2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/MissionUI/MissionCmdBrief.cpp $
15 * Mission Command Briefing Screen
18 * Revision 1.5 2003/08/03 16:10:29 taylor
19 * cleanup; compile warning fixes
21 * Revision 1.4 2003/05/25 02:30:43 taylor
24 * Revision 1.3 2002/06/09 04:41:23 relnev
25 * added copyright header
27 * Revision 1.2 2002/05/07 03:16:46 theoddone33
28 * The Great Newline Fix
30 * Revision 1.1.1.1 2002/05/03 03:28:10 root
34 * 14 10/06/99 10:28a Jefff
35 * for OEM: cmd brief anim defaults to the default anim if load failure
37 * 13 9/03/99 1:32a Dave
38 * CD checking by act. Added support to play 2 cutscenes in a row
39 * seamlessly. Fixed super low level cfile bug related to files in the
40 * root directory of a CD. Added cheat code to set campaign mission # in
43 * 12 8/27/99 12:04a Dave
44 * Campaign loop screen.
46 * 11 8/19/99 6:28p Jefff
47 * move animation in 640 a bit
49 * 10 7/15/99 4:11p Andsager
50 * Leave command briefs in DEMO
52 * 9 7/15/99 9:20a Andsager
53 * FS2_DEMO initial checkin
55 * 8 7/09/99 10:32p Dave
56 * Command brief and red alert screens.
58 * 7 2/08/99 5:06p Johnson
59 * Removed reference to a now non-existent palette.
61 * 6 1/30/99 5:08p Dave
62 * More new hi-res stuff.Support for nice D3D textures.
64 * 5 1/14/99 5:15p Neilk
65 * changed credits, command debrief interfaces to high resolution support
67 * 4 10/16/98 9:40a Andsager
68 * Remove ".h" files from model.h
70 * 3 10/13/98 9:28a Dave
71 * Started neatening up freespace.h. Many variables renamed and
72 * reorganized. Added AlphaColors.[h,cpp]
74 * 2 10/07/98 10:53a Dave
77 * 1 10/07/98 10:49a Dave
79 * 42 6/09/98 10:31a Hoffoss
80 * Created index numbers for all xstr() references. Any new xstr() stuff
81 * added from here on out should be added to the end if the list. The
82 * current list count can be found in FreeSpace.cpp (search for
85 * 41 6/05/98 9:54a Lawrance
88 * 40 6/01/98 11:43a John
89 * JAS & MK: Classified all strings for localization.
91 * 39 5/26/98 11:10a Lawrance
92 * Fix bug where window controls get disabled when F1 pressed twice
94 * 38 5/23/98 10:38p Lawrance
95 * Avoid doing a cfile refresh when running debug
97 * 37 5/23/98 6:49p Lawrance
98 * Fix problems with refreshing the file list when a CD is inserted
100 * 36 5/22/98 11:15a Lawrance
101 * Tweak how CD gets asked for
103 * 35 5/21/98 6:57p Lawrance
104 * Only ask for the CD once
106 * 34 5/20/98 9:46p John
107 * added code so the places in code that change half the palette don't
108 * have to clear the screen.
110 * 33 5/20/98 6:41p Lawrance
111 * Add hook for command brief stage changes
113 * 32 5/18/98 5:59p Hoffoss
114 * Made command briefing advanced now once the speech stops and animation
115 * has fully played once, whichever is longer.
117 * 31 5/14/98 3:34p Hoffoss
118 * Made command brief screen wait until animation finishes before
119 * auto-advancing to the next state (in addition to the wait that was
120 * already implemented).
122 * 30 5/08/98 5:32p Lawrance
123 * prompt for CD if can't load animations or voice
125 * 29 5/06/98 11:49p Lawrance
126 * Add help overlay for command brief
128 * 28 5/05/98 2:44p Hoffoss
129 * Fixed bug where not having a valid command brief ani would crash the
132 * 27 4/28/98 4:16p Hoffoss
133 * Implemented auto-advancing functionality to command briefings.
