2 * $Logfile: /Freespace2/code/MenuUI/Credits.cpp $
7 * C source file for displaying game credits
10 * Revision 1.1 2002/05/03 03:28:09 root
14 * 20 9/14/99 5:14a Dave
15 * Fixed credits drawing in Glide.
17 * 19 9/13/99 1:53p Dave
18 * Fixed completely brain dead code in credits_init().
20 * 18 9/09/99 10:55a Jefff
22 * 17 9/03/99 11:45a Jefff
24 * 16 9/01/99 5:28p Jefff
25 * hi res art shows up now
27 * 15 9/01/99 4:20p Jefff
30 * 14 9/01/99 12:19p Jefff
31 * text splitting for long lines
33 * 13 7/19/99 2:13p Dave
34 * Added some new strings for Heiko.
36 * 12 2/03/99 6:06p Dave
37 * Groundwork for FS2 PXO usertracker support. Gametracker support next.
39 * 11 2/03/99 11:44a Dave
40 * Fixed d3d transparent textures.
42 * 10 2/01/99 5:55p Dave
43 * Removed the idea of explicit bitmaps for buttons. Fixed text
44 * highlighting for disabled gadgets.
46 * 9 1/30/99 9:01p Dave
49 * 8 1/30/99 5:08p Dave
50 * More new hi-res stuff.Support for nice D3D textures.
52 * 7 1/29/99 12:47a Dave
53 * Put in sounds for beam weapon. A bunch of interface screens (tech
56 * 6 1/28/99 1:46a Dave
57 * Updated coords and bitmaps.
59 * 5 1/14/99 5:15p Neilk
60 * changed credits, command debrief interfaces to high resolution support
62 * 4 11/20/98 4:08p Dave
63 * Fixed flak effect in multiplayer.
65 * 3 10/13/98 9:28a Dave
66 * Started neatening up freespace.h. Many variables renamed and
67 * reorganized. Added AlphaColors.[h,cpp]
69 * 2 10/07/98 10:53a Dave
72 * 1 10/07/98 10:49a Dave
74 * 18 6/19/98 3:51p Lawrance
75 * deal with foreign chars in the credits
77 * 17 6/01/98 11:43a John
78 * JAS & MK: Classified all strings for localization.
80 * 16 5/24/98 9:01p Lawrance
81 * Add commit sounds when accept is pressed
83 * 15 5/20/98 1:04p Hoffoss
84 * Made credits screen use new artwork and removed rating field usage from
85 * Fred (a goal struct member).
87 * 14 5/12/98 4:17p Hoffoss
88 * Make ctrl-arrows (up/down) switch between tech room screens.
90 * 13 5/12/98 11:21a Hoffoss
91 * Disabled cutscene screen and simulator room.
93 * 12 5/11/98 8:04p Hoffoss
96 * 11 4/22/98 3:35p John
97 * String externalization marking
99 * 10 4/22/98 10:46a Hoffoss
100 * Added images to credits screen.
102 * 9 4/21/98 7:07p Hoffoss
103 * Fixed problem where when switching screens flashes old tab hilight once
104 * before switching to new state.
106 * 8 4/17/98 3:28p Hoffoss
107 * Added new credits screen code.
