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mainhall jump to PXO if its enabled
[taylor/freespace2.git] / src / menuui / mainhallmenu.cpp
1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell 
5  * or otherwise commercially exploit the source or things you created based on
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/MenuUI/MainHallMenu.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * Header file for main-hall menu code
16  *
17  * $Log$
18  * Revision 1.9  2005/10/01 22:04:58  taylor
19  * fix FS1 (de)briefing voices, the directory names are different in FS1
20  * hard code the table values so that the fs1.vp file isn't needed
21  * hard code a mission fix for sm2-08a since a have no idea how to fix it otherwise
22  * generally cleanup some FS1 code
23  * fix volume sliders in the options screen that never went all the way up
24  *
25  * Revision 1.8  2004/09/20 01:31:44  theoddone33
26  * GCC 3.4 fixes.
27  *
28  * Revision 1.7  2003/05/25 02:30:42  taylor
29  * Freespace 1 support
30  *
31  * Revision 1.6  2002/07/24 00:20:42  relnev
32  * nothing interesting
33  *
34  * Revision 1.5  2002/06/09 04:41:22  relnev
35  * added copyright header
36  *
37  * Revision 1.4  2002/06/01 03:32:00  relnev
38  * fix texture loading mistake.
39  *
40  * enable some d3d stuff for opengl also
41  *
42  * Revision 1.3  2002/05/30 16:55:44  theoddone33
43  * now gets to another screen
44  *
45  * Revision 1.2  2002/05/27 22:43:02  theoddone33
46  * Fix more glide symbols
47  *
48  * Revision 1.1.1.1  2002/05/03 03:28:09  root
49  * Initial import.
50  *
51  * 
52  * 62    10/28/99 2:04a Jefff
53  * fixed a string
54  * 
55  * 61    9/15/99 6:28p Dave
56  * No load mission button in RELEASE_REAL
57  * 
58  * 60    9/13/99 4:52p Dave
59  * RESPAWN FIX
60  * 
61  * 59    9/13/99 11:30a Dave
62  * Added checkboxes and functionality for disabling PXO banners as well as
63  * disabling d3d zbuffer biasing.
64  * 
65  * 58    9/07/99 6:55p Jefff
66  * added jump-to-campaign-mission cheat
67  * 
68  * 57    9/07/99 4:01p Dave
69  * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
70  * does everything properly (setting up address when binding). Remove
71  * black rectangle background from UI_INPUTBOX.
72  * 
73  * 56    9/06/99 6:38p Dave
74  * Improved CD detection code.
75  * 
76  * 55    9/06/99 1:30a Dave
77  * Intermediate checkin. Started on enforcing CD-in-drive to play the
78  * game.
79  * 
80  * 54    9/03/99 1:31a Dave
81  * CD checking by act. Added support to play 2 cutscenes in a row
82  * seamlessly. Fixed super low level cfile bug related to files in the
83  * root directory of a CD. Added cheat code to set campaign mission # in
84  * main hall.
85  * 
86  * 53    9/01/99 11:02p Dave
87  * Made head guy look right when not animating.
88  * 
89  * 52    8/27/99 12:04a Dave
90  * Campaign loop screen.
91  * 
92  * 51    8/26/99 9:45a Dave
93  * First pass at easter eggs and cheats.
94  * 
95  * 50    8/25/99 11:57a Jefff
96  * freespace -> freespace 2 in tooltip strings
97  * 
98  * 49    8/25/99 10:50a Dave
99  * Added music to the mainhall.tbl
100  * 
101  * 48    8/24/99 8:55p Dave
102  * Make sure nondimming pixels work properly in tech menu.
103  * 
104  * 47    8/18/99 11:44a Jefff
105  * minor string fixes
106  * 
107  * 46    8/10/99 4:45p Jefff
108  * changed a string
109  * 
110  * 45    8/06/99 1:01p Andsager
111  * disable quick start (g) for demo
112  * 
113  * 44    8/05/99 10:34a Jefff
114  * more mouseover sound fixes
115  * 
116  * 43    8/04/99 9:12p Andsager
117  * Add campaign room popup allowing restart of campaign in demo.
118  * 
119  * 42    8/04/99 5:36p Dave
120  * Make glide and D3D switch out properly.
121  * 
122  * 41    8/04/99 4:35p Jefff
123  * fixed tech room & options sounds playing only once
124  * 
125  * 40    8/03/99 5:41p Jefff
126  * made "f1 for help" draw after animations, and stop if help overlay
127  * active
128  * 
129  * 39    8/03/99 4:42p Jefff
130  * small f1 text fix
131  * 
132  * 38    8/03/99 3:48p Jefff
133  * 
134  * 37    8/02/99 9:13p Dave
135  * Added popup tips.
136  * 
137  * 36    8/02/99 2:26p Jefff
138  * "press f1.." text reworked
139  * 
140  * 35    8/02/99 12:19p Andsager
141  * disable "L" load screen
142  * 
143  * 34    8/02/99 11:12a Jefff
144  * adjusted tooltip shader stuff for more a more pleasing effect.
145  * 
146  * 33    7/30/99 6:05p Jefff
147  * added shader behind tooltip text
148  * 
149  * 32    7/30/99 4:20p Andsager
150  * Added user click sounds to main hall
151  * 
152  * 31    7/29/99 10:47p Dave
153  * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
154  * 
155  * 30    7/27/99 6:53p Dave
156  * Hi-res main hall support.
157  * 
158  * 29    7/16/99 1:49p Dave
159  * 8 bit aabitmaps. yay.
160  * 
161  * 28    7/15/99 9:20a Andsager
162  * FS2_DEMO initial checkin
163  * 
164  * 27    7/13/99 1:15p Dave
165  * 32 bit support. Whee!
166  * 
167  * 26    6/25/99 2:51p Jasons
168  * Changed wording of network error message.
169  * 
170  * 25    6/21/99 1:30p Alanl
171  * changed main menu music tag
172  * 
173  * 24    6/19/99 3:56p Dave
174  * Moved main hall definitions into a table file. Whee!
175  * 
176  * 23    6/11/99 11:13a Dave
177  * last minute changes before press tour build.
178  * 
179  * 22    5/09/99 8:57p Dave
180  * Final E3 build preparations.
181  * 
182  * 21    4/25/99 3:02p Dave
183  * Build defines for the E3 build.
184  * 
185  * 20    4/12/99 10:07p Dave
186  * Made network startup more forgiving. Added checkmarks to dogfight
187  * screen for players who hit commit.
188  * 
189  * 19    3/28/99 5:58p Dave
190  * Added early demo code. Make objects move. Nice and framerate
191  * independant, but not much else. Don't use yet unless you're me :)
192  * 
193  * 18    3/25/99 5:47p Dave
194  * Removed the whee
195  * 
196  * 17    3/19/99 9:51a Dave
197  * Checkin to repair massive source safe crash. Also added support for
198  * pof-style nebulae, and some new weapons code.
199  * 
200  * 16    2/25/99 4:19p Dave
201  * Added multiplayer_beta defines. Added cd_check define. Fixed a few
202  * release build warnings. Added more data to the squad war request and
203  * response packets.
204  * 
205  * 15    2/03/99 11:44a Dave
206  * Fixed d3d transparent textures.
