2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/MissionUI/MissionCmdBrief.cpp $
15 * Mission Command Briefing Screen
18 * Revision 1.3 2002/06/09 04:41:23 relnev
19 * added copyright header
21 * Revision 1.2 2002/05/07 03:16:46 theoddone33
22 * The Great Newline Fix
24 * Revision 1.1.1.1 2002/05/03 03:28:10 root
28 * 14 10/06/99 10:28a Jefff
29 * for OEM: cmd brief anim defaults to the default anim if load failure
31 * 13 9/03/99 1:32a Dave
32 * CD checking by act. Added support to play 2 cutscenes in a row
33 * seamlessly. Fixed super low level cfile bug related to files in the
34 * root directory of a CD. Added cheat code to set campaign mission # in
37 * 12 8/27/99 12:04a Dave
38 * Campaign loop screen.
40 * 11 8/19/99 6:28p Jefff
41 * move animation in 640 a bit
43 * 10 7/15/99 4:11p Andsager
44 * Leave command briefs in DEMO
46 * 9 7/15/99 9:20a Andsager
47 * FS2_DEMO initial checkin
49 * 8 7/09/99 10:32p Dave
50 * Command brief and red alert screens.
52 * 7 2/08/99 5:06p Johnson
53 * Removed reference to a now non-existent palette.
55 * 6 1/30/99 5:08p Dave
56 * More new hi-res stuff.Support for nice D3D textures.
58 * 5 1/14/99 5:15p Neilk
59 * changed credits, command debrief interfaces to high resolution support
61 * 4 10/16/98 9:40a Andsager
62 * Remove ".h" files from model.h
64 * 3 10/13/98 9:28a Dave
65 * Started neatening up freespace.h. Many variables renamed and
66 * reorganized. Added AlphaColors.[h,cpp]
68 * 2 10/07/98 10:53a Dave
71 * 1 10/07/98 10:49a Dave
73 * 42 6/09/98 10:31a Hoffoss
74 * Created index numbers for all xstr() references. Any new xstr() stuff
75 * added from here on out should be added to the end if the list. The
76 * current list count can be found in FreeSpace.cpp (search for
79 * 41 6/05/98 9:54a Lawrance
82 * 40 6/01/98 11:43a John
83 * JAS & MK: Classified all strings for localization.
85 * 39 5/26/98 11:10a Lawrance
86 * Fix bug where window controls get disabled when F1 pressed twice
88 * 38 5/23/98 10:38p Lawrance
89 * Avoid doing a cfile refresh when running debug
91 * 37 5/23/98 6:49p Lawrance
92 * Fix problems with refreshing the file list when a CD is inserted
94 * 36 5/22/98 11:15a Lawrance
95 * Tweak how CD gets asked for
97 * 35 5/21/98 6:57p Lawrance
98 * Only ask for the CD once
100 * 34 5/20/98 9:46p John
101 * added code so the places in code that change half the palette don't
102 * have to clear the screen.
104 * 33 5/20/98 6:41p Lawrance
105 * Add hook for command brief stage changes
107 * 32 5/18/98 5:59p Hoffoss
108 * Made command briefing advanced now once the speech stops and animation
109 * has fully played once, whichever is longer.
111 * 31 5/14/98 3:34p Hoffoss
112 * Made command brief screen wait until animation finishes before
113 * auto-advancing to the next state (in addition to the wait that was
114 * already implemented).
116 * 30 5/08/98 5:32p Lawrance
117 * prompt for CD if can't load animations or voice
119 * 29 5/06/98 11:49p Lawrance
120 * Add help overlay for command brief
122 * 28 5/05/98 2:44p Hoffoss
123 * Fixed bug where not having a valid command brief ani would crash the
126 * 27 4/28/98 4:16p Hoffoss
127 * Implemented auto-advancing functionality to command briefings.
129 * 26 4/27/98 11:01a Hoffoss
130 * Changed code to utilize proper palette.
132 * 25 4/26/98 5:11p Hoffoss
133 * Fixed bug where going to options screen and then returning to the cmd
134 * brief screen didn't start ani back up.
136 * 24 4/13/98 11:00a Hoffoss
137 * Made the ani in a cmd brief continue playing if it's the same as the
140 * 23 4/06/98 8:37p Hoffoss
141 * Fixed a few bugs with command brief screen. Now the voice starts after
142 * the text has printed, and options screen doesn't reset cmd brief.
