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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/MissionUI/MissionDebrief.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * C module for running the debriefing
16  *
17  * $Log$
18  * Revision 1.14  2006/04/26 19:43:25  taylor
19  * this should squash the first second double-play of debriefing voice
20  *
21  * Revision 1.13  2005/08/12 08:52:32  taylor
22  * various GCC4 warning fixes
23  *
24  * Revision 1.12  2005/03/29 02:18:47  taylor
25  * Various 64-bit platform fixes
26  * Fix compiler errors with MAKE_FS1 and fix gr_set_bitmap() too
27  * Make sure that turrets can fire at asteroids for FS1 (needed for a couple missions)
28  * Streaming audio support (big thanks to Pierre Willenbrock!!)
29  * Removed dependance on strings.tbl for FS1 since we don't actually need it now
30  *
31  * Revision 1.11  2004/09/20 01:31:44  theoddone33
32  * GCC 3.4 fixes.
33  *
34  * Revision 1.10  2004/07/04 11:39:06  taylor
35  * fix missing debrief text, crash on exit, path separator's, warning fixes, no GR_SOFT
36  *
37  * Revision 1.9  2003/08/03 16:10:29  taylor
38  * cleanup; compile warning fixes
39  *
40  * Revision 1.8  2003/06/03 04:00:40  taylor
41  * Polish language support (Janusz Dziemidowicz)
42  *
43  * Revision 1.7  2003/05/25 02:30:43  taylor
44  * Freespace 1 support
45  *
46  * Revision 1.6  2002/07/13 06:46:48  theoddone33
47  * Warning cleanups
48  *
49  * Revision 1.5  2002/06/09 04:41:23  relnev
50  * added copyright header
51  *
52  * Revision 1.4  2002/06/02 04:26:34  relnev
53  * warning cleanup
54  *
55  * Revision 1.3  2002/05/26 22:06:17  relnev
56  * makefile: disable stand_gui for now.
57  *
58  * rest: staticize some globals
59  *
60  * Revision 1.2  2002/05/07 03:16:46  theoddone33
61  * The Great Newline Fix
62  *
63  * Revision 1.1.1.1  2002/05/03 03:28:10  root
64  * Initial import.
65  *
66  * 
67  * 57    10/29/99 10:40p Jefff
68  * hack to make german medal names display without actually changing them
69  * 
70  * 56    10/13/99 3:26p Jefff
71  * fixed unnumbered XSTRs
72  * 
73  * 55    10/06/99 10:28a Jefff
74  * updates for OEM
75  * 
76  * 54    9/30/99 5:57p Jefff
77  * show upsell at end of campaign in OEM builds
78  * 
79  * 53    9/15/99 3:42a Jefff
80  * badge voice fix
81  * 
82  * 52    9/14/99 4:35a Dave
83  * Argh. Added all kinds of code to handle potential crashes in debriefing
84  * code.
85  * 
86  * 51    9/14/99 3:26a Dave
87  * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
88  * respawn-too-early problem. Made a few crash points safe.
89  * 
90  * 50    9/14/99 12:51a Jefff
91  * 
92  * 49    9/13/99 6:01p Jefff
93  * fixed wrong promotion voice mapping for sm1-08
94  * 
95  * 48    9/13/99 11:15a Jefff
96  * clear out award text bug fixed
97  * 
98  * 47    9/13/99 12:17p Andsager
99  * Fix traitor debrief not playinf for FS2.  Don't append _3 or _1 as in
100  * FS1.
101  * 
102  * 46    9/07/99 9:35p Jefff
103  * fixed bug where award text was not getting cleared properly between
104  * debriefs.
105  * 
106  * 45    9/07/99 6:56p Jefff
107  * a few adjustments to loop detection
108  * 
109  * 44    9/07/99 1:54p Jefff
110  * skip mission cleanup
111  * 
112  * 43    9/06/99 9:45p Jefff
113  * skip mission support
114  * 
115  * 42    9/06/99 6:38p Dave
116  * Improved CD detection code.
117  * 
118  * 41    9/03/99 1:32a Dave
119  * CD checking by act. Added support to play 2 cutscenes in a row
120  * seamlessly. Fixed super low level cfile bug related to files in the
121  * root directory of a CD. Added cheat code to set campaign mission # in
122  * main hall.
123  * 
124  * 40    9/02/99 3:45p Jefff
125  * forgot to remove some debug code.  doh.
126  * 
127  * 39    9/02/99 3:41p Jefff
128  * changed badge voice handling to be similar to promotion voice handling
129  * 
130  * 38    9/01/99 4:41p Jefff
131  * fixed stoopid text color bug
132  * 
133  * 37    8/31/99 11:54a Jefff
134  * minor debrief music tweak
135  * 
136  * 36    8/27/99 9:57a Dave
137  * Enabled standard cheat codes. Allow player to continue in a campaing
138  * after using cheat codes.
139  * 
140  * 35    8/27/99 12:04a Dave
141  * Campaign loop screen.
142  * 
143  * 34    8/26/99 8:49p Jefff
144  * Updated medals screen and about everything that ever touches medals in
145  * one way or another.  Sheesh.
146  * 
147  * 33    8/20/99 4:20p Jefff
148  * hack for choosing the correct promotion voice
149  * 
150  * 32    8/16/99 4:05p Dave
151  * Big honking checkin.
152  * 
153  * 31    8/16/99 9:49a Jefff
154  * mission title length fix in multi
155  * 
156  * 30    8/11/99 5:33p Jefff
157  * added 3rd debrief music track
158  * 
159  * 29    8/10/99 7:28p Jefff
160  * shuffled some text around
161  * 
162  * 28    8/04/99 5:36p Andsager
163  * Show upsell screens at end of demo campaign before returning to main
164  * hall.
165  * 
166  * 27    8/04/99 2:07p Jefff
167  * mission title no longer overwrites popup
168  * 
169  * 26    8/02/99 5:37p Jefff
170  * 
171  * 25    8/02/99 4:52p Jefff
172  * negative feedback sound when recommendations button pressed and
173  * disabled.
174  * 
175  * 24    7/21/99 6:21p Jefff
176  * added hotkeys to the "you cannot accept" popup
177  * 
178  * 23    6/15/99 12:04p Anoop
179  * Added a warning for running out of debrief text lines.
180  * 
181  * 22    6/09/99 2:17p Dave
182  * Fixed up pleasewait bitmap rendering.
183  * 
184  * 21    6/01/99 6:07p Dave
185  * New loading/pause/please wait bar.
186  * 
187  * 20    5/22/99 6:05p Dave
188  * Fixed a few localization # problems.
189  * 
190  * 19    5/22/99 5:35p Dave
191  * Debrief and chatbox screens. Fixed small hi-res HUD bug.
192  * 
193  * 18    3/20/99 3:47p Andsager
194  * Fix crash with no mission loop description.
195  * 
196  * 17    2/23/99 2:29p Dave
197  * First run of oldschool dogfight mode. 
198  * 
199  * 16    2/21/99 6:01p Dave
200  * Fixed standalone WSS packets. 
201  * 
202  * 15    2/11/99 3:08p Dave
203  * PXO refresh button. Very preliminary squad war support.
204  * 
205  * 14    1/30/99 5:08p Dave
206  * More new hi-res stuff.Support for nice D3D textures.
207  * 
208  * 13    1/29/99 2:08a Dave
209  * Fixed beam weapon collisions with players. Reduced size of scoring
210  * struct for multiplayer. Disabled PXO.
211  * 
212  * 12    1/14/99 5:15p Neilk
213  * changed credits, command debrief interfaces to high resolution support
214  * 
215  * 11    1/13/99 2:11p Andsager
216  * change default debriefing string text
217  * 
218  * 10    12/17/98 4:50p Andsager
219  * Added debrief_assemble_optional_mission_popup_text() for single and
220  * multiplayer
221  * 
222  * 9     12/12/98 3:17p Andsager
223  * Clean up mission eval, goal, event and mission scoring.
224  * 
225  * 8     12/10/98 10:19a Andsager
226  * Fix mission loop assert
227  * 
228  * 7     12/10/98 9:59a Andsager
229  * Fix some bugs with mission loops
230  * 
231  * 6     12/09/98 1:56p Andsager
232  * Initial checkin of mission loop
233  * 
234  * 5     11/05/98 4:18p Dave
235  * First run nebula support. Beefed up localization a bit. Removed all
236  * conditional compiles for foreign versions. Modified mission file
237  * format.
238  * 
239  * 4     10/23/98 3:51p Dave
240  * Full support for tstrings.tbl and foreign languages. All that remains
241  * is to make it active in Fred.
242  * 
243  * 3     10/13/98 9:28a Dave
244  * Started neatening up freespace.h. Many variables renamed and
245  * reorganized. Added AlphaColors.[h,cpp]
246  * 
247  * 2     10/07/98 10:53a Dave
248  * Initial checkin.
249  * 
250  * 1     10/07/98 10:49a Dave
251  * 
252  * 178   9/17/98 3:08p Dave
253  * PXO to non-pxo game warning popup. Player icon stuff in create and join
254  * game screens. Upped server count refresh time in PXO to 35 secs (from
255  * 20).
256  * 
257  * 177   7/07/98 1:46p Dave
258  * Fixed nasty debriefing badge/promotion bug. Added extra physics info
259  * for capital ships. 
260  * 
261  * 175   6/09/98 10:31a Hoffoss
262  * Created index numbers for all xstr() references.  Any new xstr() stuff
263  * added from here on out should be added to the end if the list.  The
264  * current list count can be found in FreeSpace.cpp (search for
265  * XSTR_SIZE).
266  * 
267  * 174   6/07/98 3:26p Lawrance
268  * Fix bug with cut-off popup text
269  * 
270  * 173   6/05/98 9:54a Lawrance
271  * OEM changes
272  * 
273  * 172   6/01/98 11:43a John
274  * JAS & MK:  Classified all strings for localization.
275  * 
276  * 171   5/27/98 1:24p Allender
277  * make targeting dots work (as well as other targeting features) properly
278  * in multiplayer.  Don't query for CD when entering debrief in
279  * multiplayer
280  * 
281  * 170   5/26/98 11:10a Lawrance
282  * Fix bug where window controls get disabled when F1 pressed twice
283  * 
284  * 169   5/24/98 12:55a Mike
285  * Prevent SDL_assert() when no debriefing text for a stage.
286  * 
287  * 168   5/23/98 10:38p Lawrance
288  * Avoid doing a cfile refresh when running debug
289  * 
290  * 167   5/23/98 6:49p Lawrance
291  * Fix problems with refreshing the file list when a CD is inserted
292  * 
293  * 166   5/21/98 6:57p Lawrance
294  * Don't prompt for the CD if voice not found
295  * 
296  * 165   5/20/98 2:24a Dave
297  * Fixed server side voice muting. Tweaked multi debrief/endgame
298  * sequencing a bit. Much friendlier for stats tossing/accepting now.
299  * 
300  * 164   5/19/98 8:35p Dave
301  * Revamp PXO channel listing system. Send campaign goals/events to
302  * clients for evaluation. Made lock button pressable on all screens. 
303  * 
304  * 163   5/19/98 11:13a Hoffoss
305  * Fixed bug where wrong wings award was being displayed in debriefing.
306  * 
307  * 162   5/19/98 12:28a Mike
308  * Cheat stuff.
309  * 
310  * 161   5/18/98 8:08p Hoffoss
311  * Moved placement of 'More' text.
312  * 
313  * 160   5/18/98 3:50p Dan
314  * AL: Pick correct traitor debriefing voice file
315  * 
316  * 159   5/17/98 6:32p Dave
317  * Make sure clients/servers aren't kicked out of the debriefing when team
318  * captains leave a game. Fixed chatbox off-by-one error. Fixed image
319  * xfer/pilot info popup stuff.
320  * 
321  * 158   5/16/98 9:14p Allender
322  * fix scoring ckise fir training missions to actually count medals, but
323  * nothing else.  Code used to SDL_assert when wings were granted then taken
324  * away because they were actually never granted in scoring structure
325  * 
326  * 157   5/15/98 5:15p Dave
327  * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy
328  * status for team vs. team. Put in asserts to check for invalid team vs.
329  * team situations.
330  * 
331  * 156   5/15/98 4:36p Allender
332  * fixed minor bug with wings
333  * 
334  * 155   5/15/98 4:12p Allender
335  * removed redbook code.  Put back in ingame join timer.  Major fixups for
336  * stats in multiplayer.  Pass correct score, medals, etc when leaving
337  * game.  Be sure clients display medals, badges, etc.
338  * 
339  * 154   5/15/98 2:25p Jasen
340  * temporarily disable granting of promotion and badges for clients
341  * 
342  * 153   5/15/98 10:57a Allender
343  * fixed client side debriefings
344  * 
345  * 152   5/15/98 10:36a Dave
346  * Removed 2 bogus bitmap drawing Int3()'s
347  * 
348  * 151   5/14/98 2:44p Hoffoss
349  * Added wings awarding to debrief screen.
350  * 
351  * 150   5/13/98 9:11p Lawrance
352  * Make 'replay mission' popup warn users about the loss of mission stats. 
