]> icculus.org git repositories - taylor/freespace2.git/blob - src/menuui/mainhallmenu.cpp
bunch of cleanup
[taylor/freespace2.git] / src / menuui / mainhallmenu.cpp
1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
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
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/MenuUI/MainHallMenu.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * Header file for main-hall menu code
16  *
17  * $Log$
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
24  *
25  * Revision 1.8  2004/09/20 01:31:44  theoddone33
26  * GCC 3.4 fixes.
27  *
28  * Revision 1.7  2003/05/25 02:30:42  taylor
29  * Freespace 1 support
30  *
31  * Revision 1.6  2002/07/24 00:20:42  relnev
32  * nothing interesting
33  *
34  * Revision 1.5  2002/06/09 04:41:22  relnev
35  * added copyright header
36  *
37  * Revision 1.4  2002/06/01 03:32:00  relnev
38  * fix texture loading mistake.
39  *
40  * enable some d3d stuff for opengl also
41  *
42  * Revision 1.3  2002/05/30 16:55:44  theoddone33
43  * now gets to another screen
44  *
45  * Revision 1.2  2002/05/27 22:43:02  theoddone33
46  * Fix more glide symbols
47  *
48  * Revision 1.1.1.1  2002/05/03 03:28:09  root
49  * Initial import.
50  *
51  * 
52  * 62    10/28/99 2:04a Jefff
53  * fixed a string
54  * 
55  * 61    9/15/99 6:28p Dave
56  * No load mission button in RELEASE_REAL
57  * 
58  * 60    9/13/99 4:52p Dave
59  * RESPAWN FIX
60  * 
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.
64  * 
65  * 58    9/07/99 6:55p Jefff
66  * added jump-to-campaign-mission cheat
67  * 
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.
72  * 
73  * 56    9/06/99 6:38p Dave
74  * Improved CD detection code.
75  * 
76  * 55    9/06/99 1:30a Dave
77  * Intermediate checkin. Started on enforcing CD-in-drive to play the
78  * game.
79  * 
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
84  * main hall.
85  * 
86  * 53    9/01/99 11:02p Dave
87  * Made head guy look right when not animating.
88  * 
89  * 52    8/27/99 12:04a Dave
90  * Campaign loop screen.
91  * 
92  * 51    8/26/99 9:45a Dave
93  * First pass at easter eggs and cheats.
94  * 
95  * 50    8/25/99 11:57a Jefff
96  * freespace -> freespace 2 in tooltip strings
97  * 
98  * 49    8/25/99 10:50a Dave
99  * Added music to the mainhall.tbl
100  * 
101  * 48    8/24/99 8:55p Dave
102  * Make sure nondimming pixels work properly in tech menu.
103  * 
104  * 47    8/18/99 11:44a Jefff
105  * minor string fixes
106  * 
107  * 46    8/10/99 4:45p Jefff
108  * changed a string
109  * 
110  * 45    8/06/99 1:01p Andsager
111  * disable quick start (g) for demo
112  * 
113  * 44    8/05/99 10:34a Jefff
114  * more mouseover sound fixes
115  * 
116  * 43    8/04/99 9:12p Andsager
117  * Add campaign room popup allowing restart of campaign in demo.
118  * 
119  * 42    8/04/99 5:36p Dave
120  * Make glide and D3D switch out properly.
121  * 
122  * 41    8/04/99 4:35p Jefff
123  * fixed tech room & options sounds playing only once
124  * 
125  * 40    8/03/99 5:41p Jefff
126  * made "f1 for help" draw after animations, and stop if help overlay
127  * active
128  * 
129  * 39    8/03/99 4:42p Jefff
130  * small f1 text fix
131  * 
132  * 38    8/03/99 3:48p Jefff
133  * 
134  * 37    8/02/99 9:13p Dave
135  * Added popup tips.
136  * 
137  * 36    8/02/99 2:26p Jefff
138  * "press f1.." text reworked
139  * 
140  * 35    8/02/99 12:19p Andsager
141  * disable "L" load screen
142  * 
143  * 34    8/02/99 11:12a Jefff
144  * adjusted tooltip shader stuff for more a more pleasing effect.
145  * 
146  * 33    7/30/99 6:05p Jefff
147  * added shader behind tooltip text
148  * 
149  * 32    7/30/99 4:20p Andsager
150  * Added user click sounds to main hall
151  * 
152  * 31    7/29/99 10:47p Dave
153  * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
154  * 
155  * 30    7/27/99 6:53p Dave
156  * Hi-res main hall support.
157  * 
158  * 29    7/16/99 1:49p Dave
159  * 8 bit aabitmaps. yay.
160  * 
161  * 28    7/15/99 9:20a Andsager
162  * FS2_DEMO initial checkin
163  * 
164  * 27    7/13/99 1:15p Dave
165  * 32 bit support. Whee!
166  * 
167  * 26    6/25/99 2:51p Jasons
168  * Changed wording of network error message.
169  * 
170  * 25    6/21/99 1:30p Alanl
171  * changed main menu music tag
172  * 
173  * 24    6/19/99 3:56p Dave
174  * Moved main hall definitions into a table file. Whee!
175  * 
176  * 23    6/11/99 11:13a Dave
177  * last minute changes before press tour build.
178  * 
179  * 22    5/09/99 8:57p Dave
180  * Final E3 build preparations.
181  * 
182  * 21    4/25/99 3:02p Dave
183  * Build defines for the E3 build.
184  * 
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.
188  * 
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 :)
192  * 
193  * 18    3/25/99 5:47p Dave
194  * Removed the whee
195  * 
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.
199  * 
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
203  * response packets.
204  * 
205  * 15    2/03/99 11:44a Dave
206  * Fixed d3d transparent textures.
207  * 
208  * 14    1/30/99 5:08p Dave
209  * More new hi-res stuff.Support for nice D3D textures.
210  * 
211  * 13    1/27/99 9:56a Dave
212  * Temporary checkin of beam weapons for Dan to make cool sounds.
213  * 
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.
217  * 
218  * 11    12/18/98 1:13a Dave
219  * Rough 1024x768 support for Direct3D. Proper detection and usage through
220  * the launcher.
221  * 
222  * 10    11/30/98 1:07p Dave
223  * 16 bit conversion, first run.
224  * 
225  * 9     11/20/98 4:08p Dave
226  * Fixed flak effect in multiplayer.
227  * 
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.
231  * 
232  * 7     11/19/98 4:57p Dave
233  * Ignore PXO option if IPX is selected.
234  * 
235  * 6     11/19/98 4:19p Dave
236  * Put IPX sockets back in psnet. Consolidated all multiplayer config
237  * files into one.
238  * 
239  * 5     11/05/98 5:55p Dave
240  * Big pass at reducing #includes
241  * 
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
245  * format.
246  * 
247  * 3     10/13/98 9:28a Dave
248  * Started neatening up freespace.h. Many variables renamed and
249  * reorganized. Added AlphaColors.[h,cpp]
250  * 
251  * 2     10/07/98 10:53a Dave
252  * Initial checkin.
253  * 
254  * 1     10/07/98 10:49a Dave
255  * 
256  * 103   10/02/98 3:22p Allender
257  * fix up the -connect option and fix the -port option
258  * 
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.
262  * 
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
266  * 
267  * 100   7/13/98 10:46a Lawrance
268  * Index another localized string
269  * 
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.
275  * 
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
280  * XSTR_SIZE).
281  * 
282  * 97    6/05/98 9:50a Lawrance
283  * OEM changes
284  * 
285  * 96    6/01/98 11:43a John
286  * JAS & MK:  Classified all strings for localization.
287  * 
288  * 95    5/22/98 9:02p Allender
289  * remove G key from main hall
290  * 
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
294  * 
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.
298  * team situations.
299  * 
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
303  * states
304  * 
305  * 91    5/12/98 2:46a Dave
306  * Rudimentary communication between Parallax Online and freespace. Can
307  * get and store channel lists.
308  * 
309  * 90    5/08/98 5:33p Lawrance
310  * check for CD when trying to enter ready room in single player
311  *  
312  * 
313  * $NoKeywords: $
314  *
315  */
316
317 #include "mainhallmenu.h"
318 #include "palman.h"
319 #include "bmpman.h"
320 #include "2d.h"
321 #include "gamesequence.h"
322 #include "animplay.h"
323 #include "key.h"
324 #include "timer.h"
325 #include "ui.h"
326 #include "snazzyui.h"
327 #include "player.h"
328 #include "audiostr.h"
329 #include "gamesnd.h"
330 #include "eventmusic.h"
331 #include "mouse.h"
332 #include "contexthelp.h"
333 #include "cmdline.h"
334 #include "psnet.h"
335 #include "multiui.h"
336 #include "multiutil.h"
337 #include "popup.h"
338 #include "rtvoice.h"
339 #include "osapi.h"
340 #include "playermenu.h"
341 #include "freespace.h"
342 #include "multi_voice.h"
343 #include "multi.h"
344 #include "alphacolors.h"
345 #include "demo.h"
346 #include "fishtank.h"
347
348 // #include "movie.h"
349
350 // ----------------------------------------------------------------------------
351 // MAIN HALL DATA DEFINES
352 //
353 #define MAX_RANDOM_INTERCOM_SOUNDS                              10
354 #define NUM_RANDOM_INTERCOM_SOUNDS_0                    3
355 #define NUM_RANDOM_INTERCOM_SOUNDS_1                    3
356
357 #define MAX_MISC_ANIMATIONS                                             10
358 #define NUM_MISC_ANIMATIONS_0                                           2
359 #define NUM_MISC_ANIMATIONS_1                                           4
360
361 #define MAX_DOOR_ANIMATIONS                                             10
362 #define NUM_DOOR_ANIMATIONS_0                                           6
363 #define NUM_DOOR_ANIMATIONS_1                                           6
364
365 #define MAX_DOOR_SOUNDS                                                         10
366 #define NUM_DOOR_SOUNDS_0                                                       6
367 #define NUM_DOOR_SOUNDS_1                                                       6
368
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
372
373 #define NUM_REGIONS                                                                     7                               // (6 + 1 for multiplayer equivalent of campaign room)
374 typedef struct main_hall_defines {
375         // bitmap and mask
376         char bitmap[MAX_FILENAME_LEN+1];
377         char mask[MAX_FILENAME_LEN+1];
378
379         // music
380         char music[MAX_FILENAME_LEN+1];
381
382         // intercom defines -------------------
383         
384         // # of intercom sounds
385         int num_random_intercom_sounds;
386         
387         // random (min/max) delays between playing intercom sounds
388         int intercom_delay[MAX_RANDOM_INTERCOM_SOUNDS][2];
389         
390         // intercom sounds themselves
391         int intercom_sounds[MAX_RANDOM_INTERCOM_SOUNDS];
392
393         // intercom sound pan values
394         float intercom_sound_pan[MAX_RANDOM_INTERCOM_SOUNDS];
395
396
397         // misc animations --------------------
398
399         // # of misc animations
400         int num_misc_animations;
401
402         // filenames of the misc animations
403         char misc_anim_name[MAX_MISC_ANIMATIONS][MAX_FILENAME_LEN+1];
404
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];
407
408         //      coords of where to play the misc anim
409         int misc_anim_coords[MAX_MISC_ANIMATIONS][2];
410         
411         // misc anim play modes (see MISC_ANIM_MODE_* above)
412         int misc_anim_modes[MAX_MISC_ANIMATIONS];
413
414         // panning values for each of the misc anims
415         float misc_anim_sound_pan[MAX_MISC_ANIMATIONS];
416
417         // [N][0] == # of sounds, [N][1-9] sound index
418         int misc_anim_special_sounds[MAX_MISC_ANIMATIONS][10];
419
420         // [N][0] == # of triggers, [N][1-9] >= frame num
421         int misc_anim_special_trigger[MAX_MISC_ANIMATIONS][10];
422
423         // [N][0] == # of handles, [N][1-9] == sound handle num
424         int misc_anim_sound_handles[MAX_MISC_ANIMATIONS][10];
425
426         // [N][0] == # of handles, [N][1-9] == sound "should" be playing
427         int misc_anim_sound_flag[MAX_MISC_ANIMATIONS][10];      
428
429
430         // door animations --------------------
431
432         // # of door animations
433         int num_door_animations;
434         
435         // filenames of the door animations
436         char door_anim_name[MAX_DOOR_ANIMATIONS][MAX_FILENAME_LEN+1];   
437
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];
441         
442
443         // door sounds ------------------------
444
445         // # of door sounds
446         int num_door_sounds;
447
448         // sounds for each region (open/close)
449         int door_sounds[MAX_DOOR_SOUNDS][2];
450
451         // pan values for the door sounds
452         float door_sound_pan[MAX_DOOR_SOUNDS];
453
454         
455         // region descriptions ----------------
456         
457         // text (tooltip) description
458         const char *region_descript[NUM_REGIONS];
459
460         // y coord of where to draw tooltip text
461         int region_yval;
462
463 } main_hall_defines;
464
465
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];
469
470 int Vasudan_funny = 0;
471 int Vasudan_funny_plate = -1;
472
473 char Main_hall_campaign_cheat[512] = "";
474         
475 // ----------------------------------------------------------------------------
476 // MISC interface data
477 //
478 // is the main hall inited (for reentrancy)
479 int Main_hall_inited = 0;
480
481 // handle to the playing music
482 int Main_hall_music_handle = -1;
483
484 // background bitmap handle
485 int Main_hall_bitmap;
486
487 // background bitmap mask handle
488 int Main_hall_mask;
489
490 // variable used for automatic netgame starting/joining
