2 * $Logfile: /Freespace2/code/MissionUI/MissionCmdBrief.cpp $
7 * Mission Command Briefing Screen
10 * Revision 1.1 2002/05/03 03:28:10 root
14 * 14 10/06/99 10:28a Jefff
15 * for OEM: cmd brief anim defaults to the default anim if load failure
17 * 13 9/03/99 1:32a Dave
18 * CD checking by act. Added support to play 2 cutscenes in a row
19 * seamlessly. Fixed super low level cfile bug related to files in the
20 * root directory of a CD. Added cheat code to set campaign mission # in
23 * 12 8/27/99 12:04a Dave
24 * Campaign loop screen.
26 * 11 8/19/99 6:28p Jefff
27 * move animation in 640 a bit
29 * 10 7/15/99 4:11p Andsager
30 * Leave command briefs in DEMO
32 * 9 7/15/99 9:20a Andsager
33 * FS2_DEMO initial checkin
35 * 8 7/09/99 10:32p Dave
36 * Command brief and red alert screens.
38 * 7 2/08/99 5:06p Johnson
39 * Removed reference to a now non-existent palette.
41 * 6 1/30/99 5:08p Dave
42 * More new hi-res stuff.Support for nice D3D textures.
44 * 5 1/14/99 5:15p Neilk
45 * changed credits, command debrief interfaces to high resolution support
47 * 4 10/16/98 9:40a Andsager
48 * Remove ".h" files from model.h
50 * 3 10/13/98 9:28a Dave
51 * Started neatening up freespace.h. Many variables renamed and
52 * reorganized. Added AlphaColors.[h,cpp]
54 * 2 10/07/98 10:53a Dave
57 * 1 10/07/98 10:49a Dave
59 * 42 6/09/98 10:31a Hoffoss
60 * Created index numbers for all xstr() references. Any new xstr() stuff
61 * added from here on out should be added to the end if the list. The
62 * current list count can be found in FreeSpace.cpp (search for
65 * 41 6/05/98 9:54a Lawrance
68 * 40 6/01/98 11:43a John
69 * JAS & MK: Classified all strings for localization.
71 * 39 5/26/98 11:10a Lawrance
72 * Fix bug where window controls get disabled when F1 pressed twice
74 * 38 5/23/98 10:38p Lawrance
75 * Avoid doing a cfile refresh when running debug
77 * 37 5/23/98 6:49p Lawrance
78 * Fix problems with refreshing the file list when a CD is inserted
80 * 36 5/22/98 11:15a Lawrance
81 * Tweak how CD gets asked for
83 * 35 5/21/98 6:57p Lawrance
84 * Only ask for the CD once
86 * 34 5/20/98 9:46p John
87 * added code so the places in code that change half the palette don't
88 * have to clear the screen.
90 * 33 5/20/98 6:41p Lawrance
91 * Add hook for command brief stage changes
93 * 32 5/18/98 5:59p Hoffoss
94 * Made command briefing advanced now once the speech stops and animation
95 * has fully played once, whichever is longer.
97 * 31 5/14/98 3:34p Hoffoss
98 * Made command brief screen wait until animation finishes before
99 * auto-advancing to the next state (in addition to the wait that was
100 * already implemented).
102 * 30 5/08/98 5:32p Lawrance
103 * prompt for CD if can't load animations or voice
105 * 29 5/06/98 11:49p Lawrance
106 * Add help overlay for command brief
108 * 28 5/05/98 2:44p Hoffoss
109 * Fixed bug where not having a valid command brief ani would crash the
112 * 27 4/28/98 4:16p Hoffoss
113 * Implemented auto-advancing functionality to command briefings.
115 * 26 4/27/98 11:01a Hoffoss
116 * Changed code to utilize proper palette.
118 * 25 4/26/98 5:11p Hoffoss
119 * Fixed bug where going to options screen and then returning to the cmd
120 * brief screen didn't start ani back up.
122 * 24 4/13/98 11:00a Hoffoss
123 * Made the ani in a cmd brief continue playing if it's the same as the
126 * 23 4/06/98 8:37p Hoffoss
127 * Fixed a few bugs with command brief screen. Now the voice starts after
128 * the text has printed, and options screen doesn't reset cmd brief.
