2 * $Logfile: /Freespace2/code/MenuUI/TechMenu.cpp $
7 * C module that contains functions to drive the Tech Menu user interface
10 * Revision 1.3 2002/06/02 04:26:34 relnev
13 * Revision 1.2 2002/05/07 03:16:46 theoddone33
14 * The Great Newline Fix
16 * Revision 1.1.1.1 2002/05/03 03:28:09 root
20 * 43 11/02/99 3:22p Jefff
21 * translate ship names in tech room
23 * 42 10/25/99 5:47p Jefff
24 * reassigned some xstr ids
26 * 41 10/12/99 4:50p Jefff
28 * 40 9/08/99 11:09a Dave
29 * Use stills for intel and weapon stuff in the techroom if animations
32 * 39 9/05/99 11:19p Dave
33 * Made d3d texture cache much more safe. Fixed training scoring bug where
34 * it would backout scores without ever having applied them in the first
37 * 38 9/03/99 11:19a Jefff
38 * fixed double render of intel descriptions
40 * 37 9/03/99 1:32a Dave
41 * CD checking by act. Added support to play 2 cutscenes in a row
42 * seamlessly. Fixed super low level cfile bug related to files in the
43 * root directory of a CD. Added cheat code to set campaign mission # in
46 * 36 9/01/99 5:12p Jefff
47 * Fixed bad scroll bug
49 * 35 8/25/99 3:03p Jefff
50 * 'more' indicator, lotsa coord changes for new background, disabling of
51 * buttons in trackball mode, list follows selected item when prev/next
54 * 34 8/24/99 8:55p Dave
55 * Make sure nondimming pixels work properly in tech menu.
57 * 33 8/24/99 10:47a Jefff
58 * tech room weapon anims. added tech anim field to weapons.tbl
60 * 32 8/10/99 5:29p Jefff
61 * use new tech_title field in weapons array
63 * 31 8/10/99 3:45p Jefff
64 * Put the smack down on the tech room. Its all new, but tastefully done.
66 * 30 8/09/99 5:53p Jefff
68 * 29 8/02/99 10:27a Jefff
69 * removed a warning for the time being
71 * 28 8/02/99 10:13a Jefff
72 * started scrubbing, waiting till after demo to continue
74 * 27 7/28/99 1:02p Jefff
75 * Changed "Species" to "Intelligence" -- also changed in strings.tbl.
77 * 26 7/26/99 4:33p Jordonr
78 * Don't need techroom palette
80 * 25 7/20/99 1:49p Dave
81 * Peter Drake build. Fixed some release build warnings.
83 * 24 7/19/99 2:13p Dave
84 * Added some new strings for Heiko.
86 * 23 7/14/99 9:42a Dave
87 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
90 * 22 6/16/99 4:06p Dave
91 * New pilot info popup. Added new draw-bitmap-as-poly function.
93 * 21 5/09/99 8:57p Dave
94 * Final E3 build preparations.
96 * 20 5/09/99 6:00p Dave
97 * Lots of cool new effects. E3 build tweaks.
99 * 19 4/29/99 2:16p Neilk
100 * added a 2nd callback for slider so its model is not loaded on mouselock
101 * until mouse button is released
103 * 18 4/26/99 5:05p Neilk
104 * updated to new artwork, added slider support
106 * 17 4/25/99 3:02p Dave
107 * Build defines for the E3 build.
109 * 16 4/23/99 12:01p Johnson
110 * Added SIF_HUGE_SHIP
112 * 15 4/12/99 10:07p Dave
113 * Made network startup more forgiving. Added checkmarks to dogfight
114 * screen for players who hit commit.
116 * 14 4/08/99 2:10a Dave
117 * Numerous bug fixes for the beta. Added builtin mission info for the
120 * 13 2/19/99 11:42a Dave
121 * Put in model rendering autocentering.
123 * 12 2/01/99 5:55p Dave
124 * Removed the idea of explicit bitmaps for buttons. Fixed text
125 * highlighting for disabled gadgets.
127 * 11 1/30/99 5:08p Dave
128 * More new hi-res stuff.Support for nice D3D textures.
130 * 10 1/29/99 3:56p Neilk
131 * Converted tech_infos screens to multiresolution
133 * 9 1/29/99 3:54p Neilk
135 * 8 1/29/99 12:47a Dave
136 * Put in sounds for beam weapon. A bunch of interface screens (tech
139 * 7 11/30/98 1:07p Dave
140 * 16 bit conversion, first run.
142 * 6 10/23/98 3:51p Dave
143 * Full support for tstrings.tbl and foreign languages. All that remains
144 * is to make it active in Fred.
146 * 5 10/16/98 9:40a Andsager
147 * Remove ".h" files from model.h
149 * 4 10/13/98 2:47p Andsager
150 * Remove reference to Tech_shivan_species_avail
152 * 3 10/13/98 9:28a Dave
153 * Started neatening up freespace.h. Many variables renamed and
154 * reorganized. Added AlphaColors.[h,cpp]
156 * 2 10/07/98 10:53a Dave
159 * 1 10/07/98 10:49a Dave
161 * 67 9/21/98 10:02p Dave
162 * Last minute changes to techroom weapon/ship/species stuff.
164 * 66 9/07/98 2:49p Dan
165 * Removed spurious Assert
167 * 65 7/06/98 2:42p Hoffoss
168 * Fixed bug with weapons shown in tech database.
170 * 64 6/10/98 11:48a Lawrance
171 * fix bug with trying to free NULL anims
173 * 63 6/05/98 9:54a Lawrance
176 * 62 6/01/98 11:43a John
177 * JAS & MK: Classified all strings for localization.
179 * 61 5/26/98 11:10a Lawrance
180 * Fix bug where window controls get disabled when F1 pressed twice
182 * 60 5/23/98 10:38p Lawrance
183 * Avoid doing a cfile refresh when running debug
185 * 59 5/23/98 6:49p Lawrance
186 * Fix problems with refreshing the file list when a CD is inserted
188 * 58 5/22/98 11:15a Lawrance
189 * Tweak how CD gets asked for
191 * 57 5/22/98 1:06a Hoffoss
192 * Made Fred not use OLE.
