warzone2100/src/intelmap.cpp

1252 lines
32 KiB
C++

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2013 Warzone 2100 Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/*
* IntelMap.c (Intelligence Map)
*
* Functions for the display of the Intelligence Map
*
*/
#include <string.h>
#include "lib/framework/frame.h"
#include "lib/framework/strres.h"
#include "lib/widget/widget.h"
#include "lib/widget/button.h"
/* Includes direct access to render library */
#include "lib/ivis_opengl/pieblitfunc.h"
#include "lib/ivis_opengl/piedef.h"
#include "lib/ivis_opengl/piestate.h"
#include "lib/ivis_opengl/piepalette.h"
#include "lib/ivis_opengl/screen.h"
#include "lib/ivis_opengl/piemode.h"
#include "display3d.h"
#include "lib/framework/cursors.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 "console.h"
#include "research.h"
#include "lib/gamelib/gtime.h"
#include "loop.h"
#include "lib/script/script.h"
#include "scripttabs.h"
#include "warzoneconfig.h"
#include "seqdisp.h"
#include "mission.h"
#include "multiplay.h"
#include "lib/sound/cdaudio.h"
#include "lib/sequence/sequence.h"
#include "lib/sound/track.h"
#include "scriptextern.h"
#include "multimenu.h"
/* Intelligence Map screen IDs */
#define IDINTMAP_MSGFORM 6001 //The intelligence map tabbed form
#define IDINTMAP_CLOSE 6004 //The close button icon for the 3D view
#define IDINTMAP_PAUSELABEL 6005 //The paused message
#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_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
/* 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_MSGY OBJ_TABY
#define INTMAP_MSGHEIGHT OBJ_HEIGHT
//define the 3D View sizes and positions that are required - relative to INTMAP_FORM
#define INTMAP_RESEARCHX (100 + D_W)
#define INTMAP_RESEARCHY (30 + D_H)
#define INTMAP_RESEARCHWIDTH 440
#define INTMAP_RESEARCHHEIGHT 288
/*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
/*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 UDWORD messageID;
static bool immediateMessage = false;
//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 */
class IntMessageButton : public IntFancyButton
{
public:
IntMessageButton(WIDGET *parent);
virtual void display(int xOffset, int yOffset);
void setMessage(MESSAGE *msg) { psMsg = msg; }
protected:
MESSAGE *psMsg;
};
/*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);
static void intDisplayPIEView(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset);
static void intDisplayFLICView(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset);
static void intDisplayTEXTView(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset);
static void addVideoText(SEQ_DISPLAY *psSeqDisplay, UDWORD sequence);
static void intDisplaySeqTextView(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset);
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;
#define PAUSE_DISPLAY_CONDITION (!bMultiPlayer)
#define PAUSEMESSAGE_YOFFSET (0)
/* Add the Intelligence Map widgets to the widget screen */
bool intAddIntelMap(void)
{
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)
{
W_LABINIT sLabInit;
sLabInit.id = IDINTMAP_PAUSELABEL;
sLabInit.formID = 0;
sLabInit.x = INTMAP_LABELX;
sLabInit.y = INTMAP_LABELY+PAUSEMESSAGE_YOFFSET;
sLabInit.width = INTMAP_LABELWIDTH;
sLabInit.height = INTMAP_LABELHEIGHT;
sLabInit.pText = _("PAUSED");
if (!widgAddLabel(psWScreen, &sLabInit))
{
return false;
}
}
}
//set pause states before putting the interface up
setIntelligencePauseState();
WIDGET *parent = psWScreen->psForm;
// Add the main Intelligence Map form
IntFormAnimated *intMapForm = new IntFormAnimated(parent, Animate); // Do not animate the opening, if the window was already open.
