cod5-sdk/raw/maps/_introscreen.gsc

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2008-11-20 00:00:00 +00:00
#include common_scripts\utility;
#include maps\_utility;
// cleaned up by DPG (4/4/07)
/*
==============
///GSCDocBegin
"Name: main()"
"Summary: sets up script for an intro screen to work"
"CallOn: Should only be called as a function, not a thread"
"ScriptFile: "
"MandatoryArg: "
"OptionalArg: "
"Example: "
"NoteLine: maps\_introscreen::main() is called in _load. Each level's introscreen should be set up in the switch statement contained in this file's main() function"
"LEVELVAR: level.script - used for determining which introscreen to display"
"LEVELVAR: pullup_weapon - not used for anything as of yet...
"LEVELVAR: introscreen_complete - used to signify when all the introscreen behavior is finished
"SPCOOP: both"
///GSCDocEnd
==============
*/
main()
{
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
/#
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _introscreen.gsc. Function: main()\n");
#/
flag_init( "pullup_weapon" );
flag_init( "starting final intro screen fadeout" );
flag_init( "introscreen_complete" ); // used to notify when introscreen is complete
PrecacheShader( "black" );
if( GetDvar( "introscreen" ) == "" )
{
SetDvar( "introscreen", "1" );
}
level.splitscreen = GetDvarInt( "splitscreen" );
level.hidef = GetDvarInt( "hidef" );
level thread introscreen_report_disconnected_clients();
switch( level.script )
{
case "example":
/*
PrecacheString( &"INTROSCREEN_EXAMPLE_TITLE" );
PrecacheString( &"INTROSCREEN_EXAMPLE_PLACE" );
PrecacheString( &"INTROSCREEN_EXAMPLE_DATE" );
PrecacheString( &"INTROSCREEN_EXAMPLE_INFO" );
introscreen_delay( &"INTROSCREEN_EXAMPLE_TITLE", &"INTROSCREEN_EXAMPLE_PLACE", &"INTROSCREEN_EXAMPLE_DATE", &"INTROSCREEN_EXAMPLE_INFO" );
*/
break;
//-------------------//
// Production Levels //
//-------------------//
case "prologue":
PrecacheString( &"PROLOGUE_INTROSCREEN_TITLE" );
PrecacheString( &"PROLOGUE_INTROSCREEN_PLACE" );
PrecacheString( &"PROLOGUE_INTROSCREEN_DATE" );
PrecacheString( &"PROLOGUE_INTROSCREEN_INFO" );
introscreen_delay( &"PROLOGUE_INTROSCREEN_TITLE", &"PROLOGUE_INTROSCREEN_DATE", &"PROLOGUE_INTROSCREEN_PLACE", &"PROLOGUE_INTROSCREEN_INFO" );
break;
case "mak":
PrecacheString( &"MAK_INTROSCREEN_TITLE" );
PrecacheString( &"MAK_INTROSCREEN_PLACE" );
PrecacheString( &"MAK_INTROSCREEN_DATE" );
PrecacheString( &"MAK_INTROSCREEN_NAME" );
PrecacheString( &"MAK_INTROSCREEN_INFO" );
introscreen_delay( &"MAK_INTROSCREEN_TITLE", &"MAK_INTROSCREEN_PLACE", &"MAK_INTROSCREEN_DATE", &"MAK_INTROSCREEN_NAME", &"MAK_INTROSCREEN_INFO" );
break;
case "pel1":
PrecacheString( &"PEL1_INTROSCREEN_TITLE" );
PrecacheString( &"pEL1_INTROSCREEN_PLACE" );
PrecacheString( &"PEL1_INTROSCREEN_DATE" );
PrecacheString( &"PEL1_INTROSCREEN_NAME" );
PrecacheString( &"PEL1_INTROSCREEN_INFO" );
introscreen_delay( &"PEL1_INTROSCREEN_TITLE", &"PEL1_INTROSCREEN_DATE", &"PEL1_INTROSCREEN_PLACE", &"PEL1_INTROSCREEN_NAME", &"PEL1_INTROSCREEN_INFO" );
break;
case "pel1a":
PrecacheString( &"PEL1A_INTROSCREEN_TITLE" );
PrecacheString( &"pEL1A_INTROSCREEN_PLACE" );
PrecacheString( &"PEL1A_INTROSCREEN_DATE" );