194 * 56 5/21/98 6:57p Lawrance
195 * Only ask for the CD once
197 * 55 5/21/98 12:46a Hoffoss
198 * Made text offset reset when new description is loaded.
200 * 54 5/20/98 9:46p John
201 * added code so the places in code that change half the palette don't
202 * have to clear the screen.
204 * 53 5/20/98 3:28p Sandeep
205 * Fixed bug where in multi only discovered weapons show up, and in single
206 * all weapons showed up (backwards).
208 * 52 5/20/98 2:11p Hoffoss
209 * Fixed some species description problems.
211 * 51 5/18/98 6:45p Hoffoss
212 * Added species descriptions to species database in techroom.
214 * 50 5/17/98 6:13p Hoffoss
215 * Fixed scrolling of info text area.
221 #include "gamesequence.h"
222 #include "techmenu.h"
225 #include "snazzyui.h"
226 #include "managepilot.h"
230 #include "missioncampaign.h"
231 #include "missionshipchoice.h"
232 #include "freespace.h"
233 #include "mainhallmenu.h"
234 #include "missionscreencommon.h"
240 #include "contexthelp.h"
241 #include "alphacolors.h"
242 #include "animplay.h"
243 #include "localize.h"
244 #include "lighting.h"
246 #define REVOLUTION_RATE 5.2f
248 #define NUM_BUTTONS 16
250 #define LIST_BUTTONS_MAX 41
252 #define SHIPS_DATA_MODE (1<<0)
253 #define WEAPONS_DATA_MODE (1<<1)
254 #define SPECIES_DATA_MODE (1<<2)
255 #define WEAPONS_SPECIES_DATA_MODE (WEAPONS_DATA_MODE | SPECIES_DATA_MODE)
257 #define SHIPS_DATA_TAB 0
258 #define WEAPONS_DATA_TAB 1
259 #define INTEL_DATA_TAB 2
260 #define TECH_DATABASE_TAB 3
261 #define SIMULATOR_TAB 4
262 #define CUTSCENES_TAB 5
263 #define CREDITS_TAB 6
265 #define SCROLL_LIST_UP 7
266 #define SCROLL_LIST_DOWN 8
267 #define SCROLL_INFO_UP 9
268 #define SCROLL_INFO_DOWN 10
270 #define PREV_ENTRY_BUTTON 11
271 #define NEXT_ENTRY_BUTTON 12
273 #define HELP_BUTTON 13
274 #define OPTIONS_BUTTON 14
275 #define EXIT_BUTTON 15
277 //#define PREV_ENTRY_BUTTON2 16
278 //#define NEXT_ENTRY_BUTTON2 17
281 #define REPEAT (1<<0)
282 #define NO_MOUSE_OVER_SOUND (1<<1)
284 // indicies for coords
285 #define SHIP_X_COORD 0
286 #define SHIP_Y_COORD 1
287 #define SHIP_W_COORD 2
288 #define SHIP_H_COORD 3
290 // background filename for species
291 // note weapon filename is now same as ship filename
292 char *Tech_background_filename[GR_NUM_RESOLUTIONS] = {
296 char *Tech_mask_filename[GR_NUM_RESOLUTIONS] = {
300 char *Tech_slider_filename[GR_NUM_RESOLUTIONS] = {
305 int Tech_list_coords[GR_NUM_RESOLUTIONS][4] = {
314 int Tech_ship_display_coords[GR_NUM_RESOLUTIONS][4] = {
323 int Tech_desc_coords[GR_NUM_RESOLUTIONS][4] = {
332 int Tech_ani_coords[GR_NUM_RESOLUTIONS][2] = {
341 /*int Tech_desc_coords[GR_NUM_RESOLUTIONS][4] = {
350 int Tech_slider_coords[GR_NUM_RESOLUTIONS][4] = {
360 int Tech_detail_backup;
361 int Tech_texture_backup;
363 #define MAX_TEXT_LINES 100
364 #define MAX_TEXT_LINE_LEN 256
366 struct techroom_buttons {
372 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
374 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) {}
377 static techroom_buttons Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
379 techroom_buttons("TDB_04", 406, 384, 447, 393, 4, -1), // ship data tab
380 techroom_buttons("TDB_05", 404, 418, 447, 429, 5, -1), // weapons data tab
381 techroom_buttons("TDB_06", 404, 447, 447, 461, 6, -1), // species data tab
382 techroom_buttons("TDB_00", 7, 3, 37, 7, 0, -1), // technical database tab
383 techroom_buttons("TDB_01", 7, 18, 37, 23, 1, -1), // mission simulator tab
384 techroom_buttons("TDB_02", 7, 34, 37, 38, 2, -1), // cutscenes tab
385 techroom_buttons("TDB_03", 7, 49, 37, 54, 3, -1), // credits tab
386 techroom_buttons("TDB_07", 1, 86, -1, -1, 7, SHIPS_DATA_MODE, REPEAT), // prev data entry
387 techroom_buttons("TDB_08", 1, 317, -1, -1, 8, SHIPS_DATA_MODE, REPEAT), // next data entry
388 techroom_buttons("TDB_09", 1, 406, -1, -1, 9, SHIPS_DATA_MODE, REPEAT), // prev data entry
389 techroom_buttons("TDB_10", 1, 447, -1, -1, 10, SHIPS_DATA_MODE, REPEAT), // next data entry
390 //techroom_buttons("TDB_11", 558, 272, -1, -1, 11, WEAPONS_SPECIES_DATA_MODE), // prev data entry
391 //techroom_buttons("TDB_12", 606, 272, -1, -1, 12, WEAPONS_SPECIES_DATA_MODE), // next data entry
392 techroom_buttons("TDB_11a",559, 323, -1, -1, 11, SHIPS_DATA_MODE, REPEAT), // prev data entry
393 techroom_buttons("TDB_12a",609, 323, -1, -1, 12, SHIPS_DATA_MODE, REPEAT), // next data entry
394 techroom_buttons("TDB_13", 533, 425, 500, 440, 13, -1), // help
395 techroom_buttons("TDB_14", 533, 455, 479, 464, 14, -1), // options
396 techroom_buttons("TDB_15a",571, 425, 588, 413, 15, -1), // exit
399 techroom_buttons("2_TDB_04", 649, 614, 717, 630, 4, -1), // ship data tab
400 techroom_buttons("2_TDB_05", 646, 669, 717, 687, 5, -1), // weapons data tab
401 techroom_buttons("2_TDB_06", 646, 716, 717, 739, 6, -1), // species data tab
402 techroom_buttons("2_TDB_00", 12, 5, 59, 12, 0, -1), // technical database tab
403 techroom_buttons("2_TDB_01", 12, 31, 59, 37, 1, -1), // mission simulator tab
404 techroom_buttons("2_TDB_02", 12, 56, 59, 62, 2, -1), // cutscenes tab
405 techroom_buttons("2_TDB_03", 12, 81, 59, 88, 3, -1), // credits tab
406 techroom_buttons("2_TDB_07", 1, 138, -1, -1, 7, SHIPS_DATA_MODE, REPEAT), // prev data entry
407 techroom_buttons("2_TDB_08", 1, 507, -1, -1, 8, SHIPS_DATA_MODE, REPEAT), // next data entry
408 techroom_buttons("2_TDB_09", 1, 649, -1, -1, 9, SHIPS_DATA_MODE, REPEAT), // prev data entry
409 techroom_buttons("2_TDB_10", 1, 716, -1, -1, 10, SHIPS_DATA_MODE, REPEAT), // next data entry
