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fix control binding
[taylor/freespace2.git] / src / mission / missionbriefcommon.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/Mission/MissionBriefCommon.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * C module for briefing code common to FreeSpace and FRED
16  *
17  * $Log$
18  * Revision 1.12  2005/10/01 22:04:58  taylor
19  * fix FS1 (de)briefing voices, the directory names are different in FS1
20  * hard code the table values so that the fs1.vp file isn't needed
21  * hard code a mission fix for sm2-08a since a have no idea how to fix it otherwise
22  * generally cleanup some FS1 code
23  * fix volume sliders in the options screen that never went all the way up
24  *
25  * Revision 1.11  2004/09/20 01:31:44  theoddone33
26  * GCC 3.4 fixes.
27  *
28  * Revision 1.10  2004/07/04 11:39:06  taylor
29  * fix missing debrief text, crash on exit, path separator's, warning fixes, no GR_SOFT
30  *
31  * Revision 1.9  2003/06/11 18:30:32  taylor
32  * plug memory leaks
33  *
34  * Revision 1.8  2003/06/03 04:00:40  taylor
35  * Polish language support (Janusz Dziemidowicz)
36  *
37  * Revision 1.7  2003/05/25 02:30:42  taylor
38  * Freespace 1 support
39  *
40  * Revision 1.6  2002/06/17 06:33:09  relnev
41  * ryan's struct patch for gcc 2.95
42  *
43  * Revision 1.5  2002/06/09 04:41:22  relnev
44  * added copyright header
45  *
46  * Revision 1.4  2002/06/02 04:26:34  relnev
47  * warning cleanup
48  *
49  * Revision 1.3  2002/06/01 07:12:33  relnev
50  * a few NDEBUG updates.
51  *
52  * removed a few warnings.
53  *
54  * Revision 1.2  2002/05/07 03:16:46  theoddone33
55  * The Great Newline Fix
56  *
57  * Revision 1.1.1.1  2002/05/03 03:28:10  root
58  * Initial import.
59  *
60  * 
61  * 19    11/02/99 3:23p Jefff
62  * translate briefing icon names
63  * 
64  * 18    9/09/99 9:44a Jefff
65  * doh, fixed reversed brief text color thingy.  i am stoopid.
66  * 
67  * 17    9/08/99 11:14a Jefff
68  * toned down hostile/friendly colors in briefing text
69  * 
70  * 16    9/07/99 12:20p Mikeb
71  * return pos of briefing icon even it does not fit on screen.
72  * 
73  * 15    9/03/99 1:32a Dave
74  * CD checking by act. Added support to play 2 cutscenes in a row
75  * seamlessly. Fixed super low level cfile bug related to files in the
76  * root directory of a CD. Added cheat code to set campaign mission # in
77  * main hall.
78  * 
79  * 14    8/10/99 7:28p Jefff
80  * shuffled some text around
81  * 
82  * 13    7/30/99 3:05p Jefff
83  * Fixed briefing icon fades -- in and out were reversed.
84  * 
85  * 12    7/26/99 1:52p Mikeb
86  * Fixed strange briefing bug where a NULL wasn't being checked for when
87  * copying briefing stage text. Odd.
88  * 
89  * 11    7/24/99 6:15p Jefff
90  * moved "stage x of y" text in multiplayer mode so its not covered by the
91  * chatbox
92  * 
93  * 10    7/20/99 7:09p Jefff
94  * briefing text occupies full window in 1024x768
95  * 
96  * 9     7/09/99 5:54p Dave
97  * Seperated cruiser types into individual types. Added tons of new
98  * briefing icons. Campaign screen.
99  * 
100  * 8     6/29/99 7:39p Dave
101  * Lots of small bug fixes.
102  * 
103  * 7     2/05/99 7:19p Neilk
104  * Removed black part from mission screen, fixed info text coords
105  * 
106  * 6     1/29/99 4:17p Dave
107  * New interface screens.
108  * 
109  * 5     12/18/98 1:13a Dave
110  * Rough 1024x768 support for Direct3D. Proper detection and usage through
111  * the launcher.
112  * 
113  * 4     10/23/98 3:51p Dave
114  * Full support for tstrings.tbl and foreign languages. All that remains
115  * is to make it active in Fred.
116  * 
117  * 3     10/13/98 9:28a Dave
118  * Started neatening up freespace.h. Many variables renamed and
119  * reorganized. Added AlphaColors.[h,cpp]
120  * 
121  * 2     10/07/98 10:53a Dave
122  * Initial checkin.
123  * 
124  * 1     10/07/98 10:49a Dave
125  * 
126  * 122   6/09/98 10:31a Hoffoss
127  * Created index numbers for all xstr() references.  Any new xstr() stuff
128  * added from here on out should be added to the end if the list.  The
129  * current list count can be found in FreeSpace.cpp (search for
130  * XSTR_SIZE).
131  * 
132  * 121   6/05/98 9:54a Lawrance
133  * OEM changes
134  * 
135  * 120   6/01/98 11:43a John
136  * JAS & MK:  Classified all strings for localization.
137  * 
138  * 119   5/23/98 10:38p Lawrance
139  * Avoid doing a cfile refresh when running debug
140  * 
141  * 118   5/23/98 6:49p Lawrance
142  * Fix problems with refreshing the file list when a CD is inserted
143  * 
144  * 117   5/21/98 6:57p Lawrance
145  * Don't prompt for the CD if voice not found
146  * 
147  * 116   5/21/98 12:35a Lawrance
148  * Tweak how CD is checked for
149  * 
150  * 115   5/12/98 11:46a John
151  * Changed the way the "glowing movement" type text draw.   Use Hoffoss's
152  * gr_get_string_size optional length parameter to determine length of
153  * string which accounts for kerning on the last character and then I only
154  * draw each character only once.
155  * 
156  * 114   5/08/98 5:32p Lawrance
157  * prompt for CD if can't load animations or voice
158  * 
159  * 113   5/06/98 5:30p John
160  * Removed unused cfilearchiver.  Removed/replaced some unused/little used
161  * graphics functions, namely gradient_h and _v and pixel_sp.   Put in new
162  * DirectX header files and libs that fixed the Direct3D alpha blending
163  * problems.
164  * 
165  * 112   4/27/98 9:08p Allender
166  * fix the debriefing stage problems when clients get to screen long after
167  * server
168  * 
169  * 111   4/25/98 3:49p Lawrance
170  * Save briefing auto-advance pref
171  * 
172  * 110   4/20/98 3:53p Lawrance
173  * Fix various bugs with auto-advancing through briefings.
174  * 
175  * $NoKeywords: $
176  */
177
178 #include "freespace.h"
179 #include "ship.h"
180 #include "key.h"
181 #include "2d.h"
182 #include "3d.h"
183 #include "line.h"
184 #include "timer.h"
185 #include "math.h"
186 #include "linklist.h"
187 #include "mouse.h"
188 #include "hud.h"
189 #include "osapi.h"
190 #include "object.h"
191 #include "multi.h"
192 #include "bmpman.h"
193 #include "missionbrief.h"
194 #include "missiongrid.h"
195 #include "missionbriefcommon.h"
196 #include "animplay.h"
197 #include "fvi.h"
198 #include "float.h"
199 #include "gamesnd.h"
200 #include "cmdline.h"
201 #include "parselo.h"
202 #include "audiostr.h"
203 #include "missioncmdbrief.h"
204 #include "missiondebrief.h"
205 #include "alphacolors.h"
206 #include "localize.h"
207 #include "vecmat.h"
208
209 // --------------------------------------------------------------------------------------
210 // briefing icons
211 // --------------------------------------------------------------------------------------
212 hud_frames      Icon_bitmaps[MAX_BRIEF_ICONS][MAX_SPECIES_NAMES];
213 hud_anim                Icon_highlight_anims[MAX_BRIEF_ICONS][MAX_SPECIES_NAMES];
214 hud_anim                Icon_fade_anims[MAX_BRIEF_ICONS][MAX_SPECIES_NAMES];
215
216
217 // --------------------------------------------------------------------------------------
218 // briefing screen
219 // --------------------------------------------------------------------------------------
220
221 brief_screen bscreen;
222
223 // briefing screen sections
224 #define BRIEF_CUP_X1                    400
225 #define BRIEF_CUP_Y1                    70
226 #define BRIEF_CUP_X2                    639
227 #define BRIEF_CUP_Y2                    245
228 #define BRIEF_CUPINFO_X1        445
229 #define BRIEF_CUPINFO_Y1        247
230 #define BRIEF_CUPINFO_X2        639
231 #define BRIEF_CUPINFO_Y2        438
232
233 const char *Brief_static_name[GR_NUM_RESOLUTIONS] = {
234         "BriefMap",
235         "2_BriefMap"
236 };
237
238 int Brief_static_coords[GR_NUM_RESOLUTIONS][2] = {
239         { // GR_640
240 #ifdef MAKE_FS1
241                 42, 122
242 #else
243                 10, 130
244 #endif
245         },
246         { // GR_1024
247                 15, 208
248         }
249 };
250
251 int Brief_bmap_coords[GR_NUM_RESOLUTIONS][2] = {
252         { // GR_640
253 #ifdef MAKE_FS1
254                 42, 122
255 #else
256                 0, 115
257 #endif
258         },
259         { // GR_1024
260                 0, 184
261         }
262 };
263
264 int Brief_grid_coords[GR_NUM_RESOLUTIONS][4] = {
265         { // GR_640
266 #ifdef MAKE_FS1
267                 54, 133, 530, 239
268 #else
269                 19, 147, 555, 232
270 #endif
271         },
272         { // GR_1024
273                 30, 235, 888, 371
274         }
275 };
276
277 int Brief_text_coords[GR_NUM_RESOLUTIONS][4] = {
278         { // GR_640
279 #ifdef MAKE_FS1
280                 49, 415, 374, 56
281 #else
282                 28, 399, 395, 74
283 #endif
284         },
285         { // GR_1024
286                 46, 637, 630, 120
287         }
288 };
289
290 int Brief_stage_text_coords[GR_NUM_RESOLUTIONS][2] = {
291         { // GR_640
292 #ifdef MAKE_FS1
293                 61, 387
294 #else
295                 138, 117
296 #endif
297         },
298         { // GR_1024
299                 227, 194
300         }
301 };
302
303 int Brief_stage_text_coords_multi[GR_NUM_RESOLUTIONS][2] = {
304         { // GR_640
305 #ifdef MAKE_FS1
306                 61, 387
307 #else
308                 479, 385
309 #endif
310         },
311         { // GR_1024
312                 821, 616
313         }
314 };
315
316 int Brief_text_max_lines[GR_NUM_RESOLUTIONS] = {
317         6, 6
318 };
319
320 #define LOOKAT_DIST     500.0f
321
322 // --------------------------------------------------------------------------------------
323 // Game-wide global data
324 // --------------------------------------------------------------------------------------
325 briefing                Briefings[MAX_TEAMS];                   // there is exactly one briefing per mission
326 debriefing      Debriefings[MAX_TEAMS];                 // there can be multiple debriefings per mission
327 briefing                *Briefing;                                                      // pointer used in code -- points to correct briefing
328 debriefing      *Debriefing;                                            // pointer to correct debriefing
329
330 int                     Briefing_voice_enabled=1;               // flag which turn on/off voice playback of briefings/debriefings
331
332 // --------------------------------------------------------------------------------------
333 // Module global data
334 // --------------------------------------------------------------------------------------
335
336 static int Last_new_stage;
337 int     Cur_brief_id;
338
339 const char BRIEF_META_CHAR = '$';
340
341 // static int Brief_voice_ask_for_cd;
342
343 // camera related
344 static vector   Current_cam_pos;                // current camera position
345 static vector   Target_cam_pos;         // desired camera position
346 static matrix   Current_cam_orient;     // current camera orientation
347 static matrix   Target_cam_orient;      // desired camera orientation
348 static matrix   Start_cam_orient;               // start camera orientation
349 static vector   Start_cam_pos;                  // position of camera at the start of a translation
350 static vector   Cam_vel;                                        //      camera velocity
351 static vector   Current_lookat_pos;     // lookat point
352 static vector   Target_lookat_pos;      // lookat point
353 static vector   Start_lookat_pos;
354 static vector   Lookat_vel;                             //      lookat point velocity
355
356 static float    Start_cam_move;         // time at which camera started moving (seconds)
357 static float    Total_move_time;                // time in which camera should move from current pos to target pos (seconds)
358 static float    Elapsed_time;
359
360 static float    Start_dist;
361 static float    End_dist;
362 static float    Dist_change_rate;
363
364 static vector   Acc_limit;
365 static vector   Vel_limit;
366
367 static float    Total_dist;
368 static float    Peak_speed;
369 static float    Cam_accel;
370 static float    Last_dist;
371 static vector   W_init;
372
373 // flag to indicate that the sound for a spinning highlight animation has played
374 static int Brief_stage_highlight_sound_handle = -1;
375
376 // used for scrolling briefing text ( if necessary )
377 int             Num_brief_text_lines[MAX_TEXT_STREAMS];
378 int             Top_brief_text_line;
379 static char             Brief_text[MAX_BRIEF_LINES][MAX_BRIEF_LINE_LEN];
380
381 // Used to support drawing colored text for the briefing.  Gets complicates since we
382 // need to be able to draw one character at a time as well when the briefing text
383 // first appears.
