]> icculus.org git repositories - taylor/freespace2.git/blob - src/missionui/missiondebrief.cpp
get rid of some platform specific stuff
[taylor/freespace2.git] / src / missionui / missiondebrief.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/MissionUI/MissionDebrief.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * C module for running the debriefing
16  *
17  * $Log$
18  * Revision 1.14  2006/04/26 19:43:25  taylor
19  * this should squash the first second double-play of debriefing voice
20  *
21  * Revision 1.13  2005/08/12 08:52:32  taylor
22  * various GCC4 warning fixes
23  *
24  * Revision 1.12  2005/03/29 02:18:47  taylor
25  * Various 64-bit platform fixes
26  * Fix compiler errors with MAKE_FS1 and fix gr_set_bitmap() too
27  * Make sure that turrets can fire at asteroids for FS1 (needed for a couple missions)
28  * Streaming audio support (big thanks to Pierre Willenbrock!!)
29  * Removed dependance on strings.tbl for FS1 since we don't actually need it now
30  *
31  * Revision 1.11  2004/09/20 01:31:44  theoddone33
32  * GCC 3.4 fixes.
33  *
34  * Revision 1.10  2004/07/04 11:39:06  taylor
35  * fix missing debrief text, crash on exit, path separator's, warning fixes, no GR_SOFT
36  *
37  * Revision 1.9  2003/08/03 16:10:29  taylor
38  * cleanup; compile warning fixes
39  *
40  * Revision 1.8  2003/06/03 04:00:40  taylor
41  * Polish language support (Janusz Dziemidowicz)
42  *
43  * Revision 1.7  2003/05/25 02:30:43  taylor
44  * Freespace 1 support
45  *
46  * Revision 1.6  2002/07/13 06:46:48  theoddone33
47  * Warning cleanups
48  *
49  * Revision 1.5  2002/06/09 04:41:23  relnev
50  * added copyright header
51  *
52  * Revision 1.4  2002/06/02 04:26:34  relnev
53  * warning cleanup
54  *
55  * Revision 1.3  2002/05/26 22:06:17  relnev
56  * makefile: disable stand_gui for now.
57  *
58  * rest: staticize some globals
59  *
60  * Revision 1.2  2002/05/07 03:16:46  theoddone33
61  * The Great Newline Fix
62  *
63  * Revision 1.1.1.1  2002/05/03 03:28:10  root
64  * Initial import.
65  *
66  * 
67  * 57    10/29/99 10:40p Jefff
68  * hack to make german medal names display without actually changing them
69  * 
70  * 56    10/13/99 3:26p Jefff
71  * fixed unnumbered XSTRs
72  * 
73  * 55    10/06/99 10:28a Jefff
74  * updates for OEM
75  * 
76  * 54    9/30/99 5:57p Jefff
77  * show upsell at end of campaign in OEM builds
78  * 
79  * 53    9/15/99 3:42a Jefff
80  * badge voice fix
81  * 
82  * 52    9/14/99 4:35a Dave
83  * Argh. Added all kinds of code to handle potential crashes in debriefing
84  * code.
85  * 
86  * 51    9/14/99 3:26a Dave
87  * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
88  * respawn-too-early problem. Made a few crash points safe.
89  * 
90  * 50    9/14/99 12:51a Jefff
91  * 
92  * 49    9/13/99 6:01p Jefff
93  * fixed wrong promotion voice mapping for sm1-08
94  * 
95  * 48    9/13/99 11:15a Jefff
96  * clear out award text bug fixed
97  * 
98  * 47    9/13/99 12:17p Andsager
99  * Fix traitor debrief not playinf for FS2.  Don't append _3 or _1 as in
100  * FS1.
101  * 
102  * 46    9/07/99 9:35p Jefff
103  * fixed bug where award text was not getting cleared properly between
104  * debriefs.
105  * 
106  * 45    9/07/99 6:56p Jefff
107  * a few adjustments to loop detection
108  * 
109  * 44    9/07/99 1:54p Jefff
110  * skip mission cleanup
111  * 
112  * 43    9/06/99 9:45p Jefff
113  * skip mission support
114  * 
115  * 42    9/06/99 6:38p Dave
116  * Improved CD detection code.
117  * 
118  * 41    9/03/99 1:32a Dave
119  * CD checking by act. Added support to play 2 cutscenes in a row
120  * seamlessly. Fixed super low level cfile bug related to files in the
121  * root directory of a CD. Added cheat code to set campaign mission # in
122  * main hall.
123  * 
124  * 40    9/02/99 3:45p Jefff
125  * forgot to remove some debug code.  doh.
126  * 
127  * 39    9/02/99 3:41p Jefff
128  * changed badge voice handling to be similar to promotion voice handling
129  * 
130  * 38    9/01/99 4:41p Jefff
131  * fixed stoopid text color bug
132  * 
133  * 37    8/31/99 11:54a Jefff
134  * minor debrief music tweak
135  * 
136  * 36    8/27/99 9:57a Dave
137  * Enabled standard cheat codes. Allow player to continue in a campaing
138  * after using cheat codes.
139  * 
140  * 35    8/27/99 12:04a Dave
141  * Campaign loop screen.
142  * 
143  * 34    8/26/99 8:49p Jefff
144  * Updated medals screen and about everything that ever touches medals in
145  * one way or another.  Sheesh.
146  * 
147  * 33    8/20/99 4:20p Jefff
148  * hack for choosing the correct promotion voice
149  * 
150  * 32    8/16/99 4:05p Dave
151  * Big honking checkin.
152  * 
153  * 31    8/16/99 9:49a Jefff
154  * mission title length fix in multi
155  * 
156  * 30    8/11/99 5:33p Jefff
157  * added 3rd debrief music track
158  * 
159  * 29    8/10/99 7:28p Jefff
160  * shuffled some text around
161  * 
162  * 28    8/04/99 5:36p Andsager
163  * Show upsell screens at end of demo campaign before returning to main
164  * hall.
165  * 
166  * 27    8/04/99 2:07p Jefff
167  * mission title no longer overwrites popup
168  * 
169  * 26    8/02/99 5:37p Jefff
170  * 
171  * 25    8/02/99 4:52p Jefff
172  * negative feedback sound when recommendations button pressed and
173  * disabled.
174  * 
175  * 24    7/21/99 6:21p Jefff
176  * added hotkeys to the "you cannot accept" popup
177  * 
178  * 23    6/15/99 12:04p Anoop
179  * Added a warning for running out of debrief text lines.
180  * 
181  * 22    6/09/99 2:17p Dave
182  * Fixed up pleasewait bitmap rendering.
183  * 
184  * 21    6/01/99 6:07p Dave
185  * New loading/pause/please wait bar.
186  * 
187  * 20    5/22/99 6:05p Dave
188  * Fixed a few localization # problems.
189  * 
190  * 19    5/22/99 5:35p Dave
191  * Debrief and chatbox screens. Fixed small hi-res HUD bug.
192  * 
193  * 18    3/20/99 3:47p Andsager
194  * Fix crash with no mission loop description.
195  * 
196  * 17    2/23/99 2:29p Dave
197  * First run of oldschool dogfight mode. 
198  * 
199  * 16    2/21/99 6:01p Dave
200  * Fixed standalone WSS packets. 
201  * 
202  * 15    2/11/99 3:08p Dave
203  * PXO refresh button. Very preliminary squad war support.
204  * 
205  * 14    1/30/99 5:08p Dave
206  * More new hi-res stuff.Support for nice D3D textures.
207  * 
208  * 13    1/29/99 2:08a Dave
209  * Fixed beam weapon collisions with players. Reduced size of scoring
210  * struct for multiplayer. Disabled PXO.
211  * 
212  * 12    1/14/99 5:15p Neilk
213  * changed credits, command debrief interfaces to high resolution support
214  * 
215  * 11    1/13/99 2:11p Andsager
216  * change default debriefing string text
217  * 
218  * 10    12/17/98 4:50p Andsager
219  * Added debrief_assemble_optional_mission_popup_text() for single and
220  * multiplayer
221  * 
222  * 9     12/12/98 3:17p Andsager
223  * Clean up mission eval, goal, event and mission scoring.
224  * 
225  * 8     12/10/98 10:19a Andsager
226  * Fix mission loop assert
227  * 
228  * 7     12/10/98 9:59a Andsager
229  * Fix some bugs with mission loops
230  * 
231  * 6     12/09/98 1:56p Andsager
232  * Initial checkin of mission loop
233  * 
234  * 5     11/05/98 4:18p Dave
235  * First run nebula support. Beefed up localization a bit. Removed all
236  * conditional compiles for foreign versions. Modified mission file
237  * format.
238  * 
239  * 4     10/23/98 3:51p Dave
240  * Full support for tstrings.tbl and foreign languages. All that remains
241  * is to make it active in Fred.
242  * 
243  * 3     10/13/98 9:28a Dave
244  * Started neatening up freespace.h. Many variables renamed and
245  * reorganized. Added AlphaColors.[h,cpp]
246  * 
247  * 2     10/07/98 10:53a Dave
248  * Initial checkin.
249  * 
250  * 1     10/07/98 10:49a Dave
251  * 
252  * 178   9/17/98 3:08p Dave
253  * PXO to non-pxo game warning popup. Player icon stuff in create and join
254  * game screens. Upped server count refresh time in PXO to 35 secs (from
255  * 20).
256  * 
257  * 177   7/07/98 1:46p Dave
258  * Fixed nasty debriefing badge/promotion bug. Added extra physics info
259  * for capital ships. 
260  * 
261  * 175   6/09/98 10:31a Hoffoss
262  * Created index numbers for all xstr() references.  Any new xstr() stuff
263  * added from here on out should be added to the end if the list.  The
264  * current list count can be found in FreeSpace.cpp (search for
265  * XSTR_SIZE).
266  * 
267  * 174   6/07/98 3:26p Lawrance
268  * Fix bug with cut-off popup text
269  * 
270  * 173   6/05/98 9:54a Lawrance
271  * OEM changes
272  * 
273  * 172   6/01/98 11:43a John
274  * JAS & MK:  Classified all strings for localization.
275  * 
276  * 171   5/27/98 1:24p Allender
277  * make targeting dots work (as well as other targeting features) properly
278  * in multiplayer.  Don't query for CD when entering debrief in
279  * multiplayer
280  * 
281  * 170   5/26/98 11:10a Lawrance
282  * Fix bug where window controls get disabled when F1 pressed twice
283  * 
284  * 169   5/24/98 12:55a Mike
285  * Prevent SDL_assert() when no debriefing text for a stage.
286  * 
287  * 168   5/23/98 10:38p Lawrance
288  * Avoid doing a cfile refresh when running debug
289  * 
290  * 167   5/23/98 6:49p Lawrance
291  * Fix problems with refreshing the file list when a CD is inserted
292  * 
293  * 166   5/21/98 6:57p Lawrance
294  * Don't prompt for the CD if voice not found
295  * 
296  * 165   5/20/98 2:24a Dave
297  * Fixed server side voice muting. Tweaked multi debrief/endgame
298  * sequencing a bit. Much friendlier for stats tossing/accepting now.
299  * 
300  * 164   5/19/98 8:35p Dave
301  * Revamp PXO channel listing system. Send campaign goals/events to
302  * clients for evaluation. Made lock button pressable on all screens. 
303  * 
304  * 163   5/19/98 11:13a Hoffoss
305  * Fixed bug where wrong wings award was being displayed in debriefing.
306  * 
307  * 162   5/19/98 12:28a Mike
308  * Cheat stuff.
309  * 
310  * 161   5/18/98 8:08p Hoffoss
311  * Moved placement of 'More' text.
312  * 
313  * 160   5/18/98 3:50p Dan
314  * AL: Pick correct traitor debriefing voice file
315  * 
316  * 159   5/17/98 6:32p Dave
317  * Make sure clients/servers aren't kicked out of the debriefing when team
318  * captains leave a game. Fixed chatbox off-by-one error. Fixed image
319  * xfer/pilot info popup stuff.
320  * 
321  * 158   5/16/98 9:14p Allender
322  * fix scoring ckise fir training missions to actually count medals, but
323  * nothing else.  Code used to SDL_assert when wings were granted then taken
324  * away because they were actually never granted in scoring structure
325  * 
326  * 157   5/15/98 5:15p Dave
327  * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy
328  * status for team vs. team. Put in asserts to check for invalid team vs.
329  * team situations.
330  * 
331  * 156   5/15/98 4:36p Allender
332  * fixed minor bug with wings
333  * 
334  * 155   5/15/98 4:12p Allender
335  * removed redbook code.  Put back in ingame join timer.  Major fixups for
336  * stats in multiplayer.  Pass correct score, medals, etc when leaving
337  * game.  Be sure clients display medals, badges, etc.
338  * 
339  * 154   5/15/98 2:25p Jasen
340  * temporarily disable granting of promotion and badges for clients
341  * 
342  * 153   5/15/98 10:57a Allender
343  * fixed client side debriefings
344  * 
345  * 152   5/15/98 10:36a Dave
346  * Removed 2 bogus bitmap drawing Int3()'s
347  * 
348  * 151   5/14/98 2:44p Hoffoss
349  * Added wings awarding to debrief screen.
350  * 
351  * 150   5/13/98 9:11p Lawrance
352  * Make 'replay mission' popup warn users about the loss of mission stats. 
