2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
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
10 * $Logfile: /Freespace2/code/MenuUI/MainHallMenu.cpp $
15 * Header file for main-hall menu code
18 * Revision 1.9 2005/10/01 22:04:58 taylor
19 * fix FS1 (de)briefing voices, the directory names are different in FS1
20 * hard code the table values so that the fs1.vp file isn't needed
21 * hard code a mission fix for sm2-08a since a have no idea how to fix it otherwise
22 * generally cleanup some FS1 code
23 * fix volume sliders in the options screen that never went all the way up
25 * Revision 1.8 2004/09/20 01:31:44 theoddone33
28 * Revision 1.7 2003/05/25 02:30:42 taylor
31 * Revision 1.6 2002/07/24 00:20:42 relnev
34 * Revision 1.5 2002/06/09 04:41:22 relnev
35 * added copyright header
37 * Revision 1.4 2002/06/01 03:32:00 relnev
38 * fix texture loading mistake.
40 * enable some d3d stuff for opengl also
42 * Revision 1.3 2002/05/30 16:55:44 theoddone33
43 * now gets to another screen
45 * Revision 1.2 2002/05/27 22:43:02 theoddone33
46 * Fix more glide symbols
48 * Revision 1.1.1.1 2002/05/03 03:28:09 root
52 * 62 10/28/99 2:04a Jefff
55 * 61 9/15/99 6:28p Dave
56 * No load mission button in RELEASE_REAL
58 * 60 9/13/99 4:52p Dave
61 * 59 9/13/99 11:30a Dave
62 * Added checkboxes and functionality for disabling PXO banners as well as
63 * disabling d3d zbuffer biasing.
65 * 58 9/07/99 6:55p Jefff
66 * added jump-to-campaign-mission cheat
68 * 57 9/07/99 4:01p Dave
69 * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
70 * does everything properly (setting up address when binding). Remove
71 * black rectangle background from UI_INPUTBOX.
73 * 56 9/06/99 6:38p Dave
74 * Improved CD detection code.
76 * 55 9/06/99 1:30a Dave
77 * Intermediate checkin. Started on enforcing CD-in-drive to play the
80 * 54 9/03/99 1:31a Dave
81 * CD checking by act. Added support to play 2 cutscenes in a row
82 * seamlessly. Fixed super low level cfile bug related to files in the
83 * root directory of a CD. Added cheat code to set campaign mission # in
86 * 53 9/01/99 11:02p Dave
87 * Made head guy look right when not animating.
89 * 52 8/27/99 12:04a Dave
90 * Campaign loop screen.
92 * 51 8/26/99 9:45a Dave
93 * First pass at easter eggs and cheats.
95 * 50 8/25/99 11:57a Jefff
96 * freespace -> freespace 2 in tooltip strings
98 * 49 8/25/99 10:50a Dave
99 * Added music to the mainhall.tbl
101 * 48 8/24/99 8:55p Dave
102 * Make sure nondimming pixels work properly in tech menu.
104 * 47 8/18/99 11:44a Jefff
107 * 46 8/10/99 4:45p Jefff
110 * 45 8/06/99 1:01p Andsager
111 * disable quick start (g) for demo
113 * 44 8/05/99 10:34a Jefff
114 * more mouseover sound fixes
116 * 43 8/04/99 9:12p Andsager
117 * Add campaign room popup allowing restart of campaign in demo.
119 * 42 8/04/99 5:36p Dave
120 * Make glide and D3D switch out properly.
122 * 41 8/04/99 4:35p Jefff
123 * fixed tech room & options sounds playing only once
125 * 40 8/03/99 5:41p Jefff
126 * made "f1 for help" draw after animations, and stop if help overlay
129 * 39 8/03/99 4:42p Jefff
132 * 38 8/03/99 3:48p Jefff
134 * 37 8/02/99 9:13p Dave
137 * 36 8/02/99 2:26p Jefff
138 * "press f1.." text reworked
140 * 35 8/02/99 12:19p Andsager
141 * disable "L" load screen
143 * 34 8/02/99 11:12a Jefff
144 * adjusted tooltip shader stuff for more a more pleasing effect.
146 * 33 7/30/99 6:05p Jefff
147 * added shader behind tooltip text
149 * 32 7/30/99 4:20p Andsager
150 * Added user click sounds to main hall
152 * 31 7/29/99 10:47p Dave
153 * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
155 * 30 7/27/99 6:53p Dave
156 * Hi-res main hall support.
158 * 29 7/16/99 1:49p Dave
159 * 8 bit aabitmaps. yay.
161 * 28 7/15/99 9:20a Andsager
162 * FS2_DEMO initial checkin
164 * 27 7/13/99 1:15p Dave
165 * 32 bit support. Whee!
167 * 26 6/25/99 2:51p Jasons
168 * Changed wording of network error message.
170 * 25 6/21/99 1:30p Alanl
171 * changed main menu music tag
173 * 24 6/19/99 3:56p Dave
174 * Moved main hall definitions into a table file. Whee!
176 * 23 6/11/99 11:13a Dave
177 * last minute changes before press tour build.
179 * 22 5/09/99 8:57p Dave
180 * Final E3 build preparations.
182 * 21 4/25/99 3:02p Dave
183 * Build defines for the E3 build.
185 * 20 4/12/99 10:07p Dave
186 * Made network startup more forgiving. Added checkmarks to dogfight
187 * screen for players who hit commit.
189 * 19 3/28/99 5:58p Dave
190 * Added early demo code. Make objects move. Nice and framerate
191 * independant, but not much else. Don't use yet unless you're me :)
193 * 18 3/25/99 5:47p Dave
196 * 17 3/19/99 9:51a Dave
197 * Checkin to repair massive source safe crash. Also added support for
198 * pof-style nebulae, and some new weapons code.
200 * 16 2/25/99 4:19p Dave
201 * Added multiplayer_beta defines. Added cd_check define. Fixed a few
202 * release build warnings. Added more data to the squad war request and
205 * 15 2/03/99 11:44a Dave
206 * Fixed d3d transparent textures.
208 * 14 1/30/99 5:08p Dave
209 * More new hi-res stuff.Support for nice D3D textures.
211 * 13 1/27/99 9:56a Dave
212 * Temporary checkin of beam weapons for Dan to make cool sounds.
214 * 12 12/31/98 11:23a Dave
215 * Put mini-indicators for status of ships.tbl and weapons.tbl in the
216 * lower left corner of the main hall.
218 * 11 12/18/98 1:13a Dave
219 * Rough 1024x768 support for Direct3D. Proper detection and usage through
222 * 10 11/30/98 1:07p Dave
223 * 16 bit conversion, first run.
225 * 9 11/20/98 4:08p Dave
226 * Fixed flak effect in multiplayer.
228 * 8 11/20/98 11:16a Dave
229 * Fixed up IPX support a bit. Making sure that switching modes and
230 * loading/saving pilot files maintains proper state.
232 * 7 11/19/98 4:57p Dave
233 * Ignore PXO option if IPX is selected.
235 * 6 11/19/98 4:19p Dave
236 * Put IPX sockets back in psnet. Consolidated all multiplayer config
239 * 5 11/05/98 5:55p Dave
240 * Big pass at reducing #includes
242 * 4 11/05/98 4:18p Dave
243 * First run nebula support. Beefed up localization a bit. Removed all
244 * conditional compiles for foreign versions. Modified mission file
247 * 3 10/13/98 9:28a Dave
248 * Started neatening up freespace.h. Many variables renamed and
249 * reorganized. Added AlphaColors.[h,cpp]
251 * 2 10/07/98 10:53a Dave
254 * 1 10/07/98 10:49a Dave
256 * 103 10/02/98 3:22p Allender
257 * fix up the -connect option and fix the -port option
259 * 102 8/20/98 5:31p Dave
260 * Put in handy multiplayer logfile system. Now need to put in useful
261 * applications of it all over the code.
263 * 101 8/07/98 10:40a Allender
264 * new command line flags for starting netgames. Only starting currently
265 * works, and PXO isn't implemented yet
267 * 100 7/13/98 10:46a Lawrance
268 * Index another localized string
270 * 99 7/10/98 1:13a Allender
271 * lots of small multiplayer update changes. Code in launcher to specify
272 * connection speed. A couple of small fixes regarding empty mission
273 * files. Time out players after 10 second when they don't connect on
274 * their reliable socket.
276 * 98 6/09/98 10:31a Hoffoss
277 * Created index numbers for all xstr() references. Any new xstr() stuff
278 * added from here on out should be added to the end if the list. The
279 * current list count can be found in FreeSpace.cpp (search for
282 * 97 6/05/98 9:50a Lawrance
285 * 96 6/01/98 11:43a John
286 * JAS & MK: Classified all strings for localization.
288 * 95 5/22/98 9:02p Allender
289 * remove G key from main hall
291 * 94 5/22/98 10:54a Allender
292 * new dialog information for networking to tell user if connection type
293 * doesn't match the setup specified type
295 * 93 5/15/98 5:15p Dave
296 * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy
297 * status for team vs. team. Put in asserts to check for invalid team vs.
300 * 92 5/13/98 12:23a Lawrance
301 * Don't init main hall if already inited... not needed now, but may be
302 * useful if we don't always want to call main_hall_close() when switching
305 * 91 5/12/98 2:46a Dave
306 * Rudimentary communication between Parallax Online and freespace. Can
307 * get and store channel lists.
