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;
678 // num pixels shader is above/below tooltip text
679 static int Main_hall_tooltip_padding[GR_NUM_RESOLUTIONS] = {
684 static int Main_hall_f1_text_frame = 0;
685 static int F1_text_done = 0;
688 // read in main hall table
689 void main_hall_read_table();
691 // "press f1" for help stuff
692 #define MAIN_HALL_HELP_TIME 5000
693 int Main_hall_help_stamp = -1;
694 void main_hall_process_help_stuff();
697 // ----------------------------------------------------------------------------
698 // VOICE RECORDING STUFF
701 // are we currently recording voice?
705 // called when multiplayer clicks on the ready room door. May pop up dialog depending on network
706 // connection status and errors
707 void main_hall_do_multi_ready()
711 error = psnet_get_network_status();
713 case NETWORK_ERROR_NO_TYPE:
714 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));
716 case NETWORK_ERROR_NO_WINSOCK:
717 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));
719 case NETWORK_ERROR_NO_PROTOCOL:
720 SDL_assert(Multi_options_g.protocol == NET_TCP);
721 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "TCP/IP protocol not found. This protocol is required for multiplayer FreeSpace.", 362));
723 case NETWORK_ERROR_CONNECT_TO_ISP:
724 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));
726 case NETWORK_ERROR_LAN_AND_RAS:
727 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));
730 case NETWORK_ERROR_NONE:
735 // if our selected protocol is not active
737 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 ( error != NETWORK_ERROR_NONE ){
745 // 7/9/98 -- MWA. Deal with the connection speed issue. make a call to the multiplayer code to
746 // determine is a valid connection setting exists
747 if ( Multi_connection_speed == CONNECTION_SPEED_NONE ) {
748 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) );
752 // go to parallax online
753 #ifdef MULTIPLAYER_BETA_BUILD // do we want this for FS2_DEMO
754 Multi_options_g.pxo = 1;
755 Multi_options_g.protocol = NET_TCP;
756 gameseq_post_event( GS_EVENT_PXO );
758 if (Multi_options_g.pxo == 1) {
759 SDL_assert(Multi_options_g.protocol == NET_TCP);
760 gameseq_post_event( GS_EVENT_PXO );
762 // go to the regular join game screen
763 gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME );
768 psnet_use_protocol(Multi_options_g.protocol);
771 // blit some small color indicators to show whether ships.tbl and weapons.tbl are valid
772 // green == valid, red == invalid.
773 // ships.tbl will be on the left, weapons.tbl on the right
774 int Mh_ship_table_status[GR_NUM_RESOLUTIONS][2] = {
778 int Mh_weapon_table_status[GR_NUM_RESOLUTIONS][2] = {
782 void main_hall_blit_table_status()
784 // blit ship table status
785 gr_set_color_fast(Game_ships_tbl_valid ? &Color_bright_green : &Color_bright_red);
786 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]);
788 // blit weapon table status
789 gr_set_color_fast(Game_weapons_tbl_valid ? &Color_bright_green : &Color_bright_red);
790 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]);
793 // bash the player to a specific mission in a campaign
794 void main_hall_campaign_cheat()
796 char *ret = popup_input(0, XSTR("Enter mission name.\n\n* This will destroy all legitimate progress in this campaign. *", -1));
800 // strcpy(Main_hall_campaign_cheat, ret);
801 mission_campaign_jump_to_mission(ret);
805 // -------------------------------------------------------------------------------------------------------------------
806 // FUNCTION DEFINITIONS BEGIN
809 // initialize the main hall proper
810 void main_hall_init(int main_hall_num)
812 if ( Main_hall_inited ) {
817 char temp[100], whee[100];
819 // read in the main hall table
821 main_hall_read_table();
822 } catch (parse_error_t rval) {
823 Error(LOCATION, "Unable to parse mainhall.tbl! Code = %i.\n", (int)rval);
826 // create the snazzy interface and load up the info from the table
828 read_menu_tbl(NOX("MAIN HALL"), temp, SDL_arraysize(temp), whee, SDL_arraysize(whee), Main_hall_region, &Main_hall_num_options, 0);
830 // assign the proper main hall data
831 SDL_assert((main_hall_num >= 0) && (main_hall_num < NUM_MAIN_HALLS));
832 Main_hall = &Main_hall_defines[gr_screen.res][main_hall_num];
836 Main_hall->region_descript[0] = XSTR( "Exit Freespace", 353);
837 Main_hall->region_descript[1] = XSTR( "Barracks - Manage your Freespace pilots", 354);
838 Main_hall->region_descript[2] = XSTR( "Ready room - Start or continue a campaign", 355);
839 Main_hall->region_descript[3] = XSTR( "Tech room - View specifications of Freespace ships and weaponry", 356);
840 Main_hall->region_descript[4] = XSTR( "Options - Change your Freespace options", 357);
841 Main_hall->region_descript[5] = XSTR( "Campaign Room - View all available campaigns", 358);
842 Main_hall->region_descript[6] = XSTR( "Multiplayer - Start or join a multiplayer game", 359);
844 Main_hall->region_descript[0] = XSTR( "Exit FreeSpace 2", 353);
845 Main_hall->region_descript[1] = XSTR( "Barracks - Manage your FreeSpace 2 pilots", 354);
846 Main_hall->region_descript[2] = XSTR( "Ready room - Start or continue a campaign", 355);
847 Main_hall->region_descript[3] = XSTR( "Tech room - View specifications of FreeSpace 2 ships and weaponry", 356);
848 Main_hall->region_descript[4] = XSTR( "Options - Change your FreeSpace 2 options", 357);
849 Main_hall->region_descript[5] = XSTR( "Campaign Room - View all available campaigns", 358);
850 Main_hall->region_descript[6] = XSTR( "Multiplayer - Start or join a multiplayer game", 359);
853 // init tooltip shader
855 float gray_intensity = 0.02f; // nearly black
856 // float c = (gr_screen.mode == GR_DIRECT3D || gr_screen.mode == GR_OPENGL) ? 0.11f : 0.07f; // adjust for renderer differences
857 gr_create_shader(&Main_hall_tooltip_shader, gray_intensity, gray_intensity, gray_intensity, 0.11f);
860 // load the background bitmap
861 Main_hall_bitmap = bm_load(Main_hall->bitmap);
862 if(Main_hall_bitmap < 0){
863 nprintf(("General","WARNING! Couldn't load main hall background bitmap %s\n", Main_hall->bitmap));
866 // remove any multiplayer flags from the game mode
867 Game_mode &= ~(GM_MULTIPLAYER);
869 Main_hall_mask_w = -1;
870 Main_hall_mask_h = -1;
873 Main_hall_mask = bm_load(Main_hall->mask);
874 if (Main_hall_mask < 0) {
875 Error(LOCATION,"Could not load in %s!", Main_hall->mask);
877 // get a pointer to bitmap by using bm_lock(), so we can feed it to he snazzy menu system
878 Main_hall_mask_bitmap = bm_lock(Main_hall_mask, 8, BMP_AABITMAP);
879 Main_hall_mask_data = (ubyte*)Main_hall_mask_bitmap->data;
880 bm_get_info(Main_hall_mask, &Main_hall_mask_w, &Main_hall_mask_h);
883 // load up the misc animations, and nullify all the delay timestamps for the misc animations
884 for(idx=0;idx<Main_hall->num_misc_animations;idx++) {
885 Main_hall_misc_anim[idx] = NULL;
886 Main_hall_misc_anim[idx] = anim_load(Main_hall->misc_anim_name[idx]);
887 if(Main_hall_misc_anim[idx] == NULL) {
888 nprintf(("General","WARNING!, Could not load misc %s anim in main hall\n",Main_hall->misc_anim_name));
891 // null out the animation instances
892 Main_hall_misc_anim_instance[idx] = NULL;
894 // null out the delay timestamps
895 Main_hall->misc_anim_delay[idx][0] = -1;
898 // load up the door animations
899 for(idx=0;idx<Main_hall->num_door_animations;idx++) {
900 Main_hall_door_anim[idx] = NULL;
901 Main_hall_door_anim[idx] = anim_load(Main_hall->door_anim_name[idx]);