353  *
354  * $NoKeywords: $
355  */
356
357 #include "missiondebrief.h"
358 #include "missionbriefcommon.h"
359 #include "missionscreencommon.h"
360 #include "missiongoals.h"
361 #include "missionpause.h"
362 #include "freespace.h"
363 #include "gamesequence.h"
364 #include "key.h"
365 #include "2d.h"
366 #include "ui.h"
367 #include "uidefs.h"
368 #include "gamesnd.h"
369 #include "sexp.h"
370 #include "parselo.h"
371 #include "audiostr.h"
372 #include "timer.h"
373 #include "bmpman.h"
374 #include "contexthelp.h"
375 #include "stats.h"
376 #include "player.h"
377 #include "chatbox.h"
378 #include "mouse.h"
379 #include "multi.h"
380 #include "multimsgs.h"
381 #include "multiutil.h"
382 #include "multiteamselect.h"
383 #include "multiui.h"
384 #include "eventmusic.h"
385 #include "font.h"
386 #include "popup.h"
387 #include "medals.h"
388 #include "multi_pinfo.h"
389 #include "contexthelp.h"
390 #include "multi_kick.h"
391 #include "multi_campaign.h"
392 #include "alphacolors.h"
393 #include "localize.h"
394 #include "multi_endgame.h"
395 #include "osapi.h"
396
397 #define MAX_TOTAL_DEBRIEF_LINES 200
398
399 #define TEXT_TYPE_NORMAL                        1
400 #define TEXT_TYPE_RECOMMENDATION        2
401
402 #define DEBRIEF_NUM_STATS_PAGES 4
403 #define DEBRIEF_MISSION_STATS           0
404 #define DEBRIEF_MISSION_KILLS           1
405 #define DEBRIEF_ALLTIME_STATS           2
406 #define DEBRIEF_ALLTIME_KILLS           3
407
408 // 3rd coord is max width in pixels
409 int Debrief_title_coords[GR_NUM_RESOLUTIONS][3] = {
410         { // GR_640
411 #ifdef MAKE_FS1
412                 38, 120, 161
413 #else
414                 18, 118, 174
415 #endif
416         },
417         { // GR_1024
418                 28, 193, 280
419         }
420 };
421
422 int Debrief_text_wnd_coords[GR_NUM_RESOLUTIONS][4] = {
423         {       // GR_640
424 #ifdef MAKE_FS1
425                 38, 156, 342, 260
426 #else
427                 43, 140, 339, 303                       
428 #endif
429         },      
430         {       // GR_1024
431                 69, 224, 535, 485               
432         }
433 };
434
435 int Debrief_text_x2[GR_NUM_RESOLUTIONS] = {
436         276,    // GR_640
437         450     // GR_1024
438 };
439         
440 int Debrief_stage_info_coords[GR_NUM_RESOLUTIONS][2] = {
441         {       // GR_640
442 #ifdef MAKE_FS1
443                 379, 156
444 #else
445                 379, 137                
446 #endif
447         },      
448         {       // GR_1024
449                 578, 224
450         }
451 };
452
453 int Debrief_more_coords[GR_NUM_RESOLUTIONS][2] = {
454         {       // GR_640
455 #ifdef MAKE_FS1
456                 323, 418
457 #else
458                 323, 453        
459 #endif
460         },
461         {       // GR_1024
462                 323, 453        
463         }
464 };
465
466 #define MULTI_LIST_TEAM_OFFSET                                  16              
467
468 int Debrief_multi_list_team_max_display[GR_NUM_RESOLUTIONS] = {
469         9,      // GR_640
470         12      // GR_1024
471 };
472
473 int Debrief_list_coords[GR_NUM_RESOLUTIONS][4] = {
474         {       // GR_640
475                 416, 280, 195, 101
476         },
477         {       // GR_1024
478                 666, 448, 312, 162
479         }
480 };
481
482 int Debrief_award_wnd_coords[GR_NUM_RESOLUTIONS][2] = {
483         {       // GR_640
484 #ifdef MAKE_FS1
485                 391, 134
486 #else
487                 411, 126
488 #endif
489         },
490         {       // GR_1024
491                 658, 203        
492         }
493 };
494
495 int Debrief_award_coords[GR_NUM_RESOLUTIONS][2] = {
496         {       // GR_640
497 #ifdef MAKE_FS1
498                 448, 145
499 #else
500                 416, 140
501 #endif
502         },
503         {       // GR_1024
504                 666, 224        
505         }
506 };
507
508 #ifdef MAKE_FS1
509 int Debrief_rank_coords[2] = {
510         448, 168
511 };
512
513 int Debrief_badge_coords[2] = {
514         405, 166
515 };
516 #endif
517
518 #ifndef MAKE_FS1
519 // 0=x, 1=y, 2=width of the field
520 int Debrief_medal_text_coords[GR_NUM_RESOLUTIONS][3] = {
521         {       // GR_640
522                 423, 247, 189
523         },
524         {       // GR_1024
525                 666, 333, 67
526         }
527 };
528
529 // 0=x, 1=y, 2=height of the field
530 int Debrief_award_text_coords[GR_NUM_RESOLUTIONS][3] = {
531         {       // GR_640
532                 416, 210, 42
533         },
534         {       // GR_1024
535                 666, 333, 67
536         }
537 };
538 #else
539 // the medal text in FS1 is a bitmap
540 int Debrief_medal_text_coords[GR_NUM_RESOLUTIONS][2] = {
541         {
542                 402, 211
543         },
544         {
545                 402, 211
546         }
547 };
548
549 int Debrief_rank_text_coords[GR_NUM_RESOLUTIONS][2] = {
550         {
551                 409, 231
552         },
553         {
554                 409, 231
555         }
556 };
557
558 int Debrief_badge_text_coords[GR_NUM_RESOLUTIONS][2] = {
559         {
560                 401, 243
561         },
562         {
563                 401, 243
564         }
565 };
566 #endif
567
568 // 0 = with medal
569 // 1 = without medal (text will use medal space)
570 #define DB_WITH_MEDAL           0
571 #define DB_WITHOUT_MEDAL        1
572 int Debrief_award_text_width[GR_NUM_RESOLUTIONS][2] = {
573         {       // GR_640
574                 123, 203
575         },
576         {       // GR_1024
577                 196, 312        
578         }
579 };
580
581 const char *Debrief_single_name[GR_NUM_RESOLUTIONS] = {
582         "DebriefSingle",                // GR_640
583         "2_DebriefSingle"               // GR_1024
584 };
585 const char *Debrief_multi_name[GR_NUM_RESOLUTIONS] = {
586         "DebriefMulti",         // GR_640
587         "2_DebriefMulti"                // GR_1024
588 };
589 const char *Debrief_mask_name[GR_NUM_RESOLUTIONS] = {
590         "Debrief-m",                    // GR_640
591         "2_Debrief-m"                   // GR_1024
592 };
593
594 #define NUM_BUTTONS     18
595 #define NUM_TABS                2
596
597 #define DEBRIEF_TAB                             0
598 #define STATS_TAB                                       1
599 #define TEXT_SCROLL_UP                  2
600 #define TEXT_SCROLL_DOWN                3
601 #define REPLAY_MISSION                  4
602 #define RECOMMENDATIONS                 5
603 #define FIRST_STAGE                             6
604 #define PREV_STAGE                              7
605 #define NEXT_STAGE                              8
606 #define LAST_STAGE                              9
607 #define MULTI_PINFO_POPUP               10
608 #define MULTI_KICK                              11
609 #define MEDALS_BUTTON                   12
610 #define PLAYER_SCROLL_UP                13
611 #define PLAYER_SCROLL_DOWN              14
612 #define HELP_BUTTON                             15
613 #define OPTIONS_BUTTON                  16
614 #define ACCEPT_BUTTON                   17
615
616 #define REPEAT  1
617
618 //XSTR:OFF
619 const char* Debrief_loading_bitmap_fname[GR_NUM_RESOLUTIONS] = {
620         "PleaseWait",           // GR_640
621         "2_PleaseWait"          // GR_1024
622 };
623
624 //XSTR:ON
625
626 typedef struct {
627         char    text[NAME_LENGTH+1];    // name of ship type with a colon
628         int     num;                                            // how many ships of this type player has killed
629 } debrief_stats_kill_info;
630
631 typedef struct {
632         int net_player_index;   // index into Net_players[] array
633         int rank_bitmap;                        // bitmap id for rank
634         char callsign[CALLSIGN_LEN];
635 } debrief_multi_list_info;
636
637 static ui_button_info Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
638         { // GR_640
639 #ifdef MAKE_FS1
640                 ui_button_info("DB_00",         0,              2,              -1,     -1,     0),                     // debriefing
641                 ui_button_info("DB_01",         0,              20,             -1,     -1,     1),                     // statistics
642                 ui_button_info("DB_02",         0,              195,    -1,     -1,     2),                     // scroll stats up
643                 ui_button_info("DB_03",         0,              232,    -1,     -1,     3),                     // scroll stats down
644                 ui_button_info("DB_04",         24,             424,    -1,     -1,     4),                     // replay mission
645                 ui_button_info("DB_05",         30,             451,    -1,     -1,     5),                     // recommendations
646                 ui_button_info("DB_06",         211,    445,    -1,     -1,     6),                     // first page
647                 ui_button_info("DB_07",         234,    445,    -1,     -1,     7),                     // prev page
648                 ui_button_info("DB_08",         259,    445,    -1,     -1,     8),                     // next page
649                 ui_button_info("DB_09",         283,    445,    -1,     -1,     9),                     // last page
650                 ui_button_info("DB_21",         441,    384,    -1,     -1,     21),            // pilot info
651                 ui_button_info("DB_25",         511,    384,    -1,     -1,     25),            // kick
652                 ui_button_info("DB_15",         604,    224,    -1,     -1,     15),            // medals
653                 ui_button_info("DB_16",         615,    329,    -1,     -1,     16),            // scroll pilots up
654                 ui_button_info("DB_17",         615,    371,    -1,     -1,     17),            // scroll pilots down
655                 ui_button_info("DB_10",         469,    428,    -1,     -1,     10),            // help
656                 ui_button_info("DB_11",         447,    452,    -1,     -1,     11),            // options
657                 ui_button_info("DB_12",         562,    410,    -1,     -1,     12),            // accept
658 #else
659                 ui_button_info("DB_00",         6,              1,              37,     7,              0),             // debriefing
660                 ui_button_info("DB_01",         6,              21,     37,     23,     1),             // statistics
661                 ui_button_info("DB_02",         1,              195,    -1,     -1,     2),             // scroll stats up
662                 ui_button_info("DB_03",         1,              236,    -1,     -1,     3),             // scroll stats down
663                 ui_button_info("DB_04",         1,              428,    49,     447,    4),             // replay mission
664                 ui_button_info("DB_05",         17,     459,    49,     464,    5),             // recommendations
665                 ui_button_info("DB_06",         323,    454,    -1,     -1,     6),             // first page
666                 ui_button_info("DB_07",         348,    454,    -1,     -1,     7),             // prev page
667                 ui_button_info("DB_08",         372,    454,    -1,     -1,     8),             // next page
668                 ui_button_info("DB_09",         396,    454,    -1,     -1,     9),             // last page
669                 ui_button_info("DB_10",         441,    384,    433,    413,    10),            // pilot info
670                 ui_button_info("DB_11",         511,    384,    510,    413,    11),            // kick
671                 ui_button_info("DB_12",         613,    226,    -1,     -1,     12),            // medals
672                 ui_button_info("DB_13",         615,    329,    -1,     -1,     13),            // scroll pilots up
673                 ui_button_info("DB_14",         615,    371,    -1,     -1,     14),            // scroll pilots down
674                 ui_button_info("DB_15",         538,    431,    500,    440,    15),            // help
675                 ui_button_info("DB_16",         538,    455,    479,    464,    16),            // options
676                 ui_button_info("DB_17",         573,    432,    572,    413,    17),            // accept
677 #endif
678         },
679         { // GR_1024
680                 ui_button_info("2_DB_00",               10,     1,              59,     12,     0),             // debriefing
681                 ui_button_info("2_DB_01",               10,     33,     59,     37,     1),             // statistics
682                 ui_button_info("2_DB_02",               1,              312,    -1,     -1,     2),             // scroll stats up
683                 ui_button_info("2_DB_03",               1,              378,    -1,     -1,     3),             // scroll stats down
684                 ui_button_info("2_DB_04",               1,              685,    79,     715,    4),             // replay mission
685                 ui_button_info("2_DB_05",               28,     735,    79,     743,    5),             // recommendations
686                 ui_button_info("2_DB_06",               517,    726,    -1,     -1,     6),             // first page
687                 ui_button_info("2_DB_07",               556,    726,    -1,     -1,     7),             // prev page
688                 ui_button_info("2_DB_08",               595,    726,    -1,     -1,     8),             // next page
689                 ui_button_info("2_DB_09",               633,    726,    -1,     -1,     9),             // last page
690                 ui_button_info("2_DB_10",               706,    615,    700,    661,    10),            // pilot info
691                 ui_button_info("2_DB_11",               817,    615,    816,    661,    11),            // kick
692                 ui_button_info("2_DB_12",               981,    362,    -1,     -1,     12),            // medals
693                 ui_button_info("2_DB_13",               984,    526,    -1,     -1,     13),            // scroll pilots up
694                 ui_button_info("2_DB_14",               984,    594,    -1,     -1,     14),            // scroll pilots down
695                 ui_button_info("2_DB_15",               861,    689,    801,    705,    15),            // help
696                 ui_button_info("2_DB_16",               861,    728,    777,    744,    16),            // options
697                 ui_button_info("2_DB_17",               917,    692,    917,    692,    17),            // accept
698         }
699 };
700
701 // text
702 #ifndef MAKE_FS1
703 #define NUM_DEBRIEF_TEXT                        10
704 #define MP_TEXT_INDEX_1                                 4
705 #define MP_TEXT_INDEX_2                                 5
706 #define MP_TEXT_INDEX_3                                 6
707 UI_XSTR Debrief_strings[GR_NUM_RESOLUTIONS][NUM_DEBRIEF_TEXT] = {
708         { // GR_640
709                 { "Debriefing",         804,            37,     7,              UI_XSTR_COLOR_GREEN,    -1,     &Buttons[0][DEBRIEF_TAB].button },
710                 { "Statistics",         1333,           37,     26,     UI_XSTR_COLOR_GREEN,    -1,     &Buttons[0][STATS_TAB].button },
711                 { "Replay Mission",     444,            49,     447,    UI_XSTR_COLOR_PINK,     -1,     &Buttons[0][REPLAY_MISSION].button },
712                 { "Recommendations",    1334,           49,     464,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[0][RECOMMENDATIONS].button },
713                 { "Pilot",                              1310,           433,    413,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[0][MULTI_PINFO_POPUP].button },
714                 { "Info",                               1311,           433,    423,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[0][MULTI_PINFO_POPUP].button },
715                 { "Kick",                               1266,           510,    413,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[0][MULTI_KICK].button },
716                 { "Help",                               928,            500,    440,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[0][HELP_BUTTON].button },
717                 { "Options",                    1036,           479,    464,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[0][OPTIONS_BUTTON].button },
718                 { "Accept",                             1035,           572,    413,    UI_XSTR_COLOR_PINK,     -1,     &Buttons[0][ACCEPT_BUTTON].button },
719         },
720         { // GR_1024
721                 { "Debriefing",         804,            59,     12,     UI_XSTR_COLOR_GREEN,    -1,     &Buttons[1][DEBRIEF_TAB].button },
722                 { "Statistics",         1333,           59,     47,     UI_XSTR_COLOR_GREEN,    -1,     &Buttons[1][STATS_TAB].button },
723                 { "Replay Mission",     444,            79,     715,    UI_XSTR_COLOR_PINK,     -1,     &Buttons[1][REPLAY_MISSION].button },
724                 { "Recommendations",    1334,           79,     743,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[1][RECOMMENDATIONS].button },
725                 { "Pilot",                              1310,           700,    661,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[1][MULTI_PINFO_POPUP].button },
726                 { "Info",                               1311,           700,    679,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[1][MULTI_PINFO_POPUP].button },
727                 { "Kick",                               1266,           816,    661,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[1][MULTI_KICK].button },
728                 { "Help",                               928,            801,    705,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[1][HELP_BUTTON].button },
729                 { "Options",                    1036,           780,    744,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[1][OPTIONS_BUTTON].button },
730                 { "Accept",                             1035,           917,    672,    UI_XSTR_COLOR_PINK,     -1,     &Buttons[1][ACCEPT_BUTTON].button },
731         }
732 };
733 #endif
734
735
736 char Debrief_current_callsign[CALLSIGN_LEN+10];
737 player *Debrief_player;
738
739 static UI_WINDOW Debrief_ui_window;
740 static UI_BUTTON List_region;
741 static int Background_bitmap;                                   // bitmap for the background of the debriefing
742 static int Award_bg_bitmap;
743 static int Debrief_multi_loading_bitmap;
744 static int Rank_bitmap;
745 static int Medal_bitmap;
746 static int Badge_bitmap;
747 static int Wings_bitmap;
748 static int Crest_bitmap;
749 #ifdef MAKE_FS1
750 static int Rank_text_bitmap;
751 static int Medal_text_bitmap;
752 static int Badge_text_bitmap;
753 #endif
754 static int Promoted;
755 static int Debrief_accepted;
756 static int Turned_traitor;
757 static int Must_replay_mission;
758
759 static int Current_mode;
760 static int New_mode;
761 static int Recommend_active;
762 static int Award_active;
763 static int Text_offset;
764 static int Num_text_lines = 0;
765 static int Num_debrief_lines = 0;
766 static int Text_type[MAX_TOTAL_DEBRIEF_LINES];
767 static char *Text[MAX_TOTAL_DEBRIEF_LINES];
768
769 static int Debrief_inited = 0;
770 static int New_stage;
771 static int Current_stage;
772 static int Num_stages = 0;
773 static int Num_debrief_stages = 0;
774 static int Stage_voice = -1;
775
776 static int Multi_list_size;
777 static int Multi_list_offset;
778
779 int Debrief_multi_stages_loaded = 0;
780 int Debrief_multi_voice_loaded = 0;
781
782 // static int Debrief_voice_ask_for_cd;
783
784 // voice id's for debriefing text
785 static int Debrief_voices[MAX_DEBRIEF_STAGES];
786
787 #define DEBRIEF_VOICE_DELAY 400                         // time to delay voice playback when a new stage starts
788 static int Debrief_cue_voice;                                   // timestamp to cue the playback of the voice
789 static int Debrief_first_voice_flag = 1;        // used to delay the first voice playback extra long
790
791 // pointer used for getting to debriefing information
792 debriefing      Traitor_debriefing;                             // used when player is a traitor
793
794 // pointers to the active stages for this debriefing
795 static debrief_stage *Debrief_stages[MAX_DEBRIEF_STAGES];
796 static debrief_stage Promotion_stage, Badge_stage;
797 static debrief_stats_kill_info Debrief_stats_kills[MAX_SHIP_TYPES];
798 static debrief_multi_list_info Multi_list[MAX_PLAYERS];
799 int Multi_list_select;
800
801 // flag indicating if we should display info for the given player (in multiplayer)
802 int Debrief_should_show_popup = 1;
803
804 // already shown skip mission popup?
