2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/MenuUI/MainHallMenu.cpp $
15 * Header file for main-hall menu code
18 * Revision 1.9 2005/10/01 22:04:58 taylor
19 * fix FS1 (de)briefing voices, the directory names are different in FS1
20 * hard code the table values so that the fs1.vp file isn't needed
21 * hard code a mission fix for sm2-08a since a have no idea how to fix it otherwise
22 * generally cleanup some FS1 code
23 * fix volume sliders in the options screen that never went all the way up
25 * Revision 1.8 2004/09/20 01:31:44 theoddone33
28 * Revision 1.7 2003/05/25 02:30:42 taylor
31 * Revision 1.6 2002/07/24 00:20:42 relnev
34 * Revision 1.5 2002/06/09 04:41:22 relnev
35 * added copyright header
37 * Revision 1.4 2002/06/01 03:32:00 relnev
38 * fix texture loading mistake.
40 * enable some d3d stuff for opengl also
42 * Revision 1.3 2002/05/30 16:55:44 theoddone33
43 * now gets to another screen
45 * Revision 1.2 2002/05/27 22:43:02 theoddone33
46 * Fix more glide symbols
48 * Revision 1.1.1.1 2002/05/03 03:28:09 root
52 * 62 10/28/99 2:04a Jefff
55 * 61 9/15/99 6:28p Dave
56 * No load mission button in RELEASE_REAL
58 * 60 9/13/99 4:52p Dave
61 * 59 9/13/99 11:30a Dave
62 * Added checkboxes and functionality for disabling PXO banners as well as
63 * disabling d3d zbuffer biasing.
65 * 58 9/07/99 6:55p Jefff
66 * added jump-to-campaign-mission cheat
68 * 57 9/07/99 4:01p Dave
69 * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
70 * does everything properly (setting up address when binding). Remove
71 * black rectangle background from UI_INPUTBOX.
73 * 56 9/06/99 6:38p Dave
74 * Improved CD detection code.
76 * 55 9/06/99 1:30a Dave
77 * Intermediate checkin. Started on enforcing CD-in-drive to play the
80 * 54 9/03/99 1:31a Dave
81 * CD checking by act. Added support to play 2 cutscenes in a row
82 * seamlessly. Fixed super low level cfile bug related to files in the
83 * root directory of a CD. Added cheat code to set campaign mission # in
86 * 53 9/01/99 11:02p Dave
87 * Made head guy look right when not animating.
89 * 52 8/27/99 12:04a Dave
90 * Campaign loop screen.
92 * 51 8/26/99 9:45a Dave
93 * First pass at easter eggs and cheats.
95 * 50 8/25/99 11:57a Jefff
96 * freespace -> freespace 2 in tooltip strings
98 * 49 8/25/99 10:50a Dave
99 * Added music to the mainhall.tbl
101 * 48 8/24/99 8:55p Dave
102 * Make sure nondimming pixels work properly in tech menu.
104 * 47 8/18/99 11:44a Jefff
107 * 46 8/10/99 4:45p Jefff
110 * 45 8/06/99 1:01p Andsager
111 * disable quick start (g) for demo
113 * 44 8/05/99 10:34a Jefff
114 * more mouseover sound fixes
116 * 43 8/04/99 9:12p Andsager
117 * Add campaign room popup allowing restart of campaign in demo.
119 * 42 8/04/99 5:36p Dave
120 * Make glide and D3D switch out properly.
122 * 41 8/04/99 4:35p Jefff
123 * fixed tech room & options sounds playing only once
125 * 40 8/03/99 5:41p Jefff
126 * made "f1 for help" draw after animations, and stop if help overlay
129 * 39 8/03/99 4:42p Jefff
132 * 38 8/03/99 3:48p Jefff
134 * 37 8/02/99 9:13p Dave
137 * 36 8/02/99 2:26p Jefff
138 * "press f1.." text reworked
140 * 35 8/02/99 12:19p Andsager
141 * disable "L" load screen
143 * 34 8/02/99 11:12a Jefff
144 * adjusted tooltip shader stuff for more a more pleasing effect.
146 * 33 7/30/99 6:05p Jefff
147 * added shader behind tooltip text
149 * 32 7/30/99 4:20p Andsager
150 * Added user click sounds to main hall
152 * 31 7/29/99 10:47p Dave
153 * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
155 * 30 7/27/99 6:53p Dave
156 * Hi-res main hall support.
158 * 29 7/16/99 1:49p Dave
159 * 8 bit aabitmaps. yay.
161 * 28 7/15/99 9:20a Andsager
162 * FS2_DEMO initial checkin
164 * 27 7/13/99 1:15p Dave
165 * 32 bit support. Whee!
167 * 26 6/25/99 2:51p Jasons
168 * Changed wording of network error message.
170 * 25 6/21/99 1:30p Alanl
171 * changed main menu music tag
173 * 24 6/19/99 3:56p Dave
174 * Moved main hall definitions into a table file. Whee!
176 * 23 6/11/99 11:13a Dave
177 * last minute changes before press tour build.
179 * 22 5/09/99 8:57p Dave
180 * Final E3 build preparations.
182 * 21 4/25/99 3:02p Dave
183 * Build defines for the E3 build.
185 * 20 4/12/99 10:07p Dave
186 * Made network startup more forgiving. Added checkmarks to dogfight
187 * screen for players who hit commit.
189 * 19 3/28/99 5:58p Dave
190 * Added early demo code. Make objects move. Nice and framerate
191 * independant, but not much else. Don't use yet unless you're me :)
193 * 18 3/25/99 5:47p Dave
196 * 17 3/19/99 9:51a Dave
197 * Checkin to repair massive source safe crash. Also added support for
198 * pof-style nebulae, and some new weapons code.
200 * 16 2/25/99 4:19p Dave
201 * Added multiplayer_beta defines. Added cd_check define. Fixed a few
202 * release build warnings. Added more data to the squad war request and
205 * 15 2/03/99 11:44a Dave
206 * Fixed d3d transparent textures.
208 * 14 1/30/99 5:08p Dave
209 * More new hi-res stuff.Support for nice D3D textures.
211 * 13 1/27/99 9:56a Dave
212 * Temporary checkin of beam weapons for Dan to make cool sounds.
214 * 12 12/31/98 11:23a Dave
215 * Put mini-indicators for status of ships.tbl and weapons.tbl in the
216 * lower left corner of the main hall.
218 * 11 12/18/98 1:13a Dave
219 * Rough 1024x768 support for Direct3D. Proper detection and usage through
222 * 10 11/30/98 1:07p Dave
223 * 16 bit conversion, first run.
225 * 9 11/20/98 4:08p Dave
226 * Fixed flak effect in multiplayer.
228 * 8 11/20/98 11:16a Dave
229 * Fixed up IPX support a bit. Making sure that switching modes and
230 * loading/saving pilot files maintains proper state.
232 * 7 11/19/98 4:57p Dave
233 * Ignore PXO option if IPX is selected.
235 * 6 11/19/98 4:19p Dave
236 * Put IPX sockets back in psnet. Consolidated all multiplayer config
239 * 5 11/05/98 5:55p Dave
240 * Big pass at reducing #includes
242 * 4 11/05/98 4:18p Dave
243 * First run nebula support. Beefed up localization a bit. Removed all
244 * conditional compiles for foreign versions. Modified mission file
247 * 3 10/13/98 9:28a Dave
248 * Started neatening up freespace.h. Many variables renamed and
249 * reorganized. Added AlphaColors.[h,cpp]
251 * 2 10/07/98 10:53a Dave
254 * 1 10/07/98 10:49a Dave
256 * 103 10/02/98 3:22p Allender
257 * fix up the -connect option and fix the -port option
259 * 102 8/20/98 5:31p Dave
260 * Put in handy multiplayer logfile system. Now need to put in useful
261 * applications of it all over the code.
263 * 101 8/07/98 10:40a Allender
264 * new command line flags for starting netgames. Only starting currently
265 * works, and PXO isn't implemented yet
267 * 100 7/13/98 10:46a Lawrance
268 * Index another localized string
270 * 99 7/10/98 1:13a Allender
271 * lots of small multiplayer update changes. Code in launcher to specify
272 * connection speed. A couple of small fixes regarding empty mission
273 * files. Time out players after 10 second when they don't connect on
274 * their reliable socket.
276 * 98 6/09/98 10:31a Hoffoss
277 * Created index numbers for all xstr() references. Any new xstr() stuff
278 * added from here on out should be added to the end if the list. The
279 * current list count can be found in FreeSpace.cpp (search for
282 * 97 6/05/98 9:50a Lawrance
285 * 96 6/01/98 11:43a John
286 * JAS & MK: Classified all strings for localization.
288 * 95 5/22/98 9:02p Allender
289 * remove G key from main hall
291 * 94 5/22/98 10:54a Allender
292 * new dialog information for networking to tell user if connection type
293 * doesn't match the setup specified type
295 * 93 5/15/98 5:15p Dave
296 * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy
297 * status for team vs. team. Put in asserts to check for invalid team vs.
300 * 92 5/13/98 12:23a Lawrance
301 * Don't init main hall if already inited... not needed now, but may be
302 * useful if we don't always want to call main_hall_close() when switching
305 * 91 5/12/98 2:46a Dave
306 * Rudimentary communication between Parallax Online and freespace. Can
307 * get and store channel lists.
