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 1.4 2002/06/09 04:41:22 relnev
19 * added copyright header
21 * Revision 1.3 2002/06/02 04:26:34 relnev
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 03:28:10 root
31 * 48 10/14/99 2:51p Jefff
34 * 47 10/13/99 3:23p Jefff
35 * fixed unnumbered XSTRs
37 * 46 9/12/99 8:09p Dave
38 * Fixed problem where skip-training button would cause mission messages
39 * not to get paged out for the current mission.
41 * 45 9/09/99 3:40p Jefff
42 * no exit loop outisde of campaign mode
44 * 44 9/07/99 6:53p Jefff
45 * functionality to break out of a loop
47 * 43 9/06/99 6:38p Dave
48 * Improved CD detection code.
50 * 42 9/03/99 10:57a Jefff
53 * 41 8/30/99 5:30p Jefff
54 * fixed "more" being cut off in d3d
56 * 40 8/30/99 10:29a Jefff
57 * added autocenter flag to closup rendering
59 * 39 8/19/99 11:33a Dave
62 * 38 8/19/99 10:59a Dave
63 * Packet loss detection.
65 * 37 8/16/99 4:05p Dave
66 * Big honking checkin.
68 * 36 8/16/99 9:48a Jefff
69 * all clicks on briefing icons should now register
71 * 35 8/10/99 7:29p Jefff
72 * added mission title to briefing screen
74 * 34 8/03/99 1:34a Andsager
75 * fix skip training mission (again)
77 * 33 8/02/99 12:01p Jefff
78 * fixed "skip training" text pos
80 * 32 7/30/99 5:42p Jasenw
81 * Fixed coords for skip training button.
83 * 31 7/29/99 10:50p Dave
84 * Oops. Accidentally blew away some interface text changes.
86 * 30 7/29/99 10:48p Dave
88 * 29 7/29/99 3:05p Andsager
89 * Add skip training text. and properly skip.
91 * 28 7/24/99 6:07p Jefff
92 * Added "lock" text to multiplayer lock button
94 * 27 7/21/99 10:51a Jefff
95 * added "more" indicator to briefing text box
97 * 26 7/19/99 3:01p Dave
98 * Fixed icons. Added single transport icon.
100 * 25 7/18/99 5:20p Dave
101 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
103 * 24 7/16/99 1:49p Dave
104 * 8 bit aabitmaps. yay.
106 * 23 7/15/99 9:20a Andsager
107 * FS2_DEMO initial checkin
109 * 22 7/09/99 5:54p Dave
110 * Seperated cruiser types into individual types. Added tons of new
111 * briefing icons. Campaign screen.
113 * 21 6/29/99 7:39p Dave
114 * Lots of small bug fixes.
116 * 20 6/11/99 11:13a Dave
117 * last minute changes before press tour build.
119 * 19 6/04/99 1:18p Dave
120 * Fixed briefing model rendering problems. Made show background option in
121 * fred toggle nebula rendering.
123 * 18 5/07/99 10:34a Andsager
124 * Make red alert work in FS2
126 * 17 4/23/99 12:01p Johnson
127 * Added SIF_HUGE_SHIP
129 * 16 3/25/99 2:45p Neilk
132 * 15 2/11/99 3:08p Dave
133 * PXO refresh button. Very preliminary squad war support.
135 * 14 2/05/99 7:19p Neilk
136 * Removed black part from mission screen, fixed info text coords
138 * 13 2/02/99 4:35p Neilk
139 * fixed coordinate problem where primary goals was on top of interface in
142 * 12 2/01/99 5:55p Dave
143 * Removed the idea of explicit bitmaps for buttons. Fixed text
144 * highlighting for disabled gadgets.
146 * 11 1/30/99 7:32p Neilk
147 * Fixed coords problems for mission briefing screens
149 * 10 1/30/99 5:08p Dave
150 * More new hi-res stuff.Support for nice D3D textures.
152 * 9 1/30/99 1:29a Dave
153 * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
154 * screen. Fixed beam weapon death messages.
156 * 8 1/29/99 4:17p Dave
157 * New interface screens.
159 * 7 1/13/99 7:19p Neilk
160 * Converted Mission Brief, Barracks, Synch to high res support
162 * 6 12/18/98 1:13a Dave
163 * Rough 1024x768 support for Direct3D. Proper detection and usage through
166 * 5 11/30/98 1:07p Dave
167 * 16 bit conversion, first run.
169 * 4 11/20/98 4:08p Dave
170 * Fixed flak effect in multiplayer.
172 * 3 10/13/98 9:28a Dave
173 * Started neatening up freespace.h. Many variables renamed and
174 * reorganized. Added AlphaColors.[h,cpp]
176 * 2 10/07/98 10:53a Dave
179 * 1 10/07/98 10:49a Dave
181 * 114 9/17/98 3:08p Dave
182 * PXO to non-pxo game warning popup. Player icon stuff in create and join
183 * game screens. Upped server count refresh time in PXO to 35 secs (from
186 * 113 6/19/98 3:52p Lawrance
187 * Don't use large text in popup, since it is missing large foreign chars
189 * 112 6/09/98 5:17p Lawrance
190 * French/German localization
192 * 111 6/09/98 10:31a Hoffoss
193 * Created index numbers for all xstr() references. Any new xstr() stuff
194 * added from here on out should be added to the end if the list. The
195 * current list count can be found in FreeSpace.cpp (search for
198 * 110 6/01/98 11:43a John
199 * JAS & MK: Classified all strings for localization.
201 * 109 5/22/98 10:44a Lawrance
202 * put in case label to suppress warning
204 * 108 5/19/98 11:35p Lawrance
205 * Play sound for briefing control button presses
207 * 107 5/19/98 8:47p Lawrance
208 * Set proper distance for jump nodes
210 * 106 5/19/98 8:35p Dave
211 * Revamp PXO channel listing system. Send campaign goals/events to
212 * clients for evaluation. Made lock button pressable on all screens.
214 * 105 5/12/98 2:16p Hoffoss
215 * Added debug code to switch models of closeup icon to more easily check
216 * positions and zooms.
218 * 104 5/06/98 11:50p Lawrance
219 * Clean up help overlay code for loadout screens
221 * 103 5/06/98 8:03p Allender
222 * AL: only free pointers in brief_compact_stages if non-null
224 * 102 5/05/98 4:48p Lawrance
225 * Fix bug with launching closeup icon when pause button is pressed
227 * 101 4/29/98 1:45p Lawrance
228 * Print out mission filename if debug build, or if INTERPLAY QA defined
230 * 100 4/29/98 12:15a Lawrance
231 * reset demo trailer timer when briefing moves to a new stage
233 * 98 4/25/98 11:55p Lawrance
234 * fix bug with the auto-advance button
236 * 97 4/25/98 3:49p Lawrance
237 * Save briefing auto-advance pref
239 * 96 4/25/98 12:00p Lawrance
240 * disable advance keypress for 1/2 second after autoadvance
242 * 95 4/22/98 7:24p Dave
243 * Made sure the "player/ships" locked button for multiplayer appears on
244 * all briefing screens.
246 * 94 4/20/98 3:53p Lawrance
247 * Fix various bugs with auto-advancing through briefings.
249 * 93 4/19/98 12:11p Lawrance
250 * add new art for pause button in the briefing
252 * 92 4/17/98 10:39p Andsager
253 * AL: Fix bug with auto-advance of briefing stages.