491 int Main_hall_netgame_started = 0;
492
493 // bitmap struct for th background mask bitmap
494 bitmap *Main_hall_mask_bitmap;
495
496 // actual data for the background mask bitmap
497 ubyte *Main_hall_mask_data;
498
499 int Main_hall_mask_w, Main_hall_mask_h;
500
501
502 // ----------------------------------------------------------------------------
503 // MOUSE clicking stuff
504 //
505 // indicates whether a right click occured
506 int Main_hall_right_click;
507
508 // use this to cycle through the selectable regions instead of the mouse's current region
509 int Main_hall_last_clicked_region;
510
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;
514
515 // handle any right clicks which may have occured
516 void main_hall_handle_right_clicks();
517
518
519 // ----------------------------------------------------------------------------
520 // RANDOM intercom sounds
521 //
522
523 // next random intercom sound to play
524 int Main_hall_next_intercom_sound = 0;  
525
526 // delay for the next intercom sound
527 int Main_hall_next_intercom_sound_stamp = -1;
528
529 // handle to any playing instance of a random intercom sound
530 int Main_hall_intercom_sound_handle = -1;
531
532 // handle any details related to random intercom sounds
533 void main_hall_handle_random_intercom_sounds();
534
535
536 // ----------------------------------------------------------------------------
537 // MISC animations
538 //
539
540 // the misc animations themselves
541 anim *Main_hall_misc_anim[MAX_MISC_ANIMATIONS];                                                 
542
543 // the instance of a given misc animation
544 anim_instance *Main_hall_misc_anim_instance[MAX_MISC_ANIMATIONS];       
545
546 // handle starting, stopping and randomizing misc animations
547 void main_hall_handle_misc_anims();                                                                     
548
549 // cull any finished misc animation instances
550 void main_hall_cull_misc_anim_instances();                                                              
551
552 // render all playing misc animations
553 void main_hall_render_misc_anims(float frametime);
554
555
556 // ----------------------------------------------------------------------------
557 // DOOR animations (not all of these are doors anymore, but they're doorlike _regions_)
558 //
559 #define DOOR_TEXT_X 100
560 #define DOOR_TEXT_Y 450
561
562 // the door animations themselves
563 anim *Main_hall_door_anim[MAX_DOOR_ANIMATIONS];                                                 
564
565 // the instance of a given door animation
566 anim_instance *Main_hall_door_anim_instance[MAX_DOOR_ANIMATIONS];       
567
568 // render all playing door animations
569 void main_hall_render_door_anims(float frametime);
570
571
572 // ----------------------------------------------------------------------------
573 // SNAZZY MENU stuff
574 //
575 #define NUM_MAIN_HALL_REGIONS 10
576 #define NUM_MAIN_HALL_MOUSE_REGIONS 6
577
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
589
590 // all the menu regions in the main hall
591 MENU_REGION Main_hall_region[NUM_MAIN_HALL_REGIONS];
592
593 // # of regions (options) on this screen. parsed from a table
594 int Main_hall_num_options;
595
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;     
600
601 // set this to skip a frame
602 int Main_hall_frame_skip;
603
604 // do any necessary processing based upon the mouse location
605 void main_hall_handle_mouse_location(int cur_region);
606
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);                                
609
610 // if the mouse has moved on this region, handle it accordingly
611 void main_hall_mouse_grab_region(int region);                                   
612
613
614 // ----------------------------------------------------------------------------
615 // SOUND data / handlers
616 // -
617
618 // toaster oven room sound idex
619 #define TOASTER_REGION          3
620
621 // everyone's favorite desk guardian
622 #define ALLENDER_REGION         4
623
624 // handles to the sound instances of the doors opening/closing
625 int Main_hall_door_sound_handles[MAX_DOOR_SOUNDS] = {           
626         -1,-1,-1,-1,-1,-1
627 };
628
629 // sound handle for looping ambient sound
630 int Main_hall_ambient_loop = -1;                        
631
632 // cull any door sounds that have finished playing
633 void main_hall_cull_door_sounds();
634
635 // handle starting, stopping and reversing "door" animations
636 void main_hall_handle_region_anims();                                                           
637
638
639 // ----------------------------------------------------------------------------
640 // warning/notification messages
641 //
642 #define MAIN_HALL_NOTIFY_TIME  3500
643
644 // timestamp for the notification messages
645 int Main_hall_notify_stamp = -1;
646
647 // text to display as the current notification message
648 char Main_hall_notify_text[300]="";
649
650 // set the current notification string and the associated timestamp
651 void main_hall_set_notify_string(const char *str);
652
653 // handle any drawing, culling, etc of notification messages
654 void main_hall_notify_do();
655
656
657 // ----------------------------------------------------------------------------
658 // MISC functions
659 //
660
661 // upper _RIGHT_ corner for the version text
662 #define MAIN_HALL_VERSION_X             630                     
663 #define MAIN_HALL_VERSION_Y             467
664
665 // main hall help overlay ID
666 int Main_hall_overlay_id;
667
668 // blit the freespace version #
669 void main_hall_blit_version();
670
671 // blit any necessary tooltips
672 void main_hall_maybe_blit_tooltips();
673
674 // shader for behind tooltips
675 shader Main_hall_tooltip_shader;
676
677 // num pixels shader is above/below tooltip text
678 static int Main_hall_tooltip_padding[GR_NUM_RESOLUTIONS] = {
679         4,              // GR_640
680         7,              // GR_1024
681 };
682 static int Main_hall_f1_text_frame = 0;
683 static int F1_text_done = 0;
684
685 // read in main hall table
686 void main_hall_read_table();
687
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();
692
693
694 // ----------------------------------------------------------------------------
695 // VOICE RECORDING STUFF
696 //
697
698 // are we currently recording voice?
699 int Recording = 0;
700
701
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()
705 {
706         int error;
707
708         error = psnet_get_network_status();
709         switch( error ) {
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));
712                 break;
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));
715                 break;
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));
719                 } else {
720                         SDL_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));
722                 }
723                 break;
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));
726                 break;
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));
729                 break;
730
731         case NETWORK_ERROR_NONE:
732         default:
733                 break;
734         }
735
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));
739                 return;
740         } 
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));
743                 return;
744         } 
745
746         if ( error != NETWORK_ERROR_NONE ){
747                 return;
748         }
749
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) );
754                 return;
755         }
756
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 );
762 #else
763         
764         // go to the regular join game screen   
765         gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME ); 
766 #endif  
767
768         // select protocol
769         psnet_use_protocol(Multi_options_g.protocol);
770 }
771
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] = {
776         { 1, 479 },
777         { 1, 767 }
778 };
779 int Mh_weapon_table_status[GR_NUM_RESOLUTIONS][2] = {
780         { 3, 479 },
781         { 3, 767 }
782 };
783 void main_hall_blit_table_status()
784 {
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]);
788
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]);
792 }
793
794 // bash the player to a specific mission in a campaign
795 void main_hall_campaign_cheat()
796 {
797         char *ret = popup_input(0, XSTR("Enter mission name.\n\n* This will destroy all legitimate progress in this campaign. *", -1));
798
799         // yay
800         if(ret != NULL) {
801                 // strcpy(Main_hall_campaign_cheat, ret);               
802                 mission_campaign_jump_to_mission(ret);
803         }
804 }
805
806 // -------------------------------------------------------------------------------------------------------------------
807 // FUNCTION DEFINITIONS BEGIN
808 //
809
810 // initialize the main hall proper 
811 void main_hall_init(int main_hall_num)
812 {
813         if ( Main_hall_inited ) {
814                 return;
815         }       
816
817         int idx,s_idx;
818         char temp[100], whee[100];      
819
820         // read in the main hall table
821         main_hall_read_table();
822
823         // create the snazzy interface and load up the info from the table
824         snazzy_menu_init();
825         read_menu_tbl(NOX("MAIN HALL"), temp, whee, Main_hall_region, &Main_hall_num_options, 0);
826
827         // assign the proper main hall data
828         SDL_assert((main_hall_num >= 0) && (main_hall_num < NUM_MAIN_HALLS));
829         Main_hall = &Main_hall_defines[gr_screen.res][main_hall_num];   
830
831         // tooltip strings
832 #ifdef MAKE_FS1
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);
840 #else
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);
848 #endif
849         
850         // init tooltip shader
851 #ifndef MAKE_FS1
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, 0.11f);
855 #endif
856
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));
861         }       
862
863         // remove any multiplayer flags from the game mode
864         Game_mode &= ~(GM_MULTIPLAYER);
865
866         // set the interface palette 
867 #ifndef HARDWARE_ONLY
868         palette_use_bm_palette(Main_hall_bitmap);       
869 #endif
870
871         Main_hall_mask_w = -1;
872         Main_hall_mask_h = -1;
873                 
874         // load the mask
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);
878         } else {
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);
883         }
884
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));
891                 }
892
893                 // null out the animation instances
894                 Main_hall_misc_anim_instance[idx] = NULL;
895                 
896                 // null out the delay timestamps
897                 Main_hall->misc_anim_delay[idx][0] = -1;
898         }       
899
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]));
906                 }
907
908                 // null out the animation instances
909                 Main_hall_door_anim_instance[idx] = NULL;
910         }       
911
912         // load in help overlay bitmap          
913         if(Main_hall == &Main_hall_defines[gr_screen.res][0]) {
914                 Main_hall_overlay_id = MH_OVERLAY;
915         } else {
916                 SDL_assert(Main_hall == &Main_hall_defines[gr_screen.res][1]);
917                 Main_hall_overlay_id = MH2_OVERLAY;
918         }
919         help_overlay_load(Main_hall_overlay_id);
920         help_overlay_set_state(Main_hall_overlay_id,0);         
921
922         // check to see if the "very first pilot" flag is set, and load the overlay if so
923         if (!F1_text_done) {
924                 if (Main_hall_f1_text_frame == 0) {
925                         Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
926                 } else {
927                         F1_text_done = 1;
928                 }
929         }
930
931 /*
932         if(Player_select_very_first_pilot) {                            
933                 Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
934                 
935                 // don't display the "press f1" message more than once
936                 Player_select_very_first_pilot = 0;
937         } else {
938                 Main_hall_help_stamp = -1;
939         }
940 */
941         Main_hall_region_linger_stamp = -1;
942
943         strcpy(Main_hall_campaign_cheat, "");
944
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;
948         }
949
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;
955                 }
956         }
957
958         // skip the first frame
959         Main_hall_frame_skip = 1;
960
961         // initialize the music
962         main_hall_start_music();
963
964         // initialize the main hall notify text
965         Main_hall_notify_stamp = 1;
966
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;
971
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]);     
976
977         Main_hall_inited = 1;
978
979         // determine if we have a right click