207  * 
208  * 14    1/30/99 5:08p Dave
209  * More new hi-res stuff.Support for nice D3D textures.
210  * 
211  * 13    1/27/99 9:56a Dave
212  * Temporary checkin of beam weapons for Dan to make cool sounds.
213  * 
214  * 12    12/31/98 11:23a Dave
215  * Put mini-indicators for status of ships.tbl and weapons.tbl in the
216  * lower left corner of the main hall.
217  * 
218  * 11    12/18/98 1:13a Dave
219  * Rough 1024x768 support for Direct3D. Proper detection and usage through
220  * the launcher.
221  * 
222  * 10    11/30/98 1:07p Dave
223  * 16 bit conversion, first run.
224  * 
225  * 9     11/20/98 4:08p Dave
226  * Fixed flak effect in multiplayer.
227  * 
228  * 8     11/20/98 11:16a Dave
229  * Fixed up IPX support a bit. Making sure that switching modes and
230  * loading/saving pilot files maintains proper state.
231  * 
232  * 7     11/19/98 4:57p Dave
233  * Ignore PXO option if IPX is selected.
234  * 
235  * 6     11/19/98 4:19p Dave
236  * Put IPX sockets back in psnet. Consolidated all multiplayer config
237  * files into one.
238  * 
239  * 5     11/05/98 5:55p Dave
240  * Big pass at reducing #includes
241  * 
242  * 4     11/05/98 4:18p Dave
243  * First run nebula support. Beefed up localization a bit. Removed all
244  * conditional compiles for foreign versions. Modified mission file
245  * format.
246  * 
247  * 3     10/13/98 9:28a Dave
248  * Started neatening up freespace.h. Many variables renamed and
249  * reorganized. Added AlphaColors.[h,cpp]
250  * 
251  * 2     10/07/98 10:53a Dave
252  * Initial checkin.
253  * 
254  * 1     10/07/98 10:49a Dave
255  * 
256  * 103   10/02/98 3:22p Allender
257  * fix up the -connect option and fix the -port option
258  * 
259  * 102   8/20/98 5:31p Dave
260  * Put in handy multiplayer logfile system. Now need to put in useful
261  * applications of it all over the code.
262  * 
263  * 101   8/07/98 10:40a Allender
264  * new command line flags for starting netgames.  Only starting currently
265  * works, and PXO isn't implemented yet
266  * 
267  * 100   7/13/98 10:46a Lawrance
268  * Index another localized string
269  * 
270  * 99    7/10/98 1:13a Allender
271  * lots of small multiplayer update changes.  Code in launcher to specify
272  * connection speed.  A couple of small fixes regarding empty mission
273  * files.  Time out players after 10 second when they don't connect on
274  * their reliable socket.
275  * 
276  * 98    6/09/98 10:31a Hoffoss
277  * Created index numbers for all xstr() references.  Any new xstr() stuff
278  * added from here on out should be added to the end if the list.  The
279  * current list count can be found in FreeSpace.cpp (search for
280  * XSTR_SIZE).
281  * 
282  * 97    6/05/98 9:50a Lawrance
283  * OEM changes
284  * 
285  * 96    6/01/98 11:43a John
286  * JAS & MK:  Classified all strings for localization.
287  * 
288  * 95    5/22/98 9:02p Allender
289  * remove G key from main hall
290  * 
291  * 94    5/22/98 10:54a Allender
292  * new dialog information for networking to tell user if connection type
293  * doesn't match the setup specified type
294  * 
295  * 93    5/15/98 5:15p Dave
296  * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy
297  * status for team vs. team. Put in asserts to check for invalid team vs.
298  * team situations.
299  * 
300  * 92    5/13/98 12:23a Lawrance
301  * Don't init main hall if already inited... not needed now, but may be
302  * useful if we don't always want to call main_hall_close() when switching
303  * states
304  * 
305  * 91    5/12/98 2:46a Dave
306  * Rudimentary communication between Parallax Online and freespace. Can
307  * get and store channel lists.
308  * 
309  * 90    5/08/98 5:33p Lawrance
310  * check for CD when trying to enter ready room in single player
311  *  
312  * 
313  * $NoKeywords: $
314  *
315  */
316
317 #include "mainhallmenu.h"
318 #include "palman.h"
319 #include "bmpman.h"
320 #include "2d.h"
321 #include "gamesequence.h"
322 #include "animplay.h"
323 #include "key.h"
324 #include "timer.h"
325 #include "ui.h"
326 #include "snazzyui.h"
327 #include "player.h"
328 #include "audiostr.h"
329 #include "gamesnd.h"
330 #include "eventmusic.h"
331 #include "mouse.h"
332 #include "contexthelp.h"
333 #include "cmdline.h"
334 #include "psnet.h"
335 #include "multiui.h"
336 #include "multiutil.h"
337 #include "popup.h"
338 #include "rtvoice.h"
339 #include "osapi.h"
340 #include "playermenu.h"
341 #include "freespace.h"
342 #include "multi_voice.h"
343 #include "multi.h"
344 #include "alphacolors.h"
345 #include "demo.h"
346 #include "fishtank.h"
347
348 // #include "movie.h"
349
350 // ----------------------------------------------------------------------------
351 // MAIN HALL DATA DEFINES
352 //
353 #define MAX_RANDOM_INTERCOM_SOUNDS                              10
354 #define NUM_RANDOM_INTERCOM_SOUNDS_0                    3
355 #define NUM_RANDOM_INTERCOM_SOUNDS_1                    3
356
357 #define MAX_MISC_ANIMATIONS                                             10
358 #define NUM_MISC_ANIMATIONS_0                                           2
359 #define NUM_MISC_ANIMATIONS_1                                           4
360
361 #define MAX_DOOR_ANIMATIONS                                             10
362 #define NUM_DOOR_ANIMATIONS_0                                           6
363 #define NUM_DOOR_ANIMATIONS_1                                           6
364
365 #define MAX_DOOR_SOUNDS                                                         10
366 #define NUM_DOOR_SOUNDS_0                                                       6
367 #define NUM_DOOR_SOUNDS_1                                                       6
368
369 #define MISC_ANIM_MODE_LOOP                                             0                               // loop the animation
370 #define MISC_ANIM_MODE_HOLD                                             1                               // play to the end and hold the animation
371 #define MISC_ANIM_MODE_TIMED                                            2                               // uses timestamps to determine when a finished anim should be checked again
372
373 #define NUM_REGIONS                                                                     7                               // (6 + 1 for multiplayer equivalent of campaign room)
374 typedef struct main_hall_defines {
375         // bitmap and mask
376         char bitmap[MAX_FILENAME_LEN+1];
377         char mask[MAX_FILENAME_LEN+1];
378
379         // music
380         char music[MAX_FILENAME_LEN+1];
381
382         // intercom defines -------------------
383         
384         // # of intercom sounds
385         int num_random_intercom_sounds;
386         
387         // random (min/max) delays between playing intercom sounds
388         int intercom_delay[MAX_RANDOM_INTERCOM_SOUNDS][2];
389         
390         // intercom sounds themselves
391         int intercom_sounds[MAX_RANDOM_INTERCOM_SOUNDS];
392
393         // intercom sound pan values
394         float intercom_sound_pan[MAX_RANDOM_INTERCOM_SOUNDS];
395
396
397         // misc animations --------------------
398
399         // # of misc animations
400         int num_misc_animations;
401
402         // filenames of the misc animations
403         char misc_anim_name[MAX_MISC_ANIMATIONS][MAX_FILENAME_LEN+1];
404
405         // Time until we will next play a given misc animation, min delay, and max delay
406         int misc_anim_delay[MAX_MISC_ANIMATIONS][3];
407
408         //      coords of where to play the misc anim
409         int misc_anim_coords[MAX_MISC_ANIMATIONS][2];
410         
411         // misc anim play modes (see MISC_ANIM_MODE_* above)
412         int misc_anim_modes[MAX_MISC_ANIMATIONS];
413
414         // panning values for each of the misc anims
415         float misc_anim_sound_pan[MAX_MISC_ANIMATIONS];
416
417         // [N][0] == # of sounds, [N][1-9] sound index
418         int misc_anim_special_sounds[MAX_MISC_ANIMATIONS][10];
419
420         // [N][0] == # of triggers, [N][1-9] >= frame num
421         int misc_anim_special_trigger[MAX_MISC_ANIMATIONS][10];
422
423         // [N][0] == # of handles, [N][1-9] == sound handle num
424         int misc_anim_sound_handles[MAX_MISC_ANIMATIONS][10];
425
426         // [N][0] == # of handles, [N][1-9] == sound "should" be playing
427         int misc_anim_sound_flag[MAX_MISC_ANIMATIONS][10];      
428
429
430         // door animations --------------------
431
432         // # of door animations
433         int num_door_animations;
434         
435         // filenames of the door animations
436         char door_anim_name[MAX_DOOR_ANIMATIONS][MAX_FILENAME_LEN+1];   
437
438         // first pair : coords of where to play a given door anim
439         // second pair : center of a given door anim in windowed mode
