warzone2100/src/intelmap.c

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/*
* IntelMap.c (Intelligence Map)
*
* Functions for the display of the Intelligence Map
*
*/
#include <time.h>
#include "lib/framework/frame.h"
#include "lib/widget/widget.h"
/* Includes direct access to render library */
#include "lib/ivis_common/piedef.h"
#include "lib/ivis_common/piestate.h"
#include "lib/ivis_common/rendmode.h"
//#include "geo.h"
#include "display3d.h"
#include "resource.h"
#include "map.h"
#include "intdisplay.h"
#include "objects.h"
#include "display.h"
#include "design.h"
#include "message.h"
#include "hci.h"
#include "intelmap.h"
#include "mapdisplay.h"
#include "lib/sound/audio.h"
#include "text.h"
#include "console.h"
#include "research.h"
#include "lib/gamelib/gtime.h"
#include "loop.h"
#include "lib/script/script.h"
#include "scripttabs.h"
#include "seqdisp.h"
#include "multiplay.h"
#include "lib/sound/cdaudio.h"
#include "scriptextern.h"
#include "csnap.h"
extern CURSORSNAP InterfaceSnap;
#define NO_VIDEO
// See research.txt for research entry to be displayed
// By defined this we jump straight to the research entry when clicking on any button in the intelmap screen
//#define DBG_RESEARCH_ENTRY (28) // Weapon research test
//#define DBG_RESEARCH_ENTRY (100) // Engineering research test
//#define DBG_RESEARCH_ENTRY (65) // Structure Tech
//Height to view the world from in Intelligence Screen
/*#ifndef PSX
#define INTELMAP_VIEWHEIGHT 2250
#else
#define INTELMAP_VIEWHEIGHT (2250)
#endif*/
/* Intelligence Map screen IDs */
//#define IDINTMAP_FORM 6000 //The intelligence map base form
#define IDINTMAP_MSGFORM 6001 //The intelligence map tabbed form
//#define IDINTMAP_MSGVIEW 6002 //The message 3D view for the intelligence screen
#define IDINTMAP_CLOSE 6004 //The close button icon for the 3D view
#define IDINTMAP_PAUSELABEL 6005 //The paused message
#define IDINITMAP_TITLEVIEW 6006 //The Title view part of MSGVIEW
#define IDINITMAP_PIEVIEW 6007 //The PIE view part of MSGVIEW
#define IDINTMAP_FLICVIEW 6008 //The Flic View part of MSGVIEW
#define IDINTMAP_TEXTVIEW 6009 //The Text area of MSGVIEW
#define IDINTMAP_TITLELABEL 6010 //The title text
#define IDINTMAP_SEQTEXT 6011 //Sequence subtitle text
#define IDINTMAP_MSGSTART 6100 //The first button on the intelligence form
#define IDINTMAP_MSGEND 6139 //The last button on the intelligence form (40 MAX)
#define IDINTMAP_SEQTEXTSTART 6200 //Sequence subtitle text tabs
//Proximity Messages no longer displayed in Intel Screen
//#define IDINTMAP_PROXSTART 6200 //The first proximity button
//#define IDINTMAP_PROXEND 6299 //The last proximity button
/* Intelligence Map screen positions */
#define INTMAP_X OBJ_BACKX
#define INTMAP_Y OBJ_BACKY
#define INTMAP_WIDTH OBJ_BACKWIDTH
#define INTMAP_HEIGHT OBJ_BACKHEIGHT
#define INTMAP_LABELX RET_X
#define INTMAP_LABELY 10
#define INTMAP_LABELWIDTH 60
#define INTMAP_LABELHEIGHT 20
/*tabbed message form screen positions */
#define INTMAP_MSGX OBJ_TABX
#define INTMAP_MSGY OBJ_TABY
#define INTMAP_MSGWIDTH OBJ_WIDTH
#define INTMAP_MSGHEIGHT OBJ_HEIGHT
/*3D View message form screen positions relative to INTMAP_FORM */
//#define INTMAP_VIEWX 211
//#define INTMAP_VIEWY (-260)
//#define INTMAP_VIEWWIDTH MSG_BUFFER_WIDTH
//#define INTMAP_VIEWHEIGHT MSG_BUFFER_HEIGHT
/* Length of time the message stays on the bottom of the screen for in milliseconds */
#define INTEL_TXT_LIFE 2000
//define the 3D View sizes and positions that are required - relative to INTMAP_FORM
//#ifndef PSX
#define INTMAP_RESEARCHX (100 + D_W)
#define INTMAP_RESEARCHY (30 + D_H)
#define INTMAP_RESEARCHWIDTH 440
#define INTMAP_RESEARCHHEIGHT 288
//#else
//// PSX versions need to be a multiple of 16 pixels wide and high as thats the
//// clipping rectangle limitations ( I Think? ). So far only tested for CAMPAIGN windows.
//#define INTMAP_RESEARCHX (32*2)
//#define INTMAP_RESEARCHY (32)
//#define INTMAP_RESEARCHWIDTH (320-(32*2))
//#define INTMAP_RESEARCHHEIGHT (16*11)
//#endif
//define the 3D View sizes and positions that are required - relative to INTMAP_FORM
/*#define INTMAP_MISSIONX (OBJ_BACKX)
#define INTMAP_MISSIONY (46)
#define INTMAP_MISSIONWIDTH (OBJ_WIDTH)
#define INTMAP_MISSIONHEIGHT (215)
#define INTMAP_PROXIMITYX (350)
#define INTMAP_PROXIMITYY (70)
#define INTMAP_PROXIMITYWIDTH (200)
#define INTMAP_PROXIMITYHEIGHT (175)*/
//#else
// PSX versions need to be a multiple of 16 pixels wide and high as thats the
// clipping rectangle limitations ( I Think? ). So far only tested for CAMPAIGN windows.
/*#define INTMAP_MISSIONX (OBJ_BACKX)
#define INTMAP_MISSIONY (40)
#define INTMAP_MISSIONWIDTH (OBJ_WIDTH)
#define INTMAP_MISSIONHEIGHT (240)
#define INTMAP_PROXIMITYX (350)
#define INTMAP_PROXIMITYY (70)
#define INTMAP_PROXIMITYWIDTH (200)
#define INTMAP_PROXIMITYHEIGHT (200)*/
//#endif
/*dimensions for Title view section relative to IDINTMAP_MSGVIEW*/
/*dimensions for PIE view section relative to IDINTMAP_MSGVIEW*/
#define INTMAP_TITLEX 0
#define INTMAP_TITLEY 0
#define INTMAP_TITLEWIDTH INTMAP_RESEARCHWIDTH
#define INTMAP_TITLEHEIGHT 18
#define INTMAP_PIEX 3
#define INTMAP_PIEY 24
//#define INTMAP_PIEWIDTH 240
//#define INTMAP_PIEHEIGHT 169
/*dimensions for FLIC view section relative to IDINTMAP_MSGVIEW*/
#define INTMAP_FLICX 245
#define INTMAP_FLICY 24
#define INTMAP_FLICWIDTH 192
#define INTMAP_FLICHEIGHT 170
/*dimensions for TEXT view section relative to IDINTMAP_MSGVIEW*/
#define INTMAP_TEXTX 0
#define INTMAP_TEXTY 200
#define INTMAP_TEXTWIDTH INTMAP_RESEARCHWIDTH
#define INTMAP_TEXTHEIGHT 88
#define TEXT_XINDENT 5
#define TEXT_YINDENT 5
/*dimensions for SEQTEXT view relative to IDINTMAP_MSGVIEW*/
#define INTMAP_SEQTEXTX 0
#define INTMAP_SEQTEXTY 0
#define INTMAP_SEQTEXTWIDTH INTMAP_RESEARCHWIDTH
#define INTMAP_SEQTEXTHEIGHT INTMAP_RESEARCHHEIGHT
/*dimensions for SEQTEXT tab view relative to IDINTMAP_SEQTEXT*/
#define INTMAP_SEQTEXTTABX 0
#define INTMAP_SEQTEXTTABY 0
#define INTMAP_SEQTEXTTABWIDTH INTMAP_SEQTEXTWIDTH
#define INTMAP_SEQTEXTTABHEIGHT INTMAP_SEQTEXTHEIGHT
//position for text on full screen video
#define VIDEO_TEXT_TOP_X 20
#define VIDEO_TEXT_TOP_Y 20
#define VIDEO_TEXT_BOTTOM_X 20
#define VIDEO_TEXT_BOTTOM_Y 444
#define TEXT_START_FRAME 0
#define TEXT_END_FRAME 9999
/* the widget screen */
extern W_SCREEN *psWScreen;
/* Static variables ********************/
//static SDWORD viewAngle;
//static SDWORD viewHeight;
static UDWORD messageID;
static BOOL immediateMessage = FALSE;
//How many proximity messages are currently being displayed
//static UDWORD numProxMsg;
//flags whether to open the Intel Screen with a message
static BOOL playCurrent;
/* functions declarations ****************/
static BOOL intAddMessageForm(BOOL playCurrent);
/*Displays the buttons used on the intelligence map */
static void intDisplayMessageButton(struct _widget *psWidget, UDWORD xOffset,
UDWORD yOffset, UDWORD *pColours);
/* displays the 3D view for the current message */
//static void intDisplayMessageView(struct _widget *psWidget, UDWORD xOffset, UDWORD yOffset,
// UDWORD *pColours);
/* Add the Proximity message buttons */
//static BOOL intAddProximityButton(MESSAGE *pMessage, UDWORD inc);
/*Displays the proximity messages used on the intelligence map */
//static void intDisplayProximityButton(struct _widget *psWidget, UDWORD xOffset,
// UDWORD yOffset, UDWORD *pColours);
/*deal with the actual button press - proxMsg is set to true if a proximity
button has been pressed*/
static void intIntelButtonPressed(BOOL proxMsg, UDWORD id);
/*this sets the width and height for the Intel map surface so that it fill the
