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 1.8 2004/07/04 11:31:43 taylor
19 * amd64 support, compiler warning fixes, don't use software rendering
21 * Revision 1.7 2003/05/25 02:30:43 taylor
24 * Revision 1.6 2003/01/30 19:55:33 relnev
25 * remove second bmpman.h include (Taylor Richards)
27 * Revision 1.5 2002/06/17 06:33:09 relnev
28 * ryan's struct patch for gcc 2.95
30 * Revision 1.4 2002/06/09 04:41:22 relnev
31 * added copyright header
33 * Revision 1.3 2002/06/02 04:26:34 relnev
36 * Revision 1.2 2002/05/07 03:16:46 theoddone33
37 * The Great Newline Fix
39 * Revision 1.1.1.1 2002/05/03 03:28:10 root
43 * 48 10/14/99 2:51p Jefff
46 * 47 10/13/99 3:23p Jefff
47 * fixed unnumbered XSTRs
49 * 46 9/12/99 8:09p Dave
50 * Fixed problem where skip-training button would cause mission messages
51 * not to get paged out for the current mission.
53 * 45 9/09/99 3:40p Jefff
54 * no exit loop outisde of campaign mode
56 * 44 9/07/99 6:53p Jefff
57 * functionality to break out of a loop
59 * 43 9/06/99 6:38p Dave
60 * Improved CD detection code.
62 * 42 9/03/99 10:57a Jefff
65 * 41 8/30/99 5:30p Jefff
66 * fixed "more" being cut off in d3d
68 * 40 8/30/99 10:29a Jefff
69 * added autocenter flag to closup rendering
71 * 39 8/19/99 11:33a Dave
74 * 38 8/19/99 10:59a Dave
75 * Packet loss detection.
77 * 37 8/16/99 4:05p Dave
78 * Big honking checkin.
80 * 36 8/16/99 9:48a Jefff
81 * all clicks on briefing icons should now register
83 * 35 8/10/99 7:29p Jefff
84 * added mission title to briefing screen
86 * 34 8/03/99 1:34a Andsager
87 * fix skip training mission (again)
89 * 33 8/02/99 12:01p Jefff
90 * fixed "skip training" text pos
92 * 32 7/30/99 5:42p Jasenw
93 * Fixed coords for skip training button.
95 * 31 7/29/99 10:50p Dave
96 * Oops. Accidentally blew away some interface text changes.
98 * 30 7/29/99 10:48p Dave
100 * 29 7/29/99 3:05p Andsager
101 * Add skip training text. and properly skip.
103 * 28 7/24/99 6:07p Jefff
104 * Added "lock" text to multiplayer lock button
106 * 27 7/21/99 10:51a Jefff
107 * added "more" indicator to briefing text box
109 * 26 7/19/99 3:01p Dave
110 * Fixed icons. Added single transport icon.
112 * 25 7/18/99 5:20p Dave
113 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
115 * 24 7/16/99 1:49p Dave
116 * 8 bit aabitmaps. yay.
118 * 23 7/15/99 9:20a Andsager
119 * FS2_DEMO initial checkin
121 * 22 7/09/99 5:54p Dave
122 * Seperated cruiser types into individual types. Added tons of new
123 * briefing icons. Campaign screen.
125 * 21 6/29/99 7:39p Dave
126 * Lots of small bug fixes.
128 * 20 6/11/99 11:13a Dave
129 * last minute changes before press tour build.
131 * 19 6/04/99 1:18p Dave
132 * Fixed briefing model rendering problems. Made show background option in
133 * fred toggle nebula rendering.
135 * 18 5/07/99 10:34a Andsager
136 * Make red alert work in FS2
138 * 17 4/23/99 12:01p Johnson
139 * Added SIF_HUGE_SHIP
141 * 16 3/25/99 2:45p Neilk
144 * 15 2/11/99 3:08p Dave
145 * PXO refresh button. Very preliminary squad war support.
147 * 14 2/05/99 7:19p Neilk
148 * Removed black part from mission screen, fixed info text coords
150 * 13 2/02/99 4:35p Neilk
151 * fixed coordinate problem where primary goals was on top of interface in
154 * 12 2/01/99 5:55p Dave
155 * Removed the idea of explicit bitmaps for buttons. Fixed text
156 * highlighting for disabled gadgets.
158 * 11 1/30/99 7:32p Neilk
159 * Fixed coords problems for mission briefing screens
161 * 10 1/30/99 5:08p Dave
162 * More new hi-res stuff.Support for nice D3D textures.
164 * 9 1/30/99 1:29a Dave
165 * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
166 * screen. Fixed beam weapon death messages.
168 * 8 1/29/99 4:17p Dave
169 * New interface screens.
171 * 7 1/13/99 7:19p Neilk
172 * Converted Mission Brief, Barracks, Synch to high res support
174 * 6 12/18/98 1:13a Dave
175 * Rough 1024x768 support for Direct3D. Proper detection and usage through
178 * 5 11/30/98 1:07p Dave
179 * 16 bit conversion, first run.
181 * 4 11/20/98 4:08p Dave
182 * Fixed flak effect in multiplayer.
184 * 3 10/13/98 9:28a Dave
185 * Started neatening up freespace.h. Many variables renamed and
186 * reorganized. Added AlphaColors.[h,cpp]
188 * 2 10/07/98 10:53a Dave
191 * 1 10/07/98 10:49a Dave
193 * 114 9/17/98 3:08p Dave
194 * PXO to non-pxo game warning popup. Player icon stuff in create and join
195 * game screens. Upped server count refresh time in PXO to 35 secs (from
198 * 113 6/19/98 3:52p Lawrance
199 * Don't use large text in popup, since it is missing large foreign chars
201 * 112 6/09/98 5:17p Lawrance
202 * French/German localization
204 * 111 6/09/98 10:31a Hoffoss
205 * Created index numbers for all xstr() references. Any new xstr() stuff
206 * added from here on out should be added to the end if the list. The
207 * current list count can be found in FreeSpace.cpp (search for
210 * 110 6/01/98 11:43a John
211 * JAS & MK: Classified all strings for localization.
213 * 109 5/22/98 10:44a Lawrance
214 * put in case label to suppress warning
216 * 108 5/19/98 11:35p Lawrance
217 * Play sound for briefing control button presses
219 * 107 5/19/98 8:47p Lawrance
220 * Set proper distance for jump nodes
222 * 106 5/19/98 8:35p Dave
223 * Revamp PXO channel listing system. Send campaign goals/events to
224 * clients for evaluation. Made lock button pressable on all screens.
226 * 105 5/12/98 2:16p Hoffoss
227 * Added debug code to switch models of closeup icon to more easily check
228 * positions and zooms.
230 * 104 5/06/98 11:50p Lawrance
231 * Clean up help overlay code for loadout screens
233 * 103 5/06/98 8:03p Allender
234 * AL: only free pointers in brief_compact_stages if non-null
236 * 102 5/05/98 4:48p Lawrance
237 * Fix bug with launching closeup icon when pause button is pressed
239 * 101 4/29/98 1:45p Lawrance
240 * Print out mission filename if debug build, or if INTERPLAY QA defined
242 * 100 4/29/98 12:15a Lawrance
243 * reset demo trailer timer when briefing moves to a new stage
245 * 98 4/25/98 11:55p Lawrance
246 * fix bug with the auto-advance button
248 * 97 4/25/98 3:49p Lawrance
249 * Save briefing auto-advance pref
251 * 96 4/25/98 12:00p Lawrance
252 * disable advance keypress for 1/2 second after autoadvance
254 * 95 4/22/98 7:24p Dave
255 * Made sure the "player/ships" locked button for multiplayer appears on
256 * all briefing screens.
258 * 94 4/20/98 3:53p Lawrance
259 * Fix various bugs with auto-advancing through briefings.
261 * 93 4/19/98 12:11p Lawrance
262 * add new art for pause button in the briefing
264 * 92 4/17/98 10:39p Andsager
265 * AL: Fix bug with auto-advance of briefing stages.