440         int door_anim_coords[MAX_DOOR_ANIMATIONS][4];
441         
442
443         // door sounds ------------------------
444
445         // # of door sounds
446         int num_door_sounds;
447
448         // sounds for each region (open/close)
449         int door_sounds[MAX_DOOR_SOUNDS][2];
450
451         // pan values for the door sounds
452         float door_sound_pan[MAX_DOOR_SOUNDS];
453
454         
455         // region descriptions ----------------
456         
457         // text (tooltip) description
458         const char *region_descript[NUM_REGIONS];
459
460         // y coord of where to draw tooltip text
461         int region_yval;
462
463 } main_hall_defines;
464
465
466 // use main hall 0 by default
467 main_hall_defines Main_hall_defines[GR_NUM_RESOLUTIONS][NUM_MAIN_HALLS];
468 main_hall_defines *Main_hall = &Main_hall_defines[0][0];
469
470 int Vasudan_funny = 0;
471 int Vasudan_funny_plate = -1;
472
473 char Main_hall_campaign_cheat[512] = "";
474         
475 // ----------------------------------------------------------------------------
476 // MISC interface data
477 //
478 // is the main hall inited (for reentrancy)
479 int Main_hall_inited = 0;
480
481 // handle to the playing music
482 int Main_hall_music_handle = -1;
483
484 // background bitmap handle
485 int Main_hall_bitmap;
486
487 // background bitmap mask handle
488 int Main_hall_mask;
489
490 // variable used for automatic netgame starting/joining
491 int Main_hall_netgame_started = 0;
492
493 // bitmap struct for th background mask bitmap
494 bitmap *Main_hall_mask_bitmap;
495
496 // actual data for the background mask bitmap
497 ubyte *Main_hall_mask_data;
498
499 int Main_hall_mask_w, Main_hall_mask_h;
500
501
502 // ----------------------------------------------------------------------------
503 // MOUSE clicking stuff
504 //
505 // indicates whether a right click occured
506 int Main_hall_right_click;
507
508 // use this to cycle through the selectable regions instead of the mouse's current region
509 int Main_hall_last_clicked_region;
510
511 // use this to determine how long the cursor has to linger on a region before it starts playing
512 #define MAIN_HALL_REGION_LINGER                         175                             // in ms
513 int Main_hall_region_linger_stamp = -1;
514
515 // handle any right clicks which may have occured
516 void main_hall_handle_right_clicks();
517
518
519 // ----------------------------------------------------------------------------
520 // RANDOM intercom sounds
521 //
522
523 // next random intercom sound to play
524 int Main_hall_next_intercom_sound = 0;  
525
526 // delay for the next intercom sound
527 int Main_hall_next_intercom_sound_stamp = -1;
528
529 // handle to any playing instance of a random intercom sound
530 int Main_hall_intercom_sound_handle = -1;
531
532 // handle any details related to random intercom sounds
533 void main_hall_handle_random_intercom_sounds();
534
535
536 // ----------------------------------------------------------------------------
537 // MISC animations
538 //
539
540 // the misc animations themselves
541 anim *Main_hall_misc_anim[MAX_MISC_ANIMATIONS];                                                 
542
543 // the instance of a given misc animation
544 anim_instance *Main_hall_misc_anim_instance[MAX_MISC_ANIMATIONS];       
545
546 // handle starting, stopping and randomizing misc animations
547 void main_hall_handle_misc_anims();                                                                     
548
549 // cull any finished misc animation instances
550 void main_hall_cull_misc_anim_instances();                                                              
551
552 // render all playing misc animations
553 void main_hall_render_misc_anims(float frametime);
554
555
556 // ----------------------------------------------------------------------------
557 // DOOR animations (not all of these are doors anymore, but they're doorlike _regions_)
558 //
559 #define DOOR_TEXT_X 100
560 #define DOOR_TEXT_Y 450
561
562 // the door animations themselves
563 anim *Main_hall_door_anim[MAX_DOOR_ANIMATIONS];                                                 
564
565 // the instance of a given door animation
566 anim_instance *Main_hall_door_anim_instance[MAX_DOOR_ANIMATIONS];       
567
568 // render all playing door animations
569 void main_hall_render_door_anims(float frametime);
570
571
572 // ----------------------------------------------------------------------------
573 // SNAZZY MENU stuff
574 //
575 #define NUM_MAIN_HALL_REGIONS 10
576 #define NUM_MAIN_HALL_MOUSE_REGIONS 6
577
578 // region mask #'s (identifiers)
579 #define EXIT_REGION                              0
580 #define BARRACKS_REGION                  1
581 #define READY_ROOM_REGION                2
582 #define TECH_ROOM_REGION                 3
583 #define OPTIONS_REGION                   4
584 #define CAMPAIGN_ROOM_REGION     5
585 #define MULTIPLAYER_REGION     10
586 #define LOAD_MISSION_REGION    11
587 #define QUICK_START_REGION     12
588 #define SKILL_LEVEL_REGION     13
589
590 // all the menu regions in the main hall
591 MENU_REGION Main_hall_region[NUM_MAIN_HALL_REGIONS];
592
593 // # of regions (options) on this screen. parsed from a table
594 int Main_hall_num_options;
595
596 // region over which the mouse is currently residing, or -1 if over no region
597 // NOTE : you should nevery change this directly. Always use main_hall_handle_mouse_location(int)
598 //        to do this. Otherwise, the door opening and closing animations will get screwed up
599 int Main_hall_mouse_region;     
600
601 // set this to skip a frame
602 int Main_hall_frame_skip;
603
604 // do any necessary processing based upon the mouse location
605 void main_hall_handle_mouse_location(int cur_region);
606
607 // if the mouse has moved off of the currently active region, handle the anim accordingly
608 void main_hall_mouse_release_region(int region);                                
609
610 // if the mouse has moved on this region, handle it accordingly
611 void main_hall_mouse_grab_region(int region);                                   
612
613
614 // ----------------------------------------------------------------------------
615 // SOUND data / handlers
616 // -
617
618 // toaster oven room sound idex
619 #define TOASTER_REGION          3
620
621 // everyone's favorite desk guardian
622 #define ALLENDER_REGION         4
623
624 // handles to the sound instances of the doors opening/closing
625 int Main_hall_door_sound_handles[MAX_DOOR_SOUNDS] = {           
626         -1,-1,-1,-1,-1,-1
627 };
628
629 // sound handle for looping ambient sound
630 int Main_hall_ambient_loop = -1;                        
631
632 // cull any door sounds that have finished playing
633 void main_hall_cull_door_sounds();
634
635 // handle starting, stopping and reversing "door" animations
636 void main_hall_handle_region_anims();                                                           
637
638
639 // ----------------------------------------------------------------------------
640 // warning/notification messages
641 //
642 #define MAIN_HALL_NOTIFY_TIME  3500
643
644 // timestamp for the notification messages
645 int Main_hall_notify_stamp = -1;
646
647 // text to display as the current notification message
648 char Main_hall_notify_text[300]="";
649
650 // set the current notification string and the associated timestamp
651 void main_hall_set_notify_string(const char *str);
652
653 // handle any drawing, culling, etc of notification messages
654 void main_hall_notify_do();
655
656
657 // ----------------------------------------------------------------------------
658 // MISC functions
659 //
660
661 // upper _RIGHT_ corner for the version text
662 #define MAIN_HALL_VERSION_X             630                     
663 #define MAIN_HALL_VERSION_Y             467
664
665 // main hall help overlay ID
666 int Main_hall_overlay_id;
667
668 // blit the freespace version #
669 void main_hall_blit_version();
670
671 // blit any necessary tooltips
672 void main_hall_maybe_blit_tooltips();
673
674 // shader for behind tooltips
675 shader Main_hall_tooltip_shader;
676
677 // num pixels shader is above/below tooltip text
678 static int Main_hall_tooltip_padding[GR_NUM_RESOLUTIONS] = {
679         4,              // GR_640
680         7,              // GR_1024
681 };
682 static int Main_hall_f1_text_frame = 0;
683 static int F1_text_done = 0;
684
685 // read in main hall table
686 void main_hall_read_table();
687
688 // "press f1" for help stuff
689 #define MAIN_HALL_HELP_TIME             5000
690 int Main_hall_help_stamp = -1;
691 void main_hall_process_help_stuff();
692
693
694 // ----------------------------------------------------------------------------
695 // VOICE RECORDING STUFF
696 //