PrecacheString( &"PEL1A_INTROSCREEN_INFO" );
introscreen_delay( &"PEL1A_INTROSCREEN_TITLE", &"PEL1A_INTROSCREEN_DATE", &"PEL1A_INTROSCREEN_PLACE", &"PEL1A_INTROSCREEN_NAME", &"PEL1A_INTROSCREEN_INFO" );
break;
case "pel1b":
PrecacheString( &"PEL1B_INTROSCREEN_TITLE" );
PrecacheString( &"PEL1B_INTROSCREEN_PLACE" );
PrecacheString( &"PEL1B_INTROSCREEN_DATE" );
PrecacheString( &"PEL1B_INTROSCREEN_NAME" );
PrecacheString( &"PEL1B_INTROSCREEN_INFO" );
introscreen_delay( &"PEL1B_INTROSCREEN_TITLE", &"PEL1B_INTROSCREEN_DATE", &"PEL1B_INTROSCREEN_PLACE", &"PEL1B_INTROSCREEN_NAME", &"PEL1B_INTROSCREEN_INFO" );
break;
case "pel2":
PrecacheString( &"PEL2_INTROSCREEN_TITLE" );
PrecacheString( &"pEL2_INTROSCREEN_PLACE" );
PrecacheString( &"PEL2_INTROSCREEN_DATE" );
PrecacheString( &"PEL2_INTROSCREEN_NAME" );
PrecacheString( &"PEL2_INTROSCREEN_INFO" );
introscreen_delay( &"PEL2_INTROSCREEN_TITLE", &"PEL2_INTROSCREEN_DATE", &"PEL2_INTROSCREEN_PLACE", &"PEL2_INTROSCREEN_NAME", &"PEL2_INTROSCREEN_INFO" );
break;
case "pby_fly":
PrecacheString( &"PBY_FLY_INTROSCREEN_TITLE" );
PrecacheString( &"PBY_FLY_INTROSCREEN_PLACE" );
PrecacheString( &"PBY_FLY_INTROSCREEN_DATE" );
PrecacheString( &"PBY_FLY_INTROSCREEN_NAME" );
PrecacheString( &"PBY_FLY_INTROSCREEN_INFO" );
introscreen_delay( &"PBY_FLY_INTROSCREEN_TITLE", &"PBY_FLY_INTROSCREEN_DATE", &"PBY_FLY_INTROSCREEN_PLACE", &"PBY_FLY_INTROSCREEN_NAME", &"PBY_FLY_INTROSCREEN_INFO" );
break;
case "see1":
PrecacheString( &"SEE1_INTROSCREEN_TITLE" );
PrecacheString( &"sEE1_INTROSCREEN_PLACE" );
PrecacheString( &"SEE1_INTROSCREEN_DATE" );
PrecacheString( &"SEE1_INTROSCREEN_NAME" );
PrecacheString( &"SEE1_INTROSCREEN_INFO" );
introscreen_delay( &"SEE1_INTROSCREEN_TITLE", &"SEE1_INTROSCREEN_DATE", &"SEE1_INTROSCREEN_PLACE", &"SEE1_INTROSCREEN_NAME", &"SEE1_INTROSCREEN_INFO" );
break;
case "see2":
PrecacheString( &"SEE2_INTROSCREEN_TITLE" );
PrecacheString( &"SEE2_INTROSCREEN_PLACE" );
PrecacheString( &"SEE2_INTROSCREEN_DATE" );
PrecacheString( &"SEE2_INTROSCREEN_NAME" );
PrecacheString( &"SEE2_INTROSCREEN_INFO" );
introscreen_delay( &"SEE2_INTROSCREEN_TITLE", &"SEE2_INTROSCREEN_DATE", &"SEE2_INTROSCREEN_PLACE", &"SEE2_INTROSCREEN_NAME", &"SEE2_INTROSCREEN_INFO" );
break;
case "see3":
PrecacheString( &"SEE3_INTROSCREEN_TITLE" );
PrecacheString( &"sEE3_INTROSCREEN_PLACE" );
PrecacheString( &"SEE3_INTROSCREEN_DATE" );
PrecacheString( &"SEE3_INTROSCREEN_INFO" );
introscreen_delay( &"SEE3_INTROSCREEN_TITLE", &"SEE3_INTROSCREEN_DATE", &"SEE3_INTROSCREEN_PLACE", &"SEE3_INTROSCREEN_INFO" );
break;
case "oki1":
PrecacheString( &"OKI1_INTROSCREEN_TITLE" );
PrecacheString( &"oKI1_INTROSCREEN_PLACE" );
PrecacheString( &"OKI1_INTROSCREEN_DATE" );
PrecacheString( &"OKI1_INTROSCREEN_INFO" );
introscreen_delay( &"OKI1_INTROSCREEN_TITLE", &"OKI1_INTROSCREEN_DATE", &"OKI1_INTROSCREEN_PLACE", &"OKI1_INTROSCREEN_INFO" );
break;
case "oki2":
PrecacheString( &"OKI2_INTROSCREEN_TITLE" );
PrecacheString( &"oKI2_INTROSCREEN_DATE" );
PrecacheString( &"OKI2_INTROSCREEN_PLACE" );
PrecacheString( &"OKI2_INTROSCREEN_WHO" );
PrecacheString( &"OKI2_INTROSCREEN_WHAT" );
introscreen_delay( &"OKI2_INTROSCREEN_TITLE", &"OKI2_INTROSCREEN_DATE", &"OKI2_INTROSCREEN_PLACE", &"OKI2_INTROSCREEN_WHO", &"OKI2_INTROSCREEN_WHAT" );
