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use SDL_arraysize() instead of sizeof() where appropriate
[taylor/freespace2.git] / src / menuui / mainhallmenu.cpp
1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell 
5  * or otherwise commercially exploit the source or things you created based on
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/MenuUI/MainHallMenu.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * Header file for main-hall menu code
16  *
17  * $Log$
18  * Revision 1.9  2005/10/01 22:04:58  taylor
19  * fix FS1 (de)briefing voices, the directory names are different in FS1
20  * hard code the table values so that the fs1.vp file isn't needed
21  * hard code a mission fix for sm2-08a since a have no idea how to fix it otherwise
22  * generally cleanup some FS1 code
23  * fix volume sliders in the options screen that never went all the way up
24  *
25  * Revision 1.8  2004/09/20 01:31:44  theoddone33
26  * GCC 3.4 fixes.
27  *
28  * Revision 1.7  2003/05/25 02:30:42  taylor
29  * Freespace 1 support
30  *
31  * Revision 1.6  2002/07/24 00:20:42  relnev
32  * nothing interesting
33  *
34  * Revision 1.5  2002/06/09 04:41:22  relnev
35  * added copyright header
36  *
37  * Revision 1.4  2002/06/01 03:32:00  relnev
38  * fix texture loading mistake.
39  *
40  * enable some d3d stuff for opengl also
41  *
42  * Revision 1.3  2002/05/30 16:55:44  theoddone33
43  * now gets to another screen
44  *
45  * Revision 1.2  2002/05/27 22:43:02  theoddone33
46  * Fix more glide symbols
47  *
48  * Revision 1.1.1.1  2002/05/03 03:28:09  root
49  * Initial import.
50  *
51  * 
52  * 62    10/28/99 2:04a Jefff
53  * fixed a string
54  * 
55  * 61    9/15/99 6:28p Dave
56  * No load mission button in RELEASE_REAL
57  * 
58  * 60    9/13/99 4:52p Dave
59  * RESPAWN FIX
60  * 
61  * 59    9/13/99 11:30a Dave
62  * Added checkboxes and functionality for disabling PXO banners as well as
63  * disabling d3d zbuffer biasing.
64  * 
65  * 58    9/07/99 6:55p Jefff
66  * added jump-to-campaign-mission cheat
67  * 
68  * 57    9/07/99 4:01p Dave
69  * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
70  * does everything properly (setting up address when binding). Remove
71  * black rectangle background from UI_INPUTBOX.
72  * 
73  * 56    9/06/99 6:38p Dave
74  * Improved CD detection code.
75  * 
76  * 55    9/06/99 1:30a Dave
77  * Intermediate checkin. Started on enforcing CD-in-drive to play the
78  * game.
79  * 
80  * 54    9/03/99 1:31a Dave
81  * CD checking by act. Added support to play 2 cutscenes in a row
82  * seamlessly. Fixed super low level cfile bug related to files in the
83  * root directory of a CD. Added cheat code to set campaign mission # in
84  * main hall.
85  * 
86  * 53    9/01/99 11:02p Dave
87  * Made head guy look right when not animating.
88  * 
89  * 52    8/27/99 12:04a Dave
90  * Campaign loop screen.
91  * 
92  * 51    8/26/99 9:45a Dave
93  * First pass at easter eggs and cheats.
94  * 
95  * 50    8/25/99 11:57a Jefff
96  * freespace -> freespace 2 in tooltip strings
97  * 
98  * 49    8/25/99 10:50a Dave
99  * Added music to the mainhall.tbl
100  * 
101  * 48    8/24/99 8:55p Dave
102  * Make sure nondimming pixels work properly in tech menu.
103  * 
104  * 47    8/18/99 11:44a Jefff
105  * minor string fixes
106  * 
107  * 46    8/10/99 4:45p Jefff
108  * changed a string
109  * 
110  * 45    8/06/99 1:01p Andsager
111  * disable quick start (g) for demo
112  * 
113  * 44    8/05/99 10:34a Jefff
114  * more mouseover sound fixes
115  * 
116  * 43    8/04/99 9:12p Andsager
117  * Add campaign room popup allowing restart of campaign in demo.
118  * 
119  * 42    8/04/99 5:36p Dave
120  * Make glide and D3D switch out properly.
121  * 
122  * 41    8/04/99 4:35p Jefff
123  * fixed tech room & options sounds playing only once
124  * 
125  * 40    8/03/99 5:41p Jefff
126  * made "f1 for help" draw after animations, and stop if help overlay
127  * active
128  * 
129  * 39    8/03/99 4:42p Jefff
130  * small f1 text fix
131  * 
132  * 38    8/03/99 3:48p Jefff
133  * 
134  * 37    8/02/99 9:13p Dave
135  * Added popup tips.
136  * 
137  * 36    8/02/99 2:26p Jefff
138  * "press f1.." text reworked
139  * 
140  * 35    8/02/99 12:19p Andsager
141  * disable "L" load screen
142  * 
143  * 34    8/02/99 11:12a Jefff
144  * adjusted tooltip shader stuff for more a more pleasing effect.
145  * 
146  * 33    7/30/99 6:05p Jefff
147  * added shader behind tooltip text
148  * 
149  * 32    7/30/99 4:20p Andsager
150  * Added user click sounds to main hall
151  * 
152  * 31    7/29/99 10:47p Dave
153  * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
154  * 
155  * 30    7/27/99 6:53p Dave
156  * Hi-res main hall support.
157  * 
158  * 29    7/16/99 1:49p Dave
159  * 8 bit aabitmaps. yay.
160  * 
161  * 28    7/15/99 9:20a Andsager
162  * FS2_DEMO initial checkin
163  * 
164  * 27    7/13/99 1:15p Dave
165  * 32 bit support. Whee!
166  * 
167  * 26    6/25/99 2:51p Jasons
168  * Changed wording of network error message.
169  * 
170  * 25    6/21/99 1:30p Alanl
171  * changed main menu music tag
172  * 
173  * 24    6/19/99 3:56p Dave
174  * Moved main hall definitions into a table file. Whee!
175  * 
176  * 23    6/11/99 11:13a Dave
177  * last minute changes before press tour build.
178  * 
179  * 22    5/09/99 8:57p Dave
180  * Final E3 build preparations.
181  * 
182  * 21    4/25/99 3:02p Dave
183  * Build defines for the E3 build.
184  * 
185  * 20    4/12/99 10:07p Dave
186  * Made network startup more forgiving. Added checkmarks to dogfight
187  * screen for players who hit commit.
188  * 
189  * 19    3/28/99 5:58p Dave
190  * Added early demo code. Make objects move. Nice and framerate
191  * independant, but not much else. Don't use yet unless you're me :)
192  * 
193  * 18    3/25/99 5:47p Dave
194  * Removed the whee
195  * 
196  * 17    3/19/99 9:51a Dave
197  * Checkin to repair massive source safe crash. Also added support for
198  * pof-style nebulae, and some new weapons code.
199  * 
200  * 16    2/25/99 4:19p Dave
201  * Added multiplayer_beta defines. Added cd_check define. Fixed a few
202  * release build warnings. Added more data to the squad war request and
203  * response packets.
204  * 
205  * 15    2/03/99 11:44a Dave
206  * Fixed d3d transparent textures.
207  * 
208  * 14    1/30/99 5:08p Dave
209  * More new hi-res stuff.Support for nice D3D textures.
210  * 
211  * 13    1/27/99 9:56a Dave
212  * Temporary checkin of beam weapons for Dan to make cool sounds.
213  * 
214  * 12    12/31/98 11:23a Dave
215  * Put mini-indicators for status of ships.tbl and weapons.tbl in the
216  * lower left corner of the main hall.
217  * 
218  * 11    12/18/98 1:13a Dave
219  * Rough 1024x768 support for Direct3D. Proper detection and usage through
220  * the launcher.
221  * 
222  * 10    11/30/98 1:07p Dave
223  * 16 bit conversion, first run.
224  * 
225  * 9     11/20/98 4:08p Dave
226  * Fixed flak effect in multiplayer.
227  * 
228  * 8     11/20/98 11:16a Dave
229  * Fixed up IPX support a bit. Making sure that switching modes and
230  * loading/saving pilot files maintains proper state.
231  * 
232  * 7     11/19/98 4:57p Dave
233  * Ignore PXO option if IPX is selected.
234  * 
235  * 6     11/19/98 4:19p Dave
236  * Put IPX sockets back in psnet. Consolidated all multiplayer config
237  * files into one.
238  * 
239  * 5     11/05/98 5:55p Dave
240  * Big pass at reducing #includes
241  * 
242  * 4     11/05/98 4:18p Dave
243  * First run nebula support. Beefed up localization a bit. Removed all
244  * conditional compiles for foreign versions. Modified mission file
245  * format.
246  * 
247  * 3     10/13/98 9:28a Dave
248  * Started neatening up freespace.h. Many variables renamed and
249  * reorganized. Added AlphaColors.[h,cpp]
250  * 
251  * 2     10/07/98 10:53a Dave
252  * Initial checkin.
253  * 
254  * 1     10/07/98 10:49a Dave
255  * 
256  * 103   10/02/98 3:22p Allender
257  * fix up the -connect option and fix the -port option
258  * 
259  * 102   8/20/98 5:31p Dave
260  * Put in handy multiplayer logfile system. Now need to put in useful
261  * applications of it all over the code.
262  * 
263  * 101   8/07/98 10:40a Allender
264  * new command line flags for starting netgames.  Only starting currently
265  * works, and PXO isn't implemented yet
266  * 
267  * 100   7/13/98 10:46a Lawrance
268  * Index another localized string
269  * 
270  * 99    7/10/98 1:13a Allender
271  * lots of small multiplayer update changes.  Code in launcher to specify
272  * connection speed.  A couple of small fixes regarding empty mission
273  * files.  Time out players after 10 second when they don't connect on
274  * their reliable socket.
275  * 
276  * 98    6/09/98 10:31a Hoffoss
277  * Created index numbers for all xstr() references.  Any new xstr() stuff
278  * added from here on out should be added to the end if the list.  The
279  * current list count can be found in FreeSpace.cpp (search for
280  * XSTR_SIZE).
281  * 
282  * 97    6/05/98 9:50a Lawrance
283  * OEM changes
284  * 
285  * 96    6/01/98 11:43a John
286  * JAS & MK:  Classified all strings for localization.
287  * 
288  * 95    5/22/98 9:02p Allender
289  * remove G key from main hall
290  * 
291  * 94    5/22/98 10:54a Allender
292  * new dialog information for networking to tell user if connection type
293  * doesn't match the setup specified type
294  * 
295  * 93    5/15/98 5:15p Dave
296  * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy
297  * status for team vs. team. Put in asserts to check for invalid team vs.
298  * team situations.
299  * 
300  * 92    5/13/98 12:23a Lawrance
301  * Don't init main hall if already inited... not needed now, but may be
302  * useful if we don't always want to call main_hall_close() when switching
303  * states
304  * 
305  * 91    5/12/98 2:46a Dave
306  * Rudimentary communication between Parallax Online and freespace. Can
307  * get and store channel lists.