309 * 90 5/08/98 5:33p Lawrance
310 * check for CD when trying to enter ready room in single player
317 #include "mainhallmenu.h"
321 #include "gamesequence.h"
322 #include "animplay.h"
326 #include "snazzyui.h"
328 #include "audiostr.h"
330 #include "eventmusic.h"
332 #include "contexthelp.h"
336 #include "multiutil.h"
340 #include "playermenu.h"
341 #include "freespace.h"
342 #include "multi_voice.h"
344 #include "alphacolors.h"
346 #include "fishtank.h"
348 // #include "movie.h"
350 // ----------------------------------------------------------------------------
351 // MAIN HALL DATA DEFINES
353 #define MAX_RANDOM_INTERCOM_SOUNDS 10
354 #define NUM_RANDOM_INTERCOM_SOUNDS_0 3
355 #define NUM_RANDOM_INTERCOM_SOUNDS_1 3
357 #define MAX_MISC_ANIMATIONS 10
358 #define NUM_MISC_ANIMATIONS_0 2
359 #define NUM_MISC_ANIMATIONS_1 4
361 #define MAX_DOOR_ANIMATIONS 10
362 #define NUM_DOOR_ANIMATIONS_0 6
363 #define NUM_DOOR_ANIMATIONS_1 6
365 #define MAX_DOOR_SOUNDS 10
366 #define NUM_DOOR_SOUNDS_0 6
367 #define NUM_DOOR_SOUNDS_1 6
369 #define MISC_ANIM_MODE_LOOP 0 // loop the animation
370 #define MISC_ANIM_MODE_HOLD 1 // play to the end and hold the animation
371 #define MISC_ANIM_MODE_TIMED 2 // uses timestamps to determine when a finished anim should be checked again
373 #define NUM_REGIONS 7 // (6 + 1 for multiplayer equivalent of campaign room)
374 typedef struct main_hall_defines {
376 char bitmap[MAX_FILENAME_LEN+1];
377 char mask[MAX_FILENAME_LEN+1];
380 char music[MAX_FILENAME_LEN+1];
382 // intercom defines -------------------
384 // # of intercom sounds
385 int num_random_intercom_sounds;
387 // random (min/max) delays between playing intercom sounds
388 int intercom_delay[MAX_RANDOM_INTERCOM_SOUNDS][2];
390 // intercom sounds themselves
391 int intercom_sounds[MAX_RANDOM_INTERCOM_SOUNDS];
393 // intercom sound pan values
394 float intercom_sound_pan[MAX_RANDOM_INTERCOM_SOUNDS];
397 // misc animations --------------------
399 // # of misc animations
400 int num_misc_animations;
402 // filenames of the misc animations
403 char misc_anim_name[MAX_MISC_ANIMATIONS][MAX_FILENAME_LEN+1];
405 // Time until we will next play a given misc animation, min delay, and max delay
406 int misc_anim_delay[MAX_MISC_ANIMATIONS][3];
408 // coords of where to play the misc anim
409 int misc_anim_coords[MAX_MISC_ANIMATIONS][2];
411 // misc anim play modes (see MISC_ANIM_MODE_* above)
412 int misc_anim_modes[MAX_MISC_ANIMATIONS];
414 // panning values for each of the misc anims
415 float misc_anim_sound_pan[MAX_MISC_ANIMATIONS];
417 // [N][0] == # of sounds, [N][1-9] sound index
418 int misc_anim_special_sounds[MAX_MISC_ANIMATIONS][10];
420 // [N][0] == # of triggers, [N][1-9] >= frame num
421 int misc_anim_special_trigger[MAX_MISC_ANIMATIONS][10];
423 // [N][0] == # of handles, [N][1-9] == sound handle num
424 int misc_anim_sound_handles[MAX_MISC_ANIMATIONS][10];
426 // [N][0] == # of handles, [N][1-9] == sound "should" be playing
427 int misc_anim_sound_flag[MAX_MISC_ANIMATIONS][10];
430 // door animations --------------------
432 // # of door animations
433 int num_door_animations;
435 // filenames of the door animations
436 char door_anim_name[MAX_DOOR_ANIMATIONS][MAX_FILENAME_LEN+1];
438 // first pair : coords of where to play a given door anim
439 // second pair : center of a given door anim in windowed mode
440 int door_anim_coords[MAX_DOOR_ANIMATIONS][4];
443 // door sounds ------------------------
448 // sounds for each region (open/close)
449 int door_sounds[MAX_DOOR_SOUNDS][2];
451 // pan values for the door sounds
452 float door_sound_pan[MAX_DOOR_SOUNDS];
455 // region descriptions ----------------
457 // text (tooltip) description
458 const char *region_descript[NUM_REGIONS];
460 // y coord of where to draw tooltip text
466 // use main hall 0 by default
467 main_hall_defines Main_hall_defines[GR_NUM_RESOLUTIONS][NUM_MAIN_HALLS];
468 main_hall_defines *Main_hall = &Main_hall_defines[0][0];
470 int Vasudan_funny = 0;
471 int Vasudan_funny_plate = -1;
473 char Main_hall_campaign_cheat[512] = "";
475 // ----------------------------------------------------------------------------
476 // MISC interface data
478 // is the main hall inited (for reentrancy)
479 int Main_hall_inited = 0;
481 // handle to the playing music
482 int Main_hall_music_handle = -1;
484 // background bitmap handle
485 int Main_hall_bitmap;
487 // background bitmap mask handle
490 // variable used for automatic netgame starting/joining
491 int Main_hall_netgame_started = 0;
493 // bitmap struct for th background mask bitmap
494 bitmap *Main_hall_mask_bitmap;
496 // actual data for the background mask bitmap
497 ubyte *Main_hall_mask_data;
499 int Main_hall_mask_w, Main_hall_mask_h;
502 // ----------------------------------------------------------------------------
503 // MOUSE clicking stuff
505 // indicates whether a right click occured
506 int Main_hall_right_click;
508 // use this to cycle through the selectable regions instead of the mouse's current region
509 int Main_hall_last_clicked_region;
511 // use this to determine how long the cursor has to linger on a region before it starts playing
512 #define MAIN_HALL_REGION_LINGER 175 // in ms
513 int Main_hall_region_linger_stamp = -1;
515 // handle any right clicks which may have occured
516 void main_hall_handle_right_clicks();
519 // ----------------------------------------------------------------------------
520 // RANDOM intercom sounds
523 // next random intercom sound to play
524 int Main_hall_next_intercom_sound = 0;
526 // delay for the next intercom sound
527 int Main_hall_next_intercom_sound_stamp = -1;
529 // handle to any playing instance of a random intercom sound
530 int Main_hall_intercom_sound_handle = -1;
532 // handle any details related to random intercom sounds
533 void main_hall_handle_random_intercom_sounds();
536 // ----------------------------------------------------------------------------
540 // the misc animations themselves
541 anim *Main_hall_misc_anim[MAX_MISC_ANIMATIONS];
543 // the instance of a given misc animation
544 anim_instance *Main_hall_misc_anim_instance[MAX_MISC_ANIMATIONS];
546 // handle starting, stopping and randomizing misc animations
547 void main_hall_handle_misc_anims();
549 // cull any finished misc animation instances
550 void main_hall_cull_misc_anim_instances();
552 // render all playing misc animations
553 void main_hall_render_misc_anims(float frametime);
556 // ----------------------------------------------------------------------------
557 // DOOR animations (not all of these are doors anymore, but they're doorlike _regions_)
559 #define DOOR_TEXT_X 100
560 #define DOOR_TEXT_Y 450
562 // the door animations themselves
563 anim *Main_hall_door_anim[MAX_DOOR_ANIMATIONS];
565 // the instance of a given door animation
566 anim_instance *Main_hall_door_anim_instance[MAX_DOOR_ANIMATIONS];
568 // render all playing door animations
569 void main_hall_render_door_anims(float frametime);
572 // ----------------------------------------------------------------------------
575 #define NUM_MAIN_HALL_REGIONS 10
576 #define NUM_MAIN_HALL_MOUSE_REGIONS 6
578 // region mask #'s (identifiers)
579 #define EXIT_REGION 0
580 #define BARRACKS_REGION 1
581 #define READY_ROOM_REGION 2
582 #define TECH_ROOM_REGION 3
583 #define OPTIONS_REGION 4
584 #define CAMPAIGN_ROOM_REGION 5
585 #define MULTIPLAYER_REGION 10
586 #define LOAD_MISSION_REGION 11
587 #define QUICK_START_REGION 12
588 #define SKILL_LEVEL_REGION 13
590 // all the menu regions in the main hall
591 MENU_REGION Main_hall_region[NUM_MAIN_HALL_REGIONS];
593 // # of regions (options) on this screen. parsed from a table
594 int Main_hall_num_options;
596 // region over which the mouse is currently residing, or -1 if over no region
597 // NOTE : you should nevery change this directly. Always use main_hall_handle_mouse_location(int)
598 // to do this. Otherwise, the door opening and closing animations will get screwed up
599 int Main_hall_mouse_region;
601 // set this to skip a frame
602 int Main_hall_frame_skip;
604 // do any necessary processing based upon the mouse location
605 void main_hall_handle_mouse_location(int cur_region);
607 // if the mouse has moved off of the currently active region, handle the anim accordingly
608 void main_hall_mouse_release_region(int region);
610 // if the mouse has moved on this region, handle it accordingly
611 void main_hall_mouse_grab_region(int region);
614 // ----------------------------------------------------------------------------
615 // SOUND data / handlers
618 // toaster oven room sound idex
619 #define TOASTER_REGION 3
621 // everyone's favorite desk guardian
622 #define ALLENDER_REGION 4
624 // handles to the sound instances of the doors opening/closing
625 int Main_hall_door_sound_handles[MAX_DOOR_SOUNDS] = {
629 // sound handle for looping ambient sound
630 int Main_hall_ambient_loop = -1;
632 // cull any door sounds that have finished playing
633 void main_hall_cull_door_sounds();
635 // handle starting, stopping and reversing "door" animations
636 void main_hall_handle_region_anims();
639 // ----------------------------------------------------------------------------
640 // warning/notification messages
642 #define MAIN_HALL_NOTIFY_TIME 3500
644 // timestamp for the notification messages
645 int Main_hall_notify_stamp = -1;
647 // text to display as the current notification message
648 char Main_hall_notify_text[300]="";
650 // set the current notification string and the associated timestamp
651 void main_hall_set_notify_string(const char *str);
653 // handle any drawing, culling, etc of notification messages
654 void main_hall_notify_do();
657 // ----------------------------------------------------------------------------
661 // upper _RIGHT_ corner for the version text
662 #define MAIN_HALL_VERSION_X 630
663 #define MAIN_HALL_VERSION_Y 467
665 // main hall help overlay ID
666 int Main_hall_overlay_id;
668 // blit the freespace version #
669 void main_hall_blit_version();
671 // blit any necessary tooltips
672 void main_hall_maybe_blit_tooltips();
674 // shader for behind tooltips
675 shader Main_hall_tooltip_shader;
677 // num pixels shader is above/below tooltip text
678 static int Main_hall_tooltip_padding[GR_NUM_RESOLUTIONS] = {
682 static int Main_hall_f1_text_frame = 0;
683 static int F1_text_done = 0;
685 // read in main hall table
686 void main_hall_read_table();
688 // "press f1" for help stuff
689 #define MAIN_HALL_HELP_TIME 5000
690 int Main_hall_help_stamp = -1;
691 void main_hall_process_help_stuff();
694 // ----------------------------------------------------------------------------
695 // VOICE RECORDING STUFF
698 // are we currently recording voice?
702 // called when multiplayer clicks on the ready room door. May pop up dialog depending on network
703 // connection status and errors
704 void main_hall_do_multi_ready()
708 error = psnet_get_network_status();
710 case NETWORK_ERROR_NO_TYPE:
711 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have not defined your type of Internet connection. Please run the Launcher, hit the setup button, and go to the Network tab and choose your connection type.", 360));
713 case NETWORK_ERROR_NO_WINSOCK:
714 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "Winsock is not installed. You must have TCP/IP and Winsock installed to play multiplayer FreeSpace.", 361));
716 case NETWORK_ERROR_NO_PROTOCOL:
717 if(Multi_options_g.protocol == NET_TCP){
718 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "TCP/IP protocol not found. This protocol is required for multiplayer FreeSpace.", 362));
720 SDL_assert(Multi_options_g.protocol == NET_IPX);
721 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "IPX protocol not found. This protocol is required for multiplayer FreeSpace.", 362));
724 case NETWORK_ERROR_CONNECT_TO_ISP:
725 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected Dial Up Networking as your type of connection to the Internet. You are not currently connected. You must connect to your ISP before continuing on past this point.", 363));
727 case NETWORK_ERROR_LAN_AND_RAS:
728 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have indicated that you use a LAN for networking. You also appear to be dialed into your ISP. Please disconnect from your service provider, or choose Dial Up Networking.", 364));
731 case NETWORK_ERROR_NONE:
736 // if our selected protocol is not active
737 if((Multi_options_g.protocol == NET_TCP) && !Tcp_active){
738 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected TCP/IP for multiplayer Freespace, but the TCP/IP protocol was not detected on your machine.", 362));
741 if((Multi_options_g.protocol == NET_IPX) && !Ipx_active){
742 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected IPX for multiplayer Freespace, but the IPX protocol was not detected on your machine.", 1402));
746 if ( error != NETWORK_ERROR_NONE ){
750 // 7/9/98 -- MWA. Deal with the connection speed issue. make a call to the multiplayer code to
751 // determine is a valid connection setting exists
752 if ( Multi_connection_speed == CONNECTION_SPEED_NONE ) {
753 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You must define your connection speed. Please run the Launcher, hit the setup button, and go to the Network tab and choose your connection speed.", 986) );
757 // go to parallax online
758 #ifdef MULTIPLAYER_BETA_BUILD // do we want this for FS2_DEMO
759 Multi_options_g.pxo = 1;
760 Multi_options_g.protocol = NET_TCP;
761 gameseq_post_event( GS_EVENT_PXO );
763 if ( (Multi_options_g.pxo == 1) && (Multi_options_g.protocol == NET_TCP) ) {
764 gameseq_post_event( GS_EVENT_PXO );
766 // go to the regular join game screen
767 gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME );
772 psnet_use_protocol(Multi_options_g.protocol);
775 // blit some small color indicators to show whether ships.tbl and weapons.tbl are valid
776 // green == valid, red == invalid.
