Files
fs2open.github.com/code/menuui/techmenu.cpp
T
Mike Nelson e1d67cebbc Allow defining a default profile to use in non-mission rendering (#7238)
* allow defining a default profile to use in non-mission rendering

* Correct comment typo in lighting_profiles.h
2026-03-01 23:11:02 -05:00

1560 lines
45 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "anim/animplay.h"
#include "anim/packunpack.h"
#include "cmdline/cmdline.h"
#include "gamehelp/contexthelp.h"
#include "gamesequence/gamesequence.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/alphacolors.h"
#include "graphics/font.h"
#include "graphics/shadows.h"
#include "graphics/matrix.h"
#include "io/key.h"
#include "io/mouse.h"
#include "lighting/lighting.h"
#include "lighting/lighting_profiles.h"
#include "localization/localize.h"
#include "menuui/techmenu.h"
#include "missionui/missionscreencommon.h"
#include "parse/parselo.h"
#include "playerman/player.h"
#include "popup/popup.h"
#include "render/3d.h"
#include "render/batching.h"
#include "ship/ship.h"
#include "sound/fsspeech.h"
#include "ui/ui.h"
#include "ui/uidefs.h"
#include "weapon/weapon.h"
#define REVOLUTION_RATE 5.2f
#define NUM_BUTTONS 16
#define NUM_TABS 3
#define LIST_BUTTONS_MAX 50
#define SHIPS_DATA_MODE (1<<0)
#define WEAPONS_DATA_MODE (1<<1)
#define SPECIES_DATA_MODE (1<<2)
#define WEAPONS_SPECIES_DATA_MODE (WEAPONS_DATA_MODE | SPECIES_DATA_MODE)
#define SHIPS_DATA_TAB 0
#define WEAPONS_DATA_TAB 1
#define INTEL_DATA_TAB 2
#define TECH_DATABASE_TAB 3
#define SIMULATOR_TAB 4
#define CUTSCENES_TAB 5
#define CREDITS_TAB 6
#define SCROLL_LIST_UP 7
#define SCROLL_LIST_DOWN 8
#define SCROLL_INFO_UP 9
#define SCROLL_INFO_DOWN 10
#define PREV_ENTRY_BUTTON 11
#define NEXT_ENTRY_BUTTON 12
#define HELP_BUTTON 13
#define OPTIONS_BUTTON 14
#define EXIT_BUTTON 15
#define REPEAT (1<<0)
#define NO_MOUSE_OVER_SOUND (1<<1)
// indicies for coords
#define SHIP_X_COORD 0
#define SHIP_Y_COORD 1
#define SHIP_W_COORD 2
#define SHIP_H_COORD 3
// background filename for species
// note weapon filename is now same as ship filename
const char *Tech_background_filename[GR_NUM_RESOLUTIONS] = {
"TechShipData",
"2_TechShipData"
};
const char *Tech_mask_filename[GR_NUM_RESOLUTIONS] = {
"TechShipData-M",
"2_TechShipData-M"
};
const char *Tech_slider_filename[GR_NUM_RESOLUTIONS] = {
"slider",
"2_slider"
};
int Tech_list_coords[GR_NUM_RESOLUTIONS][4] = {
{ // GR_640
27, 98, 161, 234
},
{ // GR_1024
43, 157, 253, 374
}
};
int Tech_ship_display_coords[GR_NUM_RESOLUTIONS][4] = {
{ // GR_640
239, 98, 393, 222
},
{ // GR_1024
382, 158, 629, 355
}
};
int Tech_desc_coords[GR_NUM_RESOLUTIONS][4] = {
{ // GR_640
29, 347, 365, 125
},
{ // GR_1024
47, 555, 584, 200
}
};
int Tech_ani_centre_coords[GR_NUM_RESOLUTIONS][2] = {
{ // GR_640
416, 215
},
{ // GR_1024
669, 345
}
};
int Tech_slider_coords[GR_NUM_RESOLUTIONS][4] = {
{ // GR_640
2, 118, 20, 194
},
{ // GR_1024
3, 190, 32, 310
}
};
#define MAX_TEXT_LINES 150
#define MAX_TEXT_LINE_LEN 256
struct techroom_buttons {
const char *filename;
int x, y, xt, yt;
int hotspot;
int tab;
int flags;
UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
techroom_buttons(const 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) {}
};
static techroom_buttons Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
{ // GR_640
techroom_buttons("TDB_04", 406, 384, 447, 393, 4, -1), // ship data tab
techroom_buttons("TDB_05", 404, 418, 447, 429, 5, -1), // weapons data tab
techroom_buttons("TDB_06", 404, 447, 447, 461, 6, -1), // species data tab
techroom_buttons("TDB_00", 7, 3, 37, 7, 0, -1), // technical database tab
techroom_buttons("TDB_01", 7, 18, 37, 23, 1, -1), // mission simulator tab
techroom_buttons("TDB_02", 7, 34, 37, 38, 2, -1), // cutscenes tab
techroom_buttons("TDB_03", 7, 49, 37, 54, 3, -1), // credits tab
techroom_buttons("TDB_07", 1, 86, -1, -1, 7, SHIPS_DATA_MODE, REPEAT), // prev data entry
techroom_buttons("TDB_08", 1, 317, -1, -1, 8, SHIPS_DATA_MODE, REPEAT), // next data entry
