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tweak mainhall to match FS1 retail
[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 #ifndef MAKE_FS1
678 // num pixels shader is above/below tooltip text
679 static int Main_hall_tooltip_padding[GR_NUM_RESOLUTIONS] = {
680         4,              // GR_640
681         7,              // GR_1024
682 };
683 #endif
684
685 static int Main_hall_f1_text_frame = 0;
686 static int F1_text_done = 0;
687
688 // read in main hall table
689 void main_hall_read_table();
690
691 // "press f1" for help stuff
692 #define MAIN_HALL_HELP_TIME             5000
693 int Main_hall_help_stamp = -1;
694 void main_hall_process_help_stuff();
695
696
697 // ----------------------------------------------------------------------------
698 // VOICE RECORDING STUFF
699 //
700
701 // are we currently recording voice?
702 int Recording = 0;
703
704
705 // called when multiplayer clicks on the ready room door.  May pop up dialog depending on network
706 // connection status and errors
707 void main_hall_do_multi_ready()
708 {
709         int error;
710
711         error = psnet_get_network_status();
712         switch( error ) {
713         case NETWORK_ERROR_NO_TYPE:
714                 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));
715                 break;
716         case NETWORK_ERROR_NO_WINSOCK:
717                 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));
718                 break;
719         case NETWORK_ERROR_NO_PROTOCOL:
720                 SDL_assert(Multi_options_g.protocol == NET_TCP);
721                 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "TCP/IP protocol not found.  This protocol is required for multiplayer FreeSpace.", 362));
722                 break;
723         case NETWORK_ERROR_CONNECT_TO_ISP:
724                 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));
725                 break;
726         case NETWORK_ERROR_LAN_AND_RAS:
727                 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));
728                 break;
729
730         case NETWORK_ERROR_NONE:
731         default:
732                 break;
733         }
734
735         // if our selected protocol is not active
736         if ( !Tcp_active ) {
737                 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));
738                 return;
739         } 
740
741         if ( error != NETWORK_ERROR_NONE ){
742                 return;
743         }
744
745         // 7/9/98 -- MWA.  Deal with the connection speed issue.  make a call to the multiplayer code to
746         // determine is a valid connection setting exists
747         if ( Multi_connection_speed == CONNECTION_SPEED_NONE ) {
748                 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) );
749                 return;
750         }
751
752         // go to parallax online
753 #ifdef MULTIPLAYER_BETA_BUILD // do we want this for FS2_DEMO
754         Multi_options_g.pxo = 1;
755         Multi_options_g.protocol = NET_TCP;     
756         gameseq_post_event( GS_EVENT_PXO );
757 #else
758         if (Multi_options_g.pxo == 1) {
759                 SDL_assert(Multi_options_g.protocol == NET_TCP);
760                 gameseq_post_event( GS_EVENT_PXO );
761         } else {
762                 // go to the regular join game screen
763                 gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME );
764         }
765 #endif  
766
767         // select protocol
768         psnet_use_protocol(Multi_options_g.protocol);
769 }
770
771 // blit some small color indicators to show whether ships.tbl and weapons.tbl are valid
772 // green == valid, red == invalid.
773 // ships.tbl will be on the left, weapons.tbl on the right
774 int Mh_ship_table_status[GR_NUM_RESOLUTIONS][2] = {
775         { 1, 479 },
776         { 1, 767 }
777 };
778 int Mh_weapon_table_status[GR_NUM_RESOLUTIONS][2] = {
779         { 3, 479 },
780         { 3, 767 }
781 };
782 void main_hall_blit_table_status()
783 {
784         // blit ship table status
785         gr_set_color_fast(Game_ships_tbl_valid ? &Color_bright_green : &Color_bright_red);
786         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]);
787
788         // blit weapon table status
789         gr_set_color_fast(Game_weapons_tbl_valid ? &Color_bright_green : &Color_bright_red);
790         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]);
791 }
792
793 // bash the player to a specific mission in a campaign
794 void main_hall_campaign_cheat()
795 {
796         char *ret = popup_input(0, XSTR("Enter mission name.\n\n* This will destroy all legitimate progress in this campaign. *", -1));
797
798         // yay
799         if(ret != NULL) {
800                 // strcpy(Main_hall_campaign_cheat, ret);               
801                 mission_campaign_jump_to_mission(ret);
802         }
803 }
804
805 // -------------------------------------------------------------------------------------------------------------------
806 // FUNCTION DEFINITIONS BEGIN
807 //
808
809 // initialize the main hall proper 
810 void main_hall_init(int main_hall_num)
811 {
812         if ( Main_hall_inited ) {
813                 return;
814         }       
815
816         int idx,s_idx;
817         char temp[100], whee[100];      
818
819         // read in the main hall table
820         try {
821                 main_hall_read_table();
822         } catch (parse_error_t rval) {
823                 Error(LOCATION, "Unable to parse mainhall.tbl!  Code = %i.\n", (int)rval);
824         }
825
826         // create the snazzy interface and load up the info from the table
827         snazzy_menu_init();
828         read_menu_tbl(NOX("MAIN HALL"), temp, SDL_arraysize(temp), whee, SDL_arraysize(whee), Main_hall_region, &Main_hall_num_options, 0);
829
830         // assign the proper main hall data
831         SDL_assert((main_hall_num >= 0) && (main_hall_num < NUM_MAIN_HALLS));
832         Main_hall = &Main_hall_defines[gr_screen.res][main_hall_num];   
833
834         // tooltip strings
835 #ifdef MAKE_FS1
836         Main_hall->region_descript[0] = XSTR( "Exit Freespace", 353);
837         Main_hall->region_descript[1] = XSTR( "Barracks - Manage your Freespace pilots", 354);
838         Main_hall->region_descript[2] = XSTR( "Ready room - Start or continue a campaign", 355);
839         Main_hall->region_descript[3] = XSTR( "Tech room - View specifications of Freespace ships and weaponry", 356);
840         Main_hall->region_descript[4] = XSTR( "Options - Change your Freespace options", 357);
841         Main_hall->region_descript[5] = XSTR( "Campaign Room - View all available campaigns", 358);
842         Main_hall->region_descript[6] = XSTR( "Multiplayer - Start or join a multiplayer game", 359);
843 #else
844         Main_hall->region_descript[0] = XSTR( "Exit FreeSpace 2", 353);
845         Main_hall->region_descript[1] = XSTR( "Barracks - Manage your FreeSpace 2 pilots", 354);
846         Main_hall->region_descript[2] = XSTR( "Ready room - Start or continue a campaign", 355);
847         Main_hall->region_descript[3] = XSTR( "Tech room - View specifications of FreeSpace 2 ships and weaponry", 356);
848         Main_hall->region_descript[4] = XSTR( "Options - Change your FreeSpace 2 options", 357);
849         Main_hall->region_descript[5] = XSTR( "Campaign Room - View all available campaigns", 358);
850         Main_hall->region_descript[6] = XSTR( "Multiplayer - Start or join a multiplayer game", 359);
851 #endif
852         
853         // init tooltip shader
854 #ifndef MAKE_FS1
855         float gray_intensity = 0.02f;                                                                                                   // nearly black
856 //      float c = (gr_screen.mode == GR_DIRECT3D || gr_screen.mode == GR_OPENGL) ? 0.11f : 0.07f;                       // adjust for renderer differences
857         gr_create_shader(&Main_hall_tooltip_shader, gray_intensity, gray_intensity, gray_intensity, 0.11f);
858 #endif
859
860         // load the background bitmap
861         Main_hall_bitmap = bm_load(Main_hall->bitmap);
862         if(Main_hall_bitmap < 0){
863                 nprintf(("General","WARNING! Couldn't load main hall background bitmap %s\n", Main_hall->bitmap));
864         }       
865
866         // remove any multiplayer flags from the game mode
867         Game_mode &= ~(GM_MULTIPLAYER);
868
869         Main_hall_mask_w = -1;
870         Main_hall_mask_h = -1;
871                 
872         // load the mask
873         Main_hall_mask = bm_load(Main_hall->mask);
874         if (Main_hall_mask < 0) {
875                 Error(LOCATION,"Could not load in %s!", Main_hall->mask);
876         } else {
877                 // get a pointer to bitmap by using bm_lock(), so we can feed it to he snazzy menu system
878                 Main_hall_mask_bitmap = bm_lock(Main_hall_mask, 8, BMP_AABITMAP);
879                 Main_hall_mask_data = (ubyte*)Main_hall_mask_bitmap->data;
880                 bm_get_info(Main_hall_mask, &Main_hall_mask_w, &Main_hall_mask_h);
881         }
882
883         // load up the misc animations, and nullify all the delay timestamps for the misc animations    
884         for(idx=0;idx<Main_hall->num_misc_animations;idx++) {
885                 Main_hall_misc_anim[idx] = NULL;
886                 Main_hall_misc_anim[idx] = anim_load(Main_hall->misc_anim_name[idx]);
887                 if(Main_hall_misc_anim[idx] == NULL) {
888                         nprintf(("General","WARNING!, Could not load misc %s anim in main hall\n",Main_hall->misc_anim_name));
889                 }
890
891                 // null out the animation instances
892                 Main_hall_misc_anim_instance[idx] = NULL;
893                 
894                 // null out the delay timestamps
895                 Main_hall->misc_anim_delay[idx][0] = -1;
896         }       
897
898         // load up the door animations
899         for(idx=0;idx<Main_hall->num_door_animations;idx++) {
900                 Main_hall_door_anim[idx] = NULL;
901                 Main_hall_door_anim[idx] = anim_load(Main_hall->door_anim_name[idx]);
902                 if(Main_hall_door_anim[idx] == NULL){
903                         nprintf(("General","WARNING!, Could not load door anim %s in main hall\n",Main_hall->door_anim_name[idx]));
904                 }
905
906                 // null out the animation instances
907                 Main_hall_door_anim_instance[idx] = NULL;
908         }       
909
910         // load in help overlay bitmap          
911         if(Main_hall == &Main_hall_defines[gr_screen.res][0]) {
912                 Main_hall_overlay_id = MH_OVERLAY;
913         } else {
914                 SDL_assert(Main_hall == &Main_hall_defines[gr_screen.res][1]);
