// -----------------------------------------------------------------------------
void barracks_init()
{
	//Set these to null, 'cause they aren't allocated yet.
	Stat_labels = NULL;
	Stats = NULL;

	UI_WINDOW *w = &Ui_window;

	// save current pilot file, so we don't possibly loose it.
	Pilot.save_player();

	// create interface
	Ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
	Ui_window.set_mask_bmap(Barracks_bitmap_mask_fname[gr_screen.res]);

	// load background bitmap
	Background_bitmap = bm_load(Barracks_bitmap_fname[gr_screen.res]);
	if(Background_bitmap < 0){
		// we failed to load the bitmap - this is very bad
		Int3();
	}

	// create buttons
	int i;
	for (i=0; i<BARRACKS_NUM_BUTTONS; i++) {
		// create the object
		Buttons[gr_screen.res][i].button.create(&Ui_window, "", Buttons[gr_screen.res][i].x, Buttons[gr_screen.res][i].y, 60, 30, Buttons[gr_screen.res][i].repeat, 1);

		// set the sound to play when highlighted
		Buttons[gr_screen.res][i].button.set_highlight_action(common_play_highlight_sound);

		// set the ani for the button
		Buttons[gr_screen.res][i].button.set_bmaps(Buttons[gr_screen.res][i].filename);

		// set the hotspot
		Buttons[gr_screen.res][i].button.link_hotspot(Buttons[gr_screen.res][i].hotspot);
	}

	// add all strings	
	w->add_XSTR("Create", 1034, Buttons[gr_screen.res][0].text_x,  Buttons[gr_screen.res][0].text_y, &Buttons[gr_screen.res][0].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Accept", 1035, Buttons[gr_screen.res][5].text_x,  Buttons[gr_screen.res][5].text_y, &Buttons[gr_screen.res][5].button, UI_XSTR_COLOR_PINK);
	w->add_XSTR("Help",   928, Buttons[gr_screen.res][6].text_x,  Buttons[gr_screen.res][6].text_y, &Buttons[gr_screen.res][6].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Options",1036, Buttons[gr_screen.res][7].text_x,  Buttons[gr_screen.res][7].text_y, &Buttons[gr_screen.res][7].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Medals", 1037, Buttons[gr_screen.res][8].text_x,  Buttons[gr_screen.res][8].text_y, &Buttons[gr_screen.res][8].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Remove", 1038, Buttons[gr_screen.res][11].text_x,  Buttons[gr_screen.res][11].text_y, &Buttons[gr_screen.res][11].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Select", 1552, Buttons[gr_screen.res][12].text_x,  Buttons[gr_screen.res][12].text_y, &Buttons[gr_screen.res][12].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Clone",  1040, Buttons[gr_screen.res][13].text_x,  Buttons[gr_screen.res][13].text_y, &Buttons[gr_screen.res][13].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Single", 1041, Buttons[gr_screen.res][14].text_x,  Buttons[gr_screen.res][14].text_y,  &Buttons[gr_screen.res][14].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Multi",  1042, Buttons[gr_screen.res][15].text_x,  Buttons[gr_screen.res][15].text_y,  &Buttons[gr_screen.res][15].button, UI_XSTR_COLOR_GREEN);
//	w->add_XSTR("Convert",1043, Buttons[gr_screen.res][16].text_x,  Buttons[gr_screen.res][16].text_y, &Buttons[gr_screen.res][16].button, UI_XSTR_COLOR_GREEN);	
	for(i=0; i<BARRACKS_NUM_TEXT; i++) {
		w->add_XSTR(&Barracks_text[gr_screen.res][i]);
	}

	// button for selecting pilot
	List_region.create(&Ui_window, "", Barracks_list_coords[gr_screen.res][BARRACKS_X_COORD], Barracks_list_coords[gr_screen.res][BARRACKS_Y_COORD], Barracks_list_coords[gr_screen.res][BARRACKS_W_COORD], Barracks_list_coords[gr_screen.res][BARRACKS_H_COORD], 0, 1);
	List_region.hide();

	// create input box (for new pilot)
	Inputbox.create(&Ui_window, Barracks_list_coords[gr_screen.res][BARRACKS_X_COORD], Barracks_list_coords[gr_screen.res][BARRACKS_Y_COORD], Barracks_list_coords[gr_screen.res][BARRACKS_W_COORD], CALLSIGN_LEN - 1, "", UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_KEYTHRU | UI_INPUTBOX_FLAG_LETTER_FIRST);
	Inputbox.set_valid_chars(VALID_PILOT_CHARS);
	Inputbox.disable();
	Inputbox.hide();