384 typedef struct colored_char
385 {
386         char    letter;
387         ubyte   color;          // index into Brief_text_colors[]
388 } colored_char;
389
390 static colored_char Colored_text[MAX_TEXT_STREAMS][MAX_BRIEF_LINES][MAX_BRIEF_LINE_LEN];
391 static int Colored_text_len[MAX_TEXT_STREAMS][MAX_BRIEF_LINES];
392
393 #define MAX_BRIEF_TEXT_COLORS                   9
394 #define BRIEF_TEXT_WHITE                                0
395 #define BRIEF_TEXT_BRIGHT_WHITE         1
396 #define BRIEF_TEXT_RED                                  2
397 #define BRIEF_TEXT_GREEN                                3
398 #define BRIEF_TEXT_YELLOW                               4
399 #define BRIEF_TEXT_BLUE                                 5
400 #define BRIEF_IFF_FRIENDLY                              6
401 #define BRIEF_IFF_HOSTILE                               7
402 #define BRIEF_IFF_NEUTRAL                               8
403
404 color Brief_color_red, Brief_color_green;
405
406 color *Brief_text_colors[MAX_BRIEF_TEXT_COLORS] = 
407 {
408         &Color_white,
409         &Color_bright_white,
410         &Color_red,
411         &Color_green,
412         &Color_yellow,
413         &Color_blue,
414         &Brief_color_green,
415         &Brief_color_red,
416         &IFF_colors[IFF_COLOR_NEUTRAL][0],
417 };
418
419 #define BRIGHTEN_LEAD   2
420
421 float Brief_text_wipe_time_elapsed;
422 static int Max_briefing_line_len;
423
424 static int Brief_voice_ended;
425 static int Brief_textdraw_finished;
426 static int Brief_voice_started;
427 static int Brief_stage_time;
428
429 const float             BRIEF_TEXT_WIPE_TIME    = 1.5f;         // time in seconds for wipe to occur
430 static int              Brief_text_wipe_snd;                                    // sound handle of sound effect for text wipe
431 static int              Play_brief_voice;
432
433 // animation stuff
434 static int              Play_highlight_flag;
435 static int              Cam_target_reached;
436 static int              Cam_movement_done;
437
438 // moving icons
439 typedef struct icon_move_info
440 {
441         icon_move_info  *next, *prev;
442         int                             used;
443         int                             id;
444         vector                  start;
445         vector                  finish;
446         vector                  current;
447
448         // used to move icons smoothly
449         vector                  direction;
450         float                           total_dist;
451         float                           accel;
452         float                           total_move_time;
453         float                           peak_speed;
454         int                             reached_dest;
455         float                           last_dist;
456 } icon_move_info;
457
458 #define MAX_MOVE_ICONS  10
459 icon_move_info  Icon_movers[MAX_MOVE_ICONS];
460 icon_move_info  Icon_move_list; // head of linked list
461
462 // fading out icons
463 typedef struct fade_icon
464 {
465         hud_anim        fade_anim;              // anim info
466         vector  pos;
467         int             team;
468 } fade_icon;
469
470 #define         MAX_FADE_ICONS  30
471 fade_icon       Fading_icons[MAX_FADE_ICONS];
472 int                     Num_fade_icons;
473
474 // voice id's for briefing text
475 int Brief_voices[MAX_BRIEF_STAGES];
476
477 cmd_brief *Cur_cmd_brief;
478 cmd_brief Cmd_briefs[MAX_TEAMS];
479
480 #ifdef MAKE_FS1
481 static const char *fs1_icon_tbl[MAX_BRIEF_ICONS][3] = {
482         { "iconfighter", "FadeFighter", "iconhighlight04" },
483         { "iconfighterW", "FadeFighterW", "iconhighlight02" },
484         { "iconcargo", "FadeCargo", "iconhighlight04" },
485         { "iconcargoW", "FadeCargoW", "iconhighlight02" },
486         { "iconbigship", "FadeBigShip", "iconhighlight07" },
487         { "iconbigshipW", "FadeBigShipW", "iconhighlight05" },
488         { "iconcapital", "FadeCapital", "iconhighlight06" },
489         { "iconplanet", "FadePlanet", "iconhighlight03" },
490         { "iconasteroid", "FadeAsteroid", "iconhighlight03" },
491         { "iconwaypoint", "FadeWaypoint", "iconhighlight04" },
492         { "iconsupport", "FadeSupport", "iconhighlight04" },
493         { "iconfreighter", "FadeFreighter", "iconhighlight01" },
494         { "iconfreighterc", "FadeFreighterC", "iconhighlight01" },
495         { "iconfreighterwing", "FadeFreighterW", "iconhighlight05" },
496         { "iconfreightercwing", "FadeFreighterCW", "iconhighlight05" },
497         { "iconInstallation", "FadeInstallation", "iconhighlight03" },
498         { "iconbomber", "FadeBomber", "iconhighlight07" },
499         { "iconbomberW", "FadeBomberW", "iconhighlight05" },
500         { "iconcruiser", "FadeCruiser", "iconhighlight01" },
501         { "iconcruiserW", "FadeCruiserW", "iconhighlight05" },
502         { "iconunknown", "FadeUnknown", "iconhighlight04" },
503         { "iconunknownW", "FadeUnknownW", "iconhighlight01" },
504         { "iconfighterP", "FadeFighterP", "iconhighlight04" },
505         { "iconfighterWP", "FadeFighterWP", "iconhighlight02" },
506         { "iconbomberP", "FadeBomberP", "iconhighlight07" },
507         { "iconbomberWP", "FadeBomberWP", "iconhighlight05" },
508         { "iconwaypoint", "FadeWaypoint", "iconhighlight04" }
509 };
510 #endif
511
512 // --------------------------------------------------------------------------------------
513 // forward declarations
514 // --------------------------------------------------------------------------------------
515 void    brief_render_elements(vector *pos, grid *gridp);
516 void    brief_render_icons(int stage_num, float frametime);
517 void    brief_parse_icon_tbl();
518 void    brief_grid_read_camera_controls( control_info * ci, float frametime );
519 void    brief_maybe_create_new_grid(grid *gridp, vector *pos, matrix *orient, int force = 0);
520 grid    *brief_create_grid(grid *gridp, vector *forward, vector *right, vector *center, int nrows, int ncols, float square_size);
521 grid    *brief_create_default_grid(void);
522 void    brief_render_grid(grid *gridp);
523 void    brief_modify_grid(grid *gridp);
524 void    brief_rpd_line(vector *v0, vector *v1);
525 void    brief_set_text_color(int color_index);
526 extern void get_camera_limits(matrix *start_camera, matrix *end_camera, float time, vector *acc_max, vector *w_max);
527 int brief_text_wipe_finished();
528
529 void brief_set_icon_color(int team)
530 {
531         switch (team) { 
532         case TEAM_FRIENDLY:     SET_COLOR_FRIENDLY;     break;
533         case TEAM_HOSTILE:      SET_COLOR_HOSTILE;      break;
534         case TEAM_NEUTRAL:      SET_COLOR_NEUTRAL;      break;
535         case TEAM_TRAITOR:      SET_COLOR_HOSTILE;      break;
536         default:
537                 SET_COLOR_HOSTILE;      break;
538         } // end switch
539 }
540
541 // --------------------------------------------------------------------------------------
542 //      brief_move_icon_reset()
543 //
544 //
545 void brief_move_icon_reset()
546 {
547         int i;
548
549         list_init(&Icon_move_list);
550         for ( i = 0; i < MAX_MOVE_ICONS; i++ )
551                 Icon_movers[i].used = 0;
552 }
553
554
555 // --------------------------------------------------------------------------------------
556 // Does one time initialization of the briefing and debriefing structures.
557 // Namely setting all malloc'ble pointers to NULL.  Called once at game startup.
558 void mission_brief_common_init()
559 {
560         int i,j;
561
562         // setup brief text colors
563         gr_init_alphacolor( &Brief_color_green, 50, 100, 50, 255, AC_TYPE_HUD);
564         gr_init_alphacolor( &Brief_color_red, 140, 20, 20, 255, AC_TYPE_HUD);
565
566         // extra catch to reset anything that's already loaded (ie. mission restart)
567         mission_brief_common_reset();
568         mission_debrief_common_reset();
569
570         if ( Fred_running )     {
571                 // If Fred is running malloc out max space
572                 for (i=0; i<MAX_TEAMS; i++ )    {
573                         for (j=0; j<MAX_BRIEF_STAGES; j++ )     {
574                                 Briefings[i].stages[j].new_text = (char *)malloc(MAX_BRIEF_LEN);
575                                 SDL_assert(Briefings[i].stages[j].new_text!=NULL);
576                                 Briefings[i].stages[j].icons = (brief_icon *)malloc(sizeof(brief_icon)*MAX_STAGE_ICONS);
577                                 SDL_assert(Briefings[i].stages[j].icons!=NULL);
578                                 Briefings[i].stages[j].lines = (brief_line *)malloc(sizeof(brief_line)*MAX_BRIEF_STAGE_LINES);
579                                 SDL_assert(Briefings[i].stages[j].lines!=NULL);
580                                 Briefings[i].stages[j].num_icons = 0;
581                                 Briefings[i].stages[j].num_lines = 0;
582                         }
583                 }
584
585                 for (i=0; i<MAX_TEAMS; i++ )    {
586                         for (j=0; j<MAX_DEBRIEF_STAGES; j++ )   {
587                                 Debriefings[i].stages[j].new_text = (char *)malloc(MAX_DEBRIEF_LEN);
588                                 SDL_assert(Debriefings[i].stages[j].new_text!=NULL);
589                                 Debriefings[i].stages[j].new_recommendation_text = (char *)malloc(MAX_RECOMMENDATION_LEN);
590                                 SDL_assert(Debriefings[i].stages[j].new_recommendation_text!=NULL);
591                         }
592                 }
593
594         } else {
595                 // If game is running don't malloc anything
596                 for (i=0; i<MAX_TEAMS; i++ )    {
597                         for (j=0; j<MAX_BRIEF_STAGES; j++ )     {
598                                 Briefings[i].stages[j].new_text = NULL;
599                                 Briefings[i].stages[j].num_icons = 0;
600                                 Briefings[i].stages[j].icons = NULL;
601                                 Briefings[i].stages[j].num_lines = 0;
602                                 Briefings[i].stages[j].lines = NULL;
603                         }
604                 }
605
606                 for (i=0; i<MAX_TEAMS; i++ )    {
607                         for (j=0; j<MAX_DEBRIEF_STAGES; j++ )   {
608                                 Debriefings[i].stages[j].new_text = NULL;
609                                 Debriefings[i].stages[j].new_recommendation_text = NULL;
610                         }
611                 }
612
613         }
614
615                 
616 }
617
618 //--------------------------------------------------------------------------------------
619 // Frees all the memory allocated in the briefing and debriefing structures
620 // and sets all pointers to NULL.
621 void mission_brief_common_reset()
622 {
623         int i,j;
624
625         if ( Fred_running )     {
626                 return;                                         // Don't free these under Fred.
627         }
628
629         for (i=0; i<MAX_TEAMS; i++ )    {
630                 for (j=0; j<MAX_BRIEF_STAGES; j++ )     {
631                         if ( Briefings[i].stages[j].new_text )  {
632                                 free(Briefings[i].stages[j].new_text);
633                                 Briefings[i].stages[j].new_text = NULL;                 
634                         }
635         
636                         if ( Briefings[i].stages[j].icons )     {
637                                 free(Briefings[i].stages[j].icons);
638                                 Briefings[i].stages[j].icons = NULL;
639                         }
640
641                         if ( Briefings[i].stages[j].lines )     {
642                                 free(Briefings[i].stages[j].lines);
643                                 Briefings[i].stages[j].lines = NULL;
644                         }
645                 }
646         }
647 }
648
649 // split from above since we need to clear them separately
650 void mission_debrief_common_reset()
651 {
652         int i, j;
653
654         if ( Fred_running ) {
655                 return;                                         // Don't free these under Fred.
656         }
657
658         for (i=0; i<MAX_TEAMS; i++ )    {
659                 for (j=0; j<MAX_DEBRIEF_STAGES; j++ )   {
660                         if ( Debriefings[i].stages[j].new_text )        {
661                                 free(Debriefings[i].stages[j].new_text);
662                                 Debriefings[i].stages[j].new_text = NULL;
663                         }
664
665                         if ( Debriefings[i].stages[j].new_recommendation_text ) {
666                                 free(Debriefings[i].stages[j].new_recommendation_text);
667                                 Debriefings[i].stages[j].new_recommendation_text = NULL;
668                         }
669                 }
670         }               
671 }
672
673
674
675
676 // --------------------------------------------------------------------------------------
677 //      brief_reset()
678 //
679 //
680 void brief_reset()
681 {
682         int i;
683
684         Briefing = NULL;
685         for ( i = 0; i < MAX_TEAMS; i++ ) 
686                 Briefings[i].num_stages = 0;
687         Cur_brief_id = 1;
688 }
689
690 // --------------------------------------------------------------------------------------
691 //      debrief_reset()
692 //
693 //
694 void debrief_reset()
695 {
696         int i,j;
697
698         Debriefing = NULL;
699         for ( i = 0; i < MAX_TEAMS; i++ ) {
700                 Debriefings[i].num_stages = 0;
701                 for (j=0; j<MAX_DEBRIEF_STAGES; j++ )   {
702                         if ( Debriefings[i].stages[j].new_recommendation_text ) {
703                                 Debriefings[i].stages[j].new_recommendation_text[0] = 0;
704                         }
705                 }
706         }
707
708         // MWA 4/27/98 -- must initialize this variable here since we cannot do it as debrief
709         // init time because race conditions between all players in the game make that type of
710         // initialization unsafe.
