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 1.4 2002/06/09 04:41:22 relnev
19 * added copyright header
21 * Revision 1.3 2002/05/27 22:43:02 theoddone33
22 * Fix more glide symbols
24 * Revision 1.2 2002/05/07 03:16:46 theoddone33
25 * The Great Newline Fix
27 * Revision 1.1.1.1 2002/05/03 03:28:09 root
31 * 20 9/14/99 5:14a Dave
32 * Fixed credits drawing in Glide.
34 * 19 9/13/99 1:53p Dave
35 * Fixed completely brain dead code in credits_init().
37 * 18 9/09/99 10:55a Jefff
39 * 17 9/03/99 11:45a Jefff
41 * 16 9/01/99 5:28p Jefff
42 * hi res art shows up now
44 * 15 9/01/99 4:20p Jefff
47 * 14 9/01/99 12:19p Jefff
48 * text splitting for long lines
50 * 13 7/19/99 2:13p Dave
51 * Added some new strings for Heiko.
53 * 12 2/03/99 6:06p Dave
54 * Groundwork for FS2 PXO usertracker support. Gametracker support next.
56 * 11 2/03/99 11:44a Dave
57 * Fixed d3d transparent textures.
59 * 10 2/01/99 5:55p Dave
60 * Removed the idea of explicit bitmaps for buttons. Fixed text
61 * highlighting for disabled gadgets.
63 * 9 1/30/99 9:01p Dave
66 * 8 1/30/99 5:08p Dave
67 * More new hi-res stuff.Support for nice D3D textures.
69 * 7 1/29/99 12:47a Dave
70 * Put in sounds for beam weapon. A bunch of interface screens (tech
73 * 6 1/28/99 1:46a Dave
74 * Updated coords and bitmaps.
76 * 5 1/14/99 5:15p Neilk
77 * changed credits, command debrief interfaces to high resolution support
79 * 4 11/20/98 4:08p Dave
80 * Fixed flak effect in multiplayer.
82 * 3 10/13/98 9:28a Dave
83 * Started neatening up freespace.h. Many variables renamed and
84 * reorganized. Added AlphaColors.[h,cpp]
86 * 2 10/07/98 10:53a Dave
89 * 1 10/07/98 10:49a Dave
91 * 18 6/19/98 3:51p Lawrance
92 * deal with foreign chars in the credits
94 * 17 6/01/98 11:43a John
95 * JAS & MK: Classified all strings for localization.
97 * 16 5/24/98 9:01p Lawrance
98 * Add commit sounds when accept is pressed
100 * 15 5/20/98 1:04p Hoffoss
101 * Made credits screen use new artwork and removed rating field usage from
102 * Fred (a goal struct member).
104 * 14 5/12/98 4:17p Hoffoss
105 * Make ctrl-arrows (up/down) switch between tech room screens.
107 * 13 5/12/98 11:21a Hoffoss
108 * Disabled cutscene screen and simulator room.
110 * 12 5/11/98 8:04p Hoffoss
113 * 11 4/22/98 3:35p John
114 * String externalization marking
116 * 10 4/22/98 10:46a Hoffoss
117 * Added images to credits screen.
119 * 9 4/21/98 7:07p Hoffoss
120 * Fixed problem where when switching screens flashes old tab hilight once
121 * before switching to new state.
123 * 8 4/17/98 3:28p Hoffoss
124 * Added new credits screen code.
