2 * $Logfile: /Freespace2/code/Stats/Medals.cpp $
8 * Revision 1.4 2002/05/28 04:56:51 theoddone33
9 * runs a little bit now
11 * Revision 1.3 2002/05/26 20:22:48 theoddone33
12 * Most of network/ works
14 * Revision 1.2 2002/05/04 04:36:56 theoddone33
15 * More changes, took out a lot of the sound stuff which will bite later but
18 * Revision 1.1.1.1 2002/05/03 03:28:11 root
22 * 12 10/29/99 10:40p Jefff
23 * hack to make german medal names display without actually changing them
25 * 11 9/02/99 3:41p Jefff
26 * changed badge voice handling to be similar to promotion voice handling
28 * 10 8/26/99 8:49p Jefff
29 * Updated medals screen and about everything that ever touches medals in
30 * one way or another. Sheesh.
32 * 9 7/16/99 1:50p Dave
33 * 8 bit aabitmaps. yay.
35 * 8 3/19/99 9:51a Dave
36 * Checkin to repair massive source safe crash. Also added support for
37 * pof-style nebulae, and some new weapons code.
39 * 8 3/15/99 10:29a Neilk
41 * 7 1/30/99 5:08p Dave
42 * More new hi-res stuff.Support for nice D3D textures.
44 * 6 12/18/98 1:13a Dave
45 * Rough 1024x768 support for Direct3D. Proper detection and usage through
48 * 5 11/30/98 1:07p Dave
49 * 16 bit conversion, first run.
51 * 4 10/23/98 3:51p Dave
52 * Full support for tstrings.tbl and foreign languages. All that remains
53 * is to make it active in Fred.
55 * 3 10/13/98 9:29a Dave
56 * Started neatening up freespace.h. Many variables renamed and
57 * reorganized. Added AlphaColors.[h,cpp]
59 * 2 10/07/98 10:54a Dave
62 * 1 10/07/98 10:51a Dave
64 * 26 6/13/98 3:18p Hoffoss
65 * NOX()ed out a bunch of strings that shouldn't be translated.
67 * 25 6/01/98 11:43a John
68 * JAS & MK: Classified all strings for localization.
70 * 24 5/01/98 12:34p John
71 * Added code to force FreeSpace to run in the same dir as exe and made
72 * all the parse error messages a little nicer.
74 * 23 4/27/98 3:13p Allender
75 * make ctrl-enter work on medals screen
77 * 22 4/23/98 8:27p Allender
78 * basic support for cutscene playback. Into movie code in place. Tech
79 * room can view cutscenes stored in CDROM_dir variable
81 * 21 4/12/98 8:30p Allender
82 * minor medal changes to show number of medals if > 1
84 * 20 4/10/98 4:51p Hoffoss
85 * Made several changes related to tooltips.
87 * 19 3/18/98 12:03p John
88 * Marked all the new strings as externalized or not.
90 * 18 3/11/98 5:02p Dave
91 * Put in code to support new medals artwork. Assorted multiplayer bug
94 * 17 3/07/98 5:44p Dave
95 * Finished player info popup. Ironed out a few todo bugs.
97 * 16 3/05/98 5:11p Allender
98 * fix up medals screen (again). Don't do state transition when viewing
99 * medals from debriefing screen.
101 * 15 3/05/98 2:32p Hoffoss
102 * Renamed Rank_bitmap to Rank_bm so it isn't named the same as the
103 * variable in the debrief screen which confuses the debugger.
105 * 14 2/22/98 2:48p John
106 * More String Externalization Classification
108 * 13 2/09/98 5:21p Hoffoss
109 * Made exit from medals screen to previous screen (instead of assuming
110 * it's the barracks) work.
112 * 12 1/27/98 4:23p Allender
113 * enhanced internal scoring mechanisms.
115 * 11 11/12/97 4:40p Dave
116 * Put in multiplayer campaign support parsing, loading and saving. Made
117 * command-line variables better named. Changed some things on the initial
118 * pilot select screen.
