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PXO, works and everything (probably)
[taylor/freespace2.git] / src / menuui / mainhallmenu.cpp
1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell 
5  * or otherwise commercially exploit the source or things you created based on
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/MenuUI/MainHallMenu.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * Header file for main-hall menu code
16  *
17  * $Log$
18  * Revision 1.9  2005/10/01 22:04:58  taylor
19  * fix FS1 (de)briefing voices, the directory names are different in FS1
20  * hard code the table values so that the fs1.vp file isn't needed
21  * hard code a mission fix for sm2-08a since a have no idea how to fix it otherwise
22  * generally cleanup some FS1 code
23  * fix volume sliders in the options screen that never went all the way up
24  *
25  * Revision 1.8  2004/09/20 01:31:44  theoddone33
26  * GCC 3.4 fixes.
27  *
28  * Revision 1.7  2003/05/25 02:30:42  taylor
29  * Freespace 1 support
30  *
31  * Revision 1.6  2002/07/24 00:20:42  relnev
32  * nothing interesting
33  *
34  * Revision 1.5  2002/06/09 04:41:22  relnev
35  * added copyright header
36  *
37  * Revision 1.4  2002/06/01 03:32:00  relnev
38  * fix texture loading mistake.
39  *
40  * enable some d3d stuff for opengl also
41  *
42  * Revision 1.3  2002/05/30 16:55:44  theoddone33
43  * now gets to another screen
44  *
45  * Revision 1.2  2002/05/27 22:43:02  theoddone33
46  * Fix more glide symbols
47  *
48  * Revision 1.1.1.1  2002/05/03 03:28:09  root
49  * Initial import.
50  *
51  * 
52  * 62    10/28/99 2:04a Jefff
53  * fixed a string
54  * 
55  * 61    9/15/99 6:28p Dave
56  * No load mission button in RELEASE_REAL
57  * 
58  * 60    9/13/99 4:52p Dave
59  * RESPAWN FIX
60  * 
61  * 59    9/13/99 11:30a Dave
62  * Added checkboxes and functionality for disabling PXO banners as well as
63  * disabling d3d zbuffer biasing.
64  * 
65  * 58    9/07/99 6:55p Jefff
66  * added jump-to-campaign-mission cheat
67  * 
68  * 57    9/07/99 4:01p Dave
69  * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
70  * does everything properly (setting up address when binding). Remove
71  * black rectangle background from UI_INPUTBOX.
72  * 
73  * 56    9/06/99 6:38p Dave
74  * Improved CD detection code.
75  * 
76  * 55    9/06/99 1:30a Dave
77  * Intermediate checkin. Started on enforcing CD-in-drive to play the
78  * game.
79  * 
80  * 54    9/03/99 1:31a Dave
81  * CD checking by act. Added support to play 2 cutscenes in a row
82  * seamlessly. Fixed super low level cfile bug related to files in the
83  * root directory of a CD. Added cheat code to set campaign mission # in
84  * main hall.
85  * 
86  * 53    9/01/99 11:02p Dave
87  * Made head guy look right when not animating.
88  * 
89  * 52    8/27/99 12:04a Dave
90  * Campaign loop screen.
91  * 
92  * 51    8/26/99 9:45a Dave
93  * First pass at easter eggs and cheats.
94  * 
95  * 50    8/25/99 11:57a Jefff
96  * freespace -> freespace 2 in tooltip strings
97  * 
98  * 49    8/25/99 10:50a Dave
99  * Added music to the mainhall.tbl
100  * 
101  * 48    8/24/99 8:55p Dave
102  * Make sure nondimming pixels work properly in tech menu.
103  * 
104  * 47    8/18/99 11:44a Jefff
105  * minor string fixes
106  * 
107  * 46    8/10/99 4:45p Jefff
108  * changed a string
109  * 
110  * 45    8/06/99 1:01p Andsager
111  * disable quick start (g) for demo
112  * 
113  * 44    8/05/99 10:34a Jefff
114  * more mouseover sound fixes
115  * 
116  * 43    8/04/99 9:12p Andsager
117  * Add campaign room popup allowing restart of campaign in demo.
118  * 
119  * 42    8/04/99 5:36p Dave
120  * Make glide and D3D switch out properly.
121  * 
122  * 41    8/04/99 4:35p Jefff
123  * fixed tech room & options sounds playing only once
124  * 
125  * 40    8/03/99 5:41p Jefff
126  * made "f1 for help" draw after animations, and stop if help overlay
127  * active
128  * 
129  * 39    8/03/99 4:42p Jefff
130  * small f1 text fix
131  * 
132  * 38    8/03/99 3:48p Jefff
133  * 
134  * 37    8/02/99 9:13p Dave
135  * Added popup tips.
136  * 
137  * 36    8/02/99 2:26p Jefff
138  * "press f1.." text reworked
139  * 
140  * 35    8/02/99 12:19p Andsager
141  * disable "L" load screen
142  * 
143  * 34    8/02/99 11:12a Jefff
144  * adjusted tooltip shader stuff for more a more pleasing effect.
145  * 
146  * 33    7/30/99 6:05p Jefff
147  * added shader behind tooltip text
148  * 
149  * 32    7/30/99 4:20p Andsager
150  * Added user click sounds to main hall
151  * 
152  * 31    7/29/99 10:47p Dave
153  * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
154  * 
155  * 30    7/27/99 6:53p Dave
156  * Hi-res main hall support.
157  * 
158  * 29    7/16/99 1:49p Dave
159  * 8 bit aabitmaps. yay.
160  * 
161  * 28    7/15/99 9:20a Andsager
162  * FS2_DEMO initial checkin
163  * 
164  * 27    7/13/99 1:15p Dave
165  * 32 bit support. Whee!
166  * 
167  * 26    6/25/99 2:51p Jasons
168  * Changed wording of network error message.
169  * 
170  * 25    6/21/99 1:30p Alanl
171  * changed main menu music tag
172  * 
173  * 24    6/19/99 3:56p Dave
174  * Moved main hall definitions into a table file. Whee!
175  * 
176  * 23    6/11/99 11:13a Dave
177  * last minute changes before press tour build.
178  * 
179  * 22    5/09/99 8:57p Dave
180  * Final E3 build preparations.
181  * 
182  * 21    4/25/99 3:02p Dave
183  * Build defines for the E3 build.
184  * 
185  * 20    4/12/99 10:07p Dave
186  * Made network startup more forgiving. Added checkmarks to dogfight
187  * screen for players who hit commit.
188  * 
189  * 19    3/28/99 5:58p Dave
190  * Added early demo code. Make objects move. Nice and framerate
191  * independant, but not much else. Don't use yet unless you're me :)
192  * 
193  * 18    3/25/99 5:47p Dave
194  * Removed the whee
195  * 
196  * 17    3/19/99 9:51a Dave
197  * Checkin to repair massive source safe crash. Also added support for
198  * pof-style nebulae, and some new weapons code.
199  * 
200  * 16    2/25/99 4:19p Dave
201  * Added multiplayer_beta defines. Added cd_check define. Fixed a few
202  * release build warnings. Added more data to the squad war request and
203  * response packets.
204  * 
205  * 15    2/03/99 11:44a Dave
206  * Fixed d3d transparent textures.
207  * 
208  * 14    1/30/99 5:08p Dave
209  * More new hi-res stuff.Support for nice D3D textures.
210  * 
211  * 13    1/27/99 9:56a Dave
212  * Temporary checkin of beam weapons for Dan to make cool sounds.
213  * 
214  * 12    12/31/98 11:23a Dave
215  * Put mini-indicators for status of ships.tbl and weapons.tbl in the
216  * lower left corner of the main hall.
217  * 
218  * 11    12/18/98 1:13a Dave
219  * Rough 1024x768 support for Direct3D. Proper detection and usage through
220  * the launcher.
221  * 
222  * 10    11/30/98 1:07p Dave
223  * 16 bit conversion, first run.
224  * 
225  * 9     11/20/98 4:08p Dave
226  * Fixed flak effect in multiplayer.
227  * 
228  * 8     11/20/98 11:16a Dave
229  * Fixed up IPX support a bit. Making sure that switching modes and
230  * loading/saving pilot files maintains proper state.
231  * 
232  * 7     11/19/98 4:57p Dave
233  * Ignore PXO option if IPX is selected.
234  * 
235  * 6     11/19/98 4:19p Dave
236  * Put IPX sockets back in psnet. Consolidated all multiplayer config
237  * files into one.
238  * 
239  * 5     11/05/98 5:55p Dave
240  * Big pass at reducing #includes
241  * 
242  * 4     11/05/98 4:18p Dave
243  * First run nebula support. Beefed up localization a bit. Removed all
244  * conditional compiles for foreign versions. Modified mission file
245  * format.
246  * 
247  * 3     10/13/98 9:28a Dave
248  * Started neatening up freespace.h. Many variables renamed and
249  * reorganized. Added AlphaColors.[h,cpp]
250  * 
251  * 2     10/07/98 10:53a Dave
252  * Initial checkin.
253  * 
254  * 1     10/07/98 10:49a Dave
255  * 
256  * 103   10/02/98 3:22p Allender
257  * fix up the -connect option and fix the -port option
258  * 
259  * 102   8/20/98 5:31p Dave
260  * Put in handy multiplayer logfile system. Now need to put in useful
261  * applications of it all over the code.
262  * 
263  * 101   8/07/98 10:40a Allender
264  * new command line flags for starting netgames.  Only starting currently
265  * works, and PXO isn't implemented yet
266  * 
267  * 100   7/13/98 10:46a Lawrance
268  * Index another localized string
269  * 
270  * 99    7/10/98 1:13a Allender
271  * lots of small multiplayer update changes.  Code in launcher to specify
272  * connection speed.  A couple of small fixes regarding empty mission
273  * files.  Time out players after 10 second when they don't connect on
274  * their reliable socket.
275  * 
276  * 98    6/09/98 10:31a Hoffoss
277  * Created index numbers for all xstr() references.  Any new xstr() stuff
278  * added from here on out should be added to the end if the list.  The
279  * current list count can be found in FreeSpace.cpp (search for
280  * XSTR_SIZE).
281  * 
282  * 97    6/05/98 9:50a Lawrance
283  * OEM changes
284  * 
285  * 96    6/01/98 11:43a John
286  * JAS & MK:  Classified all strings for localization.
287  * 
288  * 95    5/22/98 9:02p Allender
289  * remove G key from main hall
290  * 
291  * 94    5/22/98 10:54a Allender
292  * new dialog information for networking to tell user if connection type
293  * doesn't match the setup specified type
294  * 
295  * 93    5/15/98 5:15p Dave
296  * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy
297  * status for team vs. team. Put in asserts to check for invalid team vs.
298  * team situations.
299  * 
300  * 92    5/13/98 12:23a Lawrance
301  * Don't init main hall if already inited... not needed now, but may be
302  * useful if we don't always want to call main_hall_close() when switching
303  * states
304  * 
305  * 91    5/12/98 2:46a Dave
306  * Rudimentary communication between Parallax Online and freespace. Can
307  * get and store channel lists.