309 * 90 5/08/98 5:33p Lawrance
310 * check for CD when trying to enter ready room in single player
317 #include "mainhallmenu.h"
321 #include "gamesequence.h"
322 #include "animplay.h"
326 #include "snazzyui.h"
328 #include "audiostr.h"
330 #include "eventmusic.h"
332 #include "contexthelp.h"
336 #include "multiutil.h"
340 #include "playermenu.h"
341 #include "freespace.h"
342 #include "multi_voice.h"
344 #include "alphacolors.h"
346 #include "fishtank.h"
348 // #include "movie.h"
350 // ----------------------------------------------------------------------------
351 // MAIN HALL DATA DEFINES
353 #define MAX_RANDOM_INTERCOM_SOUNDS 10
354 #define NUM_RANDOM_INTERCOM_SOUNDS_0 3
355 #define NUM_RANDOM_INTERCOM_SOUNDS_1 3
357 #define MAX_MISC_ANIMATIONS 10
358 #define NUM_MISC_ANIMATIONS_0 2
359 #define NUM_MISC_ANIMATIONS_1 4
361 #define MAX_DOOR_ANIMATIONS 10
362 #define NUM_DOOR_ANIMATIONS_0 6
363 #define NUM_DOOR_ANIMATIONS_1 6
365 #define MAX_DOOR_SOUNDS 10
366 #define NUM_DOOR_SOUNDS_0 6
367 #define NUM_DOOR_SOUNDS_1 6
369 #define MISC_ANIM_MODE_LOOP 0 // loop the animation
370 #define MISC_ANIM_MODE_HOLD 1 // play to the end and hold the animation
371 #define MISC_ANIM_MODE_TIMED 2 // uses timestamps to determine when a finished anim should be checked again
373 #define NUM_REGIONS 7 // (6 + 1 for multiplayer equivalent of campaign room)
374 typedef struct main_hall_defines {
376 char bitmap[MAX_FILENAME_LEN+1];
377 char mask[MAX_FILENAME_LEN+1];
380 char music[MAX_FILENAME_LEN+1];
382 // intercom defines -------------------
384 // # of intercom sounds
385 int num_random_intercom_sounds;
387 // random (min/max) delays between playing intercom sounds
388 int intercom_delay[MAX_RANDOM_INTERCOM_SOUNDS][2];
390 // intercom sounds themselves
391 int intercom_sounds[MAX_RANDOM_INTERCOM_SOUNDS];
393 // intercom sound pan values
394 float intercom_sound_pan[MAX_RANDOM_INTERCOM_SOUNDS];
397 // misc animations --------------------
399 // # of misc animations
400 int num_misc_animations;
402 // filenames of the misc animations
403 char misc_anim_name[MAX_MISC_ANIMATIONS][MAX_FILENAME_LEN+1];
405 // Time until we will next play a given misc animation, min delay, and max delay
406 int misc_anim_delay[MAX_MISC_ANIMATIONS][3];
408 // coords of where to play the misc anim
409 int misc_anim_coords[MAX_MISC_ANIMATIONS][2];
411 // misc anim play modes (see MISC_ANIM_MODE_* above)
412 int misc_anim_modes[MAX_MISC_ANIMATIONS];
414 // panning values for each of the misc anims
415 float misc_anim_sound_pan[MAX_MISC_ANIMATIONS];
417 // [N][0] == # of sounds, [N][1-9] sound index
418 int misc_anim_special_sounds[MAX_MISC_ANIMATIONS][10];
420 // [N][0] == # of triggers, [N][1-9] >= frame num
421 int misc_anim_special_trigger[MAX_MISC_ANIMATIONS][10];
423 // [N][0] == # of handles, [N][1-9] == sound handle num
424 int misc_anim_sound_handles[MAX_MISC_ANIMATIONS][10];
426 // [N][0] == # of handles, [N][1-9] == sound "should" be playing
427 int misc_anim_sound_flag[MAX_MISC_ANIMATIONS][10];
430 // door animations --------------------
432 // # of door animations
433 int num_door_animations;
435 // filenames of the door animations
436 char door_anim_name[MAX_DOOR_ANIMATIONS][MAX_FILENAME_LEN+1];
438 // first pair : coords of where to play a given door anim
439 // second pair : center of a given door anim in windowed mode
440 int door_anim_coords[MAX_DOOR_ANIMATIONS][4];
443 // door sounds ------------------------
448 // sounds for each region (open/close)
449 int door_sounds[MAX_DOOR_SOUNDS][2];
451 // pan values for the door sounds
452 float door_sound_pan[MAX_DOOR_SOUNDS];
455 // region descriptions ----------------
457 // text (tooltip) description
458 const char *region_descript[NUM_REGIONS];
460 // y coord of where to draw tooltip text
466 // use main hall 0 by default
467 main_hall_defines Main_hall_defines[GR_NUM_RESOLUTIONS][NUM_MAIN_HALLS];
468 main_hall_defines *Main_hall = &Main_hall_defines[0][0];
470 int Vasudan_funny = 0;
471 int Vasudan_funny_plate = -1;
473 char Main_hall_campaign_cheat[512] = "";
475 // ----------------------------------------------------------------------------
476 // MISC interface data
478 // is the main hall inited (for reentrancy)
479 int Main_hall_inited = 0;
481 // handle to the playing music
482 int Main_hall_music_handle = -1;
484 // background bitmap handle
485 int Main_hall_bitmap;
487 // background bitmap mask handle
490 // variable used for automatic netgame starting/joining
491 int Main_hall_netgame_started = 0;
493 // bitmap struct for th background mask bitmap
494 bitmap *Main_hall_mask_bitmap;
496 // actual data for the background mask bitmap
497 ubyte *Main_hall_mask_data;
499 int Main_hall_mask_w, Main_hall_mask_h;
502 // ----------------------------------------------------------------------------
503 // MOUSE clicking stuff
505 // indicates whether a right click occured
506 int Main_hall_right_click;
508 // use this to cycle through the selectable regions instead of the mouse's current region
509 int Main_hall_last_clicked_region;
511 // use this to determine how long the cursor has to linger on a region before it starts playing
512 #define MAIN_HALL_REGION_LINGER 175 // in ms
513 int Main_hall_region_linger_stamp = -1;
515 // handle any right clicks which may have occured
516 void main_hall_handle_right_clicks();
519 // ----------------------------------------------------------------------------
520 // RANDOM intercom sounds
523 // next random intercom sound to play
524 int Main_hall_next_intercom_sound = 0;
526 // delay for the next intercom sound
527 int Main_hall_next_intercom_sound_stamp = -1;
529 // handle to any playing instance of a random intercom sound
530 int Main_hall_intercom_sound_handle = -1;
532 // handle any details related to random intercom sounds
533 void main_hall_handle_random_intercom_sounds();
536 // ----------------------------------------------------------------------------
540 // the misc animations themselves
541 anim *Main_hall_misc_anim[MAX_MISC_ANIMATIONS];
543 // the instance of a given misc animation
544 anim_instance *Main_hall_misc_anim_instance[MAX_MISC_ANIMATIONS];
546 // handle starting, stopping and randomizing misc animations
547 void main_hall_handle_misc_anims();
549 // cull any finished misc animation instances
550 void main_hall_cull_misc_anim_instances();
552 // render all playing misc animations
553 void main_hall_render_misc_anims(float frametime);
556 // ----------------------------------------------------------------------------
557 // DOOR animations (not all of these are doors anymore, but they're doorlike _regions_)
559 #define DOOR_TEXT_X 100
560 #define DOOR_TEXT_Y 450
562 // the door animations themselves
563 anim *Main_hall_door_anim[MAX_DOOR_ANIMATIONS];
565 // the instance of a given door animation
566 anim_instance *Main_hall_door_anim_instance[MAX_DOOR_ANIMATIONS];
568 // render all playing door animations
569 void main_hall_render_door_anims(float frametime);
572 // ----------------------------------------------------------------------------
575 #define NUM_MAIN_HALL_REGIONS 10
576 #define NUM_MAIN_HALL_MOUSE_REGIONS 6
578 // region mask #'s (identifiers)
579 #define EXIT_REGION 0
580 #define BARRACKS_REGION 1
581 #define READY_ROOM_REGION 2
582 #define TECH_ROOM_REGION 3
583 #define OPTIONS_REGION 4
584 #define CAMPAIGN_ROOM_REGION 5
585 #define MULTIPLAYER_REGION 10
586 #define LOAD_MISSION_REGION 11
587 #define QUICK_START_REGION 12
588 #define SKILL_LEVEL_REGION 13
590 // all the menu regions in the main hall
591 MENU_REGION Main_hall_region[NUM_MAIN_HALL_REGIONS];
593 // # of regions (options) on this screen. parsed from a table
594 int Main_hall_num_options;
596 // region over which the mouse is currently residing, or -1 if over no region
597 // NOTE : you should nevery change this directly. Always use main_hall_handle_mouse_location(int)
598 // to do this. Otherwise, the door opening and closing animations will get screwed up
599 int Main_hall_mouse_region;
601 // set this to skip a frame
602 int Main_hall_frame_skip;
604 // do any necessary processing based upon the mouse location
605 void main_hall_handle_mouse_location(int cur_region);
607 // if the mouse has moved off of the currently active region, handle the anim accordingly
608 void main_hall_mouse_release_region(int region);
610 // if the mouse has moved on this region, handle it accordingly
611 void main_hall_mouse_grab_region(int region);
614 // ----------------------------------------------------------------------------
615 // SOUND data / handlers
618 // toaster oven room sound idex
619 #define TOASTER_REGION 3
621 // everyone's favorite desk guardian
622 #define ALLENDER_REGION 4
624 // handles to the sound instances of the doors opening/closing
625 int Main_hall_door_sound_handles[MAX_DOOR_SOUNDS] = {
629 // sound handle for looping ambient sound
630 int Main_hall_ambient_loop = -1;
632 // cull any door sounds that have finished playing
633 void main_hall_cull_door_sounds();
635 // handle starting, stopping and reversing "door" animations
636 void main_hall_handle_region_anims();
639 // ----------------------------------------------------------------------------
640 // warning/notification messages
642 #define MAIN_HALL_NOTIFY_TIME 3500
644 // timestamp for the notification messages
645 int Main_hall_notify_stamp = -1;
647 // text to display as the current notification message
648 char Main_hall_notify_text[300]="";
650 // set the current notification string and the associated timestamp
651 void main_hall_set_notify_string(const char *str);
653 // handle any drawing, culling, etc of notification messages
654 void main_hall_notify_do();
657 // ----------------------------------------------------------------------------
661 // upper _RIGHT_ corner for the version text
662 #define MAIN_HALL_VERSION_X 630
663 #define MAIN_HALL_VERSION_Y 467
665 // main hall help overlay ID
666 int Main_hall_overlay_id;
668 // blit the freespace version #
669 void main_hall_blit_version();
671 // blit any necessary tooltips
672 void main_hall_maybe_blit_tooltips();
674 // shader for behind tooltips
675 shader Main_hall_tooltip_shader;
677 // num pixels shader is above/below tooltip text
678 static int Main_hall_tooltip_padding[GR_NUM_RESOLUTIONS] = {
682 static int Main_hall_f1_text_frame = 0;
683 static int F1_text_done = 0;
685 // read in main hall table
686 void main_hall_read_table();
688 // "press f1" for help stuff
689 #define MAIN_HALL_HELP_TIME 5000
690 int Main_hall_help_stamp = -1;
691 void main_hall_process_help_stuff();
694 // ----------------------------------------------------------------------------
695 // VOICE RECORDING STUFF
698 // are we currently recording voice?
702 // called when multiplayer clicks on the ready room door. May pop up dialog depending on network
703 // connection status and errors
704 void main_hall_do_multi_ready()
708 error = psnet_get_network_status();
710 case NETWORK_ERROR_NO_TYPE:
711 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have not defined your type of Internet connection. Please run the Launcher, hit the setup button, and go to the Network tab and choose your connection type.", 360));
713 case NETWORK_ERROR_NO_WINSOCK:
714 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "Winsock is not installed. You must have TCP/IP and Winsock installed to play multiplayer FreeSpace.", 361));
716 case NETWORK_ERROR_NO_PROTOCOL:
717 if(Multi_options_g.protocol == NET_TCP){
718 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "TCP/IP protocol not found. This protocol is required for multiplayer FreeSpace.", 362));
720 Assert(Multi_options_g.protocol == NET_IPX);
721 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "IPX protocol not found. This protocol is required for multiplayer FreeSpace.", 362));
724 case NETWORK_ERROR_CONNECT_TO_ISP:
725 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected Dial Up Networking as your type of connection to the Internet. You are not currently connected. You must connect to your ISP before continuing on past this point.", 363));
727 case NETWORK_ERROR_LAN_AND_RAS:
728 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have indicated that you use a LAN for networking. You also appear to be dialed into your ISP. Please disconnect from your service provider, or choose Dial Up Networking.", 364));
731 case NETWORK_ERROR_NONE:
736 // if our selected protocol is not active
737 if((Multi_options_g.protocol == NET_TCP) && !Tcp_active){
738 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected TCP/IP for multiplayer Freespace, but the TCP/IP protocol was not detected on your machine.", 362));
741 if((Multi_options_g.protocol == NET_IPX) && !Ipx_active){
742 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected IPX for multiplayer Freespace, but the IPX protocol was not detected on your machine.", 1402));
746 if ( error != NETWORK_ERROR_NONE ){
750 // 7/9/98 -- MWA. Deal with the connection speed issue. make a call to the multiplayer code to
751 // determine is a valid connection setting exists
752 if ( Multi_connection_speed == CONNECTION_SPEED_NONE ) {
753 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You must define your connection speed. Please run the Launcher, hit the setup button, and go to the Network tab and choose your connection speed.", 986) );
757 // go to parallax online
758 #ifdef MULTIPLAYER_BETA_BUILD // do we want this for FS2_DEMO
759 Multi_options_g.pxo = 1;
760 Multi_options_g.protocol = NET_TCP;
761 gameseq_post_event( GS_EVENT_PXO );
764 // go to the regular join game screen
765 gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME );
769 psnet_use_protocol(Multi_options_g.protocol);
772 // blit some small color indicators to show whether ships.tbl and weapons.tbl are valid
773 // green == valid, red == invalid.