410 //techroom_buttons("2_TDB_11", 893, 436, -1, -1, 11, WEAPONS_SPECIES_DATA_MODE), // prev data entry
411 //techroom_buttons("2_TDB_12", 970, 436, -1, -1, 12, WEAPONS_SPECIES_DATA_MODE), // next data entry
412 techroom_buttons("2_TDB_11a", 895, 518, -1, -1, 11, SHIPS_DATA_MODE, REPEAT), // prev data entry
413 techroom_buttons("2_TDB_12a", 974, 518, -1, -1, 12, SHIPS_DATA_MODE, REPEAT), // next data entry
414 techroom_buttons("2_TDB_13", 854, 681, 800, 704, 13, -1), // help
415 techroom_buttons("2_TDB_14", 854, 728, 780, 743, 14, -1), // options
416 techroom_buttons("2_TDB_15a", 914, 681, 930, 660, 15, -1), // exit
420 static UI_WINDOW Ui_window;
421 static UI_BUTTON View_window;
422 //static int Background_bitmap;
423 static int Tech_background_bitmap;
425 // static int List_size;
426 static int List_offset;
427 static int Select_tease_line;
428 static int Trackball_mode = 1;
429 static int Trackball_active = 0;
430 static matrix Techroom_ship_orient = IDENTITY_MATRIX;
431 // static int Tech_room_ask_for_cd;
433 static int Text_size;
434 static int Text_offset;
435 static int Text_line_size[MAX_TEXT_LINES];
436 static char *Text_lines[MAX_TEXT_LINES];
438 static int Cur_entry; // this is the current entry selected, using entry indexing
439 static int Cur_entry_index; // this is the current entry selected, using master list indexing
440 static int Techroom_ship_modelnum;
441 static float Techroom_ship_rot;
442 static UI_BUTTON List_buttons[LIST_BUTTONS_MAX]; // buttons for each line of text in list
443 static int Anim_playing_id = -1;
444 static anim_instance *Cur_anim_instance = NULL;
445 static int Palette_bmp;
446 //static int ShipWin01;
447 //static int ShipWin02;
448 //static int ShipWin03;
449 //static int ShipWin04;
450 static ubyte Palette[768];
451 static char Palette_name[128];
453 static int Ships_loaded = 0;
454 static int Weapons_loaded = 0;
455 static int Intel_loaded = 0;
457 // out entry data struct & vars
459 int index; // index into the master table that its in (ie Ship_info[])
460 char* name; // ptr to name string
461 char* desc; // ptr to description string
462 anim* animation; // ptr to the animation
463 int bitmap; // bitmap handle
464 int has_anim; // flag to indicate the presence of an animation for this item
467 static tech_list_entry Ship_list[MAX_SHIP_TYPES];
468 static int Ship_list_size = 0;
469 static tech_list_entry Weapon_list[MAX_WEAPON_TYPES];
470 static int Weapon_list_size = 0;
471 static tech_list_entry Intel_list[MAX_INTEL_ENTRIES];
472 static int Intel_list_size = 0;
473 static tech_list_entry *Current_list; // points to currently valid display list
474 static int Current_list_size = 0;
478 static UI_SLIDER2 Tech_slider;
482 static char *Intel_anim_filenames[MAX_INTEL_ENTRIES] = {
490 // Intelligence master data structs (these get inited @ game startup from species.tbl)
491 intel_data Intel_info[MAX_INTEL_ENTRIES];
492 int Intel_info_size = 0;
494 // some prototypes to make you happy
495 int techroom_load_ani(anim **animpp, char *name);
496 void tech_common_render();
497 void techroom_start_anim();
498 void tech_scroll_list_up();
499 void tech_scroll_list_down();
504 ////////////////////////////////////////////////////
505 // like, functions and stuff
507 void techroom_init_desc(char *src, int w)
509 Text_size = Text_offset = 0;
514 Text_size = split_str(src, w, Text_line_size, Text_lines, MAX_TEXT_LINES);
515 Assert(Text_size >= 0 && Text_size < MAX_TEXT_LINES);
518 void techroom_select_new_entry()
520 Assert(Current_list != NULL);
521 if (Current_list == NULL) return;
523 Cur_entry_index = Current_list[Cur_entry].index;
525 // if we are in the ships tab, load the ship model
526 if (Tab == SHIPS_DATA_TAB) {
527 ship_info *sip = &Ship_info[Cur_entry_index];
529 #ifdef MULTIPLAYER_BETA_BUILD
530 // don't load supercaps in the beta
531 if((sip->flags & SIF_SUPERCAP) || (sip->flags & SIF_DRYDOCK)){
532 Techroom_ship_modelnum = -1;
534 Techroom_ship_modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]);
537 // page in ship textures properly (takes care of nondimming pixels)
538 model_page_in_textures(Techroom_ship_modelnum, Cur_entry_index);
540 Techroom_ship_modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]);
542 // page in ship textures properly (takes care of nondimming pixels)
543 model_page_in_textures(Techroom_ship_modelnum, Cur_entry_index);
546 Techroom_ship_modelnum = -1;
550 // Techroom_ship_rot = PI;
552 techroom_init_desc(Current_list[Cur_entry].desc, Tech_desc_coords[gr_screen.res][SHIP_W_COORD]);
553 techroom_start_anim();
556 // write out the current description in the bottom window
557 void techroom_render_desc(int xo, int yo, int h)
559 int y, z, len, font_height;
560 char line[MAX_TEXT_LINE_LEN + 1];
562 font_height = gr_get_font_height();
566 while (y + font_height <= h) {
571 len = Text_line_size[z];
572 if (len > MAX_TEXT_LINE_LEN){
573 len = MAX_TEXT_LINE_LEN;
576 strncpy(line, Text_lines[z], len);
578 gr_string(xo, yo + y, line);
584 // maybe output 'more' indicator
585 if ( z < Text_size ) {
586 // can be scrolled down
587 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
588 int more_txt_y = Tech_desc_coords[gr_screen.res][1] + Tech_desc_coords[gr_screen.res][3]; // located below brief text, centered
590 gr_get_string_size(&w, &h, XSTR("more", 1469), strlen(XSTR("more", 1469)));
591 gr_set_color_fast(&Color_black);
592 gr_rect(more_txt_x-2, more_txt_y, w+3, h);
593 gr_set_color_fast(&Color_red);
594 gr_string(more_txt_x, more_txt_y, XSTR("more", 1469)); // base location on the input x and y?