697
698 // are we currently recording voice?
699 int Recording = 0;
700
701
702 // called when multiplayer clicks on the ready room door.  May pop up dialog depending on network
703 // connection status and errors
704 void main_hall_do_multi_ready()
705 {
706         int error;
707
708         error = psnet_get_network_status();
709         switch( error ) {
710         case NETWORK_ERROR_NO_TYPE:
711                 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have not defined your type of Internet connection.  Please run the Launcher, hit the setup button, and go to the Network tab and choose your connection type.", 360));
712                 break;
713         case NETWORK_ERROR_NO_WINSOCK:
714                 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "Winsock is not installed.  You must have TCP/IP and Winsock installed to play multiplayer FreeSpace.", 361));
715                 break;
716         case NETWORK_ERROR_NO_PROTOCOL:
717                 if(Multi_options_g.protocol == NET_TCP){
718                         popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "TCP/IP protocol not found.  This protocol is required for multiplayer FreeSpace.", 362));
719                 } else {
720                         SDL_assert(Multi_options_g.protocol == NET_IPX);
721                         popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "IPX protocol not found.  This protocol is required for multiplayer FreeSpace.", 362));
722                 }
723                 break;
724         case NETWORK_ERROR_CONNECT_TO_ISP:
725                 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected Dial Up Networking as your type of connection to the Internet.  You are not currently connected.  You must connect to your ISP before continuing on past this point.", 363));
726                 break;
727         case NETWORK_ERROR_LAN_AND_RAS:
728                 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have indicated that you use a LAN for networking.  You also appear to be dialed into your ISP.  Please disconnect from your service provider, or choose Dial Up Networking.", 364));
729                 break;
730
731         case NETWORK_ERROR_NONE:
732         default:
733                 break;
734         }
735
736         // if our selected protocol is not active
737         if((Multi_options_g.protocol == NET_TCP) && !Tcp_active){
738                 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected TCP/IP for multiplayer Freespace, but the TCP/IP protocol was not detected on your machine.", 362));
739                 return;
740         } 
741         if((Multi_options_g.protocol == NET_IPX) && !Ipx_active){               
742                 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected IPX for multiplayer Freespace, but the IPX protocol was not detected on your machine.", 1402));
743                 return;
744         } 
745
746         if ( error != NETWORK_ERROR_NONE ){
747                 return;
748         }
749
750         // 7/9/98 -- MWA.  Deal with the connection speed issue.  make a call to the multiplayer code to
751         // determine is a valid connection setting exists
752         if ( Multi_connection_speed == CONNECTION_SPEED_NONE ) {
753                 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You must define your connection speed.  Please run the Launcher, hit the setup button, and go to the Network tab and choose your connection speed.", 986) );
754                 return;
755         }
756
757         // go to parallax online
758 #ifdef MULTIPLAYER_BETA_BUILD // do we want this for FS2_DEMO
759         Multi_options_g.pxo = 1;
760         Multi_options_g.protocol = NET_TCP;     
761         gameseq_post_event( GS_EVENT_PXO );
762 #else
763         if ( (Multi_options_g.pxo == 1) && (Multi_options_g.protocol == NET_TCP) ) {
764                 gameseq_post_event( GS_EVENT_PXO );
765         } else {
766                 // go to the regular join game screen
767                 gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME );
768         }
769 #endif  
770
771         // select protocol
772         psnet_use_protocol(Multi_options_g.protocol);
773 }
774
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] = {
779         { 1, 479 },
780         { 1, 767 }
781 };
782 int Mh_weapon_table_status[GR_NUM_RESOLUTIONS][2] = {
783         { 3, 479 },
784         { 3, 767 }
785 };
786 void main_hall_blit_table_status()
787 {
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]);
791
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]);
795 }
796
797 // bash the player to a specific mission in a campaign
798 void main_hall_campaign_cheat()
799 {
800         char *ret = popup_input(0, XSTR("Enter mission name.\n\n* This will destroy all legitimate progress in this campaign. *", -1));
801
802         // yay
803         if(ret != NULL) {
804                 // strcpy(Main_hall_campaign_cheat, ret);               
805                 mission_campaign_jump_to_mission(ret);
806         }
807 }
808
809 // -------------------------------------------------------------------------------------------------------------------
810 // FUNCTION DEFINITIONS BEGIN
811 //
812
813 // initialize the main hall proper 
814 void main_hall_init(int main_hall_num)
815 {
816         if ( Main_hall_inited ) {
817                 return;
818         }       
819
820         int idx,s_idx;
821         char temp[100], whee[100];      
822
823         // read in the main hall table
824         try {
825                 main_hall_read_table();
826         } catch (parse_error_t rval) {
827                 Error(LOCATION, "Unable to parse mainhall.tbl!  Code = %i.\n", (int)rval);
828         }
829
830         // create the snazzy interface and load up the info from the table
831         snazzy_menu_init();
832         read_menu_tbl(NOX("MAIN HALL"), temp, SDL_arraysize(temp), whee, SDL_arraysize(whee), Main_hall_region, &Main_hall_num_options, 0);
833
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];   
837
838         // tooltip strings
839 #ifdef MAKE_FS1
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);
847 #else
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);
855 #endif
856         
857         // init tooltip shader
858 #ifndef MAKE_FS1
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);
862 #endif
863
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));
868         }       
869
870         // remove any multiplayer flags from the game mode
871         Game_mode &= ~(GM_MULTIPLAYER);
872
873         Main_hall_mask_w = -1;
874         Main_hall_mask_h = -1;
875                 
876         // load the mask
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);
880         } else {
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);
885         }
886
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));
893                 }
894
895                 // null out the animation instances
896                 Main_hall_misc_anim_instance[idx] = NULL;
897                 
898                 // null out the delay timestamps
899                 Main_hall->misc_anim_delay[idx][0] = -1;
900         }       
901
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]));
908                 }
909
910                 // null out the animation instances
911                 Main_hall_door_anim_instance[idx] = NULL;
912         }       
913
914         // load in help overlay bitmap          
915         if(Main_hall == &Main_hall_defines[gr_screen.res][0]) {
916                 Main_hall_overlay_id = MH_OVERLAY;
917         } else {
918                 SDL_assert(Main_hall == &Main_hall_defines[gr_screen.res][1]);
919                 Main_hall_overlay_id = MH2_OVERLAY;
920         }
921         help_overlay_load(Main_hall_overlay_id);
922         help_overlay_set_state(Main_hall_overlay_id,0);         
923
924         // check to see if the "very first pilot" flag is set, and load the overlay if so
925         if (!F1_text_done) {
926                 if (Main_hall_f1_text_frame == 0) {
927                         Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
928                 } else {
929                         F1_text_done = 1;
930                 }
931         }
932
933 /*
934         if(Player_select_very_first_pilot) {                            
935                 Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
936                 
937                 // don't display the "press f1" message more than once
938                 Player_select_very_first_pilot = 0;
939         } else {
940                 Main_hall_help_stamp = -1;
941         }
942 */
943         Main_hall_region_linger_stamp = -1;
944
945         SDL_strlcpy(Main_hall_campaign_cheat, "", SDL_arraysize(Main_hall_campaign_cheat));
