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 1.12 2005/10/01 22:04:58 taylor
19 * fix FS1 (de)briefing voices, the directory names are different in FS1
20 * hard code the table values so that the fs1.vp file isn't needed
21 * hard code a mission fix for sm2-08a since a have no idea how to fix it otherwise
22 * generally cleanup some FS1 code
23 * fix volume sliders in the options screen that never went all the way up
25 * Revision 1.11 2005/08/12 08:58:41 taylor
26 * fix the strange mouse click issues on briefing, ship select and weapon select screens
28 * Revision 1.10 2005/03/29 02:18:47 taylor
29 * Various 64-bit platform fixes
30 * Fix compiler errors with MAKE_FS1 and fix gr_set_bitmap() too
31 * Make sure that turrets can fire at asteroids for FS1 (needed for a couple missions)
32 * Streaming audio support (big thanks to Pierre Willenbrock!!)
33 * Removed dependance on strings.tbl for FS1 since we don't actually need it now
35 * Revision 1.9 2004/09/20 01:31:44 theoddone33
38 * Revision 1.8 2004/07/04 11:31:43 taylor
39 * amd64 support, compiler warning fixes, don't use software rendering
41 * Revision 1.7 2003/05/25 02:30:43 taylor
44 * Revision 1.6 2003/01/30 19:55:33 relnev
45 * remove second bmpman.h include (Taylor Richards)
47 * Revision 1.5 2002/06/17 06:33:09 relnev
48 * ryan's struct patch for gcc 2.95
50 * Revision 1.4 2002/06/09 04:41:22 relnev
51 * added copyright header
53 * Revision 1.3 2002/06/02 04:26:34 relnev
56 * Revision 1.2 2002/05/07 03:16:46 theoddone33
57 * The Great Newline Fix
59 * Revision 1.1.1.1 2002/05/03 03:28:10 root
63 * 48 10/14/99 2:51p Jefff
66 * 47 10/13/99 3:23p Jefff
67 * fixed unnumbered XSTRs
69 * 46 9/12/99 8:09p Dave
70 * Fixed problem where skip-training button would cause mission messages
71 * not to get paged out for the current mission.
73 * 45 9/09/99 3:40p Jefff
74 * no exit loop outisde of campaign mode
76 * 44 9/07/99 6:53p Jefff
77 * functionality to break out of a loop
79 * 43 9/06/99 6:38p Dave
80 * Improved CD detection code.
82 * 42 9/03/99 10:57a Jefff
85 * 41 8/30/99 5:30p Jefff
86 * fixed "more" being cut off in d3d
88 * 40 8/30/99 10:29a Jefff
89 * added autocenter flag to closup rendering
91 * 39 8/19/99 11:33a Dave
94 * 38 8/19/99 10:59a Dave
95 * Packet loss detection.
97 * 37 8/16/99 4:05p Dave
98 * Big honking checkin.
100 * 36 8/16/99 9:48a Jefff
101 * all clicks on briefing icons should now register
103 * 35 8/10/99 7:29p Jefff
104 * added mission title to briefing screen
106 * 34 8/03/99 1:34a Andsager
107 * fix skip training mission (again)
109 * 33 8/02/99 12:01p Jefff
110 * fixed "skip training" text pos
112 * 32 7/30/99 5:42p Jasenw
113 * Fixed coords for skip training button.
115 * 31 7/29/99 10:50p Dave
116 * Oops. Accidentally blew away some interface text changes.
118 * 30 7/29/99 10:48p Dave
120 * 29 7/29/99 3:05p Andsager
121 * Add skip training text. and properly skip.
123 * 28 7/24/99 6:07p Jefff
124 * Added "lock" text to multiplayer lock button
126 * 27 7/21/99 10:51a Jefff
127 * added "more" indicator to briefing text box
129 * 26 7/19/99 3:01p Dave
130 * Fixed icons. Added single transport icon.
132 * 25 7/18/99 5:20p Dave
133 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
135 * 24 7/16/99 1:49p Dave
136 * 8 bit aabitmaps. yay.
138 * 23 7/15/99 9:20a Andsager
139 * FS2_DEMO initial checkin
141 * 22 7/09/99 5:54p Dave
142 * Seperated cruiser types into individual types. Added tons of new
143 * briefing icons. Campaign screen.
145 * 21 6/29/99 7:39p Dave
146 * Lots of small bug fixes.
148 * 20 6/11/99 11:13a Dave
149 * last minute changes before press tour build.
151 * 19 6/04/99 1:18p Dave
152 * Fixed briefing model rendering problems. Made show background option in
153 * fred toggle nebula rendering.
155 * 18 5/07/99 10:34a Andsager
156 * Make red alert work in FS2
158 * 17 4/23/99 12:01p Johnson
159 * Added SIF_HUGE_SHIP
161 * 16 3/25/99 2:45p Neilk
164 * 15 2/11/99 3:08p Dave
165 * PXO refresh button. Very preliminary squad war support.
167 * 14 2/05/99 7:19p Neilk
168 * Removed black part from mission screen, fixed info text coords
170 * 13 2/02/99 4:35p Neilk
171 * fixed coordinate problem where primary goals was on top of interface in
174 * 12 2/01/99 5:55p Dave
175 * Removed the idea of explicit bitmaps for buttons. Fixed text
176 * highlighting for disabled gadgets.
178 * 11 1/30/99 7:32p Neilk
179 * Fixed coords problems for mission briefing screens
181 * 10 1/30/99 5:08p Dave
182 * More new hi-res stuff.Support for nice D3D textures.
184 * 9 1/30/99 1:29a Dave
185 * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
186 * screen. Fixed beam weapon death messages.
188 * 8 1/29/99 4:17p Dave
189 * New interface screens.
191 * 7 1/13/99 7:19p Neilk
192 * Converted Mission Brief, Barracks, Synch to high res support
194 * 6 12/18/98 1:13a Dave
195 * Rough 1024x768 support for Direct3D. Proper detection and usage through
198 * 5 11/30/98 1:07p Dave
199 * 16 bit conversion, first run.
201 * 4 11/20/98 4:08p Dave
202 * Fixed flak effect in multiplayer.
204 * 3 10/13/98 9:28a Dave
205 * Started neatening up freespace.h. Many variables renamed and
206 * reorganized. Added AlphaColors.[h,cpp]
208 * 2 10/07/98 10:53a Dave
211 * 1 10/07/98 10:49a Dave
213 * 114 9/17/98 3:08p Dave
214 * PXO to non-pxo game warning popup. Player icon stuff in create and join
215 * game screens. Upped server count refresh time in PXO to 35 secs (from
218 * 113 6/19/98 3:52p Lawrance
219 * Don't use large text in popup, since it is missing large foreign chars
221 * 112 6/09/98 5:17p Lawrance
222 * French/German localization
224 * 111 6/09/98 10:31a Hoffoss
225 * Created index numbers for all xstr() references. Any new xstr() stuff
226 * added from here on out should be added to the end if the list. The
227 * current list count can be found in FreeSpace.cpp (search for
230 * 110 6/01/98 11:43a John
231 * JAS & MK: Classified all strings for localization.
233 * 109 5/22/98 10:44a Lawrance
234 * put in case label to suppress warning
236 * 108 5/19/98 11:35p Lawrance
237 * Play sound for briefing control button presses
239 * 107 5/19/98 8:47p Lawrance
240 * Set proper distance for jump nodes
242 * 106 5/19/98 8:35p Dave
243 * Revamp PXO channel listing system. Send campaign goals/events to
244 * clients for evaluation. Made lock button pressable on all screens.
246 * 105 5/12/98 2:16p Hoffoss
247 * Added debug code to switch models of closeup icon to more easily check
248 * positions and zooms.
250 * 104 5/06/98 11:50p Lawrance
251 * Clean up help overlay code for loadout screens
253 * 103 5/06/98 8:03p Allender
254 * AL: only free pointers in brief_compact_stages if non-null
256 * 102 5/05/98 4:48p Lawrance
257 * Fix bug with launching closeup icon when pause button is pressed
259 * 101 4/29/98 1:45p Lawrance
260 * Print out mission filename if debug build, or if INTERPLAY QA defined
262 * 100 4/29/98 12:15a Lawrance
263 * reset demo trailer timer when briefing moves to a new stage
265 * 98 4/25/98 11:55p Lawrance
266 * fix bug with the auto-advance button
268 * 97 4/25/98 3:49p Lawrance
269 * Save briefing auto-advance pref
271 * 96 4/25/98 12:00p Lawrance
272 * disable advance keypress for 1/2 second after autoadvance
274 * 95 4/22/98 7:24p Dave
275 * Made sure the "player/ships" locked button for multiplayer appears on
276 * all briefing screens.
278 * 94 4/20/98 3:53p Lawrance
279 * Fix various bugs with auto-advancing through briefings.
