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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 "gamesequence/gamesequence.h"
#include "freespace2/freespace.h"
#include "io/key.h"
#include "controlconfig/controlsconfig.h"
#include "ui/ui.h"
#include "gamesnd/gamesnd.h"
#include "missionui/missionscreencommon.h"
#include "globalincs/alphacolors.h"
#include "weapon/weapon.h"
#include "sound/audiostr.h"
// text positioning constats
#define TITLE_Y 35
#define Y_START 70
#define X_OFFSET_1 70
// pixel offset for description of key from where key binding starts
#define KEY_DESCRIPTION_OFFSET 193
// different gameplay help pages
#define GP_FIRST_SCREEN 0 // keep up to date
#define GP_HELP_BASIC_KEYS 0
#define GP_HELP_MOVEMENT_KEYS 1
#define GP_HELP_COMMON_TARGET_KEYS 2
#define GP_HELP_ADVANCED_TARGET_KEYS 3
#define GP_HELP_MESSAGING 4
#define GP_HELP_WEAPON_KEYS 5
#define GP_HELP_THROTTLE_AND_ETS_KEYS 6
#define GP_HELP_VIEW_KEYS 7
#define GP_HELP_MISC_KEYS 8
#define GP_HELP_MULTI_KEYS 9
#define GP_LAST_SCREEN_SINGLE 8 // keep up to date
#define GP_LAST_SCREEN_MULTI 9 // keep up to date
// set this to GP_LAST_SCREEN_SINGLE or GP_LAST_SCREEN_MULTI based upon what game mode we're in
int Gp_last_screen;
#define NUM_BUTTONS 3
#define PREVIOUS_PAGE_BUTTON 0
#define NEXT_PAGE_BUTTON 1
#define CONTINUE_BUTTON 2
struct gameplay_help_buttons {
char *filename;
int x, y;
int hotspot;
int tab;
int flags;
UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
gameplay_help_buttons(char *name, int x1, int y1, int h) : filename(name), x(x1), y(y1), hotspot(h) {}
};
static gameplay_help_buttons Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
//XSTR:OFF
{
gameplay_help_buttons("F1B_00", 15, 389, 0),
gameplay_help_buttons("F1B_01", 60, 389, 1),
gameplay_help_buttons("F1B_02", 574, 431, 2)
},
{
gameplay_help_buttons("2_F1B_00", 24, 622, 0),
gameplay_help_buttons("2_F1B_01", 96, 622, 1),
gameplay_help_buttons("2_F1B_02", 919, 689, 2)
},
//XSTR:ON
};
#define GAME_HELP_NUM_TEXT 2
static UI_XSTR Game_help_text[GR_NUM_RESOLUTIONS][GAME_HELP_NUM_TEXT] = {
{ // GR_640
{ "Press ESC to return to the game", 1441, 263, 389, UI_XSTR_COLOR_GREEN, -1, NULL },
{ "Continue", 1069, 571, 413, UI_XSTR_COLOR_GREEN, -1, &Buttons[gr_screen.res][CONTINUE_BUTTON].button }
},
{ // GR_1024
{ "Press ESC to return to the game", 1441, 421, 622, UI_XSTR_COLOR_GREEN, -1, NULL },
{ "Continue", 1069, 928, 663, UI_XSTR_COLOR_GREEN, -1, &Buttons[gr_screen.res][CONTINUE_BUTTON].button }
}
};
static char *Game_help_filename[GR_NUM_RESOLUTIONS] = {
"F1",
"2_F1"
};
static char *Game_help_mask_filename[GR_NUM_RESOLUTIONS] = {
"F1-m",
"2_F1-m"
};
static UI_WINDOW Ui_window;
static int Background_bitmap;
static int Gameplay_help_inited = 0;
static int Current_help_page;
// generate a line for the on-line help for a control item with specified id
// input: id => index for control item within Control_config[]
// buf => buffer with enough space to hold ouput string
char *gameplay_help_control_text(int id, char *buf)
{
int has_key=0, has_joy=0;
config_item *ci;
ci = &Control_config[id];
if ( ci->key_id >= 0 ) {
strcpy(buf, textify_scancode(ci->key_id));
has_key=1;
}
if ( ci->joy_id >= 0 ) {
if ( has_key ) {
strcat(buf, XSTR( ", ", 129));
}
strcat(buf, Joy_button_text[ci->joy_id]);
has_joy=1;
}
if ( !has_key && !has_joy ) {
strcpy(buf, XSTR( "no binding", 130));
}
strcat(buf, XSTR( " - ", 131));
strcat(buf, ci->text);
return buf;
}
void gameplay_help_blit_control_line(int x, int y, int id)
{
int has_key=0, has_joy=0;
char buf[256];
config_item *ci;
ci = &Control_config[id];
buf[0] = 0;
if ( ci->key_id >= 0 ) {
strcpy_s(buf, textify_scancode(ci->key_id));
has_key=1;
}
if ( ci->joy_id >= 0 ) {
if ( has_key ) {
strcat_s(buf, XSTR( ", ", 129));
}
strcat_s(buf, Joy_button_text[ci->joy_id]);
has_joy=1;
}
if ( !has_key && !has_joy ) {
strcpy_s(buf, XSTR( "no binding", 130));
}
gr_string(x,y,buf);
// gr_string(x+KEY_DESCRIPTION_OFFSET,y,ci->text);