711         Debrief_multi_stages_loaded = 0;
712 }
713
714 // --------------------------------------------------------------------------------------
715 //      brief_init_screen()
716 //
717 //      Set up the screen regions.  A mulitplayer briefing will look different than a single player
718 // briefing.
719 //
720 void brief_init_screen(int multiplayer_flag)
721 {
722         bscreen.map_x1                  = Brief_grid_coords[gr_screen.res][0];
723         bscreen.map_x2                  = Brief_grid_coords[gr_screen.res][0] + Brief_grid_coords[gr_screen.res][2];
724         bscreen.map_y1                  = Brief_grid_coords[gr_screen.res][1];
725         bscreen.map_y2                  = Brief_grid_coords[gr_screen.res][1] + Brief_grid_coords[gr_screen.res][3];
726         /*
727         bscreen.map_x1                  = BRIEF_GRID3_X1;
728         bscreen.map_x2                  = BRIEF_GRID0_X2;
729         bscreen.map_y1                  = BRIEF_GRID3_Y1;
730         bscreen.map_y2                  = BRIEF_GRID0_Y2+4;
731         bscreen.btext_x1                = BRIEF_TEXT_X1;
732         bscreen.btext_x2                = BRIEF_TEXT_X2;
733         bscreen.btext_y1                = BRIEF_TEXT_Y1;
734         bscreen.btext_y2                = BRIEF_TEXT_Y2;
735         bscreen.cup_x1                  = BRIEF_CUP_X1;
736         bscreen.cup_y1                  = BRIEF_CUP_Y1;
737         bscreen.cup_x2                  = BRIEF_CUP_X2;
738         bscreen.cup_y2                  = BRIEF_CUP_Y2;
739         bscreen.cupinfo_x1      = BRIEF_CUPINFO_X1;
740         bscreen.cupinfo_y1      = BRIEF_CUPINFO_Y1;
741         bscreen.cupinfo_x2      = BRIEF_CUPINFO_X2;
742         bscreen.cupinfo_y2      = BRIEF_CUPINFO_Y2;
743         */
744 }
745
746 // --------------------------------------------------------------------------------------
747 //      brief_init_icons()
748 //
749 //
750 void brief_init_icons()
751 {
752         if ( Fred_running ) {
753                 gr_init_alphacolor( &IFF_colors[IFF_COLOR_HOSTILE][0],  0xff, 0x00, 0x00, 15*16, AC_TYPE_HUD);
754                 gr_init_alphacolor( &IFF_colors[IFF_COLOR_FRIENDLY][0], 0x00, 0xff, 0x00, 15*16, AC_TYPE_HUD);
755         }
756
757         int idx;
758         int i;
759         
760         for (i=0; i<MAX_BRIEF_ICONS; i++) {
761                 for (idx=0; idx<MAX_SPECIES_NAMES; idx++) {
762                         Icon_bitmaps[i][idx].first_frame = -1;
763                         Icon_bitmaps[i][idx].num_frames = 0;
764                 }
765         }
766
767         // Load in the bitmaps for the icons from icons.tbl
768         brief_parse_icon_tbl();
769 }
770
771 // Reset the highlight and fade anims... call before brief_parse_icon_tbl();
772 void brief_init_anims()
773 {
774         int idx;
775         int i;
776
777         for (i=0; i<MAX_BRIEF_ICONS; i++) {
778                 for (idx=0; idx<MAX_SPECIES_NAMES; idx++) {
779                         Icon_highlight_anims[i][idx].first_frame = -1;
780                         Icon_highlight_anims[i][idx].num_frames = 0;
781                         Icon_fade_anims[i][idx].first_frame = -1;
782                         Icon_fade_anims[i][idx].num_frames = 0;
783                 }
784         }
785 }
786
787 // ------------------------------------------------------------------------
788 //      brief_unload_icons() 
789 //
790 //
791 void brief_unload_icons()
792 {
793         hud_frames              *ib;
794         int                             i, j, idx;
795
796         for ( i = 0; i < MAX_BRIEF_ICONS; i++ ) {
797                 for(idx=0; idx<MAX_SPECIES_NAMES; idx++){
798                         ib = &Icon_bitmaps[i][idx];
799
800                         if (ib->first_frame < 0)
801                                 continue;
802
803                         for ( j=0; j<ib->num_frames; j++ ) {
804                                 bm_unload(ib->first_frame+j);
805                         }
806                 }
807         }
808 }
809
810 // determine if icon type is used in the current briefing
811 int brief_icon_used_in_briefing(int icon_type)
812 {
813         int num_icons, num_stages, i, j;
814
815         num_stages = Briefing->num_stages;
816
817         for ( i = 0; i < num_stages; i++ ) {
818                 num_icons = Briefing->stages[i].num_icons;
819                 for ( j = 0; j < num_icons; j++ ) {
820                         if ( Briefing->stages[i].icons[j].type == icon_type ) {
821                                 return 1;
822                         }
823                 }
824         }
825
826         return 0;
827 }
828
829 // --------------------------------------------------------------------------------------
830 //      brief_parse_icon_tbl()
831 //
832 //
833 void brief_parse_icon_tbl()
834 {
835 #ifndef MAKE_FS1
836         int                     num_icons;
837         char                    name[NAME_LENGTH];
838         hud_frames      *hf;
839         hud_anim                *ha;
840         int idx;
841
842         // open localization
843         lcl_ext_open();
844
845         try {
846                 read_file_text("icons.tbl");
847                 reset_parse();          
848
849                 num_icons = 0;
850                 required_string("#Start");
851
852
853                 int load_this_icon = 0;
854
855                 while (required_string_either("#End","$Name:")) {
856                         for(idx=0; idx<MAX_SPECIES_NAMES; idx++){
857                                 SDL_assert( num_icons < MAX_BRIEF_ICONS);
858                                 hf = &Icon_bitmaps[num_icons][idx];
859
860                                 // load in regular frames
861                                 required_string("$Name:");
862                                 stuff_string(name, F_NAME, NULL);
863
864                                 if ( Fred_running ) {
865                                         load_this_icon = 1;
866                                 } else {
867                                         load_this_icon = brief_icon_used_in_briefing(num_icons);
868                                 }
869
870                                 if ( load_this_icon ) {
871                                         hf->first_frame = bm_load_animation(name, &hf->num_frames);
872                                         if ( hf->first_frame == -1 ) {
873                                                 Int3(); // missing briefing icon
874                                         }
875                                 }
876
877                                 // load in fade frames
878                                 required_string("$Name:");
879                                 stuff_string(name, F_NAME, NULL);
880                                 ha = &Icon_fade_anims[num_icons][idx];
881                                 hud_anim_init(ha, 0, 0, name);
882
883                                 // load in highlighting frames
884                                 required_string("$Name:");
885                                 stuff_string(name, F_NAME, NULL);
886                                 ha = &Icon_highlight_anims[num_icons][idx];
887                                 hud_anim_init(ha, 0, 0, name);
888                         }
889
890                         // next icon _type_
891                         num_icons++;
892                 }
893                 required_string("#End");
894         } catch (parse_error_t rval) {
895                 Error(LOCATION, "Unable to parse icons.tbl!  Code = %i.\n", (int)rval);
896         }
897
898         // close localization
899         lcl_ext_close();
900 #else
901         // load up hard coded values for FS1
902         char name[NAME_LENGTH];
903         hud_frames *hf;
904         hud_anim *ha;
905         int idx;
906         int load_this_icon = 0;
907
908         for (idx = 0; idx < MAX_BRIEF_ICONS; idx++) {
909                 hf = &Icon_bitmaps[idx][0];
910
911                 // load in regular frames
912                 SDL_strlcpy(name, fs1_icon_tbl[idx][0], NAME_LENGTH);
913
914                 if ( Fred_running ) {
915                         load_this_icon = 1;
916                 } else {
917                         load_this_icon = brief_icon_used_in_briefing(idx);
918                 }
919                 
920                 if ( load_this_icon ) {
921                         hf->first_frame = bm_load_animation(name, &hf->num_frames);
922                         if ( hf->first_frame == -1 ) {
923                                 Int3(); // missing briefing icon
924                         }
925                 }
926
927                 // load in fade frames
928                 SDL_strlcpy(name, fs1_icon_tbl[idx][1], NAME_LENGTH);
929                 ha = &Icon_fade_anims[idx][0];
930                 hud_anim_init(ha, 0, 0, name);
931
932                 // load in highlighting frames
933                 SDL_strlcpy(name, fs1_icon_tbl[idx][2], NAME_LENGTH);
934                 ha = &Icon_highlight_anims[idx][0];
935                 hud_anim_init(ha, 0, 0, name);
936         }
937 #endif
938 }
939
940 // --------------------------------------------------------------------------------------
941 //      brief_close_map()
942 //
943 //
944 void brief_close_map()
945 {
946         brief_unload_icons();
947 }
948
949 void brief_preload_highlight_anim(brief_icon *bi)
950 {
951         hud_anim *ha;
952         int species = ship_get_species_by_type(bi->ship_class);
953
954         if(species < 0){
955                 return;
956         }
957
958         ha = &Icon_highlight_anims[bi->type][species];
959         if ( !SDL_strcasecmp(NOX("none"), ha->name) ) {
960                 return;
961         }
962
963         // force read of data from disk, so we don't glitch on initial playback
964         if ( ha->first_frame == -1 ) {
965                 hud_anim_load(ha);
966                 SDL_assert(ha->first_frame >= 0);
967         }
968
969         bi->highlight_anim = *ha;
970
971         gr_set_bitmap(ha->first_frame, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
972         gr_aabitmap(0, 0);
973 }
974
975 void brief_preload_fade_anim(brief_icon *bi)
976 {
977         hud_anim *ha;
978         int species = ship_get_species_by_type(bi->ship_class);
979
980         if(species < 0){
981                 return;
982         }
983
984         ha = &Icon_fade_anims[bi->type][species];
985         if ( !SDL_strcasecmp(NOX("none"), ha->name) ) {
986                 return;
987         }
988
989         // force read of data from disk, so we don't glitch on initial playback
990         if ( ha->first_frame == -1 ) {
991                 hud_anim_load(ha);
992                 SDL_assert(ha->first_frame >= 0);
993         }
994
995         gr_set_bitmap(ha->first_frame, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
996         gr_aabitmap(0, 0);
997 }
998
999 // preload highlight, fadein and fadeout animations that are used in this stage
1000 void brief_preload_anims()
1001 {
1002         int                     num_icons, num_stages, i, j;
1003         brief_icon      *bi;
1004
1005         num_stages = Briefing->num_stages;
1006
1007         for ( i = 0; i < num_stages; i++ ) {
1008                 num_icons = Briefing->stages[i].num_icons;
1009                 for ( j = 0; j < num_icons; j++ ) {
1010                         bi = &Briefing->stages[i].icons[j];
1011                         if ( bi->flags & BI_HIGHLIGHT ) {
1012                                 brief_preload_highlight_anim(bi);
1013                         }
1014                         brief_preload_fade_anim(bi);
1015                 }
1016         }
1017 }
1018
1019 // --------------------------------------------------------------------------------------
1020 //      brief_init_map()
1021 //
1022 //
1023 void brief_init_map()
1024 {
1025         vector *pos;
1026         matrix *orient;
1027
1028         SDL_assert( Briefing != NULL );
1029
1030         pos = &Briefing->stages[0].camera_pos;
1031         orient = &Briefing->stages[0].camera_orient;
1032         vm_vec_zero(&Current_lookat_pos);
1033         vm_vec_zero(&Target_lookat_pos);
1034         Elapsed_time = 0.0f;
1035         Total_move_time = 0.0f;
1036
1037         The_grid = brief_create_default_grid();
1038         brief_maybe_create_new_grid(The_grid, pos, orient, 1);
1039
1040         brief_init_anims();
1041         brief_init_icons();
1042         brief_move_icon_reset();
1043         brief_preload_anims();
1044
1045         Brief_text_wipe_snd = -1;
1046         Last_new_stage = -1;
1047         Num_fade_icons=0;
1048 }
1049
1050 #ifndef PLAT_UNIX
1051 #pragma optimize("", off)
1052 #endif
1053
1054 // render fade-out anim frame
1055
1056 void brief_render_fade_outs(float frametime)
1057 {
1058         int                     i,bx,by,w,h;
1059         float                   bxf,byf;
1060         vertex          tv;                     // temp vertex used to find screen position for text
1061         fade_icon       *fi;
1062         
1063
1064         for (i=0; i<Num_fade_icons; i++) {
1065                 fi = &Fading_icons[i];
1066
1067                 g3_rotate_vertex(&tv, &fi->pos);
1068
1069                 if (!(tv.flags & PF_PROJECTED))
1070                         g3_project_vertex(&tv);
1071
1072                 if (!(tv.flags & PF_OVERFLOW) ) {  // make sure point projected before drawing text
1073
1074                         brief_set_icon_color(fi->team);
1075
1076                         if ( fi->fade_anim.first_frame < 0 ) {
1077                                 continue;
1078                         }
1079
1080                         bm_get_info( fi->fade_anim.first_frame, &w, &h, NULL);
1081                         
1082                         bxf = tv.sx - w / 2.0f + 0.5f;
1083                         byf = tv.sy - h / 2.0f + 0.5f;
1084                         bx = fl2i(bxf);
1085                         by = fl2i(byf);
1086
1087                         if ( fi->fade_anim.first_frame >= 0 ) {