281 * 93 4/19/98 12:11p Lawrance
282 * add new art for pause button in the briefing
284 * 92 4/17/98 10:39p Andsager
285 * AL: Fix bug with auto-advance of briefing stages.
287 * 91 4/16/98 8:05p Lawrance
288 * Don't show closeup icon for planets
290 * 90 4/15/98 5:17p Lawrance
291 * fix bug with skip training
297 #include "freespace.h"
298 #include "missionload.h"
299 #include "missionscreencommon.h"
300 #include "missionshipchoice.h"
301 #include "missionparse.h"
302 #include "missiongoals.h"
303 #include "gamesequence.h"
312 #include "linklist.h"
317 #include "audiostr.h"
319 #include "eventmusic.h"
320 #include "missioncampaign.h"
323 #include "snazzyui.h"
325 #include "missionbrief.h"
326 #include "missionbriefcommon.h"
327 #include "missiongrid.h"
328 #include "multimsgs.h"
330 #include "contexthelp.h"
332 #include "multiteamselect.h"
334 #include "asteroid.h"
337 #include "alphacolors.h"
339 #include "missionmessage.h"
342 #define OBJECTIVES_X 65
343 #define OBJECTIVES_Y 137
344 #define OBJECTIVES_W 508
345 #define OBJECTIVES_H 233
348 static int Brief_goals_coords[GR_NUM_RESOLUTIONS][4] = {
353 65,152,508,211 // GR_640
357 104,243,813,332 // GR_1024
361 static int Current_brief_stage; // what stage of the briefing we're on
362 static int Last_brief_stage;
363 static int Num_brief_stages;
364 static int Brief_multiplayer = FALSE;
366 static int Brief_last_auto_advance = 0; // timestamp of last auto-advance
368 // for managing the scene cut transition
369 static int Quick_transition_stage;
370 static int Start_fade_up_anim, Start_fade_down_anim;
371 static int Brief_playing_fade_sound;
374 int Briefing_music_handle = -1;
375 int Briefing_music_begin_timestamp = 0;
377 // --------------------------------------------------------------------------------------
378 // Module scope globals
379 // --------------------------------------------------------------------------------------
381 static MENU_REGION Briefing_select_region[NUM_BREIFING_REGIONS];
382 static int Num_briefing_regions;
384 // For closeup display
385 #define ONE_REV_TIME 6 // time (sec) for one revolution
386 #define MAX_ANG_CHG 0.15f
388 static int Closeup_coords[GR_NUM_RESOLUTIONS][4] = {
390 203, 151, 200, 213 // GR_640
393 325, 241, 200, 213 // GR_1024
397 static int Brief_infobox_coords[GR_NUM_RESOLUTIONS][2] = {
410 static char *Brief_infobox_filename[GR_NUM_RESOLUTIONS] = {
415 static char *Brief_filename[GR_NUM_RESOLUTIONS] = {
420 static char *Brief_multi_filename[GR_NUM_RESOLUTIONS] = {
422 "Brief", // use the standard bitmap and slap the chatbox on later
429 static char *Brief_mask_filename[GR_NUM_RESOLUTIONS] = {
434 static char *Brief_multi_mask_filename[GR_NUM_RESOLUTIONS] = {
440 static char *Brief_win_filename[GR_NUM_RESOLUTIONS] = {
450 // coordinate inidices
451 #define BRIEF_X_COORD 0
452 #define BRIEF_Y_COORD 1
453 #define BRIEF_W_COORD 2
454 #define BRIEF_H_COORD 3
456 //static int Closeup_region[4] = {220,132,420,269};
457 int Closeup_region[GR_NUM_RESOLUTIONS][4] = {
466 char *Closeup_background_filename[GR_NUM_RESOLUTIONS] = {
467 NOX("BriefPop"), // GR_640
468 NOX("2_BriefPop") // GR_1024
471 char *Closeup_button_filename[GR_NUM_RESOLUTIONS] = {
472 NOX("BPB_00"), // GR_640
473 NOX("2_BPB_00"), // GR_1024
476 int Closeup_button_hotspot = 14;
478 //static int Closeup_button_coords[2] = {CLOSEUP_X+164,CLOSEUP_Y+227};
479 int Closeup_button_coords[GR_NUM_RESOLUTIONS][2] = {
483 { 374, 316 }, // GR_640
485 { 599, 506 } // GR_1024
488 UI_BUTTON Closeup_close_button;
489 int Closeup_bitmap=-1;
490 int Closeup_one_revolution_time=ONE_REV_TIME;
492 brief_icon *Closeup_icon;
493 angles Closeup_angles;
494 matrix Closeup_orient;
496 int Closeup_font_height;
497 int Closeup_x1, Closeup_y1;
499 // used for the 3d view of a closeup ship
501 vector Closeup_cam_pos;
503 // Mask bitmap pointer and Mask bitmap_id
504 bitmap* BriefingMaskPtr; // bitmap pointer to the briefing select mask bitmap
505 ubyte* BriefingMaskData; // pointer to actual bitmap data
506 int Briefing_mask_w, Briefing_mask_h;
507 int BriefingMaskBitmap; // bitmap id of the briefing mask bitmap
508 int Brief_inited = FALSE;
510 // --------------------------------------------------------------------------------------
511 // Briefing specific UI
512 // --------------------------------------------------------------------------------------
513 #define BRIEF_LAST_STAGE_MASK 7
514 #define BRIEF_NEXT_STAGE_MASK 8
515 #define BRIEF_PREV_STAGE_MASK 9
516 #define BRIEF_FIRST_STAGE_MASK 10
517 #define BRIEF_TEXT_SCROLL_UP_MASK 11
518 #define BRIEF_TEXT_SCROLL_DOWN_MASK 12
519 #define BRIEF_SKIP_TRAINING_MASK 15
520 #define BRIEF_PAUSE_MASK 16
523 static char *Brief_mask_single[GR_NUM_RESOLUTIONS] = {
525 "2_brief-m" // GR_1024
528 static char *Brief_mask_multi[GR_NUM_RESOLUTIONS] = {
529 "briefmulti-m", // GR_640
530 "2_briefmulti-m" // GR_1024
534 struct brief_buttons {
540 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
542 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) {}
545 int Brief_grid_bitmap = -1;
546 int Brief_text_bitmap = -1;
548 int Brief_multitext_bitmap = -1;
549 int Brief_background_bitmap =-1;
552 static int MapWin01 = -1;
553 static int MapWin02 = -1;
554 static int MapWin03 = -1;
555 static int MapWin04 = -1;
558 UI_WINDOW Brief_ui_window;
560 // Briefing specific buttons
561 #define NUM_BRIEF_BUTTONS 10
563 brief_buttons Brief_buttons[GR_NUM_RESOLUTIONS][NUM_BRIEF_BUTTONS] = {
566 brief_buttons("BRB_08", 356, 351, -1, -1, 8), // vcr - fastforward
567 brief_buttons("BRB_09", 331, 351, -1, -1, 9), // vcr - play forwards
568 brief_buttons("BRB_10", 277, 351, -1, -1, 10), // vcr - play backwards
569 brief_buttons("BRB_11", 253, 351, -1, -1, 11), // vcr - reverse
570 brief_buttons("BRB_12", 0, 400, -1, -1, 12), // scroll up
571 brief_buttons("BRB_13", 0, 442, -1, -1, 13), // scroll down
572 brief_buttons("BRB_15", 562, 0, -1, -1, 15), // skip training
573 brief_buttons("BRB_16", 304, 351, -1, -1, 16), // vcr - pause
574 brief_buttons("TSB_34", 601, 344, -1, -1, 50), // multi lock
575 brief_buttons("BRB_15", 562, 0, -1, -1, 15) // exit loop
577 brief_buttons("BRB_08", 110, 116, 117, 157, 8),
578 brief_buttons("BRB_09", 84, 116, 117, 157, 9),
579 brief_buttons("BRB_10", 29, 116, 117, 157, 10),
580 brief_buttons("BRB_11", 4, 116, 117, 157, 11),
581 brief_buttons("BRB_12", 0, 405, 117, 157, 12),
582 brief_buttons("BRB_13", 0, 447, 117, 157, 13),
583 brief_buttons("BRB_15", 562, 0, 117, 157, 15), // skip training
584 brief_buttons("BRB_16", 56, 116, 117, 157, 16),
585 brief_buttons("TSB_34", 603, 374, 117, 157, 34),
586 brief_buttons("BRB_15", 562, 0, 117, 157, 15) // exit loop
590 brief_buttons("2_BRB_08", 175, 187, 117, 157, 8),
591 brief_buttons("2_BRB_09", 135, 187, 117, 157, 9),
592 brief_buttons("2_BRB_10", 47, 187, 117, 157, 10),
593 brief_buttons("2_BRB_11", 8, 187, 117, 157, 11),
594 brief_buttons("2_BRB_12", 0, 649, 117, 157, 12),
595 brief_buttons("2_BRB_13", 0, 716, 117, 157, 13),
596 brief_buttons("2_BRB_15", 900, 0, 117, 157, 15), // skip training
597 brief_buttons("2_BRB_16", 91, 187, 117, 157, 16),
598 brief_buttons("2_TSB_34", 966, 599, 117, 157, 34),
599 brief_buttons("2_BRB_15", 900, 0, 117, 157, 15) // exit loop
605 #define BRIEF_SELECT_NUM_TEXT 3
607 UI_XSTR Brief_select_text[GR_NUM_RESOLUTIONS][BRIEF_SELECT_NUM_TEXT] = {
609 { "Lock", 1270, 602, 364, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_MULTI_LOCK].button },
610 { "Skip Training", 1442, 467, 7, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_SKIP_TRAINING].button },
611 { "Exit Loop", 1477, 490, 7, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_EXIT_LOOP].button }
614 { "Lock", 1270, 964, 584, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_MULTI_LOCK].button },
615 { "Skip Training", 1442, 805, 12, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_SKIP_TRAINING].button },
616 { "Exit Loop", 1477, 830, 12, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_EXIT_LOOP].button }
621 // coordinates for briefing title -- the x value is for the RIGHT side of the text