	// load in help overlay bitmap	
	Barracks_overlay_id = help_overlay_get_index(BARRACKS_OVERLAY);
	help_overlay_set_state(Barracks_overlay_id,gr_screen.res,0);

	// other init stuff
	Barracks_callsign_enter_mode = 0;	
	List_scroll_offset = Stats_scroll_offset = Pic_number = Pic_squad_number = Selected_line = 0;
	Cur_pilot = &Players[Player_num];

	// disable squad logo selection buttons in single player
	if(!(Cur_pilot->flags & PLAYER_FLAGS_IS_MULTI)){
		// squad logo picture buttons		
		Buttons[gr_screen.res][B_SQUAD_PREV_BUTTON].button.hide();
		Buttons[gr_screen.res][B_SQUAD_PREV_BUTTON].button.disable();
		Buttons[gr_screen.res][B_SQUAD_NEXT_BUTTON].button.hide();
		Buttons[gr_screen.res][B_SQUAD_NEXT_BUTTON].button.disable();
	} else {
		// squad logo picture buttons		
		Buttons[gr_screen.res][B_SQUAD_PREV_BUTTON].button.enable();
		Buttons[gr_screen.res][B_SQUAD_PREV_BUTTON].button.unhide();
		Buttons[gr_screen.res][B_SQUAD_NEXT_BUTTON].button.enable();
		Buttons[gr_screen.res][B_SQUAD_NEXT_BUTTON].button.unhide();		
	}

	// set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
	barracks_set_hotkeys(1);

	// load ramp pips
	Rank_pips_bitmaps = bm_load_animation("IconRankMini.ani", &Rank_pips_count);	

	// load up the pilot pic list
	pilot_load_pic_list();	
	pilot_load_squad_pic_list();
	
	// don't load pilot images yet
	for (i=0; i<MAX_PILOT_IMAGES; i++) {
		Pilot_images[i] = BARRACKS_IMAGE_NOT_LOADED;  // while -1 is can't load
		Pilot_squad_images[i] = BARRACKS_IMAGE_NOT_LOADED;
	}
	
	// init stats
	barracks_init_stats(&Cur_pilot->stats);
	
	// base the mode we're in (single or multi) on the status of the currently selected pilot
	barracks_init_player_stuff((Game_mode & GM_MULTIPLAYER) == GM_MULTIPLAYER);
}
// parses help.tbl and populates help_overlaylist[]
void parse_helptbl(const char *filename)
{
	int overlay_id, currcount, vtxcount;
	char name[HELP_MAX_NAME_LENGTH];
	char buf[HELP_MAX_STRING_LENGTH + 1];
	int i, j, rval;

	SCP_vector<help_pline> pline_temp;
	help_pline pline_temp2;
	SCP_vector<help_text> text_temp;
	help_text text_temp2;
	SCP_vector<help_right_bracket> rbracket_temp;
	help_right_bracket rbracket_temp2;
	SCP_vector<help_left_bracket> lbracket_temp;
	help_left_bracket lbracket_temp2;
	vec3d vec3d_temp;
	
	if ((rval = setjmp(parse_abort)) != 0) {
		mprintf(("TABLES: Unable to parse '%s'!  Error code = %i.\n", filename, rval));
		return;
	} 

	read_file_text(filename, CF_TYPE_TABLES);
	reset_parse();

	// for each overlay...
	while (optional_string("$")) {

		stuff_string(name, F_NAME, HELP_MAX_NAME_LENGTH);

		overlay_id = help_overlay_get_index(name);

		if (overlay_id < 0) {
			if (num_help_overlays >= MAX_HELP_OVERLAYS) {
				Warning(LOCATION, "Could not load help overlay after '%s' as maximum number of help overlays was reached (Max is %d)", help_overlaylist[overlay_id - 1].name, MAX_HELP_OVERLAYS);

				if (!skip_to_string("$end")) {
					Error(LOCATION, "Couldn't find $end. Help.tbl or -hlp.tbm is invalid.\n");
				}

				continue;
			} else {
				overlay_id = num_help_overlays;
				strcpy_s(help_overlaylist[overlay_id].name, name);
				num_help_overlays++;
			}
		}