130 * 22 4/06/98 11:24a Lawrance
131 * stop command brief music if returning to main menu
133 * 21 4/02/98 11:40a Lawrance
134 * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE
136 * 20 3/31/98 5:18p John
137 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
138 * bunch of debug stuff out of player file. Made model code be able to
139 * unload models and malloc out only however many models are needed.
142 * 19 3/31/98 12:00p Hoffoss
143 * Fixed bug with setting palette using <default> as filename.
145 * 18 3/30/98 3:22p Hoffoss
146 * Changed Command Brief screen to merge current ani's palette with
147 * interface palette for better overall color.
149 * 17 3/30/98 12:18a Lawrance
150 * change some DEMO_RELEASE code to not compile code rather than return
153 * 16 3/29/98 12:55a Lawrance
154 * Get demo build working with limited set of data.
156 * 15 3/27/98 9:49a Lawrance
157 * AL: Ensure anim stops playing when leaving the command brief
159 * 14 3/26/98 5:24p Hoffoss
160 * Changed Command Brief to use memory mapped ani files instead, so we
161 * avoid the huge pauses for huge anis that play!
163 * 13 3/24/98 8:52a Jasen
164 * Updated coords for new button.
166 * 12 3/23/98 4:21p Hoffoss
167 * Fixed bug where command brief screen couldn't be re-entered unless
168 * mission was reloaded.
170 * 11 3/19/98 5:59p Hoffoss
171 * Added reset to cmd brief shutdown.
173 * 10 3/19/98 5:32p Lawrance
174 * Added music to the background of command brief screen.
176 * 9 3/19/98 4:25p Hoffoss
177 * Added remaining support for command brief screen (ANI and WAVE file
180 * 8 3/18/98 12:03p John
181 * Marked all the new strings as externalized or not.
183 * 7 3/17/98 6:24p Hoffoss
184 * Added ani playing to command brief screen, which defaults to
187 * 6 3/13/98 6:12p Frank
188 * AL: Fix bug caused by conflict with command brief and red alert
191 * 5 3/13/98 3:44p Hoffoss
192 * Added stage indication to Mission Command Briefing screen.
194 * 4 3/12/98 4:02p Hoffoss
197 * 3 3/05/98 9:38p Hoffoss
198 * Finished up command brief screen.
200 * 2 3/05/98 3:59p Hoffoss
201 * Added a bunch of new command brief stuff, and asteroid initialization
204 * 1 3/02/98 6:13p Hoffoss
212 #include "gamesequence.h"
213 #include "missionscreencommon.h"
217 #include "missionbriefcommon.h"
218 #include "missioncmdbrief.h"
219 #include "redalert.h"
220 #include "audiostr.h"
222 #include "eventmusic.h"
224 #include "contexthelp.h"
225 #include "alphacolors.h"
226 #include "animplay.h"
228 char *Cmd_brief_fname[GR_NUM_RESOLUTIONS] = {
233 char *Cmd_brief_mask[GR_NUM_RESOLUTIONS] = {
238 // lookups for coordinates
239 #define CMD_X_COORD 0
240 #define CMD_Y_COORD 1
241 #define CMD_W_COORD 2
242 #define CMD_H_COORD 3
244 int Cmd_text_wnd_coords[GR_NUM_RESOLUTIONS][4] = {
246 17, 109, 606, 108 // GR_640
249 28, 174, 969, 174 // GR_1024
254 int Cmd_stage_y[GR_NUM_RESOLUTIONS] = {
259 int Cmd_image_wnd_coords[GR_NUM_RESOLUTIONS][4] = {
261 26, 258, 441, 204 // GR_640
264 155, 475, 706, 327 // GR_1024
268 #define NUM_BUTTONS 8
270 #define FIRST_STAGE_BUTTON 0
271 #define PREV_STAGE_BUTTON 1
272 #define PAUSE_BUTTON 2
273 #define NEXT_STAGE_BUTTON 3
274 #define LAST_STAGE_BUTTON 4
275 #define HELP_BUTTON 5
276 #define OPTIONS_BUTTON 6
277 #define ACCEPT_BUTTON 7
280 ui_button_info Cmd_brief_buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
282 ui_button_info("CBB_00", 504, 221, -1, -1, 0),
283 ui_button_info("CBB_01", 527, 221, -1, -1, 1),
284 ui_button_info("CBB_02", 555, 221, -1, -1, 2),
285 ui_button_info("CBB_03", 583, 221, -1, -1, 3),
