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/MissionBrief.cpp $
15 * C module that contains code to display the mission briefing to the player
18 * Revision 1.10 2005/03/29 02:18:47 taylor
19 * Various 64-bit platform fixes
20 * Fix compiler errors with MAKE_FS1 and fix gr_set_bitmap() too
21 * Make sure that turrets can fire at asteroids for FS1 (needed for a couple missions)
22 * Streaming audio support (big thanks to Pierre Willenbrock!!)
23 * Removed dependance on strings.tbl for FS1 since we don't actually need it now
25 * Revision 1.9 2004/09/20 01:31:44 theoddone33
28 * Revision 1.8 2004/07/04 11:31:43 taylor
29 * amd64 support, compiler warning fixes, don't use software rendering
31 * Revision 1.7 2003/05/25 02:30:43 taylor
34 * Revision 1.6 2003/01/30 19:55:33 relnev
35 * remove second bmpman.h include (Taylor Richards)
37 * Revision 1.5 2002/06/17 06:33:09 relnev
38 * ryan's struct patch for gcc 2.95
40 * Revision 1.4 2002/06/09 04:41:22 relnev
41 * added copyright header
43 * Revision 1.3 2002/06/02 04:26:34 relnev
46 * Revision 1.2 2002/05/07 03:16:46 theoddone33
47 * The Great Newline Fix
49 * Revision 1.1.1.1 2002/05/03 03:28:10 root
53 * 48 10/14/99 2:51p Jefff
56 * 47 10/13/99 3:23p Jefff
57 * fixed unnumbered XSTRs
59 * 46 9/12/99 8:09p Dave
60 * Fixed problem where skip-training button would cause mission messages
61 * not to get paged out for the current mission.
63 * 45 9/09/99 3:40p Jefff
64 * no exit loop outisde of campaign mode
66 * 44 9/07/99 6:53p Jefff
67 * functionality to break out of a loop
69 * 43 9/06/99 6:38p Dave
70 * Improved CD detection code.
72 * 42 9/03/99 10:57a Jefff
75 * 41 8/30/99 5:30p Jefff
76 * fixed "more" being cut off in d3d
78 * 40 8/30/99 10:29a Jefff
79 * added autocenter flag to closup rendering
81 * 39 8/19/99 11:33a Dave
84 * 38 8/19/99 10:59a Dave
85 * Packet loss detection.
87 * 37 8/16/99 4:05p Dave
88 * Big honking checkin.
90 * 36 8/16/99 9:48a Jefff
91 * all clicks on briefing icons should now register
93 * 35 8/10/99 7:29p Jefff
94 * added mission title to briefing screen
96 * 34 8/03/99 1:34a Andsager
97 * fix skip training mission (again)
99 * 33 8/02/99 12:01p Jefff
100 * fixed "skip training" text pos
102 * 32 7/30/99 5:42p Jasenw
103 * Fixed coords for skip training button.
105 * 31 7/29/99 10:50p Dave
106 * Oops. Accidentally blew away some interface text changes.
108 * 30 7/29/99 10:48p Dave
110 * 29 7/29/99 3:05p Andsager
111 * Add skip training text. and properly skip.
113 * 28 7/24/99 6:07p Jefff
114 * Added "lock" text to multiplayer lock button
116 * 27 7/21/99 10:51a Jefff
117 * added "more" indicator to briefing text box
119 * 26 7/19/99 3:01p Dave
120 * Fixed icons. Added single transport icon.
122 * 25 7/18/99 5:20p Dave
123 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
125 * 24 7/16/99 1:49p Dave
126 * 8 bit aabitmaps. yay.
128 * 23 7/15/99 9:20a Andsager
129 * FS2_DEMO initial checkin
131 * 22 7/09/99 5:54p Dave
132 * Seperated cruiser types into individual types. Added tons of new
133 * briefing icons. Campaign screen.
135 * 21 6/29/99 7:39p Dave
136 * Lots of small bug fixes.
138 * 20 6/11/99 11:13a Dave
139 * last minute changes before press tour build.
141 * 19 6/04/99 1:18p Dave
142 * Fixed briefing model rendering problems. Made show background option in
143 * fred toggle nebula rendering.
145 * 18 5/07/99 10:34a Andsager
146 * Make red alert work in FS2
148 * 17 4/23/99 12:01p Johnson
149 * Added SIF_HUGE_SHIP
151 * 16 3/25/99 2:45p Neilk
154 * 15 2/11/99 3:08p Dave
155 * PXO refresh button. Very preliminary squad war support.
157 * 14 2/05/99 7:19p Neilk
158 * Removed black part from mission screen, fixed info text coords
160 * 13 2/02/99 4:35p Neilk
161 * fixed coordinate problem where primary goals was on top of interface in
164 * 12 2/01/99 5:55p Dave
165 * Removed the idea of explicit bitmaps for buttons. Fixed text
166 * highlighting for disabled gadgets.
168 * 11 1/30/99 7:32p Neilk
169 * Fixed coords problems for mission briefing screens
171 * 10 1/30/99 5:08p Dave
172 * More new hi-res stuff.Support for nice D3D textures.
174 * 9 1/30/99 1:29a Dave
175 * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
176 * screen. Fixed beam weapon death messages.
178 * 8 1/29/99 4:17p Dave
179 * New interface screens.
181 * 7 1/13/99 7:19p Neilk
182 * Converted Mission Brief, Barracks, Synch to high res support
184 * 6 12/18/98 1:13a Dave
185 * Rough 1024x768 support for Direct3D. Proper detection and usage through
188 * 5 11/30/98 1:07p Dave
189 * 16 bit conversion, first run.
191 * 4 11/20/98 4:08p Dave
192 * Fixed flak effect in multiplayer.
194 * 3 10/13/98 9:28a Dave
195 * Started neatening up freespace.h. Many variables renamed and
196 * reorganized. Added AlphaColors.[h,cpp]
198 * 2 10/07/98 10:53a Dave
201 * 1 10/07/98 10:49a Dave
203 * 114 9/17/98 3:08p Dave
204 * PXO to non-pxo game warning popup. Player icon stuff in create and join
205 * game screens. Upped server count refresh time in PXO to 35 secs (from
208 * 113 6/19/98 3:52p Lawrance
209 * Don't use large text in popup, since it is missing large foreign chars
211 * 112 6/09/98 5:17p Lawrance
212 * French/German localization
214 * 111 6/09/98 10:31a Hoffoss
215 * Created index numbers for all xstr() references. Any new xstr() stuff
216 * added from here on out should be added to the end if the list. The
217 * current list count can be found in FreeSpace.cpp (search for
220 * 110 6/01/98 11:43a John
221 * JAS & MK: Classified all strings for localization.
223 * 109 5/22/98 10:44a Lawrance
224 * put in case label to suppress warning
226 * 108 5/19/98 11:35p Lawrance
227 * Play sound for briefing control button presses
229 * 107 5/19/98 8:47p Lawrance
230 * Set proper distance for jump nodes
232 * 106 5/19/98 8:35p Dave
233 * Revamp PXO channel listing system. Send campaign goals/events to
234 * clients for evaluation. Made lock button pressable on all screens.
236 * 105 5/12/98 2:16p Hoffoss
237 * Added debug code to switch models of closeup icon to more easily check
238 * positions and zooms.
240 * 104 5/06/98 11:50p Lawrance
241 * Clean up help overlay code for loadout screens
243 * 103 5/06/98 8:03p Allender
244 * AL: only free pointers in brief_compact_stages if non-null
246 * 102 5/05/98 4:48p Lawrance
247 * Fix bug with launching closeup icon when pause button is pressed
249 * 101 4/29/98 1:45p Lawrance
250 * Print out mission filename if debug build, or if INTERPLAY QA defined
252 * 100 4/29/98 12:15a Lawrance
253 * reset demo trailer timer when briefing moves to a new stage
255 * 98 4/25/98 11:55p Lawrance
256 * fix bug with the auto-advance button
258 * 97 4/25/98 3:49p Lawrance
259 * Save briefing auto-advance pref
261 * 96 4/25/98 12:00p Lawrance
262 * disable advance keypress for 1/2 second after autoadvance
264 * 95 4/22/98 7:24p Dave
265 * Made sure the "player/ships" locked button for multiplayer appears on
266 * all briefing screens.
268 * 94 4/20/98 3:53p Lawrance
269 * Fix various bugs with auto-advancing through briefings.
271 * 93 4/19/98 12:11p Lawrance
272 * add new art for pause button in the briefing
274 * 92 4/17/98 10:39p Andsager
275 * AL: Fix bug with auto-advance of briefing stages.