308  * 
309  * 90    5/08/98 5:33p Lawrance
310  * check for CD when trying to enter ready room in single player
311  *  
312  * 
313  * $NoKeywords: $
314  *
315  */
316
317 #include "mainhallmenu.h"
318 #include "palman.h"
319 #include "bmpman.h"
320 #include "2d.h"
321 #include "gamesequence.h"
322 #include "animplay.h"
323 #include "key.h"
324 #include "timer.h"
325 #include "ui.h"
326 #include "snazzyui.h"
327 #include "player.h"
328 #include "audiostr.h"
329 #include "gamesnd.h"
330 #include "eventmusic.h"
331 #include "mouse.h"
332 #include "contexthelp.h"
333 #include "cmdline.h"
334 #include "psnet.h"
335 #include "multiui.h"
336 #include "multiutil.h"
337 #include "popup.h"
338 #include "rtvoice.h"
339 #include "osapi.h"
340 #include "playermenu.h"
341 #include "freespace.h"
342 #include "multi_voice.h"
343 #include "multi.h"
344 #include "alphacolors.h"
345 #include "demo.h"
346 #include "fishtank.h"
347
348 // #include "movie.h"
349
350 // ----------------------------------------------------------------------------
351 // MAIN HALL DATA DEFINES
352 //
353 #define MAX_RANDOM_INTERCOM_SOUNDS                              10
354 #define NUM_RANDOM_INTERCOM_SOUNDS_0                    3
355 #define NUM_RANDOM_INTERCOM_SOUNDS_1                    3
356
357 #define MAX_MISC_ANIMATIONS                                             10
358 #define NUM_MISC_ANIMATIONS_0                                           2
359 #define NUM_MISC_ANIMATIONS_1                                           4
360
361 #define MAX_DOOR_ANIMATIONS                                             10
362 #define NUM_DOOR_ANIMATIONS_0                                           6
363 #define NUM_DOOR_ANIMATIONS_1                                           6
364
365 #define MAX_DOOR_SOUNDS                                                         10
366 #define NUM_DOOR_SOUNDS_0                                                       6
367 #define NUM_DOOR_SOUNDS_1                                                       6
368
369 #define MISC_ANIM_MODE_LOOP                                             0                               // loop the animation
370 #define MISC_ANIM_MODE_HOLD                                             1                               // play to the end and hold the animation
371 #define MISC_ANIM_MODE_TIMED                                            2                               // uses timestamps to determine when a finished anim should be checked again
372
373 #define NUM_REGIONS                                                                     7                               // (6 + 1 for multiplayer equivalent of campaign room)
374 typedef struct main_hall_defines {
375         // bitmap and mask
376         char bitmap[MAX_FILENAME_LEN+1];
377         char mask[MAX_FILENAME_LEN+1];
378
379         // music
380         char music[MAX_FILENAME_LEN+1];
381
382         // intercom defines -------------------
383         
384         // # of intercom sounds
385         int num_random_intercom_sounds;
386         
387         // random (min/max) delays between playing intercom sounds
388         int intercom_delay[MAX_RANDOM_INTERCOM_SOUNDS][2];
389         
390         // intercom sounds themselves
391         int intercom_sounds[MAX_RANDOM_INTERCOM_SOUNDS];
392
393         // intercom sound pan values
394         float intercom_sound_pan[MAX_RANDOM_INTERCOM_SOUNDS];
395
396
397         // misc animations --------------------
398
399         // # of misc animations
400         int num_misc_animations;
401
402         // filenames of the misc animations
403         char misc_anim_name[MAX_MISC_ANIMATIONS][MAX_FILENAME_LEN+1];
404
405         // Time until we will next play a given misc animation, min delay, and max delay
406         int misc_anim_delay[MAX_MISC_ANIMATIONS][3];
407
408         //      coords of where to play the misc anim
409         int misc_anim_coords[MAX_MISC_ANIMATIONS][2];
410         
411         // misc anim play modes (see MISC_ANIM_MODE_* above)
412         int misc_anim_modes[MAX_MISC_ANIMATIONS];
413
414         // panning values for each of the misc anims
415         float misc_anim_sound_pan[MAX_MISC_ANIMATIONS];
416
417         // [N][0] == # of sounds, [N][1-9] sound index
418         int misc_anim_special_sounds[MAX_MISC_ANIMATIONS][10];
419
420         // [N][0] == # of triggers, [N][1-9] >= frame num
421         int misc_anim_special_trigger[MAX_MISC_ANIMATIONS][10];
422
423         // [N][0] == # of handles, [N][1-9] == sound handle num
424         int misc_anim_sound_handles[MAX_MISC_ANIMATIONS][10];
425
426         // [N][0] == # of handles, [N][1-9] == sound "should" be playing
427         int misc_anim_sound_flag[MAX_MISC_ANIMATIONS][10];      
428
429
430         // door animations --------------------
431
432         // # of door animations
433         int num_door_animations;
434         
435         // filenames of the door animations
436         char door_anim_name[MAX_DOOR_ANIMATIONS][MAX_FILENAME_LEN+1];   
437
438         // first pair : coords of where to play a given door anim
439         // second pair : center of a given door anim in windowed mode
440         int door_anim_coords[MAX_DOOR_ANIMATIONS][4];
441         
442
443         // door sounds ------------------------
444
445         // # of door sounds
446         int num_door_sounds;
447
448         // sounds for each region (open/close)
449         int door_sounds[MAX_DOOR_SOUNDS][2];
450
451         // pan values for the door sounds
452         float door_sound_pan[MAX_DOOR_SOUNDS];
453
454         
455         // region descriptions ----------------
456         
457         // text (tooltip) description
458         const char *region_descript[NUM_REGIONS];
459
460         // y coord of where to draw tooltip text
461         int region_yval;
462
463 } main_hall_defines;
464
465
466 // use main hall 0 by default
467 main_hall_defines Main_hall_defines[GR_NUM_RESOLUTIONS][NUM_MAIN_HALLS];
468 main_hall_defines *Main_hall = &Main_hall_defines[0][0];
469
470 int Vasudan_funny = 0;
471 int Vasudan_funny_plate = -1;
472
473 char Main_hall_campaign_cheat[512] = "";
474         
475 // ----------------------------------------------------------------------------
476 // MISC interface data
477 //
478 // is the main hall inited (for reentrancy)
479 int Main_hall_inited = 0;
480
481 // handle to the playing music
482 int Main_hall_music_handle = -1;
483
484 // background bitmap handle
485 int Main_hall_bitmap;
486
487 // background bitmap mask handle
488 int Main_hall_mask;
489
490 // variable used for automatic netgame starting/joining
491 int Main_hall_netgame_started = 0;
492
493 // bitmap struct for th background mask bitmap
494 bitmap *Main_hall_mask_bitmap;
495
496 // actual data for the background mask bitmap
497 ubyte *Main_hall_mask_data;
498
499 int Main_hall_mask_w, Main_hall_mask_h;
500
501
502 // ----------------------------------------------------------------------------
503 // MOUSE clicking stuff
504 //
505 // indicates whether a right click occured
506 int Main_hall_right_click;
507
508 // use this to cycle through the selectable regions instead of the mouse's current region
509 int Main_hall_last_clicked_region;
510
511 // use this to determine how long the cursor has to linger on a region before it starts playing
512 #define MAIN_HALL_REGION_LINGER                         175                             // in ms
513 int Main_hall_region_linger_stamp = -1;
514
515 // handle any right clicks which may have occured
516 void main_hall_handle_right_clicks();
517
518
519 // ----------------------------------------------------------------------------
520 // RANDOM intercom sounds
521 //
522
523 // next random intercom sound to play
524 int Main_hall_next_intercom_sound = 0;  
525
526 // delay for the next intercom sound
527 int Main_hall_next_intercom_sound_stamp = -1;
528
529 // handle to any playing instance of a random intercom sound
530 int Main_hall_intercom_sound_handle = -1;
531
532 // handle any details related to random intercom sounds
533 void main_hall_handle_random_intercom_sounds();
534
535
536 // ----------------------------------------------------------------------------
537 // MISC animations
538 //
539
540 // the misc animations themselves
541 anim *Main_hall_misc_anim[MAX_MISC_ANIMATIONS];                                                 
542
543 // the instance of a given misc animation
544 anim_instance *Main_hall_misc_anim_instance[MAX_MISC_ANIMATIONS];       
545
546 // handle starting, stopping and randomizing misc animations
547 void main_hall_handle_misc_anims();                                                                     
548
549 // cull any finished misc animation instances
550 void main_hall_cull_misc_anim_instances();                                                              
551
552 // render all playing misc animations
553 void main_hall_render_misc_anims(float frametime);
554
555
556 // ----------------------------------------------------------------------------
557 // DOOR animations (not all of these are doors anymore, but they're doorlike _regions_)
558 //
559 #define DOOR_TEXT_X 100
560 #define DOOR_TEXT_Y 450
561
562 // the door animations themselves
563 anim *Main_hall_door_anim[MAX_DOOR_ANIMATIONS];                                                 
564
565 // the instance of a given door animation
566 anim_instance *Main_hall_door_anim_instance[MAX_DOOR_ANIMATIONS];       
567
568 // render all playing door animations
569 void main_hall_render_door_anims(float frametime);
570
571
572 // ----------------------------------------------------------------------------
573 // SNAZZY MENU stuff
574 //
575 #define NUM_MAIN_HALL_REGIONS 10
576 #define NUM_MAIN_HALL_MOUSE_REGIONS 6
577
578 // region mask #'s (identifiers)
579 #define EXIT_REGION                              0
580 #define BARRACKS_REGION                  1
581 #define READY_ROOM_REGION                2
582 #define TECH_ROOM_REGION                 3
583 #define OPTIONS_REGION                   4
584 #define CAMPAIGN_ROOM_REGION     5
585 #define MULTIPLAYER_REGION     10
586 #define LOAD_MISSION_REGION    11
587 #define QUICK_START_REGION     12
588 #define SKILL_LEVEL_REGION     13
589
590 // all the menu regions in the main hall
591 MENU_REGION Main_hall_region[NUM_MAIN_HALL_REGIONS];
592
593 // # of regions (options) on this screen. parsed from a table
594 int Main_hall_num_options;
595
596 // region over which the mouse is currently residing, or -1 if over no region
597 // NOTE : you should nevery change this directly. Always use main_hall_handle_mouse_location(int)
598 //        to do this. Otherwise, the door opening and closing animations will get screwed up
599 int Main_hall_mouse_region;     
600
601 // set this to skip a frame
602 int Main_hall_frame_skip;
603
604 // do any necessary processing based upon the mouse location
605 void main_hall_handle_mouse_location(int cur_region);
606
607 // if the mouse has moved off of the currently active region, handle the anim accordingly
608 void main_hall_mouse_release_region(int region);                                
609
610 // if the mouse has moved on this region, handle it accordingly
611 void main_hall_mouse_grab_region(int region);                                   
612
613
614 // ----------------------------------------------------------------------------
615 // SOUND data / handlers
616 // -
617
618 // toaster oven room sound idex
619 #define TOASTER_REGION          3
620
621 // everyone's favorite desk guardian
622 #define ALLENDER_REGION         4
623
624 // handles to the sound instances of the doors opening/closing
625 int Main_hall_door_sound_handles[MAX_DOOR_SOUNDS] = {           
626         -1,-1,-1,-1,-1,-1
627 };
628
629 // sound handle for looping ambient sound
630 int Main_hall_ambient_loop = -1;                        
631
632 // cull any door sounds that have finished playing
633 void main_hall_cull_door_sounds();
634
635 // handle starting, stopping and reversing "door" animations
636 void main_hall_handle_region_anims();                                                           
637
638
639 // ----------------------------------------------------------------------------
640 // warning/notification messages
641 //
642 #define MAIN_HALL_NOTIFY_TIME  3500
643
644 // timestamp for the notification messages
645 int Main_hall_notify_stamp = -1;
646
647 // text to display as the current notification message
648 char Main_hall_notify_text[300]="";
649
650 // set the current notification string and the associated timestamp
651 void main_hall_set_notify_string(const char *str);
652
653 // handle any drawing, culling, etc of notification messages
654 void main_hall_notify_do();
655
656
657 // ----------------------------------------------------------------------------
658 // MISC functions
659 //
660
661 // upper _RIGHT_ corner for the version text
662 #define MAIN_HALL_VERSION_X             630                     
663 #define MAIN_HALL_VERSION_Y             467
664
665 // main hall help overlay ID
666 int Main_hall_overlay_id;
667
668 // blit the freespace version #
669 void main_hall_blit_version();
670
671 // blit any necessary tooltips
672 void main_hall_maybe_blit_tooltips();
673
674 // shader for behind tooltips
675 shader Main_hall_tooltip_shader;
676
677 // num pixels shader is above/below tooltip text
678 static int Main_hall_tooltip_padding[GR_NUM_RESOLUTIONS] = {
679         4,              // GR_640
680         7,              // GR_1024
681 };
682 static int Main_hall_f1_text_frame = 0;
683 static int F1_text_done = 0;
684
685 // read in main hall table
686 void main_hall_read_table();
687
688 // "press f1" for help stuff
689 #define MAIN_HALL_HELP_TIME             5000
690 int Main_hall_help_stamp = -1;
691 void main_hall_process_help_stuff();
692
693
694 // ----------------------------------------------------------------------------
695 // VOICE RECORDING STUFF
696 //
697
698 // are we currently recording voice?
699 int Recording = 0;
700
701
702 // called when multiplayer clicks on the ready room door.  May pop up dialog depending on network
703 // connection status and errors
704 void main_hall_do_multi_ready()
705 {
706         int error;
707
708         error = psnet_get_network_status();
709         switch( error ) {
710         case NETWORK_ERROR_NO_TYPE:
711                 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have not defined your type of Internet connection.  Please run the Launcher, hit the setup button, and go to the Network tab and choose your connection type.", 360));
712                 break;
713         case NETWORK_ERROR_NO_WINSOCK:
714                 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "Winsock is not installed.  You must have TCP/IP and Winsock installed to play multiplayer FreeSpace.", 361));
715                 break;
716         case NETWORK_ERROR_NO_PROTOCOL:
717                 SDL_assert(Multi_options_g.protocol == NET_TCP);
718                 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "TCP/IP protocol not found.  This protocol is required for multiplayer FreeSpace.", 362));
719                 break;
720         case NETWORK_ERROR_CONNECT_TO_ISP:
721                 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));
722                 break;
723         case NETWORK_ERROR_LAN_AND_RAS:
724                 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));
725                 break;
726
727         case NETWORK_ERROR_NONE:
728         default:
729                 break;
730         }
731
732         // if our selected protocol is not active
733         if ( !Tcp_active ) {
734                 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));
735                 return;
736         } 
737
738         if ( error != NETWORK_ERROR_NONE ){
739                 return;
740         }
741
742         // 7/9/98 -- MWA.  Deal with the connection speed issue.  make a call to the multiplayer code to
743         // determine is a valid connection setting exists
744         if ( Multi_connection_speed == CONNECTION_SPEED_NONE ) {
745                 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) );
746                 return;
747         }
748
749         // go to parallax online
750 #ifdef MULTIPLAYER_BETA_BUILD // do we want this for FS2_DEMO
751         Multi_options_g.pxo = 1;
752         Multi_options_g.protocol = NET_TCP;     
753         gameseq_post_event( GS_EVENT_PXO );
754 #else
755         if (Multi_options_g.pxo == 1) {
756                 SDL_assert(Multi_options_g.protocol == NET_TCP);
757                 gameseq_post_event( GS_EVENT_PXO );
758         } else {
759                 // go to the regular join game screen
760                 gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME );
761         }
762 #endif  
763
764         // select protocol
765         psnet_use_protocol(Multi_options_g.protocol);
766 }
767
768 // blit some small color indicators to show whether ships.tbl and weapons.tbl are valid
769 // green == valid, red == invalid.
