]> icculus.org git repositories - taylor/freespace2.git/blob - src/menuui/mainhallmenu.cpp
clean out a bunch of code for old renderers
[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         Main_hall_mask_w = -1;
867         Main_hall_mask_h = -1;
868                 
869         // load the mask
870         Main_hall_mask = bm_load(Main_hall->mask);
871         if (Main_hall_mask < 0) {
872                 Error(LOCATION,"Could not load in %s!", Main_hall->mask);
873         } else {
874                 // get a pointer to bitmap by using bm_lock(), so we can feed it to he snazzy menu system
875                 Main_hall_mask_bitmap = bm_lock(Main_hall_mask, 8, BMP_AABITMAP);
876                 Main_hall_mask_data = (ubyte*)Main_hall_mask_bitmap->data;
877                 bm_get_info(Main_hall_mask, &Main_hall_mask_w, &Main_hall_mask_h);
878         }
879
880         // load up the misc animations, and nullify all the delay timestamps for the misc animations    
881         for(idx=0;idx<Main_hall->num_misc_animations;idx++) {
882                 Main_hall_misc_anim[idx] = NULL;
883                 Main_hall_misc_anim[idx] = anim_load(Main_hall->misc_anim_name[idx]);
884                 if(Main_hall_misc_anim[idx] == NULL) {
885                         nprintf(("General","WARNING!, Could not load misc %s anim in main hall\n",Main_hall->misc_anim_name));
886                 }
887
888                 // null out the animation instances
889                 Main_hall_misc_anim_instance[idx] = NULL;
890                 
891                 // null out the delay timestamps
892                 Main_hall->misc_anim_delay[idx][0] = -1;
893         }       
894
895         // load up the door animations
896         for(idx=0;idx<Main_hall->num_door_animations;idx++) {
897                 Main_hall_door_anim[idx] = NULL;
898                 Main_hall_door_anim[idx] = anim_load(Main_hall->door_anim_name[idx]);
899                 if(Main_hall_door_anim[idx] == NULL){
900                         nprintf(("General","WARNING!, Could not load door anim %s in main hall\n",Main_hall->door_anim_name[idx]));
901                 }
902
903                 // null out the animation instances
904                 Main_hall_door_anim_instance[idx] = NULL;
905         }       
906
907         // load in help overlay bitmap          
908         if(Main_hall == &Main_hall_defines[gr_screen.res][0]) {
909                 Main_hall_overlay_id = MH_OVERLAY;
910         } else {
911                 SDL_assert(Main_hall == &Main_hall_defines[gr_screen.res][1]);
912                 Main_hall_overlay_id = MH2_OVERLAY;
913         }
914         help_overlay_load(Main_hall_overlay_id);
915         help_overlay_set_state(Main_hall_overlay_id,0);         
916
917         // check to see if the "very first pilot" flag is set, and load the overlay if so
918         if (!F1_text_done) {
919                 if (Main_hall_f1_text_frame == 0) {
920                         Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
921                 } else {
922                         F1_text_done = 1;
923                 }
924         }
925
926 /*
927         if(Player_select_very_first_pilot) {                            
928                 Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
929                 
930                 // don't display the "press f1" message more than once
931                 Player_select_very_first_pilot = 0;
932         } else {
933                 Main_hall_help_stamp = -1;
934         }
935 */
936         Main_hall_region_linger_stamp = -1;
937
938         strcpy(Main_hall_campaign_cheat, "");
939
940         // zero out the door sounds
941         for(idx=0;idx<Main_hall->num_door_sounds;idx++){
942                 Main_hall_door_sound_handles[idx] = -1;
943         }
944
945         // zero out the misc anim sounds
946         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
947                 for(s_idx = 1;s_idx < 10;s_idx++){
948                         Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
949                         Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
950                 }
951         }
952
953         // skip the first frame
954         Main_hall_frame_skip = 1;
955
956         // initialize the music
957         main_hall_start_music();
958
959         // initialize the main hall notify text
960         Main_hall_notify_stamp = 1;
961
962         // initialize the random intercom sound stuff
963         Main_hall_next_intercom_sound = 0;              
964         Main_hall_next_intercom_sound_stamp = -1;
965         Main_hall_intercom_sound_handle = -1;
966
967         // set the placement of the mouse cursor (start at the ready room)
968         Main_hall_mouse_region = -1;
969         Main_hall_last_clicked_region = READY_ROOM_REGION;      
970         mouse_set_pos(Main_hall->door_anim_coords[READY_ROOM_REGION][2],Main_hall->door_anim_coords[READY_ROOM_REGION][3]);     
971
972         Main_hall_inited = 1;
973
974         // determine if we have a right click
975         Main_hall_right_click = mouse_down(MOUSE_RIGHT_BUTTON);
976
977         // set the game_mode based on the type of player
978         SDL_assert( Player != NULL );
979         if ( Player->flags & PLAYER_FLAGS_IS_MULTI ){
980                 Game_mode = GM_MULTIPLAYER;
981         } else {
982                 Game_mode = GM_NORMAL;
983         }
984
985         if ( (Cmdline_start_netgame || (Cmdline_connect_addr != NULL)) && !Main_hall_netgame_started ) {
986                 Main_hall_netgame_started = 1;
987                 main_hall_do_multi_ready();
988         }
989 }
990
991 void main_hall_exit_game()
992 {
993 #if defined(NDEBUG) || defined(INTERPLAYQA)
994         int choice;
995
996         // stop music first
997         main_hall_stop_music();
998         main_hall_stop_ambient();
999         choice = popup( PF_NO_NETWORKING | PF_BODY_BIG, 2, POPUP_NO, POPUP_YES, XSTR( "Exit Game?", 365));
1000         if ( choice == 1 ) {
1001                 gameseq_post_event(GS_EVENT_QUIT_GAME);
1002         } else {
1003                 main_hall_start_music();
1004                 main_hall_start_ambient();
1005         }
1006 #else
1007         gameseq_post_event(GS_EVENT_QUIT_GAME);
1008 #endif
1009 }
1010
1011
1012 // do a frame for the main hall
1013 void main_hall_do(float frametime)
1014 {
1015         int code, key, snazzy_action;   
1016
1017         // need to ensure ambient is playing, since it may be stopped by a playing movie
1018         main_hall_start_ambient();
1019
1020         // handle any animation details 
1021         main_hall_handle_misc_anims();
1022         main_hall_handle_region_anims();
1023
1024         // handle any random intercom sound details
1025         main_hall_handle_random_intercom_sounds();
1026
1027         // handle any mouse clicks
1028         main_hall_handle_right_clicks();        
1029
1030         // handle any sound details
1031         main_hall_cull_door_sounds();   
1032
1033         // process any keypresses/mouse events
1034         snazzy_action = -1;
1035         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);
1036
1037         if(key){
1038                 extern void game_process_cheats(int k);
1039                 game_process_cheats(key);
1040         }
1041         switch(key){
1042         case SDLK_RETURN:
1043                 snazzy_action = SNAZZY_CLICKED; 
1044                 break;
1045
1046 #if 0 //#ifndef NDEBUG  
1047         case SDLK_1:
1048                 movie_play("endprt2b.mve");
1049                 break;
1050         case SDLK_2:
1051                 movie_play_two("endprt2a.mve", "endprt2b.mve");
1052                 break;
1053         case SDLK_3:
1054                 main_hall_campaign_cheat();     
1055                 break;  
1056         case KEY_DEBUGGED + SDLK_d:
1057                 demo_start_playback("test.fsd");
1058                 break;
1059         }
1060 #else 
1061         }
1062 #endif
1063
1064         // do any processing based upon what happened to the snazzy menu
1065         switch (snazzy_action) {
1066         case SNAZZY_OVER:
1067                 main_hall_handle_mouse_location(code);
1068                 break;
1069
1070         case SNAZZY_CLICKED:
1071                 switch (code) {
1072                 // clicked on the exit region
1073                 case EXIT_REGION:
1074                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1075                         main_hall_exit_game();
1076                         break;
1077
1078                 // clicked on the readyroom region
1079                 case READY_ROOM_REGION:
1080 #ifdef MULTIPLAYER_BETA_BUILD
1081                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1082                         Player->flags |= PLAYER_FLAGS_IS_MULTI;
1083                         main_hall_do_multi_ready();
1084 #elif defined(E3_BUILD) || defined(PRESS_TOUR_BUILD)                                                                    
1085                         gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);                      
1086 #else
1087                         if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1088                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1089                                 main_hall_do_multi_ready();
1090                         } else {                                
1091                                 if(strlen(Main_hall_campaign_cheat)){
1092                                         gameseq_post_event(GS_EVENT_CAMPAIGN_CHEAT);
1093                                 } else {
1094                                         gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);                              
1095                                 }
1096                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);                              
1097                         }
1098 #endif
1099                         break;
1100
1101                 // clicked on the tech room region
1102                 case TECH_ROOM_REGION:
1103 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1104                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1105                         game_feature_not_in_demo_popup();
1106 #else
1107                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1108                         gameseq_post_event( GS_EVENT_TECH_MENU );
1109 #endif
1110                         break;
1111
1112                 // clicked on the options region
1113                 case OPTIONS_REGION:
1114                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1115                         gameseq_post_event(GS_EVENT_OPTIONS_MENU);
1116                         break;
1117
1118                 // clicked on the campaign toom region
1119                 case CAMPAIGN_ROOM_REGION:
1120 #if !defined(MULTIPLAYER_BETA_BUILD) && !defined(E3_BUILD) && !defined(PRESS_TOUR_BUILD)
1121
1122 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1123                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1124                         {
1125                         //game_feature_not_in_demo_popup();
1126                         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.");
1127                         if (reset_campaign == 1) {
1128                                 mission_campaign_savefile_delete(Campaign.filename);
1129                                 mission_campaign_load(Campaign.filename);
1130                                 mission_campaign_next_mission();
1131                         }
1132                         }
1133
1134 #else
1135                         if(Player->flags & PLAYER_FLAGS_IS_MULTI){
1136                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1137                                 main_hall_set_notify_string(XSTR( "Campaign Room not valid for multiplayer pilots", 366));
