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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include <cstdlib>
#include <climits>
#include "freespace.h"
#include "anim/animplay.h"
#include "anim/packunpack.h"
#include "cmdline/cmdline.h"
#include "debugconsole/console.h"
#include "gamehelp/contexthelp.h"
#include "gamesequence/gamesequence.h"
#include "gamesnd/eventmusic.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/alphacolors.h"
#include "globalincs/version.h"
#include "graphics/generic.h"
#include "io/key.h"
#include "io/mouse.h"
#include "io/timer.h"
#include "menuui/fishtank.h"
#include "menuui/mainhallmenu.h"
#include "menuui/playermenu.h"
#include "menuui/snazzyui.h"
#include "mission/missioncampaign.h"
#include "network/multi.h"
#include "network/multi_voice.h"
#include "network/multiui.h"
#include "network/multiutil.h"
#include "parse/parselo.h"
#include "playerman/player.h"
#include "popup/popup.h"
#include "scripting/scripting.h"
#include "sound/audiostr.h"
#include "utils/Random.h"
#ifndef NDEBUG
#include "cutscene/movie.h"
#include "mission/missionload.h"
#endif
// A reference to io/keycontrol.cpp
extern void game_process_cheats(int k);
// forward declaration
void parse_one_main_hall(bool replace, int num_resolutions, int &hall_idx, int &res_idx);
// ----------------------------------------------------------------------------
// MAIN HALL DATA DEFINES
//
#define MISC_ANIM_MODE_LOOP 0 // loop the animation
#define MISC_ANIM_MODE_HOLD 1 // play to the end and hold the animation
#define MISC_ANIM_MODE_TIMED 2 // uses timestamps to determine when a finished anim should be checked again
#define NUM_REGIONS 7 // (6 + 1 for multiplayer equivalent of campaign room)
#define MAIN_HALL_MAX_CHEAT_LEN 40 // cheat buffer length (also maximum cheat length)
SCP_vector< SCP_vector<main_hall_defines> > Main_hall_defines;
static main_hall_defines *Main_hall = nullptr;
static int Main_hall_music_index = -1;
bool Main_hall_poll_key = true;
int Vasudan_funny = 0;
int Vasudan_funny_plate = -1;
SCP_string Main_hall_cheat = "";
// ----------------------------------------------------------------------------
// MISC interface data
//
// is the main hall inited (for reentrancy)
int Main_hall_inited = 0;
// handle to the playing music
int Main_hall_music_handle = -1;
// background bitmap handle
int Main_hall_bitmap;
// background bitmap dimensions
int Main_hall_bitmap_w;
int Main_hall_bitmap_h;
// background bitmap mask handle
int Main_hall_mask;
// bitmap struct for th background mask bitmap
bitmap *Main_hall_mask_bitmap;
// actual data for the background mask bitmap
ubyte *Main_hall_mask_data;
int Main_hall_mask_w, Main_hall_mask_h;
// ----------------------------------------------------------------------------
// MOUSE clicking stuff
//
// indicates whether a right click occured
int Main_hall_right_click;
// use this to cycle through the selectable regions instead of the mouse's current region
int Main_hall_last_clicked_region;
// use this to determine how long the cursor has to linger on a region before it starts playing
int Main_hallregion_linger_delay = 175; // in ms
int Main_hall_region_linger_stamp = -1;
// handle any right clicks which may have occured
void main_hall_handle_right_clicks();
// ----------------------------------------------------------------------------
// RANDOM intercom sounds
//
// next random intercom sound to play
int Main_hall_next_intercom_sound = 0;
// delay for the next intercom sound
int Main_hall_next_intercom_sound_stamp = -1;
// handle to any playing instance of a random intercom sound
sound_handle Main_hall_intercom_sound_handle = sound_handle::invalid();
// handle any details related to random intercom sounds
void main_hall_handle_random_intercom_sounds();
// ----------------------------------------------------------------------------
// MISC animations
//
// the misc animations themselves
SCP_vector<generic_anim> Main_hall_misc_anim;
// render all playing misc animations
void main_hall_render_misc_anims(float frametime, bool over_doors);
// ----------------------------------------------------------------------------
// DOOR animations (not all of these are doors anymore, but they're doorlike _regions_)
//
#define DOOR_TEXT_X 100
#define DOOR_TEXT_Y 450
// the door animations themselves
SCP_vector<generic_anim> Main_hall_door_anim;
// render all playing door animations
void main_hall_render_door_anims(float frametime);
// ----------------------------------------------------------------------------
// SNAZZY MENU stuff
//
#define NUM_MAIN_HALL_MAX_REGIONS 20
// region mask #'s (identifiers)
#define EXIT_REGION 0
#define BARRACKS_REGION 1
#define READY_ROOM_REGION 2
#define TECH_ROOM_REGION 3
#define OPTIONS_REGION 4
#define CAMPAIGN_ROOM_REGION 5
#define MULTIPLAYER_REGION 10
#define LOAD_MISSION_REGION 11
#define QUICK_START_REGION 12
#define SKILL_LEVEL_REGION 13
#define SCRIPT_REGION 14
#define START_REGION 15
struct main_hall_region_info {
int mask;
const char *name;
};
main_hall_region_info Main_hall_region_map[] = {
{ EXIT_REGION, "Exit" },
{ BARRACKS_REGION, "Barracks" },
{ READY_ROOM_REGION, "Readyroom" },
{ TECH_ROOM_REGION, "Techroom" },
{ OPTIONS_REGION, "Options" },
{ CAMPAIGN_ROOM_REGION, "Campaigns" },
{ MULTIPLAYER_REGION, "Multiplayer" },
{ LOAD_MISSION_REGION, "Load Mission" },
{ QUICK_START_REGION, "Quickstart" },
{ SKILL_LEVEL_REGION, "Skilllevel" },
{ SCRIPT_REGION, "Script" },
{ START_REGION, "Start" },
{ -1, nullptr }
};
// all the menu regions in the main hall
MENU_REGION Main_hall_region[NUM_MAIN_HALL_MAX_REGIONS];
// region over which the mouse is currently residing, or -1 if over no region
// NOTE : you should nevery change this directly. Always use main_hall_handle_mouse_location(int)
// to do this. Otherwise, the door opening and closing animations will get screwed up
int Main_hall_mouse_region;
// set this to skip a frame
int Main_hall_frame_skip;
// do any necessary processing based upon the mouse location
void main_hall_handle_mouse_location(int cur_region);
// if the mouse has moved off of the currently active region, handle the anim accordingly
void main_hall_mouse_release_region(int region);
// if the mouse has moved on this region, handle it accordingly
void main_hall_mouse_grab_region(int region);
// ----------------------------------------------------------------------------
// SOUND data / handlers
// -
// toaster oven room sound idex
#define TOASTER_REGION 3
// everyone's favorite desk guardian
#define ALLENDER_REGION 4
// handles to the sound instances of the doors opening/closing
SCP_vector<std::pair<game_snd*, sound_handle>> Main_hall_door_sound_handles;
// handles to the sound instances of the misc anims
SCP_list<std::pair<game_snd*, sound_handle>> Main_hall_misc_sound_handles;
// sound handle for looping ambient sound
sound_handle Main_hall_ambient_loop = sound_handle::invalid();
// this generalizes the "don't cut off the glow sounds (requested by Dan)" comment
SCP_vector<game_snd*> Main_hall_sounds_to_not_truncate;
bool main_hall_can_truncate(const game_snd *snd)
{
return std::find(Main_hall_sounds_to_not_truncate.begin(), Main_hall_sounds_to_not_truncate.end(), snd) == Main_hall_sounds_to_not_truncate.end();
}
// cull any door sounds that have finished playing
void main_hall_cull_door_sounds();
// to determine if we should continue playing sounds and random animations
static int Main_hall_paused = 0;
// ----------------------------------------------------------------------------
// warning/notification messages
//
#define MAIN_HALL_NOTIFY_TIME 3500
// timestamp for the notification messages
UI_TIMESTAMP Main_hall_notify_stamp;
// text to display as the current notification message
char Main_hall_notify_text[300]="";
// set the current notification string and the associated timestamp
void main_hall_set_notify_string(const char *str);
// handle any drawing, culling, etc of notification messages
void main_hall_notify_do();
// ----------------------------------------------------------------------------
// MISC functions
//
// upper _RIGHT_ corner for the version text
#define MAIN_HALL_VERSION_X 630
#define MAIN_HALL_VERSION_Y 467
// main hall help overlay ID
int Main_hall_overlay_id;
// blit the freespace version #
void main_hall_blit_version();
// blit the mod title and version
void main_hall_blit_mod();
// blit any necessary tooltips
void main_hall_maybe_blit_tooltips();
// shader for behind tooltips
shader Main_hall_tooltip_shader;
// num pixels shader is above/below tooltip text
static int Main_hall_default_tooltip_padding[GR_NUM_RESOLUTIONS] = {
4, // GR_640
7, // GR_1024
};
static int Main_hall_f1_text_frame = 0;
static int F1_text_done = 0;
// "press f1" for help stuff
#define MAIN_HALL_HELP_TIME 5000
int Main_hall_help_stamp = -1;
void main_hall_process_help_stuff();
bool Main_hall_use_defaults = true;
// ----------------------------------------------------------------------------
// VOICE RECORDING STUFF
//
// are we currently recording voice?
int Recording = 0;
/*
* Called when multiplayer clicks on the ready room door. May pop up dialog depending on network
* connection status and errors
*/
void main_hall_do_multi_ready()
{
int error;
error = psnet_get_network_status();
switch (error) {
case NETWORK_ERROR_NO_TYPE:
popup( PF_USE_AFFIRMATIVE_ICON | PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have not defined your type of Internet connection. Please run the Launcher, hit the setup button, and go to the Network tab and choose your connection type.", 360));
break;
case NETWORK_ERROR_NO_WINSOCK:
popup( PF_USE_AFFIRMATIVE_ICON | PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "Winsock is not installed. You must have TCP/IP and Winsock installed to play multiplayer FreeSpace.", 361));
break;
case NETWORK_ERROR_NO_PROTOCOL:
popup( PF_USE_AFFIRMATIVE_ICON | PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "TCP/IP protocol not found. This protocol is required for multiplayer FreeSpace.", 1602));
break;
case NETWORK_ERROR_CONNECT_TO_ISP:
popup( PF_USE_AFFIRMATIVE_ICON | PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected Dial Up Networking as your type of connection to the Internet. You are not currently connected. You must connect to your ISP before continuing on past this point.", 363));
break;
case NETWORK_ERROR_LAN_AND_RAS:
popup( PF_USE_AFFIRMATIVE_ICON | PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have indicated that you use a LAN for networking. You also appear to be dialed into your ISP. Please disconnect from your service provider, or choose Dial Up Networking.", 364));
break;
case NETWORK_ERROR_NONE:
default:
break;
}
// if our selected protocol is not active
if ( !psnet_is_active() ) {
if (Psnet_failure_code == WSAEADDRINUSE) {
popup( PF_USE_AFFIRMATIVE_ICON | PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected TCP/IP for multiplayer FreeSpace, but the TCP socket is already in use. Check for another instance and/or use the \"-port <port_num>\" command line option to select an available port.", 1604));
} else {
popup( PF_USE_AFFIRMATIVE_ICON | PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected TCP/IP for multiplayer FreeSpace, but the TCP/IP protocol was not detected on your machine.", 362));
}
return;
}
if (error != NETWORK_ERROR_NONE) {
return;
}
// 7/9/98 -- MWA. Deal with the connection speed issue. make a call to the multiplayer code to
// determine is a valid connection setting exists
if (Multi_connection_speed == CONNECTION_SPEED_NONE) {
popup( PF_USE_AFFIRMATIVE_ICON | PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You must define your connection speed. Please run the Launcher, hit the setup button, and go to the Network tab and choose your connection speed.", 986) );
return;
}
// Switch to multi here once we're sure that a multi state will be set
Game_mode = GM_MULTIPLAYER;
// go to parallax online
if (Multi_options_g.pxo) {
gameseq_post_event(GS_EVENT_PXO);
} else {
// go to the regular join game screen
gameseq_post_event(GS_EVENT_MULTI_JOIN_GAME);
}
}
// blit some small color indicators to show whether ships.tbl and weapons.tbl are valid
// green == valid, red == invalid.