777 // ships.tbl will be on the left, weapons.tbl on the right
778 int Mh_ship_table_status[GR_NUM_RESOLUTIONS][2] = {
782 int Mh_weapon_table_status[GR_NUM_RESOLUTIONS][2] = {
786 void main_hall_blit_table_status()
788 // blit ship table status
789 gr_set_color_fast(Game_ships_tbl_valid ? &Color_bright_green : &Color_bright_red);
790 gr_line(Mh_ship_table_status[gr_screen.res][0], Mh_ship_table_status[gr_screen.res][1], Mh_ship_table_status[gr_screen.res][0], Mh_ship_table_status[gr_screen.res][1]);
792 // blit weapon table status
793 gr_set_color_fast(Game_weapons_tbl_valid ? &Color_bright_green : &Color_bright_red);
794 gr_line(Mh_weapon_table_status[gr_screen.res][0], Mh_weapon_table_status[gr_screen.res][1], Mh_weapon_table_status[gr_screen.res][0], Mh_ship_table_status[gr_screen.res][1]);
797 // bash the player to a specific mission in a campaign
798 void main_hall_campaign_cheat()
800 char *ret = popup_input(0, XSTR("Enter mission name.\n\n* This will destroy all legitimate progress in this campaign. *", -1));
804 // strcpy(Main_hall_campaign_cheat, ret);
805 mission_campaign_jump_to_mission(ret);
809 // -------------------------------------------------------------------------------------------------------------------
810 // FUNCTION DEFINITIONS BEGIN
813 // initialize the main hall proper
814 void main_hall_init(int main_hall_num)
816 if ( Main_hall_inited ) {
821 char temp[100], whee[100];
823 // read in the main hall table
825 main_hall_read_table();
826 } catch (parse_error_t rval) {
827 Error(LOCATION, "Unable to parse mainhall.tbl! Code = %i.\n", (int)rval);
830 // create the snazzy interface and load up the info from the table
832 read_menu_tbl(NOX("MAIN HALL"), temp, SDL_arraysize(temp), whee, SDL_arraysize(whee), Main_hall_region, &Main_hall_num_options, 0);
834 // assign the proper main hall data
835 SDL_assert((main_hall_num >= 0) && (main_hall_num < NUM_MAIN_HALLS));
836 Main_hall = &Main_hall_defines[gr_screen.res][main_hall_num];
840 Main_hall->region_descript[0] = XSTR( "Exit Freespace", 353);
841 Main_hall->region_descript[1] = XSTR( "Barracks - Manage your Freespace pilots", 354);
842 Main_hall->region_descript[2] = XSTR( "Ready room - Start or continue a campaign", 355);
843 Main_hall->region_descript[3] = XSTR( "Tech room - View specifications of Freespace ships and weaponry", 356);
844 Main_hall->region_descript[4] = XSTR( "Options - Change your Freespace options", 357);
845 Main_hall->region_descript[5] = XSTR( "Campaign Room - View all available campaigns", 358);
846 Main_hall->region_descript[6] = XSTR( "Multiplayer - Start or join a multiplayer game", 359);
848 Main_hall->region_descript[0] = XSTR( "Exit FreeSpace 2", 353);
849 Main_hall->region_descript[1] = XSTR( "Barracks - Manage your FreeSpace 2 pilots", 354);
850 Main_hall->region_descript[2] = XSTR( "Ready room - Start or continue a campaign", 355);
851 Main_hall->region_descript[3] = XSTR( "Tech room - View specifications of FreeSpace 2 ships and weaponry", 356);
852 Main_hall->region_descript[4] = XSTR( "Options - Change your FreeSpace 2 options", 357);
853 Main_hall->region_descript[5] = XSTR( "Campaign Room - View all available campaigns", 358);
854 Main_hall->region_descript[6] = XSTR( "Multiplayer - Start or join a multiplayer game", 359);
857 // init tooltip shader
859 float gray_intensity = 0.02f; // nearly black
860 // float c = (gr_screen.mode == GR_DIRECT3D || gr_screen.mode == GR_OPENGL) ? 0.11f : 0.07f; // adjust for renderer differences
861 gr_create_shader(&Main_hall_tooltip_shader, gray_intensity, gray_intensity, gray_intensity, 0.11f);
864 // load the background bitmap
865 Main_hall_bitmap = bm_load(Main_hall->bitmap);
866 if(Main_hall_bitmap < 0){
867 nprintf(("General","WARNING! Couldn't load main hall background bitmap %s\n", Main_hall->bitmap));
870 // remove any multiplayer flags from the game mode
871 Game_mode &= ~(GM_MULTIPLAYER);
873 Main_hall_mask_w = -1;
874 Main_hall_mask_h = -1;
877 Main_hall_mask = bm_load(Main_hall->mask);
878 if (Main_hall_mask < 0) {
879 Error(LOCATION,"Could not load in %s!", Main_hall->mask);
881 // get a pointer to bitmap by using bm_lock(), so we can feed it to he snazzy menu system
882 Main_hall_mask_bitmap = bm_lock(Main_hall_mask, 8, BMP_AABITMAP);
883 Main_hall_mask_data = (ubyte*)Main_hall_mask_bitmap->data;
884 bm_get_info(Main_hall_mask, &Main_hall_mask_w, &Main_hall_mask_h);
887 // load up the misc animations, and nullify all the delay timestamps for the misc animations
888 for(idx=0;idx<Main_hall->num_misc_animations;idx++) {
889 Main_hall_misc_anim[idx] = NULL;
890 Main_hall_misc_anim[idx] = anim_load(Main_hall->misc_anim_name[idx]);
891 if(Main_hall_misc_anim[idx] == NULL) {
892 nprintf(("General","WARNING!, Could not load misc %s anim in main hall\n",Main_hall->misc_anim_name));
895 // null out the animation instances
896 Main_hall_misc_anim_instance[idx] = NULL;
898 // null out the delay timestamps
899 Main_hall->misc_anim_delay[idx][0] = -1;
902 // load up the door animations
903 for(idx=0;idx<Main_hall->num_door_animations;idx++) {
904 Main_hall_door_anim[idx] = NULL;
905 Main_hall_door_anim[idx] = anim_load(Main_hall->door_anim_name[idx]);
906 if(Main_hall_door_anim[idx] == NULL){
907 nprintf(("General","WARNING!, Could not load door anim %s in main hall\n",Main_hall->door_anim_name[idx]));
910 // null out the animation instances
911 Main_hall_door_anim_instance[idx] = NULL;
914 // load in help overlay bitmap
915 if(Main_hall == &Main_hall_defines[gr_screen.res][0]) {
916 Main_hall_overlay_id = MH_OVERLAY;
918 SDL_assert(Main_hall == &Main_hall_defines[gr_screen.res][1]);
919 Main_hall_overlay_id = MH2_OVERLAY;
921 help_overlay_load(Main_hall_overlay_id);
922 help_overlay_set_state(Main_hall_overlay_id,0);
924 // check to see if the "very first pilot" flag is set, and load the overlay if so
926 if (Main_hall_f1_text_frame == 0) {
927 Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
934 if(Player_select_very_first_pilot) {
935 Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
937 // don't display the "press f1" message more than once
938 Player_select_very_first_pilot = 0;
940 Main_hall_help_stamp = -1;
943 Main_hall_region_linger_stamp = -1;
945 SDL_strlcpy(Main_hall_campaign_cheat, "", SDL_arraysize(Main_hall_campaign_cheat));
947 // zero out the door sounds
948 for(idx=0;idx<Main_hall->num_door_sounds;idx++){
949 Main_hall_door_sound_handles[idx] = -1;
952 // zero out the misc anim sounds
953 for(idx=0;idx<Main_hall->num_misc_animations;idx++){
954 for(s_idx = 1;s_idx < 10;s_idx++){
955 Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
956 Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
960 // skip the first frame
961 Main_hall_frame_skip = 1;
963 // initialize the music
964 main_hall_start_music();
966 // initialize the main hall notify text
967 Main_hall_notify_stamp = 1;
969 // initialize the random intercom sound stuff
970 Main_hall_next_intercom_sound = 0;
971 Main_hall_next_intercom_sound_stamp = -1;
972 Main_hall_intercom_sound_handle = -1;
974 // set the placement of the mouse cursor (start at the ready room)
975 Main_hall_mouse_region = -1;
976 Main_hall_last_clicked_region = READY_ROOM_REGION;
977 mouse_set_pos(Main_hall->door_anim_coords[READY_ROOM_REGION][2],Main_hall->door_anim_coords[READY_ROOM_REGION][3]);
979 Main_hall_inited = 1;
981 // determine if we have a right click
982 Main_hall_right_click = mouse_down(MOUSE_RIGHT_BUTTON);
984 // set the game_mode based on the type of player
985 SDL_assert( Player != NULL );
986 if ( Player->flags & PLAYER_FLAGS_IS_MULTI ){
987 Game_mode = GM_MULTIPLAYER;
989 Game_mode = GM_NORMAL;
992 if ( (Cmdline_start_netgame || (Cmdline_connect_addr != NULL)) && !Main_hall_netgame_started ) {
993 Main_hall_netgame_started = 1;
994 main_hall_do_multi_ready();
998 void main_hall_exit_game()
1000 #if defined(NDEBUG) || defined(INTERPLAYQA)
1004 main_hall_stop_music();
1005 main_hall_stop_ambient();
1006 choice = popup( PF_NO_NETWORKING | PF_BODY_BIG, 2, POPUP_NO, POPUP_YES, XSTR( "Exit Game?", 365));
1007 if ( choice == 1 ) {
1008 gameseq_post_event(GS_EVENT_QUIT_GAME);
1010 main_hall_start_music();
1011 main_hall_start_ambient();
1014 gameseq_post_event(GS_EVENT_QUIT_GAME);
1019 // do a frame for the main hall
1020 void main_hall_do(float frametime)
1022 int code, key, snazzy_action;
1024 // need to ensure ambient is playing, since it may be stopped by a playing movie
1025 main_hall_start_ambient();
1027 // handle any animation details
1028 main_hall_handle_misc_anims();
1029 main_hall_handle_region_anims();
1031 // handle any random intercom sound details
1032 main_hall_handle_random_intercom_sounds();
1034 // handle any mouse clicks
1035 main_hall_handle_right_clicks();
1037 // handle any sound details
1038 main_hall_cull_door_sounds();
1040 // process any keypresses/mouse events
1042 code = snazzy_menu_do(Main_hall_mask_data, Main_hall_mask_w, Main_hall_mask_h, Main_hall_num_options, Main_hall_region, &snazzy_action, 1, &key);
1045 extern void game_process_cheats(int k);
1046 game_process_cheats(key);
1050 snazzy_action = SNAZZY_CLICKED;
1053 #if 0 //#ifndef NDEBUG
1055 movie_play("endprt2b.mve");
1058 movie_play_two("endprt2a.mve", "endprt2b.mve");
1061 main_hall_campaign_cheat();
1063 case KEY_DEBUGGED + SDLK_d:
1064 demo_start_playback("test.fsd");
1071 // do any processing based upon what happened to the snazzy menu
1072 switch (snazzy_action) {
1074 main_hall_handle_mouse_location(code);
1077 case SNAZZY_CLICKED:
1079 // clicked on the exit region
1081 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1082 main_hall_exit_game();
1085 // clicked on the readyroom region
