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[taylor/freespace2.git] / src / menuui / readyroom.cpp
1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell 
5  * or otherwise commercially exploit the source or things you created based on
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/MenuUI/ReadyRoom.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * Ready Room code, which is the UI screen for selecting Campaign/mission to play next mainly.
16  *
17  * $Log$
18  * Revision 1.9  2005/08/12 09:01:11  taylor
19  * fix strange issue where campaign and single missions could end up mixed together in the same list
20  *
21  * Revision 1.8  2005/03/29 02:18:47  taylor
22  * Various 64-bit platform fixes
23  * Fix compiler errors with MAKE_FS1 and fix gr_set_bitmap() too
24  * Make sure that turrets can fire at asteroids for FS1 (needed for a couple missions)
25  * Streaming audio support (big thanks to Pierre Willenbrock!!)
26  * Removed dependance on strings.tbl for FS1 since we don't actually need it now
27  *
28  * Revision 1.7  2004/12/15 04:10:45  taylor
29  * outwnd_unix.cpp from fs2_open for logging to file in debug mode
30  * fixes for default function values
31  * always use vm_* functions for sanity sake
32  * make cfilearchiver 64-bit compatible
33  * fix crash on exit from double free()
34  * fix crash on startup from extra long GL extension string in debug
35  *
36  * Revision 1.6  2004/09/20 01:31:44  theoddone33
37  * GCC 3.4 fixes.
38  *
39  * Revision 1.5  2004/07/04 11:39:06  taylor
40  * fix missing debrief text, crash on exit, path separator's, warning fixes, no GR_SOFT
41  *
42  * Revision 1.4  2003/05/25 02:30:42  taylor
43  * Freespace 1 support
44  *
45  * Revision 1.3  2002/06/09 04:41:22  relnev
46  * added copyright header
47  *
48  * Revision 1.2  2002/06/02 04:26:34  relnev
49  * warning cleanup
50  *
51  * Revision 1.1.1.1  2002/05/03 03:28:09  root
52  * Initial import.
53  *
54  * 
55  * 20    9/30/99 5:59p Jefff
56  * fixed compile error in OEM ver
57  * 
58  * 19    9/08/99 12:28p Jefff
59  * 
60  * 18    9/06/99 6:38p Dave
61  * Improved CD detection code.
62  * 
63  * 17    9/02/99 2:33p Jefff
64  * column heading coordinate changes
65  * 
66  * 16    8/22/99 4:16p Jefff
67  * scroll button coord fixes
68  * 
69  * 15    7/20/99 1:49p Dave
70  * Peter Drake build. Fixed some release build warnings.
71  * 
72  * 14    7/19/99 2:13p Dave
73  * Added some new strings for Heiko.
74  * 
75  * 13    7/15/99 9:20a Andsager
76  * FS2_DEMO initial checkin
77  * 
78  * 12    7/09/99 5:54p Dave
79  * Seperated cruiser types into individual types. Added tons of new
80  * briefing icons. Campaign screen.
81  * 
82  * 11    2/01/99 5:55p Dave
83  * Removed the idea of explicit bitmaps for buttons. Fixed text
84  * highlighting for disabled gadgets.
85  * 
86  * 10    1/30/99 9:01p Dave
87  * Coord fixes.
88  * 
89  * 9     1/30/99 5:08p Dave
90  * More new hi-res stuff.Support for nice D3D textures.
91  * 
92  * 8     1/29/99 12:47a Dave
93  * Put in sounds for beam weapon. A bunch of interface screens (tech
94  * database stuff).
95  * 
96  * 7     12/11/98 4:35p Andsager
97  * Fix sim room bug when no standalone missions
98  * 
99  * 6     12/07/98 5:02p Dan
100  * Removed improper use of bitmap filename with extension,
101  * 
102  * 5     10/13/98 9:28a Dave
103  * Started neatening up freespace.h. Many variables renamed and
104  * reorganized. Added AlphaColors.[h,cpp]
105  *    
106  *
107  * $NoKeywords: $
108  */
109
110 #include <ctype.h>
111
112 #include "2d.h"
113 #include "font.h"
114 #include "ui.h"
115 #include "uidefs.h"
116 #include "key.h"
117 #include "bmpman.h"
118 #include "gamesequence.h"
119 #include "missioncampaign.h"
120 #include "sound.h"
121 #include "gamesnd.h"
122 #include "missionscreencommon.h"
123 #include "freespace.h"
124 #include "missionparse.h"
125 #include "player.h"
126 #include "managepilot.h"
127 #include "popup.h"
128 #include "contexthelp.h"
129 #include "cfilesystem.h"
130 #include "freespace.h"
131 #include "alphacolors.h"
132
133 #define MAX_MISSIONS    1024
134
135 int Mission_list_coords[GR_NUM_RESOLUTIONS][4] = {
136         { // GR_640
137 #ifdef MAKE_FS1
138                 82, 108, 409, 277
139 #else
140                 33, 108, 402, 279
141 #endif
142         },
143         { // GR_1024
144                 43, 175, 402, 279
145         }
146 };
147
148 int Campaign_list_coords[GR_NUM_RESOLUTIONS][4] = {
149         { // GR_640
150 #ifdef MAKE_FS1
151                 491, 108, 113, 277
152 #else
153                 491, 108, 115, 279
154 #endif
155         },
156         { // GR_1024
157                 491, 175, 115, 279
158         }
159 };
160
161
162 // x coordinate offsets for data when campaign tab active
163 #define C_TEXT_X                0
164 #define C_SUBTEXT_X     19
165
166 // x coordinate offsets for data when mission tab active
167 #define M_TEXT_X                0
168
169 #define MODE_CAMPAIGNS  0
170 #define MODE_MISSIONS   1
171
172 #define MAX_LINES                                       200
173 #define MAX_DESC_LINES                  200
174 #define NUM_BUTTONS                             11
175 #define LIST_BUTTONS_MAX                40
176
177 #define SCROLL_UP_BUTTON                0
178 #define SCROLL_DOWN_BUTTON              1
179 #define MISSION_TAB                             2
180 #define CAMPAIGN_TAB                            3
181 #define HELP_BUTTON                             4
182 #define COMMIT_BUTTON                   5
183 #define OPTIONS_BUTTON                  6
184 #define TECH_DATABASE_BUTTON    7
185 #define SIMULATOR_BUTTON                8
186 #define CUTSCENES_BUTTON                9
187 #define CREDITS_BUTTON                  10
188
189 #define CAMPAIGN_MISSION_HASH_SIZE 307
190
191 struct sim_room_buttons {
192         const char *filename;
193         int x, y, xt, yt;
194         int hotspot;
195         UI_BUTTON button;  // because we have a class inside this struct, we need the constructor below..
196
197         sim_room_buttons(const char *name, int x1, int y1, int xt1, int yt1, int h) : filename(name), x(x1), y(y1), xt(xt1), yt(yt1), hotspot(h) {}
198 };
199
200 static sim_room_buttons Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
201 //XSTR:OFF
202         {               // GR_640
203 #ifdef MAKE_FS1
204                 sim_room_buttons("LMB_04",              7,              135,    -1, -1, 4),             // up arrows
205                 sim_room_buttons("LMB_05",              7,              182,    -1, -1, 5),             // down arrows
206                 sim_room_buttons("LMB_06",              23,             396,    -1, -1, 6),             // single missions
207                 sim_room_buttons("LMB_07",              198,    396,    -1, -1, 7),             // campaign missions
208                 sim_room_buttons("LMB_08",              469,    427,    -1, -1, 8),             // help
209                 sim_room_buttons("LMB_09",              554,    411,    -1, -1, 9),             // commit
210                 sim_room_buttons("LMB_10",              447,    452,    -1,     -1, 10),        // options
211
212                 sim_room_buttons("TDB_00",              0,              0,              -1, -1, 0),             // technical database
213                 sim_room_buttons("TDB_01",              0,              19,             -1, -1, 1),             // mission simulator
214                 sim_room_buttons("TDB_02",              0,              35,             -1, -1, 2),             // cutscenes
215                 sim_room_buttons("TDB_03",              0,              56,             -1,     -1,     3),             // credits
216 #else
217                 sim_room_buttons("LMB_04",              1,              99,     -1,     -1,     4),
218                 sim_room_buttons("LMB_05",              1,              381,    -1,     -1,     5),
219                 sim_room_buttons("LMB_06",              6,              438,    40,     445,    6),
220                 sim_room_buttons("LMB_07",              6,              457,    40,     462,    7),
221                 sim_room_buttons("LMB_08",              534,    426,    500,    440,    8),
222                 sim_room_buttons("LMB_09",              571,    426,    572,    413,    9),
223                 sim_room_buttons("LMB_10",              534,    455,    480,    462,    10),
224
225                 sim_room_buttons("TDB_00",              7,              3,              37,     7,              0),
226                 sim_room_buttons("TDB_01",              7,              18,     37,     23,     1),
227                 sim_room_buttons("TDB_02",              7,              34,     37,     38,     2),
228                 sim_room_buttons("TDB_03",              7,              49,     37,     54,     3),
229 #endif
230         },
231         {               // GR_1024
232                 sim_room_buttons("2_LMB_04",    2,              159,    -1,     -1,     4),
233                 sim_room_buttons("2_LMB_05",    2,              609,    -1,     -1,     5),
234                 sim_room_buttons("2_LMB_06",    10,     701,    64,     712,    6),
235                 sim_room_buttons("2_LMB_07",    10,     732,    64,     739,    7),
236                 sim_room_buttons("2_LMB_08",    854,    681,    800, 704,       8),
237                 sim_room_buttons("2_LMB_09",    914,    681,    915, 660,       9),
238                 sim_room_buttons("2_LMB_10",    854,    728,    800, 728,       10),
239
240                 sim_room_buttons("2_TDB_00",    12,     5,              59,     12,     0),
241                 sim_room_buttons("2_TDB_01",    12,     31,     59,     37,     1),
242                 sim_room_buttons("2_TDB_02",    12,     56,     59,     62,     2),
243                 sim_room_buttons("2_TDB_03",    12,     81,     59,     88,     3),
244         }
245 //XSTR:ON
246 };
247
248 const char *Sim_filename[GR_NUM_RESOLUTIONS] = {
249         "LoadMission",
250         "2_LoadMission"
251 };
252 const char *Sim_mask_filename[GR_NUM_RESOLUTIONS] = {
253         "LoadMission-m",
254         "2_LoadMission-m"
255 };
256
257 const char *Campaign_filename[GR_NUM_RESOLUTIONS] = {
258         "Campaign",
259         "2_Campaign"
260 };
261 const char *Campaign_mask_filename[GR_NUM_RESOLUTIONS] = {
262         "Campaign-m",
263         "2_Campaign-m"
264 };
265
266 // misc text. ("Mission" and "Filename"
267 #ifndef MAKE_FS1
268 #define NUM_SIM_MISC_TEXT                               2
269 #define SIM_MISC_TEXT_MISSION                   0
270 #define SIM_MISC_TEXT_FILENAME          1
271 int Sim_misc_text_coords[GR_NUM_RESOLUTIONS][NUM_SIM_MISC_TEXT][2] = {
272         { // GR_640
273                 {33, 95},
274                 {491, 95}
275         }, 
276         { // GR_1024
277                 {43, 155},
278                 {491, 155}
279         }
280 };
281 #endif
282
283 // readyroom text line stuff
284 #define READYROOM_LINE_CAMPAIGN 1
285 #define READYROOM_LINE_CMISSION 2
286 #define READYROOM_LINE_MISSION  3
287
288 #define READYROOM_FLAG_FROM_VOLITION                    (1<<0)                  // volition made
289 #ifdef MAKE_FS1
290 #define READYROOM_FLAG_FROM_MDISK                               (1<<1)                  // mission disk
291 #endif