902 if(Main_hall_door_anim[idx] == NULL){
903 nprintf(("General","WARNING!, Could not load door anim %s in main hall\n",Main_hall->door_anim_name[idx]));
906 // null out the animation instances
907 Main_hall_door_anim_instance[idx] = NULL;
910 // load in help overlay bitmap
911 if(Main_hall == &Main_hall_defines[gr_screen.res][0]) {
912 Main_hall_overlay_id = MH_OVERLAY;
914 SDL_assert(Main_hall == &Main_hall_defines[gr_screen.res][1]);
915 Main_hall_overlay_id = MH2_OVERLAY;
917 help_overlay_load(Main_hall_overlay_id);
918 help_overlay_set_state(Main_hall_overlay_id,0);
920 // check to see if the "very first pilot" flag is set, and load the overlay if so
923 if (Main_hall_f1_text_frame == 0) {
924 Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
930 if(Player_select_very_first_pilot) {
931 Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
933 // don't display the "press f1" message more than once
934 Player_select_very_first_pilot = 0;
936 Main_hall_help_stamp = -1;
940 Main_hall_region_linger_stamp = -1;
942 SDL_strlcpy(Main_hall_campaign_cheat, "", SDL_arraysize(Main_hall_campaign_cheat));
944 // zero out the door sounds
945 for(idx=0;idx<Main_hall->num_door_sounds;idx++){
946 Main_hall_door_sound_handles[idx] = -1;
949 // zero out the misc anim sounds
950 for(idx=0;idx<Main_hall->num_misc_animations;idx++){
951 for(s_idx = 1;s_idx < 10;s_idx++){
952 Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
953 Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
957 // skip the first frame
958 Main_hall_frame_skip = 1;
960 // initialize the music
961 main_hall_start_music();
963 // initialize the main hall notify text
964 Main_hall_notify_stamp = 1;
966 // initialize the random intercom sound stuff
967 Main_hall_next_intercom_sound = 0;
968 Main_hall_next_intercom_sound_stamp = -1;
969 Main_hall_intercom_sound_handle = -1;
971 // set the placement of the mouse cursor (start at the ready room)
972 Main_hall_mouse_region = -1;
973 Main_hall_last_clicked_region = READY_ROOM_REGION;
974 mouse_set_pos(Main_hall->door_anim_coords[READY_ROOM_REGION][2],Main_hall->door_anim_coords[READY_ROOM_REGION][3]);
976 Main_hall_inited = 1;
978 // determine if we have a right click
979 Main_hall_right_click = mouse_down(MOUSE_RIGHT_BUTTON);
981 // set the game_mode based on the type of player
982 SDL_assert( Player != NULL );
983 if ( Player->flags & PLAYER_FLAGS_IS_MULTI ){
984 Game_mode = GM_MULTIPLAYER;
986 Game_mode = GM_NORMAL;
989 if ( (Cmdline_start_netgame || (Cmdline_connect_addr != NULL)) && !Main_hall_netgame_started ) {
990 Main_hall_netgame_started = 1;
991 main_hall_do_multi_ready();
995 void main_hall_exit_game()
997 #if defined(NDEBUG) || defined(INTERPLAYQA)
1001 main_hall_stop_music();
1002 main_hall_stop_ambient();
1003 choice = popup( PF_NO_NETWORKING | PF_BODY_BIG, 2, POPUP_NO, POPUP_YES, XSTR( "Exit Game?", 365));
1004 if ( choice == 1 ) {
1005 gameseq_post_event(GS_EVENT_QUIT_GAME);
1007 main_hall_start_music();
1008 main_hall_start_ambient();
1011 gameseq_post_event(GS_EVENT_QUIT_GAME);
1016 // do a frame for the main hall
1017 void main_hall_do(float frametime)
1019 int code, key, snazzy_action;
1021 // need to ensure ambient is playing, since it may be stopped by a playing movie
1022 main_hall_start_ambient();
1024 // handle any animation details
1025 main_hall_handle_misc_anims();
1026 main_hall_handle_region_anims();
1028 // handle any random intercom sound details
1029 main_hall_handle_random_intercom_sounds();
1031 // handle any mouse clicks
1032 main_hall_handle_right_clicks();
1034 // handle any sound details
1035 main_hall_cull_door_sounds();
1037 // process any keypresses/mouse events
1039 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);
1042 extern void game_process_cheats(int k);
1043 game_process_cheats(key);
1047 snazzy_action = SNAZZY_CLICKED;
1050 #if 0 //#ifndef NDEBUG
1052 movie_play("endprt2b.mve");
1055 movie_play_two("endprt2a.mve", "endprt2b.mve");
1058 main_hall_campaign_cheat();
1060 case KEY_DEBUGGED + SDLK_d:
1061 demo_start_playback("test.fsd");
1068 // do any processing based upon what happened to the snazzy menu
1069 switch (snazzy_action) {
1071 main_hall_handle_mouse_location(code);
1074 case SNAZZY_CLICKED:
1076 // clicked on the exit region
1078 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1079 main_hall_exit_game();
1082 // clicked on the readyroom region
1083 case READY_ROOM_REGION:
1084 #ifdef MULTIPLAYER_BETA_BUILD
1085 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1086 Player->flags |= PLAYER_FLAGS_IS_MULTI;
1087 main_hall_do_multi_ready();
1088 #elif defined(E3_BUILD) || defined(PRESS_TOUR_BUILD)
1089 gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);
1091 if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1092 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1093 main_hall_do_multi_ready();
1095 if(strlen(Main_hall_campaign_cheat)){
1096 gameseq_post_event(GS_EVENT_CAMPAIGN_CHEAT);
1098 gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);
1100 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1105 // clicked on the tech room region
1106 case TECH_ROOM_REGION:
1107 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1108 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1109 game_feature_not_in_demo_popup();
1111 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1112 gameseq_post_event( GS_EVENT_TECH_MENU );
1116 // clicked on the options region
1117 case OPTIONS_REGION:
1118 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1119 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
1122 // clicked on the campaign toom region
1123 case CAMPAIGN_ROOM_REGION:
1124 #if !defined(MULTIPLAYER_BETA_BUILD) && !defined(E3_BUILD) && !defined(PRESS_TOUR_BUILD)
1126 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1127 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1129 //game_feature_not_in_demo_popup();
1130 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.");
1131 if (reset_campaign == 1) {
1132 mission_campaign_savefile_delete(Campaign.filename);
1133 mission_campaign_load(Campaign.filename);
1134 mission_campaign_next_mission();
1139 if(Player->flags & PLAYER_FLAGS_IS_MULTI){
1140 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1141 main_hall_set_notify_string(XSTR( "Campaign Room not valid for multiplayer pilots", 366));
1143 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1144 gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);
1151 // clicked on the multiplayer region
1152 case MULTIPLAYER_REGION:
1153 #if defined(DEMO) || defined(OEM_BUILD) // not for FS2_DEMO
1154 game_feature_not_in_demo_popup();
1156 if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1157 // NOTE : this isn't a great thing to be calling this anymore. But we'll leave it for now
1158 gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME );
1160 main_hall_set_notify_string(XSTR( "Not a valid multiplayer pilot!!", 367));
1165 // load mission key was pressed
1166 case LOAD_MISSION_REGION:
1170 // quick start a game region
1171 case QUICK_START_REGION:
1172 #if !defined(NDEBUG) && !(defined(FS2_DEMO) || defined(FS1_DEMO))
1173 if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1174 main_hall_set_notify_string(XSTR( "Quick Start not valid for multiplayer pilots", 369));
1177 if (Num_recent_missions > 0) {
1178 SDL_strlcpy( Game_current_mission_filename, Recent_missions[0], SDL_arraysize(Game_current_mission_filename) );
1180 mission_load_up_campaign();