915                 Main_hall_overlay_id = MH2_OVERLAY;
916         }
917         help_overlay_load(Main_hall_overlay_id);
918         help_overlay_set_state(Main_hall_overlay_id,0);         
919
920         // check to see if the "very first pilot" flag is set, and load the overlay if so
921         if (!F1_text_done) {
922                 if (Main_hall_f1_text_frame == 0) {
923                         Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
924                 } else {
925                         F1_text_done = 1;
926                 }
927         }
928
929 /*
930         if(Player_select_very_first_pilot) {                            
931                 Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
932                 
933                 // don't display the "press f1" message more than once
934                 Player_select_very_first_pilot = 0;
935         } else {
936                 Main_hall_help_stamp = -1;
937         }
938 */
939         Main_hall_region_linger_stamp = -1;
940
941         SDL_strlcpy(Main_hall_campaign_cheat, "", SDL_arraysize(Main_hall_campaign_cheat));
942
943         // zero out the door sounds
944         for(idx=0;idx<Main_hall->num_door_sounds;idx++){
945                 Main_hall_door_sound_handles[idx] = -1;
946         }
947
948         // zero out the misc anim sounds
949         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
950                 for(s_idx = 1;s_idx < 10;s_idx++){
951                         Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
952                         Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
953                 }
954         }
955
956         // skip the first frame
957         Main_hall_frame_skip = 1;
958
959         // initialize the music
960         main_hall_start_music();
961
962         // initialize the main hall notify text
963         Main_hall_notify_stamp = 1;
964
965         // initialize the random intercom sound stuff
966         Main_hall_next_intercom_sound = 0;              
967         Main_hall_next_intercom_sound_stamp = -1;
968         Main_hall_intercom_sound_handle = -1;
969
970         // set the placement of the mouse cursor (start at the ready room)
971         Main_hall_mouse_region = -1;
972         Main_hall_last_clicked_region = READY_ROOM_REGION;      
973         mouse_set_pos(Main_hall->door_anim_coords[READY_ROOM_REGION][2],Main_hall->door_anim_coords[READY_ROOM_REGION][3]);     
974
975         Main_hall_inited = 1;
976
977         // determine if we have a right click
978         Main_hall_right_click = mouse_down(MOUSE_RIGHT_BUTTON);
979
980         // set the game_mode based on the type of player
981         SDL_assert( Player != NULL );
982         if ( Player->flags & PLAYER_FLAGS_IS_MULTI ){
983                 Game_mode = GM_MULTIPLAYER;
984         } else {
985                 Game_mode = GM_NORMAL;
986         }
987
988         if ( (Cmdline_start_netgame || (Cmdline_connect_addr != NULL)) && !Main_hall_netgame_started ) {
989                 Main_hall_netgame_started = 1;
990                 main_hall_do_multi_ready();
991         }
992 }
993
994 void main_hall_exit_game()
995 {
996 #if defined(NDEBUG) || defined(INTERPLAYQA)
997         int choice;
998
999         // stop music first
1000         main_hall_stop_music();
1001         main_hall_stop_ambient();
1002         choice = popup( PF_NO_NETWORKING | PF_BODY_BIG, 2, POPUP_NO, POPUP_YES, XSTR( "Exit Game?", 365));
1003         if ( choice == 1 ) {
1004                 gameseq_post_event(GS_EVENT_QUIT_GAME);
1005         } else {
1006                 main_hall_start_music();
1007                 main_hall_start_ambient();
1008         }
1009 #else
1010         gameseq_post_event(GS_EVENT_QUIT_GAME);
1011 #endif
1012 }
1013
1014
1015 // do a frame for the main hall
1016 void main_hall_do(float frametime)
1017 {
1018         int code, key, snazzy_action;   
1019
1020         // need to ensure ambient is playing, since it may be stopped by a playing movie
1021         main_hall_start_ambient();
1022
1023         // handle any animation details 
1024         main_hall_handle_misc_anims();
1025         main_hall_handle_region_anims();
1026
1027         // handle any random intercom sound details
1028         main_hall_handle_random_intercom_sounds();
1029
1030         // handle any mouse clicks
1031         main_hall_handle_right_clicks();        
1032
1033         // handle any sound details
1034         main_hall_cull_door_sounds();   
1035
1036         // process any keypresses/mouse events
1037         snazzy_action = -1;
1038         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);
1039
1040         if(key){
1041                 extern void game_process_cheats(int k);
1042                 game_process_cheats(key);
1043         }
1044         switch(key){
1045         case SDLK_RETURN:
1046                 snazzy_action = SNAZZY_CLICKED; 
1047                 break;
1048
1049 #if 0 //#ifndef NDEBUG  
1050         case SDLK_1:
1051                 movie_play("endprt2b.mve");
1052                 break;
1053         case SDLK_2:
1054                 movie_play_two("endprt2a.mve", "endprt2b.mve");
1055                 break;
1056         case SDLK_3:
1057                 main_hall_campaign_cheat();     
1058                 break;  
1059         case KEY_DEBUGGED + SDLK_d:
1060                 demo_start_playback("test.fsd");
1061                 break;
1062         }
1063 #else 
1064         }
1065 #endif
1066
1067         // do any processing based upon what happened to the snazzy menu
1068         switch (snazzy_action) {
1069         case SNAZZY_OVER:
1070                 main_hall_handle_mouse_location(code);
1071                 break;
1072
1073         case SNAZZY_CLICKED:
1074                 switch (code) {
1075                 // clicked on the exit region
1076                 case EXIT_REGION:
1077                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1078                         main_hall_exit_game();
1079                         break;
1080
1081                 // clicked on the readyroom region
1082                 case READY_ROOM_REGION:
1083 #ifdef MULTIPLAYER_BETA_BUILD
1084                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1085                         Player->flags |= PLAYER_FLAGS_IS_MULTI;
1086                         main_hall_do_multi_ready();
1087 #elif defined(E3_BUILD) || defined(PRESS_TOUR_BUILD)                                                                    
1088                         gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);                      
1089 #else
1090                         if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1091                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1092                                 main_hall_do_multi_ready();
1093                         } else {                                
1094                                 if(strlen(Main_hall_campaign_cheat)){
1095                                         gameseq_post_event(GS_EVENT_CAMPAIGN_CHEAT);
1096                                 } else {
1097                                         gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);                              
1098                                 }
1099                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);                              
1100                         }
1101 #endif
1102                         break;
1103
1104                 // clicked on the tech room region
1105                 case TECH_ROOM_REGION:
1106 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1107                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1108                         game_feature_not_in_demo_popup();
1109 #else
1110                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1111                         gameseq_post_event( GS_EVENT_TECH_MENU );
1112 #endif
1113                         break;
1114
1115                 // clicked on the options region
1116                 case OPTIONS_REGION:
1117                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1118                         gameseq_post_event(GS_EVENT_OPTIONS_MENU);
1119                         break;
1120
1121                 // clicked on the campaign toom region
1122                 case CAMPAIGN_ROOM_REGION:
1123 #if !defined(MULTIPLAYER_BETA_BUILD) && !defined(E3_BUILD) && !defined(PRESS_TOUR_BUILD)
1124
1125 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1126                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1127                         {
1128                         //game_feature_not_in_demo_popup();
1129                         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.");
1130                         if (reset_campaign == 1) {
1131                                 mission_campaign_savefile_delete(Campaign.filename);
1132                                 mission_campaign_load(Campaign.filename);
1133                                 mission_campaign_next_mission();
1134                         }
1135                         }
1136
1137 #else
1138                         if(Player->flags & PLAYER_FLAGS_IS_MULTI){
1139                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1140                                 main_hall_set_notify_string(XSTR( "Campaign Room not valid for multiplayer pilots", 366));
1141                         } else {
1142                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1143                                 gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);                     
1144                         }
1145 #endif
1146
1147 #endif
1148                         break;
1149
1150                 // clicked on the multiplayer region
1151                 case MULTIPLAYER_REGION:
1152 #if defined(DEMO) || defined(OEM_BUILD) // not for FS2_DEMO
1153                         game_feature_not_in_demo_popup();
1154 #else
1155                         if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1156                                 // NOTE : this isn't a great thing to be calling this anymore. But we'll leave it for now
1157                                 gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME );
1158                         } else {
1159                                 main_hall_set_notify_string(XSTR( "Not a valid multiplayer pilot!!", 367));
1160                         }
1161 #endif
1162                         break;
1163
1164                 // load mission key was pressed
1165                 case LOAD_MISSION_REGION:
1166                         Int3();
1167                         break;
