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/MissionUI/MissionBrief.cpp $
15 * C module that contains code to display the mission briefing to the player
18 * Revision 1.6 2003/01/30 19:55:33 relnev
19 * remove second bmpman.h include (Taylor Richards)
21 * Revision 1.5 2002/06/17 06:33:09 relnev
22 * ryan's struct patch for gcc 2.95
24 * Revision 1.4 2002/06/09 04:41:22 relnev
25 * added copyright header
27 * Revision 1.3 2002/06/02 04:26:34 relnev
30 * Revision 1.2 2002/05/07 03:16:46 theoddone33
31 * The Great Newline Fix
33 * Revision 1.1.1.1 2002/05/03 03:28:10 root
37 * 48 10/14/99 2:51p Jefff
40 * 47 10/13/99 3:23p Jefff
41 * fixed unnumbered XSTRs
43 * 46 9/12/99 8:09p Dave
44 * Fixed problem where skip-training button would cause mission messages
45 * not to get paged out for the current mission.
47 * 45 9/09/99 3:40p Jefff
48 * no exit loop outisde of campaign mode
50 * 44 9/07/99 6:53p Jefff
51 * functionality to break out of a loop
53 * 43 9/06/99 6:38p Dave
54 * Improved CD detection code.
56 * 42 9/03/99 10:57a Jefff
59 * 41 8/30/99 5:30p Jefff
60 * fixed "more" being cut off in d3d
62 * 40 8/30/99 10:29a Jefff
63 * added autocenter flag to closup rendering
65 * 39 8/19/99 11:33a Dave
68 * 38 8/19/99 10:59a Dave
69 * Packet loss detection.
71 * 37 8/16/99 4:05p Dave
72 * Big honking checkin.
74 * 36 8/16/99 9:48a Jefff
75 * all clicks on briefing icons should now register
77 * 35 8/10/99 7:29p Jefff
78 * added mission title to briefing screen
80 * 34 8/03/99 1:34a Andsager
81 * fix skip training mission (again)
83 * 33 8/02/99 12:01p Jefff
84 * fixed "skip training" text pos
86 * 32 7/30/99 5:42p Jasenw
87 * Fixed coords for skip training button.
89 * 31 7/29/99 10:50p Dave
90 * Oops. Accidentally blew away some interface text changes.
92 * 30 7/29/99 10:48p Dave
94 * 29 7/29/99 3:05p Andsager
95 * Add skip training text. and properly skip.
97 * 28 7/24/99 6:07p Jefff
98 * Added "lock" text to multiplayer lock button
100 * 27 7/21/99 10:51a Jefff
101 * added "more" indicator to briefing text box
103 * 26 7/19/99 3:01p Dave
104 * Fixed icons. Added single transport icon.
106 * 25 7/18/99 5:20p Dave
107 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
109 * 24 7/16/99 1:49p Dave
110 * 8 bit aabitmaps. yay.
112 * 23 7/15/99 9:20a Andsager
113 * FS2_DEMO initial checkin
115 * 22 7/09/99 5:54p Dave
116 * Seperated cruiser types into individual types. Added tons of new
117 * briefing icons. Campaign screen.
119 * 21 6/29/99 7:39p Dave
120 * Lots of small bug fixes.
122 * 20 6/11/99 11:13a Dave
123 * last minute changes before press tour build.
125 * 19 6/04/99 1:18p Dave
126 * Fixed briefing model rendering problems. Made show background option in
127 * fred toggle nebula rendering.
129 * 18 5/07/99 10:34a Andsager
130 * Make red alert work in FS2
132 * 17 4/23/99 12:01p Johnson
133 * Added SIF_HUGE_SHIP
135 * 16 3/25/99 2:45p Neilk
138 * 15 2/11/99 3:08p Dave
139 * PXO refresh button. Very preliminary squad war support.
141 * 14 2/05/99 7:19p Neilk
142 * Removed black part from mission screen, fixed info text coords
144 * 13 2/02/99 4:35p Neilk
145 * fixed coordinate problem where primary goals was on top of interface in
148 * 12 2/01/99 5:55p Dave
149 * Removed the idea of explicit bitmaps for buttons. Fixed text
150 * highlighting for disabled gadgets.
152 * 11 1/30/99 7:32p Neilk
153 * Fixed coords problems for mission briefing screens
155 * 10 1/30/99 5:08p Dave
156 * More new hi-res stuff.Support for nice D3D textures.
158 * 9 1/30/99 1:29a Dave
159 * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
160 * screen. Fixed beam weapon death messages.
162 * 8 1/29/99 4:17p Dave
163 * New interface screens.
165 * 7 1/13/99 7:19p Neilk
166 * Converted Mission Brief, Barracks, Synch to high res support
168 * 6 12/18/98 1:13a Dave
169 * Rough 1024x768 support for Direct3D. Proper detection and usage through
172 * 5 11/30/98 1:07p Dave
173 * 16 bit conversion, first run.
175 * 4 11/20/98 4:08p Dave
176 * Fixed flak effect in multiplayer.
178 * 3 10/13/98 9:28a Dave
179 * Started neatening up freespace.h. Many variables renamed and
180 * reorganized. Added AlphaColors.[h,cpp]
182 * 2 10/07/98 10:53a Dave
185 * 1 10/07/98 10:49a Dave
187 * 114 9/17/98 3:08p Dave
188 * PXO to non-pxo game warning popup. Player icon stuff in create and join
189 * game screens. Upped server count refresh time in PXO to 35 secs (from
192 * 113 6/19/98 3:52p Lawrance
193 * Don't use large text in popup, since it is missing large foreign chars
195 * 112 6/09/98 5:17p Lawrance
196 * French/German localization
198 * 111 6/09/98 10:31a Hoffoss
199 * Created index numbers for all xstr() references. Any new xstr() stuff
200 * added from here on out should be added to the end if the list. The
201 * current list count can be found in FreeSpace.cpp (search for
204 * 110 6/01/98 11:43a John
205 * JAS & MK: Classified all strings for localization.
207 * 109 5/22/98 10:44a Lawrance
208 * put in case label to suppress warning
210 * 108 5/19/98 11:35p Lawrance
211 * Play sound for briefing control button presses
213 * 107 5/19/98 8:47p Lawrance
214 * Set proper distance for jump nodes
216 * 106 5/19/98 8:35p Dave
217 * Revamp PXO channel listing system. Send campaign goals/events to
218 * clients for evaluation. Made lock button pressable on all screens.
220 * 105 5/12/98 2:16p Hoffoss
221 * Added debug code to switch models of closeup icon to more easily check
222 * positions and zooms.
224 * 104 5/06/98 11:50p Lawrance
225 * Clean up help overlay code for loadout screens
227 * 103 5/06/98 8:03p Allender
228 * AL: only free pointers in brief_compact_stages if non-null
230 * 102 5/05/98 4:48p Lawrance
231 * Fix bug with launching closeup icon when pause button is pressed
233 * 101 4/29/98 1:45p Lawrance
234 * Print out mission filename if debug build, or if INTERPLAY QA defined
236 * 100 4/29/98 12:15a Lawrance
237 * reset demo trailer timer when briefing moves to a new stage
239 * 98 4/25/98 11:55p Lawrance
240 * fix bug with the auto-advance button
242 * 97 4/25/98 3:49p Lawrance
243 * Save briefing auto-advance pref
245 * 96 4/25/98 12:00p Lawrance
246 * disable advance keypress for 1/2 second after autoadvance
248 * 95 4/22/98 7:24p Dave
249 * Made sure the "player/ships" locked button for multiplayer appears on
250 * all briefing screens.
252 * 94 4/20/98 3:53p Lawrance
253 * Fix various bugs with auto-advancing through briefings.
255 * 93 4/19/98 12:11p Lawrance
256 * add new art for pause button in the briefing
258 * 92 4/17/98 10:39p Andsager
259 * AL: Fix bug with auto-advance of briefing stages.
