2 * $Logfile: /Freespace2/code/MenuUI/TechMenu.cpp $
7 * C module that contains functions to drive the Tech Menu user interface
10 * Revision 1.1 2002/05/03 03:28:09 root
14 * 43 11/02/99 3:22p Jefff
15 * translate ship names in tech room
17 * 42 10/25/99 5:47p Jefff
18 * reassigned some xstr ids
20 * 41 10/12/99 4:50p Jefff
22 * 40 9/08/99 11:09a Dave
23 * Use stills for intel and weapon stuff in the techroom if animations
26 * 39 9/05/99 11:19p Dave
27 * Made d3d texture cache much more safe. Fixed training scoring bug where
28 * it would backout scores without ever having applied them in the first
31 * 38 9/03/99 11:19a Jefff
32 * fixed double render of intel descriptions
34 * 37 9/03/99 1:32a Dave
35 * CD checking by act. Added support to play 2 cutscenes in a row
36 * seamlessly. Fixed super low level cfile bug related to files in the
37 * root directory of a CD. Added cheat code to set campaign mission # in
40 * 36 9/01/99 5:12p Jefff
41 * Fixed bad scroll bug
43 * 35 8/25/99 3:03p Jefff
44 * 'more' indicator, lotsa coord changes for new background, disabling of
45 * buttons in trackball mode, list follows selected item when prev/next
48 * 34 8/24/99 8:55p Dave
49 * Make sure nondimming pixels work properly in tech menu.
51 * 33 8/24/99 10:47a Jefff
52 * tech room weapon anims. added tech anim field to weapons.tbl
54 * 32 8/10/99 5:29p Jefff
55 * use new tech_title field in weapons array
57 * 31 8/10/99 3:45p Jefff
58 * Put the smack down on the tech room. Its all new, but tastefully done.
60 * 30 8/09/99 5:53p Jefff
62 * 29 8/02/99 10:27a Jefff
63 * removed a warning for the time being
65 * 28 8/02/99 10:13a Jefff
66 * started scrubbing, waiting till after demo to continue
68 * 27 7/28/99 1:02p Jefff
69 * Changed "Species" to "Intelligence" -- also changed in strings.tbl.
71 * 26 7/26/99 4:33p Jordonr
72 * Don't need techroom palette
74 * 25 7/20/99 1:49p Dave
75 * Peter Drake build. Fixed some release build warnings.
77 * 24 7/19/99 2:13p Dave
78 * Added some new strings for Heiko.
80 * 23 7/14/99 9:42a Dave
81 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
84 * 22 6/16/99 4:06p Dave
85 * New pilot info popup. Added new draw-bitmap-as-poly function.
87 * 21 5/09/99 8:57p Dave
88 * Final E3 build preparations.
90 * 20 5/09/99 6:00p Dave
91 * Lots of cool new effects. E3 build tweaks.
93 * 19 4/29/99 2:16p Neilk
94 * added a 2nd callback for slider so its model is not loaded on mouselock
95 * until mouse button is released
97 * 18 4/26/99 5:05p Neilk
98 * updated to new artwork, added slider support
100 * 17 4/25/99 3:02p Dave
101 * Build defines for the E3 build.
103 * 16 4/23/99 12:01p Johnson
104 * Added SIF_HUGE_SHIP
106 * 15 4/12/99 10:07p Dave
107 * Made network startup more forgiving. Added checkmarks to dogfight
108 * screen for players who hit commit.
110 * 14 4/08/99 2:10a Dave
111 * Numerous bug fixes for the beta. Added builtin mission info for the
114 * 13 2/19/99 11:42a Dave
115 * Put in model rendering autocentering.
117 * 12 2/01/99 5:55p Dave
118 * Removed the idea of explicit bitmaps for buttons. Fixed text
119 * highlighting for disabled gadgets.
121 * 11 1/30/99 5:08p Dave
122 * More new hi-res stuff.Support for nice D3D textures.
124 * 10 1/29/99 3:56p Neilk
125 * Converted tech_infos screens to multiresolution
127 * 9 1/29/99 3:54p Neilk
129 * 8 1/29/99 12:47a Dave
130 * Put in sounds for beam weapon. A bunch of interface screens (tech
133 * 7 11/30/98 1:07p Dave
134 * 16 bit conversion, first run.
136 * 6 10/23/98 3:51p Dave
137 * Full support for tstrings.tbl and foreign languages. All that remains
138 * is to make it active in Fred.
140 * 5 10/16/98 9:40a Andsager
141 * Remove ".h" files from model.h
143 * 4 10/13/98 2:47p Andsager
144 * Remove reference to Tech_shivan_species_avail
146 * 3 10/13/98 9:28a Dave
147 * Started neatening up freespace.h. Many variables renamed and
148 * reorganized. Added AlphaColors.[h,cpp]
150 * 2 10/07/98 10:53a Dave
153 * 1 10/07/98 10:49a Dave
155 * 67 9/21/98 10:02p Dave
156 * Last minute changes to techroom weapon/ship/species stuff.
158 * 66 9/07/98 2:49p Dan
159 * Removed spurious Assert
161 * 65 7/06/98 2:42p Hoffoss
162 * Fixed bug with weapons shown in tech database.
164 * 64 6/10/98 11:48a Lawrance
165 * fix bug with trying to free NULL anims
167 * 63 6/05/98 9:54a Lawrance
170 * 62 6/01/98 11:43a John
171 * JAS & MK: Classified all strings for localization.
173 * 61 5/26/98 11:10a Lawrance
174 * Fix bug where window controls get disabled when F1 pressed twice
176 * 60 5/23/98 10:38p Lawrance
177 * Avoid doing a cfile refresh when running debug
179 * 59 5/23/98 6:49p Lawrance
180 * Fix problems with refreshing the file list when a CD is inserted
182 * 58 5/22/98 11:15a Lawrance
183 * Tweak how CD gets asked for
185 * 57 5/22/98 1:06a Hoffoss
186 * Made Fred not use OLE.
188 * 56 5/21/98 6:57p Lawrance
189 * Only ask for the CD once
191 * 55 5/21/98 12:46a Hoffoss
192 * Made text offset reset when new description is loaded.