599 // new version of weapons
600 void techroom_weapons_render2(float frametime)
602 // render common stuff
603 tech_common_render();
605 // render the animation
607 // JAS: This code is hacked to allow the animation to use all 256 colors
608 extern int Palman_allow_any_color;
609 Palman_allow_any_color = 1;
610 anim_render_all(0, frametime);
611 Palman_allow_any_color = 0;
614 // if our active item has a bitmap instead of an animation, draw it
615 if((Cur_entry > 0) && (Current_list[Cur_entry].animation == NULL) && (Current_list[Cur_entry].bitmap >= 0)){
616 gr_set_bitmap(Current_list[Cur_entry].bitmap);
617 gr_bitmap(Tech_ani_coords[gr_screen.res][0], Tech_ani_coords[gr_screen.res][1]);
621 // renders the stuff common to all 3 tech room tabs
622 void tech_common_render()
625 int y, z, font_height;
627 // render description in its box
628 gr_set_color_fast(&Color_text_normal);
629 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]);
631 font_height = gr_get_font_height();
633 // draw the list of entries
636 while (y + font_height <= Tech_list_coords[gr_screen.res][SHIP_H_COORD]) {
637 if (z >= Current_list_size) {
641 if (z == Cur_entry) {
642 gr_set_color_fast(&Color_text_selected);
643 } else if (z == Select_tease_line) {
644 gr_set_color_fast(&Color_text_subselected);
646 gr_set_color_fast(&Color_text_normal);
649 strcpy(buf, Current_list[z].name);
651 lcl_translate_ship_name(buf);
654 gr_force_fit_string(buf, 255, Tech_list_coords[gr_screen.res][SHIP_W_COORD]);
655 gr_string(Tech_list_coords[gr_screen.res][SHIP_X_COORD], Tech_list_coords[gr_screen.res][SHIP_Y_COORD] + y, buf);
657 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);
658 List_buttons[z - List_offset].enable(1);
664 // disable the rest of the list buttons
666 while (z < LIST_BUTTONS_MAX) {
667 List_buttons[z++].disable();
671 void techroom_ships_render(float frametime)
673 // render all the common stuff
674 tech_common_render();
676 // now render the trackball ship, which is unique to the ships tab
678 angles rot_angles, view_angles;
680 ship_info *sip = &Ship_info[Cur_entry_index];
682 // get correct revolution rate
683 rev_rate = REVOLUTION_RATE;
685 if (z & SIF_BIG_SHIP) {
688 if (z & SIF_HUGE_SHIP) {
692 // rotate the ship as much as required for this frame
693 Techroom_ship_rot += PI2 * frametime / rev_rate;
694 while (Techroom_ship_rot > PI2){
695 Techroom_ship_rot -= PI2;
699 gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
702 if (Trackball_active) {
706 if (Trackball_active) {
707 mouse_get_delta(&dx, &dy);
709 vm_trackball(-dx, -dy, &mat1);
710 vm_matrix_x_matrix(&mat2, &mat1, &Techroom_ship_orient);
711 Techroom_ship_orient = mat2;
716 // setup stuff needed to render the ship
717 view_angles.p = -0.6f;
718 view_angles.b = 0.0f;
719 view_angles.h = 0.0f;
720 vm_angles_2_matrix(&Techroom_ship_orient, &view_angles);
724 rot_angles.h = Techroom_ship_rot;
725 vm_rotate_matrix_by_angles(&Techroom_ship_orient, &rot_angles);
728 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]);
731 #ifdef MULTIPLAYER_BETA_BUILD
732 if((sip->flags & SIF_SUPERCAP) || (sip->flags & SIF_DRYDOCK)) {
733 gr_set_color_fast(&Color_bright);
734 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!"));
738 g3_set_view_matrix(&sip->closeup_pos, &vmd_identity_matrix, sip->closeup_zoom * 1.3f);
740 // lighting for techroom
742 vector light_dir = vmd_zero_vector;
744 light_add_directional(&light_dir, 0.85f, 1.0f, 1.0f, 1.0f);
745 // light_filter_reset();
747 // lighting for techroom
749 model_clear_instance(Techroom_ship_modelnum);
750 model_set_detail_level(0);
751 model_render(Techroom_ship_modelnum, &Techroom_ship_orient, &vmd_zero_vector, MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER);
758 g3_set_view_matrix(&sip->closeup_pos, &vmd_identity_matrix, sip->closeup_zoom * 1.3f);
760 // lighting for techroom
762 vector light_dir = vmd_zero_vector;
764 light_add_directional(&light_dir, 0.85f, 1.0f, 1.0f, 1.0f);
765 // light_filter_reset();
767 // lighting for techroom
