2 * $Logfile: /Freespace2/code/MenuUI/TechMenu.cpp $
7 * C module that contains functions to drive the Tech Menu user interface
10 * Revision 1.2 2002/05/07 03:16:46 theoddone33
11 * The Great Newline Fix
13 * Revision 1.1.1.1 2002/05/03 03:28:09 root
17 * 43 11/02/99 3:22p Jefff
18 * translate ship names in tech room
20 * 42 10/25/99 5:47p Jefff
21 * reassigned some xstr ids
23 * 41 10/12/99 4:50p Jefff
25 * 40 9/08/99 11:09a Dave
26 * Use stills for intel and weapon stuff in the techroom if animations
29 * 39 9/05/99 11:19p Dave
30 * Made d3d texture cache much more safe. Fixed training scoring bug where
31 * it would backout scores without ever having applied them in the first
34 * 38 9/03/99 11:19a Jefff
35 * fixed double render of intel descriptions
37 * 37 9/03/99 1:32a Dave
38 * CD checking by act. Added support to play 2 cutscenes in a row
39 * seamlessly. Fixed super low level cfile bug related to files in the
40 * root directory of a CD. Added cheat code to set campaign mission # in
43 * 36 9/01/99 5:12p Jefff
44 * Fixed bad scroll bug
46 * 35 8/25/99 3:03p Jefff
47 * 'more' indicator, lotsa coord changes for new background, disabling of
48 * buttons in trackball mode, list follows selected item when prev/next
51 * 34 8/24/99 8:55p Dave
52 * Make sure nondimming pixels work properly in tech menu.
54 * 33 8/24/99 10:47a Jefff
55 * tech room weapon anims. added tech anim field to weapons.tbl
57 * 32 8/10/99 5:29p Jefff
58 * use new tech_title field in weapons array
60 * 31 8/10/99 3:45p Jefff
61 * Put the smack down on the tech room. Its all new, but tastefully done.
63 * 30 8/09/99 5:53p Jefff
65 * 29 8/02/99 10:27a Jefff
66 * removed a warning for the time being
68 * 28 8/02/99 10:13a Jefff
69 * started scrubbing, waiting till after demo to continue
71 * 27 7/28/99 1:02p Jefff
72 * Changed "Species" to "Intelligence" -- also changed in strings.tbl.
74 * 26 7/26/99 4:33p Jordonr
75 * Don't need techroom palette
77 * 25 7/20/99 1:49p Dave
78 * Peter Drake build. Fixed some release build warnings.
80 * 24 7/19/99 2:13p Dave
81 * Added some new strings for Heiko.
83 * 23 7/14/99 9:42a Dave
84 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
87 * 22 6/16/99 4:06p Dave
88 * New pilot info popup. Added new draw-bitmap-as-poly function.
90 * 21 5/09/99 8:57p Dave
91 * Final E3 build preparations.
93 * 20 5/09/99 6:00p Dave
94 * Lots of cool new effects. E3 build tweaks.
96 * 19 4/29/99 2:16p Neilk
97 * added a 2nd callback for slider so its model is not loaded on mouselock
98 * until mouse button is released
100 * 18 4/26/99 5:05p Neilk
101 * updated to new artwork, added slider support
103 * 17 4/25/99 3:02p Dave
104 * Build defines for the E3 build.
106 * 16 4/23/99 12:01p Johnson
107 * Added SIF_HUGE_SHIP
109 * 15 4/12/99 10:07p Dave
110 * Made network startup more forgiving. Added checkmarks to dogfight
111 * screen for players who hit commit.
113 * 14 4/08/99 2:10a Dave
114 * Numerous bug fixes for the beta. Added builtin mission info for the
117 * 13 2/19/99 11:42a Dave
118 * Put in model rendering autocentering.
120 * 12 2/01/99 5:55p Dave
121 * Removed the idea of explicit bitmaps for buttons. Fixed text
122 * highlighting for disabled gadgets.
124 * 11 1/30/99 5:08p Dave
125 * More new hi-res stuff.Support for nice D3D textures.
127 * 10 1/29/99 3:56p Neilk
128 * Converted tech_infos screens to multiresolution
130 * 9 1/29/99 3:54p Neilk
132 * 8 1/29/99 12:47a Dave
133 * Put in sounds for beam weapon. A bunch of interface screens (tech
136 * 7 11/30/98 1:07p Dave
137 * 16 bit conversion, first run.
139 * 6 10/23/98 3:51p Dave
140 * Full support for tstrings.tbl and foreign languages. All that remains
141 * is to make it active in Fred.
143 * 5 10/16/98 9:40a Andsager
144 * Remove ".h" files from model.h
146 * 4 10/13/98 2:47p Andsager
147 * Remove reference to Tech_shivan_species_avail
149 * 3 10/13/98 9:28a Dave
150 * Started neatening up freespace.h. Many variables renamed and
151 * reorganized. Added AlphaColors.[h,cpp]
153 * 2 10/07/98 10:53a Dave
156 * 1 10/07/98 10:49a Dave
158 * 67 9/21/98 10:02p Dave
159 * Last minute changes to techroom weapon/ship/species stuff.
161 * 66 9/07/98 2:49p Dan
162 * Removed spurious Assert
164 * 65 7/06/98 2:42p Hoffoss
165 * Fixed bug with weapons shown in tech database.
167 * 64 6/10/98 11:48a Lawrance
168 * fix bug with trying to free NULL anims
170 * 63 6/05/98 9:54a Lawrance
173 * 62 6/01/98 11:43a John
174 * JAS & MK: Classified all strings for localization.
176 * 61 5/26/98 11:10a Lawrance
177 * Fix bug where window controls get disabled when F1 pressed twice
179 * 60 5/23/98 10:38p Lawrance
180 * Avoid doing a cfile refresh when running debug
182 * 59 5/23/98 6:49p Lawrance
183 * Fix problems with refreshing the file list when a CD is inserted
185 * 58 5/22/98 11:15a Lawrance
186 * Tweak how CD gets asked for
188 * 57 5/22/98 1:06a Hoffoss
189 * Made Fred not use OLE.
191 * 56 5/21/98 6:57p Lawrance
192 * Only ask for the CD once
194 * 55 5/21/98 12:46a Hoffoss
195 * Made text offset reset when new description is loaded.
197 * 54 5/20/98 9:46p John
198 * added code so the places in code that change half the palette don't
199 * have to clear the screen.
201 * 53 5/20/98 3:28p Sandeep
202 * Fixed bug where in multi only discovered weapons show up, and in single
203 * all weapons showed up (backwards).
205 * 52 5/20/98 2:11p Hoffoss
206 * Fixed some species description problems.
208 * 51 5/18/98 6:45p Hoffoss
209 * Added species descriptions to species database in techroom.
211 * 50 5/17/98 6:13p Hoffoss
212 * Fixed scrolling of info text area.