267 * 91 4/16/98 8:05p Lawrance
268 * Don't show closeup icon for planets
270 * 90 4/15/98 5:17p Lawrance
271 * fix bug with skip training
277 #include "freespace.h"
278 #include "missionload.h"
279 #include "missionscreencommon.h"
280 #include "missionshipchoice.h"
281 #include "missionparse.h"
282 #include "missiongoals.h"
283 #include "gamesequence.h"
292 #include "linklist.h"
297 #include "audiostr.h"
299 #include "eventmusic.h"
300 #include "missioncampaign.h"
303 #include "snazzyui.h"
305 #include "missionbrief.h"
306 #include "missionbriefcommon.h"
307 #include "missiongrid.h"
308 #include "multimsgs.h"
310 #include "contexthelp.h"
312 #include "multiteamselect.h"
314 #include "asteroid.h"
317 #include "alphacolors.h"
319 #include "missionmessage.h"
322 #define OBJECTIVES_X 65
323 #define OBJECTIVES_Y 137
324 #define OBJECTIVES_W 508
325 #define OBJECTIVES_H 233
328 static int Brief_goals_coords[GR_NUM_RESOLUTIONS][4] = {
333 65,152,508,211 // GR_640
337 104,243,813,332 // GR_1024
341 static int Current_brief_stage; // what stage of the briefing we're on
342 static int Last_brief_stage;
343 static int Num_brief_stages;
344 static int Brief_multiplayer = FALSE;
346 static int Brief_last_auto_advance = 0; // timestamp of last auto-advance
348 // for managing the scene cut transition
349 static int Quick_transition_stage;
350 static int Start_fade_up_anim, Start_fade_down_anim;
351 static int Brief_playing_fade_sound;
354 int Briefing_music_handle = -1;
355 int Briefing_music_begin_timestamp = 0;
357 // --------------------------------------------------------------------------------------
358 // Module scope globals
359 // --------------------------------------------------------------------------------------
361 static MENU_REGION Briefing_select_region[NUM_BREIFING_REGIONS];
362 static int Num_briefing_regions;
364 // For closeup display
365 #define ONE_REV_TIME 6 // time (sec) for one revolution
366 #define MAX_ANG_CHG 0.15f
368 static int Closeup_coords[GR_NUM_RESOLUTIONS][4] = {
370 203, 151, 200, 213 // GR_640
373 325, 241, 200, 213 // GR_1024
377 static int Brief_infobox_coords[GR_NUM_RESOLUTIONS][2] = {
390 static char *Brief_infobox_filename[GR_NUM_RESOLUTIONS] = {
395 static char *Brief_filename[GR_NUM_RESOLUTIONS] = {
400 static char *Brief_multi_filename[GR_NUM_RESOLUTIONS] = {
402 "Brief", // use the standard bitmap and slap the chatbox on later
409 static char *Brief_mask_filename[GR_NUM_RESOLUTIONS] = {
414 static char *Brief_multi_mask_filename[GR_NUM_RESOLUTIONS] = {
420 static char *Brief_win_filename[GR_NUM_RESOLUTIONS] = {
430 // coordinate inidices
431 #define BRIEF_X_COORD 0
432 #define BRIEF_Y_COORD 1
433 #define BRIEF_W_COORD 2
434 #define BRIEF_H_COORD 3
436 //static int Closeup_region[4] = {220,132,420,269};
437 int Closeup_region[GR_NUM_RESOLUTIONS][4] = {
446 char *Closeup_background_filename[GR_NUM_RESOLUTIONS] = {
447 NOX("BriefPop"), // GR_640
448 NOX("2_BriefPop") // GR_1024
451 char *Closeup_button_filename[GR_NUM_RESOLUTIONS] = {
452 NOX("BPB_00"), // GR_640
453 NOX("2_BPB_00"), // GR_1024
456 int Closeup_button_hotspot = 14;
458 //static int Closeup_button_coords[2] = {CLOSEUP_X+164,CLOSEUP_Y+227};
459 int Closeup_button_coords[GR_NUM_RESOLUTIONS][2] = {
460 { 374, 316 }, // GR_640
461 { 599, 506 } // GR_1024
464 UI_BUTTON Closeup_close_button;
465 int Closeup_bitmap=-1;
466 int Closeup_one_revolution_time=ONE_REV_TIME;
468 brief_icon *Closeup_icon;
469 angles Closeup_angles;
470 matrix Closeup_orient;
472 int Closeup_font_height;
473 int Closeup_x1, Closeup_y1;
475 // used for the 3d view of a closeup ship
477 vector Closeup_cam_pos;
479 // Mask bitmap pointer and Mask bitmap_id
480 bitmap* BriefingMaskPtr; // bitmap pointer to the briefing select mask bitmap
481 ubyte* BriefingMaskData; // pointer to actual bitmap data
482 int Briefing_mask_w, Briefing_mask_h;
483 int BriefingMaskBitmap; // bitmap id of the briefing mask bitmap
484 int Brief_inited = FALSE;
486 // --------------------------------------------------------------------------------------
487 // Briefing specific UI
488 // --------------------------------------------------------------------------------------
489 #define BRIEF_LAST_STAGE_MASK 7
490 #define BRIEF_NEXT_STAGE_MASK 8
491 #define BRIEF_PREV_STAGE_MASK 9
492 #define BRIEF_FIRST_STAGE_MASK 10
493 #define BRIEF_TEXT_SCROLL_UP_MASK 11
494 #define BRIEF_TEXT_SCROLL_DOWN_MASK 12
495 #define BRIEF_SKIP_TRAINING_MASK 15
496 #define BRIEF_PAUSE_MASK 16
499 static char *Brief_mask_single[GR_NUM_RESOLUTIONS] = {
501 "2_brief-m" // GR_1024
504 static char *Brief_mask_multi[GR_NUM_RESOLUTIONS] = {
505 "briefmulti-m", // GR_640
506 "2_briefmulti-m" // GR_1024
510 struct brief_buttons {
516 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
518 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) {}
521 int Brief_grid_bitmap = -1;
522 int Brief_text_bitmap = -1;
524 int Brief_multitext_bitmap = -1;
525 int Brief_background_bitmap =-1;
528 static int MapWin01 = -1;
529 static int MapWin02 = -1;
530 static int MapWin03 = -1;
531 static int MapWin04 = -1;
534 UI_WINDOW Brief_ui_window;
536 // Briefing specific buttons
537 #define NUM_BRIEF_BUTTONS 10
539 brief_buttons Brief_buttons[GR_NUM_RESOLUTIONS][NUM_BRIEF_BUTTONS] = {
542 brief_buttons("BRB_08", 356, 351, -1, -1, 8), // vcr - fastforward
543 brief_buttons("BRB_09", 331, 351, -1, -1, 9), // vcr - play forwards
544 brief_buttons("BRB_10", 277, 351, -1, -1, 10), // vcr - play backwards
545 brief_buttons("BRB_11", 253, 351, -1, -1, 11), // vcr - reverse
546 brief_buttons("BRB_12", 0, 400, -1, -1, 12), // scroll up
547 brief_buttons("BRB_13", 0, 442, -1, -1, 13), // scroll down
548 brief_buttons("BRB_15", 562, 0, -1, -1, 15), // skip training
549 brief_buttons("BRB_16", 304, 351, -1, -1, 16), // vcr - pause
550 brief_buttons("TSB_34", 601, 344, -1, -1, 50), // multi lock
551 brief_buttons("BRB_15", 562, 0, -1, -1, 15) // exit loop
553 brief_buttons("BRB_08", 110, 116, 117, 157, 8),
554 brief_buttons("BRB_09", 84, 116, 117, 157, 9),
555 brief_buttons("BRB_10", 29, 116, 117, 157, 10),
556 brief_buttons("BRB_11", 4, 116, 117, 157, 11),
557 brief_buttons("BRB_12", 0, 405, 117, 157, 12),
558 brief_buttons("BRB_13", 0, 447, 117, 157, 13),
559 brief_buttons("BRB_15", 562, 0, 117, 157, 15), // skip training
560 brief_buttons("BRB_16", 56, 116, 117, 157, 16),
561 brief_buttons("TSB_34", 603, 374, 117, 157, 34),
562 brief_buttons("BRB_15", 562, 0, 117, 157, 15) // exit loop
566 brief_buttons("2_BRB_08", 175, 187, 117, 157, 8),
567 brief_buttons("2_BRB_09", 135, 187, 117, 157, 9),
568 brief_buttons("2_BRB_10", 47, 187, 117, 157, 10),
569 brief_buttons("2_BRB_11", 8, 187, 117, 157, 11),
570 brief_buttons("2_BRB_12", 0, 649, 117, 157, 12),
571 brief_buttons("2_BRB_13", 0, 716, 117, 157, 13),
572 brief_buttons("2_BRB_15", 900, 0, 117, 157, 15), // skip training
573 brief_buttons("2_BRB_16", 91, 187, 117, 157, 16),
574 brief_buttons("2_TSB_34", 966, 599, 117, 157, 34),
575 brief_buttons("2_BRB_15", 900, 0, 117, 157, 15) // exit loop
581 #define BRIEF_SELECT_NUM_TEXT 0
583 #define BRIEF_SELECT_NUM_TEXT 3
585 UI_XSTR Brief_select_text[GR_NUM_RESOLUTIONS][BRIEF_SELECT_NUM_TEXT] = {
587 // nothing needed for FS1
589 { "Lock", 1270, 602, 364, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_MULTI_LOCK].button },
590 { "Skip Training", 1442, 467, 7, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_SKIP_TRAINING].button },
591 { "Exit Loop", 1477, 490, 7, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_EXIT_LOOP].button }
595 // nothing needed for FS1
597 { "Lock", 1270, 964, 584, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_MULTI_LOCK].button },
598 { "Skip Training", 1442, 805, 12, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_SKIP_TRAINING].button },
599 { "Exit Loop", 1477, 830, 12, UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_EXIT_LOOP].button }
604 // coordinates for briefing title -- the x value is for the RIGHT side of the text
605 static int Title_coords[GR_NUM_RESOLUTIONS][2] = {
609 {575, 117}, // GR_640
611 {918, 194} // GR_1024
614 // coordinates for briefing title in multiplayer briefings -- the x value is for the LEFT side of the text
615 // third coord is max width of area for it to fit into (it is force fit there)
616 static int Title_coords_multi[GR_NUM_RESOLUTIONS][3] = {
620 {1, 105, 190}, // GR_640
622 {1, 174, 304} // GR_1024
625 // briefing line widths
626 int Brief_max_line_width[GR_NUM_RESOLUTIONS] = {
627 MAX_BRIEF_LINE_W_640, MAX_BRIEF_LINE_W_1024
630 // --------------------------------------------------------------------------------------
631 // Forward declarations
632 // --------------------------------------------------------------------------------------
633 int brief_setup_closeup(brief_icon *bi);
634 void brief_maybe_blit_scene_cut(float frametime);
635 void brief_transition_reset();
637 char *brief_tooltip_handler(char *str)
639 if (!stricmp(str, NOX("@close"))) {
641 return XSTR( "Close", 428);
647 // brief_skip_training_pressed()
649 // called when the skip training button on the briefing screen is hit. When this happens,
650 // do a popup, then move to the next mission in the campaign.