1138                         } else {
1139                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1140                                 gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);                     
1141                         }
1142 #endif
1143
1144 #endif
1145                         break;
1146
1147                 // clicked on the multiplayer region
1148                 case MULTIPLAYER_REGION:
1149 #if defined(DEMO) || defined(OEM_BUILD) // not for FS2_DEMO
1150                         game_feature_not_in_demo_popup();
1151 #else
1152                         if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1153                                 // NOTE : this isn't a great thing to be calling this anymore. But we'll leave it for now
1154                                 gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME );
1155                         } else {
1156                                 main_hall_set_notify_string(XSTR( "Not a valid multiplayer pilot!!", 367));
1157                         }
1158 #endif
1159                         break;
1160
1161                 // load mission key was pressed
1162                 case LOAD_MISSION_REGION:
1163 #ifdef RELEASE_REAL
1164 #else
1165         #if !(defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO) || defined(FS1_DEMO)) 
1166         //#if !defined(NDEBUG) || defined(INTERPLAYQA)
1167                                 if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1168                                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1169                                         main_hall_set_notify_string(XSTR( "Load Mission not valid for multiplayer pilots", 368));
1170                                 } else {
1171         #ifdef GAME_CD_CHECK
1172                                         // if ( !game_do_cd_check() ) {
1173                                                 // break;
1174                                         // }
1175         #endif
1176                                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1177                                         gameseq_post_event( GS_EVENT_LOAD_MISSION_MENU );
1178                                 }
1179         //#endif
1180         #endif
1181 #endif
1182                         break;
1183
1184                 // quick start a game region
1185                 case QUICK_START_REGION:
1186 #if !defined(NDEBUG) && !(defined(FS2_DEMO) || defined(FS1_DEMO))
1187                         if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1188                                 main_hall_set_notify_string(XSTR( "Quick Start not valid for multiplayer pilots", 369));
1189                         } else {
1190
1191                                 if (Num_recent_missions > 0)    {
1192                                         strncpy( Game_current_mission_filename, Recent_missions[0], MAX_FILENAME_LEN );
1193                                 } else {
1194                                         mission_load_up_campaign();
1195                                         strncpy( Game_current_mission_filename, Campaign.missions[0].name, MAX_FILENAME_LEN );
1196                                 }
1197
1198                                 Campaign.current_mission = -1;
1199                                 gameseq_post_event(GS_EVENT_START_GAME_QUICK);
1200                         }
1201 #endif
1202                         break;
1203
1204                 // clicked on the barracks region
1205                 case BARRACKS_REGION:                   
1206                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1207                         gameseq_post_event( GS_EVENT_BARRACKS_MENU );
1208                         break;
1209
1210                 // increate the skill level
1211                 case SKILL_LEVEL_REGION: 
1212                         char temp[100];
1213
1214                         game_increase_skill_level();
1215                         sprintf(temp, XSTR( "Skill level set to %s.", 370), Skill_level_names(Game_skill_level));
1216                         main_hall_set_notify_string(temp);
1217                         break;                          
1218
1219                 // escape was pressed
1220                 case ESC_PRESSED:
1221                         // if there is a help overlay active, then don't quit the game - just kill the overlay
1222                         if(!help_overlay_active(Main_hall_overlay_id)){
1223                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1224                                 main_hall_exit_game();
1225                         }
1226                         // kill the overlay
1227                         else {
1228                                 help_overlay_set_state(Main_hall_overlay_id,0);
1229                         }
1230                         break;
1231                 }
1232
1233                 // if the escape key wasn't pressed handle any mouse position related events
1234                 if (code != ESC_PRESSED){
1235                         main_hall_handle_mouse_location(code);
1236                 }
1237                 break;
1238
1239                 default:
1240                         main_hall_handle_mouse_location(-1);
1241                         break;
1242         }
1243
1244         if ( mouse_down(MOUSE_LEFT_BUTTON) ) {
1245                 help_overlay_set_state(Main_hall_overlay_id, 0);
1246         }
1247
1248         // draw the background bitmap   
1249         gr_reset_clip();        
1250         GR_MAYBE_CLEAR_RES(Main_hall_bitmap);
1251         if(Main_hall_bitmap >= 0){
1252                 gr_set_bitmap(Main_hall_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1253                 gr_bitmap(0, 0);
1254         }
1255
1256         // draw any pending notification messages
1257         main_hall_notify_do();                  
1258
1259         // render misc animations
1260         main_hall_render_misc_anims(frametime);
1261
1262         // render door animtions
1263         main_hall_render_door_anims(frametime); 
1264
1265         // blit any appropriate tooltips
1266         main_hall_maybe_blit_tooltips();
1267
1268         // fishtank
1269         fishtank_process();
1270
1271         // process any help "hit f1" timestamps and display any messages if necessary
1272         if (!F1_text_done) {
1273                 main_hall_process_help_stuff();
1274         }
1275
1276         // blit help overlay if active
1277         help_overlay_maybe_blit(Main_hall_overlay_id);
1278
1279         // blit the freespace version #
1280         main_hall_blit_version();
1281
1282         // blit ship and weapon table status
1283         main_hall_blit_table_status();
1284
1285         // if we're in nice D3D texture format
1286 #ifndef NDEBUG
1287         gr_set_color_fast(&Color_white);
1288
1289         // d3d
1290         gr_string(320, gr_screen.max_h - 10, "ARGB");
1291
1292         //      extern int D3D_fog_mode;
1293         //      extern int D3D_zbias;
1294
1295         if ( gr_is_32bit() ) {
1296                 gr_string(320, gr_screen.max_h - 30, "32bit");
1297         }
1298         //      gr_printf(320, gr_screen.max_h - 40, "Fog : %d", D3D_fog_mode);
1299         //      gr_printf(320, gr_screen.max_h - 50, "Zbias : %d", D3D_zbias);
1300         // extern void d3d_test();
1301         // d3d_test();
1302 #endif  
1303
1304         gr_flip();
1305
1306         // maybe run the player tips popup
1307 // #if defined(FS2_DEMO) && defined(NDEBUG)
1308         player_tips_popup();
1309 // #endif
1310
1311         // if we were supposed to skip a frame, then stop doing it after 1 frame
1312         if(Main_hall_frame_skip){
1313                 Main_hall_frame_skip = 0;
1314         }
1315 }
1316
1317 // close the main hall proper
1318 void main_hall_close()
1319 {
1320         int idx,s_idx;
1321
1322         if(!Main_hall_inited){
1323                 return;
1324         }       
1325
1326         // unload the main hall bitmap
1327         if(Main_hall_bitmap != -1){
1328                 bm_unload(Main_hall_bitmap);
1329         }
1330
1331         // unload any bitmaps
1332         if(Main_hall_mask >= 0){                
1333                 // make sure we unlock the mask bitmap so it can be unloaded
1334                 bm_unlock(Main_hall_mask);
1335                 if(!bm_unload(Main_hall_mask)){
1336                         nprintf(("General","WARNING! Couldn't unload main hall mask bitmap!\n"));
1337                 }
1338         }
1339
1340         // free up any (possibly) playing misc animation handles
1341         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1342                 if(Main_hall_misc_anim_instance[idx]!=NULL){
1343                         anim_stop_playing(Main_hall_misc_anim_instance[idx]);
1344                         Main_hall_misc_anim_instance[idx] = NULL;
1345                 }
1346         }
1347         
1348         // free up any (possibly) playing door animation handles
1349         for(idx=0;idx<Main_hall->num_door_animations;idx++){
1350                 if(Main_hall_door_anim_instance[idx]!=NULL){
1351                         anim_stop_playing(Main_hall_door_anim_instance[idx]);
1352                         Main_hall_door_anim_instance[idx] = NULL;
1353                 }
1354         }
1355         
1356
1357         // free up any misc animations/instances        
1358         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1359                 if((Main_hall_misc_anim_instance[idx]!=NULL) && (anim_playing(Main_hall_misc_anim_instance[idx]))){             
1360                         Main_hall_misc_anim_instance[idx] = NULL;
1361                 }
1362                 if(Main_hall_misc_anim[idx]!=NULL){
1363                         if(anim_free(Main_hall_misc_anim[idx]) == -1){
1364                                 nprintf(("General","WARNING!, Could not free up misc anim %s in main hall\n",Main_hall->misc_anim_name[idx]));
1365                         }
1366                 }       
1367         }
1368
1369         // free up any door animations/instances
1370         for(idx=0;idx<Main_hall->num_door_animations;idx++){
1371                 if((Main_hall_door_anim_instance[idx]!=NULL) && (anim_playing(Main_hall_door_anim_instance[idx]))){
1372                         Main_hall_door_anim_instance[idx] = NULL;                       
1373                 }
1374                 if(Main_hall_door_anim[idx]!=NULL){
1375                         if(anim_free(Main_hall_door_anim[idx]) == -1){
1376                                 nprintf(("General","WARNING!, Could not free up door anim %s in main hall\n",Main_hall->door_anim_name[idx]));
1377                         }
1378                 }               
1379         }       
1380
1381         // stop any playing door sounds
1382         for(idx=0;idx<Main_hall->num_door_sounds-2;idx++){      // don't cut off the glow sounds (requested by Dan)
1383                 if((Main_hall_door_sound_handles[idx] != -1) && snd_is_playing(Main_hall_door_sound_handles[idx])){
1384                         snd_stop(Main_hall_door_sound_handles[idx]);
1385                         Main_hall_door_sound_handles[idx] = -1;
1386                 }
1387         }       
1388
1389         // stop any playing misc animation sounds
1390         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1391                 for(s_idx=1;s_idx<10;s_idx++){
1392                         if(snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])){
1393                                 snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
1394                                 Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
1395                         }
1396                 }
