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/MenuUI/Credits.cpp $
15 * C source file for displaying game credits
18 * Revision 1.8 2004/09/20 01:31:44 theoddone33
21 * Revision 1.7 2003/08/03 16:10:29 taylor
22 * cleanup; compile warning fixes
24 * Revision 1.6 2003/06/11 18:30:32 taylor
27 * Revision 1.5 2003/05/25 02:30:42 taylor
30 * Revision 1.4 2002/06/09 04:41:22 relnev
31 * added copyright header
33 * Revision 1.3 2002/05/27 22:43:02 theoddone33
34 * Fix more glide symbols
36 * Revision 1.2 2002/05/07 03:16:46 theoddone33
37 * The Great Newline Fix
39 * Revision 1.1.1.1 2002/05/03 03:28:09 root
43 * 20 9/14/99 5:14a Dave
44 * Fixed credits drawing in Glide.
46 * 19 9/13/99 1:53p Dave
47 * Fixed completely brain dead code in credits_init().
49 * 18 9/09/99 10:55a Jefff
51 * 17 9/03/99 11:45a Jefff
53 * 16 9/01/99 5:28p Jefff
54 * hi res art shows up now
56 * 15 9/01/99 4:20p Jefff
59 * 14 9/01/99 12:19p Jefff
60 * text splitting for long lines
62 * 13 7/19/99 2:13p Dave
63 * Added some new strings for Heiko.
65 * 12 2/03/99 6:06p Dave
66 * Groundwork for FS2 PXO usertracker support. Gametracker support next.
68 * 11 2/03/99 11:44a Dave
69 * Fixed d3d transparent textures.
71 * 10 2/01/99 5:55p Dave
72 * Removed the idea of explicit bitmaps for buttons. Fixed text
73 * highlighting for disabled gadgets.
75 * 9 1/30/99 9:01p Dave
78 * 8 1/30/99 5:08p Dave
79 * More new hi-res stuff.Support for nice D3D textures.
81 * 7 1/29/99 12:47a Dave
82 * Put in sounds for beam weapon. A bunch of interface screens (tech
85 * 6 1/28/99 1:46a Dave
86 * Updated coords and bitmaps.
88 * 5 1/14/99 5:15p Neilk
89 * changed credits, command debrief interfaces to high resolution support
91 * 4 11/20/98 4:08p Dave
92 * Fixed flak effect in multiplayer.
94 * 3 10/13/98 9:28a Dave
95 * Started neatening up freespace.h. Many variables renamed and
96 * reorganized. Added AlphaColors.[h,cpp]
98 * 2 10/07/98 10:53a Dave
101 * 1 10/07/98 10:49a Dave
103 * 18 6/19/98 3:51p Lawrance
104 * deal with foreign chars in the credits
106 * 17 6/01/98 11:43a John
107 * JAS & MK: Classified all strings for localization.
109 * 16 5/24/98 9:01p Lawrance
110 * Add commit sounds when accept is pressed
112 * 15 5/20/98 1:04p Hoffoss
113 * Made credits screen use new artwork and removed rating field usage from
114 * Fred (a goal struct member).
116 * 14 5/12/98 4:17p Hoffoss
117 * Make ctrl-arrows (up/down) switch between tech room screens.
119 * 13 5/12/98 11:21a Hoffoss
120 * Disabled cutscene screen and simulator room.
122 * 12 5/11/98 8:04p Hoffoss
125 * 11 4/22/98 3:35p John
126 * String externalization marking
128 * 10 4/22/98 10:46a Hoffoss
129 * Added images to credits screen.
131 * 9 4/21/98 7:07p Hoffoss
132 * Fixed problem where when switching screens flashes old tab hilight once
133 * before switching to new state.
135 * 8 4/17/98 3:28p Hoffoss
136 * Added new credits screen code.