1088                                 fi->fade_anim.sx = bx;
1089                                 fi->fade_anim.sy = by;
1090 #ifdef MAKE_FS1
1091                                 // FS1 has the anis reversed from FS2 so play them backwards
1092                                 hud_anim_render(&fi->fade_anim, frametime, 1, 0, 0, 1);
1093 #else                   
1094                                 hud_anim_render(&fi->fade_anim, frametime, 1, 0, 0, 0);
1095 #endif
1096                         }
1097                 }
1098         }
1099 }
1100
1101 // figure out how far an icon should move based on the elapsed time
1102 float brief_icon_get_dist_moved(icon_move_info *mi, float elapsed_time)
1103 {
1104         float time, dist_moved=0.0f;
1105         
1106         // first half of movement
1107         if ( elapsed_time < mi->total_move_time/2.0f ) {
1108                 dist_moved=0.5f*mi->accel*elapsed_time*elapsed_time;    // d = 1/2at^2
1109                 return dist_moved;
1110         }
1111
1112         // second half of movement
1113         time=elapsed_time - mi->total_move_time/2.0f;
1114         dist_moved=(mi->total_dist/2.0f)+(mi->peak_speed*time) - 0.5f*mi->accel*time*time;
1115         return dist_moved;
1116 }
1117
1118 // Draw a line between two icons on the briefing screen
1119 void brief_render_icon_line(int stage_num, int line_num)
1120 {
1121         brief_line      *bl;
1122         brief_icon      *icon[2];
1123         vertex          icon_vertex[2];
1124         int                     icon_status[2] = {0,0};
1125         int                     icon_w, icon_h, i;
1126         float                   icon_x[2], icon_y[2];
1127
1128         bl = &Briefing->stages[stage_num].lines[line_num];
1129         icon[0] = &Briefing->stages[stage_num].icons[bl->start_icon];
1130         icon[1] = &Briefing->stages[stage_num].icons[bl->end_icon];
1131
1132         // project icons
1133         for (i=0; i<2; i++) {
1134                 g3_rotate_vertex(&icon_vertex[i],&icon[i]->pos);
1135                 if (!(icon_vertex[i].flags&PF_PROJECTED))
1136                         g3_project_vertex(&icon_vertex[i]);
1137
1138                 if (!(icon_vertex[i].flags & PF_OVERFLOW) ) {  // make sure point projected before drawing text
1139                         icon_status[i]=1;
1140                 }
1141         }
1142
1143         if ( !icon_status[0] || !icon_status[1] ) {
1144                 return;
1145         }
1146
1147         // get screen (x,y) for icons
1148         for (i=0; i<2; i++) {
1149                 brief_common_get_icon_dimensions(&icon_w, &icon_h, icon[i]->type, icon[i]->ship_class);
1150                 icon_x[i] = icon_vertex[i].sx;
1151                 icon_y[i] = icon_vertex[i].sy;
1152         }
1153
1154         brief_set_icon_color(icon[0]->team);
1155
1156         gr_line(fl2i(icon_x[0]), fl2i(icon_y[0]), fl2i(icon_x[1]), fl2i(icon_y[1]));
1157 }
1158
1159 // -------------------------------------------------------------------------------------
1160 // Draw a briefing icon
1161 //
1162 // parameters:          stage_num               =>              briefing stage number (start at 0)
1163 //                                              icon_num                        =>              icon number in stage
1164 //                                              frametime               =>              time elapsed in seconds
1165 //                                              selected                        =>              FRED only (will be 0 or non-zero)
1166 //                                              w_scale_factor  =>              scale icon in width by this amount (default 1.0f)
1167 //                                              h_scale_factor  =>              scale icon in height by this amount (default 1.0f)
1168 void brief_render_icon(int stage_num, int icon_num, float frametime, int selected, float w_scale_factor, float h_scale_factor)
1169 {
1170         brief_icon      *bi, *closeup_icon;
1171         hud_frames      *ib;
1172         vertex          tv;     // temp vertex used to find screen position for text
1173         vector          *pos = NULL;
1174         int                     bx,by,bc,w,h,icon_w,icon_h,icon_bitmap=-1;
1175         float                   bxf, byf, dist=0.0f;
1176
1177         SDL_assert( Briefing != NULL );
1178         
1179         bi = &Briefing->stages[stage_num].icons[icon_num];
1180
1181         icon_move_info *mi, *next;
1182         int interp_pos_found = 0;
1183         
1184         mi = GET_FIRST(&Icon_move_list);
1185         if (mi)
1186                 while ( mi != &Icon_move_list ) {
1187                         next = mi->next;
1188                         if ( ( mi->id != 0 ) && ( mi->id == bi->id ) ) {
1189
1190                                 if ( !mi->reached_dest ) {
1191                                         dist = brief_icon_get_dist_moved(mi, Elapsed_time);
1192                                         if ( dist < mi->last_dist ) {
1193                                                 mi->reached_dest=1;
1194                                                 mi->last_dist=0.0f;
1195                                         }
1196                                         mi->last_dist=dist;
1197                                 }
1198
1199                                 if ( !mi->reached_dest ) {
1200                                         vector dist_moved;
1201                                         vm_vec_copy_scale(&dist_moved, &mi->direction, dist);
1202                                         vm_vec_add(&mi->current, &mi->start, &dist_moved);
1203                                 } else {
1204                                         mi->current = mi->finish;
1205                                 }
1206
1207                                 pos = &mi->current;
1208                                 interp_pos_found = 1;
1209                                 break;
1210                         }
1211                         mi = next;
1212                 }
1213         
1214         if ( !interp_pos_found )
1215                 pos = &bi->pos;
1216                 
1217         brief_render_elements(pos, The_grid);
1218         g3_rotate_vertex(&tv,pos);
1219
1220         if (!(tv.flags&PF_PROJECTED))
1221                 g3_project_vertex(&tv);
1222
1223         if (!(tv.flags & PF_OVERFLOW) ) {  // make sure point projected before drawing text
1224
1225                 brief_set_icon_color(bi->team);
1226
1227                 int species = ship_get_species_by_type(bi->ship_class);
1228
1229                 if(species < 0){
1230                         return;
1231                 }
1232
1233                 ib = &Icon_bitmaps[bi->type][species];
1234                 if ( ib->first_frame < 0 ) {
1235                         Int3();
1236                         return;
1237                 }
1238
1239                 brief_common_get_icon_dimensions(&icon_w, &icon_h, bi->type, bi->ship_class);
1240
1241                 closeup_icon = brief_get_closeup_icon();
1242
1243                 if ( bi == closeup_icon || selected ) {
1244                         icon_bitmap=ib->first_frame+1;
1245 //                      gr_set_bitmap(ib->first_frame+1);
1246                 }
1247                 else {
1248                         icon_bitmap=ib->first_frame;
1249 //                      gr_set_bitmap(ib->first_frame);
1250                 }
1251         
1252                 // draw icon centered at draw position
1253 //              bx = fl2i(tv.sx - ib->icon_w/2.0f);
1254 //              by = fl2i(tv.sy - ib->icon_h/2.0f);
1255 //              bc = bx + fl2i(ib->icon_w/2.0f);
1256                 //gr_aabitmap(bx, by);
1257
1258                 float scaled_w, scaled_h;
1259                 
1260                 scaled_w = icon_w * w_scale_factor;
1261                 scaled_h = icon_h * h_scale_factor;
1262                 bxf = tv.sx - scaled_w / 2.0f + 0.5f;
1263                 byf = tv.sy - scaled_h / 2.0f + 0.5f;
1264                 bx = fl2i(bxf);
1265                 by = fl2i(byf);
1266                 bc = fl2i(tv.sx);
1267
1268                 if ( !Fred_running && ((bx < 0) || (bx > gr_screen.max_w) || (by < 0) || (by > gr_screen.max_h)) ) {
1269                         bi->x = bx;
1270                         bi->y = by;
1271                         return;
1272                 }
1273
1274                 vertex va, vb;
1275                 va.sx = bxf;
1276                 va.sy = byf;
1277                 va.u = 0.0f;
1278                 va.v = 0.0f;
1279
1280                 vb.sx = bxf+scaled_w-1;
1281                 vb.sy = byf+scaled_h-1;
1282                 vb.u = 1.0f;
1283                 vb.v = 1.0f;
1284
1285                 // render highlight anim frame
1286                 if ( (bi->flags&BI_SHOWHIGHLIGHT) && (bi->flags&BI_HIGHLIGHT) ) {
1287                         hud_anim *ha = &bi->highlight_anim;
1288                         if ( ha->first_frame >= 0 ) {
1289                                 ha->sx = bi->hold_x;
1290                                 if ( strlen(bi->label) > 0 ) {
1291                                         ha->sy = bi->hold_y - fl2i(gr_get_font_height()/2.0f +0.5) - 2;
1292                                 } else {
1293                                         ha->sy = bi->hold_y;
1294                                 }
1295
1296                                 //hud_set_iff_color(bi->team);
1297                                 brief_set_icon_color(bi->team);
1298
1299                                 hud_anim_render(ha, frametime, 1, 0, 1);
1300
1301                                 if ( Brief_stage_highlight_sound_handle < 0 ) {
1302                                         if ( !Fred_running) {
1303                                                 Brief_stage_highlight_sound_handle = snd_play(&Snds_iface[SND_ICON_HIGHLIGHT]);                                 
1304                                         }
1305                                 }
1306                         }
1307                 }
1308
1309                 // render fade-in anim frame
1310                 if ( bi->flags & BI_FADEIN ) {
1311                         hud_anim *ha = &bi->fadein_anim;
1312                         if ( ha->first_frame >= 0 ) {
1313                                 ha->sx = bx;
1314                                 ha->sy = by;
1315 //                              hud_set_iff_color(bi->team);
1316                                 brief_set_icon_color(bi->team);
1317
1318 #ifdef MAKE_FS1
1319                                 // FS1 has the anims backwards from FS2 so play in reverse
1320                                 if ( hud_anim_render(ha, frametime, 1, 0, 0, 0) == 0 ) {
1321 #else
1322                                 if ( hud_anim_render(ha, frametime, 1, 0, 0, 1) == 0 ) {
1323 #endif
1324                                         bi->flags &= ~BI_FADEIN;
1325                                 }
1326                         } else {
1327                                 bi->flags &= ~BI_FADEIN;
1328                         }
1329                 }               
1330
1331                 if ( !(bi->flags & BI_FADEIN) ) {
1332                         gr_set_bitmap(icon_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1333
1334                         if ( Fred_running )     {
1335                                 gr_aascaler(&va, &vb);
1336                         } else {
1337                                 // Don't bother scaling for the game
1338                                 gr_aabitmap(bx, by);
1339                         }
1340
1341                         // draw text centered over the icon (make text darker)
1342                         if ( bi->type == ICON_FIGHTER_PLAYER || bi->type == ICON_BOMBER_PLAYER ) {
1343                                 gr_get_string_size(&w,&h,Players[Player_num].callsign);
1344                                 gr_printf(bc - fl2i(w/2.0f), by - h, Players[Player_num].callsign);
1345                         }
1346                         else {
1347                                 if (Lcl_gr) {
1348                                         char buf[128];
1349                                         SDL_strlcpy(buf, bi->label, SDL_arraysize(buf));
1350                                         lcl_translate_brief_icon_name(buf, SDL_arraysize(buf));
1351                                         gr_get_string_size(&w, &h, buf);
1352                                         gr_printf(bc - fl2i(w/2.0f), by - h, buf);
1353                                 } else if(Lcl_pl) {
1354                                         char buf[128];
1355                                         SDL_strlcpy(buf, bi->label, SDL_arraysize(buf));
1356                                         lcl_translate_brief_icon_name_pl(buf, SDL_arraysize(buf));
1357                                         gr_get_string_size(&w, &h, buf);
1358                                         gr_printf(bc - fl2i(w/2.0f), by - h, buf);
1359                                 } else {
1360                                         gr_get_string_size(&w,&h,bi->label);
1361                                         gr_printf(bc - fl2i(w/2.0f), by - h, bi->label);
1362                                 }
1363                         }
1364
1365                         // show icon as selected (FRED only)
1366                         if ( selected ) {
1367                                 gr_get_string_size(&w,&h,NOX("(S)"));
1368                                 gr_printf(bc - fl2i(w/2.0f), by - h*2, NOX("(S)"));
1369                         }
1370                 }
1371
1372                 // store screen x,y,w,h
1373                 bi->x = bx;
1374                 bi->y = by;
1375                 bi->w = fl2i(scaled_w);
1376                 bi->h = fl2i(scaled_h);
1377
1378         }  // end if vertex is projected
1379 }
1380
1381 #ifndef PLAT_UNIX
1382 #pragma optimize("", on)
1383 #endif
1384
1385 // -------------------------------------------------------------------------------------