144 * 22 4/06/98 11:24a Lawrance
145 * stop command brief music if returning to main menu
147 * 21 4/02/98 11:40a Lawrance
148 * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE
150 * 20 3/31/98 5:18p John
151 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
152 * bunch of debug stuff out of player file. Made model code be able to
153 * unload models and malloc out only however many models are needed.
156 * 19 3/31/98 12:00p Hoffoss
157 * Fixed bug with setting palette using <default> as filename.
159 * 18 3/30/98 3:22p Hoffoss
160 * Changed Command Brief screen to merge current ani's palette with
161 * interface palette for better overall color.
163 * 17 3/30/98 12:18a Lawrance
164 * change some DEMO_RELEASE code to not compile code rather than return
167 * 16 3/29/98 12:55a Lawrance
168 * Get demo build working with limited set of data.
170 * 15 3/27/98 9:49a Lawrance
171 * AL: Ensure anim stops playing when leaving the command brief
173 * 14 3/26/98 5:24p Hoffoss
174 * Changed Command Brief to use memory mapped ani files instead, so we
175 * avoid the huge pauses for huge anis that play!
177 * 13 3/24/98 8:52a Jasen
178 * Updated coords for new button.
180 * 12 3/23/98 4:21p Hoffoss
181 * Fixed bug where command brief screen couldn't be re-entered unless
182 * mission was reloaded.
184 * 11 3/19/98 5:59p Hoffoss
185 * Added reset to cmd brief shutdown.
187 * 10 3/19/98 5:32p Lawrance
188 * Added music to the background of command brief screen.
190 * 9 3/19/98 4:25p Hoffoss
191 * Added remaining support for command brief screen (ANI and WAVE file
194 * 8 3/18/98 12:03p John
195 * Marked all the new strings as externalized or not.
197 * 7 3/17/98 6:24p Hoffoss
198 * Added ani playing to command brief screen, which defaults to
201 * 6 3/13/98 6:12p Frank
202 * AL: Fix bug caused by conflict with command brief and red alert
205 * 5 3/13/98 3:44p Hoffoss
206 * Added stage indication to Mission Command Briefing screen.
208 * 4 3/12/98 4:02p Hoffoss
211 * 3 3/05/98 9:38p Hoffoss
212 * Finished up command brief screen.
214 * 2 3/05/98 3:59p Hoffoss
215 * Added a bunch of new command brief stuff, and asteroid initialization
218 * 1 3/02/98 6:13p Hoffoss
226 #include "gamesequence.h"
227 #include "missionscreencommon.h"
231 #include "missionbriefcommon.h"
232 #include "missioncmdbrief.h"
233 #include "redalert.h"
234 #include "audiostr.h"
236 #include "eventmusic.h"
238 #include "contexthelp.h"
239 #include "alphacolors.h"
240 #include "animplay.h"
242 char *Cmd_brief_fname[GR_NUM_RESOLUTIONS] = {
247 char *Cmd_brief_mask[GR_NUM_RESOLUTIONS] = {
252 // lookups for coordinates
253 #define CMD_X_COORD 0
254 #define CMD_Y_COORD 1
255 #define CMD_W_COORD 2
256 #define CMD_H_COORD 3
258 int Cmd_text_wnd_coords[GR_NUM_RESOLUTIONS][4] = {
260 17, 109, 606, 108 // GR_640
263 28, 174, 969, 174 // GR_1024
268 int Cmd_stage_y[GR_NUM_RESOLUTIONS] = {
273 int Cmd_image_wnd_coords[GR_NUM_RESOLUTIONS][4] = {
275 26, 258, 441, 204 // GR_640
278 155, 475, 706, 327 // GR_1024
282 #define NUM_BUTTONS 8
284 #define FIRST_STAGE_BUTTON 0
285 #define PREV_STAGE_BUTTON 1
286 #define PAUSE_BUTTON 2
287 #define NEXT_STAGE_BUTTON 3
288 #define LAST_STAGE_BUTTON 4
289 #define HELP_BUTTON 5
290 #define OPTIONS_BUTTON 6
291 #define ACCEPT_BUTTON 7
294 ui_button_info Cmd_brief_buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
296 ui_button_info("CBB_00", 504, 221, -1, -1, 0),
297 ui_button_info("CBB_01", 527, 221, -1, -1, 1),
298 ui_button_info("CBB_02", 555, 221, -1, -1, 2),
299 ui_button_info("CBB_03", 583, 221, -1, -1, 3),