277 * 91 4/16/98 8:05p Lawrance
278 * Don't show closeup icon for planets
280 * 90 4/15/98 5:17p Lawrance
281 * fix bug with skip training
287 #include "freespace.h"
288 #include "missionload.h"
289 #include "missionscreencommon.h"
290 #include "missionshipchoice.h"
291 #include "missionparse.h"
292 #include "missiongoals.h"
293 #include "gamesequence.h"
302 #include "linklist.h"
307 #include "audiostr.h"
309 #include "eventmusic.h"
310 #include "missioncampaign.h"
313 #include "snazzyui.h"
315 #include "missionbrief.h"
316 #include "missionbriefcommon.h"
317 #include "missiongrid.h"
318 #include "multimsgs.h"
320 #include "contexthelp.h"
322 #include "multiteamselect.h"
324 #include "asteroid.h"
327 #include "alphacolors.h"
329 #include "missionmessage.h"
332 #define OBJECTIVES_X 65
333 #define OBJECTIVES_Y 137
334 #define OBJECTIVES_W 508
335 #define OBJECTIVES_H 233
338 static int Brief_goals_coords[GR_NUM_RESOLUTIONS][4] = {
343 65,152,508,211 // GR_640
347 104,243,813,332 // GR_1024
351 static int Current_brief_stage; // what stage of the briefing we're on
352 static int Last_brief_stage;
353 static int Num_brief_stages;
354 static int Brief_multiplayer = FALSE;
356 static int Brief_last_auto_advance = 0; // timestamp of last auto-advance
358 // for managing the scene cut transition
359 static int Quick_transition_stage;
360 static int Start_fade_up_anim, Start_fade_down_anim;
361 static int Brief_playing_fade_sound;
364 int Briefing_music_handle = -1;
365 int Briefing_music_begin_timestamp = 0;
367 // --------------------------------------------------------------------------------------
368 // Module scope globals
369 // --------------------------------------------------------------------------------------
371 static MENU_REGION Briefing_select_region[NUM_BREIFING_REGIONS];
372 static int Num_briefing_regions;
374 // For closeup display
375 #define ONE_REV_TIME 6 // time (sec) for one revolution
376 #define MAX_ANG_CHG 0.15f
378 static int Closeup_coords[GR_NUM_RESOLUTIONS][4] = {
380 203, 151, 200, 213 // GR_640
383 325, 241, 200, 213 // GR_1024
387 static int Brief_infobox_coords[GR_NUM_RESOLUTIONS][2] = {
400 static char *Brief_infobox_filename[GR_NUM_RESOLUTIONS] = {
405 static char *Brief_filename[GR_NUM_RESOLUTIONS] = {
410 static char *Brief_multi_filename[GR_NUM_RESOLUTIONS] = {
412 "Brief", // use the standard bitmap and slap the chatbox on later
419 static char *Brief_mask_filename[GR_NUM_RESOLUTIONS] = {
424 static char *Brief_multi_mask_filename[GR_NUM_RESOLUTIONS] = {
430 static char *Brief_win_filename[GR_NUM_RESOLUTIONS] = {
440 // coordinate inidices
441 #define BRIEF_X_COORD 0
442 #define BRIEF_Y_COORD 1
443 #define BRIEF_W_COORD 2
444 #define BRIEF_H_COORD 3
446 //static int Closeup_region[4] = {220,132,420,269};
447 int Closeup_region[GR_NUM_RESOLUTIONS][4] = {
456 char *Closeup_background_filename[GR_NUM_RESOLUTIONS] = {
457 NOX("BriefPop"), // GR_640
458 NOX("2_BriefPop") // GR_1024
461 char *Closeup_button_filename[GR_NUM_RESOLUTIONS] = {
462 NOX("BPB_00"), // GR_640
463 NOX("2_BPB_00"), // GR_1024
466 int Closeup_button_hotspot = 14;
468 //static int Closeup_button_coords[2] = {CLOSEUP_X+164,CLOSEUP_Y+227};
469 int Closeup_button_coords[GR_NUM_RESOLUTIONS][2] = {
470 { 374, 316 }, // GR_640
471 { 599, 506 } // GR_1024
474 UI_BUTTON Closeup_close_button;
475 int Closeup_bitmap=-1;
476 int Closeup_one_revolution_time=ONE_REV_TIME;
478 brief_icon *Closeup_icon;
479 angles Closeup_angles;
480 matrix Closeup_orient;
482 int Closeup_font_height;
483 int Closeup_x1, Closeup_y1;
485 // used for the 3d view of a closeup ship
487 vector Closeup_cam_pos;
489 // Mask bitmap pointer and Mask bitmap_id
490 bitmap* BriefingMaskPtr; // bitmap pointer to the briefing select mask bitmap
491 ubyte* BriefingMaskData; // pointer to actual bitmap data
492 int Briefing_mask_w, Briefing_mask_h;
493 int BriefingMaskBitmap; // bitmap id of the briefing mask bitmap
494 int Brief_inited = FALSE;
496 // --------------------------------------------------------------------------------------
497 // Briefing specific UI
498 // --------------------------------------------------------------------------------------
499 #define BRIEF_LAST_STAGE_MASK 7
500 #define BRIEF_NEXT_STAGE_MASK 8
501 #define BRIEF_PREV_STAGE_MASK 9
502 #define BRIEF_FIRST_STAGE_MASK 10
503 #define BRIEF_TEXT_SCROLL_UP_MASK 11
504 #define BRIEF_TEXT_SCROLL_DOWN_MASK 12
505 #define BRIEF_SKIP_TRAINING_MASK 15
506 #define BRIEF_PAUSE_MASK 16
509 static char *Brief_mask_single[GR_NUM_RESOLUTIONS] = {
511 "2_brief-m" // GR_1024
514 static char *Brief_mask_multi[GR_NUM_RESOLUTIONS] = {
515 "briefmulti-m", // GR_640
516 "2_briefmulti-m" // GR_1024
520 struct brief_buttons {
526 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
528 brief_buttons(char *name, int x1, int y1, int xt1, int yt1, int h, int r = 0) : filename(name), x(x1), y(y1), xt(xt1), yt(yt1), hotspot(h), repeat(r) {}
531 int Brief_grid_bitmap = -1;
532 int Brief_text_bitmap = -1;
534 int Brief_multitext_bitmap = -1;
535 int Brief_background_bitmap =-1;
538 static int MapWin01 = -1;
539 static int MapWin02 = -1;
540 static int MapWin03 = -1;
541 static int MapWin04 = -1;
544 UI_WINDOW Brief_ui_window;
546 // Briefing specific buttons
547 #define NUM_BRIEF_BUTTONS 10
549 brief_buttons Brief_buttons[GR_NUM_RESOLUTIONS][NUM_BRIEF_BUTTONS] = {
552 brief_buttons("BRB_08", 356, 351, -1, -1, 8), // vcr - fastforward
553 brief_buttons("BRB_09", 331, 351, -1, -1, 9), // vcr - play forwards
554 brief_buttons("BRB_10", 277, 351, -1, -1, 10), // vcr - play backwards
555 brief_buttons("BRB_11", 253, 351, -1, -1, 11), // vcr - reverse
556 brief_buttons("BRB_12", 0, 400, -1, -1, 12), // scroll up
557 brief_buttons("BRB_13", 0, 442, -1, -1, 13), // scroll down
558 brief_buttons("BRB_15", 562, 0, -1, -1, 15), // skip training
559 brief_buttons("BRB_16", 304, 351, -1, -1, 16), // vcr - pause
560 brief_buttons("TSB_34", 601, 344, -1, -1, 50), // multi lock
561 brief_buttons("BRB_15", 562, 0, -1, -1, 15) // exit loop
563 brief_buttons("BRB_08", 110, 116, 117, 157, 8),
564 brief_buttons("BRB_09", 84, 116, 117, 157, 9),
565 brief_buttons("BRB_10", 29, 116, 117, 157, 10),
566 brief_buttons("BRB_11", 4, 116, 117, 157, 11),
567 brief_buttons("BRB_12", 0, 405, 117, 157, 12),
568 brief_buttons("BRB_13", 0, 447, 117, 157, 13),
569 brief_buttons("BRB_15", 562, 0, 117, 157, 15), // skip training
570 brief_buttons("BRB_16", 56, 116, 117, 157, 16),
571 brief_buttons("TSB_34", 603, 374, 117, 157, 34),
572 brief_buttons("BRB_15", 562, 0, 117, 157, 15) // exit loop
576 brief_buttons("2_BRB_08", 175, 187, 117, 157, 8),
577 brief_buttons("2_BRB_09", 135, 187, 117, 157, 9),
578 brief_buttons("2_BRB_10", 47, 187, 117, 157, 10),
579 brief_buttons("2_BRB_11", 8, 187, 117, 157, 11),
580 brief_buttons("2_BRB_12", 0, 649, 117, 157, 12),
581 brief_buttons("2_BRB_13", 0, 716, 117, 157, 13),
582 brief_buttons("2_BRB_15", 900, 0, 117, 157, 15), // skip training
583 brief_buttons("2_BRB_16", 91, 187, 117, 157, 16),
584 brief_buttons("2_TSB_34", 966, 599, 117, 157, 34),
585 brief_buttons("2_BRB_15", 900, 0, 117, 157, 15) // exit loop
591 #define BRIEF_SELECT_NUM_TEXT 3
593 UI_XSTR Brief_select_text[GR_NUM_RESOLUTIONS][BRIEF_SELECT_NUM_TEXT] = {
595 { "Lock", 1270, 602, 364, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_MULTI_LOCK].button },
596 { "Skip Training", 1442, 467, 7, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_SKIP_TRAINING].button },
597 { "Exit Loop", 1477, 490, 7, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_EXIT_LOOP].button }
600 { "Lock", 1270, 964, 584, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_MULTI_LOCK].button },
601 { "Skip Training", 1442, 805, 12, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_SKIP_TRAINING].button },
602 { "Exit Loop", 1477, 830, 12, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_EXIT_LOOP].button }
607 // coordinates for briefing title -- the x value is for the RIGHT side of the text
608 static int Title_coords[GR_NUM_RESOLUTIONS][2] = {
612 {575, 117}, // GR_640
614 {918, 194} // GR_1024
617 // coordinates for briefing title in multiplayer briefings -- the x value is for the LEFT side of the text
618 // third coord is max width of area for it to fit into (it is force fit there)
619 static int Title_coords_multi[GR_NUM_RESOLUTIONS][3] = {
623 {1, 105, 190}, // GR_640
625 {1, 174, 304} // GR_1024
628 // briefing line widths
629 int Brief_max_line_width[GR_NUM_RESOLUTIONS] = {
630 MAX_BRIEF_LINE_W_640, MAX_BRIEF_LINE_W_1024
633 // --------------------------------------------------------------------------------------
634 // Forward declarations
635 // --------------------------------------------------------------------------------------
636 int brief_setup_closeup(brief_icon *bi);
637 void brief_maybe_blit_scene_cut(float frametime);
638 void brief_transition_reset();
640 char *brief_tooltip_handler(char *str)
642 if (!stricmp(str, NOX("@close"))) {
644 return XSTR( "Close", 428);
650 // brief_skip_training_pressed()
652 // called when the skip training button on the briefing screen is hit. When this happens,
653 // do a popup, then move to the next mission in the campaign.