135 * 26 4/27/98 11:01a Hoffoss
136 * Changed code to utilize proper palette.
138 * 25 4/26/98 5:11p Hoffoss
139 * Fixed bug where going to options screen and then returning to the cmd
140 * brief screen didn't start ani back up.
142 * 24 4/13/98 11:00a Hoffoss
143 * Made the ani in a cmd brief continue playing if it's the same as the
146 * 23 4/06/98 8:37p Hoffoss
147 * Fixed a few bugs with command brief screen. Now the voice starts after
148 * the text has printed, and options screen doesn't reset cmd brief.
150 * 22 4/06/98 11:24a Lawrance
151 * stop command brief music if returning to main menu
153 * 21 4/02/98 11:40a Lawrance
154 * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE
156 * 20 3/31/98 5:18p John
157 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
158 * bunch of debug stuff out of player file. Made model code be able to
159 * unload models and malloc out only however many models are needed.
162 * 19 3/31/98 12:00p Hoffoss
163 * Fixed bug with setting palette using <default> as filename.
165 * 18 3/30/98 3:22p Hoffoss
166 * Changed Command Brief screen to merge current ani's palette with
167 * interface palette for better overall color.
169 * 17 3/30/98 12:18a Lawrance
170 * change some DEMO_RELEASE code to not compile code rather than return
173 * 16 3/29/98 12:55a Lawrance
174 * Get demo build working with limited set of data.
176 * 15 3/27/98 9:49a Lawrance
177 * AL: Ensure anim stops playing when leaving the command brief
179 * 14 3/26/98 5:24p Hoffoss
180 * Changed Command Brief to use memory mapped ani files instead, so we
181 * avoid the huge pauses for huge anis that play!
183 * 13 3/24/98 8:52a Jasen
184 * Updated coords for new button.
186 * 12 3/23/98 4:21p Hoffoss
187 * Fixed bug where command brief screen couldn't be re-entered unless
188 * mission was reloaded.
190 * 11 3/19/98 5:59p Hoffoss
191 * Added reset to cmd brief shutdown.
193 * 10 3/19/98 5:32p Lawrance
194 * Added music to the background of command brief screen.
196 * 9 3/19/98 4:25p Hoffoss
197 * Added remaining support for command brief screen (ANI and WAVE file
200 * 8 3/18/98 12:03p John
201 * Marked all the new strings as externalized or not.
203 * 7 3/17/98 6:24p Hoffoss
204 * Added ani playing to command brief screen, which defaults to
207 * 6 3/13/98 6:12p Frank
208 * AL: Fix bug caused by conflict with command brief and red alert
211 * 5 3/13/98 3:44p Hoffoss
212 * Added stage indication to Mission Command Briefing screen.
214 * 4 3/12/98 4:02p Hoffoss
217 * 3 3/05/98 9:38p Hoffoss
218 * Finished up command brief screen.