261 * 91 4/16/98 8:05p Lawrance
262 * Don't show closeup icon for planets
264 * 90 4/15/98 5:17p Lawrance
265 * fix bug with skip training
271 #include "freespace.h"
272 #include "missionload.h"
273 #include "missionscreencommon.h"
274 #include "missionshipchoice.h"
275 #include "missionparse.h"
276 #include "missiongoals.h"
277 #include "gamesequence.h"
286 #include "linklist.h"
291 #include "audiostr.h"
293 #include "eventmusic.h"
294 #include "missioncampaign.h"
297 #include "snazzyui.h"
299 #include "missionbrief.h"
300 #include "missionbriefcommon.h"
301 #include "missiongrid.h"
302 #include "multimsgs.h"
304 #include "contexthelp.h"
306 #include "multiteamselect.h"
308 #include "asteroid.h"
311 #include "alphacolors.h"
313 #include "missionmessage.h"
316 #define OBJECTIVES_X 65
317 #define OBJECTIVES_Y 137
318 #define OBJECTIVES_W 508
319 #define OBJECTIVES_H 233
322 static int Brief_goals_coords[GR_NUM_RESOLUTIONS][4] = {
324 65,152,508,211 // GR_640
327 104,243,813,332 // GR_1024
331 static int Current_brief_stage; // what stage of the briefing we're on
332 static int Last_brief_stage;
333 static int Num_brief_stages;
334 static int Brief_multiplayer = FALSE;
336 static int Brief_last_auto_advance = 0; // timestamp of last auto-advance
338 // for managing the scene cut transition
339 static int Quick_transition_stage;
340 static int Start_fade_up_anim, Start_fade_down_anim;
341 static int Brief_playing_fade_sound;
344 int Briefing_music_handle = -1;
345 int Briefing_music_begin_timestamp = 0;
347 // --------------------------------------------------------------------------------------
348 // Module scope globals
349 // --------------------------------------------------------------------------------------
351 static MENU_REGION Briefing_select_region[NUM_BREIFING_REGIONS];
352 static int Num_briefing_regions;
354 // For closeup display
355 #define ONE_REV_TIME 6 // time (sec) for one revolution
356 #define MAX_ANG_CHG 0.15f
358 static int Closeup_coords[GR_NUM_RESOLUTIONS][4] = {
360 203, 151, 200, 213 // GR_640
363 325, 241, 200, 213 // GR_1024
367 static int Brief_infobox_coords[GR_NUM_RESOLUTIONS][2] = {
376 static char *Brief_infobox_filename[GR_NUM_RESOLUTIONS] = {
381 static char *Brief_filename[GR_NUM_RESOLUTIONS] = {
386 static char *Brief_multi_filename[GR_NUM_RESOLUTIONS] = {
391 static char *Brief_mask_filename[GR_NUM_RESOLUTIONS] = {
396 static char *Brief_multi_mask_filename[GR_NUM_RESOLUTIONS] = {
402 static char *Brief_win_filename[GR_NUM_RESOLUTIONS] = {
407 // coordinate inidices
408 #define BRIEF_X_COORD 0
409 #define BRIEF_Y_COORD 1
410 #define BRIEF_W_COORD 2
411 #define BRIEF_H_COORD 3
413 //static int Closeup_region[4] = {220,132,420,269};
414 int Closeup_region[GR_NUM_RESOLUTIONS][4] = {
423 char *Closeup_background_filename[GR_NUM_RESOLUTIONS] = {
424 NOX("BriefPop"), // GR_640
425 NOX("2_BriefPop") // GR_1024
428 char *Closeup_button_filename[GR_NUM_RESOLUTIONS] = {
429 NOX("BPB_00"), // GR_640
430 NOX("2_BPB_00"), // GR_1024
433 int Closeup_button_hotspot = 14;
435 //static int Closeup_button_coords[2] = {CLOSEUP_X+164,CLOSEUP_Y+227};
436 int Closeup_button_coords[GR_NUM_RESOLUTIONS][2] = {
437 { 374, 316 }, // GR_640
438 { 599, 506 } // GR_1024
441 UI_BUTTON Closeup_close_button;
442 int Closeup_bitmap=-1;
443 int Closeup_one_revolution_time=ONE_REV_TIME;
445 brief_icon *Closeup_icon;
446 angles Closeup_angles;
447 matrix Closeup_orient;
449 int Closeup_font_height;
450 int Closeup_x1, Closeup_y1;
452 // used for the 3d view of a closeup ship
454 vector Closeup_cam_pos;
456 // Mask bitmap pointer and Mask bitmap_id
457 bitmap* BriefingMaskPtr; // bitmap pointer to the briefing select mask bitmap
458 ubyte* BriefingMaskData; // pointer to actual bitmap data
459 int Briefing_mask_w, Briefing_mask_h;
460 int BriefingMaskBitmap; // bitmap id of the briefing mask bitmap
461 int Brief_inited = FALSE;
463 // --------------------------------------------------------------------------------------
464 // Briefing specific UI
465 // --------------------------------------------------------------------------------------
466 #define BRIEF_LAST_STAGE_MASK 7
467 #define BRIEF_NEXT_STAGE_MASK 8
468 #define BRIEF_PREV_STAGE_MASK 9
469 #define BRIEF_FIRST_STAGE_MASK 10
470 #define BRIEF_TEXT_SCROLL_UP_MASK 11
471 #define BRIEF_TEXT_SCROLL_DOWN_MASK 12
472 #define BRIEF_SKIP_TRAINING_MASK 15
473 #define BRIEF_PAUSE_MASK 16
476 static char *Brief_mask_single[GR_NUM_RESOLUTIONS] = {
478 "2_brief-m" // GR_1024
481 static char *Brief_mask_multi[GR_NUM_RESOLUTIONS] = {
482 "briefmulti-m", // GR_640
483 "2_briefmulti-m" // GR_1024
487 struct brief_buttons {
493 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
495 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) {}
498 int Brief_grid_bitmap = -1;
499 int Brief_text_bitmap = -1;
501 int Brief_multitext_bitmap = -1;
502 int Brief_background_bitmap =-1;
504 UI_WINDOW Brief_ui_window;
506 // Briefing specific buttons
507 #define NUM_BRIEF_BUTTONS 10
509 brief_buttons Brief_buttons[GR_NUM_RESOLUTIONS][NUM_BRIEF_BUTTONS] = {
511 brief_buttons("BRB_08", 110, 116, 117, 157, 8),
512 brief_buttons("BRB_09", 84, 116, 117, 157, 9),
513 brief_buttons("BRB_10", 29, 116, 117, 157, 10),
514 brief_buttons("BRB_11", 4, 116, 117, 157, 11),
515 brief_buttons("BRB_12", 0, 405, 117, 157, 12),
516 brief_buttons("BRB_13", 0, 447, 117, 157, 13),
517 brief_buttons("BRB_15", 562, 0, 117, 157, 15), // skip training
518 brief_buttons("BRB_16", 56, 116, 117, 157, 16),
519 brief_buttons("TSB_34", 603, 374, 117, 157, 34),
520 brief_buttons("BRB_15", 562, 0, 117, 157, 15) // exit loop
523 brief_buttons("2_BRB_08", 175, 187, 117, 157, 8),
524 brief_buttons("2_BRB_09", 135, 187, 117, 157, 9),
525 brief_buttons("2_BRB_10", 47, 187, 117, 157, 10),
526 brief_buttons("2_BRB_11", 8, 187, 117, 157, 11),
527 brief_buttons("2_BRB_12", 0, 649, 117, 157, 12),
528 brief_buttons("2_BRB_13", 0, 716, 117, 157, 13),
529 brief_buttons("2_BRB_15", 900, 0, 117, 157, 15), // skip training
530 brief_buttons("2_BRB_16", 91, 187, 117, 157, 16),
531 brief_buttons("2_TSB_34", 966, 599, 117, 157, 34),
532 brief_buttons("2_BRB_15", 900, 0, 117, 157, 15) // exit loop
537 #define BRIEF_SELECT_NUM_TEXT 3
538 UI_XSTR Brief_select_text[GR_NUM_RESOLUTIONS][BRIEF_SELECT_NUM_TEXT] = {
540 { "Lock", 1270, 602, 364, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_MULTI_LOCK].button },
541 { "Skip Training", 1442, 467, 7, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_SKIP_TRAINING].button },
542 { "Exit Loop", 1477, 490, 7, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_EXIT_LOOP].button }
545 { "Lock", 1270, 964, 584, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_MULTI_LOCK].button },
546 { "Skip Training", 1442, 805, 12, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_SKIP_TRAINING].button },
547 { "Exit Loop", 1477, 830, 12, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_EXIT_LOOP].button }
551 // coordinates for briefing title -- the x value is for the RIGHT side of the text
552 static int Title_coords[GR_NUM_RESOLUTIONS][2] = {
553 {575, 117}, // GR_640
554 {918, 194} // GR_1024
557 // coordinates for briefing title in multiplayer briefings -- the x value is for the LEFT side of the text
558 // third coord is max width of area for it to fit into (it is force fit there)
559 static int Title_coords_multi[GR_NUM_RESOLUTIONS][3] = {
560 {1, 105, 190}, // GR_640
561 {1, 174, 304} // GR_1024
564 // briefing line widths
565 int Brief_max_line_width[GR_NUM_RESOLUTIONS] = {
566 MAX_BRIEF_LINE_W_640, MAX_BRIEF_LINE_W_1024
569 // --------------------------------------------------------------------------------------
570 // Forward declarations
571 // --------------------------------------------------------------------------------------
572 int brief_setup_closeup(brief_icon *bi);
573 void brief_maybe_blit_scene_cut(float frametime);
574 void brief_transition_reset();
576 char *brief_tooltip_handler(char *str)
578 if (!stricmp(str, NOX("@close"))) {
580 return XSTR( "Close", 428);
586 // brief_skip_training_pressed()
588 // called when the skip training button on the briefing screen is hit. When this happens,
589 // do a popup, then move to the next mission in the campaign.
