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1770 lines
49 KiB
C++
1770 lines
49 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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/*
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* $Logfile: /Freespace2/code/MenuUI/TechMenu.cpp $
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* $Revision: 2.6 $
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* $Date: 2003-04-05 11:09:22 $
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* $Author: Goober5000 $
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*
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* C module that contains functions to drive the Tech Menu user interface
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*
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* $Log: not supported by cvs2svn $
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* Revision 2.5 2003/03/18 10:07:03 unknownplayer
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* The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can.
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*
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* Revision 2.4 2003/03/03 04:28:37 Goober5000
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* fixed the tech room bug! yay!
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* --Goober5000
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*
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* Revision 2.3 2002/12/07 01:37:42 bobboau
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* inital decals code, if you are worried a bug is being caused by the decals code it's only references are in,
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* collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949.
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* it needs a better renderer, but is in prety good shape for now,
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* I also (think) I squashed a bug in the warpmodel code
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*
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* Revision 2.2 2002/11/27 01:20:51 sesquipedalian
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* Added Phreak's fix for the weapons room bug. Can now view a modified weapons.tbl in the tech room without crashing
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*
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* Revision 2.1.2.1 2002/09/24 18:56:43 randomtiger
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* DX8 branch commit
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*
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* This is the scub of UP's previous code with the more up to date RT code.
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* For full details check previous dev e-mails
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*
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* Revision 2.1 2002/08/01 01:41:06 penguin
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* The big include file move
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*
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* Revision 2.0 2002/06/03 04:02:24 penguin
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* Warpcore CVS sync
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*
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* Revision 1.2 2002/05/04 04:52:22 mharris
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* 1st draft at porting
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*
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* Revision 1.1 2002/05/02 18:03:09 mharris
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* Initial checkin - converted filenames and includes to lower case
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*
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*
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* 43 11/02/99 3:22p Jefff
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* translate ship names in tech room
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*
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* 42 10/25/99 5:47p Jefff
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* reassigned some xstr ids
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*
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* 41 10/12/99 4:50p Jefff
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*
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* 40 9/08/99 11:09a Dave
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* Use stills for intel and weapon stuff in the techroom if animations
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* aren't avaliable.
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*
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* 39 9/05/99 11:19p Dave
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* Made d3d texture cache much more safe. Fixed training scoring bug where
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* it would backout scores without ever having applied them in the first
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* place.
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*
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* 38 9/03/99 11:19a Jefff
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* fixed double render of intel descriptions
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*
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* 37 9/03/99 1:32a Dave
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* CD checking by act. Added support to play 2 cutscenes in a row
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* seamlessly. Fixed super low level cfile bug related to files in the
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* root directory of a CD. Added cheat code to set campaign mission # in
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* main hall.
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*
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* 36 9/01/99 5:12p Jefff
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* Fixed bad scroll bug
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*
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* 35 8/25/99 3:03p Jefff
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* 'more' indicator, lotsa coord changes for new background, disabling of
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* buttons in trackball mode, list follows selected item when prev/next
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* buttons used.
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*
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* 34 8/24/99 8:55p Dave
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* Make sure nondimming pixels work properly in tech menu.
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*
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* 33 8/24/99 10:47a Jefff
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* tech room weapon anims. added tech anim field to weapons.tbl
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*
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* 32 8/10/99 5:29p Jefff
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* use new tech_title field in weapons array
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*
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* 31 8/10/99 3:45p Jefff
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* Put the smack down on the tech room. Its all new, but tastefully done.
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*
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* 30 8/09/99 5:53p Jefff
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*
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* 29 8/02/99 10:27a Jefff
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* removed a warning for the time being
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*
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* 28 8/02/99 10:13a Jefff
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* started scrubbing, waiting till after demo to continue
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*
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* 27 7/28/99 1:02p Jefff
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* Changed "Species" to "Intelligence" -- also changed in strings.tbl.
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*
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* 26 7/26/99 4:33p Jordonr
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* Don't need techroom palette
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*
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* 25 7/20/99 1:49p Dave
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* Peter Drake build. Fixed some release build warnings.
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*
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* 24 7/19/99 2:13p Dave
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* Added some new strings for Heiko.
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*
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* 23 7/14/99 9:42a Dave
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* Put in clear_color debug function. Put in base for 3dnow stuff / P3
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* stuff
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*
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* 22 6/16/99 4:06p Dave
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* New pilot info popup. Added new draw-bitmap-as-poly function.
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*
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* 21 5/09/99 8:57p Dave
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* Final E3 build preparations.
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*
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* 20 5/09/99 6:00p Dave
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* Lots of cool new effects. E3 build tweaks.
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*
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* 19 4/29/99 2:16p Neilk
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* added a 2nd callback for slider so its model is not loaded on mouselock
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* until mouse button is released
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*
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* 18 4/26/99 5:05p Neilk
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* updated to new artwork, added slider support
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*
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* 17 4/25/99 3:02p Dave
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* Build defines for the E3 build.
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*
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* 16 4/23/99 12:01p Johnson
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* Added SIF_HUGE_SHIP
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*
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* 15 4/12/99 10:07p Dave
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* Made network startup more forgiving. Added checkmarks to dogfight
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* screen for players who hit commit.
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*
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* 14 4/08/99 2:10a Dave
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* Numerous bug fixes for the beta. Added builtin mission info for the
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* beta.
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*
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* 13 2/19/99 11:42a Dave
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* Put in model rendering autocentering.
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*
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* 12 2/01/99 5:55p Dave
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* Removed the idea of explicit bitmaps for buttons. Fixed text
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* highlighting for disabled gadgets.
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*
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* 11 1/30/99 5:08p Dave
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* More new hi-res stuff.Support for nice D3D textures.
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*
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* 10 1/29/99 3:56p Neilk
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* Converted tech_infos screens to multiresolution
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*
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* 9 1/29/99 3:54p Neilk
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*
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* 8 1/29/99 12:47a Dave
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* Put in sounds for beam weapon. A bunch of interface screens (tech
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* database stuff).
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*
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* 7 11/30/98 1:07p Dave
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* 16 bit conversion, first run.
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*
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* 6 10/23/98 3:51p Dave
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* Full support for tstrings.tbl and foreign languages. All that remains
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* is to make it active in Fred.
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*
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* 5 10/16/98 9:40a Andsager
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* Remove ".h" files from model.h
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*
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* 4 10/13/98 2:47p Andsager
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* Remove reference to Tech_shivan_species_avail
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*
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* 3 10/13/98 9:28a Dave
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* Started neatening up freespace.h. Many variables renamed and
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* reorganized. Added AlphaColors.[h,cpp]
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*
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* 2 10/07/98 10:53a Dave
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* Initial checkin.
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*
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* 1 10/07/98 10:49a Dave
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*
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* 67 9/21/98 10:02p Dave
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* Last minute changes to techroom weapon/ship/species stuff.
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*
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* 66 9/07/98 2:49p Dan
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* Removed spurious Assert
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*
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* 65 7/06/98 2:42p Hoffoss
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* Fixed bug with weapons shown in tech database.
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*
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* 64 6/10/98 11:48a Lawrance
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* fix bug with trying to free NULL anims
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*
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* 63 6/05/98 9:54a Lawrance
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* OEM changes
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*
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* 62 6/01/98 11:43a John
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* JAS & MK: Classified all strings for localization.
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*
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* 61 5/26/98 11:10a Lawrance
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* Fix bug where window controls get disabled when F1 pressed twice
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*
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* 60 5/23/98 10:38p Lawrance
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* Avoid doing a cfile refresh when running debug
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*
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* 59 5/23/98 6:49p Lawrance
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* Fix problems with refreshing the file list when a CD is inserted
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*
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* 58 5/22/98 11:15a Lawrance
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* Tweak how CD gets asked for
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*
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* 57 5/22/98 1:06a Hoffoss
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* Made Fred not use OLE.
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*
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* 56 5/21/98 6:57p Lawrance
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* Only ask for the CD once
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*
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* 55 5/21/98 12:46a Hoffoss
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* Made text offset reset when new description is loaded.
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*
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* 54 5/20/98 9:46p John
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* added code so the places in code that change half the palette don't
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* have to clear the screen.
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*
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* 53 5/20/98 3:28p Sandeep
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* Fixed bug where in multi only discovered weapons show up, and in single
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* all weapons showed up (backwards).
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*
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* 52 5/20/98 2:11p Hoffoss
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* Fixed some species description problems.
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*
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* 51 5/18/98 6:45p Hoffoss
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* Added species descriptions to species database in techroom.
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*
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* 50 5/17/98 6:13p Hoffoss
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* Fixed scrolling of info text area.