353  *
354  * $NoKeywords: $
355  */
356
357 #include "missiondebrief.h"
358 #include "missionbriefcommon.h"
359 #include "missionscreencommon.h"
360 #include "missiongoals.h"
361 #include "missionpause.h"
362 #include "freespace.h"
363 #include "gamesequence.h"
364 #include "key.h"
365 #include "2d.h"
366 #include "ui.h"
367 #include "uidefs.h"
368 #include "gamesnd.h"
369 #include "sexp.h"
370 #include "parselo.h"
371 #include "audiostr.h"
372 #include "timer.h"
373 #include "bmpman.h"
374 #include "contexthelp.h"
375 #include "stats.h"
376 #include "player.h"
377 #include "chatbox.h"
378 #include "mouse.h"
379 #include "multi.h"
380 #include "multimsgs.h"
381 #include "multiutil.h"
382 #include "multiteamselect.h"
383 #include "multiui.h"
384 #include "eventmusic.h"
385 #include "font.h"
386 #include "popup.h"
387 #include "medals.h"
388 #include "multi_pinfo.h"
389 #include "contexthelp.h"
390 #include "multi_kick.h"
391 #include "multi_campaign.h"
392 #include "alphacolors.h"
393 #include "localize.h"
394 #include "multi_endgame.h"
395 #include "osapi.h"
396
397 #define MAX_TOTAL_DEBRIEF_LINES 200
398
399 #define TEXT_TYPE_NORMAL                        1
400 #define TEXT_TYPE_RECOMMENDATION        2
401
402 #define DEBRIEF_NUM_STATS_PAGES 4
403 #define DEBRIEF_MISSION_STATS           0
404 #define DEBRIEF_MISSION_KILLS           1
405 #define DEBRIEF_ALLTIME_STATS           2
406 #define DEBRIEF_ALLTIME_KILLS           3
407
408 // 3rd coord is max width in pixels
409 int Debrief_title_coords[GR_NUM_RESOLUTIONS][3] = {
410         { // GR_640
411 #ifdef MAKE_FS1
412                 38, 120, 161
413 #else
414                 18, 118, 174
415 #endif
416         },
417         { // GR_1024
418                 28, 193, 280
419         }
420 };
421
422 int Debrief_text_wnd_coords[GR_NUM_RESOLUTIONS][4] = {
423         {       // GR_640
424 #ifdef MAKE_FS1
425                 38, 156, 342, 260
426 #else
427                 43, 140, 339, 303                       
428 #endif
429         },      
430         {       // GR_1024
431                 69, 224, 535, 485               
432         }
433 };
434
435 int Debrief_text_x2[GR_NUM_RESOLUTIONS] = {
436         276,    // GR_640
437         450     // GR_1024
438 };
439         
440 int Debrief_stage_info_coords[GR_NUM_RESOLUTIONS][2] = {
441         {       // GR_640
442 #ifdef MAKE_FS1
443                 379, 156
444 #else
445                 379, 137                
446 #endif
447         },      
448         {       // GR_1024
449                 578, 224
450         }
451 };
452
453 int Debrief_more_coords[GR_NUM_RESOLUTIONS][2] = {
454         {       // GR_640
455 #ifdef MAKE_FS1
456                 323, 418
457 #else
458                 323, 453        
459 #endif
460         },
461         {       // GR_1024
462                 323, 453        
463         }
464 };
465
466 #define MULTI_LIST_TEAM_OFFSET                                  16              
467
468 int Debrief_multi_list_team_max_display[GR_NUM_RESOLUTIONS] = {
469         9,      // GR_640
470         12      // GR_1024
471 };
472
473 int Debrief_list_coords[GR_NUM_RESOLUTIONS][4] = {
474         {       // GR_640
475                 416, 280, 195, 101
476         },
477         {       // GR_1024
478                 666, 448, 312, 162
479         }
480 };
481
482 int Debrief_award_wnd_coords[GR_NUM_RESOLUTIONS][2] = {
483         {       // GR_640
484 #ifdef MAKE_FS1
485                 391, 134
486 #else
487                 411, 126
488 #endif
489         },
490         {       // GR_1024
491                 658, 203        
492         }
493 };
494
495 int Debrief_award_coords[GR_NUM_RESOLUTIONS][2] = {
496         {       // GR_640
497 #ifdef MAKE_FS1
498                 448, 145
499 #else
500                 416, 140
501 #endif
502         },
503         {       // GR_1024
504                 666, 224        
505         }
506 };
507
508 #ifdef MAKE_FS1
509 int Debrief_rank_coords[2] = {
510         448, 168
511 };
512
513 int Debrief_badge_coords[2] = {
514         405, 166
515 };
516 #endif
517
518 #ifndef MAKE_FS1
519 // 0=x, 1=y, 2=width of the field
520 int Debrief_medal_text_coords[GR_NUM_RESOLUTIONS][3] = {
521         {       // GR_640
522                 423, 247, 189
523         },
524         {       // GR_1024
525                 666, 333, 67
526         }
527 };
528
529 // 0=x, 1=y, 2=height of the field
530 int Debrief_award_text_coords[GR_NUM_RESOLUTIONS][3] = {
531         {       // GR_640
532                 416, 210, 42
533         },
534         {       // GR_1024
535                 666, 333, 67
536         }
537 };
538 #else
539 // the medal text in FS1 is a bitmap
540 int Debrief_medal_text_coords[GR_NUM_RESOLUTIONS][2] = {
541         {
542                 402, 211
543         },
544         {
545                 402, 211
546         }
547 };
548
549 int Debrief_rank_text_coords[GR_NUM_RESOLUTIONS][2] = {
550         {
551                 409, 231
552         },
553         {
554                 409, 231
555         }
556 };
557
558 int Debrief_badge_text_coords[GR_NUM_RESOLUTIONS][2] = {
559         {
560                 401, 243
561         },
562         {
563                 401, 243
564         }
565 };
566 #endif
567
568 // 0 = with medal
569 // 1 = without medal (text will use medal space)
570 #define DB_WITH_MEDAL           0
571 #define DB_WITHOUT_MEDAL        1
572 int Debrief_award_text_width[GR_NUM_RESOLUTIONS][2] = {
573         {       // GR_640
574                 123, 203
575         },
576         {       // GR_1024
577                 196, 312        
578         }
579 };
580
581 const char *Debrief_single_name[GR_NUM_RESOLUTIONS] = {
582         "DebriefSingle",                // GR_640
583         "2_DebriefSingle"               // GR_1024
584 };
585 const char *Debrief_multi_name[GR_NUM_RESOLUTIONS] = {
586         "DebriefMulti",         // GR_640
587         "2_DebriefMulti"                // GR_1024
588 };
589 const char *Debrief_mask_name[GR_NUM_RESOLUTIONS] = {
590         "Debrief-m",                    // GR_640
591         "2_Debrief-m"                   // GR_1024
592 };
593
594 #define NUM_BUTTONS     18
595 #define NUM_TABS                2
596
597 #define DEBRIEF_TAB                             0
598 #define STATS_TAB                                       1
599 #define TEXT_SCROLL_UP                  2
600 #define TEXT_SCROLL_DOWN                3
601 #define REPLAY_MISSION                  4
602 #define RECOMMENDATIONS                 5
603 #define FIRST_STAGE                             6
604 #define PREV_STAGE                              7
605 #define NEXT_STAGE                              8
606 #define LAST_STAGE                              9
607 #define MULTI_PINFO_POPUP               10
608 #define MULTI_KICK                              11
609 #define MEDALS_BUTTON                   12
610 #define PLAYER_SCROLL_UP                13
611 #define PLAYER_SCROLL_DOWN              14
612 #define HELP_BUTTON                             15
613 #define OPTIONS_BUTTON                  16
614 #define ACCEPT_BUTTON                   17
615
616 #define REPEAT  1
617
618 //XSTR:OFF
619 const char* Debrief_loading_bitmap_fname[GR_NUM_RESOLUTIONS] = {
620         "PleaseWait",           // GR_640
621         "2_PleaseWait"          // GR_1024
622 };
623
624 //XSTR:ON
625
626 typedef struct {
627         char    text[NAME_LENGTH+1];    // name of ship type with a colon
628         int     num;                                            // how many ships of this type player has killed
629 } debrief_stats_kill_info;
630
631 typedef struct {
632         int net_player_index;   // index into Net_players[] array
633         int rank_bitmap;                        // bitmap id for rank
634         char callsign[CALLSIGN_LEN];
635 } debrief_multi_list_info;
636
637 static ui_button_info Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
638         { // GR_640
639 #ifdef MAKE_FS1
640                 ui_button_info("DB_00",         0,              2,              -1,     -1,     0),                     // debriefing
641                 ui_button_info("DB_01",         0,              20,             -1,     -1,     1),                     // statistics
642                 ui_button_info("DB_02",         0,              195,    -1,     -1,     2),                     // scroll stats up
643                 ui_button_info("DB_03",         0,              232,    -1,     -1,     3),                     // scroll stats down
644                 ui_button_info("DB_04",         24,             424,    -1,     -1,     4),                     // replay mission
645                 ui_button_info("DB_05",         30,             451,    -1,     -1,     5),                     // recommendations
646                 ui_button_info("DB_06",         211,    445,    -1,     -1,     6),                     // first page
647                 ui_button_info("DB_07",         234,    445,    -1,     -1,     7),                     // prev page
648                 ui_button_info("DB_08",         259,    445,    -1,     -1,     8),                     // next page
649                 ui_button_info("DB_09",         283,    445,    -1,     -1,     9),                     // last page
650                 ui_button_info("DB_21",         441,    384,    -1,     -1,     21),            // pilot info
651                 ui_button_info("DB_25",         511,    384,    -1,     -1,     25),            // kick
652                 ui_button_info("DB_15",         604,    224,    -1,     -1,     15),            // medals
653                 ui_button_info("DB_16",         615,    329,    -1,     -1,     16),            // scroll pilots up
654                 ui_button_info("DB_17",         615,    371,    -1,     -1,     17),            // scroll pilots down
655                 ui_button_info("DB_10",         469,    428,    -1,     -1,     10),            // help
656                 ui_button_info("DB_11",         447,    452,    -1,     -1,     11),            // options
657                 ui_button_info("DB_12",         562,    410,    -1,     -1,     12),            // accept
658 #else
659                 ui_button_info("DB_00",         6,              1,              37,     7,              0),             // debriefing
660                 ui_button_info("DB_01",         6,              21,     37,     23,     1),             // statistics
661                 ui_button_info("DB_02",         1,              195,    -1,     -1,     2),             // scroll stats up
662                 ui_button_info("DB_03",         1,              236,    -1,     -1,     3),             // scroll stats down
663                 ui_button_info("DB_04",         1,              428,    49,     447,    4),             // replay mission
664                 ui_button_info("DB_05",         17,     459,    49,     464,    5),             // recommendations
665                 ui_button_info("DB_06",         323,    454,    -1,     -1,     6),             // first page
666                 ui_button_info("DB_07",         348,    454,    -1,     -1,     7),             // prev page
667                 ui_button_info("DB_08",         372,    454,    -1,     -1,     8),             // next page
668                 ui_button_info("DB_09",         396,    454,    -1,     -1,     9),             // last page
669                 ui_button_info("DB_10",         441,    384,    433,    413,    10),            // pilot info
670                 ui_button_info("DB_11",         511,    384,    510,    413,    11),            // kick
671                 ui_button_info("DB_12",         613,    226,    -1,     -1,     12),            // medals
672                 ui_button_info("DB_13",         615,    329,    -1,     -1,     13),            // scroll pilots up
673                 ui_button_info("DB_14",         615,    371,    -1,     -1,     14),            // scroll pilots down
674                 ui_button_info("DB_15",         538,    431,    500,    440,    15),            // help
675                 ui_button_info("DB_16",         538,    455,    479,    464,    16),            // options
676                 ui_button_info("DB_17",         573,    432,    572,    413,    17),            // accept
677 #endif
678         },
679         { // GR_1024
680                 ui_button_info("2_DB_00",               10,     1,              59,     12,     0),             // debriefing
681                 ui_button_info("2_DB_01",               10,     33,     59,     37,     1),             // statistics
682                 ui_button_info("2_DB_02",               1,              312,    -1,     -1,     2),             // scroll stats up
683                 ui_button_info("2_DB_03",               1,              378,    -1,     -1,     3),             // scroll stats down
684                 ui_button_info("2_DB_04",               1,              685,    79,     715,    4),             // replay mission
685                 ui_button_info("2_DB_05",               28,     735,    79,     743,    5),             // recommendations
686                 ui_button_info("2_DB_06",               517,    726,    -1,     -1,     6),             // first page
687                 ui_button_info("2_DB_07",               556,    726,    -1,     -1,     7),             // prev page
688                 ui_button_info("2_DB_08",               595,    726,    -1,     -1,     8),             // next page
689                 ui_button_info("2_DB_09",               633,    726,    -1,     -1,     9),             // last page
690                 ui_button_info("2_DB_10",               706,    615,    700,    661,    10),            // pilot info
691                 ui_button_info("2_DB_11",               817,    615,    816,    661,    11),            // kick
692                 ui_button_info("2_DB_12",               981,    362,    -1,     -1,     12),            // medals
693                 ui_button_info("2_DB_13",               984,    526,    -1,     -1,     13),            // scroll pilots up
694                 ui_button_info("2_DB_14",               984,    594,    -1,     -1,     14),            // scroll pilots down
695                 ui_button_info("2_DB_15",               861,    689,    801,    705,    15),            // help
696                 ui_button_info("2_DB_16",               861,    728,    777,    744,    16),            // options
697                 ui_button_info("2_DB_17",               917,    692,    917,    692,    17),            // accept
698         }
699 };
700
701 // text
702 #ifndef MAKE_FS1
703 #define NUM_DEBRIEF_TEXT                        10
704 #define MP_TEXT_INDEX_1                                 4
705 #define MP_TEXT_INDEX_2                                 5
706 #define MP_TEXT_INDEX_3                                 6
707 UI_XSTR Debrief_strings[GR_NUM_RESOLUTIONS][NUM_DEBRIEF_TEXT] = {
708         { // GR_640
709                 { "Debriefing",         804,            37,     7,              UI_XSTR_COLOR_GREEN,    -1,     &Buttons[0][DEBRIEF_TAB].button },
710                 { "Statistics",         1333,           37,     26,     UI_XSTR_COLOR_GREEN,    -1,     &Buttons[0][STATS_TAB].button },
711                 { "Replay Mission",     444,            49,     447,    UI_XSTR_COLOR_PINK,     -1,     &Buttons[0][REPLAY_MISSION].button },
712                 { "Recommendations",    1334,           49,     464,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[0][RECOMMENDATIONS].button },
713                 { "Pilot",                              1310,           433,    413,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[0][MULTI_PINFO_POPUP].button },
714                 { "Info",                               1311,           433,    423,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[0][MULTI_PINFO_POPUP].button },
715                 { "Kick",                               1266,           510,    413,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[0][MULTI_KICK].button },
716                 { "Help",                               928,            500,    440,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[0][HELP_BUTTON].button },
717                 { "Options",                    1036,           479,    464,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[0][OPTIONS_BUTTON].button },
718                 { "Accept",                             1035,           572,    413,    UI_XSTR_COLOR_PINK,     -1,     &Buttons[0][ACCEPT_BUTTON].button },
719         },
720         { // GR_1024
721                 { "Debriefing",         804,            59,     12,     UI_XSTR_COLOR_GREEN,    -1,     &Buttons[1][DEBRIEF_TAB].button },
722                 { "Statistics",         1333,           59,     47,     UI_XSTR_COLOR_GREEN,    -1,     &Buttons[1][STATS_TAB].button },
723                 { "Replay Mission",     444,            79,     715,    UI_XSTR_COLOR_PINK,     -1,     &Buttons[1][REPLAY_MISSION].button },
724                 { "Recommendations",    1334,           79,     743,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[1][RECOMMENDATIONS].button },
725                 { "Pilot",                              1310,           700,    661,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[1][MULTI_PINFO_POPUP].button },
726                 { "Info",                               1311,           700,    679,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[1][MULTI_PINFO_POPUP].button },
727                 { "Kick",                               1266,           816,    661,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[1][MULTI_KICK].button },
728                 { "Help",                               928,            801,    705,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[1][HELP_BUTTON].button },
729                 { "Options",                    1036,           780,    744,    UI_XSTR_COLOR_GREEN,    -1,     &Buttons[1][OPTIONS_BUTTON].button },
730                 { "Accept",                             1035,           917,    672,    UI_XSTR_COLOR_PINK,     -1,     &Buttons[1][ACCEPT_BUTTON].button },
731         }
732 };
733 #endif
734
735
736 char Debrief_current_callsign[CALLSIGN_LEN+10];
737 player *Debrief_player;
738
739 static UI_WINDOW Debrief_ui_window;
740 static UI_BUTTON List_region;
741 static int Background_bitmap;                                   // bitmap for the background of the debriefing
742 static int Award_bg_bitmap;
743 static int Debrief_multi_loading_bitmap;
744 static int Rank_bitmap;
745 static int Medal_bitmap;
746 static int Badge_bitmap;
747 static int Wings_bitmap;
748 static int Crest_bitmap;
749 #ifdef MAKE_FS1
750 static int Rank_text_bitmap;
751 static int Medal_text_bitmap;
752 static int Badge_text_bitmap;
753 #endif
754 static int Promoted;
755 static int Debrief_accepted;
756 static int Turned_traitor;
757 static int Must_replay_mission;
758
759 static int Current_mode;
760 static int New_mode;
761 static int Recommend_active;
762 static int Award_active;
763 static int Text_offset;
764 static int Num_text_lines = 0;
765 static int Num_debrief_lines = 0;
766 static int Text_type[MAX_TOTAL_DEBRIEF_LINES];
767 static char *Text[MAX_TOTAL_DEBRIEF_LINES];
768
769 static int Debrief_inited = 0;
770 static int New_stage;
771 static int Current_stage;
772 static int Num_stages = 0;
773 static int Num_debrief_stages = 0;
774 static int Stage_voice = -1;
775
776 static int Multi_list_size;
777 static int Multi_list_offset;
778
779 int Debrief_multi_stages_loaded = 0;
780 int Debrief_multi_voice_loaded = 0;
781
782 // static int Debrief_voice_ask_for_cd;
783
784 // voice id's for debriefing text
785 static int Debrief_voices[MAX_DEBRIEF_STAGES];
786
787 #define DEBRIEF_VOICE_DELAY 400                         // time to delay voice playback when a new stage starts
788 static int Debrief_cue_voice;                                   // timestamp to cue the playback of the voice
789 static int Debrief_first_voice_flag = 1;        // used to delay the first voice playback extra long
790
791 // pointer used for getting to debriefing information
792 debriefing      Traitor_debriefing;                             // used when player is a traitor
793
794 // pointers to the active stages for this debriefing
795 static debrief_stage *Debrief_stages[MAX_DEBRIEF_STAGES];
796 static debrief_stage Promotion_stage, Badge_stage;
797 static debrief_stats_kill_info Debrief_stats_kills[MAX_SHIP_TYPES];
798 static debrief_multi_list_info Multi_list[MAX_PLAYERS];
799 int Multi_list_select;
800
801 // flag indicating if we should display info for the given player (in multiplayer)
802 int Debrief_should_show_popup = 1;
803
804 // already shown skip mission popup?