218 #include "gamesequence.h"
219 #include "techmenu.h"
222 #include "snazzyui.h"
223 #include "managepilot.h"
227 #include "missioncampaign.h"
228 #include "missionshipchoice.h"
229 #include "freespace.h"
230 #include "mainhallmenu.h"
231 #include "missionscreencommon.h"
237 #include "contexthelp.h"
238 #include "alphacolors.h"
239 #include "animplay.h"
240 #include "localize.h"
241 #include "lighting.h"
243 #define REVOLUTION_RATE 5.2f
245 #define NUM_BUTTONS 16
247 #define LIST_BUTTONS_MAX 41
249 #define SHIPS_DATA_MODE (1<<0)
250 #define WEAPONS_DATA_MODE (1<<1)
251 #define SPECIES_DATA_MODE (1<<2)
252 #define WEAPONS_SPECIES_DATA_MODE (WEAPONS_DATA_MODE | SPECIES_DATA_MODE)
254 #define SHIPS_DATA_TAB 0
255 #define WEAPONS_DATA_TAB 1
256 #define INTEL_DATA_TAB 2
257 #define TECH_DATABASE_TAB 3
258 #define SIMULATOR_TAB 4
259 #define CUTSCENES_TAB 5
260 #define CREDITS_TAB 6
262 #define SCROLL_LIST_UP 7
263 #define SCROLL_LIST_DOWN 8
264 #define SCROLL_INFO_UP 9
265 #define SCROLL_INFO_DOWN 10
267 #define PREV_ENTRY_BUTTON 11
268 #define NEXT_ENTRY_BUTTON 12
270 #define HELP_BUTTON 13
271 #define OPTIONS_BUTTON 14
272 #define EXIT_BUTTON 15
274 //#define PREV_ENTRY_BUTTON2 16
275 //#define NEXT_ENTRY_BUTTON2 17
278 #define REPEAT (1<<0)
279 #define NO_MOUSE_OVER_SOUND (1<<1)
281 // indicies for coords
282 #define SHIP_X_COORD 0
283 #define SHIP_Y_COORD 1
284 #define SHIP_W_COORD 2
285 #define SHIP_H_COORD 3
287 // background filename for species
288 // note weapon filename is now same as ship filename
289 char *Tech_background_filename[GR_NUM_RESOLUTIONS] = {
293 char *Tech_mask_filename[GR_NUM_RESOLUTIONS] = {
297 char *Tech_slider_filename[GR_NUM_RESOLUTIONS] = {
302 int Tech_list_coords[GR_NUM_RESOLUTIONS][4] = {
311 int Tech_ship_display_coords[GR_NUM_RESOLUTIONS][4] = {
320 int Tech_desc_coords[GR_NUM_RESOLUTIONS][4] = {
329 int Tech_ani_coords[GR_NUM_RESOLUTIONS][2] = {
338 /*int Tech_desc_coords[GR_NUM_RESOLUTIONS][4] = {
347 int Tech_slider_coords[GR_NUM_RESOLUTIONS][4] = {
357 int Tech_detail_backup;
358 int Tech_texture_backup;
360 #define MAX_TEXT_LINES 100
361 #define MAX_TEXT_LINE_LEN 256
363 struct techroom_buttons {
369 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
371 techroom_buttons(char *name, int x1, int y1, int xt1, int yt1, int h, int t, int f = 0) : filename(name), x(x1), y(y1), xt(xt1), yt(yt1), hotspot(h), tab(t), flags(f) {}
374 static techroom_buttons Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
376 techroom_buttons("TDB_04", 406, 384, 447, 393, 4, -1), // ship data tab
377 techroom_buttons("TDB_05", 404, 418, 447, 429, 5, -1), // weapons data tab
378 techroom_buttons("TDB_06", 404, 447, 447, 461, 6, -1), // species data tab
379 techroom_buttons("TDB_00", 7, 3, 37, 7, 0, -1), // technical database tab
380 techroom_buttons("TDB_01", 7, 18, 37, 23, 1, -1), // mission simulator tab
381 techroom_buttons("TDB_02", 7, 34, 37, 38, 2, -1), // cutscenes tab
382 techroom_buttons("TDB_03", 7, 49, 37, 54, 3, -1), // credits tab
383 techroom_buttons("TDB_07", 1, 86, -1, -1, 7, SHIPS_DATA_MODE, REPEAT), // prev data entry
384 techroom_buttons("TDB_08", 1, 317, -1, -1, 8, SHIPS_DATA_MODE, REPEAT), // next data entry
385 techroom_buttons("TDB_09", 1, 406, -1, -1, 9, SHIPS_DATA_MODE, REPEAT), // prev data entry
386 techroom_buttons("TDB_10", 1, 447, -1, -1, 10, SHIPS_DATA_MODE, REPEAT), // next data entry
387 //techroom_buttons("TDB_11", 558, 272, -1, -1, 11, WEAPONS_SPECIES_DATA_MODE), // prev data entry
388 //techroom_buttons("TDB_12", 606, 272, -1, -1, 12, WEAPONS_SPECIES_DATA_MODE), // next data entry
389 techroom_buttons("TDB_11a",559, 323, -1, -1, 11, SHIPS_DATA_MODE, REPEAT), // prev data entry
390 techroom_buttons("TDB_12a",609, 323, -1, -1, 12, SHIPS_DATA_MODE, REPEAT), // next data entry
391 techroom_buttons("TDB_13", 533, 425, 500, 440, 13, -1), // help
392 techroom_buttons("TDB_14", 533, 455, 479, 464, 14, -1), // options
393 techroom_buttons("TDB_15a",571, 425, 588, 413, 15, -1), // exit
396 techroom_buttons("2_TDB_04", 649, 614, 717, 630, 4, -1), // ship data tab
397 techroom_buttons("2_TDB_05", 646, 669, 717, 687, 5, -1), // weapons data tab
398 techroom_buttons("2_TDB_06", 646, 716, 717, 739, 6, -1), // species data tab
399 techroom_buttons("2_TDB_00", 12, 5, 59, 12, 0, -1), // technical database tab
400 techroom_buttons("2_TDB_01", 12, 31, 59, 37, 1, -1), // mission simulator tab
401 techroom_buttons("2_TDB_02", 12, 56, 59, 62, 2, -1), // cutscenes tab
402 techroom_buttons("2_TDB_03", 12, 81, 59, 88, 3, -1), // credits tab
403 techroom_buttons("2_TDB_07", 1, 138, -1, -1, 7, SHIPS_DATA_MODE, REPEAT), // prev data entry
404 techroom_buttons("2_TDB_08", 1, 507, -1, -1, 8, SHIPS_DATA_MODE, REPEAT), // next data entry
405 techroom_buttons("2_TDB_09", 1, 649, -1, -1, 9, SHIPS_DATA_MODE, REPEAT), // prev data entry
406 techroom_buttons("2_TDB_10", 1, 716, -1, -1, 10, SHIPS_DATA_MODE, REPEAT), // next data entry
407 //techroom_buttons("2_TDB_11", 893, 436, -1, -1, 11, WEAPONS_SPECIES_DATA_MODE), // prev data entry
408 //techroom_buttons("2_TDB_12", 970, 436, -1, -1, 12, WEAPONS_SPECIES_DATA_MODE), // next data entry
409 techroom_buttons("2_TDB_11a", 895, 518, -1, -1, 11, SHIPS_DATA_MODE, REPEAT), // prev data entry
410 techroom_buttons("2_TDB_12a", 974, 518, -1, -1, 12, SHIPS_DATA_MODE, REPEAT), // next data entry
