/* Starshatter: The Open Source Project Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors Copyright (c) 1997-2006, Destroyer Studios LLC. AUTHOR: John DiCamillo */ #include "Starshatter.h" #include "MenuScreen.h" #include "LoadScreen.h" #include "PlanScreen.h" #include "CmpnScreen.h" #include "AudioConfig.h" #include "MusicDirector.h" #include "HUDSounds.h" #include "Player.h" #include "Shot.h" #include "Drive.h" #include "LandingGear.h" #include "Explosion.h" #include "FlightDeck.h" #include "NavLight.h" #include "Debris.h" #include "Contact.h" #include "QuantumDrive.h" #include "Sensor.h" #include "Power.h" #include "SystemDesign.h" #include "WeaponDesign.h" #include "Campaign.h" #include "CampaignSaveGame.h" #include "CombatRoster.h" #include "CombatZone.h" #include "CampaignPlan.h" #include "Galaxy.h" #include "StarSystem.h" #include "Mission.h" #include "Sim.h" #include "SimEvent.h" #include "Element.h" #include "Ship.h" #include "ShipCtrl.h" #include "ShipDesign.h" #include "HUDView.h" #include "Mfd.h" #include "RadioMessage.h" #include "RadioTraffic.h" #include "RadioVox.h" #include "CameraDirector.h" #include "ModConfig.h" #include "KeyMap.h" #include "GameScreen.h" #include "QuantumView.h" #include "QuitView.h" #include "RadioView.h" #include "TacticalView.h" #include "DisplayView.h" #include "LoadDlg.h" #include "TacRefDlg.h" #include "CmpLoadDlg.h" #include "Terrain.h" #include "NetClientConfig.h" #include "NetServerConfig.h" #include "NetLayer.h" #include "NetLobbyClient.h" #include "NetLobbyServer.h" #include "NetGame.h" #include "NetUtil.h" #include "ParseUtil.h" #include "Token.h" #include "MachineInfo.h" #include "Game.h" #include "GameWinDX9.h" #include "Clock.h" #include "ContentBundle.h" #include "VideoFactory.h" #include "Screen.h" #include "Window.h" #include "ActiveWindow.h" #include "Button.h" #include "CameraView.h" #include "ImgView.h" #include "FadeView.h" #include "Color.h" #include "Bitmap.h" #include "Font.h" #include "FontMgr.h" #include "Keyboard.h" #include "Joystick.h" #include "MouseController.h" #include "Mouse.h" #include "TrackIR.h" #include "EventDispatch.h" #include "MultiController.h" #include "Archive.h" #include "DataLoader.h" #include "Random.h" #include "Universe.h" #include "Video.h" #include "VideoSettings.h" #include "WebBrowser.h" // +--------------------------------------------------------------------+ int quick_mode = 0; char quick_mission_name[64]; Mission* quick_mission = 0; int Starshatter::keymap[256]; int Starshatter::keyalt[256]; Starshatter* Starshatter::instance = 0; static Mission* current_mission = 0; static Mission* cutscene_mission = 0; static double cutscene_basetime = 0; static int cut_efx_volume = 100; static int cut_wrn_volume = 100; static double time_til_change = 0; static bool exit_latch = true; static bool show_missions = false; static bool use_file_system = false; static bool no_splash = false; enum CHAT_MODES { CHAT_BROADCAST = 1, CHAT_TEAM = 2, CHAT_WING = 3, CHAT_UNIT = 4 }; // +--------------------------------------------------------------------+ Starshatter::Starshatter() : gamewin(0), menuscreen(0), loadscreen(0), planscreen(0), cmpnscreen(0), gamescreen(0), splash(0), splash_index(0), input(0), loader(0), cam_dir(0), music_dir(0), field_of_view(2), time_mark(0), minutes(0), player_ship(0), net_lobby(0), spinning(false), tactical(false), mouse_x(0), mouse_y(0), mouse_input(0), head_tracker(0), terminal(0), verdana(0), limerick18(0), limerick12(0), HUDfont(0), GUIfont(0), GUI_small_font(0), title_font(0), ocrb(0), req_change_video(0), video_changed(0), lens_flare(true), corona(true), nebula(true), dust(0), load_step(0), load_progress(0), chat_mode(0), exit_time(1.2), cutscene(0) { if (!instance) instance = this; app_name = "Starshatter: The Open Source Project"; title_text = "STARSHATTER"; palette_name = "alpha"; if (!DataLoader::GetLoader()) DataLoader::Initialize(); loader = DataLoader::GetLoader(); int loadstat = loader->EnableDatafile("shatter.dat"); if (loadstat != DataLoader::DATAFILE_OK) { const char* err_msg = loadstat == DataLoader::DATAFILE_INVALID ? "The file 'shatter.dat' appears to have been damaged. Please re-install Starshatter." : "Starshatter cannot open the file 'shatter.dat'. Please re-install Starshatter."; ::MessageBox(hwnd, err_msg, "Starshatter - Error", MB_OK); ::Print(err_msg); ::Print("\n\nFATAL ERROR: EXIT."); exit(-1); } if (loader->FindFile("vox.dat")) loader->EnableDatafile("vox.dat"); if (loader->FindFile("start.dat")) loader->EnableDatafile("start.dat"); if (loader->FindFile("content.dat")) loader->EnableDatafile("content.dat"); //if (loadstat != DataLoader::DATAFILE_OK) { // const char* err_msg = loadstat == DataLoader::DATAFILE_INVALID ? // "The file 'content.dat' appears to have been damaged. Please re-install the latest Starshatter update." : // "Starshatter cannot open the file 'content.dat'. Please re-install the latest Starshatter update."; // ::MessageBox(hwnd, err_msg, "Starshatter - Error", MB_OK); // ::Print(err_msg); // ::Print("\n\nFATAL ERROR: EXIT."); // exit(-1); //} LoadVideoConfig("video.cfg"); // create the fonts loader->SetDataPath("Fonts/"); HUDfont = new Font("HUDfont"); FontMgr::Register("HUD", HUDfont); GUIfont = new Font("GUIfont"); FontMgr::Register("GUI", GUIfont); GUI_small_font = new Font("GUIsmall"); FontMgr::Register("GUIsmall", GUI_small_font); limerick12 = new Font("Limerick12"); limerick18 = new Font("Limerick18"); terminal = new Font("Terminal"); verdana = new Font("Verdana"); ocrb = new Font("OCRB"); FontMgr::Register("Limerick12", limerick12); FontMgr::Register("Limerick18", limerick18); FontMgr::Register("Terminal", terminal); FontMgr::Register("Verdana", verdana); FontMgr::Register("OCRB", ocrb); loader->SetDataPath(0); ZeroMemory(keymap, sizeof(keymap)); ZeroMemory(keyalt, sizeof(keyalt)); } Starshatter::~Starshatter() { if (video_changed) { SaveVideoConfig("video.cfg"); } DeleteFile("video2.cfg"); StopLobby(); if (Status() <= EXIT) Player::Save(); delete menuscreen; delete loadscreen; delete planscreen; delete gamescreen; delete cmpnscreen; menuscreen = 0; loadscreen = 0; planscreen = 0; gamescreen = 0; cmpnscreen = 0; music_dir = 0; // delete all the ships and stuff // BEFORE getting rid of the system // and weapons catalogs! delete world; world = 0; // don't let base class double delete the world delete quick_mission; AudioConfig::Close(); HUDSounds::Close(); MusicDirector::Close(); Player::Close(); Drive::Close(); LandingGear::Close(); MFD::Close(); Explosion::Close(); FlightDeck::Close(); Campaign::Close(); CombatRoster::Close(); Galaxy::Close(); RadioTraffic::Close(); RadioVox::Close(); Ship::Close(); WeaponDesign::Close(); SystemDesign::Close(); ModConfig::Close(); NetClientConfig::Close(); TacticalView::Close(); QuantumView::Close(); QuitView::Close(); RadioView::Close(); NetServerConfig::Close(); Mouse::Close(); EventDispatch::Close(); FontMgr::Close(); Button::Close(); DataLoader::Close(); delete ocrb; delete