194 * 54 5/20/98 9:46p John
195 * added code so the places in code that change half the palette don't
196 * have to clear the screen.
198 * 53 5/20/98 3:28p Sandeep
199 * Fixed bug where in multi only discovered weapons show up, and in single
200 * all weapons showed up (backwards).
202 * 52 5/20/98 2:11p Hoffoss
203 * Fixed some species description problems.
205 * 51 5/18/98 6:45p Hoffoss
206 * Added species descriptions to species database in techroom.
208 * 50 5/17/98 6:13p Hoffoss
209 * Fixed scrolling of info text area.
215 #include "gamesequence.h"
216 #include "techmenu.h"
219 #include "snazzyui.h"
220 #include "managepilot.h"
224 #include "missioncampaign.h"
225 #include "missionshipchoice.h"
226 #include "freespace.h"
227 #include "mainhallmenu.h"
228 #include "missionscreencommon.h"
234 #include "contexthelp.h"
235 #include "alphacolors.h"
236 #include "animplay.h"
237 #include "localize.h"
238 #include "lighting.h"
240 #define REVOLUTION_RATE 5.2f
242 #define NUM_BUTTONS 16
244 #define LIST_BUTTONS_MAX 41
246 #define SHIPS_DATA_MODE (1<<0)
247 #define WEAPONS_DATA_MODE (1<<1)
248 #define SPECIES_DATA_MODE (1<<2)
249 #define WEAPONS_SPECIES_DATA_MODE (WEAPONS_DATA_MODE | SPECIES_DATA_MODE)
251 #define SHIPS_DATA_TAB 0
252 #define WEAPONS_DATA_TAB 1
253 #define INTEL_DATA_TAB 2
254 #define TECH_DATABASE_TAB 3
255 #define SIMULATOR_TAB 4
256 #define CUTSCENES_TAB 5
257 #define CREDITS_TAB 6
259 #define SCROLL_LIST_UP 7
260 #define SCROLL_LIST_DOWN 8
261 #define SCROLL_INFO_UP 9
262 #define SCROLL_INFO_DOWN 10
264 #define PREV_ENTRY_BUTTON 11
265 #define NEXT_ENTRY_BUTTON 12
267 #define HELP_BUTTON 13
268 #define OPTIONS_BUTTON 14
269 #define EXIT_BUTTON 15
271 //#define PREV_ENTRY_BUTTON2 16
272 //#define NEXT_ENTRY_BUTTON2 17
275 #define REPEAT (1<<0)
276 #define NO_MOUSE_OVER_SOUND (1<<1)
278 // indicies for coords
279 #define SHIP_X_COORD 0
280 #define SHIP_Y_COORD 1
281 #define SHIP_W_COORD 2
282 #define SHIP_H_COORD 3
284 // background filename for species
285 // note weapon filename is now same as ship filename
286 char *Tech_background_filename[GR_NUM_RESOLUTIONS] = {
290 char *Tech_mask_filename[GR_NUM_RESOLUTIONS] = {
294 char *Tech_slider_filename[GR_NUM_RESOLUTIONS] = {
299 int Tech_list_coords[GR_NUM_RESOLUTIONS][4] = {
308 int Tech_ship_display_coords[GR_NUM_RESOLUTIONS][4] = {
317 int Tech_desc_coords[GR_NUM_RESOLUTIONS][4] = {
326 int Tech_ani_coords[GR_NUM_RESOLUTIONS][2] = {
335 /*int Tech_desc_coords[GR_NUM_RESOLUTIONS][4] = {
344 int Tech_slider_coords[GR_NUM_RESOLUTIONS][4] = {
354 int Tech_detail_backup;
355 int Tech_texture_backup;
357 #define MAX_TEXT_LINES 100
358 #define MAX_TEXT_LINE_LEN 256
360 struct techroom_buttons {
366 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
368 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) {}
371 static techroom_buttons Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
373 techroom_buttons("TDB_04", 406, 384, 447, 393, 4, -1), // ship data tab
374 techroom_buttons("TDB_05", 404, 418, 447, 429, 5, -1), // weapons data tab
375 techroom_buttons("TDB_06", 404, 447, 447, 461, 6, -1), // species data tab
376 techroom_buttons("TDB_00", 7, 3, 37, 7, 0, -1), // technical database tab
377 techroom_buttons("TDB_01", 7, 18, 37, 23, 1, -1), // mission simulator tab
378 techroom_buttons("TDB_02", 7, 34, 37, 38, 2, -1), // cutscenes tab
379 techroom_buttons("TDB_03", 7, 49, 37, 54, 3, -1), // credits tab
380 techroom_buttons("TDB_07", 1, 86, -1, -1, 7, SHIPS_DATA_MODE, REPEAT), // prev data entry
381 techroom_buttons("TDB_08", 1, 317, -1, -1, 8, SHIPS_DATA_MODE, REPEAT), // next data entry
382 techroom_buttons("TDB_09", 1, 406, -1, -1, 9, SHIPS_DATA_MODE, REPEAT), // prev data entry
383 techroom_buttons("TDB_10", 1, 447, -1, -1, 10, SHIPS_DATA_MODE, REPEAT), // next data entry
384 //techroom_buttons("TDB_11", 558, 272, -1, -1, 11, WEAPONS_SPECIES_DATA_MODE), // prev data entry
385 //techroom_buttons("TDB_12", 606, 272, -1, -1, 12, WEAPONS_SPECIES_DATA_MODE), // next data entry
386 techroom_buttons("TDB_11a",559, 323, -1, -1, 11, SHIPS_DATA_MODE, REPEAT), // prev data entry
387 techroom_buttons("TDB_12a",609, 323, -1, -1, 12, SHIPS_DATA_MODE, REPEAT), // next data entry
388 techroom_buttons("TDB_13", 533, 425, 500, 440, 13, -1), // help
389 techroom_buttons("TDB_14", 533, 455, 479, 464, 14, -1), // options
390 techroom_buttons("TDB_15a",571, 425, 588, 413, 15, -1), // exit
393 techroom_buttons("2_TDB_04", 649, 614, 717, 630, 4, -1), // ship data tab
394 techroom_buttons("2_TDB_05", 646, 669, 717, 687, 5, -1), // weapons data tab
395 techroom_buttons("2_TDB_06", 646, 716, 717, 739, 6, -1), // species data tab
396 techroom_buttons("2_TDB_00", 12, 5, 59, 12, 0, -1), // technical database tab
397 techroom_buttons("2_TDB_01", 12, 31, 59, 37, 1, -1), // mission simulator tab
398 techroom_buttons("2_TDB_02", 12, 56, 59, 62, 2, -1), // cutscenes tab
399 techroom_buttons("2_TDB_03", 12, 81, 59, 88, 3, -1), // credits tab
400 techroom_buttons("2_TDB_07", 1, 138, -1, -1, 7, SHIPS_DATA_MODE, REPEAT), // prev data entry
401 techroom_buttons("2_TDB_08", 1, 507, -1, -1, 8, SHIPS_DATA_MODE, REPEAT), // next data entry
402 techroom_buttons("2_TDB_09", 1, 649, -1, -1, 9, SHIPS_DATA_MODE, REPEAT), // prev data entry
403 techroom_buttons("2_TDB_10", 1, 716, -1, -1, 10, SHIPS_DATA_MODE, REPEAT), // next data entry
404 //techroom_buttons("2_TDB_11", 893, 436, -1, -1, 11, WEAPONS_SPECIES_DATA_MODE), // prev data entry