1086 case READY_ROOM_REGION:
1087 #ifdef MULTIPLAYER_BETA_BUILD
1088 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1089 Player->flags |= PLAYER_FLAGS_IS_MULTI;
1090 main_hall_do_multi_ready();
1091 #elif defined(E3_BUILD) || defined(PRESS_TOUR_BUILD)
1092 gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);
1094 if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1095 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1096 main_hall_do_multi_ready();
1098 if(strlen(Main_hall_campaign_cheat)){
1099 gameseq_post_event(GS_EVENT_CAMPAIGN_CHEAT);
1101 gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);
1103 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1108 // clicked on the tech room region
1109 case TECH_ROOM_REGION:
1110 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1111 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1112 game_feature_not_in_demo_popup();
1114 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1115 gameseq_post_event( GS_EVENT_TECH_MENU );
1119 // clicked on the options region
1120 case OPTIONS_REGION:
1121 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1122 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
1125 // clicked on the campaign toom region
1126 case CAMPAIGN_ROOM_REGION:
1127 #if !defined(MULTIPLAYER_BETA_BUILD) && !defined(E3_BUILD) && !defined(PRESS_TOUR_BUILD)
1129 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1130 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1132 //game_feature_not_in_demo_popup();
1133 int reset_campaign = popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 2, "Exit", "Restart Campaign", "Campaign Room only available in full version. However, you may restart the campaign.");
1134 if (reset_campaign == 1) {
1135 mission_campaign_savefile_delete(Campaign.filename);
1136 mission_campaign_load(Campaign.filename);
1137 mission_campaign_next_mission();
1142 if(Player->flags & PLAYER_FLAGS_IS_MULTI){
1143 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1144 main_hall_set_notify_string(XSTR( "Campaign Room not valid for multiplayer pilots", 366));
1146 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1147 gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);
1154 // clicked on the multiplayer region
1155 case MULTIPLAYER_REGION:
1156 #if defined(DEMO) || defined(OEM_BUILD) // not for FS2_DEMO
1157 game_feature_not_in_demo_popup();
1159 if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1160 // NOTE : this isn't a great thing to be calling this anymore. But we'll leave it for now
1161 gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME );
1163 main_hall_set_notify_string(XSTR( "Not a valid multiplayer pilot!!", 367));
1168 // load mission key was pressed
1169 case LOAD_MISSION_REGION:
1173 // quick start a game region
1174 case QUICK_START_REGION:
1175 #if !defined(NDEBUG) && !(defined(FS2_DEMO) || defined(FS1_DEMO))
1176 if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1177 main_hall_set_notify_string(XSTR( "Quick Start not valid for multiplayer pilots", 369));
1180 if (Num_recent_missions > 0) {
1181 SDL_strlcpy( Game_current_mission_filename, Recent_missions[0], SDL_arraysize(Game_current_mission_filename) );
1183 mission_load_up_campaign();
1184 SDL_strlcpy( Game_current_mission_filename, Campaign.missions[0].name, SDL_arraysize(Game_current_mission_filename) );
1187 Campaign.current_mission = -1;
1188 gameseq_post_event(GS_EVENT_START_GAME_QUICK);
1193 // clicked on the barracks region
1194 case BARRACKS_REGION:
1195 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1196 gameseq_post_event( GS_EVENT_BARRACKS_MENU );
1199 // increate the skill level
1200 case SKILL_LEVEL_REGION:
1203 game_increase_skill_level();
1204 SDL_snprintf(temp, SDL_arraysize(temp), XSTR( "Skill level set to %s.", 370), Skill_level_names(Game_skill_level));
1205 main_hall_set_notify_string(temp);
1208 // escape was pressed
1210 // if there is a help overlay active, then don't quit the game - just kill the overlay
1211 if(!help_overlay_active(Main_hall_overlay_id)){
1212 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1213 main_hall_exit_game();
1217 help_overlay_set_state(Main_hall_overlay_id,0);
1222 // if the escape key wasn't pressed handle any mouse position related events
1223 if (code != ESC_PRESSED){
1224 main_hall_handle_mouse_location(code);
1229 main_hall_handle_mouse_location(-1);
1233 if ( mouse_down(MOUSE_LEFT_BUTTON) ) {
1234 help_overlay_set_state(Main_hall_overlay_id, 0);
1237 // draw the background bitmap
1239 GR_MAYBE_CLEAR_RES(Main_hall_bitmap);
1240 if(Main_hall_bitmap >= 0){
1241 gr_set_bitmap(Main_hall_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1245 // draw any pending notification messages
1246 main_hall_notify_do();
1248 // render misc animations
1249 main_hall_render_misc_anims(frametime);
1251 // render door animtions
1252 main_hall_render_door_anims(frametime);
1254 // blit any appropriate tooltips
1255 main_hall_maybe_blit_tooltips();
1260 // process any help "hit f1" timestamps and display any messages if necessary
1261 if (!F1_text_done) {
1262 main_hall_process_help_stuff();
1265 // blit help overlay if active
1266 help_overlay_maybe_blit(Main_hall_overlay_id);
1268 // blit the freespace version #
1269 main_hall_blit_version();
1271 // blit ship and weapon table status
1272 main_hall_blit_table_status();
1274 // if we're in nice D3D texture format
1276 gr_set_color_fast(&Color_white);
1279 gr_string(320, gr_screen.max_h - 10, "ARGB");
1281 // extern int D3D_fog_mode;
1282 // extern int D3D_zbias;
1284 if ( gr_is_32bit() ) {
1285 gr_string(320, gr_screen.max_h - 30, "32bit");
1287 // gr_printf(320, gr_screen.max_h - 40, "Fog : %d", D3D_fog_mode);
1288 // gr_printf(320, gr_screen.max_h - 50, "Zbias : %d", D3D_zbias);
1289 // extern void d3d_test();
1295 // maybe run the player tips popup
1296 // #if defined(FS2_DEMO) && defined(NDEBUG)
1297 player_tips_popup();
1300 // if we were supposed to skip a frame, then stop doing it after 1 frame
1301 if(Main_hall_frame_skip){
1302 Main_hall_frame_skip = 0;
1306 // close the main hall proper
1307 void main_hall_close()
1311 if(!Main_hall_inited){
1315 // unload the main hall bitmap
1316 if(Main_hall_bitmap != -1){
1317 bm_unload(Main_hall_bitmap);
1320 // unload any bitmaps
1321 if(Main_hall_mask >= 0){
1322 // make sure we unlock the mask bitmap so it can be unloaded
1323 bm_unlock(Main_hall_mask);
1324 if(!bm_unload(Main_hall_mask)){
1325 nprintf(("General","WARNING! Couldn't unload main hall mask bitmap!\n"));
1329 // free up any (possibly) playing misc animation handles
1330 for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1331 if(Main_hall_misc_anim_instance[idx]!=NULL){
1332 anim_stop_playing(Main_hall_misc_anim_instance[idx]);
1333 Main_hall_misc_anim_instance[idx] = NULL;
1337 // free up any (possibly) playing door animation handles
1338 for(idx=0;idx<Main_hall->num_door_animations;idx++){
1339 if(Main_hall_door_anim_instance[idx]!=NULL){
1340 anim_stop_playing(Main_hall_door_anim_instance[idx]);
1341 Main_hall_door_anim_instance[idx] = NULL;
1346 // free up any misc animations/instances
1347 for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1348 if((Main_hall_misc_anim_instance[idx]!=NULL) && (anim_playing(Main_hall_misc_anim_instance[idx]))){
1349 Main_hall_misc_anim_instance[idx] = NULL;
1351 if(Main_hall_misc_anim[idx]!=NULL){
1352 if(anim_free(Main_hall_misc_anim[idx]) == -1){
1353 nprintf(("General","WARNING!, Could not free up misc anim %s in main hall\n",Main_hall->misc_anim_name[idx]));
1358 // free up any door animations/instances
1359 for(idx=0;idx<Main_hall->num_door_animations;idx++){
1360 if((Main_hall_door_anim_instance[idx]!=NULL) && (anim_playing(Main_hall_door_anim_instance[idx]))){
1361 Main_hall_door_anim_instance[idx] = NULL;
1363 if(Main_hall_door_anim[idx]!=NULL){
1364 if(anim_free(Main_hall_door_anim[idx]) == -1){
1365 nprintf(("General","WARNING!, Could not free up door anim %s in main hall\n",Main_hall->door_anim_name[idx]));
1370 // stop any playing door sounds
1371 for(idx=0;idx<Main_hall->num_door_sounds-2;idx++){ // don't cut off the glow sounds (requested by Dan)
1372 if((Main_hall_door_sound_handles[idx] != -1) && snd_is_playing(Main_hall_door_sound_handles[idx])){
1373 snd_stop(Main_hall_door_sound_handles[idx]);
1374 Main_hall_door_sound_handles[idx] = -1;
1378 // stop any playing misc animation sounds
1379 for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1380 for(s_idx=1;s_idx<10;s_idx++){
1381 if(snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])){
1382 snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
1383 Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
1388 // unload the overlay bitmap
1389 help_overlay_unload(Main_hall_overlay_id);
1391 // close any snazzy menu details
1392 snazzy_menu_close();
1395 palette_restore_palette();
1400 // not inited anymore
1401 Main_hall_inited = 0;
1404 // start the main hall music playing
1405 void main_hall_start_music()
1407 // start a looping ambient sound
1408 main_hall_start_ambient();
1410 // if we have selected no music, then don't do this
1411 if ( Cmdline_freespace_no_music ) {
1415 int main_hall_spooled_music_index = event_music_get_spooled_music_index(Main_hall->music);
1417 if ((Main_hall_music_handle == -1) && (main_hall_spooled_music_index != -1)) {
1418 char *music_wavfile_name = Spooled_music[main_hall_spooled_music_index].filename;
1419 if (music_wavfile_name != NULL) {
1420 Main_hall_music_handle = audiostream_open( music_wavfile_name, ASF_EVENTMUSIC );
1421 if ( Main_hall_music_handle != -1 )
1422 audiostream_play(Main_hall_music_handle, Master_event_music_volume);