651 void brief_skip_training_pressed()
655 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));
657 // val is 0 when we hit no (first on the list)
658 // AL: also, -1 is returned when ESC is hit
663 // page out mission messages
664 message_mission_shutdown();
666 if ( !(Game_mode & GM_CAMPAIGN_MODE) ){
667 gameseq_post_event( GS_EVENT_MAIN_MENU );
670 // tricky part. Need to move to the next mission in the campaign.
671 mission_goal_mark_objectives_complete();
672 mission_goal_fail_incomplete();
673 mission_campaign_store_goals_and_events();
675 mission_campaign_eval_next_mission();
676 mission_campaign_mission_over();
679 if(game_do_cd_mission_check(Game_current_mission_filename)){
680 gameseq_post_event( GS_EVENT_START_GAME );
682 gameseq_post_event( GS_EVENT_MAIN_MENU );
686 #if defined(FS2_DEMO) || defined(FS1_DEMO)
687 extern void demo_reset_trailer_timer();
689 // --------------------------------------------------------------------------------------
690 // brief_do_next_pressed()
693 void brief_do_next_pressed(int play_sound)
696 now = timer_get_milliseconds();
698 if ( (now - Brief_last_auto_advance) < 500 ) {
702 #if defined(FS2_DEMO) || defined(FS1_DEMO)
703 demo_reset_trailer_timer();
706 Current_brief_stage++;
707 if ( Current_brief_stage >= Num_brief_stages ) {
708 Current_brief_stage = Num_brief_stages - 1;
709 gamesnd_play_iface(SND_GENERAL_FAIL);
710 if ( Quick_transition_stage != -1 )
711 brief_transition_reset();
714 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
718 Assert(Current_brief_stage >= 0);
721 // --------------------------------------------------------------------------------------
722 // brief_do_prev_pressed()
725 void brief_do_prev_pressed()
727 Current_brief_stage--;
728 if ( Current_brief_stage < 0 ) {
729 Current_brief_stage = 0;
730 gamesnd_play_iface(SND_GENERAL_FAIL);
731 if ( Quick_transition_stage != -1 )
732 brief_transition_reset();
734 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
736 Assert(Current_brief_stage >= 0);
740 // --------------------------------------------------------------------------------------
741 // brief_do_start_pressed()
744 void brief_do_start_pressed()
746 if ( Current_brief_stage != 0 ) {
747 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
748 Current_brief_stage = 0;
749 if ( Quick_transition_stage != -1 )
750 brief_transition_reset();
752 gamesnd_play_iface(SND_GENERAL_FAIL);
754 Assert(Current_brief_stage >= 0);
757 // --------------------------------------------------------------------------------------
758 // brief_do_end_pressed()
761 void brief_do_end_pressed()
763 if ( Current_brief_stage != Num_brief_stages - 1 ) {
764 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
765 Current_brief_stage = Num_brief_stages - 1;
766 if ( Quick_transition_stage != -1 )
767 brief_transition_reset();
770 gamesnd_play_iface(SND_GENERAL_FAIL);
772 Assert(Current_brief_stage >= 0);
776 void brief_scroll_up_text()
778 Top_brief_text_line--;
779 if ( Top_brief_text_line < 0 ) {
780 Top_brief_text_line = 0;
781 gamesnd_play_iface(SND_GENERAL_FAIL);
783 gamesnd_play_iface(SND_SCROLL);
787 void brief_scroll_down_text()
789 Top_brief_text_line++;
790 if ( (Num_brief_text_lines[0] - Top_brief_text_line) < Brief_text_max_lines[gr_screen.res]) {
791 Top_brief_text_line--;
792 gamesnd_play_iface(SND_GENERAL_FAIL);
794 gamesnd_play_iface(SND_SCROLL);
799 // handles the exit loop option
800 void brief_exit_loop_pressed()
802 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));
804 // bail if esc hit or no clicked
809 // handle the details
810 // this also posts the start game event
811 mission_campaign_exit_loop();
815 // -------------------------------------------------------------------------------------
816 // brief_select_button_do() do the button action for the specified pressed button
818 void brief_button_do(int i)
821 case BRIEF_BUTTON_LAST_STAGE:
822 brief_do_end_pressed();
825 case BRIEF_BUTTON_NEXT_STAGE:
826 brief_do_next_pressed(1);
829 case BRIEF_BUTTON_PREV_STAGE:
830 brief_do_prev_pressed();
833 case BRIEF_BUTTON_FIRST_STAGE:
834 brief_do_start_pressed();
837 case BRIEF_BUTTON_SCROLL_UP:
838 brief_scroll_up_text();
841 case BRIEF_BUTTON_SCROLL_DOWN:
842 brief_scroll_down_text();
845 case BRIEF_BUTTON_PAUSE:
846 gamesnd_play_iface(SND_USER_SELECT);
847 Player->auto_advance ^= 1;
850 case BRIEF_BUTTON_SKIP_TRAINING:
851 brief_skip_training_pressed();
854 case BRIEF_BUTTON_EXIT_LOOP:
855 brief_exit_loop_pressed();
858 case BRIEF_BUTTON_MULTI_LOCK:
859 Assert(Game_mode & GM_MULTIPLAYER);
860 // the "lock" button has been pressed
861 multi_ts_lock_pressed();
863 // disable the button if it is now locked
864 if(multi_ts_is_locked()){
865 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
871 // -------------------------------------------------------------------
872 // brief_check_buttons()
874 // Iterate through the briefing buttons, checking if they are pressed
876 void brief_check_buttons()
881 for (i=0; i<NUM_BRIEF_BUTTONS; i++) {
882 b = &Brief_buttons[gr_screen.res][i].button;
883 if ( b->pressed() ) {
884 common_flash_button_init();
889 if (Closeup_close_button.pressed()) {
890 brief_turn_off_closeup_icon();
894 // -------------------------------------------------------------------
895 // brief_redraw_pressed_buttons()
897 // Redraw any briefing buttons that are pressed down. This function is needed
898 // since we sometimes need to draw pressed buttons last to ensure the entire
899 // button gets drawn (and not overlapped by other buttons)
901 void brief_redraw_pressed_buttons()
906 common_redraw_pressed_buttons();
908 for ( i = 0; i < NUM_BRIEF_BUTTONS; i++ ) {
909 b = &Brief_buttons[gr_screen.res][i].button;
910 if ( b->button_down() ) {
915 if ( !Player->auto_advance ) {
916 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.draw_forced(2);
920 void brief_buttons_init()
925 //if ( Briefing->num_stages <= 0 )
928 for ( i = 0; i < NUM_BRIEF_BUTTONS; i++ ) {
929 b = &Brief_buttons[gr_screen.res][i].button;
930 b->create( &Brief_ui_window, "", Brief_buttons[gr_screen.res][i].x, Brief_buttons[gr_screen.res][i].y, 60, 30, 0, 1 );
931 // set up callback for when a mouse first goes over a button
932 b->set_highlight_action( common_play_highlight_sound );
934 if ((i == BRIEF_BUTTON_SKIP_TRAINING) || (i == BRIEF_BUTTON_EXIT_LOOP)) {
935 b->set_bmaps(Brief_buttons[gr_screen.res][i].filename, 3, 0);
937 b->set_bmaps(Brief_buttons[gr_screen.res][i].filename);
939 b->link_hotspot(Brief_buttons[gr_screen.res][i].hotspot);
943 for(i=0; i<BRIEF_SELECT_NUM_TEXT; i++) {
944 Brief_ui_window.add_XSTR(&Brief_select_text[gr_screen.res][i]);
947 // Hide the 'skip training' button by default. Only enable and unhide if we are playing a training
949 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.disable();
950 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.hide();
951 if ( (Game_mode & GM_NORMAL) && (The_mission.game_type & MISSION_TYPE_TRAINING) ) {
952 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.enable();
953 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.unhide();
956 // Hide the 'exit loop' button by default. Only enable and unhide if we are playing a loop
958 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.disable();
959 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.hide();
960 if ( (Game_mode & GM_NORMAL) && (Campaign.loop_enabled) && (Game_mode & GM_CAMPAIGN_MODE) ) {