138 * 7 3/05/98 11:15p Hoffoss
139 * Changed non-game key checking to use game_check_key() instead of
142 * 6 2/22/98 12:19p John
143 * Externalized some strings
145 * 5 1/05/98 2:30p John
146 * made credits.tbl display
148 * 4 9/19/97 5:14p Lawrance
149 * use new naming convention for spooled music
151 * 3 8/31/97 6:38p Lawrance
152 * pass in frametime to do_frame loop
154 * 2 4/22/97 11:06a Lawrance
155 * credits music playing, credits screen is a separate state
162 #include "gamesequence.h"
169 #include "audiostr.h"
170 #include "eventmusic.h" /* for Master_event_music_volume */
173 #include "missionscreencommon.h"
175 #include "freespace.h"
176 #include "alphacolors.h"
177 #include "localize.h"
179 #define CREDITS_MUSIC_DELAY 2000
180 #define CREDITS_SCROLL_RATE 15.0f
181 #define CREDITS_ARTWORK_DISPLAY_TIME 9.0f
182 #define CREDITS_ARTWORK_FADE_TIME 1.0f
184 #define NUM_BUTTONS 5
185 #define NUM_IMAGES 46
187 #define TECH_DATABASE_BUTTON 0
188 #define SIMULATOR_BUTTON 1
189 #define CUTSCENES_BUTTON 2
190 #define CREDITS_BUTTON 3
191 #define EXIT_BUTTON 4
193 // inidicies for coordinates
194 #define CREDITS_X_COORD 0
195 #define CREDITS_Y_COORD 1
196 #define CREDITS_W_COORD 2
197 #define CREDITS_H_COORD 3
199 static char* Credits_bitmap_fname[GR_NUM_RESOLUTIONS] = {
204 static char* Credits_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = {
205 "Credits-M", // GR_640
209 int Credits_image_coords[GR_NUM_RESOLUTIONS][4] = {
214 219, 15, 394, 286 // GR_640
218 351, 25, 629, 455 // GR_1024
223 int Credits_text_coords[GR_NUM_RESOLUTIONS][4] = {
228 26, 316, 482, 157 // GR_640
232 144, 507, 568, 249 // GR_640
236 struct credits_screen_buttons {
240 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
242 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) {}
245 static int Background_bitmap;
247 static int CreditsWin01 = -1;
248 static int CreditsWin02 = -1;
249 static int CreditsWin03 = -1;
250 static int CreditsWin04 = -1;
253 static UI_WINDOW Ui_window;
255 static credits_screen_buttons Buttons[NUM_BUTTONS][GR_NUM_RESOLUTIONS] = {
259 credits_screen_buttons("TDB_00", 0, 0, -1, -1, 0), // GR_640
260 credits_screen_buttons("2_TDB_00", 12, 5, 59, 12, 0) // GR_1024
263 credits_screen_buttons("TDB_01", 0, 19, -1, -1, 1), // GR_640
264 credits_screen_buttons("2_TDB_01", 12, 31, 59, 37, 1) // GR_1024
267 credits_screen_buttons("TDB_02", 0, 35, -1, -1, 2), // GR_640
268 credits_screen_buttons("2_TDB_02", 12, 56, 59, 62, 2) // GR_1024
271 credits_screen_buttons("TDB_03", 0, 56, -1, -1, 3), // GR_640
272 credits_screen_buttons("2_TDB_03", 12, 81, 59, 88, 3) // GR_1024
275 credits_screen_buttons("CRB_04", 561, 411, -1, -1, 4), // GR_640
276 credits_screen_buttons("2_CRB_04", 914, 681, 953, 68, 4) // GR_1024
280 credits_screen_buttons("TDB_00", 7, 3, 37, 7, 0), // GR_640
281 credits_screen_buttons("2_TDB_00", 12, 5, 59, 12, 0) // GR_1024
284 credits_screen_buttons("TDB_01", 7, 18, 37, 23, 1), // GR_640
285 credits_screen_buttons("2_TDB_01", 12, 31, 59, 37, 1) // GR_1024
288 credits_screen_buttons("TDB_02", 7, 34, 37, 38, 2), // GR_640
289 credits_screen_buttons("2_TDB_02", 12, 56, 59, 62, 2) // GR_1024
292 credits_screen_buttons("TDB_03", 7, 49, 37, 54, 3), // GR_640
293 credits_screen_buttons("2_TDB_03", 12, 81, 59, 88, 3) // GR_1024
296 credits_screen_buttons("CRB_04", 571, 425, 588, 413, 4), // GR_640
297 credits_screen_buttons("2_CRB_04", 914, 681, 953, 668, 4) // GR_1024
303 static int Credits_music_handle = -1;
304 static int Credits_music_begin_timestamp;
306 static int Credits_frametime; // frametime of credits_do_frame() loop in ms
307 static int Credits_last_time; // timestamp used to calc frametime (in ms)
308 static float Credits_counter;
309 static int Credits_artwork_index;
310 static int Credits_bmps[NUM_IMAGES];
312 char *Credit_text = NULL;
313 int Credit_text_malloced = 0; // TRUE if credit_text was malloced
315 // Positions for credits...
