TEXT 3
522 UI_XSTR Brief_select_text[GR_NUM_RESOLUTIONS][BRIEF_SELECT_NUM_TEXT] = {
524 { "Lock", 1270, 602, 364, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_MULTI_LOCK].button },
525 { "Skip Training", 1442, 467, 7, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_SKIP_TRAINING].button },
526 { "Exit Loop", 1477, 490, 7, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_EXIT_LOOP].button }
529 { "Lock", 1270, 964, 584, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_MULTI_LOCK].button },
530 { "Skip Training", 1442, 805, 12, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_SKIP_TRAINING].button },
531 { "Exit Loop", 1477, 830, 12, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_EXIT_LOOP].button }
535 // coordinates for briefing title -- the x value is for the RIGHT side of the text
536 static int Title_coords[GR_NUM_RESOLUTIONS][2] = {
537 {575, 117}, // GR_640
538 {918, 194} // GR_1024
541 // coordinates for briefing title in multiplayer briefings -- the x value is for the LEFT side of the text
542 // third coord is max width of area for it to fit into (it is force fit there)
543 static int Title_coords_multi[GR_NUM_RESOLUTIONS][3] = {
544 {1, 105, 190}, // GR_640
545 {1, 174, 304} // GR_1024
548 // briefing line widths
549 int Brief_max_line_width[GR_NUM_RESOLUTIONS] = {
550 MAX_BRIEF_LINE_W_640, MAX_BRIEF_LINE_W_1024
553 // --------------------------------------------------------------------------------------
554 // Forward declarations
555 // --------------------------------------------------------------------------------------
556 int brief_setup_closeup(brief_icon *bi);
557 void brief_maybe_blit_scene_cut(float frametime);
558 void brief_transition_reset();
560 char *brief_tooltip_handler(char *str)
562 if (!stricmp(str, NOX("@close"))) {
564 return XSTR( "Close", 428);
570 // brief_skip_training_pressed()
572 // called when the skip training button on the briefing screen is hit. When this happens,
573 // do a popup, then move to the next mission in the campaign.
574 void brief_skip_training_pressed()
578 val = popup(PF_USE_NEGATIVE_ICON | PF_USE_AFFIRMATIVE_ICON,2,POPUP_NO,POPUP_YES,XSTR( "Skip Training\n\n\n\nAre you sure you want to skip this training mission?", 429));
580 // val is 0 when we hit no (first on the list)
581 // AL: also, -1 is returned when ESC is hit
586 // page out mission messages
587 message_mission_shutdown();
589 if ( !(Game_mode & GM_CAMPAIGN_MODE) ){
590 gameseq_post_event( GS_EVENT_MAIN_MENU );
593 // tricky part. Need to move to the next mission in the campaign.
594 mission_goal_mark_objectives_complete();
595 mission_goal_fail_incomplete();
596 mission_campaign_store_goals_and_events();
598 mission_campaign_eval_next_mission();
599 mission_campaign_mission_over();
602 if(game_do_cd_mission_check(Game_current_mission_filename)){
603 gameseq_post_event( GS_EVENT_START_GAME );
605 gameseq_post_event( GS_EVENT_MAIN_MENU );
610 extern void demo_reset_trailer_timer();
612 // --------------------------------------------------------------------------------------
613 // brief_do_next_pressed()
616 void brief_do_next_pressed(int play_sound)
619 now = timer_get_milliseconds();
621 if ( (now - Brief_last_auto_advance) < 500 ) {
626 demo_reset_trailer_timer();
629 Current_brief_stage++;
630 if ( Current_brief_stage >= Num_brief_stages ) {
631 Current_brief_stage = Num_brief_stages - 1;
632 gamesnd_play_iface(SND_GENERAL_FAIL);
633 if ( Quick_transition_stage != -1 )
634 brief_transition_reset();
637 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
641 Assert(Current_brief_stage >= 0);
644 // --------------------------------------------------------------------------------------
645 // brief_do_prev_pressed()
648 void brief_do_prev_pressed()
650 Current_brief_stage--;
651 if ( Current_brief_stage < 0 ) {
652 Current_brief_stage = 0;
653 gamesnd_play_iface(SND_GENERAL_FAIL);
654 if ( Quick_transition_stage != -1 )
655 brief_transition_reset();
657 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
659 Assert(Current_brief_stage >= 0);
663 // --------------------------------------------------------------------------------------
664 // brief_do_start_pressed()
667 void brief_do_start_pressed()
669 if ( Current_brief_stage != 0 ) {
670 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
671 Current_brief_stage = 0;
672 if ( Quick_transition_stage != -1 )
673 brief_transition_reset();
675 gamesnd_play_iface(SND_GENERAL_FAIL);
677 Assert(Current_brief_stage >= 0);
680 // --------------------------------------------------------------------------------------
681 // brief_do_end_pressed()
684 void brief_do_end_pressed()
686 if ( Current_brief_stage != Num_brief_stages - 1 ) {
687 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
688 Current_brief_stage = Num_brief_stages - 1;
689 if ( Quick_transition_stage != -1 )
690 brief_transition_reset();
693 gamesnd_play_iface(SND_GENERAL_FAIL);
695 Assert(Current_brief_stage >= 0);
699 void brief_scroll_up_text()
701 Top_brief_text_line--;
702 if ( Top_brief_text_line < 0 ) {
703 Top_brief_text_line = 0;
704 gamesnd_play_iface(SND_GENERAL_FAIL);
706 gamesnd_play_iface(SND_SCROLL);
710 void brief_scroll_down_text()
712 Top_brief_text_line++;
713 if ( (Num_brief_text_lines[0] - Top_brief_text_line) < Brief_text_max_lines[gr_screen.res]) {
714 Top_brief_text_line--;
715 gamesnd_play_iface(SND_GENERAL_FAIL);
717 gamesnd_play_iface(SND_SCROLL);
722 // handles the exit loop option
723 void brief_exit_loop_pressed()
725 int val = popup(PF_USE_NEGATIVE_ICON | PF_USE_AFFIRMATIVE_ICON, 2, POPUP_NO, POPUP_YES, XSTR( "Exit Loop\n\n\n\nAre you sure you want to leave the mission loop?", 1489));