805 static int Debrief_skip_popup_already_shown = 0;
806
807 void debrief_text_init();
808 void debrief_accept(int ok_to_post_start_game_event = 1);
809 void debrief_kick_selected_player();
810
811
812 // promotion voice selection stuff
813 #define NUM_VOLITION_CAMPAIGNS  1
814 typedef struct {
815         char  campaign_name[32];
816         int     num_missions;
817 } v_campaign;
818
819 v_campaign Volition_campaigns[NUM_VOLITION_CAMPAIGNS] = {
820         {
821                 BUILTIN_CAMPAIGN,               // the only campaign for now, but this leaves room for a mission pack
822                 35                                              // make sure this is equal to the  number of missions you gave in the corresponding Debrief_promotion_voice_mapping
823         }
824 };
825
826 // data for which voice goes w/ which mission
827 typedef struct voice_map {
828         char  mission_file[32];
829         int     persona_index;
830 } voice_map;
831
832 voice_map Debrief_promotion_voice_mapping[NUM_VOLITION_CAMPAIGNS][MAX_CAMPAIGN_MISSIONS] = {
833         {               // FreeSpace2 campaign 
834                 { "SM1-01.fs2",                 1 },
835                 { "SM1-02.fs2",                 1 },
836                 { "SM1-03.fs2",                 1 },
837                 { "SM1-04.fs2",                 2 },
838                 { "SM1-05.fs2",                 2 },
839                 { "SM1-06.fs2",                 2 },
840                 { "SM1-07.fs2",                 2 },
841                 { "SM1-08.fs2",                 3 },
842                 { "SM1-09.fs2",                 3 },
843                 { "SM1-10.fs2",                 3 },
844
845                 { "SM2-01.fs2",                 6 },
846                 { "SM2-02.fs2",                 6 },
847                 { "SM2-03.fs2",                 6 },
848                 { "SM2-04.fs2",                 7 },
849                 { "SM2-05.fs2",                 7 },
850                 { "SM2-06.fs2",                 7 },
851                 { "SM2-07.fs2",                 8 },
852                 { "SM2-08.fs2",                 8 },
853                 { "SM2-09.fs2",                 8 },
854                 { "SM2-10.fs2",                 8 },
855
856                 { "SM3-01.fs2",                 8 },
857                 { "SM3-02.fs2",                 8 },
858                 { "SM3-03.fs2",                 8 },
859                 { "SM3-04.fs2",                 8 },
860                 { "SM3-05.fs2",                 8 },
861                 { "SM3-06.fs2",                 9 },
862                 { "SM3-07.fs2",                 9 },
863                 { "SM3-08.fs2",                 9 },
864                 { "SM3-09.fs2",                 9 },
865                 { "SM3-10.fs2",                 9 },                    // no debriefing for 3-10
866                 
867                 { "loop1-1.fs2",                        4 },
868                 { "loop1-2.fs2",                        4 },
869                 { "loop1-3.fs2",                        5 },
870                 { "loop2-1.fs2",                        4 },
871                 { "loop2-2.fs2",                        4 }
872         }
873 };
874
875 #define DB_AWARD_WINGS          0
876 #define DB_AWARD_MEDAL          1
877 #ifdef MAKE_FS1
878 #define DB_AWARD_RANK           2
879 #define DB_AWARD_BADGE          3
880 #define DB_AWARD_BG                     4
881 static const char* Debrief_award_filename[GR_NUM_RESOLUTIONS][5] = {
882         {
883                 "DebriefWings",
884                 "DebriefMedal",
885                 "DebriefRank",
886                 "DebriefBadge",
887                 "DebriefAward"
888         },
889         {
890                 "2_DebriefWings",
891                 "2_DebriefMedal",
892                 "2_DebriefRank",
893                 "2_DebriefBadge",
894                 "2_DebriefAward"
895         }
896 };
897 #else
898 #define DB_AWARD_SOC                    2
899 #define DB_AWARD_RANK           3
900 #define DB_AWARD_BADGE          4
901 #define DB_AWARD_BG                     5
902 static const char* Debrief_award_filename[GR_NUM_RESOLUTIONS][6] = {
903         {
904                 "DebriefWings",
905                 "DebriefMedal",
906                 "DebriefCrest",
907                 "DebriefRank",
908                 "DebriefBadge",
909                 "DebriefAward"
910         },
911         {
912                 "2_DebriefWings",
913                 "2_DebriefMedal",
914                 "2_DebriefCrest",
915                 "2_DebriefRank",
916                 "2_DebriefBadge",
917                 "2_DebriefAward"
918         }
919 };
920 #endif
921
922 #define AWARD_TEXT_MAX_LINES                            5
923 #define AWARD_TEXT_MAX_LINE_LENGTH              128
924 char Debrief_award_text[AWARD_TEXT_MAX_LINES][AWARD_TEXT_MAX_LINE_LENGTH];
925 int Debrief_award_text_num_lines = 0;
926
927
928
929 // prototypes, you know you love 'em
930 void debrief_add_award_text(char *str);
931 void debrief_award_text_clear();
932
933
934
935 // functions
936 const char *debrief_tooltip_handler(const char *str)
937 {
938         if (!SDL_strcasecmp(str, NOX("@.Medal"))) {
939                 if (Award_active){
940                         return XSTR( "Medal", 435);
941                 }
942
943         } else if (!SDL_strcasecmp(str, NOX("@.Rank"))) {
944                 if (Award_active){
945                         return XSTR( "Rank", 436);
946                 }
947
948         } else if (!SDL_strcasecmp(str, NOX("@.Badge"))) {
949                 if (Award_active){
950                         return XSTR( "Badge", 437);
951                 }
952
953         } else if (!SDL_strcasecmp(str, NOX("@Medal"))) {
954                 if (Medal_bitmap >= 0){
955                         return Medals[Player->stats.m_medal_earned].name;
956                 }
957
958         } else if (!SDL_strcasecmp(str, NOX("@Rank"))) {
959                 if (Rank_bitmap >= 0){
960                         return Ranks[Promoted].name;
961                 }
962
963         } else if (!SDL_strcasecmp(str, NOX("@Badge"))) {
964                 if (Badge_bitmap >= 0){
965                         return Medals[Badge_index[Player->stats.m_badge_earned]].name;
966                 }
967         }
968
969         return NULL;
970 }
971
972 // initialize the array of handles to the different voice streams
973 void debrief_voice_init()
974 {
975         int i;
976
977         for (i=0; i<MAX_DEBRIEF_STAGES; i++) {
978                 Debrief_voices[i] = -1;
979         }
980 }
981
982 void debrief_load_voice_file(int voice_num, char *name)
983 {
984         int load_attempts = 0;
985         while(1) {
986
987                 if ( load_attempts++ > 5 ) {
988                         break;
989                 }
990
991                 Debrief_voices[voice_num] = audiostream_open( name, ASF_VOICE );
992                 if ( Debrief_voices[voice_num] >= 0 ) {
993                         break;
994                 }
995
996                 // Don't bother to ask for the CD in multiplayer
997                 if ( Game_mode & GM_MULTIPLAYER ) {
998                         break;
999                 }
1000
1001                 // couldn't load voice, ask user to insert CD (if necessary)
1002
1003                 // if ( Debrief_voice_ask_for_cd ) {
1004                         // if ( game_do_cd_check() == 0 ) {
1005                                 // Debrief_voice_ask_for_cd = 0;
1006                                 // break;
1007                         // }
1008                 // }
1009         }
1010 }
1011
1012 // open and pre-load the stream buffers for the different voice streams
1013 void debrief_voice_load_all()
1014 {
1015         int i;
1016
1017         // Debrief_voice_ask_for_cd = 1;
1018
1019         for ( i=0; i<Num_debrief_stages; i++ ) {
1020                 if ( strlen(Debrief_stages[i]->voice) <= 0 ) {
1021                         continue;
1022                 }
1023                 if ( SDL_strncasecmp(Debrief_stages[i]->voice, NOX("none"), 4) ) {
1024                         debrief_load_voice_file(i, Debrief_stages[i]->voice);
1025 //                      Debrief_voices[i] = audiostream_open(Debrief_stages[i]->voice, ASF_VOICE);
1026                 }
1027         }
1028 }
1029
1030 // close all the briefing voice streams
1031 void debrief_voice_unload_all()
1032 {
1033         int i;
1034
1035         for ( i=0; i<MAX_DEBRIEF_STAGES; i++ ) {
1036                 if ( Debrief_voices[i] != -1 ) {
1037                         audiostream_close_file(Debrief_voices[i], 0);
1038                         Debrief_voices[i] = -1;
1039                 }
1040         }
1041 }
1042
1043 // start playback of the voice for a particular briefing stage
1044 void debrief_voice_play()
1045 {
1046         if (!Briefing_voice_enabled || (Current_mode != DEBRIEF_TAB)){
1047                 return;
1048         }
1049
1050         // no more stages?  We are done then.
1051         if (Stage_voice >= Num_debrief_stages){
1052                 return;
1053         }
1054
1055         // if in delayed start, see if delay has elapsed and start voice if so
1056         if (Debrief_cue_voice) {
1057                 if (!timestamp_elapsed(Debrief_cue_voice)){
1058                         return;
1059                 }
1060
1061                 Stage_voice++;  // move up to next voice
1062                 if ((Stage_voice < Num_debrief_stages) && (Debrief_voices[Stage_voice] >= 0)) {
1063                         audiostream_play(Debrief_voices[Stage_voice], Master_voice_volume, 0);
1064                         Debrief_cue_voice = 0;  // indicate no longer in delayed start checking
1065                 }
1066
1067                 return;
1068         }
1069
1070         // see if voice is still playing.  If so, do nothing yet.
1071         if ((Stage_voice >= 0) && audiostream_is_playing(Debrief_voices[Stage_voice])){
1072                 return;
1073         }
1074
1075         // set voice to play in a little while from now.
1076         Debrief_cue_voice = timestamp(DEBRIEF_VOICE_DELAY);
1077 }
1078
1079 // stop playback of the voice for a particular briefing stage
1080 void debrief_voice_stop()
1081 {
1082         if ((Stage_voice < 0) || (Stage_voice > Num_debrief_stages) || (Debrief_voices[Stage_voice] < 0))
1083                 return;
1084
1085         audiostream_stop(Debrief_voices[Stage_voice]);  // stream is automatically rewound
1086         Stage_voice = -1;
1087 }
1088
1089 // function to deal with inserting possible promition and badge stages into the debriefing
1090 // on the clients
1091 void debrief_multi_fixup_stages()
1092 {
1093         int i;
1094
1095         // possibly insert the badge stage first, them the promotion stage since they are
1096         // inserted at the front of the debrief stages.
1097         if ( Badge_bitmap >= 0 ) {
1098                 // move all stages forward one.  Don't 
1099                 for ( i = Num_debrief_stages; i > 0; i-- ) {
1100                         Debrief_stages[i] = Debrief_stages[i-1];
1101                 }
1102                 Debrief_stages[0] = &Badge_stage;
1103                 Num_debrief_stages++;
1104         }
1105
1106         if ( Promoted >= 0) {
1107                 // move all stages forward one
1108                 for ( i = Num_debrief_stages; i > 0; i-- ) {
1109                         Debrief_stages[i] = Debrief_stages[i-1];
1110                 }
1111                 Debrief_stages[0] = &Promotion_stage;
1112                 Num_debrief_stages++;
1113         }
1114 }
1115
1116
1117 // function called from multiplayer clients to set up the debriefing information for them
1118 // (sent from the server).  
1119 void debrief_set_multi_clients( int stage_count, int active_stages[] )
1120 {
1121         int i;
1122
1123         // set up the right briefing for this guy
1124         if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
1125                 Debriefing = &Debriefings[Net_player->p_info.team];
1126         } else {
1127                 Debriefing = &Debriefings[0];                   
1128         }
1129
1130         // see if this client was promoted -- if so, then add the first stage.
1131         Num_debrief_stages = 0;
1132
1133         // set the pointers to the debriefings for this client
1134         for (i = 0; i < stage_count; i++) {
1135                 Debrief_stages[Num_debrief_stages++] = &Debriefing->stages[active_stages[i]];
1136         }
1137
1138         Debrief_multi_stages_loaded = 1;
1139 }
1140
1141 // evaluate all stages for all teams.  Server of a multiplayer game will have to send that
1142 // information to all clients after leaving this screen.
1143 void debrief_multi_server_stuff()
1144 {
1145         debriefing *debriefp;
1146
1147         int stage_active[MAX_TEAMS][MAX_DEBRIEF_STAGES], *stages[MAX_TEAMS];
1148         int i, j, num_stages, stage_count[MAX_TEAMS];
1149
1150         memset( stage_active, 0, sizeof(stage_active) );
1151
1152         for (i=0; i<Num_teams; i++) {
1153                 debriefp = &Debriefings[i];
1154                 num_stages = 0;
1155                 stages[i] = stage_active[i];
1156                 for (j=0; j<debriefp->num_stages; j++) {
1157                         if ( eval_sexp(debriefp->stages[j].formula) ) {
1158                                 stage_active[i][num_stages] = j;
1159                                 num_stages++;
1160                         }
1161                 }
1162
1163                 stage_count[i] = num_stages;
1164         }
1165
1166         // if we're in campaign mode, evaluate campaign stuff
1167         if (Netgame.campaign_mode == MP_CAMPAIGN) {
1168                 multi_campaign_eval_debrief();
1169         }
1170
1171         // send the information to all clients.