109 * 7 3/05/98 11:15p Hoffoss
110 * Changed non-game key checking to use game_check_key() instead of
113 * 6 2/22/98 12:19p John
114 * Externalized some strings
116 * 5 1/05/98 2:30p John
117 * made credits.tbl display
119 * 4 9/19/97 5:14p Lawrance
120 * use new naming convention for spooled music
122 * 3 8/31/97 6:38p Lawrance
123 * pass in frametime to do_frame loop
125 * 2 4/22/97 11:06a Lawrance
126 * credits music playing, credits screen is a separate state
133 #include "gamesequence.h"
140 #include "audiostr.h"
141 #include "eventmusic.h" /* for Master_event_music_volume */
144 #include "missionscreencommon.h"
146 #include "freespace.h"
147 #include "alphacolors.h"
148 #include "localize.h"
150 #define CREDITS_MUSIC_DELAY 2000
151 #define CREDITS_SCROLL_RATE 15.0f
152 #define CREDITS_ARTWORK_DISPLAY_TIME 9.0f
153 #define CREDITS_ARTWORK_FADE_TIME 1.0f
155 #define NUM_BUTTONS 5
156 #define NUM_IMAGES 46
158 #define TECH_DATABASE_BUTTON 0
159 #define SIMULATOR_BUTTON 1
160 #define CUTSCENES_BUTTON 2
161 #define CREDITS_BUTTON 3
162 #define EXIT_BUTTON 4
164 // inidicies for coordinates
165 #define CREDITS_X_COORD 0
166 #define CREDITS_Y_COORD 1
167 #define CREDITS_W_COORD 2
168 #define CREDITS_H_COORD 3
170 static char* Credits_bitmap_fname[GR_NUM_RESOLUTIONS] = {
175 static char* Credits_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = {
176 "Credits-M", // GR_640
180 int Credits_image_coords[GR_NUM_RESOLUTIONS][4] = {
182 219, 15, 394, 286 // GR_640
185 351, 25, 629, 455 // GR_1024
190 int Credits_text_coords[GR_NUM_RESOLUTIONS][4] = {
192 26, 316, 482, 157 // GR_640
195 144, 507, 568, 249 // GR_640
199 struct credits_screen_buttons {
203 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
205 credits_screen_buttons(char *name, int x1, int y1, int xt1, int yt1, int h) : filename(name), x(x1), y(y1), xt(xt1), yt(yt1), hotspot(h) {}
208 static int Background_bitmap;
210 static int CreditsWin01 = -1;
211 static int CreditsWin02 = -1;
212 static int CreditsWin03 = -1;
213 static int CreditsWin04 = -1;
215 static UI_WINDOW Ui_window;
217 static credits_screen_buttons Buttons[NUM_BUTTONS][GR_NUM_RESOLUTIONS] = {
220 credits_screen_buttons("TDB_00", 7, 3, 37, 7, 0), // GR_640
221 credits_screen_buttons("2_TDB_00", 12, 5, 59, 12, 0) // GR_1024
224 credits_screen_buttons("TDB_01", 7, 18, 37, 23, 1), // GR_640
225 credits_screen_buttons("2_TDB_01", 12, 31, 59, 37, 1) // GR_1024
228 credits_screen_buttons("TDB_02", 7, 34, 37, 38, 2), // GR_640
229 credits_screen_buttons("2_TDB_02", 12, 56, 59, 62, 2) // GR_1024
232 credits_screen_buttons("TDB_03", 7, 49, 37, 54, 3), // GR_640
233 credits_screen_buttons("2_TDB_03", 12, 81, 59, 88, 3) // GR_1024
236 credits_screen_buttons("CRB_04", 571, 425, 588, 413, 4), // GR_640
237 credits_screen_buttons("2_CRB_04", 914, 681, 953, 668, 4) // GR_1024
242 static int Credits_music_handle = -1;
243 static int Credits_music_begin_timestamp;
245 static int Credits_frametime; // frametime of credits_do_frame() loop in ms
246 static int Credits_last_time; // timestamp used to calc frametime (in ms)
247 static float Credits_counter;
248 static int Credits_artwork_index;
249 static int Credits_bmps[NUM_IMAGES];
251 char *Credit_text = NULL;
252 int Credit_text_malloced = 0; // TRUE if credit_text was malloced
254 // Positions for credits...