308  * 
309  * 90    5/08/98 5:33p Lawrance
310  * check for CD when trying to enter ready room in single player
311  *  
312  * 
313  * $NoKeywords: $
314  *
315  */
316
317 #include "mainhallmenu.h"
318 #include "palman.h"
319 #include "bmpman.h"
320 #include "2d.h"
321 #include "gamesequence.h"
322 #include "animplay.h"
323 #include "key.h"
324 #include "timer.h"
325 #include "ui.h"
326 #include "snazzyui.h"
327 #include "player.h"
328 #include "audiostr.h"
329 #include "gamesnd.h"
330 #include "eventmusic.h"
331 #include "mouse.h"
332 #include "contexthelp.h"
333 #include "cmdline.h"
334 #include "psnet.h"
335 #include "multiui.h"
336 #include "multiutil.h"
337 #include "popup.h"
338 #include "rtvoice.h"
339 #include "osapi.h"
340 #include "playermenu.h"
341 #include "freespace.h"
342 #include "multi_voice.h"
343 #include "multi.h"
344 #include "alphacolors.h"
345 #include "demo.h"
346 #include "fishtank.h"
347
348 // #include "movie.h"
349
350 // ----------------------------------------------------------------------------
351 // MAIN HALL DATA DEFINES
352 //
353 #define MAX_RANDOM_INTERCOM_SOUNDS                              10
354 #define NUM_RANDOM_INTERCOM_SOUNDS_0                    3
355 #define NUM_RANDOM_INTERCOM_SOUNDS_1                    3
356
357 #define MAX_MISC_ANIMATIONS                                             10
358 #define NUM_MISC_ANIMATIONS_0                                           2
359 #define NUM_MISC_ANIMATIONS_1                                           4
360
361 #define MAX_DOOR_ANIMATIONS                                             10
362 #define NUM_DOOR_ANIMATIONS_0                                           6
363 #define NUM_DOOR_ANIMATIONS_1                                           6
364
365 #define MAX_DOOR_SOUNDS                                                         10
366 #define NUM_DOOR_SOUNDS_0                                                       6
367 #define NUM_DOOR_SOUNDS_1                                                       6
368
369 #define MISC_ANIM_MODE_LOOP                                             0                               // loop the animation
370 #define MISC_ANIM_MODE_HOLD                                             1                               // play to the end and hold the animation
371 #define MISC_ANIM_MODE_TIMED                                            2                               // uses timestamps to determine when a finished anim should be checked again
372
373 #define NUM_REGIONS                                                                     7                               // (6 + 1 for multiplayer equivalent of campaign room)
374 typedef struct main_hall_defines {
375         // bitmap and mask
376         char bitmap[MAX_FILENAME_LEN+1];
377         char mask[MAX_FILENAME_LEN+1];
378
379         // music
380         char music[MAX_FILENAME_LEN+1];
381
382         // intercom defines -------------------
383         
384         // # of intercom sounds
385         int num_random_intercom_sounds;
386         
387         // random (min/max) delays between playing intercom sounds
388         int intercom_delay[MAX_RANDOM_INTERCOM_SOUNDS][2];
389         
390         // intercom sounds themselves
391         int intercom_sounds[MAX_RANDOM_INTERCOM_SOUNDS];
392
393         // intercom sound pan values
394         float intercom_sound_pan[MAX_RANDOM_INTERCOM_SOUNDS];
395
396
397         // misc animations --------------------
398
399         // # of misc animations
400         int num_misc_animations;
401
402         // filenames of the misc animations
403         char misc_anim_name[MAX_MISC_ANIMATIONS][MAX_FILENAME_LEN+1];
404
405         // Time until we will next play a given misc animation, min delay, and max delay
406         int misc_anim_delay[MAX_MISC_ANIMATIONS][3];
407
408         //      coords of where to play the misc anim
409         int misc_anim_coords[MAX_MISC_ANIMATIONS][2];
410         
411         // misc anim play modes (see MISC_ANIM_MODE_* above)
412         int misc_anim_modes[MAX_MISC_ANIMATIONS];
413
414         // panning values for each of the misc anims
415         float misc_anim_sound_pan[MAX_MISC_ANIMATIONS];
416
417         // [N][0] == # of sounds, [N][1-9] sound index
418         int misc_anim_special_sounds[MAX_MISC_ANIMATIONS][10];
419
420         // [N][0] == # of triggers, [N][1-9] >= frame num
421         int misc_anim_special_trigger[MAX_MISC_ANIMATIONS][10];
422
423         // [N][0] == # of handles, [N][1-9] == sound handle num
424         int misc_anim_sound_handles[MAX_MISC_ANIMATIONS][10];
425
426         // [N][0] == # of handles, [N][1-9] == sound "should" be playing
427         int misc_anim_sound_flag[MAX_MISC_ANIMATIONS][10];      
428
429
430         // door animations --------------------
431
432         // # of door animations
433         int num_door_animations;
434         
435         // filenames of the door animations
436         char door_anim_name[MAX_DOOR_ANIMATIONS][MAX_FILENAME_LEN+1];   
437
438         // first pair : coords of where to play a given door anim
439         // second pair : center of a given door anim in windowed mode
440         int door_anim_coords[MAX_DOOR_ANIMATIONS][4];
441         
442
443         // door sounds ------------------------
444
445         // # of door sounds
446         int num_door_sounds;
447
448         // sounds for each region (open/close)
449         int door_sounds[MAX_DOOR_SOUNDS][2];
450
451         // pan values for the door sounds
452         float door_sound_pan[MAX_DOOR_SOUNDS];
453
454         
455         // region descriptions ----------------
456         
457         // text (tooltip) description
458         const char *region_descript[NUM_REGIONS];
459
460         // y coord of where to draw tooltip text
461         int region_yval;
462
463 } main_hall_defines;
464
465
466 // use main hall 0 by default
467 main_hall_defines Main_hall_defines[GR_NUM_RESOLUTIONS][NUM_MAIN_HALLS];
468 main_hall_defines *Main_hall = &Main_hall_defines[0][0];
469
470 int Vasudan_funny = 0;
471 int Vasudan_funny_plate = -1;
472
473 char Main_hall_campaign_cheat[512] = "";
474         
475 // ----------------------------------------------------------------------------
476 // MISC interface data
477 //
478 // is the main hall inited (for reentrancy)
479 int Main_hall_inited = 0;
480
481 // handle to the playing music
482 int Main_hall_music_handle = -1;
483
484 // background bitmap handle
485 int Main_hall_bitmap;
486
487 // background bitmap mask handle
488 int Main_hall_mask;
489
490 // variable used for automatic netgame starting/joining
491 int Main_hall_netgame_started = 0;
492
493 // bitmap struct for th background mask bitmap
494 bitmap *Main_hall_mask_bitmap;
495
496 // actual data for the background mask bitmap
497 ubyte *Main_hall_mask_data;
498
499 int Main_hall_mask_w, Main_hall_mask_h;
500
501
502 // ----------------------------------------------------------------------------
503 // MOUSE clicking stuff
504 //
505 // indicates whether a right click occured
506 int Main_hall_right_click;
507
508 // use this to cycle through the selectable regions instead of the mouse's current region
509 int Main_hall_last_clicked_region;
510
511 // use this to determine how long the cursor has to linger on a region before it starts playing
512 #define MAIN_HALL_REGION_LINGER                         175                             // in ms
513 int Main_hall_region_linger_stamp = -1;
514
515 // handle any right clicks which may have occured
516 void main_hall_handle_right_clicks();
517
518
519 // ----------------------------------------------------------------------------
520 // RANDOM intercom sounds
521 //
522
523 // next random intercom sound to play
524 int Main_hall_next_intercom_sound = 0;  
525
526 // delay for the next intercom sound
527 int Main_hall_next_intercom_sound_stamp = -1;
528
529 // handle to any playing instance of a random intercom sound
530 int Main_hall_intercom_sound_handle = -1;
531
532 // handle any details related to random intercom sounds
533 void main_hall_handle_random_intercom_sounds();
534
535
536 // ----------------------------------------------------------------------------
537 // MISC animations
538 //
539
540 // the misc animations themselves
541 anim *Main_hall_misc_anim[MAX_MISC_ANIMATIONS];                                                 
542
543 // the instance of a given misc animation
544 anim_instance *Main_hall_misc_anim_instance[MAX_MISC_ANIMATIONS];       
545
546 // handle starting, stopping and randomizing misc animations
547 void main_hall_handle_misc_anims();                                                                     
548
549 // cull any finished misc animation instances
550 void main_hall_cull_misc_anim_instances();                                                              
551
552 // render all playing misc animations
553 void main_hall_render_misc_anims(float frametime);
554
555
556 // ----------------------------------------------------------------------------
557 // DOOR animations (not all of these are doors anymore, but they're doorlike _regions_)
558 //
559 #define DOOR_TEXT_X 100
560 #define DOOR_TEXT_Y 450
561
562 // the door animations themselves
563 anim *Main_hall_door_anim[MAX_DOOR_ANIMATIONS];                                                 
564
565 // the instance of a given door animation
566 anim_instance *Main_hall_door_anim_instance[MAX_DOOR_ANIMATIONS];       
567
568 // render all playing door animations
569 void main_hall_render_door_anims(float frametime);
570
571
572 // ----------------------------------------------------------------------------
573 // SNAZZY MENU stuff
574 //
575 #define NUM_MAIN_HALL_REGIONS 10
576 #define NUM_MAIN_HALL_MOUSE_REGIONS 6
577
578 // region mask #'s (identifiers)
579 #define EXIT_REGION                              0
580 #define BARRACKS_REGION                  1
581 #define READY_ROOM_REGION                2
582 #define TECH_ROOM_REGION                 3
583 #define OPTIONS_REGION                   4
584 #define CAMPAIGN_ROOM_REGION     5
585 #define MULTIPLAYER_REGION     10
586 #define LOAD_MISSION_REGION    11
587 #define QUICK_START_REGION     12
588 #define SKILL_LEVEL_REGION     13
589
590 // all the menu regions in the main hall
591 MENU_REGION Main_hall_region[NUM_MAIN_HALL_REGIONS];
592
593 // # of regions (options) on this screen. parsed from a table
594 int Main_hall_num_options;
595
596 // region over which the mouse is currently residing, or -1 if over no region
597 // NOTE : you should nevery change this directly. Always use main_hall_handle_mouse_location(int)
598 //        to do this. Otherwise, the door opening and closing animations will get screwed up
599 int Main_hall_mouse_region;     
600
601 // set this to skip a frame
602 int Main_hall_frame_skip;
603
604 // do any necessary processing based upon the mouse location
605 void main_hall_handle_mouse_location(int cur_region);
606
607 // if the mouse has moved off of the currently active region, handle the anim accordingly
608 void main_hall_mouse_release_region(int region);                                
609
610 // if the mouse has moved on this region, handle it accordingly
611 void main_hall_mouse_grab_region(int region);                                   
612
613
614 // ----------------------------------------------------------------------------
615 // SOUND data / handlers
616 // -
617
618 // toaster oven room sound idex
619 #define TOASTER_REGION          3
620
621 // everyone's favorite desk guardian
622 #define ALLENDER_REGION         4
623
624 // handles to the sound instances of the doors opening/closing
625 int Main_hall_door_sound_handles[MAX_DOOR_SOUNDS] = {           
626         -1,-1,-1,-1,-1,-1
627 };
628
629 // sound handle for looping ambient sound
630 int Main_hall_ambient_loop = -1;                        
631
632 // cull any door sounds that have finished playing
633 void main_hall_cull_door_sounds();
634
635 // handle starting, stopping and reversing "door" animations
636 void main_hall_handle_region_anims();                                                           
637
638
639 // ----------------------------------------------------------------------------
640 // warning/notification messages
641 //
642 #define MAIN_HALL_NOTIFY_TIME  3500
643
644 // timestamp for the notification messages
645 int Main_hall_notify_stamp = -1;
646
647 // text to display as the current notification message
648 char Main_hall_notify_text[300]="";
649
650 // set the current notification string and the associated timestamp
651 void main_hall_set_notify_string(const char *str);
652
653 // handle any drawing, culling, etc of notification messages
654 void main_hall_notify_do();
655
656
657 // ----------------------------------------------------------------------------
658 // MISC functions
659 //
660
661 // upper _RIGHT_ corner for the version text
662 #define MAIN_HALL_VERSION_X             630                     
663 #define MAIN_HALL_VERSION_Y             467
664
665 // main hall help overlay ID
666 int Main_hall_overlay_id;
667
668 // blit the freespace version #
669 void main_hall_blit_version();
670
671 // blit any necessary tooltips
672 void main_hall_maybe_blit_tooltips();
673
674 // shader for behind tooltips
675 shader Main_hall_tooltip_shader;
676
677 // num pixels shader is above/below tooltip text
678 static int Main_hall_tooltip_padding[GR_NUM_RESOLUTIONS] = {
679         4,              // GR_640
680         7,              // GR_1024
681 };
682 static int Main_hall_f1_text_frame = 0;
683 static int F1_text_done = 0;
684
685 // read in main hall table
686 void main_hall_read_table();
687
688 // "press f1" for help stuff
689 #define MAIN_HALL_HELP_TIME             5000
690 int Main_hall_help_stamp = -1;
691 void main_hall_process_help_stuff();
692
693
694 // ----------------------------------------------------------------------------
695 // VOICE RECORDING STUFF
696 //
697
698 // are we currently recording voice?
699 int Recording = 0;
700
701
702 // called when multiplayer clicks on the ready room door.  May pop up dialog depending on network
703 // connection status and errors
704 void main_hall_do_multi_ready()
705 {
706         int error;
707
708         error = psnet_get_network_status();
709         switch( error ) {
710         case NETWORK_ERROR_NO_TYPE:
711                 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have not defined your type of Internet connection.  Please run the Launcher, hit the setup button, and go to the Network tab and choose your connection type.", 360));
712                 break;
713         case NETWORK_ERROR_NO_WINSOCK:
714                 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "Winsock is not installed.  You must have TCP/IP and Winsock installed to play multiplayer FreeSpace.", 361));
715                 break;
716         case NETWORK_ERROR_NO_PROTOCOL:
717                 if(Multi_options_g.protocol == NET_TCP){
718                         popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "TCP/IP protocol not found.  This protocol is required for multiplayer FreeSpace.", 362));
719                 } else {
720                         SDL_assert(Multi_options_g.protocol == NET_IPX);
721                         popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "IPX protocol not found.  This protocol is required for multiplayer FreeSpace.", 362));
722                 }
723                 break;
724         case NETWORK_ERROR_CONNECT_TO_ISP:
725                 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected Dial Up Networking as your type of connection to the Internet.  You are not currently connected.  You must connect to your ISP before continuing on past this point.", 363));
726                 break;
727         case NETWORK_ERROR_LAN_AND_RAS:
728                 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have indicated that you use a LAN for networking.  You also appear to be dialed into your ISP.  Please disconnect from your service provider, or choose Dial Up Networking.", 364));
729                 break;
730
731         case NETWORK_ERROR_NONE:
732         default:
733                 break;
734         }
735
736         // if our selected protocol is not active
737         if((Multi_options_g.protocol == NET_TCP) && !Tcp_active){
738                 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected TCP/IP for multiplayer Freespace, but the TCP/IP protocol was not detected on your machine.", 362));
739                 return;
740         } 
741         if((Multi_options_g.protocol == NET_IPX) && !Ipx_active){               
742                 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You have selected IPX for multiplayer Freespace, but the IPX protocol was not detected on your machine.", 1402));
743                 return;
744         } 
745
746         if ( error != NETWORK_ERROR_NONE ){
747                 return;
748         }
749
750         // 7/9/98 -- MWA.  Deal with the connection speed issue.  make a call to the multiplayer code to
751         // determine is a valid connection setting exists
752         if ( Multi_connection_speed == CONNECTION_SPEED_NONE ) {
753                 popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "You must define your connection speed.  Please run the Launcher, hit the setup button, and go to the Network tab and choose your connection speed.", 986) );
754                 return;
755         }
756
757         // go to parallax online
758 #ifdef MULTIPLAYER_BETA_BUILD // do we want this for FS2_DEMO
759         Multi_options_g.pxo = 1;
760         Multi_options_g.protocol = NET_TCP;     
761         gameseq_post_event( GS_EVENT_PXO );
762 #else
763         
764         // go to the regular join game screen   
765         gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME ); 
766 #endif  
767
768         // select protocol
769         psnet_use_protocol(Multi_options_g.protocol);
770 }
771
772 // blit some small color indicators to show whether ships.tbl and weapons.tbl are valid
773 // green == valid, red == invalid.