980         Main_hall_right_click = mouse_down(MOUSE_RIGHT_BUTTON);
981
982         // set the game_mode based on the type of player
983         SDL_assert( Player != NULL );
984         if ( Player->flags & PLAYER_FLAGS_IS_MULTI ){
985                 Game_mode = GM_MULTIPLAYER;
986         } else {
987                 Game_mode = GM_NORMAL;
988         }
989
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();
993         }
994 }
995
996 void main_hall_exit_game()
997 {
998 #if defined(NDEBUG) || defined(INTERPLAYQA)
999         int choice;
1000
1001         // stop music first
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);
1007         } else {
1008                 main_hall_start_music();
1009                 main_hall_start_ambient();
1010         }
1011 #else
1012         gameseq_post_event(GS_EVENT_QUIT_GAME);
1013 #endif
1014 }
1015
1016
1017 // do a frame for the main hall
1018 void main_hall_do(float frametime)
1019 {
1020         int code, key, snazzy_action;   
1021
1022         // need to ensure ambient is playing, since it may be stopped by a playing movie
1023         main_hall_start_ambient();
1024
1025         // handle any animation details 
1026         main_hall_handle_misc_anims();
1027         main_hall_handle_region_anims();
1028
1029         // handle any random intercom sound details
1030         main_hall_handle_random_intercom_sounds();
1031
1032         // handle any mouse clicks
1033         main_hall_handle_right_clicks();        
1034
1035         // handle any sound details
1036         main_hall_cull_door_sounds();   
1037
1038         // process any keypresses/mouse events
1039         snazzy_action = -1;
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);
1041
1042         if(key){
1043                 extern void game_process_cheats(int k);
1044                 game_process_cheats(key);
1045         }
1046         switch(key){
1047         case SDLK_RETURN:
1048                 snazzy_action = SNAZZY_CLICKED; 
1049                 break;
1050
1051 #if 0 //#ifndef NDEBUG  
1052         case SDLK_1:
1053                 movie_play("endprt2b.mve");
1054                 break;
1055         case SDLK_2:
1056                 movie_play_two("endprt2a.mve", "endprt2b.mve");
1057                 break;
1058         case SDLK_3:
1059                 main_hall_campaign_cheat();     
1060                 break;  
1061         case KEY_DEBUGGED + SDLK_d:
1062                 demo_start_playback("test.fsd");
1063                 break;
1064         }
1065 #else 
1066         }
1067 #endif
1068
1069         // do any processing based upon what happened to the snazzy menu
1070         switch (snazzy_action) {
1071         case SNAZZY_OVER:
1072                 main_hall_handle_mouse_location(code);
1073                 break;
1074
1075         case SNAZZY_CLICKED:
1076                 switch (code) {
1077                 // clicked on the exit region
1078                 case EXIT_REGION:
1079                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1080                         main_hall_exit_game();
1081                         break;
1082
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);                      
1091 #else
1092                         if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1093                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1094                                 main_hall_do_multi_ready();
1095                         } else {                                
1096                                 if(strlen(Main_hall_campaign_cheat)){
1097                                         gameseq_post_event(GS_EVENT_CAMPAIGN_CHEAT);
1098                                 } else {
1099                                         gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);                              
1100                                 }
1101                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);                              
1102                         }
1103 #endif
1104                         break;
1105
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();
1111 #else
1112                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1113                         gameseq_post_event( GS_EVENT_TECH_MENU );
1114 #endif
1115                         break;
1116
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);
1121                         break;
1122
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)
1126
1127 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1128                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1129                         {
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();
1136                         }
1137                         }
1138
1139 #else
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));
1143                         } else {
1144                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1145                                 gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);                     
1146                         }
1147 #endif
1148
1149 #endif
1150                         break;
1151
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();
1156 #else
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 );
1160                         } else {
1161                                 main_hall_set_notify_string(XSTR( "Not a valid multiplayer pilot!!", 367));
1162                         }
1163 #endif
1164                         break;
1165
1166                 // load mission key was pressed
1167                 case LOAD_MISSION_REGION:
1168 #ifdef RELEASE_REAL
1169 #else
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));
1175                                 } else {
1176         #ifdef GAME_CD_CHECK
1177                                         // if ( !game_do_cd_check() ) {
1178                                                 // break;
1179                                         // }
1180         #endif
1181                                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1182                                         gameseq_post_event( GS_EVENT_LOAD_MISSION_MENU );
1183                                 }
1184         //#endif
1185         #endif
1186 #endif
1187                         break;
1188
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));
1194                         } else {
1195
1196                                 if (Num_recent_missions > 0)    {
1197                                         strncpy( Game_current_mission_filename, Recent_missions[0], MAX_FILENAME_LEN );
1198                                 } else {
1199                                         mission_load_up_campaign();
1200                                         strncpy( Game_current_mission_filename, Campaign.missions[0].name, MAX_FILENAME_LEN );
1201                                 }
1202
1203                                 Campaign.current_mission = -1;
1204                                 gameseq_post_event(GS_EVENT_START_GAME_QUICK);
1205                         }
1206 #endif
1207                         break;
1208
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 );
1213                         break;
1214
1215                 // increate the skill level
1216                 case SKILL_LEVEL_REGION: 
1217                         char temp[100];
1218
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);
1222                         break;                          
1223
1224                 // escape was pressed
1225                 case ESC_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();
1230                         }
1231                         // kill the overlay
1232                         else {
1233                                 help_overlay_set_state(Main_hall_overlay_id,0);
1234                         }
1235                         break;
1236                 }
1237
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);
1241                 }
1242                 break;
1243
1244                 default:
1245                         main_hall_handle_mouse_location(-1);
1246                         break;
1247         }
1248
1249         if ( mouse_down(MOUSE_LEFT_BUTTON) ) {
1250                 help_overlay_set_state(Main_hall_overlay_id, 0);
1251         }
1252
1253         // draw the background bitmap   
1254         gr_reset_clip();        
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);
1258                 gr_bitmap(0, 0);
1259         }
1260
1261         // draw any pending notification messages
1262         main_hall_notify_do();                  
1263
1264         // render misc animations
1265         main_hall_render_misc_anims(frametime);
1266
1267         // render door animtions
1268         main_hall_render_door_anims(frametime); 
1269
1270         // blit any appropriate tooltips
1271         main_hall_maybe_blit_tooltips();
1272
1273         // fishtank
1274         fishtank_process();
1275
1276         // process any help "hit f1" timestamps and display any messages if necessary
1277         if (!F1_text_done) {
1278                 main_hall_process_help_stuff();
1279         }
1280
1281         // blit help overlay if active
1282         help_overlay_maybe_blit(Main_hall_overlay_id);
1283
1284         // blit the freespace version #
1285         main_hall_blit_version();
1286
1287         // blit ship and weapon table status
1288         main_hall_blit_table_status();
1289
1290         // if we're in nice D3D texture format
1291 #ifndef NDEBUG
1292         gr_set_color_fast(&Color_white);
1293
1294         // d3d
1295         gr_string(320, gr_screen.max_h - 10, "ARGB");
1296
1297         //      extern int D3D_fog_mode;
1298         //      extern int D3D_zbias;
1299
1300         if ( gr_is_32bit() ) {
1301                 gr_string(320, gr_screen.max_h - 30, "32bit");
1302         }
1303         //      gr_printf(320, gr_screen.max_h - 40, "Fog : %d", D3D_fog_mode);
1304         //      gr_printf(320, gr_screen.max_h - 50, "Zbias : %d", D3D_zbias);
1305         // extern void d3d_test();
1306         // d3d_test();
1307 #endif  
1308
1309         gr_flip();
1310
1311         // maybe run the player tips popup
1312 // #if defined(FS2_DEMO) && defined(NDEBUG)
1313         player_tips_popup();
1314 // #endif
1315
1316         // if we were supposed to skip a frame, then stop doing it after 1 frame
1317         if(Main_hall_frame_skip){
1318                 Main_hall_frame_skip = 0;
1319         }
1320 }
1321
1322 // close the main hall proper
1323 void main_hall_close()
1324 {
1325         int idx,s_idx;
1326
1327         if(!Main_hall_inited){
1328                 return;
1329         }       
1330
1331         // unload the main hall bitmap
1332         if(Main_hall_bitmap != -1){
1333                 bm_unload(Main_hall_bitmap);
1334         }
1335
1336         // unload any bitmaps
1337         if(Main_hall_mask >= 0){                
1338                 // make sure we unlock the mask bitmap so it can be unloaded
1339                 bm_unlock(Main_hall_mask);
1340                 if(!bm_unload(Main_hall_mask)){
1341                         nprintf(("General","WARNING! Couldn't unload main hall mask bitmap!\n"));
1342                 }
1343         }
1344
1345         // free up any (possibly) playing misc animation handles
1346         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1347                 if(Main_hall_misc_anim_instance[idx]!=NULL){
1348                         anim_stop_playing(Main_hall_misc_anim_instance[idx]);
1349                         Main_hall_misc_anim_instance[idx] = NULL;
1350                 }
1351         }
1352         
1353         // free up any (possibly) playing door animation handles
1354         for(idx=0;idx<Main_hall->num_door_animations;idx++){
1355                 if(Main_hall_door_anim_instance[idx]!=NULL){
1356                         anim_stop_playing(Main_hall_door_anim_instance[idx]);
1357                         Main_hall_door_anim_instance[idx] = NULL;
1358                 }
1359         }
1360         
1361
1362         // free up any misc animations/instances        
1363         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1364                 if((Main_hall_misc_anim_instance[idx]!=NULL) && (anim_playing(Main_hall_misc_anim_instance[idx]))){             
1365                         Main_hall_misc_anim_instance[idx] = NULL;
1366                 }
1367                 if(Main_hall_misc_anim[idx]!=NULL){
1368                         if(anim_free(Main_hall_misc_anim[idx]) == -1){
1369                                 nprintf(("General","WARNING!, Could not free up misc anim %s in main hall\n",Main_hall->misc_anim_name[idx]));
1370                         }
1371                 }       
1372         }
1373
1374         // free up any door animations/instances
1375         for(idx=0;idx<Main_hall->num_door_animations;idx++){
1376                 if((Main_hall_door_anim_instance[idx]!=NULL) && (anim_playing(Main_hall_door_anim_instance[idx]))){
1377                         Main_hall_door_anim_instance[idx] = NULL;                       
1378                 }
1379                 if(Main_hall_door_anim[idx]!=NULL){