gr_string(x+KEY_DESCRIPTION_OFFSET, y, XSTR(ci->text, CONTROL_CONFIG_XSTR + id));
}
void gameplay_help_blit_control_line_raw(int x, int y, char *control_text, char *control_description)
{
gr_string(x,y,control_text);
gr_string(x+KEY_DESCRIPTION_OFFSET,y,control_description);
}
// game_play_help_set_title() will display the title for the help screen and
// set the font for the rest of the screen
void gameplay_help_set_title(char *title)
{
int sy=TITLE_Y;
char buf[128];
gr_set_color_fast(&Color_bright);
gr_printf(0x8000,sy,title);
sprintf(buf, XSTR( "Page %d of %d", 132), Current_help_page+1, Gp_last_screen+1);
gr_printf(0x8000,sy+gr_get_font_height()+2,buf);
gr_set_color_fast(&Color_normal);
}
// called once when the gameplay help state is entered
void gameplay_help_init()
{
int i;
gameplay_help_buttons *b;
if ( Gameplay_help_inited ) {
return;
}
common_set_interface_palette("InterfacePalette"); // set the interface palette
Ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
Ui_window.set_mask_bmap(Game_help_mask_filename[gr_screen.res]);
for (i=0; i<NUM_BUTTONS; i++) {
b = &Buttons[gr_screen.res][i];
b->button.create(&Ui_window, "", b->x, b->y, 60, 30, 0, 1);
// set up callback for when a mouse first goes over a button
b->button.set_highlight_action(common_play_highlight_sound);
b->button.set_bmaps(b->filename);
b->button.link_hotspot(b->hotspot);
}
// add all xstrs
for (i=0; i<GAME_HELP_NUM_TEXT; i++)
{
Ui_window.add_XSTR(&Game_help_text[gr_screen.res][i]);
}
// set the proper last screen # based upon game mode
if(Game_mode & GM_MULTIPLAYER){
Gp_last_screen = GP_LAST_SCREEN_MULTI;
} else {
Gp_last_screen = GP_LAST_SCREEN_SINGLE;
}
// setup hotkeys so lights flash when keys are pressed
Buttons[gr_screen.res][CONTINUE_BUTTON].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
Buttons[gr_screen.res][PREVIOUS_PAGE_BUTTON].button.set_hotkey(KEY_LEFT);
Buttons[gr_screen.res][NEXT_PAGE_BUTTON].button.set_hotkey(KEY_RIGHT);
Background_bitmap = bm_load(Game_help_filename[gr_screen.res]);
Current_help_page = GP_HELP_BASIC_KEYS;
Gameplay_help_inited = 1;
}
// called when moving to the previous help page
void gameplay_help_goto_prev_screen()
{
Current_help_page--;
if (Current_help_page < GP_FIRST_SCREEN) {
Current_help_page = Gp_last_screen;
}
gamesnd_play_iface(SND_SWITCH_SCREENS);
}
// called when proceeding to the next help page
void gameplay_help_goto_next_screen()
{
Current_help_page++;
if (Current_help_page > Gp_last_screen) {
Current_help_page = GP_FIRST_SCREEN;
}
gamesnd_play_iface(SND_SWITCH_SCREENS);
}
// called when the screen is exited
void gameplay_help_leave()
{
// unpause all game sounds
weapon_unpause_sounds();
audiostream_unpause_all();
gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
game_flush();
}
// deal with a keypress on the gameplay help screen
void gameplay_help_process_key(int k)
{
switch ( k ) {
case KEY_ESC:
gameplay_help_leave();
break;
case KEY_ENTER:
case KEY_SPACEBAR:
case KEY_TAB:
//gameplay_help_goto_next_screen();
Buttons[gr_screen.res][NEXT_PAGE_BUTTON].button.press_button();
break;
case KEY_SHIFTED | KEY_TAB:
Buttons[gr_screen.res][PREVIOUS_PAGE_BUTTON].button.press_button();
// gameplay_help_goto_prev_screen();
break;
default:
break;
} // end switch
}
// deal with buttons being pressed on the gameplay help screen
void gameplay_help_button_pressed(int n)
{
switch (n) {
case PREVIOUS_PAGE_BUTTON:
gameplay_help_goto_prev_screen();
break;
case NEXT_PAGE_BUTTON:
gameplay_help_goto_next_screen();
break;
case CONTINUE_BUTTON:
gameplay_help_leave();
gamesnd_play_iface(SND_COMMIT_PRESSED);
break;
default:
Int3();
break;
}
}
// Draw the help text onto the screen
void gameplay_help_draw_text()
{
int x_offset, y_offset, separation;
separation = gr_get_font_height() + 3;
switch ( Current_help_page ) {
case GP_HELP_BASIC_KEYS:
gameplay_help_set_title(XSTR( "Basic Keys", 133));
x_offset=X_OFFSET_1;
y_offset=Y_START;
