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 1.5 2002/06/17 06:33:09 relnev
19 * ryan's struct patch for gcc 2.95
21 * Revision 1.4 2002/06/09 04:41:22 relnev
22 * added copyright header
24 * Revision 1.3 2002/06/02 04:26:34 relnev
27 * Revision 1.2 2002/05/07 03:16:46 theoddone33
28 * The Great Newline Fix
30 * Revision 1.1.1.1 2002/05/03 03:28:10 root
34 * 48 10/14/99 2:51p Jefff
37 * 47 10/13/99 3:23p Jefff
38 * fixed unnumbered XSTRs
40 * 46 9/12/99 8:09p Dave
41 * Fixed problem where skip-training button would cause mission messages
42 * not to get paged out for the current mission.
44 * 45 9/09/99 3:40p Jefff
45 * no exit loop outisde of campaign mode
47 * 44 9/07/99 6:53p Jefff
48 * functionality to break out of a loop
50 * 43 9/06/99 6:38p Dave
51 * Improved CD detection code.
53 * 42 9/03/99 10:57a Jefff
56 * 41 8/30/99 5:30p Jefff
57 * fixed "more" being cut off in d3d
59 * 40 8/30/99 10:29a Jefff
60 * added autocenter flag to closup rendering
62 * 39 8/19/99 11:33a Dave
65 * 38 8/19/99 10:59a Dave
66 * Packet loss detection.
68 * 37 8/16/99 4:05p Dave
69 * Big honking checkin.
71 * 36 8/16/99 9:48a Jefff
72 * all clicks on briefing icons should now register
74 * 35 8/10/99 7:29p Jefff
75 * added mission title to briefing screen
77 * 34 8/03/99 1:34a Andsager
78 * fix skip training mission (again)
80 * 33 8/02/99 12:01p Jefff
81 * fixed "skip training" text pos
83 * 32 7/30/99 5:42p Jasenw
84 * Fixed coords for skip training button.
86 * 31 7/29/99 10:50p Dave
87 * Oops. Accidentally blew away some interface text changes.
89 * 30 7/29/99 10:48p Dave
91 * 29 7/29/99 3:05p Andsager
92 * Add skip training text. and properly skip.
94 * 28 7/24/99 6:07p Jefff
95 * Added "lock" text to multiplayer lock button
97 * 27 7/21/99 10:51a Jefff
98 * added "more" indicator to briefing text box
100 * 26 7/19/99 3:01p Dave
101 * Fixed icons. Added single transport icon.
103 * 25 7/18/99 5:20p Dave
104 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
106 * 24 7/16/99 1:49p Dave
107 * 8 bit aabitmaps. yay.
109 * 23 7/15/99 9:20a Andsager
110 * FS2_DEMO initial checkin
112 * 22 7/09/99 5:54p Dave
113 * Seperated cruiser types into individual types. Added tons of new
114 * briefing icons. Campaign screen.
116 * 21 6/29/99 7:39p Dave
117 * Lots of small bug fixes.
119 * 20 6/11/99 11:13a Dave
120 * last minute changes before press tour build.
122 * 19 6/04/99 1:18p Dave
123 * Fixed briefing model rendering problems. Made show background option in
124 * fred toggle nebula rendering.
126 * 18 5/07/99 10:34a Andsager
127 * Make red alert work in FS2
129 * 17 4/23/99 12:01p Johnson
130 * Added SIF_HUGE_SHIP
132 * 16 3/25/99 2:45p Neilk
135 * 15 2/11/99 3:08p Dave
136 * PXO refresh button. Very preliminary squad war support.
138 * 14 2/05/99 7:19p Neilk
139 * Removed black part from mission screen, fixed info text coords
141 * 13 2/02/99 4:35p Neilk
142 * fixed coordinate problem where primary goals was on top of interface in
145 * 12 2/01/99 5:55p Dave
146 * Removed the idea of explicit bitmaps for buttons. Fixed text
147 * highlighting for disabled gadgets.
149 * 11 1/30/99 7:32p Neilk
150 * Fixed coords problems for mission briefing screens
152 * 10 1/30/99 5:08p Dave
153 * More new hi-res stuff.Support for nice D3D textures.
155 * 9 1/30/99 1:29a Dave
156 * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
157 * screen. Fixed beam weapon death messages.
159 * 8 1/29/99 4:17p Dave
160 * New interface screens.
162 * 7 1/13/99 7:19p Neilk
163 * Converted Mission Brief, Barracks, Synch to high res support
165 * 6 12/18/98 1:13a Dave
166 * Rough 1024x768 support for Direct3D. Proper detection and usage through
169 * 5 11/30/98 1:07p Dave
170 * 16 bit conversion, first run.
172 * 4 11/20/98 4:08p Dave
173 * Fixed flak effect in multiplayer.
175 * 3 10/13/98 9:28a Dave
176 * Started neatening up freespace.h. Many variables renamed and
177 * reorganized. Added AlphaColors.[h,cpp]
179 * 2 10/07/98 10:53a Dave
182 * 1 10/07/98 10:49a Dave
184 * 114 9/17/98 3:08p Dave
185 * PXO to non-pxo game warning popup. Player icon stuff in create and join
186 * game screens. Upped server count refresh time in PXO to 35 secs (from
189 * 113 6/19/98 3:52p Lawrance
190 * Don't use large text in popup, since it is missing large foreign chars
192 * 112 6/09/98 5:17p Lawrance
193 * French/German localization
195 * 111 6/09/98 10:31a Hoffoss
196 * Created index numbers for all xstr() references. Any new xstr() stuff
197 * added from here on out should be added to the end if the list. The
198 * current list count can be found in FreeSpace.cpp (search for
201 * 110 6/01/98 11:43a John
202 * JAS & MK: Classified all strings for localization.
204 * 109 5/22/98 10:44a Lawrance
205 * put in case label to suppress warning
207 * 108 5/19/98 11:35p Lawrance
208 * Play sound for briefing control button presses
210 * 107 5/19/98 8:47p Lawrance
211 * Set proper distance for jump nodes
213 * 106 5/19/98 8:35p Dave
214 * Revamp PXO channel listing system. Send campaign goals/events to
215 * clients for evaluation. Made lock button pressable on all screens.
217 * 105 5/12/98 2:16p Hoffoss
218 * Added debug code to switch models of closeup icon to more easily check
219 * positions and zooms.
221 * 104 5/06/98 11:50p Lawrance
222 * Clean up help overlay code for loadout screens
224 * 103 5/06/98 8:03p Allender
225 * AL: only free pointers in brief_compact_stages if non-null
227 * 102 5/05/98 4:48p Lawrance
228 * Fix bug with launching closeup icon when pause button is pressed
230 * 101 4/29/98 1:45p Lawrance
231 * Print out mission filename if debug build, or if INTERPLAY QA defined
233 * 100 4/29/98 12:15a Lawrance
234 * reset demo trailer timer when briefing moves to a new stage
236 * 98 4/25/98 11:55p Lawrance
237 * fix bug with the auto-advance button
239 * 97 4/25/98 3:49p Lawrance
240 * Save briefing auto-advance pref
242 * 96 4/25/98 12:00p Lawrance
243 * disable advance keypress for 1/2 second after autoadvance
245 * 95 4/22/98 7:24p Dave
246 * Made sure the "player/ships" locked button for multiplayer appears on
247 * all briefing screens.
249 * 94 4/20/98 3:53p Lawrance
250 * Fix various bugs with auto-advancing through briefings.
252 * 93 4/19/98 12:11p Lawrance
253 * add new art for pause button in the briefing
255 * 92 4/17/98 10:39p Andsager
256 * AL: Fix bug with auto-advance of briefing stages.