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*
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* $NoKeywords: $
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*
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*/
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#include "gamesequence/gamesequence.h"
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#include "menuui/techmenu.h"
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#include "graphics/2d.h"
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#include "render/3d.h"
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#include "menuui/snazzyui.h"
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#include "playerman/managepilot.h"
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#include "io/key.h"
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#include "bmpman/bmpman.h"
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#include "io/timer.h"
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#include "mission/missioncampaign.h"
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#include "missionui/missionshipchoice.h"
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#include "freespace2/freespace.h"
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#include "menuui/mainhallmenu.h"
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#include "missionui/missionscreencommon.h"
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#include "gamesnd/gamesnd.h"
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#include "graphics/font.h"
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#include "math/vecmat.h"
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#include "io/mouse.h"
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#include "ui/uidefs.h"
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#include "gamehelp/contexthelp.h"
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#include "globalincs/alphacolors.h"
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#include "anim/animplay.h"
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#include "localization/localize.h"
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#include "lighting/lighting.h"
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#include "debugconsole/dbugfile.h"
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#define REVOLUTION_RATE 5.2f
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#define NUM_BUTTONS 16
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#define NUM_TABS 3
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#define LIST_BUTTONS_MAX 42
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#define SHIPS_DATA_MODE (1<<0)
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#define WEAPONS_DATA_MODE (1<<1)
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#define SPECIES_DATA_MODE (1<<2)
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#define WEAPONS_SPECIES_DATA_MODE (WEAPONS_DATA_MODE | SPECIES_DATA_MODE)
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#define SHIPS_DATA_TAB 0
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#define WEAPONS_DATA_TAB 1
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#define INTEL_DATA_TAB 2
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#define TECH_DATABASE_TAB 3
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#define SIMULATOR_TAB 4
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#define CUTSCENES_TAB 5
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#define CREDITS_TAB 6
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#define SCROLL_LIST_UP 7
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#define SCROLL_LIST_DOWN 8
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#define SCROLL_INFO_UP 9
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#define SCROLL_INFO_DOWN 10
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#define PREV_ENTRY_BUTTON 11
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#define NEXT_ENTRY_BUTTON 12
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#define HELP_BUTTON 13
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#define OPTIONS_BUTTON 14
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#define EXIT_BUTTON 15
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//#define PREV_ENTRY_BUTTON2 16
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//#define NEXT_ENTRY_BUTTON2 17
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#define REPEAT (1<<0)
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#define NO_MOUSE_OVER_SOUND (1<<1)
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// indicies for coords
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#define SHIP_X_COORD 0
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#define SHIP_Y_COORD 1
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#define SHIP_W_COORD 2
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#define SHIP_H_COORD 3
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// background filename for species
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// note weapon filename is now same as ship filename
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char *Tech_background_filename[GR_NUM_RESOLUTIONS] = {
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"TechShipData",
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"2_TechShipData"
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};
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char *Tech_mask_filename[GR_NUM_RESOLUTIONS] = {
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"TechShipData-M",
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"2_TechShipData-M"
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};
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char *Tech_slider_filename[GR_NUM_RESOLUTIONS] = {
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"slider",
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"2_slider"
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};
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int Tech_list_coords[GR_NUM_RESOLUTIONS][4] = {
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{ // GR_640
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27, 98, 161, 234
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},
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{ // GR_1024
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43, 157, 253, 374
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}
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};
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int Tech_ship_display_coords[GR_NUM_RESOLUTIONS][4] = {
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{ // GR_640
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239, 98, 393, 222
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},
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{ // GR_1024
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382, 158, 629, 355
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}
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};
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int Tech_desc_coords[GR_NUM_RESOLUTIONS][4] = {
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{ // GR_640
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29, 347, 365, 125
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},
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{ // GR_1024
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47, 555, 584, 200
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}
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};
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int Tech_ani_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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196, 115
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},
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{ // GR_1024
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449, 245
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}
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};
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/*int Tech_desc_coords[GR_NUM_RESOLUTIONS][4] = {
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{ // GR_640
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24, 139, 376, 281
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},
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{ // GR_1024
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24, 182, 638, 528
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}
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};*/
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int Tech_slider_coords[GR_NUM_RESOLUTIONS][4] = {
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{ // GR_640
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2, 118, 20, 194
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},
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{ // GR_1024
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3, 190, 32, 310
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}
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};
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// detail backup
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int Tech_detail_backup;
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int Tech_texture_backup;
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#define MAX_TEXT_LINES 100
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#define MAX_TEXT_LINE_LEN 256
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struct techroom_buttons {
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char *filename;
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int x, y, xt, yt;
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int hotspot;
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int tab;
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int flags;
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UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
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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) {}
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};
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static techroom_buttons Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
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{ // GR_640