1181 SDL_strlcpy( Game_current_mission_filename, Campaign.missions[0].name, SDL_arraysize(Game_current_mission_filename) );
1184 Campaign.current_mission = -1;
1185 gameseq_post_event(GS_EVENT_START_GAME_QUICK);
1190 // clicked on the barracks region
1191 case BARRACKS_REGION:
1192 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1193 gameseq_post_event( GS_EVENT_BARRACKS_MENU );
1196 // increate the skill level
1197 case SKILL_LEVEL_REGION:
1200 game_increase_skill_level();
1201 SDL_snprintf(temp, SDL_arraysize(temp), XSTR( "Skill level set to %s.", 370), Skill_level_names(Game_skill_level));
1202 main_hall_set_notify_string(temp);
1205 // escape was pressed
1207 // if there is a help overlay active, then don't quit the game - just kill the overlay
1208 if(!help_overlay_active(Main_hall_overlay_id)){
1209 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1210 main_hall_exit_game();
1214 help_overlay_set_state(Main_hall_overlay_id,0);
1219 // if the escape key wasn't pressed handle any mouse position related events
1220 if (code != ESC_PRESSED){
1221 main_hall_handle_mouse_location(code);
1226 main_hall_handle_mouse_location(-1);
1230 if ( mouse_down(MOUSE_LEFT_BUTTON) ) {
1231 help_overlay_set_state(Main_hall_overlay_id, 0);
1234 // draw the background bitmap
1236 GR_MAYBE_CLEAR_RES(Main_hall_bitmap);
1237 if(Main_hall_bitmap >= 0){
1238 gr_set_bitmap(Main_hall_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1242 // draw any pending notification messages
1243 main_hall_notify_do();
1245 // render misc animations
1246 main_hall_render_misc_anims(frametime);
1248 // render door animtions
1249 main_hall_render_door_anims(frametime);
1251 // blit any appropriate tooltips
1252 main_hall_maybe_blit_tooltips();
1257 // process any help "hit f1" timestamps and display any messages if necessary
1258 if (Main_hall_help_stamp != -1) {
1259 main_hall_process_help_stuff();
1262 // blit help overlay if active
1263 help_overlay_maybe_blit(Main_hall_overlay_id);
1265 // blit the freespace version #
1266 main_hall_blit_version();
1268 // blit ship and weapon table status
1269 main_hall_blit_table_status();
1271 // if we're in nice D3D texture format
1273 gr_set_color_fast(&Color_white);
1276 gr_string(320, gr_screen.max_h - 10, "ARGB");
1278 // extern int D3D_fog_mode;
1279 // extern int D3D_zbias;
1281 if ( gr_is_32bit() ) {
1282 gr_string(320, gr_screen.max_h - 30, "32bit");
1284 // gr_printf(320, gr_screen.max_h - 40, "Fog : %d", D3D_fog_mode);
1285 // gr_printf(320, gr_screen.max_h - 50, "Zbias : %d", D3D_zbias);
1286 // extern void d3d_test();
1292 // maybe run the player tips popup
1293 // #if defined(FS2_DEMO) && defined(NDEBUG)
1294 player_tips_popup();
1297 // if we were supposed to skip a frame, then stop doing it after 1 frame
1298 if(Main_hall_frame_skip){
1299 Main_hall_frame_skip = 0;
1303 // close the main hall proper
1304 void main_hall_close()
1308 if(!Main_hall_inited){
1312 // unload the main hall bitmap
1313 if(Main_hall_bitmap != -1){
1314 bm_unload(Main_hall_bitmap);
1317 // unload any bitmaps
1318 if(Main_hall_mask >= 0){
1319 // make sure we unlock the mask bitmap so it can be unloaded
1320 bm_unlock(Main_hall_mask);
1321 if(!bm_unload(Main_hall_mask)){
1322 nprintf(("General","WARNING! Couldn't unload main hall mask bitmap!\n"));
1326 // free up any (possibly) playing misc animation handles
1327 for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1328 if(Main_hall_misc_anim_instance[idx]!=NULL){
1329 anim_stop_playing(Main_hall_misc_anim_instance[idx]);
1330 Main_hall_misc_anim_instance[idx] = NULL;
1334 // free up any (possibly) playing door animation handles
1335 for(idx=0;idx<Main_hall->num_door_animations;idx++){
1336 if(Main_hall_door_anim_instance[idx]!=NULL){
1337 anim_stop_playing(Main_hall_door_anim_instance[idx]);
1338 Main_hall_door_anim_instance[idx] = NULL;
1343 // free up any misc animations/instances
1344 for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1345 if((Main_hall_misc_anim_instance[idx]!=NULL) && (anim_playing(Main_hall_misc_anim_instance[idx]))){
1346 Main_hall_misc_anim_instance[idx] = NULL;
1348 if(Main_hall_misc_anim[idx]!=NULL){
1349 if(anim_free(Main_hall_misc_anim[idx]) == -1){
1350 nprintf(("General","WARNING!, Could not free up misc anim %s in main hall\n",Main_hall->misc_anim_name[idx]));
1355 // free up any door animations/instances
1356 for(idx=0;idx<Main_hall->num_door_animations;idx++){
1357 if((Main_hall_door_anim_instance[idx]!=NULL) && (anim_playing(Main_hall_door_anim_instance[idx]))){
1358 Main_hall_door_anim_instance[idx] = NULL;
1360 if(Main_hall_door_anim[idx]!=NULL){
1361 if(anim_free(Main_hall_door_anim[idx]) == -1){
1362 nprintf(("General","WARNING!, Could not free up door anim %s in main hall\n",Main_hall->door_anim_name[idx]));
1367 // stop any playing door sounds
1368 for(idx=0;idx<Main_hall->num_door_sounds-2;idx++){ // don't cut off the glow sounds (requested by Dan)
1369 if((Main_hall_door_sound_handles[idx] != -1) && snd_is_playing(Main_hall_door_sound_handles[idx])){
1370 snd_stop(Main_hall_door_sound_handles[idx]);
1371 Main_hall_door_sound_handles[idx] = -1;
1375 // stop any playing misc animation sounds
1376 for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1377 for(s_idx=1;s_idx<10;s_idx++){
1378 if(snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])){
1379 snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
1380 Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
1385 // unload the overlay bitmap
1386 help_overlay_unload(Main_hall_overlay_id);
1388 // close any snazzy menu details
1389 snazzy_menu_close();
1392 palette_restore_palette();
1397 // not inited anymore
1398 Main_hall_inited = 0;
1401 // start the main hall music playing
1402 void main_hall_start_music()
1404 // start a looping ambient sound
1405 main_hall_start_ambient();
1407 // if we have selected no music, then don't do this
1408 if ( Cmdline_freespace_no_music ) {
1412 int main_hall_spooled_music_index = event_music_get_spooled_music_index(Main_hall->music);
1414 if ((Main_hall_music_handle == -1) && (main_hall_spooled_music_index != -1)) {
1415 char *music_wavfile_name = Spooled_music[main_hall_spooled_music_index].filename;
1416 if (music_wavfile_name != NULL) {
1417 Main_hall_music_handle = audiostream_open( music_wavfile_name, ASF_EVENTMUSIC );
1418 if ( Main_hall_music_handle != -1 )
1419 audiostream_play(Main_hall_music_handle, Master_event_music_volume);
1422 nprintf(("Warning", "No music file exists to play music at the main menu!\n"));
1427 // stop the main hall music
1428 void main_hall_stop_music()
1430 if ( Main_hall_music_handle != -1 ) {
1431 audiostream_close_file(Main_hall_music_handle);
1432 Main_hall_music_handle = -1;
1436 // do any necessary instantiation of misc animations
1437 void main_hall_handle_misc_anims()
1441 if(Main_hall_frame_skip)
1444 for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1445 // if the anim isn't playing
1446 if(Main_hall_misc_anim_instance[idx] == NULL){
1447 // if the timestamp is -1, then reset it to some random value (based on MIN and MAX) and continue
1448 if(Main_hall->misc_anim_delay[idx][0] == -1){
1449 Main_hall->misc_anim_delay[idx][0] = timestamp(Main_hall->misc_anim_delay[idx][1] +
1450 (int)(((float)myrand()/(float)MY_RAND_MAX) * (float)(Main_hall->misc_anim_delay[idx][2] - Main_hall->misc_anim_delay[idx][1])));
1452 // if the timestamp is not -1 and has popped, play the anim and make the timestap -1