258 * 91 4/16/98 8:05p Lawrance
259 * Don't show closeup icon for planets
261 * 90 4/15/98 5:17p Lawrance
262 * fix bug with skip training
268 #include "freespace.h"
269 #include "missionload.h"
270 #include "missionscreencommon.h"
271 #include "missionshipchoice.h"
272 #include "missionparse.h"
273 #include "missiongoals.h"
274 #include "gamesequence.h"
283 #include "linklist.h"
288 #include "audiostr.h"
290 #include "eventmusic.h"
291 #include "missioncampaign.h"
294 #include "snazzyui.h"
296 #include "missionbrief.h"
297 #include "missionbriefcommon.h"
298 #include "missiongrid.h"
300 #include "multimsgs.h"
302 #include "contexthelp.h"
304 #include "multiteamselect.h"
306 #include "asteroid.h"
309 #include "alphacolors.h"
311 #include "missionmessage.h"
314 #define OBJECTIVES_X 65
315 #define OBJECTIVES_Y 137
316 #define OBJECTIVES_W 508
317 #define OBJECTIVES_H 233
320 static int Brief_goals_coords[GR_NUM_RESOLUTIONS][4] = {
322 65,152,508,211 // GR_640
325 104,243,813,332 // GR_1024
329 static int Current_brief_stage; // what stage of the briefing we're on
330 static int Last_brief_stage;
331 static int Num_brief_stages;
332 static int Brief_multiplayer = FALSE;
334 static int Brief_last_auto_advance = 0; // timestamp of last auto-advance
336 // for managing the scene cut transition
337 static int Quick_transition_stage;
338 static int Start_fade_up_anim, Start_fade_down_anim;
339 static int Brief_playing_fade_sound;
342 int Briefing_music_handle = -1;
343 int Briefing_music_begin_timestamp = 0;
345 // --------------------------------------------------------------------------------------
346 // Module scope globals
347 // --------------------------------------------------------------------------------------
349 static MENU_REGION Briefing_select_region[NUM_BREIFING_REGIONS];
350 static int Num_briefing_regions;
352 // For closeup display
353 #define ONE_REV_TIME 6 // time (sec) for one revolution
354 #define MAX_ANG_CHG 0.15f
356 static int Closeup_coords[GR_NUM_RESOLUTIONS][4] = {
358 203, 151, 200, 213 // GR_640
361 325, 241, 200, 213 // GR_1024
365 static int Brief_infobox_coords[GR_NUM_RESOLUTIONS][2] = {
374 static char *Brief_infobox_filename[GR_NUM_RESOLUTIONS] = {
379 static char *Brief_filename[GR_NUM_RESOLUTIONS] = {
384 static char *Brief_multi_filename[GR_NUM_RESOLUTIONS] = {
389 static char *Brief_mask_filename[GR_NUM_RESOLUTIONS] = {
394 static char *Brief_multi_mask_filename[GR_NUM_RESOLUTIONS] = {
400 static char *Brief_win_filename[GR_NUM_RESOLUTIONS] = {
405 // coordinate inidices
406 #define BRIEF_X_COORD 0
407 #define BRIEF_Y_COORD 1
408 #define BRIEF_W_COORD 2
409 #define BRIEF_H_COORD 3
411 //static int Closeup_region[4] = {220,132,420,269};
412 int Closeup_region[GR_NUM_RESOLUTIONS][4] = {
421 char *Closeup_background_filename[GR_NUM_RESOLUTIONS] = {
422 NOX("BriefPop"), // GR_640
423 NOX("2_BriefPop") // GR_1024
426 char *Closeup_button_filename[GR_NUM_RESOLUTIONS] = {
427 NOX("BPB_00"), // GR_640
428 NOX("2_BPB_00"), // GR_1024
431 int Closeup_button_hotspot = 14;
433 //static int Closeup_button_coords[2] = {CLOSEUP_X+164,CLOSEUP_Y+227};
434 int Closeup_button_coords[GR_NUM_RESOLUTIONS][2] = {
435 { 374, 316 }, // GR_640
436 { 599, 506 } // GR_1024
439 UI_BUTTON Closeup_close_button;
440 int Closeup_bitmap=-1;
441 int Closeup_one_revolution_time=ONE_REV_TIME;
443 brief_icon *Closeup_icon;
444 angles Closeup_angles;
445 matrix Closeup_orient;
447 int Closeup_font_height;
448 int Closeup_x1, Closeup_y1;
450 // used for the 3d view of a closeup ship
452 vector Closeup_cam_pos;
454 // Mask bitmap pointer and Mask bitmap_id
455 bitmap* BriefingMaskPtr; // bitmap pointer to the briefing select mask bitmap
456 ubyte* BriefingMaskData; // pointer to actual bitmap data
457 int Briefing_mask_w, Briefing_mask_h;
458 int BriefingMaskBitmap; // bitmap id of the briefing mask bitmap
459 int Brief_inited = FALSE;
461 // --------------------------------------------------------------------------------------
462 // Briefing specific UI
463 // --------------------------------------------------------------------------------------
464 #define BRIEF_LAST_STAGE_MASK 7
465 #define BRIEF_NEXT_STAGE_MASK 8
466 #define BRIEF_PREV_STAGE_MASK 9
467 #define BRIEF_FIRST_STAGE_MASK 10
468 #define BRIEF_TEXT_SCROLL_UP_MASK 11
469 #define BRIEF_TEXT_SCROLL_DOWN_MASK 12
470 #define BRIEF_SKIP_TRAINING_MASK 15
471 #define BRIEF_PAUSE_MASK 16
474 static char *Brief_mask_single[GR_NUM_RESOLUTIONS] = {
476 "2_brief-m" // GR_1024
479 static char *Brief_mask_multi[GR_NUM_RESOLUTIONS] = {
480 "briefmulti-m", // GR_640
481 "2_briefmulti-m" // GR_1024
485 struct brief_buttons {
491 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
493 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) {}
496 int Brief_grid_bitmap = -1;
497 int Brief_text_bitmap = -1;
499 int Brief_multitext_bitmap = -1;
500 int Brief_background_bitmap =-1;
502 UI_WINDOW Brief_ui_window;
504 // Briefing specific buttons
505 #define NUM_BRIEF_BUTTONS 10
507 brief_buttons Brief_buttons[GR_NUM_RESOLUTIONS][NUM_BRIEF_BUTTONS] = {
509 brief_buttons("BRB_08", 110, 116, 117, 157, 8),
510 brief_buttons("BRB_09", 84, 116, 117, 157, 9),
511 brief_buttons("BRB_10", 29, 116, 117, 157, 10),
512 brief_buttons("BRB_11", 4, 116, 117, 157, 11),
513 brief_buttons("BRB_12", 0, 405, 117, 157, 12),
514 brief_buttons("BRB_13", 0, 447, 117, 157, 13),
515 brief_buttons("BRB_15", 562, 0, 117, 157, 15), // skip training
516 brief_buttons("BRB_16", 56, 116, 117, 157, 16),
517 brief_buttons("TSB_34", 603, 374, 117, 157, 34),
518 brief_buttons("BRB_15", 562, 0, 117, 157, 15) // exit loop
521 brief_buttons("2_BRB_08", 175, 187, 117, 157, 8),
522 brief_buttons("2_BRB_09", 135, 187, 117, 157, 9),
523 brief_buttons("2_BRB_10", 47, 187, 117, 157, 10),
524 brief_buttons("2_BRB_11", 8, 187, 117, 157, 11),
525 brief_buttons("2_BRB_12", 0, 649, 117, 157, 12),
526 brief_buttons("2_BRB_13", 0, 716, 117, 157, 13),
527 brief_buttons("2_BRB_15", 900, 0, 117, 157, 15), // skip training
528 brief_buttons("2_BRB_16", 91, 187, 117, 157, 16),
529 brief_buttons("2_TSB_34", 966, 599, 117, 157, 34),
530 brief_buttons("2_BRB_15", 900, 0, 117, 157, 15) // exit loop
535 #define BRIEF_SELECT_NUM_TEXT 3
536 UI_XSTR Brief_select_text[GR_NUM_RESOLUTIONS][BRIEF_SELECT_NUM_TEXT] = {
538 { "Lock", 1270, 602, 364, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_MULTI_LOCK].button },
539 { "Skip Training", 1442, 467, 7, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_SKIP_TRAINING].button },
540 { "Exit Loop", 1477, 490, 7, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_EXIT_LOOP].button }
543 { "Lock", 1270, 964, 584, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_MULTI_LOCK].button },
544 { "Skip Training", 1442, 805, 12, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_SKIP_TRAINING].button },
545 { "Exit Loop", 1477, 830, 12, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_EXIT_LOOP].button }
549 // coordinates for briefing title -- the x value is for the RIGHT side of the text
550 static int Title_coords[GR_NUM_RESOLUTIONS][2] = {
551 {575, 117}, // GR_640
552 {918, 194} // GR_1024
555 // coordinates for briefing title in multiplayer briefings -- the x value is for the LEFT side of the text
556 // third coord is max width of area for it to fit into (it is force fit there)
557 static int Title_coords_multi[GR_NUM_RESOLUTIONS][3] = {
558 {1, 105, 190}, // GR_640
559 {1, 174, 304} // GR_1024
562 // briefing line widths
563 int Brief_max_line_width[GR_NUM_RESOLUTIONS] = {
564 MAX_BRIEF_LINE_W_640, MAX_BRIEF_LINE_W_1024
567 // --------------------------------------------------------------------------------------
568 // Forward declarations
569 // --------------------------------------------------------------------------------------
570 int brief_setup_closeup(brief_icon *bi);
571 void brief_maybe_blit_scene_cut(float frametime);
572 void brief_transition_reset();
574 char *brief_tooltip_handler(char *str)
576 if (!stricmp(str, NOX("@close"))) {
578 return XSTR( "Close", 428);
584 // brief_skip_training_pressed()
586 // called when the skip training button on the briefing screen is hit. When this happens,
587 // do a popup, then move to the next mission in the campaign.