// ships.tbl will be on the left, weapons.tbl on the right
void main_hall_blit_table_status()
{
// blit ship table status
gr_set_color_fast(Game_ships_tbl_valid ? &Color_bright_green : &Color_bright_red);
gr_rect(1, gr_screen.max_h_unscaled_zoomed - 1, 2, 2, GR_RESIZE_MENU_ZOOMED);
// blit weapon table status
gr_set_color_fast(Game_weapons_tbl_valid ? &Color_bright_green : &Color_bright_red);
gr_rect(3, gr_screen.max_h_unscaled_zoomed - 1, 2, 2, GR_RESIZE_MENU_ZOOMED);
}
/**
* Bash the player to a specific mission in a campaign
*/
void main_hall_campaign_cheat()
{
char *ret = popup_input(0, XSTR("Enter mission name.\n\n* This will destroy all legitimate progress in this campaign. *", 1605));
// yay
if (ret != nullptr) {
mission_campaign_jump_to_mission(ret);
}
}
DCF(mainhall, "Temporarily sets the player to be on any main hall. Can be used in the main hall screen.")
{
if (dc_optional_string_either("help", "--help"))
{
dc_printf("Usage: mainhall [index or name]\n");
dc_printf(" mainhall status | ?\n");
dc_printf(" mainhall --status | --?\n");
dc_printf("[index or name] -- optional main hall identifier; if not supplied, defaults to the first main hall\n");
return;
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?"))
{
if (Main_hall_inited && Main_hall)
{
auto quote = can_construe_as_integer(Main_hall->name.c_str()) ? "" : "'";
dc_printf("Player is on main hall %s%s%s\n", quote, Main_hall->name.c_str(), quote);
}
else
dc_printf("Main hall not currently initialized!\n");
return;
}
SCP_string name;
dc_maybe_stuff_string(name);
if (!Main_hall_inited)
{
auto quote = can_construe_as_integer(name.c_str()) ? "" : "'";
dc_printf("Main hall not currently initialized. Setting player select override main hall to %s%s%s.\n", quote, name.empty() ? "0" : name.c_str(), quote);
extern SCP_string Player_select_force_main_hall;
Player_select_force_main_hall = name;
return;
}
main_hall_close();
main_hall_init(name);
auto quote = can_construe_as_integer(Main_hall->name.c_str()) ? "" : "'";
dc_printf("Player is now on main hall %s%s%s\n", quote, Main_hall->name.c_str(), quote);
}
// -------------------------------------------------------------------------------------------------------------------
// FUNCTION DEFINITIONS BEGIN
//
/**
* Initialize the main hall proper
*
* @param main_hall_name Name of main hall to initialise
*/
void main_hall_init(const SCP_string &main_hall_name)
{
BM_TYPE bg_type;
if (Main_hall_inited) {
return;
}
extern bool Campaign_room_no_campaigns;
// Log if we don't have a campaign set yet.
if (!(Player->flags & PLAYER_FLAGS_IS_MULTI) && Campaign_file_missing && !Campaign_room_no_campaigns) {
mprintf(("No valid campaign is currently selected for the active player!\n"));
}
// gameseq_post_event(GS_EVENT_SCRIPTING);
int idx;
SCP_string main_hall_to_load;
// reparse the table here if the relevant cmdline flag is set
if (Cmdline_reparse_mainhall) {
main_hall_table_init();
}
// sanity checks
if (Main_hall_defines.empty()) {
Error(LOCATION, "No main halls were loaded to initialize.");
} else if (main_hall_name == "") {
// we were passed a blank main hall name, so load the first available main hall
main_hall_get_name(main_hall_to_load, 0);
} else if (main_hall_get_pointer(main_hall_name) == nullptr) {
Warning(LOCATION, "Tried to load a main hall called '%s', but it does not exist; loading first available main hall.", main_hall_name.c_str());
main_hall_get_name(main_hall_to_load, 0);
} else {
main_hall_to_load = main_hall_name;
}
// if we're switching to a different mainhall, stop the ambient (it will be started again promptly)
if (Main_hall && Main_hall->name != main_hall_to_load) {
main_hall_stop_ambient();
}
// if we're switching to a different mainhall we may need to change music
if (main_hall_get_music_index(main_hall_get_index(main_hall_to_load)) != Main_hall_music_index) {
main_hall_stop_music(true);
}
// create the snazzy interface and load up the info from the table
snazzy_menu_init();
// assign the proper main hall data
Main_hall = main_hall_get_pointer(main_hall_to_load);
Assertion(Main_hall != nullptr, "Failed to obtain pointer to main hall '%s'; get a coder!\n", main_hall_to_load.c_str());
// check if we have to change the ready room's description
if(Main_hall->default_readyroom) {
if (Player->flags & PLAYER_FLAGS_IS_MULTI) {
Main_hall->regions[2].description = XSTR( "Multiplayer - Start or join a multiplayer game", 359);
} else {
Main_hall->regions[2].description = XSTR( "Ready room - Start or continue a campaign", 355);
}
}
// Read the menu regions from mainhall.tbl
SCP_vector<main_hall_region>::iterator it;
for (it = Main_hall->regions.begin(); Main_hall->regions.end() != it; ++it) {
snazzy_menu_add_region(&Main_hall_region[it - Main_hall->regions.begin()], it->description.c_str(), it->mask, it->key, interface_snd_id());
}
// init tooltip shader // nearly black
gr_create_shader(&Main_hall_tooltip_shader, 5, 5, 5, 168);
// are we funny?
if (Vasudan_funny && main_hall_is_vasudan()) {
if (!stricmp(Main_hall->bitmap.c_str(), "vhall")) {
Main_hall->door_sounds.at(OPTIONS_REGION).at(0) = InterfaceSounds::VASUDAN_BUP;
Main_hall->door_sounds.at(OPTIONS_REGION).at(1) = InterfaceSounds::VASUDAN_BUP;
// set head anim. hehe
Main_hall->door_anim_name.at(OPTIONS_REGION) = "vhallheads";
// set the background
Main_hall->bitmap = "vhallhead";
} else if (!stricmp(Main_hall->bitmap.c_str(), "2_vhall")) {
Main_hall->door_sounds.at(OPTIONS_REGION).at(0) = InterfaceSounds::VASUDAN_BUP;
Main_hall->door_sounds.at(OPTIONS_REGION).at(1) = InterfaceSounds::VASUDAN_BUP;
// set head anim. hehe
Main_hall->door_anim_name.at(OPTIONS_REGION) = "2_vhallheads";
// set the background
Main_hall->bitmap = "2_vhallhead";
}
}
Main_hall_bitmap_w = -1;
Main_hall_bitmap_h = -1;
// load the background bitmap
Main_hall_bitmap = bm_load(Main_hall->bitmap);
if (Main_hall_bitmap < 0) {
nprintf(("General","WARNING! Couldn't load main hall background bitmap %s\n", Main_hall->bitmap.c_str()));
} else {
bm_get_info(Main_hall_bitmap, &Main_hall_bitmap_w, &Main_hall_bitmap_h);
}
bg_type = bm_get_type(Main_hall_bitmap);
Main_hall_mask_w = -1;
Main_hall_mask_h = -1;
// load the mask
Main_hall_mask = bm_load(Main_hall->mask);
if (Main_hall_mask < 0) {
nprintf(("General","WARNING! Couldn't load main hall background mask %s\n", Main_hall->mask.c_str()));
if (gr_screen.res == 0) {
Error(LOCATION,"Could not load in main hall mask '%s'!\n\n(This error most likely means that you are missing required 640x480 interface art.)", Main_hall->mask.c_str());
} else {
Error(LOCATION,"Could not load in main hall mask '%s'!\n\n(This error most likely means that you are missing required 1024x768 interface art.)", Main_hall->mask.c_str());
}
} else {
// get a pointer to bitmap by using bm_lock(), so we can feed it to he snazzy menu system
Main_hall_mask_bitmap = bm_lock(Main_hall_mask, 8, BMP_AABITMAP | BMP_MASK_BITMAP);
Main_hall_mask_data = (ubyte*)Main_hall_mask_bitmap->data;
bm_get_info(Main_hall_mask, &Main_hall_mask_w, &Main_hall_mask_h);
}
// make sure the zoom area is completely within the background bitmap
if (Main_hall->zoom_area_width > Main_hall_bitmap_w) {
Main_hall->zoom_area_width = Main_hall_bitmap_w;
}
if (Main_hall->zoom_area_height > Main_hall_bitmap_h) {
Main_hall->zoom_area_height = Main_hall_bitmap_h;
}
// get the default value for tooltip padding if necessary
if (Main_hall->tooltip_padding == -1) {
Main_hall->tooltip_padding = Main_hall_default_tooltip_padding[gr_get_resolution_class(Main_hall_bitmap_w, Main_hall_bitmap_h)];
}
// In case we're re-entering the mainhall
Main_hall_misc_anim.clear();
// load up the misc animations, and nullify all the delay timestamps for the misc animations
for (idx = 0; idx < Main_hall->num_misc_animations; idx++) {
generic_anim temp_anim;
generic_anim_init(&temp_anim, Main_hall->misc_anim_name.at(idx));
Main_hall_misc_anim.push_back(temp_anim);
Main_hall_misc_anim.at(idx).ani.bg_type = bg_type;
if (generic_anim_stream(&Main_hall_misc_anim.at(idx)) == -1) {
nprintf(("General","WARNING!, Could not load misc %s anim in main hall\n",Main_hall->misc_anim_name.at(idx).c_str()));
} else {
// start paused
if (Main_hall->misc_anim_modes.at(idx) == MISC_ANIM_MODE_HOLD)
Main_hall_misc_anim.at(idx).direction |= GENERIC_ANIM_DIRECTION_NOLOOP;
}
//If we have a defined initial delay for this misc anim, use it
if (Main_hall->misc_anim_initial_delay.at(idx) != -1)
Main_hall->misc_anim_delay.at(idx).at(0) = timestamp(Main_hall->misc_anim_initial_delay.at(idx));
else
Main_hall->misc_anim_delay.at(idx).at(0) = -1;
// start paused
Main_hall->misc_anim_paused.at(idx) = true;
}
// In case we're re-entering the mainhall
Main_hall_door_anim.clear();
// load up the door animations
for (idx = 0; idx < Main_hall->num_door_animations; idx++) {
generic_anim temp_anim;
generic_anim_init(&temp_anim, Main_hall->door_anim_name.at(idx));
Main_hall_door_anim.push_back(temp_anim);
Main_hall_door_anim.at(idx).ani.bg_type = bg_type;
if (generic_anim_stream(&Main_hall_door_anim.at(idx)) == -1) {
nprintf(("General","WARNING!, Could not load door anim %s in main hall\n",Main_hall->door_anim_name.at(idx).c_str()));