120 * 10 11/12/97 9:30a Dave
121 * Fixed rank insignia tooltip not showing up.
123 * 9 11/06/97 4:39p Allender
124 * a ton of medal work. Removed an uneeded elemen in the scoring
125 * structure. Fix up medals screen to apprioriate display medals (after
126 * mask was changed). Fix Fred to only display medals which may actually
127 * be granted. Added image_filename to player struct for Jason Hoffoss
129 * 8 11/05/97 4:43p Allender
130 * reworked medal/rank system to read all data from tables. Made Fred
131 * read medals.tbl. Changed ai-warp to ai-warp-out which doesn't require
132 * waypoint for activation
140 #include "snazzyui.h"
142 #include "gamesequence.h"
143 #include "animplay.h"
145 #include "freespace.h"
153 #include "alphacolors.h"
154 #include "localize.h"
156 //#define MAX_MEDAL_TYPES 63 // the # of medals which exist so far
159 #define CALLSIGN_X 198
160 #define CALLSIGN_Y 80
161 #define CALLSIGN_W (439-CALLSIGN_X)
162 #define CALLSIGN_H (116-CALLSIGN_Y)
165 // define for the medal information
166 medal_stuff Medals[NUM_MEDALS];
167 badge_stuff Badge_info[MAX_BADGES];
169 // holds indices into Medals array of the badges for # kills
170 int Badge_index[MAX_BADGES];
172 // the rank section of the screen
173 #define RANK_MEDAL_REGION 12 // region number of the rank medal
175 #warning Find real FS2_DEMO spot for medals
176 // coords for indiv medal bitmaps
177 int Medal_coords[GR_NUM_RESOLUTIONS][NUM_MEDALS][2] = {
179 { 89, 47 }, // eps. peg. lib
180 { 486, 47 }, // imp. order o' vasuda
181 { 129, 130 }, // dist flying cross
182 { 208, 132 }, // soc service
183 { 361, 131 }, // dist intel cross
184 { 439, 130 }, // order of galatea
185 { 64, 234 }, // meritorious unit comm.
186 { 153, 234 }, // medal of valor
187 { 239, 241 }, // gtva leg of honor
188 { 326, 240 }, // allied defense citation
189 { 411, 234 }, // neb campaign victory
190 { 494, 234 }, // ntf campaign victory
192 { 283, 91 }, // wings
193 { 372, 76 }, // bronze kills badge
194 { 403, 76 }, // silver kills badge
196 { 435, 76 }, // gold kills badge
197 { 300, 152 }, // SOC unit crest
201 { 143, 75 }, // eps. peg. lib
202 { 777, 75 }, // imp. order o' vasuda
203 { 206, 208 }, // dist flying cross
204 { 333, 212 }, // soc service
205 { 578, 210 }, // dist intel cross
206 { 703, 208 }, // order of galatea
207 { 103, 374 }, // meritorious unit comm.