intMapForm->id = IDINTMAP_FORM;
intMapForm->setGeometry(INTMAP_X, INTMAP_Y, INTMAP_WIDTH, INTMAP_HEIGHT);
if (!intAddMessageForm(playCurrent))
{
return false;
}
if (bMultiPlayer && !MultiMenuUp && !playCurrent)
{
intAddMultiMenu();
}
return true;
}
/* Add the Message sub form */
static bool intAddMessageForm(bool playCurrent)
{
WIDGET *msgForm = widgGetFromID(psWScreen, IDINTMAP_FORM);
/* Add the Message form */
IntListTabWidget *msgList = new IntListTabWidget(msgForm);
msgList->id = IDINTMAP_MSGFORM;
msgList->setChildSize(OBJ_BUTWIDTH, OBJ_BUTHEIGHT);
msgList->setChildSpacing(OBJ_GAP, OBJ_GAP);
int msgListWidth = OBJ_BUTWIDTH*5 + OBJ_GAP*4;
msgList->setGeometry((msgForm->width() - msgListWidth)/2, INTMAP_MSGY, msgListWidth, msgForm->height() - INTMAP_MSGY);
/* Add the message buttons */
int nextButtonId = IDINTMAP_MSGSTART;
//add each button
messageID = 0;
for (MESSAGE *psMessage = apsMessages[selectedPlayer]; psMessage != nullptr; 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;
}
IntMessageButton *button = new IntMessageButton(msgList);
button->id = nextButtonId;
button->setMessage(psMessage);
msgList->addWidgetToLayout(button);
/* Set the tip and add the button */
RESEARCH *psResearch;
switch (psMessage->type)
{
case MSG_RESEARCH:
psResearch = getResearchForMsg((VIEWDATA *)psMessage->pViewData);
if (psResearch)
{
button->setTip(psResearch->name);
}
else
{
button->setTip(_("Research Update"));
}
break;
case MSG_CAMPAIGN:
button->setTip(_("Project Goals"));
break;
case MSG_MISSION:
button->setTip(_("Current Objective"));
break;
default:
break;
}
/* if the current message matches psSelected lock the button */
if (psMessage == psCurrentMsg)
{
messageID = nextButtonId;
button->setState(WBUT_LOCK);
msgList->setCurrentPage(msgList->pages() - 1);
}
/* Update the init struct for the next button */
++nextButtonId;
// stop adding the buttons when at max
if (nextButtonId > IDINTMAP_MSGEND)
{
break;
}
}
//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)
{
bool Animate = true;
RESEARCH *psResearch;
// Is the form already up?
if(widgGetFromID(psWScreen,IDINTMAP_MSGVIEW) != NULL)
{
intRemoveMessageView(false);
Animate = false;
}
if (MultiMenuUp)
{
intCloseMultiMenuNoAnim();
}
WIDGET *parent = psWScreen->psForm;
IntFormAnimated *intMapMsgView = new IntFormAnimated(parent, Animate); // Do not animate the opening, if the window was already open.
intMapMsgView->id = IDINTMAP_MSGVIEW;
intMapMsgView->setGeometry(INTMAP_RESEARCHX, INTMAP_RESEARCHY, INTMAP_RESEARCHWIDTH, INTMAP_RESEARCHHEIGHT);
/* Add the close box */
W_BUTINIT sButInit;
sButInit.formID = IDINTMAP_MSGVIEW;
sButInit.id = IDINTMAP_CLOSE;
sButInit.x = intMapMsgView->width() - OPT_GAP - CLOSE_SIZE;
sButInit.y = OPT_GAP;
sButInit.width = CLOSE_SIZE;
sButInit.height = CLOSE_SIZE;
sButInit.pTip = _("Close");
sButInit.pDisplay = intDisplayImageHilight;
sButInit.UserData = PACKDWORD_TRI(0,IMAGE_CLOSEHILIGHT , IMAGE_CLOSE);
if (!widgAddButton(psWScreen, &sButInit))
{
return false;
}
if (psMessage->type != MSG_RESEARCH &&
((VIEWDATA*)psMessage->pViewData)->type == VIEW_RPL)
{
VIEW_REPLAY *psViewReplay;
psViewReplay = (VIEW_REPLAY *)((VIEWDATA *)psMessage->pViewData)->pData;
/* Add a big tabbed text box for the subtitle text */
IntListTabWidget *seqList = new IntListTabWidget(intMapMsgView);
seqList->setChildSize(INTMAP_SEQTEXTTABWIDTH, INTMAP_SEQTEXTTABHEIGHT);
seqList->setChildSpacing(2, 2);
seqList->setGeometry(INTMAP_SEQTEXTX, INTMAP_SEQTEXTY, INTMAP_SEQTEXTWIDTH, INTMAP_SEQTEXTHEIGHT);
seqList->setTabPosition(ListTabWidget::Bottom);
// Don't think the tabs are actually ever used...