} else {
Main_hall_door_anim.at(idx).direction = GENERIC_ANIM_DIRECTION_BACKWARDS | GENERIC_ANIM_DIRECTION_NOLOOP;
}
}
// load in help overlay bitmap
if (!Main_hall->help_overlay_name.empty()) {
Main_hall_overlay_id = help_overlay_get_index(Main_hall->help_overlay_name.c_str());
} else if (main_hall_id() == 0) {
Main_hall_overlay_id = help_overlay_get_index(MH_OVERLAY);
} else {
Main_hall_overlay_id = help_overlay_get_index(MH2_OVERLAY);
}
help_overlay_set_state(Main_hall_overlay_id,gr_screen.res,0);
// check to see if the "very first pilot" flag is set, and load the overlay if so
if (!F1_text_done) {
if (Main_hall_f1_text_frame == 0) {
Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
} else {
F1_text_done = 1;
}
}
Main_hall_region_linger_stamp = -1;
// initialize door sound handles
Main_hall_door_sound_handles.clear();
for (idx = 0; idx < Main_hall->num_door_animations; idx++) {
Main_hall_door_sound_handles.emplace_back(nullptr, sound_handle::invalid());
}
// skip the first frame
Main_hall_frame_skip = 1;
// initialize the music
main_hall_start_music();
// initialize the main hall notify text
Main_hall_notify_stamp = UI_TIMESTAMP::immediate();
// initialize the random intercom sound stuff
Main_hall_next_intercom_sound = 0;
Main_hall_next_intercom_sound_stamp = -1;
Main_hall_intercom_sound_handle = sound_handle::invalid();
// set the placement of the mouse cursor (start at the ready room)
Main_hall_mouse_region = -1;
Main_hall_last_clicked_region = READY_ROOM_REGION;
Main_hall_inited = 1;
// determine if we have a right click
Main_hall_right_click = mouse_down(MOUSE_RIGHT_BUTTON);
}
/**
* Exit the game
*
* @note In Debug mode, the confirmation popup does not get used, and the game usefully exits immediately
*/
void main_hall_exit_game()
{
#if defined(NDEBUG)
int choice;
// stop music first
main_hall_stop_music(true);
main_hall_stop_ambient();
choice = popup( PF_NO_NETWORKING | PF_BODY_BIG, 2, POPUP_NO, POPUP_YES, XSTR( "Exit Game?", 365));
if (choice == 1) {
gameseq_post_event(GS_EVENT_QUIT_GAME);
} else {
main_hall_start_music();
main_hall_start_ambient();
}
#else
gameseq_post_event(GS_EVENT_QUIT_GAME);
#endif
}
/**
* Do a frame for the main hall
*
* @param frametime Animation frame time
*/
void main_hall_do(float frametime)
{
int code, key, snazzy_action, region_action = -1;
SCP_vector<main_hall_region>::iterator it;
// set the screen scale to the main hall's dimensions
gr_set_screen_scale(Main_hall_bitmap_w, Main_hall_bitmap_h, Main_hall->zoom_area_width, Main_hall->zoom_area_height);
// need to ensure ambient is playing, since it may be stopped by a playing movie
main_hall_start_ambient();
// handle any random intercom sound details
main_hall_handle_random_intercom_sounds();
// handle any mouse clicks
main_hall_handle_right_clicks();
// handle any sound details
main_hall_cull_door_sounds();
// do any campaign load failure handling
mission_campaign_load_failure_popup();
// process any keypresses/mouse events
snazzy_action = -1;
code = snazzy_menu_do(Main_hall_mask_data, Main_hall_mask_w, Main_hall_mask_h, static_cast<int>(Main_hall->regions.size()), Main_hall_region, &snazzy_action, static_cast<int>(Main_hall_poll_key), &key);
if (key) {
game_process_cheats(key);
Main_hall_cheat += (char) key_to_ascii(key);
if(Main_hall_cheat.size() > MAIN_HALL_MAX_CHEAT_LEN) {
Main_hall_cheat = Main_hall_cheat.substr(Main_hall_cheat.size() - MAIN_HALL_MAX_CHEAT_LEN);
}
int cur_frame;
float anim_time;
bool cheat_anim_found, cheat_found = false;
for (int c_idx = 0; c_idx < (int) Main_hall->cheat.size(); c_idx++) {
cheat_anim_found = false;
// TODO change way cheat anims are loaded to work with apngs
// maybe load both cheat & normal, advance frames in lockstep, display which one you want
if(Main_hall_cheat.find(Main_hall->cheat.at(c_idx)) != SCP_string::npos) {
cheat_found = true;
// switch animations
for (int idx = 0; idx < Main_hall->num_misc_animations; idx++) {
if (Main_hall->misc_anim_name.at(idx) == Main_hall->cheat_anim_from.at(c_idx)) {
Main_hall->misc_anim_name.at(idx) = Main_hall->cheat_anim_to.at(c_idx);
cur_frame = Main_hall_misc_anim.at(idx).current_frame;
anim_time = Main_hall_misc_anim.at(idx).anim_time;
generic_anim_unload(&Main_hall_misc_anim.at(idx));
generic_anim_init(&Main_hall_misc_anim.at(idx), Main_hall->misc_anim_name.at(idx));
if (generic_anim_stream(&Main_hall_misc_anim.at(idx)) == -1) {
nprintf(("General","WARNING! Could not load misc %s anim in main hall\n", Main_hall->misc_anim_name.at(idx).c_str()));
} else {
// start paused
if (Main_hall->misc_anim_modes.at(idx) == MISC_ANIM_MODE_HOLD)
Main_hall_misc_anim.at(idx).direction |= GENERIC_ANIM_DIRECTION_NOLOOP;
}
// TODO: generic_anim_skip_to(cur_frame, anim_time);
Main_hall_misc_anim.at(idx).current_frame = cur_frame;
Main_hall_misc_anim.at(idx).anim_time = anim_time;
// null out the delay timestamps
Main_hall->misc_anim_delay.at(idx).at(0) = -1;
cheat_anim_found = true;
break;
}
}
if (!cheat_anim_found) {
for (int idx = 0; idx < Main_hall->num_door_animations; idx++) {
if (Main_hall->door_anim_name.at(idx) == Main_hall->cheat_anim_from.at(c_idx)) {
Main_hall->door_anim_name.at(idx) = Main_hall->cheat_anim_to.at(c_idx);
cur_frame = Main_hall_door_anim.at(idx).current_frame;
anim_time = Main_hall_door_anim.at(idx).anim_time;
generic_anim_unload(&Main_hall_door_anim.at(idx));
generic_anim_init(&Main_hall_door_anim.at(idx), Main_hall->door_anim_name.at(idx));
if (generic_anim_stream(&Main_hall_door_anim.at(idx)) == -1) {
nprintf(("General","WARNING! Could not load door anim %s in main hall\n", Main_hall->door_anim_name.at(idx).c_str()));
} else {
Main_hall_door_anim.at(idx).direction = GENERIC_ANIM_DIRECTION_BACKWARDS | GENERIC_ANIM_DIRECTION_NOLOOP;
}
// TODO: generic_anim_skip_to(cur_frame, anim_time);
Main_hall_door_anim.at(idx).current_frame = cur_frame;
Main_hall_door_anim.at(idx).anim_time = anim_time;
cheat_anim_found = true;
break;
}
}
}
if (!cheat_anim_found) {
// Note: This can also happen if the cheat triggers a second time since the animations are already switched at that point.
nprintf(("General", "Could not find animation '%s' for cheat '%s'!", Main_hall->cheat_anim_from.at(c_idx).c_str(), Main_hall->cheat.at(c_idx).c_str()));
}
}
}
if(cheat_found) {
// Found a cheat, clear the buffer.
Main_hall_cheat = "";
}
}
switch(key) {
case KEY_ENTER:
snazzy_action = SNAZZY_CLICKED;
break;
case KEY_F3:
gamesnd_play_iface(InterfaceSounds::IFACE_MOUSE_CLICK);
gameseq_post_event(GS_EVENT_LAB);
break;
}
extern bool Campaign_room_no_campaigns;
// do any processing based upon what happened to the snazzy menu
switch (snazzy_action) {
case SNAZZY_OVER:
for (it = Main_hall->regions.begin(); Main_hall->regions.end() != it; ++it) {
if (it->mask == code) {
main_hall_handle_mouse_location((int)std::distance(Main_hall->regions.begin(), it));
break;
}
}
break;
case SNAZZY_CLICKED:
if (code == ESC_PRESSED) {
region_action = ESC_PRESSED;
} else {
if (code == -1) {
// User didn't click on a valid button, just ignore the event
break;
}
for (it = Main_hall->regions.begin(); Main_hall->regions.end() != it; ++it) {
if (it->mask == code) {
region_action = it->action;
break;
}
}
if (region_action == -1) {
Error(LOCATION, "Region %d doesn't have an action!", code);
} else if (region_action == START_REGION) {
if (Player->flags & PLAYER_FLAGS_IS_MULTI) {
region_action = MULTIPLAYER_REGION;
} else {
region_action = READY_ROOM_REGION;
}
}
}
switch (region_action) {
// clicked on the exit region
case EXIT_REGION:
gamesnd_play_iface(InterfaceSounds::IFACE_MOUSE_CLICK);
main_hall_exit_game();
break;
// clicked on the readyroom region
case READY_ROOM_REGION:
// Make sure we aren't in multi mode.
Player->flags &= ~PLAYER_FLAGS_IS_MULTI;
Game_mode = GM_NORMAL;
// see if we have a missing campaign and force the player to select a new campaign if so
if (!(Player->flags & PLAYER_FLAGS_IS_MULTI) && Campaign_file_missing && !Campaign_room_no_campaigns) {
int rc = popup(0,
3,
XSTR("Go to Campaign Room", 1607),
XSTR("Select another pilot", 1608),
XSTR("Cancel", 641),
XSTR("The currently active campaign cannot be found. Please select another...", 1600));
switch (rc) {
case 0:
gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);
break;
case 1:
gameseq_post_event(GS_EVENT_BARRACKS_MENU);
break;
case 2:
// do nothing
break;
default:
// do nothing
break;
}
} else {
gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);
gamesnd_play_iface(InterfaceSounds::IFACE_MOUSE_CLICK);
}
break;
// clicked on the tech room region
case TECH_ROOM_REGION:
gamesnd_play_iface(InterfaceSounds::IFACE_MOUSE_CLICK);
gameseq_post_event(GS_EVENT_TECH_MENU);
break;
// clicked on the options region
case OPTIONS_REGION:
gamesnd_play_iface(InterfaceSounds::IFACE_MOUSE_CLICK);
gameseq_post_event(GS_EVENT_OPTIONS_MENU);
break;
// clicked on the campaign toom region
case CAMPAIGN_ROOM_REGION:
gamesnd_play_iface(InterfaceSounds::IFACE_MOUSE_CLICK);
gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);
break;
// clicked on the multiplayer region
case MULTIPLAYER_REGION:
// Make sure we are in multi mode.