1172         send_debrief_info( stage_count, stages );
1173 }
1174
1175
1176 // --------------------------------------------------------------------------------------
1177 //      debrief_set_stages_and_multi_stuff()
1178 //
1179 // Set up the active stages for this debriefing
1180 //
1181 // returns:             number of active debriefing stages
1182 //
1183 int debrief_set_stages_and_multi_stuff()
1184 {
1185         int i;
1186         debriefing      *debriefp;
1187
1188         if ( MULTIPLAYER_CLIENT ) {
1189                 return 0;
1190         }
1191
1192         Num_debrief_stages = 0;
1193
1194         if ( Game_mode & GM_MULTIPLAYER ) {
1195                 debrief_multi_server_stuff();
1196         }
1197
1198         // check to see if player is a traitor (looking at his team).  If so, use the special
1199         // traitor debriefing.  Only done in single player
1200         debriefp = Debriefing;
1201         if ( !(Game_mode & GM_MULTIPLAYER) ) {
1202                 if (Player_ship->team == TEAM_TRAITOR)
1203                         debriefp = &Traitor_debriefing;
1204         }
1205
1206         Num_debrief_stages = 0;
1207         if (Promoted >= 0) {
1208                 Debrief_stages[Num_debrief_stages++] = &Promotion_stage;
1209         }
1210
1211         if (Badge_bitmap >= 0) {
1212                 Debrief_stages[Num_debrief_stages++] = &Badge_stage;
1213         }
1214
1215         for (i=0; i<debriefp->num_stages; i++) {
1216                 if (eval_sexp(debriefp->stages[i].formula) == 1) {
1217                         Debrief_stages[Num_debrief_stages++] = &debriefp->stages[i];
1218                 }
1219         }
1220
1221         return Num_debrief_stages;
1222 }
1223
1224 // init the buttons that are specific to the debriefing screen
1225 void debrief_buttons_init()
1226 {
1227         ui_button_info *b;
1228         int i;
1229
1230         for ( i=0; i<NUM_BUTTONS; i++ ) {
1231                 b = &Buttons[gr_screen.res][i];
1232                 b->button.create( &Debrief_ui_window, "", b->x, b->y, 60, 30, 0 /*b->flags & REPEAT*/, 1 );
1233                 // set up callback for when a mouse first goes over a button
1234                 b->button.set_highlight_action( common_play_highlight_sound );
1235                 b->button.set_bmaps(b->filename);
1236                 b->button.link_hotspot(b->hotspot);
1237         }
1238
1239 #ifndef MAKE_FS1
1240         // add all xstrs
1241         for(i=0; i<NUM_DEBRIEF_TEXT; i++){
1242                 // multiplayer specific text
1243                 if((i == MP_TEXT_INDEX_1) || (i == MP_TEXT_INDEX_2) || (i == MP_TEXT_INDEX_3)){
1244                         // only add if in multiplayer mode
1245                         if(Game_mode & GM_MULTIPLAYER){
1246                                 Debrief_ui_window.add_XSTR(&Debrief_strings[gr_screen.res][i]);
1247                         }
1248                 } 
1249                 // all other text
1250                 else {
1251                         Debrief_ui_window.add_XSTR(&Debrief_strings[gr_screen.res][i]);
1252                 }
1253         }
1254 #endif
1255         
1256         // set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
1257         Buttons[gr_screen.res][NEXT_STAGE].button.set_hotkey(SDLK_RIGHT);
1258         Buttons[gr_screen.res][PREV_STAGE].button.set_hotkey(SDLK_LEFT);
1259         Buttons[gr_screen.res][LAST_STAGE].button.set_hotkey(KEY_SHIFTED | SDLK_RIGHT);
1260         Buttons[gr_screen.res][FIRST_STAGE].button.set_hotkey(KEY_SHIFTED | SDLK_LEFT);
1261         Buttons[gr_screen.res][TEXT_SCROLL_UP].button.set_hotkey(SDLK_UP);
1262         Buttons[gr_screen.res][TEXT_SCROLL_DOWN].button.set_hotkey(SDLK_DOWN);
1263         Buttons[gr_screen.res][ACCEPT_BUTTON].button.set_hotkey(KEY_CTRLED+SDLK_RETURN);
1264
1265         // if in multiplayer, disable the button for all players except the host
1266         // also disable for squad war matches
1267         if(Game_mode & GM_MULTIPLAYER){
1268                 if((Netgame.type_flags & NG_TYPE_SW) || !(Net_player->flags & NETINFO_FLAG_GAME_HOST)){
1269                         Buttons[gr_screen.res][REPLAY_MISSION].button.disable();
1270                 }
1271         }
1272 }
1273
1274 // --------------------------------------------------------------------------------------
1275 //      debrief_ui_init()
1276 //
1277 void debrief_ui_init()
1278 {
1279         // init ship selection masks and buttons
1280         common_set_interface_palette("DebriefPalette");         // set the interface palette
1281         Debrief_ui_window.create( 0, 0, gr_screen.max_w, gr_screen.max_h, 0 );
1282         Debrief_ui_window.set_mask_bmap(Debrief_mask_name[gr_screen.res]);
1283         Debrief_ui_window.tooltip_handler = debrief_tooltip_handler;
1284         debrief_buttons_init();
1285
1286         // load in help overlay bitmap  
1287         help_overlay_load(DEBRIEFING_OVERLAY);
1288         help_overlay_set_state(DEBRIEFING_OVERLAY,0);
1289
1290         if ( Game_mode & GM_MULTIPLAYER ) {
1291                 // close down any old instances of the chatbox
1292                 chatbox_close();
1293
1294                 // create the new one
1295                 chatbox_create();
1296                 Background_bitmap = bm_load(Debrief_multi_name[gr_screen.res]);
1297                 List_region.create(&Debrief_ui_window, "", Debrief_list_coords[gr_screen.res][0], Debrief_list_coords[gr_screen.res][1], Debrief_list_coords[gr_screen.res][2], Debrief_list_coords[gr_screen.res][3], 0, 1);
1298                 List_region.hide();
1299         } else {
1300                 Background_bitmap = bm_load(Debrief_single_name[gr_screen.res]);
1301         }
1302
1303         if ( Background_bitmap < 0 ) {
1304                 Warning(LOCATION, "Could not load the background bitmap for debrief screen");
1305         }
1306
1307         Award_bg_bitmap = bm_load(Debrief_award_filename[gr_screen.res][DB_AWARD_BG]);
1308         Debrief_multi_loading_bitmap = bm_load(Debrief_loading_bitmap_fname[gr_screen.res]);
1309 }
1310
1311 // sets Promotion_stage.voice
1312 // defaults to number 9 (Petrarch) for non-volition missions
1313 // this is an ugly, nasty way of doing this, but it saves us changing the missions at this point
1314 void debrief_choose_promotion_voice()
1315 {
1316         int i, j;
1317
1318         if(Campaign.current_mission < 0){
1319                 SDL_snprintf(Promotion_stage.voice, sizeof(Promotion_stage.voice), NOX("9_%s"), Ranks[Promoted].promotion_voice_base);
1320                 return;
1321         }
1322
1323         // search thru all official campaigns for our current campaign
1324         if ((Campaign.missions[Campaign.current_mission].name) && (Campaign.filename)) {
1325                 for (i=0; i<NUM_VOLITION_CAMPAIGNS; i++) {
1326                         if ((Campaign.filename != NULL) && !SDL_strcasecmp(Campaign.filename, Volition_campaigns[i].campaign_name)) {   
1327                                 // now search thru the mission filenames, 
1328                                 for (j=0; j<Volition_campaigns[i].num_missions; j++) {
1329                                         if ((Campaign.missions[Campaign.current_mission].name != NULL) && !SDL_strcasecmp(Campaign.missions[Campaign.current_mission].name, Debrief_promotion_voice_mapping[i][j].mission_file)) {
1330                                                 // found it!  set the persona and bail
1331                                                 SDL_snprintf(Promotion_stage.voice, sizeof(Promotion_stage.voice), NOX("%d_%s"), Debrief_promotion_voice_mapping[i][j].persona_index, Ranks[Promoted].promotion_voice_base);
1332                                                 return;
1333                                         }
1334                                 }
1335                         }
1336                 }
1337         }
1338
1339         // default to petrarch
1340         SDL_snprintf(Promotion_stage.voice, sizeof(Promotion_stage.voice), NOX("9_%s"), Ranks[Promoted].promotion_voice_base);
1341 }
1342
1343 // sets Promotion_stage.voice
1344 // defaults to number 9 (Petrarch) for non-volition missions
1345 // this is an ugly, nasty, hateful way of doing this, but it saves us changing the missions at this point
1346 void debrief_choose_badge_voice()
1347 {
1348 #ifndef MAKE_FS1
1349         int i, j;
1350 #endif
1351
1352         if(Campaign.current_mission < 0){
1353 #ifndef MAKE_FS1
1354                 // default to petrarch
1355                 SDL_snprintf(Badge_stage.voice, sizeof(Badge_stage.voice), NOX("9_%s"), Badge_info[Player->stats.m_badge_earned].voice_base);
1356 #else
1357                 // default to FS1 guy
1358                 SDL_snprintf(Badge_stage.voice, sizeof(Badge_stage.voice), NOX("%s"), Badge_info[Player->stats.m_badge_earned].voice_base);
1359 #endif
1360         }
1361
1362         if ((Campaign.missions[Campaign.current_mission].name) && (Campaign.filename)) {
1363 #ifdef MAKE_FS1
1364                 if ( Player->on_bastion ) {
1365                         SDL_snprintf(Badge_stage.voice, sizeof(Badge_stage.voice), NOX("%s"), Badge_info[Player->stats.m_badge_earned].voice_base2);
1366                         return;
1367                 } else {
1368                         SDL_snprintf(Badge_stage.voice, sizeof(Badge_stage.voice), NOX("%s"), Badge_info[Player->stats.m_badge_earned].voice_base);
1369                         return;
1370                 }
1371 #else
1372                 // search thru all official campaigns for our current campaign
1373                 for (i=0; i<NUM_VOLITION_CAMPAIGNS; i++) {
1374                         if ((Campaign.filename != NULL) && !SDL_strcasecmp(Campaign.filename, Volition_campaigns[i].campaign_name)) {   
1375                                 // now search thru the mission filenames, 
1376                                 for (j=0; j<Campaign.num_missions; j++) {
1377                                         if ((Campaign.missions[Campaign.current_mission].name != NULL) && !SDL_strcasecmp(Campaign.missions[Campaign.current_mission].name, Debrief_promotion_voice_mapping[i][j].mission_file)) {
1378                                                 // found it!  set the persona and bail
1379                                                 SDL_snprintf(Badge_stage.voice, sizeof(Badge_stage.voice), NOX("%d_%s"), Debrief_promotion_voice_mapping[i][j].persona_index, Badge_info[Player->stats.m_badge_earned].voice_base);
1380                                                 return;
1381                                         }
1382                                 }
1383                         }
1384                 }
1385 #endif
1386         }
1387
1388 #ifndef MAKE_FS1
1389         // default to petrarch
1390         SDL_snprintf(Badge_stage.voice, sizeof(Badge_stage.voice), NOX("9_%s"), Badge_info[Player->stats.m_badge_earned].voice_base);
1391 #else
1392         // default to FS1 guy
1393         SDL_snprintf(Badge_stage.voice, sizeof(Badge_stage.voice), NOX("%s"), Badge_info[Player->stats.m_badge_earned].voice_base);
1394 #endif
1395 }
1396
1397
1398 void debrief_award_init()
1399 {
1400         char buf[80];
1401         int i;
1402
1403         Rank_bitmap = -1; 
1404         Medal_bitmap = -1;
1405         Badge_bitmap = -1;
1406         Wings_bitmap = -1;
1407         Crest_bitmap = -1;
1408         Promoted = -1;
1409
1410         // be sure there are no old award texts floating around
1411 #ifndef MAKE_FS1
1412         debrief_award_text_clear();
1413 #endif
1414
1415         // handle medal earned
1416         if (Player->stats.m_medal_earned != -1) {
1417                 if (Player->stats.m_medal_earned == 13) {  // special hack for the wings..
1418                         int ver;
1419                         if ( Player->stats.medals[13] > 1 ) {
1420                                 ver = 1;
1421                         } else {
1422                                 ver = 0;
1423                         }
1424                         SDL_snprintf(buf, sizeof(buf), NOX("%s%.2d"), Debrief_award_filename[gr_screen.res][DB_AWARD_WINGS], ver);
1425                         Wings_bitmap = bm_load(buf);
1426 #ifndef MAKE_FS1
1427                 } else if (Player->stats.m_medal_earned == 17) {  // special hack for the soc crest
1428                         Crest_bitmap = bm_load(Debrief_award_filename[gr_screen.res][DB_AWARD_SOC]);
1429 #endif
1430                 } else {
1431                         SDL_snprintf(buf, sizeof(buf), NOX("%s%.2d"), Debrief_award_filename[gr_screen.res][DB_AWARD_MEDAL], Player->stats.m_medal_earned);
1432                         Medal_bitmap = bm_load(buf);
1433                 }
1434
1435 #ifndef MAKE_FS1
1436                 debrief_add_award_text(Medals[Player->stats.m_medal_earned].name);
1437 #endif
1438         }
1439         
1440         // handle promotions
1441         if ( Player->stats.m_promotion_earned != -1 ) {
1442                 Promoted = Player->stats.m_promotion_earned;
1443                 SDL_snprintf(buf, sizeof(buf), NOX("%s%.2d"), Debrief_award_filename[gr_screen.res][DB_AWARD_RANK], Promoted + 1);
1444                 Rank_bitmap = bm_load(buf);
1445
1446                 Promotion_stage.new_text = Ranks[Promoted].promotion_text;
1447                 Promotion_stage.new_recommendation_text = NULL;
1448
1449                 // choose appropriate promotion voice for this mission
1450                 debrief_choose_promotion_voice();
1451
1452 #ifndef MAKE_FS1
1453                 debrief_add_award_text(Ranks[Promoted].name);
1454 #endif
1455         }
1456
1457         // handle badge earned
1458         // only grant badge if earned and allowed.  (no_promotion really means no promotion and no badges)
1459         if ( Player->stats.m_badge_earned != -1 ) {
1460                 i = Player->stats.m_badge_earned;
1461                 SDL_snprintf(buf, sizeof(buf), NOX("%s%.2d"), Debrief_award_filename[gr_screen.res][DB_AWARD_BADGE], i + 1);
1462                 Badge_bitmap = bm_load(buf);
1463
1464                 Badge_stage.new_text = Badge_info[i].promotion_text;
1465                 Badge_stage.new_recommendation_text = NULL;
1466
1467                 // choose appropriate voice
1468                 debrief_choose_badge_voice();
1469
1470 #ifndef MAKE_FS1
1471                 debrief_add_award_text(Medals[Badge_index[i]].name);
1472 #endif
1473         }
1474
1475         if ((Rank_bitmap >= 0) || (Medal_bitmap >= 0) || (Badge_bitmap >= 0) || (Wings_bitmap >= 0) || (Crest_bitmap >= 0)) {
1476                 Award_active = 1;
1477         } else {
1478                 Award_active = 0;
1479         }
1480 }
1481
1482 // debrief_traitor_init() initializes local data which could be used if the player leaves the 
1483 // mission a traitor.  The same debriefing always gets played
1484 void debrief_traitor_init()
1485 {
1486         static int inited = 0;
1487
1488         if ( !inited ) {
1489                 debriefing              *debrief;
1490                 debrief_stage   *stagep;
1491                 int rval;
1492                 int stage_num;
1493
1494                 if ((rval = setjmp(parse_abort)) != 0) {
1495                         Error(LOCATION, "Unable to parse traitor.tbl!  Code = %i.\n", rval);
1496                 }
1497                 else {
1498                         read_file_text("traitor.tbl");
1499                         reset_parse();          
1500                 }
1501
1502                 // open localization
1503                 lcl_ext_open();
1504
1505                 // simplied form of the debriefing stuff.