appropriate sized image for the view*/
//static void setIntelBufferSize(UDWORD type);
/*sets the intel map surface back to the size it was created with */
//static void resetIntelBufferSize(void);
//static BOOL checkMessageOverlap(MESSAGE *psMessage, SWORD x, SWORD y);
/* draws the text message in the message window - only allows for one at the moment!*/
//static void displayIntelligenceMessage(MESSAGE *psMessage);
/* Remove the Message View from the Intelligence screen without animation*/
//static void intRemoveMessageViewNoAnim(BOOL animated);
static void intDisplayPIEView(struct _widget *psWidget, UDWORD xOffset, UDWORD yOffset,
UDWORD *pColours);
static void intDisplayFLICView(struct _widget *psWidget, UDWORD xOffset, UDWORD yOffset,
UDWORD *pColours);
static void intDisplayTEXTView(struct _widget *psWidget, UDWORD xOffset, UDWORD yOffset,
UDWORD *pColours);
static void addVideoText(SEQ_DISPLAY *psSeqDisplay, UDWORD sequence);
static void intDisplaySeqTextView(struct _widget *psWidget,
UDWORD xOffset, UDWORD yOffset,
UDWORD *pColours);
static BOOL intDisplaySeqTextViewPage(VIEW_REPLAY *psViewReplay,
UDWORD x0, UDWORD y0,
UDWORD width, UDWORD height,
BOOL render,
size_t *major, size_t *minor);
/*********************** VARIABLES ****************************/
// The current message being displayed
MESSAGE *psCurrentMsg = NULL;
// The display stats for the current messages' text
TEXT_DISPLAY currentTextDisplay;
#define PAUSE_DISPLAY_CONDITION (!bMultiPlayer)
#define PAUSEMESSAGE_YOFFSET (0)
/* Add the Intelligence Map widgets to the widget screen */
//BOOL intAddIntelMap(BOOL playCurrent)
BOOL _intAddIntelMap(void)
{
W_FORMINIT sFormInit;
W_LABINIT sLabInit;
BOOL Animate = TRUE;
//check playCurrent with psCurrentMsg
if (psCurrentMsg == NULL)
{
playCurrent = FALSE;
}
else
{
playCurrent = TRUE;
}
// Is the form already up?
if(widgGetFromID(psWScreen,IDINTMAP_FORM) != NULL)
{
intRemoveIntelMapNoAnim();
Animate = FALSE;
}
else
{
audio_StopAll();
}
cdAudio_Pause();
//add message to indicate game is paused - single player mode
if(PAUSE_DISPLAY_CONDITION)
{
if(widgGetFromID(psWScreen,IDINTMAP_PAUSELABEL) == NULL)
{
memset(&sLabInit,0,sizeof(W_LABINIT));
sLabInit.id = IDINTMAP_PAUSELABEL;
sLabInit.formID = 0;
sLabInit.style = WLAB_PLAIN;
sLabInit.x = INTMAP_LABELX;
sLabInit.y = INTMAP_LABELY+PAUSEMESSAGE_YOFFSET;
sLabInit.width = INTMAP_LABELWIDTH;
sLabInit.height = INTMAP_LABELHEIGHT;
sLabInit.pText = strresGetString(psStringRes, STR_MISC_PAUSED);
sLabInit.FontID = WFont;
if (!widgAddLabel(psWScreen, &sLabInit))
{
return FALSE;
}
}
}
//set pause states before putting the interface up
setIntelligencePauseState();
memset(&sFormInit, 0, sizeof(W_FORMINIT));
// Add the main Intelligence Map form
sFormInit.formID = 0;
sFormInit.id = IDINTMAP_FORM;
sFormInit.style = WFORM_PLAIN;
sFormInit.x = (SWORD)INTMAP_X;
sFormInit.y = (SWORD)INTMAP_Y;
sFormInit.width = INTMAP_WIDTH;
sFormInit.height = INTMAP_HEIGHT;
// If the window was closed then do open animation.
if(Animate)
{
sFormInit.pDisplay = intOpenPlainForm;
sFormInit.disableChildren = TRUE;
}
else
{
// otherwise just recreate it.
sFormInit.pDisplay = intDisplayPlainForm;
}
//sFormInit.pDisplay = intDisplayPlainForm;
if (!widgAddForm(psWScreen, &sFormInit))
{
return FALSE;
}
//#ifdef PSX
// SetCurrentSnapFormID(&InterfaceSnap,sFormInit.id);
//// SetMouseFormPosition(&sFormInit);
//#endif
if (!intAddMessageForm(playCurrent))
{
return FALSE;
}
return TRUE;
}
/* Add the Message sub form */
static BOOL intAddMessageForm(BOOL playCurrent)
{
W_FORMINIT sFormInit;
W_FORMINIT sBFormInit;
UDWORD numButtons, i;
MESSAGE *psMessage;
RESEARCH *psResearch;
SDWORD BufferID;
/* Add the Message form */
memset(&sFormInit, 0, sizeof(W_FORMINIT));
sFormInit.formID = IDINTMAP_FORM;
sFormInit.id = IDINTMAP_MSGFORM;
sFormInit.style = WFORM_TABBED;
sFormInit.width = INTMAP_MSGWIDTH;
sFormInit.height = INTMAP_MSGHEIGHT;
sFormInit.x = INTMAP_MSGX;
sFormInit.y = INTMAP_MSGY;
sFormInit.majorPos = WFORM_TABTOP;
sFormInit.minorPos = WFORM_TABNONE;
sFormInit.majorSize = OBJ_TABWIDTH;
sFormInit.majorOffset = OBJ_TABOFFSET;
sFormInit.tabVertOffset = (OBJ_TABHEIGHT/2);
sFormInit.tabMajorThickness = OBJ_TABHEIGHT;
numButtons = 0;
//numProxMsg = 0;
/*work out the number of buttons */
for(psMessage = apsMessages[selectedPlayer]; psMessage; psMessage =
psMessage->psNext)
{
//ignore proximity messages here
if (psMessage->type == MSG_PROXIMITY)
{
//intAddProximityButton(psMessage, numProxMsg);
//numProxMsg++;
}
else
{
numButtons++;
}
//stop adding the buttons once max has been reached
if (numButtons > (IDINTMAP_MSGEND - IDINTMAP_MSGSTART))
{
break;
}
}
//set the number of tabs required
sFormInit.numMajor = numForms((OBJ_BUTWIDTH + OBJ_GAP) * numButtons,
(OBJ_WIDTH - OBJ_GAP)*2);
//set minor tabs to 1
for (i=0; i< sFormInit.numMajor; i++)
{
sFormInit.aNumMinors[i] = 1;
}
sFormInit.pFormDisplay = intDisplayObjectForm;
sFormInit.pUserData = (void*)&StandardTab;
sFormInit.pTabDisplay = intDisplayTab;
if (!widgAddForm(psWScreen, &sFormInit))
{
return FALSE;
}
/* Add the message buttons */
memset(&sBFormInit, 0, sizeof(W_FORMINIT));
sBFormInit.formID = IDINTMAP_MSGFORM;
sBFormInit.id = IDINTMAP_MSGSTART;
sBFormInit.majorID = 0;
sBFormInit.minorID = 0;
sBFormInit.style = WFORM_CLICKABLE;
sBFormInit.x = OBJ_STARTX;
sBFormInit.y = OBJ_STATSTARTY;
sBFormInit.width = OBJ_BUTWIDTH;
sBFormInit.height = OBJ_BUTHEIGHT;
ClearObjectBuffers();
//add each button
messageID = 0;
for(psMessage = apsMessages[selectedPlayer]; psMessage; psMessage =
psMessage->psNext)
{
/*if (psMessage->type == MSG_TUTORIAL)
{
//tutorial cases should never happen
ASSERT((FALSE, "Tutorial message in Intelligence screen!"));
continue;
}*/
if (psMessage->type == MSG_PROXIMITY)
{
//ignore proximity messages here
continue;
}
/* Set the tip and add the button */
switch (psMessage->type)
{
case MSG_RESEARCH:
psResearch = getResearchForMsg((VIEWDATA *)psMessage->pViewData);
if (psResearch)
{
sBFormInit.pTip = getStatName(psResearch);;
}
else
{
sBFormInit.pTip = strresGetString(psStringRes, STR_INT_RESMESSAGE);
}
break;
case MSG_CAMPAIGN:
sBFormInit.pTip = strresGetString(psStringRes, STR_INT_GENMESSAGE);
break;
case MSG_MISSION:
sBFormInit.pTip = strresGetString(psStringRes, STR_INT_MISMESSAGE);
break;
default:
break;
}
BufferID = GetObjectBuffer();
ASSERT((BufferID >= 0,"Unable to acquire object buffer."));
RENDERBUTTON_INUSE(&ObjectBuffers[BufferID]);
ObjectBuffers[BufferID].Data = (void*)psMessage;
sBFormInit.pUserData = (void*)&ObjectBuffers[BufferID];
sBFormInit.pDisplay = intDisplayMessageButton;
if (!widgAddForm(psWScreen, &sBFormInit))
{
return FALSE;
}
intSetCurrentCursorPosition(&InterfaceSnap,sBFormInit.id);
/* if the current message matches psSelected lock the button */
if (psMessage == psCurrentMsg)
{
messageID = sBFormInit.id;
widgSetButtonState(psWScreen, messageID, WBUT_LOCK);
widgSetTabs(psWScreen, IDINTMAP_MSGFORM, sBFormInit.majorID, 0);
}
/* Update the init struct for the next button */
sBFormInit.id += 1;
//stop adding the buttons when at max
if (sBFormInit.id > IDINTMAP_MSGEND)
{
break;
}
ASSERT((sBFormInit.id < (IDINTMAP_MSGEND+1),"Too many message buttons"));
sBFormInit.x += OBJ_BUTWIDTH + OBJ_GAP;
if (sBFormInit.x + OBJ_BUTWIDTH + OBJ_GAP > INTMAP_MSGWIDTH)
{
sBFormInit.x = OBJ_STARTX;
sBFormInit.y += OBJ_BUTHEIGHT + OBJ_GAP;
}
if (sBFormInit.y + OBJ_BUTHEIGHT + OBJ_GAP > INTMAP_MSGHEIGHT)
{
sBFormInit.y = OBJ_STATSTARTY;
sBFormInit.majorID += 1;
}
}
//check to play current message instantly
if (playCurrent)
{
//is it a proximity message?