774 // ships.tbl will be on the left, weapons.tbl on the right
775 int Mh_ship_table_status[GR_NUM_RESOLUTIONS][2] = {
779 int Mh_weapon_table_status[GR_NUM_RESOLUTIONS][2] = {
783 void main_hall_blit_table_status()
785 // blit ship table status
786 gr_set_color_fast(Game_ships_tbl_valid ? &Color_bright_green : &Color_bright_red);
787 gr_line(Mh_ship_table_status[gr_screen.res][0], Mh_ship_table_status[gr_screen.res][1], Mh_ship_table_status[gr_screen.res][0], Mh_ship_table_status[gr_screen.res][1]);
789 // blit weapon table status
790 gr_set_color_fast(Game_weapons_tbl_valid ? &Color_bright_green : &Color_bright_red);
791 gr_line(Mh_weapon_table_status[gr_screen.res][0], Mh_weapon_table_status[gr_screen.res][1], Mh_weapon_table_status[gr_screen.res][0], Mh_ship_table_status[gr_screen.res][1]);
794 // bash the player to a specific mission in a campaign
795 void main_hall_campaign_cheat()
797 char *ret = popup_input(0, XSTR("Enter mission name.\n\n* This will destroy all legitimate progress in this campaign. *", -1));
801 // strcpy(Main_hall_campaign_cheat, ret);
802 mission_campaign_jump_to_mission(ret);
806 // -------------------------------------------------------------------------------------------------------------------
807 // FUNCTION DEFINITIONS BEGIN
810 // initialize the main hall proper
811 void main_hall_init(int main_hall_num)
813 if ( Main_hall_inited ) {
818 char temp[100], whee[100];
820 // read in the main hall table
821 main_hall_read_table();
823 // create the snazzy interface and load up the info from the table
825 read_menu_tbl(NOX("MAIN HALL"), temp, whee, Main_hall_region, &Main_hall_num_options, 0);
827 // assign the proper main hall data
828 Assert((main_hall_num >= 0) && (main_hall_num < NUM_MAIN_HALLS));
829 Main_hall = &Main_hall_defines[gr_screen.res][main_hall_num];
833 Main_hall->region_descript[0] = XSTR( "Exit Freespace", 353);
834 Main_hall->region_descript[1] = XSTR( "Barracks - Manage your Freespace pilots", 354);
835 Main_hall->region_descript[2] = XSTR( "Ready room - Start or continue a campaign", 355);
836 Main_hall->region_descript[3] = XSTR( "Tech room - View specifications of Freespace ships and weaponry", 356);
837 Main_hall->region_descript[4] = XSTR( "Options - Change your Freespace options", 357);
838 Main_hall->region_descript[5] = XSTR( "Campaign Room - View all available campaigns", 358);
839 Main_hall->region_descript[6] = XSTR( "Multiplayer - Start or join a multiplayer game", 359);
841 Main_hall->region_descript[0] = XSTR( "Exit FreeSpace 2", 353);
842 Main_hall->region_descript[1] = XSTR( "Barracks - Manage your FreeSpace 2 pilots", 354);
843 Main_hall->region_descript[2] = XSTR( "Ready room - Start or continue a campaign", 355);
844 Main_hall->region_descript[3] = XSTR( "Tech room - View specifications of FreeSpace 2 ships and weaponry", 356);
845 Main_hall->region_descript[4] = XSTR( "Options - Change your FreeSpace 2 options", 357);
846 Main_hall->region_descript[5] = XSTR( "Campaign Room - View all available campaigns", 358);
847 Main_hall->region_descript[6] = XSTR( "Multiplayer - Start or join a multiplayer game", 359);
850 // init tooltip shader
852 float gray_intensity = 0.02f; // nearly black
853 float c = (gr_screen.mode == GR_DIRECT3D || gr_screen.mode == GR_OPENGL) ? 0.11f : 0.07f; // adjust for renderer differences
854 gr_create_shader(&Main_hall_tooltip_shader, gray_intensity, gray_intensity, gray_intensity, c);
857 // load the background bitmap
858 Main_hall_bitmap = bm_load(Main_hall->bitmap);
859 if(Main_hall_bitmap < 0){
860 nprintf(("General","WARNING! Couldn't load main hall background bitmap %s\n", Main_hall->bitmap));
863 // remove any multiplayer flags from the game mode
864 Game_mode &= ~(GM_MULTIPLAYER);
866 // set the interface palette
867 #ifndef HARDWARE_ONLY
868 palette_use_bm_palette(Main_hall_bitmap);
871 Main_hall_mask_w = -1;
872 Main_hall_mask_h = -1;
875 Main_hall_mask = bm_load(Main_hall->mask);
876 if (Main_hall_mask < 0) {
877 Error(LOCATION,"Could not load in %s!", Main_hall->mask);
879 // get a pointer to bitmap by using bm_lock(), so we can feed it to he snazzy menu system
880 Main_hall_mask_bitmap = bm_lock(Main_hall_mask, 8, BMP_AABITMAP);
881 Main_hall_mask_data = (ubyte*)Main_hall_mask_bitmap->data;
882 bm_get_info(Main_hall_mask, &Main_hall_mask_w, &Main_hall_mask_h);
885 // load up the misc animations, and nullify all the delay timestamps for the misc animations
886 for(idx=0;idx<Main_hall->num_misc_animations;idx++) {
887 Main_hall_misc_anim[idx] = NULL;
888 Main_hall_misc_anim[idx] = anim_load(Main_hall->misc_anim_name[idx]);
889 if(Main_hall_misc_anim[idx] == NULL) {
890 nprintf(("General","WARNING!, Could not load misc %s anim in main hall\n",Main_hall->misc_anim_name));
893 // null out the animation instances
894 Main_hall_misc_anim_instance[idx] = NULL;
896 // null out the delay timestamps
897 Main_hall->misc_anim_delay[idx][0] = -1;
900 // load up the door animations
901 for(idx=0;idx<Main_hall->num_door_animations;idx++) {
902 Main_hall_door_anim[idx] = NULL;
903 Main_hall_door_anim[idx] = anim_load(Main_hall->door_anim_name[idx]);
904 if(Main_hall_door_anim[idx] == NULL){
905 nprintf(("General","WARNING!, Could not load door anim %s in main hall\n",Main_hall->door_anim_name[idx]));
908 // null out the animation instances
909 Main_hall_door_anim_instance[idx] = NULL;
912 // load in help overlay bitmap
913 if(Main_hall == &Main_hall_defines[gr_screen.res][0]) {
914 Main_hall_overlay_id = MH_OVERLAY;
916 Assert(Main_hall == &Main_hall_defines[gr_screen.res][1]);
917 Main_hall_overlay_id = MH2_OVERLAY;
919 help_overlay_load(Main_hall_overlay_id);
920 help_overlay_set_state(Main_hall_overlay_id,0);
922 // check to see if the "very first pilot" flag is set, and load the overlay if so
924 if (Main_hall_f1_text_frame == 0) {
925 Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
932 if(Player_select_very_first_pilot) {
933 Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
935 // don't display the "press f1" message more than once
936 Player_select_very_first_pilot = 0;
938 Main_hall_help_stamp = -1;
941 Main_hall_region_linger_stamp = -1;
943 strcpy(Main_hall_campaign_cheat, "");
945 // zero out the door sounds
946 for(idx=0;idx<Main_hall->num_door_sounds;idx++){
947 Main_hall_door_sound_handles[idx] = -1;
950 // zero out the misc anim sounds
951 for(idx=0;idx<Main_hall->num_misc_animations;idx++){
952 for(s_idx = 1;s_idx < 10;s_idx++){
953 Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
954 Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
958 // skip the first frame
959 Main_hall_frame_skip = 1;
961 // initialize the music
962 main_hall_start_music();
964 // initialize the main hall notify text
965 Main_hall_notify_stamp = 1;
967 // initialize the random intercom sound stuff
968 Main_hall_next_intercom_sound = 0;
969 Main_hall_next_intercom_sound_stamp = -1;
970 Main_hall_intercom_sound_handle = -1;
972 // set the placement of the mouse cursor (start at the ready room)
973 Main_hall_mouse_region = -1;
974 Main_hall_last_clicked_region = READY_ROOM_REGION;
975 mouse_set_pos(Main_hall->door_anim_coords[READY_ROOM_REGION][2],Main_hall->door_anim_coords[READY_ROOM_REGION][3]);
977 Main_hall_inited = 1;
979 // determine if we have a right click
980 Main_hall_right_click = mouse_down(MOUSE_RIGHT_BUTTON);
982 // set the game_mode based on the type of player
983 Assert( Player != NULL );
984 if ( Player->flags & PLAYER_FLAGS_IS_MULTI ){
985 Game_mode = GM_MULTIPLAYER;
987 Game_mode = GM_NORMAL;
990 if ( (Cmdline_start_netgame || (Cmdline_connect_addr != NULL)) && !Main_hall_netgame_started ) {
991 Main_hall_netgame_started = 1;
992 main_hall_do_multi_ready();
996 void main_hall_exit_game()
998 #if defined(NDEBUG) || defined(INTERPLAYQA)
1002 main_hall_stop_music();
1003 main_hall_stop_ambient();
1004 choice = popup( PF_NO_NETWORKING | PF_BODY_BIG, 2, POPUP_NO, POPUP_YES, XSTR( "Exit Game?", 365));
1005 if ( choice == 1 ) {
1006 gameseq_post_event(GS_EVENT_QUIT_GAME);
1008 main_hall_start_music();
1009 main_hall_start_ambient();
1012 gameseq_post_event(GS_EVENT_QUIT_GAME);
1017 // do a frame for the main hall
1018 void main_hall_do(float frametime)
1020 int code, key, snazzy_action;
1022 // need to ensure ambient is playing, since it may be stopped by a playing movie
1023 main_hall_start_ambient();
1025 // handle any animation details
1026 main_hall_handle_misc_anims();
1027 main_hall_handle_region_anims();
1029 // handle any random intercom sound details
1030 main_hall_handle_random_intercom_sounds();
1032 // handle any mouse clicks
1033 main_hall_handle_right_clicks();
1035 // handle any sound details
1036 main_hall_cull_door_sounds();
1038 // process any keypresses/mouse events
1040 code = snazzy_menu_do(Main_hall_mask_data, Main_hall_mask_w, Main_hall_mask_h, Main_hall_num_options, Main_hall_region, &snazzy_action, 1, &key);
1043 extern void game_process_cheats(int k);
1044 game_process_cheats(key);
1048 snazzy_action = SNAZZY_CLICKED;
1051 #if 0 //#ifndef NDEBUG
1053 movie_play("endprt2b.mve", 0);
1056 movie_play_two("endprt2a.mve", "endprt2b.mve", 0);
1059 main_hall_campaign_cheat();
1061 case KEY_DEBUGGED + KEY_D:
1062 demo_start_playback("test.fsd");
1069 // do any processing based upon what happened to the snazzy menu
1070 switch (snazzy_action) {
1072 main_hall_handle_mouse_location(code);
1075 case SNAZZY_CLICKED:
1077 // clicked on the exit region
1079 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1080 main_hall_exit_game();
1083 // clicked on the readyroom region
1084 case READY_ROOM_REGION:
1085 #ifdef MULTIPLAYER_BETA_BUILD
1086 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1087 Player->flags |= PLAYER_FLAGS_IS_MULTI;
1088 main_hall_do_multi_ready();
1089 #elif defined(E3_BUILD) || defined(PRESS_TOUR_BUILD)
1090 gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);
1092 if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1093 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1094 main_hall_do_multi_ready();
1096 if(strlen(Main_hall_campaign_cheat)){
1097 gameseq_post_event(GS_EVENT_CAMPAIGN_CHEAT);
1099 gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);
1101 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1106 // clicked on the tech room region
1107 case TECH_ROOM_REGION:
1108 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1109 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1110 game_feature_not_in_demo_popup();
1112 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1113 gameseq_post_event( GS_EVENT_TECH_MENU );
1117 // clicked on the options region
1118 case OPTIONS_REGION:
1119 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1120 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
1123 // clicked on the campaign toom region
1124 case CAMPAIGN_ROOM_REGION:
1125 #if !defined(MULTIPLAYER_BETA_BUILD) && !defined(E3_BUILD) && !defined(PRESS_TOUR_BUILD)
1127 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1128 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1130 //game_feature_not_in_demo_popup();
1131 int reset_campaign = popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 2, "Exit", "Restart Campaign", "Campaign Room only available in full version. However, you may restart the campaign.");
1132 if (reset_campaign == 1) {
1133 mission_campaign_savefile_delete(Campaign.filename);
1134 mission_campaign_load(Campaign.filename);
1135 mission_campaign_next_mission();
1140 if(Player->flags & PLAYER_FLAGS_IS_MULTI){
1141 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1142 main_hall_set_notify_string(XSTR( "Campaign Room not valid for multiplayer pilots", 366));
