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/MissionPause.cpp $
17 * Revision 1.4 2003/05/25 02:30:43 taylor
20 * Revision 1.3 2002/06/09 04:41:23 relnev
21 * added copyright header
23 * Revision 1.2 2002/05/07 03:16:46 theoddone33
24 * The Great Newline Fix
26 * Revision 1.1.1.1 2002/05/03 03:28:10 root
30 * 7 7/29/99 10:48p Dave
31 * Multiplayer pause screen.
33 * 6 6/29/99 7:39p Dave
34 * Lots of small bug fixes.
36 * 5 6/09/99 2:17p Dave
37 * Fixed up pleasewait bitmap rendering.
43 #include "missionpause.h"
45 #include "multi_pause.h"
51 #include "gamesequence.h"
52 #include "freespace.h"
56 #include "alphacolors.h"
59 // ----------------------------------------------------------------------------------------------------------------
64 char *Pause_bmp_name[GR_NUM_RESOLUTIONS] = {
73 // pause bitmap display stuff
74 int Please_wait_coords[GR_NUM_RESOLUTIONS][4] = {
87 char *Pause_multi_fname[GR_NUM_RESOLUTIONS] = {
91 char *Pause_multi_mask[GR_NUM_RESOLUTIONS] = {
96 // pause window objects
98 UI_CHECKBOX Pause_single_step;
99 UI_CHECKBOX Pause_physics;
100 UI_CHECKBOX Pause_ai;
101 UI_CHECKBOX Pause_ai_render;
102 UI_CHECKBOX Pause_firing;
103 UI_CHECKBOX Pause_external_view_mode_check;
104 UI_BUTTON Pause_continue;
106 // if we're already paused
109 // background screen (for the chatbox)
110 int Pause_background_bitmap = -1;
112 // saved background screen
113 int Pause_saved_screen = -1;
115 // if we're in external vie wmode
116 int Pause_external_view_mode = 0;
119 extern int Player_attacking_enabled;
120 extern int Ai_render_debug_flag;
121 extern int Ai_firing_enabled;
122 extern int physics_paused;
123 extern int ai_paused;
124 extern int last_single_step;
125 extern int game_single_step;
127 // ----------------------------------------------------------------------------------------------------------------
131 // initialize the pause screen
132 void pause_init(int multi)
134 // if we're already paused. do nothing
139 // pause all beam weapon sounds
142 if(!(Game_mode & GM_STANDALONE_SERVER)){
143 Pause_saved_screen = gr_save_screen();
145 // pause all game music
146 audiostream_pause_all();
148 //JAS: REMOVED CALL TO SET INTERFACE PALETTE TO GET RID OF SCREEN CLEAR WHEN PAUSING
149 //common_set_interface_palette(); // set the interface palette
150 Pause_win.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
153 Pause_win.set_mask_bmap(Pause_multi_mask[gr_screen.res]);
154 Pause_background_bitmap = bm_load(Pause_multi_fname[gr_screen.res]);
156 multi_pause_init(&Pause_win);
158 Pause_background_bitmap = bm_load(Pause_bmp_name[gr_screen.res]);
161 multi_pause_init(NULL);
167 // pause do frame - will handle running multiplayer operations if necessary
168 void pause_do(int multi)
172 char *pause_str = XSTR(" ", -1);
174 char *pause_str = XSTR("Paused", 767);
178 if(Game_mode & GM_STANDALONE_SERVER){
181 // RENDER A GAME FRAME HERE AS THE BACKGROUND
182 gr_restore_screen(Pause_saved_screen);
183 if (Pause_background_bitmap >= 0) {
184 gr_set_bitmap(Pause_background_bitmap);
189 gr_bitmap(Please_wait_coords[gr_screen.res][0], Please_wait_coords[gr_screen.res][1]);
191 // draw "Paused" on it
192 gr_set_color_fast(&Color_normal);
194 gr_get_string_size(&str_w, &str_h, pause_str);
195 gr_string((gr_screen.max_w - str_w) / 2, (gr_screen.max_h - str_h) / 2, pause_str);
200 // the multi paused screen will do its own window processing
204 // otherwise process the ui window here
206 k = Pause_win.process() & ~KEY_DEBUGGED;
210 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
215 // draw the background window
218 // a very unique case where we shouldn't be doing the page flip because we're inside of popup code
222 // this should only be happening in a very unique multiplayer case
223 Assert(Game_mode & GM_MULTIPLAYER);
228 // close the pause screen
229 void pause_close(int multi)
231 // if we're not paused - do nothing
236 // unpause all beam weapon sounds
237 beam_unpause_sounds();
240 if(Game_mode & GM_STANDALONE_SERVER){
243 gr_free_screen(Pause_saved_screen);
245 if (Pause_background_bitmap){
246 bm_unload(Pause_background_bitmap);
255 // unpause all the music
256 audiostream_unpause_all();
263 void pause_debug_init()
265 Pause_win.create( 100,100,400,300, WIN_DIALOG );
267 Pause_physics.create( &Pause_win, NOX("Physics Pause <P>"), 200, 150, physics_paused );
268 Pause_ai.create( &Pause_win, NOX("AI Pause <A>"), 200, 175, ai_paused );
270 Pause_ai_render.create( &Pause_win, NOX("AI Render Stuff <R>"), 200, 200, Ai_render_debug_flag);
272 Pause_firing.create( &Pause_win, NOX("AI firing <F>"), 200, 225, Ai_firing_enabled);
273 Pause_external_view_mode_check.create( &Pause_win, NOX("External View <E>"), 200, 250, Pause_external_view_mode);
274 Pause_single_step.create( &Pause_win, NOX("Single Step <S>"), 200, 290, game_single_step );
275 Pause_continue.create( &Pause_win, NOX("Leave Pause"), 200, 350, 200, 40 );
277 Pause_single_step.set_hotkey( KEY_S );
278 Pause_physics.set_hotkey( KEY_P );
279 Pause_ai.set_hotkey( KEY_A );
280 Pause_ai_render.set_hotkey( KEY_R );
281 Pause_firing.set_hotkey( KEY_F );
282 Pause_external_view_mode_check.set_hotkey( KEY_E );
283 Pause_continue.set_hotkey( KEY_ESC );
285 Pause_continue.set_focus();
288 // debug pause do frame
289 void pause_debug_do()
293 key = Pause_win.process();
294 if ( Pause_single_step.changed()) {
295 game_single_step = Pause_single_step.checked();
298 if ( Pause_physics.changed()) {
299 physics_paused = Pause_physics.checked();
302 if ( Pause_ai.changed()) {
303 ai_paused = Pause_ai.checked();
305 obj_init_all_ships_physics();
309 if ( Pause_ai_render.changed()) {
310 Ai_render_debug_flag = Pause_ai_render.checked();
313 if ( Pause_firing.changed()) {
314 Ai_firing_enabled = Pause_firing.checked();
317 if ( Pause_external_view_mode_check.changed()) {
318 Pause_external_view_mode = Pause_external_view_mode_check.checked();
319 if (Pause_external_view_mode){
320 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "External view of player ship.", 182));
322 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "View from inside player ship.", 183));
326 if ( Pause_continue.pressed() || (key == KEY_PAUSE) ) { // Changed, MK, 11/9/97, only Pause break pause.
327 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
337 void pause_debug_close()
339 last_single_step = 0; // Make so single step waits a frame before stepping