		// clear out counters in the overlay struct
		help_overlaylist[overlay_id].plinecount = 0;
		help_overlaylist[overlay_id].textcount = 0;
		help_overlaylist[overlay_id].rbracketcount = 0;
		help_overlaylist[overlay_id].lbracketcount = 0;

		help_overlaylist[overlay_id].fontlist.clear();
		help_overlaylist[overlay_id].plinelist.clear();
		help_overlaylist[overlay_id].textlist.clear();
		help_overlaylist[overlay_id].rbracketlist.clear();
		help_overlaylist[overlay_id].lbracketlist.clear();

		if (optional_string("+resolutions")) {
			stuff_int(&help_overlaylist[overlay_id].num_resolutions);
		} else {
			help_overlaylist[overlay_id].num_resolutions = 2;
		}

		if (help_overlaylist[overlay_id].num_resolutions < 1) {
			Error(LOCATION, "+resolutions in %s is %d. (Must be 1 or greater)", filename, help_overlaylist[overlay_id].num_resolutions);
		}

		if (optional_string("+font")) {
			int font;
			for (i=0; i<help_overlaylist[overlay_id].num_resolutions; i++) {
				stuff_int(&font);
				help_overlaylist[overlay_id].fontlist.push_back(font);
			}
		} else {
			for (i=0; i<help_overlaylist[overlay_id].num_resolutions; i++) {
				help_overlaylist[overlay_id].fontlist.push_back(FONT1);
			}
		}

		for (i=0; i<help_overlaylist[overlay_id].num_resolutions; i++) {
			help_overlaylist[overlay_id].plinelist.push_back(pline_temp);
			help_overlaylist[overlay_id].textlist.push_back(text_temp);
			help_overlaylist[overlay_id].rbracketlist.push_back(rbracket_temp);
			help_overlaylist[overlay_id].lbracketlist.push_back(lbracket_temp);
		}
		
		int type;
		// read in all elements for this overlay
		while ((type = required_string_one_of(5, "+pline", "+text", "+right_bracket", "+left_bracket", "$end")) != 4) {	// Doing it this way means an error lists "$end" at the end, which seems appropriate. -MageKing17

			switch (type) {
			case 0:	// +pline
				required_string("+pline");
				currcount = help_overlaylist[overlay_id].plinecount;
				int a, b;		// temp vars to read in int before cast to float;

				// read number of pline vertices
				stuff_int(&vtxcount);
				// get vertex coordinates for each resolution
				for (i = 0; i < help_overlaylist[overlay_id].num_resolutions; i++) {
					help_overlaylist[overlay_id].plinelist.at(i).push_back(pline_temp2);
					for (j = 0; j < vtxcount; j++) {
						help_overlaylist[overlay_id].plinelist.at(i).at(currcount).vtx.push_back(vec3d_temp);
						help_overlaylist[overlay_id].plinelist.at(i).at(currcount).vtxcount = vtxcount;
						stuff_int(&a);
						stuff_int(&b);
						help_overlaylist[overlay_id].plinelist.at(i).at(currcount).vtx.at(j).xyz.x = (float)a;
						help_overlaylist[overlay_id].plinelist.at(i).at(currcount).vtx.at(j).xyz.y = (float)b;
						help_overlaylist[overlay_id].plinelist.at(i).at(currcount).vtx.at(j).xyz.z = 0.0f;
					}
				}

				help_overlaylist[overlay_id].plinecount++;
				break;
			case 1:	// +text
				required_string("+text");
				currcount = help_overlaylist[overlay_id].textcount;

				// get coordinates for each resolution
				for (i = 0; i < help_overlaylist[overlay_id].num_resolutions; i++) {
					help_overlaylist[overlay_id].textlist.at(i).push_back(text_temp2);
					stuff_int(&(help_overlaylist[overlay_id].textlist.at(i).at(currcount).x_coord));
					stuff_int(&(help_overlaylist[overlay_id].textlist.at(i).at(currcount).y_coord));
				}

				// get string (always use the first resolution)
				stuff_string(buf, F_MESSAGE, sizeof(buf));
				help_overlaylist[overlay_id].textlist.at(0).at(currcount).string = vm_strdup(buf);

				help_overlaylist[overlay_id].textcount++;
				break;
			case 2: // +right_bracket
				required_string("+right_bracket");
				currcount = help_overlaylist[overlay_id].rbracketcount;