techroom_buttons("TDB_09", 1, 406, -1, -1, 9, SHIPS_DATA_MODE, REPEAT), // prev data entry
techroom_buttons("TDB_10", 1, 447, -1, -1, 10, SHIPS_DATA_MODE, REPEAT), // next data entry
techroom_buttons("TDB_11a",559, 323, -1, -1, 11, SHIPS_DATA_MODE, REPEAT), // prev data entry
techroom_buttons("TDB_12a",609, 323, -1, -1, 12, SHIPS_DATA_MODE, REPEAT), // next data entry
techroom_buttons("TDB_13", 533, 425, 500, 440, 13, -1), // help
techroom_buttons("TDB_14", 533, 455, 479, 464, 14, -1), // options
techroom_buttons("TDB_15a",571, 425, 588, 413, 15, -1), // exit
},
{ // GR_1024
techroom_buttons("2_TDB_04", 649, 614, 717, 630, 4, -1), // ship data tab
techroom_buttons("2_TDB_05", 646, 669, 717, 687, 5, -1), // weapons data tab
techroom_buttons("2_TDB_06", 646, 716, 717, 739, 6, -1), // species data tab
techroom_buttons("2_TDB_00", 12, 5, 59, 12, 0, -1), // technical database tab
techroom_buttons("2_TDB_01", 12, 31, 59, 37, 1, -1), // mission simulator tab
techroom_buttons("2_TDB_02", 12, 56, 59, 62, 2, -1), // cutscenes tab
techroom_buttons("2_TDB_03", 12, 81, 59, 88, 3, -1), // credits tab
techroom_buttons("2_TDB_07", 1, 138, -1, -1, 7, SHIPS_DATA_MODE, REPEAT), // prev data entry
techroom_buttons("2_TDB_08", 1, 507, -1, -1, 8, SHIPS_DATA_MODE, REPEAT), // next data entry
techroom_buttons("2_TDB_09", 1, 649, -1, -1, 9, SHIPS_DATA_MODE, REPEAT), // prev data entry
techroom_buttons("2_TDB_10", 1, 716, -1, -1, 10, SHIPS_DATA_MODE, REPEAT), // next data entry
techroom_buttons("2_TDB_11a", 895, 518, -1, -1, 11, SHIPS_DATA_MODE, REPEAT), // prev data entry
techroom_buttons("2_TDB_12a", 974, 518, -1, -1, 12, SHIPS_DATA_MODE, REPEAT), // next data entry
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 Tech_background_bitmap;
static int Tech_background_bitmap_mask;
static int Tab = SHIPS_DATA_TAB;
static int List_offset;
static int Select_tease_line;
static int Trackball_mode = 1;
static int Trackball_active = 0;
static matrix Techroom_ship_orient = IDENTITY_MATRIX;
static int Techroom_show_all = 0;
static int Text_size;
static int Text_offset;
static int Text_line_size[MAX_TEXT_LINES];
static const char *Text_lines[MAX_TEXT_LINES];
static int Cur_entry = -1; // this is the current entry selected, using entry indexing
static int Cur_entry_index = -1; // this is the current entry selected, using master list indexing
static int Techroom_modelnum = -1;
static int Techroom_model_instance = -1;
static float Techroom_ship_rot;
static UI_BUTTON List_buttons[LIST_BUTTONS_MAX]; // buttons for each line of text in list
static bool Ships_loaded = false;
static bool Weapons_loaded = false;
static bool Intel_loaded = false;
int Techroom_overlay_id;
// out entry data struct & vars
typedef struct {
int index; // index into the master table that its in (ie Ship_info[])
const char* name; // ptr to name string
const char* desc; // ptr to description string
char tech_anim_filename[MAX_FILENAME_LEN]; //duh
generic_anim animation; // animation info
int bitmap; // bitmap handle
int has_anim; // flag to indicate the presence of an animation for this item
int model_num; // model reference handle
int textures_loaded; // if the model has textures loaded for it or not (hacky mem management)
} tech_list_entry;
static SCP_vector<tech_list_entry> Ship_list;
static SCP_vector<tech_list_entry> Weapon_list;
static SCP_vector<tech_list_entry> Intel_list;
static SCP_vector<tech_list_entry>* Current_list = &Ship_list; // A pointer to the current display list
// slider stuff
static UI_SLIDER2 Tech_slider;
// Intelligence master data structs (these get inited @ game startup from species.tbl)
SCP_vector<intel_data> Intel_info;
bool Intel_inited = false;
// some prototypes to make you happy
int techroom_load_ani(anim **animpp, char *name);
void tech_common_render();
void tech_scroll_list_up();
void tech_scroll_list_down();
////////////////////////////////////////////////////
// like, functions and stuff
void techroom_init_desc(const 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, MAX_TEXT_LINE_LEN);
