Files
source/Intro.cpp
T
Overhaul 7a27e7105d New attack busy system
Added missing #includes

Added LUA scripting and console

Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain

Fixed signedness of many grid variables used in GetMouseMapPos calls

Fixed enemy weapon choosing:  Sometimes a mortar is chosen but later rejected, but the grenade class was not reset.  Caused assertion failure

Added checks so enemies don't try to chuck RPG grenades with their hands

Now possible to shoot a someone in the head if he's in water

Fixed InitSightArrays to also clear soldier interrupt duel points.  This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called.

Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have

Removed early setting of muzzle flash.  This would allow enemies to get an interrupt before you even fired.

Fixed item dropping by AI.  If AI tried to drop something while standing it would cause deadlock

Change to greatly speed up closing the sector inventory window in an unloaded sector

Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting


Check builddefines.h for the conditional flags.  Of greatest interest might be LUA_CONSOLE.  This will cause the game to bring up a command console when run.  However this console is severely lacking in many areas.  If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated.  The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus.

LUA scripting is very limited, basically just proof of concept.  There is one global variable, the Soldiers array.  An array index gives you the soldier in that slot in the currently loaded sector.  The soldier has a few things that can be accessed:  name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-06-09 09:01:04 +00:00

543 lines
12 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "JA2 All.h"
#include "Intro.h"
#include "Cinematics.h"
#else
#include "sgp.h"
#include "sys globals.h"
#include "sysutil.h"
#include "vobject_blitters.h"
#include "wcheck.h"
#include "cursors.h"
#include "font control.h"
#include "cursor control.h"
#include "render dirty.h"
#include "GameScreen.h"
#include "Text.h"
#include "Utilities.h"
#include "WordWrap.h"
#include "Font Control.h"
#include "text.h"
#include "Multi Language Graphic Utils.h"
#include "Line.h"
#include "Intro.h"
#include "Cinematics.h"
#include "mainmenuscreen.h"
#include "Music Control.h"
#include "LibraryDataBase.h"
#include "english.h"
#include "Game Init.h"
#include "Soldier Profile.h"
#include "soldier profile type.h"
#include "MessageBoxScreen.h"
#endif
extern STR16 gzIntroScreen[];
extern HVSURFACE ghFrameBuffer;
enum
{
INTRO_TXT__CANT_FIND_INTRO,
};
//ddd
//ggg
BOOLEAN gfIntroScreenEntry;
BOOLEAN gfIntroScreenExit;
UINT32 guiIntroExitScreen = INTRO_SCREEN;
extern BOOLEAN gfDoneWithSplashScreen;
SMKFLIC *gpSmackFlic = NULL;
#define SMKINTRO_FIRST_VIDEO 255
#define SMKINTRO_NO_VIDEO -1
//enums for the various smacker files
enum
{
SMKINTRO_REBEL_CRDT,
SMKINTRO_OMERTA,
SMKINTRO_PRAGUE_CRDT,
SMKINTRO_PRAGUE,