255 * 91 4/16/98 8:05p Lawrance
256 * Don't show closeup icon for planets
258 * 90 4/15/98 5:17p Lawrance
259 * fix bug with skip training
265 #include "freespace.h"
266 #include "missionload.h"
267 #include "missionscreencommon.h"
268 #include "missionshipchoice.h"
269 #include "missionparse.h"
270 #include "missiongoals.h"
271 #include "gamesequence.h"
280 #include "linklist.h"
285 #include "audiostr.h"
287 #include "eventmusic.h"
288 #include "missioncampaign.h"
291 #include "snazzyui.h"
293 #include "missionbrief.h"
294 #include "missionbriefcommon.h"
295 #include "missiongrid.h"
297 #include "multimsgs.h"
299 #include "contexthelp.h"
301 #include "multiteamselect.h"
303 #include "asteroid.h"
306 #include "alphacolors.h"
308 #include "missionmessage.h"
311 #define OBJECTIVES_X 65
312 #define OBJECTIVES_Y 137
313 #define OBJECTIVES_W 508
314 #define OBJECTIVES_H 233
317 static int Brief_goals_coords[GR_NUM_RESOLUTIONS][4] = {
319 65,152,508,211 // GR_640
322 104,243,813,332 // GR_1024
326 static int Current_brief_stage; // what stage of the briefing we're on
327 static int Last_brief_stage;
328 static int Num_brief_stages;
329 static int Brief_multiplayer = FALSE;
331 static int Brief_last_auto_advance = 0; // timestamp of last auto-advance
333 // for managing the scene cut transition
334 static int Quick_transition_stage;
335 static int Start_fade_up_anim, Start_fade_down_anim;
336 static int Brief_playing_fade_sound;
339 int Briefing_music_handle = -1;
340 int Briefing_music_begin_timestamp = 0;
342 // --------------------------------------------------------------------------------------
343 // Module scope globals
344 // --------------------------------------------------------------------------------------
346 static MENU_REGION Briefing_select_region[NUM_BREIFING_REGIONS];
347 static int Num_briefing_regions;
349 // For closeup display
350 #define ONE_REV_TIME 6 // time (sec) for one revolution
351 #define MAX_ANG_CHG 0.15f
353 static int Closeup_coords[GR_NUM_RESOLUTIONS][4] = {
355 203, 151, 200, 213 // GR_640
358 325, 241, 200, 213 // GR_1024
362 static int Brief_infobox_coords[GR_NUM_RESOLUTIONS][2] = {
371 static char *Brief_infobox_filename[GR_NUM_RESOLUTIONS] = {
376 static char *Brief_filename[GR_NUM_RESOLUTIONS] = {
381 static char *Brief_multi_filename[GR_NUM_RESOLUTIONS] = {
386 static char *Brief_mask_filename[GR_NUM_RESOLUTIONS] = {
391 static char *Brief_multi_mask_filename[GR_NUM_RESOLUTIONS] = {
397 static char *Brief_win_filename[GR_NUM_RESOLUTIONS] = {
402 // coordinate inidices
403 #define BRIEF_X_COORD 0
404 #define BRIEF_Y_COORD 1
405 #define BRIEF_W_COORD 2
406 #define BRIEF_H_COORD 3
408 //static int Closeup_region[4] = {220,132,420,269};
409 int Closeup_region[GR_NUM_RESOLUTIONS][4] = {
418 char *Closeup_background_filename[GR_NUM_RESOLUTIONS] = {
419 NOX("BriefPop"), // GR_640
420 NOX("2_BriefPop") // GR_1024
423 char *Closeup_button_filename[GR_NUM_RESOLUTIONS] = {
424 NOX("BPB_00"), // GR_640
425 NOX("2_BPB_00"), // GR_1024
428 int Closeup_button_hotspot = 14;
430 //static int Closeup_button_coords[2] = {CLOSEUP_X+164,CLOSEUP_Y+227};
431 int Closeup_button_coords[GR_NUM_RESOLUTIONS][2] = {
432 { 374, 316 }, // GR_640
433 { 599, 506 } // GR_1024
436 UI_BUTTON Closeup_close_button;
437 int Closeup_bitmap=-1;
438 int Closeup_one_revolution_time=ONE_REV_TIME;
440 brief_icon *Closeup_icon;
441 angles Closeup_angles;
442 matrix Closeup_orient;
444 int Closeup_font_height;
445 int Closeup_x1, Closeup_y1;
447 // used for the 3d view of a closeup ship
449 vector Closeup_cam_pos;
451 // Mask bitmap pointer and Mask bitmap_id
452 bitmap* BriefingMaskPtr; // bitmap pointer to the briefing select mask bitmap
453 ubyte* BriefingMaskData; // pointer to actual bitmap data
454 int Briefing_mask_w, Briefing_mask_h;
455 int BriefingMaskBitmap; // bitmap id of the briefing mask bitmap
456 int Brief_inited = FALSE;
458 // --------------------------------------------------------------------------------------
459 // Briefing specific UI
460 // --------------------------------------------------------------------------------------
461 #define BRIEF_LAST_STAGE_MASK 7
462 #define BRIEF_NEXT_STAGE_MASK 8
463 #define BRIEF_PREV_STAGE_MASK 9
464 #define BRIEF_FIRST_STAGE_MASK 10
465 #define BRIEF_TEXT_SCROLL_UP_MASK 11
466 #define BRIEF_TEXT_SCROLL_DOWN_MASK 12
467 #define BRIEF_SKIP_TRAINING_MASK 15
468 #define BRIEF_PAUSE_MASK 16
471 static char *Brief_mask_single[GR_NUM_RESOLUTIONS] = {
473 "2_brief-m" // GR_1024
476 static char *Brief_mask_multi[GR_NUM_RESOLUTIONS] = {
477 "briefmulti-m", // GR_640
478 "2_briefmulti-m" // GR_1024
482 struct brief_buttons {
488 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
490 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) {}
493 int Brief_grid_bitmap = -1;
494 int Brief_text_bitmap = -1;
496 int Brief_multitext_bitmap = -1;
497 int Brief_background_bitmap =-1;
499 UI_WINDOW Brief_ui_window;
501 // Briefing specific buttons
502 #define NUM_BRIEF_BUTTONS 10
504 brief_buttons Brief_buttons[GR_NUM_RESOLUTIONS][NUM_BRIEF_BUTTONS] = {
506 brief_buttons("BRB_08", 110, 116, 117, 157, 8),
507 brief_buttons("BRB_09", 84, 116, 117, 157, 9),
508 brief_buttons("BRB_10", 29, 116, 117, 157, 10),
509 brief_buttons("BRB_11", 4, 116, 117, 157, 11),
510 brief_buttons("BRB_12", 0, 405, 117, 157, 12),
511 brief_buttons("BRB_13", 0, 447, 117, 157, 13),
512 brief_buttons("BRB_15", 562, 0, 117, 157, 15), // skip training
513 brief_buttons("BRB_16", 56, 116, 117, 157, 16),
514 brief_buttons("TSB_34", 603, 374, 117, 157, 34),
515 brief_buttons("BRB_15", 562, 0, 117, 157, 15) // exit loop
518 brief_buttons("2_BRB_08", 175, 187, 117, 157, 8),
519 brief_buttons("2_BRB_09", 135, 187, 117, 157, 9),
520 brief_buttons("2_BRB_10", 47, 187, 117, 157, 10),
521 brief_buttons("2_BRB_11", 8, 187, 117, 157, 11),
522 brief_buttons("2_BRB_12", 0, 649, 117, 157, 12),
523 brief_buttons("2_BRB_13", 0, 716, 117, 157, 13),
524 brief_buttons("2_BRB_15", 900, 0, 117, 157, 15), // skip training
525 brief_buttons("2_BRB_16", 91, 187, 117, 157, 16),
526 brief_buttons("2_TSB_34", 966, 599, 117, 157, 34),
527 brief_buttons("2_BRB_15", 900, 0, 117, 157, 15) // exit loop
532 #define BRIEF_SELECT_NUM_TEXT 3
533 UI_XSTR Brief_select_text[GR_NUM_RESOLUTIONS][BRIEF_SELECT_NUM_TEXT] = {
535 { "Lock", 1270, 602, 364, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_MULTI_LOCK].button },
536 { "Skip Training", 1442, 467, 7, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_SKIP_TRAINING].button },
537 { "Exit Loop", 1477, 490, 7, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_EXIT_LOOP].button }
540 { "Lock", 1270, 964, 584, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_MULTI_LOCK].button },
541 { "Skip Training", 1442, 805, 12, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_SKIP_TRAINING].button },
542 { "Exit Loop", 1477, 830, 12, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_EXIT_LOOP].button }
546 // coordinates for briefing title -- the x value is for the RIGHT side of the text
547 static int Title_coords[GR_NUM_RESOLUTIONS][2] = {
548 {575, 117}, // GR_640
549 {918, 194} // GR_1024
552 // coordinates for briefing title in multiplayer briefings -- the x value is for the LEFT side of the text
553 // third coord is max width of area for it to fit into (it is force fit there)
554 static int Title_coords_multi[GR_NUM_RESOLUTIONS][3] = {
555 {1, 105, 190}, // GR_640
556 {1, 174, 304} // GR_1024
559 // briefing line widths
560 int Brief_max_line_width[GR_NUM_RESOLUTIONS] = {
561 MAX_BRIEF_LINE_W_640, MAX_BRIEF_LINE_W_1024
564 // --------------------------------------------------------------------------------------
565 // Forward declarations
566 // --------------------------------------------------------------------------------------
567 int brief_setup_closeup(brief_icon *bi);
568 void brief_maybe_blit_scene_cut(float frametime);
569 void brief_transition_reset();
571 char *brief_tooltip_handler(char *str)
573 if (!stricmp(str, NOX("@close"))) {
575 return XSTR( "Close", 428);
581 // brief_skip_training_pressed()
583 // called when the skip training button on the briefing screen is hit. When this happens,
584 // do a popup, then move to the next mission in the campaign.