1168
1169                 // quick start a game region
1170                 case QUICK_START_REGION:
1171 #if !defined(NDEBUG) && !(defined(FS2_DEMO) || defined(FS1_DEMO))
1172                         if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1173                                 main_hall_set_notify_string(XSTR( "Quick Start not valid for multiplayer pilots", 369));
1174                         } else {
1175
1176                                 if (Num_recent_missions > 0)    {
1177                                         SDL_strlcpy( Game_current_mission_filename, Recent_missions[0], SDL_arraysize(Game_current_mission_filename) );
1178                                 } else {
1179                                         mission_load_up_campaign();
1180                                         SDL_strlcpy( Game_current_mission_filename, Campaign.missions[0].name, SDL_arraysize(Game_current_mission_filename) );
1181                                 }
1182
1183                                 Campaign.current_mission = -1;
1184                                 gameseq_post_event(GS_EVENT_START_GAME_QUICK);
1185                         }
1186 #endif
1187                         break;
1188
1189                 // clicked on the barracks region
1190                 case BARRACKS_REGION:                   
1191                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1192                         gameseq_post_event( GS_EVENT_BARRACKS_MENU );
1193                         break;
1194
1195                 // increate the skill level
1196                 case SKILL_LEVEL_REGION: 
1197                         char temp[100];
1198
1199                         game_increase_skill_level();
1200                         SDL_snprintf(temp, SDL_arraysize(temp), XSTR( "Skill level set to %s.", 370), Skill_level_names(Game_skill_level));
1201                         main_hall_set_notify_string(temp);
1202                         break;                          
1203
1204                 // escape was pressed
1205                 case ESC_PRESSED:
1206                         // if there is a help overlay active, then don't quit the game - just kill the overlay
1207                         if(!help_overlay_active(Main_hall_overlay_id)){
1208                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1209                                 main_hall_exit_game();
1210                         }
1211                         // kill the overlay
1212                         else {
1213                                 help_overlay_set_state(Main_hall_overlay_id,0);
1214                         }
1215                         break;
1216                 }
1217
1218                 // if the escape key wasn't pressed handle any mouse position related events
1219                 if (code != ESC_PRESSED){
1220                         main_hall_handle_mouse_location(code);
1221                 }
1222                 break;
1223
1224                 default:
1225                         main_hall_handle_mouse_location(-1);
1226                         break;
1227         }
1228
1229         if ( mouse_down(MOUSE_LEFT_BUTTON) ) {
1230                 help_overlay_set_state(Main_hall_overlay_id, 0);
1231         }
1232
1233         // draw the background bitmap   
1234         gr_reset_clip();        
1235         GR_MAYBE_CLEAR_RES(Main_hall_bitmap);
1236         if(Main_hall_bitmap >= 0){
1237                 gr_set_bitmap(Main_hall_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1238                 gr_bitmap(0, 0);
1239         }
1240
1241         // draw any pending notification messages
1242         main_hall_notify_do();                  
1243
1244         // render misc animations
1245         main_hall_render_misc_anims(frametime);
1246
1247         // render door animtions
1248         main_hall_render_door_anims(frametime); 
1249
1250         // blit any appropriate tooltips
1251         main_hall_maybe_blit_tooltips();
1252
1253         // fishtank
1254         fishtank_process();
1255
1256         // process any help "hit f1" timestamps and display any messages if necessary
1257         if (!F1_text_done) {
1258                 main_hall_process_help_stuff();
1259         }
1260
1261         // blit help overlay if active
1262         help_overlay_maybe_blit(Main_hall_overlay_id);
1263
1264         // blit the freespace version #
1265         main_hall_blit_version();
1266
1267         // blit ship and weapon table status
1268         main_hall_blit_table_status();
1269
1270         // if we're in nice D3D texture format
1271 #ifndef NDEBUG
1272         gr_set_color_fast(&Color_white);
1273
1274         // d3d
1275         gr_string(320, gr_screen.max_h - 10, "ARGB");
1276
1277         //      extern int D3D_fog_mode;
1278         //      extern int D3D_zbias;
1279
1280         if ( gr_is_32bit() ) {
1281                 gr_string(320, gr_screen.max_h - 30, "32bit");
1282         }
1283         //      gr_printf(320, gr_screen.max_h - 40, "Fog : %d", D3D_fog_mode);
1284         //      gr_printf(320, gr_screen.max_h - 50, "Zbias : %d", D3D_zbias);
1285         // extern void d3d_test();
1286         // d3d_test();
1287 #endif  
1288
1289         gr_flip();
1290
1291         // maybe run the player tips popup
1292 // #if defined(FS2_DEMO) && defined(NDEBUG)
1293         player_tips_popup();
1294 // #endif
1295
1296         // if we were supposed to skip a frame, then stop doing it after 1 frame
1297         if(Main_hall_frame_skip){
1298                 Main_hall_frame_skip = 0;
1299         }
1300 }
1301
1302 // close the main hall proper
1303 void main_hall_close()
1304 {
1305         int idx,s_idx;
1306
1307         if(!Main_hall_inited){
1308                 return;
1309         }       
1310
1311         // unload the main hall bitmap
1312         if(Main_hall_bitmap != -1){
1313                 bm_unload(Main_hall_bitmap);
1314         }
1315
1316         // unload any bitmaps
1317         if(Main_hall_mask >= 0){                
1318                 // make sure we unlock the mask bitmap so it can be unloaded
1319                 bm_unlock(Main_hall_mask);
1320                 if(!bm_unload(Main_hall_mask)){
1321                         nprintf(("General","WARNING! Couldn't unload main hall mask bitmap!\n"));
1322                 }
1323         }
1324
1325         // free up any (possibly) playing misc animation handles
1326         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1327                 if(Main_hall_misc_anim_instance[idx]!=NULL){
1328                         anim_stop_playing(Main_hall_misc_anim_instance[idx]);
1329                         Main_hall_misc_anim_instance[idx] = NULL;
1330                 }
1331         }
1332         
1333         // free up any (possibly) playing door animation handles
1334         for(idx=0;idx<Main_hall->num_door_animations;idx++){
1335                 if(Main_hall_door_anim_instance[idx]!=NULL){
1336                         anim_stop_playing(Main_hall_door_anim_instance[idx]);
1337                         Main_hall_door_anim_instance[idx] = NULL;
1338                 }
1339         }
1340         
1341
1342         // free up any misc animations/instances        
1343         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1344                 if((Main_hall_misc_anim_instance[idx]!=NULL) && (anim_playing(Main_hall_misc_anim_instance[idx]))){             
1345                         Main_hall_misc_anim_instance[idx] = NULL;
1346                 }
1347                 if(Main_hall_misc_anim[idx]!=NULL){
1348                         if(anim_free(Main_hall_misc_anim[idx]) == -1){
1349                                 nprintf(("General","WARNING!, Could not free up misc anim %s in main hall\n",Main_hall->misc_anim_name[idx]));
1350                         }
1351                 }       
1352         }
1353
1354         // free up any door animations/instances
1355         for(idx=0;idx<Main_hall->num_door_animations;idx++){
1356                 if((Main_hall_door_anim_instance[idx]!=NULL) && (anim_playing(Main_hall_door_anim_instance[idx]))){
1357                         Main_hall_door_anim_instance[idx] = NULL;                       
1358                 }
1359                 if(Main_hall_door_anim[idx]!=NULL){
1360                         if(anim_free(Main_hall_door_anim[idx]) == -1){
1361                                 nprintf(("General","WARNING!, Could not free up door anim %s in main hall\n",Main_hall->door_anim_name[idx]));
1362                         }
1363                 }               
1364         }       
1365
1366         // stop any playing door sounds
1367         for(idx=0;idx<Main_hall->num_door_sounds-2;idx++){      // don't cut off the glow sounds (requested by Dan)
1368                 if((Main_hall_door_sound_handles[idx] != -1) && snd_is_playing(Main_hall_door_sound_handles[idx])){
1369                         snd_stop(Main_hall_door_sound_handles[idx]);
1370                         Main_hall_door_sound_handles[idx] = -1;
1371                 }
1372         }       
1373
1374         // stop any playing misc animation sounds
1375         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1376                 for(s_idx=1;s_idx<10;s_idx++){
1377                         if(snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])){
1378                                 snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
1379                                 Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
1380                         }
1381                 }
1382         }
1383
1384         // unload the overlay bitmap
1385         help_overlay_unload(Main_hall_overlay_id);
1386
1387         // close any snazzy menu details
1388         snazzy_menu_close();
1389
1390         // restore
1391         palette_restore_palette();
1392
1393         // no fish
1394         fishtank_stop();        
1395
1396         // not inited anymore
1397         Main_hall_inited = 0;
1398 }
1399
1400 // start the main hall music playing
1401 void main_hall_start_music()
1402 {
1403         // start a looping ambient sound
1404         main_hall_start_ambient();
1405
1406         // if we have selected no music, then don't do this
1407         if ( Cmdline_freespace_no_music ) {
1408                 return;
1409         }
1410
1411         int main_hall_spooled_music_index = event_music_get_spooled_music_index(Main_hall->music);
1412         
1413         if ((Main_hall_music_handle == -1) && (main_hall_spooled_music_index != -1)) {
1414                 char *music_wavfile_name = Spooled_music[main_hall_spooled_music_index].filename;
1415                 if (music_wavfile_name != NULL) {