size_t cur_seq = 0, cur_seqpage = 0;
int nextPageId = IDINTMAP_SEQTEXTSTART;
do {
W_FORM *page = new W_FORM(seqList);
page->id = nextPageId++;
page->displayFunction = intDisplaySeqTextView;
page->pUserData = psViewReplay;
seqList->addWidgetToLayout(page);
}
while (!intDisplaySeqTextViewPage(psViewReplay, 0, 0, INTMAP_SEQTEXTTABWIDTH, INTMAP_SEQTEXTHEIGHT, false, &cur_seq, &cur_seqpage));
return true;
}
/*add the Label for the title box*/
W_LABINIT sLabInit;
sLabInit.id = IDINTMAP_TITLELABEL;
sLabInit.formID = IDINTMAP_MSGVIEW;
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 = psResearch->name;
sLabInit.FontID = font_regular;
if (!widgAddLabel(psWScreen, &sLabInit))
{
return false;
}
/*Add the PIE box*/
W_FORMINIT sFormInit;
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 = psMessage;
if (!widgAddForm(psWScreen, &sFormInit))
{
return false;
}
/*Add the Flic box */
sFormInit = 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 = psMessage;
if (!widgAddForm(psWScreen, &sFormInit))
{
return false;
}
/*Add the text box*/
sFormInit = 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 = 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_CLOSE)
{
//if close button pressed on 3D View then close the view only
psCurrentMsg = NULL;
intRemoveMessageView(true);
if (bMultiPlayer && !MultiMenuUp)
{
intAddMultiMenu();
}
}
else if (MultiMenuUp)
{
intProcessMultiMenu(id);
}
}
/**
* Draws the text for the intelligence display window.
*/
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 i, cur_y;
UDWORD sequence;
if (!psViewReplay)
{
return true; /* nothing to do */
}
iV_SetFont(font_regular);
iV_SetTextColour(WZCOL_TEXT_BRIGHT);
cur_y = y0 + iV_GetTextLineSize()/2 + 2*TEXT_YINDENT;
/* add each message */
for (sequence = *cur_seq, i = *cur_seqpage; sequence < psViewReplay->numSeq; sequence++)
{
SEQ_DISPLAY *psSeqDisplay = &psViewReplay->pSeqList[sequence];
for (; i < psSeqDisplay->textMsg.size(); i++)
{
if (render)
{
cur_y = iV_DrawFormattedText(psSeqDisplay->textMsg[i].toUtf8().constData(),
x0 + TEXT_XINDENT,
cur_y, width, false);
}
else
{
cur_y += iV_GetTextLineSize();
}
if (cur_y > y0 + height)
{
/* run out of room - need to make new tab */
*cur_seq = sequence;
*cur_seqpage = i;
return false;
}
}
i = 0;
}
return true; /* done */
}
/**
* Draw the text window for the intelligence display
*/
static void intDisplaySeqTextView(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset)
{
VIEW_REPLAY *psViewReplay = (VIEW_REPLAY*)psWidget->pUserData;
size_t cur_seq, cur_seqpage;
int x0 = xOffset + psWidget->x();
int y0 = yOffset + psWidget->y();
RenderWindowFrame(FRAME_NORMAL, x0, y0, psWidget->width(), psWidget->height());
/* work out where we're up to in the text */
cur_seq = cur_seqpage = 0;
intDisplaySeqTextViewPage(psViewReplay, x0, y0, psWidget->width() - 40, psWidget->height(), true, &cur_seq, &cur_seqpage);
}
// Add all the Video Sequences for a message
static void StartMessageSequences(MESSAGE *psMessage, bool Start)
{
bool bLoop = false;
debug(LOG_GUI, "StartMessageSequences: start message sequence");
//should never have a proximity message here
if (psMessage->type == MSG_PROXIMITY)
{
return;
}
ASSERT( psMessage->pViewData != NULL,
"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 *)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);
debug(LOG_GUI, "StartMessageSequences: sequence=%d", 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);
//play first full screen video
if (Start==true)
{
seq_StartNextFullScreenVideo();
}
}
}
/*
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;
RESEARCH *psResearch;
ASSERT( proxMsg != true,
"intIntelButtonPressed: Shouldn't be able to get a proximity message!" );
if(id == 0)
{
intRemoveIntelMap();
return;
}
/* message button has been pressed - clear the old button and messageView*/
if (messageID != 0)
{
widgSetButtonState(psWScreen, messageID, 0);
intRemoveMessageView(false);
psCurrentMsg = NULL;
}
/* Lock the new button */
// This means we can't click on the same movie button twice.