1144 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1145 gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);
1152 // clicked on the multiplayer region
1153 case MULTIPLAYER_REGION:
1154 #if defined(DEMO) || defined(OEM_BUILD) // not for FS2_DEMO
1155 game_feature_not_in_demo_popup();
1157 if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1158 // NOTE : this isn't a great thing to be calling this anymore. But we'll leave it for now
1159 gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME );
1161 main_hall_set_notify_string(XSTR( "Not a valid multiplayer pilot!!", 367));
1166 // load mission key was pressed
1167 case LOAD_MISSION_REGION:
1170 #if !(defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO) || defined(FS1_DEMO))
1171 //#if !defined(NDEBUG) || defined(INTERPLAYQA)
1172 if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1173 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1174 main_hall_set_notify_string(XSTR( "Load Mission not valid for multiplayer pilots", 368));
1176 #ifdef GAME_CD_CHECK
1177 // if ( !game_do_cd_check() ) {
1181 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1182 gameseq_post_event( GS_EVENT_LOAD_MISSION_MENU );
1189 // quick start a game region
1190 case QUICK_START_REGION:
1191 #if !defined(NDEBUG) && !(defined(FS2_DEMO) || defined(FS1_DEMO))
1192 if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1193 main_hall_set_notify_string(XSTR( "Quick Start not valid for multiplayer pilots", 369));
1196 if (Num_recent_missions > 0) {
1197 strncpy( Game_current_mission_filename, Recent_missions[0], MAX_FILENAME_LEN );
1199 mission_load_up_campaign();
1200 strncpy( Game_current_mission_filename, Campaign.missions[0].name, MAX_FILENAME_LEN );
1203 Campaign.current_mission = -1;
1204 gameseq_post_event(GS_EVENT_START_GAME_QUICK);
1209 // clicked on the barracks region
1210 case BARRACKS_REGION:
1211 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1212 gameseq_post_event( GS_EVENT_BARRACKS_MENU );
1215 // increate the skill level
1216 case SKILL_LEVEL_REGION:
1219 game_increase_skill_level();
1220 sprintf(temp, XSTR( "Skill level set to %s.", 370), Skill_level_names(Game_skill_level));
1221 main_hall_set_notify_string(temp);
1224 // escape was pressed
1226 // if there is a help overlay active, then don't quit the game - just kill the overlay
1227 if(!help_overlay_active(Main_hall_overlay_id)){
1228 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1229 main_hall_exit_game();
1233 help_overlay_set_state(Main_hall_overlay_id,0);
1238 // if the escape key wasn't pressed handle any mouse position related events
1239 if (code != ESC_PRESSED){
1240 main_hall_handle_mouse_location(code);
1245 main_hall_handle_mouse_location(-1);
1249 if ( mouse_down(MOUSE_LEFT_BUTTON) ) {
1250 help_overlay_set_state(Main_hall_overlay_id, 0);
1253 // draw the background bitmap
1255 GR_MAYBE_CLEAR_RES(Main_hall_bitmap);
1256 if(Main_hall_bitmap >= 0){
1257 gr_set_bitmap(Main_hall_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1261 // draw any pending notification messages
1262 main_hall_notify_do();
1264 // render misc animations
1265 main_hall_render_misc_anims(frametime);
1267 // render door animtions
1268 main_hall_render_door_anims(frametime);
1270 // blit any appropriate tooltips
1271 main_hall_maybe_blit_tooltips();
1276 // process any help "hit f1" timestamps and display any messages if necessary
1277 if (!F1_text_done) {
1278 main_hall_process_help_stuff();
1281 // blit help overlay if active
1282 help_overlay_maybe_blit(Main_hall_overlay_id);
1284 // blit the freespace version #
1285 main_hall_blit_version();
1287 // blit ship and weapon table status
1288 main_hall_blit_table_status();
1290 // if we're in nice D3D texture format
1292 gr_set_color_fast(&Color_white);
1295 if(gr_screen.mode == GR_DIRECT3D){
1296 if(Bm_pixel_format == BM_PIXEL_FORMAT_ARGB_D3D){
1297 gr_string(320, gr_screen.max_h - 10, "D3D ARGB");
1299 extern int D3d_rendition_uvs;
1300 extern int D3D_32bit;
1301 extern int D3D_fog_mode;
1302 extern int D3D_zbias;
1303 if(D3d_rendition_uvs){
1304 gr_string(320, gr_screen.max_h - 20, "D3D rendition");
1307 gr_string(320, gr_screen.max_h - 30, "D3D 32bit");
1309 gr_printf(320, gr_screen.max_h - 40, "Fog : %d", D3D_fog_mode);
1310 gr_printf(320, gr_screen.max_h - 50, "Zbias : %d", D3D_zbias);
1311 // extern void d3d_test();
1313 } else if(gr_screen.mode == GR_GLIDE){
1315 extern int Glide_voodoo3;
1317 gr_string(320, gr_screen.max_h - 20, "VOODOO 3");
1325 // maybe run the player tips popup
1326 // #if defined(FS2_DEMO) && defined(NDEBUG)
1327 player_tips_popup();
1330 // if we were supposed to skip a frame, then stop doing it after 1 frame
1331 if(Main_hall_frame_skip){
1332 Main_hall_frame_skip = 0;
1336 // close the main hall proper
1337 void main_hall_close()
1341 if(!Main_hall_inited){
1345 // unload the main hall bitmap
1346 if(Main_hall_bitmap != -1){
1347 bm_unload(Main_hall_bitmap);
1350 // unload any bitmaps
1351 if(Main_hall_mask >= 0){
1352 // make sure we unlock the mask bitmap so it can be unloaded
1353 bm_unlock(Main_hall_mask);
1354 if(!bm_unload(Main_hall_mask)){
1355 nprintf(("General","WARNING! Couldn't unload main hall mask bitmap!\n"));
1359 // free up any (possibly) playing misc animation handles
1360 for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1361 if(Main_hall_misc_anim_instance[idx]!=NULL){
1362 anim_stop_playing(Main_hall_misc_anim_instance[idx]);
1363 Main_hall_misc_anim_instance[idx] = NULL;
1367 // free up any (possibly) playing door animation handles
1368 for(idx=0;idx<Main_hall->num_door_animations;idx++){
1369 if(Main_hall_door_anim_instance[idx]!=NULL){
1370 anim_stop_playing(Main_hall_door_anim_instance[idx]);
1371 Main_hall_door_anim_instance[idx] = NULL;
1376 // free up any misc animations/instances
1377 for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1378 if((Main_hall_misc_anim_instance[idx]!=NULL) && (anim_playing(Main_hall_misc_anim_instance[idx]))){
1379 Main_hall_misc_anim_instance[idx] = NULL;
1381 if(Main_hall_misc_anim[idx]!=NULL){
1382 if(anim_free(Main_hall_misc_anim[idx]) == -1){
1383 nprintf(("General","WARNING!, Could not free up misc anim %s in main hall\n",Main_hall->misc_anim_name[idx]));
1388 // free up any door animations/instances
1389 for(idx=0;idx<Main_hall->num_door_animations;idx++){
1390 if((Main_hall_door_anim_instance[idx]!=NULL) && (anim_playing(Main_hall_door_anim_instance[idx]))){
1391 Main_hall_door_anim_instance[idx] = NULL;
1393 if(Main_hall_door_anim[idx]!=NULL){
1394 if(anim_free(Main_hall_door_anim[idx]) == -1){
1395 nprintf(("General","WARNING!, Could not free up door anim %s in main hall\n",Main_hall->door_anim_name[idx]));
1400 // stop any playing door sounds
1401 for(idx=0;idx<Main_hall->num_door_sounds-2;idx++){ // don't cut off the glow sounds (requested by Dan)
1402 if((Main_hall_door_sound_handles[idx] != -1) && snd_is_playing(Main_hall_door_sound_handles[idx])){
1403 snd_stop(Main_hall_door_sound_handles[idx]);
1404 Main_hall_door_sound_handles[idx] = -1;
1408 // stop any playing misc animation sounds
1409 for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1410 for(s_idx=1;s_idx<10;s_idx++){
1411 if(snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])){
1412 snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
1413 Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
1418 // unload the overlay bitmap
1419 help_overlay_unload(Main_hall_overlay_id);
1421 // close any snazzy menu details
1422 snazzy_menu_close();
1425 palette_restore_palette();
1430 // not inited anymore
1431 Main_hall_inited = 0;
1434 // start the main hall music playing
1435 void main_hall_start_music()
1437 // start a looping ambient sound
1438 main_hall_start_ambient();
1440 // if we have selected no music, then don't do this
1441 if ( Cmdline_freespace_no_music ) {
1445 int main_hall_spooled_music_index = event_music_get_spooled_music_index(Main_hall->music);
1447 if ((Main_hall_music_handle == -1) && (main_hall_spooled_music_index != -1)) {
1448 char *music_wavfile_name = Spooled_music[main_hall_spooled_music_index].filename;
1449 if (music_wavfile_name != NULL) {
1450 Main_hall_music_handle = audiostream_open( music_wavfile_name, ASF_EVENTMUSIC );
1451 if ( Main_hall_music_handle != -1 )
1452 audiostream_play(Main_hall_music_handle, Master_event_music_volume);
1455 nprintf(("Warning", "No music file exists to play music at the main menu!\n"));
1460 // stop the main hall music
1461 void main_hall_stop_music()
1463 if ( Main_hall_music_handle != -1 ) {
1464 audiostream_close_file(Main_hall_music_handle);
1465 Main_hall_music_handle = -1;
1469 // do any necessary instantiation of misc animations
1470 void main_hall_handle_misc_anims()
1474 if(Main_hall_frame_skip)
1477 for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1478 // if the anim isn't playing
1479 if(Main_hall_misc_anim_instance[idx] == NULL){
1480 // if the timestamp is -1, then reset it to some random value (based on MIN and MAX) and continue
1481 if(Main_hall->misc_anim_delay[idx][0] == -1){
1482 Main_hall->misc_anim_delay[idx][0] = timestamp(Main_hall->misc_anim_delay[idx][1] +
1483 (int)(((float)myrand()/(float)MY_RAND_MAX) * (float)(Main_hall->misc_anim_delay[idx][2] - Main_hall->misc_anim_delay[idx][1])));
1485 // if the timestamp is not -1 and has popped, play the anim and make the timestap -1
1486 } else if (timestamp_elapsed(Main_hall->misc_anim_delay[idx][0]) && Main_hall_misc_anim[idx]) {
1487 anim_play_struct aps;
1489 anim_play_init(&aps, Main_hall_misc_anim[idx], Main_hall->misc_anim_coords[idx][0], Main_hall->misc_anim_coords[idx][1]);
1490 aps.screen_id = GS_STATE_MAIN_MENU;
1491 aps.framerate_independent = 1;
1493 Main_hall_misc_anim_instance[idx] = anim_play(&aps);
1495 // kill the timestamp
1496 Main_hall->misc_anim_delay[idx][0] = -1;
1498 // reset the "should be playing" flags
1499 for(s_idx=1;s_idx<10;s_idx++){
1500 Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
1504 // if the anim is playing
1506 // check to see if any special trigger points have been reached by the animation
1507 // since the frame triggers must be in ascending order, we will count down so that we don't trigger too many sounds
1508 for(s_idx=Main_hall->misc_anim_special_sounds[idx][0]; s_idx > 0; s_idx--){
1509 // if we've passed the trigger point, then play the sound and break out of the loop
1510 if((Main_hall_misc_anim_instance[idx]->frame_num >= Main_hall->misc_anim_special_trigger[idx][s_idx]) && !Main_hall->misc_anim_sound_flag[idx][s_idx]){
1511 Main_hall->misc_anim_sound_flag[idx][s_idx] = 1;
1513 // if the sound is already playing, then kill it. This is a pretty safe thing to do since we can assume that
1514 // by the time we get to this point again, the sound will have been long finished
1515 if(snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])){
1516 snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
1517 Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
1520 Main_hall->misc_anim_sound_handles[idx][s_idx] = snd_play(&Snds_iface[Main_hall->misc_anim_special_sounds[idx][s_idx]],Main_hall->misc_anim_sound_pan[idx]);
1525 // if the animation mode is MISC_ANIM_MODE_HOLD, pause it at the last frame
1526 if((Main_hall->misc_anim_modes[idx] == MISC_ANIM_MODE_HOLD) && (Main_hall_misc_anim_instance[idx]->frame_num == Main_hall_misc_anim_instance[idx]->stop_at)){
1527 anim_pause(Main_hall_misc_anim_instance[idx]);
1528 Main_hall_misc_anim_instance[idx]->stop_now = FALSE;
1531 // if the animation mode is MISC_ANIM_MODE_LOOP, check to see if it should be looped
1532 if((Main_hall->misc_anim_modes[idx] == MISC_ANIM_MODE_LOOP) && (Main_hall_misc_anim_instance[idx]->frame_num == Main_hall_misc_anim_instance[idx]->stop_at)){