622 static int Title_coords[GR_NUM_RESOLUTIONS][2] = {
626 {575, 117}, // GR_640
628 {918, 194} // GR_1024
631 // coordinates for briefing title in multiplayer briefings -- the x value is for the LEFT side of the text
632 // third coord is max width of area for it to fit into (it is force fit there)
633 static int Title_coords_multi[GR_NUM_RESOLUTIONS][3] = {
637 {1, 105, 190}, // GR_640
639 {1, 174, 304} // GR_1024
642 // briefing line widths
643 int Brief_max_line_width[GR_NUM_RESOLUTIONS] = {
644 MAX_BRIEF_LINE_W_640, MAX_BRIEF_LINE_W_1024
647 // --------------------------------------------------------------------------------------
648 // Forward declarations
649 // --------------------------------------------------------------------------------------
650 int brief_setup_closeup(brief_icon *bi);
651 void brief_maybe_blit_scene_cut(float frametime);
652 void brief_transition_reset();
654 char *brief_tooltip_handler(char *str)
656 if (!stricmp(str, NOX("@close"))) {
658 return XSTR( "Close", 428);
664 // brief_skip_training_pressed()
666 // called when the skip training button on the briefing screen is hit. When this happens,
667 // do a popup, then move to the next mission in the campaign.
668 void brief_skip_training_pressed()
672 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));
674 // val is 0 when we hit no (first on the list)
675 // AL: also, -1 is returned when ESC is hit
680 // page out mission messages
681 message_mission_shutdown();
683 if ( !(Game_mode & GM_CAMPAIGN_MODE) ){
684 gameseq_post_event( GS_EVENT_MAIN_MENU );
687 // tricky part. Need to move to the next mission in the campaign.
688 mission_goal_mark_objectives_complete();
689 mission_goal_fail_incomplete();
690 mission_campaign_store_goals_and_events();
692 mission_campaign_eval_next_mission();
693 mission_campaign_mission_over();
696 if(game_do_cd_mission_check(Game_current_mission_filename)){
697 gameseq_post_event( GS_EVENT_START_GAME );
699 gameseq_post_event( GS_EVENT_MAIN_MENU );
703 #if defined(FS2_DEMO) || defined(FS1_DEMO)
704 extern void demo_reset_trailer_timer();
706 // --------------------------------------------------------------------------------------
707 // brief_do_next_pressed()
710 void brief_do_next_pressed(int play_sound)
713 now = timer_get_milliseconds();
715 if ( (now - Brief_last_auto_advance) < 500 ) {
719 #if defined(FS2_DEMO) || defined(FS1_DEMO)
720 demo_reset_trailer_timer();
723 Current_brief_stage++;
724 if ( Current_brief_stage >= Num_brief_stages ) {
725 Current_brief_stage = Num_brief_stages - 1;
726 gamesnd_play_iface(SND_GENERAL_FAIL);
727 if ( Quick_transition_stage != -1 )
728 brief_transition_reset();
731 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
735 Assert(Current_brief_stage >= 0);
738 // --------------------------------------------------------------------------------------
739 // brief_do_prev_pressed()
742 void brief_do_prev_pressed()
744 Current_brief_stage--;
745 if ( Current_brief_stage < 0 ) {
746 Current_brief_stage = 0;
747 gamesnd_play_iface(SND_GENERAL_FAIL);
748 if ( Quick_transition_stage != -1 )
749 brief_transition_reset();
751 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
753 Assert(Current_brief_stage >= 0);
757 // --------------------------------------------------------------------------------------
758 // brief_do_start_pressed()
761 void brief_do_start_pressed()
763 if ( Current_brief_stage != 0 ) {
764 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
765 Current_brief_stage = 0;
766 if ( Quick_transition_stage != -1 )
767 brief_transition_reset();
769 gamesnd_play_iface(SND_GENERAL_FAIL);
771 Assert(Current_brief_stage >= 0);
774 // --------------------------------------------------------------------------------------
775 // brief_do_end_pressed()
778 void brief_do_end_pressed()
780 if ( Current_brief_stage != Num_brief_stages - 1 ) {
781 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
782 Current_brief_stage = Num_brief_stages - 1;
783 if ( Quick_transition_stage != -1 )
784 brief_transition_reset();
787 gamesnd_play_iface(SND_GENERAL_FAIL);
789 Assert(Current_brief_stage >= 0);
793 void brief_scroll_up_text()
795 Top_brief_text_line--;
796 if ( Top_brief_text_line < 0 ) {
797 Top_brief_text_line = 0;
798 gamesnd_play_iface(SND_GENERAL_FAIL);
800 gamesnd_play_iface(SND_SCROLL);
804 void brief_scroll_down_text()
806 Top_brief_text_line++;
807 if ( (Num_brief_text_lines[0] - Top_brief_text_line) < Brief_text_max_lines[gr_screen.res]) {
808 Top_brief_text_line--;
809 gamesnd_play_iface(SND_GENERAL_FAIL);
811 gamesnd_play_iface(SND_SCROLL);
816 // handles the exit loop option
817 void brief_exit_loop_pressed()
819 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));
821 // bail if esc hit or no clicked
826 // handle the details
827 // this also posts the start game event
828 mission_campaign_exit_loop();
832 // -------------------------------------------------------------------------------------
833 // brief_select_button_do() do the button action for the specified pressed button
835 void brief_button_do(int i)
838 case BRIEF_BUTTON_LAST_STAGE:
839 brief_do_end_pressed();
842 case BRIEF_BUTTON_NEXT_STAGE:
843 brief_do_next_pressed(1);
846 case BRIEF_BUTTON_PREV_STAGE:
847 brief_do_prev_pressed();
850 case BRIEF_BUTTON_FIRST_STAGE:
851 brief_do_start_pressed();
854 case BRIEF_BUTTON_SCROLL_UP:
855 brief_scroll_up_text();
858 case BRIEF_BUTTON_SCROLL_DOWN:
859 brief_scroll_down_text();
862 case BRIEF_BUTTON_PAUSE:
863 gamesnd_play_iface(SND_USER_SELECT);
864 Player->auto_advance ^= 1;
867 case BRIEF_BUTTON_SKIP_TRAINING:
868 brief_skip_training_pressed();
871 case BRIEF_BUTTON_EXIT_LOOP:
872 brief_exit_loop_pressed();
875 case BRIEF_BUTTON_MULTI_LOCK:
876 Assert(Game_mode & GM_MULTIPLAYER);
877 // the "lock" button has been pressed
878 multi_ts_lock_pressed();
880 // disable the button if it is now locked
881 if(multi_ts_is_locked()){
882 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
888 // -------------------------------------------------------------------
889 // brief_check_buttons()
891 // Iterate through the briefing buttons, checking if they are pressed
893 void brief_check_buttons()
898 for (i=0; i<NUM_BRIEF_BUTTONS; i++) {
899 b = &Brief_buttons[gr_screen.res][i].button;
900 if ( b->pressed() ) {
901 common_flash_button_init();
906 if (Closeup_close_button.pressed()) {
907 brief_turn_off_closeup_icon();
911 // -------------------------------------------------------------------
912 // brief_redraw_pressed_buttons()
914 // Redraw any briefing buttons that are pressed down. This function is needed
915 // since we sometimes need to draw pressed buttons last to ensure the entire
916 // button gets drawn (and not overlapped by other buttons)
918 void brief_redraw_pressed_buttons()
923 common_redraw_pressed_buttons();
925 for ( i = 0; i < NUM_BRIEF_BUTTONS; i++ ) {
926 b = &Brief_buttons[gr_screen.res][i].button;
927 if ( b->button_down() ) {
932 if ( !Player->auto_advance ) {
933 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.draw_forced(2);
937 void brief_buttons_init()
942 //if ( Briefing->num_stages <= 0 )
945 for ( i = 0; i < NUM_BRIEF_BUTTONS; i++ ) {
946 b = &Brief_buttons[gr_screen.res][i].button;
947 b->create( &Brief_ui_window, "", Brief_buttons[gr_screen.res][i].x, Brief_buttons[gr_screen.res][i].y, 60, 30, 0, 1 );
948 // set up callback for when a mouse first goes over a button
949 b->set_highlight_action( common_play_highlight_sound );
951 if ((i == BRIEF_BUTTON_SKIP_TRAINING) || (i == BRIEF_BUTTON_EXIT_LOOP)) {
952 b->set_bmaps(Brief_buttons[gr_screen.res][i].filename, 3, 0);
954 b->set_bmaps(Brief_buttons[gr_screen.res][i].filename);
956 b->link_hotspot(Brief_buttons[gr_screen.res][i].hotspot);
961 for(i=0; i<BRIEF_SELECT_NUM_TEXT; i++) {
962 Brief_ui_window.add_XSTR(&Brief_select_text[gr_screen.res][i]);
966 // Hide the 'skip training' button by default. Only enable and unhide if we are playing a training
968 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.disable();
969 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.hide();