limerick12; delete limerick18; delete verdana; delete terminal; delete HUDfont; delete GUIfont; delete GUI_small_font; delete input; delete head_tracker; instance = 0; } void Starshatter::Exit() { MusicDirector::SetMode(MusicDirector::NONE); SetGameMode(EXIT_MODE); } // +--------------------------------------------------------------------+ bool Starshatter::OnHelp() { WebBrowser browser; browser.OpenURL("http://matrixgames.com/support"); return true; } // +--------------------------------------------------------------------+ void Starshatter::MapKeys() { int nkeys = keycfg.GetNumKeys(); if (nkeys > 0) { Starshatter::MapKeys(&keycfg, nkeys); input->MapKeys(keycfg.GetMapping(), nkeys); } } void Starshatter::MapKeys(KeyMap* mapping, int nkeys) { for (int i = 0; i < nkeys; i++) { KeyMapEntry* k = mapping->GetKeyMap(i); if (k->act >= KEY_MAP_FIRST && k->act <= KEY_MAP_LAST) MapKey(k->act, k->key, k->alt); } } void Starshatter::MapKey(int act, int key, int alt) { keymap[act] = key; keyalt[act] = alt; GetAsyncKeyState(key); GetAsyncKeyState(alt); } // +--------------------------------------------------------------------+ bool Starshatter::Init(HINSTANCE hi, HINSTANCE hpi, LPSTR cmdline, int nCmdShow) { if (strstr(cmdline, "-win") || strstr(cmdline, "-dbg")) { if (video_settings) { video_settings->is_windowed = true; Print(" STARSHATTER RUNNING IN WINDOW MODE\n"); } } if (strstr(cmdline, "-filesys")) { use_file_system = true; Print(" FILE SYSTEM ENABLED\n"); } if (strstr(cmdline, "-nosplash")) { no_splash = true; } if (loader) loader->UseFileSystem(use_file_system); return GameWinDX9::Init(hi, hpi, cmdline, nCmdShow); } // +--------------------------------------------------------------------+ bool Starshatter::InitGame() { if (!GameWinDX9::InitGame()) return false; RandomInit(); AudioConfig::Initialize(); ModConfig::Initialize(); InitMouse(); Button::Initialize(); EventDispatch::Create(); NetClientConfig::Initialize(); Player::Initialize(); HUDSounds::Initialize(); int nkeys = keycfg.LoadKeyMap("key.cfg", 256); if (nkeys) Print(" Loaded key.cfg\n\n"); // create the appropriate motion controller and player_ship input = new MultiController; Keyboard* k = new Keyboard; input->AddController(k); ActivateKeyboardLayout(GetKeyboardLayout(0), 0); mouse_input = new MouseController; input->AddController(mouse_input); ::Print("\nStarshatter::InitGame() create joystick\n"); Joystick* j = new Joystick; j->SetSensitivity(15, 5000); input->AddController(j); Joystick::EnumerateDevices(); ::Print("\n"); head_tracker = new TrackIR(); MapKeys(); SystemDesign::Initialize("sys.def"); WeaponDesign::Initialize("wep.def"); MusicDirector::Initialize(); // if no splashes, we need to initialize the campaign engine now if (no_splash) { Ship::Initialize(); Galaxy::Initialize(); CombatRoster::Initialize(); Campaign::Initialize(); } // otherwise, the campaign engine will get initialized during the splashes else { SetupSplash(); } time_mark = Clock::GetInstance()->GameTime(); minutes = 0; return true; } void Starshatter::InitMouse() { if (loader) { loader->SetDataPath(0); Mouse::Create(screen); Mouse::Show(false); Mouse::LoadCursor(Mouse::ARROW, "MouseArrow.pcx", Mouse::HOTSPOT_NW); Mouse::LoadCursor(Mouse::CROSS, "MouseCross.pcx", Mouse::HOTSPOT_CTR); Mouse::LoadCursor(Mouse::DRAG, "MouseDrag.pcx", Mouse::HOTSPOT_NW); Mouse::SetCursor(Mouse::ARROW); } } // +--------------------------------------------------------------------+ void Starshatter::RequestChangeVideo() { req_change_video = true; } // +--------------------------------------------------------------------+ void Starshatter::StartOrResumeGame() { if (game_mode != MENU_MODE && game_mode != CMPN_MODE) return; Player* p = Player::GetCurrentPlayer(); if (!p) return; List& list = Campaign::GetAllCampaigns(); Campaign* c = 0; Text saved = CampaignSaveGame::GetResumeFile(); // resume saved game? if (saved.length()) { CampaignSaveGame savegame; savegame.Load(saved); c = savegame.GetCampaign(); } // start training campaign? else if (p->Trained() < 255) { c = list[0]; c->Load(); } // start new dynamic campaign sequence? else { c = list[1]; c->Load(); } if (c) Campaign::SelectCampaign(c->Name()); Mouse::Show(false); SetGameMode(CLOD_MODE); } // +--------------------------------------------------------------------+ bool Starshatter::UseFileSystem() { return use_file_system; } // +--------------------------------------------------------------------+ void Starshatter::OpenTacticalReference() { if (menuscreen && game_mode == MENU_MODE) { menuscreen->ShowLoadDlg(); LoadDlg* load_dlg = menuscreen->GetLoadDlg(); if (load_dlg && load_dlg->IsShown()) { load_activity = ContentBundle::GetInstance()->GetText("Starshatter.load.tac-ref"); load_progress = 1; catalog_index = 0; } else { menuscreen->ShowTacRefDlg(); } } } // +--------------------------------------------------------------------+ void Starshatter::SetGameMode(int m) { if (game_mode == m) return; const char* mode_name[] = { "MENU_MODE", // main menu "CLOD_MODE", // loading campaign "CMPN_MODE", // operational command for dynamic campaign "PREP_MODE", // loading mission info for planning "PLAN_MODE", // mission briefing "LOAD_MODE", // loading mission into simulator "PLAY_MODE", // active simulation "EXIT_MODE" // shutting down }; if (m >= MENU_MODE && m <= EXIT_MODE) Print(">>> Starshatter::SetGameMode(%d) (%s)\n", m, mode_name[m]); else Print(">>> Starshatter::SetGameMode(%d) (UNKNOWN MODE)\n", m); MouseController* mouse_con = MouseController::GetInstance(); if (mouse_con) mouse_con->SetActive(false); if (m == CLOD_MODE || m == PREP_MODE || m == LOAD_MODE) { load_step = 0; load_progress = 0; load_activity = ContentBundle::GetInstance()->GetText("Starshatter.load.general"); paused = true; } else if (m == CMPN_MODE) { load_step = 0; load_progress = 100; load_activity = ContentBundle::GetInstance()->GetText("Starshatter.load.complete"); paused = false; } else if (m == PLAY_MODE) { Print(" Starting Game...\n"); player_ship = 0; load_progress = 100; load_activity = ContentBundle::GetInstance()->GetText("Starshatter.load.complete"); if (!world) { CreateWorld(); InstantiateMission(); } if (gamescreen) gamescreen->SetFieldOfView(field_of_view); HUDView::ClearMessages(); RadioView::ClearMessages(); Clock::GetInstance()->SetTimeCompression(1.0); Pause(false); Print(" Stardate: %.1f\n", StarSystem::GetBaseTime()); } else if (m == PLAN_MODE) { if (game_mode == PLAY_MODE) { Print(" Returning to Plan Mode...\n"); if (soundcard) soundcard->StopSoundEffects(); StopNetGame(); Pause(true); Print(" Stardate: %.1f\n", StarSystem::GetBaseTime()); } } else if (m == MENU_MODE) { Print(" Returning to Main Menu...\n"); if (game_mode == PLAN_MODE || game_mode == PLAY_MODE) { if (soundcard) soundcard->StopSoundEffects(); StopNetGame(); } paused = true; } if (m == EXIT_MODE) { Print(" Shutting Down (Returning to Windows)...