654 void brief_skip_training_pressed()
658 val = popup(PF_USE_NEGATIVE_ICON | PF_USE_AFFIRMATIVE_ICON,2,POPUP_NO,POPUP_YES,XSTR( "Skip Training\n\n\n\nAre you sure you want to skip this training mission?", 429));
660 // val is 0 when we hit no (first on the list)
661 // AL: also, -1 is returned when ESC is hit
666 // page out mission messages
667 message_mission_shutdown();
669 if ( !(Game_mode & GM_CAMPAIGN_MODE) ){
670 gameseq_post_event( GS_EVENT_MAIN_MENU );
673 // tricky part. Need to move to the next mission in the campaign.
674 mission_goal_mark_objectives_complete();
675 mission_goal_fail_incomplete();
676 mission_campaign_store_goals_and_events();
678 mission_campaign_eval_next_mission();
679 mission_campaign_mission_over();
682 if(game_do_cd_mission_check(Game_current_mission_filename)){
683 gameseq_post_event( GS_EVENT_START_GAME );
685 gameseq_post_event( GS_EVENT_MAIN_MENU );
689 #if defined(FS2_DEMO) || defined(FS1_DEMO)
690 extern void demo_reset_trailer_timer();
692 // --------------------------------------------------------------------------------------
693 // brief_do_next_pressed()
696 void brief_do_next_pressed(int play_sound)
699 now = timer_get_milliseconds();
701 if ( (now - Brief_last_auto_advance) < 500 ) {
705 #if defined(FS2_DEMO) || defined(FS1_DEMO)
706 demo_reset_trailer_timer();
709 Current_brief_stage++;
710 if ( Current_brief_stage >= Num_brief_stages ) {
711 Current_brief_stage = Num_brief_stages - 1;
712 gamesnd_play_iface(SND_GENERAL_FAIL);
713 if ( Quick_transition_stage != -1 )
714 brief_transition_reset();
717 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
721 Assert(Current_brief_stage >= 0);
724 // --------------------------------------------------------------------------------------
725 // brief_do_prev_pressed()
728 void brief_do_prev_pressed()
730 Current_brief_stage--;
731 if ( Current_brief_stage < 0 ) {
732 Current_brief_stage = 0;
733 gamesnd_play_iface(SND_GENERAL_FAIL);
734 if ( Quick_transition_stage != -1 )
735 brief_transition_reset();
737 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
739 Assert(Current_brief_stage >= 0);
743 // --------------------------------------------------------------------------------------
744 // brief_do_start_pressed()
747 void brief_do_start_pressed()
749 if ( Current_brief_stage != 0 ) {
750 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
751 Current_brief_stage = 0;
752 if ( Quick_transition_stage != -1 )
753 brief_transition_reset();
755 gamesnd_play_iface(SND_GENERAL_FAIL);
757 Assert(Current_brief_stage >= 0);
760 // --------------------------------------------------------------------------------------
761 // brief_do_end_pressed()
764 void brief_do_end_pressed()
766 if ( Current_brief_stage != Num_brief_stages - 1 ) {
767 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
768 Current_brief_stage = Num_brief_stages - 1;
769 if ( Quick_transition_stage != -1 )
770 brief_transition_reset();
773 gamesnd_play_iface(SND_GENERAL_FAIL);
775 Assert(Current_brief_stage >= 0);
779 void brief_scroll_up_text()
781 Top_brief_text_line--;
782 if ( Top_brief_text_line < 0 ) {
783 Top_brief_text_line = 0;
784 gamesnd_play_iface(SND_GENERAL_FAIL);
786 gamesnd_play_iface(SND_SCROLL);
790 void brief_scroll_down_text()
792 Top_brief_text_line++;
793 if ( (Num_brief_text_lines[0] - Top_brief_text_line) < Brief_text_max_lines[gr_screen.res]) {
794 Top_brief_text_line--;
795 gamesnd_play_iface(SND_GENERAL_FAIL);
797 gamesnd_play_iface(SND_SCROLL);
802 // handles the exit loop option
803 void brief_exit_loop_pressed()
805 int val = popup(PF_USE_NEGATIVE_ICON | PF_USE_AFFIRMATIVE_ICON, 2, POPUP_NO, POPUP_YES, XSTR( "Exit Loop\n\n\n\nAre you sure you want to leave the mission loop?", 1489));
807 // bail if esc hit or no clicked
812 // handle the details
813 // this also posts the start game event
814 mission_campaign_exit_loop();
818 // -------------------------------------------------------------------------------------
819 // brief_select_button_do() do the button action for the specified pressed button
821 void brief_button_do(int i)
824 case BRIEF_BUTTON_LAST_STAGE:
825 brief_do_end_pressed();
828 case BRIEF_BUTTON_NEXT_STAGE:
829 brief_do_next_pressed(1);
832 case BRIEF_BUTTON_PREV_STAGE:
833 brief_do_prev_pressed();
836 case BRIEF_BUTTON_FIRST_STAGE:
837 brief_do_start_pressed();
840 case BRIEF_BUTTON_SCROLL_UP:
841 brief_scroll_up_text();
844 case BRIEF_BUTTON_SCROLL_DOWN:
845 brief_scroll_down_text();
848 case BRIEF_BUTTON_PAUSE:
849 gamesnd_play_iface(SND_USER_SELECT);
850 Player->auto_advance ^= 1;
853 case BRIEF_BUTTON_SKIP_TRAINING:
854 brief_skip_training_pressed();
857 case BRIEF_BUTTON_EXIT_LOOP:
858 brief_exit_loop_pressed();
861 case BRIEF_BUTTON_MULTI_LOCK:
862 Assert(Game_mode & GM_MULTIPLAYER);
863 // the "lock" button has been pressed
864 multi_ts_lock_pressed();
866 // disable the button if it is now locked
867 if(multi_ts_is_locked()){
868 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
874 // -------------------------------------------------------------------
875 // brief_check_buttons()
877 // Iterate through the briefing buttons, checking if they are pressed
879 void brief_check_buttons()
884 for (i=0; i<NUM_BRIEF_BUTTONS; i++) {
885 b = &Brief_buttons[gr_screen.res][i].button;
886 if ( b->pressed() ) {
887 common_flash_button_init();
892 if (Closeup_close_button.pressed()) {
893 brief_turn_off_closeup_icon();
897 // -------------------------------------------------------------------
898 // brief_redraw_pressed_buttons()
900 // Redraw any briefing buttons that are pressed down. This function is needed
901 // since we sometimes need to draw pressed buttons last to ensure the entire
902 // button gets drawn (and not overlapped by other buttons)
904 void brief_redraw_pressed_buttons()
909 common_redraw_pressed_buttons();
911 for ( i = 0; i < NUM_BRIEF_BUTTONS; i++ ) {
912 b = &Brief_buttons[gr_screen.res][i].button;
913 if ( b->button_down() ) {
918 if ( !Player->auto_advance ) {
919 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.draw_forced(2);
923 void brief_buttons_init()
928 //if ( Briefing->num_stages <= 0 )
931 for ( i = 0; i < NUM_BRIEF_BUTTONS; i++ ) {
932 b = &Brief_buttons[gr_screen.res][i].button;
933 b->create( &Brief_ui_window, "", Brief_buttons[gr_screen.res][i].x, Brief_buttons[gr_screen.res][i].y, 60, 30, 0, 1 );
934 // set up callback for when a mouse first goes over a button
935 b->set_highlight_action( common_play_highlight_sound );
937 if ((i == BRIEF_BUTTON_SKIP_TRAINING) || (i == BRIEF_BUTTON_EXIT_LOOP)) {
938 b->set_bmaps(Brief_buttons[gr_screen.res][i].filename, 3, 0);
940 b->set_bmaps(Brief_buttons[gr_screen.res][i].filename);
942 b->link_hotspot(Brief_buttons[gr_screen.res][i].hotspot);
947 for(i=0; i<BRIEF_SELECT_NUM_TEXT; i++) {
948 Brief_ui_window.add_XSTR(&Brief_select_text[gr_screen.res][i]);
952 // Hide the 'skip training' button by default. Only enable and unhide if we are playing a training
954 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.disable();
955 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.hide();
956 if ( (Game_mode & GM_NORMAL) && (The_mission.game_type & MISSION_TYPE_TRAINING) ) {
957 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.enable();
958 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.unhide();
961 // Hide the 'exit loop' button by default. Only enable and unhide if we are playing a loop
963 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.disable();
964 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.hide();
965 if ( (Game_mode & GM_NORMAL) && (Campaign.loop_enabled) && (Game_mode & GM_CAMPAIGN_MODE) ) {