970 if ( (Game_mode & GM_NORMAL) && (The_mission.game_type & MISSION_TYPE_TRAINING) ) {
971 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.enable();
972 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.unhide();
975 // Hide the 'exit loop' button by default. Only enable and unhide if we are playing a loop
977 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.disable();
978 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.hide();
979 if ( (Game_mode & GM_NORMAL) && (Campaign.loop_enabled) && (Game_mode & GM_CAMPAIGN_MODE) ) {
980 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.enable();
981 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.unhide();
984 // maybe disable the multi-lock button
985 if(!(Game_mode & GM_MULTIPLAYER)){
986 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.hide();
987 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
989 // if we're not the host of the game (or a tema captain in team vs. team mode), disable the lock button
990 if(Netgame.type_flags & NG_TYPE_TEAM){
991 if(!(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)){
992 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
995 if(!(Net_player->flags & NETINFO_FLAG_GAME_HOST)){
996 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
1001 // create close button for closeup popup
1002 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 );
1003 Closeup_close_button.set_highlight_action( common_play_highlight_sound );
1004 Closeup_close_button.set_bmaps(Closeup_button_filename[gr_screen.res]);
1005 Closeup_close_button.link_hotspot(Closeup_button_hotspot);
1007 // set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
1008 Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.set_hotkey(KEY_SHIFTED|KEY_RIGHT);
1009 Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.set_hotkey(KEY_RIGHT);
1010 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.set_hotkey(KEY_LEFT);
1011 Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.set_hotkey(KEY_SHIFTED|KEY_LEFT);
1012 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.set_hotkey(KEY_UP);
1013 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.set_hotkey(KEY_DOWN);
1015 Closeup_close_button.disable();
1016 Closeup_close_button.hide();
1018 // if we have no briefing stages, hide and disable briefing buttons
1019 if(Num_brief_stages <= 0){
1020 Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.disable();
1021 Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.hide();
1022 Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.disable();
1023 Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.hide();
1024 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.disable();
1025 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.hide();
1026 Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.disable();
1027 Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.hide();
1028 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.disable();
1029 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.hide();
1030 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.disable();
1031 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.hide();
1032 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.disable();
1033 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.hide();
1037 // --------------------------------------------------------------------------------------
1038 // brief_get_closeup_icon()
1041 brief_icon *brief_get_closeup_icon()
1043 return Closeup_icon;
1046 // stop showing the closeup view of an icon
1047 void brief_turn_off_closeup_icon()
1050 if ( Closeup_icon != NULL ) {
1051 gamesnd_play_iface(SND_BRIEF_ICON_SELECT);
1052 Closeup_icon = NULL;
1053 Closeup_close_button.disable();
1054 Closeup_close_button.hide();
1058 // --------------------------------------------------------------------------------------
1059 // brief_load_bitmaps()
1062 void brief_load_bitmaps()
1064 Brief_text_bitmap = bm_load(Brief_infobox_filename[gr_screen.res]);
1065 Brief_grid_bitmap = bm_load(Brief_win_filename[gr_screen.res]);
1067 if ( Closeup_bitmap == -1 ) {
1068 Closeup_bitmap = bm_load(Closeup_background_filename[gr_screen.res]);
1072 MapWin01 = bm_load(NOX("MapWin01"));
1073 MapWin02 = bm_load(NOX("MapWin02"));
1074 MapWin03 = bm_load(NOX("MapWin03"));
1075 MapWin04 = bm_load(NOX("MapWin04"));
1079 // --------------------------------------------------------------------------------------
1083 void brief_ui_init()
1085 if(Game_mode & GM_MULTIPLAYER) {
1086 Brief_background_bitmap = bm_load(Brief_multi_filename[gr_screen.res]);
1088 Brief_background_bitmap = bm_load(Brief_filename[gr_screen.res]);
1091 if ( Num_brief_stages <= 0 ){
1095 brief_load_bitmaps();
1099 // --------------------------------------------------------------------------------------
1100 // brief_set_default_closeup()
1103 void brief_set_default_closeup()
1108 bs = &Briefing->stages[0];
1110 if ( Briefing->num_stages <= 0 ) {
1111 Closeup_icon = NULL;
1115 if ( bs->num_icons <= 0 ) {
1116 Closeup_icon = NULL;
1120 // check for the first highlighted icons to have as the default closeup
1121 for ( i = 0; i < bs->num_icons; i++ ) {
1122 if ( bs->icons[i].flags & BI_HIGHLIGHT )
1126 if ( i == bs->num_icons ) {
1127 brief_setup_closeup(&bs->icons[0]);
1130 brief_setup_closeup(&bs->icons[i]);
1134 // funciton to evaluate the sexpressions of the briefing stages eliminating those stages
1135 // which shouldn't get shown
1136 void brief_compact_stages()
1141 if((Game_mode & GM_MULTIPLAYER) && (Netgame.campaign_mode == MP_CAMPAIGN) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1142 Game_mode |= GM_CAMPAIGN_MODE;
1147 while ( num < Briefing->num_stages ) {
1148 result = eval_sexp( Briefing->stages[num].formula );
1150 if ( Briefing->stages[num].new_text ) {
1151 free( Briefing->stages[num].new_text );
1152 Briefing->stages[num].new_text = NULL;
1155 if ( Briefing->stages[num].icons ) {
1156 free( Briefing->stages[num].icons );
1157 Briefing->stages[num].icons = NULL;
1161 if ( Briefing->stages[num].lines ) {
1162 free( Briefing->stages[num].lines );
1163 Briefing->stages[num].lines = NULL;
1166 Briefing->stages[num].num_icons = 0;
1167 for ( i = num+1; i < Briefing->num_stages; i++ ) {
1168 Briefing->stages[i-1] = Briefing->stages[i];
1170 Briefing->num_stages--;
1177 if((Game_mode & GM_MULTIPLAYER) && (Netgame.campaign_mode == MP_CAMPAIGN) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1178 Game_mode &= ~(GM_CAMPAIGN_MODE);
1184 // --------------------------------------------------------------------------------------
1187 int red_alert_mission(void);
1191 // Since first stage of briefing can take some time to arrive and play,
1192 // reset the trailer timer on briefing init.
1193 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1194 demo_reset_trailer_timer();
1197 // for multiplayer, change the state in my netplayer structure
1198 // and initialize the briefing chat area thingy
1199 if ( Game_mode & GM_MULTIPLAYER ){
1200 Net_player->state = NETPLAYER_STATE_BRIEFING;
1203 // Non standard briefing in red alert mission
1204 if ( red_alert_mission() ) {
1205 gameseq_post_event(GS_EVENT_RED_ALERT);
1209 // get a pointer to the appropriate briefing structure
1210 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
1211 Briefing = &Briefings[Net_player->p_info.team];
1213 Briefing = &Briefings[0];
1216 Brief_last_auto_advance = 0;
1218 brief_compact_stages(); // compact the briefing array to eliminate unused stages
1220 common_set_interface_palette("BriefingPalette");
1222 ship_stop_animation();
1223 set_active_ui(&Brief_ui_window);
1224 Current_screen = ON_BRIEFING_SELECT;
1225 brief_restart_text_wipe();
1226 common_flash_button_init();
1227 common_music_init(SCORE_BRIEFING);
1230 help_overlay_set_state(BR_OVERLAY,0);
1232 if ( Brief_inited == TRUE ) {
1233 common_buttons_maybe_reload(&Brief_ui_window); // AL 11-21-97: this is necessary since we may returning from the hotkey
1234 // screen, which can release common button bitmaps.