1380                         if(anim_free(Main_hall_door_anim[idx]) == -1){
1381                                 nprintf(("General","WARNING!, Could not free up door anim %s in main hall\n",Main_hall->door_anim_name[idx]));
1382                         }
1383                 }               
1384         }       
1385
1386         // stop any playing door sounds
1387         for(idx=0;idx<Main_hall->num_door_sounds-2;idx++){      // don't cut off the glow sounds (requested by Dan)
1388                 if((Main_hall_door_sound_handles[idx] != -1) && snd_is_playing(Main_hall_door_sound_handles[idx])){
1389                         snd_stop(Main_hall_door_sound_handles[idx]);
1390                         Main_hall_door_sound_handles[idx] = -1;
1391                 }
1392         }       
1393
1394         // stop any playing misc animation sounds
1395         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1396                 for(s_idx=1;s_idx<10;s_idx++){
1397                         if(snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])){
1398                                 snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
1399                                 Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
1400                         }
1401                 }
1402         }
1403
1404         // unload the overlay bitmap
1405         help_overlay_unload(Main_hall_overlay_id);
1406
1407         // close any snazzy menu details
1408         snazzy_menu_close();
1409
1410         // restore
1411         palette_restore_palette();
1412
1413         // no fish
1414         fishtank_stop();        
1415
1416         // not inited anymore
1417         Main_hall_inited = 0;
1418 }
1419
1420 // start the main hall music playing
1421 void main_hall_start_music()
1422 {
1423         // start a looping ambient sound
1424         main_hall_start_ambient();
1425
1426         // if we have selected no music, then don't do this
1427         if ( Cmdline_freespace_no_music ) {
1428                 return;
1429         }
1430
1431         int main_hall_spooled_music_index = event_music_get_spooled_music_index(Main_hall->music);
1432         
1433         if ((Main_hall_music_handle == -1) && (main_hall_spooled_music_index != -1)) {
1434                 char *music_wavfile_name = Spooled_music[main_hall_spooled_music_index].filename;
1435                 if (music_wavfile_name != NULL) {
1436                                 Main_hall_music_handle = audiostream_open( music_wavfile_name, ASF_EVENTMUSIC );
1437                                 if ( Main_hall_music_handle != -1 )
1438                                         audiostream_play(Main_hall_music_handle, Master_event_music_volume);
1439                 }
1440                 else {
1441                         nprintf(("Warning", "No music file exists to play music at the main menu!\n"));
1442                 }
1443         }
1444 }
1445
1446 // stop the main hall music
1447 void main_hall_stop_music()
1448 {
1449         if ( Main_hall_music_handle != -1 ) {
1450                 audiostream_close_file(Main_hall_music_handle);
1451                 Main_hall_music_handle = -1;
1452         }
1453 }
1454
1455 // do any necessary instantiation of misc animations
1456 void main_hall_handle_misc_anims()
1457 {
1458         int idx,s_idx;
1459
1460         if(Main_hall_frame_skip)
1461                 return;
1462         
1463         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1464                 // if the anim isn't playing
1465                 if(Main_hall_misc_anim_instance[idx] == NULL){
1466                         // if the timestamp is -1, then reset it to some random value (based on MIN and MAX) and continue
1467                         if(Main_hall->misc_anim_delay[idx][0] == -1){
1468                                 Main_hall->misc_anim_delay[idx][0] = timestamp(Main_hall->misc_anim_delay[idx][1] + 
1469                                                                                                                       (int)(((float)myrand()/(float)MY_RAND_MAX) * (float)(Main_hall->misc_anim_delay[idx][2] - Main_hall->misc_anim_delay[idx][1])));
1470
1471                         // if the timestamp is not -1 and has popped, play the anim and make the timestap -1
1472                         } else if (timestamp_elapsed(Main_hall->misc_anim_delay[idx][0]) && Main_hall_misc_anim[idx]) {
1473                                 anim_play_struct aps;
1474
1475                                 anim_play_init(&aps, Main_hall_misc_anim[idx], Main_hall->misc_anim_coords[idx][0], Main_hall->misc_anim_coords[idx][1]);
1476                                 aps.screen_id = GS_STATE_MAIN_MENU;
1477                                 aps.framerate_independent = 1;
1478                                 
1479                                 Main_hall_misc_anim_instance[idx] = anim_play(&aps);                            
1480                                 
1481                                 // kill the timestamp   
1482                                 Main_hall->misc_anim_delay[idx][0] = -1;                                
1483
1484                                 // reset the "should be playing" flags
1485                                 for(s_idx=1;s_idx<10;s_idx++){
1486                                         Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
1487                                 }
1488                         }
1489                 }               
1490                 // if the anim is playing
1491                 else {
1492                         // check to see if any special trigger points have been reached by the animation
1493                         // since the frame triggers must be in ascending order, we will count down so that we don't trigger too many sounds
1494                         for(s_idx=Main_hall->misc_anim_special_sounds[idx][0]; s_idx > 0; s_idx--){
1495                                 // if we've passed the trigger point, then play the sound and break out of the loop
1496                                 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]){                                 
1497                                         Main_hall->misc_anim_sound_flag[idx][s_idx] = 1;
1498
1499                                         // if the sound is already playing, then kill it. This is a pretty safe thing to do since we can assume that
1500                                         // by the time we get to this point again, the sound will have been long finished
1501                                         if(snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])){
1502                                                 snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
1503                                                 Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
1504                                         }
1505                                         // play the sound
1506                                         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]);                                    
1507                                         break;
1508                                 }
1509                         }
1510
1511                         // if the animation mode is MISC_ANIM_MODE_HOLD, pause it at the last frame
1512                         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)){                           
1513                                 anim_pause(Main_hall_misc_anim_instance[idx]);
1514                                 Main_hall_misc_anim_instance[idx]->stop_now = FALSE;
1515                         }                       
1516
1517                         // if the animation mode is MISC_ANIM_MODE_LOOP, check to see if it should be looped
1518                         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)){                           
1519                                 anim_release_render_instance(Main_hall_misc_anim_instance[idx]);
1520
1521                                 // start it playing again
1522                                 anim_play_struct aps;
1523
1524                                 anim_play_init(&aps, Main_hall_misc_anim[idx], Main_hall->misc_anim_coords[idx][0], Main_hall->misc_anim_coords[idx][1]);
1525                                 aps.screen_id = GS_STATE_MAIN_MENU;
1526                                 aps.framerate_independent = 1;
1527                                 
1528                                 Main_hall_misc_anim_instance[idx] = anim_play(&aps);                            
1529                                 
1530                                 // kill the timestamp   
1531                                 Main_hall->misc_anim_delay[idx][0] = -1;                                
1532
1533                                 // reset the "should be playing" flags
1534                                 for(s_idx=1;s_idx<10;s_idx++){
1535                                         Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
1536                                 }
1537                         }                       
1538
1539                         // cull any misc animations which are marked as done (!is_playing)                              
1540                         if(!anim_playing(Main_hall_misc_anim_instance[idx])){                   
1541                                 Main_hall_misc_anim_instance[idx] = NULL;                               
1542                         }
1543                 }                       
1544         }       
1545 }
1546
1547 // render all playing misc animations
1548 void main_hall_render_misc_anims(float frametime)
1549 {
1550         int idx;
1551         
1552         // HACKETY HACK HACK - always render misc anim 3 first, if it is playing
1553         if(Main_hall_misc_anim_instance[2] != NULL){
1554                 anim_render_one(GS_STATE_MAIN_MENU,Main_hall_misc_anim_instance[2],frametime);
1555         }
1556
1557         // render all other animations
1558         for(idx=0;idx<MAX_MISC_ANIMATIONS;idx++){
1559                 // skip anim 3, which was previously rendered, if at all
1560                 if(idx == 2){
1561                         continue;
1562                 }
1563
1564                 // render it
1565                 if(Main_hall_misc_anim_instance[idx] != NULL){
1566                         anim_render_one(GS_STATE_MAIN_MENU,Main_hall_misc_anim_instance[idx],frametime);
1567                 }
1568         }
1569 }
1570
1571 // render all playing door animations
1572 void main_hall_render_door_anims(float frametime)
1573 {
1574         int idx;        
1575
1576         // render all door animations
1577         for(idx=0;idx<MAX_DOOR_ANIMATIONS;idx++){               
1578                 // render it
1579                 if(Main_hall_door_anim_instance[idx] != NULL){
1580                         anim_render_one(GS_STATE_MAIN_MENU,Main_hall_door_anim_instance[idx],frametime);
1581                 }
1582         }
1583 }
1584
1585 // handle starting, stopping and reversing "door" animations
1586 void main_hall_handle_region_anims()
1587 {
1588         int idx;
1589
1590         if(Main_hall_frame_skip)
1591                 return;
1592         
1593         // make sure we make any finished door animations NULL
1594         for(idx=0;idx<Main_hall->num_door_animations;idx++){
1595                 if((Main_hall_door_anim_instance[idx] != NULL) && !anim_playing(Main_hall_door_anim_instance[idx])){
1596                         Main_hall_door_anim_instance[idx] = NULL;
1597                 }
1598         }
1599         
1600         // go through each region animation
1601         for(idx=0;idx<Main_hall->num_door_animations;idx++){
1602                 // if the instance is not null and the animation is playing
1603                 if((Main_hall_door_anim_instance[idx] != NULL) && anim_playing(Main_hall_door_anim_instance[idx])){
1604                         // check to see if we should hold a given door "open"
1605                         if((Main_hall_mouse_region == idx) && (Main_hall_door_anim_instance[idx]->frame_num == Main_hall_door_anim_instance[idx]->stop_at)){
1606                                 anim_pause(Main_hall_door_anim_instance[idx]);
1607                                 Main_hall_door_anim_instance[idx]->stop_now = FALSE;
1608                         }
1609                         // check to see if we should close a door being held open
1610                         if((Main_hall_mouse_region != idx) && (Main_hall_door_anim_instance[idx]->paused)){
1611                                 anim_unpause(Main_hall_door_anim_instance[idx]);
1612                         }
1613                 }               
1614         }       
1615 }
1616
1617 // do any necessary processing based upon the mouse location
1618 void main_hall_handle_mouse_location(int cur_region)
1619 {
1620    if(Main_hall_frame_skip)
1621                 return;
1622
1623         if(cur_region > NUM_MAIN_HALL_MOUSE_REGIONS) {
1624                 // MWA -- inserted return since Int3() was tripped when hitting L from main
1625                 // menu.