961 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.enable();
962 Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.unhide();
965 // maybe disable the multi-lock button
966 if(!(Game_mode & GM_MULTIPLAYER)){
967 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.hide();
968 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
970 // if we're not the host of the game (or a tema captain in team vs. team mode), disable the lock button
971 if(Netgame.type_flags & NG_TYPE_TEAM){
972 if(!(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)){
973 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
976 if(!(Net_player->flags & NETINFO_FLAG_GAME_HOST)){
977 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
982 // create close button for closeup popup
983 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 );
984 Closeup_close_button.set_highlight_action( common_play_highlight_sound );
985 Closeup_close_button.set_bmaps(Closeup_button_filename[gr_screen.res]);
986 Closeup_close_button.link_hotspot(Closeup_button_hotspot);
988 // set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
989 Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.set_hotkey(KEY_SHIFTED|KEY_RIGHT);
990 Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.set_hotkey(KEY_RIGHT);
991 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.set_hotkey(KEY_LEFT);
992 Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.set_hotkey(KEY_SHIFTED|KEY_LEFT);
993 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.set_hotkey(KEY_UP);
994 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.set_hotkey(KEY_DOWN);
996 Closeup_close_button.disable();
997 Closeup_close_button.hide();
999 // if we have no briefing stages, hide and disable briefing buttons
1000 if(Num_brief_stages <= 0){
1001 Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.disable();
1002 Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.hide();
1003 Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.disable();
1004 Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.hide();
1005 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.disable();
1006 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.hide();
1007 Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.disable();
1008 Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.hide();
1009 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.disable();
1010 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.hide();
1011 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.disable();
1012 Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.hide();
1013 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.disable();
1014 Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.hide();
1018 // --------------------------------------------------------------------------------------
1019 // brief_get_closeup_icon()
1022 brief_icon *brief_get_closeup_icon()
1024 return Closeup_icon;
1027 // stop showing the closeup view of an icon
1028 void brief_turn_off_closeup_icon()
1031 if ( Closeup_icon != NULL ) {
1032 gamesnd_play_iface(SND_BRIEF_ICON_SELECT);
1033 Closeup_icon = NULL;
1034 Closeup_close_button.disable();
1035 Closeup_close_button.hide();
1039 // --------------------------------------------------------------------------------------
1040 // brief_load_bitmaps()
1043 void brief_load_bitmaps()
1045 Brief_text_bitmap = bm_load(Brief_infobox_filename[gr_screen.res]);
1046 Brief_grid_bitmap = bm_load(Brief_win_filename[gr_screen.res]);
1048 if ( Closeup_bitmap == -1 ) {
1049 Closeup_bitmap = bm_load(Closeup_background_filename[gr_screen.res]);
1053 MapWin01 = bm_load(NOX("MapWin01"));
1054 MapWin02 = bm_load(NOX("MapWin02"));
1055 MapWin03 = bm_load(NOX("MapWin03"));
1056 MapWin04 = bm_load(NOX("MapWin04"));
1060 // --------------------------------------------------------------------------------------
1064 void brief_ui_init()
1066 if(Game_mode & GM_MULTIPLAYER) {
1067 Brief_background_bitmap = bm_load(Brief_multi_filename[gr_screen.res]);
1069 Brief_background_bitmap = bm_load(Brief_filename[gr_screen.res]);
1072 if ( Num_brief_stages <= 0 ){
1076 brief_load_bitmaps();
1080 // --------------------------------------------------------------------------------------
1081 // brief_set_default_closeup()
1084 void brief_set_default_closeup()
1089 bs = &Briefing->stages[0];
1091 if ( Briefing->num_stages <= 0 ) {
1092 Closeup_icon = NULL;
1096 if ( bs->num_icons <= 0 ) {
1097 Closeup_icon = NULL;
1101 // check for the first highlighted icons to have as the default closeup
1102 for ( i = 0; i < bs->num_icons; i++ ) {
1103 if ( bs->icons[i].flags & BI_HIGHLIGHT )
1107 if ( i == bs->num_icons ) {
1108 brief_setup_closeup(&bs->icons[0]);
1111 brief_setup_closeup(&bs->icons[i]);
1115 // funciton to evaluate the sexpressions of the briefing stages eliminating those stages
1116 // which shouldn't get shown
1117 void brief_compact_stages()
1122 if((Game_mode & GM_MULTIPLAYER) && (Netgame.campaign_mode == MP_CAMPAIGN) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1123 Game_mode |= GM_CAMPAIGN_MODE;
1128 while ( num < Briefing->num_stages ) {
1129 result = eval_sexp( Briefing->stages[num].formula );
1131 if ( Briefing->stages[num].new_text ) {
1132 free( Briefing->stages[num].new_text );
1133 Briefing->stages[num].new_text = NULL;
1136 if ( Briefing->stages[num].icons ) {
1137 free( Briefing->stages[num].icons );
1138 Briefing->stages[num].icons = NULL;
1142 if ( Briefing->stages[num].lines ) {
1143 free( Briefing->stages[num].lines );
1144 Briefing->stages[num].lines = NULL;
1147 Briefing->stages[num].num_icons = 0;
1148 for ( i = num+1; i < Briefing->num_stages; i++ ) {
1149 Briefing->stages[i-1] = Briefing->stages[i];
1151 Briefing->num_stages--;
1158 if((Game_mode & GM_MULTIPLAYER) && (Netgame.campaign_mode == MP_CAMPAIGN) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1159 Game_mode &= ~(GM_CAMPAIGN_MODE);
1165 // --------------------------------------------------------------------------------------
1168 int red_alert_mission(void);
1172 // Since first stage of briefing can take some time to arrive and play,
1173 // reset the trailer timer on briefing init.
1174 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1175 demo_reset_trailer_timer();
1178 // for multiplayer, change the state in my netplayer structure
1179 // and initialize the briefing chat area thingy
1180 if ( Game_mode & GM_MULTIPLAYER ){
1181 Net_player->state = NETPLAYER_STATE_BRIEFING;
1184 // Non standard briefing in red alert mission
1185 if ( red_alert_mission() ) {
1186 gameseq_post_event(GS_EVENT_RED_ALERT);
1190 // get a pointer to the appropriate briefing structure
1191 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
1192 Briefing = &Briefings[Net_player->p_info.team];
1194 Briefing = &Briefings[0];
1197 Brief_last_auto_advance = 0;
1199 brief_compact_stages(); // compact the briefing array to eliminate unused stages
1201 common_set_interface_palette("BriefingPalette");
1203 ship_stop_animation();
1204 set_active_ui(&Brief_ui_window);
1205 Current_screen = ON_BRIEFING_SELECT;
1206 brief_restart_text_wipe();
1207 common_flash_button_init();
1208 common_music_init(SCORE_BRIEFING);
1211 help_overlay_set_state(BR_OVERLAY,0);
1213 if ( Brief_inited == TRUE ) {
1214 common_buttons_maybe_reload(&Brief_ui_window); // AL 11-21-97: this is necessary since we may returning from the hotkey
1215 // screen, which can release common button bitmaps.