585 void brief_skip_training_pressed()
589 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));
591 // val is 0 when we hit no (first on the list)
592 // AL: also, -1 is returned when ESC is hit
597 // page out mission messages
598 message_mission_shutdown();
600 if ( !(Game_mode & GM_CAMPAIGN_MODE) ){
601 gameseq_post_event( GS_EVENT_MAIN_MENU );
604 // tricky part. Need to move to the next mission in the campaign.
605 mission_goal_mark_objectives_complete();
606 mission_goal_fail_incomplete();
607 mission_campaign_store_goals_and_events();
609 mission_campaign_eval_next_mission();
610 mission_campaign_mission_over();
613 if(game_do_cd_mission_check(Game_current_mission_filename)){
614 gameseq_post_event( GS_EVENT_START_GAME );
616 gameseq_post_event( GS_EVENT_MAIN_MENU );
621 extern void demo_reset_trailer_timer();
623 // --------------------------------------------------------------------------------------
624 // brief_do_next_pressed()
627 void brief_do_next_pressed(int play_sound)
630 now = timer_get_milliseconds();
632 if ( (now - Brief_last_auto_advance) < 500 ) {
637 demo_reset_trailer_timer();
640 Current_brief_stage++;
641 if ( Current_brief_stage >= Num_brief_stages ) {
642 Current_brief_stage = Num_brief_stages - 1;
643 gamesnd_play_iface(SND_GENERAL_FAIL);
644 if ( Quick_transition_stage != -1 )
645 brief_transition_reset();
648 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
652 Assert(Current_brief_stage >= 0);
655 // --------------------------------------------------------------------------------------
656 // brief_do_prev_pressed()
659 void brief_do_prev_pressed()
661 Current_brief_stage--;
662 if ( Current_brief_stage < 0 ) {
663 Current_brief_stage = 0;
664 gamesnd_play_iface(SND_GENERAL_FAIL);
665 if ( Quick_transition_stage != -1 )
666 brief_transition_reset();
668 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
670 Assert(Current_brief_stage >= 0);
674 // --------------------------------------------------------------------------------------
675 // brief_do_start_pressed()
678 void brief_do_start_pressed()
680 if ( Current_brief_stage != 0 ) {
681 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
682 Current_brief_stage = 0;
683 if ( Quick_transition_stage != -1 )
684 brief_transition_reset();
686 gamesnd_play_iface(SND_GENERAL_FAIL);
688 Assert(Current_brief_stage >= 0);
691 // --------------------------------------------------------------------------------------
692 // brief_do_end_pressed()
695 void brief_do_end_pressed()
697 if ( Current_brief_stage != Num_brief_stages - 1 ) {
698 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
699 Current_brief_stage = Num_brief_stages - 1;
700 if ( Quick_transition_stage != -1 )
701 brief_transition_reset();
704 gamesnd_play_iface(SND_GENERAL_FAIL);
706 Assert(Current_brief_stage >= 0);
710 void brief_scroll_up_text()
712 Top_brief_text_line--;
713 if ( Top_brief_text_line < 0 ) {
714 Top_brief_text_line = 0;
715 gamesnd_play_iface(SND_GENERAL_FAIL);
717 gamesnd_play_iface(SND_SCROLL);
721 void brief_scroll_down_text()
723 Top_brief_text_line++;
724 if ( (Num_brief_text_lines[0] - Top_brief_text_line) < Brief_text_max_lines[gr_screen.res]) {
725 Top_brief_text_line--;
726 gamesnd_play_iface(SND_GENERAL_FAIL);
728 gamesnd_play_iface(SND_SCROLL);
733 // handles the exit loop option
734 void brief_exit_loop_pressed()
736 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));
738 // bail if esc hit or no clicked
743 // handle the details
744 // this also posts the start game event
745 mission_campaign_exit_loop();
749 // -------------------------------------------------------------------------------------
750 // brief_select_button_do() do the button action for the specified pressed button
752 void brief_button_do(int i)
755 case BRIEF_BUTTON_LAST_STAGE:
756 brief_do_end_pressed();
759 case BRIEF_BUTTON_NEXT_STAGE:
760 brief_do_next_pressed(1);
763 case BRIEF_BUTTON_PREV_STAGE:
764 brief_do_prev_pressed();
767 case BRIEF_BUTTON_FIRST_STAGE:
768 brief_do_start_pressed();
771 case BRIEF_BUTTON_SCROLL_UP:
772 brief_scroll_up_text();
775 case BRIEF_BUTTON_SCROLL_DOWN:
776 brief_scroll_down_text();
779 case BRIEF_BUTTON_PAUSE:
780 gamesnd_play_iface(SND_USER_SELECT);
781 Player->auto_advance ^= 1;
784 case BRIEF_BUTTON_SKIP_TRAINING:
785 brief_skip_training_pressed();
788 case BRIEF_BUTTON_EXIT_LOOP:
789 brief_exit_loop_pressed();
792 case BRIEF_BUTTON_MULTI_LOCK:
793 Assert(Game_mode & GM_MULTIPLAYER);
794 // the "lock" button has been pressed
795 multi_ts_lock_pressed();
797 // disable the button if it is now locked
798 if(multi_ts_is_locked()){
799 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
805 // -------------------------------------------------------------------
806 // brief_check_buttons()
808 // Iterate through the briefing buttons, checking if they are pressed
810 void brief_check_buttons()
815 for (i=0; i<NUM_BRIEF_BUTTONS; i++) {
816 b = &Brief_buttons[gr_screen.res][i].button;
817 if ( b->pressed() ) {
818 common_flash_button_init();
823 if (Closeup_close_button.pressed()) {
824 brief_turn_off_closeup_icon();
828 // -------------------------------------------------------------------
829 // brief_redraw_pressed_buttons()
831 // Redraw any briefing buttons that are pressed down. This function is needed
832 // since we sometimes need to draw pressed buttons last to ensure the entire
833 // button gets drawn (and not overlapped by other buttons)
835 void brief_redraw_pressed_buttons()
840 common_redraw_pressed_buttons();
842 for ( i = 0; i < NUM_BRIEF_BUTTONS; i++ ) {
843 b = &Brief_buttons[gr_screen.res][i].button;
844 if ( b->button_down() ) {
849 if ( !Player->auto_advance ) {
850 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.draw_forced(2);
854 void brief_buttons_init()
859 //if ( Briefing->num_stages <= 0 )
862 for ( i = 0; i < NUM_BRIEF_BUTTONS; i++ ) {
863 b = &Brief_buttons[gr_screen.res][i].button;
864 b->create( &Brief_ui_window, "", Brief_buttons[gr_screen.res][i].x, Brief_buttons[gr_screen.res][i].y, 60, 30, 0, 1 );
865 // set up callback for when a mouse first goes over a button
866 b->set_highlight_action( common_play_highlight_sound );
868 if ((i == BRIEF_BUTTON_SKIP_TRAINING) || (i == BRIEF_BUTTON_EXIT_LOOP)) {
869 b->set_bmaps(Brief_buttons[gr_screen.res][i].filename, 3, 0);
871 b->set_bmaps(Brief_buttons[gr_screen.res][i].filename);
873 b->link_hotspot(Brief_buttons[gr_screen.res][i].hotspot);
877 for(i=0; i<BRIEF_SELECT_NUM_TEXT; i++) {
878 Brief_ui_window.add_XSTR(&Brief_select_text[gr_screen.res][i]);
881 // Hide the 'skip training' button by default. Only enable and unhide if we are playing a training
883 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.disable();
884 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.hide();
885 if ( (Game_mode & GM_NORMAL) && (The_mission.game_type & MISSION_TYPE_TRAINING) ) {
886 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.enable();
887 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.unhide();
890 // Hide the 'exit loop' button by default. Only enable and unhide if we are playing a loop
892 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.disable();
893 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.hide();