1397         }
1398
1399         // unload the overlay bitmap
1400         help_overlay_unload(Main_hall_overlay_id);
1401
1402         // close any snazzy menu details
1403         snazzy_menu_close();
1404
1405         // restore
1406         palette_restore_palette();
1407
1408         // no fish
1409         fishtank_stop();        
1410
1411         // not inited anymore
1412         Main_hall_inited = 0;
1413 }
1414
1415 // start the main hall music playing
1416 void main_hall_start_music()
1417 {
1418         // start a looping ambient sound
1419         main_hall_start_ambient();
1420
1421         // if we have selected no music, then don't do this
1422         if ( Cmdline_freespace_no_music ) {
1423                 return;
1424         }
1425
1426         int main_hall_spooled_music_index = event_music_get_spooled_music_index(Main_hall->music);
1427         
1428         if ((Main_hall_music_handle == -1) && (main_hall_spooled_music_index != -1)) {
1429                 char *music_wavfile_name = Spooled_music[main_hall_spooled_music_index].filename;
1430                 if (music_wavfile_name != NULL) {
1431                                 Main_hall_music_handle = audiostream_open( music_wavfile_name, ASF_EVENTMUSIC );
1432                                 if ( Main_hall_music_handle != -1 )
1433                                         audiostream_play(Main_hall_music_handle, Master_event_music_volume);
1434                 }
1435                 else {
1436                         nprintf(("Warning", "No music file exists to play music at the main menu!\n"));
1437                 }
1438         }
1439 }
1440
1441 // stop the main hall music
1442 void main_hall_stop_music()
1443 {
1444         if ( Main_hall_music_handle != -1 ) {
1445                 audiostream_close_file(Main_hall_music_handle);
1446                 Main_hall_music_handle = -1;
1447         }
1448 }
1449
1450 // do any necessary instantiation of misc animations
1451 void main_hall_handle_misc_anims()
1452 {
1453         int idx,s_idx;
1454
1455         if(Main_hall_frame_skip)
1456                 return;
1457         
1458         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1459                 // if the anim isn't playing
1460                 if(Main_hall_misc_anim_instance[idx] == NULL){
1461                         // if the timestamp is -1, then reset it to some random value (based on MIN and MAX) and continue
1462                         if(Main_hall->misc_anim_delay[idx][0] == -1){
1463                                 Main_hall->misc_anim_delay[idx][0] = timestamp(Main_hall->misc_anim_delay[idx][1] + 
1464                                                                                                                       (int)(((float)myrand()/(float)MY_RAND_MAX) * (float)(Main_hall->misc_anim_delay[idx][2] - Main_hall->misc_anim_delay[idx][1])));
1465
1466                         // if the timestamp is not -1 and has popped, play the anim and make the timestap -1
1467                         } else if (timestamp_elapsed(Main_hall->misc_anim_delay[idx][0]) && Main_hall_misc_anim[idx]) {
1468                                 anim_play_struct aps;
1469
1470                                 anim_play_init(&aps, Main_hall_misc_anim[idx], Main_hall->misc_anim_coords[idx][0], Main_hall->misc_anim_coords[idx][1]);
1471                                 aps.screen_id = GS_STATE_MAIN_MENU;
1472                                 aps.framerate_independent = 1;
1473                                 
1474                                 Main_hall_misc_anim_instance[idx] = anim_play(&aps);                            
1475                                 
1476                                 // kill the timestamp   
1477                                 Main_hall->misc_anim_delay[idx][0] = -1;                                
1478
1479                                 // reset the "should be playing" flags
1480                                 for(s_idx=1;s_idx<10;s_idx++){
1481                                         Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
1482                                 }
1483                         }
1484                 }               
1485                 // if the anim is playing
1486                 else {
1487                         // check to see if any special trigger points have been reached by the animation
1488                         // since the frame triggers must be in ascending order, we will count down so that we don't trigger too many sounds
1489                         for(s_idx=Main_hall->misc_anim_special_sounds[idx][0]; s_idx > 0; s_idx--){
1490                                 // if we've passed the trigger point, then play the sound and break out of the loop
1491                                 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]){                                 
1492                                         Main_hall->misc_anim_sound_flag[idx][s_idx] = 1;
1493
1494                                         // if the sound is already playing, then kill it. This is a pretty safe thing to do since we can assume that
1495                                         // by the time we get to this point again, the sound will have been long finished
1496                                         if(snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])){
1497                                                 snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
1498                                                 Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
1499                                         }
1500                                         // play the sound
1501                                         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]);                                    
1502                                         break;
1503                                 }
1504                         }
1505
1506                         // if the animation mode is MISC_ANIM_MODE_HOLD, pause it at the last frame
1507                         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)){                           
1508                                 anim_pause(Main_hall_misc_anim_instance[idx]);
1509                                 Main_hall_misc_anim_instance[idx]->stop_now = FALSE;
1510                         }                       
1511
1512                         // if the animation mode is MISC_ANIM_MODE_LOOP, check to see if it should be looped
1513                         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)){                           
1514                                 anim_release_render_instance(Main_hall_misc_anim_instance[idx]);
1515
1516                                 // start it playing again
1517                                 anim_play_struct aps;
1518
1519                                 anim_play_init(&aps, Main_hall_misc_anim[idx], Main_hall->misc_anim_coords[idx][0], Main_hall->misc_anim_coords[idx][1]);
1520                                 aps.screen_id = GS_STATE_MAIN_MENU;
1521                                 aps.framerate_independent = 1;
1522                                 
1523                                 Main_hall_misc_anim_instance[idx] = anim_play(&aps);                            
1524                                 
1525                                 // kill the timestamp   
1526                                 Main_hall->misc_anim_delay[idx][0] = -1;                                
1527
1528                                 // reset the "should be playing" flags
1529                                 for(s_idx=1;s_idx<10;s_idx++){
1530                                         Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
1531                                 }
1532                         }                       
1533
1534                         // cull any misc animations which are marked as done (!is_playing)                              
1535                         if(!anim_playing(Main_hall_misc_anim_instance[idx])){                   
1536                                 Main_hall_misc_anim_instance[idx] = NULL;                               
1537                         }
1538                 }                       
1539         }       
1540 }
1541
1542 // render all playing misc animations
1543 void main_hall_render_misc_anims(float frametime)
1544 {
1545         int idx;
1546         
1547         // HACKETY HACK HACK - always render misc anim 3 first, if it is playing
1548         if(Main_hall_misc_anim_instance[2] != NULL){
1549                 anim_render_one(GS_STATE_MAIN_MENU,Main_hall_misc_anim_instance[2],frametime);
1550         }
1551
1552         // render all other animations
1553         for(idx=0;idx<MAX_MISC_ANIMATIONS;idx++){
1554                 // skip anim 3, which was previously rendered, if at all
1555                 if(idx == 2){
1556                         continue;
1557                 }
1558
1559                 // render it
1560                 if(Main_hall_misc_anim_instance[idx] != NULL){
1561                         anim_render_one(GS_STATE_MAIN_MENU,Main_hall_misc_anim_instance[idx],frametime);
1562                 }
1563         }
1564 }
1565
1566 // render all playing door animations
1567 void main_hall_render_door_anims(float frametime)
1568 {
1569         int idx;        
1570
1571         // render all door animations
1572         for(idx=0;idx<MAX_DOOR_ANIMATIONS;idx++){               
1573                 // render it
1574                 if(Main_hall_door_anim_instance[idx] != NULL){
1575                         anim_render_one(GS_STATE_MAIN_MENU,Main_hall_door_anim_instance[idx],frametime);
1576                 }
1577         }
1578 }
1579
1580 // handle starting, stopping and reversing "door" animations
1581 void main_hall_handle_region_anims()
1582 {
1583         int idx;
1584
1585         if(Main_hall_frame_skip)
1586                 return;
1587         
1588         // make sure we make any finished door animations NULL
1589         for(idx=0;idx<Main_hall->num_door_animations;idx++){
1590                 if((Main_hall_door_anim_instance[idx] != NULL) && !anim_playing(Main_hall_door_anim_instance[idx])){
1591                         Main_hall_door_anim_instance[idx] = NULL;
1592                 }
1593         }
1594         
1595         // go through each region animation
1596         for(idx=0;idx<Main_hall->num_door_animations;idx++){
1597                 // if the instance is not null and the animation is playing
1598                 if((Main_hall_door_anim_instance[idx] != NULL) && anim_playing(Main_hall_door_anim_instance[idx])){
1599                         // check to see if we should hold a given door "open"
1600                         if((Main_hall_mouse_region == idx) && (Main_hall_door_anim_instance[idx]->frame_num == Main_hall_door_anim_instance[idx]->stop_at)){
1601                                 anim_pause(Main_hall_door_anim_instance[idx]);
1602                                 Main_hall_door_anim_instance[idx]->stop_now = FALSE;
1603                         }
1604                         // check to see if we should close a door being held open
1605                         if((Main_hall_mouse_region != idx) && (Main_hall_door_anim_instance[idx]->paused)){
1606                                 anim_unpause(Main_hall_door_anim_instance[idx]);
1607                         }
1608                 }               
1609         }       
1610 }
1611
1612 // do any necessary processing based upon the mouse location
1613 void main_hall_handle_mouse_location(int cur_region)
1614 {
1615    if(Main_hall_frame_skip)
1616                 return;
1617
1618         if(cur_region > NUM_MAIN_HALL_MOUSE_REGIONS) {
1619                 // MWA -- inserted return since Int3() was tripped when hitting L from main
1620                 // menu.