Player->flags |= PLAYER_FLAGS_IS_MULTI;
// This function will post the correct state (or no state on error)
main_hall_do_multi_ready();
break;
// load mission key was pressed
case LOAD_MISSION_REGION:
break;
// quick start a game region
case QUICK_START_REGION:
#if !defined(NDEBUG)
if (Num_recent_missions > 0) {
strcpy_s(Game_current_mission_filename, Recent_missions[0]);
} else {
if (mission_load_up_campaign()) {
main_hall_set_notify_string(XSTR( "Campaign file is currently unavailable", 1606));
}
strcpy_s(Game_current_mission_filename, Campaign.missions[0].name);
}
Campaign.current_mission = -1;
gameseq_post_event(GS_EVENT_START_GAME_QUICK);
#endif
break;
// clicked on the barracks region
case BARRACKS_REGION:
gamesnd_play_iface(InterfaceSounds::IFACE_MOUSE_CLICK);
gameseq_post_event(GS_EVENT_BARRACKS_MENU);
break;
// increate the skill level
case SKILL_LEVEL_REGION:
char temp[100];
game_increase_skill_level();
sprintf(temp, XSTR( "Skill level set to %s.", 370), Skill_level_names(Game_skill_level));
main_hall_set_notify_string(temp);
break;
// escape was pressed
case ESC_PRESSED:
// if there is a help overlay active, then don't quit the game - just kill the overlay
if (!help_overlay_active(Main_hall_overlay_id)) {
// if there is no custom script action then exit
if (Main_hall->esc_action.empty()) {
gamesnd_play_iface(InterfaceSounds::IFACE_MOUSE_CLICK);
main_hall_exit_game();
} else {
const char* lua = Main_hall->esc_action.c_str();
bool success = Script_system.EvalString(lua, lua);
if (!success)
Warning(LOCATION,
"mainhall '+Escape Key Action' script failed to evaluate \"%s\"; check your syntax",
lua);
}
} else { // kill the overlay
help_overlay_set_state(Main_hall_overlay_id,gr_screen.res,0);
}
break;
// custom action
case SCRIPT_REGION:
const char *lua = it->lua_action.c_str();
bool success = Script_system.EvalString(lua, lua);
if (!success)
Warning(LOCATION,
"mainhall '+Door Action / $Script' failed to evaluate \"%s\"; check your syntax", lua);
break;
} // END switch (code)
// if the escape key wasn't pressed handle any mouse position related events
if (code != ESC_PRESSED) {
main_hall_handle_mouse_location((region_action == -1 ? -1 : (int)std::distance(Main_hall->regions.begin(), it)));
}
break;
default:
main_hall_handle_mouse_location(-1);
break;
} // END switch (snazzy_action)
if (mouse_down(MOUSE_LEFT_BUTTON)) {
help_overlay_set_state(Main_hall_overlay_id, main_hall_get_overlay_resolution_index(), 0);
}
// draw the background bitmap
gr_reset_clip();
GR_MAYBE_CLEAR_RES(Main_hall_bitmap);
if (Main_hall_bitmap >= 0) {
gr_set_bitmap(Main_hall_bitmap);
gr_bitmap(0, 0, GR_RESIZE_MENU);
}
// render misc animations
main_hall_render_misc_anims(frametime, false);
// render door animtions
main_hall_render_door_anims(frametime);
// render misc animations (over doors)
main_hall_render_misc_anims(frametime, true);
// blit any appropriate tooltips
main_hall_maybe_blit_tooltips();
// fishtank
fishtank_process();
// draw any pending notification messages
main_hall_notify_do();
// process any help "hit f1" timestamps and display any messages if necessary
if (!F1_text_done) {
main_hall_process_help_stuff();
}
// blit help overlay if active
help_overlay_maybe_blit(Main_hall_overlay_id, main_hall_get_overlay_resolution_index());
// blit the freespace version #
main_hall_blit_version();
// blit the mod title and version
main_hall_blit_mod();
// blit ship and weapon table status
#ifndef NDEBUG
main_hall_blit_table_status();
#endif
gr_flip();
gr_reset_screen_scale();
// Display a popup if playermenu loaded a player file with a different version than expected
bool popup_shown = player_tips_controls();
// maybe run the player tips popup
if (!popup_shown) {
player_tips_popup();
}
// if we were supposed to skip a frame, then stop doing it after 1 frame
if (Main_hall_frame_skip) {
Main_hall_frame_skip = 0;
}
}
/**
* Close the main hall proper
*/
void main_hall_close()
{
if (!Main_hall_inited) {
return;
}
// unload the main hall bitmap
if (Main_hall_bitmap != -1) {
bm_release(Main_hall_bitmap);
}
// unload any bitmaps
if (Main_hall_mask >= 0) {
// make sure we unlock the mask bitmap so it can be unloaded
bm_unlock(Main_hall_mask);
bm_release(Main_hall_mask);
}
// free up any (possibly) playing misc animation handles
for (auto &misc_anim : Main_hall_misc_anim) {
if (misc_anim.num_frames > 0) {
generic_anim_unload(&misc_anim);
}
}
// free up any (possibly) playing door animation handles
for (auto &door_anim : Main_hall_door_anim) {
if (door_anim.num_frames > 0) {
generic_anim_unload(&door_anim);
}
}
// stop any playing door sounds
for (auto &sound_pair : Main_hall_door_sound_handles) {
if ((sound_pair.second.isValid()) && snd_is_playing(sound_pair.second)) {
if (main_hall_can_truncate(sound_pair.first)) { // don't cut off the glow sounds (requested by Dan)
snd_stop(sound_pair.second);
sound_pair.second = sound_handle::invalid();
}
}
}
// close any snazzy menu details
snazzy_menu_close();
// no fish
fishtank_stop();
// unpause
Main_hall_paused = 0;
// not inited anymore
Main_hall_inited = 0;
}
/**
* Return music index
*
* @param main_hall_num Index to seek
* @return Index into spooled music
*/
int main_hall_get_music_index(int main_hall_num)
{
main_hall_defines *hall;
int index;
if (main_hall_num < 0) {
return -1;
}
hall = &Main_hall_defines.at(main_hall_num).at(main_hall_get_resolution_index(main_hall_num));
// Goober5000 - try substitute first
index = event_music_get_spooled_music_index(hall->substitute_music_name);
if ( (index >= 0) && (Spooled_music[index].flags & SMF_VALID) ) {
return index;
}
// now try regular
index = event_music_get_spooled_music_index(hall->music_name);
if ( (index >= 0) && (Spooled_music[index].flags & SMF_VALID) ) {
return index;
}
return -1;
}
/**
* Start the main hall music playing
*/
void main_hall_start_music()
{
char *filename;
// start a looping ambient sound
main_hall_start_ambient();
// if we have selected no music, then don't do this
if (Cmdline_freespace_no_music) {
return;
}
// already playing?
if (Main_hall_music_handle >= 0) {
return;
}
// get music
Main_hall_music_index = main_hall_get_music_index(main_hall_id());
if (Main_hall_music_index < 0) {
nprintf(("Warning", "No music file exists to play music at the main menu!\n"));
return;
}
filename = Spooled_music[Main_hall_music_index].filename;
Assert(filename != nullptr);
// get handle
Main_hall_music_handle = audiostream_open(filename, ASF_MENUMUSIC);
if (Main_hall_music_handle < 0) {
nprintf(("Warning", "No music file exists to play music at the main menu!\n"));
return;
}
audiostream_play(Main_hall_music_handle, Master_event_music_volume, 1);
}
/**
* Stop the main hall music
*/
void main_hall_stop_music(bool fade)
{
if (Main_hall_music_handle != -1) {
audiostream_close_file(Main_hall_music_handle, fade);
Main_hall_music_handle = -1;
}
}
/**
* Render all playing misc animations
*
* @param frametime Animation frame time
*/
void main_hall_render_misc_anims(float frametime, bool over_doors)
{
std::deque<bool> group_anims_weve_checked;
int idx, s_idx, jdx;
// render all misc animations
for (idx = 0; idx < Main_hall->num_misc_animations; idx++) {
// give it a spot in the vector
group_anims_weve_checked.push_back(false);
// render it
if (Main_hall_misc_anim.at(idx).num_frames > 0 && Main_hall->misc_anim_over_doors.at(idx) == over_doors) {
// animation is paused
if (Main_hall->misc_anim_paused.at(idx)) {
// if the timestamp is -1, then regenerate it
if (Main_hall->misc_anim_delay.at(idx).at(0) == -1) {
int regen_idx = -1;
// if this is part of a group, we should do additional checking
if (Main_hall->misc_anim_group.at(idx) >= 0) {
// make sure we haven't already checked it
if (group_anims_weve_checked.at(idx) == false) {
SCP_vector<int> group_indexes; //stores indexes of which anims are part of a group
bool all_neg1 = true;
// okay... now we need to make sure all anims in this group are paused and -1
for (jdx = 0; jdx < Main_hall->num_misc_animations; jdx++) {
if (Main_hall->misc_anim_group.at(jdx) == Main_hall->misc_anim_group.at(idx)) {
Assert(group_anims_weve_checked.size() < INT_MAX);
if ((int)group_anims_weve_checked.size() <= jdx) {
group_anims_weve_checked.push_back(true);
} else {
group_anims_weve_checked.at(jdx) = true;
}
group_indexes.push_back(jdx);
if (!Main_hall->misc_anim_paused.at(jdx) || Main_hall->misc_anim_delay.at(jdx).at(0) != -1) {
all_neg1 = false;
}
}
}
// if the entire group is paused and off, pick a random one to regenerate
if (all_neg1) {
Assert(group_indexes.size() < INT_MAX);
regen_idx = group_indexes[Random::next((int)group_indexes.size())];
}
}
} else { // not part of a group, so just handle this index
regen_idx = idx;
}
// reset it to some random value (based on MIN and MAX) and continue
if (regen_idx >= 0) {
int min = Main_hall->misc_anim_delay.at(regen_idx).at(1);
int max = Main_hall->misc_anim_delay.at(regen_idx).at(2);
Main_hall->misc_anim_delay.at(regen_idx).at(0) = timestamp(min + (int) (frand() * (max - min)));
}
// if the timestamp is not -1 and has popped, play the anim and make the timestamp -1
} else if (timestamp_elapsed(Main_hall->misc_anim_delay.at(idx).at(0))) {
Main_hall->misc_anim_paused.at(idx) = false;
generic_anim_reset(&Main_hall_misc_anim.at(idx));
// kill the timestamp
Main_hall->misc_anim_delay.at(idx).at(0) = -1;
// reset the "should be playing" flags
Assert(Main_hall->misc_anim_sound_flag.at(idx).size() < INT_MAX);
for (s_idx = 0; s_idx < (int)Main_hall->misc_anim_sound_flag.at(idx).size(); s_idx++) {
Main_hall->misc_anim_sound_flag.at(idx).at(s_idx) = 0;
}
}
} else { // animation is not paused
Assert(Main_hall->misc_anim_special_sounds.at(idx).size() < INT_MAX);
for (s_idx = 0; s_idx < (int)Main_hall->misc_anim_special_sounds.at(idx).size(); s_idx++) {
// if we've passed the trigger point, then play the sound and break out of the loop
if ( (Main_hall_misc_anim.at(idx).current_frame >= Main_hall->misc_anim_special_trigger.at(idx).at(s_idx))
&& !Main_hall->misc_anim_sound_flag.at(idx).at(s_idx) ) {
Main_hall->misc_anim_sound_flag.at(idx).at(s_idx) = 1;
auto sound = Main_hall->misc_anim_special_sounds.at(idx).at(s_idx);
// Check if the sound is valid
if (sound.isValid())
{
// play the sound
auto snd = gamesnd_get_interface_sound(sound);
auto handle = snd_play(snd, Main_hall->misc_anim_sound_pan.at(idx));
Main_hall_misc_sound_handles.emplace_back(snd, handle);
}
break;
}
}
// animation has reached the last frame
if (Main_hall_misc_anim.at(idx).current_frame == Main_hall_misc_anim.at(idx).num_frames - 1) {
Main_hall->misc_anim_delay.at(idx).at(0) = -1;
// this helps the above code reset the timers
// MISC_ANIM_MODE_HOLD simply stops on the last frame, so we don't care
// MISC_ANIM_MODE_LOOPED just loops so we don't care either
if (Main_hall->misc_anim_modes.at(idx) == MISC_ANIM_MODE_TIMED) {
Main_hall->misc_anim_paused.at(idx) = true;
}
// don't reset sound for MISC_ANIM_MODE_HOLD
if (Main_hall->misc_anim_modes.at(idx) != MISC_ANIM_MODE_HOLD) {
// reset the "should be playing" flags
Assert(Main_hall->misc_anim_sound_flag.at(idx).size() < INT_MAX);
for (s_idx = 0; s_idx < (int)Main_hall->misc_anim_sound_flag.at(idx).size(); s_idx++) {
Main_hall->misc_anim_sound_flag.at(idx).at(s_idx) = 0;
}
}
}
// actually render it
if (Main_hall_frame_skip || Main_hall_paused) {
frametime = 0;
}
generic_anim_render(&Main_hall_misc_anim.at(idx), frametime, Main_hall->misc_anim_coords.at(idx).at(0), Main_hall->misc_anim_coords.at(idx).at(1), true);
}
}
}
}
/**
* Render all playing door animations
* @param frametime Animation frame time
*/
void main_hall_render_door_anims(float frametime)
{
int idx;
// render all door animations
Assert(Main_hall_door_anim.size() < INT_MAX);
for (idx = 0; idx < (int)Main_hall_door_anim.size(); idx++) {
if (Main_hall_door_anim.at(idx).num_frames > 0) {
// first pair : coords of where to play a given door anim
// second pair : center of a given door anim in windowed mode
generic_anim_render(&Main_hall_door_anim.at(idx), frametime, Main_hall->door_anim_coords.at(idx).at(0), Main_hall->door_anim_coords.at(idx).at(1), true);
}
}
}
/**
* Any necessary processing based upon the mouse location
* @param cur_region Region of current mouse location
*/
void main_hall_handle_mouse_location(int cur_region)
{
if (Main_hall_frame_skip) {
return;
}
if (cur_region >= (int) Main_hall->regions.size()) {
// MWA -- inserted return since Int3() was tripped when hitting L from main menu.