316 float Credit_start_pos, Credit_stop_pos, Credit_position = 0.0f;
318 void credits_stop_music()
320 if ( Credits_music_handle != -1 ) {
321 audiostream_close_file(Credits_music_handle);
322 Credits_music_handle = -1;
326 void credits_load_music(char* fname)
328 if ( Credits_music_handle != -1 ){
333 Credits_music_handle = audiostream_open( fname, ASF_EVENTMUSIC );
337 void credits_start_music()
339 if (Credits_music_handle != -1) {
340 if ( !audiostream_is_playing(Credits_music_handle) ){
341 audiostream_play(Credits_music_handle, Master_event_music_volume);
344 nprintf(("Warning", "Cannot play credits music\n"));
348 int credits_screen_button_pressed(int n)
351 case TECH_DATABASE_BUTTON:
352 gamesnd_play_iface(SND_SWITCH_SCREENS);
353 gameseq_post_event(GS_EVENT_TECH_MENU);
356 case SIMULATOR_BUTTON:
357 gamesnd_play_iface(SND_SWITCH_SCREENS);
358 gameseq_post_event(GS_EVENT_SIMULATOR_ROOM);
361 case CUTSCENES_BUTTON:
362 gamesnd_play_iface(SND_SWITCH_SCREENS);
363 gameseq_post_event(GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN);
367 gamesnd_play_iface(SND_COMMIT_PRESSED);
368 gameseq_post_event(GS_EVENT_MAIN_MENU);
379 credits_screen_buttons *b;
381 char *linep1, *linep2;
383 int credits_spooled_music_index = event_music_get_spooled_music_index("Cinema");
384 if(credits_spooled_music_index != -1){
385 char *credits_wavfile_name = Spooled_music[credits_spooled_music_index].filename;
386 if(credits_wavfile_name != NULL){
387 credits_load_music(credits_wavfile_name);
391 // Use this id to trigger the start of music playing on the briefing screen
392 Credits_music_begin_timestamp = timestamp(CREDITS_MUSIC_DELAY);
394 Credits_frametime = 0;
395 Credits_last_time = timer_get_milliseconds();
398 Credit_text_malloced = 0;
400 // allocate enough space for credits text
401 CFILE *fp = cfopen( NOX("credits.tbl"), "rb" );
404 size = cfilelength(fp);
405 Credit_text = (char *) malloc(size + 200);
406 Credit_text_malloced = 1;
409 // open localization and parse
411 read_file_text("credits.tbl");
414 // keep reading everything in
415 strcpy(Credit_text,"");
417 while(!check_for_string_raw("#end")){
423 // get the line count, probably a crappy way to do it but it's the best way i've
424 // found to step through the credits without crashing problems since there's no
425 // definite end line in FS1
426 while (*ugh && *ugh != EOF_CHAR) {
435 while(line_count > 0){
438 stuff_string_line(line, 511);
442 linep2 = split_str_once(linep1, Credits_text_coords[gr_screen.res][2]);
443 strcat(Credit_text, linep1);
444 strcat(Credit_text, "\n");
446 } while (linep2 != NULL);
449 // close localization
452 Credit_text = NOX("No credits available.\n");
456 for ( i = 0; Credit_text[i]; i++ ) {
559 Credit_text[i] = (char)ch;
562 gr_get_string_size(&w, &h, Credit_text);