1416                                 Main_hall_music_handle = audiostream_open( music_wavfile_name, ASF_EVENTMUSIC );
1417                                 if ( Main_hall_music_handle != -1 )
1418                                         audiostream_play(Main_hall_music_handle, Master_event_music_volume);
1419                 }
1420                 else {
1421                         nprintf(("Warning", "No music file exists to play music at the main menu!\n"));
1422                 }
1423         }
1424 }
1425
1426 // stop the main hall music
1427 void main_hall_stop_music()
1428 {
1429         if ( Main_hall_music_handle != -1 ) {
1430                 audiostream_close_file(Main_hall_music_handle);
1431                 Main_hall_music_handle = -1;
1432         }
1433 }
1434
1435 // do any necessary instantiation of misc animations
1436 void main_hall_handle_misc_anims()
1437 {
1438         int idx,s_idx;
1439
1440         if(Main_hall_frame_skip)
1441                 return;
1442         
1443         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1444                 // if the anim isn't playing
1445                 if(Main_hall_misc_anim_instance[idx] == NULL){
1446                         // if the timestamp is -1, then reset it to some random value (based on MIN and MAX) and continue
1447                         if(Main_hall->misc_anim_delay[idx][0] == -1){
1448                                 Main_hall->misc_anim_delay[idx][0] = timestamp(Main_hall->misc_anim_delay[idx][1] + 
1449                                                                                                                       (int)(((float)myrand()/(float)MY_RAND_MAX) * (float)(Main_hall->misc_anim_delay[idx][2] - Main_hall->misc_anim_delay[idx][1])));
1450
1451                         // if the timestamp is not -1 and has popped, play the anim and make the timestap -1
1452                         } else if (timestamp_elapsed(Main_hall->misc_anim_delay[idx][0]) && Main_hall_misc_anim[idx]) {
1453                                 anim_play_struct aps;
1454
1455                                 anim_play_init(&aps, Main_hall_misc_anim[idx], Main_hall->misc_anim_coords[idx][0], Main_hall->misc_anim_coords[idx][1]);
1456                                 aps.screen_id = GS_STATE_MAIN_MENU;
1457                                 aps.framerate_independent = 1;
1458                                 
1459                                 Main_hall_misc_anim_instance[idx] = anim_play(&aps);                            
1460                                 
1461                                 // kill the timestamp   
1462                                 Main_hall->misc_anim_delay[idx][0] = -1;                                
1463
1464                                 // reset the "should be playing" flags
1465                                 for(s_idx=1;s_idx<10;s_idx++){
1466                                         Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
1467                                 }
1468                         }
1469                 }               
1470                 // if the anim is playing
1471                 else {
1472                         // check to see if any special trigger points have been reached by the animation
1473                         // since the frame triggers must be in ascending order, we will count down so that we don't trigger too many sounds
1474                         for(s_idx=Main_hall->misc_anim_special_sounds[idx][0]; s_idx > 0; s_idx--){
1475                                 // if we've passed the trigger point, then play the sound and break out of the loop
1476                                 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]){                                 
1477                                         Main_hall->misc_anim_sound_flag[idx][s_idx] = 1;
1478
1479                                         // if the sound is already playing, then kill it. This is a pretty safe thing to do since we can assume that
1480                                         // by the time we get to this point again, the sound will have been long finished
1481                                         if(snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])){
1482                                                 snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
1483                                                 Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
1484                                         }
1485                                         // play the sound
1486                                         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]);                                    
1487                                         break;
1488                                 }
1489                         }
1490
1491                         // if the animation mode is MISC_ANIM_MODE_HOLD, pause it at the last frame
1492                         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)){                           
1493                                 anim_pause(Main_hall_misc_anim_instance[idx]);
1494                                 Main_hall_misc_anim_instance[idx]->stop_now = FALSE;
1495                         }                       
1496
1497                         // if the animation mode is MISC_ANIM_MODE_LOOP, check to see if it should be looped
1498                         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)){                           
1499                                 anim_release_render_instance(Main_hall_misc_anim_instance[idx]);
1500
1501                                 // start it playing again
1502                                 anim_play_struct aps;
1503
1504                                 anim_play_init(&aps, Main_hall_misc_anim[idx], Main_hall->misc_anim_coords[idx][0], Main_hall->misc_anim_coords[idx][1]);
1505                                 aps.screen_id = GS_STATE_MAIN_MENU;
1506                                 aps.framerate_independent = 1;
1507                                 
1508                                 Main_hall_misc_anim_instance[idx] = anim_play(&aps);                            
1509                                 
1510                                 // kill the timestamp   
1511                                 Main_hall->misc_anim_delay[idx][0] = -1;                                
1512
1513                                 // reset the "should be playing" flags
1514                                 for(s_idx=1;s_idx<10;s_idx++){
1515                                         Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
1516                                 }
1517                         }                       
1518
1519                         // cull any misc animations which are marked as done (!is_playing)                              
1520                         if(!anim_playing(Main_hall_misc_anim_instance[idx])){                   
1521                                 Main_hall_misc_anim_instance[idx] = NULL;                               
1522                         }
1523                 }                       
1524         }       
1525 }
1526
1527 // render all playing misc animations
1528 void main_hall_render_misc_anims(float frametime)
1529 {
1530         int idx;
1531         
1532         // HACKETY HACK HACK - always render misc anim 3 first, if it is playing
1533         if(Main_hall_misc_anim_instance[2] != NULL){
1534                 anim_render_one(GS_STATE_MAIN_MENU,Main_hall_misc_anim_instance[2],frametime);
1535         }
1536
1537         // render all other animations
1538         for(idx=0;idx<MAX_MISC_ANIMATIONS;idx++){
1539                 // skip anim 3, which was previously rendered, if at all
1540                 if(idx == 2){
1541                         continue;
1542                 }
1543
1544                 // render it
1545                 if(Main_hall_misc_anim_instance[idx] != NULL){
1546                         anim_render_one(GS_STATE_MAIN_MENU,Main_hall_misc_anim_instance[idx],frametime);
1547                 }
1548         }
1549 }
1550
1551 // render all playing door animations
1552 void main_hall_render_door_anims(float frametime)
1553 {
1554         int idx;        
1555
1556         // render all door animations
1557         for(idx=0;idx<MAX_DOOR_ANIMATIONS;idx++){               
1558                 // render it
1559                 if(Main_hall_door_anim_instance[idx] != NULL){
1560                         anim_render_one(GS_STATE_MAIN_MENU,Main_hall_door_anim_instance[idx],frametime);
1561                 }
1562         }
1563 }
1564
1565 // handle starting, stopping and reversing "door" animations
1566 void main_hall_handle_region_anims()
1567 {
1568         int idx;
1569
1570         if(Main_hall_frame_skip)
1571                 return;
1572         
1573         // make sure we make any finished door animations NULL
1574         for(idx=0;idx<Main_hall->num_door_animations;idx++){
1575                 if((Main_hall_door_anim_instance[idx] != NULL) && !anim_playing(Main_hall_door_anim_instance[idx])){
1576                         Main_hall_door_anim_instance[idx] = NULL;
1577                 }
1578         }
1579         
1580         // go through each region animation
1581         for(idx=0;idx<Main_hall->num_door_animations;idx++){
1582                 // if the instance is not null and the animation is playing
1583                 if((Main_hall_door_anim_instance[idx] != NULL) && anim_playing(Main_hall_door_anim_instance[idx])){
1584                         // check to see if we should hold a given door "open"
1585                         if((Main_hall_mouse_region == idx) && (Main_hall_door_anim_instance[idx]->frame_num == Main_hall_door_anim_instance[idx]->stop_at)){
1586                                 anim_pause(Main_hall_door_anim_instance[idx]);
1587                                 Main_hall_door_anim_instance[idx]->stop_now = FALSE;
1588                         }
1589                         // check to see if we should close a door being held open
1590                         if((Main_hall_mouse_region != idx) && (Main_hall_door_anim_instance[idx]->paused)){
1591                                 anim_unpause(Main_hall_door_anim_instance[idx]);
1592                         }
1593                 }               
1594         }       
1595 }
1596
1597 // do any necessary processing based upon the mouse location
1598 void main_hall_handle_mouse_location(int cur_region)
1599 {
1600    if(Main_hall_frame_skip)
1601                 return;
1602
1603         if(cur_region > NUM_MAIN_HALL_MOUSE_REGIONS) {
1604                 // MWA -- inserted return since Int3() was tripped when hitting L from main
1605                 // menu.