405 //techroom_buttons("2_TDB_12", 970, 436, -1, -1, 12, WEAPONS_SPECIES_DATA_MODE), // next data entry
406 techroom_buttons("2_TDB_11a", 895, 518, -1, -1, 11, SHIPS_DATA_MODE, REPEAT), // prev data entry
407 techroom_buttons("2_TDB_12a", 974, 518, -1, -1, 12, SHIPS_DATA_MODE, REPEAT), // next data entry
408 techroom_buttons("2_TDB_13", 854, 681, 800, 704, 13, -1), // help
409 techroom_buttons("2_TDB_14", 854, 728, 780, 743, 14, -1), // options
410 techroom_buttons("2_TDB_15a", 914, 681, 930, 660, 15, -1), // exit
414 static UI_WINDOW Ui_window;
415 static UI_BUTTON View_window;
416 //static int Background_bitmap;
417 static int Tech_background_bitmap;
418 static int Intel_bg_bitmap;
420 // static int List_size;
421 static int List_offset;
422 static int Select_tease_line;
424 static int Trackball_mode = 1;
425 static int Trackball_active = 0;
426 static matrix Techroom_ship_orient = IDENTITY_MATRIX;
427 // static int Tech_room_ask_for_cd;
429 static int Text_size;
430 static int Text_offset;
431 static int Text_line_size[MAX_TEXT_LINES];
432 static char *Text_lines[MAX_TEXT_LINES];
434 static int Cur_entry; // this is the current entry selected, using entry indexing
435 static int Cur_entry_index; // this is the current entry selected, using master list indexing
436 static int Techroom_ship_modelnum;
437 static float Techroom_ship_rot;
438 static UI_BUTTON List_buttons[LIST_BUTTONS_MAX]; // buttons for each line of text in list
439 static int Anim_playing_id = -1;
440 static anim_instance *Cur_anim_instance = NULL;
441 static int Palette_bmp;
442 //static int ShipWin01;
443 //static int ShipWin02;
444 //static int ShipWin03;
445 //static int ShipWin04;
446 static ubyte Palette[768];
447 static char Palette_name[128];
449 static int Ships_loaded = 0;
450 static int Weapons_loaded = 0;
451 static int Intel_loaded = 0;
453 // out entry data struct & vars
455 int index; // index into the master table that its in (ie Ship_info[])
456 char* name; // ptr to name string
457 char* desc; // ptr to description string
458 anim* animation; // ptr to the animation
459 int bitmap; // bitmap handle
460 int has_anim; // flag to indicate the presence of an animation for this item
463 static tech_list_entry Ship_list[MAX_SHIP_TYPES];
464 static int Ship_list_size = 0;
465 static tech_list_entry Weapon_list[MAX_WEAPON_TYPES];
466 static int Weapon_list_size = 0;
467 static tech_list_entry Intel_list[MAX_INTEL_ENTRIES];
468 static int Intel_list_size = 0;
469 static tech_list_entry *Current_list; // points to currently valid display list
470 static int Current_list_size = 0;
474 static UI_SLIDER2 Tech_slider;
478 static char *Intel_anim_filenames[MAX_INTEL_ENTRIES] = {
486 // Intelligence master data structs (these get inited @ game startup from species.tbl)
487 intel_data Intel_info[MAX_INTEL_ENTRIES];
488 int Intel_info_size = 0;
490 // some prototypes to make you happy
491 int techroom_load_ani(anim **animpp, char *name);
492 void tech_common_render();
493 void techroom_start_anim();
494 void tech_scroll_list_up();
495 void tech_scroll_list_down();
500 ////////////////////////////////////////////////////
501 // like, functions and stuff
503 void techroom_init_desc(char *src, int w)
505 Text_size = Text_offset = 0;
510 Text_size = split_str(src, w, Text_line_size, Text_lines, MAX_TEXT_LINES);
511 Assert(Text_size >= 0 && Text_size < MAX_TEXT_LINES);
514 void techroom_select_new_entry()
516 Assert(Current_list != NULL);
517 if (Current_list == NULL) return;
519 Cur_entry_index = Current_list[Cur_entry].index;
521 // if we are in the ships tab, load the ship model
522 if (Tab == SHIPS_DATA_TAB) {
523 ship_info *sip = &Ship_info[Cur_entry_index];
525 #ifdef MULTIPLAYER_BETA_BUILD
526 // don't load supercaps in the beta
527 if((sip->flags & SIF_SUPERCAP) || (sip->flags & SIF_DRYDOCK)){
528 Techroom_ship_modelnum = -1;
530 Techroom_ship_modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]);
533 // page in ship textures properly (takes care of nondimming pixels)
534 model_page_in_textures(Techroom_ship_modelnum, Cur_entry_index);
536 Techroom_ship_modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]);
538 // page in ship textures properly (takes care of nondimming pixels)
539 model_page_in_textures(Techroom_ship_modelnum, Cur_entry_index);
542 Techroom_ship_modelnum = -1;
546 // Techroom_ship_rot = PI;
548 techroom_init_desc(Current_list[Cur_entry].desc, Tech_desc_coords[gr_screen.res][SHIP_W_COORD]);
549 techroom_start_anim();
552 // write out the current description in the bottom window
553 void techroom_render_desc(int xo, int yo, int h)
555 int y, z, len, font_height;
556 char line[MAX_TEXT_LINE_LEN + 1];
558 font_height = gr_get_font_height();
562 while (y + font_height <= h) {
567 len = Text_line_size[z];
568 if (len > MAX_TEXT_LINE_LEN){
569 len = MAX_TEXT_LINE_LEN;
572 strncpy(line, Text_lines[z], len);
574 gr_string(xo, yo + y, line);
580 // maybe output 'more' indicator
581 if ( z < Text_size ) {
582 // can be scrolled down
583 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
584 int more_txt_y = Tech_desc_coords[gr_screen.res][1] + Tech_desc_coords[gr_screen.res][3]; // located below brief text, centered
586 gr_get_string_size(&w, &h, XSTR("more", 1469), strlen(XSTR("more", 1469)));
587 gr_set_color_fast(&Color_black);
588 gr_rect(more_txt_x-2, more_txt_y, w+3, h);
589 gr_set_color_fast(&Color_red);
590 gr_string(more_txt_x, more_txt_y, XSTR("more", 1469)); // base location on the input x and y?