292 static struct { 
293         int type;                                       // see READYROOM_LINE_* defines above
294         const char *name;
295         const char *filename;
296         int x;                                          // X coordinate of line
297         int y;                                          // Y coordinate of line
298         int flags;                                      // special flags, see READYROOM_FLAG_* defines above
299 } sim_room_lines[MAX_LINES];
300
301 static char Cur_campaign[MAX_FILENAME_LEN];
302 static char *Mission_filenames[MAX_MISSIONS];
303 static char *Standalone_mission_names[MAX_MISSIONS];
304 static int  Standalone_mission_flags[MAX_MISSIONS];
305 static char *Campaign_missions[MAX_CAMPAIGN_MISSIONS];
306 static char *Campaign_mission_names[MAX_CAMPAIGN_MISSIONS];
307 static int Campaign_mission_flags[MAX_MISSIONS];
308 static char *Campaign_descs[MAX_CAMPAIGNS];
309 static char *Campaign_descs_temp[MAX_CAMPAIGNS];
310 static char *Campaign_file_names_temp[MAX_CAMPAIGNS];
311 static int Standalone_mission_names_inited = 0;
312 static int Campaign_names_inited = 0;
313 static int Campaign_mission_names_inited = 0;
314 static int Num_standalone_missions;
315 static int Num_campaign_missions;
316 static int Scroll_offset;
317 static int Selected_line;
318 static int Num_lines;
319 static int Num_campaign_missions_with_info = 0;
320 static int Num_standalone_missions_with_info = 0;
321 static int list_x1;
322 static int list_x2;
323 static int list_y;
324 static int list_w1;
325 static int list_w2;
326 static int list_h;
327 static int Background_bitmap;
328 static UI_WINDOW Ui_window;
329 static UI_BUTTON List_buttons[LIST_BUTTONS_MAX];  // buttons for each line of text in list
330
331 typedef struct hash_node {
332         hash_node *next;
333         const char *filename;
334 } hash_node;
335
336 static hash_node *Campaign_mission_hash_table[CAMPAIGN_MISSION_HASH_SIZE];
337 static int Hash_table_inited;
338
339 // special icons (1.04 + stuff)
340 #ifdef MAKE_FS1
341 #define NUM_MISSION_ICONS                       2
342 #else
343 #define NUM_MISSION_ICONS                       1
344 #endif
345 #define MISSION_ICON_VOLITION           0                               // mini volition death's head :)
346 #ifdef MAKE_FS1
347 #define MISSION_ICON_MDISK                      1                               // Silent Threat mini icon
348 #endif
349
350 // icon offsets (see LIST_ defines above
351 //#define MISSION_ICON_VOLITION_X                               (46)
352 #define MISSION_ICON_VOLITION_Y_OFFSET          (-1)
353 #ifdef MAKE_FS1
354 #define MISSION_ICON_MDISK_Y_OFFSET                     (0)
355 #endif
356
357 // icon offsets
358 static int Sim_volition_icon_x[GR_NUM_RESOLUTIONS] = {
359 #ifdef MAKE_FS1
360         45,
361 #else
362         38,
363 #endif
364         49
365 };
366
367 #ifdef MAKE_FS1
368 static int Sim_silent_icon_x[GR_NUM_RESOLUTIONS] = {
369         58,
370         58
371 };
372 #endif
373
374 // special icons themselves
375 int Mission_icon_bitmaps[NUM_MISSION_ICONS];
376 //XSTR:OFF
377 const char *Mission_icon_bitmap_filenames[NUM_MISSION_ICONS] = {
378 #ifdef MAKE_FS1
379         "icon-volition",
380         "icon-silent"
381 #else
382         "icon-volition" 
383 #endif
384 };
385 //XSTR:ON
386 void sim_room_load_mission_icons();
387 void sim_room_unload_mission_icons();
388 void sim_room_blit_icons(int line_index, int y_start, fs_builtin_mission *fb = NULL, int is_md = 0);
389
390 // Finds a hash value for mission filename
391 //
392 // returns hash value
393 int hash_filename(const char *filename) {
394         Uint64 hash_val = 0;
395         const char *ptr = filename;
396         
397         // Dont hash .fsm extension, convert all to upper case
398         for (int i=0; i < ((signed int)(strlen(filename)) - 4); i++) {
399                 hash_val = (hash_val << 4) + toupper(*ptr++);
400         }
401
402         return int(hash_val % CAMPAIGN_MISSION_HASH_SIZE);
403 }
404
405 // insert filename into Campaign_mission_hash_table
406 //
407 // returns 1 if successful, 0 if could not allocate memory
408 int hash_insert(const char *filename) {
409         int hash_val = hash_filename(filename);
410         hash_node *cur_node;
411
412         // Check if table empty
413         if (Campaign_mission_hash_table[hash_val] == NULL) {
414                 Campaign_mission_hash_table[hash_val] = new hash_node;
415
416                 cur_node = Campaign_mission_hash_table[hash_val];
417
418                 if (cur_node == NULL) {
419                         // Unable to allocate memory
420                         return 0;
421                 }
422         } else {
423                 // Walk down list to first empty node
424                 cur_node = Campaign_mission_hash_table[hash_val];
425                 while (cur_node->next != NULL) {
426                         cur_node = cur_node->next;
427                 }
428
429                 // Create new node
430                 cur_node->next = new hash_node;
431
432                 if (cur_node->next == NULL) {
433                         // unable to allocate memory
434                         return 0;
435                 } else {
436                         cur_node = cur_node->next;
437                 }
438         }
439
440         // Initialize data
441         cur_node->next = NULL;
442         cur_node->filename = filename;
443
444         // Return successs
445         return 1;
446 }
447
448 // Checks if a filename already exitst in the hash table
449 //
450 // returns 1 if found (collision), 0 if no collision
451 int campaign_mission_hash_collision(const char *filename)
452 {
453         int hash_val = hash_filename(filename);
454         hash_node *cur_node = Campaign_mission_hash_table[hash_val];
455
456         if (cur_node == NULL) {
457                 return 0;
458         }
459
460         do {
461                 if (!SDL_strcasecmp(filename, cur_node->filename)) {
462                         return 1;
463                 }
464
465                 cur_node = cur_node->next;
466         } while (cur_node != NULL);
467
468         // Ran out of stuff to check
469         return 0;
470 }
471
472 // builds hash table of campaign mission filenames
473 //
474 // returns 1 if successful, 0 if not successful
475 int build_campaign_mission_filename_hash_table()
476 {
477         int rval;
478         // Go through all campaign missions
479         for (int i=0; i<Num_campaign_missions; i++) {
480                 rval = hash_insert(Campaign_missions[i]);
481                 if (rval == 0) {
482                         return 0;
483                 }
484         }
485
486         // successful
487         return 1;
488 }
489
490 // deletes hash table nodes
491 //
492 void campaign_mission_hash_table_delete()
493 {
494         hash_node *cur_node;
495
496         for (int i=0; i<CAMPAIGN_MISSION_HASH_SIZE; i++) {
497                 // Look for entries into array
498                 if (Campaign_mission_hash_table[i] != NULL) {
499                         cur_node = Campaign_mission_hash_table[i];
500
501                         // Walk down the list deleting self
502                         while (cur_node->next != NULL) {
503                                 hash_node *temp = cur_node->next;
504                                 delete cur_node;
505                                 cur_node = temp;
506                         }
507
508                         // Delete last node
509                         delete cur_node;
510                         Campaign_mission_hash_table[i] = NULL;
511                 }
512         }
513 }
514
515
516 // add a line of sim_room smuck to end of list
517 int sim_room_line_add(int type, char *name, char *filename, int x, int y, int flags)
518 {
519         if (Num_lines >= MAX_LINES)
520                 return 0;
521
522         sim_room_lines[Num_lines].type = type;
523         sim_room_lines[Num_lines].name = name;
524         sim_room_lines[Num_lines].filename = filename;
525         sim_room_lines[Num_lines].x = x;
526         sim_room_lines[Num_lines].y = y;
527         sim_room_lines[Num_lines].flags = flags;
528         return Num_lines++;
529 }
530
531 // filter out all multiplayer campaigns
532 int campaign_room_campaign_filter(const char *filename)
533 {
534         int type, max_players;
535         char name[NAME_LENGTH], *desc = NULL;
536
537         #ifdef OEM_BUILD
538         // also need to check if this is the builtin campaign
539         if ( game_find_builtin_mission(filename) && mission_campaign_get_info(filename, name, &type, &max_players, &desc) ) {
540         #else
541         if ( mission_campaign_get_info(filename, name, &type, &max_players, &desc) ) {
542         #endif
543                 if ( type == CAMPAIGN_TYPE_SINGLE ) {                   
544                         Campaign_file_names_temp[Num_campaigns] = strdup(filename);
545                         Campaign_descs_temp[Num_campaigns++] = desc;
546                         return 1;                       
547                 }
548         }
549
550         if (desc){
551                 free(desc);
552         }
553
554         return 0;
555 }
556
557 // build up a list of all missions in all campaigns.
558 int sim_room_campaign_mission_filter(const char *filename)
559 {
560         int num;
561
562         num = mission_campaign_get_mission_list(filename, &Campaign_missions[Num_campaign_missions], MAX_CAMPAIGN_MISSIONS - Num_campaign_missions);
563         if (num < 0)
564                 return 0;
565
566         Num_campaign_missions += num;
567         return 1;
568 }
569
570 // filter out all missions already used in existing campaigns
571 int sim_room_standalone_mission_filter(const char *filename)
572 {
573         int type;
574         char mission_name[255];
575
576         // Check if a campaign mission (single and multi)
577         if (campaign_mission_hash_collision(filename)) {
578                 return 0;
579         } 
580
581         // Check if a standalone multi mission OR Mdisk mission with data
582         type = mission_parse_is_multi(filename, mission_name);
583         if (type && !(type & MISSION_TYPE_SINGLE))
584                 return 0;
585
586         return 1;
587 }
588
589 // builds up list of standalone missions and adds them to missions simulator
590 // processes one mission per frame
591 //
592 // returns 1 if finished with all missions, 0 otherwise
593 //
594 int build_standalone_mission_list_do_frame()
595 {
596         int font_height = gr_get_font_height();
597         char filename[MAX_FILENAME_LEN];
598         char str[256];
599         
600         // When no standalone missions in data directory
601         if (Num_standalone_missions == 0) {
602                 Standalone_mission_names_inited = 1;
603                 return 1;
604         }
605
606         // Set global variable so we we'll have list available next time
607         Standalone_mission_names[Num_standalone_missions_with_info] = NULL;
608         Standalone_mission_flags[Num_standalone_missions_with_info] = 0;
609
610         if (Num_standalone_missions > 0) {  // sanity check
611                 if (strlen(Mission_filenames[Num_standalone_missions_with_info]) < MAX_FILENAME_LEN - 4) { // sanity check?