1621                 return;         
1622         }
1623
1624         // if the mouse is now over a resgion
1625         if (cur_region != -1) {
1626                 // if we're still over the same region we were last frame, check stuff
1627                 if (cur_region == Main_hall_mouse_region) {
1628                         // if we have a linger timestamp set and it has expired, then get moving                        
1629                         if ((Main_hall_region_linger_stamp != -1) && timestamp_elapsed(Main_hall_region_linger_stamp)) {
1630                                 main_hall_mouse_grab_region(cur_region);                                
1631
1632                                 // release the region linger stamp
1633                                 Main_hall_region_linger_stamp = -1;
1634                         }
1635                 } else {
1636                         // if we're currently on another region, release it
1637                         if ((Main_hall_mouse_region != -1) && (cur_region != Main_hall_mouse_region)) {
1638                                 main_hall_mouse_release_region(Main_hall_mouse_region);
1639                         }
1640                 
1641                         // set the linger time
1642                         if (Main_hall_region_linger_stamp == -1) {
1643                                 Main_hall_mouse_region = cur_region;
1644                                 Main_hall_region_linger_stamp = timestamp(MAIN_HALL_REGION_LINGER);
1645                         }                       
1646                 }
1647         }
1648         // if it was over a region but isn't anymore, release that region
1649         else {
1650                 if (Main_hall_mouse_region != -1) {
1651                         main_hall_mouse_release_region(Main_hall_mouse_region);
1652                         Main_hall_mouse_region = -1;
1653
1654                         // release the region linger timestamp
1655                         Main_hall_region_linger_stamp = -1;
1656                 }
1657         }
1658 }
1659
1660 // if the mouse has moved off of the currently active region, handle the anim accordingly
1661 void main_hall_mouse_release_region(int region)
1662 {
1663         if(Main_hall_frame_skip){
1664                 return;
1665         }
1666
1667         // if the animation is currently playing in the forward direction, change direction and be done, otherwise don't do a thing
1668         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)){
1669                 anim_reverse_direction(Main_hall_door_anim_instance[region]);
1670         }
1671
1672         // check for door sounds, ignoring the OPTIONS_REGION (which isn't a door)
1673         if ((Main_hall_door_anim_instance[region] != NULL)) {
1674                 // don't stop the toaster oven or microwave regions from playing all the way through
1675                 if (Main_hall_door_sound_handles[region] != -1) {
1676                         snd_stop(Main_hall_door_sound_handles[region]);
1677                 }
1678                 Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][1]], Main_hall->door_sound_pan[region]);
1679
1680                 // make sure to set the sound to play from the right spot
1681                 snd_set_pos(Main_hall_door_sound_handles[region], &Snds_iface[SND_MAIN_HALL_DOOR_CLOSE],
1682                                                 (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);                      
1683         }
1684 }
1685
1686 // if the mouse has moved on this region, handle it accordingly
1687 void main_hall_mouse_grab_region(int region)
1688 {
1689         if (Main_hall_frame_skip) {
1690                 return;
1691         }
1692
1693         // if the animation is not playing, start it playing
1694         if ( !Main_hall_door_anim_instance[region] ) {
1695                 if ( Main_hall_door_anim[region] ) {
1696                         anim_play_struct aps;
1697
1698                         anim_play_init(&aps, Main_hall_door_anim[region], Main_hall->door_anim_coords[region][0], Main_hall->door_anim_coords[region][1]);
1699                         aps.screen_id = GS_STATE_MAIN_MENU;
1700                         aps.framerate_independent = 1;
1701
1702                         Main_hall_door_anim_instance[region] = anim_play(&aps);
1703                 }
1704         } 
1705         // otherwise if its playing in the reverse direction, change it to the forward direction
1706         else if (Main_hall_door_anim_instance[region]->direction == ANIM_DIRECT_REVERSE) {
1707                 anim_reverse_direction(Main_hall_door_anim_instance[region]);
1708         }
1709
1710         // check for opening/starting sounds
1711         // kill the currently playing sounds if necessary
1712         if(Main_hall_door_sound_handles[region] != -1){                 
1713                 snd_stop(Main_hall_door_sound_handles[region]);
1714         }       
1715         Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][0]],Main_hall->door_sound_pan[region]);                              
1716
1717         // start the sound playing at the right spot relative to the completion of the animation                
1718         if(Main_hall_door_anim_instance[region]->frame_num != -1){                      
1719                         snd_set_pos(Main_hall_door_sound_handles[region],&Snds_iface[SND_MAIN_HALL_DOOR_OPEN],
1720                                                         (float)Main_hall_door_anim_instance[region]->frame_num / (float)Main_hall_door_anim_instance[region]->parent->total_frames,1);
1721         }                               
1722 }
1723
1724 // handle any right clicks which may have occured
1725 void main_hall_handle_right_clicks()
1726 {
1727         int new_region;
1728
1729         if(Main_hall_frame_skip)
1730                 return;
1731
1732         // check to see if the button has been clicked
1733         if(!Main_hall_right_click){
1734                 if(mouse_down(MOUSE_RIGHT_BUTTON)){
1735                         // cycle through the available regions
1736                         if(Main_hall_last_clicked_region == NUM_MAIN_HALL_MOUSE_REGIONS - 1){
1737                                 new_region = 0;
1738                         } else
1739                                 new_region = Main_hall_last_clicked_region + 1;
1740
1741                         // set the position of the mouse cursor and the newly clicked region                    
1742                         mouse_set_pos(Main_hall->door_anim_coords[new_region][2],Main_hall->door_anim_coords[new_region][3]);                   
1743
1744                         main_hall_handle_mouse_location(new_region);
1745                         Main_hall_last_clicked_region = new_region;
1746                         
1747                         // set the mouse as being clicked
1748                         Main_hall_right_click = 1;
1749                 }
1750         } 
1751         // set the mouse as being unclicked
1752         else if(Main_hall_right_click && !(mouse_down(MOUSE_RIGHT_BUTTON))){
1753                 Main_hall_right_click = 0;
1754         }
1755 }
1756
1757 // cull any door sounds that have finished playing
1758 void main_hall_cull_door_sounds()
1759 {
1760         int idx;
1761         // 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
1762         for(idx=0;idx<Main_hall->num_door_sounds;idx++){
1763                 if((Main_hall_door_sound_handles[idx] != -1) && !snd_is_playing(Main_hall_door_sound_handles[idx])){                    
1764                         Main_hall_door_sound_handles[idx] = -1;
1765                 }
1766         }
1767 }
1768
1769 void main_hall_handle_random_intercom_sounds()
1770 {
1771         // if we have no timestamp for the next random sound, then set on
1772         if((Main_hall_next_intercom_sound_stamp == -1) && (Main_hall_intercom_sound_handle == -1)){
1773                 Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)myrand()/(float)MY_RAND_MAX) * 
1774                                                                     (float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
1775                                                                                                                                           - Main_hall->intercom_delay[Main_hall_intercom_sound_handle][0])) );          
1776         }
1777
1778         // if the there is no sound playing
1779         if(Main_hall_intercom_sound_handle == -1){
1780                 // if the timestamp has popped, play a sound
1781                 if((Main_hall_next_intercom_sound_stamp != -1) && (timestamp_elapsed(Main_hall_next_intercom_sound_stamp))){
1782                         // play the sound
1783                         Main_hall_intercom_sound_handle = snd_play(&Snds_iface[Main_hall->intercom_sounds[Main_hall_next_intercom_sound]]);                     
1784                         
1785                         // unset the timestamp
1786                         Main_hall_next_intercom_sound_stamp = -1;
1787                 }
1788         }
1789         // if the sound is playing
1790         else {
1791                 // if the sound has finished, set the timestamp and continue
1792                 if(!snd_is_playing(Main_hall_intercom_sound_handle)){
1793                         // increment the next sound
1794                         if(Main_hall_next_intercom_sound >= (Main_hall->num_random_intercom_sounds-1)){
1795                                 Main_hall_next_intercom_sound = 0;
1796                         } else {
1797                                 Main_hall_next_intercom_sound++;
1798                         }
1799
1800                         // set the timestamp
1801                         Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)myrand()/(float)MY_RAND_MAX) * 
1802                                                                     (float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
1803                                                                                                                                           - Main_hall->intercom_delay[Main_hall_next_intercom_sound][0])) );
1804
1805                         // release the sound handle
1806                         Main_hall_intercom_sound_handle = -1;
1807                 }
1808         }
1809 }
1810
1811 // set the notification string with its decay timeout
1812 void main_hall_set_notify_string(const char *str)
1813 {
1814         strcpy(Main_hall_notify_text,str);
1815         Main_hall_notify_stamp = timestamp(MAIN_HALL_NOTIFY_TIME);
1816 }
1817
1818 void main_hall_notify_do()
1819 {
1820         // check to see if we should try and do something
1821         if(Main_hall_notify_stamp != -1){
1822            // if the text time has expired
1823                 if(timestamp_elapsed(Main_hall_notify_stamp)){
1824                         strcpy(Main_hall_notify_text,"");
1825                         Main_hall_notify_stamp = -1;
1826                 } else {
1827                         int w,h;
1828                         gr_set_color_fast(&Color_bright);
1829
1830                         gr_get_string_size(&w,&h,Main_hall_notify_text);
1831                         gr_printf((gr_screen.max_w - w)/2, gr_screen.max_h - 40, Main_hall_notify_text);
1832                 }
1833         }
1834 }
1835
1836 // start a looping ambient sound for main hall
1837 void main_hall_start_ambient()
1838 {
1839         int play_ambient_loop = 0;
1840
1841         if ( Main_hall_ambient_loop == -1 ) {
1842                 play_ambient_loop = 1;
1843         } else {
1844                 if ( !snd_is_playing(Main_hall_ambient_loop) ) {
1845                         play_ambient_loop = 1;
1846                 }
1847         }
1848
1849         if ( play_ambient_loop ) {
1850                 Main_hall_ambient_loop = snd_play_looping(&Snds_iface[SND_MAIN_HALL_AMBIENT]);
1851         }
1852 }
1853
1854 // stop a looping ambient sound for the main hall
1855 void main_hall_stop_ambient()
1856 {
1857         if ( Main_hall_ambient_loop != -1 ) {
1858                 snd_stop(Main_hall_ambient_loop);
1859                 Main_hall_ambient_loop = -1;
1860         }
1861
1862         if ( Main_hall_intercom_sound_handle != -1 ) {
1863                 snd_stop(Main_hall_intercom_sound_handle);
1864                 Main_hall_intercom_sound_handle = -1;
1865         }
1866 }
1867
1868 // Reset the volume of the looping ambient sound.  This is called from the options 
1869 // screen when the looping ambient sound might be playing.