774 // ships.tbl will be on the left, weapons.tbl on the right
775 int Mh_ship_table_status[GR_NUM_RESOLUTIONS][2] = {
776         { 1, 479 },
777         { 1, 767 }
778 };
779 int Mh_weapon_table_status[GR_NUM_RESOLUTIONS][2] = {
780         { 3, 479 },
781         { 3, 767 }
782 };
783 void main_hall_blit_table_status()
784 {
785         // blit ship table status
786         gr_set_color_fast(Game_ships_tbl_valid ? &Color_bright_green : &Color_bright_red);
787         gr_line(Mh_ship_table_status[gr_screen.res][0], Mh_ship_table_status[gr_screen.res][1], Mh_ship_table_status[gr_screen.res][0], Mh_ship_table_status[gr_screen.res][1]);
788
789         // blit weapon table status
790         gr_set_color_fast(Game_weapons_tbl_valid ? &Color_bright_green : &Color_bright_red);
791         gr_line(Mh_weapon_table_status[gr_screen.res][0], Mh_weapon_table_status[gr_screen.res][1], Mh_weapon_table_status[gr_screen.res][0], Mh_ship_table_status[gr_screen.res][1]);
792 }
793
794 // bash the player to a specific mission in a campaign
795 void main_hall_campaign_cheat()
796 {
797         char *ret = popup_input(0, XSTR("Enter mission name.\n\n* This will destroy all legitimate progress in this campaign. *", -1));
798
799         // yay
800         if(ret != NULL) {
801                 // strcpy(Main_hall_campaign_cheat, ret);               
802                 mission_campaign_jump_to_mission(ret);
803         }
804 }
805
806 // -------------------------------------------------------------------------------------------------------------------
807 // FUNCTION DEFINITIONS BEGIN
808 //
809
810 // initialize the main hall proper 
811 void main_hall_init(int main_hall_num)
812 {
813         if ( Main_hall_inited ) {
814                 return;
815         }       
816
817         int idx,s_idx;
818         char temp[100], whee[100];      
819
820         // read in the main hall table
821         try {
822                 main_hall_read_table();
823         } catch (parse_error_t rval) {
824                 Error(LOCATION, "Unable to parse mainhall.tbl!  Code = %i.\n", (int)rval);
825         }
826
827         // create the snazzy interface and load up the info from the table
828         snazzy_menu_init();
829         read_menu_tbl(NOX("MAIN HALL"), temp, SDL_arraysize(temp), whee, SDL_arraysize(whee), Main_hall_region, &Main_hall_num_options, 0);
830
831         // assign the proper main hall data
832         SDL_assert((main_hall_num >= 0) && (main_hall_num < NUM_MAIN_HALLS));
833         Main_hall = &Main_hall_defines[gr_screen.res][main_hall_num];   
834
835         // tooltip strings
836 #ifdef MAKE_FS1
837         Main_hall->region_descript[0] = XSTR( "Exit Freespace", 353);
838         Main_hall->region_descript[1] = XSTR( "Barracks - Manage your Freespace pilots", 354);
839         Main_hall->region_descript[2] = XSTR( "Ready room - Start or continue a campaign", 355);
840         Main_hall->region_descript[3] = XSTR( "Tech room - View specifications of Freespace ships and weaponry", 356);
841         Main_hall->region_descript[4] = XSTR( "Options - Change your Freespace options", 357);
842         Main_hall->region_descript[5] = XSTR( "Campaign Room - View all available campaigns", 358);
843         Main_hall->region_descript[6] = XSTR( "Multiplayer - Start or join a multiplayer game", 359);
844 #else
845         Main_hall->region_descript[0] = XSTR( "Exit FreeSpace 2", 353);
846         Main_hall->region_descript[1] = XSTR( "Barracks - Manage your FreeSpace 2 pilots", 354);
847         Main_hall->region_descript[2] = XSTR( "Ready room - Start or continue a campaign", 355);
848         Main_hall->region_descript[3] = XSTR( "Tech room - View specifications of FreeSpace 2 ships and weaponry", 356);
849         Main_hall->region_descript[4] = XSTR( "Options - Change your FreeSpace 2 options", 357);
850         Main_hall->region_descript[5] = XSTR( "Campaign Room - View all available campaigns", 358);
851         Main_hall->region_descript[6] = XSTR( "Multiplayer - Start or join a multiplayer game", 359);
852 #endif
853         
854         // init tooltip shader
855 #ifndef MAKE_FS1
856         float gray_intensity = 0.02f;                                                                                                   // nearly black
857 //      float c = (gr_screen.mode == GR_DIRECT3D || gr_screen.mode == GR_OPENGL) ? 0.11f : 0.07f;                       // adjust for renderer differences
858         gr_create_shader(&Main_hall_tooltip_shader, gray_intensity, gray_intensity, gray_intensity, 0.11f);
859 #endif
860
861         // load the background bitmap
862         Main_hall_bitmap = bm_load(Main_hall->bitmap);
863         if(Main_hall_bitmap < 0){
864                 nprintf(("General","WARNING! Couldn't load main hall background bitmap %s\n", Main_hall->bitmap));
865         }       
866
867         // remove any multiplayer flags from the game mode
868         Game_mode &= ~(GM_MULTIPLAYER);
869
870         Main_hall_mask_w = -1;
871         Main_hall_mask_h = -1;
872                 
873         // load the mask
874         Main_hall_mask = bm_load(Main_hall->mask);
875         if (Main_hall_mask < 0) {
876                 Error(LOCATION,"Could not load in %s!", Main_hall->mask);
877         } else {
878                 // get a pointer to bitmap by using bm_lock(), so we can feed it to he snazzy menu system
879                 Main_hall_mask_bitmap = bm_lock(Main_hall_mask, 8, BMP_AABITMAP);
880                 Main_hall_mask_data = (ubyte*)Main_hall_mask_bitmap->data;
881                 bm_get_info(Main_hall_mask, &Main_hall_mask_w, &Main_hall_mask_h);
882         }
883
884         // load up the misc animations, and nullify all the delay timestamps for the misc animations    
885         for(idx=0;idx<Main_hall->num_misc_animations;idx++) {
886                 Main_hall_misc_anim[idx] = NULL;
887                 Main_hall_misc_anim[idx] = anim_load(Main_hall->misc_anim_name[idx]);
888                 if(Main_hall_misc_anim[idx] == NULL) {
889                         nprintf(("General","WARNING!, Could not load misc %s anim in main hall\n",Main_hall->misc_anim_name));
890                 }
891
892                 // null out the animation instances
893                 Main_hall_misc_anim_instance[idx] = NULL;
894                 
895                 // null out the delay timestamps
896                 Main_hall->misc_anim_delay[idx][0] = -1;
897         }       
898
899         // load up the door animations
900         for(idx=0;idx<Main_hall->num_door_animations;idx++) {
901                 Main_hall_door_anim[idx] = NULL;
902                 Main_hall_door_anim[idx] = anim_load(Main_hall->door_anim_name[idx]);
903                 if(Main_hall_door_anim[idx] == NULL){
904                         nprintf(("General","WARNING!, Could not load door anim %s in main hall\n",Main_hall->door_anim_name[idx]));
905                 }
906
907                 // null out the animation instances
908                 Main_hall_door_anim_instance[idx] = NULL;
909         }       
910
911         // load in help overlay bitmap          
912         if(Main_hall == &Main_hall_defines[gr_screen.res][0]) {
913                 Main_hall_overlay_id = MH_OVERLAY;
914         } else {
915                 SDL_assert(Main_hall == &Main_hall_defines[gr_screen.res][1]);
916                 Main_hall_overlay_id = MH2_OVERLAY;
917         }
918         help_overlay_load(Main_hall_overlay_id);
919         help_overlay_set_state(Main_hall_overlay_id,0);         
920
921         // check to see if the "very first pilot" flag is set, and load the overlay if so
922         if (!F1_text_done) {
923                 if (Main_hall_f1_text_frame == 0) {
924                         Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
925                 } else {
926                         F1_text_done = 1;
927                 }
928         }
929
930 /*
931         if(Player_select_very_first_pilot) {                            
932                 Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
933                 
934                 // don't display the "press f1" message more than once
935                 Player_select_very_first_pilot = 0;
936         } else {
937                 Main_hall_help_stamp = -1;
938         }
939 */
940         Main_hall_region_linger_stamp = -1;
941
942         SDL_strlcpy(Main_hall_campaign_cheat, "", SDL_arraysize(Main_hall_campaign_cheat));
943
944         // zero out the door sounds
945         for(idx=0;idx<Main_hall->num_door_sounds;idx++){
946                 Main_hall_door_sound_handles[idx] = -1;
947         }
948
949         // zero out the misc anim sounds
950         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
951                 for(s_idx = 1;s_idx < 10;s_idx++){
952                         Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
953                         Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
954                 }
955         }
956
957         // skip the first frame
958         Main_hall_frame_skip = 1;
959
960         // initialize the music
961         main_hall_start_music();
962
963         // initialize the main hall notify text
964         Main_hall_notify_stamp = 1;
965
966         // initialize the random intercom sound stuff
967         Main_hall_next_intercom_sound = 0;              
968         Main_hall_next_intercom_sound_stamp = -1;
969         Main_hall_intercom_sound_handle = -1;
970
971         // set the placement of the mouse cursor (start at the ready room)
972         Main_hall_mouse_region = -1;
973         Main_hall_last_clicked_region = READY_ROOM_REGION;      
974         mouse_set_pos(Main_hall->door_anim_coords[READY_ROOM_REGION][2],Main_hall->door_anim_coords[READY_ROOM_REGION][3]);     
975
976         Main_hall_inited = 1;
977
978         // determine if we have a right click
979         Main_hall_right_click = mouse_down(MOUSE_RIGHT_BUTTON);
980
981         // set the game_mode based on the type of player
982         SDL_assert( Player != NULL );
983         if ( Player->flags & PLAYER_FLAGS_IS_MULTI ){
984                 Game_mode = GM_MULTIPLAYER;
985         } else {
986                 Game_mode = GM_NORMAL;
987         }
988
989         if ( (Cmdline_start_netgame || (Cmdline_connect_addr != NULL)) && !Main_hall_netgame_started ) {
990                 Main_hall_netgame_started = 1;
991                 main_hall_do_multi_ready();
992         }
993 }
994
995 void main_hall_exit_game()
996 {
997 #if defined(NDEBUG) || defined(INTERPLAYQA)
998         int choice;
999
1000         // stop music first
1001         main_hall_stop_music();
1002         main_hall_stop_ambient();
1003         choice = popup( PF_NO_NETWORKING | PF_BODY_BIG, 2, POPUP_NO, POPUP_YES, XSTR( "Exit Game?", 365));
1004         if ( choice == 1 ) {
1005                 gameseq_post_event(GS_EVENT_QUIT_GAME);
1006         } else {
1007                 main_hall_start_music();
1008                 main_hall_start_ambient();
1009         }
1010 #else
1011         gameseq_post_event(GS_EVENT_QUIT_GAME);
1012 #endif
1013 }
1014
1015
1016 // do a frame for the main hall
1017 void main_hall_do(float frametime)
1018 {
1019         int code, key, snazzy_action;   
1020
1021         // need to ensure ambient is playing, since it may be stopped by a playing movie
1022         main_hall_start_ambient();
1023
1024         // handle any animation details 
1025         main_hall_handle_misc_anims();
1026         main_hall_handle_region_anims();
1027
1028         // handle any random intercom sound details
1029         main_hall_handle_random_intercom_sounds();
1030
1031         // handle any mouse clicks
1032         main_hall_handle_right_clicks();        
1033
1034         // handle any sound details
1035         main_hall_cull_door_sounds();   
1036
1037         // process any keypresses/mouse events
1038         snazzy_action = -1;
1039         code = snazzy_menu_do(Main_hall_mask_data, Main_hall_mask_w, Main_hall_mask_h, Main_hall_num_options, Main_hall_region, &snazzy_action, 1, &key);
1040
1041         if(key){
1042                 extern void game_process_cheats(int k);
1043                 game_process_cheats(key);
1044         }
1045         switch(key){
1046         case SDLK_RETURN:
1047                 snazzy_action = SNAZZY_CLICKED; 
1048                 break;
1049
1050 #if 0 //#ifndef NDEBUG  
1051         case SDLK_1:
1052                 movie_play("endprt2b.mve");
1053                 break;
1054         case SDLK_2:
1055                 movie_play_two("endprt2a.mve", "endprt2b.mve");
1056                 break;
1057         case SDLK_3:
1058                 main_hall_campaign_cheat();     
1059                 break;  
1060         case KEY_DEBUGGED + SDLK_d:
1061                 demo_start_playback("test.fsd");
1062                 break;
1063         }
1064 #else 
1065         }
1066 #endif
1067
1068         // do any processing based upon what happened to the snazzy menu
1069         switch (snazzy_action) {
1070         case SNAZZY_OVER:
1071                 main_hall_handle_mouse_location(code);
1072                 break;
1073
1074         case SNAZZY_CLICKED:
1075                 switch (code) {
1076                 // clicked on the exit region
1077                 case EXIT_REGION:
1078                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1079                         main_hall_exit_game();
1080                         break;
1081
1082                 // clicked on the readyroom region
1083                 case READY_ROOM_REGION:
1084 #ifdef MULTIPLAYER_BETA_BUILD
1085                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1086                         Player->flags |= PLAYER_FLAGS_IS_MULTI;
1087                         main_hall_do_multi_ready();
1088 #elif defined(E3_BUILD) || defined(PRESS_TOUR_BUILD)                                                                    
1089                         gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);                      