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++;
}
}
//deal with the message if one
if (psMessage)
{
//set the current message
psCurrentMsg = psMessage;
//set the read flag
psCurrentMsg->read = true;
debug(LOG_GUI, "intIntelButtonPressed: Dealing with a new message type=%d",
psMessage->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)
{
psResearch = getResearchForMsg((VIEWDATA *)psMessage->pViewData);
if (psResearch != NULL)
{
static const float maxVolume = 1.f;
static AUDIO_STREAM *playing = NULL;
// only play the sample once, otherwise, they tend to overlap each other
if (sound_isStreamPlaying(playing))
{
sound_StopStream(playing);
}
switch(psResearch->iconID)
{
case IMAGE_RES_DROIDTECH:
playing = audio_PlayStream("sequenceaudio/res_droid.ogg", maxVolume, NULL, NULL);
break;
case IMAGE_RES_WEAPONTECH:
playing = audio_PlayStream("sequenceaudio/res_weapons.ogg", maxVolume, NULL, NULL);
break;
case IMAGE_RES_COMPUTERTECH:
playing = audio_PlayStream("sequenceaudio/res_com.ogg", maxVolume, NULL, NULL);
break;
case IMAGE_RES_POWERTECH:
playing = audio_PlayStream("sequenceaudio/res_pow.ogg", maxVolume, NULL, NULL);
break;
case IMAGE_RES_SYSTEMTECH:
playing = audio_PlayStream("sequenceaudio/res_systech.ogg", maxVolume, NULL, NULL);
break;
case IMAGE_RES_STRUCTURETECH:
playing = audio_PlayStream("sequenceaudio/res_strutech.ogg", maxVolume, NULL, NULL);
break;
case IMAGE_RES_CYBORGTECH:
playing = audio_PlayStream("sequenceaudio/res_droid.ogg", maxVolume, NULL, NULL);
break;
case IMAGE_RES_DEFENCE:
playing = audio_PlayStream("sequenceaudio/res_strutech.ogg", maxVolume, NULL, NULL);
break;
}
}
//and finally for the dumb?
if (psMessage->pViewData)
{
intAddMessageView(psMessage);
}
}
}
}
static 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 && psMessage->read)
{
removeMessage(psMessage, selectedPlayer);
}
}
resetIntelligencePauseState();
immediateMessage = false;
cdAudio_Resume();
if (interpProcessorActive())
{
debug(LOG_SCRIPT, "intCleanUpIntelMap: interpreter running, storing CALL_VIDEO_QUIT");
if(!msgStackPush(CALL_VIDEO_QUIT,-1,-1,"\0",-1,-1,NULL))
{
debug(LOG_ERROR, "intCleanUpIntelMap() - msgStackPush - stack failed");
return;
}
}
else
{
debug(LOG_SCRIPT, "intCleanUpIntelMap: not running");
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_VIDEO_QUIT);
}
}
/* Remove the Intelligence Map widgets from the screen */
void intRemoveIntelMap(void)
{
//remove 3dView if still there
WIDGET *Widg = widgGetFromID(psWScreen, IDINTMAP_MSGVIEW);
if(Widg)
{
intRemoveMessageView(false);
}
// Start the window close animation.
IntFormAnimated *form = (IntFormAnimated *)widgGetFromID(psWScreen, IDINTMAP_FORM);
if (form)
{
form->closeAnimateDelete();
}
//remove the text label
widgDelete(psWScreen, IDINTMAP_PAUSELABEL);
if (bMultiPlayer && MultiMenuUp)
{
intCloseMultiMenu();
}
intCleanUpIntelMap();
}
/* Remove the Intelligence Map widgets from the screen */
void intRemoveIntelMapNoAnim(void)
{
WIDGET *Widg;
//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);
if (bMultiPlayer && MultiMenuUp)
{
intCloseMultiMenuNoAnim();
}
intCleanUpIntelMap();
}
/* Remove the Message View from the Intelligence screen */
void intRemoveMessageView(bool animated)
{
//remove 3dView if still there
IntFormAnimated *form = (IntFormAnimated *)widgGetFromID(psWScreen, IDINTMAP_MSGVIEW);
if (form == nullptr)
{
return;
}
//stop the video
VIEW_RESEARCH *psViewResearch = (VIEW_RESEARCH *)form->pUserData;
seq_RenderVideoToBuffer(psViewResearch->sequenceName, SEQUENCE_KILL);
if (animated)
{
// Start the window close animation.