1870 void main_hall_reset_ambient_vol()
1871 {
1872         if ( Main_hall_ambient_loop >= 0 ) {
1873                 snd_set_volume(Main_hall_ambient_loop, Snds_iface[SND_MAIN_HALL_AMBIENT].default_volume);
1874         }
1875 }
1876
1877 // blit the freespace version #
1878 void main_hall_blit_version()
1879 {
1880         char version_string[100];
1881         int w;
1882
1883         // format the version string
1884         get_version_string(version_string);
1885
1886         // get the length of the string
1887         gr_get_string_size(&w,NULL,version_string);
1888
1889         // print the string out in the lower right corner
1890         gr_set_color_fast(&Color_white);
1891         gr_string(gr_screen.max_w - 55, gr_screen.max_h - 12, version_string);
1892 }
1893
1894 // blit any necessary tooltips
1895 void main_hall_maybe_blit_tooltips()
1896 {
1897         int w;
1898         int text_index;
1899
1900         // if we're over no region - don't blit anything
1901         if(Main_hall_mouse_region < 0) {
1902                 return;
1903         }
1904
1905         // get the index of the proper text to be using
1906         if(Main_hall_mouse_region == READY_ROOM_REGION) {
1907                 // if this is a multiplayer pilot, the ready room region becomes the multiplayer region
1908                 if(Player->flags & PLAYER_FLAGS_IS_MULTI){
1909                         text_index = NUM_REGIONS - 1;
1910                 } else {
1911                         text_index = READY_ROOM_REGION;
1912                 }
1913         } else {
1914                 text_index = Main_hall_mouse_region;
1915         }
1916
1917         // set the color and blit the string
1918         if(!help_overlay_active(Main_hall_overlay_id)) {
1919 #ifndef MAKE_FS1
1920                 int shader_y = (Main_hall->region_yval) - Main_hall_tooltip_padding[gr_screen.res];     // subtract more to pull higher
1921 #endif
1922                 // get the width of the string
1923                 gr_get_string_size(&w, NULL, Main_hall->region_descript[text_index]);
1924
1925 #ifndef MAKE_FS1
1926                 gr_set_shader(&Main_hall_tooltip_shader);
1927                 gr_shade(0, shader_y, gr_screen.clip_width, (gr_screen.clip_height - shader_y));
1928 #endif
1929 #ifdef MAKE_FS1
1930                 gr_set_color_fast(&Color_white);
1931 #else
1932                 gr_set_color_fast(&Color_bright_white);
1933 #endif
1934                 gr_string((gr_screen.max_w - w)/2, Main_hall->region_yval, Main_hall->region_descript[text_index]);
1935         }
1936 }
1937
1938
1939 void main_hall_process_help_stuff()
1940 {
1941         int w, h;
1942         char str[255];
1943         
1944         // if the timestamp has popped, don't do anything
1945         if(Main_hall_help_stamp == -1) {
1946                 return;
1947         }
1948
1949         // if the timestamp has popped, advance frame
1950         if(timestamp_elapsed(Main_hall_help_stamp)) {
1951                 Main_hall_f1_text_frame++;
1952         }
1953
1954         // otherwise print out the message
1955         strcpy(str, XSTR( "Press F1 for help", 371));
1956         gr_get_string_size(&w, &h, str);
1957
1958         int y_anim_offset = Main_hall_f1_text_frame;
1959
1960         // if anim is off the screen finally, stop altogether
1961         if ( (y_anim_offset >= (2*Main_hall_tooltip_padding[gr_screen.res]) + h) || (help_overlay_active(Main_hall_overlay_id)) ) {
1962                 Main_hall_f1_text_frame = -1;
1963                 Main_hall_help_stamp = -1;
1964                 F1_text_done = 1;
1965                 return;
1966         }
1967
1968         // set the color and print out text and shader
1969 #ifndef MAKE_FS1
1970         gr_set_color_fast(&Color_bright_white);
1971         gr_shade(0, 0, gr_screen.max_w, (2*Main_hall_tooltip_padding[gr_screen.res]) + h - y_anim_offset);
1972         gr_string((gr_screen.max_w - w)/2, Main_hall_tooltip_padding[gr_screen.res] - y_anim_offset, str);
1973 #else
1974         gr_set_color_fast(&Color_white);
1975         // no shading, no roll off screen
1976         gr_string((gr_screen.max_w - w)/2, Main_hall_tooltip_padding[gr_screen.res], str);
1977 #endif
1978 }
1979
1980 // what main hall we're on (should be 0 or 1)
1981 int main_hall_id()
1982 {       
1983         // only 1 of 2 main halls
1984         if(Main_hall == &Main_hall_defines[gr_screen.res][0]){
1985                 return 0;
1986         }
1987
1988         return 1;
1989
1990
1991 // read in main hall table
1992 void main_hall_read_table()
1993 {
1994 #ifndef MAKE_FS1
1995         main_hall_defines *m, temp;
1996         int count, idx, s_idx, m_idx;
1997
1998         // read the file in
1999         read_file_text("mainhall.tbl");
2000         reset_parse();
2001
2002         // go for it
2003         count = 0;
2004         while(!optional_string("#end")){
2005
2006                 // read in 2 resolutions
2007                 for(m_idx=0; m_idx<GR_NUM_RESOLUTIONS; m_idx++){
2008                         // maybe use a temp main hall stuct
2009                         if(count >= NUM_MAIN_HALLS){
2010                                 m = &temp;
2011                         } else {
2012                                 m = &Main_hall_defines[m_idx][count];
2013                         }
2014
2015                         // ready
2016                         required_string("$Main Hall");
2017
2018                         // bitmap and mask
2019                         required_string("+Bitmap:");
2020                         stuff_string(m->bitmap, F_NAME, NULL, MAX_FILENAME_LEN);
2021                         required_string("+Mask:");
2022                         stuff_string(m->mask, F_NAME, NULL, MAX_FILENAME_LEN);
2023 #ifndef FS2_DEMO
2024                         required_string("+Music:");
2025                         stuff_string(m->music, F_NAME, NULL, MAX_FILENAME_LEN);
2026 #endif
2027
2028                         // intercom sounds
2029                         required_string("+Num Intercom Sounds:");
2030                         stuff_int(&m->num_random_intercom_sounds);              
2031                         for(idx=0; idx<m->num_random_intercom_sounds; idx++){                   
2032                                 // intercom delay
2033                                 required_string("+Intercom delay:");
2034                                 stuff_int(&m->intercom_delay[idx][0]);
2035                                 stuff_int(&m->intercom_delay[idx][1]);
2036                         }
2037                         for(idx=0; idx<m->num_random_intercom_sounds; idx++){                   
2038                                 // intercom sound id
2039                                 required_string("+Intercom sound:");
2040                                 stuff_int(&m->intercom_sounds[idx]);                    
2041                         }                       
2042                         for(idx=0; idx<m->num_random_intercom_sounds; idx++){                   
2043                                 // intercom pan
2044                                 required_string("+Intercom pan:");
2045                                 stuff_float(&m->intercom_sound_pan[idx]);                       
2046                         }                       
2047
2048                         // misc animations
2049                         required_string("+Num Misc Animations:");
2050                         stuff_int(&m->num_misc_animations);
2051                         for(idx=0; idx<m->num_misc_animations; idx++){
2052                                 // anim names
2053                                 required_string("+Misc anim:");
2054                                 stuff_string(m->misc_anim_name[idx], F_NAME, NULL);
2055                         }
2056                         for(idx=0; idx<m->num_misc_animations; idx++){
2057                                 // anim delay
2058                                 required_string("+Misc anim delay:");
2059                                 stuff_int(&m->misc_anim_delay[idx][0]);