1090 #else
1091                         if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1092                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1093                                 main_hall_do_multi_ready();
1094                         } else {                                
1095                                 if(strlen(Main_hall_campaign_cheat)){
1096                                         gameseq_post_event(GS_EVENT_CAMPAIGN_CHEAT);
1097                                 } else {
1098                                         gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);                              
1099                                 }
1100                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);                              
1101                         }
1102 #endif
1103                         break;
1104
1105                 // clicked on the tech room region
1106                 case TECH_ROOM_REGION:
1107 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1108                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1109                         game_feature_not_in_demo_popup();
1110 #else
1111                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1112                         gameseq_post_event( GS_EVENT_TECH_MENU );
1113 #endif
1114                         break;
1115
1116                 // clicked on the options region
1117                 case OPTIONS_REGION:
1118                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1119                         gameseq_post_event(GS_EVENT_OPTIONS_MENU);
1120                         break;
1121
1122                 // clicked on the campaign toom region
1123                 case CAMPAIGN_ROOM_REGION:
1124 #if !defined(MULTIPLAYER_BETA_BUILD) && !defined(E3_BUILD) && !defined(PRESS_TOUR_BUILD)
1125
1126 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1127                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1128                         {
1129                         //game_feature_not_in_demo_popup();
1130                         int reset_campaign = popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 2, "Exit", "Restart Campaign", "Campaign Room only available in full version. However, you may restart the campaign.");
1131                         if (reset_campaign == 1) {
1132                                 mission_campaign_savefile_delete(Campaign.filename);
1133                                 mission_campaign_load(Campaign.filename);
1134                                 mission_campaign_next_mission();
1135                         }
1136                         }
1137
1138 #else
1139                         if(Player->flags & PLAYER_FLAGS_IS_MULTI){
1140                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1141                                 main_hall_set_notify_string(XSTR( "Campaign Room not valid for multiplayer pilots", 366));
1142                         } else {
1143                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1144                                 gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);                     
1145                         }
1146 #endif
1147
1148 #endif
1149                         break;
1150
1151                 // clicked on the multiplayer region
1152                 case MULTIPLAYER_REGION:
1153 #if defined(DEMO) || defined(OEM_BUILD) // not for FS2_DEMO
1154                         game_feature_not_in_demo_popup();
1155 #else
1156                         if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1157                                 // NOTE : this isn't a great thing to be calling this anymore. But we'll leave it for now
1158                                 gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME );
1159                         } else {
1160                                 main_hall_set_notify_string(XSTR( "Not a valid multiplayer pilot!!", 367));
1161                         }
1162 #endif
1163                         break;
1164
1165                 // load mission key was pressed
1166                 case LOAD_MISSION_REGION:
1167                         Int3();
1168                         break;
1169
1170                 // quick start a game region
1171                 case QUICK_START_REGION:
1172 #if !defined(NDEBUG) && !(defined(FS2_DEMO) || defined(FS1_DEMO))
1173                         if (Player->flags & PLAYER_FLAGS_IS_MULTI){
1174                                 main_hall_set_notify_string(XSTR( "Quick Start not valid for multiplayer pilots", 369));
1175                         } else {
1176
1177                                 if (Num_recent_missions > 0)    {
1178                                         SDL_strlcpy( Game_current_mission_filename, Recent_missions[0], SDL_arraysize(Game_current_mission_filename) );
1179                                 } else {
1180                                         mission_load_up_campaign();
1181                                         SDL_strlcpy( Game_current_mission_filename, Campaign.missions[0].name, SDL_arraysize(Game_current_mission_filename) );
1182                                 }
1183
1184                                 Campaign.current_mission = -1;
1185                                 gameseq_post_event(GS_EVENT_START_GAME_QUICK);
1186                         }
1187 #endif
1188                         break;
1189
1190                 // clicked on the barracks region
1191                 case BARRACKS_REGION:                   
1192                         gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1193                         gameseq_post_event( GS_EVENT_BARRACKS_MENU );
1194                         break;
1195
1196                 // increate the skill level
1197                 case SKILL_LEVEL_REGION: 
1198                         char temp[100];
1199
1200                         game_increase_skill_level();
1201                         SDL_snprintf(temp, SDL_arraysize(temp), XSTR( "Skill level set to %s.", 370), Skill_level_names(Game_skill_level));
1202                         main_hall_set_notify_string(temp);
1203                         break;                          
1204
1205                 // escape was pressed
1206                 case ESC_PRESSED:
1207                         // if there is a help overlay active, then don't quit the game - just kill the overlay
1208                         if(!help_overlay_active(Main_hall_overlay_id)){
1209                                 gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
1210                                 main_hall_exit_game();
1211                         }
1212                         // kill the overlay
1213                         else {
1214                                 help_overlay_set_state(Main_hall_overlay_id,0);
1215                         }
1216                         break;
1217                 }
1218
1219                 // if the escape key wasn't pressed handle any mouse position related events
1220                 if (code != ESC_PRESSED){
1221                         main_hall_handle_mouse_location(code);
1222                 }
1223                 break;
1224
1225                 default:
1226                         main_hall_handle_mouse_location(-1);
1227                         break;
1228         }
1229
1230         if ( mouse_down(MOUSE_LEFT_BUTTON) ) {
1231                 help_overlay_set_state(Main_hall_overlay_id, 0);
1232         }
1233
1234         // draw the background bitmap   
1235         gr_reset_clip();        
1236         GR_MAYBE_CLEAR_RES(Main_hall_bitmap);
1237         if(Main_hall_bitmap >= 0){
1238                 gr_set_bitmap(Main_hall_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1239                 gr_bitmap(0, 0);
1240         }
1241
1242         // draw any pending notification messages
1243         main_hall_notify_do();                  
1244
1245         // render misc animations
1246         main_hall_render_misc_anims(frametime);
1247
1248         // render door animtions
1249         main_hall_render_door_anims(frametime); 
1250
1251         // blit any appropriate tooltips
1252         main_hall_maybe_blit_tooltips();
1253
1254         // fishtank
1255         fishtank_process();
1256
1257         // process any help "hit f1" timestamps and display any messages if necessary
1258         if (!F1_text_done) {
1259                 main_hall_process_help_stuff();
1260         }
1261
1262         // blit help overlay if active
1263         help_overlay_maybe_blit(Main_hall_overlay_id);
1264
1265         // blit the freespace version #
1266         main_hall_blit_version();
1267
1268         // blit ship and weapon table status
1269         main_hall_blit_table_status();
1270
1271         // if we're in nice D3D texture format
1272 #ifndef NDEBUG
1273         gr_set_color_fast(&Color_white);
1274
1275         // d3d
1276         gr_string(320, gr_screen.max_h - 10, "ARGB");
1277
1278         //      extern int D3D_fog_mode;
1279         //      extern int D3D_zbias;
1280
1281         if ( gr_is_32bit() ) {
1282                 gr_string(320, gr_screen.max_h - 30, "32bit");
1283         }
1284         //      gr_printf(320, gr_screen.max_h - 40, "Fog : %d", D3D_fog_mode);
1285         //      gr_printf(320, gr_screen.max_h - 50, "Zbias : %d", D3D_zbias);
1286         // extern void d3d_test();
1287         // d3d_test();
1288 #endif  
1289
1290         gr_flip();
1291
1292         // maybe run the player tips popup
1293 // #if defined(FS2_DEMO) && defined(NDEBUG)
1294         player_tips_popup();
1295 // #endif
1296
1297         // if we were supposed to skip a frame, then stop doing it after 1 frame
1298         if(Main_hall_frame_skip){
1299                 Main_hall_frame_skip = 0;
1300         }
1301 }
1302
1303 // close the main hall proper
1304 void main_hall_close()
1305 {
1306         int idx,s_idx;
1307
1308         if(!Main_hall_inited){
1309                 return;
1310         }       
1311
1312         // unload the main hall bitmap
1313         if(Main_hall_bitmap != -1){
1314                 bm_unload(Main_hall_bitmap);
1315         }
1316
1317         // unload any bitmaps
1318         if(Main_hall_mask >= 0){                
1319                 // make sure we unlock the mask bitmap so it can be unloaded
1320                 bm_unlock(Main_hall_mask);
1321                 if(!bm_unload(Main_hall_mask)){
1322                         nprintf(("General","WARNING! Couldn't unload main hall mask bitmap!\n"));
1323                 }
1324         }
1325
1326         // free up any (possibly) playing misc animation handles
1327         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1328                 if(Main_hall_misc_anim_instance[idx]!=NULL){
1329                         anim_stop_playing(Main_hall_misc_anim_instance[idx]);
1330                         Main_hall_misc_anim_instance[idx] = NULL;
1331                 }
1332         }
1333         
1334         // free up any (possibly) playing door animation handles
1335         for(idx=0;idx<Main_hall->num_door_animations;idx++){
1336                 if(Main_hall_door_anim_instance[idx]!=NULL){
1337                         anim_stop_playing(Main_hall_door_anim_instance[idx]);
1338                         Main_hall_door_anim_instance[idx] = NULL;
1339                 }
1340         }
1341         
1342
1343         // free up any misc animations/instances        
1344         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1345                 if((Main_hall_misc_anim_instance[idx]!=NULL) && (anim_playing(Main_hall_misc_anim_instance[idx]))){             
1346                         Main_hall_misc_anim_instance[idx] = NULL;
1347                 }
1348                 if(Main_hall_misc_anim[idx]!=NULL){
1349                         if(anim_free(Main_hall_misc_anim[idx]) == -1){
1350                                 nprintf(("General","WARNING!, Could not free up misc anim %s in main hall\n",Main_hall->misc_anim_name[idx]));
1351                         }
1352                 }       
1353         }
1354
1355         // free up any door animations/instances
1356         for(idx=0;idx<Main_hall->num_door_animations;idx++){
1357                 if((Main_hall_door_anim_instance[idx]!=NULL) && (anim_playing(Main_hall_door_anim_instance[idx]))){
1358                         Main_hall_door_anim_instance[idx] = NULL;                       
1359                 }
1360                 if(Main_hall_door_anim[idx]!=NULL){
1361                         if(anim_free(Main_hall_door_anim[idx]) == -1){
1362                                 nprintf(("General","WARNING!, Could not free up door anim %s in main hall\n",Main_hall->door_anim_name[idx]));
1363                         }
1364                 }               
1365         }       
1366
1367         // stop any playing door sounds
1368         for(idx=0;idx<Main_hall->num_door_sounds-2;idx++){      // don't cut off the glow sounds (requested by Dan)
1369                 if((Main_hall_door_sound_handles[idx] != -1) && snd_is_playing(Main_hall_door_sound_handles[idx])){
1370                         snd_stop(Main_hall_door_sound_handles[idx]);
1371                         Main_hall_door_sound_handles[idx] = -1;
1372                 }
1373         }       
1374
1375         // stop any playing misc animation sounds
1376         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1377                 for(s_idx=1;s_idx<10;s_idx++){
1378                         if(snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])){
1379                                 snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
1380                                 Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
1381                         }
1382                 }
1383         }
1384
1385         // unload the overlay bitmap
1386         help_overlay_unload(Main_hall_overlay_id);
1387
1388         // close any snazzy menu details
1389         snazzy_menu_close();