894 if ( (Game_mode & GM_NORMAL) && (Campaign.loop_enabled) && (Game_mode & GM_CAMPAIGN_MODE) ) {
895 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.enable();
896 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.unhide();
899 // maybe disable the multi-lock button
900 if(!(Game_mode & GM_MULTIPLAYER)){
901 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.hide();
902 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
904 // if we're not the host of the game (or a tema captain in team vs. team mode), disable the lock button
905 if(Netgame.type_flags & NG_TYPE_TEAM){
906 if(!(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)){
907 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
910 if(!(Net_player->flags & NETINFO_FLAG_GAME_HOST)){
911 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
916 // create close button for closeup popup
917 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 );
918 Closeup_close_button.set_highlight_action( common_play_highlight_sound );
919 Closeup_close_button.set_bmaps(Closeup_button_filename[gr_screen.res]);
920 Closeup_close_button.link_hotspot(Closeup_button_hotspot);
922 // set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
923 Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.set_hotkey(KEY_SHIFTED|KEY_RIGHT);
924 Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.set_hotkey(KEY_RIGHT);
925 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.set_hotkey(KEY_LEFT);
926 Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.set_hotkey(KEY_SHIFTED|KEY_LEFT);
927 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.set_hotkey(KEY_UP);
928 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.set_hotkey(KEY_DOWN);
930 Closeup_close_button.disable();
931 Closeup_close_button.hide();
933 // if we have no briefing stages, hide and disable briefing buttons
934 if(Num_brief_stages <= 0){
935 Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.disable();
936 Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.hide();
937 Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.disable();
938 Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.hide();
939 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.disable();
940 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.hide();
941 Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.disable();
942 Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.hide();
943 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.disable();
944 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.hide();
945 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.disable();
946 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.hide();
947 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.disable();
948 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.hide();
952 // --------------------------------------------------------------------------------------
953 // brief_get_closeup_icon()
956 uint brief_get_closeup_icon()
958 return (uint)Closeup_icon;
961 // stop showing the closeup view of an icon
962 void brief_turn_off_closeup_icon()
965 if ( Closeup_icon != NULL ) {
966 gamesnd_play_iface(SND_BRIEF_ICON_SELECT);
968 Closeup_close_button.disable();
969 Closeup_close_button.hide();
973 // --------------------------------------------------------------------------------------
974 // brief_load_bitmaps()
977 void brief_load_bitmaps()
979 Brief_text_bitmap = bm_load(Brief_infobox_filename[gr_screen.res]);
980 Brief_grid_bitmap = bm_load(Brief_win_filename[gr_screen.res]);
982 if ( Closeup_bitmap == -1 ) {
983 Closeup_bitmap = bm_load(Closeup_background_filename[gr_screen.res]);
987 // --------------------------------------------------------------------------------------
993 if(Game_mode & GM_MULTIPLAYER) {
994 Brief_background_bitmap = bm_load(Brief_multi_filename[gr_screen.res]);
996 Brief_background_bitmap = bm_load(Brief_filename[gr_screen.res]);
999 if ( Num_brief_stages <= 0 ){
1003 brief_load_bitmaps();
1007 // --------------------------------------------------------------------------------------
1008 // brief_set_default_closeup()
1011 void brief_set_default_closeup()
1016 bs = &Briefing->stages[0];
1018 if ( Briefing->num_stages <= 0 ) {
1019 Closeup_icon = NULL;
1023 if ( bs->num_icons <= 0 ) {
1024 Closeup_icon = NULL;
1028 // check for the first highlighted icons to have as the default closeup
1029 for ( i = 0; i < bs->num_icons; i++ ) {
1030 if ( bs->icons[i].flags & BI_HIGHLIGHT )
1034 if ( i == bs->num_icons ) {
1035 brief_setup_closeup(&bs->icons[0]);
1038 brief_setup_closeup(&bs->icons[i]);
1042 // funciton to evaluate the sexpressions of the briefing stages eliminating those stages
1043 // which shouldn't get shown
1044 void brief_compact_stages()
1049 if((Game_mode & GM_MULTIPLAYER) && (Netgame.campaign_mode == MP_CAMPAIGN) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1050 Game_mode |= GM_CAMPAIGN_MODE;
1055 while ( num < Briefing->num_stages ) {
1056 result = eval_sexp( Briefing->stages[num].formula );
1058 if ( Briefing->stages[num].new_text ) {
1059 free( Briefing->stages[num].new_text );
1060 Briefing->stages[num].new_text = NULL;
1063 if ( Briefing->stages[num].icons ) {
1064 free( Briefing->stages[num].icons );
1065 Briefing->stages[num].icons = NULL;
1069 if ( Briefing->stages[num].lines ) {
1070 free( Briefing->stages[num].lines );
1071 Briefing->stages[num].lines = NULL;
1074 Briefing->stages[num].num_icons = 0;
1075 for ( i = num+1; i < Briefing->num_stages; i++ ) {
1076 Briefing->stages[i-1] = Briefing->stages[i];
1078 Briefing->num_stages--;
1085 if((Game_mode & GM_MULTIPLAYER) && (Netgame.campaign_mode == MP_CAMPAIGN) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1086 Game_mode &= ~(GM_CAMPAIGN_MODE);
1092 // --------------------------------------------------------------------------------------
1095 int red_alert_mission(void);
1099 // Since first stage of briefing can take some time to arrive and play,
1100 // reset the trailer timer on briefing init.
1102 demo_reset_trailer_timer();
1105 // for multiplayer, change the state in my netplayer structure
1106 // and initialize the briefing chat area thingy
1107 if ( Game_mode & GM_MULTIPLAYER ){
1108 Net_player->state = NETPLAYER_STATE_BRIEFING;
1111 // Non standard briefing in red alert mission
1112 if ( red_alert_mission() ) {
1113 gameseq_post_event(GS_EVENT_RED_ALERT);
1117 // get a pointer to the appropriate briefing structure
1118 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
1119 Briefing = &Briefings[Net_player->p_info.team];
1121 Briefing = &Briefings[0];
1124 Brief_last_auto_advance = 0;
1126 brief_compact_stages(); // compact the briefing array to eliminate unused stages
1128 common_set_interface_palette("BriefingPalette");
1130 ship_stop_animation();
1131 set_active_ui(&Brief_ui_window);
1132 Current_screen = ON_BRIEFING_SELECT;
1133 brief_restart_text_wipe();
1134 common_flash_button_init();
1135 common_music_init(SCORE_BRIEFING);
1138 help_overlay_set_state(BR_OVERLAY,0);
1140 if ( Brief_inited == TRUE ) {
1141 common_buttons_maybe_reload(&Brief_ui_window); // AL 11-21-97: this is necessary since we may returning from the hotkey
1142 // screen, which can release common button bitmaps.