612                         SDL_strlcpy(filename, Mission_filenames[Num_standalone_missions_with_info], SDL_arraysize(filename));
613
614                         // update popup         
615                         SDL_snprintf(str, SDL_arraysize(str), XSTR("Single Mission\n\n%s",989), filename);
616                         popup_change_text(str);
617
618                         // tack on an extension
619                         SDL_strlcat(filename, FS_MISSION_FILE_EXT, SDL_arraysize(filename));
620                         if (!get_mission_info(filename)) {                      
621                                 Standalone_mission_names[Num_standalone_missions_with_info] = strdup(The_mission.name);
622                                 Standalone_mission_flags[Num_standalone_missions_with_info] = The_mission.game_type;
623                                 int y = Num_lines * (font_height + 2);
624
625                                 // determine some extra information
626                                 int flags = 0;
627                                 fs_builtin_mission *fb = game_find_builtin_mission(filename);                           
628                                 if((fb != NULL) && (fb->flags & FSB_FROM_VOLITION)){
629                                         flags |= READYROOM_FLAG_FROM_VOLITION;
630                                 }                               
631 #ifdef MAKE_FS1
632                                 if((fb != NULL) && (fb->flags & FSB_FROM_MDISK)){
633                                         flags |= READYROOM_FLAG_FROM_MDISK;
634                                 }
635 #endif
636
637                                 // add the line
638                                 sim_room_line_add(READYROOM_LINE_MISSION, Standalone_mission_names[Num_standalone_missions_with_info], Mission_filenames[Num_standalone_missions_with_info], list_x1 + M_TEXT_X, y, flags);                     
639                         }
640                 }
641
642                 Num_standalone_missions_with_info++;
643         }
644
645         if (Num_standalone_missions_with_info == Num_standalone_missions) {
646                 Standalone_mission_names_inited = 1;
647                 return 1;
648         } else {
649                 return 0;
650         }
651 }
652
653 // builds up list of already played missions in a campaign and adds them to missions simulator
654 // processes one mission per frame
655 //
656 // returns 1 if finished with all missions, 0 otherwise
657 //
658 int build_campaign_mission_list_do_frame()
659 {
660         int font_height = gr_get_font_height();
661         char str[256];
662
663         // When no campaign files in data directory
664         if (Campaign.num_missions == 0) {
665                 Campaign_mission_names_inited = 1;
666                 return 1;
667         }
668
669         // change popup
670         SDL_snprintf(str, SDL_arraysize(str), XSTR("Campaign Mission\n\n%s",990), Campaign.missions[Num_campaign_missions_with_info].name);
671         popup_change_text(str);
672
673         // Set global variable so we we'll have list available next time
674         Campaign_mission_names[Num_campaign_missions_with_info] = NULL;
675         Campaign_mission_flags[Num_campaign_missions_with_info] = 0;
676         
677         // Only allow missions already completed
678         if (Campaign.missions[Num_campaign_missions_with_info].completed) {
679                 if (!get_mission_info(Campaign.missions[Num_campaign_missions_with_info].name)) {
680                         // add to list
681                         Campaign_mission_names[Num_campaign_missions_with_info] = strdup(The_mission.name);
682                         Campaign_mission_flags[Num_campaign_missions_with_info] = The_mission.game_type;
683                         int y = Num_campaign_missions_with_info * (font_height + 2);
684
685                         // determine some extra information
686                         int flags = 0;
687                         fs_builtin_mission *fb = game_find_builtin_mission(Campaign.missions[Num_campaign_missions_with_info].name);                            
688                         if((fb != NULL) && (fb->flags & FSB_FROM_VOLITION)){
689                                 flags |= READYROOM_FLAG_FROM_VOLITION;
690                         }                               
691
692 #ifdef MAKE_FS1
693                         if((fb != NULL) && (fb->flags & FSB_FROM_MDISK)){
694                                 flags |= READYROOM_FLAG_FROM_MDISK;
695                         }
696 #endif
697         
698                         sim_room_line_add(READYROOM_LINE_CMISSION, Campaign_mission_names[Num_campaign_missions_with_info], Campaign.missions[Num_campaign_missions_with_info].name, list_x1 + C_SUBTEXT_X, y, flags);
699                 }
700         }
701
702         Num_campaign_missions_with_info++;
703
704         if (Num_campaign_missions_with_info == Campaign.num_missions) {
705                 Campaign_mission_names_inited = 1;
706                 return 1;
707         } else {
708                 return 0;
709         }
710 }
711
712 // Builds list of either (1) standalone missions or (2) already played missions in current campaign
713 // First time through, it builds list, next time it uses precompiled list
714 void sim_room_build_listing()
715 {
716         int i, y;
717         int font_height = gr_get_font_height();
718         char full_filename[256];
719
720         Num_lines = y = 0;
721         list_y = Mission_list_coords[gr_screen.res][1];
722         list_h = Mission_list_coords[gr_screen.res][3];
723
724         // Stand alone single player missions.
725         if (Player->readyroom_listing_mode == MODE_MISSIONS) {
726                 if (Hash_table_inited) {
727                         if (!Standalone_mission_names_inited) {  // Is this the first time through
728                                 // build_list_do_frame builds list and adds sim room line and sets Standalone_mission_names_inited
729                                 popup_till_condition(build_standalone_mission_list_do_frame, POPUP_CANCEL, XSTR("Loading missions", 991) );
730                         } else {
731                                 for (i=0; i<Num_standalone_missions_with_info; i++) {
732                                         if (Standalone_mission_names[i]) {
733                                                 // determine some extra information
734                                                 int flags = 0;
735                                                 memset(full_filename, 0, 256);
736                                                 SDL_strlcpy(full_filename, cf_add_ext(Mission_filenames[i], FS_MISSION_FILE_EXT), SDL_arraysize(full_filename));
737                                                 fs_builtin_mission *fb = game_find_builtin_mission(full_filename);                                              
738                                                 if((fb != NULL) && (fb->flags & FSB_FROM_VOLITION)){
739                                                         flags |= READYROOM_FLAG_FROM_VOLITION;
740                                                 }
741
742 #ifdef MAKE_FS1
743                                                 if((fb != NULL) && (fb->flags & FSB_FROM_MDISK)){
744                                                         flags |= READYROOM_FLAG_FROM_MDISK;
745                                                 }
746 #endif
747                                                 
748                                                 sim_room_line_add(READYROOM_LINE_MISSION, Standalone_mission_names[i], Mission_filenames[i], list_x1 + M_TEXT_X, y, flags);
749                                                 y += font_height + 2;
750                                         }
751                                 }
752                         }
753                 }
754         } else {
755                 // Campaign missions
756                 list_y += font_height + 2;
757                 list_h -= font_height - 2;
758
759                 if (!Campaign_mission_names_inited) {  // Is this the first time through
760                         popup_till_condition(build_campaign_mission_list_do_frame, POPUP_CANCEL, XSTR("Loading campaign missions",992));
761                         // builds list, adds sim room line and sets Campaign_mission_names_inited
762                 } else {
763                         for (i=0; i<Num_campaign_missions_with_info; i++) {
764                                 if (Campaign_mission_names[i]) {
765                                         // determine some extra information
766                                         int flags = 0;
767                                         memset(full_filename, 0, 256);
768                                         SDL_strlcpy(full_filename, cf_add_ext(Campaign.missions[i].name, FS_MISSION_FILE_EXT), SDL_arraysize(full_filename));
769                                         fs_builtin_mission *fb = game_find_builtin_mission(full_filename);
770                                         if((fb != NULL) && (fb->flags & FSB_FROM_VOLITION)){
771                                                 flags |= READYROOM_FLAG_FROM_VOLITION;
772                                         }                                       
773
774 #ifdef MAKE_FS1
775                                         if((fb != NULL) && (fb->flags & FSB_FROM_MDISK)){
776                                                 flags |= READYROOM_FLAG_FROM_MDISK;
777                                         }
778 #endif
779
780                                         sim_room_line_add(READYROOM_LINE_CMISSION, Campaign_mission_names[i], Campaign.missions[i].name, list_x1 + C_SUBTEXT_X, y, flags);
781                                         y += font_height;
782                                 }
783                         }
784                 }
785         }
786 }
787
788 int sim_room_line_query_visible(int n)
789 {
790         int y;
791
792         if ((n < 0) || (n >= Num_lines))
793                 return 0;
794         
795         y = sim_room_lines[n].y - sim_room_lines[Scroll_offset].y;
796         if ((y < 0) || (y + gr_get_font_height() > list_h))
797                 return 0;
798
799         return 1;
800 }
801
802 void sim_room_scroll_screen_up()
803 {
804         if (Player->readyroom_listing_mode != MODE_MISSIONS) {
805                 if (Scroll_offset) {
806                         Scroll_offset--;
807                         gamesnd_play_iface(SND_SCROLL);
808
809                 } else
810                         gamesnd_play_iface(SND_GENERAL_FAIL);
811
812                 return;
813         }
814
815         if (Scroll_offset) {
816                 Scroll_offset--;
817                 SDL_assert(Selected_line > Scroll_offset);
818                 while (!sim_room_line_query_visible(Selected_line))
819                         Selected_line--;
820
821                 gamesnd_play_iface(SND_SCROLL);
822
823         } else
824                 gamesnd_play_iface(SND_GENERAL_FAIL);
825 }
826
827 void sim_room_scroll_line_up()
828 {
829         if (Selected_line) {
830                 Selected_line--;
831                 if (Selected_line < Scroll_offset)