				// get coordinates for each resolution
				for (i = 0; i < help_overlaylist[overlay_id].num_resolutions; i++) {
					help_overlaylist[overlay_id].rbracketlist.at(i).push_back(rbracket_temp2);
					stuff_int(&(help_overlaylist[overlay_id].rbracketlist.at(i).at(currcount).x_coord));
					stuff_int(&(help_overlaylist[overlay_id].rbracketlist.at(i).at(currcount).y_coord));
				}

				help_overlaylist[overlay_id].rbracketcount++;
				break;
			case 3: // +left_bracket
				required_string("+left_bracket");
				currcount = help_overlaylist[overlay_id].lbracketcount;

				// get coordinates for each resolution
				for (i = 0; i < help_overlaylist[overlay_id].num_resolutions; i++) {
					help_overlaylist[overlay_id].lbracketlist.at(i).push_back(lbracket_temp2);
					stuff_int(&(help_overlaylist[overlay_id].lbracketlist.at(i).at(currcount).x_coord));
					stuff_int(&(help_overlaylist[overlay_id].lbracketlist.at(i).at(currcount).y_coord));
				}

				help_overlaylist[overlay_id].lbracketcount++;
				break;
			case -1:
				// -noparseerrors is set
				break;
			case 4: // $end
			default:
				Assertion(false, "This should never happen.\n");
				break;
			}
		}		// end while
		required_string("$end");
	}		// end while
}
// ---------------------------------------------------------------------
// mission_hotkey_init()
//
// Initialize the hotkey assignment screen system.  Called when GS_STATE_HOTKEY_SCREEN
// is entered.
//
void mission_hotkey_init()
{
	int i;
	hotkey_buttons *b;

	// pause all weapon sounds
	weapon_pause_sounds();

	// pause all game music
	audiostream_pause_all();

	reset_hotkeys();
	common_set_interface_palette();  // set the interface palette
	Ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
	Ui_window.set_mask_bmap(Hotkey_mask_fname[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, i < 2 ? 1 : 0, 1);
		// set up callback for when a mouse first goes over a button
		b->button.set_highlight_action(common_play_highlight_sound);
		b->button.set_bmaps(b->filename);
		b->button.link_hotspot(b->hotspot);
	}

	// add all xstr text
	for(i=0; i<HOTKEY_NUM_TEXT; i++) {
		Ui_window.add_XSTR(&Hotkey_text[gr_screen.res][i]);
	}

	for (i=0; i<LIST_BUTTONS_MAX; i++) {
		List_buttons[i].create(&Ui_window, "", 0, 0, 60, 30, (i < 2), 1);
		List_buttons[i].hide();
		List_buttons[i].disable();
	}

	// set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
	Buttons[gr_screen.res][SCROLL_UP_BUTTON].button.set_hotkey(KEY_PAGEUP);
	Buttons[gr_screen.res][SCROLL_DOWN_BUTTON].button.set_hotkey(KEY_PAGEDOWN);

	// ensure help overlay is off
	Hotkey_overlay_id = help_overlay_get_index(HOTKEY_OVERLAY);
	help_overlay_set_state(Hotkey_overlay_id,gr_screen.res,0);

	// load in relevant bitmaps
	Background_bitmap = bm_load(Hotkey_background_fname[gr_screen.res]);
	if (Background_bitmap < 0) {
		// bitmap didnt load -- this is bad
		Int3();
	}
	Wing_bmp = bm_load("WingDesignator");
	if (Wing_bmp < 0) {
		// bitmap didnt load -- this is bad
		Int3();
	}

	Scroll_offset = 0;
	Selected_line = 1;
	hotkey_build_listing();
}
void techroom_init()
{
	int i, idx;
	techroom_buttons *b;

	Ships_loaded = 0;
	Weapons_loaded = 0;
	Intel_loaded = 0;

	Techroom_show_all = 0;

	// set up UI stuff
	Ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 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
		Error(LOCATION,"Couldn't load techroom background bitmap");
	}