1533 anim_release_render_instance(Main_hall_misc_anim_instance[idx]);
1535 // start it playing again
1536 anim_play_struct aps;
1538 anim_play_init(&aps, Main_hall_misc_anim[idx], Main_hall->misc_anim_coords[idx][0], Main_hall->misc_anim_coords[idx][1]);
1539 aps.screen_id = GS_STATE_MAIN_MENU;
1540 aps.framerate_independent = 1;
1542 Main_hall_misc_anim_instance[idx] = anim_play(&aps);
1544 // kill the timestamp
1545 Main_hall->misc_anim_delay[idx][0] = -1;
1547 // reset the "should be playing" flags
1548 for(s_idx=1;s_idx<10;s_idx++){
1549 Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
1553 // cull any misc animations which are marked as done (!is_playing)
1554 if(!anim_playing(Main_hall_misc_anim_instance[idx])){
1555 Main_hall_misc_anim_instance[idx] = NULL;
1561 // render all playing misc animations
1562 void main_hall_render_misc_anims(float frametime)
1566 // HACKETY HACK HACK - always render misc anim 3 first, if it is playing
1567 if(Main_hall_misc_anim_instance[2] != NULL){
1568 anim_render_one(GS_STATE_MAIN_MENU,Main_hall_misc_anim_instance[2],frametime);
1571 // render all other animations
1572 for(idx=0;idx<MAX_MISC_ANIMATIONS;idx++){
1573 // skip anim 3, which was previously rendered, if at all
1579 if(Main_hall_misc_anim_instance[idx] != NULL){
1580 anim_render_one(GS_STATE_MAIN_MENU,Main_hall_misc_anim_instance[idx],frametime);
1585 // render all playing door animations
1586 void main_hall_render_door_anims(float frametime)
1590 // render all door animations
1591 for(idx=0;idx<MAX_DOOR_ANIMATIONS;idx++){
1593 if(Main_hall_door_anim_instance[idx] != NULL){
1594 anim_render_one(GS_STATE_MAIN_MENU,Main_hall_door_anim_instance[idx],frametime);
1599 // handle starting, stopping and reversing "door" animations
1600 void main_hall_handle_region_anims()
1604 if(Main_hall_frame_skip)
1607 // make sure we make any finished door animations NULL
1608 for(idx=0;idx<Main_hall->num_door_animations;idx++){
1609 if((Main_hall_door_anim_instance[idx] != NULL) && !anim_playing(Main_hall_door_anim_instance[idx])){
1610 Main_hall_door_anim_instance[idx] = NULL;
1614 // go through each region animation
1615 for(idx=0;idx<Main_hall->num_door_animations;idx++){
1616 // if the instance is not null and the animation is playing
1617 if((Main_hall_door_anim_instance[idx] != NULL) && anim_playing(Main_hall_door_anim_instance[idx])){
1618 // check to see if we should hold a given door "open"
1619 if((Main_hall_mouse_region == idx) && (Main_hall_door_anim_instance[idx]->frame_num == Main_hall_door_anim_instance[idx]->stop_at)){
1620 anim_pause(Main_hall_door_anim_instance[idx]);
1621 Main_hall_door_anim_instance[idx]->stop_now = FALSE;
1623 // check to see if we should close a door being held open
1624 if((Main_hall_mouse_region != idx) && (Main_hall_door_anim_instance[idx]->paused)){
1625 anim_unpause(Main_hall_door_anim_instance[idx]);
1631 // do any necessary processing based upon the mouse location
1632 void main_hall_handle_mouse_location(int cur_region)
1634 if(Main_hall_frame_skip)
1637 if(cur_region > NUM_MAIN_HALL_MOUSE_REGIONS) {
1638 // MWA -- inserted return since Int3() was tripped when hitting L from main
1643 // if the mouse is now over a resgion
1644 if (cur_region != -1) {
1645 // if we're still over the same region we were last frame, check stuff
1646 if (cur_region == Main_hall_mouse_region) {
1647 // if we have a linger timestamp set and it has expired, then get moving
1648 if ((Main_hall_region_linger_stamp != -1) && timestamp_elapsed(Main_hall_region_linger_stamp)) {
1649 main_hall_mouse_grab_region(cur_region);
1651 // release the region linger stamp
1652 Main_hall_region_linger_stamp = -1;
1655 // if we're currently on another region, release it
1656 if ((Main_hall_mouse_region != -1) && (cur_region != Main_hall_mouse_region)) {
1657 main_hall_mouse_release_region(Main_hall_mouse_region);
1660 // set the linger time
1661 if (Main_hall_region_linger_stamp == -1) {
1662 Main_hall_mouse_region = cur_region;
1663 Main_hall_region_linger_stamp = timestamp(MAIN_HALL_REGION_LINGER);
1667 // if it was over a region but isn't anymore, release that region
1669 if (Main_hall_mouse_region != -1) {
1670 main_hall_mouse_release_region(Main_hall_mouse_region);
1671 Main_hall_mouse_region = -1;
1673 // release the region linger timestamp
1674 Main_hall_region_linger_stamp = -1;
1679 // if the mouse has moved off of the currently active region, handle the anim accordingly
1680 void main_hall_mouse_release_region(int region)
1682 if(Main_hall_frame_skip){
1686 // if the animation is currently playing in the forward direction, change direction and be done, otherwise don't do a thing
1687 if ( (Main_hall_door_anim_instance[region] != NULL) && anim_playing(Main_hall_door_anim_instance[region]) && (Main_hall_door_anim_instance[region]->direction == ANIM_DIRECT_FORWARD)){
1688 anim_reverse_direction(Main_hall_door_anim_instance[region]);
1691 // check for door sounds, ignoring the OPTIONS_REGION (which isn't a door)
1692 if ((Main_hall_door_anim_instance[region] != NULL)) {
1693 // don't stop the toaster oven or microwave regions from playing all the way through
1694 if (Main_hall_door_sound_handles[region] != -1) {
1695 snd_stop(Main_hall_door_sound_handles[region]);
1697 Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][1]], Main_hall->door_sound_pan[region]);
1699 // make sure to set the sound to play from the right spot
1700 snd_set_pos(Main_hall_door_sound_handles[region], &Snds_iface[SND_MAIN_HALL_DOOR_CLOSE],
1701 (float)(Main_hall_door_anim_instance[region]->start_at - Main_hall_door_anim_instance[region]->frame_num) / (float)Main_hall_door_anim_instance[region]->parent->total_frames, 1);
1705 // if the mouse has moved on this region, handle it accordingly
1706 void main_hall_mouse_grab_region(int region)
1708 if (Main_hall_frame_skip) {
1712 // if the animation is not playing, start it playing
1713 if ( !Main_hall_door_anim_instance[region] ) {
1714 if ( Main_hall_door_anim[region] ) {
1715 anim_play_struct aps;
1717 anim_play_init(&aps, Main_hall_door_anim[region], Main_hall->door_anim_coords[region][0], Main_hall->door_anim_coords[region][1]);
1718 aps.screen_id = GS_STATE_MAIN_MENU;
1719 aps.framerate_independent = 1;
1721 Main_hall_door_anim_instance[region] = anim_play(&aps);
1724 // otherwise if its playing in the reverse direction, change it to the forward direction
1725 else if (Main_hall_door_anim_instance[region]->direction == ANIM_DIRECT_REVERSE) {
1726 anim_reverse_direction(Main_hall_door_anim_instance[region]);
1729 // check for opening/starting sounds
1730 // kill the currently playing sounds if necessary
1731 if(Main_hall_door_sound_handles[region] != -1){
1732 snd_stop(Main_hall_door_sound_handles[region]);
1734 Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][0]],Main_hall->door_sound_pan[region]);
1736 // start the sound playing at the right spot relative to the completion of the animation
1737 if(Main_hall_door_anim_instance[region]->frame_num != -1){
1738 snd_set_pos(Main_hall_door_sound_handles[region],&Snds_iface[SND_MAIN_HALL_DOOR_OPEN],
1739 (float)Main_hall_door_anim_instance[region]->frame_num / (float)Main_hall_door_anim_instance[region]->parent->total_frames,1);
1743 // handle any right clicks which may have occured
1744 void main_hall_handle_right_clicks()
1748 if(Main_hall_frame_skip)
1751 // check to see if the button has been clicked
1752 if(!Main_hall_right_click){
1753 if(mouse_down(MOUSE_RIGHT_BUTTON)){
1754 // cycle through the available regions
1755 if(Main_hall_last_clicked_region == NUM_MAIN_HALL_MOUSE_REGIONS - 1){
1758 new_region = Main_hall_last_clicked_region + 1;
1760 // set the position of the mouse cursor and the newly clicked region
1761 mouse_set_pos(Main_hall->door_anim_coords[new_region][2],Main_hall->door_anim_coords[new_region][3]);
1763 main_hall_handle_mouse_location(new_region);
1764 Main_hall_last_clicked_region = new_region;
1766 // set the mouse as being clicked
1767 Main_hall_right_click = 1;
1770 // set the mouse as being unclicked
1771 else if(Main_hall_right_click && !(mouse_down(MOUSE_RIGHT_BUTTON))){
1772 Main_hall_right_click = 0;
1776 // cull any door sounds that have finished playing
1777 void main_hall_cull_door_sounds()
1780 // basically just set the handle of any finished sound to be -1, so that we know its free any where else in the code we may need it
1781 for(idx=0;idx<Main_hall->num_door_sounds;idx++){
1782 if((Main_hall_door_sound_handles[idx] != -1) && !snd_is_playing(Main_hall_door_sound_handles[idx])){
1783 Main_hall_door_sound_handles[idx] = -1;
1788 void main_hall_handle_random_intercom_sounds()
1790 // if we have no timestamp for the next random sound, then set on
1791 if((Main_hall_next_intercom_sound_stamp == -1) && (Main_hall_intercom_sound_handle == -1)){
1792 Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)myrand()/(float)MY_RAND_MAX) *
1793 (float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
1794 - Main_hall->intercom_delay[Main_hall_intercom_sound_handle][0])) );
1797 // if the there is no sound playing
1798 if(Main_hall_intercom_sound_handle == -1){
1799 // if the timestamp has popped, play a sound
1800 if((Main_hall_next_intercom_sound_stamp != -1) && (timestamp_elapsed(Main_hall_next_intercom_sound_stamp))){
1802 Main_hall_intercom_sound_handle = snd_play(&Snds_iface[Main_hall->intercom_sounds[Main_hall_next_intercom_sound]]);
1804 // unset the timestamp
1805 Main_hall_next_intercom_sound_stamp = -1;
1808 // if the sound is playing
1810 // if the sound has finished, set the timestamp and continue
1811 if(!snd_is_playing(Main_hall_intercom_sound_handle)){
1812 // increment the next sound
1813 if(Main_hall_next_intercom_sound >= (Main_hall->num_random_intercom_sounds-1)){
1814 Main_hall_next_intercom_sound = 0;
1816 Main_hall_next_intercom_sound++;
1819 // set the timestamp
1820 Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)myrand()/(float)MY_RAND_MAX) *
1821 (float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
1822 - Main_hall->intercom_delay[Main_hall_next_intercom_sound][0])) );
1824 // release the sound handle
1825 Main_hall_intercom_sound_handle = -1;
1830 // set the notification string with its decay timeout
1831 void main_hall_set_notify_string(const char *str)
1833 strcpy(Main_hall_notify_text,str);
1834 Main_hall_notify_stamp = timestamp(MAIN_HALL_NOTIFY_TIME);
1837 void main_hall_notify_do()
1839 // check to see if we should try and do something
1840 if(Main_hall_notify_stamp != -1){
1841 // if the text time has expired
1842 if(timestamp_elapsed(Main_hall_notify_stamp)){
1843 strcpy(Main_hall_notify_text,"");
1844 Main_hall_notify_stamp = -1;
1847 gr_set_color_fast(&Color_bright);
1849 gr_get_string_size(&w,&h,Main_hall_notify_text);
1850 gr_printf((gr_screen.max_w - w)/2, gr_screen.max_h - 40, Main_hall_notify_text);
1855 // start a looping ambient sound for main hall
1856 void main_hall_start_ambient()
1858 int play_ambient_loop = 0;
1860 if ( Main_hall_ambient_loop == -1 ) {
1861 play_ambient_loop = 1;
1863 if ( !snd_is_playing(Main_hall_ambient_loop) ) {
1864 play_ambient_loop = 1;
1868 if ( play_ambient_loop ) {
1869 Main_hall_ambient_loop = snd_play_looping(&Snds_iface[SND_MAIN_HALL_AMBIENT]);
1873 // stop a looping ambient sound for the main hall
1874 void main_hall_stop_ambient()
1876 if ( Main_hall_ambient_loop != -1 ) {
1877 snd_stop(Main_hall_ambient_loop);
1878 Main_hall_ambient_loop = -1;
1882 // Reset the volume of the looping ambient sound. This is called from the options
1883 // screen when the looping ambient sound might be playing.