return;
}
// if the mouse is now over a resgion
if (cur_region != -1) {
// if we're still over the same region we were last frame, check stuff
if (cur_region == Main_hall_mouse_region) {
// if we have a linger timestamp set and it has expired, then get moving
if ((Main_hall_region_linger_stamp != -1) && timestamp_elapsed(Main_hall_region_linger_stamp)) {
main_hall_mouse_grab_region(cur_region);
// release the region linger stamp
Main_hall_region_linger_stamp = -1;
}
} else {
// if we're currently on another region, release it
if ( (Main_hall_mouse_region != -1) && (cur_region != Main_hall_mouse_region) ) {
main_hall_mouse_release_region(Main_hall_mouse_region);
}
// set the linger time
if (Main_hall_region_linger_stamp == -1) {
Main_hall_mouse_region = cur_region;
Main_hall_region_linger_stamp = timestamp(Main_hallregion_linger_delay);
}
}
} else { // if it was over a region but isn't anymore, release that region
if (Main_hall_mouse_region != -1) {
main_hall_mouse_release_region(Main_hall_mouse_region);
Main_hall_mouse_region = -1;
// release the region linger timestamp
Main_hall_region_linger_stamp = -1;
}
}
}
/**
* If the mouse has moved off of the currently active region, handle the anim accordingly
* @param region Region of prior mouse location
*/
void main_hall_mouse_release_region(int region)
{
if (Main_hall_frame_skip) {
return;
}
// don't do anything if there are no animations to play
else if (region >= (int) Main_hall_door_anim.size()) {
return;
}
// run backwards and stop at the first frame
Main_hall_door_anim.at(region).direction = GENERIC_ANIM_DIRECTION_BACKWARDS | GENERIC_ANIM_DIRECTION_NOLOOP;
// check for door sounds, ignoring the OPTIONS_REGION (which isn't a door)
if (Main_hall_door_anim.at(region).num_frames > 0) {
auto sound_pair = &Main_hall_door_sound_handles.at(region);
// don't stop the toaster oven or microwave regions from playing all the way through
if (sound_pair->second.isValid()) {
snd_stop(sound_pair->second);
}
auto sound = Main_hall->door_sounds.at(region).at(1);
if (sound.isValid())
{
sound_pair->first = gamesnd_get_interface_sound(sound);
sound_pair->second = snd_play(sound_pair->first, Main_hall->door_sound_pan.at(region));
}
// start the sound playing at the right spot relative to the completion of the animation
if ( Main_hall_door_anim.at(region).current_frame != -1 ) {
snd_set_pos(sound_pair->second,
(float) ((Main_hall_door_anim.at(region).keyframe) ? Main_hall_door_anim.at(region).keyframe :
Main_hall_door_anim.at(region).num_frames - Main_hall_door_anim.at(region).current_frame)
/ (float) Main_hall_door_anim.at(region).num_frames,
1);
}
}
}
/**
* If the mouse has moved on this region, handle it accordingly
* @param region Region of current mouse location
*/
void main_hall_mouse_grab_region(int region)
{
if (Main_hall_frame_skip) {
return;
}
// don't do anything if there are no animations to play
else if (region >= (int) Main_hall_door_anim.size()) {
return;
}
// run forwards
Main_hall_door_anim.at(region).direction = GENERIC_ANIM_DIRECTION_FORWARDS;
// stay on last frame if we have no keyframe
if (!Main_hall_door_anim.at(region).keyframe) {
Main_hall_door_anim.at(region).direction += GENERIC_ANIM_DIRECTION_NOLOOP;
}
// check for opening/starting sounds
// kill the currently playing sounds if necessary
auto sound_pair = &Main_hall_door_sound_handles.at(region);
if (sound_pair->second.isValid()) {
snd_stop(sound_pair->second);
}
auto sound = Main_hall->door_sounds.at(region).at(0);
if (sound.isValid())
{
sound_pair->first = gamesnd_get_interface_sound(sound);
sound_pair->second = snd_play(sound_pair->first, Main_hall->door_sound_pan.at(region));
}
// start the sound playing at the right spot relative to the completion of the animation
if ( (Main_hall_door_anim.at(region).num_frames > 0) && (Main_hall_door_anim.at(region).current_frame != -1) ) {
snd_set_pos(sound_pair->second,
(float) Main_hall_door_anim.at(region).current_frame
/ (float) Main_hall_door_anim.at(region).num_frames,
1);
}
}
/**
* Handle any right clicks which may have occured
*/
void main_hall_handle_right_clicks()
{
int new_region;
if (Main_hall_frame_skip) {
return;
}
// check to see if the button has been clicked
if (!Main_hall_right_click) {
if (mouse_down(MOUSE_RIGHT_BUTTON)) {
// cycle through the available regions
if (Main_hall_last_clicked_region == (int) Main_hall_door_anim.size() - 1) {
new_region = 0;
} else {
new_region = Main_hall_last_clicked_region + 1;
}
// set the position of the mouse cursor and the newly clicked region
int mx = Main_hall->door_anim_coords.at(new_region).at(2);
int my = Main_hall->door_anim_coords.at(new_region).at(3);
gr_resize_screen_pos( &mx, &my, nullptr, nullptr, GR_RESIZE_MENU );
if (mx < 0) {
mx = 0;
}
if (mx >= gr_screen.max_w) {
mx = gr_screen.max_w - 1;
}
if (my < 0) {
my = 0;
}
if (my >= gr_screen.max_h) {
my = gr_screen.max_h - 1;
}
mouse_set_pos( mx, my );
main_hall_handle_mouse_location(new_region);
Main_hall_last_clicked_region = new_region;
// set the mouse as being clicked
Main_hall_right_click = 1;
}
// set the mouse as being unclicked
} else if (Main_hall_right_click && !(mouse_down(MOUSE_RIGHT_BUTTON))) {
Main_hall_right_click = 0;
}
}
/**
* Cull any door sounds that have finished playing
*/
void main_hall_cull_door_sounds()
{
// basically just set the handle of any finished sound to be -1, so that we know its free anywhere else in the code we may need it
for (auto &sound_pair : Main_hall_door_sound_handles) {
if (sound_pair.second.isValid() && !snd_is_playing(sound_pair.second)) {
sound_pair.second = sound_handle::invalid();
}
}
// for misc sounds, we just remove the handle from the list if it's done
Main_hall_misc_sound_handles.remove_if([](const std::pair<game_snd*, sound_handle> &sound_pair)->bool {
return !snd_is_playing(sound_pair.second);
});
}
/**
* Insert random intercom sounds
*/
void main_hall_handle_random_intercom_sounds()
{
if (Main_hall->num_random_intercom_sounds <= 0)
{
// If there are no intercom sounds then just skip this section
return;
}
// if we have no timestamp for the next random sound, then set one
if ((Main_hall_next_intercom_sound_stamp == -1) && (!Main_hall_intercom_sound_handle.isValid())) {
int delta_ms = Random::next(Main_hall->intercom_delay.at(Main_hall_next_intercom_sound).at(0), Main_hall->intercom_delay.at(Main_hall_next_intercom_sound).at(1));
Main_hall_next_intercom_sound_stamp = timestamp(delta_ms);
}
// if the there is no sound playing
if (!Main_hall_intercom_sound_handle.isValid()) {
if (Main_hall_paused) {
return;
}
// if the timestamp has popped, play a sound
if ( (Main_hall_next_intercom_sound_stamp != -1) && (timestamp_elapsed(Main_hall_next_intercom_sound_stamp)) ) {
auto sound = Main_hall->intercom_sounds.at(Main_hall_next_intercom_sound);
// Check if the sound is valid
if (sound.isValid())
{
// play the sound
Main_hall_intercom_sound_handle = snd_play(gamesnd_get_interface_sound(sound));
// unset the timestamp
Main_hall_next_intercom_sound_stamp = -1;
}
// unset the timestamp
Main_hall_next_intercom_sound_stamp = -1;
}
} else { // if the sound is playing
// if the sound has finished, set the timestamp and continue
if (!snd_is_playing(Main_hall_intercom_sound_handle)) {
// increment the next sound
if (Main_hall_next_intercom_sound >= (Main_hall->num_random_intercom_sounds-1)) {
Main_hall_next_intercom_sound = 0;
} else {
Main_hall_next_intercom_sound++;
}
// set the timestamp
int delta_ms = Random::next(Main_hall->intercom_delay.at(Main_hall_next_intercom_sound).at(0), Main_hall->intercom_delay.at(Main_hall_next_intercom_sound).at(1));
Main_hall_next_intercom_sound_stamp = timestamp(delta_ms);
// release the sound handle
Main_hall_intercom_sound_handle = sound_handle::invalid();
}
}
}
/**
* Set the notification string with its decay timeout
* @param str Notification string
*/
void main_hall_set_notify_string(const char *str)
{
strcpy_s(Main_hall_notify_text,str);
Main_hall_notify_stamp = ui_timestamp(MAIN_HALL_NOTIFY_TIME);
}
/**
* Handle any drawing, culling, etc of notification messages
*/
void main_hall_notify_do()
{
// check to see if we should try and do something
if (Main_hall_notify_stamp.isValid()) {
// if the text time has expired
if (ui_timestamp_elapsed(Main_hall_notify_stamp)) {
strcpy_s(Main_hall_notify_text, "");
Main_hall_notify_stamp = UI_TIMESTAMP::invalid();
} else {
int w,h;
int old_font = font::get_current_fontnum();
gr_set_color_fast(&Color_bright);
font::set_font(Main_hall->font);
gr_get_string_size(&w,&h,Main_hall_notify_text);
gr_printf_menu_zoomed((gr_screen.max_w_unscaled_zoomed - w)/2, gr_screen.max_h_unscaled_zoomed - (h * 4 + 4), "%s", Main_hall_notify_text);
font::set_font(old_font);
}
}
}
/**
* Start a looping ambient sound for main hall
*/
