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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 "menuui/mainhallmenu.h"
#include "menuui/mainhalltemp.h"
#include "ui/ui.h"
#include "io/key.h"
#include "gamesnd/gamesnd.h"
#include "gamesequence/gamesequence.h"
#include "mission/missioncampaign.h"
#include "mission/missionload.h"
#include "playerman/player.h"
#include "freespace2/freespace.h"
// ------------------------------------------------------------------------------------------------------------------------
// TEMP MAIN HALL DEFINES/VARS
//
#define MHT_NUM_BUTTONS 6
char *Mht_bitmap_fname[GR_NUM_RESOLUTIONS] = {
"mht_background", // GR_640
"2_mht_background" // GR_1024
};
char *Mht_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = {
"mht_mask", // GR_640
"2_mht_mask" // GR_1024
};
// button defs
#define MHT_READY_ROOM 0
#define MHT_CAMPAIGN_ROOM 1
#define MHT_OPTIONS 2
#define MHT_TECH_ROOM 3
#define MHT_BARRACKS 4
#define MHT_EXIT 5
UI_WINDOW Mht_window; // the window object for the join screen
int Mht_bitmap; // the background bitmap
ui_button_info Mht_buttons[GR_NUM_RESOLUTIONS][MHT_NUM_BUTTONS] = {
{ // GR_640
ui_button_info( "MHT_00", 15, 194, -1, -1, 2 ), // ready room
ui_button_info( "MHT_01", 15, 222, -1, -1, 5 ), // campaigns
ui_button_info( "MHT_02", 14, 251, -1, -1, 4 ), // options
ui_button_info( "MHT_03", 14, 280, -1, -1, 3 ), // tech room
ui_button_info( "MHT_04", 14, 309, -1, -1, 1 ), // barracks
ui_button_info( "MHT_05", 16, 339, -1, -1, 0 ), // exit
},
{ // GR_1024
ui_button_info( "2_MHT_00", 25, 312, -1, -1, 2 ), // ready room
ui_button_info( "2_MHT_01", 25, 357, -1, -1, 5 ), // campaigns
ui_button_info( "2_MHT_02", 24, 403, -1, -1, 4 ), // options
ui_button_info( "2_MHT_03", 24, 450, -1, -1, 3 ), // tech room
ui_button_info( "2_MHT_04", 25, 497, -1, -1, 1 ), // barracks
ui_button_info( "2_MHT_05", 27, 544, -1, -1, 0 ), // exit
}
};
// ------------------------------------------------------------------------------------------------------------------------
// TEMP MAIN HALL FUNCTIONS
//
void mht_check_buttons();
void mht_button_pressed(int n);
void mht_exit_game();
void mht_init()
{
int idx;
// create the interface window
Mht_window.create(0, 0, gr_screen.max_w_unscaled,gr_screen.max_h_unscaled, 0);
Mht_window.set_mask_bmap(Mht_bitmap_mask_fname[gr_screen.res]);
// load the background bitmap
Mht_bitmap = bm_load(Mht_bitmap_fname[gr_screen.res]);
if(Mht_bitmap < 0){
// we failed to load the bitmap - this is very bad
Int3();
}
// create the interface buttons
for(idx=0; idx<MHT_NUM_BUTTONS; idx++){
// create the object
Mht_buttons[gr_screen.res][idx].button.create(&Mht_window, "", Mht_buttons[gr_screen.res][idx].x, Mht_buttons[gr_screen.res][idx].y, 1, 1, 0, 1);
// set the sound to play when highlighted
Mht_buttons[gr_screen.res][idx].button.set_highlight_action(common_play_highlight_sound);
// set the ani for the button
Mht_buttons[gr_screen.res][idx].button.set_bmaps(Mht_buttons[gr_screen.res][idx].filename);
// set the hotspot