966 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.enable();
967 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.unhide();
970 // maybe disable the multi-lock button
971 if(!(Game_mode & GM_MULTIPLAYER)){
972 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.hide();
973 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
975 // if we're not the host of the game (or a tema captain in team vs. team mode), disable the lock button
976 if(Netgame.type_flags & NG_TYPE_TEAM){
977 if(!(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)){
978 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
981 if(!(Net_player->flags & NETINFO_FLAG_GAME_HOST)){
982 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
987 // create close button for closeup popup
988 Closeup_close_button.create( &Brief_ui_window, "", Closeup_button_coords[gr_screen.res][BRIEF_X_COORD], Closeup_button_coords[gr_screen.res][BRIEF_Y_COORD], 60, 30, 0, 1 );
989 Closeup_close_button.set_highlight_action( common_play_highlight_sound );
990 Closeup_close_button.set_bmaps(Closeup_button_filename[gr_screen.res]);
991 Closeup_close_button.link_hotspot(Closeup_button_hotspot);
993 // set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
994 Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.set_hotkey(KEY_SHIFTED|KEY_RIGHT);
995 Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.set_hotkey(KEY_RIGHT);
996 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.set_hotkey(KEY_LEFT);
997 Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.set_hotkey(KEY_SHIFTED|KEY_LEFT);
998 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.set_hotkey(KEY_UP);
999 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.set_hotkey(KEY_DOWN);
1001 Closeup_close_button.disable();
1002 Closeup_close_button.hide();
1004 // if we have no briefing stages, hide and disable briefing buttons
1005 if(Num_brief_stages <= 0){
1006 Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.disable();
1007 Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.hide();
1008 Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.disable();
1009 Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.hide();
1010 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.disable();
1011 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.hide();
1012 Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.disable();
1013 Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.hide();
1014 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.disable();
1015 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.hide();
1016 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.disable();
1017 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.hide();
1018 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.disable();
1019 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.hide();
1023 // --------------------------------------------------------------------------------------
1024 // brief_get_closeup_icon()
1027 brief_icon *brief_get_closeup_icon()
1029 return Closeup_icon;
1032 // stop showing the closeup view of an icon
1033 void brief_turn_off_closeup_icon()
1036 if ( Closeup_icon != NULL ) {
1037 gamesnd_play_iface(SND_BRIEF_ICON_SELECT);
1038 Closeup_icon = NULL;
1039 Closeup_close_button.disable();
1040 Closeup_close_button.hide();
1044 // --------------------------------------------------------------------------------------
1045 // brief_load_bitmaps()
1048 void brief_load_bitmaps()
1050 Brief_text_bitmap = bm_load(Brief_infobox_filename[gr_screen.res]);
1051 Brief_grid_bitmap = bm_load(Brief_win_filename[gr_screen.res]);
1053 if ( Closeup_bitmap == -1 ) {
1054 Closeup_bitmap = bm_load(Closeup_background_filename[gr_screen.res]);
1058 MapWin01 = bm_load(NOX("MapWin01"));
1059 MapWin02 = bm_load(NOX("MapWin02"));
1060 MapWin03 = bm_load(NOX("MapWin03"));
1061 MapWin04 = bm_load(NOX("MapWin04"));
1065 // --------------------------------------------------------------------------------------
1069 void brief_ui_init()
1071 if(Game_mode & GM_MULTIPLAYER) {
1072 Brief_background_bitmap = bm_load(Brief_multi_filename[gr_screen.res]);
1074 Brief_background_bitmap = bm_load(Brief_filename[gr_screen.res]);
1077 if ( Num_brief_stages <= 0 ){
1081 brief_load_bitmaps();
1085 // --------------------------------------------------------------------------------------
1086 // brief_set_default_closeup()
1089 void brief_set_default_closeup()
1094 bs = &Briefing->stages[0];
1096 if ( Briefing->num_stages <= 0 ) {
1097 Closeup_icon = NULL;
1101 if ( bs->num_icons <= 0 ) {
1102 Closeup_icon = NULL;
1106 // check for the first highlighted icons to have as the default closeup
1107 for ( i = 0; i < bs->num_icons; i++ ) {
1108 if ( bs->icons[i].flags & BI_HIGHLIGHT )
1112 if ( i == bs->num_icons ) {
1113 brief_setup_closeup(&bs->icons[0]);
1116 brief_setup_closeup(&bs->icons[i]);
1120 // funciton to evaluate the sexpressions of the briefing stages eliminating those stages
1121 // which shouldn't get shown
1122 void brief_compact_stages()
1127 if((Game_mode & GM_MULTIPLAYER) && (Netgame.campaign_mode == MP_CAMPAIGN) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1128 Game_mode |= GM_CAMPAIGN_MODE;
1133 while ( num < Briefing->num_stages ) {
1134 result = eval_sexp( Briefing->stages[num].formula );
1136 if ( Briefing->stages[num].new_text ) {
1137 free( Briefing->stages[num].new_text );
1138 Briefing->stages[num].new_text = NULL;
1141 if ( Briefing->stages[num].icons ) {
1142 free( Briefing->stages[num].icons );
1143 Briefing->stages[num].icons = NULL;
1147 if ( Briefing->stages[num].lines ) {
1148 free( Briefing->stages[num].lines );
1149 Briefing->stages[num].lines = NULL;
1152 Briefing->stages[num].num_icons = 0;
1153 for ( i = num+1; i < Briefing->num_stages; i++ ) {
1154 Briefing->stages[i-1] = Briefing->stages[i];
1156 Briefing->num_stages--;
1163 if((Game_mode & GM_MULTIPLAYER) && (Netgame.campaign_mode == MP_CAMPAIGN) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1164 Game_mode &= ~(GM_CAMPAIGN_MODE);
1170 // --------------------------------------------------------------------------------------
1173 int red_alert_mission(void);
1177 // Since first stage of briefing can take some time to arrive and play,
1178 // reset the trailer timer on briefing init.
1179 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1180 demo_reset_trailer_timer();
1183 // for multiplayer, change the state in my netplayer structure
1184 // and initialize the briefing chat area thingy
1185 if ( Game_mode & GM_MULTIPLAYER ){
1186 Net_player->state = NETPLAYER_STATE_BRIEFING;
1189 // Non standard briefing in red alert mission
1190 if ( red_alert_mission() ) {
1191 gameseq_post_event(GS_EVENT_RED_ALERT);
1195 // get a pointer to the appropriate briefing structure
1196 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
1197 Briefing = &Briefings[Net_player->p_info.team];
1199 Briefing = &Briefings[0];
1202 Brief_last_auto_advance = 0;
1204 brief_compact_stages(); // compact the briefing array to eliminate unused stages
1206 common_set_interface_palette("BriefingPalette");
1208 ship_stop_animation();
1209 set_active_ui(&Brief_ui_window);
1210 Current_screen = ON_BRIEFING_SELECT;
1211 brief_restart_text_wipe();
1212 common_flash_button_init();
1213 common_music_init(SCORE_BRIEFING);
1216 help_overlay_set_state(BR_OVERLAY,0);
1218 if ( Brief_inited == TRUE ) {
1219 common_buttons_maybe_reload(&Brief_ui_window); // AL 11-21-97: this is necessary since we may returning from the hotkey
1220 // screen, which can release common button bitmaps.
