bool HudGaugeTalkingHead::canRender()
{
    if (sexp_override) {
        return false;
    }

    if (hud_disabled() && !hud_disabled_except_messages()) {
        return false;
    }

    if(!active)
        return false;

    if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
        return false;
    }

    if ((Viewer_mode & disabled_views)) {
        return false;
    }

    if(pop_up) {
        if(!popUpActive()) {
            return false;
        }
    }

    return true;
}
bool HudGaugeRadarDradis::shouldDoSounds()
{
	if (hud_disabled())
		return false;

	if (Viewer_mode & (VM_EXTERNAL | VM_CHASE | VM_DEAD_VIEW | VM_OTHER_SHIP))
		return false;

	return true;
}
void message_training_update_frame()
{
	int z;

	if ((Viewer_mode & (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY ))) {
		return;
	}
	
	if ( hud_disabled() && !hud_disabled_except_messages()) {
		return;
	}

	Training_message_visible = 0;
	message_training_queue_check();

	if (Training_failure){
		return;
	}

	if (timestamp_elapsed(Training_message_timestamp) || !strlen(Training_buf)){
		return;
	}

	// the code that preps the training message and counts the number of lines
	// has been moved to message_training_setup()

	if (Training_num_lines <= 0){
		return;
	}

	Training_message_visible = 1;

	if ((Training_voice >= 0) && (Training_num_lines > 0) && !(Training_message_timestamp)) {
		if (Training_voice_type)
			z = audiostream_is_playing(Training_voice_handle);
		else
			z = snd_is_playing(Training_voice_handle);

		if (!z)
			Training_message_timestamp = timestamp(2000);  // 2 second delay
 	}

	Training_message_method = 0;
}
bool HudGaugeDirectives::canRender()
{
	if (sexp_override) {
		return false;
	}

	if(hud_disabled_except_messages()) {
		return false;
	}

	if (hud_disabled() && !hud_disabled_except_messages()) {
		return false;
	}

	// force the directives list to display in training missions even if this gauge isn't active.
	if(!active && !(The_mission.game_type & MISSION_TYPE_TRAINING))
		return false;
	
	if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
		return false;
	}

	if ((Viewer_mode & disabled_views)) {
		return false;
	}

	if(pop_up) {
		if(!popUpActive()) {
			return false;
		}
	}

	if (gauge_config == HUD_ETS_GAUGE) {
		if (Ships[Player_obj->instance].flags2 & SF2_NO_ETS) {
			return false;
		}
	}

	return true;
}
bool HudGaugeTrainingMessages::canRender()
{
	if (hud_disabled() && !hud_disabled_except_messages()) {
		return false;
	}
	
	if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
		return false;
	}

	if ((Viewer_mode & disabled_views)) {
		return false;
	}

	if(pop_up) {
		if(!popUpActive()) {
			return false;
		}
	}

	return true;
}
// pause do frame - will handle running multiplayer operations if necessary
void pause_do()
{
	int k;
	const char *pause_str = XSTR("Paused", 767);
	int str_w, str_h;
	// next two are for view resetting
	static int previous_Viewer_mode = -1;
	static int previous_hud_state = -1;

	Assert( !(Game_mode & GM_MULTIPLAYER) );
	
	//	RENDER A GAME FRAME HERE AS THE BACKGROUND (if normal pause)

	if(Pause_type == PAUSE_TYPE_NORMAL)	{			
		// Fall back to viewer just incase saved screen is invalid
		if(Pause_saved_screen == -1){
			Pause_type = PAUSE_TYPE_VIEWER;
		}
		else if(Pause_type == PAUSE_TYPE_NORMAL)	{
			gr_restore_screen(Pause_saved_screen);
		}
	}

	if(Pause_type == PAUSE_TYPE_NORMAL){
		if (Pause_background_bitmap >= 0) {
			gr_set_bitmap(Pause_background_bitmap);

			// draw the bitmap
			gr_bitmap(Please_wait_coords[gr_screen.res][0], Please_wait_coords[gr_screen.res][1], GR_RESIZE_MENU);
			