411 techroom_buttons("2_TDB_13", 854, 681, 800, 704, 13, -1), // help
412 techroom_buttons("2_TDB_14", 854, 728, 780, 743, 14, -1), // options
413 techroom_buttons("2_TDB_15a", 914, 681, 930, 660, 15, -1), // exit
417 static UI_WINDOW Ui_window;
418 static UI_BUTTON View_window;
419 //static int Background_bitmap;
420 static int Tech_background_bitmap;
421 static int Intel_bg_bitmap;
423 // static int List_size;
424 static int List_offset;
425 static int Select_tease_line;
427 static int Trackball_mode = 1;
428 static int Trackball_active = 0;
429 static matrix Techroom_ship_orient = IDENTITY_MATRIX;
430 // static int Tech_room_ask_for_cd;
432 static int Text_size;
433 static int Text_offset;
434 static int Text_line_size[MAX_TEXT_LINES];
435 static char *Text_lines[MAX_TEXT_LINES];
437 static int Cur_entry; // this is the current entry selected, using entry indexing
438 static int Cur_entry_index; // this is the current entry selected, using master list indexing
439 static int Techroom_ship_modelnum;
440 static float Techroom_ship_rot;
441 static UI_BUTTON List_buttons[LIST_BUTTONS_MAX]; // buttons for each line of text in list
442 static int Anim_playing_id = -1;
443 static anim_instance *Cur_anim_instance = NULL;
444 static int Palette_bmp;
445 //static int ShipWin01;
446 //static int ShipWin02;
447 //static int ShipWin03;
448 //static int ShipWin04;
449 static ubyte Palette[768];
450 static char Palette_name[128];
452 static int Ships_loaded = 0;
453 static int Weapons_loaded = 0;
454 static int Intel_loaded = 0;
456 // out entry data struct & vars
458 int index; // index into the master table that its in (ie Ship_info[])
459 char* name; // ptr to name string
460 char* desc; // ptr to description string
461 anim* animation; // ptr to the animation
462 int bitmap; // bitmap handle
463 int has_anim; // flag to indicate the presence of an animation for this item
466 static tech_list_entry Ship_list[MAX_SHIP_TYPES];
467 static int Ship_list_size = 0;
468 static tech_list_entry Weapon_list[MAX_WEAPON_TYPES];
469 static int Weapon_list_size = 0;
470 static tech_list_entry Intel_list[MAX_INTEL_ENTRIES];
471 static int Intel_list_size = 0;
472 static tech_list_entry *Current_list; // points to currently valid display list
473 static int Current_list_size = 0;
477 static UI_SLIDER2 Tech_slider;
481 static char *Intel_anim_filenames[MAX_INTEL_ENTRIES] = {
489 // Intelligence master data structs (these get inited @ game startup from species.tbl)
490 intel_data Intel_info[MAX_INTEL_ENTRIES];
491 int Intel_info_size = 0;
493 // some prototypes to make you happy
494 int techroom_load_ani(anim **animpp, char *name);
495 void tech_common_render();
496 void techroom_start_anim();
497 void tech_scroll_list_up();
498 void tech_scroll_list_down();
503 ////////////////////////////////////////////////////
504 // like, functions and stuff
506 void techroom_init_desc(char *src, int w)
508 Text_size = Text_offset = 0;
513 Text_size = split_str(src, w, Text_line_size, Text_lines, MAX_TEXT_LINES);
514 Assert(Text_size >= 0 && Text_size < MAX_TEXT_LINES);
517 void techroom_select_new_entry()
519 Assert(Current_list != NULL);
520 if (Current_list == NULL) return;
522 Cur_entry_index = Current_list[Cur_entry].index;
524 // if we are in the ships tab, load the ship model
525 if (Tab == SHIPS_DATA_TAB) {
526 ship_info *sip = &Ship_info[Cur_entry_index];
528 #ifdef MULTIPLAYER_BETA_BUILD
529 // don't load supercaps in the beta
530 if((sip->flags & SIF_SUPERCAP) || (sip->flags & SIF_DRYDOCK)){
531 Techroom_ship_modelnum = -1;
533 Techroom_ship_modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]);
536 // page in ship textures properly (takes care of nondimming pixels)
537 model_page_in_textures(Techroom_ship_modelnum, Cur_entry_index);
539 Techroom_ship_modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]);
541 // page in ship textures properly (takes care of nondimming pixels)
542 model_page_in_textures(Techroom_ship_modelnum, Cur_entry_index);
545 Techroom_ship_modelnum = -1;
549 // Techroom_ship_rot = PI;
551 techroom_init_desc(Current_list[Cur_entry].desc, Tech_desc_coords[gr_screen.res][SHIP_W_COORD]);
552 techroom_start_anim();
555 // write out the current description in the bottom window
556 void techroom_render_desc(int xo, int yo, int h)
558 int y, z, len, font_height;
559 char line[MAX_TEXT_LINE_LEN + 1];
561 font_height = gr_get_font_height();
565 while (y + font_height <= h) {
570 len = Text_line_size[z];
571 if (len > MAX_TEXT_LINE_LEN){
572 len = MAX_TEXT_LINE_LEN;
575 strncpy(line, Text_lines[z], len);
577 gr_string(xo, yo + y, line);
583 // maybe output 'more' indicator
584 if ( z < Text_size ) {
585 // can be scrolled down
586 int more_txt_x = Tech_desc_coords[gr_screen.res][0] + (Tech_desc_coords[gr_screen.res][2]/2) - 10; // FIXME should move these to constants since they dont move
587 int more_txt_y = Tech_desc_coords[gr_screen.res][1] + Tech_desc_coords[gr_screen.res][3]; // located below brief text, centered
589 gr_get_string_size(&w, &h, XSTR("more", 1469), strlen(XSTR("more", 1469)));
590 gr_set_color_fast(&Color_black);
591 gr_rect(more_txt_x-2, more_txt_y, w+3, h);
592 gr_set_color_fast(&Color_red);
593 gr_string(more_txt_x, more_txt_y, XSTR("more", 1469)); // base location on the input x and y?