220 * 2 3/05/98 3:59p Hoffoss
221 * Added a bunch of new command brief stuff, and asteroid initialization
224 * 1 3/02/98 6:13p Hoffoss
232 #include "gamesequence.h"
233 #include "missionscreencommon.h"
237 #include "missionbriefcommon.h"
238 #include "missioncmdbrief.h"
239 #include "redalert.h"
240 #include "audiostr.h"
242 #include "eventmusic.h"
244 #include "contexthelp.h"
245 #include "alphacolors.h"
246 #include "animplay.h"
248 char *Cmd_brief_fname[GR_NUM_RESOLUTIONS] = {
253 char *Cmd_brief_mask[GR_NUM_RESOLUTIONS] = {
258 // lookups for coordinates
259 #define CMD_X_COORD 0
260 #define CMD_Y_COORD 1
261 #define CMD_W_COORD 2
262 #define CMD_H_COORD 3
264 int Cmd_text_wnd_coords[GR_NUM_RESOLUTIONS][4] = {
269 17, 109, 606, 108 // GR_640
273 28, 174, 969, 174 // GR_1024
278 int Cmd_stage_y[GR_NUM_RESOLUTIONS] = {
287 int Cmd_image_wnd_coords[GR_NUM_RESOLUTIONS][4] = {
292 26, 258, 441, 204 // GR_640
296 155, 475, 706, 327 // GR_1024
300 #define NUM_BUTTONS 8
303 #define FIRST_STAGE_BUTTON 0
304 #define PREV_STAGE_BUTTON 1
305 #define NEXT_STAGE_BUTTON 2
306 #define LAST_STAGE_BUTTON 3
307 #define HELP_BUTTON 4
308 #define OPTIONS_BUTTON 5
309 #define ACCEPT_BUTTON 6
310 #define PAUSE_BUTTON 7
312 #define FIRST_STAGE_BUTTON 0
313 #define PREV_STAGE_BUTTON 1
314 #define PAUSE_BUTTON 2
315 #define NEXT_STAGE_BUTTON 3
316 #define LAST_STAGE_BUTTON 4
317 #define HELP_BUTTON 5
318 #define OPTIONS_BUTTON 6
319 #define ACCEPT_BUTTON 7
323 ui_button_info Cmd_brief_buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
326 ui_button_info("CBB_00", 144, 442, -1, -1, 0), // vcr - beginning
327 ui_button_info("CBB_01", 169, 442, -1, -1, 1), // vcr - reverse
328 ui_button_info("CBB_02", 221, 442, -1, -1, 2), // vcr - play
329 ui_button_info("CBB_03", 247, 442, -1, -1, 3), // vcr - end
330 ui_button_info("CBB_04", 469, 424, -1, -1, 4), // help
331 ui_button_info("CBB_05", 447, 452, -1, -1, 5), // options
332 ui_button_info("CBB_06", 552, 411, -1, -1, 6), // continue
333 ui_button_info("CBB_07", 195, 442, -1, -1, 7), // vcr - pause
335 ui_button_info("CBB_00", 504, 221, -1, -1, 0),
336 ui_button_info("CBB_01", 527, 221, -1, -1, 1),
337 ui_button_info("CBB_02", 555, 221, -1, -1, 2),
338 ui_button_info("CBB_03", 583, 221, -1, -1, 3),
339 ui_button_info("CBB_04", 607, 221, -1, -1, 4),
340 ui_button_info("CBB_05", 539, 431, -1, -1, 5),
341 ui_button_info("CBB_06", 538, 455, -1, -1, 6),
342 ui_button_info("CBB_07", 575, 432, -1, -1, 7),
346 ui_button_info("2_CBB_00", 806, 354, -1, -1, 0),
347 ui_button_info("2_CBB_01", 844, 354, -1, -1, 1),
348 ui_button_info("2_CBB_02", 888, 354, -1, -1, 2),
349 ui_button_info("2_CBB_03", 933, 354, -1, -1, 3),
350 ui_button_info("2_CBB_04", 971, 354, -1, -1, 4),
351 ui_button_info("2_CBB_05", 863, 690, -1, -1, 5),
352 ui_button_info("2_CBB_06", 861, 728, -1, -1, 6),
353 ui_button_info("2_CBB_07", 920, 692, -1, -1, 7),
359 #define CMD_BRIEF_NUM_TEXT 0
361 #define CMD_BRIEF_NUM_TEXT 3
363 UI_XSTR Cmd_brief_text[GR_NUM_RESOLUTIONS][CMD_BRIEF_NUM_TEXT] = {