			// draw "Paused" on it
			gr_set_color_fast(&Color_normal);
			gr_set_font(FONT2);
			gr_get_string_size(&str_w, &str_h, pause_str);
			gr_string((gr_screen.max_w_unscaled - str_w) / 2, (gr_screen.max_h_unscaled - str_h) / 2, pause_str, GR_RESIZE_MENU);
			gr_set_font(FONT1);
		}
	}

	if (Pause_type == PAUSE_TYPE_VIEWER) {
		if (previous_Viewer_mode < 0)
			previous_Viewer_mode = Viewer_mode;

		if (previous_hud_state < 0)
			previous_hud_state = hud_disabled();
	}

	// process the ui window here
	k = Pause_win.process() & ~KEY_DEBUGGED;
	switch (k)
	{ 
		case KEY_TAB:
			hud_toggle_draw();
			break;

		// view from outside of the ship
	   	case KEY_ENTER:
			if (Pause_type == PAUSE_TYPE_VIEWER) {
				button_function_demo_valid(VIEW_EXTERNAL);
			}
			break;

		// view from target
		case KEY_PADDIVIDE:
			if (Pause_type == PAUSE_TYPE_VIEWER) {
				button_function_demo_valid(VIEW_OTHER_SHIP);
			}
			break;

		// change target
		case KEY_PADMULTIPLY:
			if (Pause_type == PAUSE_TYPE_VIEWER) {
				button_function(TARGET_NEXT);
			}
			break;

		case KEY_ESC:
		case KEY_ALTED + KEY_PAUSE:
		case KEY_PAUSE:
			// reset previous view if we happened to be playing around with it during pause
			if (Pause_type == PAUSE_TYPE_VIEWER) {
				if (previous_Viewer_mode >= 0) {
					Viewer_mode = previous_Viewer_mode;
				}

				// NOTE remember that hud state is reversed here (0 == on, 1 == off)
				if ( (previous_hud_state >= 0) && (hud_disabled() != previous_hud_state) ) {
					hud_set_draw( !previous_hud_state );
				}
			}

			gameseq_post_event(GS_EVENT_PREVIOUS_STATE);		
			break;
	}	// end switch

	// draw the background window
	Pause_win.draw();

	// a very unique case where we shouldn't be doing the page flip because we're inside of popup code
	if(!popup_active()){
		if(Pause_type == PAUSE_TYPE_NORMAL) {
			gr_flip();
		}
	} else {
		// this should only be happening in a very unique multiplayer case
		Int3();
	}
}
void mission_eval_goals()
{
	int i, result;

	// before checking whether or not we should evaluate goals, we should run through the events and
	// process any whose timestamp is valid and has expired.  This would catch repeating events only
	for (i=0; i<Num_mission_events; i++) {
		if (Mission_events[i].formula != -1) {
			if ( !timestamp_valid(Mission_events[i].timestamp) || !timestamp_elapsed(Mission_events[i].timestamp) ){
				continue;
			}

			// if we get here, then the timestamp on the event has popped -- we should reevaluate
			PROFILE("Repeating events", mission_process_event(i));
		}
	}
	
	if ( !timestamp_elapsed(Mission_goal_timestamp) ){
		return;
	}

	// first evaluate the players goals
	for (i=0; i<Num_goals; i++) {
		// don't evaluate invalid goals
		if (Mission_goals[i].type & INVALID_GOAL){
			continue;
		}

		if (Mission_goals[i].satisfied == GOAL_INCOMPLETE) {
			result = eval_sexp(Mission_goals[i].formula);
			if ( Sexp_nodes[Mission_goals[i].formula].value == SEXP_KNOWN_FALSE ) {
				mission_goal_status_change( i, GOAL_FAILED );

			} else if (result) {
				mission_goal_status_change(i, GOAL_COMPLETE );
			} // end if result