1143 common_reset_buttons();
1144 nprintf(("Alan","brief_init() returning without doing anything\n"));
1148 if (The_mission.game_type & MISSION_TYPE_TRAINING)
1149 Num_brief_stages = Briefing->num_stages;
1151 Num_brief_stages = Briefing->num_stages + 1;
1153 Current_brief_stage = 0;
1154 Last_brief_stage = 0;
1156 // init the scene-cut data
1157 brief_transition_reset();
1160 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]);
1161 hud_anim_load(&Fade_anim);
1164 nprintf(("Alan","Entering brief_init()\n"));
1165 common_select_init();
1167 if(Game_mode & GM_MULTIPLAYER) {
1168 BriefingMaskBitmap = bm_load(Brief_multi_mask_filename[gr_screen.res]);
1170 BriefingMaskBitmap = bm_load(Brief_mask_filename[gr_screen.res]);
1173 if (BriefingMaskBitmap < 0) {
1174 Error(LOCATION,"Could not load in 'brief-m'!");
1177 Briefing_mask_w = -1;
1178 Briefing_mask_h = -1;
1180 // get a pointer to bitmap by using bm_lock()
1181 BriefingMaskPtr = bm_lock(BriefingMaskBitmap, 8, BMP_AABITMAP);
1182 BriefingMaskData = (ubyte*)BriefingMaskPtr->data;
1183 bm_get_info(BriefingMaskBitmap, &Briefing_mask_w, &Briefing_mask_h);
1185 help_overlay_load(BR_OVERLAY);
1187 // Set up the mask regions
1188 // initialize the different regions of the menu that will react when the mouse moves over it
1189 Num_briefing_regions = 0;
1191 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_BRIEFING_REGION, 0);
1192 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_SS_REGION, 0);
1193 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_WEAPON_REGION, 0);
1194 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_COMMIT_REGION, 0);
1195 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_HELP_REGION, 0);
1196 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_OPTIONS_REGION, 0);
1198 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_LAST_STAGE_MASK, 0);
1199 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_NEXT_STAGE_MASK, 0);
1200 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_PREV_STAGE_MASK, 0);
1201 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_FIRST_STAGE_MASK, 0);
1202 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_TEXT_SCROLL_UP_MASK, 0);
1203 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_TEXT_SCROLL_DOWN_MASK, 0);
1206 Brief_ui_window.create( 0, 0, gr_screen.max_w, gr_screen.max_h, 0 );
1208 if(Game_mode & GM_MULTIPLAYER){
1209 Brief_ui_window.set_mask_bmap(Brief_mask_multi[gr_screen.res]);
1211 Brief_ui_window.set_mask_bmap(Brief_mask_single[gr_screen.res]);
1214 Brief_ui_window.tooltip_handler = brief_tooltip_handler;
1215 common_buttons_init(&Brief_ui_window);
1216 brief_buttons_init();
1218 // if multiplayer, initialize a few other systems
1219 if(Game_mode & GM_MULTIPLAYER){
1220 // again, should not be necessary, but we'll leave it for now
1223 // force the chatbox to be small
1224 chatbox_force_small();
1227 // set up the screen regions
1228 brief_init_screen(Brief_multiplayer);
1230 // init briefing specific UI
1233 // init the briefing map
1236 // init the briefing voice playback
1238 brief_voice_load_all();
1240 // init objectives display stuff
1241 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]);
1243 // set the camera target
1244 if ( Briefing->num_stages > 0 ) {
1245 brief_set_new_stage(&Briefing->stages[0].camera_pos, &Briefing->stages[0].camera_orient, 0, Current_brief_stage);
1246 brief_reset_icons(Current_brief_stage);
1249 Brief_playing_fade_sound = 0;
1250 Brief_mouse_up_flag = 0;
1251 Closeup_font_height = gr_get_font_height();
1252 Closeup_icon = NULL;
1253 Brief_inited = TRUE;
1256 // -------------------------------------------------------------------------------------
1257 // brief_render_closeup_text()
1260 #define CLOSEUP_TEXT_OFFSET 10
1261 void brief_render_closeup_text()
1265 char line[MAX_ICON_TEXT_LINE_LEN];
1266 int n_lines, i, render_x, render_y;
1267 int n_chars[MAX_ICON_TEXT_LINES];
1268 char *p_str[MAX_ICON_TEXT_LINES];
1270 if ( Closeup_icon == NULL ) {
1277 render_x = Closeup_region[0];
1278 render_y = Closeup_region[1] + CLOSEUP_IMG_H;
1280 gr_set_clip(render_x+CLOSEUP_TEXT_OFFSET, render_y, CLOSEUP_W,CLOSEUP_TEXT_H);
1281 gr_set_color_fast(&Color_white);
1283 // n_lines = split_str(bi->text, CLOSEUP_W - 2*CLOSEUP_TEXT_OFFSET, n_chars, p_str, MAX_ICON_TEXT_LINES);
1284 Assert(n_lines != -1);
1286 for ( i = 0; i < n_lines; i++ ) {
1287 Assert(n_chars[i] < MAX_ICON_TEXT_LINE_LEN);
1288 strncpy(line, p_str[i], n_chars[i]);
1289 line[n_chars[i]] = 0;
1290 gr_printf(0,0+i*Closeup_font_height,line);
1295 // -------------------------------------------------------------------------------------
1296 // brief_render_closeup()
1299 void brief_render_closeup(int ship_class, float frametime)
1301 matrix view_orient = IDENTITY_MATRIX;
1309 if (Closeup_bitmap < 0)
1312 ang = PI2 * frametime/Closeup_one_revolution_time;
1313 if ( ang > MAX_ANG_CHG )
1316 Closeup_angles.h += ang;
1317 if ( Closeup_angles.h > PI2 )
1318 Closeup_angles.h -= PI2;
1319 vm_angles_2_matrix(&temp_matrix, &Closeup_angles );
1320 Closeup_orient = temp_matrix;
1322 w = Closeup_region[gr_screen.res][2];
1323 h = Closeup_region[gr_screen.res][3];
1324 gr_set_clip(Closeup_region[gr_screen.res][0], Closeup_region[gr_screen.res][1], w, h);
1328 g3_set_view_matrix(&Closeup_cam_pos, &view_orient, Closeup_zoom);
1329 model_clear_instance( Closeup_icon->modelnum );
1330 model_set_detail_level(0);
1332 int is_neb = The_mission.flags & MISSION_FLAG_FULLNEB;
1334 // maybe switch off nebula rendering
1336 The_mission.flags &= ~MISSION_FLAG_FULLNEB;
1339 int model_render_flags;
1340 if ( Closeup_icon->type == ICON_JUMP_NODE ) {
1341 model_set_outline_color(HUD_color_red, HUD_color_green, HUD_color_blue);
1342 model_render_flags = MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER | MR_NO_POLYS | MR_SHOW_OUTLINE;
1344 model_render_flags = MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER;
1347 model_render( Closeup_icon->modelnum, &Closeup_orient, &Closeup_pos, model_render_flags );
1350 The_mission.flags |= MISSION_FLAG_FULLNEB;
1355 gr_set_color_fast(&Color_bright_white);
1357 gr_printf(0x8000,2,Closeup_icon->closeup_label);
1358 // brief_render_closeup_text();
1360 Closeup_close_button.enable();
1361 Closeup_close_button.unhide();
1366 // -------------------------------------------------------------------------------------
1369 // frametime is in seconds
1370 void brief_render(float frametime)
1379 if ( Num_brief_stages <= 0 ) {
1380 gr_set_color_fast(&Color_white);
1381 Assert( Game_current_mission_filename != NULL );
1382 gr_printf(0x8000,200,XSTR( "No Briefing exists for mission: %s", 430), Game_current_mission_filename);
1385 gr_get_string_size(&w, &h, The_mission.name);
1386 gr_set_color_fast(&Color_normal);
1387 gr_printf(0x8000, 230, NOX("[filename: %s, last mod: %s]"), Mission_filename, The_mission.modified);
1393 gr_set_bitmap(Brief_grid_bitmap);
1394 gr_bitmap(Brief_bmap_coords[gr_screen.res][0], Brief_bmap_coords[gr_screen.res][1]);
1396 brief_render_map(Current_brief_stage, frametime);
1398 // draw the frame bitmaps
1399 gr_set_bitmap(Brief_text_bitmap);
1400 gr_bitmap(Brief_infobox_coords[gr_screen.res][0], Brief_infobox_coords[gr_screen.res][1]);
1401 brief_blit_stage_num(Current_brief_stage, Num_brief_stages);
1403 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);
1405 brief_voice_play(Current_brief_stage);
1408 // maybe output the "more" indicator
1409 if ( (Brief_text_max_lines[gr_screen.res] + Top_brief_text_line + 2) < Num_brief_text_lines[0] ) {
1410 // can be scrolled down
1411 int more_txt_x = Brief_text_coords[gr_screen.res][0] + (Brief_max_line_width[gr_screen.res]/2) - 10;
1412 int more_txt_y = Brief_text_coords[gr_screen.res][1] + Brief_text_coords[gr_screen.res][3] - 2; // located below brief text, centered
1414 gr_get_string_size(&w, &h, XSTR("more", 1469), strlen(XSTR("more", 1469)));
1415 gr_set_color_fast(&Color_black);
1416 gr_rect(more_txt_x-2, more_txt_y, w+3, h);
1417 gr_set_color_fast(&Color_red);
1418 gr_string(more_txt_x, more_txt_y, XSTR("more", 1469)); // base location on the input x and y?