1884 void main_hall_reset_ambient_vol()
1886 if ( Main_hall_ambient_loop >= 0 ) {
1887 snd_set_volume(Main_hall_ambient_loop, Snds_iface[SND_MAIN_HALL_AMBIENT].default_volume);
1891 // blit the freespace version #
1892 void main_hall_blit_version()
1894 char version_string[100];
1897 // format the version string
1898 get_version_string(version_string);
1900 // get the length of the string
1901 gr_get_string_size(&w,NULL,version_string);
1903 // print the string out in the lower right corner
1904 gr_set_color_fast(&Color_white);
1905 gr_string(gr_screen.max_w - 55, gr_screen.max_h - 12, version_string);
1908 // blit any necessary tooltips
1909 void main_hall_maybe_blit_tooltips()
1914 // if we're over no region - don't blit anything
1915 if(Main_hall_mouse_region < 0) {
1919 // get the index of the proper text to be using
1920 if(Main_hall_mouse_region == READY_ROOM_REGION) {
1921 // if this is a multiplayer pilot, the ready room region becomes the multiplayer region
1922 if(Player->flags & PLAYER_FLAGS_IS_MULTI){
1923 text_index = NUM_REGIONS - 1;
1925 text_index = READY_ROOM_REGION;
1928 text_index = Main_hall_mouse_region;
1931 // set the color and blit the string
1932 if(!help_overlay_active(Main_hall_overlay_id)) {
1934 int shader_y = (Main_hall->region_yval) - Main_hall_tooltip_padding[gr_screen.res]; // subtract more to pull higher
1936 // get the width of the string
1937 gr_get_string_size(&w, NULL, Main_hall->region_descript[text_index]);
1940 gr_set_shader(&Main_hall_tooltip_shader);
1941 gr_shade(0, shader_y, gr_screen.clip_width, (gr_screen.clip_height - shader_y));
1944 gr_set_color_fast(&Color_white);
1946 gr_set_color_fast(&Color_bright_white);
1948 gr_string((gr_screen.max_w - w)/2, Main_hall->region_yval, Main_hall->region_descript[text_index]);
1953 void main_hall_process_help_stuff()
1958 // if the timestamp has popped, don't do anything
1959 if(Main_hall_help_stamp == -1) {
1963 // if the timestamp has popped, advance frame
1964 if(timestamp_elapsed(Main_hall_help_stamp)) {
1965 Main_hall_f1_text_frame++;
1968 // otherwise print out the message
1969 strcpy(str, XSTR( "Press F1 for help", 371));
1970 gr_get_string_size(&w, &h, str);
1972 int y_anim_offset = Main_hall_f1_text_frame;
1974 // if anim is off the screen finally, stop altogether
1975 if ( (y_anim_offset >= (2*Main_hall_tooltip_padding[gr_screen.res]) + h) || (help_overlay_active(Main_hall_overlay_id)) ) {
1976 Main_hall_f1_text_frame = -1;
1977 Main_hall_help_stamp = -1;
1982 // set the color and print out text and shader
1984 gr_set_color_fast(&Color_bright_white);
1985 gr_shade(0, 0, gr_screen.max_w, (2*Main_hall_tooltip_padding[gr_screen.res]) + h - y_anim_offset);
1986 gr_string((gr_screen.max_w - w)/2, Main_hall_tooltip_padding[gr_screen.res] - y_anim_offset, str);
1988 gr_set_color_fast(&Color_white);
1989 // no shading, no roll off screen
1990 gr_string((gr_screen.max_w - w)/2, Main_hall_tooltip_padding[gr_screen.res], str);
1994 // what main hall we're on (should be 0 or 1)
1997 // only 1 of 2 main halls
1998 if(Main_hall == &Main_hall_defines[gr_screen.res][0]){
2005 // read in main hall table
2006 void main_hall_read_table()
2009 main_hall_defines *m, temp;
2010 int count, idx, s_idx, m_idx;
2013 read_file_text("mainhall.tbl");
2018 while(!optional_string("#end")){
2020 // read in 2 resolutions
2021 for(m_idx=0; m_idx<GR_NUM_RESOLUTIONS; m_idx++){
2022 // maybe use a temp main hall stuct
2023 if(count >= NUM_MAIN_HALLS){
2026 m = &Main_hall_defines[m_idx][count];
2030 required_string("$Main Hall");
2033 required_string("+Bitmap:");
2034 stuff_string(m->bitmap, F_NAME, NULL, MAX_FILENAME_LEN);
2035 required_string("+Mask:");
2036 stuff_string(m->mask, F_NAME, NULL, MAX_FILENAME_LEN);
2038 required_string("+Music:");
2039 stuff_string(m->music, F_NAME, NULL, MAX_FILENAME_LEN);
2043 required_string("+Num Intercom Sounds:");
2044 stuff_int(&m->num_random_intercom_sounds);
2045 for(idx=0; idx<m->num_random_intercom_sounds; idx++){
2047 required_string("+Intercom delay:");
2048 stuff_int(&m->intercom_delay[idx][0]);
2049 stuff_int(&m->intercom_delay[idx][1]);
2051 for(idx=0; idx<m->num_random_intercom_sounds; idx++){
2052 // intercom sound id
2053 required_string("+Intercom sound:");
2054 stuff_int(&m->intercom_sounds[idx]);
2056 for(idx=0; idx<m->num_random_intercom_sounds; idx++){
2058 required_string("+Intercom pan:");
2059 stuff_float(&m->intercom_sound_pan[idx]);
2063 required_string("+Num Misc Animations:");
2064 stuff_int(&m->num_misc_animations);
2065 for(idx=0; idx<m->num_misc_animations; idx++){
2067 required_string("+Misc anim:");
2068 stuff_string(m->misc_anim_name[idx], F_NAME, NULL);
2070 for(idx=0; idx<m->num_misc_animations; idx++){
2072 required_string("+Misc anim delay:");
2073 stuff_int(&m->misc_anim_delay[idx][0]);
2074 stuff_int(&m->misc_anim_delay[idx][1]);
2075 stuff_int(&m->misc_anim_delay[idx][2]);
2077 for(idx=0; idx<m->num_misc_animations; idx++){
2079 required_string("+Misc anim coords:");
2080 stuff_int(&m->misc_anim_coords[idx][0]);
2081 stuff_int(&m->misc_anim_coords[idx][1]);
2083 for(idx=0; idx<m->num_misc_animations; idx++){
2085 required_string("+Misc anim mode:");
2086 stuff_int(&m->misc_anim_modes[idx]);
2088 for(idx=0; idx<m->num_misc_animations; idx++){
2090 required_string("+Misc anim pan:");
2091 stuff_float(&m->misc_anim_sound_pan[idx]);
2093 for(idx=0; idx<m->num_misc_animations; idx++){
2095 required_string("+Misc anim sounds:");
2096 stuff_int(&m->misc_anim_special_sounds[idx][0]);
2097 for(s_idx=0; s_idx<m->misc_anim_special_sounds[idx][0]; s_idx++){
2098 stuff_int(&m->misc_anim_special_sounds[idx][s_idx + 1]);
2101 for(idx=0; idx<m->num_misc_animations; idx++){
2102 // anim sound triggers
2103 required_string("+Misc anim trigger:");
2104 stuff_int(&m->misc_anim_special_trigger[idx][0]);
2105 for(s_idx=0; s_idx<m->misc_anim_special_trigger[idx][0]; s_idx++){
2106 stuff_int(&m->misc_anim_special_trigger[idx][s_idx + 1]);
2109 for(idx=0; idx<m->num_misc_animations; idx++){
2110 // anim sound handles
2111 required_string("+Misc anim handles:");
2112 stuff_int(&m->misc_anim_sound_handles[idx][0]);
2114 for(idx=0; idx<m->num_misc_animations; idx++){
2116 required_string("+Misc anim flags:");
2117 stuff_int(&m->misc_anim_sound_flag[idx][0]);
2121 required_string("+Num Door Animations:");
2122 stuff_int(&m->num_door_animations);
2123 for(idx=0; idx<m->num_door_animations; idx++){
2125 required_string("+Door anim:");
2126 stuff_string(m->door_anim_name[idx], F_NAME, NULL);
2128 for(idx=0; idx<m->num_door_animations; idx++){
2130 required_string("+Door coords:");
2131 stuff_int(&m->door_anim_coords[idx][0]);
2132 stuff_int(&m->door_anim_coords[idx][1]);
2133 stuff_int(&m->door_anim_coords[idx][2]);
2134 stuff_int(&m->door_anim_coords[idx][3]);
2136 for(idx=0; idx<m->num_door_animations; idx++){
2137 // door open and close sounds
2138 required_string("+Door sounds:");
2139 stuff_int(&m->door_sounds[idx][0]);
2140 stuff_int(&m->door_sounds[idx][1]);
2142 for(idx=0; idx<m->num_door_animations; idx++){
2144 required_string("+Door pan:");
2145 stuff_float(&m->door_sound_pan[idx]);
2148 // tooltip y location
2149 required_string("+Tooltip Y:");
2150 stuff_int(&m->region_yval);
2151 for(idx=0; idx<NUM_REGIONS; idx++){
2152 m->region_descript[idx] = NULL;
2156 if(count < NUM_MAIN_HALLS){
2161 // hard coded values for FS1
2165 strncpy(Main_hall_defines[0][0].bitmap, "MainHall1", MAX_FILENAME_LEN);
2166 strncpy(Main_hall_defines[0][0].mask, "MainHall1-m", MAX_FILENAME_LEN);
2167 strncpy(Main_hall_defines[0][0].music, "main_amb", MAX_FILENAME_LEN);
2169 Main_hall_defines[0][0].num_random_intercom_sounds = 3;
2170 Main_hall_defines[0][0].intercom_delay[0][0] = 8000;