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,END_MISSION);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,FIRE_PRIMARY);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,MAX_THROTTLE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,ZERO_THROTTLE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_NEXT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_PREV);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TOGGLE_AUTO_TARGETING);
y_offset += separation;
y_offset += separation;
gr_set_color_fast(&Color_bright);
gr_printf(0x8000,y_offset,XSTR( "Function Keys", 134));
gr_set_color_fast(&Color_normal);
y_offset += separation;
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset,y_offset, XSTR( "F1", 135), XSTR( "context-sensitive help", 136));
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset,y_offset, XSTR( "F2", 137), XSTR( "options screen (available anywhere in game)", 138));
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset,y_offset, XSTR( "F3", 139), XSTR( "hotkey assignment", 140));
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset,y_offset, XSTR( "F4", 141), XSTR( "HUD message scroll-back", 142));
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset,y_offset, XSTR( "F5...F12", 143), XSTR( "hotkeys", 144));
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset,y_offset, XSTR( "Shift-Esc", 145), XSTR( "quit FreeSpace 2 immediately", 146));
break;
case GP_HELP_MOVEMENT_KEYS:
gameplay_help_set_title(XSTR( "Movement Keys", 147));
x_offset=X_OFFSET_1;
y_offset=Y_START;
gameplay_help_blit_control_line(x_offset, y_offset,FORWARD_THRUST);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,MAX_THROTTLE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,ONE_THIRD_THROTTLE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TWO_THIRDS_THROTTLE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,MINUS_5_PERCENT_THROTTLE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,PLUS_5_PERCENT_THROTTLE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,ZERO_THROTTLE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,AFTERBURNER);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,REVERSE_THRUST);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,PITCH_FORWARD);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,PITCH_BACK);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,YAW_LEFT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,YAW_RIGHT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,BANK_LEFT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,BANK_RIGHT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,BANK_WHEN_PRESSED);
break;
case GP_HELP_COMMON_TARGET_KEYS:
gameplay_help_set_title(XSTR( "Basic Targeting Keys", 148));
x_offset=X_OFFSET_1;
y_offset=Y_START;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_NEXT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_PREV);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TOGGLE_AUTO_TARGETING);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_SHIP_IN_RETICLE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_NEXT_CLOSEST_HOSTILE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_PREV_CLOSEST_HOSTILE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_NEXT_CLOSEST_FRIENDLY);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_PREV_CLOSEST_FRIENDLY);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_NEXT_SUBOBJECT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_PREV_SUBOBJECT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_SUBOBJECT_IN_RETICLE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,MATCH_TARGET_SPEED);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TOGGLE_AUTO_MATCH_TARGET_SPEED);
break;
case GP_HELP_ADVANCED_TARGET_KEYS:
gameplay_help_set_title(XSTR( "Advanced Targeting Keys", 149));
x_offset=X_OFFSET_1;