break;
case "oki3":
PrecacheString( &"OKI3_INTROSCREEN_TITLE" );
PrecacheString( &"oKI3_INTROSCREEN_PLACE" );
PrecacheString( &"OKI3_INTROSCREEN_DATE" );
PrecacheString( &"OKI3_INTROSCREEN_INFO" );
PrecacheString( &"OKI3_INTROSCREEN_NAME" );
introscreen_delay( &"OKI3_INTROSCREEN_TITLE", &"OKI3_INTROSCREEN_DATE", &"OKI3_INTROSCREEN_PLACE", &"OKI3_INTROSCREEN_NAME" ,&"OKI3_INTROSCREEN_INFO" );
break;
case "ber1":
PrecacheString( &"BER1_INTROSCREEN_TITLE" );
PrecacheString( &"bER1_INTROSCREEN_PLACE" );
PrecacheString( &"BER1_INTROSCREEN_DATE" );
PrecacheString( &"BER1_INTROSCREEN_INFO" );
PrecacheString( &"BER1_INTROSCREEN_NAME" );
introscreen_delay( &"BER1_INTROSCREEN_TITLE", &"BER1_INTROSCREEN_DATE", &"BER1_INTROSCREEN_PLACE", &"BER1_INTROSCREEN_NAME", &"BER1_INTROSCREEN_INFO" );
break;
case "ber2":
PrecacheString( &"BER2_INTROSCREEN_TITLE" );
PrecacheString( &"BER2_INTROSCREEN_PLACE" );
PrecacheString( &"BER2_INTROSCREEN_NAME" );
PrecacheString( &"BER2_INTROSCREEN_DATE" );
PrecacheString( &"BER2_INTROSCREEN_INFO" );
introscreen_delay( &"BER2_INTROSCREEN_TITLE", &"BER2_INTROSCREEN_DATE", &"BER2_INTROSCREEN_PLACE", &"BER2_INTROSCREEN_NAME", &"BER2_INTROSCREEN_INFO" );
break;
case "ber2b":
PrecacheString( &"BER2B_INTROSCREEN_TITLE" );
PrecacheString( &"BER2B_INTROSCREEN_PLACE" );
PrecacheString( &"BER2B_INTROSCREEN_DATE" );
PrecacheString( &"BER2B_INTROSCREEN_INFO" );
introscreen_delay( &"BER2B_INTROSCREEN_TITLE", &"BER2B_INTROSCREEN_DATE", &"BER2B_INTROSCREEN_PLACE", &"BER2B_INTROSCREEN_INFO" );
break;
case "sniper": // 6/27 FLAMER
PrecacheString( &"SNIPER_INTROSCREEN_TITLE" );
PrecacheString( &"SNIPER_INTROSCREEN_PLACE" );
PrecacheString( &"SNIPER_INTROSCREEN_DATE" );
PrecacheString( &"SNIPER_INTROSCREEN_INFO" );
PrecacheString( &"SNIPER_INTROSCREEN_INFO2" );
introscreen_delay();
//introscreen_delay( &"SNIPER_INTROSCREEN_TITLE", &"SNIPER_INTROSCREEN_DATE", &"SNIPER_INTROSCREEN_PLACE", &"SNIPER_INTROSCREEN_INFO", &"SNIPER_INTROSCREEN_INFO2" );
break;
case "ber3":
PrecacheString( &"BER3_INTROSCREEN_TITLE" );
PrecacheString( &"BER3_INTROSCREEN_PLACE" );
PrecacheString( &"BER3_INTROSCREEN_NAME" );
PrecacheString( &"BER3_INTROSCREEN_DATE" );
PrecacheString( &"BER3_INTROSCREEN_INFO" );
// introscreen_delay( &"BER3_INTROSCREEN_TITLE", &"BER3_INTROSCREEN_DATE", &"BER3_INTROSCREEN_PLACE", &"BER3_INTROSCREEN_NAME", &"BER3_INTROSCREEN_INFO" );
break;
case "ber3b":
PrecacheString( &"BER3B_INTROSCREEN_TITLE" );
PrecacheString( &"BER3B_INTROSCREEN_PLACE" );
PrecacheString( &"BER3B_INTROSCREEN_NAME" );
PrecacheString( &"BER3B_INTROSCREEN_DATE" );
PrecacheString( &"BER3B_INTROSCREEN_INFO" );
pausetime1 = 3;
pausetime2 = 4;
timebeforefade = 3;
introscreen_delay( &"BER3B_INTROSCREEN_TITLE", &"BER3B_INTROSCREEN_DATE", &"BER3B_INTROSCREEN_PLACE", &"BER3B_INTROSCREEN_NAME", &"BER3B_INTROSCREEN_INFO", pausetime1, pausetime2, timebeforefade );
break;
case "nazi_zombie_prototype":
introscreen_delay();
break;
//-------------//
// Test Levels //
//-------------//
default:
// Shouldn't do a notify without a wait( statement before it, or bad things can happen when loading a save game.