1421 brief_maybe_blit_scene_cut(frametime);
1423 #if !defined(NDEBUG) || defined(INTERPLAYQA)
1424 gr_set_color_fast(&Color_normal);
1425 int title_y_offset = (Game_mode & GM_MULTIPLAYER) ? 20 : 10;
1426 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);
1429 // output mission title
1430 gr_set_color_fast(&Color_bright_white);
1431 if (Game_mode & GM_MULTIPLAYER) {
1433 strncpy(buf, The_mission.name, 256);
1434 gr_force_fit_string(buf, 255, Title_coords_multi[gr_screen.res][2]);
1435 gr_string(Title_coords_multi[gr_screen.res][0], Title_coords_multi[gr_screen.res][1], buf);
1437 gr_get_string_size(&w, NULL, The_mission.name);
1438 gr_string(Title_coords[gr_screen.res][0] - w, Title_coords[gr_screen.res][1], The_mission.name);
1441 // maybe do objectives
1442 if (Current_brief_stage == Briefing->num_stages) {
1443 ML_objectives_do_frame(0);
1447 // -------------------------------------------------------------------------------------
1448 // brief_set_closeup_pos()
1451 #define CLOSEUP_OFFSET 20
1452 void brief_set_closeup_pos(brief_icon *bi)
1455 Closeup_x1 = fl2i(320 - Closeup_coords[gr_screen.res][BRIEF_W_COORD]/2.0f + 0.5f);
1458 void brief_get_closeup_ship_modelnum(brief_icon *ci)
1463 // find the model number for the ship to display
1464 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1466 if ( objp == &obj_used_list || objp->type != OBJ_SHIP ) {
1470 sp = &Ships[objp->instance];
1471 if ( sp->ship_info_index == ci->ship_class ) {
1472 ci->ship_class = sp->ship_info_index;
1473 ci->modelnum = sp->modelnum;
1474 ci->radius = objp->radius;
1480 // cut any text off after (and including) '#' char
1481 void brief_truncate_label(char *src)
1483 char *pointer_to_last_char;
1485 pointer_to_last_char = strstr(src, NOX("#"));
1487 if ( pointer_to_last_char ) {
1488 *pointer_to_last_char = 0;
1492 // -------------------------------------------------------------------------------------
1493 // brief_setup_closeup()
1495 // exit: 0 => set-up icon sucessfully
1496 // -1 => could not setup closeup icon
1497 int brief_setup_closeup(brief_icon *bi)
1499 char pof_filename[NAME_LENGTH];
1500 ship_info *sip=NULL;
1504 Closeup_icon->ship_class = bi->ship_class;
1505 Closeup_icon->modelnum = -1;
1507 Closeup_one_revolution_time = ONE_REV_TIME;
1509 switch(Closeup_icon->type) {
1511 Closeup_icon = NULL;
1514 strcpy(pof_filename, NOX("planet.pof"));
1515 strcpy(Closeup_icon->closeup_label, XSTR("planet",-1));
1516 vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -8300.0f);
1517 Closeup_zoom = 0.5f;
1518 Closeup_one_revolution_time = ONE_REV_TIME * 3;
1521 case ICON_ASTEROID_FIELD:
1523 strcpy(pof_filename, Asteroid_info[ASTEROID_TYPE_BIG].pof_files[0]);
1524 strcpy(Closeup_icon->closeup_label, XSTR( "asteroid", 431));
1525 vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -334.0f);
1526 Closeup_zoom = 0.5f;
1529 case ICON_JUMP_NODE:
1530 strcpy(pof_filename, NOX("subspacenode.pof"));
1531 strcpy(Closeup_icon->closeup_label, XSTR( "jump node", 432));
1532 vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -2700.0f);
1533 Closeup_zoom = 0.5f;
1534 Closeup_one_revolution_time = ONE_REV_TIME * 3;
1537 case ICON_UNKNOWN_WING:
1538 strcpy(pof_filename, NOX("unknownship.pof"));
1539 strcpy(Closeup_icon->closeup_label, XSTR( "unknown", 433));
1540 vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -22.0f);
1541 Closeup_zoom = 0.5f;
1544 brief_get_closeup_ship_modelnum(Closeup_icon);
1545 Assert( Closeup_icon->ship_class != -1 );
1546 sip = &Ship_info[Closeup_icon->ship_class];
1548 strcpy(Closeup_icon->closeup_label,sip->name);
1550 // cut any text off after (and including) '#' char
1551 brief_truncate_label(Closeup_icon->closeup_label);
1553 if ( sip->flags & (SIF_SMALL_SHIP|SIF_BIG_SHIP|SIF_HUGE_SHIP|SIF_SENTRYGUN) ) {
1554 strcat(Closeup_icon->closeup_label, XSTR( " class", 434));
1559 if ( Closeup_icon->modelnum == -1 ) {
1560 if ( sip == NULL ) {
1561 Closeup_icon->modelnum = model_load(pof_filename, 0, NULL);
1563 Closeup_icon->modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]);
1565 Closeup_icon->radius = model_get_radius(Closeup_icon->modelnum);
1568 vm_set_identity(&Closeup_orient);
1569 vm_vec_make(&tvec, 0.0f, 0.0f, -1.0f);
1570 Closeup_orient.fvec = tvec;
1571 vm_vec_zero(&Closeup_pos);
1572 Closeup_angles.p = 0.0f;
1573 Closeup_angles.b = 0.0f;
1574 Closeup_angles.h = PI;
1576 brief_set_closeup_pos(bi);
1579 Closeup_cam_pos = sip->closeup_pos;
1580 Closeup_zoom = sip->closeup_zoom;
1586 // -------------------------------------------------------------------------------------
1587 // brief_update_closeup_icon()
1589 // input: mode => how to update the closeup view
1592 void brief_update_closeup_icon(int mode)
1596 int i, closeup_index;
1600 // mode 0 means disable the closeup icon
1601 if ( Closeup_icon != NULL ) {
1602 brief_turn_off_closeup_icon();
1607 if ( Closeup_icon == NULL )
1610 bs = &Briefing->stages[Current_brief_stage];
1613 // see if any icons are being highlighted this stage
1614 for ( i = 0; i < bs->num_icons; i++ ) {
1616 if ( bi->flags & BI_HIGHLIGHT ) {
1622 if ( closeup_index != -1 ) {
1623 bi = &bs->icons[closeup_index];
1624 brief_setup_closeup(bi);
1627 Closeup_icon = NULL;
1632 // -------------------------------------------------------------------------------------
1633 // brief_check_for_anim()
1636 void brief_check_for_anim()
1638 int mx, my, i, iw, ih;
1640 brief_icon *bi = NULL;
1642 bs = &Briefing->stages[Current_brief_stage];
1643 mouse_get_pos( &mx, &my );
1645 // if mouse click is over the VCR controls, don't launch an icon
1646 // FIXME - should prolly push these into defines instead of hardcoding this
1647 if ( mx >= 0 && mx <= 115 && my >= 136 && my <= 148 ) {
1651 // if mouse coords are outside the briefing screen, then go away
1652 my -= bscreen.map_y1;
1653 mx -= bscreen.map_x1;
1654 if ( my < 0 || mx < 0 || mx > (bscreen.map_x2-bscreen.map_x1+1) || my > (bscreen.map_y2-bscreen.map_y1+1) )
1657 for ( i = 0; i < bs->num_icons; i++ ) {
1659 brief_common_get_icon_dimensions(&iw, &ih, bi->type, bi->ship_class);
1660 if ( mx < bi->x ) continue;
1661 if ( mx > (bi->x + iw) ) continue;
1662 if ( my < bi->y ) continue;
1663 if ( my > (bi->y + ih) ) continue;