770 // ships.tbl will be on the left, weapons.tbl on the right
771 int Mh_ship_table_status[GR_NUM_RESOLUTIONS][2] = {
772         { 1, 479 },
773         { 1, 767 }
774 };
775 int Mh_weapon_table_status[GR_NUM_RESOLUTIONS][2] = {
776         { 3, 479 },
777         { 3, 767 }
778 };
779 void main_hall_blit_table_status()
780 {
781         // blit ship table status
782         gr_set_color_fast(Game_ships_tbl_valid ? &Color_bright_green : &Color_bright_red);
783         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]);
784
785         // blit weapon table status
786         gr_set_color_fast(Game_weapons_tbl_valid ? &Color_bright_green : &Color_bright_red);
787         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]);
788 }
789
790 // bash the player to a specific mission in a campaign
791 void main_hall_campaign_cheat()
792 {
793         char *ret = popup_input(0, XSTR("Enter mission name.\n\n* This will destroy all legitimate progress in this campaign. *", -1));
794
795         // yay
796         if(ret != NULL) {
797                 // strcpy(Main_hall_campaign_cheat, ret);               
798                 mission_campaign_jump_to_mission(ret);
799         }
800 }
801
802 // -------------------------------------------------------------------------------------------------------------------
803 // FUNCTION DEFINITIONS BEGIN
804 //
805
806 // initialize the main hall proper 
807 void main_hall_init(int main_hall_num)
808 {
809         if ( Main_hall_inited ) {
810                 return;
811         }       
812
813         int idx,s_idx;
814         char temp[100], whee[100];      
815
816         // read in the main hall table
817         try {
818                 main_hall_read_table();
819         } catch (parse_error_t rval) {
820                 Error(LOCATION, "Unable to parse mainhall.tbl!  Code = %i.\n", (int)rval);
821         }
822
823         // create the snazzy interface and load up the info from the table
824         snazzy_menu_init();
825         read_menu_tbl(NOX("MAIN HALL"), temp, SDL_arraysize(temp), whee, SDL_arraysize(whee), Main_hall_region, &Main_hall_num_options, 0);
826
827         // assign the proper main hall data
828         SDL_assert((main_hall_num >= 0) && (main_hall_num < NUM_MAIN_HALLS));
829         Main_hall = &Main_hall_defines[gr_screen.res][main_hall_num];   
830
831         // tooltip strings
832 #ifdef MAKE_FS1
833         Main_hall->region_descript[0] = XSTR( "Exit Freespace", 353);
834         Main_hall->region_descript[1] = XSTR( "Barracks - Manage your Freespace pilots", 354);
835         Main_hall->region_descript[2] = XSTR( "Ready room - Start or continue a campaign", 355);
836         Main_hall->region_descript[3] = XSTR( "Tech room - View specifications of Freespace ships and weaponry", 356);
837         Main_hall->region_descript[4] = XSTR( "Options - Change your Freespace options", 357);
838         Main_hall->region_descript[5] = XSTR( "Campaign Room - View all available campaigns", 358);
839         Main_hall->region_descript[6] = XSTR( "Multiplayer - Start or join a multiplayer game", 359);
840 #else
841         Main_hall->region_descript[0] = XSTR( "Exit FreeSpace 2", 353);
842         Main_hall->region_descript[1] = XSTR( "Barracks - Manage your FreeSpace 2 pilots", 354);
843         Main_hall->region_descript[2] = XSTR( "Ready room - Start or continue a campaign", 355);
844         Main_hall->region_descript[3] = XSTR( "Tech room - View specifications of FreeSpace 2 ships and weaponry", 356);
845         Main_hall->region_descript[4] = XSTR( "Options - Change your FreeSpace 2 options", 357);
846         Main_hall->region_descript[5] = XSTR( "Campaign Room - View all available campaigns", 358);
847         Main_hall->region_descript[6] = XSTR( "Multiplayer - Start or join a multiplayer game", 359);
848 #endif
849         
850         // init tooltip shader
851 #ifndef MAKE_FS1
852         float gray_intensity = 0.02f;                                                                                                   // nearly black
853 //      float c = (gr_screen.mode == GR_DIRECT3D || gr_screen.mode == GR_OPENGL) ? 0.11f : 0.07f;                       // adjust for renderer differences
854         gr_create_shader(&Main_hall_tooltip_shader, gray_intensity, gray_intensity, gray_intensity, 0.11f);
855 #endif
856
857         // load the background bitmap
858         Main_hall_bitmap = bm_load(Main_hall->bitmap);
859         if(Main_hall_bitmap < 0){
860                 nprintf(("General","WARNING! Couldn't load main hall background bitmap %s\n", Main_hall->bitmap));
861         }       
862
863         // remove any multiplayer flags from the game mode
864         Game_mode &= ~(GM_MULTIPLAYER);
865
866         Main_hall_mask_w = -1;
867         Main_hall_mask_h = -1;
868                 
869         // load the mask
870         Main_hall_mask = bm_load(Main_hall->mask);
871         if (Main_hall_mask < 0) {
872                 Error(LOCATION,"Could not load in %s!", Main_hall->mask);
873         } else {
874                 // get a pointer to bitmap by using bm_lock(), so we can feed it to he snazzy menu system
875                 Main_hall_mask_bitmap = bm_lock(Main_hall_mask, 8, BMP_AABITMAP);
876                 Main_hall_mask_data = (ubyte*)Main_hall_mask_bitmap->data;
877                 bm_get_info(Main_hall_mask, &Main_hall_mask_w, &Main_hall_mask_h);
878         }
879
880         // load up the misc animations, and nullify all the delay timestamps for the misc animations    
881         for(idx=0;idx<Main_hall->num_misc_animations;idx++) {
882                 Main_hall_misc_anim[idx] = NULL;
883                 Main_hall_misc_anim[idx] = anim_load(Main_hall->misc_anim_name[idx]);
884                 if(Main_hall_misc_anim[idx] == NULL) {
885                         nprintf(("General","WARNING!, Could not load misc %s anim in main hall\n",Main_hall->misc_anim_name));
886                 }
887
888                 // null out the animation instances
889                 Main_hall_misc_anim_instance[idx] = NULL;
890                 
891                 // null out the delay timestamps
892                 Main_hall->misc_anim_delay[idx][0] = -1;
893         }       
894
895         // load up the door animations
896         for(idx=0;idx<Main_hall->num_door_animations;idx++) {
897                 Main_hall_door_anim[idx] = NULL;
898                 Main_hall_door_anim[idx] = anim_load(Main_hall->door_anim_name[idx]);
899                 if(Main_hall_door_anim[idx] == NULL){
900                         nprintf(("General","WARNING!, Could not load door anim %s in main hall\n",Main_hall->door_anim_name[idx]));
901                 }
902
903                 // null out the animation instances
904                 Main_hall_door_anim_instance[idx] = NULL;
905         }       
906
907         // load in help overlay bitmap          
908         if(Main_hall == &Main_hall_defines[gr_screen.res][0]) {
909                 Main_hall_overlay_id = MH_OVERLAY;
910         } else {
911                 SDL_assert(Main_hall == &Main_hall_defines[gr_screen.res][1]);
912                 Main_hall_overlay_id = MH2_OVERLAY;
913         }
914         help_overlay_load(Main_hall_overlay_id);
915         help_overlay_set_state(Main_hall_overlay_id,0);         
916
917         // check to see if the "very first pilot" flag is set, and load the overlay if so
918         if (!F1_text_done) {
919                 if (Main_hall_f1_text_frame == 0) {
920                         Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
921                 } else {
922                         F1_text_done = 1;
923                 }
924         }
925
926 /*
927         if(Player_select_very_first_pilot) {                            
928                 Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
929                 
930                 // don't display the "press f1" message more than once
931                 Player_select_very_first_pilot = 0;
932         } else {
933                 Main_hall_help_stamp = -1;
934         }
935 */
936         Main_hall_region_linger_stamp = -1;
937
938         SDL_strlcpy(Main_hall_campaign_cheat, "", SDL_arraysize(Main_hall_campaign_cheat));
939
940         // zero out the door sounds
941         for(idx=0;idx<Main_hall->num_door_sounds;idx++){
942                 Main_hall_door_sound_handles[idx] = -1;
943         }
944
945         // zero out the misc anim sounds
946         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
947                 for(s_idx = 1;s_idx < 10;s_idx++){
948                         Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
949                         Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
950                 }
951         }
952
953         // skip the first frame
954         Main_hall_frame_skip = 1;
955
956         // initialize the music
957         main_hall_start_music();
958
959         // initialize the main hall notify text
960         Main_hall_notify_stamp = 1;
961
962         // initialize the random intercom sound stuff
963         Main_hall_next_intercom_sound = 0;              
964         Main_hall_next_intercom_sound_stamp = -1;
965         Main_hall_intercom_sound_handle = -1;
966
967         // set the placement of the mouse cursor (start at the ready room)
968         Main_hall_mouse_region = -1;
969         Main_hall_last_clicked_region = READY_ROOM_REGION;      
970         mouse_set_pos(Main_hall->door_anim_coords[READY_ROOM_REGION][2],Main_hall->door_anim_coords[READY_ROOM_REGION][3]);     
971
972         Main_hall_inited = 1;
973
974         // determine if we have a right click
975         Main_hall_right_click = mouse_down(MOUSE_RIGHT_BUTTON);
976
977         // set the game_mode based on the type of player
978         SDL_assert( Player != NULL );
979         if ( Player->flags & PLAYER_FLAGS_IS_MULTI ){
980                 Game_mode = GM_MULTIPLAYER;
981         } else {
982                 Game_mode = GM_NORMAL;
983         }
984
985         if ( (Cmdline_start_netgame || (Cmdline_connect_addr != NULL)) && !Main_hall_netgame_started ) {
986                 Main_hall_netgame_started = 1;
987                 main_hall_do_multi_ready();
988         }
989 }
990
991 void main_hall_exit_game()
992 {
993 #if defined(NDEBUG) || defined(INTERPLAYQA)
994         int choice;
995
996         // stop music first
997         main_hall_stop_music();
998         main_hall_stop_ambient();
999         choice = popup( PF_NO_NETWORKING | PF_BODY_BIG, 2, POPUP_NO, POPUP_YES, XSTR( "Exit Game?", 365));
1000         if ( choice == 1 ) {
1001                 gameseq_post_event(GS_EVENT_QUIT_GAME);
1002         } else {
1003                 main_hall_start_music();
1004                 main_hall_start_ambient();
1005         }
1006 #else
1007         gameseq_post_event(GS_EVENT_QUIT_GAME);
1008 #endif
1009 }
1010
1011
1012 // do a frame for the main hall
1013 void main_hall_do(float frametime)
1014 {
1015         int code, key, snazzy_action;   
1016
1017         // need to ensure ambient is playing, since it may be stopped by a playing movie
1018         main_hall_start_ambient();
1019
1020         // handle any animation details 
1021         main_hall_handle_misc_anims();
1022         main_hall_handle_region_anims();
1023
1024         // handle any random intercom sound details
1025         main_hall_handle_random_intercom_sounds();
1026
1027         // handle any mouse clicks
1028         main_hall_handle_right_clicks();        
1029
1030         // handle any sound details
1031         main_hall_cull_door_sounds();   
1032
1033         // process any keypresses/mouse events
1034         snazzy_action = -1;
1035         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);
1036
1037         if(key){
1038                 extern void game_process_cheats(int k);
1039                 game_process_cheats(key);
1040         }
1041         switch(key){
1042         case SDLK_RETURN:
1043                 snazzy_action = SNAZZY_CLICKED; 
1044                 break;
1045
1046 #if 0 //#ifndef NDEBUG  
1047         case SDLK_1:
1048                 movie_play("endprt2b.mve");
1049                 break;
1050         case SDLK_2:
1051                 movie_play_two("endprt2a.mve", "endprt2b.mve");
1052                 break;
1053         case SDLK_3:
1054                 main_hall_campaign_cheat();     
1055                 break;  
1056         case KEY_DEBUGGED + SDLK_d:
1057                 demo_start_playback("test.fsd");
1058                 break;
1059         }
1060 #else 
1061         }
1062 #endif
1063
1064         // do any processing based upon what happened to the snazzy menu
1065         switch (snazzy_action) {
1066         case SNAZZY_OVER:
1067                 main_hall_handle_mouse_location(code);
1068                 break;
1069
1070         case SNAZZY_CLICKED:
1071                 switch (code) {
1072                 // clicked on the exit region
1073                 case EXIT_REGION:
1074                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1075                         main_hall_exit_game();
1076                         break;
1077
1078                 // clicked on the readyroom region
1079                 case READY_ROOM_REGION:
1080 #ifdef MULTIPLAYER_BETA_BUILD
1081                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1082                         Player->flags |= PLAYER_FLAGS_IS_MULTI;
1083                         main_hall_do_multi_ready();
1084 #elif defined(E3_BUILD) || defined(PRESS_TOUR_BUILD)                                                                    
1085                         gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);                      
1086 #else
1087                         if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1088                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1089                                 main_hall_do_multi_ready();
1090                         } else {                                
1091                                 if(strlen(Main_hall_campaign_cheat)){