727 // bail if esc hit or no clicked
732 // handle the details
733 // this also posts the start game event
734 mission_campaign_exit_loop();
738 // -------------------------------------------------------------------------------------
739 // brief_select_button_do() do the button action for the specified pressed button
741 void brief_button_do(int i)
744 case BRIEF_BUTTON_LAST_STAGE:
745 brief_do_end_pressed();
748 case BRIEF_BUTTON_NEXT_STAGE:
749 brief_do_next_pressed(1);
752 case BRIEF_BUTTON_PREV_STAGE:
753 brief_do_prev_pressed();
756 case BRIEF_BUTTON_FIRST_STAGE:
757 brief_do_start_pressed();
760 case BRIEF_BUTTON_SCROLL_UP:
761 brief_scroll_up_text();
764 case BRIEF_BUTTON_SCROLL_DOWN:
765 brief_scroll_down_text();
768 case BRIEF_BUTTON_PAUSE:
769 gamesnd_play_iface(SND_USER_SELECT);
770 Player->auto_advance ^= 1;
773 case BRIEF_BUTTON_SKIP_TRAINING:
774 brief_skip_training_pressed();
777 case BRIEF_BUTTON_EXIT_LOOP:
778 brief_exit_loop_pressed();
781 case BRIEF_BUTTON_MULTI_LOCK:
782 Assert(Game_mode & GM_MULTIPLAYER);
783 // the "lock" button has been pressed
784 multi_ts_lock_pressed();
786 // disable the button if it is now locked
787 if(multi_ts_is_locked()){
788 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
794 // -------------------------------------------------------------------
795 // brief_check_buttons()
797 // Iterate through the briefing buttons, checking if they are pressed
799 void brief_check_buttons()
804 for (i=0; i<NUM_BRIEF_BUTTONS; i++) {
805 b = &Brief_buttons[gr_screen.res][i].button;
806 if ( b->pressed() ) {
807 common_flash_button_init();
812 if (Closeup_close_button.pressed()) {
813 brief_turn_off_closeup_icon();
817 // -------------------------------------------------------------------
818 // brief_redraw_pressed_buttons()
820 // Redraw any briefing buttons that are pressed down. This function is needed
821 // since we sometimes need to draw pressed buttons last to ensure the entire
822 // button gets drawn (and not overlapped by other buttons)
824 void brief_redraw_pressed_buttons()
829 common_redraw_pressed_buttons();
831 for ( i = 0; i < NUM_BRIEF_BUTTONS; i++ ) {
832 b = &Brief_buttons[gr_screen.res][i].button;
833 if ( b->button_down() ) {
838 if ( !Player->auto_advance ) {
839 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.draw_forced(2);
843 void brief_buttons_init()
848 //if ( Briefing->num_stages <= 0 )
851 for ( i = 0; i < NUM_BRIEF_BUTTONS; i++ ) {
852 b = &Brief_buttons[gr_screen.res][i].button;
853 b->create( &Brief_ui_window, "", Brief_buttons[gr_screen.res][i].x, Brief_buttons[gr_screen.res][i].y, 60, 30, 0, 1 );
854 // set up callback for when a mouse first goes over a button
855 b->set_highlight_action( common_play_highlight_sound );
857 if ((i == BRIEF_BUTTON_SKIP_TRAINING) || (i == BRIEF_BUTTON_EXIT_LOOP)) {
858 b->set_bmaps(Brief_buttons[gr_screen.res][i].filename, 3, 0);
860 b->set_bmaps(Brief_buttons[gr_screen.res][i].filename);
862 b->link_hotspot(Brief_buttons[gr_screen.res][i].hotspot);
866 for(i=0; i<BRIEF_SELECT_NUM_TEXT; i++) {
867 Brief_ui_window.add_XSTR(&Brief_select_text[gr_screen.res][i]);
870 // Hide the 'skip training' button by default. Only enable and unhide if we are playing a training
872 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.disable();
873 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.hide();
874 if ( (Game_mode & GM_NORMAL) && (The_mission.game_type & MISSION_TYPE_TRAINING) ) {
875 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.enable();
876 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.unhide();
879 // Hide the 'exit loop' button by default. Only enable and unhide if we are playing a loop
881 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.disable();
882 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.hide();
883 if ( (Game_mode & GM_NORMAL) && (Campaign.loop_enabled) && (Game_mode & GM_CAMPAIGN_MODE) ) {
884 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.enable();
885 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.unhide();
888 // maybe disable the multi-lock button
889 if(!(Game_mode & GM_MULTIPLAYER)){
890 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.hide();
891 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
893 // if we're not the host of the game (or a tema captain in team vs. team mode), disable the lock button
894 if(Netgame.type_flags & NG_TYPE_TEAM){
895 if(!(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)){
896 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
899 if(!(Net_player->flags & NETINFO_FLAG_GAME_HOST)){
900 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
905 // create close button for closeup popup
906 Closeup_close_button.create( &Brief_ui_window, "", Closeup_button_coords[gr_screen.res][BRIEF_X_COORD], Closeup_button_coords[gr_screen.res][BRIEF_Y_COORD], 60, 30, 0, 1 );
907 Closeup_close_button.set_highlight_action( common_play_highlight_sound );
908 Closeup_close_button.set_bmaps(Closeup_button_filename[gr_screen.res]);
909 Closeup_close_button.link_hotspot(Closeup_button_hotspot);
911 // set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
912 Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.set_hotkey(KEY_SHIFTED|KEY_RIGHT);
913 Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.set_hotkey(KEY_RIGHT);
914 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.set_hotkey(KEY_LEFT);
915 Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.set_hotkey(KEY_SHIFTED|KEY_LEFT);
916 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.set_hotkey(KEY_UP);