1453 } else if (timestamp_elapsed(Main_hall->misc_anim_delay[idx][0]) && Main_hall_misc_anim[idx]) {
1454 anim_play_struct aps;
1456 anim_play_init(&aps, Main_hall_misc_anim[idx], Main_hall->misc_anim_coords[idx][0], Main_hall->misc_anim_coords[idx][1]);
1457 aps.screen_id = GS_STATE_MAIN_MENU;
1458 aps.framerate_independent = 1;
1460 Main_hall_misc_anim_instance[idx] = anim_play(&aps);
1462 // kill the timestamp
1463 Main_hall->misc_anim_delay[idx][0] = -1;
1465 // reset the "should be playing" flags
1466 for(s_idx=1;s_idx<10;s_idx++){
1467 Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
1471 // if the anim is playing
1473 // check to see if any special trigger points have been reached by the animation
1474 // since the frame triggers must be in ascending order, we will count down so that we don't trigger too many sounds
1475 for(s_idx=Main_hall->misc_anim_special_sounds[idx][0]; s_idx > 0; s_idx--){
1476 // if we've passed the trigger point, then play the sound and break out of the loop
1477 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]){
1478 Main_hall->misc_anim_sound_flag[idx][s_idx] = 1;
1480 // if the sound is already playing, then kill it. This is a pretty safe thing to do since we can assume that
1481 // by the time we get to this point again, the sound will have been long finished
1482 if(snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])){
1483 snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
1484 Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
1487 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]);
1492 // if the animation mode is MISC_ANIM_MODE_HOLD, pause it at the last frame
1493 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)){
1494 anim_pause(Main_hall_misc_anim_instance[idx]);
1495 Main_hall_misc_anim_instance[idx]->stop_now = FALSE;
1498 // if the animation mode is MISC_ANIM_MODE_LOOP, check to see if it should be looped
1499 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)){
1500 anim_release_render_instance(Main_hall_misc_anim_instance[idx]);
1502 // start it playing again
1503 anim_play_struct aps;
1505 anim_play_init(&aps, Main_hall_misc_anim[idx], Main_hall->misc_anim_coords[idx][0], Main_hall->misc_anim_coords[idx][1]);
1506 aps.screen_id = GS_STATE_MAIN_MENU;
1507 aps.framerate_independent = 1;
1509 Main_hall_misc_anim_instance[idx] = anim_play(&aps);
1511 // kill the timestamp
1512 Main_hall->misc_anim_delay[idx][0] = -1;
1514 // reset the "should be playing" flags
1515 for(s_idx=1;s_idx<10;s_idx++){
1516 Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
1520 // cull any misc animations which are marked as done (!is_playing)
1521 if(!anim_playing(Main_hall_misc_anim_instance[idx])){
1522 Main_hall_misc_anim_instance[idx] = NULL;
1528 // render all playing misc animations
1529 void main_hall_render_misc_anims(float frametime)
1533 // HACKETY HACK HACK - always render misc anim 3 first, if it is playing
1534 if(Main_hall_misc_anim_instance[2] != NULL){
1535 anim_render_one(GS_STATE_MAIN_MENU,Main_hall_misc_anim_instance[2],frametime);
1538 // render all other animations
1539 for(idx=0;idx<MAX_MISC_ANIMATIONS;idx++){
1540 // skip anim 3, which was previously rendered, if at all
1546 if(Main_hall_misc_anim_instance[idx] != NULL){
1547 anim_render_one(GS_STATE_MAIN_MENU,Main_hall_misc_anim_instance[idx],frametime);
1552 // render all playing door animations
1553 void main_hall_render_door_anims(float frametime)
1557 // render all door animations
1558 for(idx=0;idx<MAX_DOOR_ANIMATIONS;idx++){
1560 if(Main_hall_door_anim_instance[idx] != NULL){
1561 anim_render_one(GS_STATE_MAIN_MENU,Main_hall_door_anim_instance[idx],frametime);
1566 // handle starting, stopping and reversing "door" animations
1567 void main_hall_handle_region_anims()
1571 if(Main_hall_frame_skip)
1574 // make sure we make any finished door animations NULL
1575 for(idx=0;idx<Main_hall->num_door_animations;idx++){
1576 if((Main_hall_door_anim_instance[idx] != NULL) && !anim_playing(Main_hall_door_anim_instance[idx])){
1577 Main_hall_door_anim_instance[idx] = NULL;
1581 // go through each region animation
1582 for(idx=0;idx<Main_hall->num_door_animations;idx++){
1583 // if the instance is not null and the animation is playing
1584 if((Main_hall_door_anim_instance[idx] != NULL) && anim_playing(Main_hall_door_anim_instance[idx])){
1585 // check to see if we should hold a given door "open"
1586 if((Main_hall_mouse_region == idx) && (Main_hall_door_anim_instance[idx]->frame_num == Main_hall_door_anim_instance[idx]->stop_at)){
1587 anim_pause(Main_hall_door_anim_instance[idx]);
1588 Main_hall_door_anim_instance[idx]->stop_now = FALSE;
1590 // check to see if we should close a door being held open
1591 if((Main_hall_mouse_region != idx) && (Main_hall_door_anim_instance[idx]->paused)){
1592 anim_unpause(Main_hall_door_anim_instance[idx]);
1598 // do any necessary processing based upon the mouse location
1599 void main_hall_handle_mouse_location(int cur_region)
1601 if(Main_hall_frame_skip)
1604 if(cur_region > NUM_MAIN_HALL_MOUSE_REGIONS) {
1605 // MWA -- inserted return since Int3() was tripped when hitting L from main
1610 // if the mouse is now over a resgion
1611 if (cur_region != -1) {
1612 // if we're still over the same region we were last frame, check stuff
1613 if (cur_region == Main_hall_mouse_region) {
1614 // if we have a linger timestamp set and it has expired, then get moving
1615 if ((Main_hall_region_linger_stamp != -1) && timestamp_elapsed(Main_hall_region_linger_stamp)) {
1616 main_hall_mouse_grab_region(cur_region);
1618 // release the region linger stamp
1619 Main_hall_region_linger_stamp = -1;
1622 // if we're currently on another region, release it
1623 if ((Main_hall_mouse_region != -1) && (cur_region != Main_hall_mouse_region)) {
1624 main_hall_mouse_release_region(Main_hall_mouse_region);
1627 // set the linger time
1628 if (Main_hall_region_linger_stamp == -1) {
1629 Main_hall_mouse_region = cur_region;
1630 Main_hall_region_linger_stamp = timestamp(MAIN_HALL_REGION_LINGER);
1634 // if it was over a region but isn't anymore, release that region
1636 if (Main_hall_mouse_region != -1) {
1637 main_hall_mouse_release_region(Main_hall_mouse_region);
1638 Main_hall_mouse_region = -1;
1640 // release the region linger timestamp
1641 Main_hall_region_linger_stamp = -1;
1646 // if the mouse has moved off of the currently active region, handle the anim accordingly
1647 void main_hall_mouse_release_region(int region)
1649 if(Main_hall_frame_skip){
1653 // if the animation is currently playing in the forward direction, change direction and be done, otherwise don't do a thing
1654 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)){
1655 anim_reverse_direction(Main_hall_door_anim_instance[region]);
1658 // check for door sounds, ignoring the OPTIONS_REGION (which isn't a door)
1659 if ((Main_hall_door_anim_instance[region] != NULL)) {
1660 // don't stop the toaster oven or microwave regions from playing all the way through
1661 if (Main_hall_door_sound_handles[region] != -1) {
1662 snd_stop(Main_hall_door_sound_handles[region]);
1664 Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][1]], Main_hall->door_sound_pan[region]);
1666 // make sure to set the sound to play from the right spot
1667 snd_set_pos(Main_hall_door_sound_handles[region], &Snds_iface[SND_MAIN_HALL_DOOR_CLOSE],
1668 (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);
1672 // if the mouse has moved on this region, handle it accordingly