286 ui_button_info("CBB_04", 607, 221, -1, -1, 4),
287 ui_button_info("CBB_05", 539, 431, -1, -1, 5),
288 ui_button_info("CBB_06", 538, 455, -1, -1, 6),
289 ui_button_info("CBB_07", 575, 432, -1, -1, 7),
292 ui_button_info("2_CBB_00", 806, 354, -1, -1, 0),
293 ui_button_info("2_CBB_01", 844, 354, -1, -1, 1),
294 ui_button_info("2_CBB_02", 888, 354, -1, -1, 2),
295 ui_button_info("2_CBB_03", 933, 354, -1, -1, 3),
296 ui_button_info("2_CBB_04", 971, 354, -1, -1, 4),
297 ui_button_info("2_CBB_05", 863, 690, -1, -1, 5),
298 ui_button_info("2_CBB_06", 861, 728, -1, -1, 6),
299 ui_button_info("2_CBB_07", 920, 692, -1, -1, 7),
304 #define CMD_BRIEF_NUM_TEXT 3
305 UI_XSTR Cmd_brief_text[GR_NUM_RESOLUTIONS][CMD_BRIEF_NUM_TEXT] = {
307 { "Help", 928, 500, 440, UI_XSTR_COLOR_GREEN, -1, &Cmd_brief_buttons[0][HELP_BUTTON].button },
308 { "Options", 1036, 479, 464, UI_XSTR_COLOR_GREEN, -1, &Cmd_brief_buttons[0][OPTIONS_BUTTON].button },
309 { "Continue", 1069, 564, 413, UI_XSTR_COLOR_PINK, -1, &Cmd_brief_buttons[0][ACCEPT_BUTTON].button },
312 { "Help", 928, 800, 704, UI_XSTR_COLOR_GREEN, -1, &Cmd_brief_buttons[1][HELP_BUTTON].button },
313 { "Options", 1036, 797, 743, UI_XSTR_COLOR_GREEN, -1, &Cmd_brief_buttons[1][OPTIONS_BUTTON].button },
314 { "Continue", 1069, 917, 661, UI_XSTR_COLOR_PINK, -1, &Cmd_brief_buttons[1][ACCEPT_BUTTON].button },
318 static UI_WINDOW Ui_window;
319 static int Background_bitmap; // bitmap for the background of the cmd_briefing
320 static int Cur_stage;
321 static int Scroll_offset;
322 static int Cmd_brief_inited = 0;
323 // static int Cmd_brief_ask_for_cd;
324 static int Voice_good_to_go = 0;
325 static int Voice_started_time = 0;
326 static int Voice_ended_time;
327 static int Anim_playing_id = -1;
328 static anim_instance *Cur_anim_instance = NULL;
329 static int Last_anim_frame_num;
331 static int Cmd_brief_last_voice;
332 static int Palette_bmp = -1;
333 static ubyte Palette[768];
334 static char Palette_name[128];
336 void cmd_brief_init_voice()
340 Assert(Cur_cmd_brief);
341 for (i=0; i<Cur_cmd_brief->num_stages; i++) {
342 Cur_cmd_brief->stage[i].wave = -1;
343 if (stricmp(Cur_cmd_brief->stage[i].wave_filename, NOX("none")) && Cur_cmd_brief->stage[i].wave_filename[0]) {
344 Cur_cmd_brief->stage[i].wave = audiostream_open(Cur_cmd_brief->stage[i].wave_filename, ASF_VOICE);
345 if (Cur_cmd_brief->stage[i].wave < 0) {
346 nprintf(("General", "Failed to load \"%s\"", Cur_cmd_brief->stage[i].wave_filename));
351 Cmd_brief_last_voice = -1;
354 int cmd_brief_check_stage_done()
356 if (!Voice_good_to_go)
359 if (Voice_ended_time && (timer_get_milliseconds() - Voice_ended_time >= 1000))
362 if (Briefing_voice_enabled && (Cmd_brief_last_voice >= 0)) {
363 if (audiostream_is_playing(Cmd_brief_last_voice)){
367 if (!Voice_ended_time){
368 Voice_ended_time = timer_get_milliseconds();
374 // if we get here, there is no voice, so we simulate the time it would take instead
375 if (!Voice_ended_time)
376 Voice_ended_time = Voice_started_time + max(5000, Num_brief_text_lines[0] * 3500);
381 // start playback of the voice for a particular briefing stage
382 void cmd_brief_voice_play(int stage_num)
386 if (!Voice_good_to_go) {
387 Voice_started_time = 0;
391 if (!Voice_started_time) {
392 Voice_started_time = timer_get_milliseconds();
393 Voice_ended_time = 0;
396 if (!Briefing_voice_enabled){
400 if (Cur_stage >= 0 && Cur_stage < Cur_cmd_brief->num_stages){
401 voice = Cur_cmd_brief->stage[stage_num].wave;
404 // are we still on same voice that is currently playing/played?