917 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.set_hotkey(KEY_DOWN);
919 Closeup_close_button.disable();
920 Closeup_close_button.hide();
922 // if we have no briefing stages, hide and disable briefing buttons
923 if(Num_brief_stages <= 0){
924 Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.disable();
925 Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.hide();
926 Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.disable();
927 Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.hide();
928 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.disable();
929 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.hide();
930 Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.disable();
931 Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.hide();
932 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.disable();
933 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.hide();
934 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.disable();
935 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.hide();
936 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.disable();
937 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.hide();
941 // --------------------------------------------------------------------------------------
942 // brief_get_closeup_icon()
945 uint brief_get_closeup_icon()
947 return (uint)Closeup_icon;
950 // stop showing the closeup view of an icon
951 void brief_turn_off_closeup_icon()
954 if ( Closeup_icon != NULL ) {
955 gamesnd_play_iface(SND_BRIEF_ICON_SELECT);
957 Closeup_close_button.disable();
958 Closeup_close_button.hide();
962 // --------------------------------------------------------------------------------------
963 // brief_load_bitmaps()
966 void brief_load_bitmaps()
968 Brief_text_bitmap = bm_load(Brief_infobox_filename[gr_screen.res]);
969 Brief_grid_bitmap = bm_load(Brief_win_filename[gr_screen.res]);
971 if ( Closeup_bitmap == -1 ) {
972 Closeup_bitmap = bm_load(Closeup_background_filename[gr_screen.res]);
976 // --------------------------------------------------------------------------------------
982 if(Game_mode & GM_MULTIPLAYER) {
983 Brief_background_bitmap = bm_load(Brief_multi_filename[gr_screen.res]);
985 Brief_background_bitmap = bm_load(Brief_filename[gr_screen.res]);
988 if ( Num_brief_stages <= 0 ){
992 brief_load_bitmaps();
996 // --------------------------------------------------------------------------------------
997 // brief_set_default_closeup()
1000 void brief_set_default_closeup()
1005 bs = &Briefing->stages[0];
1007 if ( Briefing->num_stages <= 0 ) {
1008 Closeup_icon = NULL;
1012 if ( bs->num_icons <= 0 ) {
1013 Closeup_icon = NULL;
1017 // check for the first highlighted icons to have as the default closeup
1018 for ( i = 0; i < bs->num_icons; i++ ) {
1019 if ( bs->icons[i].flags & BI_HIGHLIGHT )
1023 if ( i == bs->num_icons ) {
1024 brief_setup_closeup(&bs->icons[0]);
1027 brief_setup_closeup(&bs->icons[i]);
1031 // funciton to evaluate the sexpressions of the briefing stages eliminating those stages
1032 // which shouldn't get shown
1033 void brief_compact_stages()
1038 if((Game_mode & GM_MULTIPLAYER) && (Netgame.campaign_mode == MP_CAMPAIGN) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1039 Game_mode |= GM_CAMPAIGN_MODE;
1044 while ( num < Briefing->num_stages ) {
1045 result = eval_sexp( Briefing->stages[num].formula );
1047 if ( Briefing->stages[num].new_text ) {
1048 free( Briefing->stages[num].new_text );
1049 Briefing->stages[num].new_text = NULL;
1052 if ( Briefing->stages[num].icons ) {
1053 free( Briefing->stages[num].icons );
1054 Briefing->stages[num].icons = NULL;
1058 if ( Briefing->stages[num].lines ) {
1059 free( Briefing->stages[num].lines );
1060 Briefing->stages[num].lines = NULL;
1063 Briefing->stages[num].num_icons = 0;
1064 for ( i = num+1; i < Briefing->num_stages; i++ ) {
1065 Briefing->stages[i-1] = Briefing->stages[i];
1067 Briefing->num_stages--;
1074 if((Game_mode & GM_MULTIPLAYER) && (Netgame.campaign_mode == MP_CAMPAIGN) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1075 Game_mode &= ~(GM_CAMPAIGN_MODE);
1081 // --------------------------------------------------------------------------------------
1084 int red_alert_mission(void);
1088 // Since first stage of briefing can take some time to arrive and play,
1089 // reset the trailer timer on briefing init.
1091 demo_reset_trailer_timer();
1094 // for multiplayer, change the state in my netplayer structure
1095 // and initialize the briefing chat area thingy
1096 if ( Game_mode & GM_MULTIPLAYER ){
1097 Net_player->state = NETPLAYER_STATE_BRIEFING;
1100 // Non standard briefing in red alert mission
1101 if ( red_alert_mission() ) {
1102 gameseq_post_event(GS_EVENT_RED_ALERT);
1106 // get a pointer to the appropriate briefing structure
1107 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
1108 Briefing = &Briefings[Net_player->p_info.team];
1110 Briefing = &Briefings[0];
1113 Brief_last_auto_advance = 0;
1115 brief_compact_stages(); // compact the briefing array to eliminate unused stages
1117 common_set_interface_palette("BriefingPalette");
1119 ship_stop_animation();
1120 set_active_ui(&Brief_ui_window);
1121 Current_screen = ON_BRIEFING_SELECT;
1122 brief_restart_text_wipe();
1123 common_flash_button_init();
1124 common_music_init(SCORE_BRIEFING);
1127 help_overlay_set_state(BR_OVERLAY,0);
1129 if ( Brief_inited == TRUE ) {
1130 common_buttons_maybe_reload(&Brief_ui_window); // AL 11-21-97: this is necessary since we may returning from the hotkey
1131 // screen, which can release common button bitmaps.