946
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;
950         }
951
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;
957                 }
958         }
959
960         // skip the first frame
961         Main_hall_frame_skip = 1;
962
963         // initialize the music
964         main_hall_start_music();
965
966         // initialize the main hall notify text
967         Main_hall_notify_stamp = 1;
968
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;
973
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]);     
978
979         Main_hall_inited = 1;
980
981         // determine if we have a right click
982         Main_hall_right_click = mouse_down(MOUSE_RIGHT_BUTTON);
983
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;
988         } else {
989                 Game_mode = GM_NORMAL;
990         }
991
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();
995         }
996 }
997
998 void main_hall_exit_game()
999 {
1000 #if defined(NDEBUG) || defined(INTERPLAYQA)
1001         int choice;
1002
1003         // stop music first
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);
1009         } else {
1010                 main_hall_start_music();
1011                 main_hall_start_ambient();
1012         }
1013 #else
1014         gameseq_post_event(GS_EVENT_QUIT_GAME);
1015 #endif
1016 }
1017
1018
1019 // do a frame for the main hall
1020 void main_hall_do(float frametime)
1021 {
1022         int code, key, snazzy_action;   
1023
1024         // need to ensure ambient is playing, since it may be stopped by a playing movie
1025         main_hall_start_ambient();
1026
1027         // handle any animation details 
1028         main_hall_handle_misc_anims();
1029         main_hall_handle_region_anims();
1030
1031         // handle any random intercom sound details
1032         main_hall_handle_random_intercom_sounds();
1033
1034         // handle any mouse clicks
1035         main_hall_handle_right_clicks();        
1036
1037         // handle any sound details
1038         main_hall_cull_door_sounds();   
1039
1040         // process any keypresses/mouse events
1041         snazzy_action = -1;
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);
1043
1044         if(key){
1045                 extern void game_process_cheats(int k);
1046                 game_process_cheats(key);
1047         }
1048         switch(key){
1049         case SDLK_RETURN:
1050                 snazzy_action = SNAZZY_CLICKED; 
1051                 break;
1052
1053 #if 0 //#ifndef NDEBUG  
1054         case SDLK_1:
1055                 movie_play("endprt2b.mve");
1056                 break;
1057         case SDLK_2:
1058                 movie_play_two("endprt2a.mve", "endprt2b.mve");
1059                 break;
1060         case SDLK_3:
1061                 main_hall_campaign_cheat();     
1062                 break;  
1063         case KEY_DEBUGGED + SDLK_d:
1064                 demo_start_playback("test.fsd");
1065                 break;
1066         }
1067 #else 
1068         }
1069 #endif
1070
1071         // do any processing based upon what happened to the snazzy menu
1072         switch (snazzy_action) {
1073         case SNAZZY_OVER:
1074                 main_hall_handle_mouse_location(code);
1075                 break;
1076
1077         case SNAZZY_CLICKED:
1078                 switch (code) {
1079                 // clicked on the exit region
1080                 case EXIT_REGION:
1081                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1082                         main_hall_exit_game();
1083                         break;
1084
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);                      
1093 #else
1094                         if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1095                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1096                                 main_hall_do_multi_ready();
1097                         } else {                                
1098                                 if(strlen(Main_hall_campaign_cheat)){
1099                                         gameseq_post_event(GS_EVENT_CAMPAIGN_CHEAT);
1100                                 } else {
1101                                         gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);                              
1102                                 }
1103                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);                              
1104                         }
1105 #endif
1106                         break;
1107
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();
1113 #else
1114                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1115                         gameseq_post_event( GS_EVENT_TECH_MENU );
1116 #endif
1117                         break;
1118
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);
1123                         break;
1124
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)
1128
1129 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1130                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1131                         {
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();
1138                         }
1139                         }
1140
1141 #else
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));
1145                         } else {
1146                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1147                                 gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);                     
1148                         }
1149 #endif
1150
1151 #endif
1152                         break;
1153
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();
1158 #else
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 );
1162                         } else {
1163                                 main_hall_set_notify_string(XSTR( "Not a valid multiplayer pilot!!", 367));
1164                         }
1165 #endif
1166                         break;
1167
1168                 // load mission key was pressed
1169                 case LOAD_MISSION_REGION:
1170                         Int3();
1171                         break;
1172
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));
1178                         } else {
1179
1180                                 if (Num_recent_missions > 0)    {
1181                                         SDL_strlcpy( Game_current_mission_filename, Recent_missions[0], SDL_arraysize(Game_current_mission_filename) );
1182                                 } else {
1183                                         mission_load_up_campaign();
1184                                         SDL_strlcpy( Game_current_mission_filename, Campaign.missions[0].name, SDL_arraysize(Game_current_mission_filename) );
1185                                 }
1186
1187                                 Campaign.current_mission = -1;
1188                                 gameseq_post_event(GS_EVENT_START_GAME_QUICK);
1189                         }
1190 #endif
1191                         break;
1192
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 );
1197                         break;
1198
1199                 // increate the skill level
1200                 case SKILL_LEVEL_REGION: 
1201                         char temp[100];
1202
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);
1206                         break;                          
1207
1208                 // escape was pressed
1209                 case ESC_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();
1214                         }
1215                         // kill the overlay
1216                         else {
1217                                 help_overlay_set_state(Main_hall_overlay_id,0);
1218                         }
1219                         break;
1220                 }
1221
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);
1225                 }
1226                 break;
1227
1228                 default:
1229                         main_hall_handle_mouse_location(-1);
1230                         break;
1231         }
1232
1233         if ( mouse_down(MOUSE_LEFT_BUTTON) ) {
1234                 help_overlay_set_state(Main_hall_overlay_id, 0);
1235         }
1236
1237         // draw the background bitmap   
1238         gr_reset_clip();        
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);
1242                 gr_bitmap(0, 0);
1243         }
1244
1245         // draw any pending notification messages
1246         main_hall_notify_do();                  
1247
1248         // render misc animations
1249         main_hall_render_misc_anims(frametime);
1250
1251         // render door animtions
1252         main_hall_render_door_anims(frametime); 
1253