1221 common_reset_buttons();
1222 nprintf(("Alan","brief_init() returning without doing anything\n"));
1226 if (The_mission.game_type & MISSION_TYPE_TRAINING)
1227 Num_brief_stages = Briefing->num_stages;
1229 Num_brief_stages = Briefing->num_stages + 1;
1231 Current_brief_stage = 0;
1232 Last_brief_stage = 0;
1234 // init the scene-cut data
1235 brief_transition_reset();
1237 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
1238 hud_anim_init(&Fade_anim, Brief_static_coords[gr_screen.res][0], Brief_static_coords[gr_screen.res][1], Brief_static_name[gr_screen.res]);
1239 hud_anim_load(&Fade_anim);
1242 nprintf(("Alan","Entering brief_init()\n"));
1243 common_select_init();
1245 if(Game_mode & GM_MULTIPLAYER) {
1246 BriefingMaskBitmap = bm_load(Brief_multi_mask_filename[gr_screen.res]);
1248 BriefingMaskBitmap = bm_load(Brief_mask_filename[gr_screen.res]);
1251 if (BriefingMaskBitmap < 0) {
1252 Error(LOCATION,"Could not load in 'brief-m'!");
1255 Briefing_mask_w = -1;
1256 Briefing_mask_h = -1;
1258 // get a pointer to bitmap by using bm_lock()
1259 BriefingMaskPtr = bm_lock(BriefingMaskBitmap, 8, BMP_AABITMAP);
1260 BriefingMaskData = (ubyte*)BriefingMaskPtr->data;
1261 bm_get_info(BriefingMaskBitmap, &Briefing_mask_w, &Briefing_mask_h);
1263 help_overlay_load(BR_OVERLAY);
1265 // Set up the mask regions
1266 // initialize the different regions of the menu that will react when the mouse moves over it
1267 Num_briefing_regions = 0;
1269 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_BRIEFING_REGION, 0);
1270 #ifndef FS1_DEMO // not available in demo
1271 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_SS_REGION, 0);
1272 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_WEAPON_REGION, 0);
1274 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_COMMIT_REGION, 0);
1275 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_HELP_REGION, 0);
1276 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_OPTIONS_REGION, 0);
1278 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_LAST_STAGE_MASK, 0);
1279 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_NEXT_STAGE_MASK, 0);
1280 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_PREV_STAGE_MASK, 0);
1281 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_FIRST_STAGE_MASK, 0);
1282 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_TEXT_SCROLL_UP_MASK, 0);
1283 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_TEXT_SCROLL_DOWN_MASK, 0);
1286 Brief_ui_window.create( 0, 0, gr_screen.max_w, gr_screen.max_h, 0 );
1288 if(Game_mode & GM_MULTIPLAYER){
1289 Brief_ui_window.set_mask_bmap(Brief_mask_multi[gr_screen.res]);
1291 Brief_ui_window.set_mask_bmap(Brief_mask_single[gr_screen.res]);
1294 Brief_ui_window.tooltip_handler = brief_tooltip_handler;
1295 common_buttons_init(&Brief_ui_window);
1296 brief_buttons_init();
1298 // if multiplayer, initialize a few other systems
1299 if(Game_mode & GM_MULTIPLAYER){
1300 // again, should not be necessary, but we'll leave it for now
1303 // force the chatbox to be small
1304 chatbox_force_small();
1307 // set up the screen regions
1308 brief_init_screen(Brief_multiplayer);
1310 // init briefing specific UI
1313 // init the briefing map
1316 // init the briefing voice playback
1318 brief_voice_load_all();
1320 // init objectives display stuff
1321 ML_objectives_init(Brief_goals_coords[gr_screen.res][BRIEF_X_COORD], Brief_goals_coords[gr_screen.res][BRIEF_Y_COORD], Brief_goals_coords[gr_screen.res][BRIEF_W_COORD], Brief_goals_coords[gr_screen.res][BRIEF_H_COORD]);
1323 // set the camera target
1324 if ( Briefing->num_stages > 0 ) {
1325 brief_set_new_stage(&Briefing->stages[0].camera_pos, &Briefing->stages[0].camera_orient, 0, Current_brief_stage);
1326 brief_reset_icons(Current_brief_stage);
1329 Brief_playing_fade_sound = 0;
1330 Brief_mouse_up_flag = 0;
1331 Closeup_font_height = gr_get_font_height();
1332 Closeup_icon = NULL;
1333 Brief_inited = TRUE;
1336 // -------------------------------------------------------------------------------------
1337 // brief_render_closeup_text()
1340 #define CLOSEUP_TEXT_OFFSET 10
1341 void brief_render_closeup_text()
1345 char line[MAX_ICON_TEXT_LINE_LEN];
1346 int n_lines, i, render_x, render_y;
1347 int n_chars[MAX_ICON_TEXT_LINES];
1348 char *p_str[MAX_ICON_TEXT_LINES];
1350 if ( Closeup_icon == NULL ) {
1357 render_x = Closeup_region[0];
1358 render_y = Closeup_region[1] + CLOSEUP_IMG_H;
1360 gr_set_clip(render_x+CLOSEUP_TEXT_OFFSET, render_y, CLOSEUP_W,CLOSEUP_TEXT_H);
1361 gr_set_color_fast(&Color_white);
1363 // n_lines = split_str(bi->text, CLOSEUP_W - 2*CLOSEUP_TEXT_OFFSET, n_chars, p_str, MAX_ICON_TEXT_LINES);
1364 Assert(n_lines != -1);
1366 for ( i = 0; i < n_lines; i++ ) {
1367 Assert(n_chars[i] < MAX_ICON_TEXT_LINE_LEN);
1368 strncpy(line, p_str[i], n_chars[i]);
1369 line[n_chars[i]] = 0;
1370 gr_printf(0,0+i*Closeup_font_height,line);
1375 // -------------------------------------------------------------------------------------
1376 // brief_render_closeup()
1379 void brief_render_closeup(int ship_class, float frametime)
1381 matrix view_orient = IDENTITY_MATRIX;
1389 if (Closeup_bitmap < 0)
1392 ang = PI2 * frametime/Closeup_one_revolution_time;
1393 if ( ang > MAX_ANG_CHG )
1396 Closeup_angles.h += ang;
1397 if ( Closeup_angles.h > PI2 )
1398 Closeup_angles.h -= PI2;
1399 vm_angles_2_matrix(&temp_matrix, &Closeup_angles );
1400 Closeup_orient = temp_matrix;
1402 w = Closeup_region[gr_screen.res][2];
1403 h = Closeup_region[gr_screen.res][3];
1404 gr_set_clip(Closeup_region[gr_screen.res][0], Closeup_region[gr_screen.res][1], w, h);
1408 g3_set_view_matrix(&Closeup_cam_pos, &view_orient, Closeup_zoom);
1409 model_clear_instance( Closeup_icon->modelnum );
1410 model_set_detail_level(0);
1412 int is_neb = The_mission.flags & MISSION_FLAG_FULLNEB;
1414 // maybe switch off nebula rendering
1416 The_mission.flags &= ~MISSION_FLAG_FULLNEB;
1419 int model_render_flags;
1420 if ( Closeup_icon->type == ICON_JUMP_NODE ) {
1421 model_set_outline_color(HUD_color_red, HUD_color_green, HUD_color_blue);
1422 model_render_flags = MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER | MR_NO_POLYS | MR_SHOW_OUTLINE;
1424 model_render_flags = MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER;
1427 model_render( Closeup_icon->modelnum, &Closeup_orient, &Closeup_pos, model_render_flags );
1430 The_mission.flags |= MISSION_FLAG_FULLNEB;
1435 gr_set_color_fast(&Color_bright_white);
1437 gr_printf(0x8000,2,Closeup_icon->closeup_label);
1438 // brief_render_closeup_text();
1440 Closeup_close_button.enable();
1441 Closeup_close_button.unhide();
1446 // -------------------------------------------------------------------------------------
1449 // frametime is in seconds
1450 void brief_render(float frametime)
1459 if ( Num_brief_stages <= 0 ) {
1460 gr_set_color_fast(&Color_white);
1461 Assert( Game_current_mission_filename != NULL );
1462 gr_printf(0x8000,200,XSTR( "No Briefing exists for mission: %s", 430), Game_current_mission_filename);
1465 gr_get_string_size(&w, &h, The_mission.name);
1466 gr_set_color_fast(&Color_normal);
1467 gr_printf(0x8000, 230, NOX("[filename: %s, last mod: %s]"), Mission_filename, The_mission.modified);
1473 gr_set_bitmap(Brief_grid_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1474 gr_bitmap(Brief_bmap_coords[gr_screen.res][0], Brief_bmap_coords[gr_screen.res][1]);
1476 brief_render_map(Current_brief_stage, frametime);
1478 // draw the frame bitmaps
1479 gr_set_bitmap(Brief_text_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1480 gr_bitmap(Brief_infobox_coords[gr_screen.res][0], Brief_infobox_coords[gr_screen.res][1]);
1481 brief_blit_stage_num(Current_brief_stage, Num_brief_stages);
1483 z = brief_render_text(Top_brief_text_line, Brief_text_coords[gr_screen.res][0], Brief_text_coords[gr_screen.res][1], Brief_text_coords[gr_screen.res][3], frametime);
1485 brief_voice_play(Current_brief_stage);
1488 // maybe output the "more" indicator
1489 if ( (Brief_text_max_lines[gr_screen.res] + Top_brief_text_line + 2) < Num_brief_text_lines[0] ) {
1490 // can be scrolled down
1491 int more_txt_x = Brief_text_coords[gr_screen.res][0] + (Brief_max_line_width[gr_screen.res]/2) - 10;
1492 int more_txt_y = Brief_text_coords[gr_screen.res][1] + Brief_text_coords[gr_screen.res][3] - 2; // located below brief text, centered
1494 gr_get_string_size(&w, &h, XSTR("more", 1469), strlen(XSTR("more", 1469)));
1495 gr_set_color_fast(&Color_black);
1496 gr_rect(more_txt_x-2, more_txt_y, w+3, h);
1497 gr_set_color_fast(&Color_red);
1498 gr_string(more_txt_x, more_txt_y, XSTR("more", 1469)); // base location on the input x and y?