1626                 return;         
1627         }
1628
1629         // if the mouse is now over a resgion
1630         if (cur_region != -1) {
1631                 // if we're still over the same region we were last frame, check stuff
1632                 if (cur_region == Main_hall_mouse_region) {
1633                         // if we have a linger timestamp set and it has expired, then get moving                        
1634                         if ((Main_hall_region_linger_stamp != -1) && timestamp_elapsed(Main_hall_region_linger_stamp)) {
1635                                 main_hall_mouse_grab_region(cur_region);                                
1636
1637                                 // release the region linger stamp
1638                                 Main_hall_region_linger_stamp = -1;
1639                         }
1640                 } else {
1641                         // if we're currently on another region, release it
1642                         if ((Main_hall_mouse_region != -1) && (cur_region != Main_hall_mouse_region)) {
1643                                 main_hall_mouse_release_region(Main_hall_mouse_region);
1644                         }
1645                 
1646                         // set the linger time
1647                         if (Main_hall_region_linger_stamp == -1) {
1648                                 Main_hall_mouse_region = cur_region;
1649                                 Main_hall_region_linger_stamp = timestamp(MAIN_HALL_REGION_LINGER);
1650                         }                       
1651                 }
1652         }
1653         // if it was over a region but isn't anymore, release that region
1654         else {
1655                 if (Main_hall_mouse_region != -1) {
1656                         main_hall_mouse_release_region(Main_hall_mouse_region);
1657                         Main_hall_mouse_region = -1;
1658
1659                         // release the region linger timestamp
1660                         Main_hall_region_linger_stamp = -1;
1661                 }
1662         }
1663 }
1664
1665 // if the mouse has moved off of the currently active region, handle the anim accordingly
1666 void main_hall_mouse_release_region(int region)
1667 {
1668         if(Main_hall_frame_skip){
1669                 return;
1670         }
1671
1672         // if the animation is currently playing in the forward direction, change direction and be done, otherwise don't do a thing
1673         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)){
1674                 anim_reverse_direction(Main_hall_door_anim_instance[region]);
1675         }
1676
1677         // check for door sounds, ignoring the OPTIONS_REGION (which isn't a door)
1678         if ((Main_hall_door_anim_instance[region] != NULL)) {
1679                 // don't stop the toaster oven or microwave regions from playing all the way through
1680                 if (Main_hall_door_sound_handles[region] != -1) {
1681                         snd_stop(Main_hall_door_sound_handles[region]);
1682                 }
1683                 Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][1]], Main_hall->door_sound_pan[region]);
1684
1685                 // make sure to set the sound to play from the right spot
1686                 snd_set_pos(Main_hall_door_sound_handles[region], &Snds_iface[SND_MAIN_HALL_DOOR_CLOSE],
1687                                                 (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);                      
1688         }
1689 }
1690
1691 // if the mouse has moved on this region, handle it accordingly
1692 void main_hall_mouse_grab_region(int region)
1693 {
1694         if (Main_hall_frame_skip) {
1695                 return;
1696         }
1697
1698         // if the animation is not playing, start it playing
1699         if ( !Main_hall_door_anim_instance[region] ) {
1700                 if ( Main_hall_door_anim[region] ) {
1701                         anim_play_struct aps;
1702
1703                         anim_play_init(&aps, Main_hall_door_anim[region], Main_hall->door_anim_coords[region][0], Main_hall->door_anim_coords[region][1]);
1704                         aps.screen_id = GS_STATE_MAIN_MENU;
1705                         aps.framerate_independent = 1;
1706
1707                         Main_hall_door_anim_instance[region] = anim_play(&aps);
1708                 }
1709         } 
1710         // otherwise if its playing in the reverse direction, change it to the forward direction
1711         else if (Main_hall_door_anim_instance[region]->direction == ANIM_DIRECT_REVERSE) {
1712                 anim_reverse_direction(Main_hall_door_anim_instance[region]);
1713         }
1714
1715         // check for opening/starting sounds
1716         // kill the currently playing sounds if necessary
1717         if(Main_hall_door_sound_handles[region] != -1){                 
1718                 snd_stop(Main_hall_door_sound_handles[region]);
1719         }       
1720         Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][0]],Main_hall->door_sound_pan[region]);                              
1721
1722         // start the sound playing at the right spot relative to the completion of the animation                
1723         if(Main_hall_door_anim_instance[region]->frame_num != -1){                      
1724                         snd_set_pos(Main_hall_door_sound_handles[region],&Snds_iface[SND_MAIN_HALL_DOOR_OPEN],
1725                                                         (float)Main_hall_door_anim_instance[region]->frame_num / (float)Main_hall_door_anim_instance[region]->parent->total_frames,1);
1726         }                               
1727 }
1728
1729 // handle any right clicks which may have occured
1730 void main_hall_handle_right_clicks()
1731 {
1732         int new_region;
1733
1734         if(Main_hall_frame_skip)
1735                 return;
1736
1737         // check to see if the button has been clicked
1738         if(!Main_hall_right_click){
1739                 if(mouse_down(MOUSE_RIGHT_BUTTON)){
1740                         // cycle through the available regions
1741                         if(Main_hall_last_clicked_region == NUM_MAIN_HALL_MOUSE_REGIONS - 1){
1742                                 new_region = 0;
1743                         } else
1744                                 new_region = Main_hall_last_clicked_region + 1;
1745
1746                         // set the position of the mouse cursor and the newly clicked region                    
1747                         mouse_set_pos(Main_hall->door_anim_coords[new_region][2],Main_hall->door_anim_coords[new_region][3]);                   
1748
1749                         main_hall_handle_mouse_location(new_region);
1750                         Main_hall_last_clicked_region = new_region;
1751                         
1752                         // set the mouse as being clicked
1753                         Main_hall_right_click = 1;
1754                 }
1755         } 
1756         // set the mouse as being unclicked
1757         else if(Main_hall_right_click && !(mouse_down(MOUSE_RIGHT_BUTTON))){
1758                 Main_hall_right_click = 0;
1759         }
1760 }
1761
1762 // cull any door sounds that have finished playing
1763 void main_hall_cull_door_sounds()
1764 {
1765         int idx;
1766         // 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
1767         for(idx=0;idx<Main_hall->num_door_sounds;idx++){
1768                 if((Main_hall_door_sound_handles[idx] != -1) && !snd_is_playing(Main_hall_door_sound_handles[idx])){                    
1769                         Main_hall_door_sound_handles[idx] = -1;
1770                 }
1771         }
1772 }
1773
1774 void main_hall_handle_random_intercom_sounds()
1775 {
1776         // if we have no timestamp for the next random sound, then set on
1777         if((Main_hall_next_intercom_sound_stamp == -1) && (Main_hall_intercom_sound_handle == -1)){
1778                 Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)myrand()/(float)MY_RAND_MAX) * 
1779                                                                     (float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
1780                                                                                                                                           - Main_hall->intercom_delay[Main_hall_intercom_sound_handle][0])) );          
1781         }
1782
1783         // if the there is no sound playing
1784         if(Main_hall_intercom_sound_handle == -1){
1785                 // if the timestamp has popped, play a sound
1786                 if((Main_hall_next_intercom_sound_stamp != -1) && (timestamp_elapsed(Main_hall_next_intercom_sound_stamp))){
1787                         // play the sound
1788                         Main_hall_intercom_sound_handle = snd_play(&Snds_iface[Main_hall->intercom_sounds[Main_hall_next_intercom_sound]]);                     
1789                         
1790                         // unset the timestamp
1791                         Main_hall_next_intercom_sound_stamp = -1;
1792                 }
1793         }
1794         // if the sound is playing
1795         else {
1796                 // if the sound has finished, set the timestamp and continue
1797                 if(!snd_is_playing(Main_hall_intercom_sound_handle)){
1798                         // increment the next sound
1799                         if(Main_hall_next_intercom_sound >= (Main_hall->num_random_intercom_sounds-1)){
1800                                 Main_hall_next_intercom_sound = 0;
1801                         } else {
1802                                 Main_hall_next_intercom_sound++;
1803                         }
1804
1805                         // set the timestamp
1806                         Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)myrand()/(float)MY_RAND_MAX) * 
1807                                                                     (float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
1808                                                                                                                                           - Main_hall->intercom_delay[Main_hall_next_intercom_sound][0])) );
1809
1810                         // release the sound handle
1811                         Main_hall_intercom_sound_handle = -1;
1812                 }
1813         }
1814 }
1815
1816 // set the notification string with its decay timeout
1817 void main_hall_set_notify_string(const char *str)
1818 {
1819         strcpy(Main_hall_notify_text,str);
1820         Main_hall_notify_stamp = timestamp(MAIN_HALL_NOTIFY_TIME);
1821 }
1822
1823 void main_hall_notify_do()
1824 {
1825         // check to see if we should try and do something
1826         if(Main_hall_notify_stamp != -1){
1827            // if the text time has expired
1828                 if(timestamp_elapsed(Main_hall_notify_stamp)){
1829                         strcpy(Main_hall_notify_text,"");
1830                         Main_hall_notify_stamp = -1;
1831                 } else {
1832                         int w,h;
1833                         gr_set_color_fast(&Color_bright);
1834
1835                         gr_get_string_size(&w,&h,Main_hall_notify_text);
1836                         gr_printf((gr_screen.max_w - w)/2, gr_screen.max_h - 40, Main_hall_notify_text);
1837                 }
1838         }
1839 }
1840
1841 // start a looping ambient sound for main hall
1842 void main_hall_start_ambient()
1843 {
1844         int play_ambient_loop = 0;
1845
1846         if ( Main_hall_ambient_loop == -1 ) {
1847                 play_ambient_loop = 1;
1848         } else {
1849                 if ( !snd_is_playing(Main_hall_ambient_loop) ) {
1850                         play_ambient_loop = 1;
1851                 }
1852         }
1853
1854         if ( play_ambient_loop ) {
1855                 Main_hall_ambient_loop = snd_play_looping(&Snds_iface[SND_MAIN_HALL_AMBIENT]);
1856         }
1857 }
1858
1859 // stop a looping ambient sound for the main hall
1860 void main_hall_stop_ambient()
1861 {
1862         if ( Main_hall_ambient_loop != -1 ) {
1863                 snd_stop(Main_hall_ambient_loop);
1864                 Main_hall_ambient_loop = -1;
1865         }
1866
1867         if ( Main_hall_intercom_sound_handle != -1 ) {
1868                 snd_stop(Main_hall_intercom_sound_handle);
1869                 Main_hall_intercom_sound_handle = -1;
1870         }
1871 }
1872
1873 // Reset the volume of the looping ambient sound.  This is called from the options 
1874 // screen when the looping ambient sound might be playing.