2171 Main_hall_defines[0][0].intercom_delay[0][1] = 15000;
2172 Main_hall_defines[0][0].intercom_delay[1][0] = 8000;
2173 Main_hall_defines[0][0].intercom_delay[1][1] = 15000;
2174 Main_hall_defines[0][0].intercom_delay[2][0] = 8000;
2175 Main_hall_defines[0][0].intercom_delay[2][1] = 15000;
2176 Main_hall_defines[0][0].intercom_sounds[0] = 38;
2177 Main_hall_defines[0][0].intercom_sounds[1] = 39;
2178 Main_hall_defines[0][0].intercom_sounds[2] = 40;
2179 Main_hall_defines[0][0].intercom_sound_pan[0] = 0.0f;
2180 Main_hall_defines[0][0].intercom_sound_pan[1] = 0.0f;
2181 Main_hall_defines[0][0].intercom_sound_pan[2] = 0.0f;
2183 Main_hall_defines[0][0].num_misc_animations = 2;
2184 strncpy(Main_hall_defines[0][0].misc_anim_name[0], "main1-m1", MAX_FILENAME_LEN);
2185 strncpy(Main_hall_defines[0][0].misc_anim_name[1], "main1-m2", MAX_FILENAME_LEN);
2186 Main_hall_defines[0][0].misc_anim_delay[0][0] = -1;
2187 Main_hall_defines[0][0].misc_anim_delay[0][1] = 15000;
2188 Main_hall_defines[0][0].misc_anim_delay[0][2] = 20000;
2189 Main_hall_defines[0][0].misc_anim_delay[1][0] = -1;
2190 Main_hall_defines[0][0].misc_anim_delay[1][1] = 9000;
2191 Main_hall_defines[0][0].misc_anim_delay[1][2] = 30000;
2192 Main_hall_defines[0][0].misc_anim_coords[0][0] = 14;
2193 Main_hall_defines[0][0].misc_anim_coords[0][1] = 14;
2194 Main_hall_defines[0][0].misc_anim_coords[1][0] = 174;
2195 Main_hall_defines[0][0].misc_anim_coords[1][1] = 198;
2196 Main_hall_defines[0][0].misc_anim_modes[0] = 0;
2197 Main_hall_defines[0][0].misc_anim_modes[1] = 2;
2198 Main_hall_defines[0][0].misc_anim_sound_pan[0] = -0.5f;
2199 Main_hall_defines[0][0].misc_anim_sound_pan[1] = -0.25f;
2200 Main_hall_defines[0][0].misc_anim_special_sounds[0][0] = 2;
2201 Main_hall_defines[0][0].misc_anim_special_sounds[0][1] = 34;
2202 Main_hall_defines[0][0].misc_anim_special_sounds[0][2] = 35;
2203 Main_hall_defines[0][0].misc_anim_special_sounds[1][0] = 3;
2204 Main_hall_defines[0][0].misc_anim_special_sounds[1][1] = 31;
2205 Main_hall_defines[0][0].misc_anim_special_sounds[1][2] = 32;
2206 Main_hall_defines[0][0].misc_anim_special_sounds[1][3] = 33;
2207 Main_hall_defines[0][0].misc_anim_special_trigger[0][0] = 4;
2208 Main_hall_defines[0][0].misc_anim_special_trigger[0][1] = 1;
2209 Main_hall_defines[0][0].misc_anim_special_trigger[0][2] = 20;
2210 Main_hall_defines[0][0].misc_anim_special_trigger[0][3] = 42;
2211 Main_hall_defines[0][0].misc_anim_special_trigger[0][4] = 96;
2212 Main_hall_defines[0][0].misc_anim_special_trigger[1][0] = 3;
2213 Main_hall_defines[0][0].misc_anim_special_trigger[1][1] = 25;
2214 Main_hall_defines[0][0].misc_anim_special_trigger[1][2] = 200;
2215 Main_hall_defines[0][0].misc_anim_special_trigger[1][3] = 274;
2216 Main_hall_defines[0][0].misc_anim_sound_handles[0][0] = 2;
2217 Main_hall_defines[0][0].misc_anim_sound_handles[1][0] = 3;
2218 Main_hall_defines[0][0].misc_anim_sound_flag[0][0] = 1;
2219 Main_hall_defines[0][0].misc_anim_sound_flag[1][0] = 2;
2221 Main_hall_defines[0][0].num_door_animations = 6;
2222 strncpy(Main_hall_defines[0][0].door_anim_name[0], "main1-d1", MAX_FILENAME_LEN);
2223 strncpy(Main_hall_defines[0][0].door_anim_name[1], "main1-d6", MAX_FILENAME_LEN);
2224 strncpy(Main_hall_defines[0][0].door_anim_name[2], "main1-d3", MAX_FILENAME_LEN);
2225 strncpy(Main_hall_defines[0][0].door_anim_name[3], "main1-d4", MAX_FILENAME_LEN);
2226 strncpy(Main_hall_defines[0][0].door_anim_name[4], "main1-d5", MAX_FILENAME_LEN);
2227 strncpy(Main_hall_defines[0][0].door_anim_name[5], "main1-d2", MAX_FILENAME_LEN);
2228 Main_hall_defines[0][0].door_anim_coords[0][0] = 68;
2229 Main_hall_defines[0][0].door_anim_coords[0][1] = 260;
2230 Main_hall_defines[0][0].door_anim_coords[0][2] = 103;
2231 Main_hall_defines[0][0].door_anim_coords[0][3] = 298;
2232 Main_hall_defines[0][0].door_anim_coords[1][0] = 309;
2233 Main_hall_defines[0][0].door_anim_coords[1][1] = 34;
2234 Main_hall_defines[0][0].door_anim_coords[1][2] = 110;
2235 Main_hall_defines[0][0].door_anim_coords[1][3] = 61;
2236 Main_hall_defines[0][0].door_anim_coords[2][0] = 312;
2237 Main_hall_defines[0][0].door_anim_coords[2][1] = 264;
2238 Main_hall_defines[0][0].door_anim_coords[2][2] = 385;
2239 Main_hall_defines[0][0].door_anim_coords[2][3] = 330;
2240 Main_hall_defines[0][0].door_anim_coords[3][0] = 457;
2241 Main_hall_defines[0][0].door_anim_coords[3][1] = 34;
2242 Main_hall_defines[0][0].door_anim_coords[3][2] = 404;
2243 Main_hall_defines[0][0].door_anim_coords[3][3] = 367;
2244 Main_hall_defines[0][0].door_anim_coords[4][0] = 530;
2245 Main_hall_defines[0][0].door_anim_coords[4][1] = 206;
2246 Main_hall_defines[0][0].door_anim_coords[4][2] = 174;
2247 Main_hall_defines[0][0].door_anim_coords[4][3] = 412;
2248 Main_hall_defines[0][0].door_anim_coords[5][0] = 305;
2249 Main_hall_defines[0][0].door_anim_coords[5][1] = 133;
2250 Main_hall_defines[0][0].door_anim_coords[5][2] = 385;
2251 Main_hall_defines[0][0].door_anim_coords[5][3] = 330;
2252 Main_hall_defines[0][0].door_sounds[0][0] = 23;
2253 Main_hall_defines[0][0].door_sounds[0][1] = 24;
2254 Main_hall_defines[0][0].door_sounds[1][0] = 23;
2255 Main_hall_defines[0][0].door_sounds[1][1] = 24;
2256 Main_hall_defines[0][0].door_sounds[2][0] = 23;
2257 Main_hall_defines[0][0].door_sounds[2][1] = 24;
2258 Main_hall_defines[0][0].door_sounds[3][0] = 25;
2259 Main_hall_defines[0][0].door_sounds[3][1] = 26;
2260 Main_hall_defines[0][0].door_sounds[4][0] = 25;
2261 Main_hall_defines[0][0].door_sounds[4][1] = 26;
2262 Main_hall_defines[0][0].door_sounds[5][0] = 23;
2263 Main_hall_defines[0][0].door_sounds[5][1] = 24;
2264 Main_hall_defines[0][0].door_sound_pan[0] = -0.7f;
2265 Main_hall_defines[0][0].door_sound_pan[1] = 0.07f;
2266 Main_hall_defines[0][0].door_sound_pan[2] = 0.2f;
2267 Main_hall_defines[0][0].door_sound_pan[3] = 0.73f;
2268 Main_hall_defines[0][0].door_sound_pan[4] = 0.75f;
2269 Main_hall_defines[0][0].door_sound_pan[5] = 0.11f;
2271 Main_hall_defines[0][0].region_yval = 455;
2273 for (idx = 0; idx < NUM_REGIONS; idx++) {
2274 Main_hall_defines[0][0].region_descript[idx] = NULL;
2278 // Vasudan main hall
2279 strncpy(Main_hall_defines[0][1].bitmap, "MainHall2", MAX_FILENAME_LEN);
2280 strncpy(Main_hall_defines[0][1].mask, "MainHall2-m", MAX_FILENAME_LEN);
2281 strncpy(Main_hall_defines[0][1].music, "main_amb", MAX_FILENAME_LEN);
2283 Main_hall_defines[0][1].num_random_intercom_sounds = 3;
2284 Main_hall_defines[0][1].intercom_delay[0][0] = 8000;
2285 Main_hall_defines[0][1].intercom_delay[0][1] = 15000;
2286 Main_hall_defines[0][1].intercom_delay[1][0] = 8000;
2287 Main_hall_defines[0][1].intercom_delay[1][1] = 15000;
2288 Main_hall_defines[0][1].intercom_delay[2][0] = 8000;
2289 Main_hall_defines[0][1].intercom_delay[2][1] = 15000;
2290 Main_hall_defines[0][1].intercom_sounds[0] = 49;
2291 Main_hall_defines[0][1].intercom_sounds[1] = 50;
2292 Main_hall_defines[0][1].intercom_sounds[2] = 51;
2293 Main_hall_defines[0][1].intercom_sound_pan[0] = 0.0f;
2294 Main_hall_defines[0][1].intercom_sound_pan[1] = 0.0f;
2295 Main_hall_defines[0][1].intercom_sound_pan[2] = 0.0f;
2297 Main_hall_defines[0][1].num_misc_animations = 4;
2298 strncpy(Main_hall_defines[0][1].misc_anim_name[0], "main2-m1", MAX_FILENAME_LEN);
2299 strncpy(Main_hall_defines[0][1].misc_anim_name[1], "main2-m2", MAX_FILENAME_LEN);
2300 strncpy(Main_hall_defines[0][1].misc_anim_name[2], "main2-m3", MAX_FILENAME_LEN);
2301 strncpy(Main_hall_defines[0][1].misc_anim_name[3], "main2-m4", MAX_FILENAME_LEN);
2302 Main_hall_defines[0][1].misc_anim_delay[0][0] = -1;
2303 Main_hall_defines[0][1].misc_anim_delay[0][1] = 0;
2304 Main_hall_defines[0][1].misc_anim_delay[0][2] = 0;
2305 Main_hall_defines[0][1].misc_anim_delay[1][0] = -1;