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techroom_buttons("TDB_04", 406, 384, 447, 393, 4, -1), // ship data tab
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techroom_buttons("TDB_05", 404, 418, 447, 429, 5, -1), // weapons data tab
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techroom_buttons("TDB_06", 404, 447, 447, 461, 6, -1), // species data tab
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techroom_buttons("TDB_00", 7, 3, 37, 7, 0, -1), // technical database tab
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techroom_buttons("TDB_01", 7, 18, 37, 23, 1, -1), // mission simulator tab
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techroom_buttons("TDB_02", 7, 34, 37, 38, 2, -1), // cutscenes tab
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techroom_buttons("TDB_03", 7, 49, 37, 54, 3, -1), // credits tab
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techroom_buttons("TDB_07", 1, 86, -1, -1, 7, SHIPS_DATA_MODE, REPEAT), // prev data entry
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techroom_buttons("TDB_08", 1, 317, -1, -1, 8, SHIPS_DATA_MODE, REPEAT), // next data entry
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techroom_buttons("TDB_09", 1, 406, -1, -1, 9, SHIPS_DATA_MODE, REPEAT), // prev data entry
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techroom_buttons("TDB_10", 1, 447, -1, -1, 10, SHIPS_DATA_MODE, REPEAT), // next data entry
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//techroom_buttons("TDB_11", 558, 272, -1, -1, 11, WEAPONS_SPECIES_DATA_MODE), // prev data entry
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//techroom_buttons("TDB_12", 606, 272, -1, -1, 12, WEAPONS_SPECIES_DATA_MODE), // next data entry
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techroom_buttons("TDB_11a",559, 323, -1, -1, 11, SHIPS_DATA_MODE, REPEAT), // prev data entry
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techroom_buttons("TDB_12a",609, 323, -1, -1, 12, SHIPS_DATA_MODE, REPEAT), // next data entry
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techroom_buttons("TDB_13", 533, 425, 500, 440, 13, -1), // help
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techroom_buttons("TDB_14", 533, 455, 479, 464, 14, -1), // options
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techroom_buttons("TDB_15a",571, 425, 588, 413, 15, -1), // exit
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},
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{ // GR_1024
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techroom_buttons("2_TDB_04", 649, 614, 717, 630, 4, -1), // ship data tab
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techroom_buttons("2_TDB_05", 646, 669, 717, 687, 5, -1), // weapons data tab
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techroom_buttons("2_TDB_06", 646, 716, 717, 739, 6, -1), // species data tab
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techroom_buttons("2_TDB_00", 12, 5, 59, 12, 0, -1), // technical database tab
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techroom_buttons("2_TDB_01", 12, 31, 59, 37, 1, -1), // mission simulator tab
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techroom_buttons("2_TDB_02", 12, 56, 59, 62, 2, -1), // cutscenes tab
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techroom_buttons("2_TDB_03", 12, 81, 59, 88, 3, -1), // credits tab
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techroom_buttons("2_TDB_07", 1, 138, -1, -1, 7, SHIPS_DATA_MODE, REPEAT), // prev data entry
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techroom_buttons("2_TDB_08", 1, 507, -1, -1, 8, SHIPS_DATA_MODE, REPEAT), // next data entry
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techroom_buttons("2_TDB_09", 1, 649, -1, -1, 9, SHIPS_DATA_MODE, REPEAT), // prev data entry
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techroom_buttons("2_TDB_10", 1, 716, -1, -1, 10, SHIPS_DATA_MODE, REPEAT), // next data entry
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//techroom_buttons("2_TDB_11", 893, 436, -1, -1, 11, WEAPONS_SPECIES_DATA_MODE), // prev data entry
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//techroom_buttons("2_TDB_12", 970, 436, -1, -1, 12, WEAPONS_SPECIES_DATA_MODE), // next data entry
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techroom_buttons("2_TDB_11a", 895, 518, -1, -1, 11, SHIPS_DATA_MODE, REPEAT), // prev data entry
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techroom_buttons("2_TDB_12a", 974, 518, -1, -1, 12, SHIPS_DATA_MODE, REPEAT), // next data entry
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techroom_buttons("2_TDB_13", 854, 681, 800, 704, 13, -1), // help
|
|
techroom_buttons("2_TDB_14", 854, 728, 780, 743, 14, -1), // options
|
|
techroom_buttons("2_TDB_15a", 914, 681, 930, 660, 15, -1), // exit
|
|
},
|
|
};
|
|
|
|
static UI_WINDOW Ui_window;
|
|
static UI_BUTTON View_window;
|
|
//static int Background_bitmap;
|
|
static int Tech_background_bitmap;
|
|
static int Intel_bg_bitmap;
|
|
static int Tab = 0;
|
|
// static int List_size;
|
|
static int List_offset;
|
|
static int Select_tease_line;
|
|
static int Limit;
|
|
static int Trackball_mode = 1;
|
|
static int Trackball_active = 0;
|
|
static matrix Techroom_ship_orient = IDENTITY_MATRIX;
|
|
// static int Tech_room_ask_for_cd;
|
|
|
|
static int Text_size;
|
|
static int Text_offset;
|
|
static int Text_line_size[MAX_TEXT_LINES];
|
|
static char *Text_lines[MAX_TEXT_LINES];
|
|
|
|
static int Cur_entry; // this is the current entry selected, using entry indexing
|
|
static int Cur_entry_index; // this is the current entry selected, using master list indexing
|
|
static int Techroom_ship_modelnum;
|
|
static float Techroom_ship_rot;
|
|
static UI_BUTTON List_buttons[LIST_BUTTONS_MAX]; // buttons for each line of text in list
|
|
static int Anim_playing_id = -1;
|
|
static anim_instance *Cur_anim_instance = NULL;
|
|
static int Palette_bmp;
|
|
//static int ShipWin01;
|
|
//static int ShipWin02;
|
|
//static int ShipWin03;
|
|
//static int ShipWin04;
|
|
static ubyte Palette[768];
|
|
static char Palette_name[128];
|
|
|
|
static int Ships_loaded = 0;
|
|
static int Weapons_loaded = 0;
|
|
static int Intel_loaded = 0;
|
|
|
|
// out entry data struct & vars
|
|
typedef struct {
|
|
int index; // index into the master table that its in (ie Ship_info[])
|
|
char* name; // ptr to name string
|
|
char* desc; // ptr to description string
|
|
anim* animation; // ptr to the animation
|
|
int bitmap; // bitmap handle
|
|
int has_anim; // flag to indicate the presence of an animation for this item
|
|
} tech_list_entry;
|
|
|
|
static tech_list_entry Ship_list[MAX_SHIP_TYPES];
|
|
static int Ship_list_size = 0;
|
|
static tech_list_entry Weapon_list[MAX_WEAPON_TYPES];
|
|
static int Weapon_list_size = 0;
|
|
static tech_list_entry Intel_list[MAX_INTEL_ENTRIES];
|
|
static int Intel_list_size = 0;
|
|
static tech_list_entry *Current_list; // points to currently valid display list
|
|
static int Current_list_size = 0;
|
|
|
|
|
|
// slider stuff
|
|
static UI_SLIDER2 Tech_slider;
|
|
|
|
//XSTR:OFF
|
|
/*
|
|
static char *Intel_anim_filenames[MAX_INTEL_ENTRIES] = {
|
|
"tech_tpilot.ani",
|
|
"tech_vasudan.ani",
|
|
"tech_shivan.ani",
|
|
};
|
|
*/
|
|
//XSTR:ON
|
|
|
|
// Intelligence master data structs (these get inited @ game startup from species.tbl)
|
|
intel_data Intel_info[MAX_INTEL_ENTRIES];
|
|
int Intel_info_size = 0;
|
|
|
|
// some prototypes to make you happy
|
|
int techroom_load_ani(anim **animpp, char *name);
|
|
void tech_common_render();
|
|
void techroom_start_anim();
|
|
void tech_scroll_list_up();
|
|
void tech_scroll_list_down();
|
|
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////
|
|
// like, functions and stuff
|
|
|
|
void techroom_init_desc(char *src, int w)
|
|
{
|
|
Text_size = Text_offset = 0;
|
|
if (!src) {
|
|
return;
|
|
}
|
|
|
|
Text_size = split_str(src, w, Text_line_size, Text_lines, MAX_TEXT_LINES);
|
|
Assert(Text_size >= 0 && Text_size < MAX_TEXT_LINES);
|
|
}
|
|
|
|
void techroom_select_new_entry()
|
|
{
|
|
Assert(Current_list != NULL);
|
|
if (Current_list == NULL) return;
|
|
|
|
Cur_entry_index = Current_list[Cur_entry].index;
|
|
|
|
// if we are in the ships tab, load the ship model
|
|
if (Tab == SHIPS_DATA_TAB) {
|
|
ship_info *sip = &Ship_info[Cur_entry_index];
|
|
|
|
#ifdef MULTIPLAYER_BETA_BUILD
|
|
// don't load supercaps in the beta
|
|
if((sip->flags & SIF_SUPERCAP) || (sip->flags & SIF_DRYDOCK)){
|
|
Techroom_ship_modelnum = -1;
|
|
} else {
|
|
Techroom_ship_modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]);
|
|
}
|
|
|
|
// page in ship textures properly (takes care of nondimming pixels)
|
|
model_page_in_textures(Techroom_ship_modelnum, Cur_entry_index);
|
|
#else
|
|
Techroom_ship_modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]);
|
|
|
|
// page in ship textures properly (takes care of nondimming pixels)
|
|
model_page_in_textures(Techroom_ship_modelnum, Cur_entry_index);
|
|
#endif
|
|
} else {
|
|
Techroom_ship_modelnum = -1;
|
|
Trackball_mode = 0;
|
|
}
|
|
|
|
// Techroom_ship_rot = PI;
|
|
|
|
techroom_init_desc(Current_list[Cur_entry].desc, Tech_desc_coords[gr_screen.res][SHIP_W_COORD]);
|
|
techroom_start_anim();
|
|
}
|
|
|
|
// write out the current description in the bottom window
|
|
void techroom_render_desc(int xo, int yo, int h)
|
|
{
|
|
int y, z, len, font_height;
|
|
char line[MAX_TEXT_LINE_LEN + 1];
|
|
|
|
font_height = gr_get_font_height();
|
|
|
|
y = 0;
|
|
z = Text_offset;
|
|
while (y + font_height <= h) {
|
|
if (z >= Text_size){
|
|
break;
|
|
}
|
|
|
|
len = Text_line_size[z];
|
|
if (len > MAX_TEXT_LINE_LEN){
|
|
len = MAX_TEXT_LINE_LEN;
|
|
}
|
|
|
|
strncpy(line, Text_lines[z], len);
|
|
line[len] = 0;
|
|
gr_string(xo, yo + y, line);
|
|
|
|
y += font_height;
|
|
z++;
|
|
}
|
|
|
|
// maybe output 'more' indicator
|
|
if ( z < Text_size ) {
|
|
// can be scrolled down
|
|
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
|
|
int more_txt_y = Tech_desc_coords[gr_screen.res][1] + Tech_desc_coords[gr_screen.res][3]; // located below brief text, centered
|
|
int w, h;
|
|
gr_get_string_size(&w, &h, XSTR("more", 1469), strlen(XSTR("more", 1469)));
|
|
gr_set_color_fast(&Color_black);
|
|
gr_rect(more_txt_x-2, more_txt_y, w+3, h);
|
|
gr_set_color_fast(&Color_red);
|
|
gr_string(more_txt_x, more_txt_y, XSTR("more", 1469)); // base location on the input x and y?