Mht_buttons[gr_screen.res][idx].button.link_hotspot(Mht_buttons[gr_screen.res][idx].hotspot);
}
// remove any multiplayer flags from the game mode
Game_mode &= ~(GM_MULTIPLAYER);
// initialize the music
main_hall_start_music();
// set the game_mode based on the type of player
Assert( Player != NULL );
if ( Player->flags & PLAYER_FLAGS_IS_MULTI ){
Game_mode = GM_MULTIPLAYER;
} else {
Game_mode = GM_NORMAL;
}
}
void mht_do()
{
int k = Mht_window.process();
// need to ensure ambient is playing, since it may be stopped by a playing movie
main_hall_start_ambient();
// process any keypresses
switch(k){
case KEY_ESC :
mht_exit_game();
break;
case KEY_B:
gameseq_post_event( GS_EVENT_BARRACKS_MENU );
break;
case KEY_G:
if(Player->flags & PLAYER_FLAGS_IS_MULTI){
break;
}
if (Num_recent_missions > 0) {
strncpy( Game_current_mission_filename, Recent_missions[0], MAX_FILENAME_LEN );
} else {
mission_load_up_campaign();
strncpy( Game_current_mission_filename, Campaign.missions[0].name, MAX_FILENAME_LEN );
}
Campaign.current_mission = -1;
gameseq_post_event(GS_EVENT_START_GAME_QUICK);
break;
case KEY_L:
gameseq_post_event( GS_EVENT_LOAD_MISSION_MENU );
break;
case KEY_F2:
gameseq_post_event(GS_EVENT_OPTIONS_MENU);
break;
case KEY_M:
if (Player->flags & PLAYER_FLAGS_IS_MULTI){
main_hall_do_multi_ready();
}
break;
}
// process button presses
mht_check_buttons();
// draw the background, etc
gr_reset_clip();
GR_MAYBE_CLEAR_RES(Mht_bitmap);
if(Mht_bitmap != -1){
gr_set_bitmap(Mht_bitmap);
gr_bitmap(0,0);
}
Mht_window.draw();
// flip the buffer
gr_flip();
}
void mht_close()
{
// unload any bitmaps
if(!bm_unload(Mht_bitmap)){
nprintf(("General","WARNING : could not unload background bitmap %s\n", Mht_bitmap_fname[gr_screen.res]));
}
// destroy the UI_WINDOW
Mht_window.destroy();
}
void mht_check_buttons()
{
int idx;
for(idx=0; idx<MHT_NUM_BUTTONS; idx++){
// we only really need to check for one button pressed at a time, so we can break after
// finding one.
if(Mht_buttons[gr_screen.res][idx].button.pressed()){
mht_button_pressed(idx);
break;
}
}
}
void mht_button_pressed(int n)
{
switch(n){
case MHT_READY_ROOM:
if (Player->flags & PLAYER_FLAGS_IS_MULTI){
main_hall_do_multi_ready();
} else {
gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);
gamesnd_play_iface(SND_USER_SELECT);
}
break;
case MHT_CAMPAIGN_ROOM:
gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);
gamesnd_play_iface(SND_USER_SELECT);
break;
case MHT_OPTIONS:
gameseq_post_event(GS_EVENT_OPTIONS_MENU);
gamesnd_play_iface(SND_USER_SELECT);
break;
case MHT_TECH_ROOM:
gameseq_post_event( GS_EVENT_TECH_MENU );
gamesnd_play_iface(SND_USER_SELECT);
break;
case MHT_BARRACKS:
gameseq_post_event( GS_EVENT_BARRACKS_MENU );
gamesnd_play_iface(SND_USER_SELECT);
break;
case MHT_EXIT:
mht_exit_game();
gamesnd_play_iface(SND_USER_SELECT);
break;
}
}
void mht_exit_game()
{
// stop music first
main_hall_stop_music();
main_hall_stop_ambient();
gameseq_post_event(GS_EVENT_QUIT_GAME);
}
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