Example #1
0
// Initialize the dead popup data
void popupdead_start()
{
	int			i;
	UI_BUTTON	*b;

	if ( Popupdead_active ) {
		return;
	}

	// increment number of deaths
	Player->failures_this_session++;


	// create base window
	Popupdead_window.create(Popupdead_background_coords[gr_screen.res][0], Popupdead_background_coords[gr_screen.res][1], 1, 1, 0);
	Popupdead_window.set_foreground_bmap(Popupdead_background_filename[gr_screen.res]);

	Popupdead_num_choices = 0;
	Popupdead_multi_type = -1;

	if ((The_mission.max_respawn_delay >= 0) && ( Game_mode & GM_MULTIPLAYER )) {
		Popupdead_timer = timestamp(The_mission.max_respawn_delay * 1000); 
		if (Game_mode & GM_MULTIPLAYER) {
			if(!(Net_player->flags & NETINFO_FLAG_LIMBO)){
				if (The_mission.max_respawn_delay) {
					HUD_printf("Player will automatically respawn in %d seconds", The_mission.max_respawn_delay);
				}
				else {
					HUD_printf("Player will automatically respawn now"); 
				}
			}
		}
	}

	if ( Game_mode & GM_NORMAL ) {
		// also do a campaign check here?
		if (0) { //((Player->show_skip_popup) && (!Popupdead_skip_already_shown) && (Game_mode & GM_CAMPAIGN_MODE) && (Game_mode & GM_NORMAL) && (Player->failures_this_session >= PLAYER_MISSION_FAILURE_LIMIT)) {
			// init the special preliminary death popup that gives the skip option
			Popupdead_button_text[0] = XSTR( "Do Not Skip This Mission", 1473);
			Popupdead_button_text[1] = XSTR( "Advance To The Next Mission", 1474);
			Popupdead_button_text[2] = XSTR( "Don't Show Me This Again", 1475);
			Popupdead_num_choices = POPUPDEAD_NUM_CHOICES_SKIP;
			Popupdead_skip_active = 1;
		} else if(The_mission.flags & MISSION_FLAG_RED_ALERT) {
			// We can't staticly declare these because they are externalized
			Popupdead_button_text[0] = XSTR( "Quick Start Mission", 105);
			Popupdead_button_text[1] = XSTR( "Return To Flight Deck", 106);
			Popupdead_button_text[2] = XSTR( "Return To Briefing", 107);
			Popupdead_button_text[3] = XSTR( "Replay previous mission", 1432);
			Popupdead_num_choices = POPUPDEAD_NUM_CHOICES_RA;
		} else {
			Popupdead_button_text[0] = XSTR( "Quick Start Mission", 105);
			Popupdead_button_text[1] = XSTR( "Return To Flight Deck", 106);
			Popupdead_button_text[2] = XSTR( "Return To Briefing", 107);
			Popupdead_num_choices = POPUPDEAD_NUM_CHOICES;
		}
	} else {
		// in multiplayer, we have different choices depending on respawn mode, etc.

		// if the player has run out of respawns and must either quit and become an observer
		if(Net_player->flags & NETINFO_FLAG_LIMBO){

			// the master should not be able to quit the game
			if( ((Net_player->flags & NETINFO_FLAG_AM_MASTER) && (multi_num_players() > 1)) || (Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN) ) {
				Popupdead_button_text[0] = XSTR( "Observer Mode", 108);
				Popupdead_num_choices = 1;
				Popupdead_multi_type = POPUPDEAD_OBS_ONLY;
			} else {
				Popupdead_button_text[0] = XSTR( "Observer Mode", 108);
				Popupdead_button_text[1] = XSTR( "Return To Flight Deck", 106);
				Popupdead_num_choices = 2;
				Popupdead_multi_type = POPUPDEAD_OBS_QUIT;
			}
		} else {
			// the master of the game should not be allowed to quit
			if ( ((Net_player->flags & NETINFO_FLAG_AM_MASTER) && (multi_num_players() > 1)) || (Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN) ) {
				Popupdead_button_text[0] = XSTR( "Respawn", 109);
				Popupdead_num_choices = 1;
				Popupdead_multi_type = POPUPDEAD_RESPAWN_ONLY;
			} else {
				Popupdead_button_text[0] = XSTR( "Respawn", 109);
				if(!Cmdline_mpnoreturn)
				{
					Popupdead_button_text[1] = XSTR( "Return To Flight Deck", 106);
					Popupdead_num_choices = 2;
				}
				else
				{
					Popupdead_num_choices = 1;
				}
				Popupdead_multi_type = POPUPDEAD_RESPAWN_QUIT;
			}
		}
	}