365 // not needed for FS1
367 { "Help", 928, 500, 440, UI_XSTR_COLOR_GREEN, -1, &Cmd_brief_buttons[0][HELP_BUTTON].button },
368 { "Options", 1036, 479, 464, UI_XSTR_COLOR_GREEN, -1, &Cmd_brief_buttons[0][OPTIONS_BUTTON].button },
369 { "Continue", 1069, 564, 413, UI_XSTR_COLOR_PINK, -1, &Cmd_brief_buttons[0][ACCEPT_BUTTON].button },
373 // not needed for FS1
375 { "Help", 928, 800, 704, UI_XSTR_COLOR_GREEN, -1, &Cmd_brief_buttons[1][HELP_BUTTON].button },
376 { "Options", 1036, 797, 743, UI_XSTR_COLOR_GREEN, -1, &Cmd_brief_buttons[1][OPTIONS_BUTTON].button },
377 { "Continue", 1069, 917, 661, UI_XSTR_COLOR_PINK, -1, &Cmd_brief_buttons[1][ACCEPT_BUTTON].button },
382 static UI_WINDOW Ui_window;
383 static int Background_bitmap; // bitmap for the background of the cmd_briefing
384 static int Cur_stage;
385 static int Scroll_offset;
386 static int Cmd_brief_inited = 0;
387 // static int Cmd_brief_ask_for_cd;
388 static int Voice_good_to_go = 0;
389 static int Voice_started_time = 0;
390 static int Voice_ended_time;
391 static int Anim_playing_id = -1;
392 static anim_instance *Cur_anim_instance = NULL;
393 static int Last_anim_frame_num;
395 static int Cmd_brief_last_voice;
396 //static int Palette_bmp = -1; // no longer used
397 static ubyte Palette[768];
398 //static char Palette_name[128]; // no longer used
400 void cmd_brief_init_voice()
404 Assert(Cur_cmd_brief);
405 for (i=0; i<Cur_cmd_brief->num_stages; i++) {
406 Cur_cmd_brief->stage[i].wave = -1;
407 if (stricmp(Cur_cmd_brief->stage[i].wave_filename, NOX("none")) && Cur_cmd_brief->stage[i].wave_filename[0]) {
408 Cur_cmd_brief->stage[i].wave = audiostream_open(Cur_cmd_brief->stage[i].wave_filename, ASF_VOICE);
409 if (Cur_cmd_brief->stage[i].wave < 0) {
410 nprintf(("General", "Failed to load \"%s\"", Cur_cmd_brief->stage[i].wave_filename));
415 Cmd_brief_last_voice = -1;
418 int cmd_brief_check_stage_done()
420 if (!Voice_good_to_go)
423 if (Voice_ended_time && (timer_get_milliseconds() - Voice_ended_time >= 1000))
426 if (Briefing_voice_enabled && (Cmd_brief_last_voice >= 0)) {
427 if (audiostream_is_playing(Cmd_brief_last_voice)){
431 if (!Voice_ended_time){
432 Voice_ended_time = timer_get_milliseconds();
438 // if we get here, there is no voice, so we simulate the time it would take instead
439 if (!Voice_ended_time)
440 Voice_ended_time = Voice_started_time + max(5000, Num_brief_text_lines[0] * 3500);
445 // start playback of the voice for a particular briefing stage
446 void cmd_brief_voice_play(int stage_num)
450 if (!Voice_good_to_go) {
451 Voice_started_time = 0;
455 if (!Voice_started_time) {
456 Voice_started_time = timer_get_milliseconds();
457 Voice_ended_time = 0;
460 if (!Briefing_voice_enabled){
464 if (Cur_stage >= 0 && Cur_stage < Cur_cmd_brief->num_stages){
465 voice = Cur_cmd_brief->stage[stage_num].wave;
468 // are we still on same voice that is currently playing/played?
469 if (Cmd_brief_last_voice == voice){
470 return; // no changes, nothing to do.
473 // if previous wave is still playing, stop it first.