1875 void main_hall_reset_ambient_vol()
1876 {
1877         if ( Main_hall_ambient_loop >= 0 ) {
1878                 snd_set_volume(Main_hall_ambient_loop, Snds_iface[SND_MAIN_HALL_AMBIENT].default_volume);
1879         }
1880 }
1881
1882 // blit the freespace version #
1883 void main_hall_blit_version()
1884 {
1885         char version_string[100];
1886         int w;
1887
1888         // format the version string
1889         get_version_string(version_string);
1890
1891         // get the length of the string
1892         gr_get_string_size(&w,NULL,version_string);
1893
1894         // print the string out in the lower right corner
1895         gr_set_color_fast(&Color_white);
1896         gr_string(gr_screen.max_w - 55, gr_screen.max_h - 12, version_string);
1897 }
1898
1899 // blit any necessary tooltips
1900 void main_hall_maybe_blit_tooltips()
1901 {
1902         int w;
1903         int text_index;
1904
1905         // if we're over no region - don't blit anything
1906         if(Main_hall_mouse_region < 0) {
1907                 return;
1908         }
1909
1910         // get the index of the proper text to be using
1911         if(Main_hall_mouse_region == READY_ROOM_REGION) {
1912                 // if this is a multiplayer pilot, the ready room region becomes the multiplayer region
1913                 if(Player->flags & PLAYER_FLAGS_IS_MULTI){
1914                         text_index = NUM_REGIONS - 1;
1915                 } else {
1916                         text_index = READY_ROOM_REGION;
1917                 }
1918         } else {
1919                 text_index = Main_hall_mouse_region;
1920         }
1921
1922         // set the color and blit the string
1923         if(!help_overlay_active(Main_hall_overlay_id)) {
1924 #ifndef MAKE_FS1
1925                 int shader_y = (Main_hall->region_yval) - Main_hall_tooltip_padding[gr_screen.res];     // subtract more to pull higher
1926 #endif
1927                 // get the width of the string
1928                 gr_get_string_size(&w, NULL, Main_hall->region_descript[text_index]);
1929
1930 #ifndef MAKE_FS1
1931                 gr_set_shader(&Main_hall_tooltip_shader);
1932                 gr_shade(0, shader_y, gr_screen.clip_width, (gr_screen.clip_height - shader_y));
1933 #endif
1934 #ifdef MAKE_FS1
1935                 gr_set_color_fast(&Color_white);
1936 #else
1937                 gr_set_color_fast(&Color_bright_white);
1938 #endif
1939                 gr_string((gr_screen.max_w - w)/2, Main_hall->region_yval, Main_hall->region_descript[text_index]);
1940         }
1941 }
1942
1943
1944 void main_hall_process_help_stuff()
1945 {
1946         int w, h;
1947         char str[255];
1948         
1949         // if the timestamp has popped, don't do anything
1950         if(Main_hall_help_stamp == -1) {
1951                 return;
1952         }
1953
1954         // if the timestamp has popped, advance frame
1955         if(timestamp_elapsed(Main_hall_help_stamp)) {
1956                 Main_hall_f1_text_frame++;
1957         }
1958
1959         // otherwise print out the message
1960         strcpy(str, XSTR( "Press F1 for help", 371));
1961         gr_get_string_size(&w, &h, str);
1962
1963         int y_anim_offset = Main_hall_f1_text_frame;
1964
1965         // if anim is off the screen finally, stop altogether
1966         if ( (y_anim_offset >= (2*Main_hall_tooltip_padding[gr_screen.res]) + h) || (help_overlay_active(Main_hall_overlay_id)) ) {
1967                 Main_hall_f1_text_frame = -1;
1968                 Main_hall_help_stamp = -1;
1969                 F1_text_done = 1;
1970                 return;
1971         }
1972
1973         // set the color and print out text and shader
1974 #ifndef MAKE_FS1
1975         gr_set_color_fast(&Color_bright_white);
1976         gr_shade(0, 0, gr_screen.max_w, (2*Main_hall_tooltip_padding[gr_screen.res]) + h - y_anim_offset);
1977         gr_string((gr_screen.max_w - w)/2, Main_hall_tooltip_padding[gr_screen.res] - y_anim_offset, str);
1978 #else
1979         gr_set_color_fast(&Color_white);
1980         // no shading, no roll off screen
1981         gr_string((gr_screen.max_w - w)/2, Main_hall_tooltip_padding[gr_screen.res], str);
1982 #endif
1983 }
1984
1985 // what main hall we're on (should be 0 or 1)
1986 int main_hall_id()
1987 {       
1988         // only 1 of 2 main halls
1989         if(Main_hall == &Main_hall_defines[gr_screen.res][0]){
1990                 return 0;
1991         }
1992
1993         return 1;
1994
1995
1996 // read in main hall table
1997 void main_hall_read_table()
1998 {
1999 #ifndef MAKE_FS1
2000         main_hall_defines *m, temp;
2001         int count, idx, s_idx, m_idx;
2002
2003         // read the file in
2004         read_file_text("mainhall.tbl");
2005         reset_parse();
2006
2007         // go for it
2008         count = 0;
2009         while(!optional_string("#end")){
2010
2011                 // read in 2 resolutions
2012                 for(m_idx=0; m_idx<GR_NUM_RESOLUTIONS; m_idx++){
2013                         // maybe use a temp main hall stuct
2014                         if(count >= NUM_MAIN_HALLS){
2015                                 m = &temp;
2016                         } else {
2017                                 m = &Main_hall_defines[m_idx][count];
2018                         }
2019
2020                         // ready
2021                         required_string("$Main Hall");
2022
2023                         // bitmap and mask
2024                         required_string("+Bitmap:");
2025                         stuff_string(m->bitmap, F_NAME, NULL, MAX_FILENAME_LEN);
2026                         required_string("+Mask:");
2027                         stuff_string(m->mask, F_NAME, NULL, MAX_FILENAME_LEN);
2028 #ifndef FS2_DEMO
2029                         required_string("+Music:");
2030                         stuff_string(m->music, F_NAME, NULL, MAX_FILENAME_LEN);
2031 #endif
2032
2033                         // intercom sounds
2034                         required_string("+Num Intercom Sounds:");
2035                         stuff_int(&m->num_random_intercom_sounds);              
2036                         for(idx=0; idx<m->num_random_intercom_sounds; idx++){                   
2037                                 // intercom delay
2038                                 required_string("+Intercom delay:");
2039                                 stuff_int(&m->intercom_delay[idx][0]);
2040                                 stuff_int(&m->intercom_delay[idx][1]);
2041                         }
2042                         for(idx=0; idx<m->num_random_intercom_sounds; idx++){                   
2043                                 // intercom sound id
2044                                 required_string("+Intercom sound:");
2045                                 stuff_int(&m->intercom_sounds[idx]);                    
2046                         }                       
2047                         for(idx=0; idx<m->num_random_intercom_sounds; idx++){                   
2048                                 // intercom pan
2049                                 required_string("+Intercom pan:");
2050                                 stuff_float(&m->intercom_sound_pan[idx]);                       
2051                         }                       
2052
2053                         // misc animations
2054                         required_string("+Num Misc Animations:");
2055                         stuff_int(&m->num_misc_animations);
2056                         for(idx=0; idx<m->num_misc_animations; idx++){
2057                                 // anim names
2058                                 required_string("+Misc anim:");
2059                                 stuff_string(m->misc_anim_name[idx], F_NAME, NULL);
2060                         }
2061                         for(idx=0; idx<m->num_misc_animations; idx++){
2062                                 // anim delay
2063                                 required_string("+Misc anim delay:");
2064                                 stuff_int(&m->misc_anim_delay[idx][0]);
2065                                 stuff_int(&m->misc_anim_delay[idx][1]);
2066                                 stuff_int(&m->misc_anim_delay[idx][2]);
2067                         }
2068                         for(idx=0; idx<m->num_misc_animations; idx++){
2069                                 // anim coords
2070                                 required_string("+Misc anim coords:");
2071                                 stuff_int(&m->misc_anim_coords[idx][0]);
2072                                 stuff_int(&m->misc_anim_coords[idx][1]);
2073                         }
2074                         for(idx=0; idx<m->num_misc_animations; idx++){
2075                                 // anim mode
2076                                 required_string("+Misc anim mode:");
2077                                 stuff_int(&m->misc_anim_modes[idx]);                    
2078                         }
2079                         for(idx=0; idx<m->num_misc_animations; idx++){
2080                                 // anim pan
2081                                 required_string("+Misc anim pan:");
2082                                 stuff_float(&m->misc_anim_sound_pan[idx]);
2083                         }
2084                         for(idx=0; idx<m->num_misc_animations; idx++){
2085                                 // anim sound id
2086                                 required_string("+Misc anim sounds:");
2087                                 stuff_int(&m->misc_anim_special_sounds[idx][0]);
2088                                 for(s_idx=0; s_idx<m->misc_anim_special_sounds[idx][0]; s_idx++){
2089                                         stuff_int(&m->misc_anim_special_sounds[idx][s_idx + 1]);
2090                                 }
2091                         }
2092                         for(idx=0; idx<m->num_misc_animations; idx++){
2093                                 // anim sound triggers
2094                                 required_string("+Misc anim trigger:");
2095                                 stuff_int(&m->misc_anim_special_trigger[idx][0]);
2096                                 for(s_idx=0; s_idx<m->misc_anim_special_trigger[idx][0]; s_idx++){
2097                                         stuff_int(&m->misc_anim_special_trigger[idx][s_idx + 1]);
2098                                 }
2099                         }
2100                         for(idx=0; idx<m->num_misc_animations; idx++){
2101                                 // anim sound handles
2102                                 required_string("+Misc anim handles:");
2103                                 stuff_int(&m->misc_anim_sound_handles[idx][0]);                 