208 { 245, 374 }, // medal of valor
209 { 383, 386 }, // gtva leg of honor
210 { 522, 384 }, // allied defense citation
211 { 658, 374 }, // neb campaign victory
212 { 790, 374 }, // ntf campaign victory
213 { 302, 128 }, // rank
214 { 453, 146 }, // wings
215 { 595, 121 }, // bronze kills badge
216 { 646, 121 }, // silver kills badge
218 { 696, 121 }, // gold kills badge
219 { 480, 244 }, // SOC unit crest
224 // coords for the medal title
225 static int Medals_label_coords[GR_NUM_RESOLUTIONS][3] = {
226 { 241, 458, 300 }, // GR_640 x, y, w
227 { 386, 734, 480 } // GR_1024 x, y, w
230 #define MEDALS_NUM_BUTTONS 1
231 #define MEDALS_EXIT 0
232 ui_button_info Medals_buttons[GR_NUM_RESOLUTIONS][MEDALS_NUM_BUTTONS] = {
234 ui_button_info("MEB_18", 574, 432, -1, -1, 18),
237 ui_button_info("2_MEB_18", 919, 691, -1, -1, 18),
241 #define MEDALS_NUM_TEXT 1
242 UI_XSTR Medals_text[GR_NUM_RESOLUTIONS][MEDALS_NUM_TEXT] = {
244 {"Exit", 1466, 587, 416, UI_XSTR_COLOR_PINK, -1, &Medals_buttons[GR_640][MEDALS_EXIT].button },
247 {"Exit", 1466, 943, 673, UI_XSTR_COLOR_PINK, -1, &Medals_buttons[GR_1024][MEDALS_EXIT].button },
251 static char* Medals_background_filename[GR_NUM_RESOLUTIONS] = {
252 "MedalsDisplayEmpty",
253 "2_MedalsDisplayEmpty"
256 static char* Medals_mask_filename[GR_NUM_RESOLUTIONS] = {
261 static int Medals_callsign_y[GR_NUM_RESOLUTIONS] = {
265 scoring_struct *Player_score=NULL;
268 player *Medals_player;
270 // -----------------------------------------------------------------------------
271 // Main medals screen state
273 #define NUM_MEDAL_REGIONS NUM_MEDALS + 1 // the extra one is for the rank medal
275 static bitmap *Medals_mask;
276 int Medals_mask_w, Medals_mask_h;
277 static int Medal_palette; // Medal palette bitmap
278 static int Medals_bitmap_mask; // the mask for the medal case
279 static int Medals_bitmap; // the medal case itself
280 static int Medal_bitmaps[NUM_MEDALS]; // bitmaps for the individual medals
281 static int Rank_bm; // bitmap for the rank medal
283 static MENU_REGION Medal_regions[NUM_MEDAL_REGIONS]; // a semi-hack for now because we only have 4 medals, but we also include the close button
285 static UI_WINDOW Medals_window;
287 //#define MAX_MEDALS_BUTTONS 1
288 //#define MEDAL_BUTTON_EXIT 0
289 //static UI_BUTTON Medal_buttons[MAX_MEDALS_BUTTONS];
291 /*static char *Medal_button_names[MAX_MEDALS_BUTTONS] = {
298 static int Medal_button_coords[MAX_MEDALS_BUTTONS][2] = {
301 static int Medal_button_masks[MAX_MEDALS_BUTTONS] = {
307 #define MEDAL_BITMAP_INIT (1<<0)
308 #define MASK_BITMAP_INIT (1<<1)
311 void parse_medal_tbl()
313 int rval, num_medals, i, bi;
315 if ((rval = setjmp(parse_abort)) != 0) {
316 Error(LOCATION, "Error parsing 'medals.tbl'\r\nError code = %i.\r\n", rval);
322 read_file_text("medals.tbl");
326 // parse in all the rank names
329 required_string("#Medals");
330 while ( required_string_either("#End", "$Name:") ) {
331 Assert ( num_medals < NUM_MEDALS);
332 required_string("$Name:");
333 stuff_string( Medals[num_medals].name, F_NAME, NULL );
334 required_string("$Bitmap:");
335 stuff_string( Medals[num_medals].bitmap, F_NAME, NULL );
336 required_string("$Num mods:");
337 stuff_int( &Medals[num_medals].num_versions);
339 // some medals are based on kill counts. When string +Num Kills: is present, we know that
340 // this medal is a badge and should be treated specially
341 Medals[num_medals].kills_needed = 0;