1425 nprintf(("Warning", "No music file exists to play music at the main menu!\n"));
1430 // stop the main hall music
1431 void main_hall_stop_music()
1433 if ( Main_hall_music_handle != -1 ) {
1434 audiostream_close_file(Main_hall_music_handle);
1435 Main_hall_music_handle = -1;
1439 // do any necessary instantiation of misc animations
1440 void main_hall_handle_misc_anims()
1444 if(Main_hall_frame_skip)
1447 for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1448 // if the anim isn't playing
1449 if(Main_hall_misc_anim_instance[idx] == NULL){
1450 // if the timestamp is -1, then reset it to some random value (based on MIN and MAX) and continue
1451 if(Main_hall->misc_anim_delay[idx][0] == -1){
1452 Main_hall->misc_anim_delay[idx][0] = timestamp(Main_hall->misc_anim_delay[idx][1] +
1453 (int)(((float)myrand()/(float)MY_RAND_MAX) * (float)(Main_hall->misc_anim_delay[idx][2] - Main_hall->misc_anim_delay[idx][1])));
1455 // if the timestamp is not -1 and has popped, play the anim and make the timestap -1
1456 } else if (timestamp_elapsed(Main_hall->misc_anim_delay[idx][0]) && Main_hall_misc_anim[idx]) {
1457 anim_play_struct aps;
1459 anim_play_init(&aps, Main_hall_misc_anim[idx], Main_hall->misc_anim_coords[idx][0], Main_hall->misc_anim_coords[idx][1]);
1460 aps.screen_id = GS_STATE_MAIN_MENU;
1461 aps.framerate_independent = 1;
1463 Main_hall_misc_anim_instance[idx] = anim_play(&aps);
1465 // kill the timestamp
1466 Main_hall->misc_anim_delay[idx][0] = -1;
1468 // reset the "should be playing" flags
1469 for(s_idx=1;s_idx<10;s_idx++){
1470 Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
1474 // if the anim is playing
1476 // check to see if any special trigger points have been reached by the animation
1477 // since the frame triggers must be in ascending order, we will count down so that we don't trigger too many sounds
1478 for(s_idx=Main_hall->misc_anim_special_sounds[idx][0]; s_idx > 0; s_idx--){
1479 // if we've passed the trigger point, then play the sound and break out of the loop
1480 if((Main_hall_misc_anim_instance[idx]->frame_num >= Main_hall->misc_anim_special_trigger[idx][s_idx]) && !Main_hall->misc_anim_sound_flag[idx][s_idx]){
1481 Main_hall->misc_anim_sound_flag[idx][s_idx] = 1;
1483 // if the sound is already playing, then kill it. This is a pretty safe thing to do since we can assume that
1484 // by the time we get to this point again, the sound will have been long finished
1485 if(snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])){
1486 snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
1487 Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
1490 Main_hall->misc_anim_sound_handles[idx][s_idx] = snd_play(&Snds_iface[Main_hall->misc_anim_special_sounds[idx][s_idx]],Main_hall->misc_anim_sound_pan[idx]);
1495 // if the animation mode is MISC_ANIM_MODE_HOLD, pause it at the last frame
1496 if((Main_hall->misc_anim_modes[idx] == MISC_ANIM_MODE_HOLD) && (Main_hall_misc_anim_instance[idx]->frame_num == Main_hall_misc_anim_instance[idx]->stop_at)){
1497 anim_pause(Main_hall_misc_anim_instance[idx]);
1498 Main_hall_misc_anim_instance[idx]->stop_now = FALSE;
1501 // if the animation mode is MISC_ANIM_MODE_LOOP, check to see if it should be looped
1502 if((Main_hall->misc_anim_modes[idx] == MISC_ANIM_MODE_LOOP) && (Main_hall_misc_anim_instance[idx]->frame_num == Main_hall_misc_anim_instance[idx]->stop_at)){
1503 anim_release_render_instance(Main_hall_misc_anim_instance[idx]);
1505 // start it playing again
1506 anim_play_struct aps;
1508 anim_play_init(&aps, Main_hall_misc_anim[idx], Main_hall->misc_anim_coords[idx][0], Main_hall->misc_anim_coords[idx][1]);
1509 aps.screen_id = GS_STATE_MAIN_MENU;
1510 aps.framerate_independent = 1;
1512 Main_hall_misc_anim_instance[idx] = anim_play(&aps);
1514 // kill the timestamp
1515 Main_hall->misc_anim_delay[idx][0] = -1;
1517 // reset the "should be playing" flags
1518 for(s_idx=1;s_idx<10;s_idx++){
1519 Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
1523 // cull any misc animations which are marked as done (!is_playing)
1524 if(!anim_playing(Main_hall_misc_anim_instance[idx])){
1525 Main_hall_misc_anim_instance[idx] = NULL;
1531 // render all playing misc animations
1532 void main_hall_render_misc_anims(float frametime)
1536 // HACKETY HACK HACK - always render misc anim 3 first, if it is playing
1537 if(Main_hall_misc_anim_instance[2] != NULL){
1538 anim_render_one(GS_STATE_MAIN_MENU,Main_hall_misc_anim_instance[2],frametime);
1541 // render all other animations
1542 for(idx=0;idx<MAX_MISC_ANIMATIONS;idx++){
1543 // skip anim 3, which was previously rendered, if at all
1549 if(Main_hall_misc_anim_instance[idx] != NULL){
1550 anim_render_one(GS_STATE_MAIN_MENU,Main_hall_misc_anim_instance[idx],frametime);
1555 // render all playing door animations
1556 void main_hall_render_door_anims(float frametime)
1560 // render all door animations
1561 for(idx=0;idx<MAX_DOOR_ANIMATIONS;idx++){
1563 if(Main_hall_door_anim_instance[idx] != NULL){
1564 anim_render_one(GS_STATE_MAIN_MENU,Main_hall_door_anim_instance[idx],frametime);
1569 // handle starting, stopping and reversing "door" animations
1570 void main_hall_handle_region_anims()
1574 if(Main_hall_frame_skip)
1577 // make sure we make any finished door animations NULL
1578 for(idx=0;idx<Main_hall->num_door_animations;idx++){
1579 if((Main_hall_door_anim_instance[idx] != NULL) && !anim_playing(Main_hall_door_anim_instance[idx])){
1580 Main_hall_door_anim_instance[idx] = NULL;
1584 // go through each region animation
1585 for(idx=0;idx<Main_hall->num_door_animations;idx++){
1586 // if the instance is not null and the animation is playing
1587 if((Main_hall_door_anim_instance[idx] != NULL) && anim_playing(Main_hall_door_anim_instance[idx])){
1588 // check to see if we should hold a given door "open"
1589 if((Main_hall_mouse_region == idx) && (Main_hall_door_anim_instance[idx]->frame_num == Main_hall_door_anim_instance[idx]->stop_at)){
1590 anim_pause(Main_hall_door_anim_instance[idx]);
1591 Main_hall_door_anim_instance[idx]->stop_now = FALSE;
1593 // check to see if we should close a door being held open
1594 if((Main_hall_mouse_region != idx) && (Main_hall_door_anim_instance[idx]->paused)){
1595 anim_unpause(Main_hall_door_anim_instance[idx]);
1601 // do any necessary processing based upon the mouse location
1602 void main_hall_handle_mouse_location(int cur_region)
1604 if(Main_hall_frame_skip)
1607 if(cur_region > NUM_MAIN_HALL_MOUSE_REGIONS) {
1608 // MWA -- inserted return since Int3() was tripped when hitting L from main
1613 // if the mouse is now over a resgion
1614 if (cur_region != -1) {
1615 // if we're still over the same region we were last frame, check stuff
1616 if (cur_region == Main_hall_mouse_region) {
1617 // if we have a linger timestamp set and it has expired, then get moving
1618 if ((Main_hall_region_linger_stamp != -1) && timestamp_elapsed(Main_hall_region_linger_stamp)) {
1619 main_hall_mouse_grab_region(cur_region);
1621 // release the region linger stamp
1622 Main_hall_region_linger_stamp = -1;
1625 // if we're currently on another region, release it
1626 if ((Main_hall_mouse_region != -1) && (cur_region != Main_hall_mouse_region)) {
1627 main_hall_mouse_release_region(Main_hall_mouse_region);
1630 // set the linger time
1631 if (Main_hall_region_linger_stamp == -1) {
1632 Main_hall_mouse_region = cur_region;
1633 Main_hall_region_linger_stamp = timestamp(MAIN_HALL_REGION_LINGER);
1637 // if it was over a region but isn't anymore, release that region
1639 if (Main_hall_mouse_region != -1) {
1640 main_hall_mouse_release_region(Main_hall_mouse_region);
1641 Main_hall_mouse_region = -1;
1643 // release the region linger timestamp
1644 Main_hall_region_linger_stamp = -1;
1649 // if the mouse has moved off of the currently active region, handle the anim accordingly
1650 void main_hall_mouse_release_region(int region)
1652 if(Main_hall_frame_skip){
1656 // if the animation is currently playing in the forward direction, change direction and be done, otherwise don't do a thing
1657 if ( (Main_hall_door_anim_instance[region] != NULL) && anim_playing(Main_hall_door_anim_instance[region]) && (Main_hall_door_anim_instance[region]->direction == ANIM_DIRECT_FORWARD)){
1658 anim_reverse_direction(Main_hall_door_anim_instance[region]);
1661 // check for door sounds, ignoring the OPTIONS_REGION (which isn't a door)
1662 if ((Main_hall_door_anim_instance[region] != NULL)) {
1663 // don't stop the toaster oven or microwave regions from playing all the way through
1664 if (Main_hall_door_sound_handles[region] != -1) {
1665 snd_stop(Main_hall_door_sound_handles[region]);
1667 Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][1]], Main_hall->door_sound_pan[region]);
1669 // make sure to set the sound to play from the right spot
1670 snd_set_pos(Main_hall_door_sound_handles[region], &Snds_iface[SND_MAIN_HALL_DOOR_CLOSE],
1671 (float)(Main_hall_door_anim_instance[region]->start_at - Main_hall_door_anim_instance[region]->frame_num) / (float)Main_hall_door_anim_instance[region]->parent->total_frames, 1);
1675 // if the mouse has moved on this region, handle it accordingly
1676 void main_hall_mouse_grab_region(int region)
1678 if (Main_hall_frame_skip) {
1682 // if the animation is not playing, start it playing
1683 if ( !Main_hall_door_anim_instance[region] ) {
1684 if ( Main_hall_door_anim[region] ) {
1685 anim_play_struct aps;
1687 anim_play_init(&aps, Main_hall_door_anim[region], Main_hall->door_anim_coords[region][0], Main_hall->door_anim_coords[region][1]);
1688 aps.screen_id = GS_STATE_MAIN_MENU;
1689 aps.framerate_independent = 1;