805 static int Debrief_skip_popup_already_shown = 0;
806
807 void debrief_text_init();
808 void debrief_accept(int ok_to_post_start_game_event = 1);
809 void debrief_kick_selected_player();
810
811
812 // promotion voice selection stuff
813 #define NUM_VOLITION_CAMPAIGNS  1
814 typedef struct {
815         char  campaign_name[32];
816         int     num_missions;
817 } v_campaign;
818
819 v_campaign Volition_campaigns[NUM_VOLITION_CAMPAIGNS] = {
820         {
821                 BUILTIN_CAMPAIGN,               // the only campaign for now, but this leaves room for a mission pack
822                 35                                              // make sure this is equal to the  number of missions you gave in the corresponding Debrief_promotion_voice_mapping
823         }
824 };
825
826 // data for which voice goes w/ which mission
827 typedef struct voice_map {
828         char  mission_file[32];
829         int     persona_index;
830 } voice_map;
831
832 voice_map Debrief_promotion_voice_mapping[NUM_VOLITION_CAMPAIGNS][MAX_CAMPAIGN_MISSIONS] = {
833         {               // FreeSpace2 campaign 
834                 { "SM1-01.fs2",                 1 },
835                 { "SM1-02.fs2",                 1 },
836                 { "SM1-03.fs2",                 1 },
837                 { "SM1-04.fs2",                 2 },
838                 { "SM1-05.fs2",                 2 },
839                 { "SM1-06.fs2",                 2 },
840                 { "SM1-07.fs2",                 2 },
841                 { "SM1-08.fs2",                 3 },
842                 { "SM1-09.fs2",                 3 },
843                 { "SM1-10.fs2",                 3 },
844
845                 { "SM2-01.fs2",                 6 },
846                 { "SM2-02.fs2",                 6 },
847                 { "SM2-03.fs2",                 6 },
848                 { "SM2-04.fs2",                 7 },
849                 { "SM2-05.fs2",                 7 },
850                 { "SM2-06.fs2",                 7 },
851                 { "SM2-07.fs2",                 8 },
852                 { "SM2-08.fs2",                 8 },
853                 { "SM2-09.fs2",                 8 },
854                 { "SM2-10.fs2",                 8 },
855
856                 { "SM3-01.fs2",                 8 },
857                 { "SM3-02.fs2",                 8 },
858                 { "SM3-03.fs2",                 8 },
859                 { "SM3-04.fs2",                 8 },
860                 { "SM3-05.fs2",                 8 },
861                 { "SM3-06.fs2",                 9 },
862                 { "SM3-07.fs2",                 9 },
863                 { "SM3-08.fs2",                 9 },
864                 { "SM3-09.fs2",                 9 },
865                 { "SM3-10.fs2",                 9 },                    // no debriefing for 3-10
866                 
867                 { "loop1-1.fs2",                        4 },
868                 { "loop1-2.fs2",                        4 },
869                 { "loop1-3.fs2",                        5 },
870                 { "loop2-1.fs2",                        4 },
871                 { "loop2-2.fs2",                        4 }
872         }
873 };
874
875 #define DB_AWARD_WINGS          0
876 #define DB_AWARD_MEDAL          1
877 #ifdef MAKE_FS1
878 #define DB_AWARD_RANK           2
879 #define DB_AWARD_BADGE          3
880 #define DB_AWARD_BG                     4
881 static const char* Debrief_award_filename[GR_NUM_RESOLUTIONS][5] = {
882         {
883                 "DebriefWings",
884                 "DebriefMedal",
885                 "DebriefRank",
886                 "DebriefBadge",
887                 "DebriefAward"
888         },
889         {
890                 "2_DebriefWings",
891                 "2_DebriefMedal",
892                 "2_DebriefRank",
893                 "2_DebriefBadge",
894                 "2_DebriefAward"
895         }
896 };
897 #else
898 #define DB_AWARD_SOC                    2
899 #define DB_AWARD_RANK           3
900 #define DB_AWARD_BADGE          4
901 #define DB_AWARD_BG                     5
902 static const char* Debrief_award_filename[GR_NUM_RESOLUTIONS][6] = {
903         {
904                 "DebriefWings",
905                 "DebriefMedal",
906                 "DebriefCrest",
907                 "DebriefRank",
908                 "DebriefBadge",
909                 "DebriefAward"
910         },
911         {
912                 "2_DebriefWings",
913                 "2_DebriefMedal",
914                 "2_DebriefCrest",
915                 "2_DebriefRank",
916                 "2_DebriefBadge",
917                 "2_DebriefAward"
918         }
919 };
920 #endif
921
922 #define AWARD_TEXT_MAX_LINES                            5
923 #define AWARD_TEXT_MAX_LINE_LENGTH              128
924 char Debrief_award_text[AWARD_TEXT_MAX_LINES][AWARD_TEXT_MAX_LINE_LENGTH];
925 int Debrief_award_text_num_lines = 0;
926
927
928
929 // prototypes, you know you love 'em
930 void debrief_add_award_text(char *str);
931 void debrief_award_text_clear();
932
933
934
935 // functions
936 const char *debrief_tooltip_handler(const char *str)
937 {
938         if (!SDL_strcasecmp(str, NOX("@.Medal"))) {
939                 if (Award_active){
940                         return XSTR( "Medal", 435);
941                 }
942
943         } else if (!SDL_strcasecmp(str, NOX("@.Rank"))) {
944                 if (Award_active){
945                         return XSTR( "Rank", 436);
946                 }
947
948         } else if (!SDL_strcasecmp(str, NOX("@.Badge"))) {
949                 if (Award_active){
950                         return XSTR( "Badge", 437);
951                 }
952
953         } else if (!SDL_strcasecmp(str, NOX("@Medal"))) {
954                 if (Medal_bitmap >= 0){
955                         return Medals[Player->stats.m_medal_earned].name;
956                 }
957
958         } else if (!SDL_strcasecmp(str, NOX("@Rank"))) {
959                 if (Rank_bitmap >= 0){
960                         return Ranks[Promoted].name;
961                 }
962
963         } else if (!SDL_strcasecmp(str, NOX("@Badge"))) {
964                 if (Badge_bitmap >= 0){
965                         return Medals[Badge_index[Player->stats.m_badge_earned]].name;
966                 }
967         }
968
969         return NULL;
970 }
971
972 // initialize the array of handles to the different voice streams
973 void debrief_voice_init()
974 {
975         int i;
976
977         for (i=0; i<MAX_DEBRIEF_STAGES; i++) {
978                 Debrief_voices[i] = -1;
979         }
980 }
981
982 void debrief_load_voice_file(int voice_num, char *name)
983 {
984         int load_attempts = 0;
985         while(1) {
986
987                 if ( load_attempts++ > 5 ) {
988                         break;
989                 }
990
991                 Debrief_voices[voice_num] = audiostream_open( name, ASF_VOICE );
992                 if ( Debrief_voices[voice_num] >= 0 ) {
993                         break;
994                 }
995
996                 // Don't bother to ask for the CD in multiplayer
997                 if ( Game_mode & GM_MULTIPLAYER ) {
998                         break;
999                 }
1000
1001                 // couldn't load voice, ask user to insert CD (if necessary)
1002
1003                 // if ( Debrief_voice_ask_for_cd ) {
1004                         // if ( game_do_cd_check() == 0 ) {
1005                                 // Debrief_voice_ask_for_cd = 0;
1006                                 // break;
1007                         // }
1008                 // }
1009         }
1010 }
1011
1012 // open and pre-load the stream buffers for the different voice streams
1013 void debrief_voice_load_all()
1014 {
1015         int i;
1016
1017         // Debrief_voice_ask_for_cd = 1;
1018
1019         for ( i=0; i<Num_debrief_stages; i++ ) {
1020                 if ( strlen(Debrief_stages[i]->voice) <= 0 ) {
1021                         continue;
1022                 }
1023                 if ( SDL_strncasecmp(Debrief_stages[i]->voice, NOX("none"), 4) ) {
1024                         debrief_load_voice_file(i, Debrief_stages[i]->voice);
1025 //                      Debrief_voices[i] = audiostream_open(Debrief_stages[i]->voice, ASF_VOICE);
1026                 }
1027         }
1028 }
1029
1030 // close all the briefing voice streams
1031 void debrief_voice_unload_all()
1032 {
1033         int i;
1034
1035         for ( i=0; i<MAX_DEBRIEF_STAGES; i++ ) {
1036                 if ( Debrief_voices[i] != -1 ) {
1037                         audiostream_close_file(Debrief_voices[i], 0);
1038                         Debrief_voices[i] = -1;
1039                 }
1040         }
1041 }
1042
1043 // start playback of the voice for a particular briefing stage
1044 void debrief_voice_play()
1045 {
1046         if (!Briefing_voice_enabled || (Current_mode != DEBRIEF_TAB)){
1047                 return;
1048         }
1049
1050         // no more stages?  We are done then.
1051         if (Stage_voice >= Num_debrief_stages){
1052                 return;
1053         }
1054
1055         // if in delayed start, see if delay has elapsed and start voice if so
1056         if (Debrief_cue_voice) {
1057                 if (!timestamp_elapsed(Debrief_cue_voice)){
1058                         return;
1059                 }
1060
1061                 Stage_voice++;  // move up to next voice
1062                 if ((Stage_voice < Num_debrief_stages) && (Debrief_voices[Stage_voice] >= 0)) {
1063                         audiostream_play(Debrief_voices[Stage_voice], Master_voice_volume, 0);
1064                         Debrief_cue_voice = 0;  // indicate no longer in delayed start checking
1065                 }
1066
1067                 return;
1068         }
1069
1070         // see if voice is still playing.  If so, do nothing yet.
1071         if ((Stage_voice >= 0) && audiostream_is_playing(Debrief_voices[Stage_voice])){
1072                 return;
1073         }
1074
1075         // set voice to play in a little while from now.
1076         Debrief_cue_voice = timestamp(DEBRIEF_VOICE_DELAY);
1077 }
1078
1079 // stop playback of the voice for a particular briefing stage
1080 void debrief_voice_stop()
1081 {
1082         if ((Stage_voice < 0) || (Stage_voice > Num_debrief_stages) || (Debrief_voices[Stage_voice] < 0))
1083                 return;
1084
1085         audiostream_stop(Debrief_voices[Stage_voice]);  // stream is automatically rewound
1086         Stage_voice = -1;
1087 }
1088
1089 // function to deal with inserting possible promition and badge stages into the debriefing
1090 // on the clients
1091 void debrief_multi_fixup_stages()
1092 {
1093         int i;
1094
1095         // possibly insert the badge stage first, them the promotion stage since they are
1096         // inserted at the front of the debrief stages.
1097         if ( Badge_bitmap >= 0 ) {
1098                 // move all stages forward one.  Don't 
1099                 for ( i = Num_debrief_stages; i > 0; i-- ) {
1100                         Debrief_stages[i] = Debrief_stages[i-1];
1101                 }
1102                 Debrief_stages[0] = &Badge_stage;
1103                 Num_debrief_stages++;
1104         }
1105
1106         if ( Promoted >= 0) {
1107                 // move all stages forward one
1108                 for ( i = Num_debrief_stages; i > 0; i-- ) {
1109                         Debrief_stages[i] = Debrief_stages[i-1];
1110                 }
1111                 Debrief_stages[0] = &Promotion_stage;
1112                 Num_debrief_stages++;
1113         }
1114 }
1115
1116
1117 // function called from multiplayer clients to set up the debriefing information for them
1118 // (sent from the server).  
1119 void debrief_set_multi_clients( int stage_count, int active_stages[] )
1120 {
1121         int i;
1122
1123         // set up the right briefing for this guy
1124         if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
1125                 Debriefing = &Debriefings[Net_player->p_info.team];
1126         } else {
1127                 Debriefing = &Debriefings[0];                   
1128         }
1129
1130         // see if this client was promoted -- if so, then add the first stage.
1131         Num_debrief_stages = 0;
1132
1133         // set the pointers to the debriefings for this client
1134         for (i = 0; i < stage_count; i++) {
1135                 Debrief_stages[Num_debrief_stages++] = &Debriefing->stages[active_stages[i]];
1136         }
1137
1138         Debrief_multi_stages_loaded = 1;
1139 }
1140
1141 // evaluate all stages for all teams.  Server of a multiplayer game will have to send that
1142 // information to all clients after leaving this screen.
1143 void debrief_multi_server_stuff()
1144 {
1145         debriefing *debriefp;
1146
1147         int stage_active[MAX_TEAMS][MAX_DEBRIEF_STAGES], *stages[MAX_TEAMS];
1148         int i, j, num_stages, stage_count[MAX_TEAMS];
1149
1150         memset( stage_active, 0, sizeof(stage_active) );
1151
1152         for (i=0; i<Num_teams; i++) {
1153                 debriefp = &Debriefings[i];
1154                 num_stages = 0;
1155                 stages[i] = stage_active[i];
1156                 for (j=0; j<debriefp->num_stages; j++) {
1157                         if ( eval_sexp(debriefp->stages[j].formula) ) {
1158                                 stage_active[i][num_stages] = j;
1159                                 num_stages++;
1160                         }
1161                 }
1162
1163                 stage_count[i] = num_stages;
1164         }
1165
1166         // if we're in campaign mode, evaluate campaign stuff
1167         if (Netgame.campaign_mode == MP_CAMPAIGN) {
1168                 multi_campaign_eval_debrief();
1169         }
1170
1171         // send the information to all clients.