832                         Scroll_offset = Selected_line;
833
834                 gamesnd_play_iface(SND_SCROLL);
835
836         } else
837                 gamesnd_play_iface(SND_GENERAL_FAIL);
838 }
839
840 void sim_room_scroll_screen_down()
841 {
842         if (Player->readyroom_listing_mode != MODE_MISSIONS) {
843                 if (sim_room_lines[Num_lines - 1].y + gr_get_font_height() > sim_room_lines[Scroll_offset].y + list_h) {
844                         Scroll_offset++;
845                         gamesnd_play_iface(SND_SCROLL);
846
847                 } else
848                         gamesnd_play_iface(SND_GENERAL_FAIL);
849
850                 return;
851         }
852
853         if (sim_room_lines[Num_lines - 1].y + gr_get_font_height() > sim_room_lines[Scroll_offset].y + list_h) {
854                 Scroll_offset++;
855                 while (!sim_room_line_query_visible(Selected_line)) {
856                         Selected_line++;
857                         SDL_assert(Selected_line < Num_lines);
858                 }
859
860                 gamesnd_play_iface(SND_SCROLL);
861
862         } else
863                 gamesnd_play_iface(SND_GENERAL_FAIL);
864 }
865
866 void sim_room_scroll_line_down()
867 {
868         if (Selected_line < Num_lines - 1) {
869                 Selected_line++;
870
871                 SDL_assert(Selected_line > Scroll_offset);
872                 while (!sim_room_line_query_visible(Selected_line))
873                         Scroll_offset++;
874
875                 gamesnd_play_iface(SND_SCROLL);
876
877         } else
878                 gamesnd_play_iface(SND_GENERAL_FAIL);
879 }
880
881 /*
882 // returns: 0 = success, !0 = aborted or failed
883 int ready_room_reset_campaign()
884 {
885         int z, rval = 1;
886
887         z = popup(PF_TITLE_BIG | PF_TITLE_RED, 2, POPUP_CANCEL, POPUP_OK, XSTR( "Warning\nThis will cause all progress in your\ncurrent campaign to be lost", 110) );
888
889         if (z) {
890                 mission_campaign_savefile_delete(Campaign.filename);
891                 mission_campaign_load(Campaign.filename);
892                 rval = 0;
893         }
894
895         return rval;
896 }
897 */
898
899 // Decide if we should offer choice to resume this savegame
900 int sim_room_can_resume_savegame(char *savegame_filename)
901 {
902         #ifdef FREESPACE_SAVERESTORE_SYSTEM
903         char savegame_mission[MAX_FILENAME_LEN];
904
905         if (state_read_description(savegame_filename, NULL, savegame_mission)) {
906                 return 0;
907         }
908
909         if (SDL_strcasecmp(Game_current_mission_filename, savegame_mission)) {
910                 return 0;
911         }
912
913         return 1;
914         #else
915         return 0;
916         #endif
917 }
918
919 // Decide wether to resume a save game or not
920 // exit:        1       =>      savegame has been restored
921 //                      0       =>      no restore, proceed to briefing
922 //                      -1      =>      don't start mission at all
923 int sim_room_maybe_resume_savegame()
924 {
925         // MWA -- 3/26/98 -- removed all savegame references in game
926         return 0;
927
928         /*
929         char savegame_filename[_MAX_FNAME];
930         int popup_rval = -1, resume_savegame = 0;
931
932         // Generate the save-game filename for this campaign
933         memset(savegame_filename, 0, _MAX_FNAME);
934         mission_campaign_savefile_generate_root(savegame_filename);
935         strcat(savegame_filename, NOX("svg"));
936
937         // Decide if we should offer choice to resume this savegame
938         if ( sim_room_can_resume_savegame(savegame_filename) ) {
939                 popup_rval = popup(0, 3, XSTR("&Cancel",-1), XSTR("&Overwrite",-1), XSTR("&Resume",-1), XSTR("A save game for this mission exists.", -1));
940                 switch ( popup_rval ) {
941                 case 0:
942                 case -1:
943                         resume_savegame = -1;
944                         break;
945                 case 1:
946                         resume_savegame = 0;
947                         break;
948                 case 2:
949                         resume_savegame = 1;
950                         break;
951                 default:
952                         Int3();
953                         resume_savegame = -1;
954                         break;
955                 }
956         } else {
957                 resume_savegame = 0;
958         }
959
960         if (resume_savegame == 1) {
961                 if ( state_restore_all(savegame_filename) == -1 ) {
962                         popup_rval = popup(PF_TITLE_BIG | PF_TITLE_RED, 2, POPUP_NO, POPUP_YES, XSTR("Error\nSaved misison could not be loaded.\nDo you wish to start this mission from the beginning?", -1));
963                         if (popup_rval == 1) {
964                                 resume_savegame = 0;
965                         } else {
966                                 resume_savegame = -1;
967                         }
968
969                 } else {
970                         resume_savegame = 1;
971                 }
972         }
973
974         // If we are resuming this savegame, then delete the file
975         if (resume_savegame == 1) {
976                 cf_delete(savegame_filename);
977         }
978
979         return resume_savegame;
980         */
981 }
982
983 #if defined(FS2_DEMO) || defined(FS1_DEMO)
984 static void continue_campaign_callback(int choice)
985 {
986         popup_done();
987
988         if (choice == 1) {
989                 mission_campaign_savefile_delete(Campaign.filename);
990                 mission_campaign_load(Campaign.filename);
991                 mission_campaign_next_mission();
992
993                 // set the bit for campaign mode
994                 Game_mode |= GM_CAMPAIGN_MODE;
995                 gameseq_post_event( GS_EVENT_START_GAME );
996         }
997 }
998 #endif
999
1000 void readyroom_continue_campaign()
1001 {
1002         if (mission_campaign_next_mission()) {  // is campaign and next mission valid?
1003 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1004                 popup_callback(continue_campaign_callback, PF_BODY_BIG, 2, POPUP_NO, POPUP_YES, XSTR( "Demo Campaign Is Over.  Would you like to play the campaign again?", 111) );
1005 #else
1006                 gamesnd_play_iface(SND_GENERAL_FAIL);
1007
1008 #ifdef MAKE_FS1
1009                 // make it the bottom button so that the graphic looks right
1010                 popup(PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, XSTR( "The campaign is over.  To replay the campaign, either create a new pilot or restart the campaign in the campaign room.", 112) );
1011 #else
1012                 popup(0, 1, POPUP_OK, XSTR( "The campaign is over.  To replay the campaign, either create a new pilot or restart the campaign in the campaign room.", 112) );
1013 #endif
1014 #endif
1015
1016                 return;
1017         }
1018
1019         // set the bit for campaign mode
1020         Game_mode |= GM_CAMPAIGN_MODE;
1021         gameseq_post_event( GS_EVENT_START_GAME );      
1022 }
1023
1024 void sim_room_commit()
1025 {
1026         if ((Selected_line >= Num_lines) || !sim_room_lines[Selected_line].filename) {
1027                 gamesnd_play_iface(SND_GENERAL_FAIL);
1028                 return;
1029         }
1030
1031         SDL_strlcpy(Game_current_mission_filename, sim_room_lines[Selected_line].filename, SDL_arraysize(Game_current_mission_filename));
1032
1033         Game_mode &= ~(GM_CAMPAIGN_MODE);                                               // be sure this bit is clear
1034
1035         // don't resume savegame, proceed to briefing
1036         gameseq_post_event(GS_EVENT_START_GAME);
1037         gamesnd_play_iface(SND_COMMIT_PRESSED);
1038 }
1039
1040 int sim_room_button_pressed(int n)
1041 {
1042         switch (n) {
1043                 case SCROLL_UP_BUTTON:
1044                         sim_room_scroll_screen_up();
1045                         break;
1046
1047                 case SCROLL_DOWN_BUTTON:
1048                         sim_room_scroll_screen_down();
1049                         break;
1050
1051                 case MISSION_TAB:
1052 #ifdef OEM_BUILD
1053                         game_feature_not_in_demo_popup();
1054 //                      gamesnd_play_iface(SND_GENERAL_FAIL);
1055                         break;
1056 #else
1057                         Player->readyroom_listing_mode = MODE_MISSIONS;
1058                         Selected_line = Scroll_offset = 0;
1059                         gamesnd_play_iface(SND_USER_SELECT);
1060                         sim_room_build_listing();
1061                         break;
1062 #endif
1063
1064                 case CAMPAIGN_TAB:
1065                         Player->readyroom_listing_mode = MODE_CAMPAIGNS;
1066                         Scroll_offset = 0;
1067                         gamesnd_play_iface(SND_USER_SELECT);
1068                         sim_room_build_listing();
1069                         break;
1070
1071                 case COMMIT_BUTTON:
1072                         sim_room_commit();
1073                         break;
1074
1075                 case HELP_BUTTON:
1076                         launch_context_help();
1077                         gamesnd_play_iface(SND_HELP_PRESSED);
1078                         break;
1079
1080                 case OPTIONS_BUTTON:
1081                         gamesnd_play_iface(SND_SWITCH_SCREENS);
1082                         gameseq_post_event(GS_EVENT_OPTIONS_MENU);
1083                         return 1;
1084
1085                 case TECH_DATABASE_BUTTON:
1086                         gamesnd_play_iface(SND_SWITCH_SCREENS);
1087                         gameseq_post_event(GS_EVENT_TECH_MENU);
1088                         return 1;
1089
1090                 case CUTSCENES_BUTTON:
1091                         gamesnd_play_iface(SND_SWITCH_SCREENS);
1092                         gameseq_post_event(GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN);
1093                         return 1;
1094
1095                 case CREDITS_BUTTON:
1096                         gamesnd_play_iface(SND_SWITCH_SCREENS);
1097                         gameseq_post_event(GS_EVENT_CREDITS);
1098                         return 1;
1099         }
1100
1101         return 0;
1102 }
1103
1104 // ---------------------------------------------------------------------
1105 // mission_sim_room_init()
1106 //
1107 // Initialize the sim_room assignment screen system.  Called when GS_STATE_sim_room_SCREEN
1108 // is entered.
1109 //
1110 void sim_room_init()
1111 {
1112         int i;
1113         sim_room_buttons *b;
1114         char wild_card[6];
1115
1116         list_x1 = Mission_list_coords[gr_screen.res][0];
1117         list_x2 = Campaign_list_coords[gr_screen.res][0];
1118         list_y = Mission_list_coords[gr_screen.res][1];
1119         list_w1 = Mission_list_coords[gr_screen.res][2];
1120         list_w2 = Campaign_list_coords[gr_screen.res][2];
1121         list_h = Mission_list_coords[gr_screen.res][3];
1122
1123         // force mode to valid range.  I once had a bogus value here.  Don't know how that happened, though.