474 if (Cmd_brief_last_voice >= 0) {
475 audiostream_stop(Cmd_brief_last_voice); // stream is automatically rewound
476 Cmd_brief_last_voice = -1;
479 // ok, new wave needs playing, so we can start playing it now (and it becomes the current wave)
480 Cmd_brief_last_voice = voice;
482 audiostream_play(voice, Master_voice_volume, 0);
486 // called to leave the command briefing screen
487 void cmd_brief_exit()
489 gameseq_post_event(GS_EVENT_START_BRIEFING);
492 void cmd_brief_stop_anim(int id)
494 if (Cur_anim_instance && (id != Anim_playing_id)) {
495 anim_stop_playing(Cur_anim_instance);
496 Cur_anim_instance = NULL;
499 Voice_good_to_go = 0;
500 if (Cmd_brief_last_voice >= 0) {
501 audiostream_stop(Cmd_brief_last_voice); // stream is automatically rewound
502 Cmd_brief_last_voice = -1;
506 void cmd_brief_new_stage(int stage)
509 anim_play_struct aps;
512 cmd_brief_stop_anim(-1);
514 Anim_playing_id = -1;
518 brief_color_text_init(Cur_cmd_brief->stage[stage].text, Cmd_text_wnd_coords[gr_screen.res][CMD_W_COORD]);
520 i = Cur_cmd_brief->stage[Cur_stage].anim_ref;
524 cmd_brief_stop_anim(i);
526 if (i != Anim_playing_id) {
527 if (Cur_cmd_brief->stage[i].anim) {
528 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]);
530 Cur_anim_instance = anim_play(&aps);
531 Last_anim_frame_num = 0;
537 if (Cur_cmd_brief->stage[i].anim) {
538 memcpy(Palette, Cur_cmd_brief->stage[i].anim->palette, 384);
539 gr_set_palette(Cur_cmd_brief->stage[i].ani_filename, Palette, 1);
543 void cmd_brief_hold()
545 cmd_brief_stop_anim(-1);
546 Anim_playing_id = -1;
549 void cmd_brief_unhold()
551 cmd_brief_new_stage(Cur_stage);
554 void cmd_brief_button_pressed(int n)
558 launch_context_help();
559 gamesnd_play_iface(SND_HELP_PRESSED);
563 gamesnd_play_iface(SND_SWITCH_SCREENS);
564 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
567 case FIRST_STAGE_BUTTON:
569 cmd_brief_new_stage(0);
570 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
572 gamesnd_play_iface(SND_GENERAL_FAIL);
577 case PREV_STAGE_BUTTON:
579 cmd_brief_new_stage(Cur_stage - 1);
580 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
582 gamesnd_play_iface(SND_GENERAL_FAIL);
587 case NEXT_STAGE_BUTTON:
588 if (Cur_stage < Cur_cmd_brief->num_stages - 1) {
589 cmd_brief_new_stage(Cur_stage + 1);
590 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
592 gamesnd_play_iface(SND_GENERAL_FAIL);
597 case LAST_STAGE_BUTTON:
598 if (Cur_stage < Cur_cmd_brief->num_stages - 1) {
599 cmd_brief_new_stage(Cur_cmd_brief->num_stages - 1);
600 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
602 gamesnd_play_iface(SND_GENERAL_FAIL);
608 gamesnd_play_iface(SND_COMMIT_PRESSED);
612 gamesnd_play_iface(SND_USER_SELECT);
613 Player->auto_advance ^= 1;
618 void cmd_brief_ani_wave_init(int index)
623 // first, search and see if anim is already used in another stage
624 for (i=0; i<index; i++) {
625 if (!stricmp(Cur_cmd_brief->stage[i].ani_filename, Cur_cmd_brief->stage[index].ani_filename)) {