564 Credit_start_pos = i2fl(Credits_text_coords[gr_screen.res][CREDITS_H_COORD]);
565 Credit_stop_pos = -i2fl(h);
566 Credit_position = Credit_start_pos;
568 Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
569 Ui_window.set_mask_bmap(Credits_bitmap_mask_fname[gr_screen.res]);
570 common_set_interface_palette("InterfacePalette"); // set the interface palette
572 for (i=0; i<NUM_BUTTONS; i++) {
573 b = &Buttons[i][gr_screen.res];
575 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, (i < 2), 1);
576 // set up callback for when a mouse first goes over a button
577 b->button.set_highlight_action(common_play_highlight_sound);
578 b->button.set_bmaps(b->filename);
579 b->button.link_hotspot(b->hotspot);
584 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);
585 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);
586 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);
587 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);
588 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);
591 if (Player->flags & PLAYER_FLAGS_IS_MULTI) {
592 Buttons[SIMULATOR_BUTTON][gr_screen.res].button.disable();
593 Buttons[CUTSCENES_BUTTON][gr_screen.res].button.disable();
596 Buttons[EXIT_BUTTON][gr_screen.res].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
598 Background_bitmap = bm_load(Credits_bitmap_fname[gr_screen.res]);
599 Credits_artwork_index = rand() % NUM_IMAGES;
600 for (i=0; i<NUM_IMAGES; i++){
601 Credits_bmps[i] = -1;
605 CreditsWin01 = bm_load(NOX("CreditsWin01"));
606 CreditsWin02 = bm_load(NOX("CreditsWin02"));
607 CreditsWin03 = bm_load(NOX("CreditsWin03"));
608 CreditsWin04 = bm_load(NOX("CreditsWin04"));
617 if (CreditsWin01 != -1){
618 bm_unload(CreditsWin01);
621 if (CreditsWin02 != -1){
622 bm_unload(CreditsWin02);
625 if (CreditsWin03 != -1){
626 bm_unload(CreditsWin03);
629 if (CreditsWin04 != -1){
630 bm_unload(CreditsWin04);
635 for (i=0; i<NUM_IMAGES; i++){
636 if (Credits_bmps[i] >= 0){
637 bm_unload(Credits_bmps[i]);
638 Credits_bmps[i] = -1;
642 credits_stop_music();
645 if (Credit_text_malloced){
652 if (Background_bitmap){
653 bm_unload(Background_bitmap);
657 common_free_interface_palette(); // restore game palette
660 void credits_do_frame(float frametime)
662 int i, k, next, percent, bm1, bm2;
663 int bx1, by1, bw1, bh1;
664 int bx2, by2, bw2, bh2;
666 // Use this id to trigger the start of music playing on the credits screen
667 if ( timestamp_elapsed(Credits_music_begin_timestamp) ) {
668 Credits_music_begin_timestamp = 0;
669 credits_start_music();
672 k = Ui_window.process();
675 gameseq_post_event(GS_EVENT_MAIN_MENU);
679 case KEY_CTRLED | KEY_UP:
680 case KEY_SHIFTED | KEY_TAB:
681 if ( !(Player->flags & PLAYER_FLAGS_IS_MULTI) ) {
682 credits_screen_button_pressed(CUTSCENES_BUTTON);
685 // else, react like tab key.