1172         send_debrief_info( stage_count, stages );
1173 }
1174
1175
1176 // --------------------------------------------------------------------------------------
1177 //      debrief_set_stages_and_multi_stuff()
1178 //
1179 // Set up the active stages for this debriefing
1180 //
1181 // returns:             number of active debriefing stages
1182 //
1183 int debrief_set_stages_and_multi_stuff()
1184 {
1185         int i;
1186         debriefing      *debriefp;
1187
1188         if ( MULTIPLAYER_CLIENT ) {
1189                 return 0;
1190         }
1191
1192         Num_debrief_stages = 0;
1193
1194         if ( Game_mode & GM_MULTIPLAYER ) {
1195                 debrief_multi_server_stuff();
1196         }
1197
1198         // check to see if player is a traitor (looking at his team).  If so, use the special
1199         // traitor debriefing.  Only done in single player
1200         debriefp = Debriefing;
1201         if ( !(Game_mode & GM_MULTIPLAYER) ) {
1202                 if (Player_ship->team == TEAM_TRAITOR)
1203                         debriefp = &Traitor_debriefing;
1204         }
1205
1206         Num_debrief_stages = 0;
1207         if (Promoted >= 0) {
1208                 Debrief_stages[Num_debrief_stages++] = &Promotion_stage;
1209         }
1210
1211         if (Badge_bitmap >= 0) {
1212                 Debrief_stages[Num_debrief_stages++] = &Badge_stage;
1213         }
1214
1215         for (i=0; i<debriefp->num_stages; i++) {
1216                 if (eval_sexp(debriefp->stages[i].formula) == 1) {
1217                         Debrief_stages[Num_debrief_stages++] = &debriefp->stages[i];
1218                 }
1219         }
1220
1221         return Num_debrief_stages;
1222 }
1223
1224 // init the buttons that are specific to the debriefing screen
1225 void debrief_buttons_init()
1226 {
1227         ui_button_info *b;
1228         int i;
1229
1230         for ( i=0; i<NUM_BUTTONS; i++ ) {
1231                 b = &Buttons[gr_screen.res][i];
1232                 b->button.create( &Debrief_ui_window, "", b->x, b->y, 60, 30, 0 /*b->flags & REPEAT*/, 1 );
1233                 // set up callback for when a mouse first goes over a button
1234                 b->button.set_highlight_action( common_play_highlight_sound );
1235                 b->button.set_bmaps(b->filename);
1236                 b->button.link_hotspot(b->hotspot);
1237         }
1238
1239 #ifndef MAKE_FS1
1240         // add all xstrs
1241         for(i=0; i<NUM_DEBRIEF_TEXT; i++){
1242                 // multiplayer specific text
1243                 if((i == MP_TEXT_INDEX_1) || (i == MP_TEXT_INDEX_2) || (i == MP_TEXT_INDEX_3)){
1244                         // only add if in multiplayer mode
1245                         if(Game_mode & GM_MULTIPLAYER){
1246                                 Debrief_ui_window.add_XSTR(&Debrief_strings[gr_screen.res][i]);
1247                         }
1248                 } 
1249                 // all other text
1250                 else {
1251                         Debrief_ui_window.add_XSTR(&Debrief_strings[gr_screen.res][i]);
1252                 }
1253         }
1254 #endif
1255         
1256         // set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
1257         Buttons[gr_screen.res][NEXT_STAGE].button.set_hotkey(SDLK_RIGHT);
1258         Buttons[gr_screen.res][PREV_STAGE].button.set_hotkey(SDLK_LEFT);
1259         Buttons[gr_screen.res][LAST_STAGE].button.set_hotkey(KEY_SHIFTED | SDLK_RIGHT);
1260         Buttons[gr_screen.res][FIRST_STAGE].button.set_hotkey(KEY_SHIFTED | SDLK_LEFT);
1261         Buttons[gr_screen.res][TEXT_SCROLL_UP].button.set_hotkey(SDLK_UP);
1262         Buttons[gr_screen.res][TEXT_SCROLL_DOWN].button.set_hotkey(SDLK_DOWN);
1263         Buttons[gr_screen.res][ACCEPT_BUTTON].button.set_hotkey(KEY_CTRLED+SDLK_RETURN);
1264
1265         // if in multiplayer, disable the button for all players except the host
1266         // also disable for squad war matches
1267         if(Game_mode & GM_MULTIPLAYER){
1268                 if((Netgame.type_flags & NG_TYPE_SW) || !(Net_player->flags & NETINFO_FLAG_GAME_HOST)){
1269                         Buttons[gr_screen.res][REPLAY_MISSION].button.disable();
1270                 }
1271         }
1272 }
1273
1274 // --------------------------------------------------------------------------------------
1275 //      debrief_ui_init()
1276 //
1277 void debrief_ui_init()
1278 {
1279         // init ship selection masks and buttons
1280         common_set_interface_palette("DebriefPalette");         // set the interface palette
1281         Debrief_ui_window.create( 0, 0, gr_screen.max_w, gr_screen.max_h, 0 );
1282         Debrief_ui_window.set_mask_bmap(Debrief_mask_name[gr_screen.res]);
1283         Debrief_ui_window.tooltip_handler = debrief_tooltip_handler;
1284         debrief_buttons_init();
1285
1286         // load in help overlay bitmap  
1287         help_overlay_load(DEBRIEFING_OVERLAY);
1288         help_overlay_set_state(DEBRIEFING_OVERLAY,0);
1289
1290         if ( Game_mode & GM_MULTIPLAYER ) {
1291                 // close down any old instances of the chatbox
1292                 chatbox_close();
1293
1294                 // create the new one
1295                 chatbox_create();
1296                 Background_bitmap = bm_load(Debrief_multi_name[gr_screen.res]);
1297                 List_region.create(&Debrief_ui_window, "", Debrief_list_coords[gr_screen.res][0], Debrief_list_coords[gr_screen.res][1], Debrief_list_coords[gr_screen.res][2], Debrief_list_coords[gr_screen.res][3], 0, 1);
1298                 List_region.hide();
1299         } else {
1300                 Background_bitmap = bm_load(Debrief_single_name[gr_screen.res]);
1301         }
1302
1303         if ( Background_bitmap < 0 ) {
1304                 Warning(LOCATION, "Could not load the background bitmap for debrief screen");
1305         }
1306
1307         Award_bg_bitmap = bm_load(Debrief_award_filename[gr_screen.res][DB_AWARD_BG]);
1308         Debrief_multi_loading_bitmap = bm_load(Debrief_loading_bitmap_fname[gr_screen.res]);
1309 }
1310
1311 // sets Promotion_stage.voice
1312 // defaults to number 9 (Petrarch) for non-volition missions
1313 // this is an ugly, nasty way of doing this, but it saves us changing the missions at this point
1314 void debrief_choose_promotion_voice()
1315 {
1316         int i, j;
1317
1318         if(Campaign.current_mission < 0){
1319                 sprintf(Promotion_stage.voice, NOX("9_%s"), Ranks[Promoted].promotion_voice_base);
1320                 return;
1321         }
1322
1323         // search thru all official campaigns for our current campaign
1324         if ((Campaign.missions[Campaign.current_mission].name) && (Campaign.filename)) {
1325                 for (i=0; i<NUM_VOLITION_CAMPAIGNS; i++) {
1326                         if ((Campaign.filename != NULL) && !SDL_strcasecmp(Campaign.filename, Volition_campaigns[i].campaign_name)) {   
1327                                 // now search thru the mission filenames, 
1328                                 for (j=0; j<Volition_campaigns[i].num_missions; j++) {
1329                                         if ((Campaign.missions[Campaign.current_mission].name != NULL) && !SDL_strcasecmp(Campaign.missions[Campaign.current_mission].name, Debrief_promotion_voice_mapping[i][j].mission_file)) {
1330                                                 // found it!  set the persona and bail
1331                                                 sprintf(Promotion_stage.voice, NOX("%d_%s"), Debrief_promotion_voice_mapping[i][j].persona_index, Ranks[Promoted].promotion_voice_base);
1332                                                 return;
1333                                         }
1334                                 }
1335                         }
1336                 }
1337         }
1338
1339         // default to petrarch
1340         sprintf(Promotion_stage.voice, NOX("9_%s"), Ranks[Promoted].promotion_voice_base);
1341 }
1342
1343 // sets Promotion_stage.voice
1344 // defaults to number 9 (Petrarch) for non-volition missions
1345 // this is an ugly, nasty, hateful way of doing this, but it saves us changing the missions at this point
1346 void debrief_choose_badge_voice()
1347 {
1348 #ifndef MAKE_FS1
1349         int i, j;
1350 #endif
1351
1352         if(Campaign.current_mission < 0){
1353 #ifndef MAKE_FS1
1354                 // default to petrarch
1355                 sprintf(Badge_stage.voice, NOX("9_%s"), Badge_info[Player->stats.m_badge_earned].voice_base);
1356 #else
1357                 // default to FS1 guy
1358                 sprintf(Badge_stage.voice, NOX("%s"), Badge_info[Player->stats.m_badge_earned].voice_base);
1359 #endif
1360         }
1361
1362         if ((Campaign.missions[Campaign.current_mission].name) && (Campaign.filename)) {
1363 #ifdef MAKE_FS1
1364                 if ( Player->on_bastion ) {
1365                         sprintf(Badge_stage.voice, NOX("%s"), Badge_info[Player->stats.m_badge_earned].voice_base2);
1366                         return;
1367                 } else {
1368                         sprintf(Badge_stage.voice, NOX("%s"), Badge_info[Player->stats.m_badge_earned].voice_base);
1369                         return;
1370                 }
1371 #else
1372                 // search thru all official campaigns for our current campaign
1373                 for (i=0; i<NUM_VOLITION_CAMPAIGNS; i++) {
1374                         if ((Campaign.filename != NULL) && !SDL_strcasecmp(Campaign.filename, Volition_campaigns[i].campaign_name)) {   
1375                                 // now search thru the mission filenames, 
1376                                 for (j=0; j<Campaign.num_missions; j++) {
1377                                         if ((Campaign.missions[Campaign.current_mission].name != NULL) && !SDL_strcasecmp(Campaign.missions[Campaign.current_mission].name, Debrief_promotion_voice_mapping[i][j].mission_file)) {
1378                                                 // found it!  set the persona and bail
1379                                                 sprintf(Badge_stage.voice, NOX("%d_%s"), Debrief_promotion_voice_mapping[i][j].persona_index, Badge_info[Player->stats.m_badge_earned].voice_base);
1380                                                 return;
1381                                         }
1382                                 }
1383                         }
1384                 }
1385 #endif
1386         }
1387
1388 #ifndef MAKE_FS1
1389         // default to petrarch
1390         sprintf(Badge_stage.voice, NOX("9_%s"), Badge_info[Player->stats.m_badge_earned].voice_base);
1391 #else
1392         // default to FS1 guy
1393         sprintf(Badge_stage.voice, NOX("%s"), Badge_info[Player->stats.m_badge_earned].voice_base);
1394 #endif
1395 }
1396
1397
1398 void debrief_award_init()
1399 {
1400         char buf[80];
1401         int i;
1402
1403         Rank_bitmap = -1; 
1404         Medal_bitmap = -1;
1405         Badge_bitmap = -1;
1406         Wings_bitmap = -1;
1407         Crest_bitmap = -1;
1408         Promoted = -1;
1409
1410         // be sure there are no old award texts floating around
1411 #ifndef MAKE_FS1
1412         debrief_award_text_clear();
1413 #endif
1414
1415         // handle medal earned
1416         if (Player->stats.m_medal_earned != -1) {
1417                 if (Player->stats.m_medal_earned == 13) {  // special hack for the wings..
1418                         int ver;
1419                         if ( Player->stats.medals[13] > 1 ) {
1420                                 ver = 1;
1421                         } else {
1422                                 ver = 0;
1423                         }
1424                         sprintf(buf, NOX("%s%.2d"), Debrief_award_filename[gr_screen.res][DB_AWARD_WINGS], ver);                
1425                         Wings_bitmap = bm_load(buf);
1426 #ifndef MAKE_FS1
1427                 } else if (Player->stats.m_medal_earned == 17) {  // special hack for the soc crest
1428                         Crest_bitmap = bm_load(Debrief_award_filename[gr_screen.res][DB_AWARD_SOC]);
1429 #endif
1430                 } else {
1431                         sprintf(buf, NOX("%s%.2d"), Debrief_award_filename[gr_screen.res][DB_AWARD_MEDAL], Player->stats.m_medal_earned);
1432                         Medal_bitmap = bm_load(buf);
1433                 }
1434
1435 #ifndef MAKE_FS1
1436                 debrief_add_award_text(Medals[Player->stats.m_medal_earned].name);
1437 #endif
1438         }
1439         
1440         // handle promotions
1441         if ( Player->stats.m_promotion_earned != -1 ) {
1442                 Promoted = Player->stats.m_promotion_earned;
1443                 sprintf(buf, NOX("%s%.2d"), Debrief_award_filename[gr_screen.res][DB_AWARD_RANK], Promoted + 1);
1444                 Rank_bitmap = bm_load(buf);
1445
1446                 Promotion_stage.new_text = Ranks[Promoted].promotion_text;
1447                 Promotion_stage.new_recommendation_text = NULL;
1448
1449                 // choose appropriate promotion voice for this mission
1450                 debrief_choose_promotion_voice();
1451
1452 #ifndef MAKE_FS1
1453                 debrief_add_award_text(Ranks[Promoted].name);
1454 #endif
1455         }
1456
1457         // handle badge earned
1458         // only grant badge if earned and allowed.  (no_promotion really means no promotion and no badges)
1459         if ( Player->stats.m_badge_earned != -1 ) {
1460                 i = Player->stats.m_badge_earned;
1461                 sprintf(buf, NOX("%s%.2d"), Debrief_award_filename[gr_screen.res][DB_AWARD_BADGE], i + 1);
1462                 Badge_bitmap = bm_load(buf);
1463
1464                 Badge_stage.new_text = Badge_info[i].promotion_text;
1465                 Badge_stage.new_recommendation_text = NULL;
1466
1467                 // choose appropriate voice
1468                 debrief_choose_badge_voice();
1469
1470 #ifndef MAKE_FS1
1471                 debrief_add_award_text(Medals[Badge_index[i]].name);
1472 #endif
1473         }
1474
1475         if ((Rank_bitmap >= 0) || (Medal_bitmap >= 0) || (Badge_bitmap >= 0) || (Wings_bitmap >= 0) || (Crest_bitmap >= 0)) {
1476                 Award_active = 1;
1477         } else {
1478                 Award_active = 0;
1479         }
1480 }
1481
1482 // debrief_traitor_init() initializes local data which could be used if the player leaves the 
1483 // mission a traitor.  The same debriefing always gets played
1484 void debrief_traitor_init()
1485 {
1486         static int inited = 0;
1487
1488         if ( !inited ) {
1489                 debriefing              *debrief;
1490                 debrief_stage   *stagep;
1491                 int rval;
1492                 int stage_num;
1493
1494                 if ((rval = setjmp(parse_abort)) != 0) {
1495                         Error(LOCATION, "Unable to parse traitor.tbl!  Code = %i.\n", rval);
1496                 }
1497                 else {
1498                         read_file_text("traitor.tbl");
1499                         reset_parse();          
1500                 }
1501
1502                 // open localization
1503                 lcl_ext_open();
1504
1505                 // simplied form of the debriefing stuff.