1235 common_reset_buttons();
1236 nprintf(("Alan","brief_init() returning without doing anything\n"));
1240 if (The_mission.game_type & MISSION_TYPE_TRAINING)
1241 Num_brief_stages = Briefing->num_stages;
1243 Num_brief_stages = Briefing->num_stages + 1;
1245 Current_brief_stage = 0;
1246 Last_brief_stage = 0;
1248 // init the scene-cut data
1249 brief_transition_reset();
1251 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
1252 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]);
1253 hud_anim_load(&Fade_anim);
1256 nprintf(("Alan","Entering brief_init()\n"));
1257 common_select_init();
1259 if(Game_mode & GM_MULTIPLAYER) {
1260 BriefingMaskBitmap = bm_load(Brief_multi_mask_filename[gr_screen.res]);
1262 BriefingMaskBitmap = bm_load(Brief_mask_filename[gr_screen.res]);
1265 if (BriefingMaskBitmap < 0) {
1266 Error(LOCATION,"Could not load in 'brief-m'!");
1269 Briefing_mask_w = -1;
1270 Briefing_mask_h = -1;
1272 // get a pointer to bitmap by using bm_lock()
1273 BriefingMaskPtr = bm_lock(BriefingMaskBitmap, 8, BMP_AABITMAP);
1274 BriefingMaskData = (ubyte*)BriefingMaskPtr->data;
1275 bm_get_info(BriefingMaskBitmap, &Briefing_mask_w, &Briefing_mask_h);
1277 help_overlay_load(BR_OVERLAY);
1279 // Set up the mask regions
1280 // initialize the different regions of the menu that will react when the mouse moves over it
1281 Num_briefing_regions = 0;
1283 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_BRIEFING_REGION, 0);
1284 #ifndef FS1_DEMO // not available in demo
1285 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_SS_REGION, 0);
1286 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_WEAPON_REGION, 0);
1288 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_COMMIT_REGION, 0);
1289 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_HELP_REGION, 0);
1290 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_OPTIONS_REGION, 0);
1292 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_LAST_STAGE_MASK, 0);
1293 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_NEXT_STAGE_MASK, 0);
1294 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_PREV_STAGE_MASK, 0);
1295 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_FIRST_STAGE_MASK, 0);
1296 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_TEXT_SCROLL_UP_MASK, 0);
1297 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_TEXT_SCROLL_DOWN_MASK, 0);
1300 Brief_ui_window.create( 0, 0, gr_screen.max_w, gr_screen.max_h, 0 );
1302 if(Game_mode & GM_MULTIPLAYER){
1303 Brief_ui_window.set_mask_bmap(Brief_mask_multi[gr_screen.res]);
1305 Brief_ui_window.set_mask_bmap(Brief_mask_single[gr_screen.res]);
1308 Brief_ui_window.tooltip_handler = brief_tooltip_handler;
1309 common_buttons_init(&Brief_ui_window);
1310 brief_buttons_init();
1312 // if multiplayer, initialize a few other systems
1313 if(Game_mode & GM_MULTIPLAYER){
1314 // again, should not be necessary, but we'll leave it for now
1317 // force the chatbox to be small
1318 chatbox_force_small();
1321 // set up the screen regions
1322 brief_init_screen(Brief_multiplayer);
1324 // init briefing specific UI
1327 // init the briefing map
1330 // init the briefing voice playback
1332 brief_voice_load_all();
1334 // init objectives display stuff
1335 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]);
1337 // set the camera target
1338 if ( Briefing->num_stages > 0 ) {
1339 brief_set_new_stage(&Briefing->stages[0].camera_pos, &Briefing->stages[0].camera_orient, 0, Current_brief_stage);
1340 brief_reset_icons(Current_brief_stage);
1343 Brief_playing_fade_sound = 0;
1344 Brief_mouse_up_flag = 0;
1345 Closeup_font_height = gr_get_font_height();
1346 Closeup_icon = NULL;
1347 Brief_inited = TRUE;
1350 // -------------------------------------------------------------------------------------
1351 // brief_render_closeup_text()
1354 #define CLOSEUP_TEXT_OFFSET 10
1355 void brief_render_closeup_text()
1359 char line[MAX_ICON_TEXT_LINE_LEN];
1360 int n_lines, i, render_x, render_y;
1361 int n_chars[MAX_ICON_TEXT_LINES];
1362 char *p_str[MAX_ICON_TEXT_LINES];
1364 if ( Closeup_icon == NULL ) {
1371 render_x = Closeup_region[0];
1372 render_y = Closeup_region[1] + CLOSEUP_IMG_H;
1374 gr_set_clip(render_x+CLOSEUP_TEXT_OFFSET, render_y, CLOSEUP_W,CLOSEUP_TEXT_H);
1375 gr_set_color_fast(&Color_white);
1377 // n_lines = split_str(bi->text, CLOSEUP_W - 2*CLOSEUP_TEXT_OFFSET, n_chars, p_str, MAX_ICON_TEXT_LINES);
1378 Assert(n_lines != -1);
1380 for ( i = 0; i < n_lines; i++ ) {
1381 Assert(n_chars[i] < MAX_ICON_TEXT_LINE_LEN);
1382 strncpy(line, p_str[i], n_chars[i]);
1383 line[n_chars[i]] = 0;
1384 gr_printf(0,0+i*Closeup_font_height,line);
1389 // -------------------------------------------------------------------------------------
1390 // brief_render_closeup()
1393 void brief_render_closeup(int ship_class, float frametime)
1395 matrix view_orient = IDENTITY_MATRIX;
1403 if (Closeup_bitmap < 0)
1406 ang = PI2 * frametime/Closeup_one_revolution_time;
1407 if ( ang > MAX_ANG_CHG )
1410 Closeup_angles.h += ang;
1411 if ( Closeup_angles.h > PI2 )
1412 Closeup_angles.h -= PI2;
1413 vm_angles_2_matrix(&temp_matrix, &Closeup_angles );
1414 Closeup_orient = temp_matrix;
1416 w = Closeup_region[gr_screen.res][2];
1417 h = Closeup_region[gr_screen.res][3];
1418 gr_set_clip(Closeup_region[gr_screen.res][0], Closeup_region[gr_screen.res][1], w, h);
1422 g3_set_view_matrix(&Closeup_cam_pos, &view_orient, Closeup_zoom);
1423 model_clear_instance( Closeup_icon->modelnum );
1424 model_set_detail_level(0);
1426 int is_neb = The_mission.flags & MISSION_FLAG_FULLNEB;
1428 // maybe switch off nebula rendering
1430 The_mission.flags &= ~MISSION_FLAG_FULLNEB;
1433 int model_render_flags;
1434 if ( Closeup_icon->type == ICON_JUMP_NODE ) {
1435 model_set_outline_color(HUD_color_red, HUD_color_green, HUD_color_blue);
1436 model_render_flags = MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER | MR_NO_POLYS | MR_SHOW_OUTLINE;
1438 model_render_flags = MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER;
1441 model_render( Closeup_icon->modelnum, &Closeup_orient, &Closeup_pos, model_render_flags );
1444 The_mission.flags |= MISSION_FLAG_FULLNEB;
1449 gr_set_color_fast(&Color_bright_white);
1451 gr_printf(0x8000,2,Closeup_icon->closeup_label);
1452 // brief_render_closeup_text();
1454 Closeup_close_button.enable();
1455 Closeup_close_button.unhide();
1460 // -------------------------------------------------------------------------------------
1463 // frametime is in seconds
1464 void brief_render(float frametime)
1473 if ( Num_brief_stages <= 0 ) {
1474 gr_set_color_fast(&Color_white);
1475 Assert( Game_current_mission_filename != NULL );
1476 gr_printf(0x8000,200,XSTR( "No Briefing exists for mission: %s", 430), Game_current_mission_filename);
1479 gr_get_string_size(&w, &h, The_mission.name);
1480 gr_set_color_fast(&Color_normal);
1481 gr_printf(0x8000, 230, NOX("[filename: %s, last mod: %s]"), Mission_filename, The_mission.modified);
1487 gr_set_bitmap(Brief_grid_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1488 gr_bitmap(Brief_bmap_coords[gr_screen.res][0], Brief_bmap_coords[gr_screen.res][1]);
1490 brief_render_map(Current_brief_stage, frametime);
1492 // draw the frame bitmaps
1493 gr_set_bitmap(Brief_text_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1494 gr_bitmap(Brief_infobox_coords[gr_screen.res][0], Brief_infobox_coords[gr_screen.res][1]);
1495 brief_blit_stage_num(Current_brief_stage, Num_brief_stages);
1497 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);
1499 brief_voice_play(Current_brief_stage);
1502 // maybe output the "more" indicator
1503 if ( (Brief_text_max_lines[gr_screen.res] + Top_brief_text_line + 2) < Num_brief_text_lines[0] ) {
1504 // can be scrolled down
1505 int more_txt_x = Brief_text_coords[gr_screen.res][0] + (Brief_max_line_width[gr_screen.res]/2) - 10;
1506 int more_txt_y = Brief_text_coords[gr_screen.res][1] + Brief_text_coords[gr_screen.res][3] - 2; // located below brief text, centered
1508 gr_get_string_size(&w, &h, XSTR("more", 1469), strlen(XSTR("more", 1469)));
1509 gr_set_color_fast(&Color_black);
1510 gr_rect(more_txt_x-2, more_txt_y, w+3, h);
1511 gr_set_color_fast(&Color_red);
1512 gr_string(more_txt_x, more_txt_y, XSTR("more", 1469)); // base location on the input x and y?