y_offset=Y_START;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_CLOSEST_SHIP_ATTACKING_SELF);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_CLOSEST_SHIP_ATTACKING_TARGET);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_LAST_TRANMISSION_SENDER);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_TARGETS_TARGET);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_NEXT_ESCORT_SHIP);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_CLOSEST_REPAIR_SHIP);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_NEXT_UNINSPECTED_CARGO);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_PREV_UNINSPECTED_CARGO);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_NEWEST_SHIP);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_NEXT_BOMB);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_PREV_BOMB);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,STOP_TARGETING_SHIP);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_NEXT_LIVE_TURRET);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TARGET_PREV_LIVE_TURRET);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,STOP_TARGETING_SUBSYSTEM);
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset, y_offset, XSTR( "F5...F12", 143), XSTR( "Select target assigned to that hotkey", 150));
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset, y_offset, XSTR( "Shift-F5...F12", 151), XSTR( "Add/remove target from that hotkey", 152));
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset, y_offset, XSTR( "Alt-Shift-F5...F12", 153), XSTR( "Clear that hotkey", 154));
break;
case GP_HELP_MESSAGING:
gameplay_help_set_title(XSTR( "Messaging Keys", 155));
x_offset=X_OFFSET_1;
y_offset=Y_START;
gameplay_help_blit_control_line(x_offset, y_offset,SQUADMSG_MENU);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,REARM_MESSAGE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,ATTACK_MESSAGE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,DISARM_MESSAGE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,DISABLE_MESSAGE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,CAPTURE_MESSAGE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,ENGAGE_MESSAGE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,FORM_MESSAGE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,IGNORE_MESSAGE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,PROTECT_MESSAGE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,COVER_MESSAGE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,WARP_MESSAGE);
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset, y_offset, XSTR( "F5...F12", 143), XSTR( "send specified order to these target(s)", 156));
break;
case GP_HELP_WEAPON_KEYS:
gameplay_help_set_title(XSTR( "Weapon Keys", 157));
x_offset=X_OFFSET_1;
y_offset=Y_START;
gameplay_help_blit_control_line(x_offset, y_offset,FIRE_PRIMARY);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,FIRE_SECONDARY);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,CYCLE_NEXT_PRIMARY);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,CYCLE_PREV_PRIMARY);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,CYCLE_SECONDARY);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,CYCLE_NUM_MISSLES);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,LAUNCH_COUNTERMEASURE);
break;
case GP_HELP_THROTTLE_AND_ETS_KEYS:
gameplay_help_set_title(XSTR( "Energy Management Keys", 158));
x_offset=X_OFFSET_1;
y_offset=Y_START;
gameplay_help_blit_control_line(x_offset, y_offset,SHIELD_EQUALIZE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,SHIELD_XFER_TOP);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,SHIELD_XFER_BOTTOM);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,SHIELD_XFER_LEFT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,SHIELD_XFER_RIGHT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,INCREASE_WEAPON);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,DECREASE_WEAPON);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,INCREASE_SHIELD);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,DECREASE_SHIELD);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,INCREASE_ENGINE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,DECREASE_ENGINE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,ETS_EQUALIZE);