Assert(Text_size >= 0 && Text_size < MAX_TEXT_LINES);
}
void techroom_unload_animation()
{
//clear everything, just in case, it will get loaded when needed later
for (auto& list_entry : Weapon_list) {
if (list_entry.animation.type != BM_TYPE_NONE && list_entry.has_anim != 0) {
generic_anim_unload(&list_entry.animation);
}
if (list_entry.bitmap >= 0) {
bm_release(list_entry.bitmap);
list_entry.bitmap = -1;
}
}
for (auto & intel_entry : Intel_list) {
if (intel_entry.animation.type != BM_TYPE_NONE && intel_entry.has_anim != 0) {
generic_anim_unload(&intel_entry.animation);
}
if (intel_entry.bitmap >= 0) {
bm_release(intel_entry.bitmap);
intel_entry.bitmap = -1;
}
}
}
void techroom_select_new_entry()
{
if (Current_list->empty()) {
Cur_entry_index = Cur_entry = -1;
techroom_init_desc(nullptr,0);
return;
}
Assert(Cur_entry < static_cast<int>(Current_list->size()));
Cur_entry_index = Current_list->at(Cur_entry).index;
Assert( Cur_entry_index >= 0 );
// if we are in the ships tab, load the ship model
if (Tab == SHIPS_DATA_TAB) {
ship_info *sip = &Ship_info[Cur_entry_index];
int i = 0;
// little memory management, kinda hacky but it should keep the techroom at around
// 100meg rather than the 700+ it can get to with all ships loaded - taylor
for (auto & list_entry : *Current_list) {
if ((list_entry.model_num > -1) && (list_entry.textures_loaded)) {
// don't unload any spot within 5 of current
if ((i < Cur_entry + 5) && (i > Cur_entry - 5) )
continue;
mprintf(("TECH ROOM: Dumping excess ship textures...\n"));
model_page_out_textures(list_entry.model_num);
list_entry.textures_loaded = 0;
}
i++;
}
Techroom_modelnum = model_load(sip, true);
if (Techroom_model_instance >= 0) {
model_delete_instance(Techroom_model_instance);
}
Techroom_model_instance = model_create_instance(model_objnum_special::OBJNUM_NONE, Techroom_modelnum);
model_set_up_techroom_instance(sip, Techroom_model_instance);
Current_list->at(Cur_entry).model_num = Techroom_modelnum;
// page in ship textures properly (takes care of nondimming pixels)
model_page_in_textures(Techroom_modelnum, Cur_entry_index);
Current_list->at(Cur_entry).textures_loaded = 1;
} else {
Techroom_modelnum = -1;
if (Techroom_model_instance >= 0) {
model_delete_instance(Techroom_model_instance);
Techroom_model_instance = -1;
}
Trackball_mode = 0;
// load animation here, we now only have one loaded
int stream_result = generic_anim_init_and_stream(&Current_list->at(Cur_entry).animation, Current_list->at(Cur_entry).tech_anim_filename, bm_get_type(Tech_background_bitmap), true);
if (stream_result >= 0) {
Current_list->at(Cur_entry).has_anim = 1;
} else {
// we've failed to load any animation
// load an image and treat it like a 1 frame animation
bool weaponLoaded = false;
if (Tab == WEAPONS_DATA_TAB) {
weapon_info* wip = &Weapon_info[Cur_entry_index];
int i = 0;
// little memory management, kinda hacky but it should keep the techroom at around
// 100meg rather than the 700+ it can get to with all ships loaded - taylor
for (auto& list_entry : *Current_list) {
if ((list_entry.model_num > -1) && (list_entry.textures_loaded)) {
// don't unload any spot within 5 of current
if ((i < Cur_entry + 5) && (i > Cur_entry - 5))
continue;
mprintf(("TECH ROOM: Dumping excess ship textures...\n"));
model_page_out_textures(list_entry.model_num);
list_entry.textures_loaded = 0;
}
i++;
}
// Make sure model is loaded
if (VALID_FNAME(wip->tech_model)) {
Techroom_modelnum = model_load(wip->tech_model, nullptr, ErrorType::WARNING);
}
if (Techroom_modelnum >= 0) {
weaponLoaded = true;
if (Techroom_model_instance >= 0) {
model_delete_instance(Techroom_model_instance);
}
Techroom_model_instance = model_create_instance(model_objnum_special::OBJNUM_NONE, Techroom_modelnum);
// If this ends up being needed for weapon models, a weapon version
// of this method will need to be created. Should only be necessary
// if weapon models start having animations or other advanced model
// features. - Mjn
//model_set_up_techroom_instance(wip, Techroom_ship_model_instance);