1691 Main_hall_door_anim_instance[region] = anim_play(&aps);
1694 // otherwise if its playing in the reverse direction, change it to the forward direction
1695 else if (Main_hall_door_anim_instance[region]->direction == ANIM_DIRECT_REVERSE) {
1696 anim_reverse_direction(Main_hall_door_anim_instance[region]);
1699 // check for opening/starting sounds
1700 // kill the currently playing sounds if necessary
1701 if(Main_hall_door_sound_handles[region] != -1){
1702 snd_stop(Main_hall_door_sound_handles[region]);
1704 Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][0]],Main_hall->door_sound_pan[region]);
1706 // start the sound playing at the right spot relative to the completion of the animation
1707 if(Main_hall_door_anim_instance[region]->frame_num != -1){
1708 snd_set_pos(Main_hall_door_sound_handles[region],&Snds_iface[SND_MAIN_HALL_DOOR_OPEN],
1709 (float)Main_hall_door_anim_instance[region]->frame_num / (float)Main_hall_door_anim_instance[region]->parent->total_frames,1);
1713 // handle any right clicks which may have occured
1714 void main_hall_handle_right_clicks()
1718 if(Main_hall_frame_skip)
1721 // check to see if the button has been clicked
1722 if(!Main_hall_right_click){
1723 if(mouse_down(MOUSE_RIGHT_BUTTON)){
1724 // cycle through the available regions
1725 if(Main_hall_last_clicked_region == NUM_MAIN_HALL_MOUSE_REGIONS - 1){
1728 new_region = Main_hall_last_clicked_region + 1;
1730 // set the position of the mouse cursor and the newly clicked region
1731 mouse_set_pos(Main_hall->door_anim_coords[new_region][2],Main_hall->door_anim_coords[new_region][3]);
1733 main_hall_handle_mouse_location(new_region);
1734 Main_hall_last_clicked_region = new_region;
1736 // set the mouse as being clicked
1737 Main_hall_right_click = 1;
1740 // set the mouse as being unclicked
1741 else if(Main_hall_right_click && !(mouse_down(MOUSE_RIGHT_BUTTON))){
1742 Main_hall_right_click = 0;
1746 // cull any door sounds that have finished playing
1747 void main_hall_cull_door_sounds()
1750 // basically just set the handle of any finished sound to be -1, so that we know its free any where else in the code we may need it
1751 for(idx=0;idx<Main_hall->num_door_sounds;idx++){
1752 if((Main_hall_door_sound_handles[idx] != -1) && !snd_is_playing(Main_hall_door_sound_handles[idx])){
1753 Main_hall_door_sound_handles[idx] = -1;
1758 void main_hall_handle_random_intercom_sounds()
1760 // if we have no timestamp for the next random sound, then set on
1761 if((Main_hall_next_intercom_sound_stamp == -1) && (Main_hall_intercom_sound_handle == -1)){
1762 Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)myrand()/(float)MY_RAND_MAX) *
1763 (float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
1764 - Main_hall->intercom_delay[Main_hall_intercom_sound_handle][0])) );
1767 // if the there is no sound playing
1768 if(Main_hall_intercom_sound_handle == -1){
1769 // if the timestamp has popped, play a sound
1770 if((Main_hall_next_intercom_sound_stamp != -1) && (timestamp_elapsed(Main_hall_next_intercom_sound_stamp))){
1772 Main_hall_intercom_sound_handle = snd_play(&Snds_iface[Main_hall->intercom_sounds[Main_hall_next_intercom_sound]]);
1774 // unset the timestamp
1775 Main_hall_next_intercom_sound_stamp = -1;
1778 // if the sound is playing
1780 // if the sound has finished, set the timestamp and continue
1781 if(!snd_is_playing(Main_hall_intercom_sound_handle)){
1782 // increment the next sound
1783 if(Main_hall_next_intercom_sound >= (Main_hall->num_random_intercom_sounds-1)){
1784 Main_hall_next_intercom_sound = 0;
1786 Main_hall_next_intercom_sound++;
1789 // set the timestamp
1790 Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)myrand()/(float)MY_RAND_MAX) *
1791 (float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
1792 - Main_hall->intercom_delay[Main_hall_next_intercom_sound][0])) );
1794 // release the sound handle
1795 Main_hall_intercom_sound_handle = -1;
1800 // set the notification string with its decay timeout
1801 void main_hall_set_notify_string(const char *str)
1803 SDL_strlcpy(Main_hall_notify_text, str, SDL_arraysize(Main_hall_notify_text));
1804 Main_hall_notify_stamp = timestamp(MAIN_HALL_NOTIFY_TIME);
1807 void main_hall_notify_do()
1809 // check to see if we should try and do something
1810 if(Main_hall_notify_stamp != -1){
1811 // if the text time has expired
1812 if(timestamp_elapsed(Main_hall_notify_stamp)){
1813 SDL_strlcpy(Main_hall_notify_text, "", SDL_arraysize(Main_hall_notify_text));
1814 Main_hall_notify_stamp = -1;
1817 gr_set_color_fast(&Color_bright);
1819 gr_get_string_size(&w,&h,Main_hall_notify_text);
1820 gr_printf((gr_screen.max_w - w)/2, gr_screen.max_h - 40, Main_hall_notify_text);
1825 // start a looping ambient sound for main hall
1826 void main_hall_start_ambient()
1828 int play_ambient_loop = 0;
1830 if ( Main_hall_ambient_loop == -1 ) {
1831 play_ambient_loop = 1;
1833 if ( !snd_is_playing(Main_hall_ambient_loop) ) {
1834 play_ambient_loop = 1;
1838 if ( play_ambient_loop ) {
1839 Main_hall_ambient_loop = snd_play_looping(&Snds_iface[SND_MAIN_HALL_AMBIENT]);
1843 // stop a looping ambient sound for the main hall
1844 void main_hall_stop_ambient()
1846 if ( Main_hall_ambient_loop != -1 ) {
1847 snd_stop(Main_hall_ambient_loop);
1848 Main_hall_ambient_loop = -1;
1851 if ( Main_hall_intercom_sound_handle != -1 ) {
1852 snd_stop(Main_hall_intercom_sound_handle);
1853 Main_hall_intercom_sound_handle = -1;
1857 // Reset the volume of the looping ambient sound. This is called from the options
1858 // screen when the looping ambient sound might be playing.
1859 void main_hall_reset_ambient_vol()
1861 if ( Main_hall_ambient_loop >= 0 ) {
1862 snd_set_volume(Main_hall_ambient_loop, Snds_iface[SND_MAIN_HALL_AMBIENT].default_volume);
1866 // blit the freespace version #
1867 void main_hall_blit_version()
1869 char version_string[100];
1872 // format the version string
1873 get_version_string(version_string, SDL_arraysize(version_string));
1875 // get the length of the string
1876 gr_get_string_size(&w,NULL,version_string);
1878 // print the string out in the lower right corner
1879 gr_set_color_fast(&Color_white);
1880 gr_string(gr_screen.max_w - 55, gr_screen.max_h - 12, version_string);
1883 // blit any necessary tooltips
1884 void main_hall_maybe_blit_tooltips()
1889 // if we're over no region - don't blit anything
1890 if(Main_hall_mouse_region < 0) {
1894 // get the index of the proper text to be using
1895 if(Main_hall_mouse_region == READY_ROOM_REGION) {
1896 // if this is a multiplayer pilot, the ready room region becomes the multiplayer region
1897 if(Player->flags & PLAYER_FLAGS_IS_MULTI){
1898 text_index = NUM_REGIONS - 1;
1900 text_index = READY_ROOM_REGION;
1903 text_index = Main_hall_mouse_region;
1906 // set the color and blit the string
1907 if(!help_overlay_active(Main_hall_overlay_id)) {
1909 int shader_y = (Main_hall->region_yval) - Main_hall_tooltip_padding[gr_screen.res]; // subtract more to pull higher
1911 // get the width of the string
1912 gr_get_string_size(&w, NULL, Main_hall->region_descript[text_index]);
1915 gr_set_shader(&Main_hall_tooltip_shader);
1916 gr_shade(0, shader_y, gr_screen.clip_width, (gr_screen.clip_height - shader_y));
1919 gr_set_color_fast(&Color_white);
1921 gr_set_color_fast(&Color_bright_white);
1923 gr_string((gr_screen.max_w - w)/2, Main_hall->region_yval, Main_hall->region_descript[text_index]);
1928 void main_hall_process_help_stuff()
1933 // if the timestamp has popped, don't do anything
1934 if(Main_hall_help_stamp == -1) {
1938 // if the timestamp has popped, advance frame
1939 if(timestamp_elapsed(Main_hall_help_stamp)) {
1940 Main_hall_f1_text_frame++;
1943 // otherwise print out the message
1944 SDL_strlcpy(str, XSTR( "Press F1 for help", 371), SDL_arraysize(str));
1945 gr_get_string_size(&w, &h, str);
1947 int y_anim_offset = Main_hall_f1_text_frame;
1949 // if anim is off the screen finally, stop altogether
1950 if ( (y_anim_offset >= (2*Main_hall_tooltip_padding[gr_screen.res]) + h) || (help_overlay_active(Main_hall_overlay_id)) ) {
1951 Main_hall_f1_text_frame = -1;
1952 Main_hall_help_stamp = -1;
1957 // set the color and print out text and shader
1959 gr_set_color_fast(&Color_bright_white);
1960 gr_shade(0, 0, gr_screen.max_w, (2*Main_hall_tooltip_padding[gr_screen.res]) + h - y_anim_offset);
1961 gr_string((gr_screen.max_w - w)/2, Main_hall_tooltip_padding[gr_screen.res] - y_anim_offset, str);
1963 gr_set_color_fast(&Color_white);
1964 // no shading, no roll off screen
1965 gr_string((gr_screen.max_w - w)/2, Main_hall_tooltip_padding[gr_screen.res], str);
1969 // what main hall we're on (should be 0 or 1)
1972 // only 1 of 2 main halls
1973 if(Main_hall == &Main_hall_defines[gr_screen.res][0]){
1980 // read in main hall table
1981 void main_hall_read_table()
1984 main_hall_defines *m, temp;
1985 int count, idx, s_idx, m_idx;
1988 read_file_text("mainhall.tbl");
1993 while(!optional_string("#end")){
1995 // read in 2 resolutions
1996 for(m_idx=0; m_idx<GR_NUM_RESOLUTIONS; m_idx++){
1997 // maybe use a temp main hall stuct
1998 if(count >= NUM_MAIN_HALLS){
2001 m = &Main_hall_defines[m_idx][count];
2005 required_string("$Main Hall");
2008 required_string("+Bitmap:");
2009 stuff_string(m->bitmap, F_NAME, NULL, MAX_FILENAME_LEN);
2010 required_string("+Mask:");
2011 stuff_string(m->mask, F_NAME, NULL, MAX_FILENAME_LEN);
2013 required_string("+Music:");
2014 stuff_string(m->music, F_NAME, NULL, MAX_FILENAME_LEN);
2018 required_string("+Num Intercom Sounds:");
2019 stuff_int(&m->num_random_intercom_sounds);
2020 for(idx=0; idx<m->num_random_intercom_sounds; idx++){
2022 required_string("+Intercom delay:");
2023 stuff_int(&m->intercom_delay[idx][0]);