|
|
}
|
|
|
|
}
|
|
|
|
// new version of weapons
|
|
void techroom_weapons_render2(float frametime)
|
|
{
|
|
// render common stuff
|
|
tech_common_render();
|
|
|
|
// render the animation
|
|
{
|
|
// JAS: This code is hacked to allow the animation to use all 256 colors
|
|
extern int Palman_allow_any_color;
|
|
Palman_allow_any_color = 1;
|
|
anim_render_all(0, frametime);
|
|
Palman_allow_any_color = 0;
|
|
}
|
|
|
|
// if our active item has a bitmap instead of an animation, draw it
|
|
if((Cur_entry > 0) && (Current_list[Cur_entry].animation == NULL) && (Current_list[Cur_entry].bitmap >= 0)){
|
|
gr_set_bitmap(Current_list[Cur_entry].bitmap);
|
|
gr_bitmap(Tech_ani_coords[gr_screen.res][0], Tech_ani_coords[gr_screen.res][1]);
|
|
}
|
|
}
|
|
|
|
// renders the stuff common to all 3 tech room tabs
|
|
void tech_common_render()
|
|
{
|
|
char buf[256];
|
|
int y, z, font_height;
|
|
|
|
// render description in its box
|
|
gr_set_color_fast(&Color_text_normal);
|
|
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]);
|
|
|
|
font_height = gr_get_font_height();
|
|
|
|
// draw the list of entries
|
|
y = 0;
|
|
z = List_offset;
|
|
while (y + font_height <= Tech_list_coords[gr_screen.res][SHIP_H_COORD]) {
|
|
if (z >= Current_list_size) {
|
|
break;
|
|
}
|
|
|
|
if (z == Cur_entry) {
|
|
gr_set_color_fast(&Color_text_selected);
|
|
} else if (z == Select_tease_line) {
|
|
gr_set_color_fast(&Color_text_subselected);
|
|
} else {
|
|
gr_set_color_fast(&Color_text_normal);
|
|
}
|
|
|
|
strcpy(buf, Current_list[z].name);
|
|
if (Lcl_gr) {
|
|
lcl_translate_ship_name(buf);
|
|
}
|
|
|
|
gr_force_fit_string(buf, 255, Tech_list_coords[gr_screen.res][SHIP_W_COORD]);
|
|
gr_string(Tech_list_coords[gr_screen.res][SHIP_X_COORD], Tech_list_coords[gr_screen.res][SHIP_Y_COORD] + y, buf);
|
|
|
|
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);
|
|
List_buttons[z - List_offset].enable(1);
|
|
|
|
y += font_height;
|
|
z++;
|
|
}
|
|
|
|
// disable the rest of the list buttons
|
|
z -= List_offset;
|
|
while (z < LIST_BUTTONS_MAX) {
|
|
List_buttons[z++].disable();
|
|
}
|
|
}
|
|
|
|
void techroom_ships_render(float frametime)
|
|
{
|
|
// render all the common stuff
|
|
tech_common_render();
|
|
|
|
// now render the trackball ship, which is unique to the ships tab
|
|
float rev_rate;
|
|
angles rot_angles, view_angles;
|
|
int z;
|
|
ship_info *sip = &Ship_info[Cur_entry_index];
|
|
|
|
// get correct revolution rate
|
|
rev_rate = REVOLUTION_RATE;
|
|
z = sip->flags;
|
|
if (z & SIF_BIG_SHIP) {
|
|
rev_rate *= 1.7f;
|
|
}
|
|
if (z & SIF_HUGE_SHIP) {
|
|
rev_rate *= 3.0f;
|
|
}
|
|
|
|
// rotate the ship as much as required for this frame
|
|
Techroom_ship_rot += PI2 * frametime / rev_rate;
|
|
while (Techroom_ship_rot > PI2){
|
|
Techroom_ship_rot -= PI2;
|
|
}
|
|
|
|
// turn off fogging
|
|
gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
|
|
|
|
// reorient ship
|
|
if (Trackball_active) {
|
|
int dx, dy;
|
|
matrix mat1, mat2;
|
|
|
|
if (Trackball_active) {
|
|
mouse_get_delta(&dx, &dy);
|
|
if (dx || dy) {
|
|
vm_trackball(-dx, -dy, &mat1);
|
|
vm_matrix_x_matrix(&mat2, &mat1, &Techroom_ship_orient);
|
|
Techroom_ship_orient = mat2;
|
|
}
|
|
}
|
|
|
|
} else {
|
|
// setup stuff needed to render the ship
|
|
view_angles.p = -0.6f;
|
|
view_angles.b = 0.0f;
|
|
view_angles.h = 0.0f;
|
|
vm_angles_2_matrix(&Techroom_ship_orient, &view_angles);
|
|
|
|
rot_angles.p = 0.0f;
|
|
rot_angles.b = 0.0f;
|
|
rot_angles.h = Techroom_ship_rot;
|
|
vm_rotate_matrix_by_angles(&Techroom_ship_orient, &rot_angles);
|
|
}
|
|
|
|
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]);
|
|
|
|
// render the ship
|
|
#ifdef MULTIPLAYER_BETA_BUILD
|
|
if((sip->flags & SIF_SUPERCAP) || (sip->flags & SIF_DRYDOCK)) {
|
|
gr_set_color_fast(&Color_bright);
|
|
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!"));
|
|
} else {
|
|
g3_start_frame(1);
|
|
|
|
g3_set_view_matrix(&sip->closeup_pos, &vmd_identity_matrix, sip->closeup_zoom * 1.3f);
|
|
|
|
// lighting for techroom
|
|
light_reset();
|
|
vector light_dir = vmd_zero_vector;
|
|
light_dir.y = 1.0f;
|
|
light_add_directional(&light_dir, 0.85f, 1.0f, 1.0f, 1.0f);
|
|
// light_filter_reset();
|
|
light_rotate_all();
|
|
// lighting for techroom
|
|
|
|
model_clear_instance(Techroom_ship_modelnum);
|
|
model_set_detail_level(0);
|
|
model_render(Techroom_ship_modelnum, &Techroom_ship_orient, &vmd_zero_vector, MR_NO_LIGHTING | MR_LOCK_DETAIL | MR_AUTOCENTER);
|
|
|
|
g3_end_frame();
|
|
}
|
|
#else
|
|
g3_start_frame(1);
|
|
|
|
g3_set_view_matrix(&sip->closeup_pos, &vmd_identity_matrix, sip->closeup_zoom * 1.3f);
|
|
|
|
// lighting for techroom
|
|
light_reset();
|
|
vector light_dir = vmd_zero_vector;
|
|
light_dir.xyz.y = 1.0f;
|
|
light_add_directional(&light_dir, 0.85f, 1.0f, 1.0f, 1.0f);
|
|
// light_filter_reset();
|
|
light_rotate_all();
|
|
// lighting for techroom
|
|
|
|
model_clear_instance(Techroom_ship_modelnum);
|
|
model_set_detail_level(0);
|
|
model_render(Techroom_ship_modelnum, &Techroom_ship_orient, &vmd_zero_vector, MR_LOCK_DETAIL | MR_AUTOCENTER);
|
|
|
|
g3_end_frame();
|
|
#endif
|
|
|
|
gr_reset_clip();
|
|
}
|
|
|
|
// select previous entry in current list
|
|
void tech_prev_entry()
|
|
{
|
|
Cur_entry--;
|
|
if (Cur_entry < 0) {
|
|
Cur_entry = Current_list_size - 1;
|
|
|
|
// scroll to end of list
|
|
List_offset = Cur_entry - Tech_list_coords[gr_screen.res][SHIP_H_COORD] / gr_get_font_height() + 1;
|
|
if (List_offset < 0) {
|
|
// this happens when there are not enough items to scroll
|
|
List_offset = 0;
|
|
}
|
|
Tech_slider.force_currentItem(Tech_slider.get_numberItems());
|
|
} else {
|
|
// maybe adjust list position by 1
|
|
if (List_offset > Cur_entry) {
|
|
tech_scroll_list_up();
|
|
Tech_slider.forceUp();
|
|
}
|
|
}
|
|
|
|
techroom_select_new_entry();
|
|
gamesnd_play_iface(SND_SCROLL);
|
|
}
|
|
|
|
// select next entry in current list
|
|
void tech_next_entry()
|
|
{
|
|
Cur_entry++;
|
|
if (Cur_entry >= Current_list_size) {
|
|
Cur_entry = 0;
|
|
|
|
// scroll to beginning of list
|
|
List_offset = 0;
|
|
Tech_slider.force_currentItem(Cur_entry);
|
|
} else {
|
|
// maybe adjust list position by 1
|
|
if (List_offset + Tech_list_coords[gr_screen.res][SHIP_H_COORD] / gr_get_font_height() <= Cur_entry) {
|
|
tech_scroll_list_down();
|
|
Tech_slider.forceDown();
|
|
}
|
|
}
|
|
|
|
techroom_select_new_entry();
|
|
gamesnd_play_iface(SND_SCROLL);
|
|
}
|
|
|
|
void tech_scroll_info_up()
|
|
{
|
|
if (Text_offset) {
|
|
Text_offset--;
|
|
gamesnd_play_iface(SND_SCROLL);
|
|
} else {
|
|
gamesnd_play_iface(SND_GENERAL_FAIL);
|
|
}
|
|
}
|
|
|
|
void tech_scroll_info_down()
|
|
{
|
|
int h;
|
|
|
|
if (Tab == SHIPS_DATA_TAB){
|
|
h = Tech_desc_coords[gr_screen.res][SHIP_H_COORD];
|
|
} else {
|
|
h = Tech_desc_coords[gr_screen.res][3];
|
|
}
|
|
|
|
if (Text_offset + h / gr_get_font_height() < Text_size) {
|
|
Text_offset++;
|
|
gamesnd_play_iface(SND_SCROLL);
|
|
} else {
|
|
gamesnd_play_iface(SND_GENERAL_FAIL);
|
|
}
|
|
}
|
|
|
|
void tech_scroll_list_up()
|
|
{
|
|
//int last;
|
|
|
|
if (List_offset > 0) {
|
|
List_offset--;
|
|
//last = List_offset + Tech_list_coords[gr_screen.res][SHIP_H_COORD] / gr_get_font_height() - 1;
|
|
gamesnd_play_iface(SND_SCROLL);
|
|
} else {
|
|
gamesnd_play_iface(SND_GENERAL_FAIL);
|
|
}
|
|
}
|
|
|
|
void tech_scroll_list_down()
|
|
{
|
|
if (List_offset + Tech_list_coords[gr_screen.res][SHIP_H_COORD] / gr_get_font_height() < Current_list_size) {
|
|
List_offset++;
|
|
gamesnd_play_iface(SND_SCROLL);
|
|
} else {
|
|
gamesnd_play_iface(SND_GENERAL_FAIL);
|
|
}
|
|
}
|
|
|
|
// this doesnt do a damn thing...