1673 void main_hall_mouse_grab_region(int region)
1675 if (Main_hall_frame_skip) {
1679 // if the animation is not playing, start it playing
1680 if ( !Main_hall_door_anim_instance[region] ) {
1681 if ( Main_hall_door_anim[region] ) {
1682 anim_play_struct aps;
1684 anim_play_init(&aps, Main_hall_door_anim[region], Main_hall->door_anim_coords[region][0], Main_hall->door_anim_coords[region][1]);
1685 aps.screen_id = GS_STATE_MAIN_MENU;
1686 aps.framerate_independent = 1;
1688 Main_hall_door_anim_instance[region] = anim_play(&aps);
1691 // otherwise if its playing in the reverse direction, change it to the forward direction
1692 else if (Main_hall_door_anim_instance[region]->direction == ANIM_DIRECT_REVERSE) {
1693 anim_reverse_direction(Main_hall_door_anim_instance[region]);
1696 // check for opening/starting sounds
1697 // kill the currently playing sounds if necessary
1698 if(Main_hall_door_sound_handles[region] != -1){
1699 snd_stop(Main_hall_door_sound_handles[region]);
1701 Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][0]],Main_hall->door_sound_pan[region]);
1703 // start the sound playing at the right spot relative to the completion of the animation
1704 if(Main_hall_door_anim_instance[region]->frame_num != -1){
1705 snd_set_pos(Main_hall_door_sound_handles[region],&Snds_iface[SND_MAIN_HALL_DOOR_OPEN],
1706 (float)Main_hall_door_anim_instance[region]->frame_num / (float)Main_hall_door_anim_instance[region]->parent->total_frames,1);
1710 // handle any right clicks which may have occured
1711 void main_hall_handle_right_clicks()
1715 if(Main_hall_frame_skip)
1718 // check to see if the button has been clicked
1719 if(!Main_hall_right_click){
1720 if(mouse_down(MOUSE_RIGHT_BUTTON)){
1721 // cycle through the available regions
1722 if(Main_hall_last_clicked_region == NUM_MAIN_HALL_MOUSE_REGIONS - 1){
1725 new_region = Main_hall_last_clicked_region + 1;
1727 // set the position of the mouse cursor and the newly clicked region
1728 mouse_set_pos(Main_hall->door_anim_coords[new_region][2],Main_hall->door_anim_coords[new_region][3]);
1730 main_hall_handle_mouse_location(new_region);
1731 Main_hall_last_clicked_region = new_region;
1733 // set the mouse as being clicked
1734 Main_hall_right_click = 1;
1737 // set the mouse as being unclicked
1738 else if(Main_hall_right_click && !(mouse_down(MOUSE_RIGHT_BUTTON))){
1739 Main_hall_right_click = 0;
1743 // cull any door sounds that have finished playing
1744 void main_hall_cull_door_sounds()
1747 // 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
1748 for(idx=0;idx<Main_hall->num_door_sounds;idx++){
1749 if((Main_hall_door_sound_handles[idx] != -1) && !snd_is_playing(Main_hall_door_sound_handles[idx])){
1750 Main_hall_door_sound_handles[idx] = -1;
1755 void main_hall_handle_random_intercom_sounds()
1757 // if we have no timestamp for the next random sound, then set on
1758 if((Main_hall_next_intercom_sound_stamp == -1) && (Main_hall_intercom_sound_handle == -1)){
1759 Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)myrand()/(float)MY_RAND_MAX) *
1760 (float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
1761 - Main_hall->intercom_delay[Main_hall_intercom_sound_handle][0])) );
1764 // if the there is no sound playing
1765 if(Main_hall_intercom_sound_handle == -1){
1766 // if the timestamp has popped, play a sound
1767 if((Main_hall_next_intercom_sound_stamp != -1) && (timestamp_elapsed(Main_hall_next_intercom_sound_stamp))){
1769 Main_hall_intercom_sound_handle = snd_play(&Snds_iface[Main_hall->intercom_sounds[Main_hall_next_intercom_sound]]);
1771 // unset the timestamp
1772 Main_hall_next_intercom_sound_stamp = -1;
1775 // if the sound is playing
1777 // if the sound has finished, set the timestamp and continue
1778 if(!snd_is_playing(Main_hall_intercom_sound_handle)){
1779 // increment the next sound
1780 if(Main_hall_next_intercom_sound >= (Main_hall->num_random_intercom_sounds-1)){
1781 Main_hall_next_intercom_sound = 0;
1783 Main_hall_next_intercom_sound++;
1786 // set the timestamp
1787 Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)myrand()/(float)MY_RAND_MAX) *
1788 (float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
1789 - Main_hall->intercom_delay[Main_hall_next_intercom_sound][0])) );
1791 // release the sound handle
1792 Main_hall_intercom_sound_handle = -1;
1797 // set the notification string with its decay timeout
1798 void main_hall_set_notify_string(const char *str)
1800 SDL_strlcpy(Main_hall_notify_text, str, SDL_arraysize(Main_hall_notify_text));
1801 Main_hall_notify_stamp = timestamp(MAIN_HALL_NOTIFY_TIME);
1804 void main_hall_notify_do()
1806 // check to see if we should try and do something
1807 if(Main_hall_notify_stamp != -1){
1808 // if the text time has expired
1809 if(timestamp_elapsed(Main_hall_notify_stamp)){
1810 SDL_strlcpy(Main_hall_notify_text, "", SDL_arraysize(Main_hall_notify_text));
1811 Main_hall_notify_stamp = -1;
1814 gr_set_color_fast(&Color_bright);
1816 gr_get_string_size(&w,&h,Main_hall_notify_text);
1817 gr_printf((gr_screen.max_w - w)/2, gr_screen.max_h - 40, Main_hall_notify_text);
1822 // start a looping ambient sound for main hall
1823 void main_hall_start_ambient()
1825 int play_ambient_loop = 0;
1827 if ( Main_hall_ambient_loop == -1 ) {
1828 play_ambient_loop = 1;
1830 if ( !snd_is_playing(Main_hall_ambient_loop) ) {
1831 play_ambient_loop = 1;
1835 if ( play_ambient_loop ) {
1836 Main_hall_ambient_loop = snd_play_looping(&Snds_iface[SND_MAIN_HALL_AMBIENT]);
1840 // stop a looping ambient sound for the main hall
1841 void main_hall_stop_ambient()
1843 if ( Main_hall_ambient_loop != -1 ) {
1844 snd_stop(Main_hall_ambient_loop);
1845 Main_hall_ambient_loop = -1;
1848 if ( Main_hall_intercom_sound_handle != -1 ) {
1849 snd_stop(Main_hall_intercom_sound_handle);
1850 Main_hall_intercom_sound_handle = -1;
1854 // Reset the volume of the looping ambient sound. This is called from the options
1855 // screen when the looping ambient sound might be playing.
1856 void main_hall_reset_ambient_vol()
1858 if ( Main_hall_ambient_loop >= 0 ) {
1859 snd_set_volume(Main_hall_ambient_loop, Snds_iface[SND_MAIN_HALL_AMBIENT].default_volume);
1863 // blit the freespace version #
1864 void main_hall_blit_version()
1866 char version_string[100];
1870 // don't show if help text or screen active
1871 if ( (Main_hall_help_stamp != -1) || help_overlay_active(Main_hall_overlay_id) ) {
1876 // format the version string
1877 get_version_string(version_string, SDL_arraysize(version_string));
1880 // tack on "EAX", since we have that :)
1881 SDL_strlcat(version_string, " EAX", sizeof(version_string));
1884 // get the length of the string
1885 gr_get_string_size(&w,NULL,version_string);
1887 // print the string out in the lower right corner
1888 gr_set_color_fast(&Color_white);
1890 gr_string(gr_screen.max_w - (w + 10), gr_screen.max_h - 12, version_string);
1892 gr_string(gr_screen.max_w - 55, gr_screen.max_h - 12, version_string);
1896 // blit any necessary tooltips
1897 void main_hall_maybe_blit_tooltips()
1902 // if we're over no region - don't blit anything
1903 if(Main_hall_mouse_region < 0) {
1908 // if help text visible then don't show anything
1909 if (Main_hall_help_stamp != -1) {
1914 // get the index of the proper text to be using
1915 if(Main_hall_mouse_region == READY_ROOM_REGION) {
1916 // if this is a multiplayer pilot, the ready room region becomes the multiplayer region
1917 if(Player->flags & PLAYER_FLAGS_IS_MULTI){