1506                 debrief = &Traitor_debriefing;
1507                 required_string("#Debriefing_info");
1508
1509                 required_string("$Num stages:");
1510                 stuff_int(&debrief->num_stages);
1511                 SDL_assert(debrief->num_stages == 1);
1512
1513                 stage_num = 0;
1514                 stagep = &debrief->stages[stage_num++];
1515                 required_string("$Formula:");
1516                 stagep->formula = get_sexp_main();
1517                 required_string("$multi text");
1518                 if ( Fred_running )     {
1519                         stuff_string( stagep->new_text, F_MULTITEXT, NULL, MAX_DEBRIEF_LEN);
1520                 } else {
1521                         stagep->new_text = stuff_and_malloc_string( F_MULTITEXT, NULL, MAX_DEBRIEF_LEN);
1522                 }
1523                 required_string("$Voice:");
1524                 char traitor_voice_file[NAME_LENGTH];
1525                 stuff_string(traitor_voice_file, F_FILESPEC, NULL);
1526
1527 // DKA 9/13/99 Only 1 traitor msg for FS2
1528 #ifdef MAKE_FS1
1529                 if ( Player->on_bastion ) {
1530                         strcpy(stagep->voice, NOX("3_"));
1531                 } else {
1532                         strcpy(stagep->voice, NOX("1_"));
1533                 }
1534 #endif
1535
1536                 strcat(stagep->voice, traitor_voice_file);
1537
1538                 required_string("$Recommendation text:");
1539                 if ( Fred_running )     {
1540                         stuff_string( stagep->new_recommendation_text, F_MULTITEXT, NULL, MAX_RECOMMENDATION_LEN);
1541                 } else {
1542                         stagep->new_recommendation_text = stuff_and_malloc_string( F_MULTITEXT, NULL, MAX_RECOMMENDATION_LEN);
1543                 }
1544                 inited = 1;
1545
1546                 // close localization
1547                 lcl_ext_close();
1548         }
1549
1550         // disable the accept button if in single player and I am a traitor
1551         Debrief_accepted = 0;
1552         Turned_traitor = Must_replay_mission = 0;
1553         if (!(Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_CAMPAIGN_MODE)) {
1554                 if (Player_ship->team == TEAM_TRAITOR){
1555                         Turned_traitor = 1;
1556                 }
1557
1558                 if (Campaign.next_mission == Campaign.current_mission){
1559                         Must_replay_mission = 1;
1560                 }
1561         }
1562
1563         if (Turned_traitor || Must_replay_mission) {
1564                 Buttons[gr_screen.res][ACCEPT_BUTTON].button.hide();
1565
1566                 // kill off any stats
1567                 Player->flags &= ~PLAYER_FLAGS_PROMOTED;
1568                 scoring_level_init( &Player->stats );
1569         }
1570 }
1571
1572 // initialization for listing of players in game
1573 void debrief_multi_list_init()
1574 {
1575         Multi_list_size = 0;  // number of net players to choose from
1576         Multi_list_offset = 0;
1577
1578         Multi_list_select = -1;
1579
1580         if ( !(Game_mode & GM_MULTIPLAYER) ) 
1581                 return;
1582
1583         debrief_rebuild_player_list();
1584
1585         // switch stats display to this newly selected player
1586         set_player_stats(Multi_list[0].net_player_index);
1587         strcpy(Debrief_current_callsign, Multi_list[0].callsign);       
1588         Debrief_player = Player;
1589 }
1590
1591 void debrief_multi_list_scroll_up()
1592 {
1593         // if we're at the beginning of the list, don't do anything
1594         if(Multi_list_offset == 0){
1595                 gamesnd_play_iface(SND_GENERAL_FAIL);
1596                 return;
1597         }
1598
1599         // otherwise scroll up
1600         Multi_list_offset--;
1601         gamesnd_play_iface(SND_USER_SELECT);
1602 }
1603
1604 void debrief_multi_list_scroll_down()
1605 {               
1606         // if we can scroll down no further
1607         if(Multi_list_size < Debrief_multi_list_team_max_display[gr_screen.res]){
1608                 gamesnd_play_iface(SND_GENERAL_FAIL);
1609                 return;
1610         }
1611         if((Multi_list_offset + Debrief_multi_list_team_max_display[gr_screen.res]) >= Multi_list_size){
1612                 gamesnd_play_iface(SND_GENERAL_FAIL);
1613                 return;
1614         }
1615
1616         // otherwise scroll down
1617         Multi_list_offset++;
1618         gamesnd_play_iface(SND_USER_SELECT);
1619 }
1620
1621 // draw the connected net players
1622 void debrief_multi_list_draw()
1623 {
1624         int y, z, font_height,idx;
1625         char str[CALLSIGN_LEN+5];
1626         net_player *np;
1627         
1628         font_height = gr_get_font_height();     
1629
1630         // if we currently have no item picked, pick a reasonable one
1631         if((Multi_list_size >= 0) && (Multi_list_select == -1)){
1632                 // select the entry which corresponds to the local player
1633                 Multi_list_select = 0;                          
1634                 for(idx=0;idx<Multi_list_size;idx++){
1635                         if(Multi_list[idx].net_player_index == MY_NET_PLAYER_NUM){
1636                                 Multi_list_select = idx;
1637
1638                                 // switch stats display to this newly selected player
1639                                 set_player_stats(Multi_list[idx].net_player_index);
1640                                 strcpy(Debrief_current_callsign, Multi_list[idx].callsign);     
1641                                 Debrief_player = Net_players[Multi_list[idx].net_player_index].player;                          
1642                                 break;
1643                         }
1644                 }
1645         }
1646
1647         // draw the list itself
1648         y = 0;
1649         z = Multi_list_offset;
1650         while (y + font_height <= Debrief_list_coords[gr_screen.res][3]){
1651                 np = &Net_players[Multi_list[z].net_player_index];
1652
1653                 if (z >= Multi_list_size){
1654                         break;
1655                 }
1656                 // set the proper text color for the highlight
1657                 if(np->flags & NETINFO_FLAG_GAME_HOST){
1658                         if(Multi_list_select == z){
1659                                 gr_set_color_fast(&Color_text_active_hi);
1660                         } else {
1661                                 gr_set_color_fast(&Color_bright);
1662                         }
1663                 } else {
1664                         if(Multi_list_select == z){
1665                                 gr_set_color_fast(&Color_text_active);
1666                         } else {
1667                                 gr_set_color_fast(&Color_text_normal);
1668                         }
1669                 }
1670
1671                 // blit the proper indicator - skipping observers
1672                 if(!((np->flags & NETINFO_FLAG_OBSERVER) && !(np->flags & NETINFO_FLAG_OBS_PLAYER))){
1673                         if(Netgame.type_flags & NG_TYPE_TEAM){
1674                                 // team 0
1675                                 if(np->p_info.team == 0){
1676                                         // draw his "selected" icon
1677                                         if(((np->state == NETPLAYER_STATE_DEBRIEF_ACCEPT) || (np->state == NETPLAYER_STATE_DEBRIEF_REPLAY)) && (Multi_common_icons[MICON_TEAM0_SELECT] != -1)){
1678                                                 gr_set_bitmap(Multi_common_icons[MICON_TEAM0_SELECT], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1679                                                 gr_bitmap(Debrief_list_coords[gr_screen.res][0], Debrief_list_coords[gr_screen.res][1] + y - 2);
1680                                         } 
1681                                         // draw his "normal" icon
1682                                         else if(Multi_common_icons[MICON_TEAM0] != -1){
1683                                                 gr_set_bitmap(Multi_common_icons[MICON_TEAM0], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1684                                                 gr_bitmap(Debrief_list_coords[gr_screen.res][0], Debrief_list_coords[gr_screen.res][1] + y - 2);
1685                                         }                                       
1686                                 } else if(np->p_info.team == 1){
1687                                         // draw his "selected" icon
1688                                         if(((np->state == NETPLAYER_STATE_DEBRIEF_ACCEPT) || (np->state == NETPLAYER_STATE_DEBRIEF_REPLAY)) && (Multi_common_icons[MICON_TEAM1_SELECT] != -1)){                                         
1689                                                 gr_set_bitmap(Multi_common_icons[MICON_TEAM1_SELECT], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1690                                                 gr_bitmap(Debrief_list_coords[gr_screen.res][0], Debrief_list_coords[gr_screen.res][1] + y - 2);
1691                                         } 
1692                                         // draw his "normal" icon
1693                                         else if(Multi_common_icons[MICON_TEAM1] != -1){
1694                                                 gr_set_bitmap(Multi_common_icons[MICON_TEAM1], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1695                                                 gr_bitmap(Debrief_list_coords[gr_screen.res][0], Debrief_list_coords[gr_screen.res][1] + y - 2);
1696                                         }                                       
1697                                 }
1698                         } else {
1699                                 // draw the team 0 selected icon
1700                                 if(((np->state == NETPLAYER_STATE_DEBRIEF_ACCEPT) || (np->state == NETPLAYER_STATE_DEBRIEF_REPLAY)) && (Multi_common_icons[MICON_TEAM0_SELECT] != -1)){
1701                                         gr_set_bitmap(Multi_common_icons[MICON_TEAM0_SELECT], GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1702                                         gr_bitmap(Debrief_list_coords[gr_screen.res][0], Debrief_list_coords[gr_screen.res][1] + y - 2);
1703                                 }
1704                         }
1705                 }
1706
1707                 strcpy(str,Multi_list[z].callsign);
1708                 if(Net_players[Multi_list[z].net_player_index].flags & NETINFO_FLAG_OBSERVER && !(Net_players[Multi_list[z].net_player_index].flags & NETINFO_FLAG_OBS_PLAYER)){
1709                         strcat(str,XSTR( "(O)", 438));
1710                 }               
1711
1712                 // bli
1713                 gr_string(Debrief_list_coords[gr_screen.res][0] + MULTI_LIST_TEAM_OFFSET, Debrief_list_coords[gr_screen.res][1] + y, str);
1714
1715                 y += font_height;
1716                 z++;
1717         }
1718 }
1719
1720 void debrief_kick_selected_player()
1721 {
1722         if(Multi_list_select >= 0){
1723                 SDL_assert(Net_player->flags & NETINFO_FLAG_GAME_HOST);
1724                 multi_kick_player(Multi_list[Multi_list_select].net_player_index);
1725         }
1726 }
1727
1728 // get optional mission popup text 
1729 void debrief_assemble_optional_mission_popup_text(char *buffer, char *mission_loop_desc)
1730 {
1731         SDL_assert(buffer != NULL);
1732         // base message
1733
1734         if (mission_loop_desc == NULL) {
1735                 strcpy(buffer, XSTR("<No Mission Loop Description Available>", 1490));
1736                 mprintf(("No mission loop description avail"));
1737         } else {
1738                 strcpy(buffer, mission_loop_desc);
1739         }
1740
1741         strcat(buffer, XSTR("\n\n\nDo you want to play the optional mission?", 1491));
1742 }
1743
1744 // what to do when the accept button is hit
1745 void debrief_accept(int ok_to_post_start_game_event)
1746 {
1747         int go_loop = 0;
1748
1749         if ( (/*Cheats_enabled ||*/ Turned_traitor || Must_replay_mission) && (Game_mode & GM_CAMPAIGN_MODE) ) {
1750                 const char *str;
1751                 int z;
1752
1753                 if (Game_mode & GM_MULTIPLAYER) {
1754                         return;
1755                 }
1756
1757                 if (Player_ship->team == TEAM_TRAITOR){
1758                         str = XSTR( "Your career is over, Traitor!  You can't accept new missions!", 439);
1759                 }/* else if (Cheats_enabled) {
1760                         str = XSTR( "You are a cheater.  You cannot accept this mission!", 440);
1761                 }*/ else {
1762                         str = XSTR( "You have failed this mission and cannot accept.  What do you you wish to do instead?", 441);
1763                 }
1764
1765                 z = popup(0, 3, XSTR( "Return to &Debriefing", 442), XSTR( "Go to &Flight Deck", 443), XSTR( "&Replay Mission", 444), str);
1766                 if (z == 2){
1767                         gameseq_post_event(GS_EVENT_START_BRIEFING);  // cycle back to briefing
1768                 } else if ( z == 1 ) {
1769                         gameseq_post_event(GS_EVENT_END_GAME);  // return to main hall, tossing stats
1770                 }
1771
1772                 return;
1773         }
1774
1775         Debrief_accepted = 1;
1776         // save mission stats
1777         if (Game_mode & GM_MULTIPLAYER) {
1778                 // note that multi_debrief_accept_hit() will handle all mission_campaign_* calls on its own
1779                 // as well as doing stats transfers, etc.
1780                 multi_debrief_accept_hit();
1781
1782         } else {
1783
1784                 int play_commit_sound = 1;
1785                 // only write the player's stats if he's accepted
1786
1787                 // if we are just playing a single mission, then don't do many of the things
1788                 // that need to be done.  Nothing much should happen when just playing a single
1789                 // mission that isn't in a campaign.
1790                 if ( Game_mode & GM_CAMPAIGN_MODE ) {
1791
1792                         // check for possible mission loop
1793                         // check for (1) mission loop available, (2) dont have to repeat last mission
1794                         if(!(Game_mode & GM_MULTIPLAYER)){
1795                                 int cur = Campaign.current_mission;
1796                                 bool require_repeat_mission = (Campaign.current_mission == Campaign.next_mission);
1797                                 if (Campaign.missions[cur].has_mission_loop) {
1798                                         SDL_assert(Campaign.loop_mission != CAMPAIGN_LOOP_MISSION_UNINITIALIZED);
1799                                 }
1800
1801                                 if ( (Campaign.missions[cur].has_mission_loop && (Campaign.loop_mission != -1)) && !require_repeat_mission ) {
1802                                         /*
1803                                         char buffer[512];
1804                                         debrief_assemble_optional_mission_popup_text(buffer, Campaign.missions[cur].mission_loop_desc);
1805
1806                                         int choice = popup(0 , 2, POPUP_NO, POPUP_YES, buffer);
1807                                         if (choice == 1) {
1808                                                 Campaign.loop_enabled = 1;
1809                                                 Campaign.next_mission = Campaign.loop_mission;
1810                                         }
1811                                         */
1812                                         go_loop = 1;
1813                                 }
1814                         }                       
1815
1816                         // loopy loopy time
1817                         if (go_loop) {
1818                                 if(ok_to_post_start_game_event){
1819                                         gameseq_post_event(GS_EVENT_LOOP_BRIEF);
1820                                 } else {
1821                                         play_commit_sound = 0;
1822                                 }
1823                         }
1824                         // continue as normal
1825                         else {
1826                                 // end the mission
1827                                 mission_campaign_mission_over();
1828
1829                                 // check to see if we are out of the loop now
1830                                 if ( Campaign.next_mission == Campaign.loop_reentry ) {
1831                                         Campaign.loop_enabled = 0;
1832                                 }
1833
1834                                 // check if campaign is over
1835                                 if ( Campaign.next_mission == -1 ) {
1836         #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
1837                                         gameseq_post_event(GS_EVENT_END_DEMO);
1838         #else
1839                                         gameseq_post_event(GS_EVENT_MAIN_MENU);
1840         #endif
1841                                 } else {
1842                                         if ( ok_to_post_start_game_event ) {
1843                                                 gameseq_post_event(GS_EVENT_START_GAME);
1844                                         } else {
1845                                                 play_commit_sound = 0;
1846                                         }
1847                                 }
1848                         }
1849                 } else {
1850                         gameseq_post_event(GS_EVENT_MAIN_MENU);
1851                 }
1852
1853                 if ( play_commit_sound ) {
1854                         gamesnd_play_iface(SND_COMMIT_PRESSED);
1855                 }
1856
1857                 game_flush();
1858         }
1859 }
1860
1861 void debrief_next_tab()
1862 {
1863         New_mode = Current_mode + 1;
1864         if (New_mode >= NUM_TABS)
1865                 New_mode = 0;
1866 }
1867
1868 void debrief_prev_tab()
1869 {
1870         New_mode = Current_mode - 1;
1871         if (New_mode < 0)
1872                 New_mode = NUM_TABS - 1;
1873 }
1874
1875 // --------------------------------------------------------------------------------------
1876 //      debrief_next_stage()
1877 //
1878 void debrief_next_stage()
1879 {
1880         if (Current_stage < Num_stages - 1) {
1881                 New_stage = Current_stage + 1;
1882                 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
1883
1884         } else
1885                 gamesnd_play_iface(SND_BRIEF_STAGE_CHG_FAIL);
1886 }
1887
1888 // --------------------------------------------------------------------------------------
1889 //      debrief_prev_stage()
1890 //
1891 void debrief_prev_stage()
1892 {
1893         if (Current_stage) {
1894                 New_stage = Current_stage - 1;
1895                 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
1896
1897         } else
1898                 gamesnd_play_iface(SND_BRIEF_STAGE_CHG_FAIL);
1899 }
1900
1901 // --------------------------------------------------------------------------------------
1902 //      debrief_first_stage()
1903 void debrief_first_stage()
1904 {
1905         if (Current_stage) {
1906                 New_stage = 0;
1907                 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
1908
1909         } else
1910                 gamesnd_play_iface(SND_BRIEF_STAGE_CHG_FAIL);
1911 }
1912
1913 // --------------------------------------------------------------------------------------
1914 //      debrief_last_stage()
1915 void debrief_last_stage()
1916 {
1917         if (Current_stage != Num_stages - 1) {
1918                 New_stage = Num_stages - 1;
1919                 gamesnd_play_iface(SND_BRIEF_STAGE_CHG);
1920
1921         } else
1922                 gamesnd_play_iface(SND_BRIEF_STAGE_CHG_FAIL);