405 if (Cmd_brief_last_voice == voice){
406 return; // no changes, nothing to do.
409 // if previous wave is still playing, stop it first.
410 if (Cmd_brief_last_voice >= 0) {
411 audiostream_stop(Cmd_brief_last_voice); // stream is automatically rewound
412 Cmd_brief_last_voice = -1;
415 // ok, new wave needs playing, so we can start playing it now (and it becomes the current wave)
416 Cmd_brief_last_voice = voice;
418 audiostream_play(voice, Master_voice_volume, 0);
422 // called to leave the command briefing screen
423 void cmd_brief_exit()
425 gameseq_post_event(GS_EVENT_START_BRIEFING);
428 void cmd_brief_stop_anim(int id)
430 if (Cur_anim_instance && (id != Anim_playing_id)) {
431 anim_stop_playing(Cur_anim_instance);
432 Cur_anim_instance = NULL;
435 Voice_good_to_go = 0;
436 if (Cmd_brief_last_voice >= 0) {
437 audiostream_stop(Cmd_brief_last_voice); // stream is automatically rewound
438 Cmd_brief_last_voice = -1;
442 void cmd_brief_new_stage(int stage)
445 anim_play_struct aps;
448 cmd_brief_stop_anim(-1);
450 Anim_playing_id = -1;
454 brief_color_text_init(Cur_cmd_brief->stage[stage].text, Cmd_text_wnd_coords[gr_screen.res][CMD_W_COORD]);
456 i = Cur_cmd_brief->stage[Cur_stage].anim_ref;
460 cmd_brief_stop_anim(i);
462 if (i != Anim_playing_id) {
463 if (Cur_cmd_brief->stage[i].anim) {
464 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]);
466 Cur_anim_instance = anim_play(&aps);
467 Last_anim_frame_num = 0;
473 if (Cur_cmd_brief->stage[i].anim) {
474 memcpy(Palette, Cur_cmd_brief->stage[i].anim->palette, 384);
475 gr_set_palette(Cur_cmd_brief->stage[i].ani_filename, Palette, 1);
479 void cmd_brief_hold()
481 cmd_brief_stop_anim(-1);
482 Anim_playing_id = -1;
485 void cmd_brief_unhold()
487 cmd_brief_new_stage(Cur_stage);
490 void cmd_brief_button_pressed(int n)
494 launch_context_help();
495 gamesnd_play_iface(SND_HELP_PRESSED);
499 gamesnd_play_iface(SND_SWITCH_SCREENS);
500 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
503 case FIRST_STAGE_BUTTON:
505 cmd_brief_new_stage(0);
506 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
508 gamesnd_play_iface(SND_GENERAL_FAIL);
513 case PREV_STAGE_BUTTON:
515 cmd_brief_new_stage(Cur_stage - 1);
516 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
518 gamesnd_play_iface(SND_GENERAL_FAIL);
523 case NEXT_STAGE_BUTTON:
524 if (Cur_stage < Cur_cmd_brief->num_stages - 1) {
525 cmd_brief_new_stage(Cur_stage + 1);
526 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
528 gamesnd_play_iface(SND_GENERAL_FAIL);
533 case LAST_STAGE_BUTTON:
534 if (Cur_stage < Cur_cmd_brief->num_stages - 1) {
535 cmd_brief_new_stage(Cur_cmd_brief->num_stages - 1);
536 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
538 gamesnd_play_iface(SND_GENERAL_FAIL);
544 gamesnd_play_iface(SND_COMMIT_PRESSED);
548 gamesnd_play_iface(SND_USER_SELECT);
549 Player->auto_advance ^= 1;
554 void cmd_brief_ani_wave_init(int index)
559 // first, search and see if anim is already used in another stage