300 ui_button_info("CBB_04", 607, 221, -1, -1, 4),
301 ui_button_info("CBB_05", 539, 431, -1, -1, 5),
302 ui_button_info("CBB_06", 538, 455, -1, -1, 6),
303 ui_button_info("CBB_07", 575, 432, -1, -1, 7),
306 ui_button_info("2_CBB_00", 806, 354, -1, -1, 0),
307 ui_button_info("2_CBB_01", 844, 354, -1, -1, 1),
308 ui_button_info("2_CBB_02", 888, 354, -1, -1, 2),
309 ui_button_info("2_CBB_03", 933, 354, -1, -1, 3),
310 ui_button_info("2_CBB_04", 971, 354, -1, -1, 4),
311 ui_button_info("2_CBB_05", 863, 690, -1, -1, 5),
312 ui_button_info("2_CBB_06", 861, 728, -1, -1, 6),
313 ui_button_info("2_CBB_07", 920, 692, -1, -1, 7),
318 #define CMD_BRIEF_NUM_TEXT 3
319 UI_XSTR Cmd_brief_text[GR_NUM_RESOLUTIONS][CMD_BRIEF_NUM_TEXT] = {
321 { "Help", 928, 500, 440, UI_XSTR_COLOR_GREEN, -1, &Cmd_brief_buttons[0][HELP_BUTTON].button },
322 { "Options", 1036, 479, 464, UI_XSTR_COLOR_GREEN, -1, &Cmd_brief_buttons[0][OPTIONS_BUTTON].button },
323 { "Continue", 1069, 564, 413, UI_XSTR_COLOR_PINK, -1, &Cmd_brief_buttons[0][ACCEPT_BUTTON].button },
326 { "Help", 928, 800, 704, UI_XSTR_COLOR_GREEN, -1, &Cmd_brief_buttons[1][HELP_BUTTON].button },
327 { "Options", 1036, 797, 743, UI_XSTR_COLOR_GREEN, -1, &Cmd_brief_buttons[1][OPTIONS_BUTTON].button },
328 { "Continue", 1069, 917, 661, UI_XSTR_COLOR_PINK, -1, &Cmd_brief_buttons[1][ACCEPT_BUTTON].button },
332 static UI_WINDOW Ui_window;
333 static int Background_bitmap; // bitmap for the background of the cmd_briefing
334 static int Cur_stage;
335 static int Scroll_offset;
336 static int Cmd_brief_inited = 0;
337 // static int Cmd_brief_ask_for_cd;
338 static int Voice_good_to_go = 0;
339 static int Voice_started_time = 0;
340 static int Voice_ended_time;
341 static int Anim_playing_id = -1;
342 static anim_instance *Cur_anim_instance = NULL;
343 static int Last_anim_frame_num;
345 static int Cmd_brief_last_voice;
346 static int Palette_bmp = -1;
347 static ubyte Palette[768];
348 static char Palette_name[128];
350 void cmd_brief_init_voice()
354 Assert(Cur_cmd_brief);
355 for (i=0; i<Cur_cmd_brief->num_stages; i++) {
356 Cur_cmd_brief->stage[i].wave = -1;
357 if (stricmp(Cur_cmd_brief->stage[i].wave_filename, NOX("none")) && Cur_cmd_brief->stage[i].wave_filename[0]) {
358 Cur_cmd_brief->stage[i].wave = audiostream_open(Cur_cmd_brief->stage[i].wave_filename, ASF_VOICE);
359 if (Cur_cmd_brief->stage[i].wave < 0) {
360 nprintf(("General", "Failed to load \"%s\"", Cur_cmd_brief->stage[i].wave_filename));
365 Cmd_brief_last_voice = -1;
368 int cmd_brief_check_stage_done()
370 if (!Voice_good_to_go)
373 if (Voice_ended_time && (timer_get_milliseconds() - Voice_ended_time >= 1000))
376 if (Briefing_voice_enabled && (Cmd_brief_last_voice >= 0)) {
377 if (audiostream_is_playing(Cmd_brief_last_voice)){
381 if (!Voice_ended_time){
382 Voice_ended_time = timer_get_milliseconds();
388 // if we get here, there is no voice, so we simulate the time it would take instead
389 if (!Voice_ended_time)
390 Voice_ended_time = Voice_started_time + max(5000, Num_brief_text_lines[0] * 3500);
395 // start playback of the voice for a particular briefing stage
396 void cmd_brief_voice_play(int stage_num)
400 if (!Voice_good_to_go) {
401 Voice_started_time = 0;
405 if (!Voice_started_time) {
406 Voice_started_time = timer_get_milliseconds();
407 Voice_ended_time = 0;
410 if (!Briefing_voice_enabled){
414 if (Cur_stage >= 0 && Cur_stage < Cur_cmd_brief->num_stages){
415 voice = Cur_cmd_brief->stage[stage_num].wave;
418 // are we still on same voice that is currently playing/played?