wait( 0.05 );
level notify( "finished final intro screen fadein" );
wait( 0.05 );
flag_set( "starting final intro screen fadeout" );
wait( 0.05 );
level notify( "controls_active" ); // Notify when player controls have been restored
wait( 0.05 );
flag_set( "introscreen_complete" ); // Do final notify when player controls have been restored
break;
}
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
/#
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _introscreen.gsc. Function: main() - COMPLETE\n");
#/
}
// creates a hud-element for the specified string and sets its initial values
introscreen_create_line( string, type, scale, font )
{
index = level.introstring.size;
yPos = ( index * 30 );
if (level.console)
{
yPos -= 90;
xPos = 0;
}
else
{
yPos -= 120;
xPos = 10;
}
align_x = "center";
align_y = "middle";
horz_align = "center";
vert_align = "middle";
// MikeD (4/28/2008): Default to lower left
if( !IsDefined( type ) )
{
type = "lower_left";
}
if( IsDefined( type ) )
{
switch( type )
{
case "lower_left":
yPos -= 30;
align_x = "left";
align_y = "bottom";
horz_align = "left";
vert_align = "bottom";
break;
}
}
if ( !isDefined( scale ) )
{
if ( level.splitscreen && !level.hidef )
fontScale = 2.75;
else
fontScale = 1.75;
}
else
fontScale = scale;
level.introstring[index] = NewHudElem();
level.introstring[index].x = xPos;
level.introstring[index].y = yPos;
level.introstring[index].alignX = align_x;
level.introstring[index].alignY = align_y;
level.introstring[index].horzAlign = horz_align;
level.introstring[index].vertAlign = vert_align;
level.introstring[index].sort = 1; // force to draw after the background
level.introstring[index].foreground = true;
level.introstring[index].fontScale = fontScale;
level.introstring[index] SetText( string );
level.introstring[index].alpha = 0;
level.introstring[index] FadeOverTime( 1.2 );
level.introstring[index].alpha = 1;
if( IsDefined( font ) )
{
level.introstring[index].font = font;
}
}
// fades out each line of text, then destroys each hud-element associated with each line
introscreen_fadeOutText()
{
for( i = 0; i < level.introstring.size; i++ )
{
level.introstring[i] FadeOverTime( 1.5 );
level.introstring[i].alpha = 0;
}
wait( 1.5 );
for( i = 0; i < level.introstring.size; i++ )
{
level.introstring[i] Destroy();
}
}
// handles the displaying and fading of introscreen strings
//
//String1 = Title of the level
//String2 = Place, Country or just Country
//String3 = Month Day, Year
//String4 = Optional additional detailed information
//Pausetime1 = length of pause in seconds after title of level
//Pausetime2 = length of pause in seconds after Month Day, Year
//Pausetime3 = length of pause in seconds before the level fades in
introscreen_delay( string1, string2, string3, string4, string5, pausetime1, pausetime2, timebeforefade )
{
/#
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
if( getdebugdvar( "replay_debug" ) == "1" )
{
println("File: _introscreen.gsc. Function: introscreen_delay()\n");
println("File: _introscreen.gsc. Function: introscreen_delay() - START WAIT waittillframeend x2\n");
}
// MikeD: use waittillframend so starts get setup properly before the introscreen refers to any
// level.start
waittillframeend;
waittillframeend;
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _introscreen.gsc. Function: introscreen_delay() - STOP WAIT waittillframeend x2\n");
// SCRIPTER_MOD
// MikeD( 3/16/200 ): level.start_point is for their start, ( aka skipto ) stuff... But it did not check to see if it's already defined.