126 * 7 3/05/98 11:15p Hoffoss
127 * Changed non-game key checking to use game_check_key() instead of
130 * 6 2/22/98 12:19p John
131 * Externalized some strings
133 * 5 1/05/98 2:30p John
134 * made credits.tbl display
136 * 4 9/19/97 5:14p Lawrance
137 * use new naming convention for spooled music
139 * 3 8/31/97 6:38p Lawrance
140 * pass in frametime to do_frame loop
142 * 2 4/22/97 11:06a Lawrance
143 * credits music playing, credits screen is a separate state
150 #include "gamesequence.h"
157 #include "audiostr.h"
158 #include "eventmusic.h" /* for Master_event_music_volume */
161 #include "missionscreencommon.h"
163 #include "freespace.h"
164 #include "alphacolors.h"
165 #include "localize.h"
167 #define CREDITS_MUSIC_DELAY 2000
168 #define CREDITS_SCROLL_RATE 15.0f
169 #define CREDITS_ARTWORK_DISPLAY_TIME 9.0f
170 #define CREDITS_ARTWORK_FADE_TIME 1.0f
172 #define NUM_BUTTONS 5
173 #define NUM_IMAGES 46
175 #define TECH_DATABASE_BUTTON 0
176 #define SIMULATOR_BUTTON 1
177 #define CUTSCENES_BUTTON 2
178 #define CREDITS_BUTTON 3
179 #define EXIT_BUTTON 4
181 // inidicies for coordinates
182 #define CREDITS_X_COORD 0
183 #define CREDITS_Y_COORD 1
184 #define CREDITS_W_COORD 2
185 #define CREDITS_H_COORD 3
187 static char* Credits_bitmap_fname[GR_NUM_RESOLUTIONS] = {
192 static char* Credits_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = {
193 "Credits-M", // GR_640
197 int Credits_image_coords[GR_NUM_RESOLUTIONS][4] = {
199 219, 15, 394, 286 // GR_640
202 351, 25, 629, 455 // GR_1024
207 int Credits_text_coords[GR_NUM_RESOLUTIONS][4] = {
209 26, 316, 482, 157 // GR_640
212 144, 507, 568, 249 // GR_640
216 struct credits_screen_buttons {
220 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
222 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) {}
225 static int Background_bitmap;
227 static int CreditsWin01 = -1;
228 static int CreditsWin02 = -1;
229 static int CreditsWin03 = -1;
230 static int CreditsWin04 = -1;
232 static UI_WINDOW Ui_window;
234 static credits_screen_buttons Buttons[NUM_BUTTONS][GR_NUM_RESOLUTIONS] = {
237 credits_screen_buttons("TDB_00", 7, 3, 37, 7, 0), // GR_640
238 credits_screen_buttons("2_TDB_00", 12, 5, 59, 12, 0) // GR_1024
241 credits_screen_buttons("TDB_01", 7, 18, 37, 23, 1), // GR_640
242 credits_screen_buttons("2_TDB_01", 12, 31, 59, 37, 1) // GR_1024
245 credits_screen_buttons("TDB_02", 7, 34, 37, 38, 2), // GR_640
246 credits_screen_buttons("2_TDB_02", 12, 56, 59, 62, 2) // GR_1024
249 credits_screen_buttons("TDB_03", 7, 49, 37, 54, 3), // GR_640
250 credits_screen_buttons("2_TDB_03", 12, 81, 59, 88, 3) // GR_1024
253 credits_screen_buttons("CRB_04", 571, 425, 588, 413, 4), // GR_640
254 credits_screen_buttons("2_CRB_04", 914, 681, 953, 668, 4) // GR_1024
259 static int Credits_music_handle = -1;
260 static int Credits_music_begin_timestamp;
262 static int Credits_frametime; // frametime of credits_do_frame() loop in ms
263 static int Credits_last_time; // timestamp used to calc frametime (in ms)
264 static float Credits_counter;
265 static int Credits_artwork_index;
266 static int Credits_bmps[NUM_IMAGES];
268 char *Credit_text = NULL;
269 int Credit_text_malloced = 0; // TRUE if credit_text was malloced
271 // Positions for credits...
272 float Credit_start_pos, Credit_stop_pos, Credit_position = 0.0f;
274 void credits_stop_music()
276 if ( Credits_music_handle != -1 ) {
277 audiostream_close_file(Credits_music_handle);
278 Credits_music_handle = -1;
282 void credits_load_music(char* fname)
284 if ( Credits_music_handle != -1 ){
289 Credits_music_handle = audiostream_open( fname, ASF_EVENTMUSIC );
293 void credits_start_music()
295 if (Credits_music_handle != -1) {
296 if ( !audiostream_is_playing(Credits_music_handle) ){
297 audiostream_play(Credits_music_handle, Master_event_music_volume);
300 nprintf(("Warning", "Cannot play credits music\n"));
304 int credits_screen_button_pressed(int n)
307 case TECH_DATABASE_BUTTON:
308 gamesnd_play_iface(SND_SWITCH_SCREENS);
309 gameseq_post_event(GS_EVENT_TECH_MENU);
312 case SIMULATOR_BUTTON:
313 gamesnd_play_iface(SND_SWITCH_SCREENS);
314 gameseq_post_event(GS_EVENT_SIMULATOR_ROOM);
317 case CUTSCENES_BUTTON:
318 gamesnd_play_iface(SND_SWITCH_SCREENS);
319 gameseq_post_event(GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN);