1606                 return;         
1607         }
1608
1609         // if the mouse is now over a resgion
1610         if (cur_region != -1) {
1611                 // if we're still over the same region we were last frame, check stuff
1612                 if (cur_region == Main_hall_mouse_region) {
1613                         // if we have a linger timestamp set and it has expired, then get moving                        
1614                         if ((Main_hall_region_linger_stamp != -1) && timestamp_elapsed(Main_hall_region_linger_stamp)) {
1615                                 main_hall_mouse_grab_region(cur_region);                                
1616
1617                                 // release the region linger stamp
1618                                 Main_hall_region_linger_stamp = -1;
1619                         }
1620                 } else {
1621                         // if we're currently on another region, release it
1622                         if ((Main_hall_mouse_region != -1) && (cur_region != Main_hall_mouse_region)) {
1623                                 main_hall_mouse_release_region(Main_hall_mouse_region);
1624                         }
1625                 
1626                         // set the linger time
1627                         if (Main_hall_region_linger_stamp == -1) {
1628                                 Main_hall_mouse_region = cur_region;
1629                                 Main_hall_region_linger_stamp = timestamp(MAIN_HALL_REGION_LINGER);
1630                         }                       
1631                 }
1632         }
1633         // if it was over a region but isn't anymore, release that region
1634         else {
1635                 if (Main_hall_mouse_region != -1) {
1636                         main_hall_mouse_release_region(Main_hall_mouse_region);
1637                         Main_hall_mouse_region = -1;
1638
1639                         // release the region linger timestamp
1640                         Main_hall_region_linger_stamp = -1;
1641                 }
1642         }
1643 }
1644
1645 // if the mouse has moved off of the currently active region, handle the anim accordingly
1646 void main_hall_mouse_release_region(int region)
1647 {
1648         if(Main_hall_frame_skip){
1649                 return;
1650         }
1651
1652         // if the animation is currently playing in the forward direction, change direction and be done, otherwise don't do a thing
1653         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)){
1654                 anim_reverse_direction(Main_hall_door_anim_instance[region]);
1655         }
1656
1657         // check for door sounds, ignoring the OPTIONS_REGION (which isn't a door)
1658         if ((Main_hall_door_anim_instance[region] != NULL)) {
1659                 // don't stop the toaster oven or microwave regions from playing all the way through
1660                 if (Main_hall_door_sound_handles[region] != -1) {
1661                         snd_stop(Main_hall_door_sound_handles[region]);
1662                 }
1663                 Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][1]], Main_hall->door_sound_pan[region]);
1664
1665                 // make sure to set the sound to play from the right spot
1666                 snd_set_pos(Main_hall_door_sound_handles[region], &Snds_iface[SND_MAIN_HALL_DOOR_CLOSE],
1667                                                 (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);                      
1668         }
1669 }
1670
1671 // if the mouse has moved on this region, handle it accordingly
1672 void main_hall_mouse_grab_region(int region)
1673 {
1674         if (Main_hall_frame_skip) {
1675                 return;
1676         }
1677
1678         // if the animation is not playing, start it playing
1679         if ( !Main_hall_door_anim_instance[region] ) {
1680                 if ( Main_hall_door_anim[region] ) {
1681                         anim_play_struct aps;
1682
1683                         anim_play_init(&aps, Main_hall_door_anim[region], Main_hall->door_anim_coords[region][0], Main_hall->door_anim_coords[region][1]);
1684                         aps.screen_id = GS_STATE_MAIN_MENU;
1685                         aps.framerate_independent = 1;
1686
1687                         Main_hall_door_anim_instance[region] = anim_play(&aps);
1688                 }
1689         } 
1690         // otherwise if its playing in the reverse direction, change it to the forward direction
1691         else if (Main_hall_door_anim_instance[region]->direction == ANIM_DIRECT_REVERSE) {
1692                 anim_reverse_direction(Main_hall_door_anim_instance[region]);
1693         }
1694
1695         // check for opening/starting sounds
1696         // kill the currently playing sounds if necessary
1697         if(Main_hall_door_sound_handles[region] != -1){                 
1698                 snd_stop(Main_hall_door_sound_handles[region]);
1699         }       
1700         Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][0]],Main_hall->door_sound_pan[region]);                              
1701
1702         // start the sound playing at the right spot relative to the completion of the animation                
1703         if(Main_hall_door_anim_instance[region]->frame_num != -1){                      
1704                         snd_set_pos(Main_hall_door_sound_handles[region],&Snds_iface[SND_MAIN_HALL_DOOR_OPEN],
1705                                                         (float)Main_hall_door_anim_instance[region]->frame_num / (float)Main_hall_door_anim_instance[region]->parent->total_frames,1);
1706         }                               
1707 }
1708
1709 // handle any right clicks which may have occured
1710 void main_hall_handle_right_clicks()
1711 {
1712         int new_region;
1713
1714         if(Main_hall_frame_skip)
1715                 return;
1716
1717         // check to see if the button has been clicked
1718         if(!Main_hall_right_click){
1719                 if(mouse_down(MOUSE_RIGHT_BUTTON)){
1720                         // cycle through the available regions
1721                         if(Main_hall_last_clicked_region == NUM_MAIN_HALL_MOUSE_REGIONS - 1){
1722                                 new_region = 0;
1723                         } else
1724                                 new_region = Main_hall_last_clicked_region + 1;
1725
1726                         // set the position of the mouse cursor and the newly clicked region                    
1727                         mouse_set_pos(Main_hall->door_anim_coords[new_region][2],Main_hall->door_anim_coords[new_region][3]);                   
1728
1729                         main_hall_handle_mouse_location(new_region);
1730                         Main_hall_last_clicked_region = new_region;
1731                         
1732                         // set the mouse as being clicked
1733                         Main_hall_right_click = 1;
1734                 }
1735         } 
1736         // set the mouse as being unclicked
1737         else if(Main_hall_right_click && !(mouse_down(MOUSE_RIGHT_BUTTON))){
1738                 Main_hall_right_click = 0;
1739         }
1740 }
1741
1742 // cull any door sounds that have finished playing
1743 void main_hall_cull_door_sounds()
1744 {
1745         int idx;
1746         // 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
1747         for(idx=0;idx<Main_hall->num_door_sounds;idx++){
1748                 if((Main_hall_door_sound_handles[idx] != -1) && !snd_is_playing(Main_hall_door_sound_handles[idx])){                    
1749                         Main_hall_door_sound_handles[idx] = -1;
1750                 }
1751         }
1752 }
1753
1754 void main_hall_handle_random_intercom_sounds()
1755 {
1756         // if we have no timestamp for the next random sound, then set on
1757         if((Main_hall_next_intercom_sound_stamp == -1) && (Main_hall_intercom_sound_handle == -1)){
1758                 Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)myrand()/(float)MY_RAND_MAX) * 
1759                                                                     (float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
1760                                                                                                                                           - Main_hall->intercom_delay[Main_hall_intercom_sound_handle][0])) );          
1761         }
1762
1763         // if the there is no sound playing
1764         if(Main_hall_intercom_sound_handle == -1){
1765                 // if the timestamp has popped, play a sound
1766                 if((Main_hall_next_intercom_sound_stamp != -1) && (timestamp_elapsed(Main_hall_next_intercom_sound_stamp))){
1767                         // play the sound
1768                         Main_hall_intercom_sound_handle = snd_play(&Snds_iface[Main_hall->intercom_sounds[Main_hall_next_intercom_sound]]);                     
1769                         
1770                         // unset the timestamp
1771                         Main_hall_next_intercom_sound_stamp = -1;
1772                 }
1773         }
1774         // if the sound is playing
1775         else {
1776                 // if the sound has finished, set the timestamp and continue
1777                 if(!snd_is_playing(Main_hall_intercom_sound_handle)){
1778                         // increment the next sound
1779                         if(Main_hall_next_intercom_sound >= (Main_hall->num_random_intercom_sounds-1)){
1780                                 Main_hall_next_intercom_sound = 0;
1781                         } else {
1782                                 Main_hall_next_intercom_sound++;
1783                         }
1784
1785                         // set the timestamp
1786                         Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)myrand()/(float)MY_RAND_MAX) * 
1787                                                                     (float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
1788                                                                                                                                           - Main_hall->intercom_delay[Main_hall_next_intercom_sound][0])) );
1789
1790                         // release the sound handle
1791                         Main_hall_intercom_sound_handle = -1;
1792                 }
1793         }
1794 }
1795
1796 // set the notification string with its decay timeout
1797 void main_hall_set_notify_string(const char *str)
1798 {
1799         SDL_strlcpy(Main_hall_notify_text, str, SDL_arraysize(Main_hall_notify_text));
1800         Main_hall_notify_stamp = timestamp(MAIN_HALL_NOTIFY_TIME);
1801 }
1802
1803 void main_hall_notify_do()
1804 {
1805         // check to see if we should try and do something
1806         if(Main_hall_notify_stamp != -1){
1807            // if the text time has expired
1808                 if(timestamp_elapsed(Main_hall_notify_stamp)){
1809                         SDL_strlcpy(Main_hall_notify_text, "", SDL_arraysize(Main_hall_notify_text));
1810                         Main_hall_notify_stamp = -1;
1811                 } else {
1812                         int w,h;
1813                         gr_set_color_fast(&Color_bright);
1814
1815                         gr_get_string_size(&w,&h,Main_hall_notify_text);
1816                         gr_printf((gr_screen.max_w - w)/2, gr_screen.max_h - 40, Main_hall_notify_text);
1817                 }
1818         }
1819 }
1820
1821 // start a looping ambient sound for main hall
1822 void main_hall_start_ambient()
1823 {
1824         int play_ambient_loop = 0;
1825
1826         if ( Main_hall_ambient_loop == -1 ) {
1827                 play_ambient_loop = 1;
1828         } else {
1829                 if ( !snd_is_playing(Main_hall_ambient_loop) ) {
1830                         play_ambient_loop = 1;
1831                 }
1832         }
1833
1834         if ( play_ambient_loop ) {
1835                 Main_hall_ambient_loop = snd_play_looping(&Snds_iface[SND_MAIN_HALL_AMBIENT]);
1836         }
1837 }
1838
1839 // stop a looping ambient sound for the main hall
1840 void main_hall_stop_ambient()
1841 {
1842         if ( Main_hall_ambient_loop != -1 ) {
1843                 snd_stop(Main_hall_ambient_loop);
1844                 Main_hall_ambient_loop = -1;
1845         }
1846
1847         if ( Main_hall_intercom_sound_handle != -1 ) {
1848                 snd_stop(Main_hall_intercom_sound_handle);
1849                 Main_hall_intercom_sound_handle = -1;
1850         }
1851 }
1852
1853 // Reset the volume of the looping ambient sound.  This is called from the options 
1854 // screen when the looping ambient sound might be playing.