1386 // brief_render_icons()
1387 //
1388 void brief_render_icons(int stage_num, float frametime)
1389 {
1390         int i, num_icons, num_lines;
1391
1392         SDL_assert( Briefing != NULL );
1393         
1394         num_icons = Briefing->stages[stage_num].num_icons;
1395         num_lines = Briefing->stages[stage_num].num_lines;
1396
1397         if ( Cam_target_reached ) {
1398                 for ( i = 0; i < num_lines; i++ ) {
1399                         brief_render_icon_line(stage_num, i);
1400                 }
1401         }
1402
1403         for ( i = 0; i < num_icons; i++ ) {
1404                 brief_render_icon(stage_num, i, frametime, 0);
1405         }
1406 }
1407
1408 // ------------------------------------------------------------------------------------
1409 // brief_start_highlight_anims()
1410 //
1411 //      see if there are any highlight animations to play
1412 //
1413 void brief_start_highlight_anims(int stage_num)
1414 {
1415         brief_stage             *bs;
1416         brief_icon              *bi;
1417         int                             x,y,i,anim_w,anim_h;
1418
1419         SDL_assert( Briefing != NULL );
1420         bs = &Briefing->stages[stage_num];
1421         
1422         for ( i = 0; i < bs->num_icons; i++ ) {
1423                 bi = &bs->icons[i];
1424                 if ( bi->flags & BI_HIGHLIGHT ) {
1425                         bi->flags &= ~BI_SHOWHIGHLIGHT;
1426                         if ( bi->highlight_anim.first_frame < 0 ) {
1427                                 continue;
1428                         }
1429
1430                         bi->highlight_anim.time_elapsed=0.0f;
1431
1432                         bm_get_info( bi->highlight_anim.first_frame, &anim_w, &anim_h, NULL);
1433                         x = fl2i( i2fl(bi->x) + bi->w/2.0f - anim_w/2.0f );
1434                         y = fl2i( i2fl(bi->y) + bi->h/2.0f - anim_h/2.0f );
1435                         bi->hold_x = x;
1436                         bi->hold_y = y;
1437                         bi->flags |= BI_SHOWHIGHLIGHT;
1438                         bi->highlight_anim.time_elapsed=0.0f;
1439                 }
1440         }
1441 }
1442
1443 // -------------------------------------------------------------------------------------
1444 // brief_render_map()
1445 //
1446 //
1447 void brief_render_map(int stage_num, float frametime)
1448 {
1449         gr_set_clip(bscreen.map_x1 + 1, bscreen.map_y1 + 1, bscreen.map_x2 - bscreen.map_x1 - 1, bscreen.map_y2 - bscreen.map_y1 - 2);
1450         
1451         // REMOVED by neilk: removed gr_clear for FS2 because interface no longer calls for black background on grid
1452 #ifdef MAKE_FS1
1453         gr_clear();
1454 #endif
1455
1456         SDL_assert(Briefing);
1457
1458         if (stage_num >= Briefing->num_stages) {
1459                 gr_reset_clip();
1460                 return;
1461         }
1462
1463         g3_start_frame(0);
1464         g3_set_view_matrix(&Current_cam_pos, &Current_cam_orient, 0.5f);
1465
1466         brief_maybe_create_new_grid(The_grid, &Current_cam_pos, &Current_cam_orient);
1467         brief_render_grid(The_grid);
1468
1469         brief_render_fade_outs(frametime);
1470
1471         // go ahead and render everything that is in the active objects list
1472         brief_render_icons(stage_num, frametime);
1473
1474         if ( Cam_target_reached && brief_text_wipe_finished() ) {
1475
1476                 if ( Brief_textdraw_finished == 0 ) {
1477                         Brief_textdraw_finished = 1;
1478                         Brief_stage_time = 0;
1479                 }
1480
1481                 if ( Play_highlight_flag ) {
1482                         brief_start_highlight_anims(stage_num);
1483                         Play_highlight_flag = 0;
1484                 }
1485         }
1486
1487         anim_render_all(ON_BRIEFING_SELECT, frametime);
1488
1489         gr_reset_clip();
1490         g3_end_frame();
1491 }
1492
1493
1494 // -------------------------------------------------------------------------------------
1495 // brief_text_set_color()
1496 //
1497 void brief_text_set_color(char c) {
1498         switch ( c ) {
1499                 case 'f':
1500                         SET_COLOR_FRIENDLY;
1501                         break;
1502                 case 'h':
1503                         SET_COLOR_HOSTILE;
1504                         break;
1505                 case 'n':
1506                         SET_COLOR_NEUTRAL;
1507                         break;
1508                 case 'r':
1509                         gr_set_color_fast(&Color_red);
1510                         break;
1511                 case 'g':
1512                         gr_set_color_fast(&Color_green);
1513                         break;
1514                 case 'b':
1515                         gr_set_color_fast(&Color_blue);
1516                         break;
1517                 default:        
1518                         Int3(); // unsupported meta-code
1519                         break;
1520         } // end switch
1521 }
1522
1523 // Display what stage of the briefing is active
1524 void brief_blit_stage_num(int stage_num, int stage_max)
1525 {
1526         char buf[64];
1527         // int w;
1528
1529         SDL_assert( Briefing != NULL );
1530 #ifdef MAKE_FS1
1531         gr_set_color_fast(&Color_bright_blue);
1532 #else
1533         gr_set_color_fast(&Color_text_heading);
1534 #endif
1535         SDL_snprintf(buf, SDL_arraysize(buf), XSTR( "Stage %d of %d", 394), stage_num + 1, stage_max);
1536         if (Game_mode & GM_MULTIPLAYER) {
1537                 gr_printf(Brief_stage_text_coords_multi[gr_screen.res][0], Brief_stage_text_coords_multi[gr_screen.res][1], buf);
1538         } else {
1539                 gr_printf(Brief_stage_text_coords[gr_screen.res][0], Brief_stage_text_coords[gr_screen.res][1], buf);
1540         }
1541
1542         // draw the title of the mission        
1543         // if this goes above briefing text, it will need to be raised 10 pixels in multiplayer to make
1544         // room for stage num, which makes toom for chat box
1545         /*
1546         if (Game_mode & GM_MULTIPLAYER) {
1547                 gr_get_string_size(&w,NULL,The_mission.name);
1548                 gr_string(bscreen.map_x2 - w, bscreen.map_y2 + 5, The_mission.name);            
1549         } else {
1550                 gr_get_string_size(&w,NULL,The_mission.name);
1551                 gr_string(bscreen.map_x2 - w, bscreen.map_y2 + 5, The_mission.name);            
1552         }
1553         */
1554 }
1555
1556 // Render a line of text for the briefings.  Lines are drawn in as a wipe, with leading bright
1557 // white characters.  Have to jump through some hoops since we support colored words.  This means
1558 // that we need to process the line one character at a time.
1559 void brief_render_line(int line_num, int x, int y, int instance)
1560 {
1561         int len, count, next, truncate_len, last_color, offset, w, h, bright_len, i;
1562         colored_char *src;
1563         char line[MAX_BRIEF_LINE_LEN];
1564
1565         src = &Colored_text[instance][line_num][0];
1566         len = Colored_text_len[instance][line_num];
1567
1568         if (len <= 0){
1569                 return;
1570         }
1571
1572         truncate_len = fl2i(Brief_text_wipe_time_elapsed / BRIEF_TEXT_WIPE_TIME * Max_briefing_line_len);
1573         if (truncate_len > len){
1574                 truncate_len = len;
1575         }
1576
1577         bright_len = 0;
1578         if (truncate_len < len) {
1579                 if (truncate_len <= BRIGHTEN_LEAD) {
1580                         bright_len = truncate_len;
1581                         truncate_len = 0;
1582
1583                 } else {
1584                         bright_len = BRIGHTEN_LEAD;
1585                         truncate_len -= BRIGHTEN_LEAD; 
1586                 }
1587         }
1588
1589         offset = 0;
1590         count  = 0;
1591         next     = 0;
1592
1593         gr_set_color_fast(&Color_white);
1594         last_color = BRIEF_TEXT_WHITE;
1595         for (i=0; i<truncate_len; i++) {
1596                 if (count >= truncate_len){
1597                         break;
1598                 }
1599
1600                 line[next] = src[count].letter;
1601
1602                 if (is_white_space(line[next])) {
1603                         // end of word reached, blit it
1604                         line[next + 1] = 0;
1605                         gr_string(x + offset, y, line);
1606                         gr_get_string_size(&w, &h, line);
1607                         offset += w;
1608                         next = 0;
1609
1610                         // reset color
1611                         if (last_color != BRIEF_TEXT_WHITE) {
1612                                 brief_set_text_color(BRIEF_TEXT_WHITE);
1613                                 last_color = BRIEF_TEXT_WHITE;
1614                         }
1615
1616                         count++;
1617                         continue;
1618                 }
1619
1620                 if (src[count].color != last_color) {
1621                         brief_set_text_color(src[count].color);
1622                         last_color = src[count].color;
1623                 }
1624
1625                 count++;
1626                 next++;
1627         }       // end for
1628
1629         line[next] = 0;
1630         gr_string(x + offset, y, line);
1631
1632
1633         // draw leading portion of the line bright white
1634         if (bright_len) {
1635
1636                 gr_set_color_fast(&Color_bright_white);
1637                 for (i=0; i<truncate_len+bright_len; i++) {
1638                         line[i] = src[i].letter;
1639                 }
1640
1641                 line[i] = 0;
1642
1643
1644                 if ( truncate_len > 0 ) {
1645                         int width_dim, height_dim;
1646                         gr_get_string_size(&width_dim, &height_dim, line, truncate_len );
1647                         gr_string(x+width_dim, y, &line[truncate_len]);
1648                 } else {
1649                         gr_string(x, y, line);
1650                 }
1651
1652                 // JAS: Not needed?
1653                 //              // now erase the part we don't want to be bright white
1654                 //              gr_set_color_fast(&Color_black);
1655                 //              if (i > BRIGHTEN_LEAD) {
1656                 //                      line[i - BRIGHTEN_LEAD] = 0;
1657                 //                      gr_get_string_size(&w, &h, line);
1658                 //                      gr_set_clip(x, y, w, gr_get_font_height());
1659                 //                      gr_clear();
1660                 //                      gr_reset_clip();
1661                 //              }
1662         }
1663 }
1664
1665 int brief_text_wipe_finished()
1666 {
1667         if ( Brief_text_wipe_time_elapsed > (BRIEF_TEXT_WIPE_TIME+0.5f) ) {
1668                 return 1;
1669         }
1670
1671         return 0;
1672 }
1673
1674 // -------------------------------------------------------------------------------------
1675 // brief_render_text()
1676 //
1677 // input:       frametime       =>      Time in seconds of previous frame
1678 //                              instance                =>      Optional parameter.  Used to indicate which text stream is used.
1679 //                                                                      This value is 0 unless multiple text streams are required
1680 int brief_render_text(int line_offset, int x, int y, int h, float frametime, int instance, int line_spacing)
1681 {
1682         int fh, line, yy;
1683
1684         fh = gr_get_font_height();
1685         if (Brief_text_wipe_time_elapsed == 0) {
1686                 if (snd_is_playing(Brief_text_wipe_snd)) {
1687                         snd_stop(Brief_text_wipe_snd);
1688                 }
1689                 gamesnd_play_iface(SND_BRIEF_TEXT_WIPE);
1690                 Play_brief_voice = 1;
1691         }
1692
1693         Brief_text_wipe_time_elapsed += frametime;
1694
1695         line = line_offset;
1696         yy = 0;
1697         while (yy + fh <= h) {
1698                 if (line >= Num_brief_text_lines[instance])
1699                         break;
1700
1701                 brief_render_line(line, x, y + yy, instance);
1702
1703                 line++;
1704                 yy += fh + line_spacing;
1705         }
1706
1707         if ( brief_text_wipe_finished() && (Play_brief_voice) ) {
1708                 Play_brief_voice = 0;
1709                 return 1;
1710         }
1711
1712         return 0;
1713 }
1714
1715 // ------------------------------------------------------------------------------------
1716 // brief_render_elements()
1717 //
1718 // Draw the lines that show objects positions on the grid
1719 //
1720 void brief_render_elements(vector *pos, grid* gridp)
1721 {
1722         vector  gpos;   //      Location of point on grid.
1723 //      vector  tpos;
1724 //      float           dxz;
1725         plane           tplane;
1726         vector  *gv;
1727         
1728         if ( pos->xyz.y < 1 && pos->xyz.y > -1 )
1729                 return;
1730
1731         tplane.A = gridp->gmatrix.v.uvec.xyz.x;
1732         tplane.B = gridp->gmatrix.v.uvec.xyz.y;
1733         tplane.C = gridp->gmatrix.v.uvec.xyz.z;
1734         tplane.D = gridp->planeD;
1735
1736         compute_point_on_plane(&gpos, &tplane, pos);
1737
1738 //      dxz = vm_vec_dist(pos, &gpos)/8.0f;
1739
1740         gv = &gridp->gmatrix.v.uvec;
1741         if (gv->xyz.x * pos->xyz.x + gv->xyz.y * pos->xyz.y + gv->xyz.z * pos->xyz.z < -gridp->planeD)
1742                 gr_set_color(127, 127, 127);
1743         else
1744                 gr_set_color(255, 255, 255);   // white
1745
1746 // AL 11-20-97: don't draw elevation lines.. they are confusing
1747 /*
1748         brief_rpd_line(&gpos, pos);     //      Line from grid to object center.