if (psCurrentMsg->type == MSG_PROXIMITY)
{
//intIntelButtonPressed(TRUE, messageID);
}
else
{
intIntelButtonPressed(FALSE, messageID);
}
}
return TRUE;
}
/*Add the 3D world view for the particular message (only research nmessages now) */
BOOL intAddMessageView(MESSAGE * psMessage)
{
W_FORMINIT sFormInit;
W_BUTINIT sButInit;
W_LABINIT sLabInit;
BOOL Animate = TRUE;
RESEARCH *psResearch;
ASSERT((psMessage->type == MSG_RESEARCH,
"intAddMessageView: invalid message type"));
// Is the form already up?
if(widgGetFromID(psWScreen,IDINTMAP_MSGVIEW) != NULL)
{
intRemoveMessageView(FALSE);
Animate = FALSE;
}
/* Add the base form */
memset(&sFormInit, 0, sizeof(W_FORMINIT));
sFormInit.formID = 0;
sFormInit.id = IDINTMAP_MSGVIEW;
sFormInit.style = WFORM_PLAIN;
//size and position depends on the type of message - ONLY RESEARCH now
sFormInit.width = INTMAP_RESEARCHWIDTH;
sFormInit.height = INTMAP_RESEARCHHEIGHT;
sFormInit.x = (SWORD)INTMAP_RESEARCHX;
sFormInit.y = (SWORD)INTMAP_RESEARCHY;
/*switch (type)
{
case MSG_RESEARCH:
sFormInit.width = INTMAP_CAMPAIGNWIDTH;
sFormInit.height = INTMAP_CAMPAIGNHEIGHT;
sFormInit.x = INTMAP_CAMPAIGNX;
sFormInit.y = INTMAP_CAMPAIGNY;
break;
//these are Full Screen FMV now
case MSG_CAMPAIGN:
case MSG_MISSION:
//case MSG_TUTORIAL:
sFormInit.width = INTMAP_MISSIONWIDTH;
sFormInit.height = INTMAP_MISSIONHEIGHT;
sFormInit.x = INTMAP_MISSIONX;
sFormInit.y = INTMAP_MISSIONY;
break;
//these are no longer displayed in Intel Screen
case MSG_PROXIMITY:
sFormInit.width = INTMAP_PROXIMITYWIDTH;
sFormInit.height = INTMAP_PROXIMITYHEIGHT;
sFormInit.x = INTMAP_PROXIMITYX;
sFormInit.y = INTMAP_PROXIMITYY;
break;
default:
ASSERT((FALSE, "Unknown message type"));
return FALSE;
}*/
// If the window was closed then do open animation.
if(Animate)
{
sFormInit.pDisplay = intOpenPlainForm;
sFormInit.disableChildren = TRUE;
}
else
{
// otherwise just display it.
sFormInit.pDisplay = intDisplayPlainForm;
}
if (!widgAddForm(psWScreen, &sFormInit))
{
return FALSE;
}
/* Add the close box */
memset(&sButInit, 0, sizeof(W_BUTINIT));
sButInit.formID = IDINTMAP_MSGVIEW;
sButInit.id = IDINTMAP_CLOSE;
sButInit.style = WBUT_PLAIN;
sButInit.x = (SWORD)(sFormInit.width - OPT_GAP - CLOSE_SIZE);
sButInit.y = OPT_GAP;
sButInit.width = CLOSE_SIZE;
sButInit.height = CLOSE_SIZE;
sButInit.pTip = strresGetString(psStringRes, STR_MISC_CLOSE);
sButInit.pDisplay = intDisplayImageHilight;
sButInit.pUserData = (void*)PACKDWORD_TRI(0,IMAGE_CLOSEHILIGHT , IMAGE_CLOSE);
if (!widgAddButton(psWScreen, &sButInit))
{
return FALSE;
}
if (psMessage->type != MSG_RESEARCH &&
((VIEWDATA*)psMessage->pViewData)->type == VIEW_RPL)
{
W_FORMINIT sTabForm;
VIEW_REPLAY *psViewReplay;
size_t i, cur_seq, cur_seqpage;
psViewReplay = (VIEW_REPLAY *)((VIEWDATA *)psMessage->pViewData)->pData;
/* Add a big tabbed text box for the subtitle text */
memset(&sFormInit, 0, sizeof(W_FORMINIT));
sFormInit.id = IDINTMAP_SEQTEXT;
sFormInit.formID = IDINTMAP_MSGVIEW;
sFormInit.style = WFORM_TABBED;
sFormInit.x = INTMAP_SEQTEXTX;
sFormInit.y = INTMAP_SEQTEXTY;
sFormInit.width = INTMAP_SEQTEXTWIDTH;
sFormInit.height = INTMAP_SEQTEXTHEIGHT;
sFormInit.majorPos = WFORM_TABBOTTOM;
sFormInit.minorPos = WFORM_TABNONE;
sFormInit.majorSize = OBJ_TABWIDTH;
sFormInit.majorOffset = OBJ_TABOFFSET;
sFormInit.tabVertOffset = (OBJ_TABHEIGHT/2);
sFormInit.tabMajorThickness = OBJ_TABHEIGHT;
sFormInit.numMajor = 0;
cur_seq = cur_seqpage = 0;
do {
sFormInit.aNumMinors[sFormInit.numMajor] = 1;
sFormInit.numMajor++;
}
while (!intDisplaySeqTextViewPage(psViewReplay, 0, 0,
sFormInit.width, sFormInit.height,
FALSE, &cur_seq, &cur_seqpage));
sFormInit.pFormDisplay = intDisplayObjectForm;
sFormInit.pUserData = (void*)&StandardTab;
sFormInit.pTabDisplay = intDisplayTab;
if (!widgAddForm(psWScreen, &sFormInit))
{
return FALSE;
}
memset(&sTabForm, 0, sizeof(W_FORMINIT));
sTabForm.formID = IDINTMAP_SEQTEXT;
sTabForm.id = IDINTMAP_SEQTEXTSTART;
sTabForm.majorID = 0;
sTabForm.minorID = 0;
sTabForm.style = WFORM_PLAIN;
sTabForm.x = INTMAP_SEQTEXTTABX;
sTabForm.y = INTMAP_SEQTEXTTABY;
sTabForm.width = INTMAP_SEQTEXTTABWIDTH;
sTabForm.height = INTMAP_SEQTEXTTABHEIGHT;
sTabForm.pDisplay = intDisplaySeqTextView;
sTabForm.pUserData = psViewReplay;
for (i = 0; i < sFormInit.numMajor; i++)
{
sTabForm.id = IDINTMAP_SEQTEXTSTART + i;
sTabForm.majorID = i;
if (!widgAddForm(psWScreen, &sTabForm))
{
return FALSE;
}
}
return TRUE;
}
/*Add the Title box*/
/*memset(&sFormInit, 0, sizeof(W_FORMINIT));
sFormInit.formID = IDINTMAP_MSGVIEW;
sFormInit.id = IDINITMAP_TITLEVIEW;
sFormInit.style = WFORM_PLAIN;
sFormInit.x = INTMAP_TITLEX;
sFormInit.y = INTMAP_TITLEY;
sFormInit.width = INTMAP_TITLEWIDTH;
sFormInit.height = INTMAP_TITLEHEIGHT;
sFormInit.pDisplay = intDisplayPlainForm;
if (!widgAddForm(psWScreen, &sFormInit))
{
return FALSE;
}*/
/*add the Label for the title box*/
memset(&sLabInit,0,sizeof(W_LABINIT));
sLabInit.id = IDINTMAP_TITLELABEL;
sLabInit.formID = IDINTMAP_MSGVIEW;
sLabInit.style = WLAB_PLAIN;
sLabInit.x = INTMAP_TITLEX + TEXT_XINDENT;
sLabInit.y = INTMAP_TITLEY + TEXT_YINDENT;
sLabInit.width = INTMAP_TITLEWIDTH;
sLabInit.height = INTMAP_TITLEHEIGHT;
//print research name in title bar
ASSERT((psMessage->type != MSG_PROXIMITY,
"intAddMessageView:Invalid message type for research"));
psResearch = getResearchForMsg((VIEWDATA *)psMessage->pViewData);
ASSERT((psResearch!=NULL,"Research not found"));
//sLabInit.pText=psResearch->pName;
sLabInit.pText = getStatName(psResearch);
sLabInit.FontID = WFont;
if (!widgAddLabel(psWScreen, &sLabInit))
{
return FALSE;
}
/*Add the PIE box*/
memset(&sFormInit, 0, sizeof(W_FORMINIT));
sFormInit.formID = IDINTMAP_MSGVIEW;
sFormInit.id = IDINITMAP_PIEVIEW;
sFormInit.style = WFORM_PLAIN;