342 if ( optional_string("+Num Kills:") ) {
343 char buf[MULTITEXT_LENGTH + 1];
345 Assert( bi < MAX_BADGES );
346 stuff_int( &Medals[num_medals].kills_needed );
347 Badge_index[bi] = num_medals;
349 required_string("$Wavefile Base:");
350 stuff_string(Badge_info[bi].voice_base, F_NAME, NULL, MAX_FILENAME_LEN);
352 //required_string("$Wavefile 2:");
353 //stuff_string(Badge_info[bi].wave2, F_NAME, NULL, MAX_FILENAME_LEN);
355 required_string("$Promotion Text:");
356 stuff_string(buf, F_MULTITEXT, NULL);
357 Badge_info[bi].promotion_text = strdup(buf);
365 required_string("#End");
366 Assert( num_medals == NUM_MEDALS );
368 // be sure that the badges kill numbers show up in order
369 for (i = 0; i < MAX_BADGES-1; i++ ) {
370 if ( Medals[Badge_index[i]].kills_needed >= Medals[Badge_index[i+1]].kills_needed ){
371 Error(LOCATION, "Badges must appear sorted by lowest kill # first in medals.tbl\nFind Allender for most information.");
375 // close localization
379 void medal_main_init(player *pl, int mode)
386 Player_score = &Medals_player->stats;
389 if(Cmdline_gimme_all_medals){
391 for(idx=0; idx < NUM_MEDALS; idx++){
392 Medals_player->stats.medals[idx] = 1;
400 Medals_window.create( 0, 0, gr_screen.max_w, gr_screen.max_h, 0 );
402 // create the interface buttons
403 for (idx=0; idx<MEDALS_NUM_BUTTONS; idx++) {
405 Medals_buttons[gr_screen.res][idx].button.create(&Medals_window, "", Medals_buttons[gr_screen.res][idx].x, Medals_buttons[gr_screen.res][idx].y, 1, 1, 0, 1);
407 // set the sound to play when highlighted
408 Medals_buttons[gr_screen.res][idx].button.set_highlight_action(common_play_highlight_sound);
410 // set the ani for the button
411 Medals_buttons[gr_screen.res][idx].button.set_bmaps(Medals_buttons[gr_screen.res][idx].filename);
414 Medals_buttons[gr_screen.res][idx].button.link_hotspot(Medals_buttons[gr_screen.res][idx].hotspot);
418 for (idx=0; idx<MEDALS_NUM_TEXT; idx++) {
419 Medals_window.add_XSTR(&Medals_text[gr_screen.res][idx]);
425 //init_medal_palette();
427 Medals_bitmap = bm_load(Medals_background_filename[gr_screen.res]);
428 if (Medals_bitmap < 0) {
429 Error(LOCATION, "Error loading medal background bitmap %s", Medals_background_filename[gr_screen.res]);
431 Init_flags |= MEDAL_BITMAP_INIT;
437 Medals_bitmap_mask = bm_load(Medals_mask_filename[gr_screen.res]);
438 if(Medals_bitmap_mask < 0){
439 Error(LOCATION, "Error loading medal mask file %s", Medals_mask_filename[gr_screen.res]);
441 Init_flags |= MASK_BITMAP_INIT;
442 Medals_mask = bm_lock(Medals_bitmap_mask, 8, BMP_AABITMAP);
443 bm_get_info(Medals_bitmap_mask, &Medals_mask_w, &Medals_mask_h);
445 init_medal_bitmaps();
446 init_snazzy_regions();
448 gr_set_color_fast(&Color_normal);
450 Medals_window.set_mask_bmap(Medals_mask_filename[gr_screen.res]);
453 // this is just a hack to display translated names without actually changing the names,
454 // which would break stuff
455 void medals_translate_name(char *name, int max_len)
457 if (!strcmp(name, "Epsilon Pegasi Liberation")) {
458 strncpy(name, "Epsilon Pegasi Befreiungsmedaille", max_len);
460 } else if (!strcmp(name, "Imperial Order of Vasuda")) {
461 strncpy(name, "Imperialer Orden von Vasuda ", max_len);
463 } else if (!strcmp(name, "Distinguished Flying Cross")) {
464 strncpy(name, "Fliegerkreuz Erster Klasse", max_len);
466 } else if (!strcmp(name, "SOC Service Medallion")) {
467 strncpy(name, "SEK-Dienstmedaille ", max_len);