void main_hall_start_ambient()
{
int play_ambient_loop = 0;
if (Main_hall_paused) {
return;
}
if (!Main_hall_ambient_loop.isValid()) {
play_ambient_loop = 1;
} else {
if (!snd_is_playing(Main_hall_ambient_loop)) {
play_ambient_loop = 1;
}
}
if (play_ambient_loop) {
Main_hall_ambient_loop = snd_play_looping(gamesnd_get_interface_sound(InterfaceSounds::MAIN_HALL_AMBIENT));
}
// no need to restart the intercom, since the game will set the timestamp for a new one
}
/**
* Stop a looping ambient sound for the main hall
*/
void main_hall_stop_ambient()
{
if (Main_hall_ambient_loop.isValid()) {
snd_stop(Main_hall_ambient_loop);
Main_hall_ambient_loop = sound_handle::invalid();
}
// also stop any PA announcements
if (Main_hall_intercom_sound_handle.isValid()) {
snd_stop(Main_hall_intercom_sound_handle);
Main_hall_intercom_sound_handle = sound_handle::invalid();
}
// stop any playing door sounds
for (auto &sound_pair : Main_hall_door_sound_handles) {
if ((sound_pair.second.isValid()) && snd_is_playing(sound_pair.second)) {
if (main_hall_can_truncate(sound_pair.first)) { // don't cut off the glow sounds (requested by Dan)
snd_stop(sound_pair.second);
sound_pair.second = sound_handle::invalid();
}
}
}
// also stop any misc sounds
for (auto &sound_pair : Main_hall_misc_sound_handles) {
if (sound_pair.second.isValid() && snd_is_playing(sound_pair.second)) {
if (main_hall_can_truncate(sound_pair.first)) {
snd_stop(sound_pair.second);
sound_pair.second = sound_handle::invalid();
}
}
}
}
/**
* Reset the volume of the looping ambient sound.
*
* @note This is called from the options screen when the looping ambient sound might be playing.
*/
void main_hall_reset_ambient_vol()
{
if (Main_hall_ambient_loop.isValid()) {
snd_set_volume(Main_hall_ambient_loop, gamesnd_get_interface_sound(InterfaceSounds::MAIN_HALL_AMBIENT)->volume_range.next());
}
}
/**
* Blit the freespace version number
*/
void main_hall_blit_version()
{
int w, h;
// format the version string
auto version_string = gameversion::get_version_string();
int old_font = font::get_current_fontnum();
font::set_font(Main_hall->font);
// get the length of the string
gr_get_string_size(&w, &h, version_string.c_str());
// print the string near the lower left corner
gr_set_color_fast(&Color_bright_white);
gr_string(5, gr_screen.max_h_unscaled_zoomed - (h * 2 + 6), version_string.c_str(), GR_RESIZE_MENU_ZOOMED);
font::set_font(old_font);
}
/**
* Blit the mod title and version
*/
void main_hall_blit_mod()
{
if ((!Mod_title.empty()) && (!Mod_version.empty())) {
int w, h;
// format the version string
auto mod_string = Mod_title + " " + Mod_version;
int old_font = font::get_current_fontnum();
font::set_font(Main_hall->font);
// get the length of the string
gr_get_string_size(&w, &h, mod_string.c_str());
// print the string near the lower left corner
gr_set_color_fast(&Color_bright_white);
gr_string(5, gr_screen.max_h_unscaled_zoomed - (h * 3 + 6), mod_string.c_str(), GR_RESIZE_MENU_ZOOMED);
font::set_font(old_font);
}
}
/**
* Blit any necessary tooltips
*/
void main_hall_maybe_blit_tooltips()
{
int w, h;
// if we're over no region - don't blit anything
if (Main_hall_mouse_region < 0) {
return;
}
if (Main_hall_mouse_region >= (int) Main_hall->regions.size()) {
Error(LOCATION, "Missing region description for index %d!\n", Main_hall_mouse_region);
}
// set the color and blit the string
if (!help_overlay_active(Main_hall_overlay_id)) {
const char* desc = Main_hall->regions[Main_hall_mouse_region].description.c_str();
int old_font = font::get_current_fontnum();
font::set_font(Main_hall->font);
// get the width of the string
gr_get_string_size(&w, &h, desc);
int text_y;
if (Main_hall->region_yval == -1) {
text_y = gr_screen.max_h_unscaled - ((gr_screen.max_h_unscaled - gr_screen.max_h_unscaled_zoomed) / 2) - Main_hall->tooltip_padding - h;
} else {
text_y = Main_hall->region_yval;
}
int shader_y = text_y - (Main_hall->tooltip_padding); // subtract more to pull higher
gr_set_shader(&Main_hall_tooltip_shader);
gr_shade(0, shader_y, gr_screen.max_w_unscaled, (gr_screen.max_h_unscaled - shader_y), GR_RESIZE_MENU);
gr_set_color_fast(&Color_bright_white);
gr_string((gr_screen.max_w_unscaled - w)/2, text_y, desc, GR_RESIZE_MENU);
font::set_font(old_font);
}
}
/**
* Process help messages
*/
void main_hall_process_help_stuff()
{
int w, h;
char str[255];
// if the timestamp has popped, don't do anything
if (Main_hall_help_stamp == -1) {
return;
}
// if the timestamp has popped, advance frame
if (timestamp_elapsed(Main_hall_help_stamp)) {
Main_hall_f1_text_frame++;
}
int old_font = font::get_current_fontnum();
font::set_font(Main_hall->font);
// otherwise print out the message
strcpy_s(str, XSTR( "Press F1 for help", 371));
gr_get_string_size(&w, &h, str);
int y_anim_offset = Main_hall_f1_text_frame;
// if anim is off the screen finally, stop altogether
if ( (y_anim_offset >= (2*Main_hall->tooltip_padding) + h) || (help_overlay_active(Main_hall_overlay_id)) ) {
Main_hall_f1_text_frame = -1;
Main_hall_help_stamp = -1;
F1_text_done = 1;
return;
}
// set the color and print out text and shader
gr_set_color_fast(&Color_bright_white);
gr_set_shader(&Main_hall_tooltip_shader);
gr_shade(0, 0, gr_screen.max_w_unscaled_zoomed, (2*Main_hall->tooltip_padding) + h - y_anim_offset, GR_RESIZE_MENU_ZOOMED);
gr_string((gr_screen.max_w_unscaled_zoomed - w)/2, Main_hall->tooltip_padding - y_anim_offset, str, GR_RESIZE_MENU_ZOOMED);
font::set_font(old_font);
}
/**
* CommanderDJ - finds the mainhall struct whose name is equal to the passed string
* @param name_to_find Name of mainhall we're searching for
*
* \return pointer to mainhall if one with a matching name is found
* \return NULL otherwise
*/
main_hall_defines* main_hall_get_pointer(const SCP_string &name_to_find)
{
unsigned int i;
for (i = 0; i < Main_hall_defines.size(); i++) {
if (!stricmp(Main_hall_defines.at(i).at(0).name.c_str(), name_to_find.c_str())) {
return &Main_hall_defines.at(i).at(main_hall_get_resolution_index(i));
}
}
return nullptr;
}
/**
* CommanderDJ - finds the mainhall struct whose name is equal to the passed string
* @param name_to_find Name of mainhall we're searching for
*
* \return index of mainhall in Main_hall_defines if one with a matching name is found
* \return -1 otherwise
*/
int main_hall_get_index(const SCP_string &name_to_find)
{
unsigned int i;
for (i = 0; i < Main_hall_defines.size(); i++) {
if (!stricmp(Main_hall_defines.at(i).at(0).name.c_str(), name_to_find.c_str())) {
return i;
}
}
return -1;
}
int main_hall_get_resolution_index(int main_hall_num)
{
size_t i;
float aspect_ratio = (float)gr_screen.center_w / (float)gr_screen.center_h;
for (i = Main_hall_defines.at(main_hall_num).size() - 1; i >= 1; i--) {
main_hall_defines* m = &Main_hall_defines.at(main_hall_num).at(i);
if (gr_screen.center_w >= m->min_width && gr_screen.center_h >= m->min_height && aspect_ratio >= m->min_aspect_ratio) {
return (int)i;
}
}
return 0;
}
void main_hall_get_name(SCP_string &name, unsigned int index)
{
if (index>=Main_hall_defines.size()) {
name = "";
} else {
name = Main_hall_defines.at(index).at(0).name;
}
}
int main_hall_get_overlay_id()
{
if (Main_hall==nullptr) {
return -1;
} else {
return Main_hall_overlay_id;
}
}
int main_hall_get_overlay_resolution_index()
{
if (Main_hall==nullptr) {
return -1;
} else {
return Main_hall->help_overlay_resolution_index;
}
}
// what main hall we're on
int main_hall_id()
{
if (Main_hall==nullptr) {
return -1;
} else {
return main_hall_get_index(Main_hall->name);
}
}
// CommanderDJ - helper function for initialising intercom sounds vectors based on number of sounds
// To be called after num_intercom_sounds has been parsed
void intercom_sounds_init(main_hall_defines &m, bool first_time, int base_num)
{
if (Cmdline_reparse_mainhall && first_time) {
// we could be reparsing with a different number of intercom sounds, so clear these and reinitialise
m.intercom_delay.clear();
m.intercom_sounds.clear();
m.intercom_sound_pan.clear();
}
for (int idx = base_num; idx < m.num_random_intercom_sounds; idx++) {
// intercom_delay
m.intercom_delay.emplace_back();
// each delay has a min and a max
m.intercom_delay.back().push_back(0);
m.intercom_delay.back().push_back(0);
// intercom_sounds
m.intercom_sounds.push_back(interface_snd_id());
// intercom_sound_pan
m.intercom_sound_pan.push_back(0);
}
}
/**
* Iinitialising misc anim vectors based on number of anims
* @note To be called after num_misc_animations has been parsed
*
* @param m Main hall defines
*/
void misc_anim_init(main_hall_defines &m, bool first_time, int base_num)
{
if (Cmdline_reparse_mainhall && first_time) {
// we could be reparsing with a different number of misc anims, so clear these and reinitialise
m.misc_anim_name.clear();
m.misc_anim_delay.clear();