\n"); if (game_mode == PLAN_MODE || game_mode == PLAY_MODE) { if (soundcard) soundcard->StopSoundEffects(); StopNetGame(); } Print(" Stardate: %.1f\n", StarSystem::GetBaseTime()); Print(" Bitmap Cache Footprint: %d KB\n", Bitmap::CacheMemoryFootprint() / 1024); paused = true; } FlushKeys(); game_mode = m; } // +--------------------------------------------------------------------+ bool Starshatter::ChangeVideo() { bool result = false; if (menuscreen) { delete menuscreen; menuscreen = 0; } if (loadscreen) { delete loadscreen; loadscreen = 0; } if (planscreen) { delete planscreen; planscreen = 0; } if (gamescreen) { delete gamescreen; gamescreen = 0; } if (cmpnscreen) { delete cmpnscreen; cmpnscreen = 0; } loader->SetDataPath(0); LoadVideoConfig("video2.cfg"); result = ResetVideo(); InitMouse(); req_change_video = false; video_changed = true; return result; } bool Starshatter::ResizeVideo() { if (GameWinDX9::ResizeVideo()) { InitMouse(); Mouse::Show(true); return true; } return false; } // +--------------------------------------------------------------------+ void Starshatter::CreateWorld() { RadioTraffic::Initialize(); RadioView::Initialize(); RadioVox::Initialize(); QuantumView::Initialize(); QuitView::Initialize(); TacticalView::Initialize(); // create world if (!world) { Sim* sim = new Sim(input); world = sim; Print(" World Created.\n"); } cam_dir = CameraDirector::GetInstance(); } void Starshatter::InstantiateMission() { current_mission = 0; if (Campaign::GetCampaign()) { current_mission = Campaign::GetCampaign()->GetMission(); } Sim* sim = (Sim*) world; if (sim) { bool dynamic = false; Campaign* campaign = Campaign::GetCampaign(); if (campaign && campaign->IsDynamic()) dynamic = true; sim->UnloadMission(); sim->LoadMission(current_mission); sim->ExecMission(); sim->SetTestMode(test_mode && !dynamic ? true : false); Print(" Mission Instantiated.\n"); } } // +--------------------------------------------------------------------+ int Starshatter::KeyDown(int action) const { int k = Joystick::KeyDownMap(action) || Keyboard::KeyDownMap(action); return k; } // +--------------------------------------------------------------------+ void Starshatter::UpdateWorld() { Galaxy* galaxy = Galaxy::GetInstance(); if (galaxy) galaxy->ExecFrame(); // Cutscene missions have a tendency to mess with the stardate // to manage time-of-day and camera effects. It's a bad idea to // evaluate campaign actions and events while the cutscene is // changing the time base. if (!cutscene_mission) { Campaign* campaign = Campaign::GetCampaign(); if (campaign) campaign->ExecFrame(); } if (paused) { if (world) world->ExecFrame(0); } else { Drive::StartFrame(); if (world) world->ExecFrame(Clock::GetInstance()->Delta()); } if (game_mode == PLAY_MODE || InCutscene()) { if (cam_dir) { if (head_tracker && head_tracker->IsRunning() && !InCutscene()) { head_tracker->ExecFrame(); cam_dir->VirtualHead(head_tracker->GetAzimuth(), head_tracker->GetElevation()); cam_dir->VirtualHeadOffset(head_tracker->GetX(), head_tracker->GetY(), head_tracker->GetZ()); } cam_dir->ExecFrame(Clock::GetInstance()->GuiDelta()); } Sim* sim = Sim::GetSim(); SimRegion* rgn = sim ? sim->GetActiveRegion() : 0; if (rgn) { ListIter iter = rgn->Ships(); while (++iter) { Ship* s = iter.value(); s->SelectDetail(Clock::GetInstance()->Delta()); } } } } // +--------------------------------------------------------------------+ void Starshatter::GameState() { if (splash) { static bool quick_splash = false; if (GetKey() != 0) quick_splash = true; if (quick_splash) { splash->FadeIn(0); splash->StopHold(); splash->FadeOut(0); } if (splash->Done()) { splash = 0; // this will get deleted along with gamewin splash_index++; if (gamewin) { screen->DelWindow(gamewin); delete gamewin; gamewin = 0; } if (splash_index < 2) { Ship::Initialize(); Galaxy::Initialize(); SetupSplash(); } else { CombatRoster::Initialize(); Campaign::Initialize(); SetupMenuScreen(); } FlushKeys(); } } else if (game_mode == MENU_MODE) { bool campaign_select = false; if (cmpnscreen) { campaign_select = cmpnscreen->IsShown(); cmpnscreen->Hide(); } if (gamescreen) gamescreen->Hide(); if (planscreen) planscreen->Hide(); if (loadscreen) loadscreen->Hide(); if (!menuscreen) { SetupMenuScreen(); } else { menuscreen->Show(); if (campaign_select) menuscreen->ShowCmpSelectDlg(); } if (MusicDirector::GetInstance() && MusicDirector::GetInstance()->GetMode() != MusicDirector::CREDITS) MusicDirector::SetMode(MusicDirector::MENU); DoMenuScreenFrame(); } else if (game_mode == CLOD_MODE || game_mode == PREP_MODE || game_mode == LOAD_MODE) { if (menuscreen) menuscreen->Hide(); if (planscreen) planscreen->Hide(); if (cmpnscreen) cmpnscreen->Hide(); if (!loadscreen) SetupLoadScreen(); else loadscreen->Show(); if (game_mode == CLOD_MODE) MusicDirector::SetMode(MusicDirector::MENU); else MusicDirector::SetMode(MusicDirector::BRIEFING); DoLoadScreenFrame(); } else if (game_mode == PLAN_MODE) { if (menuscreen) menuscreen->Hide(); if (cmpnscreen) menuscreen->Hide(); if (loadscreen) loadscreen->Hide(); if (gamescreen) gamescreen->Hide(); if (!planscreen) SetupPlanScreen(); else planscreen->Show(); Player* p = Player::GetCurrentPlayer(); if (p && p->ShowAward()) { if (!planscreen->IsAwardShown()) planscreen->ShowAwardDlg(); } else if (ShipStats::NumStats()) { if (!planscreen->IsDebriefShown()) { planscreen->ShowDebriefDlg(); show_missions = true; } } else { if (!planscreen->IsMsnShown() && !planscreen->IsNavShown()) planscreen->ShowMsnDlg(); } MusicDirector::SetMode(MusicDirector::BRIEFING); DoPlanScreenFrame(); } else if (game_mode == CMPN_MODE) { if (menuscreen) menuscreen->Hide(); if (planscreen) planscreen->Hide(); if (loadscreen) loadscreen->Hide(); if (gamescreen) gamescreen->Hide(); if (!cmpnscreen) SetupCmpnScreen(); else cmpnscreen->Show(); DoCmpnScreenFrame(); } else if (game_mode == PLAY_MODE) { if (menuscreen) menuscreen->Hide(); if (cmpnscreen) cmpnscreen->Hide(); if (planscreen) planscreen->Hide(); if (loadscreen) loadscreen->Hide(); if (!gamescreen) SetupGameScreen(); else gamescreen->Show(); DoGameScreenFrame(); } if (game_mode == EXIT_MODE) { exit_time -= Clock::GetInstance()->GuiDelta(); if (exit_time <= 0) Game::Exit(); } if (net_lobby) net_lobby->ExecFrame(); if (music_dir) music_dir->ExecFrame(); } // +--------------------------------------------------------------------+ void Starshatter::DoMenuScreenFrame() { if (!Mouse::RButton()) { Mouse::SetCursor(Mouse::ARROW); Mouse::Show(true); } if (time_til_change > 0) time_til_change -= Clock::GetInstance()->GuiDelta(); if (!menuscreen) return; if (KeyDown(KEY_EXIT)) { if (time_til_change <= 0) { time_til_change = 0.5; if (!exit_latch && !menuscreen->CloseTopmost()) { menuscreen->ShowExitDlg(); } } exit_latch = true; } else { exit_latch = false; } LoadDlg* load_dlg = menuscreen->GetLoadDlg(); if (load_dlg && load_dlg->IsShown()) { // load all ship designs in the standard catalog if (catalog_index < ShipDesign::StandardCatalogSize()) { ShipDesign::PreloadCatalog(catalog_index++); load_activity = ContentBundle::GetInstance()->GetText("Starshatter.load.tac-ref"); if (load_progress < 95) load_progress++; } else { menuscreen->ShowTacRefDlg(); } } if (show_missions) { if (net_lobby) menuscreen->ShowNetLobbyDlg(); else menuscreen->ShowMsnSelectDlg(); show_missions = false; } menuscreen->ExecFrame(); if (req_change_video) { ChangeVideo(); SetupMenuScreen(); } } // +--------------------------------------------------------------------+ void Starshatter::DoPlanScreenFrame() { Mouse::SetCursor(Mouse::ARROW); if (time_til_change > 0) time_til_change -= Clock::GetInstance()->GuiDelta(); if (KeyDown(KEY_EXIT)) { if (time_til_change <= 0) { time_til_change = 1; if (!exit_latch && !planscreen->CloseTopmost()) { Campaign* campaign = Campaign::GetCampaign(); if (campaign && (campaign->IsDynamic() || campaign->IsTraining())) SetGameMode(CMPN_MODE); else SetGameMode(MENU_MODE); } } exit_latch = true; } else { exit_latch = false; } planscreen->ExecFrame(); show_missions = true; } // +--------------------------------------------------------------------+ void Starshatter::DoCmpnScreenFrame() { Mouse::SetCursor(Mouse::ARROW); if (time_til_change > 0) time_til_change -= Clock::GetInstance()->GuiDelta(); exit_latch = KeyDown(KEY_EXIT) ? true : false; if (InCutscene() && player_ship) { // warp effect: if (player_ship->WarpFactor() > 1) { if (player_ship->WarpFactor() > field_of_view) cmpnscreen->SetFieldOfView(player_ship->WarpFactor()); else cmpnscreen->SetFieldOfView(field_of_view); } else { if (cmpnscreen->GetFieldOfView() != field_of_view) cmpnscreen->SetFieldOfView(field_of_view); } } if (InCutscene() && exit_latch) { time_til_change = 1; EndCutscene(); EndMission(); cmpnscreen->SetFieldOfView(field_of_view); } else if (time_til_change <= 0 && exit_latch) { time_til_change = 1; if (!cmpnscreen || !cmpnscreen->CloseTopmost()) { SetGameMode(MENU_MODE); } } // time control for campaign mode: else if (game_mode == CMPN_MODE) { if (time_til_change <= 0) { if (KeyDown(KEY_PAUSE)) { time_til_change = 1; Pause(!paused); } else if (KeyDown(KEY_TIME_COMPRESS)) { time_til_change = 1; double compression = Clock::GetInstance()->TimeCompression() * 2; if (compression > 8.0) compression = 8.0; Clock::GetInstance()->SetTimeCompression(compression); } else if (KeyDown(KEY_TIME_EXPAND)) { time_til_change = 1; double compression = Clock::GetInstance()->TimeCompression() / 2; if (compression < 0.5) compression = 0.5; Clock::GetInstance()->SetTimeCompression(compression); } } } if (show_missions && !InCutscene()) { cmpnscreen->ShowCmdMissionsDlg(); show_missions = false; } cmpnscreen->ExecFrame(); } // +--------------------------------------------------------------------+ void Starshatter::DoLoadScreenFrame() { Mouse::Show(false); Mouse::SetCursor(Mouse::ARROW); if (game_mode == CLOD_MODE) { CmpLoadDlg* dlg = loadscreen->GetCmpLoadDlg(); switch (load_step) { case 0: load_activity = ContentBundle::GetInstance()->GetText("Starshatter.load.campaign"); load_progress = 1; catalog_index = 0; break; case 1: // load all ship designs in the standard catalog if (catalog_index < ShipDesign::StandardCatalogSize()) { ShipDesign::PreloadCatalog(catalog_index++); load_activity = ContentBundle::GetInstance()->GetText("Starshatter.load.campaign"); if (load_progress < 80) load_progress++; load_step = 0; // force return to current step on next frame } else { load_activity = ContentBundle::GetInstance()->GetText("Starshatter.load.start"); load_progress = 80; } break; case 2: if (Campaign::GetCampaign()) Campaign::GetCampaign()->Start(); break; default: if (dlg && load_progress < 100) { load_progress++; } else { load_activity = ContentBundle::GetInstance()->GetText("Starshatter.load.ready"); load_progress = 100; SetGameMode(CMPN_MODE); } break; } } else { switch (load_step) { case 0: load_activity = ContentBundle::GetInstance()->GetText("Starshatter.load.drives"); load_progress = 0; break; case 1: Drive::Initialize(); LandingGear::Initialize(); load_activity = ContentBundle::GetInstance()->GetText("Starshatter.load.explosions"); load_progress = 5; break; case 2: Explosion::Initialize(); load_activity = ContentBundle::GetInstance()->GetText("Starshatter.load.systems"); load_progress = 10; break; case 3: FlightDeck::Initialize(); NavLight::Initialize(); load_activity = ContentBundle::GetInstance()->GetText("Starshatter.load.ships"); load_progress = 15; break; case 4: Ship::Initialize(); Shot::Initialize(); load_activity = ContentBundle::GetInstance()->GetText("Starshatter.load.hud"); load_progress = 20; break; case 5: MFD::Initialize(); load_activity = ContentBundle::GetInstance()->GetText("Starshatter.load.menus"); load_progress = 25; break; case 6: RadioTraffic::Initialize(); RadioView::Initialize(); TacticalView::Initialize(); if (!gamescreen && game_mode != PREP_MODE) SetupGameScreen(); load_activity = ContentBundle::GetInstance()->GetText("Starshatter.load.mission"); load_progress = 65; break; case 7: if (game_mode == PREP_MODE) { if (Campaign::GetCampaign()) Campaign::GetCampaign()->GetMission(); SetGameMode(PLAN_MODE); load_activity = ContentBundle::GetInstance()->GetText("Starshatter.load.loaded"); load_progress = 100; Button::PlaySound(4); } else { CreateWorld(); load_activity = ContentBundle::GetInstance()->GetText("Starshatter.load.simulation"); load_progress = 75; } break; case 8: InstantiateMission(); load_activity = ContentBundle::GetInstance()->GetText("Starshatter.load.viewscreen"); load_progress = 90; break; default: SetGameMode(PLAY_MODE); load_activity = ContentBundle::GetInstance()->GetText("Starshatter.load.ready"); load_progress = 100; break; } } load_step++; loadscreen->ExecFrame(); } // +--------------------------------------------------------------------+ void Starshatter::PlayerCam(int mode) { if (player_ship && !player_ship->InTransition() && player_ship->GetFlightPhase() >= Ship::LOCKED) { gamescreen->CloseTopmost(); if (mode == CameraDirector::MODE_DROP) { player_ship->DropCam(15, 0); cam_dir->SetShip(player_ship); cam_dir->SetMode(CameraDirector::MODE_DROP, 0); } else { cam_dir->SetMode(mode); if (mode == CameraDirector::MODE_ORBIT) { MouseController* mouse_con = MouseController::GetInstance(); if (mouse_con) mouse_con->SetActive(false); } } } } void Starshatter::ViewSelection() { Sim* sim = (Sim*) world; List& seln = sim->GetSelection().container(); if (cam_dir) { if (seln.isEmpty()) cam_dir->SetViewObject(player_ship); else if (seln.size() == 1) cam_dir->SetViewObject(seln[0]); else cam_dir->SetViewObjectGroup(seln); } } // +--------------------------------------------------------------------+ void Starshatter::DoGameScreenFrame() { Sim* sim = (Sim*) world; if (!gamescreen || !sim) return; if (InCutscene()) { if (player_ship) { // warp effect: if (player_ship->WarpFactor() > 1) { if (player_ship->WarpFactor() > field_of_view) gamescreen->SetFieldOfView(player_ship->WarpFactor()); else gamescreen->SetFieldOfView(field_of_view); } else { if (gamescreen->GetFieldOfView() != field_of_view) gamescreen->SetFieldOfView(field_of_view); } } gamescreen->FrameRate(Clock::GetInstance()->Rate()); gamescreen->ExecFrame(); if (KeyDown(KEY_EXIT)) { gamescreen->SetFieldOfView(field_of_view); exit_latch = true; time_til_change = 1; sim->SkipCutscene(); } return; } if (time_til_change > 0) time_til_change -= Clock::GetInstance()->GuiDelta(); if (exit_latch && !KeyDown(KEY_EXIT)) exit_latch = false; DoMouseFrame(); HUDView* hud_view = HUDView::GetInstance(); // changing to a new ship? if (player_ship != sim->GetPlayerShip()) { gamescreen->HideNavDlg(); gamescreen->HideFltDlg(); gamescreen->HideEngDlg(); Ship* new_player = sim->GetPlayerShip(); if (new_player) { if (new_player->IsDropship() && Ship::GetFlightModel() < 2 && Ship::GetControlModel() < 1) input->SwapYawRoll(true); else input->SwapYawRoll(false); if (hud_view) { hud_view->SetHUDMode(HUDView::HUD_MODE_TAC); hud_view->HideHUDWarn(); } } } player_ship = sim->GetPlayerShip(); if (player_ship) { // warp effect: if (player_ship->WarpFactor() > 1) { if (player_ship->WarpFactor() > field_of_view) gamescreen->SetFieldOfView(player_ship->WarpFactor()); else gamescreen->SetFieldOfView(field_of_view); } else { if (gamescreen->GetFieldOfView() != field_of_view) gamescreen->SetFieldOfView(field_of_view); } gamescreen->ShowExternal(); if (CameraDirector::GetCameraMode() >= CameraDirector::MODE_ORBIT && !player_ship->InTransition()) tactical = true; else tactical = false; if (player_ship->InTransition()) gamescreen->CloseTopmost(); } if (chat_mode) { DoChatMode(); } else { DoGameKeys(); } gamescreen->FrameRate(Clock::GetInstance()->Rate()); gamescreen->ExecFrame(); if (Clock::GetInstance()->GameTime() - time_mark > 60000) { time_mark = Clock::GetInstance()->GameTime(); minutes++; if (minutes > 60) Print(" TIME %2d:%02d:00\n", minutes/60, minutes%60); else Print(" TIME %2d:00\n", minutes); } } void Starshatter::DoGameKeys() { Sim* sim = (Sim*) world; HUDView* hud_view = HUDView::GetInstance(); if (time_til_change <= 0) { if (KeyDown(KEY_CAM_BRIDGE)) { PlayerCam(CameraDirector::MODE_COCKPIT); time_til_change = 0.5; } else if (KeyDown(KEY_CAM_VIRT)) { PlayerCam(CameraDirector::MODE_VIRTUAL); time_til_change = 0.5; } else if (KeyDown(KEY_CAM_CHASE)) { PlayerCam(CameraDirector::MODE_CHASE); time_til_change = 0.5; } else if (KeyDown(KEY_CAM_DROP)) { PlayerCam(CameraDirector::MODE_DROP); time_til_change = 0.5; } else if (KeyDown(KEY_CAM_EXTERN)) { PlayerCam(CameraDirector::MODE_ORBIT); time_til_change = 0.5; } else if (KeyDown(KEY_TARGET_PADLOCK)) { PlayerCam(CameraDirector::MODE_TARGET); time_til_change = 0.5; } else if (KeyDown(KEY_SWAP_ROLL_YAW)) { input->SwapYawRoll(!input->GetSwapYawRoll()); time_til_change = 0.5; } else if (KeyDown(KEY_ZOOM_WIDE)) { time_til_change = 0.5; if (gamescreen->GetFieldOfView() <= 2) field_of_view = 3; // wide else field_of_view = 2; // normal // don't mess with fov during warp: if (player_ship && player_ship->WarpFactor() <= 1) gamescreen->SetFieldOfView(field_of_view); } else if (!exit_latch && KeyDown(KEY_EXIT)) { exit_latch = true; time_til_change = 0.5; if (!gamescreen->CloseTopmost()) { QuitView* quit = QuitView::GetInstance(); if (quit) quit->ShowMenu(); else SetGameMode(PLAN_MODE); } } else if (KeyDown(KEY_PAUSE)) { Pause(!paused); time_til_change = 0.5; } else if (KeyDown(KEY_TIME_COMPRESS)) { time_til_change = 0.5; if (NetGame::IsNetGame()) Clock::GetInstance()->SetTimeCompression(1.0); else { double compression = Clock::GetInstance()->TimeCompression() * 2; if (compression > 4.0) compression = 4.0; Clock::GetInstance()->SetTimeCompression(compression); } } else if (KeyDown(KEY_TIME_EXPAND)) { time_til_change = 0.5; if (NetGame::IsNetGame()) Clock::GetInstance()->SetTimeCompression(1.0); else { double compression = Clock::GetInstance()->TimeCompression() / 2; if (compression < 0.5) compression = 0.5; Clock::GetInstance()->SetTimeCompression(compression); } } else if (KeyDown(KEY_TIME_SKIP)) { time_til_change = 0.5; if (player_ship && !NetGame::IsNetGame()) { player_ship->TimeSkip(); } } else if (KeyDown(KEY_COMMAND_MODE)) { if (player_ship) { time_til_change = 0.5; player_ship->CommandMode(); } } /*** For Debug Convenience Only: ***/ else if (KeyDown(KEY_INC_STARDATE)) { StarSystem::SetBaseTime(StarSystem::GetBaseTime() + 600, true); } else if (KeyDown(KEY_DEC_STARDATE)) { StarSystem::SetBaseTime(StarSystem::GetBaseTime() - 600, true); } /***/ } if (gamescreen && time_til_change <= 0) { if (KeyDown(KEY_MFD1)) { gamescreen->CycleMFDMode(0); time_til_change = 0.5; } else if (KeyDown(KEY_MFD2)) { gamescreen->CycleMFDMode(1); time_til_change = 0.5; } else if (KeyDown(KEY_MFD3)) { gamescreen->CycleMFDMode(2); time_til_change = 0.5; } else if (KeyDown(KEY_MFD4)) { gamescreen->CycleMFDMode(3); time_til_change = 0.5; } else if (KeyDown(KEY_RADIO_MENU)) { RadioView* radio_view = RadioView::GetInstance(); if (radio_view) { if (radio_view->IsMenuShown()) radio_view->CloseMenu(); else radio_view->ShowMenu(); } time_til_change = 0.5; } else if (KeyDown(KEY_QUANTUM_MENU)) { QuantumView* quantum_view = QuantumView::GetInstance(); if (quantum_view) { if (quantum_view->IsMenuShown()) quantum_view->CloseMenu(); else quantum_view->ShowMenu(); } time_til_change = 0.5; } else if (KeyDown(KEY_CAM_VIEW_SELECTION)) { time_til_change = 0.5; ViewSelection(); } else if (KeyDown(KEY_HUD_MODE)) { time_til_change = 0.5; if (hud_view) hud_view->CycleHUDMode(); } else if (KeyDown(KEY_HUD_COLOR)) { time_til_change = 0.5; if (hud_view) hud_view->CycleHUDColor(); } else if (KeyDown(KEY_HUD_WARN)) { time_til_change = 0.5; if (hud_view) hud_view->CycleHUDWarn(); } else if (KeyDown(KEY_HUD_INST)) { time_til_change = 0.5; if (hud_view) hud_view->CycleHUDInst(); } else if (KeyDown(KEY_SELF_DESTRUCT)) { time_til_change = 0.5; if (player_ship && !player_ship->InTransition()) { double damage = player_ship->Design()->scuttle; if (NetGame::IsNetGameClient()) { NetUtil::SendSelfDestruct(player_ship, damage); } else { Point scuttle_loc = player_ship->Location() + RandomDirection() * player_ship->Radius(); player_ship->InflictDamage(damage, 0, 1, scuttle_loc); } if (player_ship->Integrity() < 1) { ::Print(" %s 0-0-0-Destruct-0\n\n", player_ship->Name()); ShipStats* s = ShipStats::Find(player_ship->Name()); if (s) s->AddEvent(SimEvent::DESTROYED, player_ship->Name()); player_ship->DeathSpiral(); } } } } if (gamescreen && player_ship && time_til_change <= 0 && !::GetAsyncKeyState(VK_SHIFT) && !::GetAsyncKeyState(VK_MENU)) { if (KeyDown(KEY_NAV_DLG)) { gamescreen->ShowNavDlg(); time_til_change = 0.5; } else if (KeyDown(KEY_WEP_DLG)) { if (player_ship && player_ship->Design()->wep_screen) gamescreen->ShowWeaponsOverlay(); time_til_change = 0.5; } else if (KeyDown(KEY_FLT_DLG)) { if (player_ship && player_ship->NumFlightDecks() > 0) gamescreen->ShowFltDlg(); time_til_change = 0.5; } else if (KeyDown(KEY_ENG_DLG)) { if (player_ship && player_ship->Design()->repair_screen) gamescreen->ShowEngDlg(); time_til_change = 0.5; } } if (cam_dir) { double spin = (PI/2) * Clock::GetInstance()->Delta(); // Game::GetInstance()->GetClock()->GuiDelta(); if (KeyDown(KEY_CAM_EXT_PLUS_AZ)) cam_dir->ExternalAzimuth(spin); else if (KeyDown(KEY_CAM_EXT_MINUS_AZ)) cam_dir->ExternalAzimuth(-spin); if (KeyDown(KEY_CAM_EXT_PLUS_EL)) cam_dir->ExternalElevation(spin); else if (KeyDown(KEY_CAM_EXT_MINUS_EL)) cam_dir->ExternalElevation(-spin); if (KeyDown(KEY_CAM_VIRT_PLUS_AZ)) cam_dir->VirtualAzimuth(-spin); else if (KeyDown(KEY_CAM_VIRT_MINUS_AZ)) cam_dir->VirtualAzimuth(spin); if (KeyDown(KEY_CAM_VIRT_PLUS_EL)) cam_dir->VirtualElevation(spin); else if (KeyDown(KEY_CAM_VIRT_MINUS_EL)) cam_dir->VirtualElevation(-spin); if (KeyDown(KEY_CAM_EXT_PLUS_RANGE)){ if (!gamescreen->IsNavShown()) { cam_dir->ExternalRange((float) (1 + 1.5 * Clock::GetInstance()->Delta())); // 1.1f); } } else if (KeyDown(KEY_CAM_EXT_MINUS_RANGE)) { if (!gamescreen->IsNavShown()) { cam_dir->ExternalRange((float) (1 - 1.5 * Clock::GetInstance()->Delta())); // 0.9f); } } if (tactical && !gamescreen->IsFormShown()) { if (Mouse::Wheel()) { int w = Mouse::Wheel(); if (w < 0) { while (w < 0) { cam_dir->ExternalRange(1.25f); w += 120; } } else { while (w > 0) { cam_dir->ExternalRange(0.75f); w -= 120; } } } else if (Mouse::LButton() && Mouse::RButton()) { if (mouse_dy < 0) cam_dir->ExternalRange(0.85f); else if (mouse_dy > 0) cam_dir->ExternalRange(1.15f); } else if (Mouse::MButton() && time_til_change <= 0) { time_til_change = 0.5; ViewSelection(); } else { if (mouse_dx || mouse_dy) { if (CameraDirector::GetCameraMode() == CameraDirector::MODE_VIRTUAL) { cam_dir->VirtualAzimuth( mouse_dx * 0.2 * DEGREES); cam_dir->VirtualElevation(mouse_dy * 0.2 * DEGREES); } else { cam_dir->ExternalAzimuth( mouse_dx * 0.2 * DEGREES); cam_dir->ExternalElevation(mouse_dy * 0.2 * DEGREES); } } } } } // radio message hot keys: static bool comm_key = false; if (KeyDown(KEY_COMM_ATTACK_TGT)) { if (!comm_key) RadioTraffic::SendQuickMessage(player_ship, RadioMessage::ATTACK); comm_key = true; } else if (KeyDown(KEY_COMM_ESCORT_TGT)) { if (!comm_key) RadioTraffic::SendQuickMessage(player_ship, RadioMessage::ESCORT); comm_key = true; } else if (KeyDown(KEY_COMM_WEP_FREE)) { if (!comm_key) RadioTraffic::SendQuickMessage(player_ship, RadioMessage::WEP_FREE); comm_key = true; } else if (KeyDown(KEY_COMM_WEP_HOLD)) { if (!comm_key) RadioTraffic::SendQuickMessage(player_ship, RadioMessage::FORM_UP); comm_key = true; } else if (KeyDown(KEY_COMM_COVER_ME)) { if (!comm_key) RadioTraffic::SendQuickMessage(player_ship, RadioMessage::COVER_ME); comm_key = true; } else if (KeyDown(KEY_COMM_SKIP_NAV)) { if (!comm_key) RadioTraffic::SendQuickMessage(player_ship, RadioMessage::SKIP_NAVPOINT); comm_key = true; } else if (KeyDown(KEY_COMM_RETURN_TO_BASE)) { if (!comm_key) RadioTraffic::SendQuickMessage(player_ship, RadioMessage::RTB); comm_key = true; } else if (KeyDown(KEY_COMM_CALL_INBOUND)) { if (!comm_key) RadioTraffic::SendQuickMessage(player_ship, RadioMessage::CALL_INBOUND); comm_key = true; } else if (KeyDown(KEY_COMM_REQUEST_PICTURE)) { if (!comm_key) RadioTraffic::SendQuickMessage(player_ship, RadioMessage::REQUEST_PICTURE); comm_key = true; } else if (KeyDown(KEY_COMM_REQUEST_SUPPORT)) { if (!comm_key) RadioTraffic::SendQuickMessage(player_ship, RadioMessage::REQUEST_SUPPORT); comm_key = true; } else if (KeyDown(KEY_CHAT_BROADCAST)) { if (!comm_key) SetChatMode(CHAT_BROADCAST); comm_key = true; } else if (KeyDown(KEY_CHAT_TEAM)) { if (!comm_key) SetChatMode(CHAT_TEAM); comm_key = true; } else if (KeyDown(KEY_CHAT_WING)) { if (!comm_key) SetChatMode(CHAT_WING); comm_key = true; } else if (KeyDown(KEY_CHAT_UNIT) && sim->GetSelection().container().size()) { if (!comm_key) SetChatMode(CHAT_UNIT); comm_key = true; } else { comm_key = false; } } void Starshatter::DoChatMode() { Player* p = Player::GetCurrentPlayer(); bool send_chat = false; Text name = "Player"; if (player_ship) name = player_ship->Name(); if (p) name = p->Name(); if (chat_text.length()) { if (chat_text[0] >= '0' && chat_text[0] <= '9') { if (p) { chat_text = p->ChatMacro(chat_text[0] - '0'); send_chat = true; } } } if (KeyDown(KEY_EXIT)) { SetChatMode(0); time_til_change = 0.5; } else if (send_chat || Keyboard::KeyDown(VK_RETURN)) { switch (chat_mode) { default: case CHAT_BROADCAST: { NetUtil::SendChat(0, name, chat_text); } break; case CHAT_TEAM: if (player_ship) { NetUtil::SendChat(player_ship->GetIFF()+1, name, chat_text); } break; case CHAT_WING: if (player_ship) { Element* elem = player_ship->GetElement(); if (elem) { for (int i = 1; i <= elem->NumShips(); i++) { Ship* s = elem->GetShip(i); if (s && s != player_ship) NetUtil::SendChat(s->GetObjID(), name, chat_text); } } } break; case CHAT_UNIT: { Sim* sim = Sim::GetSim(); ListIter seln = sim->GetSelection(); while (++seln) { Ship* s = seln.value(); if (s != player_ship) NetUtil::SendChat(s->GetObjID(), name, chat_text); } } break; } HUDView::Message("%s> %s", name.data(), chat_text.data()); SetChatMode(0); time_til_change = 0.5; } else { int key = 0; int shift = 0; while (GetKeyPlus(key, shift)) { if (key >= 'A' && key <= 'Z') { if (shift & 1) chat_text += (char) key; else chat_text += (char) tolower(key); } else { switch (key) { case VK_BACK: chat_text = chat_text.substring(0, chat_text.length()-1); break; case VK_SPACE: chat_text += ' '; break; case '0': if (shift & 1) chat_text += ')'; else chat_text += '0'; break; case '1': if (shift & 1) chat_text += '!'; else chat_text += '1'; break; case '2': if (shift & 1) chat_text += '@'; else chat_text += '2'; break; case '3': if (shift & 1) chat_text += '#'; else chat_text += '3'; break; case '4': if (shift & 1) chat_text += '$'; else chat_text += '4'; break; case '5': if (shift & 1) chat_text += '%'; else chat_text += '5'; break; case '6': if (shift & 1) chat_text += '^'; else chat_text += '6'; break; case '7': if (shift & 1) chat_text += '&'; else chat_text += '7'; break; case '8': if (shift & 1) chat_text += '*'; else chat_text += '8'; break; case '9': if (shift & 1) chat_text += '('; else chat_text += '9'; break; case 186: if (shift & 1) chat_text += ':'; else chat_text += ';'; break; case 187: if (shift & 1) chat_text += '+'; else chat_text += '='; break; case 188: if (shift & 1) chat_text += '<'; else chat_text += ','; break; case 189: if (shift & 1) chat_text += '_'; else chat_text += '-'; break; case 190: if (shift & 1) chat_text += '>'; else chat_text += '.'; break; case 191: if (shift & 1) chat_text += '?'; else chat_text += '/'; break; case 192: if (shift & 1) chat_text += '~'; else chat_text += '`'; break; case 219: if (shift & 1) chat_text += '{'; else chat_text += '['; break; case 221: if (shift & 1) chat_text += '}'; else chat_text += ']'; break; case 220: if (shift & 1) chat_text += '|'; else chat_text += '\\'; break; case 222: if (shift & 1) chat_text += '"'; else chat_text += '\''; break; } } } } } void Starshatter::SetChatMode(int mode) { if (mode >= 0 && mode <= 4 && mode != chat_mode) { chat_text = ""; if (!NetGame::IsNetGame()) { chat_mode = 0; } else { chat_mode = mode; // flush input before reading chat