Current_list->at(Cur_entry).model_num = Techroom_modelnum;
// page in ship textures properly (takes care of nondimming pixels)
model_page_in_textures(Techroom_modelnum, Cur_entry_index);
Current_list->at(Cur_entry).textures_loaded = 1;
}
}
if (!weaponLoaded)
Current_list->at(Cur_entry).bitmap = bm_load(Current_list->at(Cur_entry).tech_anim_filename);
}
}
techroom_init_desc(Current_list->at(Cur_entry).desc, Tech_desc_coords[gr_screen.res][SHIP_W_COORD]);
fsspeech_play(FSSPEECH_FROM_TECHROOM, Current_list->at(Cur_entry).desc);
}
// write out the current description in the bottom window
void techroom_render_desc(int xo, int yo, int ho)
{
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 <= ho) {
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, GR_RESIZE_MENU);
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 don't 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), 1.0f, static_cast<int>(strlen(XSTR("more", 1469))));
gr_set_color_fast(&Color_black);
gr_rect(more_txt_x-2, more_txt_y, w+3, h, GR_RESIZE_MENU);
gr_set_color_fast(&Color_more_indicator);
gr_string(more_txt_x, more_txt_y, XSTR("more", 1469), GR_RESIZE_MENU); // base location on the input x and y?
}
}
// 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 - List_offset) >= LIST_BUTTONS_MAX || z >= static_cast<int>(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);
}
memset( buf, 0, sizeof(buf) );
strncpy(buf, Current_list->at(z).name, sizeof(buf) - 1);
font::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, GR_RESIZE_MENU);
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)
{
lighting_profiles::set_non_mission_profile non_mission_lighting_profile;
// render all the common stuff
tech_common_render();
if(Cur_entry_index == -1)
return;
// now render the trackball ship, which is unique to the ships tab
float rev_rate = REVOLUTION_RATE;
angles rot_angles, view_angles;
model_render_params render_info;
vec3d closeup_pos;
float closeup_zoom = 0.0f;
bool noLighting = false;
if (Tab == SHIPS_DATA_TAB) {
ship_info* sip = &Ship_info[Cur_entry_index];
if (sip->uses_team_colors) {
render_info.set_team_color(sip->default_team_name, "none", 0, 0);
}
// get correct revolution rate
if (sip->is_big_ship()) {
rev_rate *= 1.7f;
}
if (sip->is_huge_ship()) {
rev_rate *= 3.0f;
}
closeup_pos = sip->closeup_pos;
closeup_zoom = sip->closeup_zoom;
if (!sip->replacement_textures.empty()) {
render_info.set_replacement_textures(Techroom_modelnum, sip->replacement_textures);
}
if (sip->flags[Ship::Info_Flags::No_lighting])
noLighting = true;
} else {
weapon_info* wip = &Weapon_info[Cur_entry_index];
rev_rate *= 3.0f;
closeup_pos = wip->closeup_pos;
closeup_zoom = wip->closeup_zoom;
}
// 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;
}
// 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], GR_RESIZE_MENU);
// render the ship
g3_start_frame(1);
g3_set_view_matrix(&closeup_pos, &vmd_identity_matrix, closeup_zoom * 1.3f);
//setup lights
common_setup_room_lights();
Glowpoint_use_depth_buffer = false;
model_clear_instance(Techroom_modelnum);
render_info.set_detail_level_lock(0);
if(shadow_maybe_start_frame(Shadow_disable_overrides.disable_techroom))
{
gr_reset_clip();
auto pm = model_get(Techroom_modelnum);
shadows_start_render(&Eye_matrix, &Eye_position, Proj_fov, gr_screen.clip_aspect, -closeup_pos.xyz.z + pm->rad, -closeup_pos.xyz.z + pm->rad + 200.0f, -closeup_pos.xyz.z + pm->rad + 2000.0f, -closeup_pos.xyz.z + pm->rad + 10000.0f);
render_info.set_flags(MR_NO_TEXTURING | MR_NO_LIGHTING | MR_AUTOCENTER);
model_render_immediate(&render_info, Techroom_modelnum, Techroom_model_instance, &Techroom_ship_orient, &vmd_zero_vector);
shadows_end_render();
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], GR_RESIZE_MENU);
}
gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
gr_set_view_matrix(&Eye_position, &Eye_matrix);
uint64_t render_flags = MR_AUTOCENTER;
if(noLighting)
render_flags |= MR_NO_LIGHTING;
render_info.set_flags(render_flags);