1664 // if we've got here, must be a hit
1668 if ( i == bs->num_icons ) {
1669 brief_turn_off_closeup_icon();
1673 if ( brief_setup_closeup(bi) == 0 ) {
1674 gamesnd_play_iface(SND_BRIEF_ICON_SELECT);
1676 gamesnd_play_iface(SND_GENERAL_FAIL);
1680 // maybe flash a button if player hasn't done anything for a while
1681 void brief_maybe_flash_button()
1685 if ( Num_brief_stages <= 0 )
1688 if ( Closeup_icon != NULL ) {
1689 common_flash_button_init();
1693 if ( common_flash_bright() ) {
1694 if ( Current_brief_stage == (Num_brief_stages-1) ) {
1696 // AL 4-4-98: Don't flash ship selection button on briefing in demo build
1700 // AL 30-3-98: Don't flash ship selection button if in a training mission,
1701 if ( brief_only_allow_briefing() ) {
1705 b = &Common_buttons[Current_screen-1][gr_screen.res][1].button; // ship select button
1708 b = &Brief_buttons[gr_screen.res][1].button; // next stage button
1711 if ( b->button_hilighted() ) {
1712 common_flash_button_init();
1719 // -------------------------------------------------------------------------------------
1722 // frametime is in seconds
1724 void brief_do_frame(float frametime)
1726 int k, brief_choice;
1728 if ( red_alert_mission() ) {
1733 if ( !Brief_inited ){
1737 int snazzy_action = -1;
1738 brief_choice = snazzy_menu_do(BriefingMaskData, Briefing_mask_w, Briefing_mask_h, Num_briefing_regions, Briefing_select_region, &snazzy_action, 0);
1740 k = common_select_do(frametime);
1742 if ( Closeup_icon ) {
1743 Brief_mouse_up_flag = 0;
1746 if ( help_overlay_active(BR_OVERLAY) ) {
1747 common_flash_button_init();
1748 brief_turn_off_closeup_icon();
1751 // Check common keypresses
1752 common_check_keys(k);
1758 if ( Briefing->num_stages > 0 ) {
1760 // check for special keys
1764 case KEY_CTRLED | KEY_PAGEUP: {
1765 if (Closeup_icon->ship_class) {
1766 Closeup_icon->ship_class--;
1768 ship_info *sip = &Ship_info[Closeup_icon->ship_class];
1769 if (sip->modelnum < 0)
1770 sip->modelnum = model_load(sip->pof_file, NULL, NULL);
1772 mprintf(("Shiptype = %d (%s)\n", Closeup_icon->ship_class, sip->name));
1773 mprintf(("Modelnum = %d (%s)\n", sip->modelnum, sip->pof_file));
1774 brief_setup_closeup(Closeup_icon);
1780 case KEY_CTRLED | KEY_PAGEDOWN: {
1781 if (Closeup_icon->ship_class < Num_ship_types - 1) {
1782 Closeup_icon->ship_class++;
1784 ship_info *sip = &Ship_info[Closeup_icon->ship_class];
1785 if (sip->modelnum < 0)
1786 sip->modelnum = model_load(sip->pof_file, NULL, NULL);
1788 mprintf(("Shiptype = %d (%s)\n", Closeup_icon->ship_class, sip->name));
1789 mprintf(("Modelnum = %d (%s)\n", sip->modelnum, sip->pof_file));
1790 brief_setup_closeup(Closeup_icon);
1797 Closeup_cam_pos.z += 1;
1801 case KEY_A + KEY_SHIFTED:
1802 Closeup_cam_pos.z += 10;
1807 Closeup_cam_pos.z -= 1;
1811 case KEY_Z + KEY_SHIFTED:
1812 Closeup_cam_pos.z -= 10;
1817 Closeup_cam_pos.y += 1;
1821 case KEY_Y + KEY_SHIFTED:
1822 Closeup_cam_pos.y += 10;
1827 Closeup_cam_pos.y -= 1;
1831 case KEY_H + KEY_SHIFTED:
1832 Closeup_cam_pos.y -= 10;
1837 Closeup_zoom -= 0.1f;
1838 if ( Closeup_zoom < 0.1 )
1839 Closeup_zoom = 0.1f;
1843 case KEY_COMMA+KEY_SHIFTED:
1844 Closeup_zoom -= 0.5f;
1845 if ( Closeup_zoom < 0.1 )
1846 Closeup_zoom = 0.1f;
1851 Closeup_zoom += 0.1f;
1855 case KEY_PERIOD+KEY_SHIFTED:
1856 Closeup_zoom += 0.5f;
1860 case 1000: // need this to avoid warning about no case
1870 nprintf(("General","Camera pos: %.2f, %.2f %.2f // ", Closeup_cam_pos.x, Closeup_cam_pos.y, Closeup_cam_pos.z));
1871 nprintf(("General","Camera zoom: %.2f\n", Closeup_zoom));
1875 if ( brief_choice > -1 && snazzy_action == SNAZZY_OVER ) {
1876 Brief_mouse_up_flag = 0;
1881 common_check_buttons();
1882 // if ( Briefing->num_stages > 0 )
1883 brief_check_buttons();
1885 if ( brief_choice != -1 ) {
1886 Brief_mouse_up_flag = 0;
1891 common_render(frametime);
1893 if ( Current_brief_stage < (Num_brief_stages-1) ) {
1894 if ( !help_overlay_active(BR_OVERLAY) && brief_time_to_advance(Current_brief_stage, frametime) ) {
1895 brief_do_next_pressed(0);
1896 common_flash_button_init();
1897 Brief_last_auto_advance = timer_get_milliseconds();
1901 if ( !Background_playing ) {
1903 int check_jump_flag = 1;
1904 if ( Current_brief_stage != Last_brief_stage ) {
1906 // Check if we have a quick transition pending
1907 if ( Quick_transition_stage != -1 ) {
1908 Quick_transition_stage = -1;
1909 brief_reset_last_new_stage();
1911 check_jump_flag = 0;
1914 if ( check_jump_flag ) {
1915 if ( abs(Current_brief_stage - Last_brief_stage) > 1 ) {
1916 Quick_transition_stage = Current_brief_stage;
1917 Current_brief_stage = Last_brief_stage;
1918 Assert(Current_brief_stage >= 0);
1919 Start_fade_up_anim = 1;
1920 goto Transition_done;
1925 if ( Current_brief_stage > Last_brief_stage ) {
1926 if ( Briefing->stages[Last_brief_stage].flags & BS_FORWARD_CUT ) {
1927 Quick_transition_stage = Current_brief_stage;
1928 Current_brief_stage = Last_brief_stage;
1929 Assert(Current_brief_stage >= 0);
1930 Start_fade_up_anim = 1;
1931 goto Transition_done;
1933 time = Briefing->stages[Current_brief_stage].camera_time;
1937 if ( Briefing->stages[Last_brief_stage].flags & BS_BACKWARD_CUT ) {
1938 Quick_transition_stage = Current_brief_stage;
1939 Current_brief_stage = Last_brief_stage;
1940 Assert(Current_brief_stage >= 0);
1941 Start_fade_up_anim = 1;
1942 goto Transition_done;
1944 time = Briefing->stages[Last_brief_stage].camera_time;
1949 brief_voice_stop(Last_brief_stage);
1951 if ( Current_brief_stage < 0 ) {
1953 Current_brief_stage=0;
1956 // set the camera target
1957 brief_set_new_stage(&Briefing->stages[Current_brief_stage].camera_pos,
1958 &Briefing->stages[Current_brief_stage].camera_orient,
1959 time, Current_brief_stage);
1961 Brief_playing_fade_sound = 0;
1962 Last_brief_stage = Current_brief_stage;
1963 brief_reset_icons(Current_brief_stage);
1964 brief_update_closeup_icon(0);
1969 if ( Brief_mouse_up_flag && !Closeup_icon) {
1970 brief_check_for_anim();
1973 brief_render(frametime);
1974 brief_camera_move(frametime, Current_brief_stage);
1976 if (Closeup_icon && (Closeup_bitmap >= 0)) {
1977 // blit closeup background
1978 gr_set_bitmap(Closeup_bitmap);
1979 gr_bitmap(Closeup_coords[gr_screen.res][BRIEF_X_COORD], Closeup_coords[gr_screen.res][BRIEF_Y_COORD]);