255 float Credit_start_pos, Credit_stop_pos, Credit_position = 0.0f;
257 void credits_stop_music()
259 if ( Credits_music_handle != -1 ) {
260 audiostream_close_file(Credits_music_handle);
261 Credits_music_handle = -1;
265 void credits_load_music(char* fname)
267 if ( Credits_music_handle != -1 ){
272 Credits_music_handle = audiostream_open( fname, ASF_EVENTMUSIC );
276 void credits_start_music()
278 if (Credits_music_handle != -1) {
279 if ( !audiostream_is_playing(Credits_music_handle) ){
280 audiostream_play(Credits_music_handle, Master_event_music_volume);
283 nprintf(("Warning", "Cannot play credits music\n"));
287 int credits_screen_button_pressed(int n)
290 case TECH_DATABASE_BUTTON:
291 gamesnd_play_iface(SND_SWITCH_SCREENS);
292 gameseq_post_event(GS_EVENT_TECH_MENU);
295 case SIMULATOR_BUTTON:
296 gamesnd_play_iface(SND_SWITCH_SCREENS);
297 gameseq_post_event(GS_EVENT_SIMULATOR_ROOM);
300 case CUTSCENES_BUTTON:
301 gamesnd_play_iface(SND_SWITCH_SCREENS);
302 gameseq_post_event(GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN);
306 gamesnd_play_iface(SND_COMMIT_PRESSED);
307 gameseq_post_event(GS_EVENT_MAIN_MENU);
318 credits_screen_buttons *b;
320 char *linep1, *linep2;
322 int credits_spooled_music_index = event_music_get_spooled_music_index("Cinema");
323 if(credits_spooled_music_index != -1){
324 char *credits_wavfile_name = Spooled_music[credits_spooled_music_index].filename;
325 if(credits_wavfile_name != NULL){
326 credits_load_music(credits_wavfile_name);
330 // Use this id to trigger the start of music playing on the briefing screen
331 Credits_music_begin_timestamp = timestamp(CREDITS_MUSIC_DELAY);
333 Credits_frametime = 0;
334 Credits_last_time = timer_get_milliseconds();
337 Credit_text_malloced = 0;
339 // allocate enough space for credits text
340 CFILE *fp = cfopen( NOX("credits.tbl"), "rb" );
343 size = cfilelength(fp);
344 Credit_text = (char *) malloc(size + 200);
347 // open localization and parse
349 read_file_text("credits.tbl");
352 // keep reading everything in
353 strcpy(Credit_text,"");
354 while(!check_for_string_raw("#end")){
355 stuff_string_line(line, 511);
359 linep2 = split_str_once(linep1, Credits_text_coords[gr_screen.res][2]);
360 strcat(Credit_text, linep1);
361 strcat(Credit_text, "\n");
363 } while (linep2 != NULL);
366 // close localization
369 Credit_text = NOX("No credits available.\n");
373 for ( i = 0; Credit_text[i]; i++ ) {
476 Credit_text[i] = (char)ch;
479 gr_get_string_size(&w, &h, Credit_text);
481 Credit_start_pos = i2fl(Credits_text_coords[gr_screen.res][CREDITS_H_COORD]);
482 Credit_stop_pos = -i2fl(h);
483 Credit_position = Credit_start_pos;
485 Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
486 Ui_window.set_mask_bmap(Credits_bitmap_mask_fname[gr_screen.res]);
487 common_set_interface_palette("InterfacePalette"); // set the interface palette
489 for (i=0; i<NUM_BUTTONS; i++) {
490 b = &Buttons[i][gr_screen.res];
492 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, (i < 2), 1);