590 void brief_skip_training_pressed()
594 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));
596 // val is 0 when we hit no (first on the list)
597 // AL: also, -1 is returned when ESC is hit
602 // page out mission messages
603 message_mission_shutdown();
605 if ( !(Game_mode & GM_CAMPAIGN_MODE) ){
606 gameseq_post_event( GS_EVENT_MAIN_MENU );
609 // tricky part. Need to move to the next mission in the campaign.
610 mission_goal_mark_objectives_complete();
611 mission_goal_fail_incomplete();
612 mission_campaign_store_goals_and_events();
614 mission_campaign_eval_next_mission();
615 mission_campaign_mission_over();
618 if(game_do_cd_mission_check(Game_current_mission_filename)){
619 gameseq_post_event( GS_EVENT_START_GAME );
621 gameseq_post_event( GS_EVENT_MAIN_MENU );
626 extern void demo_reset_trailer_timer();
628 // --------------------------------------------------------------------------------------
629 // brief_do_next_pressed()
632 void brief_do_next_pressed(int play_sound)
635 now = timer_get_milliseconds();
637 if ( (now - Brief_last_auto_advance) < 500 ) {
642 demo_reset_trailer_timer();
645 Current_brief_stage++;
646 if ( Current_brief_stage >= Num_brief_stages ) {
647 Current_brief_stage = Num_brief_stages - 1;
648 gamesnd_play_iface(SND_GENERAL_FAIL);
649 if ( Quick_transition_stage != -1 )
650 brief_transition_reset();
653 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
657 Assert(Current_brief_stage >= 0);
660 // --------------------------------------------------------------------------------------
661 // brief_do_prev_pressed()
664 void brief_do_prev_pressed()
666 Current_brief_stage--;
667 if ( Current_brief_stage < 0 ) {
668 Current_brief_stage = 0;
669 gamesnd_play_iface(SND_GENERAL_FAIL);
670 if ( Quick_transition_stage != -1 )
671 brief_transition_reset();
673 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
675 Assert(Current_brief_stage >= 0);
679 // --------------------------------------------------------------------------------------
680 // brief_do_start_pressed()
683 void brief_do_start_pressed()
685 if ( Current_brief_stage != 0 ) {
686 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
687 Current_brief_stage = 0;
688 if ( Quick_transition_stage != -1 )
689 brief_transition_reset();
691 gamesnd_play_iface(SND_GENERAL_FAIL);
693 Assert(Current_brief_stage >= 0);
696 // --------------------------------------------------------------------------------------
697 // brief_do_end_pressed()
700 void brief_do_end_pressed()
702 if ( Current_brief_stage != Num_brief_stages - 1 ) {
703 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
704 Current_brief_stage = Num_brief_stages - 1;
705 if ( Quick_transition_stage != -1 )
706 brief_transition_reset();
709 gamesnd_play_iface(SND_GENERAL_FAIL);
711 Assert(Current_brief_stage >= 0);
715 void brief_scroll_up_text()
717 Top_brief_text_line--;
718 if ( Top_brief_text_line < 0 ) {
719 Top_brief_text_line = 0;
720 gamesnd_play_iface(SND_GENERAL_FAIL);
722 gamesnd_play_iface(SND_SCROLL);
726 void brief_scroll_down_text()
728 Top_brief_text_line++;
729 if ( (Num_brief_text_lines[0] - Top_brief_text_line) < Brief_text_max_lines[gr_screen.res]) {
730 Top_brief_text_line--;
731 gamesnd_play_iface(SND_GENERAL_FAIL);
733 gamesnd_play_iface(SND_SCROLL);
738 // handles the exit loop option
739 void brief_exit_loop_pressed()
741 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));
743 // bail if esc hit or no clicked
748 // handle the details
749 // this also posts the start game event
750 mission_campaign_exit_loop();
754 // -------------------------------------------------------------------------------------
755 // brief_select_button_do() do the button action for the specified pressed button
757 void brief_button_do(int i)
760 case BRIEF_BUTTON_LAST_STAGE:
761 brief_do_end_pressed();
764 case BRIEF_BUTTON_NEXT_STAGE:
765 brief_do_next_pressed(1);
768 case BRIEF_BUTTON_PREV_STAGE:
769 brief_do_prev_pressed();
772 case BRIEF_BUTTON_FIRST_STAGE:
773 brief_do_start_pressed();
776 case BRIEF_BUTTON_SCROLL_UP:
777 brief_scroll_up_text();
780 case BRIEF_BUTTON_SCROLL_DOWN:
781 brief_scroll_down_text();
784 case BRIEF_BUTTON_PAUSE:
785 gamesnd_play_iface(SND_USER_SELECT);
786 Player->auto_advance ^= 1;
789 case BRIEF_BUTTON_SKIP_TRAINING:
790 brief_skip_training_pressed();
793 case BRIEF_BUTTON_EXIT_LOOP:
794 brief_exit_loop_pressed();
797 case BRIEF_BUTTON_MULTI_LOCK:
798 Assert(Game_mode & GM_MULTIPLAYER);
799 // the "lock" button has been pressed
800 multi_ts_lock_pressed();
802 // disable the button if it is now locked
803 if(multi_ts_is_locked()){
804 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
810 // -------------------------------------------------------------------
811 // brief_check_buttons()
813 // Iterate through the briefing buttons, checking if they are pressed
815 void brief_check_buttons()
820 for (i=0; i<NUM_BRIEF_BUTTONS; i++) {
821 b = &Brief_buttons[gr_screen.res][i].button;
822 if ( b->pressed() ) {
823 common_flash_button_init();
828 if (Closeup_close_button.pressed()) {
829 brief_turn_off_closeup_icon();
833 // -------------------------------------------------------------------
834 // brief_redraw_pressed_buttons()
836 // Redraw any briefing buttons that are pressed down. This function is needed
837 // since we sometimes need to draw pressed buttons last to ensure the entire
838 // button gets drawn (and not overlapped by other buttons)
840 void brief_redraw_pressed_buttons()
845 common_redraw_pressed_buttons();
847 for ( i = 0; i < NUM_BRIEF_BUTTONS; i++ ) {
848 b = &Brief_buttons[gr_screen.res][i].button;
849 if ( b->button_down() ) {
854 if ( !Player->auto_advance ) {
855 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.draw_forced(2);
859 void brief_buttons_init()
864 //if ( Briefing->num_stages <= 0 )
867 for ( i = 0; i < NUM_BRIEF_BUTTONS; i++ ) {
868 b = &Brief_buttons[gr_screen.res][i].button;
869 b->create( &Brief_ui_window, "", Brief_buttons[gr_screen.res][i].x, Brief_buttons[gr_screen.res][i].y, 60, 30, 0, 1 );
870 // set up callback for when a mouse first goes over a button
871 b->set_highlight_action( common_play_highlight_sound );
873 if ((i == BRIEF_BUTTON_SKIP_TRAINING) || (i == BRIEF_BUTTON_EXIT_LOOP)) {
874 b->set_bmaps(Brief_buttons[gr_screen.res][i].filename, 3, 0);
876 b->set_bmaps(Brief_buttons[gr_screen.res][i].filename);
878 b->link_hotspot(Brief_buttons[gr_screen.res][i].hotspot);
882 for(i=0; i<BRIEF_SELECT_NUM_TEXT; i++) {
883 Brief_ui_window.add_XSTR(&Brief_select_text[gr_screen.res][i]);
886 // Hide the 'skip training' button by default. Only enable and unhide if we are playing a training
888 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.disable();
889 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.hide();
890 if ( (Game_mode & GM_NORMAL) && (The_mission.game_type & MISSION_TYPE_TRAINING) ) {
891 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.enable();
892 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.unhide();
895 // Hide the 'exit loop' button by default. Only enable and unhide if we are playing a loop
897 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.disable();
898 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.hide();