model_render_immediate(&render_info, Techroom_modelnum, Techroom_model_instance, &Techroom_ship_orient, &vmd_zero_vector);
Glowpoint_use_depth_buffer = true;
batching_render_all();
shadow_end_frame();
gr_end_view_matrix();
gr_end_proj_matrix();
g3_end_frame();
gr_reset_clip();
}
// select previous entry in current list
void tech_prev_entry()
{
//unload the current animation, we load another one for the new current entry
techroom_unload_animation();
Cur_entry--;
if (Cur_entry < 0) {
Cur_entry = static_cast<int>(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(InterfaceSounds::SCROLL);
}
// select next entry in current list
void tech_next_entry()
{
//unload the current animation, we load another one for the new current entry
techroom_unload_animation();
Cur_entry++;
if (Cur_entry >= static_cast<int>(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(InterfaceSounds::SCROLL);
}
void tech_scroll_info_up()
{
if (Text_offset) {
Text_offset--;
gamesnd_play_iface(InterfaceSounds::SCROLL);
} else {
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
}
}
void tech_scroll_info_down()
{
int h;
h = Tech_desc_coords[gr_screen.res][SHIP_H_COORD];
if (Text_offset + h / gr_get_font_height() < Text_size) {
Text_offset++;
gamesnd_play_iface(InterfaceSounds::SCROLL);
} else { //-V523
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
}
}
void tech_scroll_list_up()
{
//int last;
if (List_offset > 0) {
List_offset--;
gamesnd_play_iface(InterfaceSounds::SCROLL);
} else {
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
}
}
void tech_scroll_list_down()
{
if (List_offset + Tech_list_coords[gr_screen.res][SHIP_H_COORD] / gr_get_font_height() < static_cast<int>(Current_list->size())) {
List_offset++;
gamesnd_play_iface(InterfaceSounds::SCROLL);
} else {
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
}
}
// this doesn't do a thing...
void tech_ship_scroll_capture()
{
//unload the current animation, we load another one for the new current entry
techroom_unload_animation();
techroom_select_new_entry();
}
void techroom_anim_render(float frametime)
{
int x, y;
// render common stuff
tech_common_render();
// exit now if there are no entries to show
if (Current_list->empty() || Cur_entry < 0 || Cur_entry >= static_cast<int>(Current_list->size()))
return;
// render the animation
if(Current_list->at(Cur_entry).animation.num_frames > 0)
{
//grab dimensions
bm_get_info((Current_list->at(Cur_entry).animation.streaming) ? Current_list->at(Cur_entry).animation.bitmap_id : Current_list->at(Cur_entry).animation.first_frame, &x, &y, nullptr, nullptr, nullptr);
//get the centre point - adjust
x = Tech_ani_centre_coords[gr_screen.res][0] - x / 2;
y = Tech_ani_centre_coords[gr_screen.res][1] - y / 2;
generic_anim_render(&Current_list->at(Cur_entry).animation, frametime, x, y, true);
}
// if our active item has a bitmap instead of an animation, draw it
else if((Cur_entry >= 0) && (Current_list->at(Cur_entry).bitmap >= 0)){
//grab dimensions
bm_get_info(Current_list->at(Cur_entry).bitmap, &x, &y, nullptr, nullptr, nullptr);
//get the centre point - adjust
x = Tech_ani_centre_coords[gr_screen.res][0] - x / 2;
y = Tech_ani_centre_coords[gr_screen.res][1] - y / 2;
gr_set_bitmap(Current_list->at(Cur_entry).bitmap);
gr_bitmap(x, y, GR_RESIZE_MENU);
}
}
void techroom_change_tab(int num)
{
int multi = 0, font_height, max_num_entries_viewable;
flagset<Weapon::Info_Flags> wi_mask;
flagset<Ship::Info_Flags> si_mask;
//unload the current animation, we load another one for the new current entry
if(Tab != SHIPS_DATA_TAB)
techroom_unload_animation();
Tab = num;
List_offset = 0;
Cur_entry = 0;
multi = Player->flags & PLAYER_FLAGS_IS_MULTI;
for (int 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:
si_mask.set(multi ? Ship::Info_Flags::In_tech_database_m : Ship::Info_Flags::In_tech_database);
// load ship info if necessary
if ( !Ships_loaded ) {
if (Ship_list.empty()) {
Ship_list.reserve(Ship_info.size());
}
tech_list_entry temp_entry;
// we always initially set these values, so keep them outside the loop.