	// create buttons
	for (i=0; i < Popupdead_num_choices; i++) {
		b = &Popupdead_buttons[i];
		b->create(&Popupdead_window, "", Popupdead_button_coords[gr_screen.res][i][0], Popupdead_button_coords[gr_screen.res][i][1], 30, 20, 0, 1);
		b->set_bmaps(Popupdead_button_filenames[gr_screen.res][i], 3, 0);
		b->set_highlight_action(common_play_highlight_sound);

		// create invisible buttons to detect mouse presses... can't use mask since button region is dynamically sized
		int lx, w, h;
		gr_get_string_size(&w, &h, Popupdead_button_text[i]);
		lx = Popupdead_region_coords[gr_screen.res][i][0] - w;
		b = &Popupdead_button_regions[i];	
		b->create(&Popupdead_window, "", lx, Popupdead_region_coords[gr_screen.res][i][1], Popupdead_region_coords[gr_screen.res][i][2]-lx, Popupdead_region_coords[gr_screen.res][i][3]-Popupdead_region_coords[gr_screen.res][i][1], 0, 1);
		b->hide();
	}
	
	Popupdead_default_choice = 0;
	Popupdead_choice = -1;
	Popupdead_active = 1;
}
Example #2
0
// init the Popup window
int popup_init(popup_info *pi, int flags)
{
	int					i;
	UI_BUTTON			*b;
	popup_background	*pbg;
	char					*fname;

	if(pi->nchoices == 0){
		pbg = &Popup_background[gr_screen.res][0];
	} else {
		pbg = &Popup_background[gr_screen.res][pi->nchoices-1];
	}

	// anytime in single player, and multiplayer, not in mission, go ahead and stop time
	if ( (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && !(Game_mode & GM_IN_MISSION)) ){
		game_stop_time();
	}

	// create base window
	Popup_window.create(pbg->coords[0], pbg->coords[1], Popup_text_coords[gr_screen.res][2]+100, Popup_text_coords[gr_screen.res][3]+50, 0);
	Popup_window.set_foreground_bmap(pbg->filename);

	// create buttons
	for (i=0; i<pi->nchoices; i++) {
		b = &Popup_buttons[i];
		// accommodate single-choice positive icon being positioned differently
		if ( (pi->nchoices == 1) && (flags&PF_USE_AFFIRMATIVE_ICON) ) {
			b->create(&Popup_window, "", Button_coords[gr_screen.res][i+1][0], Button_coords[gr_screen.res][i+1][1], 30, 25, 0, 1);
		} else {
			b->create(&Popup_window, "", Button_coords[gr_screen.res][i][0], Button_coords[gr_screen.res][i][1], 30, 25, 0, 1);
		}

		fname = popup_get_button_filename(pi, i, flags);
		b->set_bmaps(fname, 3, 0);
		b->set_highlight_action(common_play_highlight_sound);
		if ( pi->keypress[i] >= 0 ) {
			b->set_hotkey(pi->keypress[i]);
		}

		// create invisible buttons to detect mouse presses... can't use mask since button region is dynamically sized
		int lx, w, h;

		gr_get_string_size(&w, &h, pi->button_text[i]);
		lx = Button_regions[gr_screen.res][i][0] - w;
		b = &Popup_button_regions[i];	