1982 Brief_ui_window.draw();
1983 brief_redraw_pressed_buttons();
1984 common_render_selected_screen_button();
1987 brief_render_closeup(Closeup_icon->ship_class, frametime);
1990 // render some extra stuff in multiplayer
1991 if (Game_mode & GM_MULTIPLAYER) {
1992 // should render this last so that it overlaps all controls
1995 // render the status indicator for the voice system
1996 multi_common_voice_display_status();
1998 // blit the "ships/players" locked button
1999 // multi_ts_blit_locked_button();
2001 // maybe blit the multiplayer "locked" button
2002 // if its locked, everyone blits it as such
2003 if(multi_ts_is_locked()){
2004 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw_forced(2);
2006 // anyone who can't hit the button sees it off, otherwise
2008 if( ((Netgame.type_flags & NG_TYPE_TEAM) && !(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)) ||
2009 ((Netgame.type_flags & NG_TYPE_TEAM) && !(Net_player->flags & NETINFO_FLAG_GAME_HOST)) ){
2010 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw_forced(0);
2012 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw();
2018 // maybe flash a button if player hasn't done anything for a while
2019 brief_maybe_flash_button();
2021 // blit help overlay if active
2022 help_overlay_maybe_blit(BR_OVERLAY);
2026 // If the commit button was pressed, do the commit button actions. Done at the end of the
2027 // loop so there isn't a skip in the animation (since ship_create() can take a long time if
2028 // the ship model is not in memory
2029 if (Commit_pressed) {
2030 if (Game_mode & GM_MULTIPLAYER) {
2031 multi_ts_commit_pressed();
2040 // --------------------------------------------------------------------------------------
2041 // brief_unload_bitmaps()
2044 void brief_unload_bitmaps()
2046 if ( BriefingMaskBitmap != -1 ) {
2047 bm_unload(BriefingMaskBitmap);
2048 BriefingMaskBitmap = -1;
2051 if ( Brief_text_bitmap != -1 ) {
2052 bm_unload(Brief_text_bitmap);
2053 Brief_text_bitmap = -1;
2056 if(Brief_grid_bitmap != -1){
2057 bm_unload(Brief_grid_bitmap);
2058 Brief_grid_bitmap = -1;
2061 if ( Brief_multitext_bitmap != -1 ) {
2062 bm_unload(Brief_multitext_bitmap);
2063 Brief_multitext_bitmap = -1;
2066 if ( Brief_background_bitmap != -1 ) {
2067 bm_unload(Brief_background_bitmap);
2068 Brief_background_bitmap = -1;
2071 help_overlay_unload(BR_OVERLAY);
2074 // ------------------------------------------------------------------------------------
2080 if ( Brief_inited == FALSE ) {
2081 nprintf(("Warning","brief_close() returning without doing anything\n"));
2085 nprintf(("Alan", "Entering brief_close()\n"));
2087 ML_objectives_close();
2089 // unload the audio streams used for voice playback
2090 brief_voice_unload_all();
2093 hud_anim_release(&Fade_anim);
2096 // done mask bitmap, so unlock it
2097 bm_unlock(BriefingMaskBitmap);
2099 Brief_ui_window.destroy();
2101 // unload the bitmaps
2102 brief_unload_bitmaps();
2104 brief_common_close();
2106 Brief_inited = FALSE;
2109 void briefing_stop_music()
2111 if ( Briefing_music_handle != -1 ) {
2112 audiostream_close_file(Briefing_music_handle);
2113 Briefing_music_handle = -1;
2117 void briefing_load_music(char* fname)
2119 if ( Cmdline_freespace_no_music ) {
2123 if ( Briefing_music_handle != -1 )
2127 Briefing_music_handle = audiostream_open( fname, ASF_EVENTMUSIC );
2130 void briefing_start_music()
2132 if ( Briefing_music_handle != -1 ) {
2133 if ( !audiostream_is_playing(Briefing_music_handle) )
2134 audiostream_play(Briefing_music_handle, Master_event_music_volume);
2137 nprintf(("Warning", "No music file exists to play music at this briefing!\n"));
2141 void brief_stop_voices()
2143 brief_voice_stop(Current_brief_stage);
2146 void brief_maybe_blit_scene_cut(float frametime)
2148 if ( Start_fade_up_anim ) {
2151 Fade_anim.time_elapsed = 0.0f;
2152 Start_fade_up_anim = 0;
2153 Start_fade_down_anim = 1;
2154 Current_brief_stage = Quick_transition_stage;
2156 if ( Current_brief_stage < 0 ) {
2157 brief_transition_reset();
2158 Current_brief_stage = Last_brief_stage;
2160 goto Fade_down_anim_start;
2164 Fade_anim.time_elapsed += frametime;
2166 if ( !Brief_playing_fade_sound ) {
2167 gamesnd_play_iface(SND_BRIEFING_STATIC);
2168 Brief_playing_fade_sound = 1;
2171 if ( Fade_anim.time_elapsed > Fade_anim.total_time ) {
2172 Fade_anim.time_elapsed = 0.0f;
2173 Start_fade_up_anim = 0;
2174 Start_fade_down_anim = 1;
2175 Current_brief_stage = Quick_transition_stage;
2177 if ( Current_brief_stage < 0 ) {
2178 brief_transition_reset();
2179 Current_brief_stage = Last_brief_stage;
2182 Assert(Current_brief_stage >= 0);
2183 goto Fade_down_anim_start;
2186 // draw the correct frame of animation
2187 framenum = fl2i( (Fade_anim.time_elapsed * Fade_anim.num_frames) / Fade_anim.total_time );
2190 if ( framenum >= Fade_anim.num_frames )
2191 framenum = Fade_anim.num_frames-1;
2193 // Blit the bitmap for this frame
2194 gr_set_bitmap(Fade_anim.first_frame + framenum);
2195 gr_bitmap(Fade_anim.sx, Fade_anim.sy);
2200 Fade_down_anim_start:
2201 if ( Start_fade_down_anim ) {
2204 Fade_anim.time_elapsed = 0.0f;
2205 Start_fade_up_anim = 0;
2206 Start_fade_down_anim = 0;
2212 Fade_anim.time_elapsed += frametime;
2214 if ( Fade_anim.time_elapsed > Fade_anim.total_time ) {
2215 Fade_anim.time_elapsed = 0.0f;
2216 Start_fade_up_anim = 0;
2217 Start_fade_down_anim = 0;
2221 // draw the correct frame of animation
2222 framenum = fl2i( (Fade_anim.time_elapsed * Fade_anim.num_frames) / Fade_anim.total_time );
2225 if ( framenum >= Fade_anim.num_frames )
2226 framenum = Fade_anim.num_frames-1;
2228 // Blit the bitmap for this frame
2229 gr_set_bitmap(Fade_anim.first_frame + (Fade_anim.num_frames-1) - framenum);
2230 gr_bitmap(Fade_anim.sx, Fade_anim.sy);
2236 void brief_transition_reset()
2238 Quick_transition_stage = -1;
2239 Start_fade_up_anim = 0;
2240 Start_fade_down_anim = 0;
2241 Fade_anim.time_elapsed = 0.0f;
2244 // return 1 if this mission only allow players to use the briefing (and not ship or
2245 // weapon loadout). Otherwise return 0.
2246 int brief_only_allow_briefing()
2248 if ( The_mission.game_type & MISSION_TYPE_TRAINING ) {
2252 if ( The_mission.scramble || The_mission.red_alert) {