//there are no more videos shown for the begining
SMKINTRO_END_END_SPEECH_MIGUEL,
SMKINTRO_END_END_SPEECH_NO_MIGUEL,
SMKINTRO_END_HELI_FLYBY,
SMKINTRO_END_SKYRIDER_HELICOPTER,
SMKINTRO_END_NOSKYRIDER_HELICOPTER,
SMKINTRO_SPLASH_SCREEN,
SMKINTRO_SPLASH_TALONSOFT,
//there are no more videos shown for the endgame
SMKINTRO_LAST_END_GAME,
};
INT32 giCurrentIntroBeingPlayed = SMKINTRO_NO_VIDEO;
CHAR *gpzSmackerFileNames[] =
{
//begining of the game
"INTRO\\Rebel_cr.smk",
"INTRO\\Omerta.smk",
"INTRO\\Prague_cr.smk",
"INTRO\\Prague.smk",
//endgame
"INTRO\\Throne_Mig.smk",
"INTRO\\Throne_NoMig.smk",
"INTRO\\Heli_FlyBy.smk",
"INTRO\\Heli_Sky.smk",
"INTRO\\Heli_NoSky.smk",
"INTRO\\SplashScreen.smk",
"INTRO\\TalonSoftid_endhold.smk",
};
//enums used for when the intro screen can come up, either begining game intro, or end game cinematic
INT8 gbIntroScreenMode=-1;
extern void CDromEjectionErrorMessageBoxCallBack( UINT8 bExitValue );
void GetIntroScreenUserInput();
BOOLEAN EnterIntroScreen();
void RenderIntroScreen();
void ExitIntroScreen();
void HandleIntroScreen();
void PrepareToExitIntroScreen();
INT32 GetNextIntroVideo( UINT32 uiCurrentVideo );
void StartPlayingIntroFlic( INT32 iIndexOfFlicToPlay );
void DisplaySirtechSplashScreen();
//ppp
UINT32 IntroScreenInit( void )
{
//Set so next time we come in, we can set up
gfIntroScreenEntry = TRUE;
return( 1 );
}
UINT32 IntroScreenShutdown( void )
{
return( 1 );
}
UINT32 IntroScreenHandle( void )
{
if( gfIntroScreenEntry )
{
EnterIntroScreen();
gfIntroScreenEntry = FALSE;
gfIntroScreenExit = FALSE;
InvalidateRegion( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
}
RestoreBackgroundRects();
GetIntroScreenUserInput();
HandleIntroScreen();
ExecuteBaseDirtyRectQueue();
EndFrameBufferRender();
if( gfIntroScreenExit )
{
ExitIntroScreen();
gfIntroScreenExit = FALSE;
gfIntroScreenEntry = TRUE;
}
return( guiIntroExitScreen );
}
BOOLEAN EnterIntroScreen()
{
INT32 iFirstVideoID = -1;
ClearMainMenu();
SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
// Don't play music....
SetMusicMode( MUSIC_NONE );
#ifdef JA2BETAVERSION
if( FileExists( "..\\NoIntro.txt" ) )
{
PrepareToExitIntroScreen();
return( TRUE );
}
#endif
//if the library doesnt exist, exit
if( !IsLibraryOpened( LIBRARY_INTRO ) )
{
PrepareToExitIntroScreen();
return( TRUE );
}
//initialize smacker
SmkInitialize( ghWindow, SCREEN_WIDTH, SCREEN_HEIGHT);
//get the index opf the first video to watch
iFirstVideoID = GetNextIntroVideo( SMKINTRO_FIRST_VIDEO );
if( iFirstVideoID != -1 )
{
StartPlayingIntroFlic( iFirstVideoID );
guiIntroExitScreen = INTRO_SCREEN;
}
//Got no intro video, exit
else
{
PrepareToExitIntroScreen();
}
return( TRUE );
}
void RenderIntroScreen()
{
}
void ExitIntroScreen()
{
//shutdown smaker
SmkShutdown();
}
void HandleIntroScreen()
{
BOOLEAN fFlicStillPlaying = FALSE;
//if we are exiting this screen, this frame, dont update the screen
if( gfIntroScreenExit )
return;
//handle smaker each frame
fFlicStillPlaying = SmkPollFlics();
//if the flic is not playing
if( !fFlicStillPlaying )
{