899 if ( (Game_mode & GM_NORMAL) && (Campaign.loop_enabled) && (Game_mode & GM_CAMPAIGN_MODE) ) {
900 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.enable();
901 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.unhide();
904 // maybe disable the multi-lock button
905 if(!(Game_mode & GM_MULTIPLAYER)){
906 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.hide();
907 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
909 // if we're not the host of the game (or a tema captain in team vs. team mode), disable the lock button
910 if(Netgame.type_flags & NG_TYPE_TEAM){
911 if(!(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)){
912 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
915 if(!(Net_player->flags & NETINFO_FLAG_GAME_HOST)){
916 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
921 // create close button for closeup popup
922 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 );
923 Closeup_close_button.set_highlight_action( common_play_highlight_sound );
924 Closeup_close_button.set_bmaps(Closeup_button_filename[gr_screen.res]);
925 Closeup_close_button.link_hotspot(Closeup_button_hotspot);
927 // set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
928 Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.set_hotkey(KEY_SHIFTED|KEY_RIGHT);
929 Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.set_hotkey(KEY_RIGHT);
930 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.set_hotkey(KEY_LEFT);
931 Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.set_hotkey(KEY_SHIFTED|KEY_LEFT);
932 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.set_hotkey(KEY_UP);
933 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.set_hotkey(KEY_DOWN);
935 Closeup_close_button.disable();
936 Closeup_close_button.hide();
938 // if we have no briefing stages, hide and disable briefing buttons
939 if(Num_brief_stages <= 0){
940 Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.disable();
941 Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.hide();
942 Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.disable();
943 Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.hide();
944 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.disable();
945 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.hide();
946 Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.disable();
947 Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.hide();
948 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.disable();
949 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.hide();
950 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.disable();
951 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.hide();
952 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.disable();
953 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.hide();
957 // --------------------------------------------------------------------------------------
958 // brief_get_closeup_icon()
961 uint brief_get_closeup_icon()
963 return (uint)Closeup_icon;
966 // stop showing the closeup view of an icon
967 void brief_turn_off_closeup_icon()
970 if ( Closeup_icon != NULL ) {
971 gamesnd_play_iface(SND_BRIEF_ICON_SELECT);
973 Closeup_close_button.disable();
974 Closeup_close_button.hide();
978 // --------------------------------------------------------------------------------------
979 // brief_load_bitmaps()
982 void brief_load_bitmaps()
984 Brief_text_bitmap = bm_load(Brief_infobox_filename[gr_screen.res]);
985 Brief_grid_bitmap = bm_load(Brief_win_filename[gr_screen.res]);
987 if ( Closeup_bitmap == -1 ) {
988 Closeup_bitmap = bm_load(Closeup_background_filename[gr_screen.res]);
992 // --------------------------------------------------------------------------------------
998 if(Game_mode & GM_MULTIPLAYER) {
999 Brief_background_bitmap = bm_load(Brief_multi_filename[gr_screen.res]);
1001 Brief_background_bitmap = bm_load(Brief_filename[gr_screen.res]);
1004 if ( Num_brief_stages <= 0 ){
1008 brief_load_bitmaps();
1012 // --------------------------------------------------------------------------------------
1013 // brief_set_default_closeup()
1016 void brief_set_default_closeup()
1021 bs = &Briefing->stages[0];
1023 if ( Briefing->num_stages <= 0 ) {
1024 Closeup_icon = NULL;
1028 if ( bs->num_icons <= 0 ) {
1029 Closeup_icon = NULL;
1033 // check for the first highlighted icons to have as the default closeup
1034 for ( i = 0; i < bs->num_icons; i++ ) {
1035 if ( bs->icons[i].flags & BI_HIGHLIGHT )
1039 if ( i == bs->num_icons ) {
1040 brief_setup_closeup(&bs->icons[0]);
1043 brief_setup_closeup(&bs->icons[i]);
1047 // funciton to evaluate the sexpressions of the briefing stages eliminating those stages
1048 // which shouldn't get shown
1049 void brief_compact_stages()
1054 if((Game_mode & GM_MULTIPLAYER) && (Netgame.campaign_mode == MP_CAMPAIGN) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1055 Game_mode |= GM_CAMPAIGN_MODE;
1060 while ( num < Briefing->num_stages ) {
1061 result = eval_sexp( Briefing->stages[num].formula );
1063 if ( Briefing->stages[num].new_text ) {
1064 free( Briefing->stages[num].new_text );
1065 Briefing->stages[num].new_text = NULL;
1068 if ( Briefing->stages[num].icons ) {
1069 free( Briefing->stages[num].icons );
1070 Briefing->stages[num].icons = NULL;
1074 if ( Briefing->stages[num].lines ) {
1075 free( Briefing->stages[num].lines );
1076 Briefing->stages[num].lines = NULL;
1079 Briefing->stages[num].num_icons = 0;
1080 for ( i = num+1; i < Briefing->num_stages; i++ ) {
1081 Briefing->stages[i-1] = Briefing->stages[i];
1083 Briefing->num_stages--;
1090 if((Game_mode & GM_MULTIPLAYER) && (Netgame.campaign_mode == MP_CAMPAIGN) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1091 Game_mode &= ~(GM_CAMPAIGN_MODE);
1097 // --------------------------------------------------------------------------------------
1100 int red_alert_mission(void);
1104 // Since first stage of briefing can take some time to arrive and play,
1105 // reset the trailer timer on briefing init.
1107 demo_reset_trailer_timer();
1110 // for multiplayer, change the state in my netplayer structure
1111 // and initialize the briefing chat area thingy
1112 if ( Game_mode & GM_MULTIPLAYER ){
1113 Net_player->state = NETPLAYER_STATE_BRIEFING;
1116 // Non standard briefing in red alert mission
1117 if ( red_alert_mission() ) {
1118 gameseq_post_event(GS_EVENT_RED_ALERT);
1122 // get a pointer to the appropriate briefing structure
1123 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
1124 Briefing = &Briefings[Net_player->p_info.team];
1126 Briefing = &Briefings[0];
1129 Brief_last_auto_advance = 0;
1131 brief_compact_stages(); // compact the briefing array to eliminate unused stages
1133 common_set_interface_palette("BriefingPalette");
1135 ship_stop_animation();
1136 set_active_ui(&Brief_ui_window);
1137 Current_screen = ON_BRIEFING_SELECT;
1138 brief_restart_text_wipe();
1139 common_flash_button_init();
1140 common_music_init(SCORE_BRIEFING);
1143 help_overlay_set_state(BR_OVERLAY,0);
1145 if ( Brief_inited == TRUE ) {
1146 common_buttons_maybe_reload(&Brief_ui_window); // AL 11-21-97: this is necessary since we may returning from the hotkey
1147 // screen, which can release common button bitmaps.