1092                                         gameseq_post_event(GS_EVENT_CAMPAIGN_CHEAT);
1093                                 } else {
1094                                         gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);                              
1095                                 }
1096                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);                              
1097                         }
1098 #endif
1099                         break;
1100
1101                 // clicked on the tech room region
1102                 case TECH_ROOM_REGION:
1103 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1104                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1105                         game_feature_not_in_demo_popup();
1106 #else
1107                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1108                         gameseq_post_event( GS_EVENT_TECH_MENU );
1109 #endif
1110                         break;
1111
1112                 // clicked on the options region
1113                 case OPTIONS_REGION:
1114                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1115                         gameseq_post_event(GS_EVENT_OPTIONS_MENU);
1116                         break;
1117
1118                 // clicked on the campaign toom region
1119                 case CAMPAIGN_ROOM_REGION:
1120 #if !defined(MULTIPLAYER_BETA_BUILD) && !defined(E3_BUILD) && !defined(PRESS_TOUR_BUILD)
1121
1122 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1123                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1124                         {
1125                         //game_feature_not_in_demo_popup();
1126                         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.");
1127                         if (reset_campaign == 1) {
1128                                 mission_campaign_savefile_delete(Campaign.filename);
1129                                 mission_campaign_load(Campaign.filename);
1130                                 mission_campaign_next_mission();
1131                         }
1132                         }
1133
1134 #else
1135                         if(Player->flags & PLAYER_FLAGS_IS_MULTI){
1136                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1137                                 main_hall_set_notify_string(XSTR( "Campaign Room not valid for multiplayer pilots", 366));
1138                         } else {
1139                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1140                                 gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);                     
1141                         }
1142 #endif
1143
1144 #endif
1145                         break;
1146
1147                 // clicked on the multiplayer region
1148                 case MULTIPLAYER_REGION:
1149 #if defined(DEMO) || defined(OEM_BUILD) // not for FS2_DEMO
1150                         game_feature_not_in_demo_popup();
1151 #else
1152                         if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1153                                 // NOTE : this isn't a great thing to be calling this anymore. But we'll leave it for now
1154                                 gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME );
1155                         } else {
1156                                 main_hall_set_notify_string(XSTR( "Not a valid multiplayer pilot!!", 367));
1157                         }
1158 #endif
1159                         break;
1160
1161                 // load mission key was pressed
1162                 case LOAD_MISSION_REGION:
1163                         Int3();
1164                         break;
1165
1166                 // quick start a game region
1167                 case QUICK_START_REGION:
1168 #if !defined(NDEBUG) && !(defined(FS2_DEMO) || defined(FS1_DEMO))
1169                         if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1170                                 main_hall_set_notify_string(XSTR( "Quick Start not valid for multiplayer pilots", 369));
1171                         } else {
1172
1173                                 if (Num_recent_missions > 0)    {
1174                                         SDL_strlcpy( Game_current_mission_filename, Recent_missions[0], SDL_arraysize(Game_current_mission_filename) );
1175                                 } else {
1176                                         mission_load_up_campaign();
1177                                         SDL_strlcpy( Game_current_mission_filename, Campaign.missions[0].name, SDL_arraysize(Game_current_mission_filename) );
1178                                 }
1179
1180                                 Campaign.current_mission = -1;
1181                                 gameseq_post_event(GS_EVENT_START_GAME_QUICK);
1182                         }
1183 #endif
1184                         break;
1185
1186                 // clicked on the barracks region
1187                 case BARRACKS_REGION:                   
1188                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1189                         gameseq_post_event( GS_EVENT_BARRACKS_MENU );
1190                         break;
1191
1192                 // increate the skill level
1193                 case SKILL_LEVEL_REGION: 
1194                         char temp[100];
1195
1196                         game_increase_skill_level();
1197                         SDL_snprintf(temp, SDL_arraysize(temp), XSTR( "Skill level set to %s.", 370), Skill_level_names(Game_skill_level));
1198                         main_hall_set_notify_string(temp);
1199                         break;                          
1200
1201                 // escape was pressed
1202                 case ESC_PRESSED:
1203                         // if there is a help overlay active, then don't quit the game - just kill the overlay
1204                         if(!help_overlay_active(Main_hall_overlay_id)){
1205                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1206                                 main_hall_exit_game();
1207                         }
1208                         // kill the overlay
1209                         else {
1210                                 help_overlay_set_state(Main_hall_overlay_id,0);
1211                         }
1212                         break;
1213                 }
1214
1215                 // if the escape key wasn't pressed handle any mouse position related events
1216                 if (code != ESC_PRESSED){
1217                         main_hall_handle_mouse_location(code);
1218                 }
1219                 break;
1220
1221                 default:
1222                         main_hall_handle_mouse_location(-1);
1223                         break;
1224         }
1225
1226         if ( mouse_down(MOUSE_LEFT_BUTTON) ) {
1227                 help_overlay_set_state(Main_hall_overlay_id, 0);
1228         }
1229
1230         // draw the background bitmap   
1231         gr_reset_clip();        
1232         GR_MAYBE_CLEAR_RES(Main_hall_bitmap);
1233         if(Main_hall_bitmap >= 0){
1234                 gr_set_bitmap(Main_hall_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1235                 gr_bitmap(0, 0);
1236         }
1237
1238         // draw any pending notification messages
1239         main_hall_notify_do();                  
1240
1241         // render misc animations
1242         main_hall_render_misc_anims(frametime);
1243
1244         // render door animtions
1245         main_hall_render_door_anims(frametime); 
1246
1247         // blit any appropriate tooltips
1248         main_hall_maybe_blit_tooltips();
1249
1250         // fishtank
1251         fishtank_process();
1252
1253         // process any help "hit f1" timestamps and display any messages if necessary
1254         if (!F1_text_done) {
1255                 main_hall_process_help_stuff();
1256         }
1257
1258         // blit help overlay if active
1259         help_overlay_maybe_blit(Main_hall_overlay_id);
1260
1261         // blit the freespace version #
1262         main_hall_blit_version();
1263
1264         // blit ship and weapon table status
1265         main_hall_blit_table_status();
1266
1267         // if we're in nice D3D texture format
1268 #ifndef NDEBUG
1269         gr_set_color_fast(&Color_white);
1270
1271         // d3d
1272         gr_string(320, gr_screen.max_h - 10, "ARGB");
1273
1274         //      extern int D3D_fog_mode;
1275         //      extern int D3D_zbias;
1276
1277         if ( gr_is_32bit() ) {
1278                 gr_string(320, gr_screen.max_h - 30, "32bit");
1279         }
1280         //      gr_printf(320, gr_screen.max_h - 40, "Fog : %d", D3D_fog_mode);
1281         //      gr_printf(320, gr_screen.max_h - 50, "Zbias : %d", D3D_zbias);
1282         // extern void d3d_test();
1283         // d3d_test();
1284 #endif  
1285
1286         gr_flip();
1287
1288         // maybe run the player tips popup
1289 // #if defined(FS2_DEMO) && defined(NDEBUG)
1290         player_tips_popup();
1291 // #endif
1292
1293         // if we were supposed to skip a frame, then stop doing it after 1 frame
1294         if(Main_hall_frame_skip){
1295                 Main_hall_frame_skip = 0;
1296         }
1297 }
1298
1299 // close the main hall proper
1300 void main_hall_close()
1301 {
1302         int idx,s_idx;
1303
1304         if(!Main_hall_inited){
1305                 return;
1306         }       
1307
1308         // unload the main hall bitmap
1309         if(Main_hall_bitmap != -1){
1310                 bm_unload(Main_hall_bitmap);
1311         }
1312
1313         // unload any bitmaps
1314         if(Main_hall_mask >= 0){                
1315                 // make sure we unlock the mask bitmap so it can be unloaded
1316                 bm_unlock(Main_hall_mask);
1317                 if(!bm_unload(Main_hall_mask)){
1318                         nprintf(("General","WARNING! Couldn't unload main hall mask bitmap!\n"));
1319                 }
1320         }
1321
1322         // free up any (possibly) playing misc animation handles
1323         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1324                 if(Main_hall_misc_anim_instance[idx]!=NULL){
1325                         anim_stop_playing(Main_hall_misc_anim_instance[idx]);
1326                         Main_hall_misc_anim_instance[idx] = NULL;
1327                 }
1328         }
1329         
1330         // free up any (possibly) playing door animation handles
1331         for(idx=0;idx<Main_hall->num_door_animations;idx++){
1332                 if(Main_hall_door_anim_instance[idx]!=NULL){
1333                         anim_stop_playing(Main_hall_door_anim_instance[idx]);
1334                         Main_hall_door_anim_instance[idx] = NULL;
1335                 }
1336         }
1337         
1338
1339         // free up any misc animations/instances        
1340         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1341                 if((Main_hall_misc_anim_instance[idx]!=NULL) && (anim_playing(Main_hall_misc_anim_instance[idx]))){             
1342                         Main_hall_misc_anim_instance[idx] = NULL;
1343                 }
1344                 if(Main_hall_misc_anim[idx]!=NULL){
1345                         if(anim_free(Main_hall_misc_anim[idx]) == -1){
1346                                 nprintf(("General","WARNING!, Could not free up misc anim %s in main hall\n",Main_hall->misc_anim_name[idx]));
1347                         }
1348                 }       
1349         }
1350
1351         // free up any door animations/instances
1352         for(idx=0;idx<Main_hall->num_door_animations;idx++){
1353                 if((Main_hall_door_anim_instance[idx]!=NULL) && (anim_playing(Main_hall_door_anim_instance[idx]))){
1354                         Main_hall_door_anim_instance[idx] = NULL;                       
1355                 }
1356                 if(Main_hall_door_anim[idx]!=NULL){
1357                         if(anim_free(Main_hall_door_anim[idx]) == -1){
1358                                 nprintf(("General","WARNING!, Could not free up door anim %s in main hall\n",Main_hall->door_anim_name[idx]));
1359                         }
1360                 }               
1361         }       
1362
1363         // stop any playing door sounds
1364         for(idx=0;idx<Main_hall->num_door_sounds-2;idx++){      // don't cut off the glow sounds (requested by Dan)
1365                 if((Main_hall_door_sound_handles[idx] != -1) && snd_is_playing(Main_hall_door_sound_handles[idx])){
1366                         snd_stop(Main_hall_door_sound_handles[idx]);
1367                         Main_hall_door_sound_handles[idx] = -1;
1368                 }
1369         }       
1370
1371         // stop any playing misc animation sounds
1372         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1373                 for(s_idx=1;s_idx<10;s_idx++){
1374                         if(snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])){
1375                                 snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
1376                                 Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
1377                         }
1378                 }
1379         }
1380
1381         // unload the overlay bitmap
1382         help_overlay_unload(Main_hall_overlay_id);
1383
1384         // close any snazzy menu details
1385         snazzy_menu_close();
1386
1387         // restore
1388         palette_restore_palette();
1389
1390         // no fish
1391         fishtank_stop();        
1392
1393         // not inited anymore
1394         Main_hall_inited = 0;
1395 }
1396
1397 // start the main hall music playing
1398 void main_hall_start_music()
1399 {
1400         // start a looping ambient sound
1401         main_hall_start_ambient();
1402
1403         // if we have selected no music, then don't do this
1404         if ( Cmdline_freespace_no_music ) {
1405                 return;
1406         }
1407