2104                         }
2105                         for(idx=0; idx<m->num_misc_animations; idx++){
2106                                 // anim sound flags
2107                                 required_string("+Misc anim flags:");
2108                                 stuff_int(&m->misc_anim_sound_flag[idx][0]);                    
2109                         }
2110
2111                         // door animations
2112                         required_string("+Num Door Animations:");
2113                         stuff_int(&m->num_door_animations);
2114                         for(idx=0; idx<m->num_door_animations; idx++){
2115                                 // door name
2116                                 required_string("+Door anim:");
2117                                 stuff_string(m->door_anim_name[idx], F_NAME, NULL);
2118                         }
2119                         for(idx=0; idx<m->num_door_animations; idx++){
2120                                 // door coords
2121                                 required_string("+Door coords:");
2122                                 stuff_int(&m->door_anim_coords[idx][0]);
2123                                 stuff_int(&m->door_anim_coords[idx][1]);
2124                                 stuff_int(&m->door_anim_coords[idx][2]);
2125                                 stuff_int(&m->door_anim_coords[idx][3]);
2126                         }
2127                         for(idx=0; idx<m->num_door_animations; idx++){
2128                                 // door open and close sounds
2129                                 required_string("+Door sounds:");
2130                                 stuff_int(&m->door_sounds[idx][0]);
2131                                 stuff_int(&m->door_sounds[idx][1]);                     
2132                         }
2133                         for(idx=0; idx<m->num_door_animations; idx++){
2134                                 // door pan value
2135                                 required_string("+Door pan:");
2136                                 stuff_float(&m->door_sound_pan[idx]);                   
2137                         }
2138
2139                         // tooltip y location
2140                         required_string("+Tooltip Y:");
2141                         stuff_int(&m->region_yval);
2142                         for(idx=0; idx<NUM_REGIONS; idx++){
2143                                 m->region_descript[idx] = NULL;
2144                         }
2145                 }
2146
2147                 if(count < NUM_MAIN_HALLS){
2148                         count++;
2149                 }
2150         }
2151 #else
2152         // hard coded values for FS1
2153         int idx;
2154
2155         // Terran main hall
2156         strncpy(Main_hall_defines[0][0].bitmap, "MainHall1", MAX_FILENAME_LEN);
2157         strncpy(Main_hall_defines[0][0].mask, "MainHall1-m", MAX_FILENAME_LEN);
2158         strncpy(Main_hall_defines[0][0].music, "main_amb", MAX_FILENAME_LEN);
2159         
2160         Main_hall_defines[0][0].num_random_intercom_sounds = 3;
2161         Main_hall_defines[0][0].intercom_delay[0][0] = 8000;
2162         Main_hall_defines[0][0].intercom_delay[0][1] = 15000;
2163         Main_hall_defines[0][0].intercom_delay[1][0] = 8000;
2164         Main_hall_defines[0][0].intercom_delay[1][1] = 15000;
2165         Main_hall_defines[0][0].intercom_delay[2][0] = 8000;
2166         Main_hall_defines[0][0].intercom_delay[2][1] = 15000;
2167         Main_hall_defines[0][0].intercom_sounds[0] = 38;
2168         Main_hall_defines[0][0].intercom_sounds[1] = 39;
2169         Main_hall_defines[0][0].intercom_sounds[2] = 40;
2170         Main_hall_defines[0][0].intercom_sound_pan[0] = 0.0f;
2171         Main_hall_defines[0][0].intercom_sound_pan[1] = 0.0f;
2172         Main_hall_defines[0][0].intercom_sound_pan[2] = 0.0f;
2173         
2174         Main_hall_defines[0][0].num_misc_animations = 2;
2175         strncpy(Main_hall_defines[0][0].misc_anim_name[0], "main1-m1", MAX_FILENAME_LEN);
2176         strncpy(Main_hall_defines[0][0].misc_anim_name[1], "main1-m2", MAX_FILENAME_LEN);
2177         Main_hall_defines[0][0].misc_anim_delay[0][0] = -1;
2178         Main_hall_defines[0][0].misc_anim_delay[0][1] = 15000;
2179         Main_hall_defines[0][0].misc_anim_delay[0][2] = 20000;
2180         Main_hall_defines[0][0].misc_anim_delay[1][0] = -1;
2181         Main_hall_defines[0][0].misc_anim_delay[1][1] = 9000;
2182         Main_hall_defines[0][0].misc_anim_delay[1][2] = 30000;
2183         Main_hall_defines[0][0].misc_anim_coords[0][0] = 14;
2184         Main_hall_defines[0][0].misc_anim_coords[0][1] = 14;
2185         Main_hall_defines[0][0].misc_anim_coords[1][0] = 174;
2186         Main_hall_defines[0][0].misc_anim_coords[1][1] = 198;
2187         Main_hall_defines[0][0].misc_anim_modes[0] = 0;
2188         Main_hall_defines[0][0].misc_anim_modes[1] = 2;
2189         Main_hall_defines[0][0].misc_anim_sound_pan[0] = -0.5f;
2190         Main_hall_defines[0][0].misc_anim_sound_pan[1] = -0.25f;
2191         Main_hall_defines[0][0].misc_anim_special_sounds[0][0] = 2;
2192         Main_hall_defines[0][0].misc_anim_special_sounds[0][1] = 34;
2193         Main_hall_defines[0][0].misc_anim_special_sounds[0][2] = 35;
2194         Main_hall_defines[0][0].misc_anim_special_sounds[1][0] = 3;
2195         Main_hall_defines[0][0].misc_anim_special_sounds[1][1] = 31;
2196         Main_hall_defines[0][0].misc_anim_special_sounds[1][2] = 32;
2197         Main_hall_defines[0][0].misc_anim_special_sounds[1][3] = 33;
2198         Main_hall_defines[0][0].misc_anim_special_trigger[0][0] = 4;
2199         Main_hall_defines[0][0].misc_anim_special_trigger[0][1] = 1;
2200         Main_hall_defines[0][0].misc_anim_special_trigger[0][2] = 20;
2201         Main_hall_defines[0][0].misc_anim_special_trigger[0][3] = 42;
2202         Main_hall_defines[0][0].misc_anim_special_trigger[0][4] = 96;
2203         Main_hall_defines[0][0].misc_anim_special_trigger[1][0] = 3;
2204         Main_hall_defines[0][0].misc_anim_special_trigger[1][1] = 25;
2205         Main_hall_defines[0][0].misc_anim_special_trigger[1][2] = 200;
2206         Main_hall_defines[0][0].misc_anim_special_trigger[1][3] = 274;
2207         Main_hall_defines[0][0].misc_anim_sound_handles[0][0] = 2;
2208         Main_hall_defines[0][0].misc_anim_sound_handles[1][0] = 3;
2209         Main_hall_defines[0][0].misc_anim_sound_flag[0][0] = 1;
2210         Main_hall_defines[0][0].misc_anim_sound_flag[1][0] = 2;
2211         
2212         Main_hall_defines[0][0].num_door_animations = 6;
2213         strncpy(Main_hall_defines[0][0].door_anim_name[0], "main1-d1", MAX_FILENAME_LEN);
2214         strncpy(Main_hall_defines[0][0].door_anim_name[1], "main1-d6", MAX_FILENAME_LEN);
2215         strncpy(Main_hall_defines[0][0].door_anim_name[2], "main1-d3", MAX_FILENAME_LEN);
2216         strncpy(Main_hall_defines[0][0].door_anim_name[3], "main1-d4", MAX_FILENAME_LEN);
2217         strncpy(Main_hall_defines[0][0].door_anim_name[4], "main1-d5", MAX_FILENAME_LEN);
2218         strncpy(Main_hall_defines[0][0].door_anim_name[5], "main1-d2", MAX_FILENAME_LEN);
2219         Main_hall_defines[0][0].door_anim_coords[0][0] = 68;
2220         Main_hall_defines[0][0].door_anim_coords[0][1] = 260;
2221         Main_hall_defines[0][0].door_anim_coords[0][2] = 103;
2222         Main_hall_defines[0][0].door_anim_coords[0][3] = 298;
2223         Main_hall_defines[0][0].door_anim_coords[1][0] = 309;
2224         Main_hall_defines[0][0].door_anim_coords[1][1] = 34;
2225         Main_hall_defines[0][0].door_anim_coords[1][2] = 110;
2226         Main_hall_defines[0][0].door_anim_coords[1][3] = 61;
2227         Main_hall_defines[0][0].door_anim_coords[2][0] = 312;
2228         Main_hall_defines[0][0].door_anim_coords[2][1] = 264;
2229         Main_hall_defines[0][0].door_anim_coords[2][2] = 385;
2230         Main_hall_defines[0][0].door_anim_coords[2][3] = 330;
2231         Main_hall_defines[0][0].door_anim_coords[3][0] = 457;
2232         Main_hall_defines[0][0].door_anim_coords[3][1] = 34;
2233         Main_hall_defines[0][0].door_anim_coords[3][2] = 404;
2234         Main_hall_defines[0][0].door_anim_coords[3][3] = 367;
2235         Main_hall_defines[0][0].door_anim_coords[4][0] = 530;
2236         Main_hall_defines[0][0].door_anim_coords[4][1] = 206;
2237         Main_hall_defines[0][0].door_anim_coords[4][2] = 174;
2238         Main_hall_defines[0][0].door_anim_coords[4][3] = 412;
2239         Main_hall_defines[0][0].door_anim_coords[5][0] = 305;
2240         Main_hall_defines[0][0].door_anim_coords[5][1] = 133;
2241         Main_hall_defines[0][0].door_anim_coords[5][2] = 385;
2242         Main_hall_defines[0][0].door_anim_coords[5][3] = 330;
2243         Main_hall_defines[0][0].door_sounds[0][0] = 23;
2244         Main_hall_defines[0][0].door_sounds[0][1] = 24;
2245         Main_hall_defines[0][0].door_sounds[1][0] = 23;
2246         Main_hall_defines[0][0].door_sounds[1][1] = 24;
2247         Main_hall_defines[0][0].door_sounds[2][0] = 23;
2248         Main_hall_defines[0][0].door_sounds[2][1] = 24;
2249         Main_hall_defines[0][0].door_sounds[3][0] = 25;
2250         Main_hall_defines[0][0].door_sounds[3][1] = 26;
2251         Main_hall_defines[0][0].door_sounds[4][0] = 25;
2252         Main_hall_defines[0][0].door_sounds[4][1] = 26;
2253         Main_hall_defines[0][0].door_sounds[5][0] = 23;
2254         Main_hall_defines[0][0].door_sounds[5][1] = 24;
2255         Main_hall_defines[0][0].door_sound_pan[0] = -0.7f;
2256         Main_hall_defines[0][0].door_sound_pan[1] = 0.07f;
2257         Main_hall_defines[0][0].door_sound_pan[2] = 0.2f;
2258         Main_hall_defines[0][0].door_sound_pan[3] = 0.73f;
2259         Main_hall_defines[0][0].door_sound_pan[4] = 0.75f;
2260         Main_hall_defines[0][0].door_sound_pan[5] = 0.11f;
2261         
2262         Main_hall_defines[0][0].region_yval = 455;
2263         
2264         for (idx = 0; idx < NUM_REGIONS; idx++) {
2265                 Main_hall_defines[0][0].region_descript[idx] = NULL;
2266         }
2267         
2268         
2269         // Vasudan main hall
2270         strncpy(Main_hall_defines[0][1].bitmap, "MainHall2", MAX_FILENAME_LEN);
2271         strncpy(Main_hall_defines[0][1].mask, "MainHall2-m", MAX_FILENAME_LEN);
2272         strncpy(Main_hall_defines[0][1].music, "main_amb", MAX_FILENAME_LEN);
2273         
2274         Main_hall_defines[0][1].num_random_intercom_sounds = 3;
2275         Main_hall_defines[0][1].intercom_delay[0][0] = 8000;
2276         Main_hall_defines[0][1].intercom_delay[0][1] = 15000;
2277         Main_hall_defines[0][1].intercom_delay[1][0] = 8000;
2278         Main_hall_defines[0][1].intercom_delay[1][1] = 15000;