1501 brief_maybe_blit_scene_cut(frametime);
1504 if (MapWin01 != -1) {
1505 gr_set_bitmap(MapWin01, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1509 if (MapWin02 != -1) {
1510 gr_set_bitmap(MapWin02, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1511 gr_bitmap(575, 122);
1514 if (MapWin03 != -1) {
1515 gr_set_bitmap(MapWin03, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1519 if (MapWin04 != -1) {
1520 gr_set_bitmap(MapWin04, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1525 #if !defined(NDEBUG) || defined(INTERPLAYQA)
1526 gr_set_color_fast(&Color_normal);
1527 int title_y_offset = (Game_mode & GM_MULTIPLAYER) ? 20 : 10;
1528 gr_printf(Brief_bmap_coords[gr_screen.res][0], Brief_bmap_coords[gr_screen.res][1]-title_y_offset, NOX("[name: %s, mod: %s]"), Mission_filename, The_mission.modified);
1531 // output mission title
1533 gr_set_color_fast(&Color_bright_white);
1535 gr_set_color_fast(&Color_bright_blue);
1537 if (Game_mode & GM_MULTIPLAYER) {
1539 strncpy(buf, The_mission.name, 256);
1540 gr_force_fit_string(buf, 255, Title_coords_multi[gr_screen.res][2]);
1542 // align from the end of the string instead of the beginning
1543 gr_get_string_size(&w, NULL, buf);
1544 gr_string(Title_coords_multi[gr_screen.res][0] - w, Title_coords_multi[gr_screen.res][1], buf);
1546 gr_string(Title_coords_multi[gr_screen.res][0], Title_coords_multi[gr_screen.res][1], buf);
1549 gr_get_string_size(&w, NULL, The_mission.name);
1550 gr_string(Title_coords[gr_screen.res][0] - w, Title_coords[gr_screen.res][1], The_mission.name);
1553 // maybe do objectives
1554 if (Current_brief_stage == Briefing->num_stages) {
1555 ML_objectives_do_frame(0);
1559 // -------------------------------------------------------------------------------------
1560 // brief_set_closeup_pos()
1563 #define CLOSEUP_OFFSET 20
1564 void brief_set_closeup_pos(brief_icon *bi)
1567 Closeup_x1 = fl2i(320 - Closeup_coords[gr_screen.res][BRIEF_W_COORD]/2.0f + 0.5f);
1570 void brief_get_closeup_ship_modelnum(brief_icon *ci)
1575 // find the model number for the ship to display
1576 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1578 if ( objp == &obj_used_list || objp->type != OBJ_SHIP ) {
1582 sp = &Ships[objp->instance];
1583 if ( sp->ship_info_index == ci->ship_class ) {
1584 ci->ship_class = sp->ship_info_index;
1585 ci->modelnum = sp->modelnum;
1586 ci->radius = objp->radius;
1592 // cut any text off after (and including) '#' char
1593 void brief_truncate_label(char *src)
1595 char *pointer_to_last_char;
1597 pointer_to_last_char = strstr(src, NOX("#"));
1599 if ( pointer_to_last_char ) {
1600 *pointer_to_last_char = 0;
1604 // -------------------------------------------------------------------------------------
1605 // brief_setup_closeup()
1607 // exit: 0 => set-up icon sucessfully
1608 // -1 => could not setup closeup icon
1609 int brief_setup_closeup(brief_icon *bi)
1611 char pof_filename[NAME_LENGTH];
1612 ship_info *sip=NULL;
1616 Closeup_icon->ship_class = bi->ship_class;
1617 Closeup_icon->modelnum = -1;
1619 Closeup_one_revolution_time = ONE_REV_TIME;
1621 switch(Closeup_icon->type) {
1623 Closeup_icon = NULL;
1626 strcpy(pof_filename, NOX("planet.pof"));
1627 strcpy(Closeup_icon->closeup_label, XSTR("planet",-1));
1628 vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -8300.0f);
1629 Closeup_zoom = 0.5f;
1630 Closeup_one_revolution_time = ONE_REV_TIME * 3;
1633 case ICON_ASTEROID_FIELD:
1634 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
1635 strcpy(pof_filename, Asteroid_info[ASTEROID_TYPE_BIG].pof_files[0]);
1636 strcpy(Closeup_icon->closeup_label, XSTR( "asteroid", 431));
1637 (void) vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -334.0f);
1638 Closeup_zoom = 0.5f;
1641 case ICON_JUMP_NODE:
1642 strcpy(pof_filename, NOX("subspacenode.pof"));
1643 strcpy(Closeup_icon->closeup_label, XSTR( "jump node", 432));
1644 (void) vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -2700.0f);
1645 Closeup_zoom = 0.5f;
1646 Closeup_one_revolution_time = ONE_REV_TIME * 3;
1649 case ICON_UNKNOWN_WING:
1650 strcpy(pof_filename, NOX("unknownship.pof"));
1651 strcpy(Closeup_icon->closeup_label, XSTR( "unknown", 433));
1652 (void) vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -22.0f);
1653 Closeup_zoom = 0.5f;
1656 brief_get_closeup_ship_modelnum(Closeup_icon);
1657 Assert( Closeup_icon->ship_class != -1 );
1658 sip = &Ship_info[Closeup_icon->ship_class];
1660 strcpy(Closeup_icon->closeup_label,sip->name);
1662 // cut any text off after (and including) '#' char
1663 brief_truncate_label(Closeup_icon->closeup_label);
1665 if ( sip->flags & (SIF_SMALL_SHIP|SIF_BIG_SHIP|SIF_HUGE_SHIP|SIF_SENTRYGUN) ) {
1666 strcat(Closeup_icon->closeup_label, XSTR( " class", 434));
1671 if ( Closeup_icon->modelnum == -1 ) {
1672 if ( sip == NULL ) {
1673 Closeup_icon->modelnum = model_load(pof_filename, 0, NULL);
1675 Closeup_icon->modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]);
1677 Closeup_icon->radius = model_get_radius(Closeup_icon->modelnum);
1680 vm_set_identity(&Closeup_orient);
1681 (void) vm_vec_make(&tvec, 0.0f, 0.0f, -1.0f);
1682 Closeup_orient.v.fvec = tvec;
1683 vm_vec_zero(&Closeup_pos);
1684 Closeup_angles.p = 0.0f;
1685 Closeup_angles.b = 0.0f;
1686 Closeup_angles.h = PI;
1688 brief_set_closeup_pos(bi);
1691 Closeup_cam_pos = sip->closeup_pos;
1692 Closeup_zoom = sip->closeup_zoom;
1698 // -------------------------------------------------------------------------------------
1699 // brief_update_closeup_icon()
1701 // input: mode => how to update the closeup view
1704 void brief_update_closeup_icon(int mode)
1708 int i, closeup_index;
1712 // mode 0 means disable the closeup icon
1713 if ( Closeup_icon != NULL ) {
1714 brief_turn_off_closeup_icon();
1719 if ( Closeup_icon == NULL )
1722 bs = &Briefing->stages[Current_brief_stage];
1725 // see if any icons are being highlighted this stage
1726 for ( i = 0; i < bs->num_icons; i++ ) {
1728 if ( bi->flags & BI_HIGHLIGHT ) {
1734 if ( closeup_index != -1 ) {
1735 bi = &bs->icons[closeup_index];
1736 brief_setup_closeup(bi);
1739 Closeup_icon = NULL;
1744 // -------------------------------------------------------------------------------------
1745 // brief_check_for_anim()
1748 void brief_check_for_anim()
1750 int mx, my, i, iw, ih;
1752 brief_icon *bi = NULL;
1754 bs = &Briefing->stages[Current_brief_stage];
1755 mouse_get_pos( &mx, &my );
1757 // if mouse click is over the VCR controls, don't launch an icon
1758 // FIXME - should prolly push these into defines instead of hardcoding this
1759 if ( mx >= 0 && mx <= 115 && my >= 136 && my <= 148 ) {
1763 // if mouse coords are outside the briefing screen, then go away
1764 my -= bscreen.map_y1;
1765 mx -= bscreen.map_x1;