687 case KEY_CTRLED | KEY_DOWN:
689 credits_screen_button_pressed(TECH_DATABASE_BUTTON);
696 for (i=0; i<NUM_BUTTONS; i++){
697 if (Buttons[i][gr_screen.res].button.pressed()){
698 if (credits_screen_button_pressed(i)){
705 GR_MAYBE_CLEAR_RES(Background_bitmap);
706 if (Background_bitmap >= 0) {
707 gr_set_bitmap(Background_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
711 percent = (int) (100.0f - (CREDITS_ARTWORK_DISPLAY_TIME - Credits_counter) * 100.0f / CREDITS_ARTWORK_FADE_TIME);
716 next = Credits_artwork_index + 1;
717 if (next >= NUM_IMAGES){
721 if (Credits_bmps[Credits_artwork_index] < 0) {
724 if (gr_screen.res == GR_1024) {
725 sprintf(buf, NOX("2_CrIm%.2d"), Credits_artwork_index);
727 sprintf(buf, NOX("CrIm%.2d"), Credits_artwork_index);
729 Credits_bmps[Credits_artwork_index] = bm_load(buf);
732 if (Credits_bmps[next] < 0) {
735 if (gr_screen.res == GR_1024) {
736 sprintf(buf, NOX("2_CrIm%.2d"), Credits_artwork_index);
738 sprintf(buf, NOX("CrIm%.2d"), next);
740 Credits_bmps[next] = bm_load(buf);
743 bm1 = Credits_bmps[Credits_artwork_index];
744 bm2 = Credits_bmps[next];
746 if((bm1 != -1) && (bm2 != -1)){
747 Assert(percent >= 0 && percent <= 100);
749 // get width and height
750 bm_get_info(bm1, &bw1, &bh1, NULL, NULL, NULL);
751 bm_get_info(bm2, &bw2, &bh2, NULL, NULL, NULL);
753 // determine where to draw the coords
754 bx1 = Credits_image_coords[gr_screen.res][CREDITS_X_COORD] + ((Credits_image_coords[gr_screen.res][CREDITS_W_COORD] - bw1)/2);
755 by1 = Credits_image_coords[gr_screen.res][CREDITS_Y_COORD] + ((Credits_image_coords[gr_screen.res][CREDITS_H_COORD] - bh1)/2);
756 bx2 = Credits_image_coords[gr_screen.res][CREDITS_X_COORD] + ((Credits_image_coords[gr_screen.res][CREDITS_W_COORD] - bw2)/2);
757 by2 = Credits_image_coords[gr_screen.res][CREDITS_Y_COORD] + ((Credits_image_coords[gr_screen.res][CREDITS_H_COORD] - bh2)/2);
759 gr_cross_fade(bm1, bm2, bx1, by1, bx2, by2, (float)percent / 100.0f);
763 if (CreditsWin01 != -1) {
764 gr_set_bitmap(CreditsWin01);
768 if (CreditsWin02 != -1) {
769 gr_set_bitmap(CreditsWin02);
773 if (CreditsWin03 != -1) {
774 gr_set_bitmap(CreditsWin03);
778 if (CreditsWin04 != -1) {
779 gr_set_bitmap(CreditsWin04);
786 for (i=TECH_DATABASE_BUTTON; i<=CREDITS_BUTTON; i++){
787 if (Buttons[i][gr_screen.res].button.button_down()){
792 if (i > CREDITS_BUTTON){
793 Buttons[CREDITS_BUTTON][gr_screen.res].button.draw_forced(2);
796 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]);
798 gr_set_color_fast(&Color_normal);
801 if ( Credit_position > 0 ) {
802 sy = fl2i(Credit_position+0.5f);
804 sy = fl2i(Credit_position-0.5f);
807 // HACK - I don't want to change the string code, so we'll just use a special version here
808 if(gr_screen.mode == GR_GLIDE){
810 extern void gr_glide_string_hack(int sx, int sy, char *s);
811 gr_glide_string_hack(0x8000, sy, Credit_text);
814 gr_string(0x8000, sy, Credit_text);
818 temp_time = timer_get_milliseconds();
820 Credits_frametime = temp_time - Credits_last_time;
821 Credits_last_time = temp_time;
822 timestamp_inc(Credits_frametime / 1000.0f);
824 float fl_frametime = i2fl(Credits_frametime) / 1000.f;
825 if (keyd_pressed[KEY_LSHIFT]) {
826 Credit_position -= fl_frametime * CREDITS_SCROLL_RATE * 4.0f;
828 Credit_position -= fl_frametime * CREDITS_SCROLL_RATE;
831 if (Credit_position < Credit_stop_pos){
832 Credit_position = Credit_start_pos;
835 Credits_counter += fl_frametime;
836 while (Credits_counter >= CREDITS_ARTWORK_DISPLAY_TIME) {
837 Credits_counter -= CREDITS_ARTWORK_DISPLAY_TIME;
838 Credits_artwork_index = next;