323 gamesnd_play_iface(SND_COMMIT_PRESSED);
324 gameseq_post_event(GS_EVENT_MAIN_MENU);
335 credits_screen_buttons *b;
337 char *linep1, *linep2;
339 int credits_spooled_music_index = event_music_get_spooled_music_index("Cinema");
340 if(credits_spooled_music_index != -1){
341 char *credits_wavfile_name = Spooled_music[credits_spooled_music_index].filename;
342 if(credits_wavfile_name != NULL){
343 credits_load_music(credits_wavfile_name);
347 // Use this id to trigger the start of music playing on the briefing screen
348 Credits_music_begin_timestamp = timestamp(CREDITS_MUSIC_DELAY);
350 Credits_frametime = 0;
351 Credits_last_time = timer_get_milliseconds();
354 Credit_text_malloced = 0;
356 // allocate enough space for credits text
357 CFILE *fp = cfopen( NOX("credits.tbl"), "rb" );
360 size = cfilelength(fp);
361 Credit_text = (char *) malloc(size + 200);
364 // open localization and parse
366 read_file_text("credits.tbl");
369 // keep reading everything in
370 strcpy(Credit_text,"");
371 while(!check_for_string_raw("#end")){
372 stuff_string_line(line, 511);
376 linep2 = split_str_once(linep1, Credits_text_coords[gr_screen.res][2]);
377 strcat(Credit_text, linep1);
378 strcat(Credit_text, "\n");
380 } while (linep2 != NULL);
383 // close localization
386 Credit_text = NOX("No credits available.\n");
390 for ( i = 0; Credit_text[i]; i++ ) {
493 Credit_text[i] = (char)ch;
496 gr_get_string_size(&w, &h, Credit_text);
498 Credit_start_pos = i2fl(Credits_text_coords[gr_screen.res][CREDITS_H_COORD]);
499 Credit_stop_pos = -i2fl(h);
500 Credit_position = Credit_start_pos;
502 Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
503 Ui_window.set_mask_bmap(Credits_bitmap_mask_fname[gr_screen.res]);
504 common_set_interface_palette("InterfacePalette"); // set the interface palette
506 for (i=0; i<NUM_BUTTONS; i++) {
507 b = &Buttons[i][gr_screen.res];
509 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, (i < 2), 1);
510 // set up callback for when a mouse first goes over a button
511 b->button.set_highlight_action(common_play_highlight_sound);
512 b->button.set_bmaps(b->filename);
513 b->button.link_hotspot(b->hotspot);
517 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);
518 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);
519 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);
520 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);
521 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);
523 if (Player->flags & PLAYER_FLAGS_IS_MULTI) {
524 Buttons[SIMULATOR_BUTTON][gr_screen.res].button.disable();
525 Buttons[CUTSCENES_BUTTON][gr_screen.res].button.disable();
528 Buttons[EXIT_BUTTON][gr_screen.res].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
530 Background_bitmap = bm_load(Credits_bitmap_fname[gr_screen.res]);
531 Credits_artwork_index = rand() % NUM_IMAGES;
532 for (i=0; i<NUM_IMAGES; i++){
533 Credits_bmps[i] = -1;
536 // CreditsWin01 = bm_load(NOX("CreditsWin01"));
537 // CreditsWin02 = bm_load(NOX("CreditsWin02"));
538 // CreditsWin03 = bm_load(NOX("CreditsWin03"));
539 // CreditsWin04 = bm_load(NOX("CreditsWin04"));
547 if (CreditsWin01 != -1){
548 bm_unload(CreditsWin01);
551 if (CreditsWin02 != -1){
552 bm_unload(CreditsWin02);
555 if (CreditsWin03 != -1){
556 bm_unload(CreditsWin03);
559 if (CreditsWin04 != -1){
560 bm_unload(CreditsWin04);
565 for (i=0; i<NUM_IMAGES; i++){
566 if (Credits_bmps[i] >= 0){
567 bm_unload(Credits_bmps[i]);
568 Credits_bmps[i] = -1;
572 credits_stop_music();
575 if (Credit_text_malloced){
582 if (Background_bitmap){
583 bm_unload(Background_bitmap);
587 common_free_interface_palette(); // restore game palette
590 void credits_do_frame(float frametime)
592 int i, k, next, percent, bm1, bm2;
593 int bx1, by1, bw1, bh1;
594 int bx2, by2, bw2, bh2;
596 // Use this id to trigger the start of music playing on the credits screen
597 if ( timestamp_elapsed(Credits_music_begin_timestamp) ) {
598 Credits_music_begin_timestamp = 0;
599 credits_start_music();
602 k = Ui_window.process();
605 gameseq_post_event(GS_EVENT_MAIN_MENU);
609 case KEY_CTRLED | KEY_UP:
610 case KEY_SHIFTED | KEY_TAB:
611 if ( !(Player->flags & PLAYER_FLAGS_IS_MULTI) ) {
612 credits_screen_button_pressed(CUTSCENES_BUTTON);
615 // else, react like tab key.