1408         int main_hall_spooled_music_index = event_music_get_spooled_music_index(Main_hall->music);
1409         
1410         if ((Main_hall_music_handle == -1) && (main_hall_spooled_music_index != -1)) {
1411                 char *music_wavfile_name = Spooled_music[main_hall_spooled_music_index].filename;
1412                 if (music_wavfile_name != NULL) {
1413                                 Main_hall_music_handle = audiostream_open( music_wavfile_name, ASF_EVENTMUSIC );
1414                                 if ( Main_hall_music_handle != -1 )
1415                                         audiostream_play(Main_hall_music_handle, Master_event_music_volume);
1416                 }
1417                 else {
1418                         nprintf(("Warning", "No music file exists to play music at the main menu!\n"));
1419                 }
1420         }
1421 }
1422
1423 // stop the main hall music
1424 void main_hall_stop_music()
1425 {
1426         if ( Main_hall_music_handle != -1 ) {
1427                 audiostream_close_file(Main_hall_music_handle);
1428                 Main_hall_music_handle = -1;
1429         }
1430 }
1431
1432 // do any necessary instantiation of misc animations
1433 void main_hall_handle_misc_anims()
1434 {
1435         int idx,s_idx;
1436
1437         if(Main_hall_frame_skip)
1438                 return;
1439         
1440         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1441                 // if the anim isn't playing
1442                 if(Main_hall_misc_anim_instance[idx] == NULL){
1443                         // if the timestamp is -1, then reset it to some random value (based on MIN and MAX) and continue
1444                         if(Main_hall->misc_anim_delay[idx][0] == -1){
1445                                 Main_hall->misc_anim_delay[idx][0] = timestamp(Main_hall->misc_anim_delay[idx][1] + 
1446                                                                                                                       (int)(((float)myrand()/(float)MY_RAND_MAX) * (float)(Main_hall->misc_anim_delay[idx][2] - Main_hall->misc_anim_delay[idx][1])));
1447
1448                         // if the timestamp is not -1 and has popped, play the anim and make the timestap -1
1449                         } else if (timestamp_elapsed(Main_hall->misc_anim_delay[idx][0]) && Main_hall_misc_anim[idx]) {
1450                                 anim_play_struct aps;
1451
1452                                 anim_play_init(&aps, Main_hall_misc_anim[idx], Main_hall->misc_anim_coords[idx][0], Main_hall->misc_anim_coords[idx][1]);
1453                                 aps.screen_id = GS_STATE_MAIN_MENU;
1454                                 aps.framerate_independent = 1;
1455                                 
1456                                 Main_hall_misc_anim_instance[idx] = anim_play(&aps);                            
1457                                 
1458                                 // kill the timestamp   
1459                                 Main_hall->misc_anim_delay[idx][0] = -1;                                
1460
1461                                 // reset the "should be playing" flags
1462                                 for(s_idx=1;s_idx<10;s_idx++){
1463                                         Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
1464                                 }
1465                         }
1466                 }               
1467                 // if the anim is playing
1468                 else {
1469                         // check to see if any special trigger points have been reached by the animation
1470                         // since the frame triggers must be in ascending order, we will count down so that we don't trigger too many sounds
1471                         for(s_idx=Main_hall->misc_anim_special_sounds[idx][0]; s_idx > 0; s_idx--){
1472                                 // if we've passed the trigger point, then play the sound and break out of the loop
1473                                 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]){                                 
1474                                         Main_hall->misc_anim_sound_flag[idx][s_idx] = 1;
1475
1476                                         // if the sound is already playing, then kill it. This is a pretty safe thing to do since we can assume that
1477                                         // by the time we get to this point again, the sound will have been long finished
1478                                         if(snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])){
1479                                                 snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
1480                                                 Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
1481                                         }
1482                                         // play the sound
1483                                         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]);                                    
1484                                         break;
1485                                 }
1486                         }
1487
1488                         // if the animation mode is MISC_ANIM_MODE_HOLD, pause it at the last frame
1489                         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)){                           
1490                                 anim_pause(Main_hall_misc_anim_instance[idx]);
1491                                 Main_hall_misc_anim_instance[idx]->stop_now = FALSE;
1492                         }                       
1493
1494                         // if the animation mode is MISC_ANIM_MODE_LOOP, check to see if it should be looped
1495                         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)){                           
1496                                 anim_release_render_instance(Main_hall_misc_anim_instance[idx]);
1497
1498                                 // start it playing again
1499                                 anim_play_struct aps;
1500
1501                                 anim_play_init(&aps, Main_hall_misc_anim[idx], Main_hall->misc_anim_coords[idx][0], Main_hall->misc_anim_coords[idx][1]);
1502                                 aps.screen_id = GS_STATE_MAIN_MENU;
1503                                 aps.framerate_independent = 1;
1504                                 
1505                                 Main_hall_misc_anim_instance[idx] = anim_play(&aps);                            
1506                                 
1507                                 // kill the timestamp   
1508                                 Main_hall->misc_anim_delay[idx][0] = -1;                                
1509
1510                                 // reset the "should be playing" flags
1511                                 for(s_idx=1;s_idx<10;s_idx++){
1512                                         Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
1513                                 }
1514                         }                       
1515
1516                         // cull any misc animations which are marked as done (!is_playing)                              
1517                         if(!anim_playing(Main_hall_misc_anim_instance[idx])){                   
1518                                 Main_hall_misc_anim_instance[idx] = NULL;                               
1519                         }
1520                 }                       
1521         }       
1522 }
1523
1524 // render all playing misc animations
1525 void main_hall_render_misc_anims(float frametime)
1526 {
1527         int idx;
1528         
1529         // HACKETY HACK HACK - always render misc anim 3 first, if it is playing
1530         if(Main_hall_misc_anim_instance[2] != NULL){
1531                 anim_render_one(GS_STATE_MAIN_MENU,Main_hall_misc_anim_instance[2],frametime);
1532         }
1533
1534         // render all other animations
1535         for(idx=0;idx<MAX_MISC_ANIMATIONS;idx++){
1536                 // skip anim 3, which was previously rendered, if at all
1537                 if(idx == 2){
1538                         continue;
1539                 }
1540
1541                 // render it
1542                 if(Main_hall_misc_anim_instance[idx] != NULL){
1543                         anim_render_one(GS_STATE_MAIN_MENU,Main_hall_misc_anim_instance[idx],frametime);
1544                 }
1545         }
1546 }
1547
1548 // render all playing door animations
1549 void main_hall_render_door_anims(float frametime)
1550 {
1551         int idx;        
1552
1553         // render all door animations
1554         for(idx=0;idx<MAX_DOOR_ANIMATIONS;idx++){               
1555                 // render it
1556                 if(Main_hall_door_anim_instance[idx] != NULL){
1557                         anim_render_one(GS_STATE_MAIN_MENU,Main_hall_door_anim_instance[idx],frametime);
1558                 }
1559         }
1560 }
1561
1562 // handle starting, stopping and reversing "door" animations
1563 void main_hall_handle_region_anims()
1564 {
1565         int idx;
1566
1567         if(Main_hall_frame_skip)
1568                 return;
1569         
1570         // make sure we make any finished door animations NULL
1571         for(idx=0;idx<Main_hall->num_door_animations;idx++){
1572                 if((Main_hall_door_anim_instance[idx] != NULL) && !anim_playing(Main_hall_door_anim_instance[idx])){
1573                         Main_hall_door_anim_instance[idx] = NULL;
1574                 }
1575         }
1576         
1577         // go through each region animation
1578         for(idx=0;idx<Main_hall->num_door_animations;idx++){
1579                 // if the instance is not null and the animation is playing
1580                 if((Main_hall_door_anim_instance[idx] != NULL) && anim_playing(Main_hall_door_anim_instance[idx])){
1581                         // check to see if we should hold a given door "open"
1582                         if((Main_hall_mouse_region == idx) && (Main_hall_door_anim_instance[idx]->frame_num == Main_hall_door_anim_instance[idx]->stop_at)){
1583                                 anim_pause(Main_hall_door_anim_instance[idx]);
1584                                 Main_hall_door_anim_instance[idx]->stop_now = FALSE;
1585                         }
1586                         // check to see if we should close a door being held open
1587                         if((Main_hall_mouse_region != idx) && (Main_hall_door_anim_instance[idx]->paused)){
1588                                 anim_unpause(Main_hall_door_anim_instance[idx]);
1589                         }
1590                 }               
1591         }       
1592 }
1593
1594 // do any necessary processing based upon the mouse location
1595 void main_hall_handle_mouse_location(int cur_region)
1596 {
1597    if(Main_hall_frame_skip)
1598                 return;
1599
1600         if(cur_region > NUM_MAIN_HALL_MOUSE_REGIONS) {
1601                 // MWA -- inserted return since Int3() was tripped when hitting L from main
1602                 // menu.
1603                 return;         
1604         }
1605
1606         // if the mouse is now over a resgion
1607         if (cur_region != -1) {
1608                 // if we're still over the same region we were last frame, check stuff
1609                 if (cur_region == Main_hall_mouse_region) {
1610                         // if we have a linger timestamp set and it has expired, then get moving                        
1611                         if ((Main_hall_region_linger_stamp != -1) && timestamp_elapsed(Main_hall_region_linger_stamp)) {
1612                                 main_hall_mouse_grab_region(cur_region);                                
1613
1614                                 // release the region linger stamp
1615                                 Main_hall_region_linger_stamp = -1;
1616                         }
1617                 } else {
1618                         // if we're currently on another region, release it
1619                         if ((Main_hall_mouse_region != -1) && (cur_region != Main_hall_mouse_region)) {
1620                                 main_hall_mouse_release_region(Main_hall_mouse_region);
1621                         }
1622                 
1623                         // set the linger time
1624                         if (Main_hall_region_linger_stamp == -1) {
1625                                 Main_hall_mouse_region = cur_region;
1626                                 Main_hall_region_linger_stamp = timestamp(MAIN_HALL_REGION_LINGER);
1627                         }                       
1628                 }
1629         }
1630         // if it was over a region but isn't anymore, release that region
1631         else {
1632                 if (Main_hall_mouse_region != -1) {
1633                         main_hall_mouse_release_region(Main_hall_mouse_region);
1634                         Main_hall_mouse_region = -1;
1635
1636                         // release the region linger timestamp
1637                         Main_hall_region_linger_stamp = -1;
1638                 }
1639         }
1640 }
1641
1642 // if the mouse has moved off of the currently active region, handle the anim accordingly
1643 void main_hall_mouse_release_region(int region)
1644 {
1645         if(Main_hall_frame_skip){
1646                 return;
1647         }
1648
1649         // if the animation is currently playing in the forward direction, change direction and be done, otherwise don't do a thing
1650         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)){
1651                 anim_reverse_direction(Main_hall_door_anim_instance[region]);
1652         }
1653
1654         // check for door sounds, ignoring the OPTIONS_REGION (which isn't a door)
1655         if ((Main_hall_door_anim_instance[region] != NULL)) {
1656                 // don't stop the toaster oven or microwave regions from playing all the way through
1657                 if (Main_hall_door_sound_handles[region] != -1) {