469 } else if (!strcmp(name, "Intelligence Cross")) {
470 strncpy(name, "Geheimdienstkreuz am Bande", max_len);
472 } else if (!strcmp(name, "Order of Galatea")) {
473 strncpy(name, "Orden von Galatea ", max_len);
475 } else if (!strcmp(name, "Meritorious Unit Commendation")) {
476 strncpy(name, "Ehrenspange der Allianz", max_len);
478 } else if (!strcmp(name, "Medal of Valor")) {
479 strncpy(name, "Tapferkeitsmedaille ", max_len);
481 } else if (!strcmp(name, "GTVA Legion of Honor")) {
482 strncpy(name, "Orden der GTVA-Ehrenlegion", max_len);
484 } else if (!strcmp(name, "Allied Defense Citation")) {
485 strncpy(name, "Alliierte Abwehrspange ", max_len);
487 } else if (!strcmp(name, "Nebula Campaign Victory Star")) {
488 strncpy(name, "Nebel-Siegesstern", max_len);
490 } else if (!strcmp(name, "NTF Campaign Victory Star")) {
491 strncpy(name, "NTF-Siegesstern ", max_len);
493 } else if (!strcmp(name, "Rank")) {
494 strncpy(name, "Dienstgrad", max_len);
496 } else if (!strcmp(name, "Wings")) {
497 strncpy(name, "Fliegerspange", max_len);
499 } else if (!strcmp(name, "Ace")) {
500 strncpy(name, "Flieger-As", max_len);
502 } else if (!strcmp(name, "Double Ace")) {
503 strncpy(name, "Doppel-As ", max_len);
505 } else if (!strcmp(name, "Triple Ace")) {
506 strncpy(name, "Dreifach-As ", max_len);
508 } else if (!strcmp(name, "SOC Unit Crest")) {
509 strncpy(name, "SEK-Abzeichen ", max_len);
513 void blit_label(char *label, int *coords, int num)
518 gr_set_color_fast(&Color_bright);
520 // translate medal names before displaying
521 // cant translate in table cuz the names are used in comparisons
523 char translated_label[256];
524 strncpy(translated_label, label, 256);
525 medals_translate_name(translated_label, 256);
527 // set correct string
529 sprintf( text, NOX("%s (%d)"), translated_label, num );
531 sprintf( text, "%s", translated_label );
534 // set correct string
536 sprintf( text, NOX("%s (%d)"), label, num );
538 sprintf( text, "%s", label );
542 // find correct coords
543 gr_get_string_size(&sw, NULL, text);
544 x = Medals_label_coords[gr_screen.res][0] + (Medals_label_coords[gr_screen.res][2] - sw) / 2;
545 y = Medals_label_coords[gr_screen.res][1];
548 gr_string(x, y, text);
553 gr_set_color_fast(&Color_normal);
555 // nothing special, just do it.
556 gr_string(0x8000, Medals_callsign_y[gr_screen.res], Medals_player->callsign);
561 int region,selected, k;
563 k = Medals_window.process();
565 // process an exit command
566 if ((k == KEY_ESC) && (Medals_mode == MM_NORMAL)) {
567 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
570 // draw the background medal display case
572 GR_MAYBE_CLEAR_RES(Medals_bitmap);
573 if(Medals_bitmap != -1){
574 gr_set_bitmap(Medals_bitmap);
578 // check to see if a button was pressed
579 if( (k == (KEY_CTRLED|KEY_ENTER)) || (Medals_buttons[gr_screen.res][MEDALS_EXIT].button.pressed()) ) {
580 gamesnd_play_iface(SND_COMMIT_PRESSED);
581 if(Medals_mode == MM_NORMAL){
582 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
584 // any calling popup function will know to close the screen down
589 // blit medals also takes care of blitting the rank insignia
593 region = snazzy_menu_do((ubyte*)Medals_mask->data, Medals_mask_w, Medals_mask_h, NUM_MEDAL_REGIONS, Medal_regions, &selected);
596 if (Medals_mode == MM_NORMAL) {
597 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
599 // any calling popup function will know to close the screen down
604 case RANK_MEDAL_REGION :