1766 if ( my < 0 || mx < 0 || mx > (bscreen.map_x2-bscreen.map_x1+1) || my > (bscreen.map_y2-bscreen.map_y1+1) )
1769 for ( i = 0; i < bs->num_icons; i++ ) {
1771 brief_common_get_icon_dimensions(&iw, &ih, bi->type, bi->ship_class);
1772 if ( mx < bi->x ) continue;
1773 if ( mx > (bi->x + iw) ) continue;
1774 if ( my < bi->y ) continue;
1775 if ( my > (bi->y + ih) ) continue;
1776 // if we've got here, must be a hit
1780 if ( i == bs->num_icons ) {
1781 brief_turn_off_closeup_icon();
1785 if ( brief_setup_closeup(bi) == 0 ) {
1786 gamesnd_play_iface(SND_BRIEF_ICON_SELECT);
1788 gamesnd_play_iface(SND_GENERAL_FAIL);
1792 // maybe flash a button if player hasn't done anything for a while
1793 void brief_maybe_flash_button()
1797 if ( Num_brief_stages <= 0 )
1800 if ( Closeup_icon != NULL ) {
1801 common_flash_button_init();
1805 if ( common_flash_bright() ) {
1806 if ( Current_brief_stage == (Num_brief_stages-1) ) {
1808 // AL 4-4-98: Don't flash ship selection button on briefing in demo build
1809 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1812 // AL 30-3-98: Don't flash ship selection button if in a training mission,
1813 if ( brief_only_allow_briefing() ) {
1817 b = &Common_buttons[Current_screen-1][gr_screen.res][1].button; // ship select button
1820 b = &Brief_buttons[gr_screen.res][1].button; // next stage button
1823 if ( b->button_hilighted() ) {
1824 common_flash_button_init();
1831 // -------------------------------------------------------------------------------------
1834 // frametime is in seconds
1836 void brief_do_frame(float frametime)
1838 int k, brief_choice;
1840 if ( red_alert_mission() ) {
1845 if ( !Brief_inited ){
1849 int snazzy_action = -1;
1850 brief_choice = snazzy_menu_do(BriefingMaskData, Briefing_mask_w, Briefing_mask_h, Num_briefing_regions, Briefing_select_region, &snazzy_action, 0);
1852 k = common_select_do(frametime);
1854 if ( Closeup_icon ) {
1855 Brief_mouse_up_flag = 0;
1858 if ( help_overlay_active(BR_OVERLAY) ) {
1859 common_flash_button_init();
1860 brief_turn_off_closeup_icon();
1863 // Check common keypresses
1864 common_check_keys(k);
1870 if ( Briefing->num_stages > 0 ) {
1872 // check for special keys
1876 case KEY_CTRLED | KEY_PAGEUP: {
1877 if (Closeup_icon->ship_class) {
1878 Closeup_icon->ship_class--;
1880 ship_info *sip = &Ship_info[Closeup_icon->ship_class];
1881 if (sip->modelnum < 0)
1882 sip->modelnum = model_load(sip->pof_file, 0, NULL);
1884 mprintf(("Shiptype = %d (%s)\n", Closeup_icon->ship_class, sip->name));
1885 mprintf(("Modelnum = %d (%s)\n", sip->modelnum, sip->pof_file));
1886 brief_setup_closeup(Closeup_icon);
1892 case KEY_CTRLED | KEY_PAGEDOWN: {
1893 if (Closeup_icon->ship_class < Num_ship_types - 1) {
1894 Closeup_icon->ship_class++;
1896 ship_info *sip = &Ship_info[Closeup_icon->ship_class];
1897 if (sip->modelnum < 0)
1898 sip->modelnum = model_load(sip->pof_file, 0, NULL);
1900 mprintf(("Shiptype = %d (%s)\n", Closeup_icon->ship_class, sip->name));
1901 mprintf(("Modelnum = %d (%s)\n", sip->modelnum, sip->pof_file));
1902 brief_setup_closeup(Closeup_icon);
1909 Closeup_cam_pos.xyz.z += 1;
1913 case KEY_A + KEY_SHIFTED:
1914 Closeup_cam_pos.xyz.z += 10;
1919 Closeup_cam_pos.xyz.z -= 1;
1923 case KEY_Z + KEY_SHIFTED:
1924 Closeup_cam_pos.xyz.z -= 10;
1929 Closeup_cam_pos.xyz.y += 1;
1933 case KEY_Y + KEY_SHIFTED:
1934 Closeup_cam_pos.xyz.y += 10;
1939 Closeup_cam_pos.xyz.y -= 1;
1943 case KEY_H + KEY_SHIFTED:
1944 Closeup_cam_pos.xyz.y -= 10;
1949 Closeup_zoom -= 0.1f;
1950 if ( Closeup_zoom < 0.1 )
1951 Closeup_zoom = 0.1f;
1955 case KEY_COMMA+KEY_SHIFTED:
1956 Closeup_zoom -= 0.5f;
1957 if ( Closeup_zoom < 0.1 )
1958 Closeup_zoom = 0.1f;
1963 Closeup_zoom += 0.1f;
1967 case KEY_PERIOD+KEY_SHIFTED:
1968 Closeup_zoom += 0.5f;
1972 case 1000: // need this to avoid warning about no case
1982 nprintf(("General","Camera pos: %.2f, %.2f %.2f // ", Closeup_cam_pos.xyz.x, Closeup_cam_pos.xyz.y, Closeup_cam_pos.xyz.z));
1983 nprintf(("General","Camera zoom: %.2f\n", Closeup_zoom));
1987 if ( brief_choice > -1 && snazzy_action == SNAZZY_OVER ) {
1988 Brief_mouse_up_flag = 0;
1993 common_check_buttons();
1994 // if ( Briefing->num_stages > 0 )
1995 brief_check_buttons();
1997 if ( brief_choice != -1 ) {
1998 Brief_mouse_up_flag = 0;
2003 common_render(frametime);
2005 if ( Current_brief_stage < (Num_brief_stages-1) ) {
2006 if ( !help_overlay_active(BR_OVERLAY) && brief_time_to_advance(Current_brief_stage, frametime) ) {
2007 brief_do_next_pressed(0);
2008 common_flash_button_init();
2009 Brief_last_auto_advance = timer_get_milliseconds();
2013 if ( !Background_playing ) {
2015 int check_jump_flag = 1;
2016 if ( Current_brief_stage != Last_brief_stage ) {
2018 // Check if we have a quick transition pending
2019 if ( Quick_transition_stage != -1 ) {
2020 Quick_transition_stage = -1;
2021 brief_reset_last_new_stage();
2023 check_jump_flag = 0;
2026 if ( check_jump_flag ) {
2027 if ( abs(Current_brief_stage - Last_brief_stage) > 1 ) {
2028 Quick_transition_stage = Current_brief_stage;
2029 Current_brief_stage = Last_brief_stage;
2030 Assert(Current_brief_stage >= 0);
2031 Start_fade_up_anim = 1;
2032 goto Transition_done;
2037 if ( Current_brief_stage > Last_brief_stage ) {
2038 if ( Briefing->stages[Last_brief_stage].flags & BS_FORWARD_CUT ) {
2039 Quick_transition_stage = Current_brief_stage;
2040 Current_brief_stage = Last_brief_stage;
2041 Assert(Current_brief_stage >= 0);
2042 Start_fade_up_anim = 1;
2043 goto Transition_done;
2045 time = Briefing->stages[Current_brief_stage].camera_time;
2049 if ( Briefing->stages[Last_brief_stage].flags & BS_BACKWARD_CUT ) {
2050 Quick_transition_stage = Current_brief_stage;
2051 Current_brief_stage = Last_brief_stage;
2052 Assert(Current_brief_stage >= 0);
2053 Start_fade_up_anim = 1;
2054 goto Transition_done;
2056 time = Briefing->stages[Last_brief_stage].camera_time;
2061 brief_voice_stop(Last_brief_stage);
2063 if ( Current_brief_stage < 0 ) {
2065 Current_brief_stage=0;
2068 // set the camera target
2069 brief_set_new_stage(&Briefing->stages[Current_brief_stage].camera_pos,
2070 &Briefing->stages[Current_brief_stage].camera_orient,
2071 time, Current_brief_stage);
2073 Brief_playing_fade_sound = 0;
2074 Last_brief_stage = Current_brief_stage;
2075 brief_reset_icons(Current_brief_stage);
2076 brief_update_closeup_icon(0);
2081 if ( Brief_mouse_up_flag && !Closeup_icon) {
2082 brief_check_for_anim();
2085 brief_render(frametime);
2086 brief_camera_move(frametime, Current_brief_stage);
2088 if (Closeup_icon && (Closeup_bitmap >= 0)) {
2089 // blit closeup background
2090 gr_set_bitmap(Closeup_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2091 gr_bitmap(Closeup_coords[gr_screen.res][BRIEF_X_COORD], Closeup_coords[gr_screen.res][BRIEF_Y_COORD]);