2060                                 stuff_int(&m->misc_anim_delay[idx][1]);
2061                                 stuff_int(&m->misc_anim_delay[idx][2]);
2062                         }
2063                         for(idx=0; idx<m->num_misc_animations; idx++){
2064                                 // anim coords
2065                                 required_string("+Misc anim coords:");
2066                                 stuff_int(&m->misc_anim_coords[idx][0]);
2067                                 stuff_int(&m->misc_anim_coords[idx][1]);
2068                         }
2069                         for(idx=0; idx<m->num_misc_animations; idx++){
2070                                 // anim mode
2071                                 required_string("+Misc anim mode:");
2072                                 stuff_int(&m->misc_anim_modes[idx]);                    
2073                         }
2074                         for(idx=0; idx<m->num_misc_animations; idx++){
2075                                 // anim pan
2076                                 required_string("+Misc anim pan:");
2077                                 stuff_float(&m->misc_anim_sound_pan[idx]);
2078                         }
2079                         for(idx=0; idx<m->num_misc_animations; idx++){
2080                                 // anim sound id
2081                                 required_string("+Misc anim sounds:");
2082                                 stuff_int(&m->misc_anim_special_sounds[idx][0]);
2083                                 for(s_idx=0; s_idx<m->misc_anim_special_sounds[idx][0]; s_idx++){
2084                                         stuff_int(&m->misc_anim_special_sounds[idx][s_idx + 1]);
2085                                 }
2086                         }
2087                         for(idx=0; idx<m->num_misc_animations; idx++){
2088                                 // anim sound triggers
2089                                 required_string("+Misc anim trigger:");
2090                                 stuff_int(&m->misc_anim_special_trigger[idx][0]);
2091                                 for(s_idx=0; s_idx<m->misc_anim_special_trigger[idx][0]; s_idx++){
2092                                         stuff_int(&m->misc_anim_special_trigger[idx][s_idx + 1]);
2093                                 }
2094                         }
2095                         for(idx=0; idx<m->num_misc_animations; idx++){
2096                                 // anim sound handles
2097                                 required_string("+Misc anim handles:");
2098                                 stuff_int(&m->misc_anim_sound_handles[idx][0]);                 
2099                         }
2100                         for(idx=0; idx<m->num_misc_animations; idx++){
2101                                 // anim sound flags
2102                                 required_string("+Misc anim flags:");
2103                                 stuff_int(&m->misc_anim_sound_flag[idx][0]);                    
2104                         }
2105
2106                         // door animations
2107                         required_string("+Num Door Animations:");
2108                         stuff_int(&m->num_door_animations);
2109                         for(idx=0; idx<m->num_door_animations; idx++){
2110                                 // door name
2111                                 required_string("+Door anim:");
2112                                 stuff_string(m->door_anim_name[idx], F_NAME, NULL);
2113                         }
2114                         for(idx=0; idx<m->num_door_animations; idx++){
2115                                 // door coords
2116                                 required_string("+Door coords:");
2117                                 stuff_int(&m->door_anim_coords[idx][0]);
2118                                 stuff_int(&m->door_anim_coords[idx][1]);
2119                                 stuff_int(&m->door_anim_coords[idx][2]);
2120                                 stuff_int(&m->door_anim_coords[idx][3]);
2121                         }
2122                         for(idx=0; idx<m->num_door_animations; idx++){
2123                                 // door open and close sounds
2124                                 required_string("+Door sounds:");
2125                                 stuff_int(&m->door_sounds[idx][0]);
2126                                 stuff_int(&m->door_sounds[idx][1]);                     
2127                         }
2128                         for(idx=0; idx<m->num_door_animations; idx++){
2129                                 // door pan value
2130                                 required_string("+Door pan:");
2131                                 stuff_float(&m->door_sound_pan[idx]);                   
2132                         }
2133
2134                         // tooltip y location
2135                         required_string("+Tooltip Y:");
2136                         stuff_int(&m->region_yval);
2137                         for(idx=0; idx<NUM_REGIONS; idx++){
2138                                 m->region_descript[idx] = NULL;
2139                         }
2140                 }
2141
2142                 if(count < NUM_MAIN_HALLS){
2143                         count++;
2144                 }
2145         }
2146 #else
2147         // hard coded values for FS1
2148         int idx;
2149
2150         // Terran main hall
2151         strncpy(Main_hall_defines[0][0].bitmap, "MainHall1", MAX_FILENAME_LEN);
2152         strncpy(Main_hall_defines[0][0].mask, "MainHall1-m", MAX_FILENAME_LEN);
2153         strncpy(Main_hall_defines[0][0].music, "main_amb", MAX_FILENAME_LEN);
2154         
2155         Main_hall_defines[0][0].num_random_intercom_sounds = 3;
2156         Main_hall_defines[0][0].intercom_delay[0][0] = 8000;
2157         Main_hall_defines[0][0].intercom_delay[0][1] = 15000;
2158         Main_hall_defines[0][0].intercom_delay[1][0] = 8000;
2159         Main_hall_defines[0][0].intercom_delay[1][1] = 15000;
2160         Main_hall_defines[0][0].intercom_delay[2][0] = 8000;
2161         Main_hall_defines[0][0].intercom_delay[2][1] = 15000;
2162         Main_hall_defines[0][0].intercom_sounds[0] = 38;
2163         Main_hall_defines[0][0].intercom_sounds[1] = 39;
2164         Main_hall_defines[0][0].intercom_sounds[2] = 40;
2165         Main_hall_defines[0][0].intercom_sound_pan[0] = 0.0f;
2166         Main_hall_defines[0][0].intercom_sound_pan[1] = 0.0f;
2167         Main_hall_defines[0][0].intercom_sound_pan[2] = 0.0f;
2168         
2169         Main_hall_defines[0][0].num_misc_animations = 2;
2170         strncpy(Main_hall_defines[0][0].misc_anim_name[0], "main1-m1", MAX_FILENAME_LEN);
2171         strncpy(Main_hall_defines[0][0].misc_anim_name[1], "main1-m2", MAX_FILENAME_LEN);
2172         Main_hall_defines[0][0].misc_anim_delay[0][0] = -1;
2173         Main_hall_defines[0][0].misc_anim_delay[0][1] = 15000;
2174         Main_hall_defines[0][0].misc_anim_delay[0][2] = 20000;
2175         Main_hall_defines[0][0].misc_anim_delay[1][0] = -1;
2176         Main_hall_defines[0][0].misc_anim_delay[1][1] = 9000;
2177         Main_hall_defines[0][0].misc_anim_delay[1][2] = 30000;
2178         Main_hall_defines[0][0].misc_anim_coords[0][0] = 14;
2179         Main_hall_defines[0][0].misc_anim_coords[0][1] = 14;
2180         Main_hall_defines[0][0].misc_anim_coords[1][0] = 174;
2181         Main_hall_defines[0][0].misc_anim_coords[1][1] = 198;
2182         Main_hall_defines[0][0].misc_anim_modes[0] = 0;
2183         Main_hall_defines[0][0].misc_anim_modes[1] = 2;
2184         Main_hall_defines[0][0].misc_anim_sound_pan[0] = -0.5f;
2185         Main_hall_defines[0][0].misc_anim_sound_pan[1] = -0.25f;
2186         Main_hall_defines[0][0].misc_anim_special_sounds[0][0] = 2;
2187         Main_hall_defines[0][0].misc_anim_special_sounds[0][1] = 34;
2188         Main_hall_defines[0][0].misc_anim_special_sounds[0][2] = 35;
2189         Main_hall_defines[0][0].misc_anim_special_sounds[1][0] = 3;
2190         Main_hall_defines[0][0].misc_anim_special_sounds[1][1] = 31;