1918 text_index = NUM_REGIONS - 1;
1920 text_index = READY_ROOM_REGION;
1923 text_index = Main_hall_mouse_region;
1926 // set the color and blit the string
1927 if(!help_overlay_active(Main_hall_overlay_id)) {
1929 int shader_y = (Main_hall->region_yval) - Main_hall_tooltip_padding[gr_screen.res]; // subtract more to pull higher
1931 // get the width of the string
1932 gr_get_string_size(&w, NULL, Main_hall->region_descript[text_index]);
1935 gr_set_shader(&Main_hall_tooltip_shader);
1936 gr_shade(0, shader_y, gr_screen.clip_width, (gr_screen.clip_height - shader_y));
1938 gr_set_color_fast(&Color_white);
1940 gr_set_color_fast(&Color_white);
1942 gr_string((gr_screen.max_w - w)/2, Main_hall->region_yval, Main_hall->region_descript[text_index]);
1947 void main_hall_process_help_stuff()
1952 // if the timestamp has popped, don't do anything
1953 if(Main_hall_help_stamp == -1) {
1958 // if the timestamp has popped, advance frame
1959 if(timestamp_elapsed(Main_hall_help_stamp)) {
1960 Main_hall_f1_text_frame++;
1963 // otherwise print out the message
1964 SDL_strlcpy(str, XSTR( "Press F1 for help", 371), SDL_arraysize(str));
1965 gr_get_string_size(&w, &h, str);
1967 int y_anim_offset = Main_hall_f1_text_frame;
1969 // if anim is off the screen finally, stop altogether
1970 if ( (y_anim_offset >= (2*Main_hall_tooltip_padding[gr_screen.res]) + h) || (help_overlay_active(Main_hall_overlay_id)) ) {
1971 Main_hall_f1_text_frame = -1;
1972 Main_hall_help_stamp = -1;
1977 // set the color and print out text and shader
1978 gr_set_color_fast(&Color_bright_white);
1979 gr_shade(0, 0, gr_screen.max_w, (2*Main_hall_tooltip_padding[gr_screen.res]) + h - y_anim_offset);
1980 gr_string((gr_screen.max_w - w)/2, Main_hall_tooltip_padding[gr_screen.res] - y_anim_offset, str);
1982 // if the timestamp has popped, stop showing help message
1983 if ( timestamp_elapsed(Main_hall_help_stamp) ) {
1984 Main_hall_help_stamp = -1;
1988 // otherwise print out the message
1989 SDL_strlcpy(str, XSTR( "Press F1 for help", 371), SDL_arraysize(str));
1990 gr_get_string_size(&w, &h, str);
1992 // set the color and print out text and shader
1993 gr_set_color_fast(&Color_white);
1994 gr_string((gr_screen.max_w - w)/2, 419, str);
1998 // what main hall we're on (should be 0 or 1)
2001 // only 1 of 2 main halls
2002 if(Main_hall == &Main_hall_defines[gr_screen.res][0]){
2009 // read in main hall table
2010 void main_hall_read_table()
2013 main_hall_defines *m, temp;
2014 int count, idx, s_idx, m_idx;
2017 read_file_text("mainhall.tbl");
2022 while(!optional_string("#end")){
2024 // read in 2 resolutions
2025 for(m_idx=0; m_idx<GR_NUM_RESOLUTIONS; m_idx++){
2026 // maybe use a temp main hall stuct
2027 if(count >= NUM_MAIN_HALLS){
2030 m = &Main_hall_defines[m_idx][count];
2034 required_string("$Main Hall");
2037 required_string("+Bitmap:");
2038 stuff_string(m->bitmap, F_NAME, NULL, MAX_FILENAME_LEN);
2039 required_string("+Mask:");
2040 stuff_string(m->mask, F_NAME, NULL, MAX_FILENAME_LEN);
2042 required_string("+Music:");
2043 stuff_string(m->music, F_NAME, NULL, MAX_FILENAME_LEN);
2047 required_string("+Num Intercom Sounds:");
2048 stuff_int(&m->num_random_intercom_sounds);
2049 for(idx=0; idx<m->num_random_intercom_sounds; idx++){
2051 required_string("+Intercom delay:");
2052 stuff_int(&m->intercom_delay[idx][0]);
2053 stuff_int(&m->intercom_delay[idx][1]);
2055 for(idx=0; idx<m->num_random_intercom_sounds; idx++){
2056 // intercom sound id
2057 required_string("+Intercom sound:");
2058 stuff_int(&m->intercom_sounds[idx]);
2060 for(idx=0; idx<m->num_random_intercom_sounds; idx++){
2062 required_string("+Intercom pan:");
2063 stuff_float(&m->intercom_sound_pan[idx]);
2067 required_string("+Num Misc Animations:");
2068 stuff_int(&m->num_misc_animations);
2069 for(idx=0; idx<m->num_misc_animations; idx++){
2071 required_string("+Misc anim:");
2072 stuff_string(m->misc_anim_name[idx], F_NAME, NULL);
2074 for(idx=0; idx<m->num_misc_animations; idx++){
2076 required_string("+Misc anim delay:");
2077 stuff_int(&m->misc_anim_delay[idx][0]);
2078 stuff_int(&m->misc_anim_delay[idx][1]);
2079 stuff_int(&m->misc_anim_delay[idx][2]);
2081 for(idx=0; idx<m->num_misc_animations; idx++){
2083 required_string("+Misc anim coords:");
2084 stuff_int(&m->misc_anim_coords[idx][0]);
2085 stuff_int(&m->misc_anim_coords[idx][1]);
2087 for(idx=0; idx<m->num_misc_animations; idx++){
2089 required_string("+Misc anim mode:");
2090 stuff_int(&m->misc_anim_modes[idx]);
2092 for(idx=0; idx<m->num_misc_animations; idx++){
2094 required_string("+Misc anim pan:");
2095 stuff_float(&m->misc_anim_sound_pan[idx]);
2097 for(idx=0; idx<m->num_misc_animations; idx++){
2099 required_string("+Misc anim sounds:");
2100 stuff_int(&m->misc_anim_special_sounds[idx][0]);
2101 for(s_idx=0; s_idx<m->misc_anim_special_sounds[idx][0]; s_idx++){
2102 stuff_int(&m->misc_anim_special_sounds[idx][s_idx + 1]);
2105 for(idx=0; idx<m->num_misc_animations; idx++){
2106 // anim sound triggers
2107 required_string("+Misc anim trigger:");
2108 stuff_int(&m->misc_anim_special_trigger[idx][0]);
2109 for(s_idx=0; s_idx<m->misc_anim_special_trigger[idx][0]; s_idx++){
2110 stuff_int(&m->misc_anim_special_trigger[idx][s_idx + 1]);
2113 for(idx=0; idx<m->num_misc_animations; idx++){
2114 // anim sound handles
2115 required_string("+Misc anim handles:");
2116 stuff_int(&m->misc_anim_sound_handles[idx][0]);
2118 for(idx=0; idx<m->num_misc_animations; idx++){
2120 required_string("+Misc anim flags:");
2121 stuff_int(&m->misc_anim_sound_flag[idx][0]);
2125 required_string("+Num Door Animations:");
2126 stuff_int(&m->num_door_animations);
2127 for(idx=0; idx<m->num_door_animations; idx++){
2129 required_string("+Door anim:");
2130 stuff_string(m->door_anim_name[idx], F_NAME, NULL);
2132 for(idx=0; idx<m->num_door_animations; idx++){
2134 required_string("+Door coords:");
2135 stuff_int(&m->door_anim_coords[idx][0]);
2136 stuff_int(&m->door_anim_coords[idx][1]);
2137 stuff_int(&m->door_anim_coords[idx][2]);
2138 stuff_int(&m->door_anim_coords[idx][3]);
2140 for(idx=0; idx<m->num_door_animations; idx++){
2141 // door open and close sounds
2142 required_string("+Door sounds:");
2143 stuff_int(&m->door_sounds[idx][0]);
2144 stuff_int(&m->door_sounds[idx][1]);
2146 for(idx=0; idx<m->num_door_animations; idx++){
2148 required_string("+Door pan:");
2149 stuff_float(&m->door_sound_pan[idx]);
2152 // tooltip y location
2153 required_string("+Tooltip Y:");
2154 stuff_int(&m->region_yval);
2155 for(idx=0; idx<NUM_REGIONS; idx++){
2156 m->region_descript[idx] = NULL;
2160 if(count < NUM_MAIN_HALLS){
2167 Main_hall_defines[GR_640][1].door_sounds[OPTIONS_REGION][0] = SND_VASUDAN_BUP;
2168 Main_hall_defines[GR_640][1].door_sounds[OPTIONS_REGION][1] = SND_VASUDAN_BUP;
2169 Main_hall_defines[GR_1024][1].door_sounds[OPTIONS_REGION][0] = SND_VASUDAN_BUP;
2170 Main_hall_defines[GR_1024][1].door_sounds[OPTIONS_REGION][1] = SND_VASUDAN_BUP;
2172 // set head anim. hehe
2173 SDL_strlcpy(Main_hall_defines[GR_640][1].door_anim_name[OPTIONS_REGION], "vhallheads", MAX_FILENAME_LEN);
2174 SDL_strlcpy(Main_hall_defines[GR_1024][1].door_anim_name[OPTIONS_REGION], "2_vhallheads", MAX_FILENAME_LEN);
2176 // set the background
2177 SDL_strlcpy(Main_hall_defines[GR_640][1].bitmap, "vhallhead", MAX_FILENAME_LEN);
2178 SDL_strlcpy(Main_hall_defines[GR_1024][1].bitmap, "2_vhallhead", MAX_FILENAME_LEN);
2181 // hard coded values for FS1