595 // new version of weapons
596 void techroom_weapons_render2(float frametime)
598 // render common stuff
599 tech_common_render();
601 // render the animation
603 // JAS: This code is hacked to allow the animation to use all 256 colors
604 extern int Palman_allow_any_color;
605 Palman_allow_any_color = 1;
606 anim_render_all(0, frametime);
607 Palman_allow_any_color = 0;
610 // if our active item has a bitmap instead of an animation, draw it
611 if((Cur_entry > 0) && (Current_list[Cur_entry].animation == NULL) && (Current_list[Cur_entry].bitmap >= 0)){
612 gr_set_bitmap(Current_list[Cur_entry].bitmap);
613 gr_bitmap(Tech_ani_coords[gr_screen.res][0], Tech_ani_coords[gr_screen.res][1]);
617 // renders the stuff common to all 3 tech room tabs
618 void tech_common_render()
621 int y, z, font_height;
623 // render description in its box
624 gr_set_color_fast(&Color_text_normal);
625 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]);
627 font_height = gr_get_font_height();
629 // draw the list of entries
632 while (y + font_height <= Tech_list_coords[gr_screen.res][SHIP_H_COORD]) {
633 if (z >= Current_list_size) {
637 if (z == Cur_entry) {
638 gr_set_color_fast(&Color_text_selected);
639 } else if (z == Select_tease_line) {
640 gr_set_color_fast(&Color_text_subselected);
642 gr_set_color_fast(&Color_text_normal);
645 strcpy(buf, Current_list[z].name);
647 lcl_translate_ship_name(buf);
650 gr_force_fit_string(buf, 255, Tech_list_coords[gr_screen.res][SHIP_W_COORD]);
651 gr_string(Tech_list_coords[gr_screen.res][SHIP_X_COORD], Tech_list_coords[gr_screen.res][SHIP_Y_COORD] + y, buf);
653 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);
654 List_buttons[z - List_offset].enable(1);
660 // disable the rest of the list buttons
662 while (z < LIST_BUTTONS_MAX) {
663 List_buttons[z++].disable();
667 void techroom_ships_render(float frametime)
669 // render all the common stuff
670 tech_common_render();
672 // now render the trackball ship, which is unique to the ships tab
674 angles rot_angles, view_angles;
676 ship_info *sip = &Ship_info[Cur_entry_index];
678 // get correct revolution rate
679 rev_rate = REVOLUTION_RATE;
681 if (z & SIF_BIG_SHIP) {
684 if (z & SIF_HUGE_SHIP) {
688 // rotate the ship as much as required for this frame
689 Techroom_ship_rot += PI2 * frametime / rev_rate;
690 while (Techroom_ship_rot > PI2){
691 Techroom_ship_rot -= PI2;
695 gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
698 if (Trackball_active) {
702 if (Trackball_active) {
703 mouse_get_delta(&dx, &dy);
705 vm_trackball(-dx, -dy, &mat1);
706 vm_matrix_x_matrix(&mat2, &mat1, &Techroom_ship_orient);
707 Techroom_ship_orient = mat2;
712 // setup stuff needed to render the ship
713 view_angles.p = -0.6f;
714 view_angles.b = 0.0f;
715 view_angles.h = 0.0f;
716 vm_angles_2_matrix(&Techroom_ship_orient, &view_angles);
720 rot_angles.h = Techroom_ship_rot;
721 vm_rotate_matrix_by_angles(&Techroom_ship_orient, &rot_angles);
724 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]);
727 #ifdef MULTIPLAYER_BETA_BUILD
728 if((sip->flags & SIF_SUPERCAP) || (sip->flags & SIF_DRYDOCK)) {
729 gr_set_color_fast(&Color_bright);
730 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!"));
734 g3_set_view_matrix(&sip->closeup_pos, &vmd_identity_matrix, sip->closeup_zoom * 1.3f);
736 // lighting for techroom
738 vector light_dir = vmd_zero_vector;
740 light_add_directional(&light_dir, 0.85f, 1.0f, 1.0f, 1.0f);
741 // light_filter_reset();
743 // lighting for techroom
745 model_clear_instance(Techroom_ship_modelnum);
746 model_set_detail_level(0);
747 model_render(Techroom_ship_modelnum, &Techroom_ship_orient, &vmd_zero_vector, MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER);
754 g3_set_view_matrix(&sip->closeup_pos, &vmd_identity_matrix, sip->closeup_zoom * 1.3f);
756 // lighting for techroom
758 vector light_dir = vmd_zero_vector;
760 light_add_directional(&light_dir, 0.85f, 1.0f, 1.0f, 1.0f);
761 // light_filter_reset();
763 // lighting for techroom