1749
1750         tpos = gpos;
1751
1752         vm_vec_scale_add2(&gpos, &gridp->gmatrix.v.rvec, -dxz/2);
1753         vm_vec_scale_add2(&gpos, &gridp->gmatrix.v.fvec, -dxz/2);
1754         
1755         vm_vec_scale_add2(&tpos, &gridp->gmatrix.v.rvec, dxz/2);
1756         vm_vec_scale_add2(&tpos, &gridp->gmatrix.v.fvec, dxz/2);
1757         
1758         brief_rpd_line(&gpos, &tpos);
1759
1760         vm_vec_scale_add2(&gpos, &gridp->gmatrix.v.rvec, dxz);
1761         vm_vec_scale_add2(&tpos, &gridp->gmatrix.v.rvec, -dxz);
1762
1763         brief_rpd_line(&gpos, &tpos);
1764 */
1765 }
1766
1767
1768 // ------------------------------------------------------------------------------------
1769 // brief_reset_icons()
1770 //
1771 void brief_reset_icons(int stage_num)
1772 {
1773         brief_stage             *bs;
1774         brief_icon              *bi;
1775         int                             i;
1776
1777         SDL_assert( Briefing != NULL );
1778         bs = &Briefing->stages[stage_num];
1779
1780         for ( i = 0; i < bs->num_icons; i++ ) {
1781                 bi = &bs->icons[i];
1782                 bi->flags &= ~BI_SHOWHIGHLIGHT;
1783         }
1784 }
1785
1786 // ------------------------------------------------------------------------------------
1787 // brief_set_camera_target()
1788 //
1789 //      input:  pos             =>              target position for the camera
1790 //                              orient  =>              target orientation for the camera
1791 //                              time            =>              time in ms to reach target
1792 //
1793 void brief_set_camera_target(vector *pos, matrix *orient, int time)
1794 {
1795         float time_in_seconds;
1796         
1797         time_in_seconds = time / 1000.0f;
1798
1799         if ( time == 0 ) {
1800                 Current_cam_pos = *pos;
1801                 Current_cam_orient = *orient;
1802         }
1803
1804         Target_cam_pos = *pos;
1805         Target_cam_orient = *orient;
1806         Start_cam_orient = Current_cam_orient;
1807         Start_cam_pos = Current_cam_pos;                                                                // we need this when checking if camera movement complete
1808         Start_cam_move = timer_get_milliseconds()*1000.0f;              // start time, convert to seconds
1809         Total_move_time = time_in_seconds;
1810         Elapsed_time = 0.0f;
1811
1812         vm_vec_scale_add(&Start_lookat_pos, &Start_cam_pos, &Start_cam_orient.v.fvec, LOOKAT_DIST);
1813         vm_vec_scale_add(&Target_lookat_pos, &Target_cam_pos, &Target_cam_orient.v.fvec, LOOKAT_DIST);
1814
1815         Play_highlight_flag = 1;                                                                // once target reached, play highlight anims
1816         Cam_target_reached = 0;
1817         Cam_movement_done=0;
1818         anim_release_all_instances(ON_BRIEFING_SELECT); // stop any briefing-specific anims
1819         
1820         // calculate camera velocity
1821         vm_vec_sub(&Cam_vel, pos, &Current_cam_pos);
1822 //      vm_vec_scale(&Cam_vel, 1.0f/time_in_seconds);
1823         if ( !IS_VEC_NULL(&Cam_vel) ) {
1824                 vm_vec_normalize(&Cam_vel);
1825         }
1826
1827         // calculate lookat point velocity
1828         vm_vec_sub(&Lookat_vel, &Target_lookat_pos, &Current_lookat_pos);
1829         vm_vec_scale(&Lookat_vel, 1.0f/time_in_seconds);
1830
1831         Start_dist = vm_vec_dist(&Start_cam_pos, &Start_lookat_pos);
1832         End_dist = vm_vec_dist(&Target_cam_pos, &Target_lookat_pos);
1833         Dist_change_rate = (End_dist - Start_dist) / time_in_seconds;
1834
1835         Total_dist=vm_vec_dist(&Start_cam_pos, &Target_cam_pos);
1836
1837 //      Peak_speed=Total_dist/Total_move_time*1.5f;
1838 //      Cam_accel = Peak_speed/Total_move_time*3.0f;
1839
1840         Peak_speed=Total_dist/Total_move_time*2.0f;
1841         Cam_accel = 4*Total_dist/(Total_move_time*Total_move_time);
1842         Last_dist=0.0f;
1843
1844         vm_vec_zero(&W_init);
1845
1846         get_camera_limits(&Start_cam_orient, &Target_cam_orient, Total_move_time, &Acc_limit, &Vel_limit);
1847 }
1848
1849
1850 ubyte brief_return_color_index(char c)
1851 {
1852         switch (c) {
1853                 case 'f':
1854                         return BRIEF_IFF_FRIENDLY;
1855
1856                 case 'h':
1857                         return BRIEF_IFF_HOSTILE;
1858
1859                 case 'n':
1860                         return BRIEF_IFF_NEUTRAL;
1861
1862                 case 'r':
1863                         return BRIEF_TEXT_RED;
1864
1865                 case 'g':
1866                         return BRIEF_TEXT_GREEN;
1867
1868                 case 'b':
1869                         return BRIEF_TEXT_BLUE;
1870
1871                 default:        
1872                         Int3(); // unsupported meta-code
1873                         break;
1874         } // end switch
1875
1876         return BRIEF_TEXT_WHITE;
1877 }
1878
1879 void brief_set_text_color(int color_index)
1880 {
1881         SDL_assert(color_index < MAX_BRIEF_TEXT_COLORS);
1882         gr_set_color_fast(Brief_text_colors[color_index]);
1883 }
1884
1885 // Set up the Colored_text array.
1886 // input:               index           =>              Index into Brief_text[] for source text.
1887 //                                      instance        =>              Which instance of Colored_text[] to use.  
1888 //                                                                              Value is 0 unless multiple text streams are required.
1889 int brief_text_colorize(int index, int instance)
1890 {
1891         char *src;
1892         int len, i, skip_to_next_word, dest_len;
1893         colored_char *dest;
1894         ubyte active_color_index;
1895
1896         src = Brief_text[index];
1897         dest = &Colored_text[instance][index][0];
1898         len = strlen(src);
1899
1900         skip_to_next_word = 0;
1901         dest_len = 0;
1902         active_color_index = BRIEF_TEXT_WHITE;
1903         for (i=0; i<len; i++) {
1904                 if (skip_to_next_word) {
1905                         if (is_white_space(src[i])) {
1906                                 skip_to_next_word = 0;
1907                         }
1908
1909                         continue;
1910                 }
1911
1912                 if ( src[i] == BRIEF_META_CHAR && is_white_space(src[i + 2]) ) {
1913                         active_color_index = brief_return_color_index(src[i + 1]);
1914                         skip_to_next_word = 1;
1915                         continue;
1916                 }
1917
1918                 if (is_white_space(src[i])) {
1919                         active_color_index = BRIEF_TEXT_WHITE;
1920                 }
1921
1922                 dest[dest_len].letter = src[i];
1923                 dest[dest_len].color  = active_color_index;
1924                 dest_len++;
1925         } // end for
1926
1927         dest[dest_len].letter = 0;
1928         Colored_text_len[instance][index] = dest_len;
1929         return len;
1930 }
1931
1932 // ------------------------------------------------------------------------------------
1933 // brief_color_text_init()
1934 //
1935 //      input:  src             =>              paragraph of text to process
1936 //                              w                       =>              max width of line in pixels
1937 //                              instance        =>              optional parameter, used when multiple text streams are required
1938 //                                                                      (default value is 0)
1939 int brief_color_text_init(char *src, int w, int instance)
1940 {
1941         int i, n_lines, len;
1942         int n_chars[MAX_BRIEF_LINES];
1943         char *p_str[MAX_BRIEF_LINES];
1944         
1945         SDL_assert(src);
1946         n_lines = split_str(src, w, n_chars, p_str, MAX_BRIEF_LINES, BRIEF_META_CHAR);
1947         SDL_assert(n_lines >= 0);
1948
1949         Max_briefing_line_len = 1;
1950         for (i=0; i<n_lines; i++) {
1951                 SDL_assert(n_chars[i] < MAX_BRIEF_LINE_LEN);
1952                 len = SDL_min(n_chars[i] + 1, MAX_BRIEF_LINE_LEN);
1953                 SDL_strlcpy(Brief_text[i], p_str[i], len);
1954                 Brief_text[i][n_chars[i]] = 0;
1955                 drop_leading_white_space(Brief_text[i]);
1956                 len = brief_text_colorize(i, instance);
1957                 if (len > Max_briefing_line_len)
1958                         Max_briefing_line_len = len;
1959         }
1960
1961         Brief_text_wipe_time_elapsed = 0.0f;
1962         Play_brief_voice = 0;
1963
1964         Num_brief_text_lines[instance] = n_lines;
1965         return n_lines;
1966 }
1967
1968 // ------------------------------------------------------------------------------------
1969 // brief_get_free_move_icon()
1970 //
1971 //      returns:                failure =>              -1
1972 //                                      success =>              handle to a free move icon struct
1973 //
1974 int brief_get_free_move_icon()
1975 {
1976         int i;
1977
1978         for ( i = 0; i < MAX_MOVE_ICONS; i++ ) {
1979                 if ( Icon_movers[i].used == 0 )
1980                         break;
1981         }
1982         
1983         if ( i == MAX_MOVE_ICONS ) 
1984                 return -1;
1985
1986         Icon_movers[i].used = 1;
1987         return i;
1988 }
1989
1990
1991 // ------------------------------------------------------------------------------------
1992 // brief_set_move_list()
1993 //
1994 //      input:  new_stage               =>              new stage number that briefing is now moving to
1995 //                              current_stage   =>              current stage that the briefing is on
1996 //                              time                            =>              time in seconds
1997 //
1998 int brief_set_move_list(int new_stage, int current_stage, float time)
1999 {
2000         brief_stage             *newb, *cb;     
2001         icon_move_info  *imi;   
2002         int                             i,j,k,num_movers,is_gone=0;
2003         vector                  zero_v = ZERO_VECTOR;
2004
2005         SDL_assert(new_stage != current_stage);
2006         
2007         SDL_assert( Briefing != NULL );
2008         newb = &Briefing->stages[new_stage];
2009         cb = &Briefing->stages[current_stage];
2010         num_movers = 0;
2011         
2012         for ( i = 0; i < cb->num_icons; i++ ) {
2013                 is_gone=1;
2014                 for ( j = 0; j < newb->num_icons; j++ ) {
2015                         if ( ( cb->icons[i].id != 0 ) && ( cb->icons[i].id == newb->icons[j].id ) ) {
2016                                 is_gone=0;
2017                                 if ( vm_vec_cmp(&cb->icons[i].pos, &newb->icons[j].pos) ) {
2018                                         //nprintf(("Alan","We found a match in icon %s\n", cb->icons[i].label));
2019                                         k = brief_get_free_move_icon();                         
2020                                         if ( k == -1 ) {
2021                                                 Int3(); // should never happen, get Alan
2022                                                 return 0;
2023                                         }
2024                                         imi = &Icon_movers[k];
2025                                         imi->id = cb->icons[i].id;
2026                                         imi->start = cb->icons[i].pos;
2027                                         imi->finish = newb->icons[j].pos;
2028                                         imi->current = imi->start;
2029                                         list_append(&Icon_move_list, imi);
2030
2031                                         imi->total_dist = vm_vec_dist(&imi->start, &imi->finish);
2032                                         imi->total_move_time = time;
2033                                         imi->peak_speed = imi->total_dist/imi->total_move_time*2.0f;
2034                                         imi->accel = 4*imi->total_dist/(time*time);
2035                                         imi->last_dist=0.0f;
2036                                         imi->reached_dest=0;
2037                                         imi->direction = zero_v;
2038
2039                                         vm_vec_sub(&imi->direction, &imi->finish, &imi->start);
2040                                         if ( !IS_VEC_NULL(&imi->direction) ) {
2041                                                 vm_vec_normalize(&imi->direction);
2042                                         }
2043
2044                                         num_movers++;
2045                                 }
2046                         }
2047                 }
2048
2049                 // Set up fading icon (to fade out)
2050                 if (is_gone == 1) {
2051                         if ( Num_fade_icons >= MAX_FADE_ICONS ) {
2052                                 Int3();
2053                                 Num_fade_icons=0;
2054                         }
2055
2056                         int species = ship_get_species_by_type(cb->icons[i].ship_class);
2057
2058                         if(species < 0) {
2059                                 return 0;
2060                         }
2061
2062                         Fading_icons[Num_fade_icons].fade_anim = Icon_fade_anims[cb->icons[i].type][species];
2063                         Fading_icons[Num_fade_icons].pos = cb->icons[i].pos;
2064                         Fading_icons[Num_fade_icons].team = cb->icons[i].team;
2065                         Num_fade_icons++;
2066                 }
2067         }
2068
2069         // flag new icons for fading in
2070         for ( i=0; i<newb->num_icons; i++ ) {
2071                 int is_new = 1;
2072                 newb->icons[i].flags &= ~BI_FADEIN;
2073                 for ( j=0; j<cb->num_icons; j++ ) {
2074                         if ( ( cb->icons[j].id != 0 ) && ( cb->icons[j].id == newb->icons[i].id ) ) {
2075                                 is_new=0;
2076                         }
2077                 }
2078                 if ( is_new ) {
2079                         int species = ship_get_species_by_type(newb->icons[i].ship_class);
2080
2081                         if(species < 0) {
2082                                 return 0;
2083                         }
2084
2085                         newb->icons[i].flags |= BI_FADEIN;
2086                         newb->icons[i].fadein_anim = Icon_fade_anims[newb->icons[i].type][species];
2087                         newb->icons[i].fadein_anim.time_elapsed = 0.0f;
2088                 }
2089         }
2090
2091         return num_movers;
2092 }
2093
2094 void brief_clear_fade_out_icons()
2095 {
2096         Num_fade_icons = 0;
2097 }
2098
2099
2100 // ------------------------------------------------------------------------------------
2101 // brief_set_new_stage()
2102 //
2103 //      input:  pos                     =>              target position for the camera
2104 //                              orient          =>              target orientation for the camera
2105 //                              time                    =>              time in ms to reach target
2106 //                              stage_num       =>              stage number of briefing (start numbering at 0)
2107 //
2108
2109 void brief_set_new_stage(vector *pos, matrix *orient, int time, int stage_num)
2110 {
2111         char msg[MAX_BRIEF_LEN];
2112         int num_movers, new_time, not_objv = 1;
2113
2114         SDL_assert( Briefing != NULL );
2115         new_time = time;
2116
2117         if (stage_num >= Briefing->num_stages) {
2118                 not_objv = 0;  // turns out this is an objectives stage
2119                 new_time = 0;
2120         }
2121
2122         if ( stage_num == Last_new_stage ) {
2123                 return;
2124         }
2125
2126         num_movers = 0;
2127         brief_move_icon_reset();
2128         brief_clear_fade_out_icons();
2129         if ( (Last_new_stage != -1) && not_objv ) {
2130                 num_movers = brief_set_move_list(stage_num, Last_new_stage, new_time / 1000.0f);
2131         }
2132
2133         if ( (Last_new_stage != -1) && (num_movers == 0) && not_objv ) {
2134                 if ( !vm_vec_cmp( &Briefing->stages[stage_num].camera_pos, &Briefing->stages[Last_new_stage].camera_pos) ) {
2135                         if ( !vm_vec_cmp( &Briefing->stages[stage_num].camera_orient.v.fvec, &Briefing->stages[Last_new_stage].camera_orient.v.fvec) ){
2136                                 new_time = 0;
2137                         }
2138                 }
2139         }
2140
2141         if (not_objv) {
2142                 if(Briefing->stages[stage_num].new_text == NULL){
2143                         SDL_strlcpy(msg, "", SDL_arraysize(msg));
2144                 } else {
2145                         SDL_strlcpy(msg, Briefing->stages[stage_num].new_text, SDL_arraysize(msg));
2146                 }
2147         } else {
2148                 SDL_strlcpy(msg, XSTR( "Please review your objectives for this mission.", 395), SDL_arraysize(msg));
2149         }
2150
2151         if (gr_screen.res == GR_640) {
2152                 // GR_640
2153                 Num_brief_text_lines[0] = brief_color_text_init(msg, MAX_BRIEF_LINE_W_640);
2154         } else {
2155                 // GR_1024
2156                 Num_brief_text_lines[0] = brief_color_text_init(msg, MAX_BRIEF_LINE_W_1024);            
2157         }
2158         Top_brief_text_line = 0;
2159
2160         if (not_objv){
2161                 brief_set_camera_target(pos, orient, new_time);
2162         }
2163
2164         if ( snd_is_playing(Brief_stage_highlight_sound_handle) ) {
2165                 snd_stop(Brief_stage_highlight_sound_handle);
2166         }
2167
2168         Brief_voice_ended = 0;
2169         Brief_textdraw_finished = 0;
2170         Brief_voice_started = 0;
2171         Brief_stage_time = 0;
2172
2173
2174         Brief_stage_highlight_sound_handle = -1;
2175         Last_new_stage = stage_num;
2176 }
2177
2178 // ------------------------------------------------------------------------------------
2179 // camera_pos_past_target()
2180 //
2181 //
2182 int camera_pos_past_target(vector *start, vector *current, vector *dest)
2183 {
2184         vector num, den;
2185         float ratio;
2186
2187         vm_vec_sub(&num, current, start);
2188         vm_vec_sub(&den, start, dest);
2189
2190         ratio = vm_vec_mag_quick(&num) / vm_vec_mag_quick(&den);
2191         if (ratio >= 1.0f)
2192                 return TRUE;
2193         
2194         return FALSE;
2195 }
2196
2197 // ------------------------------------------------------------------------------------
2198 // Interpolate between matrices.