2185 SDL_strlcpy(Main_hall_defines[0][0].bitmap, "MainHall1", MAX_FILENAME_LEN);
2186 SDL_strlcpy(Main_hall_defines[0][0].mask, "MainHall1-m", MAX_FILENAME_LEN);
2187 SDL_strlcpy(Main_hall_defines[0][0].music, "Choco Mousse", MAX_FILENAME_LEN);
2189 Main_hall_defines[0][0].num_random_intercom_sounds = 3;
2190 Main_hall_defines[0][0].intercom_delay[0][0] = 8000;
2191 Main_hall_defines[0][0].intercom_delay[0][1] = 15000;
2192 Main_hall_defines[0][0].intercom_delay[1][0] = 8000;
2193 Main_hall_defines[0][0].intercom_delay[1][1] = 15000;
2194 Main_hall_defines[0][0].intercom_delay[2][0] = 8000;
2195 Main_hall_defines[0][0].intercom_delay[2][1] = 15000;
2196 Main_hall_defines[0][0].intercom_sounds[0] = 38;
2197 Main_hall_defines[0][0].intercom_sounds[1] = 39;
2198 Main_hall_defines[0][0].intercom_sounds[2] = 40;
2199 Main_hall_defines[0][0].intercom_sound_pan[0] = 0.0f;
2200 Main_hall_defines[0][0].intercom_sound_pan[1] = 0.0f;
2201 Main_hall_defines[0][0].intercom_sound_pan[2] = 0.0f;
2203 Main_hall_defines[0][0].num_misc_animations = 2;
2204 SDL_strlcpy(Main_hall_defines[0][0].misc_anim_name[0], "main1-m1", MAX_FILENAME_LEN);
2205 SDL_strlcpy(Main_hall_defines[0][0].misc_anim_name[1], "main1-m2", MAX_FILENAME_LEN);
2206 Main_hall_defines[0][0].misc_anim_delay[0][0] = -1;
2207 Main_hall_defines[0][0].misc_anim_delay[0][1] = 0;//15000;
2208 Main_hall_defines[0][0].misc_anim_delay[0][2] = 0;//20000;
2209 Main_hall_defines[0][0].misc_anim_delay[1][0] = -1;
2210 Main_hall_defines[0][0].misc_anim_delay[1][1] = 9000;
2211 Main_hall_defines[0][0].misc_anim_delay[1][2] = 30000;
2212 Main_hall_defines[0][0].misc_anim_coords[0][0] = 14;
2213 Main_hall_defines[0][0].misc_anim_coords[0][1] = 14;
2214 Main_hall_defines[0][0].misc_anim_coords[1][0] = 174;
2215 Main_hall_defines[0][0].misc_anim_coords[1][1] = 198;
2216 Main_hall_defines[0][0].misc_anim_modes[0] = 0;
2217 Main_hall_defines[0][0].misc_anim_modes[1] = 2;
2218 Main_hall_defines[0][0].misc_anim_sound_pan[0] = -0.5f;
2219 Main_hall_defines[0][0].misc_anim_sound_pan[1] = -0.25f;
2220 Main_hall_defines[0][0].misc_anim_special_sounds[0][0] = 4;
2221 Main_hall_defines[0][0].misc_anim_special_sounds[0][1] = 34;
2222 Main_hall_defines[0][0].misc_anim_special_sounds[0][2] = 35;
2223 Main_hall_defines[0][0].misc_anim_special_sounds[0][3] = 34;
2224 Main_hall_defines[0][0].misc_anim_special_sounds[0][4] = 35;
2225 Main_hall_defines[0][0].misc_anim_special_sounds[1][0] = 0;
2226 Main_hall_defines[0][0].misc_anim_special_trigger[0][0] = 4;
2227 Main_hall_defines[0][0].misc_anim_special_trigger[0][1] = 2;
2228 Main_hall_defines[0][0].misc_anim_special_trigger[0][2] = 20;
2229 Main_hall_defines[0][0].misc_anim_special_trigger[0][3] = 43;
2230 Main_hall_defines[0][0].misc_anim_special_trigger[0][4] = 97;
2231 Main_hall_defines[0][0].misc_anim_special_trigger[1][0] = 0;
2232 Main_hall_defines[0][0].misc_anim_sound_handles[0][0] = 4;
2233 Main_hall_defines[0][0].misc_anim_sound_handles[1][0] = 0;
2234 Main_hall_defines[0][0].misc_anim_sound_flag[0][0] = 0;
2235 Main_hall_defines[0][0].misc_anim_sound_flag[1][0] = 2;
2237 Main_hall_defines[0][0].num_door_animations = 6;
2238 SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[0], "main1-d1", MAX_FILENAME_LEN);
2239 SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[1], "main1-d6", MAX_FILENAME_LEN);
2240 SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[2], "main1-d3", MAX_FILENAME_LEN);
2241 SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[3], "main1-d4", MAX_FILENAME_LEN);
2242 SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[4], "main1-d5", MAX_FILENAME_LEN);
2243 SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[5], "main1-d2", MAX_FILENAME_LEN);
2244 Main_hall_defines[0][0].door_anim_coords[0][0] = 68;
2245 Main_hall_defines[0][0].door_anim_coords[0][1] = 260;
2246 Main_hall_defines[0][0].door_anim_coords[0][2] = 103;
2247 Main_hall_defines[0][0].door_anim_coords[0][3] = 298;
2248 Main_hall_defines[0][0].door_anim_coords[1][0] = 309;
2249 Main_hall_defines[0][0].door_anim_coords[1][1] = 34;
2250 Main_hall_defines[0][0].door_anim_coords[1][2] = 110;
2251 Main_hall_defines[0][0].door_anim_coords[1][3] = 61;
2252 Main_hall_defines[0][0].door_anim_coords[2][0] = 312;
2253 Main_hall_defines[0][0].door_anim_coords[2][1] = 264;
2254 Main_hall_defines[0][0].door_anim_coords[2][2] = 385;
2255 Main_hall_defines[0][0].door_anim_coords[2][3] = 330;
2256 Main_hall_defines[0][0].door_anim_coords[3][0] = 457;
2257 Main_hall_defines[0][0].door_anim_coords[3][1] = 34;
2258 Main_hall_defines[0][0].door_anim_coords[3][2] = 404;
2259 Main_hall_defines[0][0].door_anim_coords[3][3] = 367;
2260 Main_hall_defines[0][0].door_anim_coords[4][0] = 530;
2261 Main_hall_defines[0][0].door_anim_coords[4][1] = 206;
2262 Main_hall_defines[0][0].door_anim_coords[4][2] = 174;
2263 Main_hall_defines[0][0].door_anim_coords[4][3] = 412;
2264 Main_hall_defines[0][0].door_anim_coords[5][0] = 305;
2265 Main_hall_defines[0][0].door_anim_coords[5][1] = 133;
2266 Main_hall_defines[0][0].door_anim_coords[5][2] = 385;
2267 Main_hall_defines[0][0].door_anim_coords[5][3] = 330;
2268 Main_hall_defines[0][0].door_sounds[0][0] = 23;
2269 Main_hall_defines[0][0].door_sounds[0][1] = 24;
2270 Main_hall_defines[0][0].door_sounds[1][0] = 23;
2271 Main_hall_defines[0][0].door_sounds[1][1] = 24;
2272 Main_hall_defines[0][0].door_sounds[2][0] = 23;
2273 Main_hall_defines[0][0].door_sounds[2][1] = 24;
2274 Main_hall_defines[0][0].door_sounds[3][0] = 25;
2275 Main_hall_defines[0][0].door_sounds[3][1] = 26;
2276 Main_hall_defines[0][0].door_sounds[4][0] = 25;
2277 Main_hall_defines[0][0].door_sounds[4][1] = 26;
2278 Main_hall_defines[0][0].door_sounds[5][0] = 23;
2279 Main_hall_defines[0][0].door_sounds[5][1] = 24;
2280 Main_hall_defines[0][0].door_sound_pan[0] = -0.7f;
2281 Main_hall_defines[0][0].door_sound_pan[1] = 0.07f;
2282 Main_hall_defines[0][0].door_sound_pan[2] = 0.2f;
2283 Main_hall_defines[0][0].door_sound_pan[3] = 0.73f;
2284 Main_hall_defines[0][0].door_sound_pan[4] = 0.75f;
2285 Main_hall_defines[0][0].door_sound_pan[5] = 0.11f;
2287 Main_hall_defines[0][0].region_yval = 455;
2289 for (idx = 0; idx < NUM_REGIONS; idx++) {
2290 Main_hall_defines[0][0].region_descript[idx] = NULL;
2294 // Vasudan main hall
2295 SDL_strlcpy(Main_hall_defines[0][1].bitmap, "MainHall2", MAX_FILENAME_LEN);
2296 SDL_strlcpy(Main_hall_defines[0][1].mask, "MainHall2-m", MAX_FILENAME_LEN);
2297 SDL_strlcpy(Main_hall_defines[0][1].music, "Choco Mousse", MAX_FILENAME_LEN);
2299 Main_hall_defines[0][1].num_random_intercom_sounds = 3;
2300 Main_hall_defines[0][1].intercom_delay[0][0] = 8000;
2301 Main_hall_defines[0][1].intercom_delay[0][1] = 15000;
2302 Main_hall_defines[0][1].intercom_delay[1][0] = 8000;
2303 Main_hall_defines[0][1].intercom_delay[1][1] = 15000;
2304 Main_hall_defines[0][1].intercom_delay[2][0] = 8000;
2305 Main_hall_defines[0][1].intercom_delay[2][1] = 15000;
2306 Main_hall_defines[0][1].intercom_sounds[0] = 49;
2307 Main_hall_defines[0][1].intercom_sounds[1] = 50;
2308 Main_hall_defines[0][1].intercom_sounds[2] = 51;
2309 Main_hall_defines[0][1].intercom_sound_pan[0] = 0.0f;
2310 Main_hall_defines[0][1].intercom_sound_pan[1] = 0.0f;
2311 Main_hall_defines[0][1].intercom_sound_pan[2] = 0.0f;
2313 Main_hall_defines[0][1].num_misc_animations = 4;
2314 SDL_strlcpy(Main_hall_defines[0][1].misc_anim_name[0], "main2-m1", MAX_FILENAME_LEN);
2315 SDL_strlcpy(Main_hall_defines[0][1].misc_anim_name[1], "main2-m2", MAX_FILENAME_LEN);