765 model_clear_instance(Techroom_ship_modelnum);
766 model_set_detail_level(0);
767 model_render(Techroom_ship_modelnum, &Techroom_ship_orient, &vmd_zero_vector, MR_LOCK_DETAIL | MR_AUTOCENTER);
775 // select previous entry in current list
776 void tech_prev_entry()
780 Cur_entry = Current_list_size - 1;
782 // scroll to end of list
783 List_offset = Cur_entry - Tech_list_coords[gr_screen.res][SHIP_H_COORD] / gr_get_font_height() + 1;
784 if (List_offset < 0) {
785 // this happens when there are not enough items to scroll
788 Tech_slider.force_currentItem(Tech_slider.get_numberItems());
790 // maybe adjust list position by 1
791 if (List_offset > Cur_entry) {
792 tech_scroll_list_up();
793 Tech_slider.forceUp();
797 techroom_select_new_entry();
798 gamesnd_play_iface(SND_SCROLL);
801 // select next entry in current list
802 void tech_next_entry()
805 if (Cur_entry >= Current_list_size) {
808 // scroll to beginning of list
810 Tech_slider.force_currentItem(Cur_entry);
812 // maybe adjust list position by 1
813 if (List_offset + Tech_list_coords[gr_screen.res][SHIP_H_COORD] / gr_get_font_height() <= Cur_entry) {
814 tech_scroll_list_down();
815 Tech_slider.forceDown();
819 techroom_select_new_entry();
820 gamesnd_play_iface(SND_SCROLL);
823 void tech_scroll_info_up()
827 gamesnd_play_iface(SND_SCROLL);
829 gamesnd_play_iface(SND_GENERAL_FAIL);
833 void tech_scroll_info_down()
837 if (Tab == SHIPS_DATA_TAB){
838 h = Tech_desc_coords[gr_screen.res][SHIP_H_COORD];
840 h = Tech_desc_coords[gr_screen.res][3];
843 if (Text_offset + h / gr_get_font_height() < Text_size) {
845 gamesnd_play_iface(SND_SCROLL);
847 gamesnd_play_iface(SND_GENERAL_FAIL);
851 void tech_scroll_list_up()
855 if (List_offset > 0) {
857 //last = List_offset + Tech_list_coords[gr_screen.res][SHIP_H_COORD] / gr_get_font_height() - 1;
858 gamesnd_play_iface(SND_SCROLL);
860 gamesnd_play_iface(SND_GENERAL_FAIL);
864 void tech_scroll_list_down()
866 if (List_offset + Tech_list_coords[gr_screen.res][SHIP_H_COORD] / gr_get_font_height() < Current_list_size) {
868 gamesnd_play_iface(SND_SCROLL);
870 gamesnd_play_iface(SND_GENERAL_FAIL);
874 // this doesnt do a damn thing...
875 void tech_ship_scroll_capture()
877 techroom_select_new_entry();
881 // this is obsolete - see techroom_weapons_render2(...)
882 void techroom_weapons_render(float frametime)
884 gr_set_color_fast(&Color_text_normal);
885 techroom_render_desc(Tech_desc_coords[gr_screen.res][0], Tech_desc_coords[gr_screen.res][1], Tech_desc_coords[gr_screen.res][3]);
888 // JAS: This code is hacked to allow the animation to use all 256 colors
889 extern int Palman_allow_any_color;
890 Palman_allow_any_color = 1;
891 anim_render_all(0, frametime);
892 Palman_allow_any_color = 0;
895 // if our active item has a bitmap instead of an animation, draw it
896 if((Cur_entry >= 0) && (Current_list[Cur_entry].animation == NULL) && (Current_list[Cur_entry].bitmap >= 0)){
897 gr_set_bitmap(Current_list[Cur_entry].bitmap);
898 gr_bitmap(Tech_ani_coords[gr_screen.res][0], Tech_ani_coords[gr_screen.res][1]);
902 void techroom_intel_render(float frametime)
904 tech_common_render();
907 // JAS: This code is hacked to allow the animation to use all 256 colors
908 extern int Palman_allow_any_color;
909 Palman_allow_any_color = 1;
910 anim_render_all(0, frametime);
911 Palman_allow_any_color = 0;
914 // if our active item has a bitmap instead of an animation, draw it
915 if((Cur_entry >= 0) && (Current_list[Cur_entry].animation == NULL) && (Current_list[Cur_entry].bitmap >= 0)){
916 gr_set_bitmap(Current_list[Cur_entry].bitmap);
917 gr_bitmap(Tech_ani_coords[gr_screen.res][0], Tech_ani_coords[gr_screen.res][1]);
921 void techroom_stop_anim(int id)
923 if (Cur_anim_instance && (id != Anim_playing_id)) {
924 anim_stop_playing(Cur_anim_instance);
925 Cur_anim_instance = NULL;
929 void techroom_start_anim()
933 anim_play_struct aps;
936 techroom_stop_anim(-1);
937 Anim_playing_id = -1;
940 if (Tab == WEAPONS_DATA_TAB) {
943 id = Cur_entry + 2000; // this offset is arbitrary?