598 // new version of weapons
599 void techroom_weapons_render2(float frametime)
601 // render common stuff
602 tech_common_render();
604 // render the animation
606 // JAS: This code is hacked to allow the animation to use all 256 colors
607 extern int Palman_allow_any_color;
608 Palman_allow_any_color = 1;
609 anim_render_all(0, frametime);
610 Palman_allow_any_color = 0;
613 // if our active item has a bitmap instead of an animation, draw it
614 if((Cur_entry > 0) && (Current_list[Cur_entry].animation == NULL) && (Current_list[Cur_entry].bitmap >= 0)){
615 gr_set_bitmap(Current_list[Cur_entry].bitmap);
616 gr_bitmap(Tech_ani_coords[gr_screen.res][0], Tech_ani_coords[gr_screen.res][1]);
620 // renders the stuff common to all 3 tech room tabs
621 void tech_common_render()
624 int y, z, font_height;
626 // render description in its box
627 gr_set_color_fast(&Color_text_normal);
628 techroom_render_desc(Tech_desc_coords[gr_screen.res][SHIP_X_COORD], Tech_desc_coords[gr_screen.res][SHIP_Y_COORD], Tech_desc_coords[gr_screen.res][SHIP_H_COORD]);
630 font_height = gr_get_font_height();
632 // draw the list of entries
635 while (y + font_height <= Tech_list_coords[gr_screen.res][SHIP_H_COORD]) {
636 if (z >= Current_list_size) {
640 if (z == Cur_entry) {
641 gr_set_color_fast(&Color_text_selected);
642 } else if (z == Select_tease_line) {
643 gr_set_color_fast(&Color_text_subselected);
645 gr_set_color_fast(&Color_text_normal);
648 strcpy(buf, Current_list[z].name);
650 lcl_translate_ship_name(buf);
653 gr_force_fit_string(buf, 255, Tech_list_coords[gr_screen.res][SHIP_W_COORD]);
654 gr_string(Tech_list_coords[gr_screen.res][SHIP_X_COORD], Tech_list_coords[gr_screen.res][SHIP_Y_COORD] + y, buf);
656 List_buttons[z - List_offset].update_dimensions(Tech_list_coords[gr_screen.res][SHIP_X_COORD], Tech_list_coords[gr_screen.res][SHIP_Y_COORD] + y, Tech_list_coords[gr_screen.res][SHIP_W_COORD], font_height);
657 List_buttons[z - List_offset].enable(1);
663 // disable the rest of the list buttons
665 while (z < LIST_BUTTONS_MAX) {
666 List_buttons[z++].disable();
670 void techroom_ships_render(float frametime)
672 // render all the common stuff
673 tech_common_render();
675 // now render the trackball ship, which is unique to the ships tab
677 angles rot_angles, view_angles;
679 ship_info *sip = &Ship_info[Cur_entry_index];
681 // get correct revolution rate
682 rev_rate = REVOLUTION_RATE;
684 if (z & SIF_BIG_SHIP) {
687 if (z & SIF_HUGE_SHIP) {
691 // rotate the ship as much as required for this frame
692 Techroom_ship_rot += PI2 * frametime / rev_rate;
693 while (Techroom_ship_rot > PI2){
694 Techroom_ship_rot -= PI2;
698 gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
701 if (Trackball_active) {
705 if (Trackball_active) {
706 mouse_get_delta(&dx, &dy);
708 vm_trackball(-dx, -dy, &mat1);
709 vm_matrix_x_matrix(&mat2, &mat1, &Techroom_ship_orient);
710 Techroom_ship_orient = mat2;
715 // setup stuff needed to render the ship
716 view_angles.p = -0.6f;
717 view_angles.b = 0.0f;
718 view_angles.h = 0.0f;
719 vm_angles_2_matrix(&Techroom_ship_orient, &view_angles);
723 rot_angles.h = Techroom_ship_rot;
724 vm_rotate_matrix_by_angles(&Techroom_ship_orient, &rot_angles);
727 gr_set_clip(Tech_ship_display_coords[gr_screen.res][SHIP_X_COORD], Tech_ship_display_coords[gr_screen.res][SHIP_Y_COORD], Tech_ship_display_coords[gr_screen.res][SHIP_W_COORD], Tech_ship_display_coords[gr_screen.res][SHIP_H_COORD]);
730 #ifdef MULTIPLAYER_BETA_BUILD
731 if((sip->flags & SIF_SUPERCAP) || (sip->flags & SIF_DRYDOCK)) {
732 gr_set_color_fast(&Color_bright);
733 gr_string(Tech_ship_display_coords[gr_screen.res][SHIP_X_COORD], Tech_ship_display_coords[gr_screen.res][SHIP_Y_COORD] + 50, NOX("No soup for you!"));
737 g3_set_view_matrix(&sip->closeup_pos, &vmd_identity_matrix, sip->closeup_zoom * 1.3f);
739 // lighting for techroom
741 vector light_dir = vmd_zero_vector;
743 light_add_directional(&light_dir, 0.85f, 1.0f, 1.0f, 1.0f);
744 // light_filter_reset();
746 // lighting for techroom
748 model_clear_instance(Techroom_ship_modelnum);
749 model_set_detail_level(0);
750 model_render(Techroom_ship_modelnum, &Techroom_ship_orient, &vmd_zero_vector, MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER);
757 g3_set_view_matrix(&sip->closeup_pos, &vmd_identity_matrix, sip->closeup_zoom * 1.3f);
759 // lighting for techroom
761 vector light_dir = vmd_zero_vector;
763 light_add_directional(&light_dir, 0.85f, 1.0f, 1.0f, 1.0f);
764 // light_filter_reset();
766 // lighting for techroom
768 model_clear_instance(Techroom_ship_modelnum);
769 model_set_detail_level(0);
770 model_render(Techroom_ship_modelnum, &Techroom_ship_orient, &vmd_zero_vector, MR_LOCK_DETAIL | MR_AUTOCENTER);
778 // select previous entry in current list
779 void tech_prev_entry()
783 Cur_entry = Current_list_size - 1;
785 // scroll to end of list
786 List_offset = Cur_entry - Tech_list_coords[gr_screen.res][SHIP_H_COORD] / gr_get_font_height() + 1;
787 if (List_offset < 0) {
788 // this happens when there are not enough items to scroll
791 Tech_slider.force_currentItem(Tech_slider.get_numberItems());
793 // maybe adjust list position by 1
794 if (List_offset > Cur_entry) {
795 tech_scroll_list_up();
796 Tech_slider.forceUp();
800 techroom_select_new_entry();
801 gamesnd_play_iface(SND_SCROLL);
804 // select next entry in current list
805 void tech_next_entry()
808 if (Cur_entry >= Current_list_size) {
811 // scroll to beginning of list
813 Tech_slider.force_currentItem(Cur_entry);
815 // maybe adjust list position by 1
816 if (List_offset + Tech_list_coords[gr_screen.res][SHIP_H_COORD] / gr_get_font_height() <= Cur_entry) {
817 tech_scroll_list_down();
818 Tech_slider.forceDown();
822 techroom_select_new_entry();
823 gamesnd_play_iface(SND_SCROLL);
826 void tech_scroll_info_up()
830 gamesnd_play_iface(SND_SCROLL);
832 gamesnd_play_iface(SND_GENERAL_FAIL);
836 void tech_scroll_info_down()
840 if (Tab == SHIPS_DATA_TAB){
841 h = Tech_desc_coords[gr_screen.res][SHIP_H_COORD];
843 h = Tech_desc_coords[gr_screen.res][3];
846 if (Text_offset + h / gr_get_font_height() < Text_size) {
848 gamesnd_play_iface(SND_SCROLL);
850 gamesnd_play_iface(SND_GENERAL_FAIL);
854 void tech_scroll_list_up()
858 if (List_offset > 0) {
860 //last = List_offset + Tech_list_coords[gr_screen.res][SHIP_H_COORD] / gr_get_font_height() - 1;
861 gamesnd_play_iface(SND_SCROLL);
863 gamesnd_play_iface(SND_GENERAL_FAIL);
867 void tech_scroll_list_down()
869 if (List_offset + Tech_list_coords[gr_screen.res][SHIP_H_COORD] / gr_get_font_height() < Current_list_size) {
871 gamesnd_play_iface(SND_SCROLL);
873 gamesnd_play_iface(SND_GENERAL_FAIL);
877 // this doesnt do a damn thing...