1148 common_reset_buttons();
1149 nprintf(("Alan","brief_init() returning without doing anything\n"));
1153 if (The_mission.game_type & MISSION_TYPE_TRAINING)
1154 Num_brief_stages = Briefing->num_stages;
1156 Num_brief_stages = Briefing->num_stages + 1;
1158 Current_brief_stage = 0;
1159 Last_brief_stage = 0;
1161 // init the scene-cut data
1162 brief_transition_reset();
1165 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]);
1166 hud_anim_load(&Fade_anim);
1169 nprintf(("Alan","Entering brief_init()\n"));
1170 common_select_init();
1172 if(Game_mode & GM_MULTIPLAYER) {
1173 BriefingMaskBitmap = bm_load(Brief_multi_mask_filename[gr_screen.res]);
1175 BriefingMaskBitmap = bm_load(Brief_mask_filename[gr_screen.res]);
1178 if (BriefingMaskBitmap < 0) {
1179 Error(LOCATION,"Could not load in 'brief-m'!");
1182 Briefing_mask_w = -1;
1183 Briefing_mask_h = -1;
1185 // get a pointer to bitmap by using bm_lock()
1186 BriefingMaskPtr = bm_lock(BriefingMaskBitmap, 8, BMP_AABITMAP);
1187 BriefingMaskData = (ubyte*)BriefingMaskPtr->data;
1188 bm_get_info(BriefingMaskBitmap, &Briefing_mask_w, &Briefing_mask_h);
1190 help_overlay_load(BR_OVERLAY);
1192 // Set up the mask regions
1193 // initialize the different regions of the menu that will react when the mouse moves over it
1194 Num_briefing_regions = 0;
1196 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_BRIEFING_REGION, 0);
1197 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_SS_REGION, 0);
1198 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_WEAPON_REGION, 0);
1199 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_COMMIT_REGION, 0);
1200 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_HELP_REGION, 0);
1201 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_OPTIONS_REGION, 0);
1203 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_LAST_STAGE_MASK, 0);
1204 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_NEXT_STAGE_MASK, 0);
1205 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_PREV_STAGE_MASK, 0);
1206 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_FIRST_STAGE_MASK, 0);
1207 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_TEXT_SCROLL_UP_MASK, 0);
1208 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_TEXT_SCROLL_DOWN_MASK, 0);
1211 Brief_ui_window.create( 0, 0, gr_screen.max_w, gr_screen.max_h, 0 );
1213 if(Game_mode & GM_MULTIPLAYER){
1214 Brief_ui_window.set_mask_bmap(Brief_mask_multi[gr_screen.res]);
1216 Brief_ui_window.set_mask_bmap(Brief_mask_single[gr_screen.res]);
1219 Brief_ui_window.tooltip_handler = brief_tooltip_handler;
1220 common_buttons_init(&Brief_ui_window);
1221 brief_buttons_init();
1223 // if multiplayer, initialize a few other systems
1224 if(Game_mode & GM_MULTIPLAYER){
1225 // again, should not be necessary, but we'll leave it for now
1228 // force the chatbox to be small
1229 chatbox_force_small();
1232 // set up the screen regions
1233 brief_init_screen(Brief_multiplayer);
1235 // init briefing specific UI
1238 // init the briefing map
1241 // init the briefing voice playback
1243 brief_voice_load_all();
1245 // init objectives display stuff
1246 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]);
1248 // set the camera target
1249 if ( Briefing->num_stages > 0 ) {
1250 brief_set_new_stage(&Briefing->stages[0].camera_pos, &Briefing->stages[0].camera_orient, 0, Current_brief_stage);
1251 brief_reset_icons(Current_brief_stage);
1254 Brief_playing_fade_sound = 0;
1255 Brief_mouse_up_flag = 0;
1256 Closeup_font_height = gr_get_font_height();
1257 Closeup_icon = NULL;
1258 Brief_inited = TRUE;
1261 // -------------------------------------------------------------------------------------
1262 // brief_render_closeup_text()
1265 #define CLOSEUP_TEXT_OFFSET 10
1266 void brief_render_closeup_text()
1270 char line[MAX_ICON_TEXT_LINE_LEN];
1271 int n_lines, i, render_x, render_y;
1272 int n_chars[MAX_ICON_TEXT_LINES];
1273 char *p_str[MAX_ICON_TEXT_LINES];
1275 if ( Closeup_icon == NULL ) {
1282 render_x = Closeup_region[0];
1283 render_y = Closeup_region[1] + CLOSEUP_IMG_H;
1285 gr_set_clip(render_x+CLOSEUP_TEXT_OFFSET, render_y, CLOSEUP_W,CLOSEUP_TEXT_H);
1286 gr_set_color_fast(&Color_white);
1288 // n_lines = split_str(bi->text, CLOSEUP_W - 2*CLOSEUP_TEXT_OFFSET, n_chars, p_str, MAX_ICON_TEXT_LINES);
1289 Assert(n_lines != -1);
1291 for ( i = 0; i < n_lines; i++ ) {
1292 Assert(n_chars[i] < MAX_ICON_TEXT_LINE_LEN);
1293 strncpy(line, p_str[i], n_chars[i]);
1294 line[n_chars[i]] = 0;
1295 gr_printf(0,0+i*Closeup_font_height,line);
1300 // -------------------------------------------------------------------------------------
1301 // brief_render_closeup()
1304 void brief_render_closeup(int ship_class, float frametime)
1306 matrix view_orient = IDENTITY_MATRIX;
1314 if (Closeup_bitmap < 0)
1317 ang = PI2 * frametime/Closeup_one_revolution_time;
1318 if ( ang > MAX_ANG_CHG )
1321 Closeup_angles.h += ang;
1322 if ( Closeup_angles.h > PI2 )
1323 Closeup_angles.h -= PI2;
1324 vm_angles_2_matrix(&temp_matrix, &Closeup_angles );
1325 Closeup_orient = temp_matrix;
1327 w = Closeup_region[gr_screen.res][2];
1328 h = Closeup_region[gr_screen.res][3];
1329 gr_set_clip(Closeup_region[gr_screen.res][0], Closeup_region[gr_screen.res][1], w, h);
1333 g3_set_view_matrix(&Closeup_cam_pos, &view_orient, Closeup_zoom);
1334 model_clear_instance( Closeup_icon->modelnum );
1335 model_set_detail_level(0);
1337 int is_neb = The_mission.flags & MISSION_FLAG_FULLNEB;
1339 // maybe switch off nebula rendering
1341 The_mission.flags &= ~MISSION_FLAG_FULLNEB;
1344 int model_render_flags;
1345 if ( Closeup_icon->type == ICON_JUMP_NODE ) {
1346 model_set_outline_color(HUD_color_red, HUD_color_green, HUD_color_blue);
1347 model_render_flags = MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER | MR_NO_POLYS | MR_SHOW_OUTLINE;
1349 model_render_flags = MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER;
1352 model_render( Closeup_icon->modelnum, &Closeup_orient, &Closeup_pos, model_render_flags );
1355 The_mission.flags |= MISSION_FLAG_FULLNEB;
1360 gr_set_color_fast(&Color_bright_white);
1362 gr_printf(0x8000,2,Closeup_icon->closeup_label);
1363 // brief_render_closeup_text();
1365 Closeup_close_button.enable();
1366 Closeup_close_button.unhide();
1371 // -------------------------------------------------------------------------------------
1374 // frametime is in seconds
1375 void brief_render(float frametime)
1384 if ( Num_brief_stages <= 0 ) {
1385 gr_set_color_fast(&Color_white);
1386 Assert( Game_current_mission_filename != NULL );
1387 gr_printf(0x8000,200,XSTR( "No Briefing exists for mission: %s", 430), Game_current_mission_filename);
1390 gr_get_string_size(&w, &h, The_mission.name);
1391 gr_set_color_fast(&Color_normal);
1392 gr_printf(0x8000, 230, NOX("[filename: %s, last mod: %s]"), Mission_filename, The_mission.modified);
1398 gr_set_bitmap(Brief_grid_bitmap);
1399 gr_bitmap(Brief_bmap_coords[gr_screen.res][0], Brief_bmap_coords[gr_screen.res][1]);
1401 brief_render_map(Current_brief_stage, frametime);
1403 // draw the frame bitmaps
1404 gr_set_bitmap(Brief_text_bitmap);
1405 gr_bitmap(Brief_infobox_coords[gr_screen.res][0], Brief_infobox_coords[gr_screen.res][1]);
1406 brief_blit_stage_num(Current_brief_stage, Num_brief_stages);
1408 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);
1410 brief_voice_play(Current_brief_stage);
1413 // maybe output the "more" indicator
1414 if ( (Brief_text_max_lines[gr_screen.res] + Top_brief_text_line + 2) < Num_brief_text_lines[0] ) {
1415 // can be scrolled down
1416 int more_txt_x = Brief_text_coords[gr_screen.res][0] + (Brief_max_line_width[gr_screen.res]/2) - 10;
1417 int more_txt_y = Brief_text_coords[gr_screen.res][1] + Brief_text_coords[gr_screen.res][3] - 2; // located below brief text, centered
1419 gr_get_string_size(&w, &h, XSTR("more", 1469), strlen(XSTR("more", 1469)));
1420 gr_set_color_fast(&Color_black);
1421 gr_rect(more_txt_x-2, more_txt_y, w+3, h);
1422 gr_set_color_fast(&Color_red);
1423 gr_string(more_txt_x, more_txt_y, XSTR("more", 1469)); // base location on the input x and y?