/*
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,XFER_LASER);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,XFER_SHIELD);
*/
break;
case GP_HELP_MISC_KEYS:
gameplay_help_set_title(XSTR( "Miscellaneous Keys", 159));
x_offset=X_OFFSET_1;
y_offset=Y_START;
// ending mission
//
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,END_MISSION);
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset,y_offset, XSTR( "ESC", 160), XSTR( "invoke abort mission popup", 161));
// time compression
//
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TIME_SPEED_UP);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,TIME_SLOW_DOWN);
// radar keys
//
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,RADAR_RANGE_CYCLE);
// escort view keys
//
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,ADD_REMOVE_ESCORT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,ESCORT_CLEAR);
// Pause, Print Screenshot
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset,y_offset, XSTR( "Pause", 162), XSTR( "pause game", 163));
y_offset += separation;
gameplay_help_blit_control_line_raw(x_offset,y_offset, XSTR( "Print Scrn", 164), XSTR( "take screen shot", 165));
break;
case GP_HELP_VIEW_KEYS:
gameplay_help_set_title(XSTR( "View Keys", 166));
x_offset=X_OFFSET_1;
y_offset=Y_START;
gameplay_help_blit_control_line(x_offset, y_offset,PADLOCK_UP);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,PADLOCK_DOWN);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,PADLOCK_LEFT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,PADLOCK_RIGHT);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,VIEW_CHASE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,VIEW_EXTERNAL);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,VIEW_SLEW);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,VIEW_DIST_INCREASE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,VIEW_DIST_DECREASE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,VIEW_CENTER);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,VIEW_OTHER_SHIP);
break;
case GP_HELP_MULTI_KEYS:
gameplay_help_set_title(XSTR( "Multiplayer Keys", 167));
x_offset=X_OFFSET_1;
y_offset=Y_START;
// ingame messaging
gr_set_color_fast(&Color_bright);
gr_printf(0x8000,y_offset,XSTR( "Ingame messaging keys (tap for text, hold for voice)", 168));
gr_set_color_fast(&Color_normal);
y_offset += separation;
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,MULTI_MESSAGE_ALL);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,MULTI_MESSAGE_FRIENDLY);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,MULTI_MESSAGE_HOSTILE);
y_offset += separation;
gameplay_help_blit_control_line(x_offset, y_offset,MULTI_MESSAGE_TARGET);
break;
} // end switch
}
// gameplay_help_do_frame() is the function that displays help when acutally playing the game
void gameplay_help_do_frame(float frametime)
{
int i, k;
// ensure the gameplay help interface has been initialized
if (!Gameplay_help_inited) {
Int3();
return;
}
// make sure game sounds are paused
weapon_pause_sounds();
audiostream_pause_all();
k = Ui_window.process() & ~KEY_DEBUGGED;
gameplay_help_process_key(k);
for (i=0; i<NUM_BUTTONS; i++){
if (Buttons[gr_screen.res][i].button.pressed()){
gameplay_help_button_pressed(i);
}
}
GR_MAYBE_CLEAR_RES(Background_bitmap);
if (Background_bitmap >= 0) {
gr_set_bitmap(Background_bitmap);
gr_bitmap(0, 0);
}
Ui_window.draw();
gameplay_help_draw_text();
gr_flip();
}
// called once when leaving the gameplay help state
void gameplay_help_close()
{
if ( Gameplay_help_inited ) {
if (Background_bitmap >= 0) {
bm_release(Background_bitmap);
}
Ui_window.destroy();
common_free_interface_palette(); // restore game palette
game_flush();
}
Gameplay_help_inited = 0;
}
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