605 blit_label(Ranks[Player_score->rank].name, &Medal_coords[gr_screen.res][region][0], 1);
612 if (Player_score->medals[region] > 0){
613 blit_label(Medals[region].name, &Medal_coords[gr_screen.res][region][0], Player_score->medals[region] );
618 Medals_window.draw();
625 void medal_main_close()
628 if (Init_flags & MEDAL_BITMAP_INIT)
629 bm_unload(Medals_bitmap);
631 if (Init_flags & MASK_BITMAP_INIT) {
632 bm_unlock(Medals_bitmap_mask);
633 bm_unload(Medals_bitmap_mask);
636 for (idx=0; idx < NUM_MEDALS; idx++) {
637 if (Medal_bitmaps[idx] > -1){
638 bm_unload(Medal_bitmaps[idx]);
643 Medals_window.destroy();
645 palette_restore_palette();
649 void init_medal_palette()
651 Medal_palette = bm_load("MedalsPalette.pcx");
652 if(Medal_palette > -1){
653 #ifndef HARDWARE_ONLY
654 palette_use_bm_palette(Medal_palette);
660 // function to load in the medals for this player. It loads medals that the player has (known
661 // by whether or not a non-zero number is present in the player's medal array), then loads the
664 void init_medal_bitmaps()
667 Assert(Player_score);
669 for (idx=0; idx<NUM_MEDALS; idx++) {
670 Medal_bitmaps[idx] = -1;
671 if (Player_score->medals[idx] > 0) {
673 char filename[NAME_LENGTH], base[NAME_LENGTH];
675 // possibly load a different filename that is specified by the bitmap filename
676 // for this medal. if the player has > 1 of these types of medals, then determien
677 // which of the possible version to use based on the player's count of this medal
678 strcpy( filename, Medals[idx].bitmap );
682 _splitpath( filename, NULL, NULL, base, NULL );
685 num_medals = Player_score->medals[idx];
687 // can't display more than the maximum number of version for this medal
688 if ( num_medals > Medals[idx].num_versions )
689 num_medals = Medals[idx].num_versions;
691 if ( num_medals > 1 ) {
692 // append the proper character onto the end of the medal filename. Base version
693 // has no character. next version is a, then b, etc.
694 sprintf( base, "%s%c", base, (num_medals-2)+'a');
698 if (gr_screen.res == GR_1024) {
699 sprintf( filename, "2_%s", base );
702 // base now contains the actual medal bitmap filename needed to load
703 // we don't need to pass extension to bm_load anymore, so just use the basename
705 Medal_bitmaps[idx] = bm_load( filename );
706 Assert( Medal_bitmaps[idx] != -1 );
710 // load up rank insignia
711 if (gr_screen.res == GR_1024) {
712 char filename[NAME_LENGTH];
713 sprintf(filename, "2_%s", Ranks[Player_score->rank].bitmap);
714 Rank_bm = bm_load(filename);
716 Rank_bm = bm_load(Ranks[Player_score->rank].bitmap);
720 void init_snazzy_regions()
724 // snazzy regions for the medals/ranks, etc.
725 for (idx=0; idx<NUM_MEDALS; idx++) {
726 if (idx == RANK_MEDAL_REGION)
729 snazzy_menu_add_region(&Medal_regions[idx], "", idx, 0);
732 // add the rank medal region
733 snazzy_menu_add_region(&Medal_regions[RANK_MEDAL_REGION], "", RANK_MEDAL_REGION,0);
737 // blit the medals -- this includes the rank insignia
742 for (idx=0; idx<NUM_MEDALS; idx++) {
743 if (Player_score->medals[idx] > 0) {
744 gr_set_bitmap(Medal_bitmaps[idx]);
745 gr_bitmap(Medal_coords[gr_screen.res][idx][0], Medal_coords[gr_screen.res][idx][1]);
749 // now blit rank, since that "medal" doesnt get loaded (or drawn) the normal way
750 gr_set_bitmap(Rank_bm);
751 gr_bitmap(Medal_coords[gr_screen.res][RANK_MEDAL_REGION][0], Medal_coords[gr_screen.res][RANK_MEDAL_REGION][1]);