1254         // blit any appropriate tooltips
1255         main_hall_maybe_blit_tooltips();
1256
1257         // fishtank
1258         fishtank_process();
1259
1260         // process any help "hit f1" timestamps and display any messages if necessary
1261         if (!F1_text_done) {
1262                 main_hall_process_help_stuff();
1263         }
1264
1265         // blit help overlay if active
1266         help_overlay_maybe_blit(Main_hall_overlay_id);
1267
1268         // blit the freespace version #
1269         main_hall_blit_version();
1270
1271         // blit ship and weapon table status
1272         main_hall_blit_table_status();
1273
1274         // if we're in nice D3D texture format
1275 #ifndef NDEBUG
1276         gr_set_color_fast(&Color_white);
1277
1278         // d3d
1279         gr_string(320, gr_screen.max_h - 10, "ARGB");
1280
1281         //      extern int D3D_fog_mode;
1282         //      extern int D3D_zbias;
1283
1284         if ( gr_is_32bit() ) {
1285                 gr_string(320, gr_screen.max_h - 30, "32bit");
1286         }
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();
1290         // d3d_test();
1291 #endif  
1292
1293         gr_flip();
1294
1295         // maybe run the player tips popup
1296 // #if defined(FS2_DEMO) && defined(NDEBUG)
1297         player_tips_popup();
1298 // #endif
1299
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;
1303         }
1304 }
1305
1306 // close the main hall proper
1307 void main_hall_close()
1308 {
1309         int idx,s_idx;
1310
1311         if(!Main_hall_inited){
1312                 return;
1313         }       
1314
1315         // unload the main hall bitmap
1316         if(Main_hall_bitmap != -1){
1317                 bm_unload(Main_hall_bitmap);
1318         }
1319
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"));
1326                 }
1327         }
1328
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;
1334                 }
1335         }
1336         
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;
1342                 }
1343         }
1344         
1345
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;
1350                 }
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]));
1354                         }
1355                 }       
1356         }
1357
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;                       
1362                 }
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]));
1366                         }
1367                 }               
1368         }       
1369
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;
1375                 }
1376         }       
1377
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;
1384                         }
1385                 }
1386         }
1387
1388         // unload the overlay bitmap
1389         help_overlay_unload(Main_hall_overlay_id);
1390
1391         // close any snazzy menu details
1392         snazzy_menu_close();
1393
1394         // restore
1395         palette_restore_palette();
1396
1397         // no fish
1398         fishtank_stop();        
1399
1400         // not inited anymore
1401         Main_hall_inited = 0;
1402 }
1403
1404 // start the main hall music playing
1405 void main_hall_start_music()
1406 {
1407         // start a looping ambient sound
1408         main_hall_start_ambient();
1409
1410         // if we have selected no music, then don't do this
1411         if ( Cmdline_freespace_no_music ) {
1412                 return;
1413         }
1414
1415         int main_hall_spooled_music_index = event_music_get_spooled_music_index(Main_hall->music);
1416         
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);
1423                 }
1424                 else {
1425                         nprintf(("Warning", "No music file exists to play music at the main menu!\n"));
1426                 }
1427         }
1428 }
1429
1430 // stop the main hall music
1431 void main_hall_stop_music()
1432 {
1433         if ( Main_hall_music_handle != -1 ) {
1434                 audiostream_close_file(Main_hall_music_handle);
1435                 Main_hall_music_handle = -1;
1436         }
1437 }
1438
1439 // do any necessary instantiation of misc animations
1440 void main_hall_handle_misc_anims()
1441 {
1442         int idx,s_idx;
1443
1444         if(Main_hall_frame_skip)
1445                 return;
1446         
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])));
1454
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;
1458
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;
1462                                 
1463                                 Main_hall_misc_anim_instance[idx] = anim_play(&aps);                            
1464                                 
1465                                 // kill the timestamp   
1466                                 Main_hall->misc_anim_delay[idx][0] = -1;                                
1467
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;
1471                                 }
1472                         }
1473                 }               
1474                 // if the anim is playing
1475                 else {
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;
1482
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;
1488                                         }
1489                                         // play the sound
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]);                                    
1491                                         break;
1492                                 }
1493                         }
1494
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;
1499                         }                       
1500
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]);
1504
1505                                 // start it playing again
1506                                 anim_play_struct aps;
1507
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;
1511                                 
1512                                 Main_hall_misc_anim_instance[idx] = anim_play(&aps);                            
1513                                 
1514                                 // kill the timestamp   
1515                                 Main_hall->misc_anim_delay[idx][0] = -1;                                
1516
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;
1520                                 }
1521                         }                       
1522
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;                               
1526                         }
1527                 }                       
1528         }       
1529 }
1530
1531 // render all playing misc animations
1532 void main_hall_render_misc_anims(float frametime)
1533 {
1534         int idx;
1535         
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);
1539         }
1540
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
1544                 if(idx == 2){
1545                         continue;
1546                 }
1547
1548                 // render it
1549                 if(Main_hall_misc_anim_instance[idx] != NULL){
1550                         anim_render_one(GS_STATE_MAIN_MENU,Main_hall_misc_anim_instance[idx],frametime);
1551                 }
1552         }
1553 }
1554
1555 // render all playing door animations
1556 void main_hall_render_door_anims(float frametime)
1557 {
1558         int idx;        
1559
1560         // render all door animations
1561         for(idx=0;idx<MAX_DOOR_ANIMATIONS;idx++){               
1562                 // render it
1563                 if(Main_hall_door_anim_instance[idx] != NULL){
1564                         anim_render_one(GS_STATE_MAIN_MENU,Main_hall_door_anim_instance[idx],frametime);
1565                 }
1566         }
1567 }
1568
1569 // handle starting, stopping and reversing "door" animations
1570 void main_hall_handle_region_anims()
1571 {
1572         int idx;
1573
1574         if(Main_hall_frame_skip)
1575                 return;
1576         
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;
1581                 }
1582         }
1583         
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;
1592                         }
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]);
1596                         }
1597                 }               
1598         }       
1599 }
1600
1601 // do any necessary processing based upon the mouse location
1602 void main_hall_handle_mouse_location(int cur_region)
1603 {
1604    if(Main_hall_frame_skip)
1605                 return;
1606
1607         if(cur_region > NUM_MAIN_HALL_MOUSE_REGIONS) {
1608                 // MWA -- inserted return since Int3() was tripped when hitting L from main
1609                 // menu.