588 void brief_skip_training_pressed()
592 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));
594 // val is 0 when we hit no (first on the list)
595 // AL: also, -1 is returned when ESC is hit
600 // page out mission messages
601 message_mission_shutdown();
603 if ( !(Game_mode & GM_CAMPAIGN_MODE) ){
604 gameseq_post_event( GS_EVENT_MAIN_MENU );
607 // tricky part. Need to move to the next mission in the campaign.
608 mission_goal_mark_objectives_complete();
609 mission_goal_fail_incomplete();
610 mission_campaign_store_goals_and_events();
612 mission_campaign_eval_next_mission();
613 mission_campaign_mission_over();
616 if(game_do_cd_mission_check(Game_current_mission_filename)){
617 gameseq_post_event( GS_EVENT_START_GAME );
619 gameseq_post_event( GS_EVENT_MAIN_MENU );
624 extern void demo_reset_trailer_timer();
626 // --------------------------------------------------------------------------------------
627 // brief_do_next_pressed()
630 void brief_do_next_pressed(int play_sound)
633 now = timer_get_milliseconds();
635 if ( (now - Brief_last_auto_advance) < 500 ) {
640 demo_reset_trailer_timer();
643 Current_brief_stage++;
644 if ( Current_brief_stage >= Num_brief_stages ) {
645 Current_brief_stage = Num_brief_stages - 1;
646 gamesnd_play_iface(SND_GENERAL_FAIL);
647 if ( Quick_transition_stage != -1 )
648 brief_transition_reset();
651 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
655 Assert(Current_brief_stage >= 0);
658 // --------------------------------------------------------------------------------------
659 // brief_do_prev_pressed()
662 void brief_do_prev_pressed()
664 Current_brief_stage--;
665 if ( Current_brief_stage < 0 ) {
666 Current_brief_stage = 0;
667 gamesnd_play_iface(SND_GENERAL_FAIL);
668 if ( Quick_transition_stage != -1 )
669 brief_transition_reset();
671 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
673 Assert(Current_brief_stage >= 0);
677 // --------------------------------------------------------------------------------------
678 // brief_do_start_pressed()
681 void brief_do_start_pressed()
683 if ( Current_brief_stage != 0 ) {
684 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
685 Current_brief_stage = 0;
686 if ( Quick_transition_stage != -1 )
687 brief_transition_reset();
689 gamesnd_play_iface(SND_GENERAL_FAIL);
691 Assert(Current_brief_stage >= 0);
694 // --------------------------------------------------------------------------------------
695 // brief_do_end_pressed()
698 void brief_do_end_pressed()
700 if ( Current_brief_stage != Num_brief_stages - 1 ) {
701 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
702 Current_brief_stage = Num_brief_stages - 1;
703 if ( Quick_transition_stage != -1 )
704 brief_transition_reset();
707 gamesnd_play_iface(SND_GENERAL_FAIL);
709 Assert(Current_brief_stage >= 0);
713 void brief_scroll_up_text()
715 Top_brief_text_line--;
716 if ( Top_brief_text_line < 0 ) {
717 Top_brief_text_line = 0;
718 gamesnd_play_iface(SND_GENERAL_FAIL);
720 gamesnd_play_iface(SND_SCROLL);
724 void brief_scroll_down_text()
726 Top_brief_text_line++;
727 if ( (Num_brief_text_lines[0] - Top_brief_text_line) < Brief_text_max_lines[gr_screen.res]) {
728 Top_brief_text_line--;
729 gamesnd_play_iface(SND_GENERAL_FAIL);
731 gamesnd_play_iface(SND_SCROLL);
736 // handles the exit loop option
737 void brief_exit_loop_pressed()
739 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));
741 // bail if esc hit or no clicked
746 // handle the details
747 // this also posts the start game event
748 mission_campaign_exit_loop();
752 // -------------------------------------------------------------------------------------
753 // brief_select_button_do() do the button action for the specified pressed button
755 void brief_button_do(int i)
758 case BRIEF_BUTTON_LAST_STAGE:
759 brief_do_end_pressed();
762 case BRIEF_BUTTON_NEXT_STAGE:
763 brief_do_next_pressed(1);
766 case BRIEF_BUTTON_PREV_STAGE:
767 brief_do_prev_pressed();
770 case BRIEF_BUTTON_FIRST_STAGE:
771 brief_do_start_pressed();
774 case BRIEF_BUTTON_SCROLL_UP:
775 brief_scroll_up_text();
778 case BRIEF_BUTTON_SCROLL_DOWN:
779 brief_scroll_down_text();
782 case BRIEF_BUTTON_PAUSE:
783 gamesnd_play_iface(SND_USER_SELECT);
784 Player->auto_advance ^= 1;
787 case BRIEF_BUTTON_SKIP_TRAINING:
788 brief_skip_training_pressed();
791 case BRIEF_BUTTON_EXIT_LOOP:
792 brief_exit_loop_pressed();
795 case BRIEF_BUTTON_MULTI_LOCK:
796 Assert(Game_mode & GM_MULTIPLAYER);
797 // the "lock" button has been pressed
798 multi_ts_lock_pressed();
800 // disable the button if it is now locked
801 if(multi_ts_is_locked()){
802 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
808 // -------------------------------------------------------------------
809 // brief_check_buttons()
811 // Iterate through the briefing buttons, checking if they are pressed
813 void brief_check_buttons()
818 for (i=0; i<NUM_BRIEF_BUTTONS; i++) {
819 b = &Brief_buttons[gr_screen.res][i].button;
820 if ( b->pressed() ) {
821 common_flash_button_init();
826 if (Closeup_close_button.pressed()) {
827 brief_turn_off_closeup_icon();
831 // -------------------------------------------------------------------
832 // brief_redraw_pressed_buttons()
834 // Redraw any briefing buttons that are pressed down. This function is needed
835 // since we sometimes need to draw pressed buttons last to ensure the entire
836 // button gets drawn (and not overlapped by other buttons)
838 void brief_redraw_pressed_buttons()
843 common_redraw_pressed_buttons();
845 for ( i = 0; i < NUM_BRIEF_BUTTONS; i++ ) {
846 b = &Brief_buttons[gr_screen.res][i].button;
847 if ( b->button_down() ) {
852 if ( !Player->auto_advance ) {
853 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.draw_forced(2);
857 void brief_buttons_init()
862 //if ( Briefing->num_stages <= 0 )
865 for ( i = 0; i < NUM_BRIEF_BUTTONS; i++ ) {
866 b = &Brief_buttons[gr_screen.res][i].button;
867 b->create( &Brief_ui_window, "", Brief_buttons[gr_screen.res][i].x, Brief_buttons[gr_screen.res][i].y, 60, 30, 0, 1 );
868 // set up callback for when a mouse first goes over a button
869 b->set_highlight_action( common_play_highlight_sound );
871 if ((i == BRIEF_BUTTON_SKIP_TRAINING) || (i == BRIEF_BUTTON_EXIT_LOOP)) {
872 b->set_bmaps(Brief_buttons[gr_screen.res][i].filename, 3, 0);
874 b->set_bmaps(Brief_buttons[gr_screen.res][i].filename);
876 b->link_hotspot(Brief_buttons[gr_screen.res][i].hotspot);
880 for(i=0; i<BRIEF_SELECT_NUM_TEXT; i++) {
881 Brief_ui_window.add_XSTR(&Brief_select_text[gr_screen.res][i]);
884 // Hide the 'skip training' button by default. Only enable and unhide if we are playing a training
886 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.disable();
887 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.hide();
888 if ( (Game_mode & GM_NORMAL) && (The_mission.game_type & MISSION_TYPE_TRAINING) ) {
889 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.enable();
890 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.unhide();
893 // Hide the 'exit loop' button by default. Only enable and unhide if we are playing a loop
895 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.disable();
896 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.hide();