2316 SDL_strlcpy(Main_hall_defines[0][1].misc_anim_name[2], "main2-m3", MAX_FILENAME_LEN);
2317 SDL_strlcpy(Main_hall_defines[0][1].misc_anim_name[3], "main2-m4", MAX_FILENAME_LEN);
2318 Main_hall_defines[0][1].misc_anim_delay[0][0] = -1;
2319 Main_hall_defines[0][1].misc_anim_delay[0][1] = 0;
2320 Main_hall_defines[0][1].misc_anim_delay[0][2] = 0;
2321 Main_hall_defines[0][1].misc_anim_delay[1][0] = -1;
2322 Main_hall_defines[0][1].misc_anim_delay[1][1] = 0;
2323 Main_hall_defines[0][1].misc_anim_delay[1][2] = 0;
2324 Main_hall_defines[0][1].misc_anim_delay[2][0] = -1;
2325 Main_hall_defines[0][1].misc_anim_delay[2][1] = 0;
2326 Main_hall_defines[0][1].misc_anim_delay[2][2] = 0;
2327 Main_hall_defines[0][1].misc_anim_delay[3][0] = -1;
2328 Main_hall_defines[0][1].misc_anim_delay[3][1] = 5000;
2329 Main_hall_defines[0][1].misc_anim_delay[3][2] = 9000;
2330 Main_hall_defines[0][1].misc_anim_coords[0][0] = 0;
2331 Main_hall_defines[0][1].misc_anim_coords[0][1] = 37;
2332 Main_hall_defines[0][1].misc_anim_coords[1][0] = 59;
2333 Main_hall_defines[0][1].misc_anim_coords[1][1] = 0;
2334 Main_hall_defines[0][1].misc_anim_coords[2][0] = 80;
2335 Main_hall_defines[0][1].misc_anim_coords[2][1] = 115;
2336 Main_hall_defines[0][1].misc_anim_coords[3][0] = 0;
2337 Main_hall_defines[0][1].misc_anim_coords[3][1] = 182;
2338 Main_hall_defines[0][1].misc_anim_modes[0] = 0;
2339 Main_hall_defines[0][1].misc_anim_modes[1] = 0;
2340 Main_hall_defines[0][1].misc_anim_modes[2] = 0;
2341 Main_hall_defines[0][1].misc_anim_modes[3] = 1;
2342 Main_hall_defines[0][1].misc_anim_sound_pan[0] = -0.82f;
2343 Main_hall_defines[0][1].misc_anim_sound_pan[1] = -0.5f;
2344 Main_hall_defines[0][1].misc_anim_sound_pan[2] = -0.5f;
2345 Main_hall_defines[0][1].misc_anim_sound_pan[3] = -0.86f;
2346 Main_hall_defines[0][1].misc_anim_special_sounds[0][0] = 2;
2347 Main_hall_defines[0][1].misc_anim_special_sounds[0][1] = 43;
2348 Main_hall_defines[0][1].misc_anim_special_sounds[0][2] = 44;
2349 Main_hall_defines[0][1].misc_anim_special_sounds[1][0] = 2;
2350 Main_hall_defines[0][1].misc_anim_special_sounds[1][1] = 45;
2351 Main_hall_defines[0][1].misc_anim_special_sounds[1][2] = 46;
2352 Main_hall_defines[0][1].misc_anim_special_sounds[2][0] = 2;
2353 Main_hall_defines[0][1].misc_anim_special_sounds[2][1] = 45;
2354 Main_hall_defines[0][1].misc_anim_special_sounds[2][2] = 46;
2355 Main_hall_defines[0][1].misc_anim_special_sounds[3][0] = 2;
2356 Main_hall_defines[0][1].misc_anim_special_sounds[3][1] = 47;
2357 Main_hall_defines[0][1].misc_anim_special_sounds[3][2] = 48;
2358 Main_hall_defines[0][1].misc_anim_special_trigger[0][0] = 2;
2359 Main_hall_defines[0][1].misc_anim_special_trigger[0][1] = 0;
2360 Main_hall_defines[0][1].misc_anim_special_trigger[0][2] = 300;
2361 Main_hall_defines[0][1].misc_anim_special_trigger[1][0] = 2;
2362 Main_hall_defines[0][1].misc_anim_special_trigger[1][1] = 20;
2363 Main_hall_defines[0][1].misc_anim_special_trigger[1][2] = 262;
2364 Main_hall_defines[0][1].misc_anim_special_trigger[2][0] = 2;
2365 Main_hall_defines[0][1].misc_anim_special_trigger[2][1] = 0;
2366 Main_hall_defines[0][1].misc_anim_special_trigger[2][2] = 150;
2367 Main_hall_defines[0][1].misc_anim_special_trigger[3][0] = 2;
2368 Main_hall_defines[0][1].misc_anim_special_trigger[3][1] = 128;
2369 Main_hall_defines[0][1].misc_anim_special_trigger[3][2] = 300;
2370 Main_hall_defines[0][1].misc_anim_sound_handles[0][0] = 2;
2371 Main_hall_defines[0][1].misc_anim_sound_handles[1][0] = 2;
2372 Main_hall_defines[0][1].misc_anim_sound_handles[2][0] = 2;
2373 Main_hall_defines[0][1].misc_anim_sound_handles[3][0] = 2;
2374 Main_hall_defines[0][1].misc_anim_sound_flag[0][0] = 2;
2375 Main_hall_defines[0][1].misc_anim_sound_flag[1][0] = 2;
2376 Main_hall_defines[0][1].misc_anim_sound_flag[2][0] = 2;
2377 Main_hall_defines[0][1].misc_anim_sound_flag[3][0] = 2;
2379 Main_hall_defines[0][1].num_door_animations = 6;
2380 SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[0], "main2-d1", MAX_FILENAME_LEN);
2381 SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[1], "main2-d6", MAX_FILENAME_LEN);
2382 SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[2], "main2-d3", MAX_FILENAME_LEN);
2383 SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[3], "main2-d4", MAX_FILENAME_LEN);
2384 SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[4], "main2-d5", MAX_FILENAME_LEN);
2385 SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[5], "main2-d2", MAX_FILENAME_LEN);
2386 Main_hall_defines[0][1].door_anim_coords[0][0] = 199;
2387 Main_hall_defines[0][1].door_anim_coords[0][1] = 265;
2388 Main_hall_defines[0][1].door_anim_coords[0][2] = 263;
2389 Main_hall_defines[0][1].door_anim_coords[0][3] = 295;
2390 Main_hall_defines[0][1].door_anim_coords[1][0] = 296;
2391 Main_hall_defines[0][1].door_anim_coords[1][1] = 278;
2392 Main_hall_defines[0][1].door_anim_coords[1][2] = 331;
2393 Main_hall_defines[0][1].door_anim_coords[1][3] = 209;
2394 Main_hall_defines[0][1].door_anim_coords[2][0] = 423;
2395 Main_hall_defines[0][1].door_anim_coords[2][1] = 138;
2396 Main_hall_defines[0][1].door_anim_coords[2][2] = 531;
2397 Main_hall_defines[0][1].door_anim_coords[2][3] = 240;
2398 Main_hall_defines[0][1].door_anim_coords[3][0] = 363;
2399 Main_hall_defines[0][1].door_anim_coords[3][1] = 187;
2400 Main_hall_defines[0][1].door_anim_coords[3][2] = 395;
2401 Main_hall_defines[0][1].door_anim_coords[3][3] = 218;
2402 Main_hall_defines[0][1].door_anim_coords[4][0] = 47;
2403 Main_hall_defines[0][1].door_anim_coords[4][1] = 307;
2404 Main_hall_defines[0][1].door_anim_coords[4][2] = 101;
2405 Main_hall_defines[0][1].door_anim_coords[4][3] = 342;
2406 Main_hall_defines[0][1].door_anim_coords[5][0] = 325;
2407 Main_hall_defines[0][1].door_anim_coords[5][1] = 311;
2408 Main_hall_defines[0][1].door_anim_coords[5][2] = 362;
2409 Main_hall_defines[0][1].door_anim_coords[5][3] = 371;
2410 Main_hall_defines[0][1].door_sounds[0][0] = 23;
2411 Main_hall_defines[0][1].door_sounds[0][1] = 24;
2412 Main_hall_defines[0][1].door_sounds[1][0] = 23;
2413 Main_hall_defines[0][1].door_sounds[1][1] = 24;
2414 Main_hall_defines[0][1].door_sounds[2][0] = 23;
2415 Main_hall_defines[0][1].door_sounds[2][1] = 24;
2416 Main_hall_defines[0][1].door_sounds[3][0] = 25;
2417 Main_hall_defines[0][1].door_sounds[3][1] = 26;
2418 Main_hall_defines[0][1].door_sounds[4][0] = 25;
2419 Main_hall_defines[0][1].door_sounds[4][1] = 26;
2420 Main_hall_defines[0][1].door_sounds[5][0] = 23;
2421 Main_hall_defines[0][1].door_sounds[5][1] = 24;
2422 Main_hall_defines[0][1].door_sound_pan[0] = -0.2f;
2423 Main_hall_defines[0][1].door_sound_pan[1] = 0.12f;
2424 Main_hall_defines[0][1].door_sound_pan[2] = 0.62f;
2425 Main_hall_defines[0][1].door_sound_pan[3] = 0.2f;
2426 Main_hall_defines[0][1].door_sound_pan[4] = -0.63f;
2427 Main_hall_defines[0][1].door_sound_pan[5] = 0.35f;
2429 Main_hall_defines[0][1].region_yval = 415;
2431 for (idx = 0; idx < NUM_REGIONS; idx++) {
2432 Main_hall_defines[0][1].region_descript[idx] = NULL;
2437 // make the vasudan main hall funny
2438 void main_hall_vasudan_funny()
2457 vector sun_pos = vmd_zero_vector;
2461 argh = bm_load("sun01");
2462 bm_lock(argh, 16, BMP_TEX_XPARENT);
2467 g3_set_view_matrix(&vmd_zero_vector, &view, 0.5f);
2468 g3_rotate_vertex(&p1, &sun_pos);
2469 g3_project_vertex(&p1);
2470 gr_zbuffer_set(GR_ZBUFF_NONE);
2471 gr_set_bitmap( argh );
2472 g3_draw_bitmap(&p1, 0, 0.05f, TMAP_FLAG_TEXTURED | TMAP_FLAG_XPARENT);