temp_entry.bitmap = -1;
temp_entry.animation.num_frames = 0; // no anim for ships
temp_entry.has_anim = 0; // no anim for ships
temp_entry.model_num = -1;
temp_entry.textures_loaded = 0;
for (auto it = Ship_info.begin(); it != Ship_info.end(); ++it)
{
if (Techroom_show_all || (it->flags & si_mask).any_set())
{
// this ship should be displayed, fill out the entry struct
temp_entry.index = (int)std::distance(Ship_info.begin(), it);
temp_entry.name = *it->tech_title ? it->tech_title : it->get_display_name();
temp_entry.desc = it->tech_desc.get();
Ship_list.push_back(temp_entry);
}
}
Ships_loaded = true;
}
Current_list = &Ship_list;
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((int)Current_list->size() > max_num_entries_viewable ? (int)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 ) {
Weapon_list.reserve(Weapon_info.size());
wi_mask.set(multi ? Weapon::Info_Flags::Player_allowed : Weapon::Info_Flags::In_tech_database);
int i = 0;
tech_list_entry temp_entry;
// we always initially set these values, so keep them outside the loop.
temp_entry.has_anim = 1;
temp_entry.bitmap = -1;
temp_entry.animation.num_frames = 0;
temp_entry.model_num = -1;
temp_entry.textures_loaded = 0;
for (auto &wi : Weapon_info)
{
if (Techroom_show_all || (wi.wi_flags & wi_mask).any_set())
{
// we have a weapon that should be in the tech db, so fill out specific info
temp_entry.index = i;
temp_entry.desc = wi.tech_desc.get();
temp_entry.name = wi.tech_title[0] ? wi.tech_title : wi.get_display_name();
// copy the weapon animation filename
strncpy(temp_entry.tech_anim_filename, wi.tech_anim_filename, MAX_FILENAME_LEN - 1);
Weapon_list.push_back(temp_entry);
}
++i;
}
Weapons_loaded = true;
}
Current_list = &Weapon_list;
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(static_cast<int>(Current_list->size()) > max_num_entries_viewable ? static_cast<int>(Current_list->size())-max_num_entries_viewable : 0);
break;
case INTEL_DATA_TAB:
// load intel if necessary
if ( !Intel_loaded ) {
if (Intel_list.empty()) {
Intel_list.reserve(Intel_info.size());
}
int i = 0;
tech_list_entry temp_entry;
// we always initially set these values, so keep them outside the loop.
temp_entry.has_anim = 0;
temp_entry.model_num = -1;
temp_entry.textures_loaded = 0;
for (auto &ii : Intel_info) {
if (Techroom_show_all || (ii.flags & IIF_IN_TECH_DATABASE)) {
// leave option for no animation if string == "none"
if (!strcmp(ii.anim_filename, "none")) {
temp_entry.animation.num_frames = 0;
} else {
// try and load as an animation
temp_entry.bitmap = -1;
strncpy(temp_entry.tech_anim_filename, ii.anim_filename, NAME_LENGTH - 1);
}
temp_entry.desc = ii.desc.c_str();
temp_entry.index = i;
temp_entry.name = ii.name;
Intel_list.push_back(temp_entry);
}
++i;
}
Intel_loaded = true;
}
Current_list = &Intel_list;
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(static_cast<int>(Current_list->size()) > max_num_entries_viewable ? static_cast<int>(Current_list->size())-max_num_entries_viewable : 0);
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:
fsspeech_stop();
techroom_change_tab(num);
break;
case SIMULATOR_TAB:
fsspeech_stop();
gamesnd_play_iface(InterfaceSounds::SWITCH_SCREENS);
gameseq_post_event(GS_EVENT_SIMULATOR_ROOM);
return 1;
case CUTSCENES_TAB:
fsspeech_stop();
gamesnd_play_iface(InterfaceSounds::SWITCH_SCREENS);
gameseq_post_event(GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN);
return 1;
case CREDITS_TAB:
fsspeech_stop();
gamesnd_play_iface(InterfaceSounds::SWITCH_SCREENS);
gameseq_post_event(GS_EVENT_CREDITS);
return 1;
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(InterfaceSounds::HELP_PRESSED);
break;
case OPTIONS_BUTTON:
gamesnd_play_iface(InterfaceSounds::SWITCH_SCREENS);
gameseq_post_event(GS_EVENT_OPTIONS_MENU);
break;
case EXIT_BUTTON:
fsspeech_stop();
gamesnd_play_iface(InterfaceSounds::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 don't think there are any hi-res anims for these tho)
if (gr_screen.res == GR_1024) {
strcat_s(anim_filename, name);
} else {
strcpy_s(anim_filename, name);
}
while(1) {
if ( load_attempts++ > 5 ) {
return 0;
}
return 1;
}
// bogus
return 0;
}
static intel_data* get_intel_pointer(const char* intel_name)
{
for (int i = 0; i < (int)Intel_info.size(); i++) {
if (!stricmp(intel_name, Intel_info[i].name)) {
return &Intel_info[i];
}
}
// Didn't find anything.