493 // set up callback for when a mouse first goes over a button
494 b->button.set_highlight_action(common_play_highlight_sound);
495 b->button.set_bmaps(b->filename);
496 b->button.link_hotspot(b->hotspot);
500 Ui_window.add_XSTR("Technical Database", 1055, Buttons[TECH_DATABASE_BUTTON][gr_screen.res].xt, Buttons[TECH_DATABASE_BUTTON][gr_screen.res].yt, &Buttons[TECH_DATABASE_BUTTON][gr_screen.res].button, UI_XSTR_COLOR_GREEN);
501 Ui_window.add_XSTR("Mission Simulator", 1056, Buttons[SIMULATOR_BUTTON][gr_screen.res].xt, Buttons[SIMULATOR_BUTTON][gr_screen.res].yt, &Buttons[SIMULATOR_BUTTON][gr_screen.res].button, UI_XSTR_COLOR_GREEN);
502 Ui_window.add_XSTR("Cutscenes", 1057, Buttons[CUTSCENES_BUTTON][gr_screen.res].xt, Buttons[CUTSCENES_BUTTON][gr_screen.res].yt, &Buttons[CUTSCENES_BUTTON][gr_screen.res].button, UI_XSTR_COLOR_GREEN);
503 Ui_window.add_XSTR("Credits", 1058, Buttons[CREDITS_BUTTON][gr_screen.res].xt, Buttons[CREDITS_BUTTON][gr_screen.res].yt, &Buttons[CREDITS_BUTTON][gr_screen.res].button, UI_XSTR_COLOR_GREEN);
504 Ui_window.add_XSTR("Exit", 1420, Buttons[EXIT_BUTTON][gr_screen.res].xt, Buttons[EXIT_BUTTON][gr_screen.res].yt, &Buttons[EXIT_BUTTON][gr_screen.res].button, UI_XSTR_COLOR_PINK);
506 if (Player->flags & PLAYER_FLAGS_IS_MULTI) {
507 Buttons[SIMULATOR_BUTTON][gr_screen.res].button.disable();
508 Buttons[CUTSCENES_BUTTON][gr_screen.res].button.disable();
511 Buttons[EXIT_BUTTON][gr_screen.res].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
513 Background_bitmap = bm_load(Credits_bitmap_fname[gr_screen.res]);
514 Credits_artwork_index = rand() % NUM_IMAGES;
515 for (i=0; i<NUM_IMAGES; i++){
516 Credits_bmps[i] = -1;
519 // CreditsWin01 = bm_load(NOX("CreditsWin01"));
520 // CreditsWin02 = bm_load(NOX("CreditsWin02"));
521 // CreditsWin03 = bm_load(NOX("CreditsWin03"));
522 // CreditsWin04 = bm_load(NOX("CreditsWin04"));
530 if (CreditsWin01 != -1){
531 bm_unload(CreditsWin01);
534 if (CreditsWin02 != -1){
535 bm_unload(CreditsWin02);
538 if (CreditsWin03 != -1){
539 bm_unload(CreditsWin03);
542 if (CreditsWin04 != -1){
543 bm_unload(CreditsWin04);
548 for (i=0; i<NUM_IMAGES; i++){
549 if (Credits_bmps[i] >= 0){
550 bm_unload(Credits_bmps[i]);
551 Credits_bmps[i] = -1;
555 credits_stop_music();
558 if (Credit_text_malloced){
565 if (Background_bitmap){
566 bm_unload(Background_bitmap);
570 common_free_interface_palette(); // restore game palette
573 void credits_do_frame(float frametime)
575 int i, k, next, percent, bm1, bm2;
576 int bx1, by1, bw1, bh1;
577 int bx2, by2, bw2, bh2;
579 // Use this id to trigger the start of music playing on the credits screen
580 if ( timestamp_elapsed(Credits_music_begin_timestamp) ) {
581 Credits_music_begin_timestamp = 0;
582 credits_start_music();
585 k = Ui_window.process();
588 gameseq_post_event(GS_EVENT_MAIN_MENU);
592 case KEY_CTRLED | KEY_UP:
593 case KEY_SHIFTED | KEY_TAB:
594 if ( !(Player->flags & PLAYER_FLAGS_IS_MULTI) ) {
595 credits_screen_button_pressed(CUTSCENES_BUTTON);
598 // else, react like tab key.