1124         if (Player->readyroom_listing_mode != MODE_MISSIONS)
1125                 Player->readyroom_listing_mode = MODE_CAMPAIGNS;
1126
1127         *Game_current_mission_filename = 0;
1128         common_set_interface_palette("InterfacePalette");  // set the interface palette
1129         Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
1130         Ui_window.set_mask_bmap(Sim_mask_filename[gr_screen.res]);
1131
1132         for (i=0; i<NUM_BUTTONS; i++) {
1133                 b = &Buttons[gr_screen.res][i];
1134
1135                 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, (i < 2), 1);
1136                 // set up callback for when a mouse first goes over a button
1137                 b->button.set_highlight_action(common_play_highlight_sound);
1138                 b->button.set_bmaps(b->filename);
1139                 b->button.link_hotspot(b->hotspot);
1140         }
1141
1142 #ifndef MAKE_FS1
1143         // screen/button specific text
1144         Ui_window.add_XSTR("Single Missions", 1060, Buttons[gr_screen.res][MISSION_TAB].xt, Buttons[gr_screen.res][MISSION_TAB].yt, &Buttons[gr_screen.res][MISSION_TAB].button, UI_XSTR_COLOR_GREEN);
1145         Ui_window.add_XSTR("Campaign Missions", 1061, Buttons[gr_screen.res][CAMPAIGN_TAB].xt, Buttons[gr_screen.res][CAMPAIGN_TAB].yt, &Buttons[gr_screen.res][CAMPAIGN_TAB].button, UI_XSTR_COLOR_GREEN);
1146         Ui_window.add_XSTR("Help", 928, Buttons[gr_screen.res][HELP_BUTTON].xt, Buttons[gr_screen.res][HELP_BUTTON].yt, &Buttons[gr_screen.res][HELP_BUTTON].button, UI_XSTR_COLOR_GREEN);
1147         Ui_window.add_XSTR("Commit", 1062, Buttons[gr_screen.res][COMMIT_BUTTON].xt, Buttons[gr_screen.res][COMMIT_BUTTON].yt, &Buttons[gr_screen.res][COMMIT_BUTTON].button, UI_XSTR_COLOR_PINK);
1148         Ui_window.add_XSTR("Options", 1036, Buttons[gr_screen.res][OPTIONS_BUTTON].xt, Buttons[gr_screen.res][OPTIONS_BUTTON].yt, &Buttons[gr_screen.res][OPTIONS_BUTTON].button, UI_XSTR_COLOR_GREEN);
1149         
1150         // common tab button text
1151         Ui_window.add_XSTR("Technical Database", 1055, Buttons[gr_screen.res][TECH_DATABASE_BUTTON].xt,  Buttons[gr_screen.res][TECH_DATABASE_BUTTON].yt, &Buttons[gr_screen.res][TECH_DATABASE_BUTTON].button, UI_XSTR_COLOR_GREEN);
1152         Ui_window.add_XSTR("Mission Simulator", 1056, Buttons[gr_screen.res][SIMULATOR_BUTTON].xt,  Buttons[gr_screen.res][SIMULATOR_BUTTON].yt, &Buttons[gr_screen.res][SIMULATOR_BUTTON].button, UI_XSTR_COLOR_GREEN);
1153         Ui_window.add_XSTR("Cutscenes", 1057, Buttons[gr_screen.res][CUTSCENES_BUTTON].xt,  Buttons[gr_screen.res][CUTSCENES_BUTTON].yt, &Buttons[gr_screen.res][CUTSCENES_BUTTON].button, UI_XSTR_COLOR_GREEN);
1154         Ui_window.add_XSTR("Credits", 1058, Buttons[gr_screen.res][CREDITS_BUTTON].xt,  Buttons[gr_screen.res][CREDITS_BUTTON].yt, &Buttons[gr_screen.res][CREDITS_BUTTON].button, UI_XSTR_COLOR_GREEN);
1155
1156         // misc text - not associated with any buttons
1157         Ui_window.add_XSTR("Mission", 1063, Sim_misc_text_coords[gr_screen.res][SIM_MISC_TEXT_MISSION][0], Sim_misc_text_coords[gr_screen.res][SIM_MISC_TEXT_MISSION][1], NULL, UI_XSTR_COLOR_GREEN);
1158         Ui_window.add_XSTR("Filename", 1064, Sim_misc_text_coords[gr_screen.res][SIM_MISC_TEXT_FILENAME][0], Sim_misc_text_coords[gr_screen.res][SIM_MISC_TEXT_FILENAME][1], NULL, UI_XSTR_COLOR_GREEN);
1159 #endif
1160
1161         for (i=0; i<LIST_BUTTONS_MAX; i++) {
1162                 List_buttons[i].create(&Ui_window, "", 0, 0, 60, 30, 0, 1);
1163                 List_buttons[i].hide();
1164                 List_buttons[i].disable();
1165         }
1166
1167         // set up sim_rooms for buttons so we draw the correct animation frame when a key is pressed
1168         Buttons[gr_screen.res][SCROLL_UP_BUTTON].button.set_hotkey(SDLK_PAGEUP);
1169         Buttons[gr_screen.res][SCROLL_DOWN_BUTTON].button.set_hotkey(SDLK_PAGEDOWN);
1170         Buttons[gr_screen.res][COMMIT_BUTTON].button.set_hotkey(KEY_CTRLED | SDLK_RETURN);
1171
1172         Background_bitmap = bm_load(Sim_filename[gr_screen.res]);
1173
1174         // load in help overlay bitmap  
1175         help_overlay_load(SIM_ROOM_OVERLAY);
1176         help_overlay_set_state(SIM_ROOM_OVERLAY,0);
1177
1178         Scroll_offset = Selected_line = 0;
1179
1180         SDL_strlcpy(Cur_campaign, Player->current_campaign, SDL_arraysize(Cur_campaign));
1181         mission_load_up_campaign();
1182         mission_campaign_next_mission();
1183
1184         Num_campaigns = Num_campaign_missions = 0;
1185         Get_file_list_filter = sim_room_campaign_mission_filter;
1186         SDL_snprintf(wild_card, SDL_arraysize(wild_card), "*%s", FS_CAMPAIGN_FILE_EXT);
1187         Num_campaigns = cf_get_file_list(MAX_CAMPAIGNS, Campaign_file_names, CF_TYPE_MISSIONS, wild_card, CF_SORT_NAME);
1188
1189         Hash_table_inited = 0;
1190         if (build_campaign_mission_filename_hash_table()) {
1191                 Hash_table_inited = 1;
1192         }
1193
1194         // HACK
1195         GR_MAYBE_CLEAR_RES(Background_bitmap);
1196         if(Background_bitmap != -1){
1197                 gr_set_bitmap(Background_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1198                 gr_bitmap(0, 0);
1199         }
1200         Ui_window.draw();
1201         gr_flip();              
1202
1203         Get_file_list_filter = sim_room_standalone_mission_filter;
1204         SDL_snprintf(wild_card, SDL_arraysize(wild_card), "*%s", FS_MISSION_FILE_EXT);
1205         Num_standalone_missions = cf_get_file_list(MAX_MISSIONS, Mission_filenames, CF_TYPE_MISSIONS, wild_card, CF_SORT_NAME);
1206
1207         Num_campaign_missions_with_info = Num_standalone_missions_with_info = Standalone_mission_names_inited = Campaign_names_inited = Campaign_mission_names_inited = 0;
1208         sim_room_build_listing();
1209
1210         // load special mission icons
1211         sim_room_load_mission_icons();
1212 }
1213
1214 // ---------------------------------------------------------------------
1215 // sim_room_close()
1216 //
1217 // Cleanup the sim_room assignment screen system.  Called when GS_STATE_sim_room_SCREEN
1218 // is left.
1219 //
1220 void sim_room_close()
1221 {
1222         int i;
1223
1224         for (i=0; i<Num_campaign_missions; i++) {
1225                 if (Campaign_missions[i] != NULL) {
1226                         free(Campaign_missions[i]);
1227                         Campaign_missions[i] = NULL;
1228                 }
1229         }
1230
1231         if (Background_bitmap >= 0)
1232                 bm_unload(Background_bitmap);
1233
1234         if (Standalone_mission_names_inited){
1235                 for (i=0; i<Num_standalone_missions; i++){
1236                         if (Standalone_mission_names[i] != NULL) {
1237                                 free(Standalone_mission_names[i]);
1238                                 Standalone_mission_names[i] = NULL;
1239                         }
1240                         Standalone_mission_flags[i] = 0;
1241                 }
1242         }
1243
1244         if (Campaign_names_inited) {
1245                 for (i=0; i<Num_campaigns; i++) {
1246                         if (Campaign_names[i] != NULL) {
1247                                 free(Campaign_names[i]);
1248                                 Campaign_names[i] = NULL;
1249                         }
1250                 }
1251         }
1252
1253         if (Campaign_mission_names_inited) {
1254                 for (i=0; i<Campaign.num_missions; i++) {
1255                         if (Campaign_mission_names[i] != NULL) {
1256                                 free(Campaign_mission_names[i]);
1257                                 Campaign_mission_names[i] = NULL;
1258                         }
1259                 }
1260         }
1261
1262         for (i=0; i<Num_campaigns; i++) {
1263                 if (Campaign_file_names[i] != NULL) {
1264                         free(Campaign_file_names[i]);
1265                         Campaign_file_names[i] = NULL;
1266                 }
1267         }
1268         
1269
1270         for (i=0; i<Num_standalone_missions; i++) {
1271                 if (Mission_filenames[i] != NULL) {
1272                         free(Mission_filenames[i]);
1273                         Mission_filenames[i] = NULL;
1274                 }
1275         }
1276
1277         // unload the overlay bitmap
1278         help_overlay_unload(SIM_ROOM_OVERLAY);
1279
1280         campaign_mission_hash_table_delete();
1281
1282         Ui_window.destroy();
1283         common_free_interface_palette();                // restore game palette
1284         write_pilot_file();
1285
1286         // unload special mission icons
1287         sim_room_unload_mission_icons();
1288 }
1289
1290 // ---------------------------------------------------------------------
1291 // sim_room_do_frame()
1292 //
1293 // Called once per frame to process user input for the sim_room Assignment Screen
1294 //
1295 void sim_room_do_frame(float frametime)
1296 {
1297         char buf[256];
1298         int i, k, y, line;
1299         int font_height = gr_get_font_height();
1300         int select_tease_line = -1;  // line mouse is down on, but won't be selected until button released      
1301
1302         if ( help_overlay_active(SIM_ROOM_OVERLAY) ) {
1303                 Buttons[gr_screen.res][HELP_BUTTON].button.reset_status();
1304                 Ui_window.set_ignore_gadgets(1);
1305         }
1306
1307         k = Ui_window.process() & ~KEY_DEBUGGED;
1308
1309         if ( (k > 0) || B1_JUST_RELEASED ) {
1310                 if ( help_overlay_active(SIM_ROOM_OVERLAY) ) {
1311                         help_overlay_set_state(SIM_ROOM_OVERLAY, 0);
1312                         Ui_window.set_ignore_gadgets(0);
1313                         k = 0;
1314                 }
1315         }
1316
1317         if ( !help_overlay_active(SIM_ROOM_OVERLAY) ) {
1318                 Ui_window.set_ignore_gadgets(0);
1319         }
1320
1321         switch (k) {
1322                 case SDLK_DOWN:  // scroll list down
1323                         sim_room_scroll_line_down();
1324                         break;
1325
1326                 case SDLK_UP:  // scroll list up
1327                         sim_room_scroll_line_up();
1328                         break;
1329
1330                 case SDLK_ESCAPE:
1331                         gameseq_post_event(GS_EVENT_MAIN_MENU);
1332                         break;
1333
1334                 case KEY_CTRLED | SDLK_UP:
1335                         sim_room_button_pressed(TECH_DATABASE_BUTTON);
1336                         break;
1337
1338                 case KEY_CTRLED | SDLK_DOWN:
1339                         sim_room_button_pressed(CUTSCENES_BUTTON);
1340                         break;
1341
1342                 case SDLK_TAB:
1343                         if (Player->readyroom_listing_mode == MODE_CAMPAIGNS)
1344                                 Player->readyroom_listing_mode = MODE_MISSIONS;
1345                         else
1346                                 Player->readyroom_listing_mode = MODE_CAMPAIGNS;
1347
1348                         Selected_line = Scroll_offset = 0;
1349                         gamesnd_play_iface(SND_USER_SELECT);