sFormInit.x = INTMAP_PIEX;
sFormInit.y = INTMAP_PIEY;
sFormInit.width = INTMAP_PIEWIDTH;
sFormInit.height = INTMAP_PIEHEIGHT;
sFormInit.pDisplay = intDisplayPIEView;
sFormInit.pUserData = (void *)psMessage;
if (!widgAddForm(psWScreen, &sFormInit))
{
return FALSE;
}
#ifndef NO_VIDEO
/*Add the Flic box */
memset(&sFormInit, 0, sizeof(W_FORMINIT));
sFormInit.formID = IDINTMAP_MSGVIEW;
sFormInit.id = IDINTMAP_FLICVIEW;
sFormInit.style = WFORM_PLAIN;
sFormInit.x = INTMAP_FLICX;
sFormInit.y = INTMAP_FLICY;
sFormInit.width = INTMAP_FLICWIDTH;
sFormInit.height = INTMAP_FLICHEIGHT;
sFormInit.pDisplay = intDisplayFLICView;
sFormInit.pUserData = (void *)psMessage;
if (!widgAddForm(psWScreen, &sFormInit))
{
return FALSE;
}
#endif
/*Add the text box*/
memset(&sFormInit, 0, sizeof(W_FORMINIT));
sFormInit.formID = IDINTMAP_MSGVIEW;
sFormInit.id = IDINTMAP_TEXTVIEW;
sFormInit.style = WFORM_PLAIN;
sFormInit.x = INTMAP_TEXTX;
sFormInit.y = INTMAP_TEXTY;
sFormInit.width = INTMAP_TEXTWIDTH;
sFormInit.height = INTMAP_TEXTHEIGHT;
sFormInit.pDisplay = intDisplayTEXTView;
sFormInit.pUserData = (void *)psMessage;
if (!widgAddForm(psWScreen, &sFormInit))
{
return FALSE;
}
return TRUE;
}
/* Process return codes from the Intelligence Map */
void intProcessIntelMap(UDWORD id)
{
if (id >= IDINTMAP_MSGSTART && id <= IDINTMAP_MSGEND)
{
intIntelButtonPressed(FALSE, id);
}
/*else if (id >= IDINTMAP_PROXSTART && id <= IDINTMAP_PROXEND)
{
intIntelButtonPressed(TRUE, id);
}*/
else if (id == IDINTMAP_CLOSE)
{
//if close button pressed on 3D View then close the view only
psCurrentMsg = NULL;
//initTextDisplay(psCurrentMsg, WFont, 255);
intRemoveMessageView(TRUE);
}
}
static BOOL intDisplaySeqTextViewPage(VIEW_REPLAY *psViewReplay,
UDWORD x0, UDWORD y0,
UDWORD width, UDWORD height,
BOOL render,
size_t *cur_seq, size_t *cur_seqpage)
{
UDWORD x1, y1, i, linePitch, cur_y;
UDWORD ty;
UDWORD sequence;
if (!psViewReplay)
{
return TRUE; /* nothing to do */
}
x1 = x0 + width;
y1 = y0 + height;
ty = y0;
iV_SetFont(WFont);
/* Get the travel to the next line */
linePitch = iV_GetTextLineSize();
/* Fix for spacing.... */
linePitch += 6;
ty += 3;
iV_SetTextColour(iV_PaletteNearestColour(255, 255, 255));
cur_y = 0;
/* add each message */
for (sequence = *cur_seq, i = *cur_seqpage; sequence < psViewReplay->numSeq; sequence++)
{
SEQ_DISPLAY *psSeqDisplay = &psViewReplay->pSeqList[sequence];
for (; i < psSeqDisplay->numText; i++)
{
if (render)
{
iV_DrawText(psSeqDisplay->ppTextMsg[i],
x0 + TEXT_XINDENT,
(ty + TEXT_YINDENT*3) + cur_y);
}
cur_y += linePitch;
if (cur_y > height)
{
/* run out of room - need to make new tab */
*cur_seq = sequence;
*cur_seqpage = i;
return FALSE;
}
}
i = 0;
}
return TRUE; /* done */
}
static void intDisplaySeqTextView(struct _widget *psWidget,
UDWORD xOffset, UDWORD yOffset,
UDWORD *pColours)
{
W_TABFORM *Form = (W_TABFORM*)psWidget;
VIEW_REPLAY *psViewReplay = (VIEW_REPLAY*)Form->pUserData;
size_t cur_seq, cur_seqpage;
UDWORD x0, y0, page;
x0 = xOffset + Form->x;
y0 = yOffset + Form->y;
RenderWindowFrame(&FrameNormal, x0, y0, Form->width, Form->height);
/* work out where we're up to in the text */
cur_seq = cur_seqpage = 0;
for (page = 0; page < Form->majorT; page++)
{
intDisplaySeqTextViewPage(psViewReplay, x0, y0,
Form->width, Form->height,
FALSE, &cur_seq, &cur_seqpage);
}
intDisplaySeqTextViewPage(psViewReplay, x0, y0,
Form->width, Form->height,
TRUE, &cur_seq, &cur_seqpage);
}
// Add all the Video Sequences for a message ... works on PC & PSX
void StartMessageSequences(MESSAGE *psMessage, BOOL Start)
{
BOOL bLoop = FALSE;
// printf("start message sequence\n"); //[testing if we hit this] -Q
//should never have a proximity message here
if (psMessage->type == MSG_PROXIMITY)
{
return;
}
ASSERT((PTRVALID(psMessage->pViewData, sizeof(VIEWDATA)),
"StartMessageSequences: invalid ViewData pointer"));
if (((VIEWDATA *)psMessage->pViewData)->type == VIEW_RPL)
{
VIEW_REPLAY *psViewReplay;
UDWORD Sequence;
// Surely we don't need to set up psCurrentMsg when we pass the message into this routine ... tim
// psViewReplay = (VIEW_REPLAY *)((VIEWDATA *)psCurrentMsg->pViewData)->pData;
psViewReplay = (VIEW_REPLAY *)((VIEWDATA *)psMessage->pViewData)->pData;
seq_ClearSeqList();
//add any sequences to the list to be played when the first one is finished
for (Sequence = 0; Sequence < psViewReplay->numSeq; Sequence++)
{
if (psViewReplay->pSeqList[Sequence].flag == 1)
{
bLoop = TRUE;
}
else
{
bLoop = FALSE;
}
seq_AddSeqToList(psViewReplay->pSeqList[Sequence].sequenceName,psViewReplay->pSeqList[Sequence].pAudio, NULL, bLoop,Sequence);
// {
// STRING String[256];
// sprintf(String,"seqadded %d of %d [%s]\n",Sequence,psViewReplay->numSeq,psViewReplay->pSeqList[Sequence].sequenceName);
// prnt(1,String,0,0);
// }
DBPRINTF(("sequence=%d\n",Sequence));
addVideoText(&psViewReplay->pSeqList[Sequence],Sequence);
}
//play first full screen video
if (Start==TRUE)
{
seq_StartNextFullScreenVideo();
}
}
else if (((VIEWDATA *)psMessage->pViewData)->type == VIEW_RES)
{
VIEW_RESEARCH *psViewReplay;
//UDWORD Sequence;
psViewReplay = (VIEW_RESEARCH *)((VIEWDATA *)psCurrentMsg->pViewData)->pData;
seq_ClearSeqList();
seq_AddSeqToList(psViewReplay->sequenceName,psViewReplay->pAudio, NULL, FALSE,0);
//play first full screen video
if (Start==TRUE)
{
seq_StartNextFullScreenVideo();
}
}
}
UDWORD ButtonPresses=0;
#ifdef DBG_RESEARCH_ENTRY
MESSAGE TimsMessage=
{
MSG_RESEARCH,NULL,NULL,FALSE,0
};
#endif
/*
deal with the actual button press - proxMsg is set to true if a proximity
button has been pressed
*/
void _intIntelButtonPressed(BOOL proxMsg, UDWORD id)
{
MESSAGE *psMessage;
UDWORD currID;//, i;
// char aAudioName[MAX_STR_LENGTH]; // made static to reduce stack usage.