946 techroom_stop_anim(id);
948 // if we actually have an animation
949 if(Current_list[Cur_entry].animation != NULL){
950 animp = Current_list[Cur_entry].animation;
952 if (id != Anim_playing_id) {
953 Anim_playing_id = -1;
955 anim_play_init(&aps, animp, Tech_ani_coords[gr_screen.res][0], Tech_ani_coords[gr_screen.res][1]);
957 Cur_anim_instance = anim_play(&aps);
958 Anim_playing_id = id;
962 memcpy(Palette, animp->palette, 384);
963 gr_set_palette(animp->name, Palette, 1);
970 void techroom_change_tab(int num)
972 int i, multi = 0, mask, font_height, max_num_entries_viewable;
975 // Assert(Current_list_size >= 0);
978 multi = Player->flags & PLAYER_FLAGS_IS_MULTI;
980 for (i=0; i<LIST_BUTTONS_MAX; i++){
981 List_buttons[i].disable();
984 // disable some stuff in multiplayer
985 if (Player->flags & PLAYER_FLAGS_IS_MULTI) {
986 Buttons[gr_screen.res][SIMULATOR_TAB].button.disable();
987 Buttons[gr_screen.res][CUTSCENES_TAB].button.disable();
992 mask = multi ? SIF_IN_TECH_DATABASE_M : SIF_IN_TECH_DATABASE;
994 // load ship info if necessary
995 if (Ships_loaded == 0) {
997 for (i=0; i<Num_ship_types; i++) {
998 if (Ship_info[i].flags & mask) {
999 // this ship should be displayed, fill out the entry struct
1000 Ship_list[Ship_list_size].bitmap = -1;
1001 Ship_list[Ship_list_size].index = i;
1002 Ship_list[Ship_list_size].animation = NULL; // no anim for ships
1003 Ship_list[Ship_list_size].has_anim = 0; // no anim for ships
1004 Ship_list[Ship_list_size].name = Ship_info[i].name;
1005 Ship_list[Ship_list_size].desc = Ship_info[i].tech_desc;
1012 Current_list = Ship_list;
1013 Current_list_size = Ship_list_size;
1015 font_height = gr_get_font_height();
1016 max_num_entries_viewable = Tech_list_coords[gr_screen.res][SHIP_H_COORD] / font_height;
1017 Tech_slider.set_numberItems(Current_list_size > max_num_entries_viewable ? Current_list_size-max_num_entries_viewable : 0);
1019 // no anim to start here
1022 case WEAPONS_DATA_TAB:
1024 // load weapon info & anims if necessary
1025 if (Weapons_loaded == 0) {
1026 Weapon_list_size = 0;
1027 mask = multi ? WIF_PLAYER_ALLOWED : WIF_IN_TECH_DATABASE;
1029 for (i=0; i<MAX_WEAPON_TYPES; i++) {
1030 if (Weapon_info[i].wi_flags & mask) {
1031 // note: hack here to exclude dogfight weapons -- dont put weapon in if it has same description as pvs weapon
1032 if ((Weapon_list_size > 0) && (!strcmp(Weapon_info[i].tech_desc, Weapon_list[Weapon_list_size-1].desc))) {
1036 // we have a weapon that should be in the tech db, so fill out the entry struct
1037 Weapon_list[Weapon_list_size].index = i;
1038 Weapon_list[Weapon_list_size].desc = Weapon_info[i].tech_desc;
1039 Weapon_list[Weapon_list_size].has_anim = 1;
1040 Weapon_list[Weapon_list_size].name = Weapon_info[i].tech_title;
1041 Weapon_list[Weapon_list_size].bitmap = -1;
1042 if (Weapon_list[Weapon_list_size].name[0] == 0) {
1043 Weapon_list[Weapon_list_size].name = Weapon_info[i].name;
1046 // load the weapon animation
1047 if(!techroom_load_ani(&Weapon_list[Weapon_list_size].animation, Weapon_info[i].tech_anim_filename)){
1048 Weapon_list[Weapon_list_size].has_anim = 0;
1049 Weapon_list[Weapon_list_size].animation = NULL;
1051 // hmm. try a bitmap instead
1052 Weapon_list[Weapon_list_size].bitmap = bm_load(Weapon_info[i].tech_anim_filename);
1062 Current_list = Weapon_list;
1063 Current_list_size = Weapon_list_size;
1065 font_height = gr_get_font_height();
1066 max_num_entries_viewable = Tech_list_coords[gr_screen.res][SHIP_H_COORD] / font_height;
1067 Tech_slider.set_numberItems(Current_list_size > max_num_entries_viewable ? Current_list_size-max_num_entries_viewable : 0);
1069 techroom_start_anim();
1072 case INTEL_DATA_TAB:
1074 // load intel if necessary
1075 if ( Intel_loaded == 0 ) {
1076 // now populate the entry structs
1077 Intel_list_size = 0;
1078 for (i=0; i<Intel_info_size; i++) {
1080 if (Intel_info[i].in_tech_db != 0) {
1081 // leave option for no animation if string == "none"
1082 if (!strcmp(Intel_info[i].anim_filename, "none")) {
1083 Intel_list[Intel_list_size].has_anim = 0;
1084 Intel_list[Intel_list_size].animation = NULL;
1086 // try and load as an animation
1087 Intel_list[Intel_list_size].has_anim = 0;
1088 Intel_list[Intel_list_size].bitmap = -1;
1089 if(techroom_load_ani(&Intel_list[Intel_list_size].animation, Intel_info[i].anim_filename)){
1090 Intel_list[Intel_list_size].has_anim = 1;
1092 Intel_list[Intel_list_size].bitmap = bm_load(Intel_info[i].anim_filename);
1096 Intel_list[Intel_list_size].desc = Intel_info[i].desc;
1097 Intel_list[Intel_list_size].index = i;
1098 Intel_list[Intel_list_size].name = Intel_info[i].name;
1105 // index lookup on intel is a pretty pointless, but it keeps everything
1106 // consistent and doesnt really hurt anything
1107 Current_list = Intel_list;
1108 Current_list_size = Intel_list_size;
1110 font_height = gr_get_font_height();
1111 max_num_entries_viewable = Tech_list_coords[gr_screen.res][SHIP_H_COORD] / font_height;
1112 Tech_slider.set_numberItems(Current_list_size > max_num_entries_viewable ? Current_list_size-max_num_entries_viewable : 0);
1114 techroom_start_anim();
1120 techroom_select_new_entry();
1124 int techroom_button_pressed(int num)
1127 case SHIPS_DATA_TAB:
1128 case WEAPONS_DATA_TAB:
1129 case INTEL_DATA_TAB:
1130 techroom_change_tab(num);
1134 #if !defined(E3_BUILD) && !defined(PD_BUILD)
1135 gamesnd_play_iface(SND_SWITCH_SCREENS);
1136 gameseq_post_event(GS_EVENT_SIMULATOR_ROOM);
1143 #if !defined(E3_BUILD) && !defined(PD_BUILD)
1144 gamesnd_play_iface(SND_SWITCH_SCREENS);
1145 gameseq_post_event(GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN);
1152 #if !defined(E3_BUILD) && !defined(PD_BUILD)
1153 gamesnd_play_iface(SND_SWITCH_SCREENS);
1154 gameseq_post_event(GS_EVENT_CREDITS);
1160 case PREV_ENTRY_BUTTON:
1164 case NEXT_ENTRY_BUTTON:
1168 case SCROLL_LIST_UP:
1169 tech_scroll_list_up();
1170 Tech_slider.forceUp();
1173 case SCROLL_LIST_DOWN:
1174 tech_scroll_list_down();
1175 Tech_slider.forceDown();
1178 case SCROLL_INFO_UP:
1179 tech_scroll_info_up();
1182 case SCROLL_INFO_DOWN:
1183 tech_scroll_info_down();
1187 launch_context_help();
1188 gamesnd_play_iface(SND_HELP_PRESSED);
1191 case OPTIONS_BUTTON:
1192 gamesnd_play_iface(SND_SWITCH_SCREENS);
1193 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
1197 gamesnd_play_iface(SND_COMMIT_PRESSED);
1198 gameseq_post_event(GS_EVENT_MAIN_MENU);
1205 int techroom_load_ani(anim **animpp, char *name)
1207 int load_attempts = 0;
1208 char anim_filename[64] = "2_";
1211 // (i dont think there are any hi-res anims for these tho)
1212 if (gr_screen.res == GR_1024) {
1213 strcat(anim_filename, name);
1215 strcpy(anim_filename, name);
1219 if ( load_attempts++ > 5 ) {
1220 // Tech_room_ask_for_cd = 0;
1224 *animpp = anim_load(anim_filename, 1);
1227 } else if (gr_screen.res == GR_1024) {
1228 // try to load low-res version if hi-res failed
1229 *animpp = anim_load(name, 1);
1235 // couldn't load animation, ask user to insert CD (if necessary)
1236 // if ( Tech_room_ask_for_cd ) {
1237 // if ( game_do_cd_check() == 0 ) {
1238 // Tech_room_ask_for_cd = 0;
1249 void techroom_intel_init()
1252 static int inited = 0;
1254 // open localization
1258 if ((rval = setjmp(parse_abort)) != 0) {
1259 // close localization
1264 read_file_text("species.tbl");
1267 Intel_info_size = 0;
1269 while (optional_string("$Entry:")) {
1270 Assert(Intel_info_size < MAX_INTEL_ENTRIES);
1271 if (Intel_info_size >= MAX_INTEL_ENTRIES) break;
1273 required_string("$Name:");
1274 stuff_string(Intel_info[Intel_info_size].name, F_NAME, NULL, 32);
1275 required_string("$Anim:");
1276 stuff_string(Intel_info[Intel_info_size].anim_filename, F_NAME, NULL, 32);
1277 required_string("$AlwaysInTechRoom:");
1278 stuff_int(&Intel_info[Intel_info_size].in_tech_db);
1279 required_string("$Description:");
1280 stuff_string(Intel_info[Intel_info_size].desc, F_MULTITEXT, NULL, TECH_INTEL_DESC_LEN);
1289 // close localization
1293 void techroom_init()
1296 techroom_buttons *b;
1308 // Tech_room_ask_for_cd = 1;
1310 // backup and bash detail level stuff
1311 Tech_detail_backup = Detail.detail_distance;
1312 Detail.detail_distance = MAX_DETAIL_LEVEL;
1313 Tech_texture_backup = Detail.hardware_textures;
1314 Detail.hardware_textures = MAX_DETAIL_LEVEL;
1317 Palette_bmp = bm_load("TechDataPalette");
1318 Assert(Palette_bmp);
1319 bm_get_palette(Palette_bmp, Palette, Palette_name); // get the palette for this bitmap
1320 gr_set_palette(Palette_name, Palette, 1);
1324 The_mission.flags &= ~MISSION_FLAG_FULLNEB;
1327 Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
1328 Ui_window.set_mask_bmap(Tech_mask_filename[gr_screen.res]);
1330 Tech_background_bitmap = bm_load(Tech_background_filename[gr_screen.res]);
1331 if (Tech_background_bitmap < 0) {
1332 // failed to load bitmap, not a good thing
1336 for (i=0; i<NUM_BUTTONS; i++) {
1337 b = &Buttons[gr_screen.res][i];
1339 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, b->flags & REPEAT, 1);
1340 // set up callback for when a mouse first goes over a button
1342 b->button.set_bmaps(b->filename);
1343 // if ( !(b->flags & NO_MOUSE_OVER_SOUND) ) {
1344 b->button.set_highlight_action(common_play_highlight_sound);
1351 b->button.link_hotspot(b->hotspot);
1354 // common tab button text
1355 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);
1356 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);
1357 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);
1358 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);
1360 // common ship/weapon/intel text
1361 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);
1362 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);
1363 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);
1365 // common help/options/commit text
1367 // NK: removed these two text labels on Tech screen update 4/26/99
1368 // 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);
1369 // 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);
1370 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);
1372 if (Player->flags & PLAYER_FLAGS_IS_MULTI) {
1373 Buttons[gr_screen.res][SIMULATOR_TAB].button.disable();
1374 Buttons[gr_screen.res][CUTSCENES_TAB].button.disable();
1378 Buttons[gr_screen.res][PREV_ENTRY_BUTTON].button.set_hotkey(KEY_LEFT);
1379 Buttons[gr_screen.res][NEXT_ENTRY_BUTTON].button.set_hotkey(KEY_RIGHT);
1380 Buttons[gr_screen.res][SCROLL_INFO_UP].button.set_hotkey(KEY_UP);