1390
1391         // restore
1392         palette_restore_palette();
1393
1394         // no fish
1395         fishtank_stop();        
1396
1397         // not inited anymore
1398         Main_hall_inited = 0;
1399 }
1400
1401 // start the main hall music playing
1402 void main_hall_start_music()
1403 {
1404         // start a looping ambient sound
1405         main_hall_start_ambient();
1406
1407         // if we have selected no music, then don't do this
1408         if ( Cmdline_freespace_no_music ) {
1409                 return;
1410         }
1411
1412         int main_hall_spooled_music_index = event_music_get_spooled_music_index(Main_hall->music);
1413         
1414         if ((Main_hall_music_handle == -1) && (main_hall_spooled_music_index != -1)) {
1415                 char *music_wavfile_name = Spooled_music[main_hall_spooled_music_index].filename;
1416                 if (music_wavfile_name != NULL) {
1417                                 Main_hall_music_handle = audiostream_open( music_wavfile_name, ASF_EVENTMUSIC );
1418                                 if ( Main_hall_music_handle != -1 )
1419                                         audiostream_play(Main_hall_music_handle, Master_event_music_volume);
1420                 }
1421                 else {
1422                         nprintf(("Warning", "No music file exists to play music at the main menu!\n"));
1423                 }
1424         }
1425 }
1426
1427 // stop the main hall music
1428 void main_hall_stop_music()
1429 {
1430         if ( Main_hall_music_handle != -1 ) {
1431                 audiostream_close_file(Main_hall_music_handle);
1432                 Main_hall_music_handle = -1;
1433         }
1434 }
1435
1436 // do any necessary instantiation of misc animations
1437 void main_hall_handle_misc_anims()
1438 {
1439         int idx,s_idx;
1440
1441         if(Main_hall_frame_skip)
1442                 return;
1443         
1444         for(idx=0;idx<Main_hall->num_misc_animations;idx++){
1445                 // if the anim isn't playing
1446                 if(Main_hall_misc_anim_instance[idx] == NULL){
1447                         // if the timestamp is -1, then reset it to some random value (based on MIN and MAX) and continue
1448                         if(Main_hall->misc_anim_delay[idx][0] == -1){
1449                                 Main_hall->misc_anim_delay[idx][0] = timestamp(Main_hall->misc_anim_delay[idx][1] + 
1450                                                                                                                       (int)(((float)myrand()/(float)MY_RAND_MAX) * (float)(Main_hall->misc_anim_delay[idx][2] - Main_hall->misc_anim_delay[idx][1])));
1451
1452                         // if the timestamp is not -1 and has popped, play the anim and make the timestap -1
1453                         } else if (timestamp_elapsed(Main_hall->misc_anim_delay[idx][0]) && Main_hall_misc_anim[idx]) {
1454                                 anim_play_struct aps;
1455
1456                                 anim_play_init(&aps, Main_hall_misc_anim[idx], Main_hall->misc_anim_coords[idx][0], Main_hall->misc_anim_coords[idx][1]);
1457                                 aps.screen_id = GS_STATE_MAIN_MENU;
1458                                 aps.framerate_independent = 1;
1459                                 
1460                                 Main_hall_misc_anim_instance[idx] = anim_play(&aps);                            
1461                                 
1462                                 // kill the timestamp   
1463                                 Main_hall->misc_anim_delay[idx][0] = -1;                                
1464
1465                                 // reset the "should be playing" flags
1466                                 for(s_idx=1;s_idx<10;s_idx++){
1467                                         Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
1468                                 }
1469                         }
1470                 }               
1471                 // if the anim is playing
1472                 else {
1473                         // check to see if any special trigger points have been reached by the animation
1474                         // since the frame triggers must be in ascending order, we will count down so that we don't trigger too many sounds
1475                         for(s_idx=Main_hall->misc_anim_special_sounds[idx][0]; s_idx > 0; s_idx--){
1476                                 // if we've passed the trigger point, then play the sound and break out of the loop
1477                                 if((Main_hall_misc_anim_instance[idx]->frame_num >= Main_hall->misc_anim_special_trigger[idx][s_idx]) && !Main_hall->misc_anim_sound_flag[idx][s_idx]){                                 
1478                                         Main_hall->misc_anim_sound_flag[idx][s_idx] = 1;
1479
1480                                         // if the sound is already playing, then kill it. This is a pretty safe thing to do since we can assume that
1481                                         // by the time we get to this point again, the sound will have been long finished
1482                                         if(snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])){
1483                                                 snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
1484                                                 Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
1485                                         }
1486                                         // play the sound
1487                                         Main_hall->misc_anim_sound_handles[idx][s_idx] = snd_play(&Snds_iface[Main_hall->misc_anim_special_sounds[idx][s_idx]],Main_hall->misc_anim_sound_pan[idx]);                                    
1488                                         break;
1489                                 }
1490                         }
1491
1492                         // if the animation mode is MISC_ANIM_MODE_HOLD, pause it at the last frame
1493                         if((Main_hall->misc_anim_modes[idx] == MISC_ANIM_MODE_HOLD) && (Main_hall_misc_anim_instance[idx]->frame_num == Main_hall_misc_anim_instance[idx]->stop_at)){                           
1494                                 anim_pause(Main_hall_misc_anim_instance[idx]);
1495                                 Main_hall_misc_anim_instance[idx]->stop_now = FALSE;
1496                         }                       
1497
1498                         // if the animation mode is MISC_ANIM_MODE_LOOP, check to see if it should be looped
1499                         if((Main_hall->misc_anim_modes[idx] == MISC_ANIM_MODE_LOOP) && (Main_hall_misc_anim_instance[idx]->frame_num == Main_hall_misc_anim_instance[idx]->stop_at)){                           
1500                                 anim_release_render_instance(Main_hall_misc_anim_instance[idx]);
1501
1502                                 // start it playing again
1503                                 anim_play_struct aps;
1504
1505                                 anim_play_init(&aps, Main_hall_misc_anim[idx], Main_hall->misc_anim_coords[idx][0], Main_hall->misc_anim_coords[idx][1]);
1506                                 aps.screen_id = GS_STATE_MAIN_MENU;
1507                                 aps.framerate_independent = 1;
1508                                 
1509                                 Main_hall_misc_anim_instance[idx] = anim_play(&aps);                            
1510                                 
1511                                 // kill the timestamp   
1512                                 Main_hall->misc_anim_delay[idx][0] = -1;                                
1513
1514                                 // reset the "should be playing" flags
1515                                 for(s_idx=1;s_idx<10;s_idx++){
1516                                         Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
1517                                 }
1518                         }                       
1519
1520                         // cull any misc animations which are marked as done (!is_playing)                              
1521                         if(!anim_playing(Main_hall_misc_anim_instance[idx])){                   
1522                                 Main_hall_misc_anim_instance[idx] = NULL;                               
1523                         }
1524                 }                       
1525         }       
1526 }
1527
1528 // render all playing misc animations
1529 void main_hall_render_misc_anims(float frametime)
1530 {
1531         int idx;
1532         
1533         // HACKETY HACK HACK - always render misc anim 3 first, if it is playing
1534         if(Main_hall_misc_anim_instance[2] != NULL){
1535                 anim_render_one(GS_STATE_MAIN_MENU,Main_hall_misc_anim_instance[2],frametime);
1536         }
1537
1538         // render all other animations
1539         for(idx=0;idx<MAX_MISC_ANIMATIONS;idx++){
1540                 // skip anim 3, which was previously rendered, if at all
1541                 if(idx == 2){
1542                         continue;
1543                 }
1544
1545                 // render it
1546                 if(Main_hall_misc_anim_instance[idx] != NULL){
1547                         anim_render_one(GS_STATE_MAIN_MENU,Main_hall_misc_anim_instance[idx],frametime);
1548                 }
1549         }
1550 }
1551
1552 // render all playing door animations
1553 void main_hall_render_door_anims(float frametime)
1554 {
1555         int idx;        
1556
1557         // render all door animations
1558         for(idx=0;idx<MAX_DOOR_ANIMATIONS;idx++){               
1559                 // render it
1560                 if(Main_hall_door_anim_instance[idx] != NULL){
1561                         anim_render_one(GS_STATE_MAIN_MENU,Main_hall_door_anim_instance[idx],frametime);
1562                 }
1563         }
1564 }
1565
1566 // handle starting, stopping and reversing "door" animations
1567 void main_hall_handle_region_anims()
1568 {
1569         int idx;
1570
1571         if(Main_hall_frame_skip)
1572                 return;
1573         
1574         // make sure we make any finished door animations NULL
1575         for(idx=0;idx<Main_hall->num_door_animations;idx++){
1576                 if((Main_hall_door_anim_instance[idx] != NULL) && !anim_playing(Main_hall_door_anim_instance[idx])){
1577                         Main_hall_door_anim_instance[idx] = NULL;
1578                 }
1579         }
1580         
1581         // go through each region animation
1582         for(idx=0;idx<Main_hall->num_door_animations;idx++){
1583                 // if the instance is not null and the animation is playing
1584                 if((Main_hall_door_anim_instance[idx] != NULL) && anim_playing(Main_hall_door_anim_instance[idx])){
1585                         // check to see if we should hold a given door "open"
1586                         if((Main_hall_mouse_region == idx) && (Main_hall_door_anim_instance[idx]->frame_num == Main_hall_door_anim_instance[idx]->stop_at)){
1587                                 anim_pause(Main_hall_door_anim_instance[idx]);
1588                                 Main_hall_door_anim_instance[idx]->stop_now = FALSE;
1589                         }
1590                         // check to see if we should close a door being held open
1591                         if((Main_hall_mouse_region != idx) && (Main_hall_door_anim_instance[idx]->paused)){
1592                                 anim_unpause(Main_hall_door_anim_instance[idx]);
1593                         }
1594                 }               
1595         }       
1596 }
1597
1598 // do any necessary processing based upon the mouse location
1599 void main_hall_handle_mouse_location(int cur_region)
1600 {
1601    if(Main_hall_frame_skip)
1602                 return;
1603
1604         if(cur_region > NUM_MAIN_HALL_MOUSE_REGIONS) {
1605                 // MWA -- inserted return since Int3() was tripped when hitting L from main
1606                 // menu.
1607                 return;         
1608         }
1609
1610         // if the mouse is now over a resgion
1611         if (cur_region != -1) {
1612                 // if we're still over the same region we were last frame, check stuff
1613                 if (cur_region == Main_hall_mouse_region) {
1614                         // if we have a linger timestamp set and it has expired, then get moving                        
1615                         if ((Main_hall_region_linger_stamp != -1) && timestamp_elapsed(Main_hall_region_linger_stamp)) {
1616                                 main_hall_mouse_grab_region(cur_region);                                
1617
1618                                 // release the region linger stamp
1619                                 Main_hall_region_linger_stamp = -1;
1620                         }
1621                 } else {
1622                         // if we're currently on another region, release it
1623                         if ((Main_hall_mouse_region != -1) && (cur_region != Main_hall_mouse_region)) {
1624                                 main_hall_mouse_release_region(Main_hall_mouse_region);
1625                         }
1626                 
1627                         // set the linger time
1628                         if (Main_hall_region_linger_stamp == -1) {
1629                                 Main_hall_mouse_region = cur_region;
1630                                 Main_hall_region_linger_stamp = timestamp(MAIN_HALL_REGION_LINGER);
1631                         }                       
1632                 }
1633         }
1634         // if it was over a region but isn't anymore, release that region
1635         else {
1636                 if (Main_hall_mouse_region != -1) {
1637                         main_hall_mouse_release_region(Main_hall_mouse_region);
1638                         Main_hall_mouse_region = -1;
1639
1640                         // release the region linger timestamp