2306 Main_hall_defines[0][1].misc_anim_delay[1][1] = 0;
2307 Main_hall_defines[0][1].misc_anim_delay[1][2] = 0;
2308 Main_hall_defines[0][1].misc_anim_delay[2][0] = -1;
2309 Main_hall_defines[0][1].misc_anim_delay[2][1] = 0;
2310 Main_hall_defines[0][1].misc_anim_delay[2][2] = 0;
2311 Main_hall_defines[0][1].misc_anim_delay[3][0] = -1;
2312 Main_hall_defines[0][1].misc_anim_delay[3][1] = 5000;
2313 Main_hall_defines[0][1].misc_anim_delay[3][2] = 9000;
2314 Main_hall_defines[0][1].misc_anim_coords[0][0] = 0;
2315 Main_hall_defines[0][1].misc_anim_coords[0][1] = 37;
2316 Main_hall_defines[0][1].misc_anim_coords[1][0] = 59;
2317 Main_hall_defines[0][1].misc_anim_coords[1][1] = 0;
2318 Main_hall_defines[0][1].misc_anim_coords[2][0] = 80;
2319 Main_hall_defines[0][1].misc_anim_coords[2][1] = 115;
2320 Main_hall_defines[0][1].misc_anim_coords[3][0] = 0;
2321 Main_hall_defines[0][1].misc_anim_coords[3][1] = 182;
2322 Main_hall_defines[0][1].misc_anim_modes[0] = 0;
2323 Main_hall_defines[0][1].misc_anim_modes[1] = 0;
2324 Main_hall_defines[0][1].misc_anim_modes[2] = 0;
2325 Main_hall_defines[0][1].misc_anim_modes[3] = 1;
2326 Main_hall_defines[0][1].misc_anim_sound_pan[0] = -0.82f;
2327 Main_hall_defines[0][1].misc_anim_sound_pan[1] = -0.5f;
2328 Main_hall_defines[0][1].misc_anim_sound_pan[2] = -0.5f;
2329 Main_hall_defines[0][1].misc_anim_sound_pan[3] = -0.86f;
2330 Main_hall_defines[0][1].misc_anim_special_sounds[0][0] = 2;
2331 Main_hall_defines[0][1].misc_anim_special_sounds[0][1] = 43;
2332 Main_hall_defines[0][1].misc_anim_special_sounds[0][2] = 44;
2333 Main_hall_defines[0][1].misc_anim_special_sounds[1][0] = 2;
2334 Main_hall_defines[0][1].misc_anim_special_sounds[1][1] = 45;
2335 Main_hall_defines[0][1].misc_anim_special_sounds[1][2] = 46;
2336 Main_hall_defines[0][1].misc_anim_special_sounds[2][0] = 2;
2337 Main_hall_defines[0][1].misc_anim_special_sounds[2][1] = 45;
2338 Main_hall_defines[0][1].misc_anim_special_sounds[2][2] = 46;
2339 Main_hall_defines[0][1].misc_anim_special_sounds[3][0] = 2;
2340 Main_hall_defines[0][1].misc_anim_special_sounds[3][1] = 47;
2341 Main_hall_defines[0][1].misc_anim_special_sounds[3][2] = 48;
2342 Main_hall_defines[0][1].misc_anim_special_trigger[0][0] = 2;
2343 Main_hall_defines[0][1].misc_anim_special_trigger[0][1] = 0;
2344 Main_hall_defines[0][1].misc_anim_special_trigger[0][2] = 300;
2345 Main_hall_defines[0][1].misc_anim_special_trigger[1][0] = 2;
2346 Main_hall_defines[0][1].misc_anim_special_trigger[1][1] = 20;
2347 Main_hall_defines[0][1].misc_anim_special_trigger[1][2] = 262;
2348 Main_hall_defines[0][1].misc_anim_special_trigger[2][0] = 2;
2349 Main_hall_defines[0][1].misc_anim_special_trigger[2][1] = 0;
2350 Main_hall_defines[0][1].misc_anim_special_trigger[2][2] = 150;
2351 Main_hall_defines[0][1].misc_anim_special_trigger[3][0] = 2;
2352 Main_hall_defines[0][1].misc_anim_special_trigger[3][1] = 128;
2353 Main_hall_defines[0][1].misc_anim_special_trigger[3][2] = 300;
2354 Main_hall_defines[0][1].misc_anim_sound_handles[0][0] = 2;
2355 Main_hall_defines[0][1].misc_anim_sound_handles[1][0] = 2;
2356 Main_hall_defines[0][1].misc_anim_sound_handles[2][0] = 2;
2357 Main_hall_defines[0][1].misc_anim_sound_handles[3][0] = 2;
2358 Main_hall_defines[0][1].misc_anim_sound_flag[0][0] = 2;
2359 Main_hall_defines[0][1].misc_anim_sound_flag[1][0] = 2;
2360 Main_hall_defines[0][1].misc_anim_sound_flag[2][0] = 2;
2361 Main_hall_defines[0][1].misc_anim_sound_flag[3][0] = 2;
2363 Main_hall_defines[0][1].num_door_animations = 6;
2364 strncpy(Main_hall_defines[0][1].door_anim_name[0], "main2-d1", MAX_FILENAME_LEN);
2365 strncpy(Main_hall_defines[0][1].door_anim_name[1], "main2-d6", MAX_FILENAME_LEN);
2366 strncpy(Main_hall_defines[0][1].door_anim_name[2], "main2-d3", MAX_FILENAME_LEN);
2367 strncpy(Main_hall_defines[0][1].door_anim_name[3], "main2-d4", MAX_FILENAME_LEN);
2368 strncpy(Main_hall_defines[0][1].door_anim_name[4], "main2-d5", MAX_FILENAME_LEN);
2369 strncpy(Main_hall_defines[0][1].door_anim_name[5], "main2-d2", MAX_FILENAME_LEN);
2370 Main_hall_defines[0][1].door_anim_coords[0][0] = 199;
2371 Main_hall_defines[0][1].door_anim_coords[0][1] = 265;
2372 Main_hall_defines[0][1].door_anim_coords[0][2] = 263;
2373 Main_hall_defines[0][1].door_anim_coords[0][3] = 295;
2374 Main_hall_defines[0][1].door_anim_coords[1][0] = 296;
2375 Main_hall_defines[0][1].door_anim_coords[1][1] = 278;
2376 Main_hall_defines[0][1].door_anim_coords[1][2] = 331;
2377 Main_hall_defines[0][1].door_anim_coords[1][3] = 209;
2378 Main_hall_defines[0][1].door_anim_coords[2][0] = 423;
2379 Main_hall_defines[0][1].door_anim_coords[2][1] = 138;
2380 Main_hall_defines[0][1].door_anim_coords[2][2] = 531;
2381 Main_hall_defines[0][1].door_anim_coords[2][3] = 240;
2382 Main_hall_defines[0][1].door_anim_coords[3][0] = 363;
2383 Main_hall_defines[0][1].door_anim_coords[3][1] = 187;
2384 Main_hall_defines[0][1].door_anim_coords[3][2] = 395;
2385 Main_hall_defines[0][1].door_anim_coords[3][3] = 218;
2386 Main_hall_defines[0][1].door_anim_coords[4][0] = 47;
2387 Main_hall_defines[0][1].door_anim_coords[4][1] = 307;
2388 Main_hall_defines[0][1].door_anim_coords[4][2] = 101;
2389 Main_hall_defines[0][1].door_anim_coords[4][3] = 342;
2390 Main_hall_defines[0][1].door_anim_coords[5][0] = 325;
2391 Main_hall_defines[0][1].door_anim_coords[5][1] = 311;
2392 Main_hall_defines[0][1].door_anim_coords[5][2] = 362;
2393 Main_hall_defines[0][1].door_anim_coords[5][3] = 371;
2394 Main_hall_defines[0][1].door_sounds[0][0] = 23;
2395 Main_hall_defines[0][1].door_sounds[0][1] = 24;
2396 Main_hall_defines[0][1].door_sounds[1][0] = 23;
2397 Main_hall_defines[0][1].door_sounds[1][1] = 24;
2398 Main_hall_defines[0][1].door_sounds[2][0] = 23;
2399 Main_hall_defines[0][1].door_sounds[2][1] = 24;
2400 Main_hall_defines[0][1].door_sounds[3][0] = 25;
2401 Main_hall_defines[0][1].door_sounds[3][1] = 26;
2402 Main_hall_defines[0][1].door_sounds[4][0] = 25;
2403 Main_hall_defines[0][1].door_sounds[4][1] = 26;
2404 Main_hall_defines[0][1].door_sounds[5][0] = 23;
2405 Main_hall_defines[0][1].door_sounds[5][1] = 24;
2406 Main_hall_defines[0][1].door_sound_pan[0] = -0.2f;
2407 Main_hall_defines[0][1].door_sound_pan[1] = 0.12f;
2408 Main_hall_defines[0][1].door_sound_pan[2] = 0.62f;
2409 Main_hall_defines[0][1].door_sound_pan[3] = 0.2f;
2410 Main_hall_defines[0][1].door_sound_pan[4] = -0.63f;
2411 Main_hall_defines[0][1].door_sound_pan[5] = 0.35f;
2413 Main_hall_defines[0][1].region_yval = 425;
2415 for (idx = 0; idx < NUM_REGIONS; idx++) {
2416 Main_hall_defines[0][1].region_descript[idx] = NULL;
2423 Main_hall_defines[GR_640][1].door_sounds[OPTIONS_REGION][0] = SND_VASUDAN_BUP;
2424 Main_hall_defines[GR_640][1].door_sounds[OPTIONS_REGION][1] = SND_VASUDAN_BUP;
2425 Main_hall_defines[GR_1024][1].door_sounds[OPTIONS_REGION][0] = SND_VASUDAN_BUP;
2426 Main_hall_defines[GR_1024][1].door_sounds[OPTIONS_REGION][1] = SND_VASUDAN_BUP;
2428 // set head anim. hehe
2429 strcpy(Main_hall_defines[GR_640][1].door_anim_name[OPTIONS_REGION], "vhallheads");
2430 strcpy(Main_hall_defines[GR_1024][1].door_anim_name[OPTIONS_REGION], "2_vhallheads");
2432 // set the background
2433 strcpy(Main_hall_defines[GR_640][1].bitmap, "vhallhead");
2434 strcpy(Main_hall_defines[GR_1024][1].bitmap, "2_vhallhead");
2438 // make the vasudan main hall funny
2439 void main_hall_vasudan_funny()
2458 vector sun_pos = vmd_zero_vector;
2462 argh = bm_load("sun01");
2463 bm_lock(argh, 16, BMP_TEX_XPARENT);
2468 g3_set_view_matrix(&vmd_zero_vector, &view, 0.5f);
2469 g3_rotate_vertex(&p1, &sun_pos);
2470 g3_project_vertex(&p1);
2471 gr_zbuffer_set(GR_ZBUFF_NONE);
2472 gr_set_bitmap( argh );
2473 g3_draw_bitmap(&p1, 0, 0.05f, TMAP_FLAG_TEXTURED | TMAP_FLAG_XPARENT);