2024 stuff_int(&m->intercom_delay[idx][1]);
2026 for(idx=0; idx<m->num_random_intercom_sounds; idx++){
2027 // intercom sound id
2028 required_string("+Intercom sound:");
2029 stuff_int(&m->intercom_sounds[idx]);
2031 for(idx=0; idx<m->num_random_intercom_sounds; idx++){
2033 required_string("+Intercom pan:");
2034 stuff_float(&m->intercom_sound_pan[idx]);
2038 required_string("+Num Misc Animations:");
2039 stuff_int(&m->num_misc_animations);
2040 for(idx=0; idx<m->num_misc_animations; idx++){
2042 required_string("+Misc anim:");
2043 stuff_string(m->misc_anim_name[idx], F_NAME, NULL);
2045 for(idx=0; idx<m->num_misc_animations; idx++){
2047 required_string("+Misc anim delay:");
2048 stuff_int(&m->misc_anim_delay[idx][0]);
2049 stuff_int(&m->misc_anim_delay[idx][1]);
2050 stuff_int(&m->misc_anim_delay[idx][2]);
2052 for(idx=0; idx<m->num_misc_animations; idx++){
2054 required_string("+Misc anim coords:");
2055 stuff_int(&m->misc_anim_coords[idx][0]);
2056 stuff_int(&m->misc_anim_coords[idx][1]);
2058 for(idx=0; idx<m->num_misc_animations; idx++){
2060 required_string("+Misc anim mode:");
2061 stuff_int(&m->misc_anim_modes[idx]);
2063 for(idx=0; idx<m->num_misc_animations; idx++){
2065 required_string("+Misc anim pan:");
2066 stuff_float(&m->misc_anim_sound_pan[idx]);
2068 for(idx=0; idx<m->num_misc_animations; idx++){
2070 required_string("+Misc anim sounds:");
2071 stuff_int(&m->misc_anim_special_sounds[idx][0]);
2072 for(s_idx=0; s_idx<m->misc_anim_special_sounds[idx][0]; s_idx++){
2073 stuff_int(&m->misc_anim_special_sounds[idx][s_idx + 1]);
2076 for(idx=0; idx<m->num_misc_animations; idx++){
2077 // anim sound triggers
2078 required_string("+Misc anim trigger:");
2079 stuff_int(&m->misc_anim_special_trigger[idx][0]);
2080 for(s_idx=0; s_idx<m->misc_anim_special_trigger[idx][0]; s_idx++){
2081 stuff_int(&m->misc_anim_special_trigger[idx][s_idx + 1]);
2084 for(idx=0; idx<m->num_misc_animations; idx++){
2085 // anim sound handles
2086 required_string("+Misc anim handles:");
2087 stuff_int(&m->misc_anim_sound_handles[idx][0]);
2089 for(idx=0; idx<m->num_misc_animations; idx++){
2091 required_string("+Misc anim flags:");
2092 stuff_int(&m->misc_anim_sound_flag[idx][0]);
2096 required_string("+Num Door Animations:");
2097 stuff_int(&m->num_door_animations);
2098 for(idx=0; idx<m->num_door_animations; idx++){
2100 required_string("+Door anim:");
2101 stuff_string(m->door_anim_name[idx], F_NAME, NULL);
2103 for(idx=0; idx<m->num_door_animations; idx++){
2105 required_string("+Door coords:");
2106 stuff_int(&m->door_anim_coords[idx][0]);
2107 stuff_int(&m->door_anim_coords[idx][1]);
2108 stuff_int(&m->door_anim_coords[idx][2]);
2109 stuff_int(&m->door_anim_coords[idx][3]);
2111 for(idx=0; idx<m->num_door_animations; idx++){
2112 // door open and close sounds
2113 required_string("+Door sounds:");
2114 stuff_int(&m->door_sounds[idx][0]);
2115 stuff_int(&m->door_sounds[idx][1]);
2117 for(idx=0; idx<m->num_door_animations; idx++){
2119 required_string("+Door pan:");
2120 stuff_float(&m->door_sound_pan[idx]);
2123 // tooltip y location
2124 required_string("+Tooltip Y:");
2125 stuff_int(&m->region_yval);
2126 for(idx=0; idx<NUM_REGIONS; idx++){
2127 m->region_descript[idx] = NULL;
2131 if(count < NUM_MAIN_HALLS){
2136 // hard coded values for FS1
2140 SDL_strlcpy(Main_hall_defines[0][0].bitmap, "MainHall1", MAX_FILENAME_LEN);
2141 SDL_strlcpy(Main_hall_defines[0][0].mask, "MainHall1-m", MAX_FILENAME_LEN);
2142 SDL_strlcpy(Main_hall_defines[0][0].music, "main_amb", MAX_FILENAME_LEN);
2144 Main_hall_defines[0][0].num_random_intercom_sounds = 3;
2145 Main_hall_defines[0][0].intercom_delay[0][0] = 8000;
2146 Main_hall_defines[0][0].intercom_delay[0][1] = 15000;
2147 Main_hall_defines[0][0].intercom_delay[1][0] = 8000;
2148 Main_hall_defines[0][0].intercom_delay[1][1] = 15000;
2149 Main_hall_defines[0][0].intercom_delay[2][0] = 8000;
2150 Main_hall_defines[0][0].intercom_delay[2][1] = 15000;
2151 Main_hall_defines[0][0].intercom_sounds[0] = 38;
2152 Main_hall_defines[0][0].intercom_sounds[1] = 39;
2153 Main_hall_defines[0][0].intercom_sounds[2] = 40;
2154 Main_hall_defines[0][0].intercom_sound_pan[0] = 0.0f;
2155 Main_hall_defines[0][0].intercom_sound_pan[1] = 0.0f;
2156 Main_hall_defines[0][0].intercom_sound_pan[2] = 0.0f;
2158 Main_hall_defines[0][0].num_misc_animations = 2;
2159 SDL_strlcpy(Main_hall_defines[0][0].misc_anim_name[0], "main1-m1", MAX_FILENAME_LEN);
2160 SDL_strlcpy(Main_hall_defines[0][0].misc_anim_name[1], "main1-m2", MAX_FILENAME_LEN);
2161 Main_hall_defines[0][0].misc_anim_delay[0][0] = -1;
2162 Main_hall_defines[0][0].misc_anim_delay[0][1] = 15000;
2163 Main_hall_defines[0][0].misc_anim_delay[0][2] = 20000;
2164 Main_hall_defines[0][0].misc_anim_delay[1][0] = -1;
2165 Main_hall_defines[0][0].misc_anim_delay[1][1] = 9000;
2166 Main_hall_defines[0][0].misc_anim_delay[1][2] = 30000;
2167 Main_hall_defines[0][0].misc_anim_coords[0][0] = 14;
2168 Main_hall_defines[0][0].misc_anim_coords[0][1] = 14;
2169 Main_hall_defines[0][0].misc_anim_coords[1][0] = 174;
2170 Main_hall_defines[0][0].misc_anim_coords[1][1] = 198;
2171 Main_hall_defines[0][0].misc_anim_modes[0] = 0;
2172 Main_hall_defines[0][0].misc_anim_modes[1] = 2;
2173 Main_hall_defines[0][0].misc_anim_sound_pan[0] = -0.5f;
2174 Main_hall_defines[0][0].misc_anim_sound_pan[1] = -0.25f;
2175 Main_hall_defines[0][0].misc_anim_special_sounds[0][0] = 2;
2176 Main_hall_defines[0][0].misc_anim_special_sounds[0][1] = 34;
2177 Main_hall_defines[0][0].misc_anim_special_sounds[0][2] = 35;
2178 Main_hall_defines[0][0].misc_anim_special_sounds[1][0] = 3;
2179 Main_hall_defines[0][0].misc_anim_special_sounds[1][1] = 31;
2180 Main_hall_defines[0][0].misc_anim_special_sounds[1][2] = 32;
2181 Main_hall_defines[0][0].misc_anim_special_sounds[1][3] = 33;
2182 Main_hall_defines[0][0].misc_anim_special_trigger[0][0] = 4;
2183 Main_hall_defines[0][0].misc_anim_special_trigger[0][1] = 1;
2184 Main_hall_defines[0][0].misc_anim_special_trigger[0][2] = 20;
2185 Main_hall_defines[0][0].misc_anim_special_trigger[0][3] = 42;
2186 Main_hall_defines[0][0].misc_anim_special_trigger[0][4] = 96;
2187 Main_hall_defines[0][0].misc_anim_special_trigger[1][0] = 3;
2188 Main_hall_defines[0][0].misc_anim_special_trigger[1][1] = 25;
2189 Main_hall_defines[0][0].misc_anim_special_trigger[1][2] = 200;
2190 Main_hall_defines[0][0].misc_anim_special_trigger[1][3] = 274;
2191 Main_hall_defines[0][0].misc_anim_sound_handles[0][0] = 2;
2192 Main_hall_defines[0][0].misc_anim_sound_handles[1][0] = 3;
2193 Main_hall_defines[0][0].misc_anim_sound_flag[0][0] = 1;
2194 Main_hall_defines[0][0].misc_anim_sound_flag[1][0] = 2;
2196 Main_hall_defines[0][0].num_door_animations = 6;
2197 SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[0], "main1-d1", MAX_FILENAME_LEN);
2198 SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[1], "main1-d6", MAX_FILENAME_LEN);
2199 SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[2], "main1-d3", MAX_FILENAME_LEN);
2200 SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[3], "main1-d4", MAX_FILENAME_LEN);
2201 SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[4], "main1-d5", MAX_FILENAME_LEN);
2202 SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[5], "main1-d2", MAX_FILENAME_LEN);
2203 Main_hall_defines[0][0].door_anim_coords[0][0] = 68;
2204 Main_hall_defines[0][0].door_anim_coords[0][1] = 260;
2205 Main_hall_defines[0][0].door_anim_coords[0][2] = 103;
2206 Main_hall_defines[0][0].door_anim_coords[0][3] = 298;
2207 Main_hall_defines[0][0].door_anim_coords[1][0] = 309;
2208 Main_hall_defines[0][0].door_anim_coords[1][1] = 34;
2209 Main_hall_defines[0][0].door_anim_coords[1][2] = 110;
2210 Main_hall_defines[0][0].door_anim_coords[1][3] = 61;
2211 Main_hall_defines[0][0].door_anim_coords[2][0] = 312;
2212 Main_hall_defines[0][0].door_anim_coords[2][1] = 264;
2213 Main_hall_defines[0][0].door_anim_coords[2][2] = 385;
2214 Main_hall_defines[0][0].door_anim_coords[2][3] = 330;
2215 Main_hall_defines[0][0].door_anim_coords[3][0] = 457;
2216 Main_hall_defines[0][0].door_anim_coords[3][1] = 34;
2217 Main_hall_defines[0][0].door_anim_coords[3][2] = 404;
2218 Main_hall_defines[0][0].door_anim_coords[3][3] = 367;
2219 Main_hall_defines[0][0].door_anim_coords[4][0] = 530;
2220 Main_hall_defines[0][0].door_anim_coords[4][1] = 206;
2221 Main_hall_defines[0][0].door_anim_coords[4][2] = 174;
2222 Main_hall_defines[0][0].door_anim_coords[4][3] = 412;
2223 Main_hall_defines[0][0].door_anim_coords[5][0] = 305;
2224 Main_hall_defines[0][0].door_anim_coords[5][1] = 133;
2225 Main_hall_defines[0][0].door_anim_coords[5][2] = 385;
2226 Main_hall_defines[0][0].door_anim_coords[5][3] = 330;
2227 Main_hall_defines[0][0].door_sounds[0][0] = 23;
2228 Main_hall_defines[0][0].door_sounds[0][1] = 24;
2229 Main_hall_defines[0][0].door_sounds[1][0] = 23;
2230 Main_hall_defines[0][0].door_sounds[1][1] = 24;
2231 Main_hall_defines[0][0].door_sounds[2][0] = 23;
2232 Main_hall_defines[0][0].door_sounds[2][1] = 24;
2233 Main_hall_defines[0][0].door_sounds[3][0] = 25;
2234 Main_hall_defines[0][0].door_sounds[3][1] = 26;
2235 Main_hall_defines[0][0].door_sounds[4][0] = 25;
2236 Main_hall_defines[0][0].door_sounds[4][1] = 26;
2237 Main_hall_defines[0][0].door_sounds[5][0] = 23;
2238 Main_hall_defines[0][0].door_sounds[5][1] = 24;
2239 Main_hall_defines[0][0].door_sound_pan[0] = -0.7f;
2240 Main_hall_defines[0][0].door_sound_pan[1] = 0.07f;
2241 Main_hall_defines[0][0].door_sound_pan[2] = 0.2f;
2242 Main_hall_defines[0][0].door_sound_pan[3] = 0.73f;
2243 Main_hall_defines[0][0].door_sound_pan[4] = 0.75f;
2244 Main_hall_defines[0][0].door_sound_pan[5] = 0.11f;