1658                         snd_stop(Main_hall_door_sound_handles[region]);
1659                 }
1660                 Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][1]], Main_hall->door_sound_pan[region]);
1661
1662                 // make sure to set the sound to play from the right spot
1663                 snd_set_pos(Main_hall_door_sound_handles[region], &Snds_iface[SND_MAIN_HALL_DOOR_CLOSE],
1664                                                 (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);                      
1665         }
1666 }
1667
1668 // if the mouse has moved on this region, handle it accordingly
1669 void main_hall_mouse_grab_region(int region)
1670 {
1671         if (Main_hall_frame_skip) {
1672                 return;
1673         }
1674
1675         // if the animation is not playing, start it playing
1676         if ( !Main_hall_door_anim_instance[region] ) {
1677                 if ( Main_hall_door_anim[region] ) {
1678                         anim_play_struct aps;
1679
1680                         anim_play_init(&aps, Main_hall_door_anim[region], Main_hall->door_anim_coords[region][0], Main_hall->door_anim_coords[region][1]);
1681                         aps.screen_id = GS_STATE_MAIN_MENU;
1682                         aps.framerate_independent = 1;
1683
1684                         Main_hall_door_anim_instance[region] = anim_play(&aps);
1685                 }
1686         } 
1687         // otherwise if its playing in the reverse direction, change it to the forward direction
1688         else if (Main_hall_door_anim_instance[region]->direction == ANIM_DIRECT_REVERSE) {
1689                 anim_reverse_direction(Main_hall_door_anim_instance[region]);
1690         }
1691
1692         // check for opening/starting sounds
1693         // kill the currently playing sounds if necessary
1694         if(Main_hall_door_sound_handles[region] != -1){                 
1695                 snd_stop(Main_hall_door_sound_handles[region]);
1696         }       
1697         Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][0]],Main_hall->door_sound_pan[region]);                              
1698
1699         // start the sound playing at the right spot relative to the completion of the animation                
1700         if(Main_hall_door_anim_instance[region]->frame_num != -1){                      
1701                         snd_set_pos(Main_hall_door_sound_handles[region],&Snds_iface[SND_MAIN_HALL_DOOR_OPEN],
1702                                                         (float)Main_hall_door_anim_instance[region]->frame_num / (float)Main_hall_door_anim_instance[region]->parent->total_frames,1);
1703         }                               
1704 }
1705
1706 // handle any right clicks which may have occured
1707 void main_hall_handle_right_clicks()
1708 {
1709         int new_region;
1710
1711         if(Main_hall_frame_skip)
1712                 return;
1713
1714         // check to see if the button has been clicked
1715         if(!Main_hall_right_click){
1716                 if(mouse_down(MOUSE_RIGHT_BUTTON)){
1717                         // cycle through the available regions
1718                         if(Main_hall_last_clicked_region == NUM_MAIN_HALL_MOUSE_REGIONS - 1){
1719                                 new_region = 0;
1720                         } else
1721                                 new_region = Main_hall_last_clicked_region + 1;
1722
1723                         // set the position of the mouse cursor and the newly clicked region                    
1724                         mouse_set_pos(Main_hall->door_anim_coords[new_region][2],Main_hall->door_anim_coords[new_region][3]);                   
1725
1726                         main_hall_handle_mouse_location(new_region);
1727                         Main_hall_last_clicked_region = new_region;
1728                         
1729                         // set the mouse as being clicked
1730                         Main_hall_right_click = 1;
1731                 }
1732         } 
1733         // set the mouse as being unclicked
1734         else if(Main_hall_right_click && !(mouse_down(MOUSE_RIGHT_BUTTON))){
1735                 Main_hall_right_click = 0;
1736         }
1737 }
1738
1739 // cull any door sounds that have finished playing
1740 void main_hall_cull_door_sounds()
1741 {
1742         int idx;
1743         // 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
1744         for(idx=0;idx<Main_hall->num_door_sounds;idx++){
1745                 if((Main_hall_door_sound_handles[idx] != -1) && !snd_is_playing(Main_hall_door_sound_handles[idx])){                    
1746                         Main_hall_door_sound_handles[idx] = -1;
1747                 }
1748         }
1749 }
1750
1751 void main_hall_handle_random_intercom_sounds()
1752 {
1753         // if we have no timestamp for the next random sound, then set on
1754         if((Main_hall_next_intercom_sound_stamp == -1) && (Main_hall_intercom_sound_handle == -1)){
1755                 Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)myrand()/(float)MY_RAND_MAX) * 
1756                                                                     (float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
1757                                                                                                                                           - Main_hall->intercom_delay[Main_hall_intercom_sound_handle][0])) );          
1758         }
1759
1760         // if the there is no sound playing
1761         if(Main_hall_intercom_sound_handle == -1){
1762                 // if the timestamp has popped, play a sound
1763                 if((Main_hall_next_intercom_sound_stamp != -1) && (timestamp_elapsed(Main_hall_next_intercom_sound_stamp))){
1764                         // play the sound
1765                         Main_hall_intercom_sound_handle = snd_play(&Snds_iface[Main_hall->intercom_sounds[Main_hall_next_intercom_sound]]);                     
1766                         
1767                         // unset the timestamp
1768                         Main_hall_next_intercom_sound_stamp = -1;
1769                 }
1770         }
1771         // if the sound is playing
1772         else {
1773                 // if the sound has finished, set the timestamp and continue
1774                 if(!snd_is_playing(Main_hall_intercom_sound_handle)){
1775                         // increment the next sound
1776                         if(Main_hall_next_intercom_sound >= (Main_hall->num_random_intercom_sounds-1)){
1777                                 Main_hall_next_intercom_sound = 0;
1778                         } else {
1779                                 Main_hall_next_intercom_sound++;
1780                         }
1781
1782                         // set the timestamp
1783                         Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)myrand()/(float)MY_RAND_MAX) * 
1784                                                                     (float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
1785                                                                                                                                           - Main_hall->intercom_delay[Main_hall_next_intercom_sound][0])) );
1786
1787                         // release the sound handle
1788                         Main_hall_intercom_sound_handle = -1;
1789                 }
1790         }
1791 }
1792
1793 // set the notification string with its decay timeout
1794 void main_hall_set_notify_string(const char *str)
1795 {
1796         SDL_strlcpy(Main_hall_notify_text, str, SDL_arraysize(Main_hall_notify_text));
1797         Main_hall_notify_stamp = timestamp(MAIN_HALL_NOTIFY_TIME);
1798 }
1799
1800 void main_hall_notify_do()
1801 {
1802         // check to see if we should try and do something
1803         if(Main_hall_notify_stamp != -1){
1804            // if the text time has expired
1805                 if(timestamp_elapsed(Main_hall_notify_stamp)){
1806                         SDL_strlcpy(Main_hall_notify_text, "", SDL_arraysize(Main_hall_notify_text));
1807                         Main_hall_notify_stamp = -1;
1808                 } else {
1809                         int w,h;
1810                         gr_set_color_fast(&Color_bright);
1811
1812                         gr_get_string_size(&w,&h,Main_hall_notify_text);
1813                         gr_printf((gr_screen.max_w - w)/2, gr_screen.max_h - 40, Main_hall_notify_text);
1814                 }
1815         }
1816 }
1817
1818 // start a looping ambient sound for main hall
1819 void main_hall_start_ambient()
1820 {
1821         int play_ambient_loop = 0;
1822
1823         if ( Main_hall_ambient_loop == -1 ) {
1824                 play_ambient_loop = 1;
1825         } else {
1826                 if ( !snd_is_playing(Main_hall_ambient_loop) ) {
1827                         play_ambient_loop = 1;
1828                 }
1829         }
1830
1831         if ( play_ambient_loop ) {
1832                 Main_hall_ambient_loop = snd_play_looping(&Snds_iface[SND_MAIN_HALL_AMBIENT]);
1833         }
1834 }
1835
1836 // stop a looping ambient sound for the main hall
1837 void main_hall_stop_ambient()
1838 {
1839         if ( Main_hall_ambient_loop != -1 ) {
1840                 snd_stop(Main_hall_ambient_loop);
1841                 Main_hall_ambient_loop = -1;
1842         }
1843
1844         if ( Main_hall_intercom_sound_handle != -1 ) {
1845                 snd_stop(Main_hall_intercom_sound_handle);
1846                 Main_hall_intercom_sound_handle = -1;
1847         }
1848 }
1849
1850 // Reset the volume of the looping ambient sound.  This is called from the options 
1851 // screen when the looping ambient sound might be playing.
1852 void main_hall_reset_ambient_vol()
1853 {
1854         if ( Main_hall_ambient_loop >= 0 ) {
1855                 snd_set_volume(Main_hall_ambient_loop, Snds_iface[SND_MAIN_HALL_AMBIENT].default_volume);
1856         }
1857 }
1858
1859 // blit the freespace version #
1860 void main_hall_blit_version()
1861 {
1862         char version_string[100];
1863         int w;
1864
1865         // format the version string
1866         get_version_string(version_string, SDL_arraysize(version_string));
1867
1868         // get the length of the string
1869         gr_get_string_size(&w,NULL,version_string);
1870
1871         // print the string out in the lower right corner
1872         gr_set_color_fast(&Color_white);
1873         gr_string(gr_screen.max_w - 55, gr_screen.max_h - 12, version_string);
1874 }
1875
1876 // blit any necessary tooltips
1877 void main_hall_maybe_blit_tooltips()
1878 {
1879         int w;
1880         int text_index;
1881
1882         // if we're over no region - don't blit anything
1883         if(Main_hall_mouse_region < 0) {
1884                 return;
1885         }
1886
1887         // get the index of the proper text to be using
1888         if(Main_hall_mouse_region == READY_ROOM_REGION) {
1889                 // if this is a multiplayer pilot, the ready room region becomes the multiplayer region
1890                 if(Player->flags & PLAYER_FLAGS_IS_MULTI){
1891                         text_index = NUM_REGIONS - 1;
1892                 } else {
1893                         text_index = READY_ROOM_REGION;
1894                 }
1895         } else {
1896                 text_index = Main_hall_mouse_region;
1897         }
1898
1899         // set the color and blit the string
1900         if(!help_overlay_active(Main_hall_overlay_id)) {
1901 #ifndef MAKE_FS1
1902                 int shader_y = (Main_hall->region_yval) - Main_hall_tooltip_padding[gr_screen.res];     // subtract more to pull higher
1903 #endif
1904                 // get the width of the string
1905                 gr_get_string_size(&w, NULL, Main_hall->region_descript[text_index]);
1906
1907 #ifndef MAKE_FS1
1908                 gr_set_shader(&Main_hall_tooltip_shader);
1909                 gr_shade(0, shader_y, gr_screen.clip_width, (gr_screen.clip_height - shader_y));
1910 #endif
1911 #ifdef MAKE_FS1
1912                 gr_set_color_fast(&Color_white);
1913 #else
1914                 gr_set_color_fast(&Color_bright_white);
1915 #endif
1916                 gr_string((gr_screen.max_w - w)/2, Main_hall->region_yval, Main_hall->region_descript[text_index]);
1917         }
1918 }
1919
1920
1921 void main_hall_process_help_stuff()
1922 {
1923         int w, h;
1924         char str[255];
1925         
1926         // if the timestamp has popped, don't do anything
1927         if(Main_hall_help_stamp == -1) {
1928                 return;
1929         }
1930
1931         // if the timestamp has popped, advance frame
1932         if(timestamp_elapsed(Main_hall_help_stamp)) {
1933                 Main_hall_f1_text_frame++;
1934         }
1935
1936         // otherwise print out the message
1937         SDL_strlcpy(str, XSTR( "Press F1 for help", 371), SDL_arraysize(str));
1938         gr_get_string_size(&w, &h, str);
1939
1940         int y_anim_offset = Main_hall_f1_text_frame;
1941
1942         // if anim is off the screen finally, stop altogether
1943         if ( (y_anim_offset >= (2*Main_hall_tooltip_padding[gr_screen.res]) + h) || (help_overlay_active(Main_hall_overlay_id)) ) {
1944                 Main_hall_f1_text_frame = -1;
1945                 Main_hall_help_stamp = -1;
1946                 F1_text_done = 1;
1947                 return;
1948         }
1949
1950         // set the color and print out text and shader
1951 #ifndef MAKE_FS1
1952         gr_set_color_fast(&Color_bright_white);
1953         gr_shade(0, 0, gr_screen.max_w, (2*Main_hall_tooltip_padding[gr_screen.res]) + h - y_anim_offset);
1954         gr_string((gr_screen.max_w - w)/2, Main_hall_tooltip_padding[gr_screen.res] - y_anim_offset, str);
1955 #else
1956         gr_set_color_fast(&Color_white);
1957         // no shading, no roll off screen
1958         gr_string((gr_screen.max_w - w)/2, Main_hall_tooltip_padding[gr_screen.res], str);
1959 #endif
1960 }
1961
1962 // what main hall we're on (should be 0 or 1)