769 model_clear_instance(Techroom_ship_modelnum);
770 model_set_detail_level(0);
771 model_render(Techroom_ship_modelnum, &Techroom_ship_orient, &vmd_zero_vector, MR_LOCK_DETAIL | MR_AUTOCENTER);
779 // select previous entry in current list
780 void tech_prev_entry()
784 Cur_entry = Current_list_size - 1;
786 // scroll to end of list
787 List_offset = Cur_entry - Tech_list_coords[gr_screen.res][SHIP_H_COORD] / gr_get_font_height() + 1;
788 if (List_offset < 0) {
789 // this happens when there are not enough items to scroll
792 Tech_slider.force_currentItem(Tech_slider.get_numberItems());
794 // maybe adjust list position by 1
795 if (List_offset > Cur_entry) {
796 tech_scroll_list_up();
797 Tech_slider.forceUp();
801 techroom_select_new_entry();
802 gamesnd_play_iface(SND_SCROLL);
805 // select next entry in current list
806 void tech_next_entry()
809 if (Cur_entry >= Current_list_size) {
812 // scroll to beginning of list
814 Tech_slider.force_currentItem(Cur_entry);
816 // maybe adjust list position by 1
817 if (List_offset + Tech_list_coords[gr_screen.res][SHIP_H_COORD] / gr_get_font_height() <= Cur_entry) {
818 tech_scroll_list_down();
819 Tech_slider.forceDown();
823 techroom_select_new_entry();
824 gamesnd_play_iface(SND_SCROLL);
827 void tech_scroll_info_up()
831 gamesnd_play_iface(SND_SCROLL);
833 gamesnd_play_iface(SND_GENERAL_FAIL);
837 void tech_scroll_info_down()
841 if (Tab == SHIPS_DATA_TAB){
842 h = Tech_desc_coords[gr_screen.res][SHIP_H_COORD];
844 h = Tech_desc_coords[gr_screen.res][3];
847 if (Text_offset + h / gr_get_font_height() < Text_size) {
849 gamesnd_play_iface(SND_SCROLL);
851 gamesnd_play_iface(SND_GENERAL_FAIL);
855 void tech_scroll_list_up()
859 if (List_offset > 0) {
861 //last = List_offset + Tech_list_coords[gr_screen.res][SHIP_H_COORD] / gr_get_font_height() - 1;
862 gamesnd_play_iface(SND_SCROLL);
864 gamesnd_play_iface(SND_GENERAL_FAIL);
868 void tech_scroll_list_down()
870 if (List_offset + Tech_list_coords[gr_screen.res][SHIP_H_COORD] / gr_get_font_height() < Current_list_size) {
872 gamesnd_play_iface(SND_SCROLL);
874 gamesnd_play_iface(SND_GENERAL_FAIL);
878 // this doesnt do a damn thing...
879 void tech_ship_scroll_capture()
881 techroom_select_new_entry();
885 // this is obsolete - see techroom_weapons_render2(...)
886 void techroom_weapons_render(float frametime)
888 gr_set_color_fast(&Color_text_normal);
889 techroom_render_desc(Tech_desc_coords[gr_screen.res][0], Tech_desc_coords[gr_screen.res][1], Tech_desc_coords[gr_screen.res][3]);
892 // JAS: This code is hacked to allow the animation to use all 256 colors
893 extern int Palman_allow_any_color;
894 Palman_allow_any_color = 1;
895 anim_render_all(0, frametime);
896 Palman_allow_any_color = 0;
899 // if our active item has a bitmap instead of an animation, draw it
900 if((Cur_entry >= 0) && (Current_list[Cur_entry].animation == NULL) && (Current_list[Cur_entry].bitmap >= 0)){
901 gr_set_bitmap(Current_list[Cur_entry].bitmap);
902 gr_bitmap(Tech_ani_coords[gr_screen.res][0], Tech_ani_coords[gr_screen.res][1]);
906 void techroom_intel_render(float frametime)
908 tech_common_render();
911 // JAS: This code is hacked to allow the animation to use all 256 colors
912 extern int Palman_allow_any_color;
913 Palman_allow_any_color = 1;
914 anim_render_all(0, frametime);
915 Palman_allow_any_color = 0;
918 // if our active item has a bitmap instead of an animation, draw it
919 if((Cur_entry >= 0) && (Current_list[Cur_entry].animation == NULL) && (Current_list[Cur_entry].bitmap >= 0)){
920 gr_set_bitmap(Current_list[Cur_entry].bitmap);
921 gr_bitmap(Tech_ani_coords[gr_screen.res][0], Tech_ani_coords[gr_screen.res][1]);
925 void techroom_stop_anim(int id)
927 if (Cur_anim_instance && (id != Anim_playing_id)) {
928 anim_stop_playing(Cur_anim_instance);
929 Cur_anim_instance = NULL;
933 void techroom_start_anim()
937 anim_play_struct aps;
940 techroom_stop_anim(-1);
941 Anim_playing_id = -1;
944 if (Tab == WEAPONS_DATA_TAB) {
947 id = Cur_entry + 2000; // this offset is arbitrary?