m.misc_anim_paused.clear();
m.misc_anim_group.clear();
m.misc_anim_coords.clear();
m.misc_anim_modes.clear();
m.misc_anim_sound_pan.clear();
m.misc_anim_special_sounds.clear();
m.misc_anim_special_trigger.clear();
m.misc_anim_sound_flag.clear();
m.misc_anim_initial_delay.clear();
}
for (int idx = base_num; idx < m.num_misc_animations; idx++) {
// misc_anim_name
m.misc_anim_name.emplace_back();
// misc_anim_delay
m.misc_anim_delay.emplace_back();
// -1 default for the first entry, 0 for the others
m.misc_anim_delay.back().push_back(-1);
m.misc_anim_delay.back().push_back(0);
m.misc_anim_delay.back().push_back(0);
// set the default initial delay to -1
m.misc_anim_initial_delay.push_back(-1);
// misc_anim_paused
m.misc_anim_paused.push_back(1); // default is paused
// misc_anim_group
m.misc_anim_group.push_back(-1);
// misc_anim_coords
m.misc_anim_coords.emplace_back();
m.misc_anim_coords.back().push_back(0);
m.misc_anim_coords.back().push_back(0);
// misc_anim_modes
m.misc_anim_modes.push_back(MISC_ANIM_MODE_LOOP);
// misc_anim_sound_pan
m.misc_anim_sound_pan.push_back(0.0f);
// misc_anim_special_sounds
// parse_sound_list deals with the rest of the initialisation for this one
m.misc_anim_special_sounds.push_back(SCP_vector<interface_snd_id>());
// misc_anim_special_trigger
m.misc_anim_special_trigger.emplace_back();
m.misc_anim_special_trigger.back().push_back(0);
// misc_anim_sound_flag
m.misc_anim_sound_flag.emplace_back();
}
}
/**
* Initialising door anim vectors based on number of anims
* @note To be called after num_door_animations has been parsed
*
* @param m Main hall defines
*/
void door_anim_init(main_hall_defines &m, bool first_time, int base_num)
{
if (Cmdline_reparse_mainhall && first_time) {
/* since we could be reparsing with a different number of door
anims, clear these and reinitialise. */
m.door_anim_name.clear();
m.door_anim_coords.clear();
m.door_sounds.clear();
m.door_sound_pan.clear();
}
for (int idx = base_num; idx < m.num_door_animations; idx++) {
// door_anim_name
m.door_anim_name.emplace_back();
// door_anim_coords
m.door_anim_coords.emplace_back();
// we want two pairs of coordinates for each animation
m.door_anim_coords.back().push_back(0);
m.door_anim_coords.back().push_back(0);
m.door_anim_coords.back().push_back(0);
m.door_anim_coords.back().push_back(0);
// door_sounds
m.door_sounds.emplace_back();
// door_sound_pan
m.door_sound_pan.push_back(0.0f);
}
}
void region_info_init(main_hall_defines &m)
{
if (Cmdline_reparse_mainhall) {
m.regions.clear();
}
if (Main_hall_use_defaults) {
main_hall_region defaults[] = {
main_hall_region(0, 0, XSTR( "Exit FreeSpace 2", 353), EXIT_REGION, ""),
main_hall_region(1, 'B', XSTR( "Barracks - Manage your FreeSpace 2 pilots", 354), BARRACKS_REGION, ""),
main_hall_region(2, 'R', XSTR( "Ready room - Start or continue a campaign", 355), START_REGION, ""),
main_hall_region(3, 'T', XSTR( "Tech room - View specifications of FreeSpace 2 ships and weaponry", 356), TECH_ROOM_REGION, ""),
main_hall_region(4, 0, XSTR( "Options - Change your FreeSpace 2 options", 357), OPTIONS_REGION, ""),
main_hall_region(5, 'C', XSTR( "Campaign Room - View all available campaigns", 358), CAMPAIGN_ROOM_REGION, ""),
main_hall_region(6, 'G', "Quick start", QUICK_START_REGION, "")
};
for (int idx = 0; idx < 7; idx++) {
m.regions.push_back(defaults[idx]);
}
}
// XSTR( "Multiplayer - Start or join a multiplayer game", 359)
m.default_readyroom = true;
}
/**
* Read in main hall table
*/
void main_hall_table_init()
{
// clear the main hall entries
Main_hall_defines.clear();
Main_hall_sounds_to_not_truncate.clear();
// if mainhall.tbl exists, parse it
if (cf_exists_full("mainhall.tbl", CF_TYPE_TABLES)) {
parse_main_hall_table("mainhall.tbl");
}
// parse any modular tables
parse_modular_table("*-hall.tbm", parse_main_hall_table);
// these are the retail sounds, but in the future we may want to add
// main hall table configs for other sounds to not truncate
// (these indexes are the activate/deactivate sounds for the non-door hotspots in the door lists)
auto retail_indexes = { 32, 33, 34, 35, 43, 44, 56, 57, 54, 55, 51, 52, 25, 61 };
for (auto idx: retail_indexes) {
auto iface_entry = gamesnd_get_by_iface_tbl_index(idx);
if (iface_entry.isValid()) {
Main_hall_sounds_to_not_truncate.push_back(gamesnd_get_interface_sound(iface_entry));
}
}
}
// read in main hall table
void parse_main_hall_table(const char* filename)
{
int hall_idx, res_idx = 0, num_resolutions = 2;
try
{
read_file_text(filename, CF_TYPE_TABLES);
reset_parse();
if (optional_string("$Base mainhalls on retail defaults:")) {
stuff_boolean(&Main_hall_use_defaults);
}
if (optional_string("$Num Resolutions:")) {
stuff_int(&num_resolutions);
if (num_resolutions < 1) {
Error(LOCATION, "$Num Resolutions in %s is %d. (Must be 1 or greater)", filename, num_resolutions);
}
}
if (optional_string("$Door animation delay on hover:")) {
int linger_temp;
stuff_int(&linger_temp);
if (linger_temp < 0) {
mprintf(("The value '%i' for '$Door animation delay on hover:' must be greater than 0, setting to 0!", linger_temp));
linger_temp = 0;
}
Main_hallregion_linger_delay = linger_temp;
}
// find out what hall we read next
hall_idx = (int)Main_hall_defines.size();
while (required_string_either("#End", "$Main Hall"))
parse_one_main_hall(Parsing_modular_table, num_resolutions, hall_idx, res_idx);
required_string("#End");
// free up memory from parsing the mainhall tbl
stop_parse();
}
catch (const parse::ParseException& e)
{
mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", filename, e.what()));
return;
}
}
void parse_one_main_hall(bool replace, int num_resolutions, int &hall_idx, int &res_idx)
{
char temp_string[MAX_FILENAME_LEN];
SCP_string temp_scp_string;
bool first_time = false;
bool create_if_not_found = true;
main_hall_defines *m;
required_string("$Main Hall");
// default to the current index
sprintf(temp_string, "%d", hall_idx);
// see if we have a name
if (optional_string("+Name:"))
{
stuff_string(temp_string, F_RAW, MAX_FILENAME_LEN);
if (optional_string("+nocreate"))
{
if (!replace)
Warning(LOCATION, "+nocreate flag used for main hall in non-modular table");
create_if_not_found = false;
}
// we can only create or look up entries if this is the first resolution
if (res_idx == 0)
{
// see if main hall exists already
int temp_hall_idx = main_hall_get_index(temp_string);
// an entry exists
if (temp_hall_idx >= 0)
{
if (!replace)
{
error_display(0, "Main hall name '%s' already exists. All main hall names must be unique; the second entry has been skipped", temp_string);
if (!skip_to_start_of_string_either("$Main Hall", "#End"))
error_display(1, "Missing [#End] or [$Main Hall] after duplicate main hall %s", temp_string);
return;
}
hall_idx = temp_hall_idx;
}
// an entry does not exist
else
{
// Don't create main hall if it has +nocreate and is in a modular table.
if (!create_if_not_found && replace)
{
if (!skip_to_start_of_string_either("$Main Hall", "#End"))
error_display(1, "Missing [#End] or [$Main Hall] after main hall %s", temp_string);
return;
}
hall_idx = (int)Main_hall_defines.size();
}
}
// if this is not the first resolution, check consistent names
else
{
/**
* the reason that this is an error is that even if we were to change the names to match
* it is very likely the user would get the wrong mainhall loaded since their campaign files
* may still refer to the entry with the incorrect name
*/
if (strcmp(temp_string, Main_hall_defines.at(hall_idx).at(0).name.c_str()) != 0)
{
error_display(0, "The main hall '%s' has different names for different resolutions. All resolutions must have the same name. Either remove the hi-res entries' names entirely or set them to match the first resolution entry's name.", Main_hall_defines.at(hall_idx).at(0).name.c_str());
strcpy_s(temp_string, Main_hall_defines.at(hall_idx).at(0).name.c_str());
}
}
}
// if we don't have a name, but this isn't the first resolution, use the name of the first resolution
else if (res_idx != 0)
{
strcpy_s(temp_string, Main_hall_defines.at(hall_idx).at(0).name.c_str());
}
// now that that's all (optionally) sorted, figure out which entry we're parsing
if (hall_idx >= (int)Main_hall_defines.size())
{
Main_hall_defines.emplace_back();
}
if (res_idx >= (int)Main_hall_defines.at(hall_idx).size())
{
Main_hall_defines.at(hall_idx).emplace_back();
first_time = true;
}
m = &Main_hall_defines.at(hall_idx).at(res_idx);
m->name = temp_string;
// ---------- now parse the main hall data ----------
// add cheats
while (optional_string("+Cheat String:")) {
stuff_string(temp_scp_string, F_RAW);
m->cheat.push_back(temp_scp_string);
if (temp_scp_string.size() > MAIN_HALL_MAX_CHEAT_LEN) {
// Since the value is longer than the cheat buffer it will never match.