1923 }
1924
1925 // draw what stage number the debriefing is on
1926 void debrief_render_stagenum()
1927 {
1928         int w;
1929         char buf[64];
1930         
1931         if (Num_stages < 2)
1932                 return;
1933                 
1934         sprintf(buf, XSTR( "%d of %d", 445), Current_stage + 1, Num_stages);
1935         gr_get_string_size(&w, NULL, buf);
1936         gr_set_color_fast(&Color_bright_blue);
1937         gr_string(Debrief_stage_info_coords[gr_screen.res][0] - w, Debrief_stage_info_coords[gr_screen.res][1], buf);
1938         gr_set_color_fast(&Color_white);
1939 }
1940
1941 // render the mission time at the specified y location
1942 void debrief_render_mission_time(int y_loc)
1943 {
1944         char time_str[30];
1945         
1946         game_format_time(Missiontime, time_str);
1947         gr_string(0, y_loc, XSTR( "Mission Time", 446));
1948         gr_string(Debrief_text_x2[gr_screen.res], y_loc, time_str);     
1949 }
1950
1951 // render out the debriefing text to the scroll window
1952 void debrief_render()
1953 {
1954         int y, z, font_height;
1955
1956         if ( Num_stages <= 0 )
1957                 return;
1958
1959         font_height = gr_get_font_height();
1960
1961         gr_set_clip(Debrief_text_wnd_coords[gr_screen.res][0], Debrief_text_wnd_coords[gr_screen.res][1], Debrief_text_wnd_coords[gr_screen.res][2], Debrief_text_wnd_coords[gr_screen.res][3]);
1962         y = 0;
1963         z = Text_offset;
1964         while (y + font_height <= Debrief_text_wnd_coords[gr_screen.res][3]) {
1965                 if (z >= Num_text_lines)
1966                         break;
1967
1968                 if (Text_type[z] == TEXT_TYPE_NORMAL)
1969                         gr_set_color_fast(&Color_white);
1970                 else
1971                         gr_set_color_fast(&Color_bright_red);
1972
1973                 if (Text[z])
1974                         gr_string(0, y, Text[z]);
1975
1976                 y += font_height;
1977                 z++;
1978         }
1979
1980         gr_reset_clip();
1981 }
1982
1983 // render out the stats info to the scroll window
1984 //
1985 void debrief_stats_render()
1986 {       
1987         int i, y, font_height;  
1988
1989         gr_set_color_fast(&Color_blue);
1990         gr_set_clip(Debrief_text_wnd_coords[gr_screen.res][0], Debrief_text_wnd_coords[gr_screen.res][1], Debrief_text_wnd_coords[gr_screen.res][2], Debrief_text_wnd_coords[gr_screen.res][3]);
1991         gr_string(0, 0, Debrief_current_callsign);
1992         font_height = gr_get_font_height();
1993         y = 30;
1994         
1995         switch ( Current_stage ) {
1996                 case DEBRIEF_MISSION_STATS:
1997                         i = Current_stage - 1;
1998                         if ( i < 0 )
1999                                 i = 0;
2000
2001                         gr_set_color_fast(&Color_white);
2002
2003                         // display mission completion time
2004                         debrief_render_mission_time(y);
2005
2006                         y += 20;
2007                         show_stats_label(i, 0, y, font_height);
2008                         show_stats_numbers(i, Debrief_text_x2[gr_screen.res], y, font_height);
2009                         break;
2010                 case DEBRIEF_ALLTIME_STATS:
2011                         i = Current_stage - 1;
2012                         if ( i < 0 )
2013                                 i = 0;
2014
2015                         gr_set_color_fast(&Color_white);
2016                         show_stats_label(i, 0, y, font_height);
2017                         show_stats_numbers(i, Debrief_text_x2[gr_screen.res], y, font_height);
2018                         break;
2019
2020                 case DEBRIEF_ALLTIME_KILLS:
2021                 case DEBRIEF_MISSION_KILLS:
2022                         gr_set_color_fast(&Color_white);
2023                         i = Text_offset;
2024                         while (y + font_height <= Debrief_text_wnd_coords[gr_screen.res][3]) {
2025                                 if (i >= Num_text_lines)
2026                                         break;
2027
2028                                 if (!i) {
2029                                         if ( Current_stage == DEBRIEF_MISSION_KILLS )
2030                                                 gr_printf(0, y, XSTR( "Mission Kills by Ship Type", 447));
2031                                         else
2032                                                 gr_printf(0, y, XSTR( "All-time Kills by Ship Type", 448));
2033
2034                                 } else if (i > 1) {
2035                                         gr_printf(0, y, "%s", Debrief_stats_kills[i - 2].text);
2036                                         gr_printf(Debrief_text_x2[gr_screen.res], y, "%d", Debrief_stats_kills[i - 2].num);
2037                                 }
2038
2039                                 y += font_height;
2040                                 i++;
2041                         }
2042
2043                         if (Num_text_lines == 2) {
2044                                 if ( Current_stage == DEBRIEF_MISSION_KILLS )
2045                                         gr_printf(0, y, XSTR( "(No ship kills this mission)", 449));
2046                                 else
2047                                         gr_printf(0, y, XSTR( "(No ship kills)", 450));
2048                         }
2049
2050                         break;
2051
2052                 default:
2053                         Int3();
2054                         break;
2055         } 
2056
2057         gr_reset_clip();
2058 }
2059
2060 // do action for when the replay button is pressed
2061 void debrief_replay_pressed()
2062 {       
2063         if (!Turned_traitor && !Must_replay_mission && (Game_mode & GM_CAMPAIGN_MODE)) {
2064                 int choice;
2065                 choice = popup(0, 2, POPUP_CANCEL, XSTR( "&Replay", 451), XSTR( "If you choose to replay this mission, you will be required to complete it again before proceeding to future missions.\n\nIn addition, any statistics gathered during this mission will be discarded if you choose to replay.", 452));
2066
2067                 if (choice != 1){
2068                         return;
2069                 }
2070         }
2071
2072         gameseq_post_event(GS_EVENT_START_BRIEFING);            // take us to the briefing
2073         gamesnd_play_iface(SND_COMMIT_PRESSED);
2074 }
2075
2076 // -------------------------------------------------------------------
2077 // debrief_redraw_pressed_buttons()
2078 //
2079 // Redraw any debriefing buttons that are pressed down.  This function is needed
2080 // since we sometimes need to draw pressed buttons last to ensure the entire
2081 // button gets drawn (and not overlapped by other buttons)
2082 //
2083 void debrief_redraw_pressed_buttons()
2084 {
2085         int i;
2086         UI_BUTTON *b;
2087         
2088         for ( i=0; i<NUM_BUTTONS; i++ ) {
2089                 b = &Buttons[gr_screen.res][i].button;
2090                 // don't draw the recommendations button if we're in stats mode
2091                 if ( b->button_down() ) {
2092                         b->draw_forced(2);
2093                 }
2094         }
2095 }
2096
2097 // debrief specific button with hotspot 'i' has been pressed, so perform the associated action
2098 //
2099 void debrief_button_pressed(int num)
2100 {
2101         switch (num) {
2102                 case DEBRIEF_TAB:
2103                         Buttons[gr_screen.res][RECOMMENDATIONS].button.enable();                        
2104                         // Debrief_ui_window.use_hack_to_get_around_stupid_problem_flag = 0;
2105                         if (num != Current_mode){
2106                                 gamesnd_play_iface(SND_SCREEN_MODE_PRESSED);
2107                         }
2108                         New_mode = num;
2109                         break;
2110                 case STATS_TAB:
2111                         // Debrief_ui_window.use_hack_to_get_around_stupid_problem_flag = 1;                    // allows failure sound to be played
2112                         Buttons[gr_screen.res][RECOMMENDATIONS].button.disable();                       
2113                         if (num != Current_mode){
2114                                 gamesnd_play_iface(SND_SCREEN_MODE_PRESSED);
2115                         }
2116                         New_mode = num;
2117                         break;
2118
2119                 case TEXT_SCROLL_UP:
2120                         if (Text_offset) {
2121                                 Text_offset--;
2122                                 gamesnd_play_iface(SND_SCROLL);
2123                         } else {
2124                                 gamesnd_play_iface(SND_GENERAL_FAIL);
2125                         }
2126                         break;
2127
2128                 case TEXT_SCROLL_DOWN:
2129                         if (Text_offset + Debrief_text_wnd_coords[gr_screen.res][3] / gr_get_font_height() < Num_text_lines) {
2130                                 Text_offset++;
2131                                 gamesnd_play_iface(SND_SCROLL);
2132                         } else {
2133                                 gamesnd_play_iface(SND_GENERAL_FAIL);
2134                         }
2135                         break;
2136
2137                 case REPLAY_MISSION:
2138                         if(Game_mode & GM_MULTIPLAYER){
2139                                 multi_debrief_replay_hit();
2140                         } else {                        
2141                                 debrief_replay_pressed();       
2142                         }
2143                         break;
2144
2145                 case RECOMMENDATIONS:
2146                         gamesnd_play_iface(SND_USER_SELECT);
2147                         Recommend_active = !Recommend_active;
2148                         debrief_text_init();
2149                         break;
2150
2151                 case FIRST_STAGE:
2152                         debrief_first_stage();
2153                         break;
2154
2155                 case PREV_STAGE:
2156                         debrief_prev_stage();
2157                         break;
2158
2159                 case NEXT_STAGE:
2160                         debrief_next_stage();
2161                         break;
2162
2163                 case LAST_STAGE:
2164                         debrief_last_stage();
2165                         break;
2166
2167                 case HELP_BUTTON:
2168                         gamesnd_play_iface(SND_HELP_PRESSED);
2169                         launch_context_help();
2170                         break;
2171
2172                 case OPTIONS_BUTTON:
2173                         gamesnd_play_iface(SND_SWITCH_SCREENS);
2174                         gameseq_post_event( GS_EVENT_OPTIONS_MENU );
2175                         break;
2176
2177                 case ACCEPT_BUTTON:
2178                         debrief_accept();
2179                         break;
2180
2181                 case MEDALS_BUTTON:
2182                         gamesnd_play_iface(SND_SWITCH_SCREENS);
2183                         gameseq_post_event(GS_EVENT_VIEW_MEDALS);
2184                         break;
2185
2186                 case PLAYER_SCROLL_UP:
2187                         debrief_multi_list_scroll_up();
2188                         break;
2189
2190                 case PLAYER_SCROLL_DOWN:
2191                         debrief_multi_list_scroll_down();
2192                         break;
2193
2194                 case MULTI_PINFO_POPUP:
2195                         Debrief_should_show_popup = 1;
2196                         break;
2197
2198                 case MULTI_KICK:
2199                         debrief_kick_selected_player();
2200                         break;
2201         } // end swtich
2202 }
2203
2204 void debrief_setup_ship_kill_stats(int stage_num)
2205 {
2206         int i;
2207         ushort *kill_arr;
2208         debrief_stats_kill_info *kill_info;
2209
2210         SDL_assert(Current_stage < DEBRIEF_NUM_STATS_PAGES);
2211         if ( Current_stage == DEBRIEF_MISSION_STATS || Current_stage == DEBRIEF_ALLTIME_STATS )
2212                 return;
2213
2214         SDL_assert(Debrief_player != NULL);
2215
2216         // kill_ar points to an array of MAX_SHIP_TYPE ints
2217         if ( Current_stage == DEBRIEF_MISSION_KILLS ) {
2218                 kill_arr = Debrief_player->stats.m_okKills;
2219         } else {                
2220                 kill_arr = Debrief_player->stats.kills;
2221         }
2222
2223         Num_text_lines = 0;
2224         for ( i=0; i<MAX_SHIP_TYPES; i++ ) {
2225
2226                 // code used to add in mission kills, but the new system assumes that the player will accept, so
2227                 // all time stats already have mission stats added in.
2228                 if ( kill_arr[i] <= 0 ){
2229                         continue;
2230                 }
2231
2232
2233                 kill_info = &Debrief_stats_kills[Num_text_lines++];
2234
2235                 kill_info->num = kill_arr[i];
2236
2237                 strcpy(kill_info->text, Ship_info[i].name);
2238                 strcat(kill_info->text, NOX(":"));
2239         }
2240
2241         Num_text_lines += 2;
2242 }
2243
2244 // Iterate through the debriefing buttons, checking if they are pressed
2245 void debrief_check_buttons()
2246 {
2247         int i, y, z;
2248
2249         for ( i=0; i<NUM_BUTTONS; i++ ) {
2250                 if ( Buttons[gr_screen.res][i].button.pressed() ) {
2251                         debrief_button_pressed(i);
2252                 }
2253         }
2254
2255         if ( !(Game_mode & GM_MULTIPLAYER) ) 
2256                 return;
2257
2258         if (List_region.pressed()) {
2259                 List_region.get_mouse_pos(NULL, &y);
2260                 z = Multi_list_offset + y / gr_get_font_height();
2261                 if ((z >= 0) && (z < Multi_list_size)) {
2262                         // switch stats display to this newly selected player
2263                         set_player_stats(Multi_list[z].net_player_index);
2264                         strcpy(Debrief_current_callsign, Multi_list[z].callsign);
2265                         Debrief_player = Net_players[Multi_list[z].net_player_index].player;
2266                         Multi_list_select = z;
2267                         debrief_setup_ship_kill_stats(Current_stage);
2268                         gamesnd_play_iface(SND_USER_SELECT);                    
2269                 }
2270         }       
2271
2272         // if the player was double clicked on - we should popup a player info popup
2273         /*
2274         if (List_region.double_clicked()) {
2275                 Debrief_should_show_popup = 1;
2276         }
2277         */
2278 }
2279
2280 void debrief_text_stage_init(const char *src, int type)
2281 {
2282         int i, n_lines, n_chars[MAX_DEBRIEF_LINES];
2283         char line[MAX_DEBRIEF_LINE_LEN];
2284         char *p_str[MAX_DEBRIEF_LINES];
2285
2286         n_lines = split_str(src, Debrief_text_wnd_coords[gr_screen.res][2], n_chars, p_str, MAX_DEBRIEF_LINES);
2287         SDL_assert(n_lines >= 0);
2288
2289         // if you hit this, you proba   
2290         if(n_lines >= MAX_DEBRIEF_LINES){
2291                 Warning(LOCATION, "You have come close to the limit of debriefing lines, try adding more stages");      
2292         }
2293
2294         for ( i=0; i<n_lines; i++ ) {
2295                 SDL_assert(n_chars[i] < MAX_DEBRIEF_LINE_LEN);
2296                 SDL_assert(Num_text_lines < MAX_TOTAL_DEBRIEF_LINES);
2297                 strncpy(line, p_str[i], n_chars[i]);
2298                 line[n_chars[i]] = 0;
2299                 drop_white_space(line);
2300                 Text_type[Num_text_lines] = type;
2301                 Text[Num_text_lines++] = strdup(line);
2302         }
2303
2304         return;
2305 }
2306
2307 void debrief_free_text()
2308 {
2309         int i;
2310
2311         for (i=0; i<Num_debrief_lines; i++)
2312                 if (Text[i])
2313                         free(Text[i]);
2314
2315         Num_debrief_lines = 0;
2316 }
2317
2318 // setup the debriefing text lines for rendering
2319 void debrief_text_init()
2320 {
2321         int i, r_count = 0;
2322         const char *src;
2323
2324         // release old text lines first
2325         debrief_free_text();
2326         Num_text_lines = Text_offset = 0;
2327
2328         if (Current_mode == DEBRIEF_TAB) {
2329                 for (i=0; i<Num_debrief_stages; i++) {
2330                         if (i)
2331                                 Text[Num_text_lines++] = NULL;  // add a blank line between stages
2332
2333                         src = Debrief_stages[i]->new_text;
2334                         if (src)
2335                                 debrief_text_stage_init(src, TEXT_TYPE_NORMAL);
2336
2337                         if (Recommend_active) {
2338                                 src = Debrief_stages[i]->new_recommendation_text;
2339                                 if (!src && (i == Num_debrief_stages - 1) && !r_count)
2340                                         src = XSTR( "We have no recommendations for you.", 1054);
2341
2342                                 if (src) {
2343                                         Text[Num_text_lines++] = NULL;
2344                                         debrief_text_stage_init(src, TEXT_TYPE_RECOMMENDATION);
2345                                         r_count++;
2346                                 }
2347                         }
2348                 }
2349
2350                 Num_debrief_lines = Num_text_lines;
2351                 return;
2352         }
2353
2354         // not in debriefing mode, must be in stats mode
2355         Num_text_lines = 0;
2356         debrief_setup_ship_kill_stats(Current_stage);
2357 }
2358
2359
2360 // --------------------------------------------------------------------------------------
2361 //
2362 void debrief_init()
2363 {
2364         SDL_assert(!Debrief_inited);
2365 //      Campaign.loop_enabled = 0;
2366         Campaign.loop_mission = CAMPAIGN_LOOP_MISSION_UNINITIALIZED;
2367
2368         // set up the right briefing for this guy
2369         if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
2370                 Debriefing = &Debriefings[Net_player->p_info.team];
2371         } else {
2372                 Debriefing = &Debriefings[0];                   
2373         }
2374
2375         // no longer is mission
2376         Game_mode &= ~(GM_IN_MISSION);  
2377
2378         game_flush();
2379         Current_mode = -1;
2380         New_mode = DEBRIEF_TAB;
2381         Recommend_active = Award_active = 0;
2382         Current_stage = 0;
2383
2384         Current_stage = -1;
2385         New_stage = 0;
2386         Debrief_cue_voice = 0;
2387         Num_text_lines = Num_debrief_lines = 0;
2388         Debrief_first_voice_flag = 1;
2389
2390         Debrief_multi_voice_loaded = 0;
2391
2392 #ifdef MAKE_FS1
2393         Medal_text_bitmap = bm_load(NOX("DebriefText01"));
2394         Rank_text_bitmap = bm_load(NOX("DebriefText02"));
2395         Badge_text_bitmap = bm_load(NOX("DebriefText03"));
2396 #endif
2397
2398         if ( (Game_mode & GM_CAMPAIGN_MODE) && ( !MULTIPLAYER_CLIENT )  ) {
2399                 // MUST store goals and events first - may be used to evaluate next mission
2400                 // store goals and events
2401                 mission_campaign_store_goals_and_events();
2402
2403                 // evaluate next mission
2404                 mission_campaign_eval_next_mission();
2405         }
2406
2407         // call traitor init before calling scoring_level_close.  traitor init will essentially nullify
2408         // any stats
2409         if ( !(Game_mode & GM_MULTIPLAYER) ) {  // only do for single player
2410                 debrief_traitor_init();                                 // initialize data needed if player becomes traitor.