1641                         Main_hall_region_linger_stamp = -1;
1642                 }
1643         }
1644 }
1645
1646 // if the mouse has moved off of the currently active region, handle the anim accordingly
1647 void main_hall_mouse_release_region(int region)
1648 {
1649         if(Main_hall_frame_skip){
1650                 return;
1651         }
1652
1653         // if the animation is currently playing in the forward direction, change direction and be done, otherwise don't do a thing
1654         if ( (Main_hall_door_anim_instance[region] != NULL) && anim_playing(Main_hall_door_anim_instance[region]) && (Main_hall_door_anim_instance[region]->direction == ANIM_DIRECT_FORWARD)){
1655                 anim_reverse_direction(Main_hall_door_anim_instance[region]);
1656         }
1657
1658         // check for door sounds, ignoring the OPTIONS_REGION (which isn't a door)
1659         if ((Main_hall_door_anim_instance[region] != NULL)) {
1660                 // don't stop the toaster oven or microwave regions from playing all the way through
1661                 if (Main_hall_door_sound_handles[region] != -1) {
1662                         snd_stop(Main_hall_door_sound_handles[region]);
1663                 }
1664                 Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][1]], Main_hall->door_sound_pan[region]);
1665
1666                 // make sure to set the sound to play from the right spot
1667                 snd_set_pos(Main_hall_door_sound_handles[region], &Snds_iface[SND_MAIN_HALL_DOOR_CLOSE],
1668                                                 (float)(Main_hall_door_anim_instance[region]->start_at - Main_hall_door_anim_instance[region]->frame_num) / (float)Main_hall_door_anim_instance[region]->parent->total_frames, 1);                      
1669         }
1670 }
1671
1672 // if the mouse has moved on this region, handle it accordingly
1673 void main_hall_mouse_grab_region(int region)
1674 {
1675         if (Main_hall_frame_skip) {
1676                 return;
1677         }
1678
1679         // if the animation is not playing, start it playing
1680         if ( !Main_hall_door_anim_instance[region] ) {
1681                 if ( Main_hall_door_anim[region] ) {
1682                         anim_play_struct aps;
1683
1684                         anim_play_init(&aps, Main_hall_door_anim[region], Main_hall->door_anim_coords[region][0], Main_hall->door_anim_coords[region][1]);
1685                         aps.screen_id = GS_STATE_MAIN_MENU;
1686                         aps.framerate_independent = 1;
1687
1688                         Main_hall_door_anim_instance[region] = anim_play(&aps);
1689                 }
1690         } 
1691         // otherwise if its playing in the reverse direction, change it to the forward direction
1692         else if (Main_hall_door_anim_instance[region]->direction == ANIM_DIRECT_REVERSE) {
1693                 anim_reverse_direction(Main_hall_door_anim_instance[region]);
1694         }
1695
1696         // check for opening/starting sounds
1697         // kill the currently playing sounds if necessary
1698         if(Main_hall_door_sound_handles[region] != -1){                 
1699                 snd_stop(Main_hall_door_sound_handles[region]);
1700         }       
1701         Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][0]],Main_hall->door_sound_pan[region]);                              
1702
1703         // start the sound playing at the right spot relative to the completion of the animation                
1704         if(Main_hall_door_anim_instance[region]->frame_num != -1){                      
1705                         snd_set_pos(Main_hall_door_sound_handles[region],&Snds_iface[SND_MAIN_HALL_DOOR_OPEN],
1706                                                         (float)Main_hall_door_anim_instance[region]->frame_num / (float)Main_hall_door_anim_instance[region]->parent->total_frames,1);
1707         }                               
1708 }
1709
1710 // handle any right clicks which may have occured
1711 void main_hall_handle_right_clicks()
1712 {
1713         int new_region;
1714
1715         if(Main_hall_frame_skip)
1716                 return;
1717
1718         // check to see if the button has been clicked
1719         if(!Main_hall_right_click){
1720                 if(mouse_down(MOUSE_RIGHT_BUTTON)){
1721                         // cycle through the available regions
1722                         if(Main_hall_last_clicked_region == NUM_MAIN_HALL_MOUSE_REGIONS - 1){
1723                                 new_region = 0;
1724                         } else
1725                                 new_region = Main_hall_last_clicked_region + 1;
1726
1727                         // set the position of the mouse cursor and the newly clicked region                    
1728                         mouse_set_pos(Main_hall->door_anim_coords[new_region][2],Main_hall->door_anim_coords[new_region][3]);                   
1729
1730                         main_hall_handle_mouse_location(new_region);
1731                         Main_hall_last_clicked_region = new_region;
1732                         
1733                         // set the mouse as being clicked
1734                         Main_hall_right_click = 1;
1735                 }
1736         } 
1737         // set the mouse as being unclicked
1738         else if(Main_hall_right_click && !(mouse_down(MOUSE_RIGHT_BUTTON))){
1739                 Main_hall_right_click = 0;
1740         }
1741 }
1742
1743 // cull any door sounds that have finished playing
1744 void main_hall_cull_door_sounds()
1745 {
1746         int idx;
1747         // basically just set the handle of any finished sound to be -1, so that we know its free any where else in the code we may need it
1748         for(idx=0;idx<Main_hall->num_door_sounds;idx++){
1749                 if((Main_hall_door_sound_handles[idx] != -1) && !snd_is_playing(Main_hall_door_sound_handles[idx])){                    
1750                         Main_hall_door_sound_handles[idx] = -1;
1751                 }
1752         }
1753 }
1754
1755 void main_hall_handle_random_intercom_sounds()
1756 {
1757         // if we have no timestamp for the next random sound, then set on
1758         if((Main_hall_next_intercom_sound_stamp == -1) && (Main_hall_intercom_sound_handle == -1)){
1759                 Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)myrand()/(float)MY_RAND_MAX) * 
1760                                                                     (float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
1761                                                                                                                                           - Main_hall->intercom_delay[Main_hall_intercom_sound_handle][0])) );          
1762         }
1763
1764         // if the there is no sound playing
1765         if(Main_hall_intercom_sound_handle == -1){
1766                 // if the timestamp has popped, play a sound
1767                 if((Main_hall_next_intercom_sound_stamp != -1) && (timestamp_elapsed(Main_hall_next_intercom_sound_stamp))){
1768                         // play the sound
1769                         Main_hall_intercom_sound_handle = snd_play(&Snds_iface[Main_hall->intercom_sounds[Main_hall_next_intercom_sound]]);                     
1770                         
1771                         // unset the timestamp
1772                         Main_hall_next_intercom_sound_stamp = -1;
1773                 }
1774         }
1775         // if the sound is playing
1776         else {
1777                 // if the sound has finished, set the timestamp and continue
1778                 if(!snd_is_playing(Main_hall_intercom_sound_handle)){
1779                         // increment the next sound
1780                         if(Main_hall_next_intercom_sound >= (Main_hall->num_random_intercom_sounds-1)){
1781                                 Main_hall_next_intercom_sound = 0;
1782                         } else {
1783                                 Main_hall_next_intercom_sound++;
1784                         }
1785
1786                         // set the timestamp
1787                         Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)myrand()/(float)MY_RAND_MAX) * 
1788                                                                     (float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
1789                                                                                                                                           - Main_hall->intercom_delay[Main_hall_next_intercom_sound][0])) );
1790
1791                         // release the sound handle
1792                         Main_hall_intercom_sound_handle = -1;
1793                 }
1794         }
1795 }
1796
1797 // set the notification string with its decay timeout
1798 void main_hall_set_notify_string(const char *str)
1799 {
1800         SDL_strlcpy(Main_hall_notify_text, str, SDL_arraysize(Main_hall_notify_text));
1801         Main_hall_notify_stamp = timestamp(MAIN_HALL_NOTIFY_TIME);
1802 }
1803
1804 void main_hall_notify_do()
1805 {
1806         // check to see if we should try and do something
1807         if(Main_hall_notify_stamp != -1){
1808            // if the text time has expired
1809                 if(timestamp_elapsed(Main_hall_notify_stamp)){
1810                         SDL_strlcpy(Main_hall_notify_text, "", SDL_arraysize(Main_hall_notify_text));
1811                         Main_hall_notify_stamp = -1;
1812                 } else {
1813                         int w,h;
1814                         gr_set_color_fast(&Color_bright);
1815
1816                         gr_get_string_size(&w,&h,Main_hall_notify_text);
1817                         gr_printf((gr_screen.max_w - w)/2, gr_screen.max_h - 40, Main_hall_notify_text);
1818                 }
1819         }
1820 }
1821
1822 // start a looping ambient sound for main hall
1823 void main_hall_start_ambient()
1824 {
1825         int play_ambient_loop = 0;
1826
1827         if ( Main_hall_ambient_loop == -1 ) {
1828                 play_ambient_loop = 1;
1829         } else {
1830                 if ( !snd_is_playing(Main_hall_ambient_loop) ) {
1831                         play_ambient_loop = 1;
1832                 }
1833         }
1834
1835         if ( play_ambient_loop ) {
1836                 Main_hall_ambient_loop = snd_play_looping(&Snds_iface[SND_MAIN_HALL_AMBIENT]);
1837         }
1838 }
1839
1840 // stop a looping ambient sound for the main hall
1841 void main_hall_stop_ambient()
1842 {
1843         if ( Main_hall_ambient_loop != -1 ) {
1844                 snd_stop(Main_hall_ambient_loop);
1845                 Main_hall_ambient_loop = -1;
1846         }
1847
1848         if ( Main_hall_intercom_sound_handle != -1 ) {
1849                 snd_stop(Main_hall_intercom_sound_handle);
1850                 Main_hall_intercom_sound_handle = -1;
1851         }
1852 }
1853
1854 // Reset the volume of the looping ambient sound.  This is called from the options 
1855 // screen when the looping ambient sound might be playing.
1856 void main_hall_reset_ambient_vol()
1857 {
1858         if ( Main_hall_ambient_loop >= 0 ) {
1859                 snd_set_volume(Main_hall_ambient_loop, Snds_iface[SND_MAIN_HALL_AMBIENT].default_volume);
1860         }
1861 }
1862
1863 // blit the freespace version #
1864 void main_hall_blit_version()
1865 {
1866         char version_string[100];
1867         int w;
1868
1869         // format the version string
1870         get_version_string(version_string, SDL_arraysize(version_string));
1871
1872         // get the length of the string
1873         gr_get_string_size(&w,NULL,version_string);
1874
1875         // print the string out in the lower right corner
1876         gr_set_color_fast(&Color_white);
1877         gr_string(gr_screen.max_w - 55, gr_screen.max_h - 12, version_string);
1878 }
1879
1880 // blit any necessary tooltips
1881 void main_hall_maybe_blit_tooltips()
1882 {
1883         int w;
1884         int text_index;
1885
1886         // if we're over no region - don't blit anything
1887         if(Main_hall_mouse_region < 0) {
1888                 return;
1889         }
1890
1891         // get the index of the proper text to be using
1892         if(Main_hall_mouse_region == READY_ROOM_REGION) {
1893                 // if this is a multiplayer pilot, the ready room region becomes the multiplayer region
1894                 if(Player->flags & PLAYER_FLAGS_IS_MULTI){
1895                         text_index = NUM_REGIONS - 1;
1896                 } else {
1897                         text_index = READY_ROOM_REGION;
1898                 }
1899         } else {
1900                 text_index = Main_hall_mouse_region;
1901         }
1902
1903         // set the color and blit the string
1904         if(!help_overlay_active(Main_hall_overlay_id)) {
1905 #ifndef MAKE_FS1
1906                 int shader_y = (Main_hall->region_yval) - Main_hall_tooltip_padding[gr_screen.res];     // subtract more to pull higher
1907 #endif
1908                 // get the width of the string
1909                 gr_get_string_size(&w, NULL, Main_hall->region_descript[text_index]);
1910
1911 #ifndef MAKE_FS1
1912                 gr_set_shader(&Main_hall_tooltip_shader);
1913                 gr_shade(0, shader_y, gr_screen.clip_width, (gr_screen.clip_height - shader_y));
1914 #endif
1915 #ifdef MAKE_FS1
1916                 gr_set_color_fast(&Color_white);
1917 #else
1918                 gr_set_color_fast(&Color_bright_white);
1919 #endif
1920                 gr_string((gr_screen.max_w - w)/2, Main_hall->region_yval, Main_hall->region_descript[text_index]);
1921         }
1922 }
1923
1924
1925 void main_hall_process_help_stuff()
1926 {
1927         int w, h;
1928         char str[255];
1929         
1930         // if the timestamp has popped, don't do anything
1931         if(Main_hall_help_stamp == -1) {
1932                 return;
1933         }
1934
1935         // if the timestamp has popped, advance frame