897 if ( (Game_mode & GM_NORMAL) && (Campaign.loop_enabled) && (Game_mode & GM_CAMPAIGN_MODE) ) {
898 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.enable();
899 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.unhide();
902 // maybe disable the multi-lock button
903 if(!(Game_mode & GM_MULTIPLAYER)){
904 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.hide();
905 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
907 // if we're not the host of the game (or a tema captain in team vs. team mode), disable the lock button
908 if(Netgame.type_flags & NG_TYPE_TEAM){
909 if(!(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)){
910 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
913 if(!(Net_player->flags & NETINFO_FLAG_GAME_HOST)){
914 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
919 // create close button for closeup popup
920 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 );
921 Closeup_close_button.set_highlight_action( common_play_highlight_sound );
922 Closeup_close_button.set_bmaps(Closeup_button_filename[gr_screen.res]);
923 Closeup_close_button.link_hotspot(Closeup_button_hotspot);
925 // set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
926 Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.set_hotkey(KEY_SHIFTED|KEY_RIGHT);
927 Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.set_hotkey(KEY_RIGHT);
928 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.set_hotkey(KEY_LEFT);
929 Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.set_hotkey(KEY_SHIFTED|KEY_LEFT);
930 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.set_hotkey(KEY_UP);
931 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.set_hotkey(KEY_DOWN);
933 Closeup_close_button.disable();
934 Closeup_close_button.hide();
936 // if we have no briefing stages, hide and disable briefing buttons
937 if(Num_brief_stages <= 0){
938 Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.disable();
939 Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.hide();
940 Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.disable();
941 Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.hide();
942 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.disable();
943 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.hide();
944 Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.disable();
945 Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.hide();
946 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.disable();
947 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.hide();
948 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.disable();
949 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.hide();
950 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.disable();
951 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.hide();
955 // --------------------------------------------------------------------------------------
956 // brief_get_closeup_icon()
959 uint brief_get_closeup_icon()
961 return (uint)Closeup_icon;
964 // stop showing the closeup view of an icon
965 void brief_turn_off_closeup_icon()
968 if ( Closeup_icon != NULL ) {
969 gamesnd_play_iface(SND_BRIEF_ICON_SELECT);
971 Closeup_close_button.disable();
972 Closeup_close_button.hide();
976 // --------------------------------------------------------------------------------------
977 // brief_load_bitmaps()
980 void brief_load_bitmaps()
982 Brief_text_bitmap = bm_load(Brief_infobox_filename[gr_screen.res]);
983 Brief_grid_bitmap = bm_load(Brief_win_filename[gr_screen.res]);
985 if ( Closeup_bitmap == -1 ) {
986 Closeup_bitmap = bm_load(Closeup_background_filename[gr_screen.res]);
990 // --------------------------------------------------------------------------------------
996 if(Game_mode & GM_MULTIPLAYER) {
997 Brief_background_bitmap = bm_load(Brief_multi_filename[gr_screen.res]);
999 Brief_background_bitmap = bm_load(Brief_filename[gr_screen.res]);
1002 if ( Num_brief_stages <= 0 ){
1006 brief_load_bitmaps();
1010 // --------------------------------------------------------------------------------------
1011 // brief_set_default_closeup()
1014 void brief_set_default_closeup()
1019 bs = &Briefing->stages[0];
1021 if ( Briefing->num_stages <= 0 ) {
1022 Closeup_icon = NULL;
1026 if ( bs->num_icons <= 0 ) {
1027 Closeup_icon = NULL;
1031 // check for the first highlighted icons to have as the default closeup
1032 for ( i = 0; i < bs->num_icons; i++ ) {
1033 if ( bs->icons[i].flags & BI_HIGHLIGHT )
1037 if ( i == bs->num_icons ) {
1038 brief_setup_closeup(&bs->icons[0]);
1041 brief_setup_closeup(&bs->icons[i]);
1045 // funciton to evaluate the sexpressions of the briefing stages eliminating those stages
1046 // which shouldn't get shown
1047 void brief_compact_stages()
1052 if((Game_mode & GM_MULTIPLAYER) && (Netgame.campaign_mode == MP_CAMPAIGN) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1053 Game_mode |= GM_CAMPAIGN_MODE;
1058 while ( num < Briefing->num_stages ) {
1059 result = eval_sexp( Briefing->stages[num].formula );
1061 if ( Briefing->stages[num].new_text ) {
1062 free( Briefing->stages[num].new_text );
1063 Briefing->stages[num].new_text = NULL;
1066 if ( Briefing->stages[num].icons ) {
1067 free( Briefing->stages[num].icons );
1068 Briefing->stages[num].icons = NULL;
1072 if ( Briefing->stages[num].lines ) {
1073 free( Briefing->stages[num].lines );
1074 Briefing->stages[num].lines = NULL;
1077 Briefing->stages[num].num_icons = 0;
1078 for ( i = num+1; i < Briefing->num_stages; i++ ) {
1079 Briefing->stages[i-1] = Briefing->stages[i];
1081 Briefing->num_stages--;
1088 if((Game_mode & GM_MULTIPLAYER) && (Netgame.campaign_mode == MP_CAMPAIGN) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1089 Game_mode &= ~(GM_CAMPAIGN_MODE);
1095 // --------------------------------------------------------------------------------------
1098 int red_alert_mission(void);
1102 // Since first stage of briefing can take some time to arrive and play,
1103 // reset the trailer timer on briefing init.
1105 demo_reset_trailer_timer();
1108 // for multiplayer, change the state in my netplayer structure
1109 // and initialize the briefing chat area thingy
1110 if ( Game_mode & GM_MULTIPLAYER ){
1111 Net_player->state = NETPLAYER_STATE_BRIEFING;
1114 // Non standard briefing in red alert mission
1115 if ( red_alert_mission() ) {
1116 gameseq_post_event(GS_EVENT_RED_ALERT);
1120 // get a pointer to the appropriate briefing structure
1121 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
1122 Briefing = &Briefings[Net_player->p_info.team];
1124 Briefing = &Briefings[0];
1127 Brief_last_auto_advance = 0;
1129 brief_compact_stages(); // compact the briefing array to eliminate unused stages
1131 common_set_interface_palette("BriefingPalette");
1133 ship_stop_animation();
1134 set_active_ui(&Brief_ui_window);
1135 Current_screen = ON_BRIEFING_SELECT;
1136 brief_restart_text_wipe();
1137 common_flash_button_init();
1138 common_music_init(SCORE_BRIEFING);
1141 help_overlay_set_state(BR_OVERLAY,0);
1143 if ( Brief_inited == TRUE ) {
1144 common_buttons_maybe_reload(&Brief_ui_window); // AL 11-21-97: this is necessary since we may returning from the hotkey
1145 // screen, which can release common button bitmaps.