419 if (Cmd_brief_last_voice == voice){
420 return; // no changes, nothing to do.
423 // if previous wave is still playing, stop it first.
424 if (Cmd_brief_last_voice >= 0) {
425 audiostream_stop(Cmd_brief_last_voice); // stream is automatically rewound
426 Cmd_brief_last_voice = -1;
429 // ok, new wave needs playing, so we can start playing it now (and it becomes the current wave)
430 Cmd_brief_last_voice = voice;
432 audiostream_play(voice, Master_voice_volume, 0);
436 // called to leave the command briefing screen
437 void cmd_brief_exit()
439 gameseq_post_event(GS_EVENT_START_BRIEFING);
442 void cmd_brief_stop_anim(int id)
444 if (Cur_anim_instance && (id != Anim_playing_id)) {
445 anim_stop_playing(Cur_anim_instance);
446 Cur_anim_instance = NULL;
449 Voice_good_to_go = 0;
450 if (Cmd_brief_last_voice >= 0) {
451 audiostream_stop(Cmd_brief_last_voice); // stream is automatically rewound
452 Cmd_brief_last_voice = -1;
456 void cmd_brief_new_stage(int stage)
459 anim_play_struct aps;
462 cmd_brief_stop_anim(-1);
464 Anim_playing_id = -1;
468 brief_color_text_init(Cur_cmd_brief->stage[stage].text, Cmd_text_wnd_coords[gr_screen.res][CMD_W_COORD]);
470 i = Cur_cmd_brief->stage[Cur_stage].anim_ref;
474 cmd_brief_stop_anim(i);
476 if (i != Anim_playing_id) {
477 if (Cur_cmd_brief->stage[i].anim) {
478 anim_play_init(&aps, Cur_cmd_brief->stage[i].anim,Cmd_image_wnd_coords[gr_screen.res][CMD_X_COORD], Cmd_image_wnd_coords[gr_screen.res][CMD_Y_COORD]);
480 Cur_anim_instance = anim_play(&aps);
481 Last_anim_frame_num = 0;
487 if (Cur_cmd_brief->stage[i].anim) {
488 memcpy(Palette, Cur_cmd_brief->stage[i].anim->palette, 384);
489 gr_set_palette(Cur_cmd_brief->stage[i].ani_filename, Palette, 1);
493 void cmd_brief_hold()
495 cmd_brief_stop_anim(-1);
496 Anim_playing_id = -1;
499 void cmd_brief_unhold()
501 cmd_brief_new_stage(Cur_stage);
504 void cmd_brief_button_pressed(int n)
508 launch_context_help();
509 gamesnd_play_iface(SND_HELP_PRESSED);
513 gamesnd_play_iface(SND_SWITCH_SCREENS);
514 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
517 case FIRST_STAGE_BUTTON:
519 cmd_brief_new_stage(0);
520 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
522 gamesnd_play_iface(SND_GENERAL_FAIL);
527 case PREV_STAGE_BUTTON:
529 cmd_brief_new_stage(Cur_stage - 1);
530 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
532 gamesnd_play_iface(SND_GENERAL_FAIL);
537 case NEXT_STAGE_BUTTON:
538 if (Cur_stage < Cur_cmd_brief->num_stages - 1) {
539 cmd_brief_new_stage(Cur_stage + 1);
540 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
542 gamesnd_play_iface(SND_GENERAL_FAIL);
547 case LAST_STAGE_BUTTON:
548 if (Cur_stage < Cur_cmd_brief->num_stages - 1) {
549 cmd_brief_new_stage(Cur_cmd_brief->num_stages - 1);
550 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
552 gamesnd_play_iface(SND_GENERAL_FAIL);
558 gamesnd_play_iface(SND_COMMIT_PRESSED);
562 gamesnd_play_iface(SND_USER_SELECT);
563 Player->auto_advance ^= 1;
568 void cmd_brief_ani_wave_init(int index)
573 // first, search and see if anim is already used in another stage
574 for (i=0; i<index; i++) {
575 if (!stricmp(Cur_cmd_brief->stage[i].ani_filename, Cur_cmd_brief->stage[index].ani_filename)) {
576 if (Cur_cmd_brief->stage[i].anim_ref >= 0)
577 Cur_cmd_brief->stage[index].anim_ref = Cur_cmd_brief->stage[i].anim_ref;
579 Cur_cmd_brief->stage[index].anim_ref = i;
585 // this is the first instance of the given anim filename
586 Cur_cmd_brief->stage[index].anim_ref = -1;
587 name = Cur_cmd_brief->stage[index].ani_filename;