2246 Main_hall_defines[0][0].region_yval = 455;
2248 for (idx = 0; idx < NUM_REGIONS; idx++) {
2249 Main_hall_defines[0][0].region_descript[idx] = NULL;
2253 // Vasudan main hall
2254 SDL_strlcpy(Main_hall_defines[0][1].bitmap, "MainHall2", MAX_FILENAME_LEN);
2255 SDL_strlcpy(Main_hall_defines[0][1].mask, "MainHall2-m", MAX_FILENAME_LEN);
2256 SDL_strlcpy(Main_hall_defines[0][1].music, "main_amb", MAX_FILENAME_LEN);
2258 Main_hall_defines[0][1].num_random_intercom_sounds = 3;
2259 Main_hall_defines[0][1].intercom_delay[0][0] = 8000;
2260 Main_hall_defines[0][1].intercom_delay[0][1] = 15000;
2261 Main_hall_defines[0][1].intercom_delay[1][0] = 8000;
2262 Main_hall_defines[0][1].intercom_delay[1][1] = 15000;
2263 Main_hall_defines[0][1].intercom_delay[2][0] = 8000;
2264 Main_hall_defines[0][1].intercom_delay[2][1] = 15000;
2265 Main_hall_defines[0][1].intercom_sounds[0] = 49;
2266 Main_hall_defines[0][1].intercom_sounds[1] = 50;
2267 Main_hall_defines[0][1].intercom_sounds[2] = 51;
2268 Main_hall_defines[0][1].intercom_sound_pan[0] = 0.0f;
2269 Main_hall_defines[0][1].intercom_sound_pan[1] = 0.0f;
2270 Main_hall_defines[0][1].intercom_sound_pan[2] = 0.0f;
2272 Main_hall_defines[0][1].num_misc_animations = 4;
2273 SDL_strlcpy(Main_hall_defines[0][1].misc_anim_name[0], "main2-m1", MAX_FILENAME_LEN);
2274 SDL_strlcpy(Main_hall_defines[0][1].misc_anim_name[1], "main2-m2", MAX_FILENAME_LEN);
2275 SDL_strlcpy(Main_hall_defines[0][1].misc_anim_name[2], "main2-m3", MAX_FILENAME_LEN);
2276 SDL_strlcpy(Main_hall_defines[0][1].misc_anim_name[3], "main2-m4", MAX_FILENAME_LEN);
2277 Main_hall_defines[0][1].misc_anim_delay[0][0] = -1;
2278 Main_hall_defines[0][1].misc_anim_delay[0][1] = 0;
2279 Main_hall_defines[0][1].misc_anim_delay[0][2] = 0;
2280 Main_hall_defines[0][1].misc_anim_delay[1][0] = -1;
2281 Main_hall_defines[0][1].misc_anim_delay[1][1] = 0;
2282 Main_hall_defines[0][1].misc_anim_delay[1][2] = 0;
2283 Main_hall_defines[0][1].misc_anim_delay[2][0] = -1;
2284 Main_hall_defines[0][1].misc_anim_delay[2][1] = 0;
2285 Main_hall_defines[0][1].misc_anim_delay[2][2] = 0;
2286 Main_hall_defines[0][1].misc_anim_delay[3][0] = -1;
2287 Main_hall_defines[0][1].misc_anim_delay[3][1] = 5000;
2288 Main_hall_defines[0][1].misc_anim_delay[3][2] = 9000;
2289 Main_hall_defines[0][1].misc_anim_coords[0][0] = 0;
2290 Main_hall_defines[0][1].misc_anim_coords[0][1] = 37;
2291 Main_hall_defines[0][1].misc_anim_coords[1][0] = 59;
2292 Main_hall_defines[0][1].misc_anim_coords[1][1] = 0;
2293 Main_hall_defines[0][1].misc_anim_coords[2][0] = 80;
2294 Main_hall_defines[0][1].misc_anim_coords[2][1] = 115;
2295 Main_hall_defines[0][1].misc_anim_coords[3][0] = 0;
2296 Main_hall_defines[0][1].misc_anim_coords[3][1] = 182;
2297 Main_hall_defines[0][1].misc_anim_modes[0] = 0;
2298 Main_hall_defines[0][1].misc_anim_modes[1] = 0;
2299 Main_hall_defines[0][1].misc_anim_modes[2] = 0;
2300 Main_hall_defines[0][1].misc_anim_modes[3] = 1;
2301 Main_hall_defines[0][1].misc_anim_sound_pan[0] = -0.82f;
2302 Main_hall_defines[0][1].misc_anim_sound_pan[1] = -0.5f;
2303 Main_hall_defines[0][1].misc_anim_sound_pan[2] = -0.5f;
2304 Main_hall_defines[0][1].misc_anim_sound_pan[3] = -0.86f;
2305 Main_hall_defines[0][1].misc_anim_special_sounds[0][0] = 2;
2306 Main_hall_defines[0][1].misc_anim_special_sounds[0][1] = 43;
2307 Main_hall_defines[0][1].misc_anim_special_sounds[0][2] = 44;
2308 Main_hall_defines[0][1].misc_anim_special_sounds[1][0] = 2;
2309 Main_hall_defines[0][1].misc_anim_special_sounds[1][1] = 45;
2310 Main_hall_defines[0][1].misc_anim_special_sounds[1][2] = 46;
2311 Main_hall_defines[0][1].misc_anim_special_sounds[2][0] = 2;
2312 Main_hall_defines[0][1].misc_anim_special_sounds[2][1] = 45;
2313 Main_hall_defines[0][1].misc_anim_special_sounds[2][2] = 46;
2314 Main_hall_defines[0][1].misc_anim_special_sounds[3][0] = 2;
2315 Main_hall_defines[0][1].misc_anim_special_sounds[3][1] = 47;
2316 Main_hall_defines[0][1].misc_anim_special_sounds[3][2] = 48;
2317 Main_hall_defines[0][1].misc_anim_special_trigger[0][0] = 2;
2318 Main_hall_defines[0][1].misc_anim_special_trigger[0][1] = 0;
2319 Main_hall_defines[0][1].misc_anim_special_trigger[0][2] = 300;
2320 Main_hall_defines[0][1].misc_anim_special_trigger[1][0] = 2;
2321 Main_hall_defines[0][1].misc_anim_special_trigger[1][1] = 20;
2322 Main_hall_defines[0][1].misc_anim_special_trigger[1][2] = 262;
2323 Main_hall_defines[0][1].misc_anim_special_trigger[2][0] = 2;
2324 Main_hall_defines[0][1].misc_anim_special_trigger[2][1] = 0;
2325 Main_hall_defines[0][1].misc_anim_special_trigger[2][2] = 150;
2326 Main_hall_defines[0][1].misc_anim_special_trigger[3][0] = 2;
2327 Main_hall_defines[0][1].misc_anim_special_trigger[3][1] = 128;
2328 Main_hall_defines[0][1].misc_anim_special_trigger[3][2] = 300;
2329 Main_hall_defines[0][1].misc_anim_sound_handles[0][0] = 2;
2330 Main_hall_defines[0][1].misc_anim_sound_handles[1][0] = 2;
2331 Main_hall_defines[0][1].misc_anim_sound_handles[2][0] = 2;
2332 Main_hall_defines[0][1].misc_anim_sound_handles[3][0] = 2;
2333 Main_hall_defines[0][1].misc_anim_sound_flag[0][0] = 2;
2334 Main_hall_defines[0][1].misc_anim_sound_flag[1][0] = 2;
2335 Main_hall_defines[0][1].misc_anim_sound_flag[2][0] = 2;
2336 Main_hall_defines[0][1].misc_anim_sound_flag[3][0] = 2;
2338 Main_hall_defines[0][1].num_door_animations = 6;
2339 SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[0], "main2-d1", MAX_FILENAME_LEN);
2340 SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[1], "main2-d6", MAX_FILENAME_LEN);
2341 SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[2], "main2-d3", MAX_FILENAME_LEN);
2342 SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[3], "main2-d4", MAX_FILENAME_LEN);
2343 SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[4], "main2-d5", MAX_FILENAME_LEN);
2344 SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[5], "main2-d2", MAX_FILENAME_LEN);
2345 Main_hall_defines[0][1].door_anim_coords[0][0] = 199;
2346 Main_hall_defines[0][1].door_anim_coords[0][1] = 265;
2347 Main_hall_defines[0][1].door_anim_coords[0][2] = 263;
2348 Main_hall_defines[0][1].door_anim_coords[0][3] = 295;
2349 Main_hall_defines[0][1].door_anim_coords[1][0] = 296;
2350 Main_hall_defines[0][1].door_anim_coords[1][1] = 278;
2351 Main_hall_defines[0][1].door_anim_coords[1][2] = 331;
2352 Main_hall_defines[0][1].door_anim_coords[1][3] = 209;
2353 Main_hall_defines[0][1].door_anim_coords[2][0] = 423;
2354 Main_hall_defines[0][1].door_anim_coords[2][1] = 138;
2355 Main_hall_defines[0][1].door_anim_coords[2][2] = 531;
2356 Main_hall_defines[0][1].door_anim_coords[2][3] = 240;
2357 Main_hall_defines[0][1].door_anim_coords[3][0] = 363;
2358 Main_hall_defines[0][1].door_anim_coords[3][1] = 187;
2359 Main_hall_defines[0][1].door_anim_coords[3][2] = 395;
2360 Main_hall_defines[0][1].door_anim_coords[3][3] = 218;
2361 Main_hall_defines[0][1].door_anim_coords[4][0] = 47;
2362 Main_hall_defines[0][1].door_anim_coords[4][1] = 307;
2363 Main_hall_defines[0][1].door_anim_coords[4][2] = 101;
2364 Main_hall_defines[0][1].door_anim_coords[4][3] = 342;
2365 Main_hall_defines[0][1].door_anim_coords[5][0] = 325;
2366 Main_hall_defines[0][1].door_anim_coords[5][1] = 311;
2367 Main_hall_defines[0][1].door_anim_coords[5][2] = 362;
2368 Main_hall_defines[0][1].door_anim_coords[5][3] = 371;
2369 Main_hall_defines[0][1].door_sounds[0][0] = 23;
2370 Main_hall_defines[0][1].door_sounds[0][1] = 24;
2371 Main_hall_defines[0][1].door_sounds[1][0] = 23;
2372 Main_hall_defines[0][1].door_sounds[1][1] = 24;
2373 Main_hall_defines[0][1].door_sounds[2][0] = 23;
2374 Main_hall_defines[0][1].door_sounds[2][1] = 24;
2375 Main_hall_defines[0][1].door_sounds[3][0] = 25;
2376 Main_hall_defines[0][1].door_sounds[3][1] = 26;
2377 Main_hall_defines[0][1].door_sounds[4][0] = 25;
2378 Main_hall_defines[0][1].door_sounds[4][1] = 26;
2379 Main_hall_defines[0][1].door_sounds[5][0] = 23;
2380 Main_hall_defines[0][1].door_sounds[5][1] = 24;
2381 Main_hall_defines[0][1].door_sound_pan[0] = -0.2f;
2382 Main_hall_defines[0][1].door_sound_pan[1] = 0.12f;
2383 Main_hall_defines[0][1].door_sound_pan[2] = 0.62f;
2384 Main_hall_defines[0][1].door_sound_pan[3] = 0.2f;
2385 Main_hall_defines[0][1].door_sound_pan[4] = -0.63f;
2386 Main_hall_defines[0][1].door_sound_pan[5] = 0.35f;
2388 Main_hall_defines[0][1].region_yval = 425;
2390 for (idx = 0; idx < NUM_REGIONS; idx++) {
2391 Main_hall_defines[0][1].region_descript[idx] = NULL;
2398 Main_hall_defines[GR_640][1].door_sounds[OPTIONS_REGION][0] = SND_VASUDAN_BUP;
2399 Main_hall_defines[GR_640][1].door_sounds[OPTIONS_REGION][1] = SND_VASUDAN_BUP;
2400 Main_hall_defines[GR_1024][1].door_sounds[OPTIONS_REGION][0] = SND_VASUDAN_BUP;
2401 Main_hall_defines[GR_1024][1].door_sounds[OPTIONS_REGION][1] = SND_VASUDAN_BUP;
2403 // set head anim. hehe
2404 SDL_strlcpy(Main_hall_defines[GR_640][1].door_anim_name[OPTIONS_REGION], "vhallheads", MAX_FILENAME_LEN);
2405 SDL_strlcpy(Main_hall_defines[GR_1024][1].door_anim_name[OPTIONS_REGION], "2_vhallheads", MAX_FILENAME_LEN);
2407 // set the background
2408 SDL_strlcpy(Main_hall_defines[GR_640][1].bitmap, "vhallhead", MAX_FILENAME_LEN);
2409 SDL_strlcpy(Main_hall_defines[GR_1024][1].bitmap, "2_vhallhead", MAX_FILENAME_LEN);
2413 // make the vasudan main hall funny
2414 void main_hall_vasudan_funny()
2433 vector sun_pos = vmd_zero_vector;
2437 argh = bm_load("sun01");
2438 bm_lock(argh, 16, BMP_TEX_XPARENT);
2443 g3_set_view_matrix(&vmd_zero_vector, &view, 0.5f);
2444 g3_rotate_vertex(&p1, &sun_pos);
2445 g3_project_vertex(&p1);
2446 gr_zbuffer_set(GR_ZBUFF_NONE);
2447 gr_set_bitmap( argh );
2448 g3_draw_bitmap(&p1, 0, 0.05f, TMAP_FLAG_TEXTURED | TMAP_FLAG_XPARENT);