		}	// end if goals[i].satsified != GOAL_COMPLETE
	} // end for

	// now evaluate any mission events
	for (i=0; i<Num_mission_events; i++) {
		if ( Mission_events[i].formula != -1 ) {
			// only evaluate this event if the timestamp is not valid.  We do this since
			// we will evaluate repeatable events at the top of the file so we can get
			// the exact interval that the designer asked for.
			if ( !timestamp_valid( Mission_events[i].timestamp) ){
				PROFILE("Nonrepeating events", mission_process_event( i ));
			}
		}
	}

	// send and remaining sexp data to the clients
	if (MULTIPLAYER_MASTER) {
		multi_sexp_flush_packet();
	}

	if (The_mission.game_type & MISSION_TYPE_TRAINING){
		Mission_goal_timestamp = timestamp(GOAL_TIMESTAMP_TRAINING);
	} else {
		Mission_goal_timestamp = timestamp(GOAL_TIMESTAMP);
	}

	if ( !hud_disabled() && hud_gauge_active(HUD_DIRECTIVES_VIEW) ) {
		mission_maybe_play_directive_success_sound();
	}

   // update goal status if playing on a multiplayer standalone server
	if (Game_mode & GM_STANDALONE_SERVER){
		std_multi_update_goals();
	}
	
	Snapshot_all_events = false;
}
Beispiel #8
0
void mission_eval_goals()
{
	int i, result, goal_changed = 0;

	// before checking whether or not we should evaluate goals, we should run through the events and
	// process any whose timestamp is valid and has expired.  This would catch repeating events only
	for (i=0; i<Num_mission_events; i++) {
		if (Mission_events[i].formula != -1) {
			if ( !timestamp_valid(Mission_events[i].timestamp) || !timestamp_elapsed(Mission_events[i].timestamp) ){
				continue;
			}

			// if we get here, then the timestamp on the event has popped -- we should reevaluate
			mission_process_event(i);
		}
	}
	
	if ( !timestamp_elapsed(Mission_goal_timestamp) ){
		return;
	}

	// first evaluate the players goals
	for (i=0; i<Num_goals; i++) {
		// don't evaluate invalid goals
		if (Mission_goals[i].type & INVALID_GOAL){
			continue;
		}

		if (Mission_goals[i].satisfied == GOAL_INCOMPLETE) {
			result = eval_sexp(Mission_goals[i].formula);
			if ( Sexp_nodes[Mission_goals[i].formula].value == SEXP_KNOWN_FALSE ) {
				goal_changed = 1;
				mission_goal_status_change( i, GOAL_FAILED );

			} else if (result) {
				goal_changed = 1;
				mission_goal_status_change(i, GOAL_COMPLETE );
			} // end if result
			
			// tell the player how to end the mission
			//if ( goal_changed && mission_evaluate_primary_goals() != PRIMARY_GOALS_INCOMPLETE ) {
			//	HUD_sourced_printf(HUD_SOURCE_IMPORTANT, "Press %s to end mission and return to base", textify_scancode(Control_config[END_MISSION].key_id) );
			//}
		}	// end if goals[i].satsified != GOAL_COMPLETE
	} // end for

	// now evaluate any mission events
	for (i=0; i<Num_mission_events; i++) {
		if ( Mission_events[i].formula != -1 ) {
			// only evaluate this event if the timestamp is not valid.  We do this since
			// we will evaluate repeatable events at the top of the file so we can get
			// the exact interval that the designer asked for.
			if ( !timestamp_valid( Mission_events[i].timestamp) ){
				mission_process_event( i );
			}
		}
	}

	if (The_mission.game_type & MISSION_TYPE_TRAINING){
		Mission_goal_timestamp = timestamp(GOAL_TIMESTAMP_TRAINING);
	} else {
		Mission_goal_timestamp = timestamp(GOAL_TIMESTAMP);
	}

	if ( !hud_disabled() && hud_gauge_active(HUD_DIRECTIVES_VIEW) ) {
		mission_maybe_play_directive_success_sound();
	}

   // update goal status if playing on a multiplayer standalone server
	if (Game_mode & GM_STANDALONE_SERVER){
		std_multi_update_goals();
	}
}