588 if (!name[0] || !stricmp(name, NOX("<default>")) || !stricmp(name, NOX("none.ani"))) {
589 name = NOX("CB_default");
590 strcpy(Cur_cmd_brief->stage[index].ani_filename, name);
593 int load_attempts = 0;
596 if ( load_attempts++ > 5 ) {
600 Cur_cmd_brief->stage[index].anim = anim_load(name, 1);
601 if ( Cur_cmd_brief->stage[index].anim ) {
605 // couldn't load animation, ask user to insert CD (if necessary)
606 // if ( Cmd_brief_ask_for_cd ) {
607 // if ( game_do_cd_check() == 0 ) {
608 // Cmd_brief_ask_for_cd = 0;
614 // check to see if cb anim loaded, if not, try the default one
615 if ( !Cur_cmd_brief->stage[index].anim ) {
616 Cur_cmd_brief->stage[index].anim = anim_load(NOX("CB_default"), 1);
620 void cmd_brief_init(int team)
622 common_music_init(SCORE_BRIEFING);
629 Cmd_brief_inited = 0;
630 Cur_cmd_brief = &Cmd_briefs[team];
632 if ( red_alert_mission() ) {
633 gameseq_post_event(GS_EVENT_RED_ALERT);
637 if (Cur_cmd_brief->num_stages <= 0)
647 Palette_bmp = bm_load("BarracksPalette"); //CommandBriefPalette");
649 bm_get_palette(Palette_bmp, Palette, Palette_name); // get the palette for this bitmap
650 gr_set_palette(Palette_name, Palette, 1);
653 Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
654 Ui_window.set_mask_bmap(Cmd_brief_mask[gr_screen.res]);
656 // Cmd_brief_ask_for_cd = 1;
658 for (i=0; i<NUM_BUTTONS; i++) {
659 b = &Cmd_brief_buttons[gr_screen.res][i];
661 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, 0, 1);
662 // set up callback for when a mouse first goes over a button
663 b->button.set_highlight_action(common_play_highlight_sound);
664 b->button.set_bmaps(b->filename);
665 b->button.link_hotspot(b->hotspot);
669 for(i=0; i<CMD_BRIEF_NUM_TEXT; i++){
670 Ui_window.add_XSTR(&Cmd_brief_text[gr_screen.res][i]);
673 // set up readyrooms for buttons so we draw the correct animation frame when a key is pressed
674 Cmd_brief_buttons[gr_screen.res][FIRST_STAGE_BUTTON].button.set_hotkey(KEY_SHIFTED | KEY_LEFT);
675 Cmd_brief_buttons[gr_screen.res][LAST_STAGE_BUTTON].button.set_hotkey(KEY_SHIFTED | KEY_RIGHT);
676 Cmd_brief_buttons[gr_screen.res][PREV_STAGE_BUTTON].button.set_hotkey(KEY_LEFT);
677 Cmd_brief_buttons[gr_screen.res][NEXT_STAGE_BUTTON].button.set_hotkey(KEY_RIGHT);
678 Cmd_brief_buttons[gr_screen.res][ACCEPT_BUTTON].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
679 Cmd_brief_buttons[gr_screen.res][HELP_BUTTON].button.set_hotkey(KEY_F1);
680 Cmd_brief_buttons[gr_screen.res][OPTIONS_BUTTON].button.set_hotkey(KEY_F2);
682 // load in help overlay bitmap
683 help_overlay_load(CMD_BRIEF_OVERLAY);
684 help_overlay_set_state(CMD_BRIEF_OVERLAY,0);
686 Background_bitmap = bm_load(Cmd_brief_fname[gr_screen.res]);
688 for (i=0; i<Cur_cmd_brief->num_stages; i++)
689 cmd_brief_ani_wave_init(i);
691 cmd_brief_init_voice();
693 Cur_anim_instance = NULL;
694 cmd_brief_new_stage(0);
695 Cmd_brief_inited = 1;
700 void cmd_brief_close()
704 if (Cmd_brief_inited) {
705 cmd_brief_stop_anim(-1);
706 Anim_playing_id = -1;
707 for (i=0; i<Cur_cmd_brief->num_stages; i++) {
708 if (Cur_cmd_brief->stage[i].wave >= 0)
709 audiostream_close_file(Cur_cmd_brief->stage[i].wave, 0);
711 if (Cur_cmd_brief->stage[i].anim_ref < 0)
712 if (Cur_cmd_brief->stage[i].anim)
713 anim_free(Cur_cmd_brief->stage[i].anim);
716 if (Background_bitmap >= 0)
717 bm_unload(Background_bitmap);
719 // unload the overlay bitmap
720 help_overlay_unload(CMD_BRIEF_OVERLAY);
725 bm_unload(Palette_bmp);
730 Cmd_brief_inited = 0;
734 void cmd_brief_do_frame(float frametime)
739 // if no command briefing exists, skip this screen.