1426 brief_maybe_blit_scene_cut(frametime);
1428 #if !defined(NDEBUG) || defined(INTERPLAYQA)
1429 gr_set_color_fast(&Color_normal);
1430 int title_y_offset = (Game_mode & GM_MULTIPLAYER) ? 20 : 10;
1431 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);
1434 // output mission title
1435 gr_set_color_fast(&Color_bright_white);
1436 if (Game_mode & GM_MULTIPLAYER) {
1438 strncpy(buf, The_mission.name, 256);
1439 gr_force_fit_string(buf, 255, Title_coords_multi[gr_screen.res][2]);
1440 gr_string(Title_coords_multi[gr_screen.res][0], Title_coords_multi[gr_screen.res][1], buf);
1442 gr_get_string_size(&w, NULL, The_mission.name);
1443 gr_string(Title_coords[gr_screen.res][0] - w, Title_coords[gr_screen.res][1], The_mission.name);
1446 // maybe do objectives
1447 if (Current_brief_stage == Briefing->num_stages) {
1448 ML_objectives_do_frame(0);
1452 // -------------------------------------------------------------------------------------
1453 // brief_set_closeup_pos()
1456 #define CLOSEUP_OFFSET 20
1457 void brief_set_closeup_pos(brief_icon *bi)
1460 Closeup_x1 = fl2i(320 - Closeup_coords[gr_screen.res][BRIEF_W_COORD]/2.0f + 0.5f);
1463 void brief_get_closeup_ship_modelnum(brief_icon *ci)
1468 // find the model number for the ship to display
1469 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1471 if ( objp == &obj_used_list || objp->type != OBJ_SHIP ) {
1475 sp = &Ships[objp->instance];
1476 if ( sp->ship_info_index == ci->ship_class ) {
1477 ci->ship_class = sp->ship_info_index;
1478 ci->modelnum = sp->modelnum;
1479 ci->radius = objp->radius;
1485 // cut any text off after (and including) '#' char
1486 void brief_truncate_label(char *src)
1488 char *pointer_to_last_char;
1490 pointer_to_last_char = strstr(src, NOX("#"));
1492 if ( pointer_to_last_char ) {
1493 *pointer_to_last_char = 0;
1497 // -------------------------------------------------------------------------------------
1498 // brief_setup_closeup()
1500 // exit: 0 => set-up icon sucessfully
1501 // -1 => could not setup closeup icon
1502 int brief_setup_closeup(brief_icon *bi)
1504 char pof_filename[NAME_LENGTH];
1505 ship_info *sip=NULL;
1509 Closeup_icon->ship_class = bi->ship_class;
1510 Closeup_icon->modelnum = -1;
1512 Closeup_one_revolution_time = ONE_REV_TIME;
1514 switch(Closeup_icon->type) {
1516 Closeup_icon = NULL;
1519 strcpy(pof_filename, NOX("planet.pof"));
1520 strcpy(Closeup_icon->closeup_label, XSTR("planet",-1));
1521 vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -8300.0f);
1522 Closeup_zoom = 0.5f;
1523 Closeup_one_revolution_time = ONE_REV_TIME * 3;
1526 case ICON_ASTEROID_FIELD:
1528 strcpy(pof_filename, Asteroid_info[ASTEROID_TYPE_BIG].pof_files[0]);
1529 strcpy(Closeup_icon->closeup_label, XSTR( "asteroid", 431));
1530 vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -334.0f);
1531 Closeup_zoom = 0.5f;
1534 case ICON_JUMP_NODE:
1535 strcpy(pof_filename, NOX("subspacenode.pof"));
1536 strcpy(Closeup_icon->closeup_label, XSTR( "jump node", 432));
1537 vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -2700.0f);
1538 Closeup_zoom = 0.5f;
1539 Closeup_one_revolution_time = ONE_REV_TIME * 3;
1542 case ICON_UNKNOWN_WING:
1543 strcpy(pof_filename, NOX("unknownship.pof"));
1544 strcpy(Closeup_icon->closeup_label, XSTR( "unknown", 433));
1545 vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -22.0f);
1546 Closeup_zoom = 0.5f;
1549 brief_get_closeup_ship_modelnum(Closeup_icon);
1550 Assert( Closeup_icon->ship_class != -1 );
1551 sip = &Ship_info[Closeup_icon->ship_class];
1553 strcpy(Closeup_icon->closeup_label,sip->name);
1555 // cut any text off after (and including) '#' char
1556 brief_truncate_label(Closeup_icon->closeup_label);
1558 if ( sip->flags & (SIF_SMALL_SHIP|SIF_BIG_SHIP|SIF_HUGE_SHIP|SIF_SENTRYGUN) ) {
1559 strcat(Closeup_icon->closeup_label, XSTR( " class", 434));
1564 if ( Closeup_icon->modelnum == -1 ) {
1565 if ( sip == NULL ) {
1566 Closeup_icon->modelnum = model_load(pof_filename, 0, NULL);
1568 Closeup_icon->modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]);
1570 Closeup_icon->radius = model_get_radius(Closeup_icon->modelnum);
1573 vm_set_identity(&Closeup_orient);
1574 vm_vec_make(&tvec, 0.0f, 0.0f, -1.0f);
1575 Closeup_orient.v.fvec = tvec;
1576 vm_vec_zero(&Closeup_pos);
1577 Closeup_angles.p = 0.0f;
1578 Closeup_angles.b = 0.0f;
1579 Closeup_angles.h = PI;
1581 brief_set_closeup_pos(bi);
1584 Closeup_cam_pos = sip->closeup_pos;
1585 Closeup_zoom = sip->closeup_zoom;
1591 // -------------------------------------------------------------------------------------
1592 // brief_update_closeup_icon()
1594 // input: mode => how to update the closeup view
1597 void brief_update_closeup_icon(int mode)
1601 int i, closeup_index;
1605 // mode 0 means disable the closeup icon
1606 if ( Closeup_icon != NULL ) {
1607 brief_turn_off_closeup_icon();
1612 if ( Closeup_icon == NULL )
1615 bs = &Briefing->stages[Current_brief_stage];
1618 // see if any icons are being highlighted this stage
1619 for ( i = 0; i < bs->num_icons; i++ ) {
1621 if ( bi->flags & BI_HIGHLIGHT ) {
1627 if ( closeup_index != -1 ) {
1628 bi = &bs->icons[closeup_index];
1629 brief_setup_closeup(bi);
1632 Closeup_icon = NULL;
1637 // -------------------------------------------------------------------------------------
1638 // brief_check_for_anim()
1641 void brief_check_for_anim()
1643 int mx, my, i, iw, ih;
1645 brief_icon *bi = NULL;
1647 bs = &Briefing->stages[Current_brief_stage];
1648 mouse_get_pos( &mx, &my );
1650 // if mouse click is over the VCR controls, don't launch an icon
1651 // FIXME - should prolly push these into defines instead of hardcoding this
1652 if ( mx >= 0 && mx <= 115 && my >= 136 && my <= 148 ) {
1656 // if mouse coords are outside the briefing screen, then go away
1657 my -= bscreen.map_y1;
1658 mx -= bscreen.map_x1;
1659 if ( my < 0 || mx < 0 || mx > (bscreen.map_x2-bscreen.map_x1+1) || my > (bscreen.map_y2-bscreen.map_y1+1) )
1662 for ( i = 0; i < bs->num_icons; i++ ) {
1664 brief_common_get_icon_dimensions(&iw, &ih, bi->type, bi->ship_class);
1665 if ( mx < bi->x ) continue;
1666 if ( mx > (bi->x + iw) ) continue;