560 for (i=0; i<index; i++) {
561 if (!stricmp(Cur_cmd_brief->stage[i].ani_filename, Cur_cmd_brief->stage[index].ani_filename)) {
562 if (Cur_cmd_brief->stage[i].anim_ref >= 0)
563 Cur_cmd_brief->stage[index].anim_ref = Cur_cmd_brief->stage[i].anim_ref;
565 Cur_cmd_brief->stage[index].anim_ref = i;
571 // this is the first instance of the given anim filename
572 Cur_cmd_brief->stage[index].anim_ref = -1;
573 name = Cur_cmd_brief->stage[index].ani_filename;
574 if (!name[0] || !stricmp(name, NOX("<default>")) || !stricmp(name, NOX("none.ani"))) {
575 name = NOX("CB_default");
576 strcpy(Cur_cmd_brief->stage[index].ani_filename, name);
579 int load_attempts = 0;
582 if ( load_attempts++ > 5 ) {
586 Cur_cmd_brief->stage[index].anim = anim_load(name, 1);
587 if ( Cur_cmd_brief->stage[index].anim ) {
591 // couldn't load animation, ask user to insert CD (if necessary)
592 // if ( Cmd_brief_ask_for_cd ) {
593 // if ( game_do_cd_check() == 0 ) {
594 // Cmd_brief_ask_for_cd = 0;
600 // check to see if cb anim loaded, if not, try the default one
601 if ( !Cur_cmd_brief->stage[index].anim ) {
602 Cur_cmd_brief->stage[index].anim = anim_load(NOX("CB_default"), 1);
606 void cmd_brief_init(int team)
608 common_music_init(SCORE_BRIEFING);
615 Cmd_brief_inited = 0;
616 Cur_cmd_brief = &Cmd_briefs[team];
618 if ( red_alert_mission() ) {
619 gameseq_post_event(GS_EVENT_RED_ALERT);
623 if (Cur_cmd_brief->num_stages <= 0)
633 Palette_bmp = bm_load("BarracksPalette"); //CommandBriefPalette");
635 bm_get_palette(Palette_bmp, Palette, Palette_name); // get the palette for this bitmap
636 gr_set_palette(Palette_name, Palette, 1);
639 Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
640 Ui_window.set_mask_bmap(Cmd_brief_mask[gr_screen.res]);
642 // Cmd_brief_ask_for_cd = 1;
644 for (i=0; i<NUM_BUTTONS; i++) {
645 b = &Cmd_brief_buttons[gr_screen.res][i];
647 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, 0, 1);
648 // set up callback for when a mouse first goes over a button
649 b->button.set_highlight_action(common_play_highlight_sound);
650 b->button.set_bmaps(b->filename);
651 b->button.link_hotspot(b->hotspot);
655 for(i=0; i<CMD_BRIEF_NUM_TEXT; i++){
656 Ui_window.add_XSTR(&Cmd_brief_text[gr_screen.res][i]);
659 // set up readyrooms for buttons so we draw the correct animation frame when a key is pressed
660 Cmd_brief_buttons[gr_screen.res][FIRST_STAGE_BUTTON].button.set_hotkey(KEY_SHIFTED | KEY_LEFT);
661 Cmd_brief_buttons[gr_screen.res][LAST_STAGE_BUTTON].button.set_hotkey(KEY_SHIFTED | KEY_RIGHT);
662 Cmd_brief_buttons[gr_screen.res][PREV_STAGE_BUTTON].button.set_hotkey(KEY_LEFT);
663 Cmd_brief_buttons[gr_screen.res][NEXT_STAGE_BUTTON].button.set_hotkey(KEY_RIGHT);
664 Cmd_brief_buttons[gr_screen.res][ACCEPT_BUTTON].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
665 Cmd_brief_buttons[gr_screen.res][HELP_BUTTON].button.set_hotkey(KEY_F1);
666 Cmd_brief_buttons[gr_screen.res][OPTIONS_BUTTON].button.set_hotkey(KEY_F2);
668 // load in help overlay bitmap