950 techroom_stop_anim(id);
952 // if we actually have an animation
953 if(Current_list[Cur_entry].animation != NULL){
954 animp = Current_list[Cur_entry].animation;
956 if (id != Anim_playing_id) {
957 Anim_playing_id = -1;
959 anim_play_init(&aps, animp, Tech_ani_coords[gr_screen.res][0], Tech_ani_coords[gr_screen.res][1]);
961 Cur_anim_instance = anim_play(&aps);
962 Anim_playing_id = id;
966 memcpy(Palette, animp->palette, 384);
967 gr_set_palette(animp->name, Palette, 1);
974 void techroom_change_tab(int num)
976 int i, multi = 0, mask, font_height, max_num_entries_viewable;
979 // Assert(Current_list_size >= 0);
982 multi = Player->flags & PLAYER_FLAGS_IS_MULTI;
984 for (i=0; i<LIST_BUTTONS_MAX; i++){
985 List_buttons[i].disable();
988 // disable some stuff in multiplayer
989 if (Player->flags & PLAYER_FLAGS_IS_MULTI) {
990 Buttons[gr_screen.res][SIMULATOR_TAB].button.disable();
991 Buttons[gr_screen.res][CUTSCENES_TAB].button.disable();
996 mask = multi ? SIF_IN_TECH_DATABASE_M : SIF_IN_TECH_DATABASE;
998 // load ship info if necessary
999 if (Ships_loaded == 0) {
1001 for (i=0; i<Num_ship_types; i++) {
1002 if (Ship_info[i].flags & mask) {
1003 // this ship should be displayed, fill out the entry struct
1004 Ship_list[Ship_list_size].bitmap = -1;
1005 Ship_list[Ship_list_size].index = i;
1006 Ship_list[Ship_list_size].animation = NULL; // no anim for ships
1007 Ship_list[Ship_list_size].has_anim = 0; // no anim for ships
1008 Ship_list[Ship_list_size].name = Ship_info[i].name;
1009 Ship_list[Ship_list_size].desc = Ship_info[i].tech_desc;
1016 Current_list = Ship_list;
1017 Current_list_size = Ship_list_size;
1019 font_height = gr_get_font_height();
1020 max_num_entries_viewable = Tech_list_coords[gr_screen.res][SHIP_H_COORD] / font_height;
1021 Tech_slider.set_numberItems(Current_list_size > max_num_entries_viewable ? Current_list_size-max_num_entries_viewable : 0);
1023 // no anim to start here
1026 case WEAPONS_DATA_TAB:
1028 // load weapon info & anims if necessary
1029 if (Weapons_loaded == 0) {
1030 Weapon_list_size = 0;
1031 mask = multi ? WIF_PLAYER_ALLOWED : WIF_IN_TECH_DATABASE;
1033 for (i=0; i<MAX_WEAPON_TYPES; i++) {
1034 if (Weapon_info[i].wi_flags & mask) {
1035 // note: hack here to exclude dogfight weapons -- dont put weapon in if it has same description as pvs weapon
1036 if ((Weapon_list_size > 0) && (!strcmp(Weapon_info[i].tech_desc, Weapon_list[Weapon_list_size-1].desc))) {
1040 // we have a weapon that should be in the tech db, so fill out the entry struct
1041 Weapon_list[Weapon_list_size].index = i;
1042 Weapon_list[Weapon_list_size].desc = Weapon_info[i].tech_desc;
1043 Weapon_list[Weapon_list_size].has_anim = 1;
1044 Weapon_list[Weapon_list_size].name = Weapon_info[i].tech_title;
1045 Weapon_list[Weapon_list_size].bitmap = -1;
1046 if (Weapon_list[Weapon_list_size].name[0] == 0) {
1047 Weapon_list[Weapon_list_size].name = Weapon_info[i].name;
1050 // load the weapon animation
1051 if(!techroom_load_ani(&Weapon_list[Weapon_list_size].animation, Weapon_info[i].tech_anim_filename)){
1052 Weapon_list[Weapon_list_size].has_anim = 0;
1053 Weapon_list[Weapon_list_size].animation = NULL;
1055 // hmm. try a bitmap instead
1056 Weapon_list[Weapon_list_size].bitmap = bm_load(Weapon_info[i].tech_anim_filename);
1066 Current_list = Weapon_list;
1067 Current_list_size = Weapon_list_size;
1069 font_height = gr_get_font_height();
1070 max_num_entries_viewable = Tech_list_coords[gr_screen.res][SHIP_H_COORD] / font_height;
1071 Tech_slider.set_numberItems(Current_list_size > max_num_entries_viewable ? Current_list_size-max_num_entries_viewable : 0);
1073 techroom_start_anim();
1076 case INTEL_DATA_TAB:
1078 // load intel if necessary
1079 if ( Intel_loaded == 0 ) {
1080 // now populate the entry structs
1081 Intel_list_size = 0;
1082 for (i=0; i<Intel_info_size; i++) {
1084 if (Intel_info[i].in_tech_db != 0) {
1085 // leave option for no animation if string == "none"
1086 if (!strcmp(Intel_info[i].anim_filename, "none")) {
1087 Intel_list[Intel_list_size].has_anim = 0;
1088 Intel_list[Intel_list_size].animation = NULL;
1090 // try and load as an animation
1091 Intel_list[Intel_list_size].has_anim = 0;
1092 Intel_list[Intel_list_size].bitmap = -1;
1093 if(techroom_load_ani(&Intel_list[Intel_list_size].animation, Intel_info[i].anim_filename)){
1094 Intel_list[Intel_list_size].has_anim = 1;
1096 Intel_list[Intel_list_size].bitmap = bm_load(Intel_info[i].anim_filename);
1100 Intel_list[Intel_list_size].desc = Intel_info[i].desc;
1101 Intel_list[Intel_list_size].index = i;
1102 Intel_list[Intel_list_size].name = Intel_info[i].name;
1109 // index lookup on intel is a pretty pointless, but it keeps everything
1110 // consistent and doesnt really hurt anything
1111 Current_list = Intel_list;
1112 Current_list_size = Intel_list_size;
1114 font_height = gr_get_font_height();
1115 max_num_entries_viewable = Tech_list_coords[gr_screen.res][SHIP_H_COORD] / font_height;
1116 Tech_slider.set_numberItems(Current_list_size > max_num_entries_viewable ? Current_list_size-max_num_entries_viewable : 0);
1118 techroom_start_anim();
1124 techroom_select_new_entry();
1128 int techroom_button_pressed(int num)
1131 case SHIPS_DATA_TAB:
1132 case WEAPONS_DATA_TAB:
1133 case INTEL_DATA_TAB:
1134 techroom_change_tab(num);
1138 #if !defined(E3_BUILD) && !defined(PD_BUILD)
1139 gamesnd_play_iface(SND_SWITCH_SCREENS);
1140 gameseq_post_event(GS_EVENT_SIMULATOR_ROOM);
1147 #if !defined(E3_BUILD) && !defined(PD_BUILD)
1148 gamesnd_play_iface(SND_SWITCH_SCREENS);
1149 gameseq_post_event(GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN);
1156 #if !defined(E3_BUILD) && !defined(PD_BUILD)
1157 gamesnd_play_iface(SND_SWITCH_SCREENS);
1158 gameseq_post_event(GS_EVENT_CREDITS);
1164 case PREV_ENTRY_BUTTON:
1168 case NEXT_ENTRY_BUTTON:
1172 case SCROLL_LIST_UP:
1173 tech_scroll_list_up();
1174 Tech_slider.forceUp();
1177 case SCROLL_LIST_DOWN:
1178 tech_scroll_list_down();
1179 Tech_slider.forceDown();
1182 case SCROLL_INFO_UP:
1183 tech_scroll_info_up();
1186 case SCROLL_INFO_DOWN:
1187 tech_scroll_info_down();
1191 launch_context_help();
1192 gamesnd_play_iface(SND_HELP_PRESSED);
1195 case OPTIONS_BUTTON:
1196 gamesnd_play_iface(SND_SWITCH_SCREENS);
1197 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
1201 gamesnd_play_iface(SND_COMMIT_PRESSED);
1202 gameseq_post_event(GS_EVENT_MAIN_MENU);
1209 int techroom_load_ani(anim **animpp, char *name)
1211 int load_attempts = 0;
1212 char anim_filename[64] = "2_";
1215 // (i dont think there are any hi-res anims for these tho)
1216 if (gr_screen.res == GR_1024) {
1217 strcat(anim_filename, name);
1219 strcpy(anim_filename, name);
1223 if ( load_attempts++ > 5 ) {
1224 // Tech_room_ask_for_cd = 0;
1228 *animpp = anim_load(anim_filename, 1);
1231 } else if (gr_screen.res == GR_1024) {
1232 // try to load low-res version if hi-res failed
1233 *animpp = anim_load(name, 1);
1239 // couldn't load animation, ask user to insert CD (if necessary)
1240 // if ( Tech_room_ask_for_cd ) {
1241 // if ( game_do_cd_check() == 0 ) {
1242 // Tech_room_ask_for_cd = 0;
1253 void techroom_intel_init()
1256 static int inited = 0;
1258 // open localization
1262 if ((rval = setjmp(parse_abort)) != 0) {
1263 // close localization
1268 read_file_text("species.tbl");
1271 Intel_info_size = 0;
1273 while (optional_string("$Entry:")) {
1274 Assert(Intel_info_size < MAX_INTEL_ENTRIES);
1275 if (Intel_info_size >= MAX_INTEL_ENTRIES) break;
1277 required_string("$Name:");
1278 stuff_string(Intel_info[Intel_info_size].name, F_NAME, NULL, 32);
1279 required_string("$Anim:");
1280 stuff_string(Intel_info[Intel_info_size].anim_filename, F_NAME, NULL, 32);
1281 required_string("$AlwaysInTechRoom:");
1282 stuff_int(&Intel_info[Intel_info_size].in_tech_db);
1283 required_string("$Description:");
1284 stuff_string(Intel_info[Intel_info_size].desc, F_MULTITEXT, NULL, TECH_INTEL_DESC_LEN);
1293 // close localization
1297 void techroom_init()
1300 techroom_buttons *b;
1312 // Tech_room_ask_for_cd = 1;
1314 // backup and bash detail level stuff
1315 Tech_detail_backup = Detail.detail_distance;
1316 Detail.detail_distance = MAX_DETAIL_LEVEL;
1317 Tech_texture_backup = Detail.hardware_textures;
1318 Detail.hardware_textures = MAX_DETAIL_LEVEL;
1321 Palette_bmp = bm_load("TechDataPalette");
1322 Assert(Palette_bmp);
1323 bm_get_palette(Palette_bmp, Palette, Palette_name); // get the palette for this bitmap
1324 gr_set_palette(Palette_name, Palette, 1);
1328 The_mission.flags &= ~MISSION_FLAG_FULLNEB;
1331 Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
1332 Ui_window.set_mask_bmap(Tech_mask_filename[gr_screen.res]);
1334 Tech_background_bitmap = bm_load(Tech_background_filename[gr_screen.res]);
1335 if (Tech_background_bitmap < 0) {
1336 // failed to load bitmap, not a good thing
1340 for (i=0; i<NUM_BUTTONS; i++) {
1341 b = &Buttons[gr_screen.res][i];
1343 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, b->flags & REPEAT, 1);
1344 // set up callback for when a mouse first goes over a button
1346 b->button.set_bmaps(b->filename);
1347 // if ( !(b->flags & NO_MOUSE_OVER_SOUND) ) {
1348 b->button.set_highlight_action(common_play_highlight_sound);
1355 b->button.link_hotspot(b->hotspot);
1358 // common tab button text
1359 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);
1360 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);
1361 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);
1362 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);
1364 // common ship/weapon/intel text
1365 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);
1366 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);
1367 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);
1369 // common help/options/commit text
1371 // NK: removed these two text labels on Tech screen update 4/26/99
1372 // 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);
1373 // 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);
1374 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);
1376 if (Player->flags & PLAYER_FLAGS_IS_MULTI) {
1377 Buttons[gr_screen.res][SIMULATOR_TAB].button.disable();
1378 Buttons[gr_screen.res][CUTSCENES_TAB].button.disable();
1382 Buttons[gr_screen.res][PREV_ENTRY_BUTTON].button.set_hotkey(KEY_LEFT);
1383 Buttons[gr_screen.res][NEXT_ENTRY_BUTTON].button.set_hotkey(KEY_RIGHT);
1384 Buttons[gr_screen.res][SCROLL_INFO_UP].button.set_hotkey(KEY_UP);