RESEARCH *psResearch;
ASSERT((proxMsg = TRUE,
"intIntelButtonPressed: Shouldn't be able to get a proximity message!"));
/* message button has been pressed - clear the old button and messageView*/
if (messageID != 0)
{
widgSetButtonState(psWScreen, messageID, 0);
intRemoveMessageView(FALSE);
psCurrentMsg = NULL;
//initTextDisplay(psCurrentMsg, WFont, 255);
}
/* Lock the new button */
// This means we can't click on the same movie button twice.
// widgSetButtonState(psWScreen, id, WBUT_LOCK);
widgSetButtonState(psWScreen, id, WBUT_CLICKLOCK);
messageID = id;
//Find the message for the new button */
currID = IDINTMAP_MSGSTART;
for(psMessage = apsMessages[selectedPlayer]; psMessage; psMessage =
psMessage->psNext)
{
if (psMessage->type != MSG_PROXIMITY)
{
if (currID == id)
{
break;
}
currID++;
}
}
#ifdef DBG_RESEARCH_ENTRY
#warning DEBUG MESSAGE CODE ADDED ---- REMOVE BEFORE FINAL BUILD !!!!!!
ButtonPresses++;
if (ButtonPresses>=2) // 2nd time only !!!
{
psMessage=&TimsMessage;
TimsMessage.pViewData= asResearch[DBG_RESEARCH_ENTRY].pViewData;
}
#endif
//deal with the message if one
if (psMessage)
{
//set the current message
psCurrentMsg = psMessage;
//initTextDisplay(psCurrentMsg, WFont, 255);
//set the read flag
psCurrentMsg->read = TRUE;
//this is for the deaf! - done in intDisplayMessageView()
/*if (psMessage->pViewData->pTextMsg)
{
addGameMessage(psMessage->pViewData->pTextMsg, INTEL_TXT_LIFE,
TRUE);
}*/
//DBPRINTF(("Dealing with a new message !!! type=%d\n",psMessage->pViewData->type);
//should never have a proximity message
if (psMessage->type == MSG_PROXIMITY)
{
return;
}
// If its a video sequence then play it anyway
if (((VIEWDATA *)psMessage->pViewData)->type == VIEW_RPL)
{
if (psMessage->pViewData)
{
intAddMessageView(psMessage);
}
StartMessageSequences(psMessage,TRUE);
}
else if (((VIEWDATA *)psMessage->pViewData)->type == VIEW_RES)
{
//this must be for the blind
//with forsight this information was removed from the meassage text
/*
if (((VIEW_RESEARCH *)((VIEWDATA *)psMessage->pViewData)->pData)->pAudio != NULL)
{
ASSERT((strlen(((VIEW_RESEARCH *)((VIEWDATA *)psMessage->pViewData)->
pData)->pAudio)<244,"sequence path+name greater than max string"));
strcpy(aAudioName,"sequenceAudio\\");
strcat(aAudioName,((VIEW_RESEARCH *)((VIEWDATA *)psMessage->
pViewData)->pData)->pAudio);
audio_PlayStream(aAudioName, AUDIO_VOL_MAX, NULL);
}
*/
//This hack replaces it
psResearch = getResearchForMsg((VIEWDATA *)psMessage->pViewData);
if (psResearch != NULL)
{
switch(psResearch->iconID)
{
case IMAGE_RES_DROIDTECH:
audio_PlayStream("sequenceAudio\\Res_Droid.wav", AUDIO_VOL_MAX, NULL);
break;
case IMAGE_RES_WEAPONTECH:
audio_PlayStream("sequenceAudio\\Res_Weapons.wav", AUDIO_VOL_MAX, NULL);
break;
case IMAGE_RES_COMPUTERTECH:
audio_PlayStream("sequenceAudio\\Res_com.wav", AUDIO_VOL_MAX, NULL);
break;
case IMAGE_RES_POWERTECH:
audio_PlayStream("sequenceAudio\\Res_Power.wav", AUDIO_VOL_MAX, NULL);
break;
case IMAGE_RES_SYSTEMTECH:
audio_PlayStream("sequenceAudio\\Res_SysTech.wav", AUDIO_VOL_MAX, NULL);
break;
case IMAGE_RES_STRUCTURETECH:
audio_PlayStream("sequenceAudio\\Res_StruTech.wav", AUDIO_VOL_MAX, NULL);
break;
case IMAGE_RES_CYBORGTECH:
audio_PlayStream("sequenceAudio\\Res_Droid.wav", AUDIO_VOL_MAX, NULL);
break;
case IMAGE_RES_DEFENCE:
audio_PlayStream("sequenceAudio\\Res_StruTech.wav", AUDIO_VOL_MAX, NULL);
break;
// default:
}
}
//and finally for the dumb?
if (psMessage->pViewData)
{
intAddMessageView(psMessage);
}
}
}
}
void intCleanUpIntelMap(void)
{
MESSAGE *psMessage, *psNext;
//remove any research messages that have been read
for (psMessage = apsMessages[selectedPlayer]; psMessage != NULL; psMessage =
psNext)
{
psNext = psMessage->psNext;
if (psMessage->type == MSG_RESEARCH AND psMessage->read)
{
removeMessage(psMessage, selectedPlayer);
}
}
resetIntelligencePauseState();
immediateMessage = FALSE;
cdAudio_Resume();
// FIXME: NOT SURE IT'S CORRECT. this makes the transports come.
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_VIDEO_QUIT);
}
/* Remove the Intelligence Map widgets from the screen */
void intRemoveIntelMap(void)
{
//UDWORD buttonID;
WIDGET *Widg;
W_TABFORM *Form;
//MESSAGE *psMessage, *psNext;
//remove each proximity button
/*for (buttonID = 0; buttonID < numProxMsg; buttonID++)
{
widgDelete(psWScreen, IDINTMAP_PROXSTART + buttonID);
}*/
//remove 3dView if still there
Widg = widgGetFromID(psWScreen,IDINTMAP_MSGVIEW);
if(Widg)
{
intRemoveMessageView(FALSE);
}
// Start the window close animation.
Form = (W_TABFORM*)widgGetFromID(psWScreen,IDINTMAP_FORM);
Form->display = intClosePlainForm;
Form->disableChildren = TRUE;
Form->pUserData = (void*)0; // Used to signal when the close anim has finished.
ClosingIntelMap = TRUE;
//remove the text label
widgDelete(psWScreen, IDINTMAP_PAUSELABEL);
intCleanUpIntelMap();
// //remove any research messages that have been read
// for (psMessage = apsMessages[selectedPlayer]; psMessage != NULL; psMessage =
// psNext)
// {
// psNext = psMessage->psNext;
// if (psMessage->type == MSG_RESEARCH AND psMessage->read)
// {
// removeMessage(psMessage, selectedPlayer);
// }
// }
// resetIntelligencePauseState();
//
// immediateMessage = FALSE;
}
/* Remove the Intelligence Map widgets from the screen */
void intRemoveIntelMapNoAnim(void)
{
//UDWORD buttonID;
WIDGET *Widg;
//remove each proximity button
/*for (buttonID = 0; buttonID < numProxMsg; buttonID++)
{
widgDelete(psWScreen, IDINTMAP_PROXSTART + buttonID);
}*/
//remove 3dView if still there
Widg = widgGetFromID(psWScreen,IDINTMAP_MSGVIEW);
if(Widg)
{
intRemoveMessageView(FALSE);
}
//remove main Intelligence screen
widgDelete(psWScreen, IDINTMAP_FORM);
//remove the text label
widgDelete(psWScreen, IDINTMAP_PAUSELABEL);
intCleanUpIntelMap();
// resetIntelligencePauseState();
//
// immediateMessage = FALSE;
}
/* Remove the Message View from the Intelligence screen */
void intRemoveMessageView(BOOL animated)
{
W_TABFORM *Form;
VIEW_RESEARCH *psViewResearch;
//remove 3dView if still there
Form = (W_TABFORM*)widgGetFromID(psWScreen,IDINTMAP_MSGVIEW);
if(Form)
{
//stop the video
psViewResearch = (VIEW_RESEARCH *)Form->pUserData;
seq_RenderVideoToBuffer(NULL, psViewResearch->sequenceName,
gameTime2, SEQUENCE_KILL);
if (animated)
{
widgDelete(psWScreen, IDINTMAP_CLOSE);
// Start the window close animation.
Form->display = intClosePlainForm;
Form->disableChildren = TRUE;
Form->pUserData = (void*)0; // Used to signal when the close anim has finished.