626 if (Cur_cmd_brief->stage[i].anim_ref >= 0)
627 Cur_cmd_brief->stage[index].anim_ref = Cur_cmd_brief->stage[i].anim_ref;
629 Cur_cmd_brief->stage[index].anim_ref = i;
635 // this is the first instance of the given anim filename
636 Cur_cmd_brief->stage[index].anim_ref = -1;
637 name = Cur_cmd_brief->stage[index].ani_filename;
638 if (!name[0] || !stricmp(name, NOX("<default>")) || !stricmp(name, NOX("none.ani"))) {
639 name = NOX("CB_default");
640 strcpy(Cur_cmd_brief->stage[index].ani_filename, name);
643 int load_attempts = 0;
646 if ( load_attempts++ > 5 ) {
650 Cur_cmd_brief->stage[index].anim = anim_load(name, 1);
651 if ( Cur_cmd_brief->stage[index].anim ) {
655 // couldn't load animation, ask user to insert CD (if necessary)
656 // if ( Cmd_brief_ask_for_cd ) {
657 // if ( game_do_cd_check() == 0 ) {
658 // Cmd_brief_ask_for_cd = 0;
664 // check to see if cb anim loaded, if not, try the default one
665 if ( !Cur_cmd_brief->stage[index].anim ) {
666 Cur_cmd_brief->stage[index].anim = anim_load(NOX("CB_default"), 1);
670 void cmd_brief_init(int team)
672 common_music_init(SCORE_BRIEFING);
679 Cmd_brief_inited = 0;
680 Cur_cmd_brief = &Cmd_briefs[team];
682 if ( red_alert_mission() ) {
683 gameseq_post_event(GS_EVENT_RED_ALERT);
687 if (Cur_cmd_brief->num_stages <= 0)
697 Palette_bmp = bm_load("BarracksPalette"); //CommandBriefPalette");
699 bm_get_palette(Palette_bmp, Palette, Palette_name); // get the palette for this bitmap
700 gr_set_palette(Palette_name, Palette, 1);
704 common_set_interface_palette("BarracksPalette");
707 Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
708 Ui_window.set_mask_bmap(Cmd_brief_mask[gr_screen.res]);
710 // Cmd_brief_ask_for_cd = 1;
712 for (i=0; i<NUM_BUTTONS; i++) {
713 b = &Cmd_brief_buttons[gr_screen.res][i];
715 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, 0, 1);
716 // set up callback for when a mouse first goes over a button
717 b->button.set_highlight_action(common_play_highlight_sound);
718 b->button.set_bmaps(b->filename);
719 b->button.link_hotspot(b->hotspot);
723 for(i=0; i<CMD_BRIEF_NUM_TEXT; i++){
724 Ui_window.add_XSTR(&Cmd_brief_text[gr_screen.res][i]);
727 // set up readyrooms for buttons so we draw the correct animation frame when a key is pressed
728 Cmd_brief_buttons[gr_screen.res][FIRST_STAGE_BUTTON].button.set_hotkey(KEY_SHIFTED | KEY_LEFT);
729 Cmd_brief_buttons[gr_screen.res][LAST_STAGE_BUTTON].button.set_hotkey(KEY_SHIFTED | KEY_RIGHT);
730 Cmd_brief_buttons[gr_screen.res][PREV_STAGE_BUTTON].button.set_hotkey(KEY_LEFT);
731 Cmd_brief_buttons[gr_screen.res][NEXT_STAGE_BUTTON].button.set_hotkey(KEY_RIGHT);
732 Cmd_brief_buttons[gr_screen.res][ACCEPT_BUTTON].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
733 Cmd_brief_buttons[gr_screen.res][HELP_BUTTON].button.set_hotkey(KEY_F1);
734 Cmd_brief_buttons[gr_screen.res][OPTIONS_BUTTON].button.set_hotkey(KEY_F2);
736 // load in help overlay bitmap
737 help_overlay_load(CMD_BRIEF_OVERLAY);