1350                         sim_room_build_listing();
1351                         break;
1352
1353                 case SDLK_F2:
1354                         gamesnd_play_iface(SND_SWITCH_SCREENS);
1355                         gameseq_post_event(GS_EVENT_OPTIONS_MENU);
1356                         break;
1357         }       // end switch
1358
1359         for (i=0; i<NUM_BUTTONS; i++){
1360                 if (Buttons[gr_screen.res][i].button.pressed()){
1361                         if (sim_room_button_pressed(i)){
1362                                 return;
1363                         }
1364                 }
1365         }
1366
1367         for (i=0; i<LIST_BUTTONS_MAX; i++) {
1368                 if (List_buttons[i].is_mouse_on())
1369                         select_tease_line = i + Scroll_offset;
1370         
1371                 if (List_buttons[i].pressed()) {
1372                         Selected_line = i + Scroll_offset;
1373                         gamesnd_play_iface(SND_USER_SELECT);
1374                 }
1375         }
1376
1377         GR_MAYBE_CLEAR_RES(Background_bitmap);
1378         if (Background_bitmap >= 0) {
1379                 gr_set_bitmap(Background_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1380                 gr_bitmap(0, 0);
1381         }
1382
1383         Ui_window.draw();
1384
1385         for (i=TECH_DATABASE_BUTTON; i<=CREDITS_BUTTON; i++){
1386                 if (Buttons[gr_screen.res][i].button.button_down()){
1387                         break;
1388                 }
1389         }
1390
1391         if (i > CREDITS_BUTTON){
1392                 Buttons[gr_screen.res][SIMULATOR_BUTTON].button.draw_forced(2);
1393         }
1394
1395         if (!Buttons[gr_screen.res][CAMPAIGN_TAB].button.button_down() && !Buttons[gr_screen.res][MISSION_TAB].button.button_down()) {
1396                 if (Player->readyroom_listing_mode == MODE_CAMPAIGNS){
1397                         Buttons[gr_screen.res][CAMPAIGN_TAB].button.draw_forced(2);
1398                 } else if (Player->readyroom_listing_mode == MODE_MISSIONS){
1399                         Buttons[gr_screen.res][MISSION_TAB].button.draw_forced(2);
1400                 }
1401         }
1402
1403         gr_set_font(FONT1);
1404         if (Player->readyroom_listing_mode == MODE_CAMPAIGNS) {
1405                 gr_set_color_fast(&Color_text_heading);
1406                 SDL_strlcpy(buf, Campaign.name, SDL_arraysize(buf));
1407                 gr_force_fit_string(buf, 255, list_w1);
1408                 gr_printf(list_x1, Mission_list_coords[gr_screen.res][1], buf);
1409
1410                 if (Campaign.filename[0]) {
1411                         SDL_snprintf(buf, SDL_arraysize(buf), NOX("%s%s"), Campaign.filename, FS_CAMPAIGN_FILE_EXT);
1412                         gr_force_fit_string(buf, 255, list_w2);
1413                         gr_printf(list_x2, Mission_list_coords[gr_screen.res][1], buf);         
1414
1415                         // blit the proper icons if necessary
1416                         char full_name[256];
1417                         SDL_strlcpy(full_name, cf_add_ext(Campaign.filename,FS_CAMPAIGN_FILE_EXT), SDL_arraysize(full_name));
1418                         fs_builtin_mission *fb = game_find_builtin_mission(full_name);
1419                         if(fb != NULL){
1420                                 // sim_room_blit_icons(0, Mission_list_coords[gr_screen.res][1], fb, 0);
1421                         }
1422                 }
1423         }
1424
1425         line = Scroll_offset;
1426         while (sim_room_line_query_visible(line)) {
1427                 y = list_y + sim_room_lines[line].y - sim_room_lines[Scroll_offset].y;
1428
1429                 if (sim_room_lines[line].type != READYROOM_LINE_CAMPAIGN) {
1430                         List_buttons[line - Scroll_offset].update_dimensions(list_x1, y, list_x2 + list_w2 - list_x1, font_height);
1431                         List_buttons[line - Scroll_offset].enable();
1432
1433                 } else
1434                         List_buttons[line - Scroll_offset].disable();
1435
1436                 if (line == Selected_line)
1437                         gr_set_color_fast(&Color_text_selected);
1438                 else if (line == select_tease_line)
1439                         gr_set_color_fast(&Color_text_subselected);
1440                 else
1441                         gr_set_color_fast(&Color_text_normal);
1442
1443                 SDL_strlcpy(buf, sim_room_lines[line].name, SDL_arraysize(buf));
1444                 gr_force_fit_string(buf, 255, list_x1 + list_w1 - sim_room_lines[line].x);
1445                 gr_printf(sim_room_lines[line].x, y, buf);
1446
1447                 if (sim_room_lines[line].filename) {
1448                         SDL_strlcpy(buf, sim_room_lines[line].filename, SDL_arraysize(buf));
1449                         gr_force_fit_string(buf, 255, list_w2);
1450                         gr_printf(list_x2, y, buf);
1451                 }
1452
1453                 // blit additional icon information
1454                 sim_room_blit_icons(line, y);
1455
1456                 line++;
1457         }
1458
1459         i = line - Scroll_offset;
1460         while (i < LIST_BUTTONS_MAX)
1461                 List_buttons[i++].disable();
1462
1463         // blit help overlay if active
1464         help_overlay_maybe_blit(SIM_ROOM_OVERLAY);
1465
1466         gr_flip();
1467 }
1468
1469 void sim_room_blit_icons(int line_index, int y_start, fs_builtin_mission *fb, int is_md)
1470 {
1471         int is_from_volition = 0;       
1472
1473         // determine icon status
1474         if(fb == NULL){
1475                 is_from_volition = (sim_room_lines[line_index].flags & READYROOM_FLAG_FROM_VOLITION) ? 1 : 0;           
1476 #ifdef MAKE_FS1
1477                 is_md = (sim_room_lines[line_index].flags & READYROOM_FLAG_FROM_MDISK) ? 1 : 0;
1478 #endif
1479         } else {
1480                 is_from_volition = (fb->flags & FSB_FROM_VOLITION) ? 1 : 0;             
1481 #ifdef MAKE_FS1
1482                 is_md = (fb->flags & FSB_FROM_MDISK) ? 1 : 0;
1483 #endif
1484         }
1485
1486         // if the line is flagged as a volition file
1487         if(is_from_volition && (Mission_icon_bitmaps[MISSION_ICON_VOLITION] >= 0)){             
1488                 gr_set_bitmap(Mission_icon_bitmaps[MISSION_ICON_VOLITION], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1489                 gr_bitmap(Sim_volition_icon_x[gr_screen.res], y_start + MISSION_ICON_VOLITION_Y_OFFSET);
1490         }       
1491
1492 #ifdef MAKE_FS1
1493         if(is_md && (Mission_icon_bitmaps[MISSION_ICON_MDISK] >= 0)){
1494                 gr_set_bitmap(Mission_icon_bitmaps[MISSION_ICON_MDISK], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1495                 gr_bitmap(Sim_silent_icon_x[gr_screen.res], y_start + MISSION_ICON_MDISK_Y_OFFSET);
1496         }
1497 #endif
1498 }
1499
1500 ///  Campaign room stuff below
1501 int Cr_list_coords[GR_NUM_RESOLUTIONS][4] = {
1502         { // GR_640
1503 #ifdef MAKE_FS1
1504                 47, 55, 561, 195
1505 #else
1506                 47, 21, 565, 233
1507 #endif
1508         },
1509         { // GR_1024
1510                 64, 34, 916, 373
1511         }
1512 };
1513
1514 int Cr_info_coords[GR_NUM_RESOLUTIONS][4] = {
1515         { // GR_640
1516 #ifdef MAKE_FS1
1517                 64, 280, 407, 75
1518 #else
1519                 28, 267, 476, 103
1520 #endif
1521         },
1522         { // GR_1024
1523                 45, 427, 761, 165
1524         },
1525 };
1526
1527 #define CR_NUM_BUTTONS                                  6
1528
1529 #define CR_SCROLL_UP_BUTTON                     0
1530 #define CR_SCROLL_DOWN_BUTTON                   1
1531 #define CR_SCROLL_INFO_UP_BUTTON                2
1532 #define CR_SCROLL_INFO_DOWN_BUTTON      3
1533 #define CR_RESET_BUTTON                                 4
1534 #define CR_COMMIT_BUTTON                                5
1535
1536 #define MAX_INFO_LINES          20
1537
1538 #define MAX_INFO_LINE_LEN       256
1539
1540 ui_button_info Cr_buttons[GR_NUM_RESOLUTIONS][CR_NUM_BUTTONS] = {
1541         { // GR_640
1542 #ifdef MAKE_FS1
1543                 ui_button_info("CAB_00",        0,              95,             -1,     -1,     0),             // scroll up
1544                 ui_button_info("CAB_01",        0,              142,    -1,     -1,     1),             // scroll down
1545                 ui_button_info("CAB_02",        17,             259,    -1,     -1,     2),             // info scroll up
1546                 ui_button_info("CAB_03",        17,             307,    -1,     -1,     3),             // info scroll down
1547                 ui_button_info("CAB_07",        545,    323,    -1,     -1,     7),             // reset
1548                 ui_button_info("CAB_04",        561,    411,    -1,     -1,     4),             // select
1549 #else
1550                 ui_button_info("CAB_00",        2,              42,     -1,     -1,     0),
1551                 ui_button_info("CAB_01",        2,              89,     -1,     -1,     1),
1552                 ui_button_info("CAB_02",        2,              279,    -1,     -1,     2),
1553                 ui_button_info("CAB_03",        2,              325,    -1,     -1,     3),
1554                 ui_button_info("CAB_04",        579,    353,    -1,     -1,     4),
1555                 ui_button_info("CAB_05",        575,    434,    -1,     -1,     5),
1556 #endif
1557         },
1558         { // GR_1024
1559                 ui_button_info("2_CAB_00",      3,              68,     -1,     -1,     0),
1560                 ui_button_info("2_CAB_01",      3,              142,    -1,     -1,     1),
1561                 ui_button_info("2_CAB_02",      3,              446,    -1,     -1,     2),
1562                 ui_button_info("2_CAB_03",      3,              520,    -1,     -1,     3),
1563                 ui_button_info("2_CAB_04",      927,    565,    -1,     -1,     4),
1564                 ui_button_info("2_CAB_05",      920,    694,    -1,     -1,     5),
1565         }
1566 };
1567
1568 // text
1569 #ifndef MAKE_FS1
1570 #define CR_NUM_TEXT                     3
1571
1572 UI_XSTR Cr_text[GR_NUM_RESOLUTIONS][CR_NUM_TEXT] = {
1573         { // GR_640
1574                 { "Restart",            1403,           569,    326, UI_XSTR_COLOR_GREEN,       -1, &Cr_buttons[0][CR_RESET_BUTTON].button },
1575                 { "Campaign",           1404,           569,    337, UI_XSTR_COLOR_GREEN,       -1, &Cr_buttons[0][CR_RESET_BUTTON].button },
1576                 { "Select",                     1409,           568,    413, UI_XSTR_COLOR_PINK,        -1, &Cr_buttons[0][CR_COMMIT_BUTTON].button },
1577         },
1578         { // GR_1024
1579                 { "Restart",            1403,           922,    523, UI_XSTR_COLOR_GREEN,       -1, &Cr_buttons[1][CR_RESET_BUTTON].button },
1580                 { "Campaign",           1404,           922,    538, UI_XSTR_COLOR_GREEN,       -1, &Cr_buttons[1][CR_RESET_BUTTON].button },
1581                 { "Select",                     1409,           921,    665, UI_XSTR_COLOR_PINK,        -1, &Cr_buttons[1][CR_COMMIT_BUTTON].button },