ClosingMessageView = TRUE;
}
else
{
//remove without the animating close window
widgDelete(psWScreen, IDINTMAP_MSGVIEW);
}
}
}
/*Displays the buttons used on the intelligence map */
void intDisplayMessageButton(struct _widget *psWidget, UDWORD xOffset,
UDWORD yOffset, UDWORD *pColours)
{
W_CLICKFORM *psButton = (W_CLICKFORM*)psWidget;
RENDERED_BUTTON *psBuffer = (RENDERED_BUTTON*)psButton->pUserData;
MESSAGE *psMsg;
BOOL Hilight = FALSE;
UDWORD Down = 0, IMDType = 0, compID;
SDWORD image = -1;
RESEARCH *pResearch = NULL;
BASE_STATS *psResGraphic = NULL;
BOOL MovieButton = FALSE;
OpenButtonRender((UWORD)(xOffset+psButton->x), (UWORD)(yOffset+psButton->y),
psButton->width, psButton->height);
Down = psButton->state & (WBUTS_DOWN | WBUTS_CLICKLOCK);
Hilight = psButton->state & WBUTS_HILITE;
// Get the object associated with this widget.
psMsg = (MESSAGE *)psBuffer->Data;
//shouldn't have any proximity messages here...
if (psMsg->type == MSG_PROXIMITY)
{
return;
}
//set the graphic for the button
switch (psMsg->type)
{
case MSG_RESEARCH:
pResearch = getResearchForMsg((VIEWDATA *)psMsg->pViewData);
//IMDType = IMDTYPE_RESEARCH;
//set the IMDType depending on what stat is associated with the research
if (pResearch->psStat)
{
//we have a Stat associated with this research topic
if (StatIsStructure(pResearch->psStat))
{
//this defines how the button is drawn
IMDType = IMDTYPE_STRUCTURESTAT;
psResGraphic = pResearch->psStat;
}
else
{
compID = StatIsComponent(pResearch->psStat);
if (compID != COMP_UNKNOWN)
{
//this defines how the button is drawn
IMDType = IMDTYPE_COMPONENT;
psResGraphic = pResearch->psStat;
}
else
{
ASSERT((FALSE, "intDisplayMessageButton: invalid stat"));
IMDType = IMDTYPE_RESEARCH;
psResGraphic = (BASE_STATS *)pResearch;
}
}
}
else
{
//no Stat for this research topic so use the research topic to define what is drawn
psResGraphic = (BASE_STATS *)pResearch;
IMDType = IMDTYPE_RESEARCH;
}
break;
case MSG_CAMPAIGN:
image = IMAGE_INTEL_CAMPAIGN;
MovieButton = TRUE;
break;
case MSG_MISSION:
image = IMAGE_INTEL_MISSION;
MovieButton = TRUE;
break;
default:
debug( LOG_ERROR, "Unknown message type: %i", psMsg->type );
return;
}
//if research message
if (pResearch)
{
if (pResearch->iconID != NO_RESEARCH_ICON)
{
image = pResearch->iconID;
}
//do we have the same icon for the top right hand corner?
if (image > 0)
{
//RenderToButton(IntImages,(UWORD)image,pResearch,selectedPlayer,psBuffer,Down,
// IMDType,TOPBUTTON); // ajl, changed from 0 to selectedPLayer
RenderToButton(IntImages,(UWORD)image,psResGraphic,selectedPlayer,
psBuffer,Down,IMDType,TOPBUTTON);
}
else
{
RenderToButton(NULL,0,pResearch,selectedPlayer,psBuffer,Down,IMDType,TOPBUTTON); //ajl, changed from 0 to selectedPlayer
}
}
else
//draw buttons for mission and general messages
{
if (image > 0)
{
if(MovieButton) {
// draw the button with the relevant image, don't add Down to the image ID if it's
// a movie button.
RenderImageToButton(IntImages,(UWORD)(image),psBuffer,Down,TOPBUTTON);
} else {
//draw the button with the relevant image
RenderImageToButton(IntImages,(UWORD)(image+Down),psBuffer,Down,TOPBUTTON);
}
}
}
// Draw the button.
RenderButton(psWidget,psBuffer, xOffset+psButton->x, yOffset+psButton->y, TOPBUTTON,Down);
CloseButtonRender();
if (Hilight)
{
iV_DrawTransImage(IntImages,IMAGE_BUT_HILITE,xOffset+psButton->x,
yOffset+psButton->y);
}
}
/* displays the PIE view for the current message */
void intDisplayPIEView(struct _widget *psWidget, UDWORD xOffset, UDWORD yOffset,
UDWORD *pColours)
{
W_TABFORM *Form = (W_TABFORM*)psWidget;
MESSAGE *psMessage = (MESSAGE *)Form->pUserData;
UDWORD x0,y0,x1,y1;
VIEW_RESEARCH *psViewResearch;
SWORD image = -1;
//#ifndef PSX
RESEARCH *psResearch;
//#endif
//shouldn't have any proximity messages here...
if (psMessage->type == MSG_PROXIMITY)
{
return;
}
if (psMessage AND psMessage->pViewData)
{
x0 = xOffset+Form->x;
y0 = yOffset+Form->y;
x1 = x0 + Form->width;
y1 = y0 + Form->height;
//moved from after close render
RenderWindowFrame(&FrameNormal,x0-1,y0-1,x1-x0+2,y1-y0+2);
OpenButtonRender((UWORD)(xOffset+Form->x), (UWORD)(yOffset+Form->y),
Form->width, Form->height);
//OpenButtonRender(Form->x, Form->y,Form->width, Form->height);
if (((VIEWDATA *)psMessage->pViewData)->type != VIEW_RES)
{
ASSERT((FALSE, "intDisplayPIEView: Invalid message type"));
return;
}
//render an object
psViewResearch = (VIEW_RESEARCH *)((VIEWDATA *)psCurrentMsg->pViewData)->pData;
// 3DFX version does it straight to the display.
psResearch = getResearchForMsg((VIEWDATA *)psCurrentMsg->pViewData);
//renderIMDToBuffer(pIntelMapSurface, psViewResearch->pIMD,
// psViewResearch->pIMD2, x0, y0, x0+(x1-x0)/2, y0+(y1-y0)/2);
renderResearchToBuffer(pIntelMapSurface, psResearch, x0+(x1-x0)/2, y0+(y1-y0)/2);
//add the contents to the window - this is only done in software now
renderMapSurface(pIntelMapSurface, x0, y0, Form->width, Form->height);
CloseButtonRender();
//draw image icon in top left of window
image = (SWORD)getResearchForMsg((VIEWDATA *)psMessage->pViewData)->iconID;
if (image > 0)
{
iV_DrawTransImage(IntImages,image,x0,y0);
}
//#ifdef PSX
// RenderWindowFrame(&FrameNormal,x0-1,y0-1,x1-x0+2,y1-y0+2);
//#endif
}
}
/* displays the FLIC view for the current message */
void intDisplayFLICView(struct _widget *psWidget, UDWORD xOffset, UDWORD yOffset,
UDWORD *pColours)
{
W_TABFORM *Form = (W_TABFORM*)psWidget;
MESSAGE *psMessage = (MESSAGE *)Form->pUserData;
UDWORD x0,y0,x1,y1;
VIEW_RESEARCH *psViewResearch;
//#ifdef PSX
// RECT DrawArea;
// UWORD OTIndex;
//#endif
//shouldn't have any proximity messages here...
if (psMessage->type == MSG_PROXIMITY)
{
return;
}
if (psMessage AND psMessage->pViewData)
{
OpenButtonRender((UWORD)(xOffset+Form->x), (UWORD)(yOffset+Form->y),
Form->width, Form->height);
x0 = xOffset+Form->x;
y0 = yOffset+Form->y;
x1 = x0 + Form->width;
y1 = y0 + Form->height;
if (((VIEWDATA *)psMessage->pViewData)->type != VIEW_RES)
{
ASSERT((FALSE, "intDisplayFLICView: Invalid message type"));
return;
}
//render a frame of the current movie
psViewResearch = (VIEW_RESEARCH *)((VIEWDATA *)psCurrentMsg->pViewData)->pData;
//#ifndef PSX
seq_RenderVideoToBuffer(NULL, psViewResearch->sequenceName,
gameTime2, SEQUENCE_HOLD);
//download to screen now
seq_BlitBufferToScreen((SBYTE *)rendSurface.buffer, rendSurface.scantable[1],
x0, y0);
//#else
// // PSXSequencesCountdown is the time until the playstation research seq. starts
// // ... This gives the rest of the display a chance to have a head start.
// // ... avoiding screen flickers
// if (PSXSequencesCountdown>0) PSXSequencesCountdown--;
// if (PSXSequencesCountdown==1)
// {
// StartMessageSequences(psMessage,FALSE); // PSX Version just starts the sequences
// loop_SetVideoPlaybackMode(); // set so that the main loop plays the video !