1515 brief_maybe_blit_scene_cut(frametime);
1518 if (MapWin01 != -1) {
1519 gr_set_bitmap(MapWin01, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1523 if (MapWin02 != -1) {
1524 gr_set_bitmap(MapWin02, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1525 gr_bitmap(575, 122);
1528 if (MapWin03 != -1) {
1529 gr_set_bitmap(MapWin03, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1533 if (MapWin04 != -1) {
1534 gr_set_bitmap(MapWin04, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1539 #if !defined(NDEBUG) || defined(INTERPLAYQA)
1540 gr_set_color_fast(&Color_normal);
1541 int title_y_offset = (Game_mode & GM_MULTIPLAYER) ? 20 : 10;
1542 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);
1545 // output mission title
1547 gr_set_color_fast(&Color_bright_white);
1549 gr_set_color_fast(&Color_bright_blue);
1551 if (Game_mode & GM_MULTIPLAYER) {
1553 strncpy(buf, The_mission.name, 256);
1554 gr_force_fit_string(buf, 255, Title_coords_multi[gr_screen.res][2]);
1556 // align from the end of the string instead of the beginning
1557 gr_get_string_size(&w, NULL, buf);
1558 gr_string(Title_coords_multi[gr_screen.res][0] - w, Title_coords_multi[gr_screen.res][1], buf);
1560 gr_string(Title_coords_multi[gr_screen.res][0], Title_coords_multi[gr_screen.res][1], buf);
1563 gr_get_string_size(&w, NULL, The_mission.name);
1564 gr_string(Title_coords[gr_screen.res][0] - w, Title_coords[gr_screen.res][1], The_mission.name);
1567 // maybe do objectives
1568 if (Current_brief_stage == Briefing->num_stages) {
1569 ML_objectives_do_frame(0);
1573 // -------------------------------------------------------------------------------------
1574 // brief_set_closeup_pos()
1577 #define CLOSEUP_OFFSET 20
1578 void brief_set_closeup_pos(brief_icon *bi)
1581 Closeup_x1 = fl2i(320 - Closeup_coords[gr_screen.res][BRIEF_W_COORD]/2.0f + 0.5f);
1584 void brief_get_closeup_ship_modelnum(brief_icon *ci)
1589 // find the model number for the ship to display
1590 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1592 if ( objp == &obj_used_list || objp->type != OBJ_SHIP ) {
1596 sp = &Ships[objp->instance];
1597 if ( sp->ship_info_index == ci->ship_class ) {
1598 ci->ship_class = sp->ship_info_index;
1599 ci->modelnum = sp->modelnum;
1600 ci->radius = objp->radius;
1606 // cut any text off after (and including) '#' char
1607 void brief_truncate_label(char *src)
1609 char *pointer_to_last_char;
1611 pointer_to_last_char = strstr(src, NOX("#"));
1613 if ( pointer_to_last_char ) {
1614 *pointer_to_last_char = 0;
1618 // -------------------------------------------------------------------------------------
1619 // brief_setup_closeup()
1621 // exit: 0 => set-up icon sucessfully
1622 // -1 => could not setup closeup icon
1623 int brief_setup_closeup(brief_icon *bi)
1625 char pof_filename[NAME_LENGTH];
1626 ship_info *sip=NULL;
1630 Closeup_icon->ship_class = bi->ship_class;
1631 Closeup_icon->modelnum = -1;
1633 Closeup_one_revolution_time = ONE_REV_TIME;
1635 switch(Closeup_icon->type) {
1637 Closeup_icon = NULL;
1640 strcpy(pof_filename, NOX("planet.pof"));
1641 strcpy(Closeup_icon->closeup_label, XSTR("planet",-1));
1642 vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -8300.0f);
1643 Closeup_zoom = 0.5f;
1644 Closeup_one_revolution_time = ONE_REV_TIME * 3;
1647 case ICON_ASTEROID_FIELD:
1648 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
1649 strcpy(pof_filename, Asteroid_info[ASTEROID_TYPE_BIG].pof_files[0]);
1650 strcpy(Closeup_icon->closeup_label, XSTR( "asteroid", 431));
1651 (void) vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -334.0f);
1652 Closeup_zoom = 0.5f;
1655 case ICON_JUMP_NODE:
1656 strcpy(pof_filename, NOX("subspacenode.pof"));
1657 strcpy(Closeup_icon->closeup_label, XSTR( "jump node", 432));
1658 (void) vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -2700.0f);
1659 Closeup_zoom = 0.5f;
1660 Closeup_one_revolution_time = ONE_REV_TIME * 3;
1663 case ICON_UNKNOWN_WING:
1664 strcpy(pof_filename, NOX("unknownship.pof"));
1665 strcpy(Closeup_icon->closeup_label, XSTR( "unknown", 433));
1666 (void) vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -22.0f);
1667 Closeup_zoom = 0.5f;
1670 brief_get_closeup_ship_modelnum(Closeup_icon);
1671 Assert( Closeup_icon->ship_class != -1 );
1672 sip = &Ship_info[Closeup_icon->ship_class];
1674 strcpy(Closeup_icon->closeup_label,sip->name);
1676 // cut any text off after (and including) '#' char
1677 brief_truncate_label(Closeup_icon->closeup_label);
1679 if ( sip->flags & (SIF_SMALL_SHIP|SIF_BIG_SHIP|SIF_HUGE_SHIP|SIF_SENTRYGUN) ) {
1680 strcat(Closeup_icon->closeup_label, XSTR( " class", 434));
1685 if ( Closeup_icon->modelnum == -1 ) {
1686 if ( sip == NULL ) {
1687 Closeup_icon->modelnum = model_load(pof_filename, 0, NULL);
1689 Closeup_icon->modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]);
1691 Closeup_icon->radius = model_get_radius(Closeup_icon->modelnum);
1694 vm_set_identity(&Closeup_orient);
1695 (void) vm_vec_make(&tvec, 0.0f, 0.0f, -1.0f);
1696 Closeup_orient.v.fvec = tvec;
1697 vm_vec_zero(&Closeup_pos);
1698 Closeup_angles.p = 0.0f;
1699 Closeup_angles.b = 0.0f;
1700 Closeup_angles.h = PI;
1702 brief_set_closeup_pos(bi);
1705 Closeup_cam_pos = sip->closeup_pos;
1706 Closeup_zoom = sip->closeup_zoom;
1712 // -------------------------------------------------------------------------------------
1713 // brief_update_closeup_icon()
1715 // input: mode => how to update the closeup view
1718 void brief_update_closeup_icon(int mode)
1722 int i, closeup_index;
1726 // mode 0 means disable the closeup icon
1727 if ( Closeup_icon != NULL ) {
1728 brief_turn_off_closeup_icon();
1733 if ( Closeup_icon == NULL )
1736 bs = &Briefing->stages[Current_brief_stage];
1739 // see if any icons are being highlighted this stage
1740 for ( i = 0; i < bs->num_icons; i++ ) {
1742 if ( bi->flags & BI_HIGHLIGHT ) {
1748 if ( closeup_index != -1 ) {
1749 bi = &bs->icons[closeup_index];
1750 brief_setup_closeup(bi);
1753 Closeup_icon = NULL;
1758 // -------------------------------------------------------------------------------------
1759 // brief_check_for_anim()
1762 void brief_check_for_anim()
1764 int mx, my, i, iw, ih, x, y;
1766 brief_icon *bi = NULL;
1768 bs = &Briefing->stages[Current_brief_stage];
1769 mouse_get_pos( &mx, &my );
1771 // if mouse click is over the VCR controls, don't launch an icon
1772 // FIXME - should prolly push these into defines instead of hardcoding this
1773 // if ( mx >= 0 && mx <= 115 && my >= 136 && my <= 148 ) {
1777 // same as above but without the hardcoded values, which were wrong anyway. don't know
1778 // how this will work longterm but will hopefully keep things working well - taylor
1779 for (i = 0; i <= BRIEF_BUTTON_FIRST_STAGE; i++) {
1780 Brief_buttons[gr_screen.res][i].button.get_dimensions(&x, &y, &iw, &ih);