Warning(LOCATION, "The value '%s' for '+Cheat String:' is too long! It can be at most %d characters long.", temp_scp_string.c_str(), MAIN_HALL_MAX_CHEAT_LEN);
}
required_string("+Anim To Change:");
stuff_string(temp_scp_string, F_NAME);
m->cheat_anim_from.push_back(temp_scp_string);
required_string("+Anim To Change To:");
stuff_string(temp_scp_string, F_NAME);
m->cheat_anim_to.push_back(temp_scp_string);
}
// minimum resolution
if (optional_string("+Min Resolution:")) {
stuff_int(&m->min_width);
stuff_int(&m->min_height);
}
else if (first_time && res_idx != 0) {
m->min_width = GR_1024_THRESHOLD_WIDTH;
m->min_height = GR_1024_THRESHOLD_HEIGHT;
}
// minimum aspect ratio
if (optional_string("+Min Aspect Ratio:")) {
stuff_float(&m->min_aspect_ratio);
}
// bitmap and mask
if (optional_string("+Bitmap:")) {
stuff_string(temp_string, F_NAME, MAX_FILENAME_LEN);
m->bitmap = temp_string;
}
if (optional_string("+Mask:")) {
stuff_string(temp_string, F_NAME, MAX_FILENAME_LEN);
m->mask = temp_string;
}
if (optional_string("+Music:")) { // Demo doesn't have these lines.
stuff_string(temp_string, F_NAME, MAX_FILENAME_LEN);
m->music_name = temp_string;
}
// Goober5000
if (optional_string("+Substitute Music:")) {
stuff_string(temp_string, F_NAME, MAX_FILENAME_LEN);
m->substitute_music_name = temp_string;
}
if (optional_string("+Help Overlay:")) {
stuff_string(temp_string, F_NAME, MAX_FILENAME_LEN);
m->help_overlay_name = temp_string;
}
if (optional_string("+Help Overlay Resolution Index:")) {
stuff_int(&m->help_overlay_resolution_index);
}
else if (first_time) {
m->help_overlay_resolution_index = res_idx;
}
// zoom area
if (optional_string("+Zoom To:")) {
stuff_int(&m->zoom_area_width);
stuff_int(&m->zoom_area_height);
}
// intercom sounds
if (optional_string("+Num Intercom Sounds:")) {
int base_num = m->num_random_intercom_sounds;
int num;
stuff_int(&num);
m->num_random_intercom_sounds += num;
// initialise the intercom sounds vectors
intercom_sounds_init(*m, first_time, base_num);
for (int idx = base_num; idx < m->num_random_intercom_sounds; idx++) {
// intercom delay
required_string("+Intercom delay:");
stuff_int(&m->intercom_delay.at(idx).at(0));
stuff_int(&m->intercom_delay.at(idx).at(1));
}
for (int idx = base_num; idx < m->num_random_intercom_sounds; idx++) {
// intercom sound id
parse_iface_sound("+Intercom sound:", &m->intercom_sounds.at(idx));
}
for (int idx = base_num; idx < m->num_random_intercom_sounds; idx++) {
// intercom pan
required_string("+Intercom pan:");
stuff_float(&m->intercom_sound_pan.at(idx));
}
}
// misc animations
if (optional_string("+Num Misc Animations:")) {
int base_num = m->num_misc_animations;
int num;
stuff_int(&num);
m->num_misc_animations += num;
// initialise the misc anims vectors
misc_anim_init(*m, first_time, base_num);
for (int idx = base_num; idx < m->num_misc_animations; idx++) {
// anim names
required_string("+Misc anim:");
stuff_string(temp_string, F_NAME, MAX_FILENAME_LEN);
m->misc_anim_name.at(idx) = temp_string;
}
for (int idx = base_num; idx < m->num_misc_animations; idx++) {
// anim groups, optionally
if (optional_string("+Misc anim group:")) {
stuff_int(&m->misc_anim_group.at(idx));
}
else {
m->misc_anim_group.at(idx) = -1;
}
}
for (int idx = base_num; idx < m->num_misc_animations; idx++) {
// anim delay
required_string("+Misc anim delay:");
stuff_int(&m->misc_anim_initial_delay.at(idx));
// We set the first value here to -1; if the first delay parameter is set to something that isn't
// -1, we will replace it with a proper timestamp while loading up the mainhall for presentation.
m->misc_anim_delay.at(idx).at(0) = -1;
stuff_int(&m->misc_anim_delay.at(idx).at(1));
stuff_int(&m->misc_anim_delay.at(idx).at(2));
}
for (int idx = base_num; idx < m->num_misc_animations; idx++) {
// anim coords
required_string("+Misc anim coords:");
stuff_int(&m->misc_anim_coords.at(idx).at(0));
stuff_int(&m->misc_anim_coords.at(idx).at(1));
}
for (int idx = base_num; idx < m->num_misc_animations; idx++) {
// anim mode
required_string("+Misc anim mode:");
stuff_int(&m->misc_anim_modes.at(idx));
}
for (int idx = base_num; idx < m->num_misc_animations; idx++) {
// anim pan
required_string("+Misc anim pan:");
stuff_float(&m->misc_anim_sound_pan.at(idx));
}
for (int idx = base_num; idx < m->num_misc_animations; idx++) {
// anim sound id
parse_iface_sound_list("+Misc anim sounds:", m->misc_anim_special_sounds.at(idx), "+Misc anim sounds:");
}
for (int idx = base_num; idx < m->num_misc_animations; idx++) {
// anim sound triggers
required_string("+Misc anim trigger:");
int temp_int = 0;
stuff_int(&temp_int);
for (int s_idx = 0; s_idx < temp_int; s_idx++) {
m->misc_anim_special_trigger.at(idx).push_back(0);
stuff_int(&m->misc_anim_special_trigger.at(idx).at(s_idx));
}
}
for (int idx = base_num; idx < m->num_misc_animations; idx++) {
// anim sound handles - deprecated, but deal with it just in case
if (optional_string("+Misc anim handles:")) {
advance_to_eoln(nullptr);
}
}
for (int idx = base_num; idx < m->num_misc_animations; idx++) {
// anim sound flags - table flag deprecated, so ignore user input
if (optional_string("+Misc anim flags:")) {
advance_to_eoln(nullptr);
}
// we need one flag for each sound
Assert(m->misc_anim_special_sounds.at(idx).size() < INT_MAX);
for (int s_idx = 0; s_idx < (int)m->misc_anim_special_sounds.at(idx).size(); s_idx++) {
m->misc_anim_sound_flag.at(idx).push_back(0);
}
}
for (int idx = base_num; idx < m->num_misc_animations; idx++) {
// render over doors - default to false
if (optional_string("+Misc anim over doors:")) {
bool temp_b;
stuff_boolean(&temp_b);
m->misc_anim_over_doors.push_back(temp_b);
}
else {
m->misc_anim_over_doors.push_back(false);
}
}
}
if (first_time)
region_info_init(*m);
// door animations
if (optional_string("+Num Door Animations:")) {
int base_num = m->num_door_animations;
int num;
stuff_int(&num);
m->num_door_animations += num;
// initialise the door anim vectors
door_anim_init(*m, first_time, base_num);
for (int idx = base_num; idx < m->num_door_animations; idx++) {
// door name
required_string("+Door anim:");
stuff_string(temp_string, F_NAME, MAX_FILENAME_LEN);
m->door_anim_name.at(idx) = temp_string;
}
for (int idx = base_num; idx < m->num_door_animations; idx++) {
// door coords
required_string("+Door coords:");
stuff_int(&m->door_anim_coords.at(idx).at(0));
stuff_int(&m->door_anim_coords.at(idx).at(1));
stuff_int(&m->door_anim_coords.at(idx).at(2));
stuff_int(&m->door_anim_coords.at(idx).at(3));
}
for (int idx = base_num; idx < m->num_door_animations; idx++) {
// door open and close sounds
parse_iface_sound_list("+Door sounds:", m->door_sounds.at(idx), "+Door sounds:", true);
}
for (int idx = base_num; idx < m->num_door_animations; idx++) {
// door pan value
required_string("+Door pan:");
stuff_float(&m->door_sound_pan[idx]);
}
}
int mask;
for (int idx = 0; optional_string("+Door mask value:"); idx++) {
// door mask
stuff_string(temp_string, F_RAW, MAX_FILENAME_LEN);
mask = (int)strtol(temp_string, nullptr, 0);
mask = 255 - mask;
if (idx >= (int)m->regions.size()) {
m->regions.resize(idx + 1);
}
m->regions[idx].mask = mask;
}
for (int idx = 0; optional_string("+Door action:"); idx++) {
// door action
if (idx >= (int)m->regions.size()) {
m->regions.resize(idx + 1);
}
if (optional_string("Script")) {
m->regions[idx].action = SCRIPT_REGION;
stuff_string(m->regions[idx].lua_action, F_RAW);
}
else {
stuff_string(temp_scp_string, F_RAW);
int action = -1;
for (int i = 0; Main_hall_region_map[i].name != nullptr; i++) {
if (temp_scp_string == Main_hall_region_map[i].name) {
action = Main_hall_region_map[i].mask;
break;
}
}
if (action == -1) {
SCP_string err_msg;
for (int i = 0; Main_hall_region_map[i].name != nullptr; i++) {
if (i != 0) {
err_msg += ", ";
}
err_msg += Main_hall_region_map[i].name;
}
Error(LOCATION, "Unknown Door Region '%s'! Expected one of: %s", temp_scp_string.c_str(), err_msg.c_str());
}
m->regions[idx].action = action;
}
}
for (int idx = 0; optional_string("+Door key:"); idx++) {
// door key
stuff_string(temp_string, F_RAW, MAX_FILENAME_LEN);
if ((int)m->regions.size() <= idx) {
m->regions.resize(idx + 1);
}
m->regions[idx].key = temp_string[0];
}
for (int idx = 0; optional_string("+Door description:"); idx++) {
// region description (tooltip)
stuff_string(temp_scp_string, F_MESSAGE);
if (temp_scp_string != "default") {
if (idx >= (int)m->regions.size()) {
m->regions.resize(idx + 1);
}
m->regions[idx].description = temp_scp_string;
if (idx == 2) {
m->default_readyroom = false;
}
}
}
// font for tooltips and other text
if (optional_string("+Font:")) {
m->font = font::parse_font();
}
// tooltip padding
if (optional_string("+Tooltip Padding:")) {
stuff_int(&m->tooltip_padding);
}
// tooltip y location
if (optional_string("+Tooltip Y:")) {
stuff_int(&m->region_yval);
}
//ESC key action
if (optional_string("+Escape Key Script Action:")) {
stuff_string(m->esc_action, F_RAW);
}
// ---------- done parsing the main hall data ----------
// we're done, so move to the next entry
res_idx++;
if (res_idx >= num_resolutions)
{
res_idx = 0;
hall_idx = (int)Main_hall_defines.size(); // assume the next main hall is going to be a new one
}
}
/**
* Make the vasudan main hall funny
*/
void main_hall_vasudan_funny()
{
Vasudan_funny = 1;
}
/**
* Lookup if Vasudan main hall, based upon background graphics
*/
bool main_hall_is_vasudan()
{
return !stricmp(Main_hall->bitmap.c_str(), "vhall") || !stricmp(Main_hall->bitmap.c_str(), "2_vhall");
}
/**
* Silence sounds on mainhall if we hit a pause mode (ie. lost window focus, minimized, etc)
*/
void main_hall_pause()
{
if (Main_hall_paused) {
return;
}
Main_hall_paused = 1;
audiostream_pause(Main_hall_music_handle);
main_hall_stop_ambient();
}
/**
* Recover from a paused state (ie. lost window focus, minimized, etc)
*/
void main_hall_unpause()
{
if (!Main_hall_paused) {
return;
}
Main_hall_paused = 0;
audiostream_unpause(Main_hall_music_handle);
main_hall_start_ambient();
}
/**
* Toggle the help overlay
*/
void main_hall_toggle_help(bool enable)
{
help_overlay_set_state(Main_hall_overlay_id, main_hall_get_overlay_resolution_index(), (int)enable);
}
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