|
|
void tech_ship_scroll_capture()
|
|
{
|
|
techroom_select_new_entry();
|
|
}
|
|
|
|
|
|
// this is obsolete - see techroom_weapons_render2(...)
|
|
void techroom_weapons_render(float frametime)
|
|
{
|
|
gr_set_color_fast(&Color_text_normal);
|
|
techroom_render_desc(Tech_desc_coords[gr_screen.res][0], Tech_desc_coords[gr_screen.res][1], Tech_desc_coords[gr_screen.res][3]);
|
|
|
|
{
|
|
// JAS: This code is hacked to allow the animation to use all 256 colors
|
|
extern int Palman_allow_any_color;
|
|
Palman_allow_any_color = 1;
|
|
anim_render_all(0, frametime);
|
|
Palman_allow_any_color = 0;
|
|
}
|
|
|
|
// if our active item has a bitmap instead of an animation, draw it
|
|
if((Cur_entry >= 0) && (Current_list[Cur_entry].animation == NULL) && (Current_list[Cur_entry].bitmap >= 0)){
|
|
gr_set_bitmap(Current_list[Cur_entry].bitmap);
|
|
gr_bitmap(Tech_ani_coords[gr_screen.res][0], Tech_ani_coords[gr_screen.res][1]);
|
|
}
|
|
}
|
|
|
|
void techroom_intel_render(float frametime)
|
|
{
|
|
tech_common_render();
|
|
|
|
{
|
|
// JAS: This code is hacked to allow the animation to use all 256 colors
|
|
extern int Palman_allow_any_color;
|
|
Palman_allow_any_color = 1;
|
|
anim_render_all(0, frametime);
|
|
Palman_allow_any_color = 0;
|
|
}
|
|
|
|
// if our active item has a bitmap instead of an animation, draw it
|
|
if((Cur_entry >= 0) && (Current_list[Cur_entry].animation == NULL) && (Current_list[Cur_entry].bitmap >= 0)){
|
|
gr_set_bitmap(Current_list[Cur_entry].bitmap);
|
|
gr_bitmap(Tech_ani_coords[gr_screen.res][0], Tech_ani_coords[gr_screen.res][1]);
|
|
}
|
|
}
|
|
|
|
void techroom_stop_anim(int id)
|
|
{
|
|
if (Cur_anim_instance && (id != Anim_playing_id)) {
|
|
anim_stop_playing(Cur_anim_instance);
|
|
Cur_anim_instance = NULL;
|
|
}
|
|
}
|
|
|
|
void techroom_start_anim()
|
|
{
|
|
int id;
|
|
anim *animp;
|
|
anim_play_struct aps;
|
|
|
|
if (Cur_entry < 0) {
|
|
techroom_stop_anim(-1);
|
|
Anim_playing_id = -1;
|
|
}
|
|
|
|
if (Tab == WEAPONS_DATA_TAB) {
|
|
id = Cur_entry;
|
|
} else {
|
|
id = Cur_entry + 2000; // this offset is arbitrary?
|
|
}
|
|
|
|
techroom_stop_anim(id);
|
|
|
|
// if we actually have an animation
|
|
if(Current_list[Cur_entry].animation != NULL){
|
|
animp = Current_list[Cur_entry].animation;
|
|
|
|
if (id != Anim_playing_id) {
|
|
Anim_playing_id = -1;
|
|
if (animp) {
|
|
anim_play_init(&aps, animp, Tech_ani_coords[gr_screen.res][0], Tech_ani_coords[gr_screen.res][1]);
|
|
aps.looped = 1;
|
|
Cur_anim_instance = anim_play(&aps);
|
|
Anim_playing_id = id;
|
|
}
|
|
|
|
if (animp) {
|
|
memcpy(Palette, animp->palette, 384);
|
|
gr_set_palette(animp->name, Palette, 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void techroom_change_tab(int num)
|
|
{
|
|
int i, multi = 0, mask, font_height, max_num_entries_viewable;
|
|
|
|
Tab = num;
|
|
// Assert(Current_list_size >= 0);
|
|
List_offset = 0;
|
|
Cur_entry = 0;
|
|
multi = Player->flags & PLAYER_FLAGS_IS_MULTI;
|
|
|
|
for (i=0; i<LIST_BUTTONS_MAX; i++){
|
|
List_buttons[i].disable();
|
|
}
|
|
|
|
// disable some stuff in multiplayer
|
|
if (Player->flags & PLAYER_FLAGS_IS_MULTI) {
|
|
Buttons[gr_screen.res][SIMULATOR_TAB].button.disable();
|
|
Buttons[gr_screen.res][CUTSCENES_TAB].button.disable();
|
|
}
|
|
|
|
switch (Tab) {
|
|
case SHIPS_DATA_TAB:
|
|
mask = multi ? SIF_IN_TECH_DATABASE_M : SIF_IN_TECH_DATABASE;
|
|
|
|
// load ship info if necessary
|
|
if (Ships_loaded == 0) {
|
|
Ship_list_size = 0;
|
|
for (i=0; i<Num_ship_types; i++) {
|
|
if (Ship_info[i].flags & mask) {
|
|
// this ship should be displayed, fill out the entry struct
|
|
Ship_list[Ship_list_size].bitmap = -1;
|
|
Ship_list[Ship_list_size].index = i;
|
|
Ship_list[Ship_list_size].animation = NULL; // no anim for ships
|
|
Ship_list[Ship_list_size].has_anim = 0; // no anim for ships
|
|
Ship_list[Ship_list_size].name = Ship_info[i].name;
|
|
Ship_list[Ship_list_size].desc = Ship_info[i].tech_desc;
|
|
Ship_list_size++;
|
|
}
|
|
}
|
|
Ships_loaded = 1;
|
|
}
|
|
|
|
Current_list = Ship_list;
|
|
Current_list_size = Ship_list_size;
|
|
|
|
font_height = gr_get_font_height();
|
|
max_num_entries_viewable = Tech_list_coords[gr_screen.res][SHIP_H_COORD] / font_height;
|
|
Tech_slider.set_numberItems(Current_list_size > max_num_entries_viewable ? Current_list_size-max_num_entries_viewable : 0);
|
|
|
|
// no anim to start here
|
|
break;
|
|
|
|
case WEAPONS_DATA_TAB:
|
|
|
|
// load weapon info & anims if necessary
|
|
if (Weapons_loaded == 0) {
|
|
Weapon_list_size = 0;
|
|
mask = multi ? WIF_PLAYER_ALLOWED : WIF_IN_TECH_DATABASE;
|
|
|
|
for (i=0; i<MAX_WEAPON_TYPES; i++) {
|
|
if (Weapon_info[i].wi_flags & mask) {
|
|
//following was commented out to fix the tech room crash bug when modified weapons.tbl is used. Fix by Phreak, implemented by Sesquipedalian.