1782 if (mx >= x && mx <= (x+iw) && my >= y && my <= (y+ih)) {
1787 // if mouse coords are outside the briefing screen, then go away
1788 my -= bscreen.map_y1;
1789 mx -= bscreen.map_x1;
1790 if ( my < 0 || mx < 0 || mx > (bscreen.map_x2-bscreen.map_x1+1) || my > (bscreen.map_y2-bscreen.map_y1+1) )
1793 for ( i = 0; i < bs->num_icons; i++ ) {
1795 brief_common_get_icon_dimensions(&iw, &ih, bi->type, bi->ship_class);
1796 if ( mx < bi->x ) continue;
1797 if ( mx > (bi->x + iw) ) continue;
1798 if ( my < bi->y ) continue;
1799 if ( my > (bi->y + ih) ) continue;
1800 // if we've got here, must be a hit
1804 if ( i == bs->num_icons ) {
1805 brief_turn_off_closeup_icon();
1809 if ( brief_setup_closeup(bi) == 0 ) {
1810 gamesnd_play_iface(SND_BRIEF_ICON_SELECT);
1812 gamesnd_play_iface(SND_GENERAL_FAIL);
1816 // maybe flash a button if player hasn't done anything for a while
1817 void brief_maybe_flash_button()
1821 if ( Num_brief_stages <= 0 )
1824 if ( Closeup_icon != NULL ) {
1825 common_flash_button_init();
1829 if ( common_flash_bright() ) {
1830 if ( Current_brief_stage == (Num_brief_stages-1) ) {
1832 // AL 4-4-98: Don't flash ship selection button on briefing in demo build
1833 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1836 // AL 30-3-98: Don't flash ship selection button if in a training mission,
1837 if ( brief_only_allow_briefing() ) {
1841 b = &Common_buttons[Current_screen-1][gr_screen.res][1].button; // ship select button
1844 b = &Brief_buttons[gr_screen.res][1].button; // next stage button
1847 if ( b->button_hilighted() ) {
1848 common_flash_button_init();
1855 // -------------------------------------------------------------------------------------
1858 // frametime is in seconds
1860 void brief_do_frame(float frametime)
1862 int k, brief_choice;
1864 if ( red_alert_mission() ) {
1869 if ( !Brief_inited ){
1873 int snazzy_action = -1;
1874 brief_choice = snazzy_menu_do(BriefingMaskData, Briefing_mask_w, Briefing_mask_h, Num_briefing_regions, Briefing_select_region, &snazzy_action, 0);
1876 k = common_select_do(frametime);
1878 if ( Closeup_icon ) {
1879 Brief_mouse_up_flag = 0;
1882 if ( help_overlay_active(BR_OVERLAY) ) {
1883 common_flash_button_init();
1884 brief_turn_off_closeup_icon();
1887 // Check common keypresses
1888 common_check_keys(k);
1894 if ( Briefing->num_stages > 0 ) {
1896 // check for special keys
1900 case KEY_CTRLED | KEY_PAGEUP: {
1901 if (Closeup_icon->ship_class) {
1902 Closeup_icon->ship_class--;
1904 ship_info *sip = &Ship_info[Closeup_icon->ship_class];
1905 if (sip->modelnum < 0)
1906 sip->modelnum = model_load(sip->pof_file, 0, NULL);
1908 mprintf(("Shiptype = %d (%s)\n", Closeup_icon->ship_class, sip->name));
1909 mprintf(("Modelnum = %d (%s)\n", sip->modelnum, sip->pof_file));
1910 brief_setup_closeup(Closeup_icon);
1916 case KEY_CTRLED | KEY_PAGEDOWN: {
1917 if (Closeup_icon->ship_class < Num_ship_types - 1) {
1918 Closeup_icon->ship_class++;
1920 ship_info *sip = &Ship_info[Closeup_icon->ship_class];
1921 if (sip->modelnum < 0)
1922 sip->modelnum = model_load(sip->pof_file, 0, NULL);
1924 mprintf(("Shiptype = %d (%s)\n", Closeup_icon->ship_class, sip->name));
1925 mprintf(("Modelnum = %d (%s)\n", sip->modelnum, sip->pof_file));
1926 brief_setup_closeup(Closeup_icon);
1933 Closeup_cam_pos.xyz.z += 1;
1937 case KEY_A + KEY_SHIFTED:
1938 Closeup_cam_pos.xyz.z += 10;
1943 Closeup_cam_pos.xyz.z -= 1;
1947 case KEY_Z + KEY_SHIFTED:
1948 Closeup_cam_pos.xyz.z -= 10;
1953 Closeup_cam_pos.xyz.y += 1;
1957 case KEY_Y + KEY_SHIFTED:
1958 Closeup_cam_pos.xyz.y += 10;
1963 Closeup_cam_pos.xyz.y -= 1;
1967 case KEY_H + KEY_SHIFTED:
1968 Closeup_cam_pos.xyz.y -= 10;
1973 Closeup_zoom -= 0.1f;
1974 if ( Closeup_zoom < 0.1 )
1975 Closeup_zoom = 0.1f;
1979 case KEY_COMMA+KEY_SHIFTED:
1980 Closeup_zoom -= 0.5f;
1981 if ( Closeup_zoom < 0.1 )
1982 Closeup_zoom = 0.1f;
1987 Closeup_zoom += 0.1f;
1991 case KEY_PERIOD+KEY_SHIFTED:
1992 Closeup_zoom += 0.5f;
1996 case 1000: // need this to avoid warning about no case
2006 nprintf(("General","Camera pos: %.2f, %.2f %.2f // ", Closeup_cam_pos.xyz.x, Closeup_cam_pos.xyz.y, Closeup_cam_pos.xyz.z));
2007 nprintf(("General","Camera zoom: %.2f\n", Closeup_zoom));
2011 if ( brief_choice > -1 && snazzy_action == SNAZZY_OVER ) {
2012 Brief_mouse_up_flag = 0;
2017 common_check_buttons();
2018 // if ( Briefing->num_stages > 0 )
2019 brief_check_buttons();
2021 if ( brief_choice != -1 ) {
2022 Brief_mouse_up_flag = 0;
2027 common_render(frametime);
2029 if ( Current_brief_stage < (Num_brief_stages-1) ) {
2030 if ( !help_overlay_active(BR_OVERLAY) && brief_time_to_advance(Current_brief_stage, frametime) ) {
2031 brief_do_next_pressed(0);
2032 common_flash_button_init();
2033 Brief_last_auto_advance = timer_get_milliseconds();
2037 if ( !Background_playing ) {
2039 int check_jump_flag = 1;
2040 if ( Current_brief_stage != Last_brief_stage ) {
2042 // Check if we have a quick transition pending
2043 if ( Quick_transition_stage != -1 ) {
2044 Quick_transition_stage = -1;
2045 brief_reset_last_new_stage();
2047 check_jump_flag = 0;
2050 if ( check_jump_flag ) {
2051 if ( abs(Current_brief_stage - Last_brief_stage) > 1 ) {
2052 Quick_transition_stage = Current_brief_stage;
2053 Current_brief_stage = Last_brief_stage;
2054 Assert(Current_brief_stage >= 0);
2055 Start_fade_up_anim = 1;
2056 goto Transition_done;
2061 if ( Current_brief_stage > Last_brief_stage ) {
2062 if ( Briefing->stages[Last_brief_stage].flags & BS_FORWARD_CUT ) {
2063 Quick_transition_stage = Current_brief_stage;
2064 Current_brief_stage = Last_brief_stage;
2065 Assert(Current_brief_stage >= 0);
2066 Start_fade_up_anim = 1;
2067 goto Transition_done;
2069 time = Briefing->stages[Current_brief_stage].camera_time;
2073 if ( Briefing->stages[Last_brief_stage].flags & BS_BACKWARD_CUT ) {
2074 Quick_transition_stage = Current_brief_stage;
2075 Current_brief_stage = Last_brief_stage;
2076 Assert(Current_brief_stage >= 0);
2077 Start_fade_up_anim = 1;
2078 goto Transition_done;
2080 time = Briefing->stages[Last_brief_stage].camera_time;
2085 brief_voice_stop(Last_brief_stage);
2087 if ( Current_brief_stage < 0 ) {
2089 Current_brief_stage=0;
2092 // set the camera target
2093 brief_set_new_stage(&Briefing->stages[Current_brief_stage].camera_pos,
2094 &Briefing->stages[Current_brief_stage].camera_orient,
2095 time, Current_brief_stage);
2097 Brief_playing_fade_sound = 0;
2098 Last_brief_stage = Current_brief_stage;
2099 brief_reset_icons(Current_brief_stage);
2100 brief_update_closeup_icon(0);
2105 if ( Brief_mouse_up_flag && !Closeup_icon) {
2106 brief_check_for_anim();
2109 brief_render(frametime);
2110 brief_camera_move(frametime, Current_brief_stage);
2112 if (Closeup_icon && (Closeup_bitmap >= 0)) {
2113 // blit closeup background