1146 common_reset_buttons();
1147 nprintf(("Alan","brief_init() returning without doing anything\n"));
1151 if (The_mission.game_type & MISSION_TYPE_TRAINING)
1152 Num_brief_stages = Briefing->num_stages;
1154 Num_brief_stages = Briefing->num_stages + 1;
1156 Current_brief_stage = 0;
1157 Last_brief_stage = 0;
1159 // init the scene-cut data
1160 brief_transition_reset();
1163 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]);
1164 hud_anim_load(&Fade_anim);
1167 nprintf(("Alan","Entering brief_init()\n"));
1168 common_select_init();
1170 if(Game_mode & GM_MULTIPLAYER) {
1171 BriefingMaskBitmap = bm_load(Brief_multi_mask_filename[gr_screen.res]);
1173 BriefingMaskBitmap = bm_load(Brief_mask_filename[gr_screen.res]);
1176 if (BriefingMaskBitmap < 0) {
1177 Error(LOCATION,"Could not load in 'brief-m'!");
1180 Briefing_mask_w = -1;
1181 Briefing_mask_h = -1;
1183 // get a pointer to bitmap by using bm_lock()
1184 BriefingMaskPtr = bm_lock(BriefingMaskBitmap, 8, BMP_AABITMAP);
1185 BriefingMaskData = (ubyte*)BriefingMaskPtr->data;
1186 bm_get_info(BriefingMaskBitmap, &Briefing_mask_w, &Briefing_mask_h);
1188 help_overlay_load(BR_OVERLAY);
1190 // Set up the mask regions
1191 // initialize the different regions of the menu that will react when the mouse moves over it
1192 Num_briefing_regions = 0;
1194 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_BRIEFING_REGION, 0);
1195 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_SS_REGION, 0);
1196 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_WEAPON_REGION, 0);
1197 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_COMMIT_REGION, 0);
1198 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_HELP_REGION, 0);
1199 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_OPTIONS_REGION, 0);
1201 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_LAST_STAGE_MASK, 0);
1202 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_NEXT_STAGE_MASK, 0);
1203 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_PREV_STAGE_MASK, 0);
1204 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_FIRST_STAGE_MASK, 0);
1205 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_TEXT_SCROLL_UP_MASK, 0);
1206 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_TEXT_SCROLL_DOWN_MASK, 0);
1209 Brief_ui_window.create( 0, 0, gr_screen.max_w, gr_screen.max_h, 0 );
1211 if(Game_mode & GM_MULTIPLAYER){
1212 Brief_ui_window.set_mask_bmap(Brief_mask_multi[gr_screen.res]);
1214 Brief_ui_window.set_mask_bmap(Brief_mask_single[gr_screen.res]);
1217 Brief_ui_window.tooltip_handler = brief_tooltip_handler;
1218 common_buttons_init(&Brief_ui_window);
1219 brief_buttons_init();
1221 // if multiplayer, initialize a few other systems
1222 if(Game_mode & GM_MULTIPLAYER){
1223 // again, should not be necessary, but we'll leave it for now
1226 // force the chatbox to be small
1227 chatbox_force_small();
1230 // set up the screen regions
1231 brief_init_screen(Brief_multiplayer);
1233 // init briefing specific UI
1236 // init the briefing map
1239 // init the briefing voice playback
1241 brief_voice_load_all();
1243 // init objectives display stuff
1244 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]);
1246 // set the camera target
1247 if ( Briefing->num_stages > 0 ) {
1248 brief_set_new_stage(&Briefing->stages[0].camera_pos, &Briefing->stages[0].camera_orient, 0, Current_brief_stage);
1249 brief_reset_icons(Current_brief_stage);
1252 Brief_playing_fade_sound = 0;
1253 Brief_mouse_up_flag = 0;
1254 Closeup_font_height = gr_get_font_height();
1255 Closeup_icon = NULL;
1256 Brief_inited = TRUE;
1259 // -------------------------------------------------------------------------------------
1260 // brief_render_closeup_text()
1263 #define CLOSEUP_TEXT_OFFSET 10
1264 void brief_render_closeup_text()
1268 char line[MAX_ICON_TEXT_LINE_LEN];
1269 int n_lines, i, render_x, render_y;
1270 int n_chars[MAX_ICON_TEXT_LINES];
1271 char *p_str[MAX_ICON_TEXT_LINES];
1273 if ( Closeup_icon == NULL ) {
1280 render_x = Closeup_region[0];
1281 render_y = Closeup_region[1] + CLOSEUP_IMG_H;
1283 gr_set_clip(render_x+CLOSEUP_TEXT_OFFSET, render_y, CLOSEUP_W,CLOSEUP_TEXT_H);
1284 gr_set_color_fast(&Color_white);
1286 // n_lines = split_str(bi->text, CLOSEUP_W - 2*CLOSEUP_TEXT_OFFSET, n_chars, p_str, MAX_ICON_TEXT_LINES);
1287 Assert(n_lines != -1);
1289 for ( i = 0; i < n_lines; i++ ) {
1290 Assert(n_chars[i] < MAX_ICON_TEXT_LINE_LEN);
1291 strncpy(line, p_str[i], n_chars[i]);
1292 line[n_chars[i]] = 0;
1293 gr_printf(0,0+i*Closeup_font_height,line);
1298 // -------------------------------------------------------------------------------------
1299 // brief_render_closeup()
1302 void brief_render_closeup(int ship_class, float frametime)
1304 matrix view_orient = IDENTITY_MATRIX;
1312 if (Closeup_bitmap < 0)
1315 ang = PI2 * frametime/Closeup_one_revolution_time;
1316 if ( ang > MAX_ANG_CHG )
1319 Closeup_angles.h += ang;
1320 if ( Closeup_angles.h > PI2 )
1321 Closeup_angles.h -= PI2;
1322 vm_angles_2_matrix(&temp_matrix, &Closeup_angles );
1323 Closeup_orient = temp_matrix;
1325 w = Closeup_region[gr_screen.res][2];
1326 h = Closeup_region[gr_screen.res][3];
1327 gr_set_clip(Closeup_region[gr_screen.res][0], Closeup_region[gr_screen.res][1], w, h);
1331 g3_set_view_matrix(&Closeup_cam_pos, &view_orient, Closeup_zoom);
1332 model_clear_instance( Closeup_icon->modelnum );
1333 model_set_detail_level(0);
1335 int is_neb = The_mission.flags & MISSION_FLAG_FULLNEB;
1337 // maybe switch off nebula rendering
1339 The_mission.flags &= ~MISSION_FLAG_FULLNEB;
1342 int model_render_flags;
1343 if ( Closeup_icon->type == ICON_JUMP_NODE ) {
1344 model_set_outline_color(HUD_color_red, HUD_color_green, HUD_color_blue);
1345 model_render_flags = MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER | MR_NO_POLYS | MR_SHOW_OUTLINE;
1347 model_render_flags = MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER;
1350 model_render( Closeup_icon->modelnum, &Closeup_orient, &Closeup_pos, model_render_flags );
1353 The_mission.flags |= MISSION_FLAG_FULLNEB;
1358 gr_set_color_fast(&Color_bright_white);
1360 gr_printf(0x8000,2,Closeup_icon->closeup_label);
1361 // brief_render_closeup_text();
1363 Closeup_close_button.enable();
1364 Closeup_close_button.unhide();
1369 // -------------------------------------------------------------------------------------
1372 // frametime is in seconds
1373 void brief_render(float frametime)
1382 if ( Num_brief_stages <= 0 ) {
1383 gr_set_color_fast(&Color_white);
1384 Assert( Game_current_mission_filename != NULL );
1385 gr_printf(0x8000,200,XSTR( "No Briefing exists for mission: %s", 430), Game_current_mission_filename);
1388 gr_get_string_size(&w, &h, The_mission.name);
1389 gr_set_color_fast(&Color_normal);
1390 gr_printf(0x8000, 230, NOX("[filename: %s, last mod: %s]"), Mission_filename, The_mission.modified);
1396 gr_set_bitmap(Brief_grid_bitmap);
1397 gr_bitmap(Brief_bmap_coords[gr_screen.res][0], Brief_bmap_coords[gr_screen.res][1]);
1399 brief_render_map(Current_brief_stage, frametime);
1401 // draw the frame bitmaps
1402 gr_set_bitmap(Brief_text_bitmap);
1403 gr_bitmap(Brief_infobox_coords[gr_screen.res][0], Brief_infobox_coords[gr_screen.res][1]);
1404 brief_blit_stage_num(Current_brief_stage, Num_brief_stages);
1406 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);
1408 brief_voice_play(Current_brief_stage);
1411 // maybe output the "more" indicator
1412 if ( (Brief_text_max_lines[gr_screen.res] + Top_brief_text_line + 2) < Num_brief_text_lines[0] ) {
1413 // can be scrolled down
1414 int more_txt_x = Brief_text_coords[gr_screen.res][0] + (Brief_max_line_width[gr_screen.res]/2) - 10;
1415 int more_txt_y = Brief_text_coords[gr_screen.res][1] + Brief_text_coords[gr_screen.res][3] - 2; // located below brief text, centered
1417 gr_get_string_size(&w, &h, XSTR("more", 1469), strlen(XSTR("more", 1469)));
1418 gr_set_color_fast(&Color_black);
1419 gr_rect(more_txt_x-2, more_txt_y, w+3, h);
1420 gr_set_color_fast(&Color_red);
1421 gr_string(more_txt_x, more_txt_y, XSTR("more", 1469)); // base location on the input x and y?