1506                 debrief = &Traitor_debriefing;
1507                 required_string("#Debriefing_info");
1508
1509                 required_string("$Num stages:");
1510                 stuff_int(&debrief->num_stages);
1511                 SDL_assert(debrief->num_stages == 1);
1512
1513                 stage_num = 0;
1514                 stagep = &debrief->stages[stage_num++];
1515                 required_string("$Formula:");
1516                 stagep->formula = get_sexp_main();
1517                 required_string("$multi text");
1518                 if ( Fred_running )     {
1519                         stuff_string( stagep->new_text, F_MULTITEXT, NULL, MAX_DEBRIEF_LEN);
1520                 } else {
1521                         stagep->new_text = stuff_and_malloc_string( F_MULTITEXT, NULL, MAX_DEBRIEF_LEN);
1522                 }
1523                 required_string("$Voice:");
1524                 char traitor_voice_file[NAME_LENGTH];
1525                 stuff_string(traitor_voice_file, F_FILESPEC, NULL);
1526
1527 // DKA 9/13/99 Only 1 traitor msg for FS2
1528 #ifdef MAKE_FS1
1529                 if ( Player->on_bastion ) {
1530                         SDL_strlcpy(stagep->voice, NOX("3_"), sizeof(stagep->voice));
1531                 } else {
1532                         SDL_strlcpy(stagep->voice, NOX("1_"), sizeof(stagep->voice));
1533                 }
1534 #endif
1535
1536                 SDL_strlcat(stagep->voice, traitor_voice_file, sizeof(stagep->voice));
1537
1538                 required_string("$Recommendation text:");
1539                 if ( Fred_running )     {
1540                         stuff_string( stagep->new_recommendation_text, F_MULTITEXT, NULL, MAX_RECOMMENDATION_LEN);
1541                 } else {
1542                         stagep->new_recommendation_text = stuff_and_malloc_string( F_MULTITEXT, NULL, MAX_RECOMMENDATION_LEN);
1543                 }
1544                 inited = 1;
1545
1546                 // close localization
1547                 lcl_ext_close();
1548         }
1549
1550         // disable the accept button if in single player and I am a traitor
1551         Debrief_accepted = 0;
1552         Turned_traitor = Must_replay_mission = 0;
1553         if (!(Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_CAMPAIGN_MODE)) {
1554                 if (Player_ship->team == TEAM_TRAITOR){
1555                         Turned_traitor = 1;
1556                 }
1557
1558                 if (Campaign.next_mission == Campaign.current_mission){
1559                         Must_replay_mission = 1;
1560                 }
1561         }
1562
1563         if (Turned_traitor || Must_replay_mission) {
1564                 Buttons[gr_screen.res][ACCEPT_BUTTON].button.hide();
1565
1566                 // kill off any stats
1567                 Player->flags &= ~PLAYER_FLAGS_PROMOTED;
1568                 scoring_level_init( &Player->stats );
1569         }
1570 }
1571
1572 // initialization for listing of players in game
1573 void debrief_multi_list_init()
1574 {
1575         Multi_list_size = 0;  // number of net players to choose from
1576         Multi_list_offset = 0;
1577
1578         Multi_list_select = -1;
1579
1580         if ( !(Game_mode & GM_MULTIPLAYER) ) 
1581                 return;
1582
1583         debrief_rebuild_player_list();
1584
1585         // switch stats display to this newly selected player
1586         set_player_stats(Multi_list[0].net_player_index);
1587         SDL_strlcpy(Debrief_current_callsign, Multi_list[0].callsign, sizeof(Debrief_current_callsign));
1588         Debrief_player = Player;
1589 }
1590
1591 void debrief_multi_list_scroll_up()
1592 {
1593         // if we're at the beginning of the list, don't do anything
1594         if(Multi_list_offset == 0){
1595                 gamesnd_play_iface(SND_GENERAL_FAIL);
1596                 return;
1597         }
1598
1599         // otherwise scroll up
1600         Multi_list_offset--;
1601         gamesnd_play_iface(SND_USER_SELECT);
1602 }
1603
1604 void debrief_multi_list_scroll_down()
1605 {               
1606         // if we can scroll down no further
1607         if(Multi_list_size < Debrief_multi_list_team_max_display[gr_screen.res]){
1608                 gamesnd_play_iface(SND_GENERAL_FAIL);
1609                 return;
1610         }
1611         if((Multi_list_offset + Debrief_multi_list_team_max_display[gr_screen.res]) >= Multi_list_size){
1612                 gamesnd_play_iface(SND_GENERAL_FAIL);
1613                 return;
1614         }
1615
1616         // otherwise scroll down
1617         Multi_list_offset++;
1618         gamesnd_play_iface(SND_USER_SELECT);
1619 }
1620
1621 // draw the connected net players
1622 void debrief_multi_list_draw()
1623 {
1624         int y, z, font_height,idx;
1625         char str[CALLSIGN_LEN+5];
1626         net_player *np;
1627         
1628         font_height = gr_get_font_height();     
1629
1630         // if we currently have no item picked, pick a reasonable one
1631         if((Multi_list_size >= 0) && (Multi_list_select == -1)){
1632                 // select the entry which corresponds to the local player
1633                 Multi_list_select = 0;                          
1634                 for(idx=0;idx<Multi_list_size;idx++){
1635                         if(Multi_list[idx].net_player_index == MY_NET_PLAYER_NUM){
1636                                 Multi_list_select = idx;
1637
1638                                 // switch stats display to this newly selected player
1639                                 set_player_stats(Multi_list[idx].net_player_index);
1640                                 SDL_strlcpy(Debrief_current_callsign, Multi_list[idx].callsign, sizeof(Debrief_current_callsign));
1641                                 Debrief_player = Net_players[Multi_list[idx].net_player_index].player;                          
1642                                 break;
1643                         }
1644                 }
1645         }
1646
1647         // draw the list itself
1648         y = 0;
1649         z = Multi_list_offset;
1650         while (y + font_height <= Debrief_list_coords[gr_screen.res][3]){
1651                 np = &Net_players[Multi_list[z].net_player_index];
1652
1653                 if (z >= Multi_list_size){
1654                         break;
1655                 }
1656                 // set the proper text color for the highlight
1657                 if(np->flags & NETINFO_FLAG_GAME_HOST){
1658                         if(Multi_list_select == z){
1659                                 gr_set_color_fast(&Color_text_active_hi);
1660                         } else {
1661                                 gr_set_color_fast(&Color_bright);
1662                         }
1663                 } else {
1664                         if(Multi_list_select == z){
1665                                 gr_set_color_fast(&Color_text_active);
1666                         } else {
1667                                 gr_set_color_fast(&Color_text_normal);
1668                         }
1669                 }
1670
1671                 // blit the proper indicator - skipping observers
1672                 if(!((np->flags & NETINFO_FLAG_OBSERVER) && !(np->flags & NETINFO_FLAG_OBS_PLAYER))){
1673                         if(Netgame.type_flags & NG_TYPE_TEAM){
1674                                 // team 0
1675                                 if(np->p_info.team == 0){
1676                                         // draw his "selected" icon
1677                                         if(((np->state == NETPLAYER_STATE_DEBRIEF_ACCEPT) || (np->state == NETPLAYER_STATE_DEBRIEF_REPLAY)) && (Multi_common_icons[MICON_TEAM0_SELECT] != -1)){
1678                                                 gr_set_bitmap(Multi_common_icons[MICON_TEAM0_SELECT], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1679                                                 gr_bitmap(Debrief_list_coords[gr_screen.res][0], Debrief_list_coords[gr_screen.res][1] + y - 2);
1680                                         } 
1681                                         // draw his "normal" icon
1682                                         else if(Multi_common_icons[MICON_TEAM0] != -1){
1683                                                 gr_set_bitmap(Multi_common_icons[MICON_TEAM0], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1684                                                 gr_bitmap(Debrief_list_coords[gr_screen.res][0], Debrief_list_coords[gr_screen.res][1] + y - 2);
1685                                         }                                       
1686                                 } else if(np->p_info.team == 1){
1687                                         // draw his "selected" icon
1688                                         if(((np->state == NETPLAYER_STATE_DEBRIEF_ACCEPT) || (np->state == NETPLAYER_STATE_DEBRIEF_REPLAY)) && (Multi_common_icons[MICON_TEAM1_SELECT] != -1)){                                         
1689                                                 gr_set_bitmap(Multi_common_icons[MICON_TEAM1_SELECT], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1690                                                 gr_bitmap(Debrief_list_coords[gr_screen.res][0], Debrief_list_coords[gr_screen.res][1] + y - 2);
1691                                         } 
1692                                         // draw his "normal" icon
1693                                         else if(Multi_common_icons[MICON_TEAM1] != -1){
1694                                                 gr_set_bitmap(Multi_common_icons[MICON_TEAM1], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1695                                                 gr_bitmap(Debrief_list_coords[gr_screen.res][0], Debrief_list_coords[gr_screen.res][1] + y - 2);
1696                                         }                                       
1697                                 }
1698                         } else {
1699                                 // draw the team 0 selected icon
1700                                 if(((np->state == NETPLAYER_STATE_DEBRIEF_ACCEPT) || (np->state == NETPLAYER_STATE_DEBRIEF_REPLAY)) && (Multi_common_icons[MICON_TEAM0_SELECT] != -1)){
1701                                         gr_set_bitmap(Multi_common_icons[MICON_TEAM0_SELECT], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1702                                         gr_bitmap(Debrief_list_coords[gr_screen.res][0], Debrief_list_coords[gr_screen.res][1] + y - 2);
1703                                 }
1704                         }
1705                 }
1706
1707                 SDL_strlcpy(str, Multi_list[z].callsign, sizeof(str));
1708                 if(Net_players[Multi_list[z].net_player_index].flags & NETINFO_FLAG_OBSERVER && !(Net_players[Multi_list[z].net_player_index].flags & NETINFO_FLAG_OBS_PLAYER)){
1709                         SDL_strlcat(str, XSTR( "(O)", 438), sizeof(str));
1710                 }               
1711
1712                 // bli
1713                 gr_string(Debrief_list_coords[gr_screen.res][0] + MULTI_LIST_TEAM_OFFSET, Debrief_list_coords[gr_screen.res][1] + y, str);
1714
1715                 y += font_height;
1716                 z++;
1717         }
1718 }
1719
1720 void debrief_kick_selected_player()
1721 {
1722         if(Multi_list_select >= 0){
1723                 SDL_assert(Net_player->flags & NETINFO_FLAG_GAME_HOST);
1724                 multi_kick_player(Multi_list[Multi_list_select].net_player_index);
1725         }
1726 }
1727
1728 // get optional mission popup text 
1729 void debrief_assemble_optional_mission_popup_text(char *buffer, const int buf_len, char *mission_loop_desc)
1730 {
1731         SDL_assert(buffer != NULL);
1732         // base message
1733
1734         if (mission_loop_desc == NULL) {
1735                 SDL_strlcpy(buffer, XSTR("<No Mission Loop Description Available>", 1490), buf_len);
1736                 mprintf(("No mission loop description avail"));
1737         } else {
1738                 SDL_strlcpy(buffer, mission_loop_desc, buf_len);
1739         }
1740
1741         SDL_strlcat(buffer, XSTR("\n\n\nDo you want to play the optional mission?", 1491), buf_len);
1742 }
1743
1744 // what to do when the accept button is hit
1745 void debrief_accept(int ok_to_post_start_game_event)
1746 {
1747         int go_loop = 0;
1748
1749         if ( (/*Cheats_enabled ||*/ Turned_traitor || Must_replay_mission) && (Game_mode & GM_CAMPAIGN_MODE) ) {
1750                 const char *str;
1751                 int z;
1752
1753                 if (Game_mode & GM_MULTIPLAYER) {
1754                         return;
1755                 }
1756
1757                 if (Player_ship->team == TEAM_TRAITOR){
1758                         str = XSTR( "Your career is over, Traitor!  You can't accept new missions!", 439);
1759                 }/* else if (Cheats_enabled) {
1760                         str = XSTR( "You are a cheater.  You cannot accept this mission!", 440);
1761                 }*/ else {
1762                         str = XSTR( "You have failed this mission and cannot accept.  What do you you wish to do instead?", 441);
1763                 }
1764
1765                 z = popup(0, 3, XSTR( "Return to &Debriefing", 442), XSTR( "Go to &Flight Deck", 443), XSTR( "&Replay Mission", 444), str);
1766                 if (z == 2){
1767                         gameseq_post_event(GS_EVENT_START_BRIEFING);  // cycle back to briefing
1768                 } else if ( z == 1 ) {
1769                         gameseq_post_event(GS_EVENT_END_GAME);  // return to main hall, tossing stats
1770                 }
1771
1772                 return;
1773         }
1774
1775         Debrief_accepted = 1;
1776         // save mission stats
1777         if (Game_mode & GM_MULTIPLAYER) {
1778                 // note that multi_debrief_accept_hit() will handle all mission_campaign_* calls on its own
1779                 // as well as doing stats transfers, etc.
1780                 multi_debrief_accept_hit();
1781
1782         } else {
1783
1784                 int play_commit_sound = 1;
1785                 // only write the player's stats if he's accepted
1786
1787                 // if we are just playing a single mission, then don't do many of the things
1788                 // that need to be done.  Nothing much should happen when just playing a single
1789                 // mission that isn't in a campaign.
1790                 if ( Game_mode & GM_CAMPAIGN_MODE ) {
1791
1792                         // check for possible mission loop
1793                         // check for (1) mission loop available, (2) dont have to repeat last mission
1794                         if(!(Game_mode & GM_MULTIPLAYER)){
1795                                 int cur = Campaign.current_mission;
1796                                 bool require_repeat_mission = (Campaign.current_mission == Campaign.next_mission);
1797                                 if (Campaign.missions[cur].has_mission_loop) {
1798                                         SDL_assert(Campaign.loop_mission != CAMPAIGN_LOOP_MISSION_UNINITIALIZED);
1799                                 }
1800
1801                                 if ( (Campaign.missions[cur].has_mission_loop && (Campaign.loop_mission != -1)) && !require_repeat_mission ) {
1802                                         /*
1803                                         char buffer[512];
1804                                         debrief_assemble_optional_mission_popup_text(buffer, Campaign.missions[cur].mission_loop_desc);
1805
1806                                         int choice = popup(0 , 2, POPUP_NO, POPUP_YES, buffer);
1807                                         if (choice == 1) {
1808                                                 Campaign.loop_enabled = 1;
1809                                                 Campaign.next_mission = Campaign.loop_mission;
1810                                         }
1811                                         */
1812                                         go_loop = 1;
1813                                 }
1814                         }                       
1815
1816                         // loopy loopy time
1817                         if (go_loop) {
1818                                 if(ok_to_post_start_game_event){
1819                                         gameseq_post_event(GS_EVENT_LOOP_BRIEF);
1820                                 } else {
1821                                         play_commit_sound = 0;
1822                                 }
1823                         }
1824                         // continue as normal
1825                         else {
1826                                 // end the mission
1827                                 mission_campaign_mission_over();
1828
1829                                 // check to see if we are out of the loop now
1830                                 if ( Campaign.next_mission == Campaign.loop_reentry ) {
1831                                         Campaign.loop_enabled = 0;
1832                                 }
1833
1834                                 // check if campaign is over
1835                                 if ( Campaign.next_mission == -1 ) {
1836         #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
1837                                         gameseq_post_event(GS_EVENT_END_DEMO);
1838         #else
1839                                         gameseq_post_event(GS_EVENT_MAIN_MENU);
1840         #endif
1841                                 } else {
1842                                         if ( ok_to_post_start_game_event ) {
1843                                                 gameseq_post_event(GS_EVENT_START_GAME);
1844                                         } else {
1845                                                 play_commit_sound = 0;
1846                                         }
1847                                 }
1848                         }
1849                 } else {
1850                         gameseq_post_event(GS_EVENT_MAIN_MENU);
1851                 }
1852
1853                 if ( play_commit_sound ) {
1854                         gamesnd_play_iface(SND_COMMIT_PRESSED);
1855                 }
1856
1857                 game_flush();
1858         }
1859 }
1860
1861 void debrief_next_tab()
1862 {
1863         New_mode = Current_mode + 1;
1864         if (New_mode >= NUM_TABS)
1865                 New_mode = 0;
1866 }
1867
1868 void debrief_prev_tab()
1869 {
1870         New_mode = Current_mode - 1;
1871         if (New_mode < 0)
1872                 New_mode = NUM_TABS - 1;
1873 }
1874
1875 // --------------------------------------------------------------------------------------
1876 //      debrief_next_stage()
1877 //
1878 void debrief_next_stage()
1879 {
1880         if (Current_stage < Num_stages - 1) {
1881                 New_stage = Current_stage + 1;
1882                 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
1883
1884         } else
1885                 gamesnd_play_iface(SND_BRIEF_STAGE_CHG_FAIL);
1886 }
1887
1888 // --------------------------------------------------------------------------------------
1889 //      debrief_prev_stage()
1890 //
1891 void debrief_prev_stage()
1892 {
1893         if (Current_stage) {
1894                 New_stage = Current_stage - 1;
1895                 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
1896
1897         } else
1898                 gamesnd_play_iface(SND_BRIEF_STAGE_CHG_FAIL);
1899 }
1900
1901 // --------------------------------------------------------------------------------------
1902 //      debrief_first_stage()
1903 void debrief_first_stage()
1904 {
1905         if (Current_stage) {
1906                 New_stage = 0;
1907                 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
1908
1909         } else
1910                 gamesnd_play_iface(SND_BRIEF_STAGE_CHG_FAIL);
1911 }
1912
1913 // --------------------------------------------------------------------------------------
1914 //      debrief_last_stage()
1915 void debrief_last_stage()
1916 {
1917         if (Current_stage != Num_stages - 1) {
1918                 New_stage = Num_stages - 1;
1919                 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
1920
1921         } else