skipIntro = false;
if( IsDefined( level.start ) )
{
skipIntro = level.start_point != "default";
}
if( GetDvar( "introscreen" ) == "0" )
{
skipIntro = true;
}
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _introscreen.gsc. Function: introscreen_delay() - BEFORE VARIOUS WAITS\n");
if( skipIntro )
{
// wait until the first player spawns into the game before sending
// out the introscreen notifies
//level waittill("first_player_ready",player);
flag_wait( "all_players_connected" );
if( IsDefined( level.custom_introscreen ) )
{
[[level.custom_introscreen]]( string1, string2, string3, string4, string5 );
return;
}
waittillframeend;
level notify( "finished final intro screen fadein" );
waittillframeend;
flag_set( "starting final intro screen fadeout" );
waittillframeend;
level notify( "controls_active" ); // Notify when player controls have been restored
waittillframeend;
flag_set( "introscreen_complete" ); // Do final notify when player controls have been restored
flag_set( "pullup_weapon" );
return;
}
#/
if( IsDefined( level.custom_introscreen ) )
{
[[level.custom_introscreen]]( string1, string2, string3, string4, string5 );
return;
}
// CODER_MOD: Austin (8/15/08): wait until all players have connected before showing black screen
// the briefing menu will be displayed for network co-op in synchronize_players()
flag_wait( "all_players_connected" );
level.introblack = NewHudElem();
level.introblack.x = 0;
level.introblack.y = 0;
level.introblack.horzAlign = "fullscreen";
level.introblack.vertAlign = "fullscreen";
level.introblack.foreground = true;
level.introblack SetShader( "black", 640, 480 );
// SCRIPTER_MOD
// MikeD( 3/16/200 ): Freeze all of the players controls
// level.player FreezeControls( true );
freezecontrols_all( true );
// MikeD (11/14/2007): Used for freezing controls on players who connect during the introscreen
level._introscreen = true;
wait( 0.5 ); // Used to be 0.05, but we have to wait longer since the save takes precisely a half-second to finish.
level.introstring = [];
//Title of level
if( IsDefined( string1 ) )
{
introscreen_create_line( string1 );
}
if( IsDefined( pausetime1 ) )
{
wait( pausetime1 );
}
else
{
wait( 2 );
}
//City, Country, Date
if( IsDefined( string2 ) )
{
introscreen_create_line( string2 );
}
if( IsDefined( string3 ) )
{
introscreen_create_line( string3 );
}
//Optional Detailed Statement
if( IsDefined( string4 ) )
{
if( IsDefined( pausetime2 ) )
{
wait( pausetime2 );
}
else
{
wait( 2 );
}
introscreen_create_line( string4 );
}
if( IsDefined( string5 ) )
{
if( IsDefined( pausetime2 ) )
{
wait( pausetime2 );
}
else
{
wait( 2 );
}
introscreen_create_line( string5 );
}
level notify( "finished final intro screen fadein" );
// SRS 7/14/2008: scripter can make introscreen wait on text before fading up
if( IsDefined( level.introscreen_waitontext_flag ) )
{
level notify( "introscreen_blackscreen_waiting_on_flag" );
flag_wait( level.introscreen_waitontext_flag );
}
if( IsDefined( timebeforefade ) )
{
wait( timebeforefade );
}
else
{
wait( 3 );
}
// Fade out black
level.introblack FadeOverTime( 1.5 );
level.introblack.alpha = 0;
flag_set( "starting final intro screen fadeout" );
// Restore player controls part way through the fade in
level thread freezecontrols_all( false, 0.75 ); // 0.75 delay, since the autosave does a 0.5 delay
level._introscreen = false;
level notify( "controls_active" ); // Notify when player controls have been restored
// Fade out text
introscreen_fadeOutText();
flag_set( "introscreen_complete" ); // Notify when complete
// CODER_MOD: Bryce (05/08/08): Useful output for debugging replay system
/#
if( getdebugdvar( "replay_debug" ) == "1" )
println("File: _introscreen.gsc. Function: introscreen_delay() - COMPLETE\n");
#/
}
introscreen_player_connect()
{
// MikeD (11/14/2007): If player connects during the introscreen, then freeze their controls.
if( IsDefined(level._introscreen) && level._introscreen )
{
self FreezeControls( true );
}
}
introscreen_report_disconnected_clients()
{
flag_wait("introscreen_complete");
if(isdefined(level._disconnected_clients))
{
for(i = 0; i < level._disconnected_clients.size; i ++)
{
ReportClientDisconnected(level._disconnected_clients[i]);
}
}
}