|
|
// note: hack here to exclude dogfight weapons -- dont put weapon in if it has same description as pvs weapon
|
|
//if ((Weapon_list_size > 0) && (!strcmp(Weapon_info[i].tech_desc, Weapon_list[Weapon_list_size-1].desc))) {
|
|
// continue;
|
|
//}
|
|
|
|
// we have a weapon that should be in the tech db, so fill out the entry struct
|
|
Weapon_list[Weapon_list_size].index = i;
|
|
Weapon_list[Weapon_list_size].desc = Weapon_info[i].tech_desc;
|
|
Weapon_list[Weapon_list_size].has_anim = 1;
|
|
Weapon_list[Weapon_list_size].name = Weapon_info[i].tech_title;
|
|
Weapon_list[Weapon_list_size].bitmap = -1;
|
|
if (Weapon_list[Weapon_list_size].name[0] == 0) {
|
|
Weapon_list[Weapon_list_size].name = Weapon_info[i].name;
|
|
}
|
|
|
|
// load the weapon animation
|
|
if(!techroom_load_ani(&Weapon_list[Weapon_list_size].animation, Weapon_info[i].tech_anim_filename)){
|
|
Weapon_list[Weapon_list_size].has_anim = 0;
|
|
Weapon_list[Weapon_list_size].animation = NULL;
|
|
|
|
// hmm. try a bitmap instead
|
|
Weapon_list[Weapon_list_size].bitmap = bm_load(Weapon_info[i].tech_anim_filename);
|
|
}
|
|
|
|
Weapon_list_size++;
|
|
}
|
|
}
|
|
|
|
Weapons_loaded = 1;
|
|
}
|
|
|
|
Current_list = Weapon_list;
|
|
Current_list_size = Weapon_list_size;
|
|
|
|
font_height = gr_get_font_height();
|
|
max_num_entries_viewable = Tech_list_coords[gr_screen.res][SHIP_H_COORD] / font_height;
|
|
Tech_slider.set_numberItems(Current_list_size > max_num_entries_viewable ? Current_list_size-max_num_entries_viewable : 0);
|
|
|
|
techroom_start_anim();
|
|
break;
|
|
|
|
case INTEL_DATA_TAB:
|
|
|
|
// load intel if necessary
|
|
if ( Intel_loaded == 0 ) {
|
|
// now populate the entry structs
|
|
Intel_list_size = 0;
|
|
for (i=0; i<Intel_info_size; i++) {
|
|
|
|
if (Intel_info[i].flags & IIF_IN_TECH_DATABASE) {
|
|
// leave option for no animation if string == "none"
|
|
if (!strcmp(Intel_info[i].anim_filename, "none")) {
|
|
Intel_list[Intel_list_size].has_anim = 0;
|
|
Intel_list[Intel_list_size].animation = NULL;
|
|
} else {
|
|
// try and load as an animation
|
|
Intel_list[Intel_list_size].has_anim = 0;
|
|
Intel_list[Intel_list_size].bitmap = -1;
|
|
if(techroom_load_ani(&Intel_list[Intel_list_size].animation, Intel_info[i].anim_filename)){
|
|
Intel_list[Intel_list_size].has_anim = 1;
|
|
} else {
|
|
Intel_list[Intel_list_size].bitmap = bm_load(Intel_info[i].anim_filename);
|
|
}
|
|
}
|
|
|
|
Intel_list[Intel_list_size].desc = Intel_info[i].desc;
|
|
Intel_list[Intel_list_size].index = i;
|
|
Intel_list[Intel_list_size].name = Intel_info[i].name;
|
|
Intel_list_size++;
|
|
}
|
|
}
|
|
Intel_loaded = 1;
|
|
}
|
|
|
|
// index lookup on intel is a pretty pointless, but it keeps everything
|
|
// consistent and doesnt really hurt anything
|
|
Current_list = Intel_list;
|
|
Current_list_size = Intel_list_size;
|
|
|
|
font_height = gr_get_font_height();
|
|
max_num_entries_viewable = Tech_list_coords[gr_screen.res][SHIP_H_COORD] / font_height;
|
|
Tech_slider.set_numberItems(Current_list_size > max_num_entries_viewable ? Current_list_size-max_num_entries_viewable : 0);
|
|
|
|
techroom_start_anim();
|
|
break;
|
|
}
|
|
|
|
// reset the entry
|
|
Cur_entry = 0;
|
|
techroom_select_new_entry();
|
|
|
|
}
|
|
|
|
int techroom_button_pressed(int num)
|
|
{
|
|
switch (num) {
|
|
case SHIPS_DATA_TAB:
|
|
case WEAPONS_DATA_TAB:
|
|
case INTEL_DATA_TAB:
|
|
techroom_change_tab(num);
|
|
break;
|
|
|
|
case SIMULATOR_TAB:
|
|
#if !defined(E3_BUILD) && !defined(PD_BUILD)
|
|
gamesnd_play_iface(SND_SWITCH_SCREENS);
|
|
gameseq_post_event(GS_EVENT_SIMULATOR_ROOM);
|
|
return 1;
|
|
#else
|
|
return 0;
|
|
#endif
|
|
|
|
case CUTSCENES_TAB:
|
|
#if !defined(E3_BUILD) && !defined(PD_BUILD)
|
|
gamesnd_play_iface(SND_SWITCH_SCREENS);
|
|
gameseq_post_event(GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN);
|
|
return 1;
|
|
#else
|
|
return 0;
|
|
#endif
|
|
|
|
case CREDITS_TAB:
|
|
#if !defined(E3_BUILD) && !defined(PD_BUILD)
|
|
gamesnd_play_iface(SND_SWITCH_SCREENS);
|
|
gameseq_post_event(GS_EVENT_CREDITS);
|
|
return 1;
|
|
#else
|
|
return 0;
|
|
#endif
|
|
|
|
case PREV_ENTRY_BUTTON:
|
|
tech_prev_entry();
|
|
break;
|
|
|
|
case NEXT_ENTRY_BUTTON:
|
|
tech_next_entry();
|
|
break;
|
|
|
|
case SCROLL_LIST_UP:
|
|
tech_scroll_list_up();
|
|
Tech_slider.forceUp();
|
|
break;
|
|
|
|
case SCROLL_LIST_DOWN:
|
|
tech_scroll_list_down();
|
|
Tech_slider.forceDown();
|
|
break;
|
|
|
|
case SCROLL_INFO_UP:
|
|
tech_scroll_info_up();
|
|
break;
|
|
|
|
case SCROLL_INFO_DOWN:
|
|
tech_scroll_info_down();
|
|
break;
|
|
|
|
case HELP_BUTTON:
|
|
launch_context_help();
|
|
gamesnd_play_iface(SND_HELP_PRESSED);
|
|
break;
|
|
|
|
case OPTIONS_BUTTON:
|
|
gamesnd_play_iface(SND_SWITCH_SCREENS);
|
|
gameseq_post_event(GS_EVENT_OPTIONS_MENU);
|
|
break;
|
|
|
|
case EXIT_BUTTON:
|
|
gamesnd_play_iface(SND_COMMIT_PRESSED);
|
|
gameseq_post_event(GS_EVENT_MAIN_MENU);
|
|
break;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int techroom_load_ani(anim **animpp, char *name)
|
|
{
|
|
int load_attempts = 0;
|
|
char anim_filename[64] = "2_";
|
|
|
|
// hi-res support
|
|
// (i dont think there are any hi-res anims for these tho)
|
|
if (gr_screen.res == GR_1024) {
|
|
strcat(anim_filename, name);
|
|
} else {
|
|
strcpy(anim_filename, name);
|
|
}
|
|
|
|
while(1) {
|
|
if ( load_attempts++ > 5 ) {
|
|
// Tech_room_ask_for_cd = 0;
|
|
return 0;
|
|
}
|
|
|
|
*animpp = anim_load(anim_filename, 1);
|
|
if ( *animpp ) {
|
|
return 1;
|
|
} else if (gr_screen.res == GR_1024) {
|
|
// try to load low-res version if hi-res failed
|
|
*animpp = anim_load(name, 1);
|
|
if (*animpp) {
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
// couldn't load animation, ask user to insert CD (if necessary)
|
|
// if ( Tech_room_ask_for_cd ) {
|
|
// if ( game_do_cd_check() == 0 ) {
|
|
// Tech_room_ask_for_cd = 0;
|
|
// break;
|
|
// }
|
|
// }
|
|
}
|
|
|
|
// bogus
|
|
return 0;
|
|
}
|
|
|
|
|
|
void techroom_intel_init()
