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/MissionPause.cpp $
17 * Revision 1.3 2002/06/09 04:41:23 relnev
18 * added copyright header
20 * Revision 1.2 2002/05/07 03:16:46 theoddone33
21 * The Great Newline Fix
23 * Revision 1.1.1.1 2002/05/03 03:28:10 root
27 * 7 7/29/99 10:48p Dave
28 * Multiplayer pause screen.
30 * 6 6/29/99 7:39p Dave
31 * Lots of small bug fixes.
33 * 5 6/09/99 2:17p Dave
34 * Fixed up pleasewait bitmap rendering.
40 #include "missionpause.h"
42 #include "multi_pause.h"
48 #include "gamesequence.h"
49 #include "freespace.h"
53 #include "alphacolors.h"
56 // ----------------------------------------------------------------------------------------------------------------
61 char *Pause_bmp_name[GR_NUM_RESOLUTIONS] = {
66 // pause bitmap display stuff
67 int Please_wait_coords[GR_NUM_RESOLUTIONS][4] = {
76 char *Pause_multi_fname[GR_NUM_RESOLUTIONS] = {
80 char *Pause_multi_mask[GR_NUM_RESOLUTIONS] = {
85 // pause window objects
87 UI_CHECKBOX Pause_single_step;
88 UI_CHECKBOX Pause_physics;
90 UI_CHECKBOX Pause_ai_render;
91 UI_CHECKBOX Pause_firing;
92 UI_CHECKBOX Pause_external_view_mode_check;
93 UI_BUTTON Pause_continue;
95 // if we're already paused
98 // background screen (for the chatbox)
99 int Pause_background_bitmap = -1;
101 // saved background screen
102 int Pause_saved_screen = -1;
104 // if we're in external vie wmode
105 int Pause_external_view_mode = 0;
108 extern int Player_attacking_enabled;
109 extern int Ai_render_debug_flag;
110 extern int Ai_firing_enabled;
111 extern int physics_paused;
112 extern int ai_paused;
113 extern int last_single_step;
114 extern int game_single_step;
116 // ----------------------------------------------------------------------------------------------------------------
120 // initialize the pause screen
121 void pause_init(int multi)
123 // if we're already paused. do nothing
128 // pause all beam weapon sounds
131 if(!(Game_mode & GM_STANDALONE_SERVER)){
132 Pause_saved_screen = gr_save_screen();
134 // pause all game music
135 audiostream_pause_all();
137 //JAS: REMOVED CALL TO SET INTERFACE PALETTE TO GET RID OF SCREEN CLEAR WHEN PAUSING
138 //common_set_interface_palette(); // set the interface palette
139 Pause_win.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
142 Pause_win.set_mask_bmap(Pause_multi_mask[gr_screen.res]);
143 Pause_background_bitmap = bm_load(Pause_multi_fname[gr_screen.res]);
145 multi_pause_init(&Pause_win);
147 Pause_background_bitmap = bm_load(Pause_bmp_name[gr_screen.res]);
150 multi_pause_init(NULL);
156 // pause do frame - will handle running multiplayer operations if necessary
157 void pause_do(int multi)
160 char *pause_str = XSTR("Paused", 767);
163 if(Game_mode & GM_STANDALONE_SERVER){
166 // RENDER A GAME FRAME HERE AS THE BACKGROUND
167 gr_restore_screen(Pause_saved_screen);
168 if (Pause_background_bitmap >= 0) {
169 gr_set_bitmap(Pause_background_bitmap);
174 gr_bitmap(Please_wait_coords[gr_screen.res][0], Please_wait_coords[gr_screen.res][1]);
176 // draw "Paused" on it
177 gr_set_color_fast(&Color_normal);
179 gr_get_string_size(&str_w, &str_h, pause_str);
180 gr_string((gr_screen.max_w - str_w) / 2, (gr_screen.max_h - str_h) / 2, pause_str);
185 // the multi paused screen will do its own window processing
189 // otherwise process the ui window here
191 k = Pause_win.process() & ~KEY_DEBUGGED;
195 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
200 // draw the background window
203 // a very unique case where we shouldn't be doing the page flip because we're inside of popup code
207 // this should only be happening in a very unique multiplayer case
208 Assert(Game_mode & GM_MULTIPLAYER);
213 // close the pause screen
214 void pause_close(int multi)
216 // if we're not paused - do nothing
221 // unpause all beam weapon sounds
222 beam_unpause_sounds();
225 if(Game_mode & GM_STANDALONE_SERVER){
228 gr_free_screen(Pause_saved_screen);
230 if (Pause_background_bitmap){
231 bm_unload(Pause_background_bitmap);
240 // unpause all the music
241 audiostream_unpause_all();
248 void pause_debug_init()
250 Pause_win.create( 100,100,400,300, WIN_DIALOG );
252 Pause_physics.create( &Pause_win, NOX("Physics Pause <P>"), 200, 150, physics_paused );
253 Pause_ai.create( &Pause_win, NOX("AI Pause <A>"), 200, 175, ai_paused );
255 Pause_ai_render.create( &Pause_win, NOX("AI Render Stuff <R>"), 200, 200, Ai_render_debug_flag);
257 Pause_firing.create( &Pause_win, NOX("AI firing <F>"), 200, 225, Ai_firing_enabled);
258 Pause_external_view_mode_check.create( &Pause_win, NOX("External View <E>"), 200, 250, Pause_external_view_mode);
259 Pause_single_step.create( &Pause_win, NOX("Single Step <S>"), 200, 290, game_single_step );
260 Pause_continue.create( &Pause_win, NOX("Leave Pause"), 200, 350, 200, 40 );
262 Pause_single_step.set_hotkey( KEY_S );
263 Pause_physics.set_hotkey( KEY_P );
264 Pause_ai.set_hotkey( KEY_A );
265 Pause_ai_render.set_hotkey( KEY_R );
266 Pause_firing.set_hotkey( KEY_F );
267 Pause_external_view_mode_check.set_hotkey( KEY_E );
268 Pause_continue.set_hotkey( KEY_ESC );
270 Pause_continue.set_focus();
273 // debug pause do frame
274 void pause_debug_do()
278 key = Pause_win.process();
279 if ( Pause_single_step.changed()) {
280 game_single_step = Pause_single_step.checked();
283 if ( Pause_physics.changed()) {
284 physics_paused = Pause_physics.checked();
287 if ( Pause_ai.changed()) {
288 ai_paused = Pause_ai.checked();
290 obj_init_all_ships_physics();
294 if ( Pause_ai_render.changed()) {
295 Ai_render_debug_flag = Pause_ai_render.checked();
298 if ( Pause_firing.changed()) {
299 Ai_firing_enabled = Pause_firing.checked();
302 if ( Pause_external_view_mode_check.changed()) {
303 Pause_external_view_mode = Pause_external_view_mode_check.checked();
304 if (Pause_external_view_mode){
305 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "External view of player ship.", 182));
307 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "View from inside player ship.", 183));
311 if ( Pause_continue.pressed() || (key == KEY_PAUSE) ) { // Changed, MK, 11/9/97, only Pause break pause.
312 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
322 void pause_debug_close()
324 last_single_step = 0; // Make so single step waits a frame before stepping