1424 brief_maybe_blit_scene_cut(frametime);
1426 #if !defined(NDEBUG) || defined(INTERPLAYQA)
1427 gr_set_color_fast(&Color_normal);
1428 int title_y_offset = (Game_mode & GM_MULTIPLAYER) ? 20 : 10;
1429 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);
1432 // output mission title
1433 gr_set_color_fast(&Color_bright_white);
1434 if (Game_mode & GM_MULTIPLAYER) {
1436 strncpy(buf, The_mission.name, 256);
1437 gr_force_fit_string(buf, 255, Title_coords_multi[gr_screen.res][2]);
1438 gr_string(Title_coords_multi[gr_screen.res][0], Title_coords_multi[gr_screen.res][1], buf);
1440 gr_get_string_size(&w, NULL, The_mission.name);
1441 gr_string(Title_coords[gr_screen.res][0] - w, Title_coords[gr_screen.res][1], The_mission.name);
1444 // maybe do objectives
1445 if (Current_brief_stage == Briefing->num_stages) {
1446 ML_objectives_do_frame(0);
1450 // -------------------------------------------------------------------------------------
1451 // brief_set_closeup_pos()
1454 #define CLOSEUP_OFFSET 20
1455 void brief_set_closeup_pos(brief_icon *bi)
1458 Closeup_x1 = fl2i(320 - Closeup_coords[gr_screen.res][BRIEF_W_COORD]/2.0f + 0.5f);
1461 void brief_get_closeup_ship_modelnum(brief_icon *ci)
1466 // find the model number for the ship to display
1467 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1469 if ( objp == &obj_used_list || objp->type != OBJ_SHIP ) {
1473 sp = &Ships[objp->instance];
1474 if ( sp->ship_info_index == ci->ship_class ) {
1475 ci->ship_class = sp->ship_info_index;
1476 ci->modelnum = sp->modelnum;
1477 ci->radius = objp->radius;
1483 // cut any text off after (and including) '#' char
1484 void brief_truncate_label(char *src)
1486 char *pointer_to_last_char;
1488 pointer_to_last_char = strstr(src, NOX("#"));
1490 if ( pointer_to_last_char ) {
1491 *pointer_to_last_char = 0;
1495 // -------------------------------------------------------------------------------------
1496 // brief_setup_closeup()
1498 // exit: 0 => set-up icon sucessfully
1499 // -1 => could not setup closeup icon
1500 int brief_setup_closeup(brief_icon *bi)
1502 char pof_filename[NAME_LENGTH];
1503 ship_info *sip=NULL;
1507 Closeup_icon->ship_class = bi->ship_class;
1508 Closeup_icon->modelnum = -1;
1510 Closeup_one_revolution_time = ONE_REV_TIME;
1512 switch(Closeup_icon->type) {
1514 Closeup_icon = NULL;
1517 strcpy(pof_filename, NOX("planet.pof"));
1518 strcpy(Closeup_icon->closeup_label, XSTR("planet",-1));
1519 vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -8300.0f);
1520 Closeup_zoom = 0.5f;
1521 Closeup_one_revolution_time = ONE_REV_TIME * 3;
1524 case ICON_ASTEROID_FIELD:
1526 strcpy(pof_filename, Asteroid_info[ASTEROID_TYPE_BIG].pof_files[0]);
1527 strcpy(Closeup_icon->closeup_label, XSTR( "asteroid", 431));
1528 vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -334.0f);
1529 Closeup_zoom = 0.5f;
1532 case ICON_JUMP_NODE:
1533 strcpy(pof_filename, NOX("subspacenode.pof"));
1534 strcpy(Closeup_icon->closeup_label, XSTR( "jump node", 432));
1535 vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -2700.0f);
1536 Closeup_zoom = 0.5f;
1537 Closeup_one_revolution_time = ONE_REV_TIME * 3;
1540 case ICON_UNKNOWN_WING:
1541 strcpy(pof_filename, NOX("unknownship.pof"));
1542 strcpy(Closeup_icon->closeup_label, XSTR( "unknown", 433));
1543 vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -22.0f);
1544 Closeup_zoom = 0.5f;
1547 brief_get_closeup_ship_modelnum(Closeup_icon);
1548 Assert( Closeup_icon->ship_class != -1 );
1549 sip = &Ship_info[Closeup_icon->ship_class];
1551 strcpy(Closeup_icon->closeup_label,sip->name);
1553 // cut any text off after (and including) '#' char
1554 brief_truncate_label(Closeup_icon->closeup_label);
1556 if ( sip->flags & (SIF_SMALL_SHIP|SIF_BIG_SHIP|SIF_HUGE_SHIP|SIF_SENTRYGUN) ) {
1557 strcat(Closeup_icon->closeup_label, XSTR( " class", 434));
1562 if ( Closeup_icon->modelnum == -1 ) {
1563 if ( sip == NULL ) {
1564 Closeup_icon->modelnum = model_load(pof_filename, 0, NULL);
1566 Closeup_icon->modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]);
1568 Closeup_icon->radius = model_get_radius(Closeup_icon->modelnum);
1571 vm_set_identity(&Closeup_orient);
1572 vm_vec_make(&tvec, 0.0f, 0.0f, -1.0f);
1573 Closeup_orient.v.fvec = tvec;
1574 vm_vec_zero(&Closeup_pos);
1575 Closeup_angles.p = 0.0f;
1576 Closeup_angles.b = 0.0f;
1577 Closeup_angles.h = PI;
1579 brief_set_closeup_pos(bi);
1582 Closeup_cam_pos = sip->closeup_pos;
1583 Closeup_zoom = sip->closeup_zoom;
1589 // -------------------------------------------------------------------------------------
1590 // brief_update_closeup_icon()
1592 // input: mode => how to update the closeup view
1595 void brief_update_closeup_icon(int mode)
1599 int i, closeup_index;
1603 // mode 0 means disable the closeup icon
1604 if ( Closeup_icon != NULL ) {
1605 brief_turn_off_closeup_icon();
1610 if ( Closeup_icon == NULL )
1613 bs = &Briefing->stages[Current_brief_stage];
1616 // see if any icons are being highlighted this stage
1617 for ( i = 0; i < bs->num_icons; i++ ) {
1619 if ( bi->flags & BI_HIGHLIGHT ) {
1625 if ( closeup_index != -1 ) {
1626 bi = &bs->icons[closeup_index];
1627 brief_setup_closeup(bi);
1630 Closeup_icon = NULL;
1635 // -------------------------------------------------------------------------------------
1636 // brief_check_for_anim()
1639 void brief_check_for_anim()
1641 int mx, my, i, iw, ih;
1643 brief_icon *bi = NULL;
1645 bs = &Briefing->stages[Current_brief_stage];
1646 mouse_get_pos( &mx, &my );
1648 // if mouse click is over the VCR controls, don't launch an icon
1649 // FIXME - should prolly push these into defines instead of hardcoding this
1650 if ( mx >= 0 && mx <= 115 && my >= 136 && my <= 148 ) {
1654 // if mouse coords are outside the briefing screen, then go away
1655 my -= bscreen.map_y1;
1656 mx -= bscreen.map_x1;
1657 if ( my < 0 || mx < 0 || mx > (bscreen.map_x2-bscreen.map_x1+1) || my > (bscreen.map_y2-bscreen.map_y1+1) )
1660 for ( i = 0; i < bs->num_icons; i++ ) {
1662 brief_common_get_icon_dimensions(&iw, &ih, bi->type, bi->ship_class);
1663 if ( mx < bi->x ) continue;
1664 if ( mx > (bi->x + iw) ) continue;
1665 if ( my < bi->y ) continue;
1666 if ( my > (bi->y + ih) ) continue;
1667 // if we've got here, must be a hit