1132 common_reset_buttons();
1133 nprintf(("Alan","brief_init() returning without doing anything\n"));
1137 if (The_mission.game_type & MISSION_TYPE_TRAINING)
1138 Num_brief_stages = Briefing->num_stages;
1140 Num_brief_stages = Briefing->num_stages + 1;
1142 Current_brief_stage = 0;
1143 Last_brief_stage = 0;
1145 // init the scene-cut data
1146 brief_transition_reset();
1149 hud_anim_init(&Fade_anim, Brief_static_coords[gr_screen.res][0], Brief_static_coords[gr_screen.res][1], Brief_static_name[gr_screen.res]);
1150 hud_anim_load(&Fade_anim);
1153 nprintf(("Alan","Entering brief_init()\n"));
1154 common_select_init();
1156 if(Game_mode & GM_MULTIPLAYER) {
1157 BriefingMaskBitmap = bm_load(Brief_multi_mask_filename[gr_screen.res]);
1159 BriefingMaskBitmap = bm_load(Brief_mask_filename[gr_screen.res]);
1162 if (BriefingMaskBitmap < 0) {
1163 Error(LOCATION,"Could not load in 'brief-m'!");
1166 Briefing_mask_w = -1;
1167 Briefing_mask_h = -1;
1169 // get a pointer to bitmap by using bm_lock()
1170 BriefingMaskPtr = bm_lock(BriefingMaskBitmap, 8, BMP_AABITMAP);
1171 BriefingMaskData = (ubyte*)BriefingMaskPtr->data;
1172 bm_get_info(BriefingMaskBitmap, &Briefing_mask_w, &Briefing_mask_h);
1174 help_overlay_load(BR_OVERLAY);
1176 // Set up the mask regions
1177 // initialize the different regions of the menu that will react when the mouse moves over it
1178 Num_briefing_regions = 0;
1180 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_BRIEFING_REGION, 0);
1181 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_SS_REGION, 0);
1182 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_WEAPON_REGION, 0);
1183 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_COMMIT_REGION, 0);
1184 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_HELP_REGION, 0);
1185 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_OPTIONS_REGION, 0);
1187 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_LAST_STAGE_MASK, 0);
1188 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_NEXT_STAGE_MASK, 0);
1189 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_PREV_STAGE_MASK, 0);
1190 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_FIRST_STAGE_MASK, 0);
1191 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_TEXT_SCROLL_UP_MASK, 0);
1192 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_TEXT_SCROLL_DOWN_MASK, 0);
1195 Brief_ui_window.create( 0, 0, gr_screen.max_w, gr_screen.max_h, 0 );
1197 if(Game_mode & GM_MULTIPLAYER){
1198 Brief_ui_window.set_mask_bmap(Brief_mask_multi[gr_screen.res]);
1200 Brief_ui_window.set_mask_bmap(Brief_mask_single[gr_screen.res]);
1203 Brief_ui_window.tooltip_handler = brief_tooltip_handler;
1204 common_buttons_init(&Brief_ui_window);
1205 brief_buttons_init();
1207 // if multiplayer, initialize a few other systems
1208 if(Game_mode & GM_MULTIPLAYER){
1209 // again, should not be necessary, but we'll leave it for now
1212 // force the chatbox to be small
1213 chatbox_force_small();
1216 // set up the screen regions
1217 brief_init_screen(Brief_multiplayer);
1219 // init briefing specific UI
1222 // init the briefing map
1225 // init the briefing voice playback
1227 brief_voice_load_all();
1229 // init objectives display stuff
1230 ML_objectives_init(Brief_goals_coords[gr_screen.res][BRIEF_X_COORD], Brief_goals_coords[gr_screen.res][BRIEF_Y_COORD], Brief_goals_coords[gr_screen.res][BRIEF_W_COORD], Brief_goals_coords[gr_screen.res][BRIEF_H_COORD]);
1232 // set the camera target
1233 if ( Briefing->num_stages > 0 ) {
1234 brief_set_new_stage(&Briefing->stages[0].camera_pos, &Briefing->stages[0].camera_orient, 0, Current_brief_stage);
1235 brief_reset_icons(Current_brief_stage);
1238 Brief_playing_fade_sound = 0;
1239 Brief_mouse_up_flag = 0;
1240 Closeup_font_height = gr_get_font_height();
1241 Closeup_icon = NULL;
1242 Brief_inited = TRUE;
1245 // -------------------------------------------------------------------------------------
1246 // brief_render_closeup_text()
1249 #define CLOSEUP_TEXT_OFFSET 10
1250 void brief_render_closeup_text()
1254 char line[MAX_ICON_TEXT_LINE_LEN];
1255 int n_lines, i, render_x, render_y;
1256 int n_chars[MAX_ICON_TEXT_LINES];
1257 char *p_str[MAX_ICON_TEXT_LINES];
1259 if ( Closeup_icon == NULL ) {
1266 render_x = Closeup_region[0];
1267 render_y = Closeup_region[1] + CLOSEUP_IMG_H;
1269 gr_set_clip(render_x+CLOSEUP_TEXT_OFFSET, render_y, CLOSEUP_W,CLOSEUP_TEXT_H);
1270 gr_set_color_fast(&Color_white);
1272 // n_lines = split_str(bi->text, CLOSEUP_W - 2*CLOSEUP_TEXT_OFFSET, n_chars, p_str, MAX_ICON_TEXT_LINES);
1273 Assert(n_lines != -1);
1275 for ( i = 0; i < n_lines; i++ ) {
1276 Assert(n_chars[i] < MAX_ICON_TEXT_LINE_LEN);
1277 strncpy(line, p_str[i], n_chars[i]);
1278 line[n_chars[i]] = 0;
1279 gr_printf(0,0+i*Closeup_font_height,line);
1284 // -------------------------------------------------------------------------------------
1285 // brief_render_closeup()
1288 void brief_render_closeup(int ship_class, float frametime)
1290 matrix view_orient = IDENTITY_MATRIX;
1298 if (Closeup_bitmap < 0)
1301 ang = PI2 * frametime/Closeup_one_revolution_time;
1302 if ( ang > MAX_ANG_CHG )
1305 Closeup_angles.h += ang;
1306 if ( Closeup_angles.h > PI2 )
1307 Closeup_angles.h -= PI2;
1308 vm_angles_2_matrix(&temp_matrix, &Closeup_angles );
1309 Closeup_orient = temp_matrix;
1311 w = Closeup_region[gr_screen.res][2];
1312 h = Closeup_region[gr_screen.res][3];
1313 gr_set_clip(Closeup_region[gr_screen.res][0], Closeup_region[gr_screen.res][1], w, h);