1216 common_reset_buttons();
1217 nprintf(("Alan","brief_init() returning without doing anything\n"));
1221 if (The_mission.game_type & MISSION_TYPE_TRAINING)
1222 Num_brief_stages = Briefing->num_stages;
1224 Num_brief_stages = Briefing->num_stages + 1;
1226 Current_brief_stage = 0;
1227 Last_brief_stage = 0;
1229 // init the scene-cut data
1230 brief_transition_reset();
1232 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
1233 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]);
1234 hud_anim_load(&Fade_anim);
1237 nprintf(("Alan","Entering brief_init()\n"));
1238 common_select_init();
1240 if(Game_mode & GM_MULTIPLAYER) {
1241 BriefingMaskBitmap = bm_load(Brief_multi_mask_filename[gr_screen.res]);
1243 BriefingMaskBitmap = bm_load(Brief_mask_filename[gr_screen.res]);
1246 if (BriefingMaskBitmap < 0) {
1247 Error(LOCATION,"Could not load in 'brief-m'!");
1250 Briefing_mask_w = -1;
1251 Briefing_mask_h = -1;
1253 // get a pointer to bitmap by using bm_lock()
1254 BriefingMaskPtr = bm_lock(BriefingMaskBitmap, 8, BMP_AABITMAP);
1255 BriefingMaskData = (ubyte*)BriefingMaskPtr->data;
1256 bm_get_info(BriefingMaskBitmap, &Briefing_mask_w, &Briefing_mask_h);
1258 help_overlay_load(BR_OVERLAY);
1260 // Set up the mask regions
1261 // initialize the different regions of the menu that will react when the mouse moves over it
1262 Num_briefing_regions = 0;
1264 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_BRIEFING_REGION, 0);
1265 #ifndef FS1_DEMO // not available in demo
1266 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_SS_REGION, 0);
1267 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_WEAPON_REGION, 0);
1269 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_COMMIT_REGION, 0);
1270 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_HELP_REGION, 0);
1271 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", COMMON_OPTIONS_REGION, 0);
1273 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_LAST_STAGE_MASK, 0);
1274 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_NEXT_STAGE_MASK, 0);
1275 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_PREV_STAGE_MASK, 0);
1276 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_FIRST_STAGE_MASK, 0);
1277 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_TEXT_SCROLL_UP_MASK, 0);
1278 snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "", BRIEF_TEXT_SCROLL_DOWN_MASK, 0);
1281 Brief_ui_window.create( 0, 0, gr_screen.max_w, gr_screen.max_h, 0 );
1283 if(Game_mode & GM_MULTIPLAYER){
1284 Brief_ui_window.set_mask_bmap(Brief_mask_multi[gr_screen.res]);
1286 Brief_ui_window.set_mask_bmap(Brief_mask_single[gr_screen.res]);
1289 Brief_ui_window.tooltip_handler = brief_tooltip_handler;
1290 common_buttons_init(&Brief_ui_window);
1291 brief_buttons_init();
1293 // if multiplayer, initialize a few other systems
1294 if(Game_mode & GM_MULTIPLAYER){
1295 // again, should not be necessary, but we'll leave it for now
1298 // force the chatbox to be small
1299 chatbox_force_small();
1302 // set up the screen regions
1303 brief_init_screen(Brief_multiplayer);
1305 // init briefing specific UI
1308 // init the briefing map
1311 // init the briefing voice playback
1313 brief_voice_load_all();
1315 // init objectives display stuff
1316 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]);
1318 // set the camera target
1319 if ( Briefing->num_stages > 0 ) {
1320 brief_set_new_stage(&Briefing->stages[0].camera_pos, &Briefing->stages[0].camera_orient, 0, Current_brief_stage);
1321 brief_reset_icons(Current_brief_stage);
1324 Brief_playing_fade_sound = 0;
1325 Brief_mouse_up_flag = 0;
1326 Closeup_font_height = gr_get_font_height();
1327 Closeup_icon = NULL;
1328 Brief_inited = TRUE;
1331 // -------------------------------------------------------------------------------------
1332 // brief_render_closeup_text()
1335 #define CLOSEUP_TEXT_OFFSET 10
1336 void brief_render_closeup_text()
1340 char line[MAX_ICON_TEXT_LINE_LEN];
1341 int n_lines, i, render_x, render_y;
1342 int n_chars[MAX_ICON_TEXT_LINES];
1343 char *p_str[MAX_ICON_TEXT_LINES];
1345 if ( Closeup_icon == NULL ) {
1352 render_x = Closeup_region[0];
1353 render_y = Closeup_region[1] + CLOSEUP_IMG_H;
1355 gr_set_clip(render_x+CLOSEUP_TEXT_OFFSET, render_y, CLOSEUP_W,CLOSEUP_TEXT_H);
1356 gr_set_color_fast(&Color_white);
1358 // n_lines = split_str(bi->text, CLOSEUP_W - 2*CLOSEUP_TEXT_OFFSET, n_chars, p_str, MAX_ICON_TEXT_LINES);
1359 Assert(n_lines != -1);
1361 for ( i = 0; i < n_lines; i++ ) {
1362 Assert(n_chars[i] < MAX_ICON_TEXT_LINE_LEN);
1363 strncpy(line, p_str[i], n_chars[i]);
1364 line[n_chars[i]] = 0;
1365 gr_printf(0,0+i*Closeup_font_height,line);
1370 // -------------------------------------------------------------------------------------
1371 // brief_render_closeup()
1374 void brief_render_closeup(int ship_class, float frametime)
1376 matrix view_orient = IDENTITY_MATRIX;
1384 if (Closeup_bitmap < 0)
1387 ang = PI2 * frametime/Closeup_one_revolution_time;
1388 if ( ang > MAX_ANG_CHG )
1391 Closeup_angles.h += ang;
1392 if ( Closeup_angles.h > PI2 )
1393 Closeup_angles.h -= PI2;
1394 vm_angles_2_matrix(&temp_matrix, &Closeup_angles );
1395 Closeup_orient = temp_matrix;
1397 w = Closeup_region[gr_screen.res][2];
1398 h = Closeup_region[gr_screen.res][3];
1399 gr_set_clip(Closeup_region[gr_screen.res][0], Closeup_region[gr_screen.res][1], w, h);
1403 g3_set_view_matrix(&Closeup_cam_pos, &view_orient, Closeup_zoom);
1404 model_clear_instance( Closeup_icon->modelnum );
1405 model_set_detail_level(0);
1407 int is_neb = The_mission.flags & MISSION_FLAG_FULLNEB;
1409 // maybe switch off nebula rendering
1411 The_mission.flags &= ~MISSION_FLAG_FULLNEB;
1414 int model_render_flags;
1415 if ( Closeup_icon->type == ICON_JUMP_NODE ) {
1416 model_set_outline_color(HUD_color_red, HUD_color_green, HUD_color_blue);
1417 model_render_flags = MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER | MR_NO_POLYS | MR_SHOW_OUTLINE;
1419 model_render_flags = MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER;
1422 model_render( Closeup_icon->modelnum, &Closeup_orient, &Closeup_pos, model_render_flags );
1425 The_mission.flags |= MISSION_FLAG_FULLNEB;
1430 gr_set_color_fast(&Color_bright_white);
1432 gr_printf(0x8000,2,Closeup_icon->closeup_label);
1433 // brief_render_closeup_text();
1435 Closeup_close_button.enable();
1436 Closeup_close_button.unhide();
1441 // -------------------------------------------------------------------------------------
1444 // frametime is in seconds
1445 void brief_render(float frametime)
1454 if ( Num_brief_stages <= 0 ) {
1455 gr_set_color_fast(&Color_white);
1456 Assert( Game_current_mission_filename != NULL );
1457 gr_printf(0x8000,200,XSTR( "No Briefing exists for mission: %s", 430), Game_current_mission_filename);
1460 gr_get_string_size(&w, &h, The_mission.name);
1461 gr_set_color_fast(&Color_normal);
1462 gr_printf(0x8000, 230, NOX("[filename: %s, last mod: %s]"), Mission_filename, The_mission.modified);
1468 gr_set_bitmap(Brief_grid_bitmap);
1469 gr_bitmap(Brief_bmap_coords[gr_screen.res][0], Brief_bmap_coords[gr_screen.res][1]);
1471 brief_render_map(Current_brief_stage, frametime);
1473 // draw the frame bitmaps
1474 gr_set_bitmap(Brief_text_bitmap);
1475 gr_bitmap(Brief_infobox_coords[gr_screen.res][0], Brief_infobox_coords[gr_screen.res][1]);
1476 brief_blit_stage_num(Current_brief_stage, Num_brief_stages);
1478 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);
1480 brief_voice_play(Current_brief_stage);
1483 // maybe output the "more" indicator
1484 if ( (Brief_text_max_lines[gr_screen.res] + Top_brief_text_line + 2) < Num_brief_text_lines[0] ) {
1485 // can be scrolled down
1486 int more_txt_x = Brief_text_coords[gr_screen.res][0] + (Brief_max_line_width[gr_screen.res]/2) - 10;
1487 int more_txt_y = Brief_text_coords[gr_screen.res][1] + Brief_text_coords[gr_screen.res][3] - 2; // located below brief text, centered
1489 gr_get_string_size(&w, &h, XSTR("more", 1469), strlen(XSTR("more", 1469)));
1490 gr_set_color_fast(&Color_black);
1491 gr_rect(more_txt_x-2, more_txt_y, w+3, h);
1492 gr_set_color_fast(&Color_red);
1493 gr_string(more_txt_x, more_txt_y, XSTR("more", 1469)); // base location on the input x and y?