message: if (chat_mode) { FlushKeys(); } // flush input before sampling flight controls: else { for (int i = 1; i < 255; i++) { Keyboard::KeyDown(i); } } } } } // +--------------------------------------------------------------------+ void Starshatter::DoMouseFrame() { EventDispatch* event_dispatch = EventDispatch::GetInstance(); if (event_dispatch && event_dispatch->GetCapture()) return; mouse_dx = 0; mouse_dy = 0; static int old_mouse_x = 0; static int old_mouse_y = 0; if (!spinning && Mouse::RButton()) { spinning = true; old_mouse_x = Mouse::X(); old_mouse_y = Mouse::Y(); mouse_x = Mouse::X(); mouse_y = Mouse::Y(); Mouse::Show(false); } else if (spinning) { if (!Mouse::RButton()) { spinning = false; if (tactical) { Mouse::Show(true); Mouse::SetCursor(Mouse::ARROW); } Mouse::SetCursorPos(old_mouse_x, old_mouse_y); } else { mouse_dx = Mouse::X() - mouse_x; mouse_dy = Mouse::Y() - mouse_y; Mouse::SetCursorPos(mouse_x, mouse_y); } } else if (cutscene || !player_ship) { Mouse::Show(false); return; } // hide mouse cursor when mouse controller is actively steering: else if (mouse_input && mouse_input->Active()) { if (mouse_input->Selector() == 1) { Mouse::Show(false); } else if (mouse_input->Selector() == 2) { Mouse::Show(true); Mouse::SetCursor(Mouse::CROSS); } } else { HUDView* hud_view = HUDView::GetInstance(); if (hud_view && hud_view->GetHUDMode() != HUDView::HUD_MODE_OFF) { Mouse::Show(true); Mouse::SetCursor(Mouse::ARROW); } } if (gamescreen && gamescreen->IsFormShown()) return; TacticalView* tac_view = TacticalView::GetInstance(); if (tac_view) tac_view->DoMouseFrame(); } // +--------------------------------------------------------------------+ void Starshatter::SetupSplash() { Color::SetFade(0); if (gamewin) { screen->DelWindow(gamewin); delete gamewin; gamewin = 0; } switch (splash_index) { case 0: splash_image.ClearImage(); loader->SetDataPath(0); loader->LoadBitmap("matrix.pcx", splash_image); break; case 1: default: splash_image.ClearImage(); loader->SetDataPath(0); loader->LoadBitmap("studio.pcx", splash_image); break; } int screen_width = GetScreenWidth(); int screen_height = GetScreenHeight(); gamewin = new Window(screen, 0, 0, screen_width, screen_height); splash = new FadeView(gamewin, 2, 2, 2); gamewin->AddView(splash); gamewin->AddView(new ImgView(gamewin, &splash_image)); screen->AddWindow(gamewin); } // +--------------------------------------------------------------------+ void Starshatter::SetupMenuScreen() { if (menuscreen) { delete menuscreen; menuscreen = 0; } menuscreen = new MenuScreen(); menuscreen->Setup(screen); } // +--------------------------------------------------------------------+ void Starshatter::SetupCmpnScreen() { if (cmpnscreen) { delete cmpnscreen; cmpnscreen = 0; } cmpnscreen = new CmpnScreen(); cmpnscreen->Setup(screen); } // +--------------------------------------------------------------------+ void Starshatter::SetupPlanScreen() { if (planscreen) { delete planscreen; planscreen = 0; } planscreen = new PlanScreen(); planscreen->Setup(screen); } // +--------------------------------------------------------------------+ void Starshatter::SetupLoadScreen() { if (loadscreen) { delete loadscreen; loadscreen = 0; } loadscreen = new LoadScreen(); loadscreen->Setup(screen); } // +--------------------------------------------------------------------+ void Starshatter::SetupGameScreen() { if (gamescreen) { delete gamescreen; gamescreen = 0; } gamescreen = new GameScreen(); gamescreen->Setup(screen); gamescreen->SetFieldOfView(field_of_view); // initialize player_ship's MFD choices: Player::SelectPlayer(Player::GetCurrentPlayer()); } // +--------------------------------------------------------------------+ void Starshatter::LoadVideoConfig(const char* filename) { // set up defaults: int screen_width = 1280; int screen_height = 720; int screen_depth = 32; int gamma = 128; int terrain_detail_level = 3; bool shadows_enabled = true; bool spec_maps_enabled = true; bool bump_maps_enabled = true; bool vertex_shader = true; bool pixel_shader = true; float depth_bias = video_settings->depth_bias; max_tex_size = 2048; if (MachineInfo::GetCpuSpeed() >= 1000 && MachineInfo::GetTotalRam() > 128) terrain_detail_level = 4; Terrain::SetDetailLevel(terrain_detail_level); // read the config file: BYTE* block = 0; int blocklen = 0; FILE* f = ::fopen(filename, "rb"); if (f) { ::fseek(f, 0, SEEK_END); blocklen = ftell(f); ::fseek(f, 0, SEEK_SET); block = new BYTE[blocklen+1]; block[blocklen] = 0; ::fread(block, blocklen, 1, f); ::fclose(f); } if (blocklen == 0) return; Parser parser(new BlockReader((const char*) block, blocklen)); Term* term = parser.ParseTerm(); if (!term) { Print("ERROR: could not parse '%s'.\n", filename); exit(-3); } else { TermText* file_type = term->isText(); if (!file_type || file_type->value() != "VIDEO") { Print("WARNING: invalid %s file. Using defaults\n", filename); return; } } do { delete term; term = parser.ParseTerm(); if (term) { TermDef* def = term->isDef(); if (def) { if (def->name()->value() == "width") { int w; GetDefNumber(w, def, filename); switch (w) { case 800: screen_width = 800; screen_height = 600; break; case 1024: screen_width = 1024; screen_height = 768; break; case 1152: screen_width = 1152; screen_height = 864; break; case 1280: screen_width = 1280; screen_height = 960; break; case 1440: screen_width = 1440; screen_height = 900; break; default: screen_width = w; screen_height = (w*3)/4; break; } } else if (def->name()->value() == "height") { int h; GetDefNumber(h, def, filename); if (screen_width == 1280 && (h == 800 || h == 1024)) screen_height = h; else if (screen_width == 1600 && (h == 900 || h == 1200)) screen_height = h; } else if (def->name()->value() == "depth" || def->name()->value() == "bpp") { int bpp; GetDefNumber(bpp, def, filename); switch (bpp) { case 8: case 16: case 24: case 32: screen_depth = bpp; break; default: Print("WARNING: Invalid screen bpp (%d) in '%s'\n", bpp, filename); screen_depth = 8; break; } } else if (def->name()->value() == "max_tex") { int n; GetDefNumber(n, def, filename); if (n >= 64 && n <= 4096) max_tex_size = n; } else if (def->name()->value() == "gamma") { int level; GetDefNumber(level, def, filename); if (level >= 0 && level <= 255) gamma = level; } else if (def->name()->value() == "terrain_detail_level") { GetDefNumber(terrain_detail_level, def, filename); Terrain::SetDetailLevel(terrain_detail_level); } else if (def->name()->value() == "terrain_texture_enable") { bool enable; GetDefBool(enable, def, filename); // no longer supported! } else if (def->name()->value() == "shadows") { GetDefBool(shadows_enabled, def, filename); } else if (def->name()->value() == "spec_maps") { GetDefBool(spec_maps_enabled, def, filename); } else if (def->name()->value() == "bump_maps") { GetDefBool(bump_maps_enabled, def, filename); } else if (def->name()->value() == "vertex_shader") { GetDefBool(vertex_shader, def, filename); } else if (def->name()->value() == "pixel_shader") { GetDefBool(pixel_shader, def, filename); } else