//
// }
//#endif
CloseButtonRender();
}
}
/* displays the TEXT view for the current message */
void intDisplayTEXTView(struct _widget *psWidget, UDWORD xOffset, UDWORD yOffset,
UDWORD *pColours)
{
W_TABFORM *Form = (W_TABFORM*)psWidget;
MESSAGE *psMessage = (MESSAGE *)Form->pUserData;
UDWORD x0, y0, x1, y1, i, linePitch;
UDWORD ty;
x0 = xOffset+Form->x;
y0 = yOffset+Form->y;
x1 = x0 + Form->width;
y1 = y0 + Form->height;
ty = y0;
RenderWindowFrame(&FrameNormal,x0,y0,x1-x0,y1-y0);
if (psMessage)
{
iV_SetFont(WFont);
/* Get the travel to the next line */
linePitch = iV_GetTextLineSize();
/* Fix for spacing.... */
linePitch+=6;
ty+=3;
/* Fix for spacing.... */
iV_SetTextColour(iV_PaletteNearestColour(255, 255, 255));
//add each message
for (i = 0; i < ((VIEWDATA *)psMessage->pViewData)->numText; i++)
{
//displayIntelligenceMessage(psMessage);
//check haven't run out of room first!
if (i * linePitch > Form->height)
{
ASSERT((FALSE, "intDisplayTEXTView: Run out of room!"));
return;
}
//need to check the string will fit!
iV_DrawText(((VIEWDATA *)psMessage->pViewData)->ppTextMsg[i], x0 + TEXT_XINDENT,
(ty + TEXT_YINDENT*3) + (i * linePitch));
}
}
}
//adds text to full screen video
void addVideoText(SEQ_DISPLAY *psSeqDisplay, UDWORD sequence)
{
UDWORD i, x, y;
if (psSeqDisplay->numText > 0)
{
DBPRINTF(("avt seq=%d [%s]\n",sequence,psSeqDisplay->ppTextMsg[0]));
//add each message, first at the top
x = VIDEO_TEXT_TOP_X;
y = VIDEO_TEXT_TOP_Y;
seq_AddTextForVideo(psSeqDisplay->ppTextMsg[0], x, y, TEXT_START_FRAME, TEXT_END_FRAME, FALSE, sequence); //startframe endFrame
//add each message, the rest at the bottom
x = VIDEO_TEXT_BOTTOM_X;
y = VIDEO_TEXT_BOTTOM_Y;
i = 1;
while (i < psSeqDisplay->numText)
{
seq_AddTextForVideo(psSeqDisplay->ppTextMsg[i], x, y, TEXT_START_FRAME, TEXT_END_FRAME, FALSE, sequence); //startframe endFrame
//initialise after the first setting
x = y = 0;
i++;
}
}
}
/*rotate the view so looking directly down if forward = TRUE or
back to previous view if forward = FALSE */
/*void intelMapView(BOOL forward)
{
if (forward)
{
//save the current viewing angle
viewAngle = player.r.x;
viewHeight = player.p.y;
//rotate to top down view
player.r.x = DEG(-90);
#ifndef PSX
player.p.y = INTELMAP_VIEWHEIGHT;
#else
camera.p.y = INTELMAP_VIEWHEIGHT;
#endif
}
else
{
//rotate back to previous view angle
player.r.x = viewAngle;
player.p.y = viewHeight;
}
}*/
/*this sets the width and height for the Intel map surface so that it fill the
appropriate sized image for the view*/
/*void setIntelBufferSize(UDWORD type)
{
switch (type)
{
case MSG_CAMPAIGN:
case MSG_RESEARCH:
pIntelMapSurface->width = INTMAP_CAMPAIGNWIDTH;
pIntelMapSurface->height = INTMAP_CAMPAIGNHEIGHT;
break;
case MSG_MISSION:
//case MSG_TUTORIAL:
pIntelMapSurface->width = INTMAP_MISSIONWIDTH;
pIntelMapSurface->height = INTMAP_MISSIONHEIGHT;
break;
case MSG_PROXIMITY:
pIntelMapSurface->width = INTMAP_PROXIMITYWIDTH;
pIntelMapSurface->height = INTMAP_PROXIMITYHEIGHT;
break;
default:
ASSERT((FALSE, "Invalid message type"));
}
}
*/
/*sets the intel map surface back to the size it was created with */
/*void resetIntelBufferSize(void)
{
pIntelMapSurface->width = MSG_BUFFER_WIDTH;
pIntelMapSurface->height = MSG_BUFFER_HEIGHT;
}*/
/* draws the text message in the message window - only allows for one at the moment!*/
/*void displayIntelligenceMessage(MESSAGE *psMessage)
{
UDWORD x1, x2, y, indent = 10;
x1 = INTMAP_TEXTX;
x2 = INTMAP_TEXTX + INTMAP_TEXTWIDTH;
y = INTMAP_TEXTY + INTMAP_TEXTHEIGHT + indent;
//size and position depends on the type of message
//switch (psMessage->type)
{
case MSG_RESEARCH:
x1 = INTMAP_RESEARCHX;
x2 = INTMAP_RESEARCHX + INTMAP_RESEARCHWIDTH;
y = INTMAP_RESEARCHY + INTMAP_RESEARCHHEIGHT + indent;
break;
case MSG_MISSION:
case MSG_CAMPAIGN:
//case MSG_TUTORIAL:
x1 = INTMAP_MISSIONX;
x2 = INTMAP_MISSIONX + INTMAP_MISSIONWIDTH;
y = INTMAP_MISSIONY + INTMAP_MISSIONHEIGHT + indent;// + INTMAP_TEXTWINDOWHEIGHT;// - indent;
break;
case MSG_PROXIMITY:
x1 = INTMAP_PROXIMITYX;
x2 = INTMAP_PROXIMITYX + INTMAP_PROXIMITYWIDTH;
y = INTMAP_PROXIMITYY + INTMAP_PROXIMITYHEIGHT + indent;// + INTMAP_TEXTWINDOWHEIGHT;// - indent;
break;
default:
ASSERT((FALSE, "Unknown message type"));
}
#ifdef PSX
DisplayControlDiag();
#endif
//#ifdef PSX
// iV_DrawText(psMessage->pViewData->pTextMsg,x1,y);
//#else
// screenSetTextColour(255,255,255);
// screenTextOut(x+1,y+1,psMessage->pViewData->pTextMsg);
//scrollMessage(psMessage->pViewData->pTextMsg, x2, x1, y, 5);
#ifdef PSX
setConsoleSizePos(x1+2,y-32-iV_GetTextLineSize()*2,(x2-x1)-4);
#else
setConsoleSizePos(x1, y, (x2-x1));
#endif
setConsolePermanence(TRUE);
addConsoleMessage(psMessage->pViewData->pTextMsg, LEFT_JUSTIFY);
}
*/
/*sets psCurrentMsg for the Intelligence screen*/
void setCurrentMsg(void)
{
MESSAGE *psMsg, *psLastMsg;
psLastMsg = NULL;
for (psMsg = apsMessages[selectedPlayer]; psMsg != NULL; psMsg =
psMsg->psNext)
{
if (psMsg->type != MSG_PROXIMITY)
{
psLastMsg = psMsg;
}
}
psCurrentMsg = psLastMsg;
}
//initialise the text display stats for the current message
/*void initTextDisplay(MESSAGE *psMessage, UDWORD fontID, UWORD fontColour)
{
UDWORD width, currentLength, strLen, frames, inc;
currentTextDisplay.font = fontID;
currentTextDisplay.fontColour = fontColour;
currentTextDisplay.startTime = 0;
currentTextDisplay.text[0] = '\0';
if (psMessage == NULL OR psMessage->pViewData->pTextMsg == NULL)
{
currentTextDisplay.totalFrames = 0;
return;
}
//size of the text window depends on the message type
switch (psMessage->type)
{
//case MSG_CAMPAIGN:
case MSG_RESEARCH:
width = INTMAP_RESEARCHWIDTH;
break;
//case MSG_MISSION:
//case MSG_TUTORIAL:
// width = INTMAP_MISSIONWIDTH;
// break;
//case MSG_PROXIMITY:
// width = INTMAP_PROXIMITYWIDTH;
// break;
default:
ASSERT((FALSE, "Unknown message type"));
return;
}
currentLength = 0;
strLen = strlen(psMessage->pViewData->pTextMsg);
frames = 0;
currentTextDisplay.totalFrames = 0;
//get the length of the text message
for (inc=0; inc < strLen; inc++)
{
currentLength += iV_GetCharWidth(psMessage->pViewData->pTextMsg[inc]);
}
width += currentLength;
currentLength = 0;
//how long for string to completely pass along width of view
for (inc=0; inc < MAX_STR_LENGTH; inc++)
{
if (inc < strLen)
{
currentLength += iV_GetCharWidth(psMessage->pViewData->pTextMsg[inc]);
}
else
{
currentLength += iV_GetCharWidth(' ');
}
if (currentLength > width)
{
break;
}
currentTextDisplay.totalFrames++;
}
currentTextDisplay.startTime = gameTime2;
}*/
/* scroll the text message from right to left - aka tickertape messages */
/*void scrollMessage(STRING *pText, UDWORD startX, UDWORD endX, UDWORD y, UDWORD gap)
{
UDWORD frames, inc, strLen;
SDWORD position, startChar, currentLength;
UDWORD endChar, text;
//work out current frame
frames = 20 * (gameTime2 - currentTextDisplay.startTime)/GAME_TICKS_PER_SEC;
//get the number of chars in the string
strLen = strlen(pText);
currentLength = 0;
//work out position of the string
for (inc = 0; inc < frames; inc++)
{
//framesMinus1 = frames - 1;
if ((frames - 1 - inc) > (strLen-1))
{
//add a blank for 'characters' at the end of the sentence
currentLength += iV_GetCharWidth(' ');
//nothing to draw so go to next inc
continue;
}