740 if (!Cmd_brief_inited) {
745 if ( help_overlay_active(CMD_BRIEF_OVERLAY) ) {
746 Cmd_brief_buttons[gr_screen.res][HELP_BUTTON].button.reset_status();
747 Ui_window.set_ignore_gadgets(1);
750 k = Ui_window.process() & ~KEY_DEBUGGED;
752 if ( (k > 0) || B1_JUST_RELEASED ) {
753 if ( help_overlay_active(CMD_BRIEF_OVERLAY) ) {
754 help_overlay_set_state(CMD_BRIEF_OVERLAY, 0);
755 Ui_window.set_ignore_gadgets(0);
760 if ( !help_overlay_active(CMD_BRIEF_OVERLAY) ) {
761 Ui_window.set_ignore_gadgets(0);
766 common_music_close();
767 gameseq_post_event(GS_EVENT_MAIN_MENU);
771 for (i=0; i<NUM_BUTTONS; i++){
772 if (Cmd_brief_buttons[gr_screen.res][i].button.pressed()){
773 cmd_brief_button_pressed(i);
777 cmd_brief_voice_play(Cur_stage);
780 if (cmd_brief_check_stage_done() && Player->auto_advance && (Cur_stage < Cur_cmd_brief->num_stages - 1)){
781 // if (!Cur_anim_instance || (Cur_anim_instance->frame_num < Last_anim_frame_num))
782 if (!Cur_anim_instance || Cur_anim_instance->loop_count){
783 cmd_brief_new_stage(Cur_stage + 1);
787 if (Cur_anim_instance){
788 Last_anim_frame_num = Cur_anim_instance->frame_num;
791 GR_MAYBE_CLEAR_RES(Background_bitmap);
792 if (Background_bitmap >= 0) {
793 gr_set_bitmap(Background_bitmap);
798 // JAS: This code is hacked to allow the animation to use all 256 colors
799 extern int Palman_allow_any_color;
800 Palman_allow_any_color = 1;
801 anim_render_all(0, frametime);
802 Palman_allow_any_color = 0;
806 if (!Player->auto_advance){
807 Cmd_brief_buttons[gr_screen.res][PAUSE_BUTTON].button.draw_forced(2);
811 gr_set_color_fast(&Color_text_heading);
813 sprintf(buf, XSTR( "Stage %d of %d", 464), Cur_stage + 1, Cur_cmd_brief->num_stages);
814 gr_get_string_size(&w, NULL, buf);
815 gr_string(Cmd_text_wnd_coords[gr_screen.res][CMD_X_COORD] + Cmd_text_wnd_coords[gr_screen.res][CMD_W_COORD] - w, Cmd_stage_y[gr_screen.res], buf);
817 if (brief_render_text(Scroll_offset, Cmd_text_wnd_coords[gr_screen.res][CMD_X_COORD], Cmd_text_wnd_coords[gr_screen.res][CMD_Y_COORD], Cmd_text_wnd_coords[gr_screen.res][CMD_H_COORD], frametime, 0, 1)){
818 Voice_good_to_go = 1;
821 // blit help overlay if active
822 help_overlay_maybe_blit(CMD_BRIEF_OVERLAY);