1667 if ( my < bi->y ) continue;
1668 if ( my > (bi->y + ih) ) continue;
1669 // if we've got here, must be a hit
1673 if ( i == bs->num_icons ) {
1674 brief_turn_off_closeup_icon();
1678 if ( brief_setup_closeup(bi) == 0 ) {
1679 gamesnd_play_iface(SND_BRIEF_ICON_SELECT);
1681 gamesnd_play_iface(SND_GENERAL_FAIL);
1685 // maybe flash a button if player hasn't done anything for a while
1686 void brief_maybe_flash_button()
1690 if ( Num_brief_stages <= 0 )
1693 if ( Closeup_icon != NULL ) {
1694 common_flash_button_init();
1698 if ( common_flash_bright() ) {
1699 if ( Current_brief_stage == (Num_brief_stages-1) ) {
1701 // AL 4-4-98: Don't flash ship selection button on briefing in demo build
1705 // AL 30-3-98: Don't flash ship selection button if in a training mission,
1706 if ( brief_only_allow_briefing() ) {
1710 b = &Common_buttons[Current_screen-1][gr_screen.res][1].button; // ship select button
1713 b = &Brief_buttons[gr_screen.res][1].button; // next stage button
1716 if ( b->button_hilighted() ) {
1717 common_flash_button_init();
1724 // -------------------------------------------------------------------------------------
1727 // frametime is in seconds
1729 void brief_do_frame(float frametime)
1731 int k, brief_choice;
1733 if ( red_alert_mission() ) {
1738 if ( !Brief_inited ){
1742 int snazzy_action = -1;
1743 brief_choice = snazzy_menu_do(BriefingMaskData, Briefing_mask_w, Briefing_mask_h, Num_briefing_regions, Briefing_select_region, &snazzy_action, 0);
1745 k = common_select_do(frametime);
1747 if ( Closeup_icon ) {
1748 Brief_mouse_up_flag = 0;
1751 if ( help_overlay_active(BR_OVERLAY) ) {
1752 common_flash_button_init();
1753 brief_turn_off_closeup_icon();
1756 // Check common keypresses
1757 common_check_keys(k);
1763 if ( Briefing->num_stages > 0 ) {
1765 // check for special keys
1769 case KEY_CTRLED | KEY_PAGEUP: {
1770 if (Closeup_icon->ship_class) {
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);
1785 case KEY_CTRLED | KEY_PAGEDOWN: {
1786 if (Closeup_icon->ship_class < Num_ship_types - 1) {
1787 Closeup_icon->ship_class++;
1789 ship_info *sip = &Ship_info[Closeup_icon->ship_class];
1790 if (sip->modelnum < 0)
1791 sip->modelnum = model_load(sip->pof_file, NULL, NULL);
1793 mprintf(("Shiptype = %d (%s)\n", Closeup_icon->ship_class, sip->name));
1794 mprintf(("Modelnum = %d (%s)\n", sip->modelnum, sip->pof_file));
1795 brief_setup_closeup(Closeup_icon);
1802 Closeup_cam_pos.xyz.z += 1;
1806 case KEY_A + KEY_SHIFTED:
1807 Closeup_cam_pos.xyz.z += 10;
1812 Closeup_cam_pos.xyz.z -= 1;
1816 case KEY_Z + KEY_SHIFTED:
1817 Closeup_cam_pos.xyz.z -= 10;
1822 Closeup_cam_pos.xyz.y += 1;
1826 case KEY_Y + KEY_SHIFTED:
1827 Closeup_cam_pos.xyz.y += 10;
1832 Closeup_cam_pos.xyz.y -= 1;
1836 case KEY_H + KEY_SHIFTED:
1837 Closeup_cam_pos.xyz.y -= 10;
1842 Closeup_zoom -= 0.1f;
1843 if ( Closeup_zoom < 0.1 )
1844 Closeup_zoom = 0.1f;
1848 case KEY_COMMA+KEY_SHIFTED:
1849 Closeup_zoom -= 0.5f;
1850 if ( Closeup_zoom < 0.1 )
1851 Closeup_zoom = 0.1f;
1856 Closeup_zoom += 0.1f;
1860 case KEY_PERIOD+KEY_SHIFTED:
1861 Closeup_zoom += 0.5f;
1865 case 1000: // need this to avoid warning about no case
1875 nprintf(("General","Camera pos: %.2f, %.2f %.2f // ", Closeup_cam_pos.xyz.x, Closeup_cam_pos.xyz.y, Closeup_cam_pos.xyz.z));
1876 nprintf(("General","Camera zoom: %.2f\n", Closeup_zoom));
1880 if ( brief_choice > -1 && snazzy_action == SNAZZY_OVER ) {
1881 Brief_mouse_up_flag = 0;
1886 common_check_buttons();
1887 // if ( Briefing->num_stages > 0 )
1888 brief_check_buttons();
1890 if ( brief_choice != -1 ) {
1891 Brief_mouse_up_flag = 0;
1896 common_render(frametime);
1898 if ( Current_brief_stage < (Num_brief_stages-1) ) {
1899 if ( !help_overlay_active(BR_OVERLAY) && brief_time_to_advance(Current_brief_stage, frametime) ) {
1900 brief_do_next_pressed(0);
1901 common_flash_button_init();
1902 Brief_last_auto_advance = timer_get_milliseconds();
1906 if ( !Background_playing ) {
1908 int check_jump_flag = 1;
1909 if ( Current_brief_stage != Last_brief_stage ) {
1911 // Check if we have a quick transition pending
1912 if ( Quick_transition_stage != -1 ) {
1913 Quick_transition_stage = -1;
1914 brief_reset_last_new_stage();
1916 check_jump_flag = 0;
1919 if ( check_jump_flag ) {
1920 if ( abs(Current_brief_stage - Last_brief_stage) > 1 ) {
1921 Quick_transition_stage = Current_brief_stage;
1922 Current_brief_stage = Last_brief_stage;
1923 Assert(Current_brief_stage >= 0);
1924 Start_fade_up_anim = 1;
1925 goto Transition_done;
1930 if ( Current_brief_stage > Last_brief_stage ) {
1931 if ( Briefing->stages[Last_brief_stage].flags & BS_FORWARD_CUT ) {
1932 Quick_transition_stage = Current_brief_stage;
1933 Current_brief_stage = Last_brief_stage;
1934 Assert(Current_brief_stage >= 0);
1935 Start_fade_up_anim = 1;
1936 goto Transition_done;
1938 time = Briefing->stages[Current_brief_stage].camera_time;
1942 if ( Briefing->stages[Last_brief_stage].flags & BS_BACKWARD_CUT ) {
1943 Quick_transition_stage = Current_brief_stage;
1944 Current_brief_stage = Last_brief_stage;
1945 Assert(Current_brief_stage >= 0);
1946 Start_fade_up_anim = 1;
1947 goto Transition_done;
1949 time = Briefing->stages[Last_brief_stage].camera_time;
1954 brief_voice_stop(Last_brief_stage);
1956 if ( Current_brief_stage < 0 ) {
1958 Current_brief_stage=0;
1961 // set the camera target
1962 brief_set_new_stage(&Briefing->stages[Current_brief_stage].camera_pos,
1963 &Briefing->stages[Current_brief_stage].camera_orient,
1964 time, Current_brief_stage);
1966 Brief_playing_fade_sound = 0;
1967 Last_brief_stage = Current_brief_stage;
1968 brief_reset_icons(Current_brief_stage);
1969 brief_update_closeup_icon(0);
1974 if ( Brief_mouse_up_flag && !Closeup_icon) {
1975 brief_check_for_anim();
1978 brief_render(frametime);
1979 brief_camera_move(frametime, Current_brief_stage);
1981 if (Closeup_icon && (Closeup_bitmap >= 0)) {
1982 // blit closeup background
1983 gr_set_bitmap(Closeup_bitmap);
1984 gr_bitmap(Closeup_coords[gr_screen.res][BRIEF_X_COORD], Closeup_coords[gr_screen.res][BRIEF_Y_COORD]);
1987 Brief_ui_window.draw();
1988 brief_redraw_pressed_buttons();