2199 // elapsed_time/total_time gives percentage of interpolation between cur
2200 // and goal.
2201 void interpolate_matrix(matrix *result, matrix *goal, matrix *start, float elapsed_time, float total_time)
2202 {
2203         vector fvec, rvec;
2204         float   time0, time1;
2205         
2206         if ( !vm_matrix_cmp( goal, start ) ) {
2207                 return;
2208         }       
2209
2210         time0 = elapsed_time / total_time;
2211         time1 = (total_time - elapsed_time) / total_time;
2212
2213         vm_vec_copy_scale(&fvec, &start->v.fvec, time1);
2214         vm_vec_scale_add2(&fvec, &goal->v.fvec, time0);
2215
2216         vm_vec_copy_scale(&rvec, &start->v.rvec, time1);
2217         vm_vec_scale_add2(&rvec, &goal->v.rvec, time0);
2218
2219         vm_vector_2_matrix(result, &fvec, NULL, &rvec);
2220  }
2221
2222 // calculate how far the camera should have moved
2223 float brief_camera_get_dist_moved(float elapsed_time)
2224 {
2225         float time, dist_moved=0.0f;
2226         
2227         // first half of movement
2228         if ( elapsed_time < Total_move_time/2.0f ) {
2229                 dist_moved=0.5f*Cam_accel*elapsed_time*elapsed_time;    // d = 1/2at^2
2230                 return dist_moved;
2231         }
2232
2233         // second half of movement
2234         time=elapsed_time - Total_move_time/2.0f;
2235         dist_moved=(Total_dist/2.0f)+(Peak_speed*time) - 0.5f*Cam_accel*time*time;
2236         return dist_moved;
2237
2238 }
2239
2240 // ------------------------------------------------------------------------------------
2241 // Update the camera position
2242 void brief_camera_move(float frametime, int stage_num)
2243 {
2244         vector  dist_moved;
2245         float           dist;
2246         vector  w_out;
2247         matrix  result;
2248
2249         Elapsed_time += frametime;
2250
2251         if ( Cam_target_reached ) { 
2252 //              Current_cam_pos = Target_cam_pos;
2253 //              Current_lookat_pos = Target_lookat_pos;
2254 //              Current_cam_orient = Target_cam_orient;
2255                 return;
2256         }
2257
2258         // Update orientation
2259         if ( (Elapsed_time < Total_move_time) ) {
2260 //              interpolate_matrix(&Current_cam_orient, &Target_cam_orient, &Start_cam_orient, Elapsed_time, Total_move_time );
2261                 vm_matrix_interpolate(&Target_cam_orient, &Current_cam_orient, &W_init, frametime, &result, &w_out, &Vel_limit, &Acc_limit);
2262                 Current_cam_orient = result;
2263                 W_init = w_out;
2264         }
2265
2266         /*
2267         // interpolate lookat position
2268         if ( vm_vec_cmp( &Current_lookat_pos, &Target_lookat_pos ) ) {
2269                 vm_vec_copy_scale(&dist_moved, &Lookat_vel, Elapsed_time);
2270                 vm_vec_add(&Current_lookat_pos, &Start_lookat_pos, &dist_moved);
2271
2272                 if ( camera_pos_past_target(&Start_lookat_pos, &Current_lookat_pos, &Target_lookat_pos) ) {
2273                         Current_lookat_pos = Target_lookat_pos;
2274                 }
2275         }
2276
2277         cur_dist = Start_dist + Dist_change_rate * Elapsed_time;
2278         vm_vec_copy_scale(&dist_moved, &Current_cam_orient.v.fvec, -cur_dist);
2279         vm_vec_add(&Current_cam_pos, &Current_lookat_pos, &dist_moved);
2280         */
2281
2282         // use absolute pos to update position
2283         if ( vm_vec_cmp( &Current_cam_pos, &Target_cam_pos ) ) {
2284                 dist = brief_camera_get_dist_moved(Elapsed_time);
2285                 if ( dist < Last_dist ) {
2286                         Cam_movement_done=1;
2287                         Last_dist=0.0f;
2288                 }
2289                 Last_dist=dist;
2290
2291                 if ( Cam_movement_done == 0 ) {
2292                         vm_vec_copy_scale(&dist_moved, &Cam_vel, dist);
2293                         vm_vec_add(&Current_cam_pos, &Start_cam_pos, &dist_moved);
2294                 } else {
2295                         Current_cam_pos=Target_cam_pos;
2296                 }
2297         }
2298         else {
2299                 Cam_movement_done=1;
2300                 Current_cam_pos=Target_cam_pos;
2301         }
2302
2303         if ( Cam_movement_done && (Elapsed_time >= Total_move_time) ) {
2304                 Cam_target_reached=1;
2305         }
2306 }
2307
2308 //      Project the viewer's position onto the grid plane.  If more than threshold distance
2309 //      from grid center, move grid center.
2310 void brief_maybe_create_new_grid(grid* gridp, vector *pos, matrix *orient, int force)
2311 {
2312         int roundoff;
2313         plane   tplane;
2314         vector  gpos, tmp, c;
2315         float   dist_to_plane;
2316         float   square_size, ux, uy, uz;
2317
2318         ux = tplane.A = gridp->gmatrix.v.uvec.xyz.x;
2319         uy = tplane.B = gridp->gmatrix.v.uvec.xyz.y;
2320         uz = tplane.C = gridp->gmatrix.v.uvec.xyz.z;
2321         tplane.D = gridp->planeD;
2322
2323         compute_point_on_plane(&c, &tplane, pos);
2324         dist_to_plane = fl_abs(vm_dist_to_plane(pos, &gridp->gmatrix.v.uvec, &c));
2325         square_size = 1.0f;
2326
2327         while (dist_to_plane >= 25.0f)
2328         {
2329                 square_size *= 10.0f;
2330                 dist_to_plane /= 10.0f;
2331         }
2332         
2333         if (fvi_ray_plane(&gpos, &gridp->center, &gridp->gmatrix.v.uvec, pos, &orient->v.fvec, 0.0f)<0.0f)      {
2334                 vector p;
2335                 vm_vec_scale_add(&p,pos,&orient->v.fvec, 100.0f );
2336                 compute_point_on_plane(&gpos, &tplane, &p );
2337         }
2338
2339         if (vm_vec_dist(&gpos, &c) > 50.0f * square_size)
2340         {
2341                 vm_vec_sub(&tmp, &gpos, &c);
2342                 vm_vec_normalize(&tmp);
2343                 vm_vec_scale_add(&gpos, &c, &tmp, 50.0f * square_size);
2344         }
2345
2346         roundoff = (int) square_size * 10;
2347         if (!ux)
2348                 gpos.xyz.x = fl_roundoff(gpos.xyz.x, roundoff);
2349         if (!uy)
2350                 gpos.xyz.y = fl_roundoff(gpos.xyz.y, roundoff);
2351         if (!uz)
2352                 gpos.xyz.z = fl_roundoff(gpos.xyz.z, roundoff);
2353
2354         if ((square_size != gridp->square_size) ||
2355                 (gpos.xyz.x != gridp->center.xyz.x) ||
2356                 (gpos.xyz.y != gridp->center.xyz.y) ||
2357                 (gpos.xyz.z != gridp->center.xyz.z) || force)
2358         {
2359                 gridp->square_size = square_size;
2360                 gridp->center = gpos;
2361                 brief_modify_grid(gridp);
2362         }
2363 }
2364
2365 //      Create a grid
2366 //      *forward is vector pointing forward
2367 //      *right is vector pointing right
2368 //      *center is center point of grid
2369 //      length is length of grid
2370 //      width is width of grid
2371 //      square_size is size of a grid square
2372 //      For example:
2373 //              *forward = (0.0, 0.0, 1.0)
2374 //              *right   = (1.0, 0.0, 0.0)
2375 //              *center = (0.0, 0.0, 0.0)
2376 //              nrows = 10
2377 //              ncols =  50.0
2378 //              square_size = 10.0
2379 //      will generate a grid of squares 10 long by 5 wide.
2380 //      Each grid square will be 10.0 x 10.0 units.
2381 //      The center of the grid will be at the global origin.
2382 //      The grid will be parallel to the xz plane (because the normal is 0,1,0).
2383 //      (In fact, it will be the xz plane because it is centered on the origin.)
2384 //
2385 //      Stuffs grid in *gridp.  If gridp == NULL, mallocs and returns a grid.
2386 grid *brief_create_grid(grid *gridp, vector *forward, vector *right, vector *center, int nrows, int ncols, float square_size)
2387 {
2388         int     i, ncols2, nrows2, d = 1;
2389         vector  dfvec, drvec, cur, cur2, tvec, uvec, save, save2;
2390
2391         SDL_assert(square_size > 0.0);
2392         if (double_fine_gridlines)
2393                 d = 2;
2394
2395         if (gridp == NULL)
2396                 gridp = (grid *) malloc(sizeof(grid));
2397
2398         SDL_assert(gridp);
2399
2400         gridp->center = *center;
2401         gridp->square_size = square_size;
2402
2403         //      Create the plane equation.