|
|
{
|
|
int rval, temp;
|
|
static int inited = 0;
|
|
|
|
// open localization
|
|
lcl_ext_open();
|
|
|
|
if (!inited) {
|
|
if ((rval = setjmp(parse_abort)) != 0) {
|
|
// close localization
|
|
lcl_ext_close();
|
|
|
|
return;
|
|
} else {
|
|
read_file_text("species.tbl");
|
|
reset_parse();
|
|
|
|
Intel_info_size = 0;
|
|
|
|
while (optional_string("$Entry:")) {
|
|
Assert(Intel_info_size < MAX_INTEL_ENTRIES);
|
|
if (Intel_info_size >= MAX_INTEL_ENTRIES) break;
|
|
|
|
Intel_info[Intel_info_size].flags = IIF_DEFAULT_VALUE;
|
|
|
|
required_string("$Name:");
|
|
stuff_string(Intel_info[Intel_info_size].name, F_NAME, NULL, 32);
|
|
required_string("$Anim:");
|
|
stuff_string(Intel_info[Intel_info_size].anim_filename, F_NAME, NULL, 32);
|
|
required_string("$AlwaysInTechRoom:");
|
|
stuff_int(&temp);
|
|
if (temp)
|
|
{
|
|
Intel_info[Intel_info_size].flags |= IIF_IN_TECH_DATABASE;
|
|
}
|
|
required_string("$Description:");
|
|
stuff_string(Intel_info[Intel_info_size].desc, F_MULTITEXT, NULL, TECH_INTEL_DESC_LEN);
|
|
|
|
// set default to align with what we read - Goober5000
|
|
if (Intel_info[Intel_info_size].flags & IIF_IN_TECH_DATABASE)
|
|
Intel_info[Intel_info_size].flags |= IIF_DEFAULT_IN_TECH_DATABASE;
|
|
|
|
Intel_info_size++;
|
|
}
|
|
inited = 1;
|
|
}
|
|
}
|
|
|
|
// close localization
|
|
lcl_ext_close();
|
|
}
|
|
|
|
void techroom_init()
|
|
{
|
|
int i, idx;
|
|
techroom_buttons *b;
|
|
|
|
gr_reset_clip();
|
|
gr_clear();
|
|
Mouse_hidden++;
|
|
gr_flip();
|
|
Mouse_hidden--;
|
|
|
|
Ships_loaded = 0;
|
|
Weapons_loaded = 0;
|
|
Intel_loaded = 0;
|
|
|
|
// Tech_room_ask_for_cd = 1;
|
|
|
|
// backup and bash detail level stuff
|
|
Tech_detail_backup = Detail.detail_distance;
|
|
Detail.detail_distance = MAX_DETAIL_LEVEL;
|
|
Tech_texture_backup = Detail.hardware_textures;
|
|
Detail.hardware_textures = MAX_DETAIL_LEVEL;
|
|
|
|
/*
|
|
Palette_bmp = bm_load("TechDataPalette");
|
|
Assert(Palette_bmp);
|
|
bm_get_palette(Palette_bmp, Palette, Palette_name); // get the palette for this bitmap
|
|
gr_set_palette(Palette_name, Palette, 1);
|
|
*/
|
|
|
|
// unflag fullneb
|
|
The_mission.flags &= ~MISSION_FLAG_FULLNEB;
|
|
|
|
// set up UI stuff
|
|
Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
|
|
Ui_window.set_mask_bmap(Tech_mask_filename[gr_screen.res]);
|
|
|
|
Tech_background_bitmap = bm_load(Tech_background_filename[gr_screen.res]);
|
|
if (Tech_background_bitmap < 0) {
|
|
// failed to load bitmap, not a good thing
|
|
Int3();
|
|
}
|
|
|
|
for (i=0; i<NUM_BUTTONS; i++) {
|
|
b = &Buttons[gr_screen.res][i];
|
|
|
|
b->button.create(&Ui_window, "", b->x, b->y, 60, 30, b->flags & REPEAT, 1);
|
|
// set up callback for when a mouse first goes over a button
|
|
if (b->filename) {
|
|
b->button.set_bmaps(b->filename);
|
|
// if ( !(b->flags & NO_MOUSE_OVER_SOUND) ) {
|
|
b->button.set_highlight_action(common_play_highlight_sound);
|
|
// }
|
|
|
|
} else {
|
|
b->button.hide();
|
|
}
|
|
|
|
b->button.link_hotspot(b->hotspot);
|
|
}
|
|
|
|
// common tab button text
|
|
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);
|
|
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);
|
|
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);
|
|
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);
|
|
|
|
// common ship/weapon/intel text
|
|
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);
|
|
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);
|
|
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);
|
|
|
|
// common help/options/commit text
|
|
|
|
// NK: removed these two text labels on Tech screen update 4/26/99
|
|
// 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);
|
|
// 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);
|
|
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);
|
|
|
|
if (Player->flags & PLAYER_FLAGS_IS_MULTI) {
|
|
Buttons[gr_screen.res][SIMULATOR_TAB].button.disable();
|
|
Buttons[gr_screen.res][CUTSCENES_TAB].button.disable();
|
|
}
|
|
|
|
// set some hotkeys
|
|
Buttons[gr_screen.res][PREV_ENTRY_BUTTON].button.set_hotkey(KEY_LEFT);
|
|
Buttons[gr_screen.res][NEXT_ENTRY_BUTTON].button.set_hotkey(KEY_RIGHT);
|
|
Buttons[gr_screen.res][SCROLL_INFO_UP].button.set_hotkey(KEY_UP);
|
|
Buttons[gr_screen.res][SCROLL_INFO_DOWN].button.set_hotkey(KEY_DOWN);
|
|
|
|
|
|
for (i=0; i<LIST_BUTTONS_MAX; i++) {
|
|
List_buttons[i].create(&Ui_window, "", 0, 0, 60, 30, 0, 1);
|
|
List_buttons[i].hide();
|
|
List_buttons[i].disable();
|
|
}
|
|
|
|
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);
|
|
View_window.hide();
|
|
|
|
/*
|
|
ShipWin01 = bm_load(NOX("ShipWin01"));
|
|
ShipWin02 = bm_load(NOX("ShipWin02"));
|
|
ShipWin03 = bm_load(NOX("ShipWin03"));
|
|
ShipWin04 = bm_load(NOX("ShipWin04"));
|
|
*/
|
|
|
|
Buttons[gr_screen.res][HELP_BUTTON].button.set_hotkey(KEY_F1);
|
|
Buttons[gr_screen.res][EXIT_BUTTON].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
|
|
Buttons[gr_screen.res][SCROLL_LIST_UP].button.set_hotkey(KEY_PAGEUP);
|
|
Buttons[gr_screen.res][SCROLL_LIST_DOWN].button.set_hotkey(KEY_PAGEDOWN);
|
|
|
|
// init help overlay states
|
|
help_overlay_set_state(TECH_ROOM_OVERLAY, 0);
|
|
|
|
// setup slider
|
|
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);
|
|
|
|
Cur_anim_instance = NULL;
|
|
|
|
// zero weapon and intel anim/bitmap stuff
|
|
for(idx=0; idx<MAX_WEAPON_TYPES; idx++){
|
|
Weapon_list[idx].animation = NULL;
|
|
Weapon_list[idx].bitmap = -1;
|
|
}
|
|
for(idx=0; idx<MAX_INTEL_ENTRIES; idx++){
|
|
Intel_list[idx].animation = NULL;
|
|
Intel_list[idx].bitmap = -1;
|
|
}
|
|
|
|
Anim_playing_id = -1;
|
|
techroom_change_tab(Tab);
|
|
}
|
|
|
|
void techroom_close()
|
|
{
|
|
int i;
|
|
|
|
techroom_stop_anim(-1);
|
|
for (i=0; i<MAX_WEAPON_TYPES; i++) {
|
|
if ( Weapon_list[i].animation ) {
|
|
anim_free(Weapon_list[i].animation);
|
|
Weapon_list[i].animation = NULL;
|
|
}
|
|
if( Weapon_list[i].bitmap >= 0 ){
|
|
bm_unload(Weapon_list[i].bitmap);
|
|
Weapon_list[i].bitmap = -1;