1989 common_render_selected_screen_button();
1992 brief_render_closeup(Closeup_icon->ship_class, frametime);
1995 // render some extra stuff in multiplayer
1996 if (Game_mode & GM_MULTIPLAYER) {
1997 // should render this last so that it overlaps all controls
2000 // render the status indicator for the voice system
2001 multi_common_voice_display_status();
2003 // blit the "ships/players" locked button
2004 // multi_ts_blit_locked_button();
2006 // maybe blit the multiplayer "locked" button
2007 // if its locked, everyone blits it as such
2008 if(multi_ts_is_locked()){
2009 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw_forced(2);
2011 // anyone who can't hit the button sees it off, otherwise
2013 if( ((Netgame.type_flags & NG_TYPE_TEAM) && !(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)) ||
2014 ((Netgame.type_flags & NG_TYPE_TEAM) && !(Net_player->flags & NETINFO_FLAG_GAME_HOST)) ){
2015 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw_forced(0);
2017 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw();
2023 // maybe flash a button if player hasn't done anything for a while
2024 brief_maybe_flash_button();
2026 // blit help overlay if active
2027 help_overlay_maybe_blit(BR_OVERLAY);
2031 // If the commit button was pressed, do the commit button actions. Done at the end of the
2032 // loop so there isn't a skip in the animation (since ship_create() can take a long time if
2033 // the ship model is not in memory
2034 if (Commit_pressed) {
2035 if (Game_mode & GM_MULTIPLAYER) {
2036 multi_ts_commit_pressed();
2045 // --------------------------------------------------------------------------------------
2046 // brief_unload_bitmaps()
2049 void brief_unload_bitmaps()
2051 if ( BriefingMaskBitmap != -1 ) {
2052 bm_unload(BriefingMaskBitmap);
2053 BriefingMaskBitmap = -1;
2056 if ( Brief_text_bitmap != -1 ) {
2057 bm_unload(Brief_text_bitmap);
2058 Brief_text_bitmap = -1;
2061 if(Brief_grid_bitmap != -1){
2062 bm_unload(Brief_grid_bitmap);
2063 Brief_grid_bitmap = -1;
2066 if ( Brief_multitext_bitmap != -1 ) {
2067 bm_unload(Brief_multitext_bitmap);
2068 Brief_multitext_bitmap = -1;
2071 if ( Brief_background_bitmap != -1 ) {
2072 bm_unload(Brief_background_bitmap);
2073 Brief_background_bitmap = -1;
2076 help_overlay_unload(BR_OVERLAY);
2079 // ------------------------------------------------------------------------------------
2085 if ( Brief_inited == FALSE ) {
2086 nprintf(("Warning","brief_close() returning without doing anything\n"));
2090 nprintf(("Alan", "Entering brief_close()\n"));
2092 ML_objectives_close();
2094 // unload the audio streams used for voice playback
2095 brief_voice_unload_all();
2098 hud_anim_release(&Fade_anim);
2101 // done mask bitmap, so unlock it
2102 bm_unlock(BriefingMaskBitmap);
2104 Brief_ui_window.destroy();
2106 // unload the bitmaps
2107 brief_unload_bitmaps();
2109 brief_common_close();
2111 Brief_inited = FALSE;
2114 void briefing_stop_music()
2116 if ( Briefing_music_handle != -1 ) {
2117 audiostream_close_file(Briefing_music_handle);
2118 Briefing_music_handle = -1;
2122 void briefing_load_music(char* fname)
2124 if ( Cmdline_freespace_no_music ) {
2128 if ( Briefing_music_handle != -1 )
2132 Briefing_music_handle = audiostream_open( fname, ASF_EVENTMUSIC );
2135 void briefing_start_music()
2137 if ( Briefing_music_handle != -1 ) {
2138 if ( !audiostream_is_playing(Briefing_music_handle) )
2139 audiostream_play(Briefing_music_handle, Master_event_music_volume);
2142 nprintf(("Warning", "No music file exists to play music at this briefing!\n"));
2146 void brief_stop_voices()
2148 brief_voice_stop(Current_brief_stage);
2151 void brief_maybe_blit_scene_cut(float frametime)
2153 if ( Start_fade_up_anim ) {
2156 Fade_anim.time_elapsed = 0.0f;
2157 Start_fade_up_anim = 0;
2158 Start_fade_down_anim = 1;
2159 Current_brief_stage = Quick_transition_stage;
2161 if ( Current_brief_stage < 0 ) {
2162 brief_transition_reset();
2163 Current_brief_stage = Last_brief_stage;
2165 goto Fade_down_anim_start;
2169 Fade_anim.time_elapsed += frametime;
2171 if ( !Brief_playing_fade_sound ) {
2172 gamesnd_play_iface(SND_BRIEFING_STATIC);
2173 Brief_playing_fade_sound = 1;
2176 if ( Fade_anim.time_elapsed > Fade_anim.total_time ) {
2177 Fade_anim.time_elapsed = 0.0f;
2178 Start_fade_up_anim = 0;
2179 Start_fade_down_anim = 1;
2180 Current_brief_stage = Quick_transition_stage;
2182 if ( Current_brief_stage < 0 ) {
2183 brief_transition_reset();
2184 Current_brief_stage = Last_brief_stage;
2187 Assert(Current_brief_stage >= 0);
2188 goto Fade_down_anim_start;
2191 // draw the correct frame of animation
2192 framenum = fl2i( (Fade_anim.time_elapsed * Fade_anim.num_frames) / Fade_anim.total_time );
2195 if ( framenum >= Fade_anim.num_frames )
2196 framenum = Fade_anim.num_frames-1;
2198 // Blit the bitmap for this frame
2199 gr_set_bitmap(Fade_anim.first_frame + framenum);
2200 gr_bitmap(Fade_anim.sx, Fade_anim.sy);
2205 Fade_down_anim_start:
2206 if ( Start_fade_down_anim ) {
2209 Fade_anim.time_elapsed = 0.0f;
2210 Start_fade_up_anim = 0;
2211 Start_fade_down_anim = 0;
2217 Fade_anim.time_elapsed += frametime;
2219 if ( Fade_anim.time_elapsed > Fade_anim.total_time ) {
2220 Fade_anim.time_elapsed = 0.0f;
2221 Start_fade_up_anim = 0;
2222 Start_fade_down_anim = 0;
2226 // draw the correct frame of animation
2227 framenum = fl2i( (Fade_anim.time_elapsed * Fade_anim.num_frames) / Fade_anim.total_time );
2230 if ( framenum >= Fade_anim.num_frames )
2231 framenum = Fade_anim.num_frames-1;
2233 // Blit the bitmap for this frame
2234 gr_set_bitmap(Fade_anim.first_frame + (Fade_anim.num_frames-1) - framenum);
2235 gr_bitmap(Fade_anim.sx, Fade_anim.sy);
2241 void brief_transition_reset()
2243 Quick_transition_stage = -1;
2244 Start_fade_up_anim = 0;
2245 Start_fade_down_anim = 0;
2246 Fade_anim.time_elapsed = 0.0f;
2249 // return 1 if this mission only allow players to use the briefing (and not ship or
2250 // weapon loadout). Otherwise return 0.
2251 int brief_only_allow_briefing()
2253 if ( The_mission.game_type & MISSION_TYPE_TRAINING ) {
2257 if ( The_mission.scramble || The_mission.red_alert) {