878 void tech_ship_scroll_capture()
880 techroom_select_new_entry();
884 // this is obsolete - see techroom_weapons_render2(...)
885 void techroom_weapons_render(float frametime)
887 gr_set_color_fast(&Color_text_normal);
888 techroom_render_desc(Tech_desc_coords[gr_screen.res][0], Tech_desc_coords[gr_screen.res][1], Tech_desc_coords[gr_screen.res][3]);
891 // JAS: This code is hacked to allow the animation to use all 256 colors
892 extern int Palman_allow_any_color;
893 Palman_allow_any_color = 1;
894 anim_render_all(0, frametime);
895 Palman_allow_any_color = 0;
898 // if our active item has a bitmap instead of an animation, draw it
899 if((Cur_entry >= 0) && (Current_list[Cur_entry].animation == NULL) && (Current_list[Cur_entry].bitmap >= 0)){
900 gr_set_bitmap(Current_list[Cur_entry].bitmap);
901 gr_bitmap(Tech_ani_coords[gr_screen.res][0], Tech_ani_coords[gr_screen.res][1]);
905 void techroom_intel_render(float frametime)
907 tech_common_render();
910 // JAS: This code is hacked to allow the animation to use all 256 colors
911 extern int Palman_allow_any_color;
912 Palman_allow_any_color = 1;
913 anim_render_all(0, frametime);
914 Palman_allow_any_color = 0;
917 // if our active item has a bitmap instead of an animation, draw it
918 if((Cur_entry >= 0) && (Current_list[Cur_entry].animation == NULL) && (Current_list[Cur_entry].bitmap >= 0)){
919 gr_set_bitmap(Current_list[Cur_entry].bitmap);
920 gr_bitmap(Tech_ani_coords[gr_screen.res][0], Tech_ani_coords[gr_screen.res][1]);
924 void techroom_stop_anim(int id)
926 if (Cur_anim_instance && (id != Anim_playing_id)) {
927 anim_stop_playing(Cur_anim_instance);
928 Cur_anim_instance = NULL;
932 void techroom_start_anim()
936 anim_play_struct aps;
939 techroom_stop_anim(-1);
940 Anim_playing_id = -1;
943 if (Tab == WEAPONS_DATA_TAB) {
946 id = Cur_entry + 2000; // this offset is arbitrary?
949 techroom_stop_anim(id);
951 // if we actually have an animation
952 if(Current_list[Cur_entry].animation != NULL){
953 animp = Current_list[Cur_entry].animation;
955 if (id != Anim_playing_id) {
956 Anim_playing_id = -1;
958 anim_play_init(&aps, animp, Tech_ani_coords[gr_screen.res][0], Tech_ani_coords[gr_screen.res][1]);
960 Cur_anim_instance = anim_play(&aps);
961 Anim_playing_id = id;
965 memcpy(Palette, animp->palette, 384);
966 gr_set_palette(animp->name, Palette, 1);
973 void techroom_change_tab(int num)
975 int i, multi = 0, mask, font_height, max_num_entries_viewable;
978 // Assert(Current_list_size >= 0);
981 multi = Player->flags & PLAYER_FLAGS_IS_MULTI;
983 for (i=0; i<LIST_BUTTONS_MAX; i++){
984 List_buttons[i].disable();
987 // disable some stuff in multiplayer
988 if (Player->flags & PLAYER_FLAGS_IS_MULTI) {
989 Buttons[gr_screen.res][SIMULATOR_TAB].button.disable();
990 Buttons[gr_screen.res][CUTSCENES_TAB].button.disable();
995 mask = multi ? SIF_IN_TECH_DATABASE_M : SIF_IN_TECH_DATABASE;
997 // load ship info if necessary
998 if (Ships_loaded == 0) {
1000 for (i=0; i<Num_ship_types; i++) {
1001 if (Ship_info[i].flags & mask) {
1002 // this ship should be displayed, fill out the entry struct
1003 Ship_list[Ship_list_size].bitmap = -1;
1004 Ship_list[Ship_list_size].index = i;
1005 Ship_list[Ship_list_size].animation = NULL; // no anim for ships
1006 Ship_list[Ship_list_size].has_anim = 0; // no anim for ships
1007 Ship_list[Ship_list_size].name = Ship_info[i].name;
1008 Ship_list[Ship_list_size].desc = Ship_info[i].tech_desc;
1015 Current_list = Ship_list;
1016 Current_list_size = Ship_list_size;
1018 font_height = gr_get_font_height();
1019 max_num_entries_viewable = Tech_list_coords[gr_screen.res][SHIP_H_COORD] / font_height;
1020 Tech_slider.set_numberItems(Current_list_size > max_num_entries_viewable ? Current_list_size-max_num_entries_viewable : 0);
1022 // no anim to start here
1025 case WEAPONS_DATA_TAB:
1027 // load weapon info & anims if necessary
1028 if (Weapons_loaded == 0) {
1029 Weapon_list_size = 0;
1030 mask = multi ? WIF_PLAYER_ALLOWED : WIF_IN_TECH_DATABASE;
1032 for (i=0; i<MAX_WEAPON_TYPES; i++) {
1033 if (Weapon_info[i].wi_flags & mask) {
1034 // note: hack here to exclude dogfight weapons -- dont put weapon in if it has same description as pvs weapon
1035 if ((Weapon_list_size > 0) && (!strcmp(Weapon_info[i].tech_desc, Weapon_list[Weapon_list_size-1].desc))) {
1039 // we have a weapon that should be in the tech db, so fill out the entry struct
1040 Weapon_list[Weapon_list_size].index = i;
1041 Weapon_list[Weapon_list_size].desc = Weapon_info[i].tech_desc;
1042 Weapon_list[Weapon_list_size].has_anim = 1;
1043 Weapon_list[Weapon_list_size].name = Weapon_info[i].tech_title;
1044 Weapon_list[Weapon_list_size].bitmap = -1;
1045 if (Weapon_list[Weapon_list_size].name[0] == 0) {
1046 Weapon_list[Weapon_list_size].name = Weapon_info[i].name;
1049 // load the weapon animation