		// accommodate single-choice positive icon being positioned differently
		if ( (pi->nchoices == 1) && (flags&PF_USE_AFFIRMATIVE_ICON) ) {
			b->create(&Popup_window, "", lx, Button_regions[gr_screen.res][i+1][1], Button_regions[gr_screen.res][i+1][2]-lx, Button_regions[gr_screen.res][i+1][3]-Button_regions[gr_screen.res][i+1][1], 0, 1);
		} else {
			b->create(&Popup_window, "", lx, Button_regions[gr_screen.res][i][1], Button_regions[gr_screen.res][i][2]-lx, Button_regions[gr_screen.res][i][3]-Button_regions[gr_screen.res][i][1], 0, 1);
		}

		b->hide();
	}

	// webcursor setup
	if (Web_cursor_bitmap >= 0) {
		if (flags & PF_WEB_CURSOR_1) {
			Popup_buttons[1].set_custom_cursor_bmap(Web_cursor_bitmap);
		}
		if (flags & PF_WEB_CURSOR_2) {
			Popup_buttons[2].set_custom_cursor_bmap(Web_cursor_bitmap);
		}
	}

	// if this is an input popup, create and center the popup
	if(flags & PF_INPUT){
		Popup_input.create(&Popup_window, Popup_text_coords[gr_screen.res][0], pbg->coords[1] + Popup_input_y_offset[gr_screen.res], Popup_text_coords[gr_screen.res][2], pi->max_input_text_len, "", UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_ESC_CLR | UI_INPUTBOX_FLAG_ESC_FOC | UI_INPUTBOX_FLAG_KEYTHRU | UI_INPUTBOX_FLAG_TEXT_CEN);
		Popup_input.set_focus();
	}	
	
	Popup_default_choice=0;
	Popup_should_die = 0;

	if (flags & PF_RUN_STATE) {
		Popup_running_state = 1;
	} else {
		Popup_running_state = 0;
	}

	popup_split_lines(pi, flags);

	// create the popup slider (which we may not need to use
	Popup_slider.create(&Popup_window, Popup_slider_coords[gr_screen.res][0], Popup_slider_coords[gr_screen.res][1], Popup_slider_coords[gr_screen.res][2], Popup_slider_coords[gr_screen.res][3], pi->nlines > Popup_max_display[gr_screen.res] ? pi->nlines - Popup_max_display[gr_screen.res] : 0,
								Popup_slider_name[gr_screen.res], popup_slider_bogus, popup_slider_bogus, NULL);

	return 0;
}
Example #3
0
// init the Popup window
int popup_init(popup_info *pi, int flags)
{
	int					i;
	UI_BUTTON			*b;
	popup_background	*pbg;
	char					*fname;
	int state, choice;
	
	// to have those cool holo projection popups we need to find what
	// state the game is then load the appropiate popup graphic for
	// display
	state = gameseq_get_state();

	choice = pi->nchoices - 2;
			if (choice < 0)
				choice = 0;
	//pbg = &Popup_background[gr_screen.res][0][POPUP_DEFAULT];


	switch (state)
	{
	case GS_STATE_INITIAL_PLAYER_SELECT:
		pbg = &Popup_background[gr_screen.res][choice][POPUP_REGDESK];
			
		break;
	case GS_STATE_MAIN_MENU:
		pbg = &Popup_background[gr_screen.res][choice][POPUP_CONCOURSE];

		break;
	case GS_STATE_SIMULATOR_ROOM:
		pbg = &Popup_background[gr_screen.res][choice][POPUP_LOADMISSION];

		break;
	case GS_STATE_PILOT_MANAGE:
		pbg = &Popup_background[gr_screen.res][choice][POPUP_PILOTMANAGE];

		break;

	case GS_STATE_VIEW_CUTSCENES:
		pbg = &Popup_background[gr_screen.res][choice][POPUP_FILMROOM];

		break;

	case GS_STATE_GAME_PLAY:
		pbg = &Popup_background[gr_screen.res][choice][POPUP_FLY];

		break;

	/*case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
	case GS_STATE_MULTI_JOIN_GAME:
	case GS_STATE_DEBRIEF:
		pbg = &Popup_background[gr_screen.res][choice][POPUP_DEFAULT];

		break;*/
	
	default:
			pbg = &Popup_background[gr_screen.res][choice][POPUP_DEFAULT];