2411         }
2412
2413         // call scoring level close for my stats.  Needed for award_init.  The stats will
2414         // be backed out if used chooses to replace them.
2415         scoring_level_close();
2416
2417         debrief_ui_init();  // init UI items
2418         debrief_award_init();
2419         show_stats_init();
2420         debrief_voice_init();
2421         debrief_multi_list_init();
2422 //      rank_bitmaps_clear();
2423 //      rank_bitmaps_load();
2424
2425         strcpy(Debrief_current_callsign, Player->callsign);
2426         Debrief_player = Player;
2427 //      Debrief_current_net_player_index = debrief_multi_list[0].net_player_index;
2428
2429         // set up the Debrief_stages[] and Recommendations[] arrays.  Only do the following stuff
2430         // for non-clients (i.e. single and game server).  Multiplayer clients will get their debriefing
2431         // info directly from the server.
2432         if ( !MULTIPLAYER_CLIENT ) {
2433                 debrief_set_stages_and_multi_stuff();
2434
2435                 if ( Num_debrief_stages <= 0 ) {
2436                         Num_debrief_stages = 0;
2437                 } else {
2438                         debrief_voice_load_all();
2439                 }
2440         } else {
2441                 // multiplayer client may have already received their debriefing info.  If they have not,
2442                 // then set the num debrief stages to 0
2443                 if ( !Debrief_multi_stages_loaded ) {
2444                         Num_debrief_stages = 0;
2445                 }
2446         }
2447
2448         /*
2449         if (mission_evaluate_primary_goals() == PRIMARY_GOALS_COMPLETE) {
2450                 common_music_init(SCORE_DEBRIEF_SUCCESS);
2451         } else {
2452                 common_music_init(SCORE_DEBRIEF_FAIL);
2453         }
2454         */
2455
2456         // start up the appropriate music
2457         if (Campaign.next_mission == Campaign.current_mission) {
2458                 // you failed the mission because you suck, so you get the suck music
2459                 common_music_init(SCORE_DEBRIEF_FAIL);
2460         } else if (mission_goals_met()) {
2461                 // you completed all primaries and secondaries, thus you are a stud boy and you get stud boy music
2462                 common_music_init(SCORE_DEBRIEF_SUCCESS);
2463         } else {
2464                 // you somehow passed the mission, so you get a little something for your efforts.
2465                 common_music_init(SCORE_DEBRIEF_AVERAGE);
2466         }
2467
2468         if (Campaign.next_mission == Campaign.current_mission) {
2469                 // better luck next time, increase his retries
2470                 Player->failures_this_session++;
2471         } else { 
2472                 // clear his retries info regardless of whether or not he accepts
2473                 Player->failures_this_session = 0;
2474         }
2475
2476         if (Game_mode & GM_MULTIPLAYER) {
2477                 multi_debrief_init();
2478
2479                 // if i'm not the host of the game, disable the multi kick button
2480                 if (!(Net_player->flags & NETINFO_FLAG_GAME_HOST)) {
2481                         Buttons[gr_screen.res][MULTI_KICK].button.disable();
2482                 }
2483         } else {
2484                 Buttons[gr_screen.res][PLAYER_SCROLL_UP].button.disable();
2485                 Buttons[gr_screen.res][PLAYER_SCROLL_DOWN].button.disable();
2486                 Buttons[gr_screen.res][MULTI_PINFO_POPUP].button.disable();
2487                 Buttons[gr_screen.res][MULTI_KICK].button.disable();
2488                 Buttons[gr_screen.res][PLAYER_SCROLL_UP].button.hide();
2489                 Buttons[gr_screen.res][PLAYER_SCROLL_DOWN].button.hide();
2490                 Buttons[gr_screen.res][MULTI_PINFO_POPUP].button.hide();                
2491                 Buttons[gr_screen.res][MULTI_KICK].button.hide();
2492         }
2493
2494         if (!Award_active) {
2495                 Buttons[gr_screen.res][MEDALS_BUTTON].button.disable();
2496                 Buttons[gr_screen.res][MEDALS_BUTTON].button.hide();
2497         }
2498
2499         Debrief_skip_popup_already_shown = 0;
2500
2501         Debrief_inited = 1;
2502 }
2503
2504 // --------------------------------------------------------------------------------------
2505 //      debrief_close()
2506 void debrief_close()
2507 {
2508         int i, idx;
2509
2510         SDL_assert(Debrief_inited);
2511
2512         // if the mission wasn't accepted, clear out my stats
2513         // we need to evaluate a little differently for multiplayer since the conditions for "accepting" 
2514         // are a little bit different
2515         if (Game_mode & GM_MULTIPLAYER) {
2516                 // if stats weren't accepted, backout my own stats
2517                 if (multi_debrief_stats_accept_code() != 1) {
2518                         if(MULTIPLAYER_MASTER){
2519                                 for(idx=0; idx<MAX_PLAYERS; idx++){
2520                                         if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && (Net_players[idx].player != NULL)){
2521                                                 scoring_backout_accept(&Net_players[idx].player->stats);
2522                                         }
2523                                 }
2524                         } else {
2525                                 scoring_backout_accept( &Player->stats );
2526                         }
2527                 }
2528         } else {
2529                 // single player
2530                 if( !Debrief_accepted || !(Game_mode & GM_CAMPAIGN_MODE) ){
2531                         scoring_backout_accept( &Player->stats );
2532                 }
2533         }
2534
2535         // if dude passed the misson and accepted, reset his show skip popup flag
2536         if (Debrief_accepted) {
2537                 Player->show_skip_popup = 1;
2538         }
2539
2540         if (Num_debrief_lines) {
2541                 for (i=0; i<Num_debrief_lines; i++){
2542                         if (Text[i]){
2543                                 free(Text[i]);
2544                         }
2545                 }
2546         }
2547
2548         // clear out debrief info parsed from mission file
2549         mission_debrief_common_reset();
2550
2551         // unload the overlay bitmap
2552 #ifdef MAKE_FS1
2553         help_overlay_unload(DEBRIEFING_OVERLAY);
2554 #endif
2555
2556         // clear out award text 
2557         Debrief_award_text_num_lines = 0;
2558
2559         debrief_voice_unload_all();
2560         common_music_close();
2561         chatbox_close();
2562
2563 //      rank_bitmaps_release();
2564
2565         // unload bitmaps
2566         if (Background_bitmap >= 0){
2567                 bm_unload(Background_bitmap);
2568         }
2569
2570         if (Award_bg_bitmap >= 0){
2571                 bm_unload(Award_bg_bitmap);
2572         }
2573
2574         if (Rank_bitmap >= 0){
2575                 bm_unload(Rank_bitmap);
2576         }
2577
2578         if (Medal_bitmap >= 0){
2579                 bm_unload(Medal_bitmap);
2580         }
2581
2582         if (Badge_bitmap >= 0){
2583                 bm_unload(Badge_bitmap);
2584         }
2585
2586         if (Wings_bitmap >= 0) {
2587                 bm_unload(Wings_bitmap);
2588         }
2589         
2590         if (Crest_bitmap >= 0) {
2591                 bm_unload(Crest_bitmap);
2592         }
2593
2594 #ifdef MAKE_FS1
2595         if (Medal_text_bitmap >= 0) {
2596                 bm_unload(Medal_text_bitmap);
2597         }
2598
2599         if (Badge_text_bitmap >= 0) {
2600                 bm_unload(Badge_text_bitmap);
2601         }
2602
2603         if (Rank_text_bitmap >= 0) {
2604                 bm_unload(Rank_text_bitmap);
2605         }
2606 #endif
2607
2608         Debrief_ui_window.destroy();
2609         common_free_interface_palette();                // restore game palette
2610         show_stats_close();
2611
2612         if (Game_mode & GM_MULTIPLAYER){
2613                 multi_debrief_close();
2614         }
2615
2616         game_flush();
2617
2618         Stage_voice = -1;
2619
2620         Debrief_inited = 0;
2621 }
2622
2623 // handle keypresses in debriefing
2624 void debrief_do_keys(int new_k)
2625 {
2626         switch (new_k) {
2627                 case SDLK_TAB:
2628                         debrief_next_tab();
2629                         break;
2630
2631                 case KEY_SHIFTED | SDLK_TAB:
2632                         debrief_prev_tab();
2633                         break;
2634
2635                 case SDLK_ESCAPE: {
2636                         int pf_flags;
2637                         int choice;
2638
2639                         // multiplayer accept popup is a little bit different
2640                         if (Game_mode & GM_MULTIPLAYER) {               
2641                                 multi_debrief_esc_hit();
2642
2643                         // display the normal debrief popup
2644                         } else {
2645                                 if (!Turned_traitor && !Must_replay_mission && (Game_mode & GM_CAMPAIGN_MODE)) {
2646                                         pf_flags = PF_BODY_BIG; // | PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON;
2647                                         choice = popup(pf_flags, 3, POPUP_CANCEL, XSTR( "&Yes", 454), XSTR( "&No, retry later", 455), XSTR( "Accept this mission outcome?", 456));
2648                                         if (choice == 1) {  // accept and continue on
2649                                                 debrief_accept(0);
2650                                                 gameseq_post_event(GS_EVENT_MAIN_MENU);
2651                                         }
2652
2653                                         if (choice < 1)
2654                                                 break;
2655
2656                                 } else if (Must_replay_mission && (Game_mode & GM_CAMPAIGN_MODE)) {
2657                                         // need to popup saying that mission was a failure and must be replayed
2658                                         choice = popup(0, 2, POPUP_NO, POPUP_YES, XSTR( "Because this mission was a failure, you must replay this mission when you continue your campaign.\n\nReturn to the Flight Deck?", 457));
2659                                         if (choice <= 0)
2660                                                 break;
2661                                 }
2662
2663                                 // Return to Main Hall
2664                                 gameseq_post_event(GS_EVENT_END_GAME);
2665                         }
2666                 }
2667
2668                 default:
2669                         break;
2670         }       // end switch
2671 }
2672
2673 #ifndef MAKE_FS1
2674 // uuuuuugly
2675 void debrief_draw_award_text()
2676 {
2677         int start_y, curr_y, i, x, sw;
2678         int fh = gr_get_font_height();
2679         int field_width = (Medal_bitmap > 0) ? Debrief_award_text_width[gr_screen.res][DB_WITH_MEDAL] : Debrief_award_text_width[gr_screen.res][DB_WITHOUT_MEDAL];
2680
2681         // vertically centered within field
2682         start_y = Debrief_award_text_coords[gr_screen.res][1] + ((Debrief_award_text_coords[gr_screen.res][2] - (fh * Debrief_award_text_num_lines)) / 2);
2683         curr_y = start_y;
2684
2685         // draw the strings
2686         for (i=0; i<Debrief_award_text_num_lines; i++) {
2687                 gr_get_string_size(&sw, NULL, Debrief_award_text[i]);
2688                 x = (Medal_bitmap < 0) ? (Debrief_award_text_coords[gr_screen.res][0] + (field_width - sw) / 2) : Debrief_award_text_coords[gr_screen.res][0];
2689                 if (i==AWARD_TEXT_MAX_LINES-1) x += 7;                          // hack because of the shape of the box
2690                 gr_set_color_fast(&Color_white);
2691                 gr_string(x, curr_y, Debrief_award_text[i]);
2692
2693                 // adjust y pos, including a little extra between the "pairs"
2694                 curr_y += fh;
2695                 if ((i == 1) || (i == 3)) { 
2696                         curr_y += ((gr_screen.res == GR_640) ? 2 : 6);
2697                 }
2698         }
2699 }
2700
2701 // clears out text array so we dont have old award text showing up on new awards.
2702 void debrief_award_text_clear() {
2703         int i;
2704         
2705         Debrief_award_text_num_lines = 0;
2706         for (i=0; i<AWARD_TEXT_MAX_LINES; i++) {
2707                 //Debrief_award_text[i][0] = 0;
2708                 memset(Debrief_award_text[i], 0, sizeof(char)*AWARD_TEXT_MAX_LINE_LENGTH);
2709         }
2710 }
2711
2712 // this is the nastiest code I have ever written.  if you are modifying this, i feel bad for you.