1610                 return;         
1611         }
1612
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);                                
1620
1621                                 // release the region linger stamp
1622                                 Main_hall_region_linger_stamp = -1;
1623                         }
1624                 } else {
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);
1628                         }
1629                 
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);
1634                         }                       
1635                 }
1636         }
1637         // if it was over a region but isn't anymore, release that region
1638         else {
1639                 if (Main_hall_mouse_region != -1) {
1640                         main_hall_mouse_release_region(Main_hall_mouse_region);
1641                         Main_hall_mouse_region = -1;
1642
1643                         // release the region linger timestamp
1644                         Main_hall_region_linger_stamp = -1;
1645                 }
1646         }
1647 }
1648
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)
1651 {
1652         if(Main_hall_frame_skip){
1653                 return;
1654         }
1655
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]);
1659         }
1660
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]);
1666                 }
1667                 Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][1]], Main_hall->door_sound_pan[region]);
1668
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);                      
1672         }
1673 }
1674
1675 // if the mouse has moved on this region, handle it accordingly
1676 void main_hall_mouse_grab_region(int region)
1677 {
1678         if (Main_hall_frame_skip) {
1679                 return;
1680         }
1681
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;
1686
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;
1690
1691                         Main_hall_door_anim_instance[region] = anim_play(&aps);
1692                 }
1693         } 
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]);
1697         }
1698
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]);
1703         }       
1704         Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][0]],Main_hall->door_sound_pan[region]);                              
1705
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);
1710         }                               
1711 }
1712
1713 // handle any right clicks which may have occured
1714 void main_hall_handle_right_clicks()
1715 {
1716         int new_region;
1717
1718         if(Main_hall_frame_skip)
1719                 return;
1720
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){
1726                                 new_region = 0;
1727                         } else
1728                                 new_region = Main_hall_last_clicked_region + 1;
1729
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]);                   
1732
1733                         main_hall_handle_mouse_location(new_region);
1734                         Main_hall_last_clicked_region = new_region;
1735                         
1736                         // set the mouse as being clicked
1737                         Main_hall_right_click = 1;
1738                 }
1739         } 
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;
1743         }
1744 }
1745
1746 // cull any door sounds that have finished playing
1747 void main_hall_cull_door_sounds()
1748 {
1749         int idx;
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;
1754                 }
1755         }
1756 }
1757
1758 void main_hall_handle_random_intercom_sounds()
1759 {
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])) );          
1765         }
1766
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))){
1771                         // play the sound
1772                         Main_hall_intercom_sound_handle = snd_play(&Snds_iface[Main_hall->intercom_sounds[Main_hall_next_intercom_sound]]);                     
1773                         
1774                         // unset the timestamp
1775                         Main_hall_next_intercom_sound_stamp = -1;
1776                 }
1777         }
1778         // if the sound is playing
1779         else {
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;
1785                         } else {
1786                                 Main_hall_next_intercom_sound++;
1787                         }
1788
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])) );
1793
1794                         // release the sound handle
1795                         Main_hall_intercom_sound_handle = -1;
1796                 }
1797         }
1798 }
1799
1800 // set the notification string with its decay timeout
1801 void main_hall_set_notify_string(const char *str)
1802 {
1803         SDL_strlcpy(Main_hall_notify_text, str, SDL_arraysize(Main_hall_notify_text));
1804         Main_hall_notify_stamp = timestamp(MAIN_HALL_NOTIFY_TIME);
1805 }
1806
1807 void main_hall_notify_do()
1808 {
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;
1815                 } else {
1816                         int w,h;
1817                         gr_set_color_fast(&Color_bright);
1818
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);
1821                 }
1822         }
1823 }
1824
1825 // start a looping ambient sound for main hall
1826 void main_hall_start_ambient()
1827 {
1828         int play_ambient_loop = 0;
1829
1830         if ( Main_hall_ambient_loop == -1 ) {
1831                 play_ambient_loop = 1;
1832         } else {
1833                 if ( !snd_is_playing(Main_hall_ambient_loop) ) {
1834                         play_ambient_loop = 1;
1835                 }
1836         }
1837
1838         if ( play_ambient_loop ) {
1839                 Main_hall_ambient_loop = snd_play_looping(&Snds_iface[SND_MAIN_HALL_AMBIENT]);
1840         }
1841 }
1842
1843 // stop a looping ambient sound for the main hall
1844 void main_hall_stop_ambient()
1845 {
1846         if ( Main_hall_ambient_loop != -1 ) {
1847                 snd_stop(Main_hall_ambient_loop);
1848                 Main_hall_ambient_loop = -1;
1849         }
1850
1851         if ( Main_hall_intercom_sound_handle != -1 ) {
1852                 snd_stop(Main_hall_intercom_sound_handle);
1853                 Main_hall_intercom_sound_handle = -1;
1854         }
1855 }
1856
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()
1860 {
1861         if ( Main_hall_ambient_loop >= 0 ) {
1862                 snd_set_volume(Main_hall_ambient_loop, Snds_iface[SND_MAIN_HALL_AMBIENT].default_volume);
1863         }
1864 }
1865
1866 // blit the freespace version #
1867 void main_hall_blit_version()
1868 {
1869         char version_string[100];
1870         int w;
1871
1872         // format the version string
1873         get_version_string(version_string, SDL_arraysize(version_string));
1874
1875         // get the length of the string
1876         gr_get_string_size(&w,NULL,version_string);
1877
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);
1881 }
1882
1883 // blit any necessary tooltips
1884 void main_hall_maybe_blit_tooltips()
1885 {
1886         int w;
1887         int text_index;
1888
1889         // if we're over no region - don't blit anything
1890         if(Main_hall_mouse_region < 0) {
1891                 return;
1892         }
1893
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;
1899                 } else {
1900                         text_index = READY_ROOM_REGION;
1901                 }
1902         } else {
1903                 text_index = Main_hall_mouse_region;
1904         }
1905
1906         // set the color and blit the string
1907         if(!help_overlay_active(Main_hall_overlay_id)) {
1908 #ifndef MAKE_FS1
1909                 int shader_y = (Main_hall->region_yval) - Main_hall_tooltip_padding[gr_screen.res];     // subtract more to pull higher
1910 #endif
1911                 // get the width of the string
1912                 gr_get_string_size(&w, NULL, Main_hall->region_descript[text_index]);
1913
1914 #ifndef MAKE_FS1
1915                 gr_set_shader(&Main_hall_tooltip_shader);
1916                 gr_shade(0, shader_y, gr_screen.clip_width, (gr_screen.clip_height - shader_y));
1917 #endif
1918 #ifdef MAKE_FS1
1919                 gr_set_color_fast(&Color_white);
1920 #else
1921                 gr_set_color_fast(&Color_bright_white);
1922 #endif
1923                 gr_string((gr_screen.max_w - w)/2, Main_hall->region_yval, Main_hall->region_descript[text_index]);
1924         }
1925 }
1926
1927
1928 void main_hall_process_help_stuff()
1929 {
1930         int w, h;
1931         char str[255];
1932         
1933         // if the timestamp has popped, don't do anything
1934         if(Main_hall_help_stamp == -1) {
1935                 return;
1936         }
1937
1938         // if the timestamp has popped, advance frame
1939         if(timestamp_elapsed(Main_hall_help_stamp)) {