INT32 iNextVideoToPlay = -1;
iNextVideoToPlay = GetNextIntroVideo( giCurrentIntroBeingPlayed );
if( iNextVideoToPlay != -1 )
{
StartPlayingIntroFlic( iNextVideoToPlay );
}
else
{
PrepareToExitIntroScreen();
giCurrentIntroBeingPlayed = -1;
}
}
InvalidateScreen();
}
void GetIntroScreenUserInput()
{
InputAtom Event;
POINT MousePos;
GetCursorPos(&MousePos);
while( DequeueEvent( &Event ) )
{
// HOOK INTO MOUSE HOOKS
switch( Event.usEvent)
{
case LEFT_BUTTON_DOWN:
MouseSystemHook(LEFT_BUTTON_DOWN, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
break;
case LEFT_BUTTON_UP:
MouseSystemHook(LEFT_BUTTON_UP, (INT16)MousePos.x, (INT16)MousePos.y ,_LeftButtonDown, _RightButtonDown);
break;
case RIGHT_BUTTON_DOWN:
MouseSystemHook(RIGHT_BUTTON_DOWN, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
break;
case RIGHT_BUTTON_UP:
MouseSystemHook(RIGHT_BUTTON_UP, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
break;
case RIGHT_BUTTON_REPEAT:
MouseSystemHook(RIGHT_BUTTON_REPEAT, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
break;
case LEFT_BUTTON_REPEAT:
MouseSystemHook(LEFT_BUTTON_REPEAT, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
break;
}
if( Event.usEvent == KEY_UP )
{
switch( Event.usParam )
{
case ESC:
PrepareToExitIntroScreen();
break;
case SPACE:
SmkCloseFlic( gpSmackFlic );
break;
#ifdef JA2TESTVERSION
case 'r':
break;
case 'i':
InvalidateRegion( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
break;
#endif
}
}
}
// if the user presses either mouse button
if( gfLeftButtonState || gfRightButtonState )
{
//advance to the next flic
SmkCloseFlic( gpSmackFlic );
}
}
void PrepareToExitIntroScreen()
{
//if its the intro at the begining of the game
if( gbIntroScreenMode == INTRO_BEGINING )
{
//go to the init screen
guiIntroExitScreen = INIT_SCREEN;
}
else if( gbIntroScreenMode == INTRO_SPLASH )
{
//display a logo when exiting
DisplaySirtechSplashScreen();
gfDoneWithSplashScreen = TRUE;
guiIntroExitScreen = INIT_SCREEN;
}
else
{
//We want to reinitialize the game
ReStartingGame();
// guiIntroExitScreen = MAINMENU_SCREEN;
guiIntroExitScreen = CREDIT_SCREEN;
}
gfIntroScreenExit = TRUE;
}
INT32 GetNextIntroVideo( UINT32 uiCurrentVideo )
{
INT32 iStringToUse = -1;
//switch on whether it is the beginging or the end game video
switch( gbIntroScreenMode )
{
//the video at the begining of the game
case INTRO_BEGINING:
{
switch( uiCurrentVideo )
{
case SMKINTRO_FIRST_VIDEO:
iStringToUse = SMKINTRO_REBEL_CRDT;
break;
case SMKINTRO_REBEL_CRDT:
iStringToUse = SMKINTRO_OMERTA;
break;
case SMKINTRO_OMERTA:
iStringToUse = SMKINTRO_PRAGUE_CRDT;
break;
case SMKINTRO_PRAGUE_CRDT:
iStringToUse = SMKINTRO_PRAGUE;
break;
case SMKINTRO_PRAGUE:
iStringToUse = -1;
break;
// case SMKINTRO_LAST_INTRO:
// iStringToUse = -1;
// break;
}
}
break;
//end game
case INTRO_ENDING:
{
switch( uiCurrentVideo )
{
case SMKINTRO_FIRST_VIDEO:
//if Miguel is dead, play the flic with out him in it
if( gMercProfiles[ MIGUEL ].bMercStatus == MERC_IS_DEAD )
iStringToUse = SMKINTRO_END_END_SPEECH_NO_MIGUEL;