1317 g3_set_view_matrix(&Closeup_cam_pos, &view_orient, Closeup_zoom);
1318 model_clear_instance( Closeup_icon->modelnum );
1319 model_set_detail_level(0);
1321 int is_neb = The_mission.flags & MISSION_FLAG_FULLNEB;
1323 // maybe switch off nebula rendering
1325 The_mission.flags &= ~MISSION_FLAG_FULLNEB;
1328 int model_render_flags;
1329 if ( Closeup_icon->type == ICON_JUMP_NODE ) {
1330 model_set_outline_color(HUD_color_red, HUD_color_green, HUD_color_blue);
1331 model_render_flags = MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER | MR_NO_POLYS | MR_SHOW_OUTLINE;
1333 model_render_flags = MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER;
1336 model_render( Closeup_icon->modelnum, &Closeup_orient, &Closeup_pos, model_render_flags );
1339 The_mission.flags |= MISSION_FLAG_FULLNEB;
1344 gr_set_color_fast(&Color_bright_white);
1346 gr_printf(0x8000,2,Closeup_icon->closeup_label);
1347 // brief_render_closeup_text();
1349 Closeup_close_button.enable();
1350 Closeup_close_button.unhide();
1355 // -------------------------------------------------------------------------------------
1358 // frametime is in seconds
1359 void brief_render(float frametime)
1368 if ( Num_brief_stages <= 0 ) {
1369 gr_set_color_fast(&Color_white);
1370 Assert( Game_current_mission_filename != NULL );
1371 gr_printf(0x8000,200,XSTR( "No Briefing exists for mission: %s", 430), Game_current_mission_filename);
1374 gr_get_string_size(&w, &h, The_mission.name);
1375 gr_set_color_fast(&Color_normal);
1376 gr_printf(0x8000, 230, NOX("[filename: %s, last mod: %s]"), Mission_filename, The_mission.modified);
1382 gr_set_bitmap(Brief_grid_bitmap);
1383 gr_bitmap(Brief_bmap_coords[gr_screen.res][0], Brief_bmap_coords[gr_screen.res][1]);
1385 brief_render_map(Current_brief_stage, frametime);
1387 // draw the frame bitmaps
1388 gr_set_bitmap(Brief_text_bitmap);
1389 gr_bitmap(Brief_infobox_coords[gr_screen.res][0], Brief_infobox_coords[gr_screen.res][1]);
1390 brief_blit_stage_num(Current_brief_stage, Num_brief_stages);
1392 z = brief_render_text(Top_brief_text_line, Brief_text_coords[gr_screen.res][0], Brief_text_coords[gr_screen.res][1], Brief_text_coords[gr_screen.res][3], frametime);
1394 brief_voice_play(Current_brief_stage);
1397 // maybe output the "more" indicator
1398 if ( (Brief_text_max_lines[gr_screen.res] + Top_brief_text_line + 2) < Num_brief_text_lines[0] ) {
1399 // can be scrolled down
1400 int more_txt_x = Brief_text_coords[gr_screen.res][0] + (Brief_max_line_width[gr_screen.res]/2) - 10;
1401 int more_txt_y = Brief_text_coords[gr_screen.res][1] + Brief_text_coords[gr_screen.res][3] - 2; // located below brief text, centered
1403 gr_get_string_size(&w, &h, XSTR("more", 1469), strlen(XSTR("more", 1469)));
1404 gr_set_color_fast(&Color_black);
1405 gr_rect(more_txt_x-2, more_txt_y, w+3, h);
1406 gr_set_color_fast(&Color_red);
1407 gr_string(more_txt_x, more_txt_y, XSTR("more", 1469)); // base location on the input x and y?
1410 brief_maybe_blit_scene_cut(frametime);
1412 #if !defined(NDEBUG) || defined(INTERPLAYQA)
1413 gr_set_color_fast(&Color_normal);
1414 int title_y_offset = (Game_mode & GM_MULTIPLAYER) ? 20 : 10;
1415 gr_printf(Brief_bmap_coords[gr_screen.res][0], Brief_bmap_coords[gr_screen.res][1]-title_y_offset, NOX("[name: %s, mod: %s]"), Mission_filename, The_mission.modified);
1418 // output mission title
1419 gr_set_color_fast(&Color_bright_white);
1420 if (Game_mode & GM_MULTIPLAYER) {
1422 strncpy(buf, The_mission.name, 256);
1423 gr_force_fit_string(buf, 255, Title_coords_multi[gr_screen.res][2]);
1424 gr_string(Title_coords_multi[gr_screen.res][0], Title_coords_multi[gr_screen.res][1], buf);
1426 gr_get_string_size(&w, NULL, The_mission.name);
1427 gr_string(Title_coords[gr_screen.res][0] - w, Title_coords[gr_screen.res][1], The_mission.name);
1430 // maybe do objectives
1431 if (Current_brief_stage == Briefing->num_stages) {
1432 ML_objectives_do_frame(0);
1436 // -------------------------------------------------------------------------------------
1437 // brief_set_closeup_pos()
1440 #define CLOSEUP_OFFSET 20
1441 void brief_set_closeup_pos(brief_icon *bi)
1444 Closeup_x1 = fl2i(320 - Closeup_coords[gr_screen.res][BRIEF_W_COORD]/2.0f + 0.5f);
1447 void brief_get_closeup_ship_modelnum(brief_icon *ci)
1452 // find the model number for the ship to display
1453 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1455 if ( objp == &obj_used_list || objp->type != OBJ_SHIP ) {
1459 sp = &Ships[objp->instance];
1460 if ( sp->ship_info_index == ci->ship_class ) {
1461 ci->ship_class = sp->ship_info_index;
1462 ci->modelnum = sp->modelnum;
1463 ci->radius = objp->radius;
1469 // cut any text off after (and including) '#' char
1470 void brief_truncate_label(char *src)
1472 char *pointer_to_last_char;
1474 pointer_to_last_char = strstr(src, NOX("#"));
1476 if ( pointer_to_last_char ) {
1477 *pointer_to_last_char = 0;
1481 // -------------------------------------------------------------------------------------
1482 // brief_setup_closeup()
1484 // exit: 0 => set-up icon sucessfully
1485 // -1 => could not setup closeup icon
1486 int brief_setup_closeup(brief_icon *bi)
1488 char pof_filename[NAME_LENGTH];
1489 ship_info *sip=NULL;
1493 Closeup_icon->ship_class = bi->ship_class;
1494 Closeup_icon->modelnum = -1;
1496 Closeup_one_revolution_time = ONE_REV_TIME;
1498 switch(Closeup_icon->type) {
1500 Closeup_icon = NULL;