1936         if(timestamp_elapsed(Main_hall_help_stamp)) {
1937                 Main_hall_f1_text_frame++;
1938         }
1939
1940         // otherwise print out the message
1941         SDL_strlcpy(str, XSTR( "Press F1 for help", 371), SDL_arraysize(str));
1942         gr_get_string_size(&w, &h, str);
1943
1944         int y_anim_offset = Main_hall_f1_text_frame;
1945
1946         // if anim is off the screen finally, stop altogether
1947         if ( (y_anim_offset >= (2*Main_hall_tooltip_padding[gr_screen.res]) + h) || (help_overlay_active(Main_hall_overlay_id)) ) {
1948                 Main_hall_f1_text_frame = -1;
1949                 Main_hall_help_stamp = -1;
1950                 F1_text_done = 1;
1951                 return;
1952         }
1953
1954         // set the color and print out text and shader
1955 #ifndef MAKE_FS1
1956         gr_set_color_fast(&Color_bright_white);
1957         gr_shade(0, 0, gr_screen.max_w, (2*Main_hall_tooltip_padding[gr_screen.res]) + h - y_anim_offset);
1958         gr_string((gr_screen.max_w - w)/2, Main_hall_tooltip_padding[gr_screen.res] - y_anim_offset, str);
1959 #else
1960         gr_set_color_fast(&Color_white);
1961         // no shading, no roll off screen
1962         gr_string((gr_screen.max_w - w)/2, Main_hall_tooltip_padding[gr_screen.res], str);
1963 #endif
1964 }
1965
1966 // what main hall we're on (should be 0 or 1)
1967 int main_hall_id()
1968 {       
1969         // only 1 of 2 main halls
1970         if(Main_hall == &Main_hall_defines[gr_screen.res][0]){
1971                 return 0;
1972         }
1973
1974         return 1;
1975
1976
1977 // read in main hall table
1978 void main_hall_read_table()
1979 {
1980 #ifndef MAKE_FS1
1981         main_hall_defines *m, temp;
1982         int count, idx, s_idx, m_idx;
1983
1984         // read the file in
1985         read_file_text("mainhall.tbl");
1986         reset_parse();
1987
1988         // go for it
1989         count = 0;
1990         while(!optional_string("#end")){
1991
1992                 // read in 2 resolutions
1993                 for(m_idx=0; m_idx<GR_NUM_RESOLUTIONS; m_idx++){
1994                         // maybe use a temp main hall stuct
1995                         if(count >= NUM_MAIN_HALLS){
1996                                 m = &temp;
1997                         } else {
1998                                 m = &Main_hall_defines[m_idx][count];
1999                         }
2000
2001                         // ready
2002                         required_string("$Main Hall");
2003
2004                         // bitmap and mask
2005                         required_string("+Bitmap:");
2006                         stuff_string(m->bitmap, F_NAME, NULL, MAX_FILENAME_LEN);
2007                         required_string("+Mask:");
2008                         stuff_string(m->mask, F_NAME, NULL, MAX_FILENAME_LEN);
2009 #ifndef FS2_DEMO
2010                         required_string("+Music:");
2011                         stuff_string(m->music, F_NAME, NULL, MAX_FILENAME_LEN);
2012 #endif
2013
2014                         // intercom sounds
2015                         required_string("+Num Intercom Sounds:");
2016                         stuff_int(&m->num_random_intercom_sounds);              
2017                         for(idx=0; idx<m->num_random_intercom_sounds; idx++){                   
2018                                 // intercom delay
2019                                 required_string("+Intercom delay:");
2020                                 stuff_int(&m->intercom_delay[idx][0]);
2021                                 stuff_int(&m->intercom_delay[idx][1]);
2022                         }
2023                         for(idx=0; idx<m->num_random_intercom_sounds; idx++){                   
2024                                 // intercom sound id
2025                                 required_string("+Intercom sound:");
2026                                 stuff_int(&m->intercom_sounds[idx]);                    
2027                         }                       
2028                         for(idx=0; idx<m->num_random_intercom_sounds; idx++){                   
2029                                 // intercom pan
2030                                 required_string("+Intercom pan:");
2031                                 stuff_float(&m->intercom_sound_pan[idx]);                       
2032                         }                       
2033
2034                         // misc animations
2035                         required_string("+Num Misc Animations:");
2036                         stuff_int(&m->num_misc_animations);
2037                         for(idx=0; idx<m->num_misc_animations; idx++){
2038                                 // anim names
2039                                 required_string("+Misc anim:");
2040                                 stuff_string(m->misc_anim_name[idx], F_NAME, NULL);
2041                         }
2042                         for(idx=0; idx<m->num_misc_animations; idx++){
2043                                 // anim delay
2044                                 required_string("+Misc anim delay:");
2045                                 stuff_int(&m->misc_anim_delay[idx][0]);
2046                                 stuff_int(&m->misc_anim_delay[idx][1]);
2047                                 stuff_int(&m->misc_anim_delay[idx][2]);
2048                         }
2049                         for(idx=0; idx<m->num_misc_animations; idx++){
2050                                 // anim coords
2051                                 required_string("+Misc anim coords:");
2052                                 stuff_int(&m->misc_anim_coords[idx][0]);
2053                                 stuff_int(&m->misc_anim_coords[idx][1]);
2054                         }
2055                         for(idx=0; idx<m->num_misc_animations; idx++){
2056                                 // anim mode
2057                                 required_string("+Misc anim mode:");
2058                                 stuff_int(&m->misc_anim_modes[idx]);                    
2059                         }
2060                         for(idx=0; idx<m->num_misc_animations; idx++){
2061                                 // anim pan
2062                                 required_string("+Misc anim pan:");
2063                                 stuff_float(&m->misc_anim_sound_pan[idx]);
2064                         }
2065                         for(idx=0; idx<m->num_misc_animations; idx++){
2066                                 // anim sound id
2067                                 required_string("+Misc anim sounds:");
2068                                 stuff_int(&m->misc_anim_special_sounds[idx][0]);
2069                                 for(s_idx=0; s_idx<m->misc_anim_special_sounds[idx][0]; s_idx++){
2070                                         stuff_int(&m->misc_anim_special_sounds[idx][s_idx + 1]);
2071                                 }
2072                         }
2073                         for(idx=0; idx<m->num_misc_animations; idx++){
2074                                 // anim sound triggers
2075                                 required_string("+Misc anim trigger:");
2076                                 stuff_int(&m->misc_anim_special_trigger[idx][0]);
2077                                 for(s_idx=0; s_idx<m->misc_anim_special_trigger[idx][0]; s_idx++){
2078                                         stuff_int(&m->misc_anim_special_trigger[idx][s_idx + 1]);
2079                                 }
2080                         }
2081                         for(idx=0; idx<m->num_misc_animations; idx++){
2082                                 // anim sound handles
2083                                 required_string("+Misc anim handles:");
2084                                 stuff_int(&m->misc_anim_sound_handles[idx][0]);                 
2085                         }
2086                         for(idx=0; idx<m->num_misc_animations; idx++){
2087                                 // anim sound flags
2088                                 required_string("+Misc anim flags:");
2089                                 stuff_int(&m->misc_anim_sound_flag[idx][0]);                    
2090                         }
2091
2092                         // door animations
2093                         required_string("+Num Door Animations:");
2094                         stuff_int(&m->num_door_animations);
2095                         for(idx=0; idx<m->num_door_animations; idx++){
2096                                 // door name
2097                                 required_string("+Door anim:");
2098                                 stuff_string(m->door_anim_name[idx], F_NAME, NULL);
2099                         }
2100                         for(idx=0; idx<m->num_door_animations; idx++){
2101                                 // door coords
2102                                 required_string("+Door coords:");
2103                                 stuff_int(&m->door_anim_coords[idx][0]);
2104                                 stuff_int(&m->door_anim_coords[idx][1]);
2105                                 stuff_int(&m->door_anim_coords[idx][2]);
2106                                 stuff_int(&m->door_anim_coords[idx][3]);
2107                         }
2108                         for(idx=0; idx<m->num_door_animations; idx++){
2109                                 // door open and close sounds
2110                                 required_string("+Door sounds:");
2111                                 stuff_int(&m->door_sounds[idx][0]);
2112                                 stuff_int(&m->door_sounds[idx][1]);                     
2113                         }
2114                         for(idx=0; idx<m->num_door_animations; idx++){
2115                                 // door pan value
2116                                 required_string("+Door pan:");
2117                                 stuff_float(&m->door_sound_pan[idx]);                   
2118                         }
2119
2120                         // tooltip y location
2121                         required_string("+Tooltip Y:");
2122                         stuff_int(&m->region_yval);
2123                         for(idx=0; idx<NUM_REGIONS; idx++){
2124                                 m->region_descript[idx] = NULL;
2125                         }
2126                 }
2127
2128                 if(count < NUM_MAIN_HALLS){
2129                         count++;
2130                 }
2131         }
2132 #else
2133         // hard coded values for FS1
2134         int idx;
2135
2136         // Terran main hall
2137         SDL_strlcpy(Main_hall_defines[0][0].bitmap, "MainHall1", MAX_FILENAME_LEN);
2138         SDL_strlcpy(Main_hall_defines[0][0].mask, "MainHall1-m", MAX_FILENAME_LEN);
2139         SDL_strlcpy(Main_hall_defines[0][0].music, "main_amb", MAX_FILENAME_LEN);
2140         
2141         Main_hall_defines[0][0].num_random_intercom_sounds = 3;
2142         Main_hall_defines[0][0].intercom_delay[0][0] = 8000;
2143         Main_hall_defines[0][0].intercom_delay[0][1] = 15000;
2144         Main_hall_defines[0][0].intercom_delay[1][0] = 8000;
2145         Main_hall_defines[0][0].intercom_delay[1][1] = 15000;
2146         Main_hall_defines[0][0].intercom_delay[2][0] = 8000;
2147         Main_hall_defines[0][0].intercom_delay[2][1] = 15000;
2148         Main_hall_defines[0][0].intercom_sounds[0] = 38;
2149         Main_hall_defines[0][0].intercom_sounds[1] = 39;
2150         Main_hall_defines[0][0].intercom_sounds[2] = 40;
2151         Main_hall_defines[0][0].intercom_sound_pan[0] = 0.0f;
2152         Main_hall_defines[0][0].intercom_sound_pan[1] = 0.0f;
2153         Main_hall_defines[0][0].intercom_sound_pan[2] = 0.0f;
2154         
2155         Main_hall_defines[0][0].num_misc_animations = 2;
2156         SDL_strlcpy(Main_hall_defines[0][0].misc_anim_name[0], "main1-m1", MAX_FILENAME_LEN);
2157         SDL_strlcpy(Main_hall_defines[0][0].misc_anim_name[1], "main1-m2", MAX_FILENAME_LEN);
2158         Main_hall_defines[0][0].misc_anim_delay[0][0] = -1;
2159         Main_hall_defines[0][0].misc_anim_delay[0][1] = 15000;
2160         Main_hall_defines[0][0].misc_anim_delay[0][2] = 20000;
2161         Main_hall_defines[0][0].misc_anim_delay[1][0] = -1;
2162         Main_hall_defines[0][0].misc_anim_delay[1][1] = 9000;
2163         Main_hall_defines[0][0].misc_anim_delay[1][2] = 30000;
2164         Main_hall_defines[0][0].misc_anim_coords[0][0] = 14;
2165         Main_hall_defines[0][0].misc_anim_coords[0][1] = 14;
2166         Main_hall_defines[0][0].misc_anim_coords[1][0] = 174;
2167         Main_hall_defines[0][0].misc_anim_coords[1][1] = 198;
2168         Main_hall_defines[0][0].misc_anim_modes[0] = 0;
2169         Main_hall_defines[0][0].misc_anim_modes[1] = 2;
2170         Main_hall_defines[0][0].misc_anim_sound_pan[0] = -0.5f;
2171         Main_hall_defines[0][0].misc_anim_sound_pan[1] = -0.25f;
2172         Main_hall_defines[0][0].misc_anim_special_sounds[0][0] = 2;
2173         Main_hall_defines[0][0].misc_anim_special_sounds[0][1] = 34;
2174         Main_hall_defines[0][0].misc_anim_special_sounds[0][2] = 35;
2175         Main_hall_defines[0][0].misc_anim_special_sounds[1][0] = 3;
2176         Main_hall_defines[0][0].misc_anim_special_sounds[1][1] = 31;
2177         Main_hall_defines[0][0].misc_anim_special_sounds[1][2] = 32;
2178         Main_hall_defines[0][0].misc_anim_special_sounds[1][3] = 33;
2179         Main_hall_defines[0][0].misc_anim_special_trigger[0][0] = 4;
2180         Main_hall_defines[0][0].misc_anim_special_trigger[0][1] = 1;
2181         Main_hall_defines[0][0].misc_anim_special_trigger[0][2] = 20;
2182         Main_hall_defines[0][0].misc_anim_special_trigger[0][3] = 42;
2183         Main_hall_defines[0][0].misc_anim_special_trigger[0][4] = 96;
2184         Main_hall_defines[0][0].misc_anim_special_trigger[1][0] = 3;
2185         Main_hall_defines[0][0].misc_anim_special_trigger[1][1] = 25;
2186         Main_hall_defines[0][0].misc_anim_special_trigger[1][2] = 200;