600 case KEY_CTRLED | KEY_DOWN:
602 credits_screen_button_pressed(TECH_DATABASE_BUTTON);
609 for (i=0; i<NUM_BUTTONS; i++){
610 if (Buttons[i][gr_screen.res].button.pressed()){
611 if (credits_screen_button_pressed(i)){
618 GR_MAYBE_CLEAR_RES(Background_bitmap);
619 if (Background_bitmap >= 0) {
620 gr_set_bitmap(Background_bitmap);
624 percent = (int) (100.0f - (CREDITS_ARTWORK_DISPLAY_TIME - Credits_counter) * 100.0f / CREDITS_ARTWORK_FADE_TIME);
629 next = Credits_artwork_index + 1;
630 if (next >= NUM_IMAGES){
634 if (Credits_bmps[Credits_artwork_index] < 0) {
637 if (gr_screen.res == GR_1024) {
638 sprintf(buf, NOX("2_CrIm%0.2d"), Credits_artwork_index);
640 sprintf(buf, NOX("CrIm%0.2d"), Credits_artwork_index);
642 Credits_bmps[Credits_artwork_index] = bm_load(buf);
645 if (Credits_bmps[next] < 0) {
648 if (gr_screen.res == GR_1024) {
649 sprintf(buf, NOX("2_CrIm%0.2d"), Credits_artwork_index);
651 sprintf(buf, NOX("CrIm%0.2d"), next);
653 Credits_bmps[next] = bm_load(buf);
656 bm1 = Credits_bmps[Credits_artwork_index];
657 bm2 = Credits_bmps[next];
659 if((bm1 != -1) && (bm2 != -1)){
660 Assert(percent >= 0 && percent <= 100);
662 // get width and height
663 bm_get_info(bm1, &bw1, &bh1, NULL, NULL, NULL);
664 bm_get_info(bm2, &bw2, &bh2, NULL, NULL, NULL);
666 // determine where to draw the coords
667 bx1 = Credits_image_coords[gr_screen.res][CREDITS_X_COORD] + ((Credits_image_coords[gr_screen.res][CREDITS_W_COORD] - bw1)/2);
668 by1 = Credits_image_coords[gr_screen.res][CREDITS_Y_COORD] + ((Credits_image_coords[gr_screen.res][CREDITS_H_COORD] - bh1)/2);
669 bx2 = Credits_image_coords[gr_screen.res][CREDITS_X_COORD] + ((Credits_image_coords[gr_screen.res][CREDITS_W_COORD] - bw2)/2);
670 by2 = Credits_image_coords[gr_screen.res][CREDITS_Y_COORD] + ((Credits_image_coords[gr_screen.res][CREDITS_H_COORD] - bh2)/2);
672 gr_cross_fade(bm1, bm2, bx1, by1, bx2, by2, (float)percent / 100.0f);
676 if (CreditsWin01 != -1) {
677 gr_set_bitmap(CreditsWin01);
681 if (CreditsWin02 != -1) {
682 gr_set_bitmap(CreditsWin02);
686 if (CreditsWin03 != -1) {
687 gr_set_bitmap(CreditsWin03);
691 if (CreditsWin04 != -1) {
692 gr_set_bitmap(CreditsWin04);
699 for (i=TECH_DATABASE_BUTTON; i<=CREDITS_BUTTON; i++){
700 if (Buttons[i][gr_screen.res].button.button_down()){
705 if (i > CREDITS_BUTTON){
706 Buttons[CREDITS_BUTTON][gr_screen.res].button.draw_forced(2);
709 gr_set_clip(Credits_text_coords[gr_screen.res][CREDITS_X_COORD], Credits_text_coords[gr_screen.res][CREDITS_Y_COORD], Credits_text_coords[gr_screen.res][CREDITS_W_COORD], Credits_text_coords[gr_screen.res][CREDITS_H_COORD]);
711 gr_set_color_fast(&Color_normal);
714 if ( Credit_position > 0 ) {
715 sy = fl2i(Credit_position+0.5f);
717 sy = fl2i(Credit_position-0.5f);
720 // HACK - I don't want to change the string code, so we'll just use a special version here
721 if(gr_screen.mode == GR_GLIDE){
722 extern void gr_glide_string_hack(int sx, int sy, char *s);
723 gr_glide_string_hack(0x8000, sy, Credit_text);
725 gr_string(0x8000, sy, Credit_text);
729 temp_time = timer_get_milliseconds();
731 Credits_frametime = temp_time - Credits_last_time;
732 Credits_last_time = temp_time;
733 timestamp_inc(Credits_frametime / 1000.0f);
735 float fl_frametime = i2fl(Credits_frametime) / 1000.f;
736 if (keyd_pressed[KEY_LSHIFT]) {
737 Credit_position -= fl_frametime * CREDITS_SCROLL_RATE * 4.0f;
739 Credit_position -= fl_frametime * CREDITS_SCROLL_RATE;
742 if (Credit_position < Credit_stop_pos){
743 Credit_position = Credit_start_pos;
746 Credits_counter += fl_frametime;
747 while (Credits_counter >= CREDITS_ARTWORK_DISPLAY_TIME) {
748 Credits_counter -= CREDITS_ARTWORK_DISPLAY_TIME;
749 Credits_artwork_index = next;