1503 strcpy(pof_filename, NOX("planet.pof"));
1504 strcpy(Closeup_icon->closeup_label, XSTR("planet",-1));
1505 vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -8300.0f);
1506 Closeup_zoom = 0.5f;
1507 Closeup_one_revolution_time = ONE_REV_TIME * 3;
1510 case ICON_ASTEROID_FIELD:
1512 strcpy(pof_filename, Asteroid_info[ASTEROID_TYPE_BIG].pof_files[0]);
1513 strcpy(Closeup_icon->closeup_label, XSTR( "asteroid", 431));
1514 vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -334.0f);
1515 Closeup_zoom = 0.5f;
1518 case ICON_JUMP_NODE:
1519 strcpy(pof_filename, NOX("subspacenode.pof"));
1520 strcpy(Closeup_icon->closeup_label, XSTR( "jump node", 432));
1521 vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -2700.0f);
1522 Closeup_zoom = 0.5f;
1523 Closeup_one_revolution_time = ONE_REV_TIME * 3;
1526 case ICON_UNKNOWN_WING:
1527 strcpy(pof_filename, NOX("unknownship.pof"));
1528 strcpy(Closeup_icon->closeup_label, XSTR( "unknown", 433));
1529 vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -22.0f);
1530 Closeup_zoom = 0.5f;
1533 brief_get_closeup_ship_modelnum(Closeup_icon);
1534 Assert( Closeup_icon->ship_class != -1 );
1535 sip = &Ship_info[Closeup_icon->ship_class];
1537 strcpy(Closeup_icon->closeup_label,sip->name);
1539 // cut any text off after (and including) '#' char
1540 brief_truncate_label(Closeup_icon->closeup_label);
1542 if ( sip->flags & (SIF_SMALL_SHIP|SIF_BIG_SHIP|SIF_HUGE_SHIP|SIF_SENTRYGUN) ) {
1543 strcat(Closeup_icon->closeup_label, XSTR( " class", 434));
1548 if ( Closeup_icon->modelnum == -1 ) {
1549 if ( sip == NULL ) {
1550 Closeup_icon->modelnum = model_load(pof_filename, 0, NULL);
1552 Closeup_icon->modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]);
1554 Closeup_icon->radius = model_get_radius(Closeup_icon->modelnum);
1557 vm_set_identity(&Closeup_orient);
1558 vm_vec_make(&tvec, 0.0f, 0.0f, -1.0f);
1559 Closeup_orient.fvec = tvec;
1560 vm_vec_zero(&Closeup_pos);
1561 Closeup_angles.p = 0.0f;
1562 Closeup_angles.b = 0.0f;
1563 Closeup_angles.h = PI;
1565 brief_set_closeup_pos(bi);
1568 Closeup_cam_pos = sip->closeup_pos;
1569 Closeup_zoom = sip->closeup_zoom;
1575 // -------------------------------------------------------------------------------------
1576 // brief_update_closeup_icon()
1578 // input: mode => how to update the closeup view
1581 void brief_update_closeup_icon(int mode)
1585 int i, closeup_index;
1589 // mode 0 means disable the closeup icon
1590 if ( Closeup_icon != NULL ) {
1591 brief_turn_off_closeup_icon();
1596 if ( Closeup_icon == NULL )
1599 bs = &Briefing->stages[Current_brief_stage];
1602 // see if any icons are being highlighted this stage
1603 for ( i = 0; i < bs->num_icons; i++ ) {
1605 if ( bi->flags & BI_HIGHLIGHT ) {
1611 if ( closeup_index != -1 ) {
1612 bi = &bs->icons[closeup_index];
1613 brief_setup_closeup(bi);
1616 Closeup_icon = NULL;
1621 // -------------------------------------------------------------------------------------
1622 // brief_check_for_anim()
1625 void brief_check_for_anim()
1627 int mx, my, i, iw, ih;
1629 brief_icon *bi = NULL;
1631 bs = &Briefing->stages[Current_brief_stage];
1632 mouse_get_pos( &mx, &my );
1634 // if mouse click is over the VCR controls, don't launch an icon
1635 // FIXME - should prolly push these into defines instead of hardcoding this
1636 if ( mx >= 0 && mx <= 115 && my >= 136 && my <= 148 ) {
1640 // if mouse coords are outside the briefing screen, then go away
1641 my -= bscreen.map_y1;
1642 mx -= bscreen.map_x1;
1643 if ( my < 0 || mx < 0 || mx > (bscreen.map_x2-bscreen.map_x1+1) || my > (bscreen.map_y2-bscreen.map_y1+1) )
1646 for ( i = 0; i < bs->num_icons; i++ ) {
1648 brief_common_get_icon_dimensions(&iw, &ih, bi->type, bi->ship_class);
1649 if ( mx < bi->x ) continue;
1650 if ( mx > (bi->x + iw) ) continue;
1651 if ( my < bi->y ) continue;
1652 if ( my > (bi->y + ih) ) continue;
1653 // if we've got here, must be a hit
1657 if ( i == bs->num_icons ) {
1658 brief_turn_off_closeup_icon();
1662 if ( brief_setup_closeup(bi) == 0 ) {
1663 gamesnd_play_iface(SND_BRIEF_ICON_SELECT);
1665 gamesnd_play_iface(SND_GENERAL_FAIL);
1669 // maybe flash a button if player hasn't done anything for a while
1670 void brief_maybe_flash_button()
1674 if ( Num_brief_stages <= 0 )
1677 if ( Closeup_icon != NULL ) {
1678 common_flash_button_init();
1682 if ( common_flash_bright() ) {
1683 if ( Current_brief_stage == (Num_brief_stages-1) ) {
1685 // AL 4-4-98: Don't flash ship selection button on briefing in demo build
1689 // AL 30-3-98: Don't flash ship selection button if in a training mission,
1690 if ( brief_only_allow_briefing() ) {
1694 b = &Common_buttons[Current_screen-1][gr_screen.res][1].button; // ship select button
1697 b = &Brief_buttons[gr_screen.res][1].button; // next stage button
1700 if ( b->button_hilighted() ) {
1701 common_flash_button_init();
1708 // -------------------------------------------------------------------------------------
1711 // frametime is in seconds
1713 void brief_do_frame(float frametime)
1715 int k, brief_choice;
1717 if ( red_alert_mission() ) {
1722 if ( !Brief_inited ){
1726 int snazzy_action = -1;
1727 brief_choice = snazzy_menu_do(BriefingMaskData, Briefing_mask_w, Briefing_mask_h, Num_briefing_regions, Briefing_select_region, &snazzy_action, 0);
1729 k = common_select_do(frametime);
1731 if ( Closeup_icon ) {
1732 Brief_mouse_up_flag = 0;
1735 if ( help_overlay_active(BR_OVERLAY) ) {