1496 brief_maybe_blit_scene_cut(frametime);
1499 if (MapWin01 != -1) {
1500 gr_set_bitmap(MapWin01);
1504 if (MapWin02 != -1) {
1505 gr_set_bitmap(MapWin02);
1506 gr_bitmap(575, 122);
1509 if (MapWin03 != -1) {
1510 gr_set_bitmap(MapWin03);
1514 if (MapWin04 != -1) {
1515 gr_set_bitmap(MapWin04);
1520 #if !defined(NDEBUG) || defined(INTERPLAYQA)
1521 gr_set_color_fast(&Color_normal);
1522 int title_y_offset = (Game_mode & GM_MULTIPLAYER) ? 20 : 10;
1523 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);
1526 // output mission title
1528 gr_set_color_fast(&Color_bright_white);
1530 gr_set_color_fast(&Color_bright_blue);
1532 if (Game_mode & GM_MULTIPLAYER) {
1534 strncpy(buf, The_mission.name, 256);
1535 gr_force_fit_string(buf, 255, Title_coords_multi[gr_screen.res][2]);
1537 // align from the end of the string instead of the beginning
1538 gr_get_string_size(&w, NULL, buf);
1539 gr_string(Title_coords_multi[gr_screen.res][0] - w, Title_coords_multi[gr_screen.res][1], buf);
1541 gr_string(Title_coords_multi[gr_screen.res][0], Title_coords_multi[gr_screen.res][1], buf);
1544 gr_get_string_size(&w, NULL, The_mission.name);
1545 gr_string(Title_coords[gr_screen.res][0] - w, Title_coords[gr_screen.res][1], The_mission.name);
1548 // maybe do objectives
1549 if (Current_brief_stage == Briefing->num_stages) {
1550 ML_objectives_do_frame(0);
1554 // -------------------------------------------------------------------------------------
1555 // brief_set_closeup_pos()
1558 #define CLOSEUP_OFFSET 20
1559 void brief_set_closeup_pos(brief_icon *bi)
1562 Closeup_x1 = fl2i(320 - Closeup_coords[gr_screen.res][BRIEF_W_COORD]/2.0f + 0.5f);
1565 void brief_get_closeup_ship_modelnum(brief_icon *ci)
1570 // find the model number for the ship to display
1571 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1573 if ( objp == &obj_used_list || objp->type != OBJ_SHIP ) {
1577 sp = &Ships[objp->instance];
1578 if ( sp->ship_info_index == ci->ship_class ) {
1579 ci->ship_class = sp->ship_info_index;
1580 ci->modelnum = sp->modelnum;
1581 ci->radius = objp->radius;
1587 // cut any text off after (and including) '#' char
1588 void brief_truncate_label(char *src)
1590 char *pointer_to_last_char;
1592 pointer_to_last_char = strstr(src, NOX("#"));
1594 if ( pointer_to_last_char ) {
1595 *pointer_to_last_char = 0;
1599 // -------------------------------------------------------------------------------------
1600 // brief_setup_closeup()
1602 // exit: 0 => set-up icon sucessfully
1603 // -1 => could not setup closeup icon
1604 int brief_setup_closeup(brief_icon *bi)
1606 char pof_filename[NAME_LENGTH];
1607 ship_info *sip=NULL;
1611 Closeup_icon->ship_class = bi->ship_class;
1612 Closeup_icon->modelnum = -1;
1614 Closeup_one_revolution_time = ONE_REV_TIME;
1616 switch(Closeup_icon->type) {
1618 Closeup_icon = NULL;
1621 strcpy(pof_filename, NOX("planet.pof"));
1622 strcpy(Closeup_icon->closeup_label, XSTR("planet",-1));
1623 vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -8300.0f);
1624 Closeup_zoom = 0.5f;
1625 Closeup_one_revolution_time = ONE_REV_TIME * 3;
1628 case ICON_ASTEROID_FIELD:
1629 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
1630 strcpy(pof_filename, Asteroid_info[ASTEROID_TYPE_BIG].pof_files[0]);
1631 strcpy(Closeup_icon->closeup_label, XSTR( "asteroid", 431));
1632 vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -334.0f);
1633 Closeup_zoom = 0.5f;
1636 case ICON_JUMP_NODE:
1637 strcpy(pof_filename, NOX("subspacenode.pof"));
1638 strcpy(Closeup_icon->closeup_label, XSTR( "jump node", 432));
1639 vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -2700.0f);
1640 Closeup_zoom = 0.5f;
1641 Closeup_one_revolution_time = ONE_REV_TIME * 3;
1644 case ICON_UNKNOWN_WING:
1645 strcpy(pof_filename, NOX("unknownship.pof"));
1646 strcpy(Closeup_icon->closeup_label, XSTR( "unknown", 433));
1647 vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -22.0f);
1648 Closeup_zoom = 0.5f;
1651 brief_get_closeup_ship_modelnum(Closeup_icon);
1652 Assert( Closeup_icon->ship_class != -1 );
1653 sip = &Ship_info[Closeup_icon->ship_class];
1655 strcpy(Closeup_icon->closeup_label,sip->name);
1657 // cut any text off after (and including) '#' char
1658 brief_truncate_label(Closeup_icon->closeup_label);
1660 if ( sip->flags & (SIF_SMALL_SHIP|SIF_BIG_SHIP|SIF_HUGE_SHIP|SIF_SENTRYGUN) ) {
1661 strcat(Closeup_icon->closeup_label, XSTR( " class", 434));
1666 if ( Closeup_icon->modelnum == -1 ) {
1667 if ( sip == NULL ) {
1668 Closeup_icon->modelnum = model_load(pof_filename, 0, NULL);
1670 Closeup_icon->modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]);
1672 Closeup_icon->radius = model_get_radius(Closeup_icon->modelnum);
1675 vm_set_identity(&Closeup_orient);
1676 vm_vec_make(&tvec, 0.0f, 0.0f, -1.0f);
1677 Closeup_orient.v.fvec = tvec;
1678 vm_vec_zero(&Closeup_pos);
1679 Closeup_angles.p = 0.0f;
1680 Closeup_angles.b = 0.0f;
1681 Closeup_angles.h = PI;
1683 brief_set_closeup_pos(bi);
1686 Closeup_cam_pos = sip->closeup_pos;
1687 Closeup_zoom = sip->closeup_zoom;
1693 // -------------------------------------------------------------------------------------
1694 // brief_update_closeup_icon()
1696 // input: mode => how to update the closeup view
1699 void brief_update_closeup_icon(int mode)
1703 int i, closeup_index;
1707 // mode 0 means disable the closeup icon
1708 if ( Closeup_icon != NULL ) {
1709 brief_turn_off_closeup_icon();
1714 if ( Closeup_icon == NULL )
1717 bs = &Briefing->stages[Current_brief_stage];
1720 // see if any icons are being highlighted this stage
1721 for ( i = 0; i < bs->num_icons; i++ ) {
1723 if ( bi->flags & BI_HIGHLIGHT ) {
1729 if ( closeup_index != -1 ) {
1730 bi = &bs->icons[closeup_index];
1731 brief_setup_closeup(bi);
1734 Closeup_icon = NULL;
1739 // -------------------------------------------------------------------------------------
1740 // brief_check_for_anim()
1743 void brief_check_for_anim()
1745 int mx, my, i, iw, ih;
1747 brief_icon *bi = NULL;
1749 bs = &Briefing->stages[Current_brief_stage];
1750 mouse_get_pos( &mx, &my );
1752 // if mouse click is over the VCR controls, don't launch an icon
1753 // FIXME - should prolly push these into defines instead of hardcoding this
1754 if ( mx >= 0 && mx <= 115 && my >= 136 && my <= 148 ) {
1758 // if mouse coords are outside the briefing screen, then go away
1759 my -= bscreen.map_y1;
1760 mx -= bscreen.map_x1;
1761 if ( my < 0 || mx < 0 || mx > (bscreen.map_x2-bscreen.map_x1+1) || my > (bscreen.map_y2-bscreen.map_y1+1) )
1764 for ( i = 0; i < bs->num_icons; i++ ) {