1582         }
1583 };
1584 #endif
1585
1586 static int Num_desc_lines;
1587 static int Desc_scroll_offset;
1588 static int Selected_campaign_index;
1589 static int Active_campaign_index;
1590
1591 char *Info_text_ptrs[MAX_INFO_LINES];
1592 int Num_info_lines, Info_text_line_size[MAX_INFO_LINES];
1593
1594 void campaign_room_build_listing()
1595 {
1596         int c, i, y, type, max_players; 
1597         int font_height = gr_get_font_height();
1598         char name[NAME_LENGTH];
1599
1600         Num_lines = y = 0;
1601         if (!Campaign_names_inited) {
1602                 for (i=0; i<Num_campaigns; i++) {
1603                         Campaign_names[i] = NULL;
1604                         if ( mission_campaign_get_info(Campaign_file_names[i], name, &type, &max_players) ) {
1605 #ifdef PD_BUILD
1606                                 if((game_find_builtin_mission(name) == NULL) && !strstr(name, "peterdrake")){
1607                                         continue;
1608                                 } else {
1609                                         Campaign_names[i] = strdup(name);
1610                                 }
1611 #else
1612                                 if (type == CAMPAIGN_TYPE_SINGLE){
1613                                         Campaign_names[i] = strdup(name);
1614                                 }
1615 #endif
1616                         }
1617                 }
1618
1619                 Campaign_names_inited = 1;
1620         }
1621
1622         for (c=0; c<Num_campaigns; c++) {
1623                 if (Campaign_names[c]) {
1624
1625                         // determine some extra information
1626                         int flags = 0;
1627                         fs_builtin_mission *fb = game_find_builtin_mission(Campaign_file_names[c]);
1628                         if(fb != NULL){
1629                                 if(fb->flags & FSB_FROM_VOLITION){
1630                                         flags |= READYROOM_FLAG_FROM_VOLITION;
1631                                 }                               
1632 #ifdef MAKE_FS1
1633                                 if(fb->flags & FSB_FROM_MDISK){
1634                                         flags |= READYROOM_FLAG_FROM_MDISK;
1635                                 }
1636 #endif
1637                         }
1638
1639                         sim_room_line_add(READYROOM_LINE_CAMPAIGN, Campaign_names[c], Campaign_file_names[c], Cr_list_coords[gr_screen.res][0], y, flags);
1640                         y += font_height + 2;
1641                 }
1642         }
1643 }
1644
1645 void set_new_campaign_line(int n)
1646 {
1647         char *str;
1648
1649         Selected_campaign_index = n;
1650         str = Campaign_descs[Selected_campaign_index];
1651         Num_info_lines = 0;
1652         if (str) {
1653                 Num_info_lines = split_str(str, Cr_info_coords[gr_screen.res][2], Info_text_line_size, Info_text_ptrs, MAX_INFO_LINES);
1654                 SDL_assert(Num_info_lines >= 0);
1655         }
1656
1657         Desc_scroll_offset = 0;
1658 }
1659
1660 void campaign_room_scroll_info_up()
1661 {
1662         if (Desc_scroll_offset) {
1663                 Desc_scroll_offset--;
1664                 gamesnd_play_iface(SND_SCROLL);
1665
1666         } else
1667                 gamesnd_play_iface(SND_GENERAL_FAIL);
1668 }
1669
1670 void campaign_room_scroll_info_down()
1671 {
1672         if ( (Num_info_lines - Desc_scroll_offset) * gr_get_font_height() > Cr_info_coords[gr_screen.res][3]) {
1673                 Desc_scroll_offset++;
1674                 gamesnd_play_iface(SND_SCROLL);
1675
1676         } else
1677                 gamesnd_play_iface(SND_GENERAL_FAIL);
1678 }
1679
1680 // returns: 0 = success, !0 = aborted or failed
1681 int campaign_room_reset_campaign(int n)
1682 {
1683         char *filename;
1684         int z;
1685
1686         z = popup_sync(PF_TITLE_BIG | PF_TITLE_RED, 2, POPUP_CANCEL, POPUP_OK, XSTR( "Warning\nThis will cause all progress in your\ncurrent campaign to be lost", 110));
1687         if (z == 1) {
1688                 int len = strlen(Campaign_file_names[n]) + 5;
1689                 filename = (char *) malloc(len);
1690                 SDL_strlcpy(filename, Campaign_file_names[n], len);
1691                 SDL_strlcat(filename, FS_CAMPAIGN_FILE_EXT, len);
1692
1693                 mission_campaign_savefile_delete(filename);
1694                 mission_campaign_load(filename);
1695                 mission_campaign_next_mission();
1696                 return 0;
1697         }
1698
1699         return 1;
1700 }
1701
1702 void campaign_room_commit()
1703 {
1704         if (Selected_campaign_index < 0) {
1705                 gamesnd_play_iface(SND_GENERAL_FAIL);
1706                 return;
1707         }
1708
1709         if (SDL_strcasecmp(Campaign_file_names[Selected_campaign_index], Campaign.filename)) {  // new campaign selected
1710                 if ((Active_campaign_index >= 0) && campaign_room_reset_campaign(Active_campaign_index)) {
1711                         gamesnd_play_iface(SND_GENERAL_FAIL);
1712                         return;
1713                 }
1714
1715                 mission_campaign_savefile_delete(Campaign_file_names[Selected_campaign_index]);
1716                 mission_campaign_load(Campaign_file_names[Selected_campaign_index]);
1717                 SDL_strlcpy(Player->current_campaign, Campaign.filename, SDL_arraysize(Player->current_campaign));  // track new campaign for player
1718         }
1719
1720         if (mission_campaign_next_mission()) {  // is campaign and next mission valid?
1721                 gamesnd_play_iface(SND_GENERAL_FAIL);
1722                 return;
1723         }
1724
1725         gameseq_post_event(GS_EVENT_MAIN_MENU);
1726         gamesnd_play_iface(SND_COMMIT_PRESSED);
1727 }
1728
1729 int campaign_room_button_pressed(int n)
1730 {
1731         switch (n) {
1732                 case CR_SCROLL_UP_BUTTON:
1733                         sim_room_scroll_screen_up();
1734                         break;
1735
1736                 case CR_SCROLL_DOWN_BUTTON:
1737                         sim_room_scroll_screen_down();
1738                         break;
1739
1740                 case CR_SCROLL_INFO_UP_BUTTON:
1741                         campaign_room_scroll_info_up();
1742                         break;
1743
1744                 case CR_SCROLL_INFO_DOWN_BUTTON:
1745                         campaign_room_scroll_info_down();
1746                         break;
1747
1748                 case CR_COMMIT_BUTTON:
1749                         campaign_room_commit();
1750                         break;
1751
1752                 /*
1753                 case CR_HELP_BUTTON:
1754                         launch_context_help();
1755                         gamesnd_play_iface(SND_HELP_PRESSED);
1756                         break;
1757
1758                 case CR_OPTIONS_BUTTON:
1759                         gamesnd_play_iface(SND_SWITCH_SCREENS);
1760                         gameseq_post_event(GS_EVENT_OPTIONS_MENU);
1761                         return 1;
1762                 */
1763
1764                 case CR_RESET_BUTTON:
1765                         if ( (Active_campaign_index < 0) || (Active_campaign_index >= Num_campaigns) )
1766                                 gamesnd_play_iface(SND_GENERAL_FAIL);
1767                         else if (campaign_room_reset_campaign(Active_campaign_index))
1768                                 gamesnd_play_iface(SND_GENERAL_FAIL);
1769                         else
1770                                 gamesnd_play_iface(SND_USER_SELECT);
1771
1772                         break;
1773         }
1774
1775         return 0;
1776 }
1777
1778 void campaign_room_init()
1779 {
1780         int i, j, load_failed;
1781         ui_button_info *b;
1782         char wild_card[6];
1783
1784         list_h = Mission_list_coords[gr_screen.res][3];
1785
1786 #ifdef MAKE_FS1
1787         common_set_interface_palette("InterfacePalette");  // set the interface palette
1788 #endif
1789         Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
1790         Ui_window.set_mask_bmap(Campaign_mask_filename[gr_screen.res]);
1791
1792         for (i=0; i<CR_NUM_BUTTONS; i++) {
1793                 b = &Cr_buttons[gr_screen.res][i];
1794
1795                 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, (i < 2), 1);
1796                 // set up callback for when a mouse first goes over a button
1797                 b->button.set_highlight_action(common_play_highlight_sound);
1798                 b->button.set_bmaps(b->filename);
1799                 b->button.link_hotspot(b->hotspot);
1800         }
1801
1802         for (i=0; i<LIST_BUTTONS_MAX; i++) {
1803                 List_buttons[i].create(&Ui_window, "", 0, 0, 60, 30, 0, 1);
1804                 List_buttons[i].hide();
1805                 List_buttons[i].disable();
1806         }
1807
1808 #ifndef MAKE_FS1
1809         // add xstrs
1810         for(i=0; i<CR_NUM_TEXT; i++){
1811                 Ui_window.add_XSTR(&Cr_text[gr_screen.res][i]);
1812         }
1813 #endif
1814
1815         // set up sim_rooms for buttons so we draw the correct animation frame when a key is pressed
1816         Cr_buttons[gr_screen.res][CR_SCROLL_UP_BUTTON].button.set_hotkey(SDLK_PAGEUP);
1817         Cr_buttons[gr_screen.res][CR_SCROLL_DOWN_BUTTON].button.set_hotkey(SDLK_PAGEDOWN);
1818         Cr_buttons[gr_screen.res][CR_RESET_BUTTON].button.set_hotkey(SDLK_DELETE);
1819         Cr_buttons[gr_screen.res][CR_COMMIT_BUTTON].button.set_hotkey(KEY_CTRLED | SDLK_RETURN);
1820         // Cr_buttons[gr_screen.res][CR_HELP_BUTTON].button.set_hotkey(KEY_F2);
1821
1822         Background_bitmap = bm_load(Campaign_filename[gr_screen.res]);
1823
1824         // load in help overlay bitmap  
1825         help_overlay_load(CAMPAIGN_ROOM_OVERLAY);
1826         help_overlay_set_state(CAMPAIGN_ROOM_OVERLAY,0);
1827
1828         Num_desc_lines = 0;
1829
1830         Desc_scroll_offset = Scroll_offset = 0;
1831         load_failed = mission_load_up_campaign();
1832         if (!load_failed)
1833                 mission_campaign_next_mission();
1834
1835         else {
1836                 Campaign.filename[0] = 0;
1837                 Campaign.num_missions = 0;
1838         }
1839
1840         Num_campaigns = 0;
1841
1842         Get_file_list_filter = campaign_room_campaign_filter;
1843         SDL_snprintf(wild_card, SDL_arraysize(wild_card), "*%s", FS_CAMPAIGN_FILE_EXT);
1844         Num_campaigns = cf_get_file_list(MAX_CAMPAIGNS, Campaign_file_names, CF_TYPE_MISSIONS, wild_card, CF_SORT_NAME);
1845
1846         for (i=0; i<Num_campaigns; i++) {
1847                 for (j=0; j<Num_campaigns; j++) {
1848                         if (Campaign_file_names_temp[j]) {
1849                                 if (!strncmp(Campaign_file_names[i], Campaign_file_names_temp[j], strlen(Campaign_file_names_temp[j]) - 4)) {
1850                                         Campaign_descs[i] = Campaign_descs_temp[j];
1851                                         free(Campaign_file_names_temp[j]);
1852                                         Campaign_file_names_temp[j] = NULL;
1853                                         break;