1050 if(!techroom_load_ani(&Weapon_list[Weapon_list_size].animation, Weapon_info[i].tech_anim_filename)){
1051 Weapon_list[Weapon_list_size].has_anim = 0;
1052 Weapon_list[Weapon_list_size].animation = NULL;
1054 // hmm. try a bitmap instead
1055 Weapon_list[Weapon_list_size].bitmap = bm_load(Weapon_info[i].tech_anim_filename);
1065 Current_list = Weapon_list;
1066 Current_list_size = Weapon_list_size;
1068 font_height = gr_get_font_height();
1069 max_num_entries_viewable = Tech_list_coords[gr_screen.res][SHIP_H_COORD] / font_height;
1070 Tech_slider.set_numberItems(Current_list_size > max_num_entries_viewable ? Current_list_size-max_num_entries_viewable : 0);
1072 techroom_start_anim();
1075 case INTEL_DATA_TAB:
1077 // load intel if necessary
1078 if ( Intel_loaded == 0 ) {
1079 // now populate the entry structs
1080 Intel_list_size = 0;
1081 for (i=0; i<Intel_info_size; i++) {
1083 if (Intel_info[i].in_tech_db != 0) {
1084 // leave option for no animation if string == "none"
1085 if (!strcmp(Intel_info[i].anim_filename, "none")) {
1086 Intel_list[Intel_list_size].has_anim = 0;
1087 Intel_list[Intel_list_size].animation = NULL;
1089 // try and load as an animation
1090 Intel_list[Intel_list_size].has_anim = 0;
1091 Intel_list[Intel_list_size].bitmap = -1;
1092 if(techroom_load_ani(&Intel_list[Intel_list_size].animation, Intel_info[i].anim_filename)){
1093 Intel_list[Intel_list_size].has_anim = 1;
1095 Intel_list[Intel_list_size].bitmap = bm_load(Intel_info[i].anim_filename);
1099 Intel_list[Intel_list_size].desc = Intel_info[i].desc;
1100 Intel_list[Intel_list_size].index = i;
1101 Intel_list[Intel_list_size].name = Intel_info[i].name;
1108 // index lookup on intel is a pretty pointless, but it keeps everything
1109 // consistent and doesnt really hurt anything
1110 Current_list = Intel_list;
1111 Current_list_size = Intel_list_size;
1113 font_height = gr_get_font_height();
1114 max_num_entries_viewable = Tech_list_coords[gr_screen.res][SHIP_H_COORD] / font_height;
1115 Tech_slider.set_numberItems(Current_list_size > max_num_entries_viewable ? Current_list_size-max_num_entries_viewable : 0);
1117 techroom_start_anim();
1123 techroom_select_new_entry();
1127 int techroom_button_pressed(int num)
1130 case SHIPS_DATA_TAB:
1131 case WEAPONS_DATA_TAB:
1132 case INTEL_DATA_TAB:
1133 techroom_change_tab(num);
1137 #if !defined(E3_BUILD) && !defined(PD_BUILD)
1138 gamesnd_play_iface(SND_SWITCH_SCREENS);
1139 gameseq_post_event(GS_EVENT_SIMULATOR_ROOM);
1146 #if !defined(E3_BUILD) && !defined(PD_BUILD)
1147 gamesnd_play_iface(SND_SWITCH_SCREENS);
1148 gameseq_post_event(GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN);
1155 #if !defined(E3_BUILD) && !defined(PD_BUILD)
1156 gamesnd_play_iface(SND_SWITCH_SCREENS);
1157 gameseq_post_event(GS_EVENT_CREDITS);
1163 case PREV_ENTRY_BUTTON:
1167 case NEXT_ENTRY_BUTTON:
1171 case SCROLL_LIST_UP:
1172 tech_scroll_list_up();
1173 Tech_slider.forceUp();
1176 case SCROLL_LIST_DOWN:
1177 tech_scroll_list_down();
1178 Tech_slider.forceDown();
1181 case SCROLL_INFO_UP:
1182 tech_scroll_info_up();
1185 case SCROLL_INFO_DOWN:
1186 tech_scroll_info_down();
1190 launch_context_help();
1191 gamesnd_play_iface(SND_HELP_PRESSED);
1194 case OPTIONS_BUTTON:
1195 gamesnd_play_iface(SND_SWITCH_SCREENS);
1196 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
1200 gamesnd_play_iface(SND_COMMIT_PRESSED);
1201 gameseq_post_event(GS_EVENT_MAIN_MENU);
1208 int techroom_load_ani(anim **animpp, char *name)
1210 int load_attempts = 0;
1211 char anim_filename[64] = "2_";
1214 // (i dont think there are any hi-res anims for these tho)
1215 if (gr_screen.res == GR_1024) {
1216 strcat(anim_filename, name);
1218 strcpy(anim_filename, name);
1222 if ( load_attempts++ > 5 ) {
1223 // Tech_room_ask_for_cd = 0;
1227 *animpp = anim_load(anim_filename, 1);
1230 } else if (gr_screen.res == GR_1024) {
1231 // try to load low-res version if hi-res failed
1232 *animpp = anim_load(name, 1);
1238 // couldn't load animation, ask user to insert CD (if necessary)
1239 // if ( Tech_room_ask_for_cd ) {
1240 // if ( game_do_cd_check() == 0 ) {
1241 // Tech_room_ask_for_cd = 0;
1252 void techroom_intel_init()
1255 static int inited = 0;
1257 // open localization
1261 if ((rval = setjmp(parse_abort)) != 0) {
1262 // close localization
1267 read_file_text("species.tbl");
1270 Intel_info_size = 0;
1272 while (optional_string("$Entry:")) {
1273 Assert(Intel_info_size < MAX_INTEL_ENTRIES);
1274 if (Intel_info_size >= MAX_INTEL_ENTRIES) break;
1276 required_string("$Name:");
1277 stuff_string(Intel_info[Intel_info_size].name, F_NAME, NULL, 32);
1278 required_string("$Anim:");
1279 stuff_string(Intel_info[Intel_info_size].anim_filename, F_NAME, NULL, 32);
1280 required_string("$AlwaysInTechRoom:");
1281 stuff_int(&Intel_info[Intel_info_size].in_tech_db);
1282 required_string("$Description:");