2094 Brief_ui_window.draw();
2095 brief_redraw_pressed_buttons();
2096 common_render_selected_screen_button();
2099 brief_render_closeup(Closeup_icon->ship_class, frametime);
2102 // render some extra stuff in multiplayer
2103 if (Game_mode & GM_MULTIPLAYER) {
2104 // should render this last so that it overlaps all controls
2107 // render the status indicator for the voice system
2108 multi_common_voice_display_status();
2110 // blit the "ships/players" locked button
2111 // multi_ts_blit_locked_button();
2113 // maybe blit the multiplayer "locked" button
2114 // if its locked, everyone blits it as such
2115 if(multi_ts_is_locked()){
2116 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw_forced(2);
2118 // anyone who can't hit the button sees it off, otherwise
2120 if( ((Netgame.type_flags & NG_TYPE_TEAM) && !(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)) ||
2121 ((Netgame.type_flags & NG_TYPE_TEAM) && !(Net_player->flags & NETINFO_FLAG_GAME_HOST)) ){
2122 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw_forced(0);
2124 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw();
2130 // maybe flash a button if player hasn't done anything for a while
2131 brief_maybe_flash_button();
2133 // blit help overlay if active
2134 help_overlay_maybe_blit(BR_OVERLAY);
2138 // If the commit button was pressed, do the commit button actions. Done at the end of the
2139 // loop so there isn't a skip in the animation (since ship_create() can take a long time if
2140 // the ship model is not in memory
2141 if (Commit_pressed) {
2142 if (Game_mode & GM_MULTIPLAYER) {
2143 multi_ts_commit_pressed();
2152 // --------------------------------------------------------------------------------------
2153 // brief_unload_bitmaps()
2156 void brief_unload_bitmaps()
2158 if ( BriefingMaskBitmap != -1 ) {
2159 bm_unload(BriefingMaskBitmap);
2160 BriefingMaskBitmap = -1;
2163 if ( Brief_text_bitmap != -1 ) {
2164 bm_unload(Brief_text_bitmap);
2165 Brief_text_bitmap = -1;
2168 if(Brief_grid_bitmap != -1){
2169 bm_unload(Brief_grid_bitmap);
2170 Brief_grid_bitmap = -1;
2173 if ( Brief_multitext_bitmap != -1 ) {
2174 bm_unload(Brief_multitext_bitmap);
2175 Brief_multitext_bitmap = -1;
2178 if ( Brief_background_bitmap != -1 ) {
2179 bm_unload(Brief_background_bitmap);
2180 Brief_background_bitmap = -1;
2184 if (MapWin01 != -1){
2185 bm_unload(MapWin01);
2189 if (MapWin02 != -1){
2190 bm_unload(MapWin02);
2194 if (MapWin03 != -1){
2195 bm_unload(MapWin03);
2199 if (MapWin04 != -1){
2200 bm_unload(MapWin04);
2205 help_overlay_unload(BR_OVERLAY);
2208 // ------------------------------------------------------------------------------------
2214 if ( Brief_inited == FALSE ) {
2215 nprintf(("Warning","brief_close() returning without doing anything\n"));
2219 nprintf(("Alan", "Entering brief_close()\n"));
2221 ML_objectives_close();
2223 // unload the audio streams used for voice playback
2224 brief_voice_unload_all();
2226 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2227 hud_anim_release(&Fade_anim);
2230 // done mask bitmap, so unlock it
2231 bm_unlock(BriefingMaskBitmap);
2233 Brief_ui_window.destroy();
2237 common_free_interface_palette();
2240 // unload the bitmaps
2241 brief_unload_bitmaps();
2243 brief_common_close();
2245 Brief_inited = FALSE;
2248 void briefing_stop_music()
2250 if ( Briefing_music_handle != -1 ) {
2251 audiostream_close_file(Briefing_music_handle);
2252 Briefing_music_handle = -1;
2256 void briefing_load_music(char* fname)
2258 if ( Cmdline_freespace_no_music ) {
2262 if ( Briefing_music_handle != -1 )
2266 Briefing_music_handle = audiostream_open( fname, ASF_EVENTMUSIC );
2269 void briefing_start_music()
2271 if ( Briefing_music_handle != -1 ) {
2272 if ( !audiostream_is_playing(Briefing_music_handle) )
2273 audiostream_play(Briefing_music_handle, Master_event_music_volume);
2276 nprintf(("Warning", "No music file exists to play music at this briefing!\n"));
2280 void brief_stop_voices()
2282 brief_voice_stop(Current_brief_stage);
2285 void brief_maybe_blit_scene_cut(float frametime)
2287 if ( Start_fade_up_anim ) {
2289 #if defined(FS2_DEMO) || defined(FS1_DEMO)
2290 Fade_anim.time_elapsed = 0.0f;
2291 Start_fade_up_anim = 0;
2292 Start_fade_down_anim = 1;
2293 Current_brief_stage = Quick_transition_stage;
2295 if ( Current_brief_stage < 0 ) {
2296 brief_transition_reset();
2297 Current_brief_stage = Last_brief_stage;
2299 goto Fade_down_anim_start;
2303 Fade_anim.time_elapsed += frametime;
2305 if ( !Brief_playing_fade_sound ) {
2306 gamesnd_play_iface(SND_BRIEFING_STATIC);
2307 Brief_playing_fade_sound = 1;
2310 if ( Fade_anim.time_elapsed > Fade_anim.total_time ) {
2311 Fade_anim.time_elapsed = 0.0f;
2312 Start_fade_up_anim = 0;
2313 Start_fade_down_anim = 1;
2314 Current_brief_stage = Quick_transition_stage;
2316 if ( Current_brief_stage < 0 ) {
2317 brief_transition_reset();
2318 Current_brief_stage = Last_brief_stage;
2321 Assert(Current_brief_stage >= 0);
2322 goto Fade_down_anim_start;
2325 // draw the correct frame of animation
2326 framenum = fl2i( (Fade_anim.time_elapsed * Fade_anim.num_frames) / Fade_anim.total_time );
2329 if ( framenum >= Fade_anim.num_frames )
2330 framenum = Fade_anim.num_frames-1;
2332 // Blit the bitmap for this frame
2333 gr_set_bitmap(Fade_anim.first_frame + framenum, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2334 gr_bitmap(Fade_anim.sx, Fade_anim.sy);
2339 Fade_down_anim_start:
2340 if ( Start_fade_down_anim ) {
2342 #if defined(FS2_DEMO) || defined(FS1_DEMO)
2343 Fade_anim.time_elapsed = 0.0f;
2344 Start_fade_up_anim = 0;
2345 Start_fade_down_anim = 0;
2351 Fade_anim.time_elapsed += frametime;
2353 if ( Fade_anim.time_elapsed > Fade_anim.total_time ) {
2354 Fade_anim.time_elapsed = 0.0f;
2355 Start_fade_up_anim = 0;
2356 Start_fade_down_anim = 0;
2360 // draw the correct frame of animation
2361 framenum = fl2i( (Fade_anim.time_elapsed * Fade_anim.num_frames) / Fade_anim.total_time );
2364 if ( framenum >= Fade_anim.num_frames )
2365 framenum = Fade_anim.num_frames-1;
2367 // Blit the bitmap for this frame
2368 gr_set_bitmap(Fade_anim.first_frame + (Fade_anim.num_frames-1) - framenum, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2369 gr_bitmap(Fade_anim.sx, Fade_anim.sy);
2375 void brief_transition_reset()
2377 Quick_transition_stage = -1;
2378 Start_fade_up_anim = 0;
2379 Start_fade_down_anim = 0;
2380 Fade_anim.time_elapsed = 0.0f;
2383 // return 1 if this mission only allow players to use the briefing (and not ship or
2384 // weapon loadout). Otherwise return 0.
2385 int brief_only_allow_briefing()
2387 if ( The_mission.game_type & MISSION_TYPE_TRAINING ) {
2391 if ( The_mission.scramble || The_mission.red_alert) {