1854                                 }
1855                         }
1856                 }
1857
1858                 SDL_assert(j < Num_campaigns);  // Campaign not found?  How is that possible?
1859         }
1860
1861         Campaign_names_inited = 0;
1862         campaign_room_build_listing();
1863
1864         Selected_campaign_index = Active_campaign_index = -1;
1865         if (!load_failed) {
1866                 for (i=0; i<Num_campaigns; i++)
1867                         if (!SDL_strcasecmp(Campaign_file_names[i], Campaign.filename)) {
1868                                 set_new_campaign_line(i);
1869                                 Active_campaign_index = i;
1870                                 break;
1871                         }
1872         }
1873 }
1874
1875 void campaign_room_close()
1876 {
1877         int i;
1878
1879         for (i=0; i<Num_campaigns; i++) {
1880                 if (Campaign_descs[i] != NULL) {
1881                         free(Campaign_descs[i]);
1882                         Campaign_descs[i] = NULL;
1883                 }
1884         }
1885
1886         if (Background_bitmap >= 0)
1887                 bm_unload(Background_bitmap);
1888
1889         if (Campaign_names_inited) {
1890                 for (i=0; i<Num_campaigns; i++) {
1891                         if (Campaign_names[i] != NULL) {
1892                                 free(Campaign_names[i]);
1893                                 Campaign_names[i] = NULL;
1894                         }
1895                 }
1896         }
1897
1898         for (i=0; i<Num_campaigns; i++) {
1899                 if (Campaign_file_names[i] != NULL) {
1900                         free(Campaign_file_names[i]);
1901                         Campaign_file_names[i] = NULL;
1902                 }
1903         }
1904
1905         // unload the overlay bitmap
1906         help_overlay_unload(CAMPAIGN_ROOM_OVERLAY);
1907
1908         Ui_window.destroy();
1909         common_free_interface_palette();                // restore game palette
1910         write_pilot_file();
1911 }
1912
1913 void campaign_room_do_frame(float frametime)
1914 {
1915         char buf[256];
1916         char line_text[MAX_INFO_LINE_LEN];
1917         int i, k, y, line;
1918         int font_height = gr_get_font_height();
1919         int select_tease_line = -1;  // line mouse is down on, but won't be selected until button released
1920
1921         if ( help_overlay_active(CAMPAIGN_ROOM_OVERLAY) ) {
1922                 // Cr_buttons[gr_screen.res][CR_HELP_BUTTON].button.reset_status();
1923                 Ui_window.set_ignore_gadgets(1);
1924         }
1925
1926         k = Ui_window.process() & ~KEY_DEBUGGED;
1927
1928         if ( (k > 0) || B1_JUST_RELEASED ) {
1929                 if ( help_overlay_active(CAMPAIGN_ROOM_OVERLAY) ) {
1930                         help_overlay_set_state(CAMPAIGN_ROOM_OVERLAY, 0);
1931                         Ui_window.set_ignore_gadgets(0);
1932                         k = 0;
1933                 }
1934         }
1935
1936         if ( !help_overlay_active(CAMPAIGN_ROOM_OVERLAY) ) {
1937                 Ui_window.set_ignore_gadgets(0);
1938         }
1939
1940         switch (k) {
1941                 case SDLK_DOWN:  // scroll list down
1942                         if (Selected_campaign_index < Num_campaigns - 1) {
1943                                 set_new_campaign_line(Selected_campaign_index + 1);
1944                                 gamesnd_play_iface(SND_SCROLL);
1945
1946                         } else
1947                                 gamesnd_play_iface(SND_GENERAL_FAIL);
1948
1949                         break;
1950
1951                 case SDLK_UP:  // scroll list up
1952                         if (Selected_campaign_index < 0)
1953                                 Selected_campaign_index = 1;
1954
1955                         if (Selected_campaign_index) {
1956                                 set_new_campaign_line(Selected_campaign_index - 1);
1957                                 gamesnd_play_iface(SND_SCROLL);
1958
1959                         } else
1960                                 gamesnd_play_iface(SND_GENERAL_FAIL);
1961
1962                         break;
1963
1964                 case SDLK_ESCAPE:
1965                         gameseq_post_event(GS_EVENT_MAIN_MENU);
1966                         break;
1967         }       // end switch
1968
1969         for (i=0; i<CR_NUM_BUTTONS; i++){
1970                 if (Cr_buttons[gr_screen.res][i].button.pressed()){
1971                         if (campaign_room_button_pressed(i)){
1972                                 return;
1973                         }
1974                 }
1975         }
1976
1977         for (i=0; i<LIST_BUTTONS_MAX; i++) {
1978                 if (List_buttons[i].is_mouse_on()){
1979                         select_tease_line = i + Scroll_offset;
1980                 }
1981         
1982                 if (List_buttons[i].pressed()) {
1983                         set_new_campaign_line(i + Scroll_offset);
1984                         gamesnd_play_iface(SND_USER_SELECT);
1985                 }
1986         }
1987
1988         GR_MAYBE_CLEAR_RES(Background_bitmap);
1989         if (Background_bitmap >= 0) {
1990                 gr_set_bitmap(Background_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1991                 gr_bitmap(0, 0);
1992         }
1993
1994         Ui_window.draw();
1995
1996         gr_set_font(FONT1);
1997         line = Scroll_offset;
1998         while (sim_room_line_query_visible(line)) {
1999                 y = Cr_list_coords[gr_screen.res][1] + sim_room_lines[line].y - sim_room_lines[Scroll_offset].y;
2000
2001                 List_buttons[line - Scroll_offset].update_dimensions(Cr_list_coords[gr_screen.res][0], y, Cr_list_coords[gr_screen.res][2], font_height);
2002                 List_buttons[line - Scroll_offset].enable();
2003
2004                 if (!SDL_strcasecmp(sim_room_lines[line].filename, Campaign.filename)) {
2005                         gr_set_color_fast(&Color_white);
2006                         i = y + font_height / 2 - 1;
2007                         gr_circle(Cr_list_coords[gr_screen.res][0] - 6, i, 5);
2008
2009                         gr_set_color_fast(&Color_bright_white);
2010                         gr_line(Cr_list_coords[gr_screen.res][0] - 10, i, Cr_list_coords[gr_screen.res][0] - 8, i);
2011                         gr_line(Cr_list_coords[gr_screen.res][0] - 6, i - 4, Cr_list_coords[gr_screen.res][0] - 6, i - 2);
2012                         gr_line(Cr_list_coords[gr_screen.res][0] - 4, i, Cr_list_coords[gr_screen.res][0] - 2, i);
2013                         gr_line(Cr_list_coords[gr_screen.res][0] - 6, i + 2, Cr_list_coords[gr_screen.res][0] - 6, i + 4);
2014                 }
2015
2016                 if (line == Selected_campaign_index)
2017                         gr_set_color_fast(&Color_text_selected);
2018                 else if (line == select_tease_line)
2019                         gr_set_color_fast(&Color_text_subselected);
2020                 else
2021                         gr_set_color_fast(&Color_text_normal);
2022
2023                 SDL_strlcpy(buf, sim_room_lines[line].name, SDL_arraysize(buf));
2024                 gr_force_fit_string(buf, 255, Cr_list_coords[gr_screen.res][0] + Cr_list_coords[gr_screen.res][2] - sim_room_lines[line].x);
2025                 gr_printf(sim_room_lines[line].x, y, buf);
2026                 line++;
2027         }
2028
2029         i = line - Scroll_offset;
2030         while (i < LIST_BUTTONS_MAX)
2031                 List_buttons[i++].disable();
2032
2033         y = 0;
2034         i = Desc_scroll_offset;
2035         gr_set_color_fast(&Color_text_normal);
2036
2037         while (y + font_height <= Cr_info_coords[gr_screen.res][3]) {
2038                 if (i >= Num_info_lines)
2039                         break;
2040
2041                 SDL_assert(Info_text_line_size[i] < MAX_INFO_LINE_LEN);
2042                 int len = SDL_min(Info_text_line_size[i] + 1, MAX_INFO_LINE_LEN);
2043                 SDL_strlcpy(line_text, Info_text_ptrs[i], len);
2044                 drop_white_space(line_text);
2045                 gr_string(Cr_info_coords[gr_screen.res][0], Cr_info_coords[gr_screen.res][1] + y, line_text);
2046                 y += font_height;
2047                 i++;
2048         }
2049
2050         // blit help overlay if active
2051         help_overlay_maybe_blit(CAMPAIGN_ROOM_OVERLAY);
2052
2053         gr_flip();
2054 }
2055
2056 void sim_room_load_mission_icons()
2057 {
2058         int idx;
2059         
2060         // load all bitmaps
2061         for(idx=0; idx<NUM_MISSION_ICONS; idx++){
2062                 Mission_icon_bitmaps[idx] = -1;
2063                 Mission_icon_bitmaps[idx] = bm_load(Mission_icon_bitmap_filenames[idx]);
2064         }
2065 }
2066
2067 void sim_room_unload_mission_icons()
2068 {
2069         int idx;
2070
2071         // unload all bitmaps
2072         for(idx=0; idx<NUM_MISSION_ICONS; idx++){
2073                 if(Mission_icon_bitmaps[idx] >= 0){
2074                         bm_unload(Mission_icon_bitmaps[idx]);
2075                         Mission_icon_bitmaps[idx] = -1;
2076                 }
2077         }
2078 }
2079