1922                 gamesnd_play_iface(SND_BRIEF_STAGE_CHG_FAIL);
1923 }
1924
1925 // draw what stage number the debriefing is on
1926 void debrief_render_stagenum()
1927 {
1928         int w;
1929         char buf[64];
1930         
1931         if (Num_stages < 2)
1932                 return;
1933                 
1934         SDL_snprintf(buf, sizeof(buf), XSTR( "%d of %d", 445), Current_stage + 1, Num_stages);
1935         gr_get_string_size(&w, NULL, buf);
1936         gr_set_color_fast(&Color_bright_blue);
1937         gr_string(Debrief_stage_info_coords[gr_screen.res][0] - w, Debrief_stage_info_coords[gr_screen.res][1], buf);
1938         gr_set_color_fast(&Color_white);
1939 }
1940
1941 // render the mission time at the specified y location
1942 void debrief_render_mission_time(int y_loc)
1943 {
1944         char time_str[30];
1945         
1946         game_format_time(Missiontime, time_str, sizeof(time_str));
1947         gr_string(0, y_loc, XSTR( "Mission Time", 446));
1948         gr_string(Debrief_text_x2[gr_screen.res], y_loc, time_str);     
1949 }
1950
1951 // render out the debriefing text to the scroll window
1952 void debrief_render()
1953 {
1954         int y, z, font_height;
1955
1956         if ( Num_stages <= 0 )
1957                 return;
1958
1959         font_height = gr_get_font_height();
1960
1961         gr_set_clip(Debrief_text_wnd_coords[gr_screen.res][0], Debrief_text_wnd_coords[gr_screen.res][1], Debrief_text_wnd_coords[gr_screen.res][2], Debrief_text_wnd_coords[gr_screen.res][3]);
1962         y = 0;
1963         z = Text_offset;
1964         while (y + font_height <= Debrief_text_wnd_coords[gr_screen.res][3]) {
1965                 if (z >= Num_text_lines)
1966                         break;
1967
1968                 if (Text_type[z] == TEXT_TYPE_NORMAL)
1969                         gr_set_color_fast(&Color_white);
1970                 else
1971                         gr_set_color_fast(&Color_bright_red);
1972
1973                 if (Text[z])
1974                         gr_string(0, y, Text[z]);
1975
1976                 y += font_height;
1977                 z++;
1978         }
1979
1980         gr_reset_clip();
1981 }
1982
1983 // render out the stats info to the scroll window
1984 //
1985 void debrief_stats_render()
1986 {       
1987         int i, y, font_height;  
1988
1989         gr_set_color_fast(&Color_blue);
1990         gr_set_clip(Debrief_text_wnd_coords[gr_screen.res][0], Debrief_text_wnd_coords[gr_screen.res][1], Debrief_text_wnd_coords[gr_screen.res][2], Debrief_text_wnd_coords[gr_screen.res][3]);
1991         gr_string(0, 0, Debrief_current_callsign);
1992         font_height = gr_get_font_height();
1993         y = 30;
1994         
1995         switch ( Current_stage ) {
1996                 case DEBRIEF_MISSION_STATS:
1997                         i = Current_stage - 1;
1998                         if ( i < 0 )
1999                                 i = 0;
2000
2001                         gr_set_color_fast(&Color_white);
2002
2003                         // display mission completion time
2004                         debrief_render_mission_time(y);
2005
2006                         y += 20;
2007                         show_stats_label(i, 0, y, font_height);
2008                         show_stats_numbers(i, Debrief_text_x2[gr_screen.res], y, font_height);
2009                         break;
2010                 case DEBRIEF_ALLTIME_STATS:
2011                         i = Current_stage - 1;
2012                         if ( i < 0 )
2013                                 i = 0;
2014
2015                         gr_set_color_fast(&Color_white);
2016                         show_stats_label(i, 0, y, font_height);
2017                         show_stats_numbers(i, Debrief_text_x2[gr_screen.res], y, font_height);
2018                         break;
2019
2020                 case DEBRIEF_ALLTIME_KILLS:
2021                 case DEBRIEF_MISSION_KILLS:
2022                         gr_set_color_fast(&Color_white);
2023                         i = Text_offset;
2024                         while (y + font_height <= Debrief_text_wnd_coords[gr_screen.res][3]) {
2025                                 if (i >= Num_text_lines)
2026                                         break;
2027
2028                                 if (!i) {
2029                                         if ( Current_stage == DEBRIEF_MISSION_KILLS )
2030                                                 gr_printf(0, y, XSTR( "Mission Kills by Ship Type", 447));
2031                                         else
2032                                                 gr_printf(0, y, XSTR( "All-time Kills by Ship Type", 448));
2033
2034                                 } else if (i > 1) {
2035                                         gr_printf(0, y, "%s", Debrief_stats_kills[i - 2].text);
2036                                         gr_printf(Debrief_text_x2[gr_screen.res], y, "%d", Debrief_stats_kills[i - 2].num);
2037                                 }
2038
2039                                 y += font_height;
2040                                 i++;
2041                         }
2042
2043                         if (Num_text_lines == 2) {
2044                                 if ( Current_stage == DEBRIEF_MISSION_KILLS )
2045                                         gr_printf(0, y, XSTR( "(No ship kills this mission)", 449));
2046                                 else
2047                                         gr_printf(0, y, XSTR( "(No ship kills)", 450));
2048                         }
2049
2050                         break;
2051
2052                 default:
2053                         Int3();
2054                         break;
2055         } 
2056
2057         gr_reset_clip();
2058 }
2059
2060 // do action for when the replay button is pressed
2061 void debrief_replay_pressed()
2062 {       
2063         if (!Turned_traitor && !Must_replay_mission && (Game_mode & GM_CAMPAIGN_MODE)) {
2064                 int choice;
2065                 choice = popup(0, 2, POPUP_CANCEL, XSTR( "&Replay", 451), XSTR( "If you choose to replay this mission, you will be required to complete it again before proceeding to future missions.\n\nIn addition, any statistics gathered during this mission will be discarded if you choose to replay.", 452));
2066
2067                 if (choice != 1){
2068                         return;
2069                 }
2070         }
2071
2072         gameseq_post_event(GS_EVENT_START_BRIEFING);            // take us to the briefing
2073         gamesnd_play_iface(SND_COMMIT_PRESSED);
2074 }
2075
2076 // -------------------------------------------------------------------
2077 // debrief_redraw_pressed_buttons()
2078 //
2079 // Redraw any debriefing buttons that are pressed down.  This function is needed
2080 // since we sometimes need to draw pressed buttons last to ensure the entire
2081 // button gets drawn (and not overlapped by other buttons)
2082 //
2083 void debrief_redraw_pressed_buttons()
2084 {
2085         int i;
2086         UI_BUTTON *b;
2087         
2088         for ( i=0; i<NUM_BUTTONS; i++ ) {
2089                 b = &Buttons[gr_screen.res][i].button;
2090                 // don't draw the recommendations button if we're in stats mode
2091                 if ( b->button_down() ) {
2092                         b->draw_forced(2);
2093                 }
2094         }
2095 }
2096
2097 // debrief specific button with hotspot 'i' has been pressed, so perform the associated action
2098 //
2099 void debrief_button_pressed(int num)
2100 {
2101         switch (num) {
2102                 case DEBRIEF_TAB:
2103                         Buttons[gr_screen.res][RECOMMENDATIONS].button.enable();                        
2104                         // Debrief_ui_window.use_hack_to_get_around_stupid_problem_flag = 0;
2105                         if (num != Current_mode){
2106                                 gamesnd_play_iface(SND_SCREEN_MODE_PRESSED);
2107                         }
2108                         New_mode = num;
2109                         break;
2110                 case STATS_TAB:
2111                         // Debrief_ui_window.use_hack_to_get_around_stupid_problem_flag = 1;                    // allows failure sound to be played
2112                         Buttons[gr_screen.res][RECOMMENDATIONS].button.disable();                       
2113                         if (num != Current_mode){
2114                                 gamesnd_play_iface(SND_SCREEN_MODE_PRESSED);
2115                         }
2116                         New_mode = num;
2117                         break;
2118
2119                 case TEXT_SCROLL_UP:
2120                         if (Text_offset) {
2121                                 Text_offset--;
2122                                 gamesnd_play_iface(SND_SCROLL);
2123                         } else {
2124                                 gamesnd_play_iface(SND_GENERAL_FAIL);
2125                         }
2126                         break;
2127
2128                 case TEXT_SCROLL_DOWN:
2129                         if (Text_offset + Debrief_text_wnd_coords[gr_screen.res][3] / gr_get_font_height() < Num_text_lines) {
2130                                 Text_offset++;
2131                                 gamesnd_play_iface(SND_SCROLL);
2132                         } else {
2133                                 gamesnd_play_iface(SND_GENERAL_FAIL);
2134                         }
2135                         break;
2136
2137                 case REPLAY_MISSION:
2138                         if(Game_mode & GM_MULTIPLAYER){
2139                                 multi_debrief_replay_hit();
2140                         } else {                        
2141                                 debrief_replay_pressed();       
2142                         }
2143                         break;
2144
2145                 case RECOMMENDATIONS:
2146                         gamesnd_play_iface(SND_USER_SELECT);
2147                         Recommend_active = !Recommend_active;
2148                         debrief_text_init();
2149                         break;
2150
2151                 case FIRST_STAGE:
2152                         debrief_first_stage();
2153                         break;
2154
2155                 case PREV_STAGE:
2156                         debrief_prev_stage();
2157                         break;
2158
2159                 case NEXT_STAGE:
2160                         debrief_next_stage();
2161                         break;
2162
2163                 case LAST_STAGE:
2164                         debrief_last_stage();
2165                         break;
2166
2167                 case HELP_BUTTON:
2168                         gamesnd_play_iface(SND_HELP_PRESSED);
2169                         launch_context_help();
2170                         break;
2171
2172                 case OPTIONS_BUTTON:
2173                         gamesnd_play_iface(SND_SWITCH_SCREENS);
2174                         gameseq_post_event( GS_EVENT_OPTIONS_MENU );
2175                         break;
2176
2177                 case ACCEPT_BUTTON:
2178                         debrief_accept();
2179                         break;
2180
2181                 case MEDALS_BUTTON:
2182                         gamesnd_play_iface(SND_SWITCH_SCREENS);
2183                         gameseq_post_event(GS_EVENT_VIEW_MEDALS);
2184                         break;
2185
2186                 case PLAYER_SCROLL_UP:
2187                         debrief_multi_list_scroll_up();
2188                         break;
2189
2190                 case PLAYER_SCROLL_DOWN:
2191                         debrief_multi_list_scroll_down();
2192                         break;
2193
2194                 case MULTI_PINFO_POPUP:
2195                         Debrief_should_show_popup = 1;
2196                         break;
2197
2198                 case MULTI_KICK:
2199                         debrief_kick_selected_player();
2200                         break;
2201         } // end swtich
2202 }
2203
2204 void debrief_setup_ship_kill_stats(int stage_num)
2205 {
2206         int i;
2207         ushort *kill_arr;
2208         debrief_stats_kill_info *kill_info;
2209
2210         SDL_assert(Current_stage < DEBRIEF_NUM_STATS_PAGES);
2211         if ( Current_stage == DEBRIEF_MISSION_STATS || Current_stage == DEBRIEF_ALLTIME_STATS )
2212                 return;
2213
2214         SDL_assert(Debrief_player != NULL);
2215
2216         // kill_ar points to an array of MAX_SHIP_TYPE ints
2217         if ( Current_stage == DEBRIEF_MISSION_KILLS ) {
2218                 kill_arr = Debrief_player->stats.m_okKills;
2219         } else {                
2220                 kill_arr = Debrief_player->stats.kills;
2221         }
2222
2223         Num_text_lines = 0;
2224         for ( i=0; i<MAX_SHIP_TYPES; i++ ) {
2225
2226                 // code used to add in mission kills, but the new system assumes that the player will accept, so
2227                 // all time stats already have mission stats added in.
2228                 if ( kill_arr[i] <= 0 ){
2229                         continue;
2230                 }
2231
2232
2233                 kill_info = &Debrief_stats_kills[Num_text_lines++];
2234
2235                 kill_info->num = kill_arr[i];
2236
2237                 SDL_strlcpy(kill_info->text, Ship_info[i].name, sizeof(kill_info->text));
2238                 SDL_strlcat(kill_info->text, NOX(":"), sizeof(kill_info->text));
2239         }
2240
2241         Num_text_lines += 2;
2242 }
2243
2244 // Iterate through the debriefing buttons, checking if they are pressed
2245 void debrief_check_buttons()
2246 {
2247         int i, y, z;
2248
2249         for ( i=0; i<NUM_BUTTONS; i++ ) {
2250                 if ( Buttons[gr_screen.res][i].button.pressed() ) {
2251                         debrief_button_pressed(i);
2252                 }
2253         }
2254
2255         if ( !(Game_mode & GM_MULTIPLAYER) ) 
2256                 return;
2257
2258         if (List_region.pressed()) {
2259                 List_region.get_mouse_pos(NULL, &y);
2260                 z = Multi_list_offset + y / gr_get_font_height();
2261                 if ((z >= 0) && (z < Multi_list_size)) {
2262                         // switch stats display to this newly selected player
2263                         set_player_stats(Multi_list[z].net_player_index);
2264                         SDL_strlcpy(Debrief_current_callsign, Multi_list[z].callsign, sizeof(Debrief_current_callsign));
2265                         Debrief_player = Net_players[Multi_list[z].net_player_index].player;
2266                         Multi_list_select = z;
2267                         debrief_setup_ship_kill_stats(Current_stage);
2268                         gamesnd_play_iface(SND_USER_SELECT);                    
2269                 }
2270         }       
2271
2272         // if the player was double clicked on - we should popup a player info popup
2273         /*
2274         if (List_region.double_clicked()) {
2275                 Debrief_should_show_popup = 1;
2276         }
2277         */
2278 }
2279
2280 void debrief_text_stage_init(const char *src, int type)
2281 {
2282         int i, n_lines, n_chars[MAX_DEBRIEF_LINES];
2283         char line[MAX_DEBRIEF_LINE_LEN];
2284         char *p_str[MAX_DEBRIEF_LINES];
2285         int len;
2286
2287         n_lines = split_str(src, Debrief_text_wnd_coords[gr_screen.res][2], n_chars, p_str, MAX_DEBRIEF_LINES);
2288         SDL_assert(n_lines >= 0);
2289
2290         // if you hit this, you proba   
2291         if(n_lines >= MAX_DEBRIEF_LINES){
2292                 Warning(LOCATION, "You have come close to the limit of debriefing lines, try adding more stages");      
2293         }
2294
2295         for ( i=0; i<n_lines; i++ ) {
2296                 SDL_assert(n_chars[i] < MAX_DEBRIEF_LINE_LEN);
2297                 SDL_assert(Num_text_lines < MAX_TOTAL_DEBRIEF_LINES);
2298                 len = min(n_chars[i] + 1, MAX_DEBRIEF_LINE_LEN);
2299                 SDL_strlcpy(line, p_str[i], len);
2300                 line[n_chars[i]] = 0;
2301                 drop_white_space(line);
2302                 Text_type[Num_text_lines] = type;
2303                 Text[Num_text_lines++] = strdup(line);
2304         }
2305
2306         return;
2307 }
2308
2309 void debrief_free_text()
2310 {
2311         int i;
2312
2313         for (i=0; i<Num_debrief_lines; i++)
2314                 if (Text[i])
2315                         free(Text[i]);
2316
2317         Num_debrief_lines = 0;
2318 }
2319
2320 // setup the debriefing text lines for rendering
2321 void debrief_text_init()
2322 {
2323         int i, r_count = 0;
2324         const char *src;
2325
2326         // release old text lines first
2327         debrief_free_text();
2328         Num_text_lines = Text_offset = 0;
2329
2330         if (Current_mode == DEBRIEF_TAB) {
2331                 for (i=0; i<Num_debrief_stages; i++) {
2332                         if (i)
2333                                 Text[Num_text_lines++] = NULL;  // add a blank line between stages
2334
2335                         src = Debrief_stages[i]->new_text;
2336                         if (src)
2337                                 debrief_text_stage_init(src, TEXT_TYPE_NORMAL);
2338
2339                         if (Recommend_active) {
2340                                 src = Debrief_stages[i]->new_recommendation_text;
2341                                 if (!src && (i == Num_debrief_stages - 1) && !r_count)
2342                                         src = XSTR( "We have no recommendations for you.", 1054);
2343
2344                                 if (src) {
2345                                         Text[Num_text_lines++] = NULL;
2346                                         debrief_text_stage_init(src, TEXT_TYPE_RECOMMENDATION);
2347                                         r_count++;
2348                                 }
2349                         }
2350                 }
2351
2352                 Num_debrief_lines = Num_text_lines;
2353                 return;
2354         }
2355
2356         // not in debriefing mode, must be in stats mode
2357         Num_text_lines = 0;
2358         debrief_setup_ship_kill_stats(Current_stage);
2359 }
2360
2361
2362 // --------------------------------------------------------------------------------------
2363 //
2364 void debrief_init()
2365 {
2366         SDL_assert(!Debrief_inited);
2367 //      Campaign.loop_enabled = 0;
2368         Campaign.loop_mission = CAMPAIGN_LOOP_MISSION_UNINITIALIZED;
2369
2370         // set up the right briefing for this guy
2371         if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
2372                 Debriefing = &Debriefings[Net_player->p_info.team];
2373         } else {
2374                 Debriefing = &Debriefings[0];                   
2375         }
2376
2377         // no longer is mission
2378         Game_mode &= ~(GM_IN_MISSION);  
2379
2380         game_flush();
2381         Current_mode = -1;
2382         New_mode = DEBRIEF_TAB;
2383         Recommend_active = Award_active = 0;
2384         Current_stage = 0;
2385
2386         Current_stage = -1;
2387         New_stage = 0;
2388         Debrief_cue_voice = 0;
2389         Num_text_lines = Num_debrief_lines = 0;
2390         Debrief_first_voice_flag = 1;
2391
2392         Debrief_multi_voice_loaded = 0;
2393
2394 #ifdef MAKE_FS1
2395         Medal_text_bitmap = bm_load(NOX("DebriefText01"));
2396         Rank_text_bitmap = bm_load(NOX("DebriefText02"));
2397         Badge_text_bitmap = bm_load(NOX("DebriefText03"));
2398 #endif
2399
2400         if ( (Game_mode & GM_CAMPAIGN_MODE) && ( !MULTIPLAYER_CLIENT )  ) {
2401                 // MUST store goals and events first - may be used to evaluate next mission
2402                 // store goals and events
2403                 mission_campaign_store_goals_and_events();
2404
2405                 // evaluate next mission
2406                 mission_campaign_eval_next_mission();
2407         }
2408
2409         // call traitor init before calling scoring_level_close.  traitor init will essentially nullify
2410         // any stats
2411         if ( !(Game_mode & GM_MULTIPLAYER) ) {  // only do for single player
2412                 debrief_traitor_init();                                 // initialize data needed if player becomes traitor.