738 help_overlay_set_state(CMD_BRIEF_OVERLAY,0);
740 Background_bitmap = bm_load(Cmd_brief_fname[gr_screen.res]);
742 for (i=0; i<Cur_cmd_brief->num_stages; i++)
743 cmd_brief_ani_wave_init(i);
745 cmd_brief_init_voice();
747 Cur_anim_instance = NULL;
748 cmd_brief_new_stage(0);
749 Cmd_brief_inited = 1;
754 void cmd_brief_close()
758 if (Cmd_brief_inited) {
759 cmd_brief_stop_anim(-1);
760 Anim_playing_id = -1;
761 for (i=0; i<Cur_cmd_brief->num_stages; i++) {
762 if (Cur_cmd_brief->stage[i].wave >= 0)
763 audiostream_close_file(Cur_cmd_brief->stage[i].wave, 0);
765 if (Cur_cmd_brief->stage[i].anim_ref < 0)
766 if (Cur_cmd_brief->stage[i].anim)
767 anim_free(Cur_cmd_brief->stage[i].anim);
770 if (Background_bitmap >= 0)
771 bm_unload(Background_bitmap);
773 // unload the overlay bitmap
774 help_overlay_unload(CMD_BRIEF_OVERLAY);
779 bm_unload(Palette_bmp);
783 common_free_interface_palette();
787 Cmd_brief_inited = 0;
791 void cmd_brief_do_frame(float frametime)
796 // if no command briefing exists, skip this screen.
797 if (!Cmd_brief_inited) {
802 if ( help_overlay_active(CMD_BRIEF_OVERLAY) ) {
803 Cmd_brief_buttons[gr_screen.res][HELP_BUTTON].button.reset_status();
804 Ui_window.set_ignore_gadgets(1);
807 k = Ui_window.process() & ~KEY_DEBUGGED;
809 if ( (k > 0) || B1_JUST_RELEASED ) {
810 if ( help_overlay_active(CMD_BRIEF_OVERLAY) ) {
811 help_overlay_set_state(CMD_BRIEF_OVERLAY, 0);
812 Ui_window.set_ignore_gadgets(0);
817 if ( !help_overlay_active(CMD_BRIEF_OVERLAY) ) {
818 Ui_window.set_ignore_gadgets(0);
823 common_music_close();
824 gameseq_post_event(GS_EVENT_MAIN_MENU);
828 for (i=0; i<NUM_BUTTONS; i++){
829 if (Cmd_brief_buttons[gr_screen.res][i].button.pressed()){
830 cmd_brief_button_pressed(i);
834 cmd_brief_voice_play(Cur_stage);
837 if (cmd_brief_check_stage_done() && Player->auto_advance && (Cur_stage < Cur_cmd_brief->num_stages - 1)){
838 // if (!Cur_anim_instance || (Cur_anim_instance->frame_num < Last_anim_frame_num))
839 if (!Cur_anim_instance || Cur_anim_instance->loop_count){
840 cmd_brief_new_stage(Cur_stage + 1);
844 if (Cur_anim_instance){
845 Last_anim_frame_num = Cur_anim_instance->frame_num;
848 GR_MAYBE_CLEAR_RES(Background_bitmap);
849 if (Background_bitmap >= 0) {
850 gr_set_bitmap(Background_bitmap);
855 // JAS: This code is hacked to allow the animation to use all 256 colors
856 extern int Palman_allow_any_color;
857 Palman_allow_any_color = 1;
858 anim_render_all(0, frametime);
859 Palman_allow_any_color = 0;
863 if (!Player->auto_advance){
864 Cmd_brief_buttons[gr_screen.res][PAUSE_BUTTON].button.draw_forced(2);
868 gr_set_color_fast(&Color_text_heading);
870 sprintf(buf, XSTR( "Stage %d of %d", 464), Cur_stage + 1, Cur_cmd_brief->num_stages);
871 gr_get_string_size(&w, NULL, buf);
872 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);
874 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)){
875 Voice_good_to_go = 1;
878 // blit help overlay if active
879 help_overlay_maybe_blit(CMD_BRIEF_OVERLAY);