1381 Buttons[gr_screen.res][SCROLL_INFO_DOWN].button.set_hotkey(KEY_DOWN);
1384 for (i=0; i<LIST_BUTTONS_MAX; i++) {
1385 List_buttons[i].create(&Ui_window, "", 0, 0, 60, 30, 0, 1);
1386 List_buttons[i].hide();
1387 List_buttons[i].disable();
1390 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);
1394 ShipWin01 = bm_load(NOX("ShipWin01"));
1395 ShipWin02 = bm_load(NOX("ShipWin02"));
1396 ShipWin03 = bm_load(NOX("ShipWin03"));
1397 ShipWin04 = bm_load(NOX("ShipWin04"));
1400 Buttons[gr_screen.res][HELP_BUTTON].button.set_hotkey(KEY_F1);
1401 Buttons[gr_screen.res][EXIT_BUTTON].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
1402 Buttons[gr_screen.res][SCROLL_LIST_UP].button.set_hotkey(KEY_PAGEUP);
1403 Buttons[gr_screen.res][SCROLL_LIST_DOWN].button.set_hotkey(KEY_PAGEDOWN);
1405 // init help overlay states
1406 help_overlay_set_state(TECH_ROOM_OVERLAY, 0);
1409 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);
1411 Cur_anim_instance = NULL;
1413 // zero weapon and intel anim/bitmap stuff
1414 for(idx=0; idx<MAX_WEAPON_TYPES; idx++){
1415 Weapon_list[idx].animation = NULL;
1416 Weapon_list[idx].bitmap = -1;
1418 for(idx=0; idx<MAX_INTEL_ENTRIES; idx++){
1419 Intel_list[idx].animation = NULL;
1420 Intel_list[idx].bitmap = -1;
1423 Anim_playing_id = -1;
1424 techroom_change_tab(Tab);
1427 void techroom_close()
1431 techroom_stop_anim(-1);
1432 for (i=0; i<MAX_WEAPON_TYPES; i++) {
1433 if ( Weapon_list[i].animation ) {
1434 anim_free(Weapon_list[i].animation);
1435 Weapon_list[i].animation = NULL;
1437 if( Weapon_list[i].bitmap >= 0 ){
1438 bm_unload(Weapon_list[i].bitmap);
1439 Weapon_list[i].bitmap = -1;
1443 for (i=0; i<MAX_INTEL_ENTRIES; i++){
1444 if (Intel_list[i].animation != NULL) {
1445 anim_free(Intel_list[i].animation);
1446 Intel_list[i].animation = NULL;
1448 if( Intel_list[i].bitmap >= 0 ){
1449 bm_unload(Intel_list[i].bitmap);
1450 Intel_list[i].bitmap = -1;
1460 bm_unload(ShipWin01);
1463 bm_unload(ShipWin02);
1466 bm_unload(ShipWin03);
1469 bm_unload(ShipWin04);
1473 if (Tech_background_bitmap) {
1474 bm_unload(Tech_background_bitmap);
1477 Ui_window.destroy();
1478 common_free_interface_palette(); // restore game palette
1480 bm_unload(Palette_bmp);
1483 // restore detail settings
1484 Detail.detail_distance = Tech_detail_backup;
1485 Detail.hardware_textures = Tech_texture_backup;
1488 void techroom_do_frame(float frametime)
1492 // turn off controls when overlay is on
1493 if ( help_overlay_active(TECH_ROOM_OVERLAY) ) {
1494 Buttons[gr_screen.res][HELP_BUTTON].button.reset_status();
1495 Ui_window.set_ignore_gadgets(1);
1498 // turn off controls in trackball mode
1499 if (Trackball_active) {
1500 Ui_window.set_ignore_gadgets(1);
1502 Ui_window.set_ignore_gadgets(0);
1505 k = Ui_window.process() & ~KEY_DEBUGGED;
1507 if ( (k > 0) || B1_JUST_RELEASED ) {
1508 if ( help_overlay_active(TECH_ROOM_OVERLAY) ) {
1509 help_overlay_set_state(TECH_ROOM_OVERLAY, 0);
1510 Ui_window.set_ignore_gadgets(0);
1515 if ( !help_overlay_active(TECH_ROOM_OVERLAY) ) {
1516 Ui_window.set_ignore_gadgets(0);
1520 case KEY_SHIFTED | KEY_TAB: // activate previous tab
1526 techroom_change_tab(i);
1529 case KEY_TAB: // activate next tab
1531 if (i >= NUM_TABS) {
1535 techroom_change_tab(i);
1538 case KEY_CTRLED | KEY_DOWN:
1539 if ( !(Player->flags & PLAYER_FLAGS_IS_MULTI) ) {
1540 techroom_button_pressed(SIMULATOR_TAB);
1545 case KEY_CTRLED | KEY_UP:
1546 techroom_button_pressed(CREDITS_TAB);
1557 case KEY_CTRLED | KEY_ENTER:
1559 gameseq_post_event(GS_EVENT_MAIN_MENU);
1563 // check ship model window for activity
1564 if (View_window.pressed()) {
1565 Trackball_active = 1;
1569 Trackball_active = 0;
1572 // check all da buttons
1573 for (i=0; i<NUM_BUTTONS; i++) {
1574 if (Buttons[gr_screen.res][i].button.pressed()) {
1575 if (techroom_button_pressed(i)) {
1581 // check for mouseovers/clicks on the selection list
1582 Select_tease_line = -1;
1583 for (i=0; i<LIST_BUTTONS_MAX; i++) {
1584 if (List_buttons[i].is_mouse_on()) {
1585 Select_tease_line = i + List_offset;
1588 if (List_buttons[i].pressed()) {
1589 Cur_entry = i + List_offset;
1590 gamesnd_play_iface(SND_USER_SELECT);
1591 techroom_select_new_entry();
1595 // clear & draw bg bitmap
1596 GR_MAYBE_CLEAR_RES(Tech_background_bitmap);
1597 if (Tech_background_bitmap >= 0) {
1598 gr_set_bitmap(Tech_background_bitmap);
1604 case SHIPS_DATA_TAB:
1605 techroom_ships_render(frametime);
1609 gr_set_bitmap(ShipWin01);
1610 gr_bitmap(223, 104);
1614 gr_set_bitmap(ShipWin02);
1615 gr_bitmap(621, 124);
1619 gr_set_bitmap(ShipWin03);
1620 gr_bitmap(223, 338);
1624 gr_set_bitmap(ShipWin04);
1625 gr_bitmap(218, 124);
1631 case WEAPONS_DATA_TAB:
1632 techroom_weapons_render2(frametime);
1635 case INTEL_DATA_TAB:
1636 techroom_intel_render(frametime);
1642 for (i=TECH_DATABASE_TAB; i<=CREDITS_TAB; i++) {
1643 if (Buttons[gr_screen.res][i].button.button_down()) {
1647 if (i > CREDITS_TAB) {
1648 Buttons[gr_screen.res][TECH_DATABASE_TAB].button.draw_forced(2);
1651 for (i=0; i<NUM_TABS; i++){
1652 if (Buttons[gr_screen.res][i].button.button_down()){
1657 Buttons[gr_screen.res][Tab].button.draw_forced(2);
1660 // blit help overlay if active
1661 help_overlay_maybe_blit(TECH_ROOM_OVERLAY);