1963 int main_hall_id()
1964 {       
1965         // only 1 of 2 main halls
1966         if(Main_hall == &Main_hall_defines[gr_screen.res][0]){
1967                 return 0;
1968         }
1969
1970         return 1;
1971
1972
1973 // read in main hall table
1974 void main_hall_read_table()
1975 {
1976 #ifndef MAKE_FS1
1977         main_hall_defines *m, temp;
1978         int count, idx, s_idx, m_idx;
1979
1980         // read the file in
1981         read_file_text("mainhall.tbl");
1982         reset_parse();
1983
1984         // go for it
1985         count = 0;
1986         while(!optional_string("#end")){
1987
1988                 // read in 2 resolutions
1989                 for(m_idx=0; m_idx<GR_NUM_RESOLUTIONS; m_idx++){
1990                         // maybe use a temp main hall stuct
1991                         if(count >= NUM_MAIN_HALLS){
1992                                 m = &temp;
1993                         } else {
1994                                 m = &Main_hall_defines[m_idx][count];
1995                         }
1996
1997                         // ready
1998                         required_string("$Main Hall");
1999
2000                         // bitmap and mask
2001                         required_string("+Bitmap:");
2002                         stuff_string(m->bitmap, F_NAME, NULL, MAX_FILENAME_LEN);
2003                         required_string("+Mask:");
2004                         stuff_string(m->mask, F_NAME, NULL, MAX_FILENAME_LEN);
2005 #ifndef FS2_DEMO
2006                         required_string("+Music:");
2007                         stuff_string(m->music, F_NAME, NULL, MAX_FILENAME_LEN);
2008 #endif
2009
2010                         // intercom sounds
2011                         required_string("+Num Intercom Sounds:");
2012                         stuff_int(&m->num_random_intercom_sounds);              
2013                         for(idx=0; idx<m->num_random_intercom_sounds; idx++){                   
2014                                 // intercom delay
2015                                 required_string("+Intercom delay:");
2016                                 stuff_int(&m->intercom_delay[idx][0]);
2017                                 stuff_int(&m->intercom_delay[idx][1]);
2018                         }
2019                         for(idx=0; idx<m->num_random_intercom_sounds; idx++){                   
2020                                 // intercom sound id
2021                                 required_string("+Intercom sound:");
2022                                 stuff_int(&m->intercom_sounds[idx]);                    
2023                         }                       
2024                         for(idx=0; idx<m->num_random_intercom_sounds; idx++){                   
2025                                 // intercom pan
2026                                 required_string("+Intercom pan:");
2027                                 stuff_float(&m->intercom_sound_pan[idx]);                       
2028                         }                       
2029
2030                         // misc animations
2031                         required_string("+Num Misc Animations:");
2032                         stuff_int(&m->num_misc_animations);
2033                         for(idx=0; idx<m->num_misc_animations; idx++){
2034                                 // anim names
2035                                 required_string("+Misc anim:");
2036                                 stuff_string(m->misc_anim_name[idx], F_NAME, NULL);
2037                         }
2038                         for(idx=0; idx<m->num_misc_animations; idx++){
2039                                 // anim delay
2040                                 required_string("+Misc anim delay:");
2041                                 stuff_int(&m->misc_anim_delay[idx][0]);
2042                                 stuff_int(&m->misc_anim_delay[idx][1]);
2043                                 stuff_int(&m->misc_anim_delay[idx][2]);
2044                         }
2045                         for(idx=0; idx<m->num_misc_animations; idx++){
2046                                 // anim coords
2047                                 required_string("+Misc anim coords:");
2048                                 stuff_int(&m->misc_anim_coords[idx][0]);
2049                                 stuff_int(&m->misc_anim_coords[idx][1]);
2050                         }
2051                         for(idx=0; idx<m->num_misc_animations; idx++){
2052                                 // anim mode
2053                                 required_string("+Misc anim mode:");
2054                                 stuff_int(&m->misc_anim_modes[idx]);                    
2055                         }
2056                         for(idx=0; idx<m->num_misc_animations; idx++){
2057                                 // anim pan
2058                                 required_string("+Misc anim pan:");
2059                                 stuff_float(&m->misc_anim_sound_pan[idx]);
2060                         }
2061                         for(idx=0; idx<m->num_misc_animations; idx++){
2062                                 // anim sound id
2063                                 required_string("+Misc anim sounds:");
2064                                 stuff_int(&m->misc_anim_special_sounds[idx][0]);
2065                                 for(s_idx=0; s_idx<m->misc_anim_special_sounds[idx][0]; s_idx++){
2066                                         stuff_int(&m->misc_anim_special_sounds[idx][s_idx + 1]);
2067                                 }
2068                         }
2069                         for(idx=0; idx<m->num_misc_animations; idx++){
2070                                 // anim sound triggers
2071                                 required_string("+Misc anim trigger:");
2072                                 stuff_int(&m->misc_anim_special_trigger[idx][0]);
2073                                 for(s_idx=0; s_idx<m->misc_anim_special_trigger[idx][0]; s_idx++){
2074                                         stuff_int(&m->misc_anim_special_trigger[idx][s_idx + 1]);
2075                                 }
2076                         }
2077                         for(idx=0; idx<m->num_misc_animations; idx++){
2078                                 // anim sound handles
2079                                 required_string("+Misc anim handles:");
2080                                 stuff_int(&m->misc_anim_sound_handles[idx][0]);                 
2081                         }
2082                         for(idx=0; idx<m->num_misc_animations; idx++){
2083                                 // anim sound flags
2084                                 required_string("+Misc anim flags:");
2085                                 stuff_int(&m->misc_anim_sound_flag[idx][0]);                    
2086                         }
2087
2088                         // door animations
2089                         required_string("+Num Door Animations:");
2090                         stuff_int(&m->num_door_animations);
2091                         for(idx=0; idx<m->num_door_animations; idx++){
2092                                 // door name
2093                                 required_string("+Door anim:");
2094                                 stuff_string(m->door_anim_name[idx], F_NAME, NULL);
2095                         }
2096                         for(idx=0; idx<m->num_door_animations; idx++){
2097                                 // door coords
2098                                 required_string("+Door coords:");
2099                                 stuff_int(&m->door_anim_coords[idx][0]);
2100                                 stuff_int(&m->door_anim_coords[idx][1]);
2101                                 stuff_int(&m->door_anim_coords[idx][2]);
2102                                 stuff_int(&m->door_anim_coords[idx][3]);
2103                         }
2104                         for(idx=0; idx<m->num_door_animations; idx++){
2105                                 // door open and close sounds
2106                                 required_string("+Door sounds:");
2107                                 stuff_int(&m->door_sounds[idx][0]);
2108                                 stuff_int(&m->door_sounds[idx][1]);                     
2109                         }
2110                         for(idx=0; idx<m->num_door_animations; idx++){
2111                                 // door pan value
2112                                 required_string("+Door pan:");
2113                                 stuff_float(&m->door_sound_pan[idx]);                   
2114                         }
2115
2116                         // tooltip y location
2117                         required_string("+Tooltip Y:");
2118                         stuff_int(&m->region_yval);
2119                         for(idx=0; idx<NUM_REGIONS; idx++){
2120                                 m->region_descript[idx] = NULL;
2121                         }
2122                 }
2123
2124                 if(count < NUM_MAIN_HALLS){
2125                         count++;
2126                 }
2127         }
2128 #else
2129         // hard coded values for FS1
2130         int idx;
2131
2132         // Terran main hall
2133         SDL_strlcpy(Main_hall_defines[0][0].bitmap, "MainHall1", MAX_FILENAME_LEN);
2134         SDL_strlcpy(Main_hall_defines[0][0].mask, "MainHall1-m", MAX_FILENAME_LEN);
2135         SDL_strlcpy(Main_hall_defines[0][0].music, "main_amb", MAX_FILENAME_LEN);
2136         
2137         Main_hall_defines[0][0].num_random_intercom_sounds = 3;
2138         Main_hall_defines[0][0].intercom_delay[0][0] = 8000;
2139         Main_hall_defines[0][0].intercom_delay[0][1] = 15000;
2140         Main_hall_defines[0][0].intercom_delay[1][0] = 8000;
2141         Main_hall_defines[0][0].intercom_delay[1][1] = 15000;
2142         Main_hall_defines[0][0].intercom_delay[2][0] = 8000;
2143         Main_hall_defines[0][0].intercom_delay[2][1] = 15000;
2144         Main_hall_defines[0][0].intercom_sounds[0] = 38;
2145         Main_hall_defines[0][0].intercom_sounds[1] = 39;
2146         Main_hall_defines[0][0].intercom_sounds[2] = 40;
2147         Main_hall_defines[0][0].intercom_sound_pan[0] = 0.0f;
2148         Main_hall_defines[0][0].intercom_sound_pan[1] = 0.0f;
2149         Main_hall_defines[0][0].intercom_sound_pan[2] = 0.0f;
2150         
2151         Main_hall_defines[0][0].num_misc_animations = 2;
2152         SDL_strlcpy(Main_hall_defines[0][0].misc_anim_name[0], "main1-m1", MAX_FILENAME_LEN);
2153         SDL_strlcpy(Main_hall_defines[0][0].misc_anim_name[1], "main1-m2", MAX_FILENAME_LEN);
2154         Main_hall_defines[0][0].misc_anim_delay[0][0] = -1;
2155         Main_hall_defines[0][0].misc_anim_delay[0][1] = 15000;
2156         Main_hall_defines[0][0].misc_anim_delay[0][2] = 20000;
2157         Main_hall_defines[0][0].misc_anim_delay[1][0] = -1;
2158         Main_hall_defines[0][0].misc_anim_delay[1][1] = 9000;
2159         Main_hall_defines[0][0].misc_anim_delay[1][2] = 30000;
2160         Main_hall_defines[0][0].misc_anim_coords[0][0] = 14;
2161         Main_hall_defines[0][0].misc_anim_coords[0][1] = 14;
2162         Main_hall_defines[0][0].misc_anim_coords[1][0] = 174;
2163         Main_hall_defines[0][0].misc_anim_coords[1][1] = 198;
2164         Main_hall_defines[0][0].misc_anim_modes[0] = 0;
2165         Main_hall_defines[0][0].misc_anim_modes[1] = 2;
2166         Main_hall_defines[0][0].misc_anim_sound_pan[0] = -0.5f;
2167         Main_hall_defines[0][0].misc_anim_sound_pan[1] = -0.25f;
2168         Main_hall_defines[0][0].misc_anim_special_sounds[0][0] = 2;
2169         Main_hall_defines[0][0].misc_anim_special_sounds[0][1] = 34;
2170         Main_hall_defines[0][0].misc_anim_special_sounds[0][2] = 35;
2171         Main_hall_defines[0][0].misc_anim_special_sounds[1][0] = 3;
2172         Main_hall_defines[0][0].misc_anim_special_sounds[1][1] = 31;
2173         Main_hall_defines[0][0].misc_anim_special_sounds[1][2] = 32;
2174         Main_hall_defines[0][0].misc_anim_special_sounds[1][3] = 33;
2175         Main_hall_defines[0][0].misc_anim_special_trigger[0][0] = 4;
2176         Main_hall_defines[0][0].misc_anim_special_trigger[0][1] = 1;
2177         Main_hall_defines[0][0].misc_anim_special_trigger[0][2] = 20;
2178         Main_hall_defines[0][0].misc_anim_special_trigger[0][3] = 42;
2179         Main_hall_defines[0][0].misc_anim_special_trigger[0][4] = 96;
2180         Main_hall_defines[0][0].misc_anim_special_trigger[1][0] = 3;
2181         Main_hall_defines[0][0].misc_anim_special_trigger[1][1] = 25;
2182         Main_hall_defines[0][0].misc_anim_special_trigger[1][2] = 200;
2183         Main_hall_defines[0][0].misc_anim_special_trigger[1][3] = 274;
2184         Main_hall_defines[0][0].misc_anim_sound_handles[0][0] = 2;
2185         Main_hall_defines[0][0].misc_anim_sound_handles[1][0] = 3;
2186         Main_hall_defines[0][0].misc_anim_sound_flag[0][0] = 1;
2187         Main_hall_defines[0][0].misc_anim_sound_flag[1][0] = 2;
2188         
2189         Main_hall_defines[0][0].num_door_animations = 6;
2190         SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[0], "main1-d1", MAX_FILENAME_LEN);
2191         SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[1], "main1-d6", MAX_FILENAME_LEN);
2192         SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[2], "main1-d3", MAX_FILENAME_LEN);
2193         SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[3], "main1-d4", MAX_FILENAME_LEN);
2194         SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[4], "main1-d5", MAX_FILENAME_LEN);
2195         SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[5], "main1-d2", MAX_FILENAME_LEN);
2196         Main_hall_defines[0][0].door_anim_coords[0][0] = 68;
2197         Main_hall_defines[0][0].door_anim_coords[0][1] = 260;
2198         Main_hall_defines[0][0].door_anim_coords[0][2] = 103;
2199         Main_hall_defines[0][0].door_anim_coords[0][3] = 298;
2200         Main_hall_defines[0][0].door_anim_coords[1][0] = 309;
2201         Main_hall_defines[0][0].door_anim_coords[1][1] = 34;