form->closeAnimateDelete();
}
else
{
//remove without the animating close window
delete form;
}
}
IntMessageButton::IntMessageButton(WIDGET *parent)
: IntFancyButton(parent)
, psMsg(nullptr)
{}
/*Displays the buttons used on the intelligence map */
void IntMessageButton::display(int xOffset, int yOffset)
{
RESEARCH *pResearch = NULL;
bool MovieButton = false;
doRotation();
ImdObject object;
Image image;
//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 && pResearch->psStat)
{
//we have a Stat associated with this research topic
if (StatIsStructure(pResearch->psStat))
{
//this defines how the button is drawn
object = ImdObject::StructureStat(pResearch->psStat);
}
else
{
int compID = StatIsComponent(pResearch->psStat);
if (compID != COMP_NUMCOMPONENTS)
{
//this defines how the button is drawn
object = ImdObject::Component(pResearch->psStat);
}
else
{
ASSERT( false, "intDisplayMessageButton: invalid stat" );
object = ImdObject::Research(pResearch);
}
}
}
else
{
//no Stat for this research topic so use the research topic to define what is drawn
object = ImdObject::Research(pResearch);
}
break;
case MSG_CAMPAIGN:
image = Image(IntImages, IMAGE_INTEL_CAMPAIGN);
MovieButton = true;
break;
case MSG_MISSION:
image = Image(IntImages, 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 = Image(IntImages, pResearch->iconID);
}
//do we have the same icon for the top right hand corner?
displayIMD(image, object, xOffset, yOffset);
}
else
//draw buttons for mission and general messages
{
// Draw the button with the relevant image, don't add isDown() to the image ID if it's a movie button.
displayImage(MovieButton? image : Image(image.images, image.id + isDown()), xOffset, yOffset);
}
displayIfHighlight(xOffset, yOffset);
}
/* displays the PIE view for the current message */
void intDisplayPIEView(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset)
{
MESSAGE *psMessage = (MESSAGE *)psWidget->pUserData;
SWORD image = -1;
RESEARCH *psResearch;
// Should not have any proximity messages here...
if (!psMessage || psMessage->type == MSG_PROXIMITY)
{
return;
}
if (psMessage->pViewData)
{
int x0 = xOffset + psWidget->x();
int y0 = yOffset + psWidget->y();
int x1 = x0 + psWidget->width();
int y1 = y0 + psWidget->height();
//moved from after close render
RenderWindowFrame(FRAME_NORMAL, x0 - 1, y0 - 1, x1 - x0 + 2, y1 - y0 + 2);
if (((VIEWDATA *)psMessage->pViewData)->type != VIEW_RES)
{
ASSERT( false, "intDisplayPIEView: Invalid message type" );
return;
}
//render an object
psResearch = getResearchForMsg((VIEWDATA *)psCurrentMsg->pViewData);
renderResearchToBuffer(psResearch, x0+(x1-x0)/2, y0+(y1-y0)/2);
//draw image icon in top left of window
image = (SWORD)getResearchForMsg((VIEWDATA *)psMessage->pViewData)->iconID;
if (image > 0)
{
iV_DrawImage(IntImages,image,x0,y0);
}
}
}
/* displays the FLIC view for the current message */
void intDisplayFLICView(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset)
{
MESSAGE *psMessage = (MESSAGE *)psWidget->pUserData;
VIEW_RESEARCH *psViewResearch;
//shouldn't have any proximity messages here...
if (!psMessage || psMessage->type == MSG_PROXIMITY)
{
return;
}
if (psMessage->pViewData)
{
int x0 = xOffset + psWidget->x();
int y0 = yOffset + psWidget->y();
int x1 = x0 + psWidget->width();
int y1 = y0 + psWidget->height();
if (((VIEWDATA *)psMessage->pViewData)->type != VIEW_RES)
{
ASSERT( false, "intDisplayFLICView: Invalid message type" );
return;
}
RenderWindowFrame(FRAME_NORMAL, x0, y0, x1 - x0, y1 - y0);
psViewResearch = (VIEW_RESEARCH *)((VIEWDATA *)psCurrentMsg->pViewData)->pData;
// set the dimensions to window size & position
seq_SetDisplaySize(192, 168, x0, y0);
//render a frame of the current movie *must* force above resolution!
seq_RenderVideoToBuffer(psViewResearch->sequenceName, SEQUENCE_HOLD);
}
}
/**
* Displays the TEXT view for the current message.