617 case KEY_CTRLED | KEY_DOWN:
619 credits_screen_button_pressed(TECH_DATABASE_BUTTON);
626 for (i=0; i<NUM_BUTTONS; i++){
627 if (Buttons[i][gr_screen.res].button.pressed()){
628 if (credits_screen_button_pressed(i)){
635 GR_MAYBE_CLEAR_RES(Background_bitmap);
636 if (Background_bitmap >= 0) {
637 gr_set_bitmap(Background_bitmap);
641 percent = (int) (100.0f - (CREDITS_ARTWORK_DISPLAY_TIME - Credits_counter) * 100.0f / CREDITS_ARTWORK_FADE_TIME);
646 next = Credits_artwork_index + 1;
647 if (next >= NUM_IMAGES){
651 if (Credits_bmps[Credits_artwork_index] < 0) {
654 if (gr_screen.res == GR_1024) {
655 sprintf(buf, NOX("2_CrIm%0.2d"), Credits_artwork_index);
657 sprintf(buf, NOX("CrIm%0.2d"), Credits_artwork_index);
659 Credits_bmps[Credits_artwork_index] = bm_load(buf);
662 if (Credits_bmps[next] < 0) {
665 if (gr_screen.res == GR_1024) {
666 sprintf(buf, NOX("2_CrIm%0.2d"), Credits_artwork_index);
668 sprintf(buf, NOX("CrIm%0.2d"), next);
670 Credits_bmps[next] = bm_load(buf);
673 bm1 = Credits_bmps[Credits_artwork_index];
674 bm2 = Credits_bmps[next];
676 if((bm1 != -1) && (bm2 != -1)){
677 Assert(percent >= 0 && percent <= 100);
679 // get width and height
680 bm_get_info(bm1, &bw1, &bh1, NULL, NULL, NULL);
681 bm_get_info(bm2, &bw2, &bh2, NULL, NULL, NULL);
683 // determine where to draw the coords
684 bx1 = Credits_image_coords[gr_screen.res][CREDITS_X_COORD] + ((Credits_image_coords[gr_screen.res][CREDITS_W_COORD] - bw1)/2);
685 by1 = Credits_image_coords[gr_screen.res][CREDITS_Y_COORD] + ((Credits_image_coords[gr_screen.res][CREDITS_H_COORD] - bh1)/2);
686 bx2 = Credits_image_coords[gr_screen.res][CREDITS_X_COORD] + ((Credits_image_coords[gr_screen.res][CREDITS_W_COORD] - bw2)/2);
687 by2 = Credits_image_coords[gr_screen.res][CREDITS_Y_COORD] + ((Credits_image_coords[gr_screen.res][CREDITS_H_COORD] - bh2)/2);
689 gr_cross_fade(bm1, bm2, bx1, by1, bx2, by2, (float)percent / 100.0f);
693 if (CreditsWin01 != -1) {
694 gr_set_bitmap(CreditsWin01);
698 if (CreditsWin02 != -1) {
699 gr_set_bitmap(CreditsWin02);
703 if (CreditsWin03 != -1) {
704 gr_set_bitmap(CreditsWin03);
708 if (CreditsWin04 != -1) {
709 gr_set_bitmap(CreditsWin04);
716 for (i=TECH_DATABASE_BUTTON; i<=CREDITS_BUTTON; i++){
717 if (Buttons[i][gr_screen.res].button.button_down()){
722 if (i > CREDITS_BUTTON){
723 Buttons[CREDITS_BUTTON][gr_screen.res].button.draw_forced(2);
726 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]);
728 gr_set_color_fast(&Color_normal);
731 if ( Credit_position > 0 ) {
732 sy = fl2i(Credit_position+0.5f);
734 sy = fl2i(Credit_position-0.5f);
737 // HACK - I don't want to change the string code, so we'll just use a special version here
738 if(gr_screen.mode == GR_GLIDE){
740 extern void gr_glide_string_hack(int sx, int sy, char *s);
741 gr_glide_string_hack(0x8000, sy, Credit_text);
744 gr_string(0x8000, sy, Credit_text);
748 temp_time = timer_get_milliseconds();
750 Credits_frametime = temp_time - Credits_last_time;
751 Credits_last_time = temp_time;
752 timestamp_inc(Credits_frametime / 1000.0f);
754 float fl_frametime = i2fl(Credits_frametime) / 1000.f;
755 if (keyd_pressed[KEY_LSHIFT]) {
756 Credit_position -= fl_frametime * CREDITS_SCROLL_RATE * 4.0f;
758 Credit_position -= fl_frametime * CREDITS_SCROLL_RATE;
761 if (Credit_position < Credit_stop_pos){
762 Credit_position = Credit_start_pos;
765 Credits_counter += fl_frametime;
766 while (Credits_counter >= CREDITS_ARTWORK_DISPLAY_TIME) {
767 Credits_counter -= CREDITS_ARTWORK_DISPLAY_TIME;
768 Credits_artwork_index = next;