2191         Main_hall_defines[0][0].misc_anim_special_sounds[1][2] = 32;
2192         Main_hall_defines[0][0].misc_anim_special_sounds[1][3] = 33;
2193         Main_hall_defines[0][0].misc_anim_special_trigger[0][0] = 4;
2194         Main_hall_defines[0][0].misc_anim_special_trigger[0][1] = 1;
2195         Main_hall_defines[0][0].misc_anim_special_trigger[0][2] = 20;
2196         Main_hall_defines[0][0].misc_anim_special_trigger[0][3] = 42;
2197         Main_hall_defines[0][0].misc_anim_special_trigger[0][4] = 96;
2198         Main_hall_defines[0][0].misc_anim_special_trigger[1][0] = 3;
2199         Main_hall_defines[0][0].misc_anim_special_trigger[1][1] = 25;
2200         Main_hall_defines[0][0].misc_anim_special_trigger[1][2] = 200;
2201         Main_hall_defines[0][0].misc_anim_special_trigger[1][3] = 274;
2202         Main_hall_defines[0][0].misc_anim_sound_handles[0][0] = 2;
2203         Main_hall_defines[0][0].misc_anim_sound_handles[1][0] = 3;
2204         Main_hall_defines[0][0].misc_anim_sound_flag[0][0] = 1;
2205         Main_hall_defines[0][0].misc_anim_sound_flag[1][0] = 2;
2206         
2207         Main_hall_defines[0][0].num_door_animations = 6;
2208         strncpy(Main_hall_defines[0][0].door_anim_name[0], "main1-d1", MAX_FILENAME_LEN);
2209         strncpy(Main_hall_defines[0][0].door_anim_name[1], "main1-d6", MAX_FILENAME_LEN);
2210         strncpy(Main_hall_defines[0][0].door_anim_name[2], "main1-d3", MAX_FILENAME_LEN);
2211         strncpy(Main_hall_defines[0][0].door_anim_name[3], "main1-d4", MAX_FILENAME_LEN);
2212         strncpy(Main_hall_defines[0][0].door_anim_name[4], "main1-d5", MAX_FILENAME_LEN);
2213         strncpy(Main_hall_defines[0][0].door_anim_name[5], "main1-d2", MAX_FILENAME_LEN);
2214         Main_hall_defines[0][0].door_anim_coords[0][0] = 68;
2215         Main_hall_defines[0][0].door_anim_coords[0][1] = 260;
2216         Main_hall_defines[0][0].door_anim_coords[0][2] = 103;
2217         Main_hall_defines[0][0].door_anim_coords[0][3] = 298;
2218         Main_hall_defines[0][0].door_anim_coords[1][0] = 309;
2219         Main_hall_defines[0][0].door_anim_coords[1][1] = 34;
2220         Main_hall_defines[0][0].door_anim_coords[1][2] = 110;
2221         Main_hall_defines[0][0].door_anim_coords[1][3] = 61;
2222         Main_hall_defines[0][0].door_anim_coords[2][0] = 312;
2223         Main_hall_defines[0][0].door_anim_coords[2][1] = 264;
2224         Main_hall_defines[0][0].door_anim_coords[2][2] = 385;
2225         Main_hall_defines[0][0].door_anim_coords[2][3] = 330;
2226         Main_hall_defines[0][0].door_anim_coords[3][0] = 457;
2227         Main_hall_defines[0][0].door_anim_coords[3][1] = 34;
2228         Main_hall_defines[0][0].door_anim_coords[3][2] = 404;
2229         Main_hall_defines[0][0].door_anim_coords[3][3] = 367;
2230         Main_hall_defines[0][0].door_anim_coords[4][0] = 530;
2231         Main_hall_defines[0][0].door_anim_coords[4][1] = 206;
2232         Main_hall_defines[0][0].door_anim_coords[4][2] = 174;
2233         Main_hall_defines[0][0].door_anim_coords[4][3] = 412;
2234         Main_hall_defines[0][0].door_anim_coords[5][0] = 305;
2235         Main_hall_defines[0][0].door_anim_coords[5][1] = 133;
2236         Main_hall_defines[0][0].door_anim_coords[5][2] = 385;
2237         Main_hall_defines[0][0].door_anim_coords[5][3] = 330;
2238         Main_hall_defines[0][0].door_sounds[0][0] = 23;
2239         Main_hall_defines[0][0].door_sounds[0][1] = 24;
2240         Main_hall_defines[0][0].door_sounds[1][0] = 23;
2241         Main_hall_defines[0][0].door_sounds[1][1] = 24;
2242         Main_hall_defines[0][0].door_sounds[2][0] = 23;
2243         Main_hall_defines[0][0].door_sounds[2][1] = 24;
2244         Main_hall_defines[0][0].door_sounds[3][0] = 25;
2245         Main_hall_defines[0][0].door_sounds[3][1] = 26;
2246         Main_hall_defines[0][0].door_sounds[4][0] = 25;
2247         Main_hall_defines[0][0].door_sounds[4][1] = 26;
2248         Main_hall_defines[0][0].door_sounds[5][0] = 23;
2249         Main_hall_defines[0][0].door_sounds[5][1] = 24;
2250         Main_hall_defines[0][0].door_sound_pan[0] = -0.7f;
2251         Main_hall_defines[0][0].door_sound_pan[1] = 0.07f;
2252         Main_hall_defines[0][0].door_sound_pan[2] = 0.2f;
2253         Main_hall_defines[0][0].door_sound_pan[3] = 0.73f;
2254         Main_hall_defines[0][0].door_sound_pan[4] = 0.75f;
2255         Main_hall_defines[0][0].door_sound_pan[5] = 0.11f;
2256         
2257         Main_hall_defines[0][0].region_yval = 455;
2258         
2259         for (idx = 0; idx < NUM_REGIONS; idx++) {
2260                 Main_hall_defines[0][0].region_descript[idx] = NULL;
2261         }
2262         
2263         
2264         // Vasudan main hall
2265         strncpy(Main_hall_defines[0][1].bitmap, "MainHall2", MAX_FILENAME_LEN);
2266         strncpy(Main_hall_defines[0][1].mask, "MainHall2-m", MAX_FILENAME_LEN);
2267         strncpy(Main_hall_defines[0][1].music, "main_amb", MAX_FILENAME_LEN);
2268         
2269         Main_hall_defines[0][1].num_random_intercom_sounds = 3;
2270         Main_hall_defines[0][1].intercom_delay[0][0] = 8000;
2271         Main_hall_defines[0][1].intercom_delay[0][1] = 15000;
2272         Main_hall_defines[0][1].intercom_delay[1][0] = 8000;
2273         Main_hall_defines[0][1].intercom_delay[1][1] = 15000;
2274         Main_hall_defines[0][1].intercom_delay[2][0] = 8000;
2275         Main_hall_defines[0][1].intercom_delay[2][1] = 15000;
2276         Main_hall_defines[0][1].intercom_sounds[0] = 49;
2277         Main_hall_defines[0][1].intercom_sounds[1] = 50;
2278         Main_hall_defines[0][1].intercom_sounds[2] = 51;
2279         Main_hall_defines[0][1].intercom_sound_pan[0] = 0.0f;
2280         Main_hall_defines[0][1].intercom_sound_pan[1] = 0.0f;
2281         Main_hall_defines[0][1].intercom_sound_pan[2] = 0.0f;
2282         
2283         Main_hall_defines[0][1].num_misc_animations = 4;
2284         strncpy(Main_hall_defines[0][1].misc_anim_name[0], "main2-m1", MAX_FILENAME_LEN);
2285         strncpy(Main_hall_defines[0][1].misc_anim_name[1], "main2-m2", MAX_FILENAME_LEN);
2286         strncpy(Main_hall_defines[0][1].misc_anim_name[2], "main2-m3", MAX_FILENAME_LEN);
2287         strncpy(Main_hall_defines[0][1].misc_anim_name[3], "main2-m4", MAX_FILENAME_LEN);
2288         Main_hall_defines[0][1].misc_anim_delay[0][0] = -1;
2289         Main_hall_defines[0][1].misc_anim_delay[0][1] = 0;
2290         Main_hall_defines[0][1].misc_anim_delay[0][2] = 0;
2291         Main_hall_defines[0][1].misc_anim_delay[1][0] = -1;
2292         Main_hall_defines[0][1].misc_anim_delay[1][1] = 0;
2293         Main_hall_defines[0][1].misc_anim_delay[1][2] = 0;
2294         Main_hall_defines[0][1].misc_anim_delay[2][0] = -1;
2295         Main_hall_defines[0][1].misc_anim_delay[2][1] = 0;
2296         Main_hall_defines[0][1].misc_anim_delay[2][2] = 0;
2297         Main_hall_defines[0][1].misc_anim_delay[3][0] = -1;
2298         Main_hall_defines[0][1].misc_anim_delay[3][1] = 5000;
2299         Main_hall_defines[0][1].misc_anim_delay[3][2] = 9000;
2300         Main_hall_defines[0][1].misc_anim_coords[0][0] = 0;
2301         Main_hall_defines[0][1].misc_anim_coords[0][1] = 37;
2302         Main_hall_defines[0][1].misc_anim_coords[1][0] = 59;
2303         Main_hall_defines[0][1].misc_anim_coords[1][1] = 0;
2304         Main_hall_defines[0][1].misc_anim_coords[2][0] = 80;
2305         Main_hall_defines[0][1].misc_anim_coords[2][1] = 115;
2306         Main_hall_defines[0][1].misc_anim_coords[3][0] = 0;
2307         Main_hall_defines[0][1].misc_anim_coords[3][1] = 182;
2308         Main_hall_defines[0][1].misc_anim_modes[0] = 0;
2309         Main_hall_defines[0][1].misc_anim_modes[1] = 0;
2310         Main_hall_defines[0][1].misc_anim_modes[2] = 0;
2311         Main_hall_defines[0][1].misc_anim_modes[3] = 1;
2312         Main_hall_defines[0][1].misc_anim_sound_pan[0] = -0.82f;
2313         Main_hall_defines[0][1].misc_anim_sound_pan[1] = -0.5f;
2314         Main_hall_defines[0][1].misc_anim_sound_pan[2] = -0.5f;