1855 void main_hall_reset_ambient_vol()
1856 {
1857         if ( Main_hall_ambient_loop >= 0 ) {
1858                 snd_set_volume(Main_hall_ambient_loop, Snds_iface[SND_MAIN_HALL_AMBIENT].default_volume);
1859         }
1860 }
1861
1862 // blit the freespace version #
1863 void main_hall_blit_version()
1864 {
1865         char version_string[100];
1866         int w;
1867
1868         // format the version string
1869         get_version_string(version_string, SDL_arraysize(version_string));
1870
1871 #ifdef MAKE_FS1
1872         // tack on "EAX", since we have that :)
1873         SDL_strlcat(version_string, " EAX", sizeof(version_string));
1874 #endif
1875
1876         // get the length of the string
1877         gr_get_string_size(&w,NULL,version_string);
1878
1879         // print the string out in the lower right corner
1880         gr_set_color_fast(&Color_white);
1881 #ifdef MAKE_FS1
1882         gr_string(gr_screen.max_w - (w + 10), gr_screen.max_h - 12, version_string);
1883 #else
1884         gr_string(gr_screen.max_w - 55, gr_screen.max_h - 12, version_string);
1885 #endif
1886 }
1887
1888 // blit any necessary tooltips
1889 void main_hall_maybe_blit_tooltips()
1890 {
1891         int w;
1892         int text_index;
1893
1894         // if we're over no region - don't blit anything
1895         if(Main_hall_mouse_region < 0) {
1896                 return;
1897         }
1898
1899         // get the index of the proper text to be using
1900         if(Main_hall_mouse_region == READY_ROOM_REGION) {
1901                 // if this is a multiplayer pilot, the ready room region becomes the multiplayer region
1902                 if(Player->flags & PLAYER_FLAGS_IS_MULTI){
1903                         text_index = NUM_REGIONS - 1;
1904                 } else {
1905                         text_index = READY_ROOM_REGION;
1906                 }
1907         } else {
1908                 text_index = Main_hall_mouse_region;
1909         }
1910
1911         // set the color and blit the string
1912         if(!help_overlay_active(Main_hall_overlay_id)) {
1913 #ifndef MAKE_FS1
1914                 int shader_y = (Main_hall->region_yval) - Main_hall_tooltip_padding[gr_screen.res];     // subtract more to pull higher
1915 #endif
1916                 // get the width of the string
1917                 gr_get_string_size(&w, NULL, Main_hall->region_descript[text_index]);
1918
1919 #ifndef MAKE_FS1
1920                 gr_set_shader(&Main_hall_tooltip_shader);
1921                 gr_shade(0, shader_y, gr_screen.clip_width, (gr_screen.clip_height - shader_y));
1922
1923                 gr_set_color_fast(&Color_white);
1924 #else
1925                 gr_set_color_fast(&Color_bright_white);
1926 #endif
1927                 gr_string((gr_screen.max_w - w)/2, Main_hall->region_yval, Main_hall->region_descript[text_index]);
1928         }
1929 }
1930
1931
1932 void main_hall_process_help_stuff()
1933 {
1934 #ifndef MAKE_FS1
1935         int w, h;
1936         char str[255];
1937         
1938         // if the timestamp has popped, don't do anything
1939         if(Main_hall_help_stamp == -1) {
1940                 return;
1941         }
1942
1943         // if the timestamp has popped, advance frame
1944         if(timestamp_elapsed(Main_hall_help_stamp)) {
1945                 Main_hall_f1_text_frame++;
1946         }
1947
1948         // otherwise print out the message
1949         SDL_strlcpy(str, XSTR( "Press F1 for help", 371), SDL_arraysize(str));
1950         gr_get_string_size(&w, &h, str);
1951
1952         int y_anim_offset = Main_hall_f1_text_frame;
1953
1954         // if anim is off the screen finally, stop altogether
1955         if ( (y_anim_offset >= (2*Main_hall_tooltip_padding[gr_screen.res]) + h) || (help_overlay_active(Main_hall_overlay_id)) ) {
1956                 Main_hall_f1_text_frame = -1;
1957                 Main_hall_help_stamp = -1;
1958                 F1_text_done = 1;
1959                 return;
1960         }
1961
1962         // set the color and print out text and shader
1963         gr_set_color_fast(&Color_bright_white);
1964         gr_shade(0, 0, gr_screen.max_w, (2*Main_hall_tooltip_padding[gr_screen.res]) + h - y_anim_offset);
1965         gr_string((gr_screen.max_w - w)/2, Main_hall_tooltip_padding[gr_screen.res] - y_anim_offset, 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
2136         // are we funny?
2137         if(Vasudan_funny){
2138                 Main_hall_defines[GR_640][1].door_sounds[OPTIONS_REGION][0] = SND_VASUDAN_BUP;
2139                 Main_hall_defines[GR_640][1].door_sounds[OPTIONS_REGION][1] = SND_VASUDAN_BUP;
2140                 Main_hall_defines[GR_1024][1].door_sounds[OPTIONS_REGION][0] = SND_VASUDAN_BUP;
2141                 Main_hall_defines[GR_1024][1].door_sounds[OPTIONS_REGION][1] = SND_VASUDAN_BUP;
2142
2143                 // set head anim. hehe
2144                 SDL_strlcpy(Main_hall_defines[GR_640][1].door_anim_name[OPTIONS_REGION], "vhallheads", MAX_FILENAME_LEN);
2145                 SDL_strlcpy(Main_hall_defines[GR_1024][1].door_anim_name[OPTIONS_REGION], "2_vhallheads", MAX_FILENAME_LEN);
2146
2147                 // set the background
2148                 SDL_strlcpy(Main_hall_defines[GR_640][1].bitmap, "vhallhead", MAX_FILENAME_LEN);
2149                 SDL_strlcpy(Main_hall_defines[GR_1024][1].bitmap, "2_vhallhead", MAX_FILENAME_LEN);
2150         }
2151 #else
2152         // hard coded values for FS1
2153         int idx;
2154
2155         // Terran main hall
2156         SDL_strlcpy(Main_hall_defines[0][0].bitmap, "MainHall1", MAX_FILENAME_LEN);
2157         SDL_strlcpy(Main_hall_defines[0][0].mask, "MainHall1-m", MAX_FILENAME_LEN);
2158         SDL_strlcpy(Main_hall_defines[0][0].music, "Choco Mousse", MAX_FILENAME_LEN);
2159         
2160         Main_hall_defines[0][0].num_random_intercom_sounds = 3;
2161         Main_hall_defines[0][0].intercom_delay[0][0] = 8000;
2162         Main_hall_defines[0][0].intercom_delay[0][1] = 15000;
2163         Main_hall_defines[0][0].intercom_delay[1][0] = 8000;
2164         Main_hall_defines[0][0].intercom_delay[1][1] = 15000;
2165         Main_hall_defines[0][0].intercom_delay[2][0] = 8000;
2166         Main_hall_defines[0][0].intercom_delay[2][1] = 15000;
2167         Main_hall_defines[0][0].intercom_sounds[0] = 38;
2168         Main_hall_defines[0][0].intercom_sounds[1] = 39;
2169         Main_hall_defines[0][0].intercom_sounds[2] = 40;
2170         Main_hall_defines[0][0].intercom_sound_pan[0] = 0.0f;
2171         Main_hall_defines[0][0].intercom_sound_pan[1] = 0.0f;
2172         Main_hall_defines[0][0].intercom_sound_pan[2] = 0.0f;
2173         
2174         Main_hall_defines[0][0].num_misc_animations = 2;
2175         SDL_strlcpy(Main_hall_defines[0][0].misc_anim_name[0], "main1-m1", MAX_FILENAME_LEN);
2176         SDL_strlcpy(Main_hall_defines[0][0].misc_anim_name[1], "main1-m2", MAX_FILENAME_LEN);
2177         Main_hall_defines[0][0].misc_anim_delay[0][0] = -1;
2178         Main_hall_defines[0][0].misc_anim_delay[0][1] = 0;//15000;
2179         Main_hall_defines[0][0].misc_anim_delay[0][2] = 0;//20000;
2180         Main_hall_defines[0][0].misc_anim_delay[1][0] = -1;
2181         Main_hall_defines[0][0].misc_anim_delay[1][1] = 9000;
2182         Main_hall_defines[0][0].misc_anim_delay[1][2] = 30000;
2183         Main_hall_defines[0][0].misc_anim_coords[0][0] = 14;
2184         Main_hall_defines[0][0].misc_anim_coords[0][1] = 14;
2185         Main_hall_defines[0][0].misc_anim_coords[1][0] = 174;
2186         Main_hall_defines[0][0].misc_anim_coords[1][1] = 198;
2187         Main_hall_defines[0][0].misc_anim_modes[0] = 0;
2188         Main_hall_defines[0][0].misc_anim_modes[1] = 2;