1283 stuff_string(Intel_info[Intel_info_size].desc, F_MULTITEXT, NULL, TECH_INTEL_DESC_LEN);
1292 // close localization
1296 void techroom_init()
1299 techroom_buttons *b;
1311 // Tech_room_ask_for_cd = 1;
1313 // backup and bash detail level stuff
1314 Tech_detail_backup = Detail.detail_distance;
1315 Detail.detail_distance = MAX_DETAIL_LEVEL;
1316 Tech_texture_backup = Detail.hardware_textures;
1317 Detail.hardware_textures = MAX_DETAIL_LEVEL;
1320 Palette_bmp = bm_load("TechDataPalette");
1321 Assert(Palette_bmp);
1322 bm_get_palette(Palette_bmp, Palette, Palette_name); // get the palette for this bitmap
1323 gr_set_palette(Palette_name, Palette, 1);
1327 The_mission.flags &= ~MISSION_FLAG_FULLNEB;
1330 Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
1331 Ui_window.set_mask_bmap(Tech_mask_filename[gr_screen.res]);
1333 Tech_background_bitmap = bm_load(Tech_background_filename[gr_screen.res]);
1334 if (Tech_background_bitmap < 0) {
1335 // failed to load bitmap, not a good thing
1339 for (i=0; i<NUM_BUTTONS; i++) {
1340 b = &Buttons[gr_screen.res][i];
1342 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, b->flags & REPEAT, 1);
1343 // set up callback for when a mouse first goes over a button
1345 b->button.set_bmaps(b->filename);
1346 // if ( !(b->flags & NO_MOUSE_OVER_SOUND) ) {
1347 b->button.set_highlight_action(common_play_highlight_sound);
1354 b->button.link_hotspot(b->hotspot);
1357 // common tab button text
1358 Ui_window.add_XSTR("Technical Database", 1055, Buttons[gr_screen.res][TECH_DATABASE_TAB].xt, Buttons[gr_screen.res][TECH_DATABASE_TAB].yt, &Buttons[gr_screen.res][TECH_DATABASE_TAB].button, UI_XSTR_COLOR_GREEN);
1359 Ui_window.add_XSTR("Mission Simulator", 1056, Buttons[gr_screen.res][SIMULATOR_TAB].xt, Buttons[gr_screen.res][SIMULATOR_TAB].yt, &Buttons[gr_screen.res][SIMULATOR_TAB].button, UI_XSTR_COLOR_GREEN);
1360 Ui_window.add_XSTR("Cutscenes", 1057, Buttons[gr_screen.res][CUTSCENES_TAB].xt, Buttons[gr_screen.res][CUTSCENES_TAB].yt, &Buttons[gr_screen.res][CUTSCENES_TAB].button, UI_XSTR_COLOR_GREEN);
1361 Ui_window.add_XSTR("Credits", 1058, Buttons[gr_screen.res][CREDITS_TAB].xt, Buttons[gr_screen.res][CREDITS_TAB].yt, &Buttons[gr_screen.res][CREDITS_TAB].button, UI_XSTR_COLOR_GREEN);
1363 // common ship/weapon/intel text
1364 Ui_window.add_XSTR("Ships", 293, Buttons[gr_screen.res][SHIPS_DATA_TAB].xt, Buttons[gr_screen.res][SHIPS_DATA_TAB].yt, &Buttons[gr_screen.res][SHIPS_DATA_TAB].button, UI_XSTR_COLOR_GREEN);
1365 Ui_window.add_XSTR("Weapons", 1553, Buttons[gr_screen.res][WEAPONS_DATA_TAB].xt, Buttons[gr_screen.res][WEAPONS_DATA_TAB].yt, &Buttons[gr_screen.res][WEAPONS_DATA_TAB].button, UI_XSTR_COLOR_GREEN);
1366 Ui_window.add_XSTR("Intelligence", 1066, Buttons[gr_screen.res][INTEL_DATA_TAB].xt, Buttons[gr_screen.res][INTEL_DATA_TAB].yt, &Buttons[gr_screen.res][INTEL_DATA_TAB].button, UI_XSTR_COLOR_GREEN);
1368 // common help/options/commit text
1370 // NK: removed these two text labels on Tech screen update 4/26/99
1371 // Ui_window.add_XSTR("Help", 928, Buttons[gr_screen.res][HELP_BUTTON].xt, Buttons[gr_screen.res][HELP_BUTTON].yt, &Buttons[gr_screen.res][HELP_BUTTON].button, UI_XSTR_COLOR_GREEN);
1372 // Ui_window.add_XSTR("Options", 1036, Buttons[gr_screen.res][OPTIONS_BUTTON].xt, Buttons[gr_screen.res][OPTIONS_BUTTON].yt, &Buttons[gr_screen.res][OPTIONS_BUTTON].button, UI_XSTR_COLOR_GREEN);
1373 Ui_window.add_XSTR("Exit", 1418, Buttons[gr_screen.res][EXIT_BUTTON].xt, Buttons[gr_screen.res][EXIT_BUTTON].yt, &Buttons[gr_screen.res][EXIT_BUTTON].button, UI_XSTR_COLOR_PINK);
1375 if (Player->flags & PLAYER_FLAGS_IS_MULTI) {
1376 Buttons[gr_screen.res][SIMULATOR_TAB].button.disable();
1377 Buttons[gr_screen.res][CUTSCENES_TAB].button.disable();
1381 Buttons[gr_screen.res][PREV_ENTRY_BUTTON].button.set_hotkey(KEY_LEFT);
1382 Buttons[gr_screen.res][NEXT_ENTRY_BUTTON].button.set_hotkey(KEY_RIGHT);
1383 Buttons[gr_screen.res][SCROLL_INFO_UP].button.set_hotkey(KEY_UP);
1384 Buttons[gr_screen.res][SCROLL_INFO_DOWN].button.set_hotkey(KEY_DOWN);
1387 for (i=0; i<LIST_BUTTONS_MAX; i++) {
1388 List_buttons[i].create(&Ui_window, "", 0, 0, 60, 30, 0, 1);
1389 List_buttons[i].hide();
1390 List_buttons[i].disable();
1393 View_window.create(&Ui_window, "", Tech_ship_display_coords[gr_screen.res][SHIP_X_COORD], Tech_ship_display_coords[gr_screen.res][SHIP_Y_COORD], Tech_ship_display_coords[gr_screen.res][SHIP_W_COORD], Tech_ship_display_coords[gr_screen.res][SHIP_H_COORD], 1, 1);
1397 ShipWin01 = bm_load(NOX("ShipWin01"));
1398 ShipWin02 = bm_load(NOX("ShipWin02"));
1399 ShipWin03 = bm_load(NOX("ShipWin03"));
1400 ShipWin04 = bm_load(NOX("ShipWin04"));
1403 Buttons[gr_screen.res][HELP_BUTTON].button.set_hotkey(KEY_F1);
1404 Buttons[gr_screen.res][EXIT_BUTTON].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