2315         Main_hall_defines[0][1].misc_anim_sound_pan[3] = -0.86f;
2316         Main_hall_defines[0][1].misc_anim_special_sounds[0][0] = 2;
2317         Main_hall_defines[0][1].misc_anim_special_sounds[0][1] = 43;
2318         Main_hall_defines[0][1].misc_anim_special_sounds[0][2] = 44;
2319         Main_hall_defines[0][1].misc_anim_special_sounds[1][0] = 2;
2320         Main_hall_defines[0][1].misc_anim_special_sounds[1][1] = 45;
2321         Main_hall_defines[0][1].misc_anim_special_sounds[1][2] = 46;
2322         Main_hall_defines[0][1].misc_anim_special_sounds[2][0] = 2;
2323         Main_hall_defines[0][1].misc_anim_special_sounds[2][1] = 45;
2324         Main_hall_defines[0][1].misc_anim_special_sounds[2][2] = 46;
2325         Main_hall_defines[0][1].misc_anim_special_sounds[3][0] = 2;
2326         Main_hall_defines[0][1].misc_anim_special_sounds[3][1] = 47;
2327         Main_hall_defines[0][1].misc_anim_special_sounds[3][2] = 48;
2328         Main_hall_defines[0][1].misc_anim_special_trigger[0][0] = 2;
2329         Main_hall_defines[0][1].misc_anim_special_trigger[0][1] = 0;
2330         Main_hall_defines[0][1].misc_anim_special_trigger[0][2] = 300;
2331         Main_hall_defines[0][1].misc_anim_special_trigger[1][0] = 2;
2332         Main_hall_defines[0][1].misc_anim_special_trigger[1][1] = 20;
2333         Main_hall_defines[0][1].misc_anim_special_trigger[1][2] = 262;
2334         Main_hall_defines[0][1].misc_anim_special_trigger[2][0] = 2;
2335         Main_hall_defines[0][1].misc_anim_special_trigger[2][1] = 0;
2336         Main_hall_defines[0][1].misc_anim_special_trigger[2][2] = 150;
2337         Main_hall_defines[0][1].misc_anim_special_trigger[3][0] = 2;
2338         Main_hall_defines[0][1].misc_anim_special_trigger[3][1] = 128;
2339         Main_hall_defines[0][1].misc_anim_special_trigger[3][2] = 300;
2340         Main_hall_defines[0][1].misc_anim_sound_handles[0][0] = 2;
2341         Main_hall_defines[0][1].misc_anim_sound_handles[1][0] = 2;
2342         Main_hall_defines[0][1].misc_anim_sound_handles[2][0] = 2;
2343         Main_hall_defines[0][1].misc_anim_sound_handles[3][0] = 2;
2344         Main_hall_defines[0][1].misc_anim_sound_flag[0][0] = 2;
2345         Main_hall_defines[0][1].misc_anim_sound_flag[1][0] = 2;
2346         Main_hall_defines[0][1].misc_anim_sound_flag[2][0] = 2;
2347         Main_hall_defines[0][1].misc_anim_sound_flag[3][0] = 2;
2348         
2349         Main_hall_defines[0][1].num_door_animations = 6;
2350         strncpy(Main_hall_defines[0][1].door_anim_name[0], "main2-d1", MAX_FILENAME_LEN);
2351         strncpy(Main_hall_defines[0][1].door_anim_name[1], "main2-d6", MAX_FILENAME_LEN);
2352         strncpy(Main_hall_defines[0][1].door_anim_name[2], "main2-d3", MAX_FILENAME_LEN);
2353         strncpy(Main_hall_defines[0][1].door_anim_name[3], "main2-d4", MAX_FILENAME_LEN);
2354         strncpy(Main_hall_defines[0][1].door_anim_name[4], "main2-d5", MAX_FILENAME_LEN);
2355         strncpy(Main_hall_defines[0][1].door_anim_name[5], "main2-d2", MAX_FILENAME_LEN);
2356         Main_hall_defines[0][1].door_anim_coords[0][0] = 199;
2357         Main_hall_defines[0][1].door_anim_coords[0][1] = 265;
2358         Main_hall_defines[0][1].door_anim_coords[0][2] = 263;
2359         Main_hall_defines[0][1].door_anim_coords[0][3] = 295;
2360         Main_hall_defines[0][1].door_anim_coords[1][0] = 296;
2361         Main_hall_defines[0][1].door_anim_coords[1][1] = 278;
2362         Main_hall_defines[0][1].door_anim_coords[1][2] = 331;
2363         Main_hall_defines[0][1].door_anim_coords[1][3] = 209;
2364         Main_hall_defines[0][1].door_anim_coords[2][0] = 423;
2365         Main_hall_defines[0][1].door_anim_coords[2][1] = 138;
2366         Main_hall_defines[0][1].door_anim_coords[2][2] = 531;
2367         Main_hall_defines[0][1].door_anim_coords[2][3] = 240;
2368         Main_hall_defines[0][1].door_anim_coords[3][0] = 363;
2369         Main_hall_defines[0][1].door_anim_coords[3][1] = 187;
2370         Main_hall_defines[0][1].door_anim_coords[3][2] = 395;
2371         Main_hall_defines[0][1].door_anim_coords[3][3] = 218;
2372         Main_hall_defines[0][1].door_anim_coords[4][0] = 47;
2373         Main_hall_defines[0][1].door_anim_coords[4][1] = 307;
2374         Main_hall_defines[0][1].door_anim_coords[4][2] = 101;
2375         Main_hall_defines[0][1].door_anim_coords[4][3] = 342;
2376         Main_hall_defines[0][1].door_anim_coords[5][0] = 325;
2377         Main_hall_defines[0][1].door_anim_coords[5][1] = 311;
2378         Main_hall_defines[0][1].door_anim_coords[5][2] = 362;
2379         Main_hall_defines[0][1].door_anim_coords[5][3] = 371;
2380         Main_hall_defines[0][1].door_sounds[0][0] = 23;
2381         Main_hall_defines[0][1].door_sounds[0][1] = 24;
2382         Main_hall_defines[0][1].door_sounds[1][0] = 23;
2383         Main_hall_defines[0][1].door_sounds[1][1] = 24;
2384         Main_hall_defines[0][1].door_sounds[2][0] = 23;
2385         Main_hall_defines[0][1].door_sounds[2][1] = 24;
2386         Main_hall_defines[0][1].door_sounds[3][0] = 25;
2387         Main_hall_defines[0][1].door_sounds[3][1] = 26;
2388         Main_hall_defines[0][1].door_sounds[4][0] = 25;
2389         Main_hall_defines[0][1].door_sounds[4][1] = 26;
2390         Main_hall_defines[0][1].door_sounds[5][0] = 23;
2391         Main_hall_defines[0][1].door_sounds[5][1] = 24;
2392         Main_hall_defines[0][1].door_sound_pan[0] = -0.2f;
2393         Main_hall_defines[0][1].door_sound_pan[1] = 0.12f;
2394         Main_hall_defines[0][1].door_sound_pan[2] = 0.62f;
2395         Main_hall_defines[0][1].door_sound_pan[3] = 0.2f;
2396         Main_hall_defines[0][1].door_sound_pan[4] = -0.63f;
2397         Main_hall_defines[0][1].door_sound_pan[5] = 0.35f;
2398         
2399         Main_hall_defines[0][1].region_yval = 425;
2400         
2401         for (idx = 0; idx < NUM_REGIONS; idx++) {
2402                 Main_hall_defines[0][1].region_descript[idx] = NULL;
2403         }
2404
2405 #endif
2406
2407         // are we funny?
2408         if(Vasudan_funny){
2409                 Main_hall_defines[GR_640][1].door_sounds[OPTIONS_REGION][0] = SND_VASUDAN_BUP;
2410                 Main_hall_defines[GR_640][1].door_sounds[OPTIONS_REGION][1] = SND_VASUDAN_BUP;
2411                 Main_hall_defines[GR_1024][1].door_sounds[OPTIONS_REGION][0] = SND_VASUDAN_BUP;
2412                 Main_hall_defines[GR_1024][1].door_sounds[OPTIONS_REGION][1] = SND_VASUDAN_BUP;
2413
2414                 // set head anim. hehe
2415                 strcpy(Main_hall_defines[GR_640][1].door_anim_name[OPTIONS_REGION], "vhallheads");
2416                 strcpy(Main_hall_defines[GR_1024][1].door_anim_name[OPTIONS_REGION], "2_vhallheads");
2417
2418                 // set the background
2419                 strcpy(Main_hall_defines[GR_640][1].bitmap, "vhallhead");
2420                 strcpy(Main_hall_defines[GR_1024][1].bitmap, "2_vhallhead");            
2421         }
2422 }
2423
2424 // make the vasudan main hall funny
2425 void main_hall_vasudan_funny()
2426 {
2427         Vasudan_funny = 1;
2428 }
2429
2430
2431 /*
2432 #include "3d.h"
2433 int argh = -1;
2434 matrix view = {
2435         0.0f, 0.0f, 0.0f,
2436         0.0f, 0.0f, 0.0f,
2437         0.0f, 0.0f, 1.0f
2438 };
2439 */
2440 void d3d_test()
2441 {
2442         /*      
2443         vertex p1;
2444         vector sun_pos = vmd_zero_vector;
2445         sun_pos.z = 1.0f;
2446
2447         if(argh == -1){
2448                 argh = bm_load("sun01");
2449                 bm_lock(argh, 16, BMP_TEX_XPARENT);
2450                 bm_unlock(argh);
2451         }
2452         
2453         g3_start_frame(1);
2454         g3_set_view_matrix(&vmd_zero_vector, &view, 0.5f);      
2455         g3_rotate_vertex(&p1, &sun_pos);
2456         g3_project_vertex(&p1);
2457         gr_zbuffer_set(GR_ZBUFF_NONE);
2458         gr_set_bitmap( argh );
2459         g3_draw_bitmap(&p1, 0, 0.05f, TMAP_FLAG_TEXTURED | TMAP_FLAG_XPARENT);          
2460         g3_end_frame();
2461         */
2462 }
2463