|
|
}
|
|
}
|
|
|
|
for (i=0; i<MAX_INTEL_ENTRIES; i++){
|
|
if (Intel_list[i].animation != NULL) {
|
|
anim_free(Intel_list[i].animation);
|
|
Intel_list[i].animation = NULL;
|
|
}
|
|
if( Intel_list[i].bitmap >= 0 ){
|
|
bm_unload(Intel_list[i].bitmap);
|
|
Intel_list[i].bitmap = -1;
|
|
}
|
|
}
|
|
|
|
Ships_loaded = 0;
|
|
Weapons_loaded = 0;
|
|
Intel_loaded = 0;
|
|
|
|
/*
|
|
if (ShipWin01){
|
|
bm_unload(ShipWin01);
|
|
}
|
|
if (ShipWin02){
|
|
bm_unload(ShipWin02);
|
|
}
|
|
if (ShipWin03){
|
|
bm_unload(ShipWin03);
|
|
}
|
|
if (ShipWin04){
|
|
bm_unload(ShipWin04);
|
|
}
|
|
*/
|
|
|
|
if (Tech_background_bitmap) {
|
|
bm_unload(Tech_background_bitmap);
|
|
}
|
|
|
|
Ui_window.destroy();
|
|
common_free_interface_palette(); // restore game palette
|
|
if (Palette_bmp){
|
|
bm_unload(Palette_bmp);
|
|
}
|
|
|
|
// restore detail settings
|
|
Detail.detail_distance = Tech_detail_backup;
|
|
Detail.hardware_textures = Tech_texture_backup;
|
|
}
|
|
|
|
void techroom_do_frame(float frametime)
|
|
{
|
|
|
|
int i, k;
|
|
|
|
// turn off controls when overlay is on
|
|
if ( help_overlay_active(TECH_ROOM_OVERLAY) ) {
|
|
Buttons[gr_screen.res][HELP_BUTTON].button.reset_status();
|
|
Ui_window.set_ignore_gadgets(1);
|
|
}
|
|
|
|
// turn off controls in trackball mode
|
|
if (Trackball_active) {
|
|
Ui_window.set_ignore_gadgets(1);
|
|
} else {
|
|
Ui_window.set_ignore_gadgets(0);
|
|
}
|
|
|
|
k = Ui_window.process() & ~KEY_DEBUGGED;
|
|
|
|
if ( (k > 0) || B1_JUST_RELEASED ) {
|
|
if ( help_overlay_active(TECH_ROOM_OVERLAY) ) {
|
|
help_overlay_set_state(TECH_ROOM_OVERLAY, 0);
|
|
Ui_window.set_ignore_gadgets(0);
|
|
k = 0;
|
|
}
|
|
}
|
|
|
|
if ( !help_overlay_active(TECH_ROOM_OVERLAY) ) {
|
|
Ui_window.set_ignore_gadgets(0);
|
|
}
|
|
|
|
switch (k) {
|
|
case KEY_SHIFTED | KEY_TAB: // activate previous tab
|
|
i = Tab - 1;
|
|
if (i < 0) {
|
|
i = NUM_TABS - 1;
|
|
}
|
|
|
|
techroom_change_tab(i);
|
|
break;
|
|
|
|
case KEY_TAB: // activate next tab
|
|
i = Tab + 1;
|
|
if (i >= NUM_TABS) {
|
|
i = 0;
|
|
}
|
|
|
|
techroom_change_tab(i);
|
|
break;
|
|
|
|
case KEY_CTRLED | KEY_DOWN:
|
|
if ( !(Player->flags & PLAYER_FLAGS_IS_MULTI) ) {
|
|
techroom_button_pressed(SIMULATOR_TAB);
|
|
break;
|
|
}
|
|
// fall through
|
|
|
|
case KEY_CTRLED | KEY_UP:
|
|
techroom_button_pressed(CREDITS_TAB);
|
|
break;
|
|
/*
|
|
case KEY_UP:
|
|
tech_prev_entry();
|
|
break;
|
|
|
|
case KEY_DOWN:
|
|
tech_next_entry();
|
|
break;
|
|
*/
|
|
case KEY_CTRLED | KEY_ENTER:
|
|
case KEY_ESC:
|
|
gameseq_post_event(GS_EVENT_MAIN_MENU);
|
|
break;
|
|
}
|
|
|
|
// check ship model window for activity
|
|
if (View_window.pressed()) {
|
|
Trackball_active = 1;
|
|
Trackball_mode = 1;
|
|
}
|
|
if (B1_RELEASED) {
|
|
Trackball_active = 0;
|
|
}
|
|
|
|
// check all da buttons
|
|
for (i=0; i<NUM_BUTTONS; i++) {
|
|
if (Buttons[gr_screen.res][i].button.pressed()) {
|
|
if (techroom_button_pressed(i)) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// check for mouseovers/clicks on the selection list
|
|
Select_tease_line = -1;
|
|
for (i=0; i<LIST_BUTTONS_MAX; i++) {
|
|
if (List_buttons[i].is_mouse_on()) {
|
|
Select_tease_line = i + List_offset;
|
|
}
|
|
|
|
if (List_buttons[i].pressed()) {
|
|
Cur_entry = i + List_offset;
|
|
gamesnd_play_iface(SND_USER_SELECT);
|
|
techroom_select_new_entry();
|
|
}
|
|
}
|
|
|
|
// clear & draw bg bitmap
|
|
GR_MAYBE_CLEAR_RES(Tech_background_bitmap);
|
|
if (Tech_background_bitmap >= 0) {
|
|
gr_set_bitmap(Tech_background_bitmap);
|
|
gr_bitmap(0, 0);
|
|
}
|
|
|
|
// render
|
|
switch (Tab) {
|
|
case SHIPS_DATA_TAB:
|
|
techroom_ships_render(frametime);
|
|
|
|
/*
|
|
if (ShipWin01) {
|
|
gr_set_bitmap(ShipWin01);
|
|
gr_bitmap(223, 104);
|
|
}
|
|
|
|
if (ShipWin02) {
|
|
gr_set_bitmap(ShipWin02);
|
|
gr_bitmap(621, 124);
|
|
}
|
|
|
|
if (ShipWin03) {
|
|
gr_set_bitmap(ShipWin03);
|
|
gr_bitmap(223, 338);
|
|
}
|
|
|
|
if (ShipWin04) {
|
|
gr_set_bitmap(ShipWin04);
|
|
gr_bitmap(218, 124);
|
|
}
|
|
*/
|
|
|
|
break;
|
|
|
|
case WEAPONS_DATA_TAB:
|
|
techroom_weapons_render2(frametime);
|
|
break;
|
|
|
|
case INTEL_DATA_TAB:
|
|
techroom_intel_render(frametime);
|
|
break;
|
|
}
|
|
|
|
Ui_window.draw();
|
|
|
|
for (i=TECH_DATABASE_TAB; i<=CREDITS_TAB; i++) {
|
|
if (Buttons[gr_screen.res][i].button.button_down()) {
|
|
break;
|
|
}
|
|
}
|
|
if (i > CREDITS_TAB) {
|
|
Buttons[gr_screen.res][TECH_DATABASE_TAB].button.draw_forced(2);
|
|
}
|
|
|
|
for (i=0; i<NUM_TABS; i++){
|
|
if (Buttons[gr_screen.res][i].button.button_down()){
|
|
break;
|
|
}
|
|
}
|
|
if (i == NUM_TABS){
|
|
Buttons[gr_screen.res][Tab].button.draw_forced(2);
|
|
}
|
|
|
|
// blit help overlay if active
|
|
help_overlay_maybe_blit(TECH_ROOM_OVERLAY);
|
|
|
|
gr_flip();
|
|
}
|
|
|
|
int intel_info_lookup(char *name)
|
|
{
|
|
int i;
|
|
|
|
// bogus
|
|
if (!name)
|
|
return -1;
|
|
|
|
for (i=0; i<Intel_info_size; i++)
|
|
if (!stricmp(name, Intel_info[i].name))
|
|
return i;
|
|
|
|
return -1;
|
|
}
|
|
|
|
// Goober5000
|
|
void tech_reset_to_default()
|
|
{
|
|
int i;
|
|
|
|
// ships
|
|
for (i=0; i<Num_ship_types; i++)
|
|
{
|
|
if (Ship_info[i].flags2 & SIF2_DEFAULT_IN_TECH_DATABASE)
|
|
Ship_info[i].flags |= SIF_IN_TECH_DATABASE;
|
|
else
|
|
Ship_info[i].flags &= ~SIF_IN_TECH_DATABASE;
|
|
|
|
if (Ship_info[i].flags2 & SIF2_DEFAULT_IN_TECH_DATABASE_M)
|
|
Ship_info[i].flags |= SIF_IN_TECH_DATABASE_M;
|
|
else
|
|
Ship_info[i].flags &= ~SIF_IN_TECH_DATABASE_M;
|
|
}
|
|
|
|
// weapons
|
|
for (i=0; i<Num_weapon_types; i++)
|
|
{
|
|
if (Weapon_info[i].wi_flags2 & WIF2_DEFAULT_IN_TECH_DATABASE)
|
|
Weapon_info[i].wi_flags |= WIF_IN_TECH_DATABASE;
|
|
else
|
|
Weapon_info[i].wi_flags &= ~WIF_IN_TECH_DATABASE;
|
|
}
|
|
|
|
// intelligence
|
|
for (i=0; i<Intel_info_size; i++)
|
|
{
|
|
if (Intel_info[i].flags & IIF_DEFAULT_IN_TECH_DATABASE)
|
|
Intel_info[i].flags |= IIF_IN_TECH_DATABASE;
|
|
else
|
|
Intel_info[i].flags &= ~IIF_IN_TECH_DATABASE;
|
|
}
|
|
}
|