1671 if ( i == bs->num_icons ) {
1672 brief_turn_off_closeup_icon();
1676 if ( brief_setup_closeup(bi) == 0 ) {
1677 gamesnd_play_iface(SND_BRIEF_ICON_SELECT);
1679 gamesnd_play_iface(SND_GENERAL_FAIL);
1683 // maybe flash a button if player hasn't done anything for a while
1684 void brief_maybe_flash_button()
1688 if ( Num_brief_stages <= 0 )
1691 if ( Closeup_icon != NULL ) {
1692 common_flash_button_init();
1696 if ( common_flash_bright() ) {
1697 if ( Current_brief_stage == (Num_brief_stages-1) ) {
1699 // AL 4-4-98: Don't flash ship selection button on briefing in demo build
1703 // AL 30-3-98: Don't flash ship selection button if in a training mission,
1704 if ( brief_only_allow_briefing() ) {
1708 b = &Common_buttons[Current_screen-1][gr_screen.res][1].button; // ship select button
1711 b = &Brief_buttons[gr_screen.res][1].button; // next stage button
1714 if ( b->button_hilighted() ) {
1715 common_flash_button_init();
1722 // -------------------------------------------------------------------------------------
1725 // frametime is in seconds
1727 void brief_do_frame(float frametime)
1729 int k, brief_choice;
1731 if ( red_alert_mission() ) {
1736 if ( !Brief_inited ){
1740 int snazzy_action = -1;
1741 brief_choice = snazzy_menu_do(BriefingMaskData, Briefing_mask_w, Briefing_mask_h, Num_briefing_regions, Briefing_select_region, &snazzy_action, 0);
1743 k = common_select_do(frametime);
1745 if ( Closeup_icon ) {
1746 Brief_mouse_up_flag = 0;
1749 if ( help_overlay_active(BR_OVERLAY) ) {
1750 common_flash_button_init();
1751 brief_turn_off_closeup_icon();
1754 // Check common keypresses
1755 common_check_keys(k);
1761 if ( Briefing->num_stages > 0 ) {
1763 // check for special keys
1767 case KEY_CTRLED | KEY_PAGEUP: {
1768 if (Closeup_icon->ship_class) {
1769 Closeup_icon->ship_class--;
1771 ship_info *sip = &Ship_info[Closeup_icon->ship_class];
1772 if (sip->modelnum < 0)
1773 sip->modelnum = model_load(sip->pof_file, NULL, NULL);
1775 mprintf(("Shiptype = %d (%s)\n", Closeup_icon->ship_class, sip->name));
1776 mprintf(("Modelnum = %d (%s)\n", sip->modelnum, sip->pof_file));
1777 brief_setup_closeup(Closeup_icon);
1783 case KEY_CTRLED | KEY_PAGEDOWN: {
1784 if (Closeup_icon->ship_class < Num_ship_types - 1) {
1785 Closeup_icon->ship_class++;
1787 ship_info *sip = &Ship_info[Closeup_icon->ship_class];
1788 if (sip->modelnum < 0)
1789 sip->modelnum = model_load(sip->pof_file, NULL, NULL);
1791 mprintf(("Shiptype = %d (%s)\n", Closeup_icon->ship_class, sip->name));
1792 mprintf(("Modelnum = %d (%s)\n", sip->modelnum, sip->pof_file));
1793 brief_setup_closeup(Closeup_icon);
1800 Closeup_cam_pos.xyz.z += 1;
1804 case KEY_A + KEY_SHIFTED:
1805 Closeup_cam_pos.xyz.z += 10;
1810 Closeup_cam_pos.xyz.z -= 1;
1814 case KEY_Z + KEY_SHIFTED:
1815 Closeup_cam_pos.xyz.z -= 10;
1820 Closeup_cam_pos.xyz.y += 1;
1824 case KEY_Y + KEY_SHIFTED:
1825 Closeup_cam_pos.xyz.y += 10;
1830 Closeup_cam_pos.xyz.y -= 1;
1834 case KEY_H + KEY_SHIFTED:
1835 Closeup_cam_pos.xyz.y -= 10;
1840 Closeup_zoom -= 0.1f;
1841 if ( Closeup_zoom < 0.1 )
1842 Closeup_zoom = 0.1f;
1846 case KEY_COMMA+KEY_SHIFTED:
1847 Closeup_zoom -= 0.5f;
1848 if ( Closeup_zoom < 0.1 )
1849 Closeup_zoom = 0.1f;
1854 Closeup_zoom += 0.1f;
1858 case KEY_PERIOD+KEY_SHIFTED:
1859 Closeup_zoom += 0.5f;
1863 case 1000: // need this to avoid warning about no case
1873 nprintf(("General","Camera pos: %.2f, %.2f %.2f // ", Closeup_cam_pos.xyz.x, Closeup_cam_pos.xyz.y, Closeup_cam_pos.xyz.z));
1874 nprintf(("General","Camera zoom: %.2f\n", Closeup_zoom));
1878 if ( brief_choice > -1 && snazzy_action == SNAZZY_OVER ) {
1879 Brief_mouse_up_flag = 0;
1884 common_check_buttons();
1885 // if ( Briefing->num_stages > 0 )
1886 brief_check_buttons();
1888 if ( brief_choice != -1 ) {
1889 Brief_mouse_up_flag = 0;
1894 common_render(frametime);
1896 if ( Current_brief_stage < (Num_brief_stages-1) ) {
1897 if ( !help_overlay_active(BR_OVERLAY) && brief_time_to_advance(Current_brief_stage, frametime) ) {
1898 brief_do_next_pressed(0);
1899 common_flash_button_init();
1900 Brief_last_auto_advance = timer_get_milliseconds();
1904 if ( !Background_playing ) {
1906 int check_jump_flag = 1;
1907 if ( Current_brief_stage != Last_brief_stage ) {
1909 // Check if we have a quick transition pending
1910 if ( Quick_transition_stage != -1 ) {
1911 Quick_transition_stage = -1;
1912 brief_reset_last_new_stage();
1914 check_jump_flag = 0;
1917 if ( check_jump_flag ) {
1918 if ( abs(Current_brief_stage - Last_brief_stage) > 1 ) {
1919 Quick_transition_stage = Current_brief_stage;
1920 Current_brief_stage = Last_brief_stage;
1921 Assert(Current_brief_stage >= 0);
1922 Start_fade_up_anim = 1;
1923 goto Transition_done;
1928 if ( Current_brief_stage > Last_brief_stage ) {
1929 if ( Briefing->stages[Last_brief_stage].flags & BS_FORWARD_CUT ) {
1930 Quick_transition_stage = Current_brief_stage;
1931 Current_brief_stage = Last_brief_stage;
1932 Assert(Current_brief_stage >= 0);
1933 Start_fade_up_anim = 1;
1934 goto Transition_done;
1936 time = Briefing->stages[Current_brief_stage].camera_time;
1940 if ( Briefing->stages[Last_brief_stage].flags & BS_BACKWARD_CUT ) {
1941 Quick_transition_stage = Current_brief_stage;
1942 Current_brief_stage = Last_brief_stage;
1943 Assert(Current_brief_stage >= 0);
1944 Start_fade_up_anim = 1;
1945 goto Transition_done;
1947 time = Briefing->stages[Last_brief_stage].camera_time;
1952 brief_voice_stop(Last_brief_stage);
1954 if ( Current_brief_stage < 0 ) {
1956 Current_brief_stage=0;
1959 // set the camera target
1960 brief_set_new_stage(&Briefing->stages[Current_brief_stage].camera_pos,
1961 &Briefing->stages[Current_brief_stage].camera_orient,
1962 time, Current_brief_stage);
1964 Brief_playing_fade_sound = 0;
1965 Last_brief_stage = Current_brief_stage;
1966 brief_reset_icons(Current_brief_stage);
1967 brief_update_closeup_icon(0);
1972 if ( Brief_mouse_up_flag && !Closeup_icon) {
1973 brief_check_for_anim();
1976 brief_render(frametime);
1977 brief_camera_move(frametime, Current_brief_stage);
1979 if (Closeup_icon && (Closeup_bitmap >= 0)) {
1980 // blit closeup background
1981 gr_set_bitmap(Closeup_bitmap);
1982 gr_bitmap(Closeup_coords[gr_screen.res][BRIEF_X_COORD], Closeup_coords[gr_screen.res][BRIEF_Y_COORD]);