2114 gr_set_bitmap(Closeup_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2115 gr_bitmap(Closeup_coords[gr_screen.res][BRIEF_X_COORD], Closeup_coords[gr_screen.res][BRIEF_Y_COORD]);
2118 Brief_ui_window.draw();
2119 brief_redraw_pressed_buttons();
2120 common_render_selected_screen_button();
2123 brief_render_closeup(Closeup_icon->ship_class, frametime);
2126 // render some extra stuff in multiplayer
2127 if (Game_mode & GM_MULTIPLAYER) {
2128 // should render this last so that it overlaps all controls
2131 // render the status indicator for the voice system
2132 multi_common_voice_display_status();
2134 // blit the "ships/players" locked button
2135 // multi_ts_blit_locked_button();
2137 // maybe blit the multiplayer "locked" button
2138 // if its locked, everyone blits it as such
2139 if(multi_ts_is_locked()){
2140 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw_forced(2);
2142 // anyone who can't hit the button sees it off, otherwise
2144 if( ((Netgame.type_flags & NG_TYPE_TEAM) && !(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)) ||
2145 ((Netgame.type_flags & NG_TYPE_TEAM) && !(Net_player->flags & NETINFO_FLAG_GAME_HOST)) ){
2146 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw_forced(0);
2148 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw();
2154 // maybe flash a button if player hasn't done anything for a while
2155 brief_maybe_flash_button();
2157 // blit help overlay if active
2158 help_overlay_maybe_blit(BR_OVERLAY);
2162 // If the commit button was pressed, do the commit button actions. Done at the end of the
2163 // loop so there isn't a skip in the animation (since ship_create() can take a long time if
2164 // the ship model is not in memory
2165 if (Commit_pressed) {
2166 if (Game_mode & GM_MULTIPLAYER) {
2167 multi_ts_commit_pressed();
2176 // --------------------------------------------------------------------------------------
2177 // brief_unload_bitmaps()
2180 void brief_unload_bitmaps()
2182 if ( BriefingMaskBitmap != -1 ) {
2183 bm_unload(BriefingMaskBitmap);
2184 BriefingMaskBitmap = -1;
2187 if ( Brief_text_bitmap != -1 ) {
2188 bm_unload(Brief_text_bitmap);
2189 Brief_text_bitmap = -1;
2192 if(Brief_grid_bitmap != -1){
2193 bm_unload(Brief_grid_bitmap);
2194 Brief_grid_bitmap = -1;
2197 if ( Brief_multitext_bitmap != -1 ) {
2198 bm_unload(Brief_multitext_bitmap);
2199 Brief_multitext_bitmap = -1;
2202 if ( Brief_background_bitmap != -1 ) {
2203 bm_unload(Brief_background_bitmap);
2204 Brief_background_bitmap = -1;
2208 if (MapWin01 != -1){
2209 bm_unload(MapWin01);
2213 if (MapWin02 != -1){
2214 bm_unload(MapWin02);
2218 if (MapWin03 != -1){
2219 bm_unload(MapWin03);
2223 if (MapWin04 != -1){
2224 bm_unload(MapWin04);
2229 help_overlay_unload(BR_OVERLAY);
2232 // ------------------------------------------------------------------------------------
2238 if ( Brief_inited == FALSE ) {
2239 nprintf(("Warning","brief_close() returning without doing anything\n"));
2243 nprintf(("Alan", "Entering brief_close()\n"));
2245 ML_objectives_close();
2247 // unload the audio streams used for voice playback
2248 brief_voice_unload_all();
2250 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2251 hud_anim_release(&Fade_anim);
2254 // done mask bitmap, so unlock it
2255 bm_unlock(BriefingMaskBitmap);
2257 Brief_ui_window.destroy();
2261 common_free_interface_palette();
2264 // unload the bitmaps
2265 brief_unload_bitmaps();
2267 brief_common_close();
2269 Brief_inited = FALSE;
2272 void briefing_stop_music()
2274 if ( Briefing_music_handle != -1 ) {
2275 audiostream_close_file(Briefing_music_handle);
2276 Briefing_music_handle = -1;
2280 void briefing_load_music(char* fname)
2282 if ( Cmdline_freespace_no_music ) {
2286 if ( Briefing_music_handle != -1 )
2290 Briefing_music_handle = audiostream_open( fname, ASF_EVENTMUSIC );
2293 void briefing_start_music()
2295 if ( Briefing_music_handle != -1 ) {
2296 if ( !audiostream_is_playing(Briefing_music_handle) )
2297 audiostream_play(Briefing_music_handle, Master_event_music_volume);
2300 nprintf(("Warning", "No music file exists to play music at this briefing!\n"));
2304 void brief_stop_voices()
2306 brief_voice_stop(Current_brief_stage);
2309 void brief_maybe_blit_scene_cut(float frametime)
2311 if ( Start_fade_up_anim ) {
2313 #if defined(FS2_DEMO) || defined(FS1_DEMO)
2314 Fade_anim.time_elapsed = 0.0f;
2315 Start_fade_up_anim = 0;
2316 Start_fade_down_anim = 1;
2317 Current_brief_stage = Quick_transition_stage;
2319 if ( Current_brief_stage < 0 ) {
2320 brief_transition_reset();
2321 Current_brief_stage = Last_brief_stage;
2323 goto Fade_down_anim_start;
2327 Fade_anim.time_elapsed += frametime;
2329 if ( !Brief_playing_fade_sound ) {
2330 gamesnd_play_iface(SND_BRIEFING_STATIC);
2331 Brief_playing_fade_sound = 1;
2334 if ( Fade_anim.time_elapsed > Fade_anim.total_time ) {
2335 Fade_anim.time_elapsed = 0.0f;
2336 Start_fade_up_anim = 0;
2337 Start_fade_down_anim = 1;
2338 Current_brief_stage = Quick_transition_stage;
2340 if ( Current_brief_stage < 0 ) {
2341 brief_transition_reset();
2342 Current_brief_stage = Last_brief_stage;
2345 Assert(Current_brief_stage >= 0);
2346 goto Fade_down_anim_start;
2349 // draw the correct frame of animation
2350 framenum = fl2i( (Fade_anim.time_elapsed * Fade_anim.num_frames) / Fade_anim.total_time );
2353 if ( framenum >= Fade_anim.num_frames )
2354 framenum = Fade_anim.num_frames-1;
2356 // Blit the bitmap for this frame
2357 gr_set_bitmap(Fade_anim.first_frame + framenum, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2358 gr_bitmap(Fade_anim.sx, Fade_anim.sy);
2363 Fade_down_anim_start:
2364 if ( Start_fade_down_anim ) {
2366 #if defined(FS2_DEMO) || defined(FS1_DEMO)
2367 Fade_anim.time_elapsed = 0.0f;
2368 Start_fade_up_anim = 0;
2369 Start_fade_down_anim = 0;
2375 Fade_anim.time_elapsed += frametime;
2377 if ( Fade_anim.time_elapsed > Fade_anim.total_time ) {
2378 Fade_anim.time_elapsed = 0.0f;
2379 Start_fade_up_anim = 0;
2380 Start_fade_down_anim = 0;
2384 // draw the correct frame of animation
2385 framenum = fl2i( (Fade_anim.time_elapsed * Fade_anim.num_frames) / Fade_anim.total_time );
2388 if ( framenum >= Fade_anim.num_frames )
2389 framenum = Fade_anim.num_frames-1;
2391 // Blit the bitmap for this frame
2392 gr_set_bitmap(Fade_anim.first_frame + (Fade_anim.num_frames-1) - framenum, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2393 gr_bitmap(Fade_anim.sx, Fade_anim.sy);
2399 void brief_transition_reset()
2401 Quick_transition_stage = -1;
2402 Start_fade_up_anim = 0;
2403 Start_fade_down_anim = 0;
2404 Fade_anim.time_elapsed = 0.0f;
2407 // return 1 if this mission only allow players to use the briefing (and not ship or
2408 // weapon loadout). Otherwise return 0.
2409 int brief_only_allow_briefing()
2411 if ( The_mission.game_type & MISSION_TYPE_TRAINING ) {
2415 if ( The_mission.scramble || The_mission.red_alert) {