2404         SDL_assert(!IS_VEC_NULL(forward));
2405         SDL_assert(!IS_VEC_NULL(right));
2406
2407         vm_vec_copy_normalize(&dfvec, forward);
2408         vm_vec_copy_normalize(&drvec, right);
2409
2410         vm_vec_cross(&uvec, &dfvec, &drvec);
2411         
2412         SDL_assert(!IS_VEC_NULL(&uvec));
2413
2414         gridp->gmatrix.v.uvec = uvec;
2415
2416         gridp->planeD = -(center->xyz.x * uvec.xyz.x + center->xyz.y * uvec.xyz.y + center->xyz.z * uvec.xyz.z);
2417         SDL_assert(!isnan(gridp->planeD));
2418
2419         gridp->gmatrix.v.fvec = dfvec;
2420         gridp->gmatrix.v.rvec = drvec;
2421
2422         vm_vec_scale(&dfvec, square_size);
2423         vm_vec_scale(&drvec, square_size);
2424
2425         vm_vec_scale_add(&cur, center, &dfvec, (float) -nrows * d / 2);
2426         vm_vec_scale_add2(&cur, &drvec, (float) -ncols * d / 2);
2427         vm_vec_scale_add(&cur2, center, &dfvec, (float) -nrows * 5 / 2);
2428         vm_vec_scale_add2(&cur2, &drvec, (float) -ncols * 5 / 2);
2429         save = cur;
2430         save2 = cur2;
2431
2432         gridp->ncols = ncols;
2433         gridp->nrows = nrows;
2434         ncols2 = ncols / 2;
2435         nrows2 = nrows / 2;
2436         SDL_assert(ncols < MAX_GRIDLINE_POINTS && nrows < MAX_GRIDLINE_POINTS);
2437
2438         // Create the points along the edges of the grid, so we can just draw lines
2439         // between them to form the grid.  
2440         for (i=0; i<=ncols*d; i++) {
2441                 gridp->gpoints1[i] = cur;  // small, dark gridline points
2442                 vm_vec_scale_add(&tvec, &cur, &dfvec, (float) nrows * d);
2443                 gridp->gpoints2[i] = tvec;
2444                 vm_vec_add2(&cur, &drvec);
2445         }
2446
2447         for (i=0; i<=ncols2; i++) {
2448                 gridp->gpoints5[i] = cur2;  // large, brighter gridline points
2449                 vm_vec_scale_add(&tvec, &cur2, &dfvec, (float) nrows2 * 10);
2450                 gridp->gpoints6[i] = tvec;
2451                 vm_vec_scale_add2(&cur2, &drvec, 10.0f);
2452         }
2453
2454         cur = save;
2455         cur2 = save2;
2456         for (i=0; i<=nrows*d; i++) {
2457                 gridp->gpoints3[i] = cur;  // small, dark gridline points
2458                 vm_vec_scale_add(&tvec, &cur, &drvec, (float) ncols * d);
2459                 gridp->gpoints4[i] = tvec;
2460                 vm_vec_add2(&cur, &dfvec);
2461         }
2462
2463         for (i=0; i<=nrows2; i++) {
2464                 gridp->gpoints7[i] = cur2;  // large, brighter gridline points
2465                 vm_vec_scale_add(&tvec, &cur2, &drvec, (float) ncols2 * 10);
2466                 gridp->gpoints8[i] = tvec;
2467                 vm_vec_scale_add2(&cur2, &dfvec, 10.0f);
2468         }
2469
2470         return gridp;
2471 }
2472
2473 //      Create a nice grid -- centered at origin, 10x10, 10.0 size squares, in xz plane.
2474 grid *brief_create_default_grid(void)
2475 {
2476         grid    *rgrid;
2477         vector  fvec, rvec, cvec;
2478
2479         rgrid = brief_create_grid(&Global_grid, vm_vec_make(&fvec, 0.0f, 0.0f, 1.0f),
2480                 vm_vec_make(&rvec, 1.0f, 0.0f, 0.0f),
2481                 vm_vec_make(&cvec, 0.0f, -10.0f, 0.0f), 100, 100, 5.0f);
2482
2483         physics_init(&rgrid->physics);
2484         rgrid->physics.flags |= (PF_ACCELERATES | PF_SLIDE_ENABLED);
2485         return rgrid;
2486 }
2487
2488 //      Rotate and project points and draw a line.
2489 void brief_rpd_line(vector *v0, vector *v1)
2490 {
2491         vertex  tv0, tv1;
2492         g3_rotate_vertex(&tv0, v0);
2493         g3_rotate_vertex(&tv1, v1);
2494
2495 /*
2496         g3_project_vertex(&tv0);        
2497         g3_project_vertex(&tv1);
2498
2499         if ( (tv0.flags & PF_OVERFLOW) || (tv1.flags & PF_OVERFLOW) )
2500                 return;
2501 */
2502
2503         gr_set_color_fast(&Color_grey);
2504         g3_draw_line(&tv0, &tv1);
2505 }
2506
2507 //      Renders a grid defined in a grid struct
2508 void brief_render_grid(grid *gridp)
2509 {
2510         int     i, ncols, nrows;
2511
2512         ncols = gridp->ncols;
2513         nrows = gridp->nrows;
2514         if (double_fine_gridlines)
2515         {
2516                 ncols *= 2;
2517                 nrows *= 2;
2518         }
2519
2520         gr_set_color(30,30,30);
2521 //      SET_DARK;
2522
2523         //      Draw the column lines.
2524         for (i=0; i<=ncols; i++)
2525                 brief_rpd_line(&gridp->gpoints1[i], &gridp->gpoints2[i]);
2526
2527         //      Draw the row lines.
2528         for (i=0; i<=nrows; i++)
2529                 brief_rpd_line(&gridp->gpoints3[i], &gridp->gpoints4[i]);
2530
2531 /*
2532         ncols = gridp->ncols / 2;
2533         nrows = gridp->nrows / 2;
2534
2535         // now draw the larger, brighter gridlines that is x10 the scale of smaller one.
2536 //      SET_MEDIUM;
2537
2538         for (i=0; i<=ncols; i++)
2539                 brief_rpd_line(&gridp->gpoints5[i], &gridp->gpoints6[i]);
2540
2541         for (i=0; i<=nrows; i++)
2542                 brief_rpd_line(&gridp->gpoints7[i], &gridp->gpoints8[i]);
2543 */
2544 }
2545
2546 void brief_modify_grid(grid *gridp)
2547 {
2548         brief_create_grid(gridp, &gridp->gmatrix.v.fvec, &gridp->gmatrix.v.rvec, &gridp->center,
2549                 gridp->nrows, gridp->ncols, gridp->square_size);
2550 }
2551
2552 void brief_unload_anims()
2553 {
2554         int idx;
2555         int i;
2556         
2557         for (i=0; i<MAX_BRIEF_ICONS; i++) {
2558                 for(idx=0; idx<MAX_SPECIES_NAMES; idx++){
2559                         hud_anim_release(&Icon_highlight_anims[i][idx]);
2560                         hud_anim_release(&Icon_fade_anims[i][idx]);
2561                 }
2562         }
2563 }
2564
2565 void brief_common_close()
2566 {
2567         brief_close_map();
2568         brief_unload_anims();
2569 }
2570
2571
2572 void brief_restart_text_wipe()
2573 {
2574         Brief_stage_time = 0;
2575         Brief_voice_ended = 0;
2576         Brief_voice_started = 0;
2577         Brief_text_wipe_time_elapsed = 0.0f;
2578 }
2579
2580 // initialize the array of handles to the different voice streams
2581 void brief_voice_init()
2582 {
2583         int i;
2584         for ( i = 0; i < MAX_BRIEF_STAGES; i++ ) {
2585                 Brief_voices[i] = -1;
2586         }
2587 }
2588
2589 void brief_load_voice_file(int voice_num, char *name)
2590 {
2591         int load_attempts = 0;
2592         while(1) {
2593
2594                 if ( load_attempts++ > 5 ) {
2595                         break;
2596                 }
2597
2598                 Brief_voices[voice_num] = audiostream_open( name, ASF_VOICE );
2599                 if ( Brief_voices[voice_num] >= 0 ) {
2600                         break;
2601                 }
2602
2603                 // Don't bother to ask for the CD in multiplayer
2604                 if ( Game_mode & GM_MULTIPLAYER ) {
2605                         break;
2606                 }
2607
2608                 // couldn't load animation, ask user to insert CD (if necessary)
2609                 // if ( Brief_voice_ask_for_cd ) {
2610                         // if ( game_do_cd_check() == 0 ) {
2611                                 // Brief_voice_ask_for_cd = 0;
2612                                 // break;
2613                         // }
2614                 // }
2615         }
2616 }
2617
2618 // open and pre-load the stream buffers for the different voice streams
2619 void brief_voice_load_all()
2620 {
2621         int                     i;
2622         brief_stage     *bs;
2623
2624         // Brief_voice_ask_for_cd = 1;
2625
2626         SDL_assert( Briefing != NULL );
2627         for ( i = 0; i < Briefing->num_stages; i++ ) {
2628                 bs = &Briefing->stages[i];
2629                 if ( SDL_strncasecmp(bs->voice, NOX("none"), 4) ) {
2630                         brief_load_voice_file(i, bs->voice);
2631 //                      Brief_voices[i] = audiostream_open( bs->voice, ASF_VOICE );
2632                 }
2633         }
2634 }
2635
2636 // close all the briefing voice streams
2637 void brief_voice_unload_all()
2638 {
2639         int i;
2640
2641         for ( i = 0; i < MAX_BRIEF_STAGES; i++ ) {
2642                 if ( Brief_voices[i] != -1 ) {
2643                         audiostream_close_file(Brief_voices[i], 0);
2644                         Brief_voices[i] = -1;
2645                 }
2646         }
2647 }
2648
2649 // start playback of the voice for a particular briefing stage
2650 void brief_voice_play(int stage_num)
2651 {
2652         if ( Brief_voices[stage_num] == -1 )
2653                 return; // voice file doesn't exist
2654
2655         if ( !Briefing_voice_enabled ) {
2656                 return;
2657         }
2658
2659         if ( audiostream_is_playing( Brief_voices[stage_num]) )
2660                 return;
2661
2662         audiostream_play(Brief_voices[stage_num], Master_voice_volume, 0);
2663         Brief_voice_started = 1;
2664 }
2665
2666 // stop playback of the voice for a particular briefing stage
2667 void brief_voice_stop(int stage_num)
2668 {
2669         if ( Brief_voices[stage_num] == -1 )
2670                 return;
2671
2672         audiostream_stop(Brief_voices[stage_num]);      // stream is automatically rewound
2673 }
2674
2675 // pause playback of the voice for a particular briefing stage, to resume just
2676 // call brief_voice_unpause() again
2677 void brief_voice_pause(int stage_num)
2678 {
2679         if ( Brief_voices[stage_num] == -1 )
2680                 return;
2681
2682         audiostream_pause(Brief_voices[stage_num]);
2683 }
2684
2685 void brief_voice_unpause(int stage_num)
2686 {
2687         if ( Brief_voices[stage_num] == -1 )
2688                 return;
2689
2690         audiostream_unpause(Brief_voices[stage_num]);
2691 }
2692
2693 void brief_reset_last_new_stage()
2694 {
2695         Last_new_stage = -1;
2696 }
2697
2698 // get the dimensions for a briefing icon
2699 void brief_common_get_icon_dimensions(int *w, int *h, int type, int ship_class)
2700 {
2701         SDL_assert(type >= 0 && type < MAX_BRIEF_ICONS);
2702
2703         // in case anything goes wrong
2704         *w=0;
2705         *h=0;
2706
2707         int species = ship_get_species_by_type(ship_class);
2708
2709         if(species < 0){
2710                 return;
2711         }
2712
2713         if ( Icon_bitmaps[type][species].first_frame >= 0 ) {
2714                 bm_get_info( Icon_bitmaps[type][species].first_frame, w, h, NULL);
2715         } else {
2716                 *w=0;
2717                 *h=0;
2718         }
2719 }
2720
2721 void cmd_brief_reset()
2722 {
2723         int i, j;
2724         static int inited = 0;
2725
2726         if (inited) {
2727                 for (i=0; i<MAX_TEAMS; i++) {
2728                         for (j=0; j<Cmd_briefs[i].num_stages; j++) {
2729                                 if (Cmd_briefs[i].stage[j].text)
2730                                         free(Cmd_briefs[i].stage[j].text);
2731                         }
2732                 }
2733         }
2734
2735         inited = 1;
2736         for (i=0; i<MAX_TEAMS; i++)
2737                 Cmd_briefs[i].num_stages = 0;
2738 }
2739
2740 #define STAGE_ADVANCE_DELAY     1000            // time in ms to wait after voice stops before advancing stage
2741
2742 // should briefing advance to the next stage?
2743 int brief_time_to_advance(int stage_num, float frametime)
2744 {
2745         int voice_active, advance = 0;
2746         brief_icon *closeup_icon;
2747
2748         closeup_icon = brief_get_closeup_icon();
2749
2750         if ( closeup_icon ) {
2751                 return 0;
2752         }
2753
2754         if ( !Player->auto_advance ) {
2755                 return 0;
2756         }
2757
2758         Brief_stage_time += fl2i(frametime*1000 + 0.5f);
2759
2760         if ( (Brief_voices[stage_num] >= 0) && Briefing_voice_enabled ) {
2761                 voice_active = 1;
2762         } else {
2763                 voice_active = 0;
2764         }
2765
2766         if ( voice_active && (Brief_voice_ended == 0) && Brief_voice_started) {
2767                 if ( !audiostream_is_playing( Brief_voices[stage_num]) ) {
2768                         Brief_voice_ended = 1;
2769                         Brief_stage_time = 0;
2770                 }
2771         }
2772         
2773         if ( Brief_voice_ended ) {
2774                 if ( Brief_stage_time > STAGE_ADVANCE_DELAY ) {
2775                         advance = 1;
2776                 }
2777         }
2778
2779         if ( !voice_active && (Brief_textdraw_finished > 0) ) {
2780                 if ( Brief_stage_time > SDL_max(5000, Num_brief_text_lines[0] * 3500) ) {
2781                         advance = 1;
2782                 }
2783         }
2784
2785         return advance;
2786 }