2413         }
2414
2415         // call scoring level close for my stats.  Needed for award_init.  The stats will
2416         // be backed out if used chooses to replace them.
2417         scoring_level_close();
2418
2419         debrief_ui_init();  // init UI items
2420         debrief_award_init();
2421         show_stats_init();
2422         debrief_voice_init();
2423         debrief_multi_list_init();
2424 //      rank_bitmaps_clear();
2425 //      rank_bitmaps_load();
2426
2427         SDL_strlcpy(Debrief_current_callsign, Player->callsign, sizeof(Debrief_current_callsign));
2428         Debrief_player = Player;
2429 //      Debrief_current_net_player_index = debrief_multi_list[0].net_player_index;
2430
2431         // set up the Debrief_stages[] and Recommendations[] arrays.  Only do the following stuff
2432         // for non-clients (i.e. single and game server).  Multiplayer clients will get their debriefing
2433         // info directly from the server.
2434         if ( !MULTIPLAYER_CLIENT ) {
2435                 debrief_set_stages_and_multi_stuff();
2436
2437                 if ( Num_debrief_stages <= 0 ) {
2438                         Num_debrief_stages = 0;
2439                 } else {
2440                         debrief_voice_load_all();
2441                 }
2442         } else {
2443                 // multiplayer client may have already received their debriefing info.  If they have not,
2444                 // then set the num debrief stages to 0
2445                 if ( !Debrief_multi_stages_loaded ) {
2446                         Num_debrief_stages = 0;
2447                 }
2448         }
2449
2450         /*
2451         if (mission_evaluate_primary_goals() == PRIMARY_GOALS_COMPLETE) {
2452                 common_music_init(SCORE_DEBRIEF_SUCCESS);
2453         } else {
2454                 common_music_init(SCORE_DEBRIEF_FAIL);
2455         }
2456         */
2457
2458         // start up the appropriate music
2459         if (Campaign.next_mission == Campaign.current_mission) {
2460                 // you failed the mission because you suck, so you get the suck music
2461                 common_music_init(SCORE_DEBRIEF_FAIL);
2462         } else if (mission_goals_met()) {
2463                 // you completed all primaries and secondaries, thus you are a stud boy and you get stud boy music
2464                 common_music_init(SCORE_DEBRIEF_SUCCESS);
2465         } else {
2466                 // you somehow passed the mission, so you get a little something for your efforts.
2467                 common_music_init(SCORE_DEBRIEF_AVERAGE);
2468         }
2469
2470         if (Campaign.next_mission == Campaign.current_mission) {
2471                 // better luck next time, increase his retries
2472                 Player->failures_this_session++;
2473         } else { 
2474                 // clear his retries info regardless of whether or not he accepts
2475                 Player->failures_this_session = 0;
2476         }
2477
2478         if (Game_mode & GM_MULTIPLAYER) {
2479                 multi_debrief_init();
2480
2481                 // if i'm not the host of the game, disable the multi kick button
2482                 if (!(Net_player->flags & NETINFO_FLAG_GAME_HOST)) {
2483                         Buttons[gr_screen.res][MULTI_KICK].button.disable();
2484                 }
2485         } else {
2486                 Buttons[gr_screen.res][PLAYER_SCROLL_UP].button.disable();
2487                 Buttons[gr_screen.res][PLAYER_SCROLL_DOWN].button.disable();
2488                 Buttons[gr_screen.res][MULTI_PINFO_POPUP].button.disable();
2489                 Buttons[gr_screen.res][MULTI_KICK].button.disable();
2490                 Buttons[gr_screen.res][PLAYER_SCROLL_UP].button.hide();
2491                 Buttons[gr_screen.res][PLAYER_SCROLL_DOWN].button.hide();
2492                 Buttons[gr_screen.res][MULTI_PINFO_POPUP].button.hide();                
2493                 Buttons[gr_screen.res][MULTI_KICK].button.hide();
2494         }
2495
2496         if (!Award_active) {
2497                 Buttons[gr_screen.res][MEDALS_BUTTON].button.disable();
2498                 Buttons[gr_screen.res][MEDALS_BUTTON].button.hide();
2499         }
2500
2501         Debrief_skip_popup_already_shown = 0;
2502
2503         Debrief_inited = 1;
2504 }
2505
2506 // --------------------------------------------------------------------------------------
2507 //      debrief_close()
2508 void debrief_close()
2509 {
2510         int i, idx;
2511
2512         SDL_assert(Debrief_inited);
2513
2514         // if the mission wasn't accepted, clear out my stats
2515         // we need to evaluate a little differently for multiplayer since the conditions for "accepting" 
2516         // are a little bit different
2517         if (Game_mode & GM_MULTIPLAYER) {
2518                 // if stats weren't accepted, backout my own stats
2519                 if (multi_debrief_stats_accept_code() != 1) {
2520                         if(MULTIPLAYER_MASTER){
2521                                 for(idx=0; idx<MAX_PLAYERS; idx++){
2522                                         if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && (Net_players[idx].player != NULL)){
2523                                                 scoring_backout_accept(&Net_players[idx].player->stats);
2524                                         }
2525                                 }
2526                         } else {
2527                                 scoring_backout_accept( &Player->stats );
2528                         }
2529                 }
2530         } else {
2531                 // single player
2532                 if( !Debrief_accepted || !(Game_mode & GM_CAMPAIGN_MODE) ){
2533                         scoring_backout_accept( &Player->stats );
2534                 }
2535         }
2536
2537         // if dude passed the misson and accepted, reset his show skip popup flag
2538         if (Debrief_accepted) {
2539                 Player->show_skip_popup = 1;
2540         }
2541
2542         if (Num_debrief_lines) {
2543                 for (i=0; i<Num_debrief_lines; i++){
2544                         if (Text[i]){
2545                                 free(Text[i]);
2546                         }
2547                 }
2548         }
2549
2550         // clear out debrief info parsed from mission file
2551         mission_debrief_common_reset();
2552
2553         // unload the overlay bitmap
2554 #ifdef MAKE_FS1
2555         help_overlay_unload(DEBRIEFING_OVERLAY);
2556 #endif
2557
2558         // clear out award text 
2559         Debrief_award_text_num_lines = 0;
2560
2561         debrief_voice_unload_all();
2562         common_music_close();
2563         chatbox_close();
2564
2565 //      rank_bitmaps_release();
2566
2567         // unload bitmaps
2568         if (Background_bitmap >= 0){
2569                 bm_unload(Background_bitmap);
2570         }
2571
2572         if (Award_bg_bitmap >= 0){
2573                 bm_unload(Award_bg_bitmap);
2574         }
2575
2576         if (Rank_bitmap >= 0){
2577                 bm_unload(Rank_bitmap);
2578         }
2579
2580         if (Medal_bitmap >= 0){
2581                 bm_unload(Medal_bitmap);
2582         }
2583
2584         if (Badge_bitmap >= 0){
2585                 bm_unload(Badge_bitmap);
2586         }
2587
2588         if (Wings_bitmap >= 0) {
2589                 bm_unload(Wings_bitmap);
2590         }
2591         
2592         if (Crest_bitmap >= 0) {
2593                 bm_unload(Crest_bitmap);
2594         }
2595
2596 #ifdef MAKE_FS1
2597         if (Medal_text_bitmap >= 0) {
2598                 bm_unload(Medal_text_bitmap);
2599         }
2600
2601         if (Badge_text_bitmap >= 0) {
2602                 bm_unload(Badge_text_bitmap);
2603         }
2604
2605         if (Rank_text_bitmap >= 0) {
2606                 bm_unload(Rank_text_bitmap);
2607         }
2608 #endif
2609
2610         Debrief_ui_window.destroy();
2611         common_free_interface_palette();                // restore game palette
2612         show_stats_close();
2613
2614         if (Game_mode & GM_MULTIPLAYER){
2615                 multi_debrief_close();
2616         }
2617
2618         game_flush();
2619
2620         Stage_voice = -1;
2621
2622         Debrief_inited = 0;
2623 }
2624
2625 // handle keypresses in debriefing
2626 void debrief_do_keys(int new_k)
2627 {
2628         switch (new_k) {
2629                 case SDLK_TAB:
2630                         debrief_next_tab();
2631                         break;
2632
2633                 case KEY_SHIFTED | SDLK_TAB:
2634                         debrief_prev_tab();
2635                         break;
2636
2637                 case SDLK_ESCAPE: {
2638                         int pf_flags;
2639                         int choice;
2640
2641                         // multiplayer accept popup is a little bit different
2642                         if (Game_mode & GM_MULTIPLAYER) {               
2643                                 multi_debrief_esc_hit();
2644
2645                         // display the normal debrief popup
2646                         } else {
2647                                 if (!Turned_traitor && !Must_replay_mission && (Game_mode & GM_CAMPAIGN_MODE)) {
2648                                         pf_flags = PF_BODY_BIG; // | PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON;
2649                                         choice = popup(pf_flags, 3, POPUP_CANCEL, XSTR( "&Yes", 454), XSTR( "&No, retry later", 455), XSTR( "Accept this mission outcome?", 456));
2650                                         if (choice == 1) {  // accept and continue on
2651                                                 debrief_accept(0);
2652                                                 gameseq_post_event(GS_EVENT_MAIN_MENU);
2653                                         }
2654
2655                                         if (choice < 1)
2656                                                 break;
2657
2658                                 } else if (Must_replay_mission && (Game_mode & GM_CAMPAIGN_MODE)) {
2659                                         // need to popup saying that mission was a failure and must be replayed
2660                                         choice = popup(0, 2, POPUP_NO, POPUP_YES, XSTR( "Because this mission was a failure, you must replay this mission when you continue your campaign.\n\nReturn to the Flight Deck?", 457));
2661                                         if (choice <= 0)
2662                                                 break;
2663                                 }
2664
2665                                 // Return to Main Hall
2666                                 gameseq_post_event(GS_EVENT_END_GAME);
2667                         }
2668                 }
2669
2670                 default:
2671                         break;
2672         }       // end switch
2673 }
2674
2675 #ifndef MAKE_FS1
2676 // uuuuuugly
2677 void debrief_draw_award_text()
2678 {
2679         int start_y, curr_y, i, x, sw;
2680         int fh = gr_get_font_height();
2681         int field_width = (Medal_bitmap > 0) ? Debrief_award_text_width[gr_screen.res][DB_WITH_MEDAL] : Debrief_award_text_width[gr_screen.res][DB_WITHOUT_MEDAL];
2682
2683         // vertically centered within field
2684         start_y = Debrief_award_text_coords[gr_screen.res][1] + ((Debrief_award_text_coords[gr_screen.res][2] - (fh * Debrief_award_text_num_lines)) / 2);
2685         curr_y = start_y;
2686
2687         // draw the strings
2688         for (i=0; i<Debrief_award_text_num_lines; i++) {
2689                 gr_get_string_size(&sw, NULL, Debrief_award_text[i]);
2690                 x = (Medal_bitmap < 0) ? (Debrief_award_text_coords[gr_screen.res][0] + (field_width - sw) / 2) : Debrief_award_text_coords[gr_screen.res][0];
2691                 if (i==AWARD_TEXT_MAX_LINES-1) x += 7;                          // hack because of the shape of the box
2692                 gr_set_color_fast(&Color_white);
2693                 gr_string(x, curr_y, Debrief_award_text[i]);
2694
2695                 // adjust y pos, including a little extra between the "pairs"
2696                 curr_y += fh;
2697                 if ((i == 1) || (i == 3)) { 
2698                         curr_y += ((gr_screen.res == GR_640) ? 2 : 6);
2699                 }
2700         }
2701 }
2702
2703 // clears out text array so we dont have old award text showing up on new awards.
2704 void debrief_award_text_clear() {
2705         int i;
2706         
2707         Debrief_award_text_num_lines = 0;
2708         for (i=0; i<AWARD_TEXT_MAX_LINES; i++) {
2709                 //Debrief_award_text[i][0] = 0;
2710                 memset(Debrief_award_text[i], 0, sizeof(char)*AWARD_TEXT_MAX_LINE_LENGTH);
2711         }
2712 }
2713
2714 // this is the nastiest code I have ever written.  if you are modifying this, i feel bad for you.