2189         Main_hall_defines[0][0].misc_anim_sound_pan[0] = -0.5f;
2190         Main_hall_defines[0][0].misc_anim_sound_pan[1] = -0.25f;
2191         Main_hall_defines[0][0].misc_anim_special_sounds[0][0] = 4;
2192         Main_hall_defines[0][0].misc_anim_special_sounds[0][1] = 34;
2193         Main_hall_defines[0][0].misc_anim_special_sounds[0][2] = 35;
2194         Main_hall_defines[0][0].misc_anim_special_sounds[0][3] = 34;
2195         Main_hall_defines[0][0].misc_anim_special_sounds[0][4] = 35;
2196         Main_hall_defines[0][0].misc_anim_special_sounds[1][0] = 0;
2197         Main_hall_defines[0][0].misc_anim_special_trigger[0][0] = 4;
2198         Main_hall_defines[0][0].misc_anim_special_trigger[0][1] = 2;
2199         Main_hall_defines[0][0].misc_anim_special_trigger[0][2] = 20;
2200         Main_hall_defines[0][0].misc_anim_special_trigger[0][3] = 43;
2201         Main_hall_defines[0][0].misc_anim_special_trigger[0][4] = 97;
2202         Main_hall_defines[0][0].misc_anim_special_trigger[1][0] = 0;
2203         Main_hall_defines[0][0].misc_anim_sound_handles[0][0] = 4;
2204         Main_hall_defines[0][0].misc_anim_sound_handles[1][0] = 0;
2205         Main_hall_defines[0][0].misc_anim_sound_flag[0][0] = 0;
2206         Main_hall_defines[0][0].misc_anim_sound_flag[1][0] = 2;
2207         
2208         Main_hall_defines[0][0].num_door_animations = 6;
2209         SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[0], "main1-d1", MAX_FILENAME_LEN);
2210         SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[1], "main1-d6", MAX_FILENAME_LEN);
2211         SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[2], "main1-d3", MAX_FILENAME_LEN);
2212         SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[3], "main1-d4", MAX_FILENAME_LEN);
2213         SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[4], "main1-d5", MAX_FILENAME_LEN);
2214         SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[5], "main1-d2", MAX_FILENAME_LEN);
2215         Main_hall_defines[0][0].door_anim_coords[0][0] = 68;
2216         Main_hall_defines[0][0].door_anim_coords[0][1] = 260;
2217         Main_hall_defines[0][0].door_anim_coords[0][2] = 103;
2218         Main_hall_defines[0][0].door_anim_coords[0][3] = 298;
2219         Main_hall_defines[0][0].door_anim_coords[1][0] = 309;
2220         Main_hall_defines[0][0].door_anim_coords[1][1] = 34;
2221         Main_hall_defines[0][0].door_anim_coords[1][2] = 110;
2222         Main_hall_defines[0][0].door_anim_coords[1][3] = 61;
2223         Main_hall_defines[0][0].door_anim_coords[2][0] = 312;
2224         Main_hall_defines[0][0].door_anim_coords[2][1] = 264;
2225         Main_hall_defines[0][0].door_anim_coords[2][2] = 385;
2226         Main_hall_defines[0][0].door_anim_coords[2][3] = 330;
2227         Main_hall_defines[0][0].door_anim_coords[3][0] = 457;
2228         Main_hall_defines[0][0].door_anim_coords[3][1] = 34;
2229         Main_hall_defines[0][0].door_anim_coords[3][2] = 404;
2230         Main_hall_defines[0][0].door_anim_coords[3][3] = 367;
2231         Main_hall_defines[0][0].door_anim_coords[4][0] = 530;
2232         Main_hall_defines[0][0].door_anim_coords[4][1] = 206;
2233         Main_hall_defines[0][0].door_anim_coords[4][2] = 174;
2234         Main_hall_defines[0][0].door_anim_coords[4][3] = 412;
2235         Main_hall_defines[0][0].door_anim_coords[5][0] = 305;
2236         Main_hall_defines[0][0].door_anim_coords[5][1] = 133;
2237         Main_hall_defines[0][0].door_anim_coords[5][2] = 385;
2238         Main_hall_defines[0][0].door_anim_coords[5][3] = 330;
2239         Main_hall_defines[0][0].door_sounds[0][0] = 23;
2240         Main_hall_defines[0][0].door_sounds[0][1] = 24;
2241         Main_hall_defines[0][0].door_sounds[1][0] = 23;
2242         Main_hall_defines[0][0].door_sounds[1][1] = 24;
2243         Main_hall_defines[0][0].door_sounds[2][0] = 23;
2244         Main_hall_defines[0][0].door_sounds[2][1] = 24;
2245         Main_hall_defines[0][0].door_sounds[3][0] = 25;
2246         Main_hall_defines[0][0].door_sounds[3][1] = 26;
2247         Main_hall_defines[0][0].door_sounds[4][0] = 25;
2248         Main_hall_defines[0][0].door_sounds[4][1] = 26;
2249         Main_hall_defines[0][0].door_sounds[5][0] = 23;
2250         Main_hall_defines[0][0].door_sounds[5][1] = 24;
2251         Main_hall_defines[0][0].door_sound_pan[0] = -0.7f;
2252         Main_hall_defines[0][0].door_sound_pan[1] = 0.07f;
2253         Main_hall_defines[0][0].door_sound_pan[2] = 0.2f;
2254         Main_hall_defines[0][0].door_sound_pan[3] = 0.73f;
2255         Main_hall_defines[0][0].door_sound_pan[4] = 0.75f;
2256         Main_hall_defines[0][0].door_sound_pan[5] = 0.11f;
2257         
2258         Main_hall_defines[0][0].region_yval = 455;
2259         
2260         for (idx = 0; idx < NUM_REGIONS; idx++) {
2261                 Main_hall_defines[0][0].region_descript[idx] = NULL;
2262         }
2263         
2264         
2265         // Vasudan main hall
2266         SDL_strlcpy(Main_hall_defines[0][1].bitmap, "MainHall2", MAX_FILENAME_LEN);
2267         SDL_strlcpy(Main_hall_defines[0][1].mask, "MainHall2-m", MAX_FILENAME_LEN);
2268         SDL_strlcpy(Main_hall_defines[0][1].music, "Choco Mousse", MAX_FILENAME_LEN);
2269         
2270         Main_hall_defines[0][1].num_random_intercom_sounds = 3;
2271         Main_hall_defines[0][1].intercom_delay[0][0] = 8000;
2272         Main_hall_defines[0][1].intercom_delay[0][1] = 15000;
2273         Main_hall_defines[0][1].intercom_delay[1][0] = 8000;
2274         Main_hall_defines[0][1].intercom_delay[1][1] = 15000;
2275         Main_hall_defines[0][1].intercom_delay[2][0] = 8000;
2276         Main_hall_defines[0][1].intercom_delay[2][1] = 15000;
2277         Main_hall_defines[0][1].intercom_sounds[0] = 49;
2278         Main_hall_defines[0][1].intercom_sounds[1] = 50;
2279         Main_hall_defines[0][1].intercom_sounds[2] = 51;
2280         Main_hall_defines[0][1].intercom_sound_pan[0] = 0.0f;
2281         Main_hall_defines[0][1].intercom_sound_pan[1] = 0.0f;
2282         Main_hall_defines[0][1].intercom_sound_pan[2] = 0.0f;
2283         
2284         Main_hall_defines[0][1].num_misc_animations = 4;
2285         SDL_strlcpy(Main_hall_defines[0][1].misc_anim_name[0], "main2-m1", MAX_FILENAME_LEN);
2286         SDL_strlcpy(Main_hall_defines[0][1].misc_anim_name[1], "main2-m2", MAX_FILENAME_LEN);
2287         SDL_strlcpy(Main_hall_defines[0][1].misc_anim_name[2], "main2-m3", MAX_FILENAME_LEN);
2288         SDL_strlcpy(Main_hall_defines[0][1].misc_anim_name[3], "main2-m4", MAX_FILENAME_LEN);
2289         Main_hall_defines[0][1].misc_anim_delay[0][0] = -1;
2290         Main_hall_defines[0][1].misc_anim_delay[0][1] = 0;
2291         Main_hall_defines[0][1].misc_anim_delay[0][2] = 0;
2292         Main_hall_defines[0][1].misc_anim_delay[1][0] = -1;
2293         Main_hall_defines[0][1].misc_anim_delay[1][1] = 0;
2294         Main_hall_defines[0][1].misc_anim_delay[1][2] = 0;
2295         Main_hall_defines[0][1].misc_anim_delay[2][0] = -1;
2296         Main_hall_defines[0][1].misc_anim_delay[2][1] = 0;
2297         Main_hall_defines[0][1].misc_anim_delay[2][2] = 0;
2298         Main_hall_defines[0][1].misc_anim_delay[3][0] = -1;
2299         Main_hall_defines[0][1].misc_anim_delay[3][1] = 5000;
2300         Main_hall_defines[0][1].misc_anim_delay[3][2] = 9000;
2301         Main_hall_defines[0][1].misc_anim_coords[0][0] = 0;
2302         Main_hall_defines[0][1].misc_anim_coords[0][1] = 37;
2303         Main_hall_defines[0][1].misc_anim_coords[1][0] = 59;
2304         Main_hall_defines[0][1].misc_anim_coords[1][1] = 0;
2305         Main_hall_defines[0][1].misc_anim_coords[2][0] = 80;
2306         Main_hall_defines[0][1].misc_anim_coords[2][1] = 115;