//increment the current amount drawn
currentLength += iV_GetCharWidth(pText[frames - 1 - inc]);
if (((SDWORD)startX - currentLength) < (SDWORD)endX)
{
//ignore this character since off the scale
inc--;
break;
}
position = startX - currentLength;
}
startChar = frames - 1 - inc;
if (startChar < 0)
{
startChar = 0;
}
endChar = frames;
if (endChar > strLen)
{
endChar = strLen;
}
text = 0;
for (inc = startChar; inc != endChar AND inc < strLen; inc++)
{
currentTextDisplay.text[text++] = pText[inc];
}
currentTextDisplay.text[text] = '\0';
iV_SetFont(currentTextDisplay.font);
iV_SetTextColour(currentTextDisplay.fontColour);
iV_DrawText(currentTextDisplay.text, position, y);
//time to redo message
if (frames > currentTextDisplay.totalFrames + gap)
{
//start again
currentTextDisplay.startTime = gameTime2;
}
}*/
/* Process return code from the Message View for Tutorial Mode*/
/*void intProcessMessageView(UDWORD id)
{
if (id == IDINTMAP_CLOSE)
{
//if close button pressed on 3D View then close the view only
psCurrentMsg = NULL;
initTextDisplay(psCurrentMsg, WFont, 255);
//intRemoveMessageView();
intRemoveMessageViewNoAnim();
intResetScreen(TRUE);
}
}*/
/* Add the Proximity message buttons */
/*BOOL intAddProximityButton(MESSAGE *pMessage, UDWORD inc)
{
W_FORMINIT sBFormInit;
VIEW_LOCATION *pViewLocation = (VIEW_LOCATION*)pMessage->pViewData->pData;
memset(&sBFormInit, 0, sizeof(W_FORMINIT));
sBFormInit.formID = 0;
sBFormInit.id = IDINTMAP_PROXSTART + inc;
ASSERT((sBFormInit.id < IDINTMAP_PROXEND,"Too many message buttons"));
sBFormInit.majorID = 0;
sBFormInit.minorID = 0;
sBFormInit.style = WFORM_CLICKABLE;
//width and height is dependant on the state of the message - see intDisplayProximityButton
//the x and y need to be set up each time the button is drawn - see intDisplayProximityButton
sBFormInit.pDisplay = intDisplayProximityButton;
//set the data for this button
sBFormInit.pUserData = pMessage;
if (!widgAddForm(psWScreen, &sBFormInit))
{
return FALSE;
}
return TRUE;
}*/
/*Displays the proximity messages used on the intelligence map */
/*void intDisplayProximityButton(struct _widget *psWidget, UDWORD xOffset,
UDWORD yOffset, UDWORD *pColours)
{
W_CLICKFORM *psButton = (W_CLICKFORM*)psWidget;
MESSAGE *psMsg = (MESSAGE*)psButton->pUserData;
PROXIMITY_DISPLAY *psProximityDisplay;
BOOL Hilight = FALSE;
VIEW_LOCATION *psViewLocation;
UBYTE imageID;
UDWORD delay = 100;
(void)pColours;
(void)xOffset;
(void)yOffset;
// Get the object associated with this widget.
psMsg = (MESSAGE *)psButton->pUserData;
ASSERT((psMsg->type == MSG_PROXIMITY, "Invalid message type"));
psViewLocation = (VIEW_LOCATION *)psMsg->pViewData->pData;
//if not within view ignore message
if (!clipXY(psViewLocation->location.x, psViewLocation->location.z))
{
return;
}
psProximityDisplay = getProximityDisplay(psMsg);
psButton->x = (SWORD)psProximityDisplay->screenX;
psButton->y = (SWORD)psProximityDisplay->screenY;
//get the screen coords for the message - check not 'off' the screen
if (psButton->x < 0 OR psButton->x > DISP_WIDTH OR psButton->y < 0 OR
psButton->y > DISP_HEIGHT)
{
return;
}
Hilight = psButton->state & WBUTS_HILITE;
//if hilighted
if (Hilight)
{
imageID = IMAGE_INTEL_PROXHILI;
psButton->width = iV_GetImageWidth(IntImages,IMAGE_INTEL_PROXHILI);
psButton->height = iV_GetImageHeight(IntImages,IMAGE_INTEL_PROXHILI);
}
else if (psMsg->read)
{
//if the message is read - don't animate
imageID = IMAGE_INTEL_PROXREAD;
psButton->width = iV_GetImageWidth(IntImages,IMAGE_INTEL_PROXREAD);
psButton->height = iV_GetImageHeight(IntImages,IMAGE_INTEL_PROXREAD);
}
else
{
//draw animated
if ((GetTickCount() - psProximityDisplay->timeLastDrawn) > delay)
{
psProximityDisplay->strobe++;
if (psProximityDisplay->strobe > 2)
{
psProximityDisplay->strobe = 0;
}
psProximityDisplay->timeLastDrawn = GetTickCount();
}
imageID = (UBYTE)(IMAGE_INTEL_PROXIMITY + psProximityDisplay->strobe);
psButton->width = iV_GetImageWidth(IntImages,IMAGE_INTEL_PROXIMITY);
psButton->height = iV_GetImageHeight(IntImages,IMAGE_INTEL_PROXIMITY);
}
//adjust button x and y for width and height of button
psButton->x = (SWORD)(psButton->x - psButton->width/(UWORD)2);
psButton->y = (SWORD)(psButton->y - psButton->height/(UWORD)2);
if (psButton->x < 0 OR psButton->x > DISP_WIDTH OR psButton->y < 0 OR
psButton->y > DISP_HEIGHT)
{
return;
}
//if there is a message 3Dview up - don't draw the proximity messages underneath
if (psCurrentMsg AND psCurrentMsg->pViewData)
{
if (!checkMessageOverlap(psCurrentMsg, psButton->x, psButton->y))
{
return;
}
}
//draw the 'button'
iV_DrawTransImage(IntImages,imageID, psButton->x, psButton->y);
}*/
/*check the x and y are within the messages 3D view if on screen */
/*BOOL checkMessageOverlap(MESSAGE *psMessage, SWORD x, SWORD y)
{
SWORD messageX, messageY, messageWidth, messageHeight;
switch (psMessage->type)
{
case MSG_CAMPAIGN:
case MSG_RESEARCH:
messageX = INTMAP_CAMPAIGNX;
messageY = INTMAP_CAMPAIGNY;
messageWidth = INTMAP_CAMPAIGNWIDTH;
messageHeight = INTMAP_CAMPAIGNHEIGHT;
break;
case MSG_MISSION:
messageX = INTMAP_MISSIONX;
messageY = INTMAP_MISSIONY;
messageWidth = INTMAP_MISSIONWIDTH;
messageHeight = INTMAP_MISSIONHEIGHT;
break;
case MSG_PROXIMITY:
messageX = INTMAP_PROXIMITYX;
messageY = INTMAP_PROXIMITYY;
messageWidth = INTMAP_PROXIMITYWIDTH;
messageHeight = INTMAP_PROXIMITYHEIGHT;
break;
default:
ASSERT((FALSE, "Unknown message type"));
return FALSE;
}
if ((x > messageX AND x < (messageX + messageWidth)) AND
(y > messageY AND y < (messageY + messageHeight)))
{
return FALSE;
}
else
{
return TRUE;
}
}*/
/*sets which states need to be paused when the intelligence screen is up*/
void setIntelligencePauseState(void)
{
if (!bMultiPlayer)
{
gameTimeStop();
setGameUpdatePause(TRUE);
if(!bInTutorial)
{ // Don't pause the scripts or the console if the tutorial is running.
setScriptPause(TRUE);
setConsolePause(TRUE);
}
setScrollPause(TRUE);
}
}
/*resets the pause states */
void resetIntelligencePauseState(void)
{
if (!bMultiPlayer)
{
setGameUpdatePause(FALSE);
if(!bInTutorial) {
setScriptPause(FALSE);
}
setScrollPause(FALSE);
setConsolePause(FALSE);
gameTimeStart();
}
}
// play this message immediately, but definitely donot tell the intelligence screen to start
void _displayImmediateMessage(MESSAGE *psMessage)
{
/*
This has to be changed to support a script calling a message in the intellegence screen
*/
#ifdef NO_VIDEO
psCurrentMsg = psMessage;
/* so we lied about definately not starting the intelligence screen */
addIntelScreen();
/* reset mouse cursor, since addIntelScreen() doesn't do that */
pie_SetMouse(IntImages,IMAGE_CURSOR_DEFAULT);
frameSetCursorFromRes(IDC_DEFAULT);
/* addIntelScreen() (via addIntelMap()) actually starts
* playing psCurrentMsg automatically */
return;
#endif
StartMessageSequences(psMessage,TRUE);
}
void displayImmediateMessage(MESSAGE *psMessage)
{
_displayImmediateMessage(psMessage);
}
// return whether a message is immediate
BOOL messageIsImmediate(void)
{
return immediateMessage;
}
/*sets the flag*/
void setMessageImmediate(BOOL state)
{
immediateMessage = state;
}
BOOL intAddIntelMap(void)
{
return _intAddIntelMap();
}
void intIntelButtonPressed(BOOL proxMsg, UDWORD id)
{
_intIntelButtonPressed(proxMsg,id);
}