2715 void debrief_add_award_text(char *str)
2716 {
2717         SDL_assert(Debrief_award_text_num_lines <= AWARD_TEXT_MAX_LINES);
2718         if (Debrief_award_text_num_lines > AWARD_TEXT_MAX_LINES) {
2719                 return;
2720         }
2721
2722         char *line2;
2723         int field_width = (Medal_bitmap > 0) ? Debrief_award_text_width[gr_screen.res][DB_WITH_MEDAL] : Debrief_award_text_width[gr_screen.res][DB_WITHOUT_MEDAL];
2724
2725         // copy in the line
2726         SDL_strlcpy(Debrief_award_text[Debrief_award_text_num_lines], str, AWARD_TEXT_MAX_LINE_LENGTH);
2727
2728         // maybe translate for displaying
2729         if (Lcl_gr) {
2730                 medals_translate_name(Debrief_award_text[Debrief_award_text_num_lines], AWARD_TEXT_MAX_LINE_LENGTH);
2731         } else if (Lcl_pl) {
2732                 medals_translate_name_pl(Debrief_award_text[Debrief_award_text_num_lines], AWARD_TEXT_MAX_LINE_LENGTH);
2733         }
2734
2735         Debrief_award_text_num_lines++;
2736
2737         // if its too long, split once ONLY
2738         // assumes text isnt > 2 lines, but this is a safe assumption due to the char limits of the ranks/badges/etc
2739         if (Debrief_award_text_num_lines < AWARD_TEXT_MAX_LINES) {
2740                 line2 = split_str_once(Debrief_award_text[Debrief_award_text_num_lines-1], field_width);
2741                 if (line2 != NULL) {
2742                         SDL_snprintf(Debrief_award_text[Debrief_award_text_num_lines], AWARD_TEXT_MAX_LINE_LENGTH, " %s", line2);  // indent a space
2743                 }
2744                 Debrief_award_text_num_lines++;         // leave blank line even if it all fits into 1
2745         }
2746 }
2747 #endif  // !MAKE_FS1: No text for FS1, it's all bitmaps
2748
2749 //      called once per frame to drive all the input reading and rendering
2750 void debrief_do_frame(float frametime)
2751 {
2752         int k=0, new_k=0;
2753         const char *please_wait_str = XSTR("Please Wait", 1242);
2754         int str_w, str_h;
2755         char buf[256];
2756
2757         SDL_assert(Debrief_inited);     
2758
2759         // first thing is to load the files
2760         if ( MULTIPLAYER_CLIENT && !Debrief_multi_stages_loaded ) {
2761                 // draw the background, etc
2762                 GR_MAYBE_CLEAR_RES(Background_bitmap);
2763                 if (Background_bitmap >= 0) {
2764                         gr_set_bitmap(Background_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2765                         gr_bitmap(0, 0);
2766                 }
2767
2768                 Debrief_ui_window.draw();
2769                 chatbox_render();
2770                 if ( Debrief_multi_loading_bitmap > -1 ){
2771                         gr_set_bitmap(Debrief_multi_loading_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2772                         gr_bitmap( Please_wait_coords[gr_screen.res][0], Please_wait_coords[gr_screen.res][1] );
2773                 }
2774
2775                 // draw "Please Wait"           
2776                 gr_set_color_fast(&Color_normal);
2777                 gr_set_font(FONT2);
2778                 gr_get_string_size(&str_w, &str_h, please_wait_str);
2779                 gr_string((gr_screen.max_w - str_w) / 2, (gr_screen.max_h - str_h) / 2, please_wait_str);
2780                 gr_set_font(FONT1);
2781
2782                 gr_flip();
2783
2784                 // make sure we run the debrief do frame
2785                 if (Game_mode & GM_MULTIPLAYER) {
2786                         multi_debrief_do_frame();
2787                 }
2788
2789                 // esc pressed?         
2790                 os_poll();      
2791                 int keypress = game_check_key();        
2792                 if(keypress == SDLK_ESCAPE){
2793                         // popup to leave
2794                         multi_quit_game(PROMPT_CLIENT);
2795                 }
2796
2797                 return;
2798         }
2799
2800         // if multiplayer client, and not loaded voice, then load it
2801         if ( MULTIPLAYER_CLIENT && !Debrief_multi_voice_loaded ) {
2802                 debrief_multi_fixup_stages();
2803                 debrief_voice_load_all();
2804                 Debrief_multi_voice_loaded = 1;
2805         }
2806
2807         if ( help_overlay_active(DEBRIEFING_OVERLAY) ) {
2808                 Buttons[gr_screen.res][HELP_BUTTON].button.reset_status();
2809                 Debrief_ui_window.set_ignore_gadgets(1);
2810         }
2811
2812         k = chatbox_process();
2813         if ( Game_mode & GM_NORMAL ) {
2814                 new_k = Debrief_ui_window.process(k);
2815         } else {
2816                 new_k = Debrief_ui_window.process(k, 0);
2817         }
2818
2819         if ( (k > 0) || (new_k > 0) || B1_JUST_RELEASED ) {
2820                 if ( help_overlay_active(DEBRIEFING_OVERLAY) ) {
2821                         help_overlay_set_state(DEBRIEFING_OVERLAY, 0);
2822                         Debrief_ui_window.set_ignore_gadgets(0);
2823                         k = 0;
2824                         new_k = 0;
2825                 }
2826         }
2827
2828         if ( !help_overlay_active(DEBRIEFING_OVERLAY) ) {
2829                 Debrief_ui_window.set_ignore_gadgets(0);
2830         }
2831
2832         // don't show pilot info popup by default
2833         Debrief_should_show_popup = 0;
2834
2835         // see if the mode has changed and handle it if so.
2836         if ( Current_mode != New_mode ) {
2837                 debrief_voice_stop();
2838                 Current_mode = New_mode;
2839                 Current_stage = -1;
2840                 New_stage = 0;
2841                 if (New_mode == DEBRIEF_TAB) {
2842                         Num_stages = 1;
2843                         Debrief_cue_voice = 0;
2844                         Stage_voice = -1;
2845                         if (Debrief_first_voice_flag) {
2846                                 Debrief_cue_voice = timestamp(DEBRIEF_VOICE_DELAY * 3);
2847                                 Debrief_first_voice_flag = 0;
2848                         }
2849                 } else {
2850                         Num_stages = DEBRIEF_NUM_STATS_PAGES;
2851                 }
2852         }
2853
2854         if ((Num_stages > 0) &&  (New_stage != Current_stage)) {
2855                 Current_stage = New_stage;
2856                 debrief_text_init();
2857         }
2858
2859         debrief_voice_play();
2860         common_music_do();
2861
2862         if (Game_mode & GM_MULTIPLAYER) {
2863                 multi_debrief_do_frame();
2864         }
2865
2866         // Now do all the rendering for the frame
2867         GR_MAYBE_CLEAR_RES(Background_bitmap);
2868         if (Background_bitmap >= 0) {
2869                 gr_set_bitmap(Background_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2870                 gr_bitmap(0, 0);
2871         } 
2872
2873         // draw the damn awarded stuff, G
2874         if ( Award_active && (Award_bg_bitmap >= 0) ) {
2875                 gr_set_bitmap(Award_bg_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2876                 gr_bitmap(Debrief_award_wnd_coords[gr_screen.res][0], Debrief_award_wnd_coords[gr_screen.res][1]);
2877                 if (Rank_bitmap >= 0) {
2878                         gr_set_bitmap(Rank_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2879 #ifdef MAKE_FS1
2880                         gr_bitmap(Debrief_rank_coords[0], Debrief_rank_coords[1]);
2881 #else
2882                         gr_bitmap(Debrief_award_coords[gr_screen.res][0], Debrief_award_coords[gr_screen.res][1]);
2883 #endif
2884                 }
2885
2886                 if (Medal_bitmap >= 0) {
2887                         gr_set_bitmap(Medal_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2888                         gr_bitmap(Debrief_award_coords[gr_screen.res][0], Debrief_award_coords[gr_screen.res][1]);
2889                 }
2890
2891                 if (Badge_bitmap >= 0) {
2892                         gr_set_bitmap(Badge_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2893 #ifdef MAKE_FS1
2894                         gr_bitmap(Debrief_badge_coords[0], Debrief_badge_coords[1]);
2895 #else
2896                         gr_bitmap(Debrief_award_coords[gr_screen.res][0], Debrief_award_coords[gr_screen.res][1]);
2897 #endif
2898                 }
2899
2900                 if (Wings_bitmap >= 0) {
2901                         gr_set_bitmap(Wings_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2902 #ifdef MAKE_FS1
2903                         gr_bitmap(Debrief_badge_coords[0], Debrief_badge_coords[1]);
2904 #else
2905                         gr_bitmap(Debrief_award_coords[gr_screen.res][0], Debrief_award_coords[gr_screen.res][1]);
2906 #endif
2907                 }
2908
2909                 // this isn't used in FS1 but doesn't hurt to leave it
2910                 if (Crest_bitmap >= 0) {
2911                         gr_set_bitmap(Crest_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2912                         gr_bitmap(Debrief_award_coords[gr_screen.res][0], Debrief_award_coords[gr_screen.res][1]);
2913                 }
2914
2915                 //  draw medal/badge/rank labels
2916 #ifndef MAKE_FS1
2917                 debrief_draw_award_text();
2918 #else
2919                 if (Rank_text_bitmap >= 0) {
2920                         gr_set_bitmap(Rank_text_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2921                         gr_bitmap(Debrief_rank_text_coords[gr_screen.res][0], Debrief_rank_text_coords[gr_screen.res][1]);
2922                 }
2923
2924                 if (Medal_text_bitmap >= 0) {
2925                         gr_set_bitmap(Medal_text_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2926                         gr_bitmap(Debrief_medal_text_coords[gr_screen.res][0], Debrief_medal_text_coords[gr_screen.res][1]);
2927                 }
2928
2929                 if (Badge_text_bitmap >= 0) {
2930                         gr_set_bitmap(Badge_text_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2931                         gr_bitmap(Debrief_badge_text_coords[gr_screen.res][0], Debrief_badge_text_coords[gr_screen.res][1]);
2932                 }
2933 #endif
2934         }
2935         
2936         Debrief_ui_window.draw();
2937         debrief_redraw_pressed_buttons();
2938         Buttons[gr_screen.res][Current_mode].button.draw_forced(2);
2939         if (Recommend_active && (Current_mode != STATS_TAB)) {
2940                 Buttons[gr_screen.res][RECOMMENDATIONS].button.draw_forced(2);
2941         }
2942
2943         // draw the title of the mission
2944         gr_set_color_fast(&Color_bright_white);
2945         SDL_strlcpy(buf, The_mission.name, sizeof(buf));
2946         gr_force_fit_string(buf, 255, Debrief_title_coords[gr_screen.res][2]);
2947         gr_string(Debrief_title_coords[gr_screen.res][0], Debrief_title_coords[gr_screen.res][1], buf); 
2948
2949 #if !defined(NDEBUG) || defined(INTERPLAYQA)
2950         gr_set_color_fast(&Color_normal);
2951         gr_printf(Debrief_title_coords[gr_screen.res][0], Debrief_title_coords[gr_screen.res][1] - 10, NOX("[name: %s, mod: %s]"), Mission_filename, The_mission.modified);
2952 #endif
2953
2954         // draw the screen-specific text
2955         switch (Current_mode) {
2956                 case DEBRIEF_TAB:
2957                         if ( Num_debrief_stages <= 0 ) {
2958                                 gr_set_color_fast(&Color_white);
2959                                 SDL_assert( Game_current_mission_filename != NULL );
2960                                 gr_printf(Debrief_text_wnd_coords[gr_screen.res][0], Debrief_text_wnd_coords[gr_screen.res][1], XSTR( "No Debriefing for mission: %s", 458), Game_current_mission_filename);
2961
2962                         } else {
2963                                 debrief_render();
2964                         }
2965
2966                         break;
2967
2968                 case STATS_TAB:
2969                         debrief_stats_render();
2970                         break;
2971         } // end switch
2972
2973         if (Text_offset + Debrief_text_wnd_coords[gr_screen.res][3] / gr_get_font_height() < Num_text_lines) {
2974                 int w;
2975
2976                 gr_set_color_fast(&Color_red);
2977                 gr_get_string_size(&w, NULL, XSTR( "More", 459));
2978                 gr_printf(Debrief_text_wnd_coords[gr_screen.res][0] + Debrief_text_wnd_coords[gr_screen.res][2] / 2 - w / 2, Debrief_text_wnd_coords[gr_screen.res][1] + Debrief_text_wnd_coords[gr_screen.res][3], XSTR( "More", 459));
2979         }
2980
2981         debrief_render_stagenum();
2982         debrief_multi_list_draw();
2983
2984         // render some extra stuff in multiplayer
2985         if (Game_mode & GM_MULTIPLAYER) {
2986                 // render the chatbox last
2987                 chatbox_render();
2988
2989                 // draw tooltips
2990                 Debrief_ui_window.draw_tooltip();
2991
2992                 // render the status indicator for the voice system
2993                 multi_common_voice_display_status();
2994         }
2995
2996         // AL 3-6-98: Needed to move key reading here, since popups are launched from this code, and we don't
2997         //                                want to include the mouse pointer which is drawn in the flip
2998
2999         if ( !help_overlay_active(DEBRIEFING_OVERLAY) ) {
3000                 debrief_check_buttons();
3001                 debrief_do_keys(new_k); 
3002         }
3003
3004         // blit help overlay if active
3005         help_overlay_maybe_blit(DEBRIEFING_OVERLAY);
3006
3007         gr_flip();
3008
3009         // dont let dude skip 3-09.  hack.      
3010         if(Game_mode & GM_CAMPAIGN_MODE){
3011                 if((Campaign.current_mission >= 0) && (Campaign.current_mission < MAX_CAMPAIGN_MISSIONS)){
3012                         if ((Campaign.missions[Campaign.current_mission].name != NULL) && !SDL_strcasecmp(Campaign.missions[Campaign.current_mission].name, "sm3-09.fs2")) {
3013                                 Debrief_skip_popup_already_shown = 1;
3014                         }
3015                 }
3016         }       
3017
3018         // maybe show skip mission popup
3019         if ((!Debrief_skip_popup_already_shown) && (Player->show_skip_popup) && (Game_mode & GM_NORMAL) && (Game_mode & GM_CAMPAIGN_MODE) && (Player->failures_this_session >= PLAYER_MISSION_FAILURE_LIMIT) && !(Game_mode & GM_MULTIPLAYER)) {
3020                 int popup_choice = popup(0, 3, XSTR("Do Not Skip This Mission", 1473),
3021                                                                                                  XSTR("Advance To The Next Mission", 1474),
3022                                                                                                  XSTR("Don't Show Me This Again", 1475),
3023                                                                                                  XSTR("You have failed this mission five times.  If you like, you may advance to the next mission.", 1472) );
3024                 switch (popup_choice) {
3025                 case 0:
3026                         // stay on this mission, so proceed to normal debrief
3027                         // in other words, do nothing.
3028                         break;
3029                 case 1:
3030                         // skip this mission
3031                         mission_campaign_skip_to_next();
3032                         gameseq_post_event(GS_EVENT_START_GAME);
3033                         break;
3034                 case 2:
3035                         // dont show this again
3036                         Player->show_skip_popup = 0;
3037                         break;
3038                 }
3039
3040                 Debrief_skip_popup_already_shown = 1;
3041         }
3042
3043         // check to see if we should be showing a pilot info popup in multiplayer (if a guy was double clicked)
3044         if ((Game_mode & GM_MULTIPLAYER) && Debrief_should_show_popup) {
3045                 SDL_assert((Multi_list_select >= 0) && (Multi_list_select < Multi_list_size));
3046                 multi_pinfo_popup(&Net_players[Multi_list[Multi_list_select].net_player_index]);
3047
3048                 Debrief_should_show_popup = 0;
3049         }
3050 }
3051
3052 void debrief_rebuild_player_list()
3053 {
3054         int i;
3055         net_player *np;
3056         debrief_multi_list_info *list;
3057
3058         Multi_list_size = 0;  // number of net players to choose from
3059
3060         for ( i=0; i<MAX_PLAYERS; i++ ) {
3061                 np = &Net_players[i];
3062                 // remember not to include the standalone.
3063                 if ( MULTI_CONNECTED((*np)) && !MULTI_STANDALONE((*np))){
3064                         list = &Multi_list[Multi_list_size++];
3065                         list->net_player_index = i;
3066                         SDL_strlcpy(list->callsign, np->player->callsign, sizeof(list->callsign));
3067                         
3068                         // make sure to leave some room to blit the team indicator
3069                         gr_force_fit_string(list->callsign, CALLSIGN_LEN - 1, Debrief_list_coords[gr_screen.res][2] - MULTI_LIST_TEAM_OFFSET);
3070                 }
3071         } // end for
3072 }
3073
3074 void debrief_handle_player_drop()
3075 {
3076         debrief_rebuild_player_list();
3077 }
3078
3079 void debrief_disable_accept()
3080 {
3081 }
3082