return nullptr;
}
static void intel_info_init(intel_data* inteli)
{
inteli->name[0] = '\0';
inteli->desc = "";
inteli->anim_filename[0] = '\0';
inteli->flags = IIF_DEFAULT_VALUE;
inteli->custom_data = {};
}
void parse_intel_table(const char* filename)
{
try {
read_file_text(filename, CF_TYPE_TABLES);
reset_parse();
//retail doesn't have this so it can't be required, but it's here for absent minded modders -Mjn
optional_string("#Intel");
while (optional_string("$Entry:")) {
bool create_new_entry = true;
intel_data intel_t;
intel_info_init(&intel_t);
intel_data* intel_p;
required_string("$Name:");
stuff_string(intel_t.name, F_NAME, NAME_LENGTH);
if (optional_string("+nocreate")) {
if (!Parsing_modular_table) {
Warning(LOCATION, "+nocreate flag used for intel entry in non-modular table\n");
} else {
create_new_entry = false;
}
}
//Check if we're creating a new entry.
intel_p = get_intel_pointer(intel_t.name);
if (create_new_entry) {
// Current behavior is to warn about a duplicate entry, but append it to the list anyway
// So do that here - Mjn
if (intel_p != nullptr) {
error_display(0, "Duplicate entry %s in %s!", intel_t.name, filename);
}
Intel_info.push_back(intel_t);
intel_p = &Intel_info[Intel_info.size() - 1];
} else {
if (intel_p == nullptr) {
mprintf(("Partial entry for [%s] found, but it does not already exist. Skipping!\n", intel_t.name));
if (!skip_to_start_of_string("$Entry:")) {
return;
}
}
}
if (optional_string("$Anim:")) {
stuff_string(intel_p->anim_filename, F_NAME, NAME_LENGTH);
}
if (optional_string("$AlwaysInTechRoom:")) {
//Change this from stuff_int to stuff_boolean because it can only ever be 1 or 0 here - Mjn
int temp;
stuff_boolean(&temp);
//If we are modifying an existing entry, then reset the flags first
if (!create_new_entry) {
intel_p->flags = IIF_DEFAULT_VALUE;
}
if (temp) {
// set default to align with what we read - Goober5000
intel_p->flags |= IIF_IN_TECH_DATABASE;
intel_p->flags |= IIF_DEFAULT_IN_TECH_DATABASE;
}
}
if (optional_string("$Description:")) {
stuff_string(intel_p->desc, F_MULTITEXT);
}
if (optional_string("$Custom data:")) {
parse_string_map(intel_p->custom_data, "$end_custom_data", "+Val:");
}
//retail table doesn't have #end so we have to check for the start of the next entry
//or for the end of the file instead. I have also Added #end compatibility here to
//bring the table in line with other tables for absent minded modders - Mjn
if (check_for_string("$Entry:") || check_for_string("#end") || check_for_eof()) {
continue;
} else {
error_display(0, "Missing required token: [$Entry]. Found [%.32s] instead.\n", next_tokens());
return;
}
}
} catch (const parse::ParseException& e) {
mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", filename, e.what()));
return;
}
}
void techroom_intel_init()
{
if (Intel_inited)
return;
Intel_info.clear();
//Allow intel.tbl to be a alias of species.tbl, but only load one or the other.