	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], 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(idx=0; idx<MAX_INTEL_ENTRIES; idx++){
		Intel_list[idx].animation.num_frames = 0;
		Intel_list[idx].bitmap = -1;
	}

	mprintf(("Techroom successfully initialized, now changing tab...\n"));
	techroom_change_tab(Tab);
}
Exemple #5
0
void cmd_brief_init(int team)
{
	common_music_init(SCORE_BRIEFING);

	int i;
	ui_button_info *b;

	Cmd_brief_inited = 0;
	Cur_cmd_brief = &Cmd_briefs[team];

	// Goober5000 - replace any variables (probably persistent variables) with their values
	for (i = 0; i < Cur_cmd_brief->num_stages; i++)
		sexp_replace_variable_names_with_values(Cur_cmd_brief->stage[i].text);

	if (Cur_cmd_brief->num_stages <= 0)
		return;

	gr_reset_clip();
	gr_clear();
	gr_flip();

	// first determine which layout to use
	Uses_scroll_buttons = 1;	// assume true
	Cmd_brief_background_bitmap = mission_ui_background_load(Cur_cmd_brief->background[gr_screen.res], Cmd_brief_fname[Uses_scroll_buttons][gr_screen.res]);	// try to load extra one first
	if (Cmd_brief_background_bitmap < 0)	// failed to load
	{
		Uses_scroll_buttons = 0;	// nope, sorry
		Cmd_brief_background_bitmap = mission_ui_background_load(NULL, Cmd_brief_fname[Uses_scroll_buttons][gr_screen.res]);
	}

	Ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
	Ui_window.set_mask_bmap(Cmd_brief_mask[Uses_scroll_buttons][gr_screen.res]);

	for (i=0; i<NUM_CMD_BRIEF_BUTTONS; i++) {
		b = &Cmd_brief_buttons[gr_screen.res][i];

		b->button.create(&Ui_window, "", b->x, b->y, 60, 30, 0, 1);
		// set up callback for when a mouse first goes over a button
		b->button.set_highlight_action(common_play_highlight_sound);
		b->button.set_bmaps(b->filename);
		b->button.link_hotspot(b->hotspot);
	}

	// add text
	for(i=0; i<CMD_BRIEF_NUM_TEXT; i++){
		Ui_window.add_XSTR(&Cmd_brief_text[gr_screen.res][i]);
	}

	// set up readyrooms for buttons so we draw the correct animation frame when a key is pressed
	Cmd_brief_buttons[gr_screen.res][CMD_BRIEF_BUTTON_FIRST_STAGE].button.set_hotkey(KEY_SHIFTED | KEY_LEFT);
	Cmd_brief_buttons[gr_screen.res][CMD_BRIEF_BUTTON_LAST_STAGE].button.set_hotkey(KEY_SHIFTED | KEY_RIGHT);
	Cmd_brief_buttons[gr_screen.res][CMD_BRIEF_BUTTON_PREV_STAGE].button.set_hotkey(KEY_LEFT);
	Cmd_brief_buttons[gr_screen.res][CMD_BRIEF_BUTTON_NEXT_STAGE].button.set_hotkey(KEY_RIGHT);
	Cmd_brief_buttons[gr_screen.res][CMD_BRIEF_BUTTON_ACCEPT].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
	Cmd_brief_buttons[gr_screen.res][CMD_BRIEF_BUTTON_HELP].button.set_hotkey(KEY_F1);
	Cmd_brief_buttons[gr_screen.res][CMD_BRIEF_BUTTON_OPTIONS].button.set_hotkey(KEY_F2);

	// extra - Goober5000
	if (Uses_scroll_buttons)
	{
		Cmd_brief_buttons[gr_screen.res][CMD_BRIEF_BUTTON_SCROLL_UP].button.set_hotkey(KEY_UP);
		Cmd_brief_buttons[gr_screen.res][CMD_BRIEF_BUTTON_SCROLL_DOWN].button.set_hotkey(KEY_DOWN);
	}

	// load in help overlay bitmap	
	Cmd_brief_overlay_id = help_overlay_get_index(CMD_BRIEF_OVERLAY);
	help_overlay_set_state(Cmd_brief_overlay_id,gr_screen.res,0);

	for (i=0; i<Cur_cmd_brief->num_stages; i++)
		cmd_brief_ani_wave_init(i);

	cmd_brief_init_voice();
	cmd_brief_new_stage(0);
	Cmd_brief_paused = 0;
	Cmd_brief_inited = 1;
}