2279         Main_hall_defines[0][1].intercom_delay[2][0] = 8000;
2280         Main_hall_defines[0][1].intercom_delay[2][1] = 15000;
2281         Main_hall_defines[0][1].intercom_sounds[0] = 49;
2282         Main_hall_defines[0][1].intercom_sounds[1] = 50;
2283         Main_hall_defines[0][1].intercom_sounds[2] = 51;
2284         Main_hall_defines[0][1].intercom_sound_pan[0] = 0.0f;
2285         Main_hall_defines[0][1].intercom_sound_pan[1] = 0.0f;
2286         Main_hall_defines[0][1].intercom_sound_pan[2] = 0.0f;
2287         
2288         Main_hall_defines[0][1].num_misc_animations = 4;
2289         strncpy(Main_hall_defines[0][1].misc_anim_name[0], "main2-m1", MAX_FILENAME_LEN);
2290         strncpy(Main_hall_defines[0][1].misc_anim_name[1], "main2-m2", MAX_FILENAME_LEN);
2291         strncpy(Main_hall_defines[0][1].misc_anim_name[2], "main2-m3", MAX_FILENAME_LEN);
2292         strncpy(Main_hall_defines[0][1].misc_anim_name[3], "main2-m4", MAX_FILENAME_LEN);
2293         Main_hall_defines[0][1].misc_anim_delay[0][0] = -1;
2294         Main_hall_defines[0][1].misc_anim_delay[0][1] = 0;
2295         Main_hall_defines[0][1].misc_anim_delay[0][2] = 0;
2296         Main_hall_defines[0][1].misc_anim_delay[1][0] = -1;
2297         Main_hall_defines[0][1].misc_anim_delay[1][1] = 0;
2298         Main_hall_defines[0][1].misc_anim_delay[1][2] = 0;
2299         Main_hall_defines[0][1].misc_anim_delay[2][0] = -1;
2300         Main_hall_defines[0][1].misc_anim_delay[2][1] = 0;
2301         Main_hall_defines[0][1].misc_anim_delay[2][2] = 0;
2302         Main_hall_defines[0][1].misc_anim_delay[3][0] = -1;
2303         Main_hall_defines[0][1].misc_anim_delay[3][1] = 5000;
2304         Main_hall_defines[0][1].misc_anim_delay[3][2] = 9000;
2305         Main_hall_defines[0][1].misc_anim_coords[0][0] = 0;
2306         Main_hall_defines[0][1].misc_anim_coords[0][1] = 37;
2307         Main_hall_defines[0][1].misc_anim_coords[1][0] = 59;
2308         Main_hall_defines[0][1].misc_anim_coords[1][1] = 0;
2309         Main_hall_defines[0][1].misc_anim_coords[2][0] = 80;
2310         Main_hall_defines[0][1].misc_anim_coords[2][1] = 115;
2311         Main_hall_defines[0][1].misc_anim_coords[3][0] = 0;
2312         Main_hall_defines[0][1].misc_anim_coords[3][1] = 182;
2313         Main_hall_defines[0][1].misc_anim_modes[0] = 0;
2314         Main_hall_defines[0][1].misc_anim_modes[1] = 0;
2315         Main_hall_defines[0][1].misc_anim_modes[2] = 0;
2316         Main_hall_defines[0][1].misc_anim_modes[3] = 1;
2317         Main_hall_defines[0][1].misc_anim_sound_pan[0] = -0.82f;
2318         Main_hall_defines[0][1].misc_anim_sound_pan[1] = -0.5f;
2319         Main_hall_defines[0][1].misc_anim_sound_pan[2] = -0.5f;
2320         Main_hall_defines[0][1].misc_anim_sound_pan[3] = -0.86f;
2321         Main_hall_defines[0][1].misc_anim_special_sounds[0][0] = 2;
2322         Main_hall_defines[0][1].misc_anim_special_sounds[0][1] = 43;
2323         Main_hall_defines[0][1].misc_anim_special_sounds[0][2] = 44;
2324         Main_hall_defines[0][1].misc_anim_special_sounds[1][0] = 2;
2325         Main_hall_defines[0][1].misc_anim_special_sounds[1][1] = 45;
2326         Main_hall_defines[0][1].misc_anim_special_sounds[1][2] = 46;
2327         Main_hall_defines[0][1].misc_anim_special_sounds[2][0] = 2;
2328         Main_hall_defines[0][1].misc_anim_special_sounds[2][1] = 45;
2329         Main_hall_defines[0][1].misc_anim_special_sounds[2][2] = 46;
2330         Main_hall_defines[0][1].misc_anim_special_sounds[3][0] = 2;
2331         Main_hall_defines[0][1].misc_anim_special_sounds[3][1] = 47;
2332         Main_hall_defines[0][1].misc_anim_special_sounds[3][2] = 48;
2333         Main_hall_defines[0][1].misc_anim_special_trigger[0][0] = 2;
2334         Main_hall_defines[0][1].misc_anim_special_trigger[0][1] = 0;
2335         Main_hall_defines[0][1].misc_anim_special_trigger[0][2] = 300;
2336         Main_hall_defines[0][1].misc_anim_special_trigger[1][0] = 2;
2337         Main_hall_defines[0][1].misc_anim_special_trigger[1][1] = 20;
2338         Main_hall_defines[0][1].misc_anim_special_trigger[1][2] = 262;
2339         Main_hall_defines[0][1].misc_anim_special_trigger[2][0] = 2;
2340         Main_hall_defines[0][1].misc_anim_special_trigger[2][1] = 0;
2341         Main_hall_defines[0][1].misc_anim_special_trigger[2][2] = 150;
2342         Main_hall_defines[0][1].misc_anim_special_trigger[3][0] = 2;
2343         Main_hall_defines[0][1].misc_anim_special_trigger[3][1] = 128;
2344         Main_hall_defines[0][1].misc_anim_special_trigger[3][2] = 300;
2345         Main_hall_defines[0][1].misc_anim_sound_handles[0][0] = 2;
2346         Main_hall_defines[0][1].misc_anim_sound_handles[1][0] = 2;
2347         Main_hall_defines[0][1].misc_anim_sound_handles[2][0] = 2;
2348         Main_hall_defines[0][1].misc_anim_sound_handles[3][0] = 2;
2349         Main_hall_defines[0][1].misc_anim_sound_flag[0][0] = 2;
2350         Main_hall_defines[0][1].misc_anim_sound_flag[1][0] = 2;
2351         Main_hall_defines[0][1].misc_anim_sound_flag[2][0] = 2;
2352         Main_hall_defines[0][1].misc_anim_sound_flag[3][0] = 2;
2353         
2354         Main_hall_defines[0][1].num_door_animations = 6;
2355         strncpy(Main_hall_defines[0][1].door_anim_name[0], "main2-d1", MAX_FILENAME_LEN);
2356         strncpy(Main_hall_defines[0][1].door_anim_name[1], "main2-d6", MAX_FILENAME_LEN);
2357         strncpy(Main_hall_defines[0][1].door_anim_name[2], "main2-d3", MAX_FILENAME_LEN);
2358         strncpy(Main_hall_defines[0][1].door_anim_name[3], "main2-d4", MAX_FILENAME_LEN);
2359         strncpy(Main_hall_defines[0][1].door_anim_name[4], "main2-d5", MAX_FILENAME_LEN);
2360         strncpy(Main_hall_defines[0][1].door_anim_name[5], "main2-d2", MAX_FILENAME_LEN);
2361         Main_hall_defines[0][1].door_anim_coords[0][0] = 199;
2362         Main_hall_defines[0][1].door_anim_coords[0][1] = 265;
2363         Main_hall_defines[0][1].door_anim_coords[0][2] = 263;
2364         Main_hall_defines[0][1].door_anim_coords[0][3] = 295;
2365         Main_hall_defines[0][1].door_anim_coords[1][0] = 296;
2366         Main_hall_defines[0][1].door_anim_coords[1][1] = 278;
2367         Main_hall_defines[0][1].door_anim_coords[1][2] = 331;
2368         Main_hall_defines[0][1].door_anim_coords[1][3] = 209;
2369         Main_hall_defines[0][1].door_anim_coords[2][0] = 423;
2370         Main_hall_defines[0][1].door_anim_coords[2][1] = 138;
2371         Main_hall_defines[0][1].door_anim_coords[2][2] = 531;
2372         Main_hall_defines[0][1].door_anim_coords[2][3] = 240;
2373         Main_hall_defines[0][1].door_anim_coords[3][0] = 363;
2374         Main_hall_defines[0][1].door_anim_coords[3][1] = 187;
2375         Main_hall_defines[0][1].door_anim_coords[3][2] = 395;
2376         Main_hall_defines[0][1].door_anim_coords[3][3] = 218;
2377         Main_hall_defines[0][1].door_anim_coords[4][0] = 47;
2378         Main_hall_defines[0][1].door_anim_coords[4][1] = 307;
2379         Main_hall_defines[0][1].door_anim_coords[4][2] = 101;
2380         Main_hall_defines[0][1].door_anim_coords[4][3] = 342;
2381         Main_hall_defines[0][1].door_anim_coords[5][0] = 325;
2382         Main_hall_defines[0][1].door_anim_coords[5][1] = 311;
2383         Main_hall_defines[0][1].door_anim_coords[5][2] = 362;
2384         Main_hall_defines[0][1].door_anim_coords[5][3] = 371;
2385         Main_hall_defines[0][1].door_sounds[0][0] = 23;
2386         Main_hall_defines[0][1].door_sounds[0][1] = 24;
2387         Main_hall_defines[0][1].door_sounds[1][0] = 23;
2388         Main_hall_defines[0][1].door_sounds[1][1] = 24;
2389         Main_hall_defines[0][1].door_sounds[2][0] = 23;
2390         Main_hall_defines[0][1].door_sounds[2][1] = 24;
2391         Main_hall_defines[0][1].door_sounds[3][0] = 25;
2392         Main_hall_defines[0][1].door_sounds[3][1] = 26;
2393         Main_hall_defines[0][1].door_sounds[4][0] = 25;
2394         Main_hall_defines[0][1].door_sounds[4][1] = 26;
2395         Main_hall_defines[0][1].door_sounds[5][0] = 23;
2396         Main_hall_defines[0][1].door_sounds[5][1] = 24;
2397         Main_hall_defines[0][1].door_sound_pan[0] = -0.2f;
2398         Main_hall_defines[0][1].door_sound_pan[1] = 0.12f;
2399         Main_hall_defines[0][1].door_sound_pan[2] = 0.62f;
2400         Main_hall_defines[0][1].door_sound_pan[3] = 0.2f;
2401         Main_hall_defines[0][1].door_sound_pan[4] = -0.63f;
2402         Main_hall_defines[0][1].door_sound_pan[5] = 0.35f;
2403         
2404         Main_hall_defines[0][1].region_yval = 425;
2405         
2406         for (idx = 0; idx < NUM_REGIONS; idx++) {
2407                 Main_hall_defines[0][1].region_descript[idx] = NULL;
2408         }
2409
2410 #endif
2411
2412         // are we funny?
2413         if(Vasudan_funny){
2414                 Main_hall_defines[GR_640][1].door_sounds[OPTIONS_REGION][0] = SND_VASUDAN_BUP;
2415                 Main_hall_defines[GR_640][1].door_sounds[OPTIONS_REGION][1] = SND_VASUDAN_BUP;
2416                 Main_hall_defines[GR_1024][1].door_sounds[OPTIONS_REGION][0] = SND_VASUDAN_BUP;
2417                 Main_hall_defines[GR_1024][1].door_sounds[OPTIONS_REGION][1] = SND_VASUDAN_BUP;
2418
2419                 // set head anim. hehe
2420                 strcpy(Main_hall_defines[GR_640][1].door_anim_name[OPTIONS_REGION], "vhallheads");
2421                 strcpy(Main_hall_defines[GR_1024][1].door_anim_name[OPTIONS_REGION], "2_vhallheads");
2422
2423                 // set the background
2424                 strcpy(Main_hall_defines[GR_640][1].bitmap, "vhallhead");
2425                 strcpy(Main_hall_defines[GR_1024][1].bitmap, "2_vhallhead");            
2426         }
2427 }
2428
2429 // make the vasudan main hall funny
2430 void main_hall_vasudan_funny()
2431 {
2432         Vasudan_funny = 1;
2433 }
2434
2435
2436 /*
2437 #include "3d.h"
2438 int argh = -1;
2439 matrix view = {
2440         0.0f, 0.0f, 0.0f,
2441         0.0f, 0.0f, 0.0f,
2442         0.0f, 0.0f, 1.0f
2443 };
2444 */
2445 void d3d_test()
2446 {
2447         /*      
2448         vertex p1;
2449         vector sun_pos = vmd_zero_vector;
2450         sun_pos.z = 1.0f;
2451
2452         if(argh == -1){
2453                 argh = bm_load("sun01");
2454                 bm_lock(argh, 16, BMP_TEX_XPARENT);
2455                 bm_unlock(argh);
2456         }
2457         
2458         g3_start_frame(1);
2459         g3_set_view_matrix(&vmd_zero_vector, &view, 0.5f);      
2460         g3_rotate_vertex(&p1, &sun_pos);
2461         g3_project_vertex(&p1);
2462         gr_zbuffer_set(GR_ZBUFF_NONE);
2463         gr_set_bitmap( argh );
2464         g3_draw_bitmap(&p1, 0, 0.05f, TMAP_FLAG_TEXTURED | TMAP_FLAG_XPARENT);          
2465         g3_end_frame();
2466         */
2467 }
2468