* If this function breaks, please merge it with intDisplaySeqTextViewPage
* which presumably does almost the same.
*/
void intDisplayTEXTView(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset)
{
MESSAGE *psMessage = (MESSAGE *)psWidget->pUserData;
int x0 = xOffset + psWidget->x();
int y0 = yOffset + psWidget->y();
int x1 = x0 + psWidget->width();
int y1 = y0 + psWidget->height();
int ty = y0;
RenderWindowFrame(FRAME_NORMAL, x0, y0, x1 - x0, y1 - y0);
if (psMessage)
{
iV_SetFont(font_regular);
/* Get the travel to the next line */
int linePitch = iV_GetTextLineSize();
/* Fix for spacing.... */
linePitch+=3;
ty+=3;
/* Fix for spacing.... */
iV_SetTextColour(WZCOL_TEXT_BRIGHT);
//add each message
for (unsigned i = 0; i < ((VIEWDATA *)psMessage->pViewData)->textMsg.size(); i++)
{
//check haven't run out of room first!
if (i * linePitch > psWidget->height())
{
ASSERT( false, "intDisplayTEXTView: Run out of room!" );
return;
}
//need to check the string will fit!
iV_DrawText(_(((VIEWDATA *)psMessage->pViewData)->textMsg[i].toUtf8().constData()), 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->textMsg.size() > 0)
{
//add each message, first at the top
// FIXME We should perhaps get font size, and use that to calculate offset(s) ?
x = VIDEO_TEXT_TOP_X;
y = VIDEO_TEXT_TOP_Y;
seq_AddTextForVideo(psSeqDisplay->textMsg[0].toUtf8().constData(), x, y, TEXT_START_FRAME, TEXT_END_FRAME, SEQ_TEXT_POSITION); //startframe endFrame
//add each message, the rest at the bottom
x = VIDEO_TEXT_BOTTOM_X;
// calculate the real bottom... NOTE, game assumes all videos to be 640x480
y = (double)pie_GetVideoBufferHeight() / 480. * (double)VIDEO_TEXT_BOTTOM_Y;
i = 1;
while (i < psSeqDisplay->textMsg.size())
{
seq_AddTextForVideo(psSeqDisplay->textMsg[i].toUtf8().constData(), x, y, TEXT_START_FRAME, TEXT_END_FRAME, SEQ_TEXT_POSITION); //startframe endFrame
//initialise after the first setting
x = y = 0;
i++;
}
}
}
/*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;
}
/*sets which states need to be paused when the intelligence screen is up*/
void setIntelligencePauseState(void)
{
if (!bMultiPlayer)
{
//need to clear mission widgets from being shown on intel screen
clearMissionWidgets();
gameTimeStop();
setGameUpdatePause(true);
if(!bInTutorial)
{ // Don't pause the scripts or the console if the tutorial is running.
setScriptPause(true);
setConsolePause(true);
}
setScrollPause(true);
screen_RestartBackDrop();
}
}
/*resets the pause states */
void resetIntelligencePauseState(void)
{
if (!bMultiPlayer)
{
//put any widgets back on for the missions
resetMissionWidgets();
setGameUpdatePause(false);
if(!bInTutorial)
{
setScriptPause(false);
}
setScrollPause(false);
setConsolePause(false);
gameTimeStart();
screen_StopBackDrop();
pie_ScreenFlip(CLEAR_BLACK);
}
}
/** Play an intelligence message.
* This function is used from scripts to give updates to the mission.
*/
void displayImmediateMessage(MESSAGE *psMessage)
{
/*
This has to be changed to support a script calling a message in the intellegence screen
*/
psCurrentMsg = psMessage;
StartMessageSequences(psMessage,true);
// remind the player that the message can be seen again from
// the intelligence screen
addConsoleMessage(_("New Intelligence Report"), CENTRE_JUSTIFY, SYSTEM_MESSAGE);
flashReticuleButton(IDRET_INTEL_MAP);
}
// return whether a message is immediate
bool messageIsImmediate(void)
{
return immediateMessage;
}
/*sets the flag*/
void setMessageImmediate(bool state)
{
immediateMessage = state;
}