2 * $Logfile: /Freespace2/code/MissionUI/MissionPause.cpp $
9 * Revision 1.2 2002/05/07 03:16:46 theoddone33
10 * The Great Newline Fix
12 * Revision 1.1.1.1 2002/05/03 03:28:10 root
16 * 7 7/29/99 10:48p Dave
17 * Multiplayer pause screen.
19 * 6 6/29/99 7:39p Dave
20 * Lots of small bug fixes.
22 * 5 6/09/99 2:17p Dave
23 * Fixed up pleasewait bitmap rendering.
29 #include "missionpause.h"
31 #include "multi_pause.h"
37 #include "gamesequence.h"
38 #include "freespace.h"
42 #include "alphacolors.h"
45 // ----------------------------------------------------------------------------------------------------------------
50 char *Pause_bmp_name[GR_NUM_RESOLUTIONS] = {
55 // pause bitmap display stuff
56 int Please_wait_coords[GR_NUM_RESOLUTIONS][4] = {
65 char *Pause_multi_fname[GR_NUM_RESOLUTIONS] = {
69 char *Pause_multi_mask[GR_NUM_RESOLUTIONS] = {
74 // pause window objects
76 UI_CHECKBOX Pause_single_step;
77 UI_CHECKBOX Pause_physics;
79 UI_CHECKBOX Pause_ai_render;
80 UI_CHECKBOX Pause_firing;
81 UI_CHECKBOX Pause_external_view_mode_check;
82 UI_BUTTON Pause_continue;
84 // if we're already paused
87 // background screen (for the chatbox)
88 int Pause_background_bitmap = -1;
90 // saved background screen
91 int Pause_saved_screen = -1;
93 // if we're in external vie wmode
94 int Pause_external_view_mode = 0;
97 extern int Player_attacking_enabled;
98 extern int Ai_render_debug_flag;
99 extern int Ai_firing_enabled;
100 extern int physics_paused;
101 extern int ai_paused;
102 extern int last_single_step;
103 extern int game_single_step;
105 // ----------------------------------------------------------------------------------------------------------------
109 // initialize the pause screen
110 void pause_init(int multi)
112 // if we're already paused. do nothing
117 // pause all beam weapon sounds
120 if(!(Game_mode & GM_STANDALONE_SERVER)){
121 Pause_saved_screen = gr_save_screen();
123 // pause all game music
124 audiostream_pause_all();
126 //JAS: REMOVED CALL TO SET INTERFACE PALETTE TO GET RID OF SCREEN CLEAR WHEN PAUSING
127 //common_set_interface_palette(); // set the interface palette
128 Pause_win.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
131 Pause_win.set_mask_bmap(Pause_multi_mask[gr_screen.res]);
132 Pause_background_bitmap = bm_load(Pause_multi_fname[gr_screen.res]);
134 multi_pause_init(&Pause_win);
136 Pause_background_bitmap = bm_load(Pause_bmp_name[gr_screen.res]);
139 multi_pause_init(NULL);
145 // pause do frame - will handle running multiplayer operations if necessary
146 void pause_do(int multi)
149 char *pause_str = XSTR("Paused", 767);
152 if(Game_mode & GM_STANDALONE_SERVER){
155 // RENDER A GAME FRAME HERE AS THE BACKGROUND
156 gr_restore_screen(Pause_saved_screen);
157 if (Pause_background_bitmap >= 0) {
158 gr_set_bitmap(Pause_background_bitmap);
163 gr_bitmap(Please_wait_coords[gr_screen.res][0], Please_wait_coords[gr_screen.res][1]);
165 // draw "Paused" on it
166 gr_set_color_fast(&Color_normal);
168 gr_get_string_size(&str_w, &str_h, pause_str);
169 gr_string((gr_screen.max_w - str_w) / 2, (gr_screen.max_h - str_h) / 2, pause_str);
174 // the multi paused screen will do its own window processing
178 // otherwise process the ui window here
180 k = Pause_win.process() & ~KEY_DEBUGGED;
184 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
189 // draw the background window
192 // a very unique case where we shouldn't be doing the page flip because we're inside of popup code
196 // this should only be happening in a very unique multiplayer case
197 Assert(Game_mode & GM_MULTIPLAYER);
202 // close the pause screen
203 void pause_close(int multi)
205 // if we're not paused - do nothing
210 // unpause all beam weapon sounds
211 beam_unpause_sounds();
214 if(Game_mode & GM_STANDALONE_SERVER){
217 gr_free_screen(Pause_saved_screen);
219 if (Pause_background_bitmap){
220 bm_unload(Pause_background_bitmap);
229 // unpause all the music
230 audiostream_unpause_all();
237 void pause_debug_init()
239 Pause_win.create( 100,100,400,300, WIN_DIALOG );
241 Pause_physics.create( &Pause_win, NOX("Physics Pause <P>"), 200, 150, physics_paused );
242 Pause_ai.create( &Pause_win, NOX("AI Pause <A>"), 200, 175, ai_paused );
244 Pause_ai_render.create( &Pause_win, NOX("AI Render Stuff <R>"), 200, 200, Ai_render_debug_flag);
246 Pause_firing.create( &Pause_win, NOX("AI firing <F>"), 200, 225, Ai_firing_enabled);
247 Pause_external_view_mode_check.create( &Pause_win, NOX("External View <E>"), 200, 250, Pause_external_view_mode);
248 Pause_single_step.create( &Pause_win, NOX("Single Step <S>"), 200, 290, game_single_step );
249 Pause_continue.create( &Pause_win, NOX("Leave Pause"), 200, 350, 200, 40 );
251 Pause_single_step.set_hotkey( KEY_S );
252 Pause_physics.set_hotkey( KEY_P );
253 Pause_ai.set_hotkey( KEY_A );
254 Pause_ai_render.set_hotkey( KEY_R );
255 Pause_firing.set_hotkey( KEY_F );
256 Pause_external_view_mode_check.set_hotkey( KEY_E );
257 Pause_continue.set_hotkey( KEY_ESC );
259 Pause_continue.set_focus();
262 // debug pause do frame
263 void pause_debug_do()
267 key = Pause_win.process();
268 if ( Pause_single_step.changed()) {
269 game_single_step = Pause_single_step.checked();
272 if ( Pause_physics.changed()) {
273 physics_paused = Pause_physics.checked();
276 if ( Pause_ai.changed()) {
277 ai_paused = Pause_ai.checked();
279 obj_init_all_ships_physics();
283 if ( Pause_ai_render.changed()) {
284 Ai_render_debug_flag = Pause_ai_render.checked();
287 if ( Pause_firing.changed()) {
288 Ai_firing_enabled = Pause_firing.checked();
291 if ( Pause_external_view_mode_check.changed()) {
292 Pause_external_view_mode = Pause_external_view_mode_check.checked();
293 if (Pause_external_view_mode){
294 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "External view of player ship.", 182));
296 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "View from inside player ship.", 183));
300 if ( Pause_continue.pressed() || (key == KEY_PAUSE) ) { // Changed, MK, 11/9/97, only Pause break pause.
301 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
311 void pause_debug_close()
313 last_single_step = 0; // Make so single step waits a frame before stepping