2307         Main_hall_defines[0][1].misc_anim_coords[3][0] = 0;
2308         Main_hall_defines[0][1].misc_anim_coords[3][1] = 182;
2309         Main_hall_defines[0][1].misc_anim_modes[0] = 0;
2310         Main_hall_defines[0][1].misc_anim_modes[1] = 0;
2311         Main_hall_defines[0][1].misc_anim_modes[2] = 0;
2312         Main_hall_defines[0][1].misc_anim_modes[3] = 1;
2313         Main_hall_defines[0][1].misc_anim_sound_pan[0] = -0.82f;
2314         Main_hall_defines[0][1].misc_anim_sound_pan[1] = -0.5f;
2315         Main_hall_defines[0][1].misc_anim_sound_pan[2] = -0.5f;
2316         Main_hall_defines[0][1].misc_anim_sound_pan[3] = -0.86f;
2317         Main_hall_defines[0][1].misc_anim_special_sounds[0][0] = 2;
2318         Main_hall_defines[0][1].misc_anim_special_sounds[0][1] = 43;
2319         Main_hall_defines[0][1].misc_anim_special_sounds[0][2] = 44;
2320         Main_hall_defines[0][1].misc_anim_special_sounds[1][0] = 2;
2321         Main_hall_defines[0][1].misc_anim_special_sounds[1][1] = 45;
2322         Main_hall_defines[0][1].misc_anim_special_sounds[1][2] = 46;
2323         Main_hall_defines[0][1].misc_anim_special_sounds[2][0] = 2;
2324         Main_hall_defines[0][1].misc_anim_special_sounds[2][1] = 45;
2325         Main_hall_defines[0][1].misc_anim_special_sounds[2][2] = 46;
2326         Main_hall_defines[0][1].misc_anim_special_sounds[3][0] = 2;
2327         Main_hall_defines[0][1].misc_anim_special_sounds[3][1] = 47;
2328         Main_hall_defines[0][1].misc_anim_special_sounds[3][2] = 48;
2329         Main_hall_defines[0][1].misc_anim_special_trigger[0][0] = 2;
2330         Main_hall_defines[0][1].misc_anim_special_trigger[0][1] = 0;
2331         Main_hall_defines[0][1].misc_anim_special_trigger[0][2] = 300;
2332         Main_hall_defines[0][1].misc_anim_special_trigger[1][0] = 2;
2333         Main_hall_defines[0][1].misc_anim_special_trigger[1][1] = 20;
2334         Main_hall_defines[0][1].misc_anim_special_trigger[1][2] = 262;
2335         Main_hall_defines[0][1].misc_anim_special_trigger[2][0] = 2;
2336         Main_hall_defines[0][1].misc_anim_special_trigger[2][1] = 0;
2337         Main_hall_defines[0][1].misc_anim_special_trigger[2][2] = 150;
2338         Main_hall_defines[0][1].misc_anim_special_trigger[3][0] = 2;
2339         Main_hall_defines[0][1].misc_anim_special_trigger[3][1] = 128;
2340         Main_hall_defines[0][1].misc_anim_special_trigger[3][2] = 300;
2341         Main_hall_defines[0][1].misc_anim_sound_handles[0][0] = 2;
2342         Main_hall_defines[0][1].misc_anim_sound_handles[1][0] = 2;
2343         Main_hall_defines[0][1].misc_anim_sound_handles[2][0] = 2;
2344         Main_hall_defines[0][1].misc_anim_sound_handles[3][0] = 2;
2345         Main_hall_defines[0][1].misc_anim_sound_flag[0][0] = 2;
2346         Main_hall_defines[0][1].misc_anim_sound_flag[1][0] = 2;
2347         Main_hall_defines[0][1].misc_anim_sound_flag[2][0] = 2;
2348         Main_hall_defines[0][1].misc_anim_sound_flag[3][0] = 2;
2349         
2350         Main_hall_defines[0][1].num_door_animations = 6;
2351         SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[0], "main2-d1", MAX_FILENAME_LEN);
2352         SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[1], "main2-d6", MAX_FILENAME_LEN);
2353         SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[2], "main2-d3", MAX_FILENAME_LEN);
2354         SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[3], "main2-d4", MAX_FILENAME_LEN);
2355         SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[4], "main2-d5", MAX_FILENAME_LEN);
2356         SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[5], "main2-d2", MAX_FILENAME_LEN);
2357         Main_hall_defines[0][1].door_anim_coords[0][0] = 199;
2358         Main_hall_defines[0][1].door_anim_coords[0][1] = 265;
2359         Main_hall_defines[0][1].door_anim_coords[0][2] = 263;
2360         Main_hall_defines[0][1].door_anim_coords[0][3] = 295;
2361         Main_hall_defines[0][1].door_anim_coords[1][0] = 296;
2362         Main_hall_defines[0][1].door_anim_coords[1][1] = 278;
2363         Main_hall_defines[0][1].door_anim_coords[1][2] = 331;
2364         Main_hall_defines[0][1].door_anim_coords[1][3] = 209;
2365         Main_hall_defines[0][1].door_anim_coords[2][0] = 423;
2366         Main_hall_defines[0][1].door_anim_coords[2][1] = 138;
2367         Main_hall_defines[0][1].door_anim_coords[2][2] = 531;
2368         Main_hall_defines[0][1].door_anim_coords[2][3] = 240;
2369         Main_hall_defines[0][1].door_anim_coords[3][0] = 363;
2370         Main_hall_defines[0][1].door_anim_coords[3][1] = 187;
2371         Main_hall_defines[0][1].door_anim_coords[3][2] = 395;
2372         Main_hall_defines[0][1].door_anim_coords[3][3] = 218;
2373         Main_hall_defines[0][1].door_anim_coords[4][0] = 47;
2374         Main_hall_defines[0][1].door_anim_coords[4][1] = 307;
2375         Main_hall_defines[0][1].door_anim_coords[4][2] = 101;
2376         Main_hall_defines[0][1].door_anim_coords[4][3] = 342;
2377         Main_hall_defines[0][1].door_anim_coords[5][0] = 325;
2378         Main_hall_defines[0][1].door_anim_coords[5][1] = 311;
2379         Main_hall_defines[0][1].door_anim_coords[5][2] = 362;
2380         Main_hall_defines[0][1].door_anim_coords[5][3] = 371;
2381         Main_hall_defines[0][1].door_sounds[0][0] = 23;
2382         Main_hall_defines[0][1].door_sounds[0][1] = 24;
2383         Main_hall_defines[0][1].door_sounds[1][0] = 23;
2384         Main_hall_defines[0][1].door_sounds[1][1] = 24;
2385         Main_hall_defines[0][1].door_sounds[2][0] = 23;
2386         Main_hall_defines[0][1].door_sounds[2][1] = 24;
2387         Main_hall_defines[0][1].door_sounds[3][0] = 25;
2388         Main_hall_defines[0][1].door_sounds[3][1] = 26;
2389         Main_hall_defines[0][1].door_sounds[4][0] = 25;
2390         Main_hall_defines[0][1].door_sounds[4][1] = 26;
2391         Main_hall_defines[0][1].door_sounds[5][0] = 23;
2392         Main_hall_defines[0][1].door_sounds[5][1] = 24;
2393         Main_hall_defines[0][1].door_sound_pan[0] = -0.2f;
2394         Main_hall_defines[0][1].door_sound_pan[1] = 0.12f;
2395         Main_hall_defines[0][1].door_sound_pan[2] = 0.62f;
2396         Main_hall_defines[0][1].door_sound_pan[3] = 0.2f;
2397         Main_hall_defines[0][1].door_sound_pan[4] = -0.63f;
2398         Main_hall_defines[0][1].door_sound_pan[5] = 0.35f;
2399         
2400         Main_hall_defines[0][1].region_yval = 415;
2401         
2402         for (idx = 0; idx < NUM_REGIONS; idx++) {
2403                 Main_hall_defines[0][1].region_descript[idx] = NULL;
2404         }
2405 #endif
2406 }
2407
2408 // make the vasudan main hall funny
2409 void main_hall_vasudan_funny()
2410 {
2411         Vasudan_funny = 1;
2412 }
2413
2414
2415 /*
2416 #include "3d.h"
2417 int argh = -1;
2418 matrix view = {
2419         0.0f, 0.0f, 0.0f,
2420         0.0f, 0.0f, 0.0f,
2421         0.0f, 0.0f, 1.0f
2422 };
2423 */
2424 void d3d_test()
2425 {
2426         /*      
2427         vertex p1;
2428         vector sun_pos = vmd_zero_vector;
2429         sun_pos.z = 1.0f;
2430
2431         if(argh == -1){
2432                 argh = bm_load("sun01");
2433                 bm_lock(argh, 16, BMP_TEX_XPARENT);
2434                 bm_unlock(argh);
2435         }
2436         
2437         g3_start_frame(1);
2438         g3_set_view_matrix(&vmd_zero_vector, &view, 0.5f);      
2439         g3_rotate_vertex(&p1, &sun_pos);
2440         g3_project_vertex(&p1);
2441         gr_zbuffer_set(GR_ZBUFF_NONE);
2442         gr_set_bitmap( argh );
2443         g3_draw_bitmap(&p1, 0, 0.05f, TMAP_FLAG_TEXTURED | TMAP_FLAG_XPARENT);          
2444         g3_end_frame();
2445         */
2446 }
2447