1766 brief_common_get_icon_dimensions(&iw, &ih, bi->type, bi->ship_class);
1767 if ( mx < bi->x ) continue;
1768 if ( mx > (bi->x + iw) ) continue;
1769 if ( my < bi->y ) continue;
1770 if ( my > (bi->y + ih) ) continue;
1771 // if we've got here, must be a hit
1775 if ( i == bs->num_icons ) {
1776 brief_turn_off_closeup_icon();
1780 if ( brief_setup_closeup(bi) == 0 ) {
1781 gamesnd_play_iface(SND_BRIEF_ICON_SELECT);
1783 gamesnd_play_iface(SND_GENERAL_FAIL);
1787 // maybe flash a button if player hasn't done anything for a while
1788 void brief_maybe_flash_button()
1792 if ( Num_brief_stages <= 0 )
1795 if ( Closeup_icon != NULL ) {
1796 common_flash_button_init();
1800 if ( common_flash_bright() ) {
1801 if ( Current_brief_stage == (Num_brief_stages-1) ) {
1803 // AL 4-4-98: Don't flash ship selection button on briefing in demo build
1804 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1807 // AL 30-3-98: Don't flash ship selection button if in a training mission,
1808 if ( brief_only_allow_briefing() ) {
1812 b = &Common_buttons[Current_screen-1][gr_screen.res][1].button; // ship select button
1815 b = &Brief_buttons[gr_screen.res][1].button; // next stage button
1818 if ( b->button_hilighted() ) {
1819 common_flash_button_init();
1826 // -------------------------------------------------------------------------------------
1829 // frametime is in seconds
1831 void brief_do_frame(float frametime)
1833 int k, brief_choice;
1835 if ( red_alert_mission() ) {
1840 if ( !Brief_inited ){
1844 int snazzy_action = -1;
1845 brief_choice = snazzy_menu_do(BriefingMaskData, Briefing_mask_w, Briefing_mask_h, Num_briefing_regions, Briefing_select_region, &snazzy_action, 0);
1847 k = common_select_do(frametime);
1849 if ( Closeup_icon ) {
1850 Brief_mouse_up_flag = 0;
1853 if ( help_overlay_active(BR_OVERLAY) ) {
1854 common_flash_button_init();
1855 brief_turn_off_closeup_icon();
1858 // Check common keypresses
1859 common_check_keys(k);
1865 if ( Briefing->num_stages > 0 ) {
1867 // check for special keys
1871 case KEY_CTRLED | KEY_PAGEUP: {
1872 if (Closeup_icon->ship_class) {
1873 Closeup_icon->ship_class--;
1875 ship_info *sip = &Ship_info[Closeup_icon->ship_class];
1876 if (sip->modelnum < 0)
1877 sip->modelnum = model_load(sip->pof_file, NULL, NULL);
1879 mprintf(("Shiptype = %d (%s)\n", Closeup_icon->ship_class, sip->name));
1880 mprintf(("Modelnum = %d (%s)\n", sip->modelnum, sip->pof_file));
1881 brief_setup_closeup(Closeup_icon);
1887 case KEY_CTRLED | KEY_PAGEDOWN: {
1888 if (Closeup_icon->ship_class < Num_ship_types - 1) {
1889 Closeup_icon->ship_class++;
1891 ship_info *sip = &Ship_info[Closeup_icon->ship_class];
1892 if (sip->modelnum < 0)
1893 sip->modelnum = model_load(sip->pof_file, NULL, NULL);
1895 mprintf(("Shiptype = %d (%s)\n", Closeup_icon->ship_class, sip->name));
1896 mprintf(("Modelnum = %d (%s)\n", sip->modelnum, sip->pof_file));
1897 brief_setup_closeup(Closeup_icon);
1904 Closeup_cam_pos.xyz.z += 1;
1908 case KEY_A + KEY_SHIFTED:
1909 Closeup_cam_pos.xyz.z += 10;
1914 Closeup_cam_pos.xyz.z -= 1;
1918 case KEY_Z + KEY_SHIFTED:
1919 Closeup_cam_pos.xyz.z -= 10;
1924 Closeup_cam_pos.xyz.y += 1;
1928 case KEY_Y + KEY_SHIFTED:
1929 Closeup_cam_pos.xyz.y += 10;
1934 Closeup_cam_pos.xyz.y -= 1;
1938 case KEY_H + KEY_SHIFTED:
1939 Closeup_cam_pos.xyz.y -= 10;
1944 Closeup_zoom -= 0.1f;
1945 if ( Closeup_zoom < 0.1 )
1946 Closeup_zoom = 0.1f;
1950 case KEY_COMMA+KEY_SHIFTED:
1951 Closeup_zoom -= 0.5f;
1952 if ( Closeup_zoom < 0.1 )
1953 Closeup_zoom = 0.1f;
1958 Closeup_zoom += 0.1f;
1962 case KEY_PERIOD+KEY_SHIFTED:
1963 Closeup_zoom += 0.5f;
1967 case 1000: // need this to avoid warning about no case
1977 nprintf(("General","Camera pos: %.2f, %.2f %.2f // ", Closeup_cam_pos.xyz.x, Closeup_cam_pos.xyz.y, Closeup_cam_pos.xyz.z));
1978 nprintf(("General","Camera zoom: %.2f\n", Closeup_zoom));
1982 if ( brief_choice > -1 && snazzy_action == SNAZZY_OVER ) {
1983 Brief_mouse_up_flag = 0;
1988 common_check_buttons();
1989 // if ( Briefing->num_stages > 0 )
1990 brief_check_buttons();
1992 if ( brief_choice != -1 ) {
1993 Brief_mouse_up_flag = 0;
1998 common_render(frametime);
2000 if ( Current_brief_stage < (Num_brief_stages-1) ) {
2001 if ( !help_overlay_active(BR_OVERLAY) && brief_time_to_advance(Current_brief_stage, frametime) ) {
2002 brief_do_next_pressed(0);
2003 common_flash_button_init();
2004 Brief_last_auto_advance = timer_get_milliseconds();
2008 if ( !Background_playing ) {
2010 int check_jump_flag = 1;
2011 if ( Current_brief_stage != Last_brief_stage ) {
2013 // Check if we have a quick transition pending
2014 if ( Quick_transition_stage != -1 ) {
2015 Quick_transition_stage = -1;
2016 brief_reset_last_new_stage();
2018 check_jump_flag = 0;
2021 if ( check_jump_flag ) {
2022 if ( abs(Current_brief_stage - Last_brief_stage) > 1 ) {
2023 Quick_transition_stage = Current_brief_stage;
2024 Current_brief_stage = Last_brief_stage;
2025 Assert(Current_brief_stage >= 0);
2026 Start_fade_up_anim = 1;
2027 goto Transition_done;
2032 if ( Current_brief_stage > Last_brief_stage ) {
2033 if ( Briefing->stages[Last_brief_stage].flags & BS_FORWARD_CUT ) {
2034 Quick_transition_stage = Current_brief_stage;
2035 Current_brief_stage = Last_brief_stage;
2036 Assert(Current_brief_stage >= 0);
2037 Start_fade_up_anim = 1;
2038 goto Transition_done;
2040 time = Briefing->stages[Current_brief_stage].camera_time;
2044 if ( Briefing->stages[Last_brief_stage].flags & BS_BACKWARD_CUT ) {
2045 Quick_transition_stage = Current_brief_stage;
2046 Current_brief_stage = Last_brief_stage;
2047 Assert(Current_brief_stage >= 0);
2048 Start_fade_up_anim = 1;
2049 goto Transition_done;
2051 time = Briefing->stages[Last_brief_stage].camera_time;
2056 brief_voice_stop(Last_brief_stage);
2058 if ( Current_brief_stage < 0 ) {
2060 Current_brief_stage=0;
2063 // set the camera target
2064 brief_set_new_stage(&Briefing->stages[Current_brief_stage].camera_pos,
2065 &Briefing->stages[Current_brief_stage].camera_orient,
2066 time, Current_brief_stage);
2068 Brief_playing_fade_sound = 0;
2069 Last_brief_stage = Current_brief_stage;
2070 brief_reset_icons(Current_brief_stage);
2071 brief_update_closeup_icon(0);
2076 if ( Brief_mouse_up_flag && !Closeup_icon) {
2077 brief_check_for_anim();
2080 brief_render(frametime);
2081 brief_camera_move(frametime, Current_brief_stage);
2083 if (Closeup_icon && (Closeup_bitmap >= 0)) {
2084 // blit closeup background
2085 gr_set_bitmap(Closeup_bitmap);
2086 gr_bitmap(Closeup_coords[gr_screen.res][BRIEF_X_COORD], Closeup_coords[gr_screen.res][BRIEF_Y_COORD]);
2089 Brief_ui_window.draw();