1385 Buttons[gr_screen.res][SCROLL_INFO_DOWN].button.set_hotkey(KEY_DOWN);
1388 for (i=0; i<LIST_BUTTONS_MAX; i++) {
1389 List_buttons[i].create(&Ui_window, "", 0, 0, 60, 30, 0, 1);
1390 List_buttons[i].hide();
1391 List_buttons[i].disable();
1394 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);
1398 ShipWin01 = bm_load(NOX("ShipWin01"));
1399 ShipWin02 = bm_load(NOX("ShipWin02"));
1400 ShipWin03 = bm_load(NOX("ShipWin03"));
1401 ShipWin04 = bm_load(NOX("ShipWin04"));
1404 Buttons[gr_screen.res][HELP_BUTTON].button.set_hotkey(KEY_F1);
1405 Buttons[gr_screen.res][EXIT_BUTTON].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
1406 Buttons[gr_screen.res][SCROLL_LIST_UP].button.set_hotkey(KEY_PAGEUP);
1407 Buttons[gr_screen.res][SCROLL_LIST_DOWN].button.set_hotkey(KEY_PAGEDOWN);
1409 // init help overlay states
1410 help_overlay_set_state(TECH_ROOM_OVERLAY, 0);
1413 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);
1415 Cur_anim_instance = NULL;
1417 // zero weapon and intel anim/bitmap stuff
1418 for(idx=0; idx<MAX_WEAPON_TYPES; idx++){
1419 Weapon_list[idx].animation = NULL;
1420 Weapon_list[idx].bitmap = -1;
1422 for(idx=0; idx<MAX_INTEL_ENTRIES; idx++){
1423 Intel_list[idx].animation = NULL;
1424 Intel_list[idx].bitmap = -1;
1427 Anim_playing_id = -1;
1428 techroom_change_tab(Tab);
1431 void techroom_close()
1435 techroom_stop_anim(-1);
1436 for (i=0; i<MAX_WEAPON_TYPES; i++) {
1437 if ( Weapon_list[i].animation ) {
1438 anim_free(Weapon_list[i].animation);
1439 Weapon_list[i].animation = NULL;
1441 if( Weapon_list[i].bitmap >= 0 ){
1442 bm_unload(Weapon_list[i].bitmap);
1443 Weapon_list[i].bitmap = -1;
1447 for (i=0; i<MAX_INTEL_ENTRIES; i++){
1448 if (Intel_list[i].animation != NULL) {
1449 anim_free(Intel_list[i].animation);
1450 Intel_list[i].animation = NULL;
1452 if( Intel_list[i].bitmap >= 0 ){
1453 bm_unload(Intel_list[i].bitmap);
1454 Intel_list[i].bitmap = -1;
1464 bm_unload(ShipWin01);
1467 bm_unload(ShipWin02);
1470 bm_unload(ShipWin03);
1473 bm_unload(ShipWin04);
1477 if (Tech_background_bitmap) {
1478 bm_unload(Tech_background_bitmap);
1481 Ui_window.destroy();
1482 common_free_interface_palette(); // restore game palette
1484 bm_unload(Palette_bmp);
1487 // restore detail settings
1488 Detail.detail_distance = Tech_detail_backup;
1489 Detail.hardware_textures = Tech_texture_backup;
1492 void techroom_do_frame(float frametime)
1496 // turn off controls when overlay is on
1497 if ( help_overlay_active(TECH_ROOM_OVERLAY) ) {
1498 Buttons[gr_screen.res][HELP_BUTTON].button.reset_status();
1499 Ui_window.set_ignore_gadgets(1);
1502 // turn off controls in trackball mode
1503 if (Trackball_active) {
1504 Ui_window.set_ignore_gadgets(1);
1506 Ui_window.set_ignore_gadgets(0);
1509 k = Ui_window.process() & ~KEY_DEBUGGED;
1511 if ( (k > 0) || B1_JUST_RELEASED ) {
1512 if ( help_overlay_active(TECH_ROOM_OVERLAY) ) {
1513 help_overlay_set_state(TECH_ROOM_OVERLAY, 0);
1514 Ui_window.set_ignore_gadgets(0);
1519 if ( !help_overlay_active(TECH_ROOM_OVERLAY) ) {
1520 Ui_window.set_ignore_gadgets(0);
1524 case KEY_SHIFTED | KEY_TAB: // activate previous tab
1530 techroom_change_tab(i);
1533 case KEY_TAB: // activate next tab
1535 if (i >= NUM_TABS) {
1539 techroom_change_tab(i);
1542 case KEY_CTRLED | KEY_DOWN:
1543 if ( !(Player->flags & PLAYER_FLAGS_IS_MULTI) ) {
1544 techroom_button_pressed(SIMULATOR_TAB);
1549 case KEY_CTRLED | KEY_UP:
1550 techroom_button_pressed(CREDITS_TAB);
1561 case KEY_CTRLED | KEY_ENTER:
1563 gameseq_post_event(GS_EVENT_MAIN_MENU);
1567 // check ship model window for activity
1568 if (View_window.pressed()) {
1569 Trackball_active = 1;
1573 Trackball_active = 0;
1576 // check all da buttons
1577 for (i=0; i<NUM_BUTTONS; i++) {
1578 if (Buttons[gr_screen.res][i].button.pressed()) {
1579 if (techroom_button_pressed(i)) {
1585 // check for mouseovers/clicks on the selection list
1586 Select_tease_line = -1;
1587 for (i=0; i<LIST_BUTTONS_MAX; i++) {
1588 if (List_buttons[i].is_mouse_on()) {
1589 Select_tease_line = i + List_offset;
1592 if (List_buttons[i].pressed()) {
1593 Cur_entry = i + List_offset;
1594 gamesnd_play_iface(SND_USER_SELECT);
1595 techroom_select_new_entry();
1599 // clear & draw bg bitmap
1600 GR_MAYBE_CLEAR_RES(Tech_background_bitmap);
1601 if (Tech_background_bitmap >= 0) {
1602 gr_set_bitmap(Tech_background_bitmap);
1608 case SHIPS_DATA_TAB:
1609 techroom_ships_render(frametime);
1613 gr_set_bitmap(ShipWin01);
1614 gr_bitmap(223, 104);
1618 gr_set_bitmap(ShipWin02);
1619 gr_bitmap(621, 124);
1623 gr_set_bitmap(ShipWin03);
1624 gr_bitmap(223, 338);
1628 gr_set_bitmap(ShipWin04);
1629 gr_bitmap(218, 124);
1635 case WEAPONS_DATA_TAB:
1636 techroom_weapons_render2(frametime);
1639 case INTEL_DATA_TAB:
1640 techroom_intel_render(frametime);
1646 for (i=TECH_DATABASE_TAB; i<=CREDITS_TAB; i++) {
1647 if (Buttons[gr_screen.res][i].button.button_down()) {
1651 if (i > CREDITS_TAB) {
1652 Buttons[gr_screen.res][TECH_DATABASE_TAB].button.draw_forced(2);
1655 for (i=0; i<NUM_TABS; i++){
1656 if (Buttons[gr_screen.res][i].button.button_down()){
1661 Buttons[gr_screen.res][Tab].button.draw_forced(2);
1664 // blit help overlay if active
1665 help_overlay_maybe_blit(TECH_ROOM_OVERLAY);