else
iStringToUse = SMKINTRO_END_END_SPEECH_MIGUEL;
break;
case SMKINTRO_END_END_SPEECH_MIGUEL:
case SMKINTRO_END_END_SPEECH_NO_MIGUEL:
iStringToUse = SMKINTRO_END_HELI_FLYBY;
break;
//if SkyRider is dead, play the flic without him
case SMKINTRO_END_HELI_FLYBY:
if( gMercProfiles[ SKYRIDER ].bMercStatus == MERC_IS_DEAD )
iStringToUse = SMKINTRO_END_NOSKYRIDER_HELICOPTER;
else
iStringToUse = SMKINTRO_END_SKYRIDER_HELICOPTER;
break;
}
}
break;
case INTRO_SPLASH:
switch( uiCurrentVideo )
{
case SMKINTRO_FIRST_VIDEO:
iStringToUse = SMKINTRO_SPLASH_SCREEN;
break;
case SMKINTRO_SPLASH_SCREEN:
//iStringToUse = SMKINTRO_SPLASH_TALONSOFT;
break;
}
break;
}
return( iStringToUse );
}
void StartPlayingIntroFlic( INT32 iIndexOfFlicToPlay )
{
if( iIndexOfFlicToPlay != -1 )
{
//start playing a flic
gpSmackFlic = SmkPlayFlic( gpzSmackerFileNames[ iIndexOfFlicToPlay ], (SCREEN_WIDTH-640)/2, (SCREEN_HEIGHT-480)/2, TRUE );
if( gpSmackFlic != NULL )
{
giCurrentIntroBeingPlayed = iIndexOfFlicToPlay;
}
else
{
//do a check
#ifdef JA2BETAVERSION
PrepareToExitIntroScreen();
#else
DoScreenIndependantMessageBox( gzIntroScreen[INTRO_TXT__CANT_FIND_INTRO], MSG_BOX_FLAG_OK, CDromEjectionErrorMessageBoxCallBack );
#endif
}
}
}
void SetIntroType( INT8 bIntroType )
{
if( bIntroType == INTRO_BEGINING )
{
gbIntroScreenMode = INTRO_BEGINING;
}
else if( bIntroType == INTRO_ENDING )
{
gbIntroScreenMode = INTRO_ENDING;
}
else if( bIntroType == INTRO_SPLASH )
{
gbIntroScreenMode = INTRO_SPLASH;
}
}
void DisplaySirtechSplashScreen()
{
HVOBJECT hPixHandle;
VOBJECT_DESC VObjectDesc;
UINT32 uiLogoID;
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf;
// CLEAR THE FRAME BUFFER
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
memset(pDestBuf, 0, SCREEN_HEIGHT * uiDestPitchBYTES );
UnLockVideoSurface( FRAME_BUFFER );
memset( &VObjectDesc, 0, sizeof( VOBJECT_DESC ) );
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\SirtechSplash.sti", VObjectDesc.ImageFile);
// FilenameForBPP("INTERFACE\\TShold.sti", VObjectDesc.ImageFile);
if( !AddVideoObject(&VObjectDesc, &uiLogoID) )
{
FilenameForBPP("GERMAN\\SPLASH_GERMAN.sti", VObjectDesc.ImageFile);
if( !AddVideoObject(&VObjectDesc, &uiLogoID) )
{
/*
* This is the place, where most non english coders stranding.
* Don't hesitate, don't give up!
* I'll now tell You what You made wrong
* (2006-10-10, Sergeant_Kolja)
*/
#ifdef _DEBUG
# if defined(ENGLISH)
AssertMsg( 0, String( "Wheter English nor German works. May be You built English - but have only German or other foreign Disk?" ) );
# elif defined(GERMAN)
AssertMsg( 0, String( "Weder Englisch noch Deutsch geht. Deutsche Version kompiliert und mit englischer CDs gestartet? Das geht nicht!" ) );
# endif
#endif
AssertMsg( 0, String( "Failed to load %s", VObjectDesc.ImageFile ) );
return;
}
}
GetVideoObject(&hPixHandle, uiLogoID);
BltVideoObject(FRAME_BUFFER, hPixHandle, 0,(SCREEN_WIDTH-640)/2, (SCREEN_HEIGHT-480)/2, VO_BLT_SRCTRANSPARENCY,NULL);
DeleteVideoObjectFromIndex(uiLogoID);
InvalidateScreen();
RefreshScreen( NULL );
}