1985 Brief_ui_window.draw();
1986 brief_redraw_pressed_buttons();
1987 common_render_selected_screen_button();
1990 brief_render_closeup(Closeup_icon->ship_class, frametime);
1993 // render some extra stuff in multiplayer
1994 if (Game_mode & GM_MULTIPLAYER) {
1995 // should render this last so that it overlaps all controls
1998 // render the status indicator for the voice system
1999 multi_common_voice_display_status();
2001 // blit the "ships/players" locked button
2002 // multi_ts_blit_locked_button();
2004 // maybe blit the multiplayer "locked" button
2005 // if its locked, everyone blits it as such
2006 if(multi_ts_is_locked()){
2007 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw_forced(2);
2009 // anyone who can't hit the button sees it off, otherwise
2011 if( ((Netgame.type_flags & NG_TYPE_TEAM) && !(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)) ||
2012 ((Netgame.type_flags & NG_TYPE_TEAM) && !(Net_player->flags & NETINFO_FLAG_GAME_HOST)) ){
2013 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw_forced(0);
2015 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw();
2021 // maybe flash a button if player hasn't done anything for a while
2022 brief_maybe_flash_button();
2024 // blit help overlay if active
2025 help_overlay_maybe_blit(BR_OVERLAY);
2029 // If the commit button was pressed, do the commit button actions. Done at the end of the
2030 // loop so there isn't a skip in the animation (since ship_create() can take a long time if
2031 // the ship model is not in memory
2032 if (Commit_pressed) {
2033 if (Game_mode & GM_MULTIPLAYER) {
2034 multi_ts_commit_pressed();
2043 // --------------------------------------------------------------------------------------
2044 // brief_unload_bitmaps()
2047 void brief_unload_bitmaps()
2049 if ( BriefingMaskBitmap != -1 ) {
2050 bm_unload(BriefingMaskBitmap);
2051 BriefingMaskBitmap = -1;
2054 if ( Brief_text_bitmap != -1 ) {
2055 bm_unload(Brief_text_bitmap);
2056 Brief_text_bitmap = -1;
2059 if(Brief_grid_bitmap != -1){
2060 bm_unload(Brief_grid_bitmap);
2061 Brief_grid_bitmap = -1;
2064 if ( Brief_multitext_bitmap != -1 ) {
2065 bm_unload(Brief_multitext_bitmap);
2066 Brief_multitext_bitmap = -1;
2069 if ( Brief_background_bitmap != -1 ) {
2070 bm_unload(Brief_background_bitmap);
2071 Brief_background_bitmap = -1;
2074 help_overlay_unload(BR_OVERLAY);
2077 // ------------------------------------------------------------------------------------
2083 if ( Brief_inited == FALSE ) {
2084 nprintf(("Warning","brief_close() returning without doing anything\n"));
2088 nprintf(("Alan", "Entering brief_close()\n"));
2090 ML_objectives_close();
2092 // unload the audio streams used for voice playback
2093 brief_voice_unload_all();
2096 hud_anim_release(&Fade_anim);
2099 // done mask bitmap, so unlock it
2100 bm_unlock(BriefingMaskBitmap);
2102 Brief_ui_window.destroy();
2104 // unload the bitmaps
2105 brief_unload_bitmaps();
2107 brief_common_close();
2109 Brief_inited = FALSE;
2112 void briefing_stop_music()
2114 if ( Briefing_music_handle != -1 ) {
2115 audiostream_close_file(Briefing_music_handle);
2116 Briefing_music_handle = -1;
2120 void briefing_load_music(char* fname)
2122 if ( Cmdline_freespace_no_music ) {
2126 if ( Briefing_music_handle != -1 )
2130 Briefing_music_handle = audiostream_open( fname, ASF_EVENTMUSIC );
2133 void briefing_start_music()
2135 if ( Briefing_music_handle != -1 ) {
2136 if ( !audiostream_is_playing(Briefing_music_handle) )
2137 audiostream_play(Briefing_music_handle, Master_event_music_volume);
2140 nprintf(("Warning", "No music file exists to play music at this briefing!\n"));
2144 void brief_stop_voices()
2146 brief_voice_stop(Current_brief_stage);
2149 void brief_maybe_blit_scene_cut(float frametime)
2151 if ( Start_fade_up_anim ) {
2154 Fade_anim.time_elapsed = 0.0f;
2155 Start_fade_up_anim = 0;
2156 Start_fade_down_anim = 1;
2157 Current_brief_stage = Quick_transition_stage;
2159 if ( Current_brief_stage < 0 ) {
2160 brief_transition_reset();
2161 Current_brief_stage = Last_brief_stage;
2163 goto Fade_down_anim_start;
2167 Fade_anim.time_elapsed += frametime;
2169 if ( !Brief_playing_fade_sound ) {
2170 gamesnd_play_iface(SND_BRIEFING_STATIC);
2171 Brief_playing_fade_sound = 1;
2174 if ( Fade_anim.time_elapsed > Fade_anim.total_time ) {
2175 Fade_anim.time_elapsed = 0.0f;
2176 Start_fade_up_anim = 0;
2177 Start_fade_down_anim = 1;
2178 Current_brief_stage = Quick_transition_stage;
2180 if ( Current_brief_stage < 0 ) {
2181 brief_transition_reset();
2182 Current_brief_stage = Last_brief_stage;
2185 Assert(Current_brief_stage >= 0);
2186 goto Fade_down_anim_start;
2189 // draw the correct frame of animation
2190 framenum = fl2i( (Fade_anim.time_elapsed * Fade_anim.num_frames) / Fade_anim.total_time );
2193 if ( framenum >= Fade_anim.num_frames )
2194 framenum = Fade_anim.num_frames-1;
2196 // Blit the bitmap for this frame
2197 gr_set_bitmap(Fade_anim.first_frame + framenum);
2198 gr_bitmap(Fade_anim.sx, Fade_anim.sy);
2203 Fade_down_anim_start:
2204 if ( Start_fade_down_anim ) {
2207 Fade_anim.time_elapsed = 0.0f;
2208 Start_fade_up_anim = 0;
2209 Start_fade_down_anim = 0;
2215 Fade_anim.time_elapsed += frametime;
2217 if ( Fade_anim.time_elapsed > Fade_anim.total_time ) {
2218 Fade_anim.time_elapsed = 0.0f;
2219 Start_fade_up_anim = 0;
2220 Start_fade_down_anim = 0;
2224 // draw the correct frame of animation
2225 framenum = fl2i( (Fade_anim.time_elapsed * Fade_anim.num_frames) / Fade_anim.total_time );
2228 if ( framenum >= Fade_anim.num_frames )
2229 framenum = Fade_anim.num_frames-1;
2231 // Blit the bitmap for this frame
2232 gr_set_bitmap(Fade_anim.first_frame + (Fade_anim.num_frames-1) - framenum);
2233 gr_bitmap(Fade_anim.sx, Fade_anim.sy);
2239 void brief_transition_reset()
2241 Quick_transition_stage = -1;
2242 Start_fade_up_anim = 0;
2243 Start_fade_down_anim = 0;
2244 Fade_anim.time_elapsed = 0.0f;
2247 // return 1 if this mission only allow players to use the briefing (and not ship or
2248 // weapon loadout). Otherwise return 0.
2249 int brief_only_allow_briefing()
2251 if ( The_mission.game_type & MISSION_TYPE_TRAINING ) {
2255 if ( The_mission.scramble || The_mission.red_alert) {