	}
		// anytime in single player, and multiplayer, not in mission, go ahead and stop time
	if ( (Game_mode & GM_NORMAL) || ((Game_mode && GM_MULTIPLAYER) && !(Game_mode & GM_IN_MISSION)) ){
		game_stop_time();
	}
	
	// create base window
	Popup_window.create(pbg->coords[0], pbg->coords[1], Popup_text_coords[gr_screen.res][2]+100, Popup_text_coords[gr_screen.res][3]+50, 0);
	Popup_window.set_foreground_bmap(pbg->filename);

	// create buttons
	for (i=0; i<pi->nchoices; i++) {
		b = &Popup_buttons[i];
		// accommodate single-choice positive icon being positioned differently
		if ( (pi->nchoices == 1) && (flags&PF_USE_AFFIRMATIVE_ICON) ) {
			b->create(&Popup_window, "", Button_coords[gr_screen.res][i+1][0], Button_coords[gr_screen.res][i+1][1], 30, 25, 0, 1);
		} else {
			b->create(&Popup_window, "", Button_coords[gr_screen.res][i][0], Button_coords[gr_screen.res][i][1], 30, 25, 0, 1);
		}

		fname = popup_get_button_filename(pi, i, flags);
		b->set_bmaps(fname, 3, 0);
		b->set_highlight_action(common_play_highlight_sound);
		if ( pi->keypress[i] >= 0 ) {
			b->set_hotkey(pi->keypress[i]);
		}

		// create invisible buttons to detect mouse presses... can't use mask since button region is dynamically sized
		int lx, w, h;

		gr_get_string_size(&w, &h, pi->button_text[i]);
		lx = Button_regions[gr_screen.res][i][0] - w;
		b = &Popup_button_regions[i];	

		// accommodate single-choice positive icon being positioned differently
		if ( (pi->nchoices == 1) && (flags&PF_USE_AFFIRMATIVE_ICON) ) {
			b->create(&Popup_window, "", lx, Button_regions[gr_screen.res][i+1][1], Button_regions[gr_screen.res][i+1][2]-lx, Button_regions[gr_screen.res][i+1][3]-Button_regions[gr_screen.res][i+1][1], 0, 1);
		} else {
			b->create(&Popup_window, "", lx, Button_regions[gr_screen.res][i][1], Button_regions[gr_screen.res][i][2]-lx, Button_regions[gr_screen.res][i][3]-Button_regions[gr_screen.res][i][1], 0, 1);
		}

		b->hide();
	}

	// webcursor setup
	if (Web_cursor_bitmap >= 0) {
		if (flags & PF_WEB_CURSOR_1) {
			Popup_buttons[1].set_custom_cursor_bmap(Web_cursor_bitmap);
		}
		if (flags & PF_WEB_CURSOR_2) {
			Popup_buttons[2].set_custom_cursor_bmap(Web_cursor_bitmap);
		}
	}

	// if this is an input popup, create and center the popup
	if(flags & PF_INPUT){
		Popup_input.create(&Popup_window, Popup_text_coords[gr_screen.res][0], pbg->coords[1] + Popup_input_y_offset[gr_screen.res], Popup_text_coords[gr_screen.res][2], pi->max_input_text_len, "", UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_ESC_CLR | UI_INPUTBOX_FLAG_ESC_FOC | UI_INPUTBOX_FLAG_KEYTHRU | UI_INPUTBOX_FLAG_TEXT_CEN);
		Popup_input.set_focus();
	}	
	
	Popup_default_choice=0;
	Popup_should_die = 0;

	if (flags & PF_RUN_STATE) {
		Popup_running_state = 1;
	} else {
		Popup_running_state = 0;
	}

	popup_split_lines(pi, flags);

	// create the popup slider (which we may not need to use
	Popup_slider.create(&Popup_window, Popup_slider_coords[gr_screen.res][0], Popup_slider_coords[gr_screen.res][1], Popup_slider_coords[gr_screen.res][2], Popup_slider_coords[gr_screen.res][3], pi->nlines > Popup_max_display[gr_screen.res] ? pi->nlines - Popup_max_display[gr_screen.res] : 0,
								Popup_slider_name[gr_screen.res], popup_slider_bogus, popup_slider_bogus, NULL);

	return 0;
}