669 help_overlay_load(CMD_BRIEF_OVERLAY);
670 help_overlay_set_state(CMD_BRIEF_OVERLAY,0);
672 Background_bitmap = bm_load(Cmd_brief_fname[gr_screen.res]);
674 for (i=0; i<Cur_cmd_brief->num_stages; i++)
675 cmd_brief_ani_wave_init(i);
677 cmd_brief_init_voice();
679 Cur_anim_instance = NULL;
680 cmd_brief_new_stage(0);
681 Cmd_brief_inited = 1;
686 void cmd_brief_close()
690 if (Cmd_brief_inited) {
691 cmd_brief_stop_anim(-1);
692 Anim_playing_id = -1;
693 for (i=0; i<Cur_cmd_brief->num_stages; i++) {
694 if (Cur_cmd_brief->stage[i].wave >= 0)
695 audiostream_close_file(Cur_cmd_brief->stage[i].wave, 0);
697 if (Cur_cmd_brief->stage[i].anim_ref < 0)
698 if (Cur_cmd_brief->stage[i].anim)
699 anim_free(Cur_cmd_brief->stage[i].anim);
702 if (Background_bitmap >= 0)
703 bm_unload(Background_bitmap);
705 // unload the overlay bitmap
706 help_overlay_unload(CMD_BRIEF_OVERLAY);
711 bm_unload(Palette_bmp);
716 Cmd_brief_inited = 0;
720 void cmd_brief_do_frame(float frametime)
725 // if no command briefing exists, skip this screen.
726 if (!Cmd_brief_inited) {
731 if ( help_overlay_active(CMD_BRIEF_OVERLAY) ) {
732 Cmd_brief_buttons[gr_screen.res][HELP_BUTTON].button.reset_status();
733 Ui_window.set_ignore_gadgets(1);
736 k = Ui_window.process() & ~KEY_DEBUGGED;
738 if ( (k > 0) || B1_JUST_RELEASED ) {
739 if ( help_overlay_active(CMD_BRIEF_OVERLAY) ) {
740 help_overlay_set_state(CMD_BRIEF_OVERLAY, 0);
741 Ui_window.set_ignore_gadgets(0);
746 if ( !help_overlay_active(CMD_BRIEF_OVERLAY) ) {
747 Ui_window.set_ignore_gadgets(0);
752 common_music_close();
753 gameseq_post_event(GS_EVENT_MAIN_MENU);
757 for (i=0; i<NUM_BUTTONS; i++){
758 if (Cmd_brief_buttons[gr_screen.res][i].button.pressed()){
759 cmd_brief_button_pressed(i);
763 cmd_brief_voice_play(Cur_stage);
766 if (cmd_brief_check_stage_done() && Player->auto_advance && (Cur_stage < Cur_cmd_brief->num_stages - 1)){
767 // if (!Cur_anim_instance || (Cur_anim_instance->frame_num < Last_anim_frame_num))
768 if (!Cur_anim_instance || Cur_anim_instance->loop_count){
769 cmd_brief_new_stage(Cur_stage + 1);
773 if (Cur_anim_instance){
774 Last_anim_frame_num = Cur_anim_instance->frame_num;
777 GR_MAYBE_CLEAR_RES(Background_bitmap);
778 if (Background_bitmap >= 0) {
779 gr_set_bitmap(Background_bitmap);
784 // JAS: This code is hacked to allow the animation to use all 256 colors
785 extern int Palman_allow_any_color;
786 Palman_allow_any_color = 1;
787 anim_render_all(0, frametime);
788 Palman_allow_any_color = 0;
792 if (!Player->auto_advance){
793 Cmd_brief_buttons[gr_screen.res][PAUSE_BUTTON].button.draw_forced(2);
797 gr_set_color_fast(&Color_text_heading);
799 sprintf(buf, XSTR( "Stage %d of %d", 464), Cur_stage + 1, Cur_cmd_brief->num_stages);
800 gr_get_string_size(&w, NULL, buf);
801 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);
803 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)){
804 Voice_good_to_go = 1;
807 // blit help overlay if active
808 help_overlay_maybe_blit(CMD_BRIEF_OVERLAY);