if (def->name()->value().contains("bias")) { GetDefNumber(depth_bias, def, filename); } else if (def->name()->value() == "flare") { bool b; GetDefBool(b, def, filename); lens_flare = b; } else if (def->name()->value() == "corona") { bool b; GetDefBool(b, def, filename); corona = b; } else if (def->name()->value() == "nebula") { bool b; GetDefBool(b, def, filename); nebula = b; } else if (def->name()->value() == "dust") { GetDefNumber(dust, def, filename); } else if (def->name()->value().indexOf("cam_range") == 0) { double range_max = 0; GetDefNumber(range_max, def, filename); CameraDirector::SetRangeLimit(range_max); } } else { Print("WARNING: term ignored in '%s'\n", filename); term->print(); } } } while (term); loader->ReleaseBuffer(block); if (video_settings) { video_settings->fullscreen_mode.width = screen_width; video_settings->fullscreen_mode.height = screen_height; if (screen_depth == 16) video_settings->fullscreen_mode.format = VideoMode::FMT_R5G6B5; else video_settings->fullscreen_mode.format = VideoMode::FMT_X8R8G8B8; video_settings->gamma = gamma; video_settings->shadows = shadows_enabled; video_settings->specmaps = spec_maps_enabled; video_settings->bumpmaps = bump_maps_enabled; video_settings->enable_vs = vertex_shader; video_settings->enable_ps = pixel_shader; video_settings->depth_bias = depth_bias; } if (video) { video->SetShadowEnabled(shadows_enabled); video->SetSpecMapEnabled(spec_maps_enabled); video->SetBumpMapEnabled(bump_maps_enabled); } } // +--------------------------------------------------------------------+ void Starshatter::SaveVideoConfig(const char* filename) { if (!video_settings) return; FILE* f = fopen(filename, "wb"); if (f) { fprintf(f, "VIDEO\n\n"); fprintf(f, "width: %4d\n", video_settings->fullscreen_mode.width); fprintf(f, "height: %4d\n", video_settings->fullscreen_mode.height); fprintf(f, "depth: %4d\n", video_settings->fullscreen_mode.format == VideoMode::FMT_R5G6B5 ? 16 : 32); fprintf(f, "\n"); fprintf(f, "max_tex: %4d\n", max_tex_size); fprintf(f, "primary3D: %s\n", "true"); fprintf(f, "gamma: %4d\n", video_settings->gamma); fprintf(f, "\n"); fprintf(f, "terrain_detail_level: %d\n", Terrain::DetailLevel()); fprintf(f, "terrain_texture_enable: %true\n"); fprintf(f, "\n"); fprintf(f, "shadows: %s\n", video_settings->shadows ? "true" : "false"); fprintf(f, "spec_maps: %s\n", video_settings->specmaps ? "true" : "false"); fprintf(f, "bump_maps: %s\n", video_settings->bumpmaps ? "true" : "false"); fprintf(f, "bias: %f\n", video_settings->depth_bias); fprintf(f, "\n"); fprintf(f, "flare: %s\n", lens_flare ? "true" : "false"); fprintf(f, "corona: %s\n", corona ? "true" : "false"); fprintf(f, "nebula: %s\n", nebula ? "true" : "false"); fprintf(f, "dust: %d\n", dust); if (CameraDirector::GetRangeLimit() != 300e3) fprintf(f, " cam_range_max: %f,\n", CameraDirector::GetRangeLimit()); fclose(f); } video_changed = false; } // +--------------------------------------------------------------------+ void Starshatter::ExecCutscene(const char* msn_file, const char* path) { if (InCutscene() || !msn_file || !*msn_file) return; if (!world) CreateWorld(); cutscene_mission = new Mission(0); cutscene_basetime = StarSystem::GetBaseTime(); if (cutscene_mission->Load(msn_file, path)) { Sim* sim = (Sim*) world; if (sim) { bool dynamic = false; Campaign* campaign = Campaign::GetCampaign(); if (campaign && campaign->IsDynamic()) dynamic = true; sim->UnloadMission(); sim->LoadMission(cutscene_mission, true); // attempt to preload the tex cache sim->ExecMission(); sim->ShowGrid(false); player_ship = sim->GetPlayerShip(); Print(" Cutscene Instantiated.\n"); UpdateWorld(); } } else { delete cutscene_mission; cutscene_mission = 0; cutscene_basetime = 0; } } void Starshatter::BeginCutscene() { Sim* sim = Sim::GetSim(); if (cutscene == 0 && !sim->IsNetGame()) { HUDView* hud_view = HUDView::GetInstance(); if (hud_view) hud_view->SetHUDMode(HUDView::HUD_MODE_OFF); if (sim->GetPlayerShip()) sim->GetPlayerShip()->SetControls(0); AudioConfig* audio_cfg = AudioConfig::GetInstance(); if (audio_cfg) { cut_efx_volume = audio_cfg->GetEfxVolume(); cut_wrn_volume = audio_cfg->GetWrnVolume(); } Ship::SetFlightModel(Ship::FM_ARCADE); } cutscene++; } void Starshatter::EndCutscene() { cutscene--; if (cutscene == 0) { DisplayView* disp_view = DisplayView::GetInstance(); if (disp_view) disp_view->ClearDisplay(); HUDView* hud_view = HUDView::GetInstance(); if (hud_view) hud_view->SetHUDMode(HUDView::HUD_MODE_TAC); Sim* sim = Sim::GetSim(); if (sim->GetPlayerShip()) sim->GetPlayerShip()->SetControls(sim->GetControls()); if (cam_dir) { cam_dir->SetViewOrbital(0); CameraDirector::SetRangeLimits(10, CameraDirector::GetRangeLimit()); cam_dir->SetOrbitPoint(PI/4,PI/4,1); cam_dir->SetOrbitRates(0,0,0); } AudioConfig* audio_cfg = AudioConfig::GetInstance(); if (audio_cfg) { audio_cfg->SetEfxVolume(cut_efx_volume); audio_cfg->SetWrnVolume(cut_wrn_volume); } Player* p = Player::GetCurrentPlayer(); if (p) Ship::SetFlightModel(p->FlightModel()); } } void Starshatter::EndMission() { if (cutscene_mission) { Sim* sim = Sim::GetSim(); if (sim && sim->GetMission() == cutscene_mission) { ShipStats::Initialize(); sim->UnloadMission(); // restore world clock (true => absolute time reference) if (cutscene_basetime != 0) StarSystem::SetBaseTime(cutscene_basetime, true); delete cutscene_mission; cutscene_mission = 0; cutscene_basetime = 0; return; } } SetGameMode(PLAN_MODE); } Mission* Starshatter::GetCutsceneMission() const { return cutscene_mission; } const char* Starshatter::GetSubtitles() const { if (cutscene_mission) return cutscene_mission->Subtitles(); return ""; } // +--------------------------------------------------------------------+ int Starshatter::GetLobbyMode() { return lobby_mode; } void Starshatter::SetLobbyMode(int mode) { lobby_mode = mode; } void Starshatter::StartLobby() { if (!net_lobby) { if (lobby_mode == NET_LOBBY_SERVER) { NetServerConfig::Initialize(); NetServerConfig* server_config = NetServerConfig::GetInstance(); if (server_config) net_lobby = new NetLobbyServer; } else { NetClientConfig* client_config = NetClientConfig::GetInstance(); if (client_config) client_config->Login(); net_lobby = NetLobby::GetInstance(); } } lobby_mode = NET_LOBBY_CLIENT; } void Starshatter::StopLobby() { if (net_lobby) { if (net_lobby->IsServer()) { delete net_lobby; NetServerConfig::Close(); } else { NetClientConfig* client_config = NetClientConfig::GetInstance(); if (client_config) client_config->Logout(); } net_lobby = 0; } lobby_mode = NET_LOBBY_CLIENT; } void Starshatter::StopNetGame() { // local server: NetLobby* lobby = NetLobby::GetInstance(); if (lobby && lobby->IsServer()) { lobby->GameStop(); } // client connected to remote server: else { NetClientConfig* config = NetClientConfig::GetInstance(); if (config && config->GetHostRequest()) { config->Login(); NetLobbyClient* conn = config->GetConnection(); if (conn) { conn->GameStop(); conn->SelectMission(0); } } } }