1940                 Main_hall_f1_text_frame++;
1941         }
1942
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);
1946
1947         int y_anim_offset = Main_hall_f1_text_frame;
1948
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;
1953                 F1_text_done = 1;
1954                 return;
1955         }
1956
1957         // set the color and print out text and shader
1958 #ifndef MAKE_FS1
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);
1962 #else
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);
1966 #endif
1967 }
1968
1969 // what main hall we're on (should be 0 or 1)
1970 int main_hall_id()
1971 {       
1972         // only 1 of 2 main halls
1973         if(Main_hall == &Main_hall_defines[gr_screen.res][0]){
1974                 return 0;
1975         }
1976
1977         return 1;
1978
1979
1980 // read in main hall table
1981 void main_hall_read_table()
1982 {
1983 #ifndef MAKE_FS1
1984         main_hall_defines *m, temp;
1985         int count, idx, s_idx, m_idx;
1986
1987         // read the file in
1988         read_file_text("mainhall.tbl");
1989         reset_parse();
1990
1991         // go for it
1992         count = 0;
1993         while(!optional_string("#end")){
1994
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){
1999                                 m = &temp;
2000                         } else {
2001                                 m = &Main_hall_defines[m_idx][count];
2002                         }
2003
2004                         // ready
2005                         required_string("$Main Hall");
2006
2007                         // bitmap and mask
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);
2012 #ifndef FS2_DEMO
2013                         required_string("+Music:");
2014                         stuff_string(m->music, F_NAME, NULL, MAX_FILENAME_LEN);
2015 #endif
2016
2017                         // intercom sounds
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++){                   
2021                                 // intercom delay
2022                                 required_string("+Intercom delay:");
2023                                 stuff_int(&m->intercom_delay[idx][0]);
2024                                 stuff_int(&m->intercom_delay[idx][1]);
2025                         }
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]);                    
2030                         }                       
2031                         for(idx=0; idx<m->num_random_intercom_sounds; idx++){                   
2032                                 // intercom pan
2033                                 required_string("+Intercom pan:");
2034                                 stuff_float(&m->intercom_sound_pan[idx]);                       
2035                         }                       
2036
2037                         // misc animations
2038                         required_string("+Num Misc Animations:");
2039                         stuff_int(&m->num_misc_animations);
2040                         for(idx=0; idx<m->num_misc_animations; idx++){
2041                                 // anim names
2042                                 required_string("+Misc anim:");
2043                                 stuff_string(m->misc_anim_name[idx], F_NAME, NULL);
2044                         }
2045                         for(idx=0; idx<m->num_misc_animations; idx++){
2046                                 // anim delay
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]);
2051                         }
2052                         for(idx=0; idx<m->num_misc_animations; idx++){
2053                                 // anim coords
2054                                 required_string("+Misc anim coords:");
2055                                 stuff_int(&m->misc_anim_coords[idx][0]);
2056                                 stuff_int(&m->misc_anim_coords[idx][1]);
2057                         }
2058                         for(idx=0; idx<m->num_misc_animations; idx++){
2059                                 // anim mode
2060                                 required_string("+Misc anim mode:");
2061                                 stuff_int(&m->misc_anim_modes[idx]);                    
2062                         }
2063                         for(idx=0; idx<m->num_misc_animations; idx++){
2064                                 // anim pan
2065                                 required_string("+Misc anim pan:");
2066                                 stuff_float(&m->misc_anim_sound_pan[idx]);
2067                         }
2068                         for(idx=0; idx<m->num_misc_animations; idx++){
2069                                 // anim sound id
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]);
2074                                 }
2075                         }
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]);
2082                                 }
2083                         }
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]);                 
2088                         }
2089                         for(idx=0; idx<m->num_misc_animations; idx++){
2090                                 // anim sound flags
2091                                 required_string("+Misc anim flags:");
2092                                 stuff_int(&m->misc_anim_sound_flag[idx][0]);                    
2093                         }
2094
2095                         // door animations
2096                         required_string("+Num Door Animations:");
2097                         stuff_int(&m->num_door_animations);
2098                         for(idx=0; idx<m->num_door_animations; idx++){
2099                                 // door name
2100                                 required_string("+Door anim:");
2101                                 stuff_string(m->door_anim_name[idx], F_NAME, NULL);
2102                         }
2103                         for(idx=0; idx<m->num_door_animations; idx++){
2104                                 // door coords
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]);
2110                         }
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]);                     
2116                         }
2117                         for(idx=0; idx<m->num_door_animations; idx++){
2118                                 // door pan value
2119                                 required_string("+Door pan:");
2120                                 stuff_float(&m->door_sound_pan[idx]);                   
2121                         }
2122
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;
2128                         }
2129                 }
2130
2131                 if(count < NUM_MAIN_HALLS){
2132                         count++;
2133                 }
2134         }
2135 #else
2136         // hard coded values for FS1
2137         int idx;
2138
2139         // Terran main hall
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);
2143         
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;
2157         
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;
2195         
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;
2245         
2246         Main_hall_defines[0][0].region_yval = 455;
2247         
2248         for (idx = 0; idx < NUM_REGIONS; idx++) {
2249                 Main_hall_defines[0][0].region_descript[idx] = NULL;
2250         }
2251         
2252         
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);
2257         
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;
2271         
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;
2337         
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;
2387         
2388         Main_hall_defines[0][1].region_yval = 425;
2389         
2390         for (idx = 0; idx < NUM_REGIONS; idx++) {
2391                 Main_hall_defines[0][1].region_descript[idx] = NULL;
2392         }
2393
2394 #endif
2395
2396         // are we funny?
2397         if(Vasudan_funny){
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;
2402
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);
2406
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);
2410         }
2411 }
2412
2413 // make the vasudan main hall funny
2414 void main_hall_vasudan_funny()
2415 {
2416         Vasudan_funny = 1;
2417 }
2418
2419
2420 /*
2421 #include "3d.h"
2422 int argh = -1;
2423 matrix view = {
2424         0.0f, 0.0f, 0.0f,
2425         0.0f, 0.0f, 0.0f,
2426         0.0f, 0.0f, 1.0f
2427 };
2428 */
2429 void d3d_test()
2430 {
2431         /*      
2432         vertex p1;
2433         vector sun_pos = vmd_zero_vector;
2434         sun_pos.z = 1.0f;
2435
2436         if(argh == -1){
2437                 argh = bm_load("sun01");
2438                 bm_lock(argh, 16, BMP_TEX_XPARENT);
2439                 bm_unlock(argh);
2440         }
2441         
2442         g3_start_frame(1);
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);          
2449         g3_end_frame();
2450         */
2451 }
2452