2713 void debrief_add_award_text(char *str)
2714 {
2715         SDL_assert(Debrief_award_text_num_lines <= AWARD_TEXT_MAX_LINES);
2716         if (Debrief_award_text_num_lines > AWARD_TEXT_MAX_LINES) {
2717                 return;
2718         }
2719
2720         char *line2;
2721         int field_width = (Medal_bitmap > 0) ? Debrief_award_text_width[gr_screen.res][DB_WITH_MEDAL] : Debrief_award_text_width[gr_screen.res][DB_WITHOUT_MEDAL];
2722
2723         // copy in the line
2724         strcpy(Debrief_award_text[Debrief_award_text_num_lines], str);  
2725
2726         // maybe translate for displaying
2727         if (Lcl_gr) {
2728                 medals_translate_name(Debrief_award_text[Debrief_award_text_num_lines], AWARD_TEXT_MAX_LINE_LENGTH);
2729         } else if (Lcl_pl) {
2730                 medals_translate_name_pl(Debrief_award_text[Debrief_award_text_num_lines], AWARD_TEXT_MAX_LINE_LENGTH);
2731         }
2732
2733         Debrief_award_text_num_lines++;
2734
2735         // if its too long, split once ONLY
2736         // assumes text isnt > 2 lines, but this is a safe assumption due to the char limits of the ranks/badges/etc
2737         if (Debrief_award_text_num_lines < AWARD_TEXT_MAX_LINES) {
2738                 line2 = split_str_once(Debrief_award_text[Debrief_award_text_num_lines-1], field_width);
2739                 if (line2 != NULL) {
2740                         sprintf(Debrief_award_text[Debrief_award_text_num_lines], " %s", line2);  // indent a space
2741                 }
2742                 Debrief_award_text_num_lines++;         // leave blank line even if it all fits into 1
2743         }
2744 }
2745 #endif  // !MAKE_FS1: No text for FS1, it's all bitmaps
2746
2747 //      called once per frame to drive all the input reading and rendering
2748 void debrief_do_frame(float frametime)
2749 {
2750         int k=0, new_k=0;
2751         const char *please_wait_str = XSTR("Please Wait", 1242);
2752         int str_w, str_h;
2753         char buf[256];
2754
2755         SDL_assert(Debrief_inited);     
2756
2757         // first thing is to load the files
2758         if ( MULTIPLAYER_CLIENT && !Debrief_multi_stages_loaded ) {
2759                 // draw the background, etc
2760                 GR_MAYBE_CLEAR_RES(Background_bitmap);
2761                 if (Background_bitmap >= 0) {
2762                         gr_set_bitmap(Background_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2763                         gr_bitmap(0, 0);
2764                 }
2765
2766                 Debrief_ui_window.draw();
2767                 chatbox_render();
2768                 if ( Debrief_multi_loading_bitmap > -1 ){
2769                         gr_set_bitmap(Debrief_multi_loading_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2770                         gr_bitmap( Please_wait_coords[gr_screen.res][0], Please_wait_coords[gr_screen.res][1] );
2771                 }
2772
2773                 // draw "Please Wait"           
2774                 gr_set_color_fast(&Color_normal);
2775                 gr_set_font(FONT2);
2776                 gr_get_string_size(&str_w, &str_h, please_wait_str);
2777                 gr_string((gr_screen.max_w - str_w) / 2, (gr_screen.max_h - str_h) / 2, please_wait_str);
2778                 gr_set_font(FONT1);
2779
2780                 gr_flip();
2781
2782                 // make sure we run the debrief do frame
2783                 if (Game_mode & GM_MULTIPLAYER) {
2784                         multi_debrief_do_frame();
2785                 }
2786
2787                 // esc pressed?         
2788                 os_poll();      
2789                 int keypress = game_check_key();        
2790                 if(keypress == SDLK_ESCAPE){
2791                         // popup to leave
2792                         multi_quit_game(PROMPT_CLIENT);
2793                 }
2794
2795                 return;
2796         }
2797
2798         // if multiplayer client, and not loaded voice, then load it
2799         if ( MULTIPLAYER_CLIENT && !Debrief_multi_voice_loaded ) {
2800                 debrief_multi_fixup_stages();
2801                 debrief_voice_load_all();
2802                 Debrief_multi_voice_loaded = 1;
2803         }
2804
2805         if ( help_overlay_active(DEBRIEFING_OVERLAY) ) {
2806                 Buttons[gr_screen.res][HELP_BUTTON].button.reset_status();
2807                 Debrief_ui_window.set_ignore_gadgets(1);
2808         }
2809
2810         k = chatbox_process();
2811         if ( Game_mode & GM_NORMAL ) {
2812                 new_k = Debrief_ui_window.process(k);
2813         } else {
2814                 new_k = Debrief_ui_window.process(k, 0);
2815         }
2816
2817         if ( (k > 0) || (new_k > 0) || B1_JUST_RELEASED ) {
2818                 if ( help_overlay_active(DEBRIEFING_OVERLAY) ) {
2819                         help_overlay_set_state(DEBRIEFING_OVERLAY, 0);
2820                         Debrief_ui_window.set_ignore_gadgets(0);
2821                         k = 0;
2822                         new_k = 0;
2823                 }
2824         }
2825
2826         if ( !help_overlay_active(DEBRIEFING_OVERLAY) ) {
2827                 Debrief_ui_window.set_ignore_gadgets(0);
2828         }
2829
2830         // don't show pilot info popup by default
2831         Debrief_should_show_popup = 0;
2832
2833         // see if the mode has changed and handle it if so.
2834         if ( Current_mode != New_mode ) {
2835                 debrief_voice_stop();
2836                 Current_mode = New_mode;
2837                 Current_stage = -1;
2838                 New_stage = 0;
2839                 if (New_mode == DEBRIEF_TAB) {
2840                         Num_stages = 1;
2841                         Debrief_cue_voice = 0;
2842                         Stage_voice = -1;
2843                         if (Debrief_first_voice_flag) {
2844                                 Debrief_cue_voice = timestamp(DEBRIEF_VOICE_DELAY * 3);
2845                                 Debrief_first_voice_flag = 0;
2846                         }
2847                 } else {
2848                         Num_stages = DEBRIEF_NUM_STATS_PAGES;
2849                 }
2850         }
2851
2852         if ((Num_stages > 0) &&  (New_stage != Current_stage)) {
2853                 Current_stage = New_stage;
2854                 debrief_text_init();
2855         }
2856
2857         debrief_voice_play();
2858         common_music_do();
2859
2860         if (Game_mode & GM_MULTIPLAYER) {
2861                 multi_debrief_do_frame();
2862         }
2863
2864         // Now do all the rendering for the frame
2865         GR_MAYBE_CLEAR_RES(Background_bitmap);
2866         if (Background_bitmap >= 0) {
2867                 gr_set_bitmap(Background_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2868                 gr_bitmap(0, 0);
2869         } 
2870
2871         // draw the damn awarded stuff, G
2872         if ( Award_active && (Award_bg_bitmap >= 0) ) {
2873                 gr_set_bitmap(Award_bg_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2874                 gr_bitmap(Debrief_award_wnd_coords[gr_screen.res][0], Debrief_award_wnd_coords[gr_screen.res][1]);
2875                 if (Rank_bitmap >= 0) {
2876                         gr_set_bitmap(Rank_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2877 #ifdef MAKE_FS1
2878                         gr_bitmap(Debrief_rank_coords[0], Debrief_rank_coords[1]);
2879 #else
2880                         gr_bitmap(Debrief_award_coords[gr_screen.res][0], Debrief_award_coords[gr_screen.res][1]);
2881 #endif
2882                 }
2883
2884                 if (Medal_bitmap >= 0) {
2885                         gr_set_bitmap(Medal_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2886                         gr_bitmap(Debrief_award_coords[gr_screen.res][0], Debrief_award_coords[gr_screen.res][1]);
2887                 }
2888
2889                 if (Badge_bitmap >= 0) {
2890                         gr_set_bitmap(Badge_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2891 #ifdef MAKE_FS1
2892                         gr_bitmap(Debrief_badge_coords[0], Debrief_badge_coords[1]);
2893 #else
2894                         gr_bitmap(Debrief_award_coords[gr_screen.res][0], Debrief_award_coords[gr_screen.res][1]);
2895 #endif
2896                 }
2897
2898                 if (Wings_bitmap >= 0) {
2899                         gr_set_bitmap(Wings_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2900 #ifdef MAKE_FS1
2901                         gr_bitmap(Debrief_badge_coords[0], Debrief_badge_coords[1]);
2902 #else
2903                         gr_bitmap(Debrief_award_coords[gr_screen.res][0], Debrief_award_coords[gr_screen.res][1]);
2904 #endif
2905                 }
2906
2907                 // this isn't used in FS1 but doesn't hurt to leave it
2908                 if (Crest_bitmap >= 0) {
2909                         gr_set_bitmap(Crest_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2910                         gr_bitmap(Debrief_award_coords[gr_screen.res][0], Debrief_award_coords[gr_screen.res][1]);
2911                 }
2912
2913                 //  draw medal/badge/rank labels
2914 #ifndef MAKE_FS1
2915                 debrief_draw_award_text();
2916 #else
2917                 if (Rank_text_bitmap >= 0) {
2918                         gr_set_bitmap(Rank_text_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2919                         gr_bitmap(Debrief_rank_text_coords[gr_screen.res][0], Debrief_rank_text_coords[gr_screen.res][1]);
2920                 }
2921
2922                 if (Medal_text_bitmap >= 0) {
2923                         gr_set_bitmap(Medal_text_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2924                         gr_bitmap(Debrief_medal_text_coords[gr_screen.res][0], Debrief_medal_text_coords[gr_screen.res][1]);
2925                 }
2926
2927                 if (Badge_text_bitmap >= 0) {
2928                         gr_set_bitmap(Badge_text_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2929                         gr_bitmap(Debrief_badge_text_coords[gr_screen.res][0], Debrief_badge_text_coords[gr_screen.res][1]);
2930                 }
2931 #endif
2932         }
2933         
2934         Debrief_ui_window.draw();
2935         debrief_redraw_pressed_buttons();
2936         Buttons[gr_screen.res][Current_mode].button.draw_forced(2);
2937         if (Recommend_active && (Current_mode != STATS_TAB)) {
2938                 Buttons[gr_screen.res][RECOMMENDATIONS].button.draw_forced(2);
2939         }
2940
2941         // draw the title of the mission
2942         gr_set_color_fast(&Color_bright_white);
2943         strcpy(buf, The_mission.name);
2944         gr_force_fit_string(buf, 255, Debrief_title_coords[gr_screen.res][2]);
2945         gr_string(Debrief_title_coords[gr_screen.res][0], Debrief_title_coords[gr_screen.res][1], buf); 
2946
2947 #if !defined(NDEBUG) || defined(INTERPLAYQA)
2948         gr_set_color_fast(&Color_normal);
2949         gr_printf(Debrief_title_coords[gr_screen.res][0], Debrief_title_coords[gr_screen.res][1] - 10, NOX("[name: %s, mod: %s]"), Mission_filename, The_mission.modified);
2950 #endif
2951
2952         // draw the screen-specific text
2953         switch (Current_mode) {
2954                 case DEBRIEF_TAB:
2955                         if ( Num_debrief_stages <= 0 ) {
2956                                 gr_set_color_fast(&Color_white);
2957                                 SDL_assert( Game_current_mission_filename != NULL );
2958                                 gr_printf(Debrief_text_wnd_coords[gr_screen.res][0], Debrief_text_wnd_coords[gr_screen.res][1], XSTR( "No Debriefing for mission: %s", 458), Game_current_mission_filename);
2959
2960                         } else {
2961                                 debrief_render();
2962                         }
2963
2964                         break;
2965
2966                 case STATS_TAB:
2967                         debrief_stats_render();
2968                         break;
2969         } // end switch
2970
2971         if (Text_offset + Debrief_text_wnd_coords[gr_screen.res][3] / gr_get_font_height() < Num_text_lines) {
2972                 int w;
2973
2974                 gr_set_color_fast(&Color_red);
2975                 gr_get_string_size(&w, NULL, XSTR( "More", 459));
2976                 gr_printf(Debrief_text_wnd_coords[gr_screen.res][0] + Debrief_text_wnd_coords[gr_screen.res][2] / 2 - w / 2, Debrief_text_wnd_coords[gr_screen.res][1] + Debrief_text_wnd_coords[gr_screen.res][3], XSTR( "More", 459));
2977         }
2978
2979         debrief_render_stagenum();
2980         debrief_multi_list_draw();
2981
2982         // render some extra stuff in multiplayer
2983         if (Game_mode & GM_MULTIPLAYER) {
2984                 // render the chatbox last
2985                 chatbox_render();
2986
2987                 // draw tooltips
2988                 Debrief_ui_window.draw_tooltip();
2989
2990                 // render the status indicator for the voice system
2991                 multi_common_voice_display_status();
2992         }
2993
2994         // AL 3-6-98: Needed to move key reading here, since popups are launched from this code, and we don't
2995         //                                want to include the mouse pointer which is drawn in the flip
2996
2997         if ( !help_overlay_active(DEBRIEFING_OVERLAY) ) {
2998                 debrief_check_buttons();
2999                 debrief_do_keys(new_k); 
3000         }
3001
3002         // blit help overlay if active
3003         help_overlay_maybe_blit(DEBRIEFING_OVERLAY);
3004
3005         gr_flip();
3006
3007         // dont let dude skip 3-09.  hack.      
3008         if(Game_mode & GM_CAMPAIGN_MODE){
3009                 if((Campaign.current_mission >= 0) && (Campaign.current_mission < MAX_CAMPAIGN_MISSIONS)){
3010                         if ((Campaign.missions[Campaign.current_mission].name != NULL) && !SDL_strcasecmp(Campaign.missions[Campaign.current_mission].name, "sm3-09.fs2")) {
3011                                 Debrief_skip_popup_already_shown = 1;
3012                         }
3013                 }
3014         }       
3015
3016         // maybe show skip mission popup
3017         if ((!Debrief_skip_popup_already_shown) && (Player->show_skip_popup) && (Game_mode & GM_NORMAL) && (Game_mode & GM_CAMPAIGN_MODE) && (Player->failures_this_session >= PLAYER_MISSION_FAILURE_LIMIT) && !(Game_mode & GM_MULTIPLAYER)) {
3018                 int popup_choice = popup(0, 3, XSTR("Do Not Skip This Mission", 1473),
3019                                                                                                  XSTR("Advance To The Next Mission", 1474),
3020                                                                                                  XSTR("Don't Show Me This Again", 1475),
3021                                                                                                  XSTR("You have failed this mission five times.  If you like, you may advance to the next mission.", 1472) );
3022                 switch (popup_choice) {
3023                 case 0:
3024                         // stay on this mission, so proceed to normal debrief
3025                         // in other words, do nothing.
3026                         break;
3027                 case 1:
3028                         // skip this mission
3029                         mission_campaign_skip_to_next();
3030                         gameseq_post_event(GS_EVENT_START_GAME);
3031                         break;
3032                 case 2:
3033                         // dont show this again
3034                         Player->show_skip_popup = 0;
3035                         break;
3036                 }
3037
3038                 Debrief_skip_popup_already_shown = 1;
3039         }
3040
3041         // check to see if we should be showing a pilot info popup in multiplayer (if a guy was double clicked)
3042         if ((Game_mode & GM_MULTIPLAYER) && Debrief_should_show_popup) {
3043                 SDL_assert((Multi_list_select >= 0) && (Multi_list_select < Multi_list_size));
3044                 multi_pinfo_popup(&Net_players[Multi_list[Multi_list_select].net_player_index]);
3045
3046                 Debrief_should_show_popup = 0;
3047         }
3048 }
3049
3050 void debrief_rebuild_player_list()
3051 {
3052         int i;
3053         net_player *np;
3054         debrief_multi_list_info *list;
3055
3056         Multi_list_size = 0;  // number of net players to choose from
3057
3058         for ( i=0; i<MAX_PLAYERS; i++ ) {
3059                 np = &Net_players[i];
3060                 // remember not to include the standalone.
3061                 if ( MULTI_CONNECTED((*np)) && !MULTI_STANDALONE((*np))){
3062                         list = &Multi_list[Multi_list_size++];
3063                         list->net_player_index = i;
3064                         strcpy(list->callsign, np->player->callsign);
3065                         
3066                         // make sure to leave some room to blit the team indicator
3067                         gr_force_fit_string(list->callsign, CALLSIGN_LEN - 1, Debrief_list_coords[gr_screen.res][2] - MULTI_LIST_TEAM_OFFSET);
3068                 }
3069         } // end for
3070 }
3071
3072 void debrief_handle_player_drop()
3073 {
3074         debrief_rebuild_player_list();
3075 }
3076
3077 void debrief_disable_accept()
3078 {
3079 }
3080