warzone2100/src/intelmap.c

1531 lines
38 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2009 Warzone Resurrection 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_common/piedef.h"
#include "lib/ivis_common/piestate.h"
#include "lib/ivis_common/rendmode.h"
#include "lib/ivis_common/piepalette.h"
#include "lib/ivis_opengl/screen.h"
#include "lib/ivis_common/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 "scriptextern.h"
#include "multimenu.h"
//#define NO_VIDEO
/* 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_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
/* 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
//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 */
static void intDisplayMessageButton(WIDGET *psWidget, UDWORD xOffset,
UDWORD yOffset, PIELIGHT *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);
static void intDisplayPIEView(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset, PIELIGHT *pColours);
#ifndef NO_VIDEO
static void intDisplayFLICView(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset, PIELIGHT *pColours);
#endif
static void intDisplayTEXTView(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset, PIELIGHT *pColours);
static void addVideoText(SEQ_DISPLAY *psSeqDisplay, UDWORD sequence);
static void intDisplaySeqTextView(WIDGET *psWidget,
UDWORD xOffset, UDWORD yOffset,
PIELIGHT *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(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 = _("PAUSED");
sLabInit.FontID = font_regular;
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;
}
if (!intAddMessageForm(playCurrent))
{
return false;
}
if (bMultiPlayer && !MultiMenuUp && !playCurrent)
{
intAddMultiMenu();
}
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;
/*work out the number of buttons */
for(psMessage = apsMessages[selectedPlayer]; psMessage; psMessage =
psMessage->psNext)
{
//ignore proximity messages here
if (psMessage->type != MSG_PROXIMITY)
{
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);
sFormInit.pUserData = &StandardTab;
sFormInit.pTabDisplay = intDisplayTab;
if (sFormInit.numMajor > MAX_TAB_STD_SHOWN)
{ // we do NOT use smallTab icons here, so be safe and only display max # of
// standard sized tab icons.
sFormInit.numMajor = MAX_TAB_STD_SHOWN;
}
//set minor tabs to 1
for (i=0; i< sFormInit.numMajor; i++)
{
sFormInit.aNumMinors[i] = 1;
}
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 = _("Research Update");
}
break;
case MSG_CAMPAIGN:
sBFormInit.pTip = _("Project Goals");
break;
case MSG_MISSION:
sBFormInit.pTip = _("Current Objective");
break;
default:
break;
}
BufferID = GetObjectBuffer();
ASSERT( BufferID >= 0,"Unable to acquire object buffer." );
RENDERBUTTON_INUSE(&ObjectBuffers[BufferID]);
ObjectBuffers[BufferID].Data = (void*)psMessage;
sBFormInit.pUserData = &ObjectBuffers[BufferID];
sBFormInit.pDisplay = intDisplayMessageButton;
if (!widgAddForm(psWScreen, &sBFormInit))
{
return false;
}
/* 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;
// Is the form already up?
if(widgGetFromID(psWScreen,IDINTMAP_MSGVIEW) != NULL)
{
intRemoveMessageView(false);
Animate = false;
}
if (MultiMenuUp)
{
intCloseMultiMenuNoAnim();
}
/* 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;
// 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 = _("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)
{
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.pUserData = &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 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 = font_regular;
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 = 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 = 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 = 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->numText; i++)
{
if (render)
{
cur_y = iV_DrawFormattedText(psSeqDisplay->ppTextMsg[i],
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,
WZ_DECL_UNUSED PIELIGHT *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(FRAME_NORMAL, x0, y0, Form->width, Form->height);
/* work out where we're up to in the text */
cur_seq = cur_seqpage = 0;
if(Form->style & WFORM_TABBED)
{
// Gerard 2007-04-07: dead code?
ASSERT(!"the form is tabbed", "intDisplaySeqTextView: the form is tabbed");
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-40, Form->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;
switch(psResearch->iconID)
{
case IMAGE_RES_DROIDTECH:
audio_PlayStream("sequenceaudio/res_droid.ogg", maxVolume, NULL, NULL);
break;
case IMAGE_RES_WEAPONTECH:
audio_PlayStream("sequenceaudio/res_weapons.ogg", maxVolume, NULL, NULL);
break;
case IMAGE_RES_COMPUTERTECH:
audio_PlayStream("sequenceaudio/res_com.ogg", maxVolume, NULL, NULL);
break;
case IMAGE_RES_POWERTECH:
audio_PlayStream("sequenceaudio/res_pow.ogg", maxVolume, NULL, NULL);
break;
case IMAGE_RES_SYSTEMTECH:
audio_PlayStream("sequenceaudio/res_systech.ogg", maxVolume, NULL, NULL);
break;
case IMAGE_RES_STRUCTURETECH:
audio_PlayStream("sequenceaudio/res_strutech.ogg", maxVolume, NULL, NULL);
break;
case IMAGE_RES_CYBORGTECH:
audio_PlayStream("sequenceaudio/res_droid.ogg", maxVolume, NULL, NULL);
break;
case IMAGE_RES_DEFENCE:
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)
{
WIDGET *Widg;
W_TABFORM *Form;
//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);
if(Form)
{
Form->display = intClosePlainForm;
Form->disableChildren = true;
Form->pUserData = NULL; // Used to signal when the close anim has finished.