1736 common_flash_button_init();
1737 brief_turn_off_closeup_icon();
1740 // Check common keypresses
1741 common_check_keys(k);
1747 if ( Briefing->num_stages > 0 ) {
1749 // check for special keys
1753 case KEY_CTRLED | KEY_PAGEUP: {
1754 if (Closeup_icon->ship_class) {
1755 Closeup_icon->ship_class--;
1757 ship_info *sip = &Ship_info[Closeup_icon->ship_class];
1758 if (sip->modelnum < 0)
1759 sip->modelnum = model_load(sip->pof_file, NULL, NULL);
1761 mprintf(("Shiptype = %d (%s)\n", Closeup_icon->ship_class, sip->name));
1762 mprintf(("Modelnum = %d (%s)\n", sip->modelnum, sip->pof_file));
1763 brief_setup_closeup(Closeup_icon);
1769 case KEY_CTRLED | KEY_PAGEDOWN: {
1770 if (Closeup_icon->ship_class < Num_ship_types - 1) {
1771 Closeup_icon->ship_class++;
1773 ship_info *sip = &Ship_info[Closeup_icon->ship_class];
1774 if (sip->modelnum < 0)
1775 sip->modelnum = model_load(sip->pof_file, NULL, NULL);
1777 mprintf(("Shiptype = %d (%s)\n", Closeup_icon->ship_class, sip->name));
1778 mprintf(("Modelnum = %d (%s)\n", sip->modelnum, sip->pof_file));
1779 brief_setup_closeup(Closeup_icon);
1786 Closeup_cam_pos.z += 1;
1790 case KEY_A + KEY_SHIFTED:
1791 Closeup_cam_pos.z += 10;
1796 Closeup_cam_pos.z -= 1;
1800 case KEY_Z + KEY_SHIFTED:
1801 Closeup_cam_pos.z -= 10;
1806 Closeup_cam_pos.y += 1;
1810 case KEY_Y + KEY_SHIFTED:
1811 Closeup_cam_pos.y += 10;
1816 Closeup_cam_pos.y -= 1;
1820 case KEY_H + KEY_SHIFTED:
1821 Closeup_cam_pos.y -= 10;
1826 Closeup_zoom -= 0.1f;
1827 if ( Closeup_zoom < 0.1 )
1828 Closeup_zoom = 0.1f;
1832 case KEY_COMMA+KEY_SHIFTED:
1833 Closeup_zoom -= 0.5f;
1834 if ( Closeup_zoom < 0.1 )
1835 Closeup_zoom = 0.1f;
1840 Closeup_zoom += 0.1f;
1844 case KEY_PERIOD+KEY_SHIFTED:
1845 Closeup_zoom += 0.5f;
1849 case 1000: // need this to avoid warning about no case
1859 nprintf(("General","Camera pos: %.2f, %.2f %.2f // ", Closeup_cam_pos.x, Closeup_cam_pos.y, Closeup_cam_pos.z));
1860 nprintf(("General","Camera zoom: %.2f\n", Closeup_zoom));
1864 if ( brief_choice > -1 && snazzy_action == SNAZZY_OVER ) {
1865 Brief_mouse_up_flag = 0;
1870 common_check_buttons();
1871 // if ( Briefing->num_stages > 0 )
1872 brief_check_buttons();
1874 if ( brief_choice != -1 ) {
1875 Brief_mouse_up_flag = 0;
1880 common_render(frametime);
1882 if ( Current_brief_stage < (Num_brief_stages-1) ) {
1883 if ( !help_overlay_active(BR_OVERLAY) && brief_time_to_advance(Current_brief_stage, frametime) ) {
1884 brief_do_next_pressed(0);
1885 common_flash_button_init();
1886 Brief_last_auto_advance = timer_get_milliseconds();
1890 if ( !Background_playing ) {
1892 int check_jump_flag = 1;
1893 if ( Current_brief_stage != Last_brief_stage ) {
1895 // Check if we have a quick transition pending
1896 if ( Quick_transition_stage != -1 ) {
1897 Quick_transition_stage = -1;
1898 brief_reset_last_new_stage();
1900 check_jump_flag = 0;
1903 if ( check_jump_flag ) {
1904 if ( abs(Current_brief_stage - Last_brief_stage) > 1 ) {
1905 Quick_transition_stage = Current_brief_stage;
1906 Current_brief_stage = Last_brief_stage;
1907 Assert(Current_brief_stage >= 0);
1908 Start_fade_up_anim = 1;
1909 goto Transition_done;
1914 if ( Current_brief_stage > Last_brief_stage ) {
1915 if ( Briefing->stages[Last_brief_stage].flags & BS_FORWARD_CUT ) {
1916 Quick_transition_stage = Current_brief_stage;
1917 Current_brief_stage = Last_brief_stage;
1918 Assert(Current_brief_stage >= 0);
1919 Start_fade_up_anim = 1;
1920 goto Transition_done;
1922 time = Briefing->stages[Current_brief_stage].camera_time;
1926 if ( Briefing->stages[Last_brief_stage].flags & BS_BACKWARD_CUT ) {
1927 Quick_transition_stage = Current_brief_stage;
1928 Current_brief_stage = Last_brief_stage;
1929 Assert(Current_brief_stage >= 0);
1930 Start_fade_up_anim = 1;
1931 goto Transition_done;
1933 time = Briefing->stages[Last_brief_stage].camera_time;
1938 brief_voice_stop(Last_brief_stage);
1940 if ( Current_brief_stage < 0 ) {
1942 Current_brief_stage=0;
1945 // set the camera target
1946 brief_set_new_stage(&Briefing->stages[Current_brief_stage].camera_pos,
1947 &Briefing->stages[Current_brief_stage].camera_orient,
1948 time, Current_brief_stage);
1950 Brief_playing_fade_sound = 0;
1951 Last_brief_stage = Current_brief_stage;
1952 brief_reset_icons(Current_brief_stage);
1953 brief_update_closeup_icon(0);
1958 if ( Brief_mouse_up_flag && !Closeup_icon) {
1959 brief_check_for_anim();
1962 brief_render(frametime);
1963 brief_camera_move(frametime, Current_brief_stage);
1965 if (Closeup_icon && (Closeup_bitmap >= 0)) {
1966 // blit closeup background
1967 gr_set_bitmap(Closeup_bitmap);
1968 gr_bitmap(Closeup_coords[gr_screen.res][BRIEF_X_COORD], Closeup_coords[gr_screen.res][BRIEF_Y_COORD]);
1971 Brief_ui_window.draw();
1972 brief_redraw_pressed_buttons();
1973 common_render_selected_screen_button();
1976 brief_render_closeup(Closeup_icon->ship_class, frametime);
1979 // render some extra stuff in multiplayer
1980 if (Game_mode & GM_MULTIPLAYER) {
1981 // should render this last so that it overlaps all controls
1984 // render the status indicator for the voice system
1985 multi_common_voice_display_status();
1987 // blit the "ships/players" locked button
1988 // multi_ts_blit_locked_button();
1990 // maybe blit the multiplayer "locked" button
1991 // if its locked, everyone blits it as such
1992 if(multi_ts_is_locked()){
1993 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw_forced(2);
1995 // anyone who can't hit the button sees it off, otherwise