//Intel.tbl would be newer so assume intended, but print to the log to be sure - Mjn
char filename[MAX_FILENAME_LEN] = "species.tbl";
if (cf_exists_full("intel.tbl", CF_TYPE_TABLES)){
mprintf(("Intel.tbl was found! Using that instead of Species.tbl...\n"));
strcpy_s(filename, "intel.tbl");
}
// first parse the default table
parse_intel_table(filename);
// parse any modular tables
parse_modular_table("*-intl.tbm", parse_intel_table);
Intel_inited = true;
}
void techroom_intel_reset()
{
Intel_info.clear();
Intel_inited = false;
}
void techroom_init()
{
int i;
techroom_buttons *b;
Ships_loaded = false;
Weapons_loaded = false;
Intel_loaded = false;
Techroom_show_all = 0;
// set up UI stuff
Ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
Tech_background_bitmap = bm_load(Tech_background_filename[gr_screen.res]);
if (Tech_background_bitmap < 0) {
// failed to load bitmap, not a good thing
Warning(LOCATION,"Error loading techroom background bitmap %s", Tech_background_filename[gr_screen.res]);
}
Tech_background_bitmap_mask = bm_load(Tech_mask_filename[gr_screen.res]);
if (Tech_background_bitmap_mask < 0) {
Warning(LOCATION, "Error loading techroom background mask %s", Tech_mask_filename[gr_screen.res]);
return;
} else {
Ui_window.set_mask_bmap(Tech_mask_filename[gr_screen.res]);
}
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);
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
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();
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
Techroom_overlay_id = help_overlay_get_index(TECH_ROOM_OVERLAY);
help_overlay_set_state(Techroom_overlay_id, gr_screen.res, 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], (int)Ship_info.size(), Tech_slider_filename[gr_screen.res], &tech_scroll_list_up, &tech_scroll_list_down, &tech_ship_scroll_capture);
// zero intel anim/bitmap stuff
for(auto & intel_item : Intel_list){
intel_item.animation.num_frames = 0;
intel_item.bitmap = -1;
}
mprintf(("Techroom successfully initialized, now changing tab...\n"));
techroom_change_tab(Tab);
}
void techroom_lists_reset()
{
//unload the current animation, we load another one for the new current entry
if (Tab != SHIPS_DATA_TAB)
techroom_unload_animation();
model_free_all();
Techroom_modelnum = -1;
Techroom_model_instance = -1;
// This can be cleared immediately because there are no anims or bitmaps associated.
Ship_list.clear();
Ships_loaded = false;
// now that we're sure all the bitmaps are released, clear the vectors.
Weapon_list.clear();
Weapons_loaded = false;
Intel_list.clear();
Intel_loaded = false;
}
void techroom_close()
{
fsspeech_stop();
techroom_lists_reset();
Techroom_show_all = 0;
if (Tech_background_bitmap != -1) {
bm_release(Tech_background_bitmap);
}
Ui_window.destroy();
if (Tech_background_bitmap_mask != -1) {
bm_release(Tech_background_bitmap_mask);
}
common_free_interface_palette(); // restore game palette
}
void techroom_do_frame(float frametime)
{
int i, k;
// If we don't have a mask, we don't have enough data to do anything with this screen.
if (Tech_background_bitmap_mask == -1) {
popup_game_feature_not_in_demo();
gameseq_post_event(GS_EVENT_MAIN_MENU);
return;
}
// turn off controls when overlay is on
if ( help_overlay_active(Techroom_overlay_id) ) {
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(Techroom_overlay_id) ) {
help_overlay_set_state(Techroom_overlay_id, gr_screen.res, 0);
Ui_window.set_ignore_gadgets(0);
k = 0;
}
}
if ( !help_overlay_active(Techroom_overlay_id) ) {
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_CTRLED | KEY_ENTER:
case KEY_ESC:
gameseq_post_event(GS_EVENT_MAIN_MENU);
break;
case KEY_CTRLED | KEY_SHIFTED | KEY_S:
Techroom_show_all = 1;
techroom_lists_reset();
techroom_change_tab(Tab);
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(InterfaceSounds::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, GR_RESIZE_MENU);
}
// render
switch (Tab) {
case SHIPS_DATA_TAB:
techroom_ships_render(frametime);
break;
case WEAPONS_DATA_TAB:
if (Techroom_modelnum >= 0) {
techroom_ships_render(frametime);
} else {
techroom_anim_render(frametime);
}
break;
case INTEL_DATA_TAB:
techroom_anim_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(Techroom_overlay_id, gr_screen.res);
gr_flip();
}
// note: the name has to be pre-translated before being passed into this function
int intel_info_lookup(const char *name)
{
// bogus
if (!name)
return -1;
for (int i = 0; i < intel_info_size(); i++)
if (!stricmp(name, Intel_info[i].name))
return i;
return -1;
}
// Goober5000
void tech_reset_to_default()
{
// ships
for (auto& si : Ship_info)
{
si.flags.set(Ship::Info_Flags::In_tech_database, si.flags[Ship::Info_Flags::Default_in_tech_database]);
si.flags.set(Ship::Info_Flags::In_tech_database_m, si.flags[Ship::Info_Flags::Default_in_tech_database_m]);
}
// weapons
for (auto& wi : Weapon_info)
{
wi.wi_flags.set(Weapon::Info_Flags::In_tech_database, wi.wi_flags[Weapon::Info_Flags::Default_in_tech_database]);
}
// intelligence
for (int 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;
}
}