2090 brief_redraw_pressed_buttons();
2091 common_render_selected_screen_button();
2094 brief_render_closeup(Closeup_icon->ship_class, frametime);
2097 // render some extra stuff in multiplayer
2098 if (Game_mode & GM_MULTIPLAYER) {
2099 // should render this last so that it overlaps all controls
2102 // render the status indicator for the voice system
2103 multi_common_voice_display_status();
2105 // blit the "ships/players" locked button
2106 // multi_ts_blit_locked_button();
2108 // maybe blit the multiplayer "locked" button
2109 // if its locked, everyone blits it as such
2110 if(multi_ts_is_locked()){
2111 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw_forced(2);
2113 // anyone who can't hit the button sees it off, otherwise
2115 if( ((Netgame.type_flags & NG_TYPE_TEAM) && !(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)) ||
2116 ((Netgame.type_flags & NG_TYPE_TEAM) && !(Net_player->flags & NETINFO_FLAG_GAME_HOST)) ){
2117 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw_forced(0);
2119 Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw();
2125 // maybe flash a button if player hasn't done anything for a while
2126 brief_maybe_flash_button();
2128 // blit help overlay if active
2129 help_overlay_maybe_blit(BR_OVERLAY);
2133 // If the commit button was pressed, do the commit button actions. Done at the end of the
2134 // loop so there isn't a skip in the animation (since ship_create() can take a long time if
2135 // the ship model is not in memory
2136 if (Commit_pressed) {
2137 if (Game_mode & GM_MULTIPLAYER) {
2138 multi_ts_commit_pressed();
2147 // --------------------------------------------------------------------------------------
2148 // brief_unload_bitmaps()
2151 void brief_unload_bitmaps()
2153 if ( BriefingMaskBitmap != -1 ) {
2154 bm_unload(BriefingMaskBitmap);
2155 BriefingMaskBitmap = -1;
2158 if ( Brief_text_bitmap != -1 ) {
2159 bm_unload(Brief_text_bitmap);
2160 Brief_text_bitmap = -1;
2163 if(Brief_grid_bitmap != -1){
2164 bm_unload(Brief_grid_bitmap);
2165 Brief_grid_bitmap = -1;
2168 if ( Brief_multitext_bitmap != -1 ) {
2169 bm_unload(Brief_multitext_bitmap);
2170 Brief_multitext_bitmap = -1;
2173 if ( Brief_background_bitmap != -1 ) {
2174 bm_unload(Brief_background_bitmap);
2175 Brief_background_bitmap = -1;
2179 if (MapWin01 != -1){
2180 bm_unload(MapWin01);
2184 if (MapWin02 != -1){
2185 bm_unload(MapWin02);
2189 if (MapWin03 != -1){
2190 bm_unload(MapWin03);
2194 if (MapWin04 != -1){
2195 bm_unload(MapWin04);
2200 help_overlay_unload(BR_OVERLAY);
2203 // ------------------------------------------------------------------------------------
2209 if ( Brief_inited == FALSE ) {
2210 nprintf(("Warning","brief_close() returning without doing anything\n"));
2214 nprintf(("Alan", "Entering brief_close()\n"));
2216 ML_objectives_close();
2218 // unload the audio streams used for voice playback
2219 brief_voice_unload_all();
2221 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2222 hud_anim_release(&Fade_anim);
2225 // done mask bitmap, so unlock it
2226 bm_unlock(BriefingMaskBitmap);
2228 Brief_ui_window.destroy();
2232 common_free_interface_palette();
2235 // unload the bitmaps
2236 brief_unload_bitmaps();
2238 brief_common_close();
2240 Brief_inited = FALSE;
2243 void briefing_stop_music()
2245 if ( Briefing_music_handle != -1 ) {
2246 audiostream_close_file(Briefing_music_handle);
2247 Briefing_music_handle = -1;
2251 void briefing_load_music(char* fname)
2253 if ( Cmdline_freespace_no_music ) {
2257 if ( Briefing_music_handle != -1 )
2261 Briefing_music_handle = audiostream_open( fname, ASF_EVENTMUSIC );
2264 void briefing_start_music()
2266 if ( Briefing_music_handle != -1 ) {
2267 if ( !audiostream_is_playing(Briefing_music_handle) )
2268 audiostream_play(Briefing_music_handle, Master_event_music_volume);
2271 nprintf(("Warning", "No music file exists to play music at this briefing!\n"));
2275 void brief_stop_voices()
2277 brief_voice_stop(Current_brief_stage);
2280 void brief_maybe_blit_scene_cut(float frametime)
2282 if ( Start_fade_up_anim ) {
2284 #if defined(FS2_DEMO) || defined(FS1_DEMO)
2285 Fade_anim.time_elapsed = 0.0f;
2286 Start_fade_up_anim = 0;
2287 Start_fade_down_anim = 1;
2288 Current_brief_stage = Quick_transition_stage;
2290 if ( Current_brief_stage < 0 ) {
2291 brief_transition_reset();
2292 Current_brief_stage = Last_brief_stage;
2294 goto Fade_down_anim_start;
2298 Fade_anim.time_elapsed += frametime;
2300 if ( !Brief_playing_fade_sound ) {
2301 gamesnd_play_iface(SND_BRIEFING_STATIC);
2302 Brief_playing_fade_sound = 1;
2305 if ( Fade_anim.time_elapsed > Fade_anim.total_time ) {
2306 Fade_anim.time_elapsed = 0.0f;
2307 Start_fade_up_anim = 0;
2308 Start_fade_down_anim = 1;
2309 Current_brief_stage = Quick_transition_stage;
2311 if ( Current_brief_stage < 0 ) {
2312 brief_transition_reset();
2313 Current_brief_stage = Last_brief_stage;
2316 Assert(Current_brief_stage >= 0);
2317 goto Fade_down_anim_start;
2320 // draw the correct frame of animation
2321 framenum = fl2i( (Fade_anim.time_elapsed * Fade_anim.num_frames) / Fade_anim.total_time );
2324 if ( framenum >= Fade_anim.num_frames )
2325 framenum = Fade_anim.num_frames-1;
2327 // Blit the bitmap for this frame
2328 gr_set_bitmap(Fade_anim.first_frame + framenum);
2329 gr_bitmap(Fade_anim.sx, Fade_anim.sy);
2334 Fade_down_anim_start:
2335 if ( Start_fade_down_anim ) {
2337 #if defined(FS2_DEMO) || defined(FS1_DEMO)
2338 Fade_anim.time_elapsed = 0.0f;
2339 Start_fade_up_anim = 0;
2340 Start_fade_down_anim = 0;
2346 Fade_anim.time_elapsed += frametime;
2348 if ( Fade_anim.time_elapsed > Fade_anim.total_time ) {
2349 Fade_anim.time_elapsed = 0.0f;
2350 Start_fade_up_anim = 0;
2351 Start_fade_down_anim = 0;
2355 // draw the correct frame of animation
2356 framenum = fl2i( (Fade_anim.time_elapsed * Fade_anim.num_frames) / Fade_anim.total_time );
2359 if ( framenum >= Fade_anim.num_frames )
2360 framenum = Fade_anim.num_frames-1;
2362 // Blit the bitmap for this frame
2363 gr_set_bitmap(Fade_anim.first_frame + (Fade_anim.num_frames-1) - framenum);
2364 gr_bitmap(Fade_anim.sx, Fade_anim.sy);
2370 void brief_transition_reset()
2372 Quick_transition_stage = -1;
2373 Start_fade_up_anim = 0;
2374 Start_fade_down_anim = 0;
2375 Fade_anim.time_elapsed = 0.0f;
2378 // return 1 if this mission only allow players to use the briefing (and not ship or
2379 // weapon loadout). Otherwise return 0.
2380 int brief_only_allow_briefing()
2382 if ( The_mission.game_type & MISSION_TYPE_TRAINING ) {
2386 if ( The_mission.scramble || The_mission.red_alert) {