2202         Main_hall_defines[0][0].door_anim_coords[1][2] = 110;
2203         Main_hall_defines[0][0].door_anim_coords[1][3] = 61;
2204         Main_hall_defines[0][0].door_anim_coords[2][0] = 312;
2205         Main_hall_defines[0][0].door_anim_coords[2][1] = 264;
2206         Main_hall_defines[0][0].door_anim_coords[2][2] = 385;
2207         Main_hall_defines[0][0].door_anim_coords[2][3] = 330;
2208         Main_hall_defines[0][0].door_anim_coords[3][0] = 457;
2209         Main_hall_defines[0][0].door_anim_coords[3][1] = 34;
2210         Main_hall_defines[0][0].door_anim_coords[3][2] = 404;
2211         Main_hall_defines[0][0].door_anim_coords[3][3] = 367;
2212         Main_hall_defines[0][0].door_anim_coords[4][0] = 530;
2213         Main_hall_defines[0][0].door_anim_coords[4][1] = 206;
2214         Main_hall_defines[0][0].door_anim_coords[4][2] = 174;
2215         Main_hall_defines[0][0].door_anim_coords[4][3] = 412;
2216         Main_hall_defines[0][0].door_anim_coords[5][0] = 305;
2217         Main_hall_defines[0][0].door_anim_coords[5][1] = 133;
2218         Main_hall_defines[0][0].door_anim_coords[5][2] = 385;
2219         Main_hall_defines[0][0].door_anim_coords[5][3] = 330;
2220         Main_hall_defines[0][0].door_sounds[0][0] = 23;
2221         Main_hall_defines[0][0].door_sounds[0][1] = 24;
2222         Main_hall_defines[0][0].door_sounds[1][0] = 23;
2223         Main_hall_defines[0][0].door_sounds[1][1] = 24;
2224         Main_hall_defines[0][0].door_sounds[2][0] = 23;
2225         Main_hall_defines[0][0].door_sounds[2][1] = 24;
2226         Main_hall_defines[0][0].door_sounds[3][0] = 25;
2227         Main_hall_defines[0][0].door_sounds[3][1] = 26;
2228         Main_hall_defines[0][0].door_sounds[4][0] = 25;
2229         Main_hall_defines[0][0].door_sounds[4][1] = 26;
2230         Main_hall_defines[0][0].door_sounds[5][0] = 23;
2231         Main_hall_defines[0][0].door_sounds[5][1] = 24;
2232         Main_hall_defines[0][0].door_sound_pan[0] = -0.7f;
2233         Main_hall_defines[0][0].door_sound_pan[1] = 0.07f;
2234         Main_hall_defines[0][0].door_sound_pan[2] = 0.2f;
2235         Main_hall_defines[0][0].door_sound_pan[3] = 0.73f;
2236         Main_hall_defines[0][0].door_sound_pan[4] = 0.75f;
2237         Main_hall_defines[0][0].door_sound_pan[5] = 0.11f;
2238         
2239         Main_hall_defines[0][0].region_yval = 455;
2240         
2241         for (idx = 0; idx < NUM_REGIONS; idx++) {
2242                 Main_hall_defines[0][0].region_descript[idx] = NULL;
2243         }
2244         
2245         
2246         // Vasudan main hall
2247         SDL_strlcpy(Main_hall_defines[0][1].bitmap, "MainHall2", MAX_FILENAME_LEN);
2248         SDL_strlcpy(Main_hall_defines[0][1].mask, "MainHall2-m", MAX_FILENAME_LEN);
2249         SDL_strlcpy(Main_hall_defines[0][1].music, "main_amb", MAX_FILENAME_LEN);
2250         
2251         Main_hall_defines[0][1].num_random_intercom_sounds = 3;
2252         Main_hall_defines[0][1].intercom_delay[0][0] = 8000;
2253         Main_hall_defines[0][1].intercom_delay[0][1] = 15000;
2254         Main_hall_defines[0][1].intercom_delay[1][0] = 8000;
2255         Main_hall_defines[0][1].intercom_delay[1][1] = 15000;
2256         Main_hall_defines[0][1].intercom_delay[2][0] = 8000;
2257         Main_hall_defines[0][1].intercom_delay[2][1] = 15000;
2258         Main_hall_defines[0][1].intercom_sounds[0] = 49;
2259         Main_hall_defines[0][1].intercom_sounds[1] = 50;
2260         Main_hall_defines[0][1].intercom_sounds[2] = 51;
2261         Main_hall_defines[0][1].intercom_sound_pan[0] = 0.0f;
2262         Main_hall_defines[0][1].intercom_sound_pan[1] = 0.0f;
2263         Main_hall_defines[0][1].intercom_sound_pan[2] = 0.0f;
2264         
2265         Main_hall_defines[0][1].num_misc_animations = 4;
2266         SDL_strlcpy(Main_hall_defines[0][1].misc_anim_name[0], "main2-m1", MAX_FILENAME_LEN);
2267         SDL_strlcpy(Main_hall_defines[0][1].misc_anim_name[1], "main2-m2", MAX_FILENAME_LEN);
2268         SDL_strlcpy(Main_hall_defines[0][1].misc_anim_name[2], "main2-m3", MAX_FILENAME_LEN);
2269         SDL_strlcpy(Main_hall_defines[0][1].misc_anim_name[3], "main2-m4", MAX_FILENAME_LEN);
2270         Main_hall_defines[0][1].misc_anim_delay[0][0] = -1;
2271         Main_hall_defines[0][1].misc_anim_delay[0][1] = 0;
2272         Main_hall_defines[0][1].misc_anim_delay[0][2] = 0;
2273         Main_hall_defines[0][1].misc_anim_delay[1][0] = -1;
2274         Main_hall_defines[0][1].misc_anim_delay[1][1] = 0;
2275         Main_hall_defines[0][1].misc_anim_delay[1][2] = 0;
2276         Main_hall_defines[0][1].misc_anim_delay[2][0] = -1;
2277         Main_hall_defines[0][1].misc_anim_delay[2][1] = 0;
2278         Main_hall_defines[0][1].misc_anim_delay[2][2] = 0;
2279         Main_hall_defines[0][1].misc_anim_delay[3][0] = -1;
2280         Main_hall_defines[0][1].misc_anim_delay[3][1] = 5000;
2281         Main_hall_defines[0][1].misc_anim_delay[3][2] = 9000;
2282         Main_hall_defines[0][1].misc_anim_coords[0][0] = 0;
2283         Main_hall_defines[0][1].misc_anim_coords[0][1] = 37;
2284         Main_hall_defines[0][1].misc_anim_coords[1][0] = 59;
2285         Main_hall_defines[0][1].misc_anim_coords[1][1] = 0;
2286         Main_hall_defines[0][1].misc_anim_coords[2][0] = 80;
2287         Main_hall_defines[0][1].misc_anim_coords[2][1] = 115;
2288         Main_hall_defines[0][1].misc_anim_coords[3][0] = 0;
2289         Main_hall_defines[0][1].misc_anim_coords[3][1] = 182;
2290         Main_hall_defines[0][1].misc_anim_modes[0] = 0;
2291         Main_hall_defines[0][1].misc_anim_modes[1] = 0;
2292         Main_hall_defines[0][1].misc_anim_modes[2] = 0;
2293         Main_hall_defines[0][1].misc_anim_modes[3] = 1;
2294         Main_hall_defines[0][1].misc_anim_sound_pan[0] = -0.82f;
2295         Main_hall_defines[0][1].misc_anim_sound_pan[1] = -0.5f;
2296         Main_hall_defines[0][1].misc_anim_sound_pan[2] = -0.5f;
2297         Main_hall_defines[0][1].misc_anim_sound_pan[3] = -0.86f;
2298         Main_hall_defines[0][1].misc_anim_special_sounds[0][0] = 2;
2299         Main_hall_defines[0][1].misc_anim_special_sounds[0][1] = 43;
2300         Main_hall_defines[0][1].misc_anim_special_sounds[0][2] = 44;
2301         Main_hall_defines[0][1].misc_anim_special_sounds[1][0] = 2;
2302         Main_hall_defines[0][1].misc_anim_special_sounds[1][1] = 45;
2303         Main_hall_defines[0][1].misc_anim_special_sounds[1][2] = 46;
2304         Main_hall_defines[0][1].misc_anim_special_sounds[2][0] = 2;
2305         Main_hall_defines[0][1].misc_anim_special_sounds[2][1] = 45;
2306         Main_hall_defines[0][1].misc_anim_special_sounds[2][2] = 46;
2307         Main_hall_defines[0][1].misc_anim_special_sounds[3][0] = 2;
2308         Main_hall_defines[0][1].misc_anim_special_sounds[3][1] = 47;
2309         Main_hall_defines[0][1].misc_anim_special_sounds[3][2] = 48;
2310         Main_hall_defines[0][1].misc_anim_special_trigger[0][0] = 2;
2311         Main_hall_defines[0][1].misc_anim_special_trigger[0][1] = 0;
2312         Main_hall_defines[0][1].misc_anim_special_trigger[0][2] = 300;
2313         Main_hall_defines[0][1].misc_anim_special_trigger[1][0] = 2;
2314         Main_hall_defines[0][1].misc_anim_special_trigger[1][1] = 20;
2315         Main_hall_defines[0][1].misc_anim_special_trigger[1][2] = 262;
2316         Main_hall_defines[0][1].misc_anim_special_trigger[2][0] = 2;
2317         Main_hall_defines[0][1].misc_anim_special_trigger[2][1] = 0;
2318         Main_hall_defines[0][1].misc_anim_special_trigger[2][2] = 150;
2319         Main_hall_defines[0][1].misc_anim_special_trigger[3][0] = 2;
2320         Main_hall_defines[0][1].misc_anim_special_trigger[3][1] = 128;
2321         Main_hall_defines[0][1].misc_anim_special_trigger[3][2] = 300;
2322         Main_hall_defines[0][1].misc_anim_sound_handles[0][0] = 2;
2323         Main_hall_defines[0][1].misc_anim_sound_handles[1][0] = 2;
2324         Main_hall_defines[0][1].misc_anim_sound_handles[2][0] = 2;
2325         Main_hall_defines[0][1].misc_anim_sound_handles[3][0] = 2;
2326         Main_hall_defines[0][1].misc_anim_sound_flag[0][0] = 2;
2327         Main_hall_defines[0][1].misc_anim_sound_flag[1][0] = 2;
2328         Main_hall_defines[0][1].misc_anim_sound_flag[2][0] = 2;
2329         Main_hall_defines[0][1].misc_anim_sound_flag[3][0] = 2;
2330         
2331         Main_hall_defines[0][1].num_door_animations = 6;
2332         SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[0], "main2-d1", MAX_FILENAME_LEN);
2333         SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[1], "main2-d6", MAX_FILENAME_LEN);
2334         SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[2], "main2-d3", MAX_FILENAME_LEN);
2335         SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[3], "main2-d4", MAX_FILENAME_LEN);
2336         SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[4], "main2-d5", MAX_FILENAME_LEN);
2337         SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[5], "main2-d2", MAX_FILENAME_LEN);
2338         Main_hall_defines[0][1].door_anim_coords[0][0] = 199;
2339         Main_hall_defines[0][1].door_anim_coords[0][1] = 265;
2340         Main_hall_defines[0][1].door_anim_coords[0][2] = 263;
2341         Main_hall_defines[0][1].door_anim_coords[0][3] = 295;
2342         Main_hall_defines[0][1].door_anim_coords[1][0] = 296;
2343         Main_hall_defines[0][1].door_anim_coords[1][1] = 278;
2344         Main_hall_defines[0][1].door_anim_coords[1][2] = 331;
2345         Main_hall_defines[0][1].door_anim_coords[1][3] = 209;
2346         Main_hall_defines[0][1].door_anim_coords[2][0] = 423;
2347         Main_hall_defines[0][1].door_anim_coords[2][1] = 138;
2348         Main_hall_defines[0][1].door_anim_coords[2][2] = 531;
2349         Main_hall_defines[0][1].door_anim_coords[2][3] = 240;
2350         Main_hall_defines[0][1].door_anim_coords[3][0] = 363;
2351         Main_hall_defines[0][1].door_anim_coords[3][1] = 187;
2352         Main_hall_defines[0][1].door_anim_coords[3][2] = 395;
2353         Main_hall_defines[0][1].door_anim_coords[3][3] = 218;
2354         Main_hall_defines[0][1].door_anim_coords[4][0] = 47;
2355         Main_hall_defines[0][1].door_anim_coords[4][1] = 307;
2356         Main_hall_defines[0][1].door_anim_coords[4][2] = 101;
2357         Main_hall_defines[0][1].door_anim_coords[4][3] = 342;
2358         Main_hall_defines[0][1].door_anim_coords[5][0] = 325;
2359         Main_hall_defines[0][1].door_anim_coords[5][1] = 311;
2360         Main_hall_defines[0][1].door_anim_coords[5][2] = 362;
2361         Main_hall_defines[0][1].door_anim_coords[5][3] = 371;
2362         Main_hall_defines[0][1].door_sounds[0][0] = 23;
2363         Main_hall_defines[0][1].door_sounds[0][1] = 24;
2364         Main_hall_defines[0][1].door_sounds[1][0] = 23;
2365         Main_hall_defines[0][1].door_sounds[1][1] = 24;
2366         Main_hall_defines[0][1].door_sounds[2][0] = 23;
2367         Main_hall_defines[0][1].door_sounds[2][1] = 24;
2368         Main_hall_defines[0][1].door_sounds[3][0] = 25;
2369         Main_hall_defines[0][1].door_sounds[3][1] = 26;
2370         Main_hall_defines[0][1].door_sounds[4][0] = 25;
2371         Main_hall_defines[0][1].door_sounds[4][1] = 26;
2372         Main_hall_defines[0][1].door_sounds[5][0] = 23;
2373         Main_hall_defines[0][1].door_sounds[5][1] = 24;
2374         Main_hall_defines[0][1].door_sound_pan[0] = -0.2f;
2375         Main_hall_defines[0][1].door_sound_pan[1] = 0.12f;
2376         Main_hall_defines[0][1].door_sound_pan[2] = 0.62f;
2377         Main_hall_defines[0][1].door_sound_pan[3] = 0.2f;
2378         Main_hall_defines[0][1].door_sound_pan[4] = -0.63f;
2379         Main_hall_defines[0][1].door_sound_pan[5] = 0.35f;
2380         
2381         Main_hall_defines[0][1].region_yval = 425;
2382         
2383         for (idx = 0; idx < NUM_REGIONS; idx++) {
2384                 Main_hall_defines[0][1].region_descript[idx] = NULL;
2385         }
2386
2387 #endif
2388
2389         // are we funny?
2390         if(Vasudan_funny){
2391                 Main_hall_defines[GR_640][1].door_sounds[OPTIONS_REGION][0] = SND_VASUDAN_BUP;
2392                 Main_hall_defines[GR_640][1].door_sounds[OPTIONS_REGION][1] = SND_VASUDAN_BUP;
2393                 Main_hall_defines[GR_1024][1].door_sounds[OPTIONS_REGION][0] = SND_VASUDAN_BUP;
2394                 Main_hall_defines[GR_1024][1].door_sounds[OPTIONS_REGION][1] = SND_VASUDAN_BUP;
2395
2396                 // set head anim. hehe
2397                 SDL_strlcpy(Main_hall_defines[GR_640][1].door_anim_name[OPTIONS_REGION], "vhallheads", MAX_FILENAME_LEN);
2398                 SDL_strlcpy(Main_hall_defines[GR_1024][1].door_anim_name[OPTIONS_REGION], "2_vhallheads", MAX_FILENAME_LEN);
2399
2400                 // set the background
2401                 SDL_strlcpy(Main_hall_defines[GR_640][1].bitmap, "vhallhead", MAX_FILENAME_LEN);
2402                 SDL_strlcpy(Main_hall_defines[GR_1024][1].bitmap, "2_vhallhead", MAX_FILENAME_LEN);
2403         }
2404 }
2405
2406 // make the vasudan main hall funny
2407 void main_hall_vasudan_funny()
2408 {
2409         Vasudan_funny = 1;
2410 }
2411
2412
2413 /*
2414 #include "3d.h"
2415 int argh = -1;
2416 matrix view = {
2417         0.0f, 0.0f, 0.0f,
2418         0.0f, 0.0f, 0.0f,
2419         0.0f, 0.0f, 1.0f
2420 };
2421 */
2422 void d3d_test()
2423 {
2424         /*      
2425         vertex p1;
2426         vector sun_pos = vmd_zero_vector;
2427         sun_pos.z = 1.0f;
2428
2429         if(argh == -1){
2430                 argh = bm_load("sun01");
2431                 bm_lock(argh, 16, BMP_TEX_XPARENT);
2432                 bm_unlock(argh);
2433         }
2434         
2435         g3_start_frame(1);
2436         g3_set_view_matrix(&vmd_zero_vector, &view, 0.5f);      
2437         g3_rotate_vertex(&p1, &sun_pos);
2438         g3_project_vertex(&p1);
2439         gr_zbuffer_set(GR_ZBUFF_NONE);
2440         gr_set_bitmap( argh );
2441         g3_draw_bitmap(&p1, 0, 0.05f, TMAP_FLAG_TEXTURED | TMAP_FLAG_XPARENT);          
2442         g3_end_frame();
2443         */
2444 }
2445