}
ClosingIntelMap = true;
//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)
{
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(psViewResearch->sequenceName, SEQUENCE_KILL);
if (animated)
{
widgDelete(psWScreen, IDINTMAP_CLOSE);
// Start the window close animation.
Form->display = intClosePlainForm;
Form->disableChildren = true;
Form->pUserData = NULL; // 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(WIDGET *psWidget, UDWORD xOffset,
UDWORD yOffset, WZ_DECL_UNUSED PIELIGHT *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;
ASSERT_OR_RETURN( , psMsg != NULL, "psBuffer->Data empty. Why?" );
//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
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, 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);
}
}
}
CloseButtonRender();
if (Hilight)
{
iV_DrawImage(IntImages,IMAGE_BUT_HILITE,xOffset+psButton->x,
yOffset+psButton->y);
}
}
/* displays the PIE view for the current message */
void intDisplayPIEView(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset, WZ_DECL_UNUSED PIELIGHT *pColours)
{
W_TABFORM *Form = (W_TABFORM*)psWidget;
MESSAGE *psMessage = (MESSAGE *)Form->pUserData;
UDWORD x0,y0,x1,y1;
VIEW_RESEARCH *psViewResearch;
SWORD image = -1;
RESEARCH *psResearch;
//shouldn't have any proximity messages here...
if (psMessage->type == MSG_PROXIMITY)
{
return;
}
if (psMessage && psMessage->pViewData)
{
x0 = xOffset+Form->x;
y0 = yOffset+Form->y;
x1 = x0 + Form->width;
y1 = y0 + Form->height;
//moved from after close render
RenderWindowFrame(FRAME_NORMAL, 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;
psResearch = getResearchForMsg((VIEWDATA *)psCurrentMsg->pViewData);
renderResearchToBuffer(psResearch, x0+(x1-x0)/2, y0+(y1-y0)/2);
CloseButtonRender();
//draw image icon in top left of window
image = (SWORD)getResearchForMsg((VIEWDATA *)psMessage->pViewData)->iconID;
if (image > 0)
{
iV_DrawImage(IntImages,image,x0,y0);
}
}
}
#ifndef NO_VIDEO
/* displays the FLIC view for the current message */
void intDisplayFLICView(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset, WZ_DECL_UNUSED PIELIGHT *pColours)
{
W_TABFORM *Form = (W_TABFORM*)psWidget;
MESSAGE *psMessage = (MESSAGE *)Form->pUserData;
UDWORD x0,y0,x1,y1;
VIEW_RESEARCH *psViewResearch;
//shouldn't have any proximity messages here...
if (psMessage->type == MSG_PROXIMITY)
{
return;
}
if (psMessage && 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;
}
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);
CloseButtonRender();
}
}
#endif
/**
* 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, WZ_DECL_UNUSED PIELIGHT *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(FRAME_NORMAL, x0, y0, x1 - x0, y1 - y0);
if (psMessage)
{
iV_SetFont(font_regular);
/* Get the travel to the next line */
linePitch = iV_GetTextLineSize();
/* Fix for spacing.... */
linePitch+=3;
ty+=3;
/* Fix for spacing.... */
iV_SetTextColour(WZCOL_TEXT_BRIGHT);
//add each message
for (i = 0; i < ((VIEWDATA *)psMessage->pViewData)->numText; i++)
{
//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)
{
debug( LOG_NEVER, "avt seq=%d [%s]\n", sequence, psSeqDisplay->ppTextMsg[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->ppTextMsg[0], 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->numText)
{
seq_AddTextForVideo(psSeqDisplay->ppTextMsg[i], 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);
}
// return whether a message is immediate
BOOL messageIsImmediate(void)
{
return immediateMessage;
}
/*sets the flag*/
void setMessageImmediate(BOOL state)
{
immediateMessage = state;
}