1997 if( ((Netgame.type_flags & NG_TYPE_TEAM) && !(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)) ||
1998 ((Netgame.type_flags & NG_TYPE_TEAM) && !(Net_player->flags & NETINFO_FLAG_GAME_HOST)) ){
1999 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw_forced(0);
2001 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw();
2007 // maybe flash a button if player hasn't done anything for a while
2008 brief_maybe_flash_button();
2010 // blit help overlay if active
2011 help_overlay_maybe_blit(BR_OVERLAY);
2015 // If the commit button was pressed, do the commit button actions. Done at the end of the
2016 // loop so there isn't a skip in the animation (since ship_create() can take a long time if
2017 // the ship model is not in memory
2018 if (Commit_pressed) {
2019 if (Game_mode & GM_MULTIPLAYER) {
2020 multi_ts_commit_pressed();
2029 // --------------------------------------------------------------------------------------
2030 // brief_unload_bitmaps()
2033 void brief_unload_bitmaps()
2035 if ( BriefingMaskBitmap != -1 ) {
2036 bm_unload(BriefingMaskBitmap);
2037 BriefingMaskBitmap = -1;
2040 if ( Brief_text_bitmap != -1 ) {
2041 bm_unload(Brief_text_bitmap);
2042 Brief_text_bitmap = -1;
2045 if(Brief_grid_bitmap != -1){
2046 bm_unload(Brief_grid_bitmap);
2047 Brief_grid_bitmap = -1;
2050 if ( Brief_multitext_bitmap != -1 ) {
2051 bm_unload(Brief_multitext_bitmap);
2052 Brief_multitext_bitmap = -1;
2055 if ( Brief_background_bitmap != -1 ) {
2056 bm_unload(Brief_background_bitmap);
2057 Brief_background_bitmap = -1;
2060 help_overlay_unload(BR_OVERLAY);
2063 // ------------------------------------------------------------------------------------
2069 if ( Brief_inited == FALSE ) {
2070 nprintf(("Warning","brief_close() returning without doing anything\n"));
2074 nprintf(("Alan", "Entering brief_close()\n"));
2076 ML_objectives_close();
2078 // unload the audio streams used for voice playback
2079 brief_voice_unload_all();
2082 hud_anim_release(&Fade_anim);
2085 // done mask bitmap, so unlock it
2086 bm_unlock(BriefingMaskBitmap);
2088 Brief_ui_window.destroy();
2090 // unload the bitmaps
2091 brief_unload_bitmaps();
2093 brief_common_close();
2095 Brief_inited = FALSE;
2098 void briefing_stop_music()
2100 if ( Briefing_music_handle != -1 ) {
2101 audiostream_close_file(Briefing_music_handle);
2102 Briefing_music_handle = -1;
2106 void briefing_load_music(char* fname)
2108 if ( Cmdline_freespace_no_music ) {
2112 if ( Briefing_music_handle != -1 )
2116 Briefing_music_handle = audiostream_open( fname, ASF_EVENTMUSIC );
2119 void briefing_start_music()
2121 if ( Briefing_music_handle != -1 ) {
2122 if ( !audiostream_is_playing(Briefing_music_handle) )
2123 audiostream_play(Briefing_music_handle, Master_event_music_volume);
2126 nprintf(("Warning", "No music file exists to play music at this briefing!\n"));
2130 void brief_stop_voices()
2132 brief_voice_stop(Current_brief_stage);
2135 void brief_maybe_blit_scene_cut(float frametime)
2137 if ( Start_fade_up_anim ) {
2140 Fade_anim.time_elapsed = 0.0f;
2141 Start_fade_up_anim = 0;
2142 Start_fade_down_anim = 1;
2143 Current_brief_stage = Quick_transition_stage;
2145 if ( Current_brief_stage < 0 ) {
2146 brief_transition_reset();
2147 Current_brief_stage = Last_brief_stage;
2149 goto Fade_down_anim_start;
2153 Fade_anim.time_elapsed += frametime;
2155 if ( !Brief_playing_fade_sound ) {
2156 gamesnd_play_iface(SND_BRIEFING_STATIC);
2157 Brief_playing_fade_sound = 1;
2160 if ( Fade_anim.time_elapsed > Fade_anim.total_time ) {
2161 Fade_anim.time_elapsed = 0.0f;
2162 Start_fade_up_anim = 0;
2163 Start_fade_down_anim = 1;
2164 Current_brief_stage = Quick_transition_stage;
2166 if ( Current_brief_stage < 0 ) {
2167 brief_transition_reset();
2168 Current_brief_stage = Last_brief_stage;
2171 Assert(Current_brief_stage >= 0);
2172 goto Fade_down_anim_start;
2175 // draw the correct frame of animation
2176 framenum = fl2i( (Fade_anim.time_elapsed * Fade_anim.num_frames) / Fade_anim.total_time );
2179 if ( framenum >= Fade_anim.num_frames )
2180 framenum = Fade_anim.num_frames-1;
2182 // Blit the bitmap for this frame
2183 gr_set_bitmap(Fade_anim.first_frame + framenum);
2184 gr_bitmap(Fade_anim.sx, Fade_anim.sy);
2189 Fade_down_anim_start:
2190 if ( Start_fade_down_anim ) {
2193 Fade_anim.time_elapsed = 0.0f;
2194 Start_fade_up_anim = 0;
2195 Start_fade_down_anim = 0;
2201 Fade_anim.time_elapsed += frametime;
2203 if ( Fade_anim.time_elapsed > Fade_anim.total_time ) {
2204 Fade_anim.time_elapsed = 0.0f;
2205 Start_fade_up_anim = 0;
2206 Start_fade_down_anim = 0;
2210 // draw the correct frame of animation
2211 framenum = fl2i( (Fade_anim.time_elapsed * Fade_anim.num_frames) / Fade_anim.total_time );
2214 if ( framenum >= Fade_anim.num_frames )
2215 framenum = Fade_anim.num_frames-1;
2217 // Blit the bitmap for this frame
2218 gr_set_bitmap(Fade_anim.first_frame + (Fade_anim.num_frames-1) - framenum);
2219 gr_bitmap(Fade_anim.sx, Fade_anim.sy);
2225 void brief_transition_reset()
2227 Quick_transition_stage = -1;
2228 Start_fade_up_anim = 0;
2229 Start_fade_down_anim = 0;
2230 Fade_anim.time_elapsed = 0.0f;
2233 // return 1 if this mission only allow players to use the briefing (and not ship or
2234 // weapon loadout). Otherwise return 0.
2235 int brief_only_allow_briefing()
2237 if ( The_mission.game_type & MISSION_TYPE_TRAINING ) {
2241 if ( The_mission.scramble || The_mission.red_alert) {