1405 Buttons[gr_screen.res][SCROLL_LIST_UP].button.set_hotkey(KEY_PAGEUP);
1406 Buttons[gr_screen.res][SCROLL_LIST_DOWN].button.set_hotkey(KEY_PAGEDOWN);
1408 // init help overlay states
1409 help_overlay_set_state(TECH_ROOM_OVERLAY, 0);
1412 Tech_slider.create(&Ui_window, Tech_slider_coords[gr_screen.res][SHIP_X_COORD], Tech_slider_coords[gr_screen.res][SHIP_Y_COORD], Tech_slider_coords[gr_screen.res][SHIP_W_COORD], Tech_slider_coords[gr_screen.res][SHIP_H_COORD], Num_ship_types, Tech_slider_filename[gr_screen.res], &tech_scroll_list_up, &tech_scroll_list_down, &tech_ship_scroll_capture);
1414 Cur_anim_instance = NULL;
1416 // zero weapon and intel anim/bitmap stuff
1417 for(idx=0; idx<MAX_WEAPON_TYPES; idx++){
1418 Weapon_list[idx].animation = NULL;
1419 Weapon_list[idx].bitmap = -1;
1421 for(idx=0; idx<MAX_INTEL_ENTRIES; idx++){
1422 Intel_list[idx].animation = NULL;
1423 Intel_list[idx].bitmap = -1;
1426 Anim_playing_id = -1;
1427 techroom_change_tab(Tab);
1430 void techroom_close()
1434 techroom_stop_anim(-1);
1435 for (i=0; i<MAX_WEAPON_TYPES; i++) {
1436 if ( Weapon_list[i].animation ) {
1437 anim_free(Weapon_list[i].animation);
1438 Weapon_list[i].animation = NULL;
1440 if( Weapon_list[i].bitmap >= 0 ){
1441 bm_unload(Weapon_list[i].bitmap);
1442 Weapon_list[i].bitmap = -1;
1446 for (i=0; i<MAX_INTEL_ENTRIES; i++){
1447 if (Intel_list[i].animation != NULL) {
1448 anim_free(Intel_list[i].animation);
1449 Intel_list[i].animation = NULL;
1451 if( Intel_list[i].bitmap >= 0 ){
1452 bm_unload(Intel_list[i].bitmap);
1453 Intel_list[i].bitmap = -1;
1463 bm_unload(ShipWin01);
1466 bm_unload(ShipWin02);
1469 bm_unload(ShipWin03);
1472 bm_unload(ShipWin04);
1476 if (Tech_background_bitmap) {
1477 bm_unload(Tech_background_bitmap);
1480 Ui_window.destroy();
1481 common_free_interface_palette(); // restore game palette
1483 bm_unload(Palette_bmp);
1486 // restore detail settings
1487 Detail.detail_distance = Tech_detail_backup;
1488 Detail.hardware_textures = Tech_texture_backup;
1491 void techroom_do_frame(float frametime)
1495 // turn off controls when overlay is on
1496 if ( help_overlay_active(TECH_ROOM_OVERLAY) ) {
1497 Buttons[gr_screen.res][HELP_BUTTON].button.reset_status();
1498 Ui_window.set_ignore_gadgets(1);
1501 // turn off controls in trackball mode
1502 if (Trackball_active) {
1503 Ui_window.set_ignore_gadgets(1);
1505 Ui_window.set_ignore_gadgets(0);
1508 k = Ui_window.process() & ~KEY_DEBUGGED;
1510 if ( (k > 0) || B1_JUST_RELEASED ) {
1511 if ( help_overlay_active(TECH_ROOM_OVERLAY) ) {
1512 help_overlay_set_state(TECH_ROOM_OVERLAY, 0);
1513 Ui_window.set_ignore_gadgets(0);
1518 if ( !help_overlay_active(TECH_ROOM_OVERLAY) ) {
1519 Ui_window.set_ignore_gadgets(0);
1523 case KEY_SHIFTED | KEY_TAB: // activate previous tab
1529 techroom_change_tab(i);
1532 case KEY_TAB: // activate next tab
1534 if (i >= NUM_TABS) {
1538 techroom_change_tab(i);
1541 case KEY_CTRLED | KEY_DOWN:
1542 if ( !(Player->flags & PLAYER_FLAGS_IS_MULTI) ) {
1543 techroom_button_pressed(SIMULATOR_TAB);
1548 case KEY_CTRLED | KEY_UP:
1549 techroom_button_pressed(CREDITS_TAB);
1560 case KEY_CTRLED | KEY_ENTER:
1562 gameseq_post_event(GS_EVENT_MAIN_MENU);
1566 // check ship model window for activity
1567 if (View_window.pressed()) {
1568 Trackball_active = 1;
1572 Trackball_active = 0;
1575 // check all da buttons
1576 for (i=0; i<NUM_BUTTONS; i++) {
1577 if (Buttons[gr_screen.res][i].button.pressed()) {
1578 if (techroom_button_pressed(i)) {
1584 // check for mouseovers/clicks on the selection list
1585 Select_tease_line = -1;
1586 for (i=0; i<LIST_BUTTONS_MAX; i++) {
1587 if (List_buttons[i].is_mouse_on()) {
1588 Select_tease_line = i + List_offset;
1591 if (List_buttons[i].pressed()) {
1592 Cur_entry = i + List_offset;
1593 gamesnd_play_iface(SND_USER_SELECT);
1594 techroom_select_new_entry();
1598 // clear & draw bg bitmap
1599 GR_MAYBE_CLEAR_RES(Tech_background_bitmap);
1600 if (Tech_background_bitmap >= 0) {
1601 gr_set_bitmap(Tech_background_bitmap);
1607 case SHIPS_DATA_TAB:
1608 techroom_ships_render(frametime);
1612 gr_set_bitmap(ShipWin01);
1613 gr_bitmap(223, 104);
1617 gr_set_bitmap(ShipWin02);
1618 gr_bitmap(621, 124);
1622 gr_set_bitmap(ShipWin03);
1623 gr_bitmap(223, 338);
1627 gr_set_bitmap(ShipWin04);
1628 gr_bitmap(218, 124);
1634 case WEAPONS_DATA_TAB:
1635 techroom_weapons_render2(frametime);
1638 case INTEL_DATA_TAB:
1639 techroom_intel_render(frametime);
1645 for (i=TECH_DATABASE_TAB; i<=CREDITS_TAB; i++) {
1646 if (Buttons[gr_screen.res][i].button.button_down()) {
1650 if (i > CREDITS_TAB) {
1651 Buttons[gr_screen.res][TECH_DATABASE_TAB].button.draw_forced(2);
1654 for (i=0; i<NUM_TABS; i++){
1655 if (Buttons[gr_screen.res][i].button.button_down()){
1660 Buttons[gr_screen.res][Tab].button.draw_forced(2);
1663 // blit help overlay if active
1664 help_overlay_maybe_blit(TECH_ROOM_OVERLAY);