2187         Main_hall_defines[0][0].misc_anim_special_trigger[1][3] = 274;
2188         Main_hall_defines[0][0].misc_anim_sound_handles[0][0] = 2;
2189         Main_hall_defines[0][0].misc_anim_sound_handles[1][0] = 3;
2190         Main_hall_defines[0][0].misc_anim_sound_flag[0][0] = 1;
2191         Main_hall_defines[0][0].misc_anim_sound_flag[1][0] = 2;
2192         
2193         Main_hall_defines[0][0].num_door_animations = 6;
2194         SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[0], "main1-d1", MAX_FILENAME_LEN);
2195         SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[1], "main1-d6", MAX_FILENAME_LEN);
2196         SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[2], "main1-d3", MAX_FILENAME_LEN);
2197         SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[3], "main1-d4", MAX_FILENAME_LEN);
2198         SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[4], "main1-d5", MAX_FILENAME_LEN);
2199         SDL_strlcpy(Main_hall_defines[0][0].door_anim_name[5], "main1-d2", MAX_FILENAME_LEN);
2200         Main_hall_defines[0][0].door_anim_coords[0][0] = 68;
2201         Main_hall_defines[0][0].door_anim_coords[0][1] = 260;
2202         Main_hall_defines[0][0].door_anim_coords[0][2] = 103;
2203         Main_hall_defines[0][0].door_anim_coords[0][3] = 298;
2204         Main_hall_defines[0][0].door_anim_coords[1][0] = 309;
2205         Main_hall_defines[0][0].door_anim_coords[1][1] = 34;
2206         Main_hall_defines[0][0].door_anim_coords[1][2] = 110;
2207         Main_hall_defines[0][0].door_anim_coords[1][3] = 61;
2208         Main_hall_defines[0][0].door_anim_coords[2][0] = 312;
2209         Main_hall_defines[0][0].door_anim_coords[2][1] = 264;
2210         Main_hall_defines[0][0].door_anim_coords[2][2] = 385;
2211         Main_hall_defines[0][0].door_anim_coords[2][3] = 330;
2212         Main_hall_defines[0][0].door_anim_coords[3][0] = 457;
2213         Main_hall_defines[0][0].door_anim_coords[3][1] = 34;
2214         Main_hall_defines[0][0].door_anim_coords[3][2] = 404;
2215         Main_hall_defines[0][0].door_anim_coords[3][3] = 367;
2216         Main_hall_defines[0][0].door_anim_coords[4][0] = 530;
2217         Main_hall_defines[0][0].door_anim_coords[4][1] = 206;
2218         Main_hall_defines[0][0].door_anim_coords[4][2] = 174;
2219         Main_hall_defines[0][0].door_anim_coords[4][3] = 412;
2220         Main_hall_defines[0][0].door_anim_coords[5][0] = 305;
2221         Main_hall_defines[0][0].door_anim_coords[5][1] = 133;
2222         Main_hall_defines[0][0].door_anim_coords[5][2] = 385;
2223         Main_hall_defines[0][0].door_anim_coords[5][3] = 330;
2224         Main_hall_defines[0][0].door_sounds[0][0] = 23;
2225         Main_hall_defines[0][0].door_sounds[0][1] = 24;
2226         Main_hall_defines[0][0].door_sounds[1][0] = 23;
2227         Main_hall_defines[0][0].door_sounds[1][1] = 24;
2228         Main_hall_defines[0][0].door_sounds[2][0] = 23;
2229         Main_hall_defines[0][0].door_sounds[2][1] = 24;
2230         Main_hall_defines[0][0].door_sounds[3][0] = 25;
2231         Main_hall_defines[0][0].door_sounds[3][1] = 26;
2232         Main_hall_defines[0][0].door_sounds[4][0] = 25;
2233         Main_hall_defines[0][0].door_sounds[4][1] = 26;
2234         Main_hall_defines[0][0].door_sounds[5][0] = 23;
2235         Main_hall_defines[0][0].door_sounds[5][1] = 24;
2236         Main_hall_defines[0][0].door_sound_pan[0] = -0.7f;
2237         Main_hall_defines[0][0].door_sound_pan[1] = 0.07f;
2238         Main_hall_defines[0][0].door_sound_pan[2] = 0.2f;
2239         Main_hall_defines[0][0].door_sound_pan[3] = 0.73f;
2240         Main_hall_defines[0][0].door_sound_pan[4] = 0.75f;
2241         Main_hall_defines[0][0].door_sound_pan[5] = 0.11f;
2242         
2243         Main_hall_defines[0][0].region_yval = 455;
2244         
2245         for (idx = 0; idx < NUM_REGIONS; idx++) {
2246                 Main_hall_defines[0][0].region_descript[idx] = NULL;
2247         }
2248         
2249         
2250         // Vasudan main hall
2251         SDL_strlcpy(Main_hall_defines[0][1].bitmap, "MainHall2", MAX_FILENAME_LEN);
2252         SDL_strlcpy(Main_hall_defines[0][1].mask, "MainHall2-m", MAX_FILENAME_LEN);
2253         SDL_strlcpy(Main_hall_defines[0][1].music, "main_amb", MAX_FILENAME_LEN);
2254         
2255         Main_hall_defines[0][1].num_random_intercom_sounds = 3;
2256         Main_hall_defines[0][1].intercom_delay[0][0] = 8000;
2257         Main_hall_defines[0][1].intercom_delay[0][1] = 15000;
2258         Main_hall_defines[0][1].intercom_delay[1][0] = 8000;
2259         Main_hall_defines[0][1].intercom_delay[1][1] = 15000;
2260         Main_hall_defines[0][1].intercom_delay[2][0] = 8000;
2261         Main_hall_defines[0][1].intercom_delay[2][1] = 15000;
2262         Main_hall_defines[0][1].intercom_sounds[0] = 49;
2263         Main_hall_defines[0][1].intercom_sounds[1] = 50;
2264         Main_hall_defines[0][1].intercom_sounds[2] = 51;
2265         Main_hall_defines[0][1].intercom_sound_pan[0] = 0.0f;
2266         Main_hall_defines[0][1].intercom_sound_pan[1] = 0.0f;
2267         Main_hall_defines[0][1].intercom_sound_pan[2] = 0.0f;
2268         
2269         Main_hall_defines[0][1].num_misc_animations = 4;
2270         SDL_strlcpy(Main_hall_defines[0][1].misc_anim_name[0], "main2-m1", MAX_FILENAME_LEN);
2271         SDL_strlcpy(Main_hall_defines[0][1].misc_anim_name[1], "main2-m2", MAX_FILENAME_LEN);
2272         SDL_strlcpy(Main_hall_defines[0][1].misc_anim_name[2], "main2-m3", MAX_FILENAME_LEN);
2273         SDL_strlcpy(Main_hall_defines[0][1].misc_anim_name[3], "main2-m4", MAX_FILENAME_LEN);
2274         Main_hall_defines[0][1].misc_anim_delay[0][0] = -1;
2275         Main_hall_defines[0][1].misc_anim_delay[0][1] = 0;
2276         Main_hall_defines[0][1].misc_anim_delay[0][2] = 0;
2277         Main_hall_defines[0][1].misc_anim_delay[1][0] = -1;
2278         Main_hall_defines[0][1].misc_anim_delay[1][1] = 0;
2279         Main_hall_defines[0][1].misc_anim_delay[1][2] = 0;
2280         Main_hall_defines[0][1].misc_anim_delay[2][0] = -1;
2281         Main_hall_defines[0][1].misc_anim_delay[2][1] = 0;
2282         Main_hall_defines[0][1].misc_anim_delay[2][2] = 0;
2283         Main_hall_defines[0][1].misc_anim_delay[3][0] = -1;
2284         Main_hall_defines[0][1].misc_anim_delay[3][1] = 5000;
2285         Main_hall_defines[0][1].misc_anim_delay[3][2] = 9000;
2286         Main_hall_defines[0][1].misc_anim_coords[0][0] = 0;
2287         Main_hall_defines[0][1].misc_anim_coords[0][1] = 37;
2288         Main_hall_defines[0][1].misc_anim_coords[1][0] = 59;
2289         Main_hall_defines[0][1].misc_anim_coords[1][1] = 0;
2290         Main_hall_defines[0][1].misc_anim_coords[2][0] = 80;
2291         Main_hall_defines[0][1].misc_anim_coords[2][1] = 115;
2292         Main_hall_defines[0][1].misc_anim_coords[3][0] = 0;
2293         Main_hall_defines[0][1].misc_anim_coords[3][1] = 182;
2294         Main_hall_defines[0][1].misc_anim_modes[0] = 0;
2295         Main_hall_defines[0][1].misc_anim_modes[1] = 0;
2296         Main_hall_defines[0][1].misc_anim_modes[2] = 0;
2297         Main_hall_defines[0][1].misc_anim_modes[3] = 1;
2298         Main_hall_defines[0][1].misc_anim_sound_pan[0] = -0.82f;
2299         Main_hall_defines[0][1].misc_anim_sound_pan[1] = -0.5f;
2300         Main_hall_defines[0][1].misc_anim_sound_pan[2] = -0.5f;
2301         Main_hall_defines[0][1].misc_anim_sound_pan[3] = -0.86f;
2302         Main_hall_defines[0][1].misc_anim_special_sounds[0][0] = 2;
2303         Main_hall_defines[0][1].misc_anim_special_sounds[0][1] = 43;
2304         Main_hall_defines[0][1].misc_anim_special_sounds[0][2] = 44;
2305         Main_hall_defines[0][1].misc_anim_special_sounds[1][0] = 2;
2306         Main_hall_defines[0][1].misc_anim_special_sounds[1][1] = 45;
2307         Main_hall_defines[0][1].misc_anim_special_sounds[1][2] = 46;
2308         Main_hall_defines[0][1].misc_anim_special_sounds[2][0] = 2;
2309         Main_hall_defines[0][1].misc_anim_special_sounds[2][1] = 45;
2310         Main_hall_defines[0][1].misc_anim_special_sounds[2][2] = 46;
2311         Main_hall_defines[0][1].misc_anim_special_sounds[3][0] = 2;
2312         Main_hall_defines[0][1].misc_anim_special_sounds[3][1] = 47;
2313         Main_hall_defines[0][1].misc_anim_special_sounds[3][2] = 48;
2314         Main_hall_defines[0][1].misc_anim_special_trigger[0][0] = 2;
2315         Main_hall_defines[0][1].misc_anim_special_trigger[0][1] = 0;
2316         Main_hall_defines[0][1].misc_anim_special_trigger[0][2] = 300;
2317         Main_hall_defines[0][1].misc_anim_special_trigger[1][0] = 2;
2318         Main_hall_defines[0][1].misc_anim_special_trigger[1][1] = 20;
2319         Main_hall_defines[0][1].misc_anim_special_trigger[1][2] = 262;
2320         Main_hall_defines[0][1].misc_anim_special_trigger[2][0] = 2;
2321         Main_hall_defines[0][1].misc_anim_special_trigger[2][1] = 0;
2322         Main_hall_defines[0][1].misc_anim_special_trigger[2][2] = 150;
2323         Main_hall_defines[0][1].misc_anim_special_trigger[3][0] = 2;
2324         Main_hall_defines[0][1].misc_anim_special_trigger[3][1] = 128;
2325         Main_hall_defines[0][1].misc_anim_special_trigger[3][2] = 300;
2326         Main_hall_defines[0][1].misc_anim_sound_handles[0][0] = 2;
2327         Main_hall_defines[0][1].misc_anim_sound_handles[1][0] = 2;
2328         Main_hall_defines[0][1].misc_anim_sound_handles[2][0] = 2;
2329         Main_hall_defines[0][1].misc_anim_sound_handles[3][0] = 2;
2330         Main_hall_defines[0][1].misc_anim_sound_flag[0][0] = 2;
2331         Main_hall_defines[0][1].misc_anim_sound_flag[1][0] = 2;
2332         Main_hall_defines[0][1].misc_anim_sound_flag[2][0] = 2;
2333         Main_hall_defines[0][1].misc_anim_sound_flag[3][0] = 2;
2334         
2335         Main_hall_defines[0][1].num_door_animations = 6;
2336         SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[0], "main2-d1", MAX_FILENAME_LEN);
2337         SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[1], "main2-d6", MAX_FILENAME_LEN);
2338         SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[2], "main2-d3", MAX_FILENAME_LEN);
2339         SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[3], "main2-d4", MAX_FILENAME_LEN);
2340         SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[4], "main2-d5", MAX_FILENAME_LEN);
2341         SDL_strlcpy(Main_hall_defines[0][1].door_anim_name[5], "main2-d2", MAX_FILENAME_LEN);
2342         Main_hall_defines[0][1].door_anim_coords[0][0] = 199;
2343         Main_hall_defines[0][1].door_anim_coords[0][1] = 265;
2344         Main_hall_defines[0][1].door_anim_coords[0][2] = 263;
2345         Main_hall_defines[0][1].door_anim_coords[0][3] = 295;
2346         Main_hall_defines[0][1].door_anim_coords[1][0] = 296;
2347         Main_hall_defines[0][1].door_anim_coords[1][1] = 278;
2348         Main_hall_defines[0][1].door_anim_coords[1][2] = 331;
2349         Main_hall_defines[0][1].door_anim_coords[1][3] = 209;
2350         Main_hall_defines[0][1].door_anim_coords[2][0] = 423;
2351         Main_hall_defines[0][1].door_anim_coords[2][1] = 138;
2352         Main_hall_defines[0][1].door_anim_coords[2][2] = 531;
2353         Main_hall_defines[0][1].door_anim_coords[2][3] = 240;
2354         Main_hall_defines[0][1].door_anim_coords[3][0] = 363;
2355         Main_hall_defines[0][1].door_anim_coords[3][1] = 187;
2356         Main_hall_defines[0][1].door_anim_coords[3][2] = 395;
2357         Main_hall_defines[0][1].door_anim_coords[3][3] = 218;
2358         Main_hall_defines[0][1].door_anim_coords[4][0] = 47;
2359         Main_hall_defines[0][1].door_anim_coords[4][1] = 307;
2360         Main_hall_defines[0][1].door_anim_coords[4][2] = 101;
2361         Main_hall_defines[0][1].door_anim_coords[4][3] = 342;
2362         Main_hall_defines[0][1].door_anim_coords[5][0] = 325;
2363         Main_hall_defines[0][1].door_anim_coords[5][1] = 311;
2364         Main_hall_defines[0][1].door_anim_coords[5][2] = 362;
2365         Main_hall_defines[0][1].door_anim_coords[5][3] = 371;
2366         Main_hall_defines[0][1].door_sounds[0][0] = 23;
2367         Main_hall_defines[0][1].door_sounds[0][1] = 24;
2368         Main_hall_defines[0][1].door_sounds[1][0] = 23;
2369         Main_hall_defines[0][1].door_sounds[1][1] = 24;
2370         Main_hall_defines[0][1].door_sounds[2][0] = 23;
2371         Main_hall_defines[0][1].door_sounds[2][1] = 24;
2372         Main_hall_defines[0][1].door_sounds[3][0] = 25;
2373         Main_hall_defines[0][1].door_sounds[3][1] = 26;
2374         Main_hall_defines[0][1].door_sounds[4][0] = 25;
2375         Main_hall_defines[0][1].door_sounds[4][1] = 26;
2376         Main_hall_defines[0][1].door_sounds[5][0] = 23;
2377         Main_hall_defines[0][1].door_sounds[5][1] = 24;
2378         Main_hall_defines[0][1].door_sound_pan[0] = -0.2f;
2379         Main_hall_defines[0][1].door_sound_pan[1] = 0.12f;
2380         Main_hall_defines[0][1].door_sound_pan[2] = 0.62f;
2381         Main_hall_defines[0][1].door_sound_pan[3] = 0.2f;
2382         Main_hall_defines[0][1].door_sound_pan[4] = -0.63f;
2383         Main_hall_defines[0][1].door_sound_pan[5] = 0.35f;
2384         
2385         Main_hall_defines[0][1].region_yval = 425;
2386         
2387         for (idx = 0; idx < NUM_REGIONS; idx++) {
2388                 Main_hall_defines[0][1].region_descript[idx] = NULL;
2389         }
2390
2391 #endif
2392
2393         // are we funny?
2394         if(Vasudan_funny){
2395                 Main_hall_defines[GR_640][1].door_sounds[OPTIONS_REGION][0] = SND_VASUDAN_BUP;
2396                 Main_hall_defines[GR_640][1].door_sounds[OPTIONS_REGION][1] = SND_VASUDAN_BUP;
2397                 Main_hall_defines[GR_1024][1].door_sounds[OPTIONS_REGION][0] = SND_VASUDAN_BUP;
2398                 Main_hall_defines[GR_1024][1].door_sounds[OPTIONS_REGION][1] = SND_VASUDAN_BUP;
2399
2400                 // set head anim. hehe
2401                 SDL_strlcpy(Main_hall_defines[GR_640][1].door_anim_name[OPTIONS_REGION], "vhallheads", MAX_FILENAME_LEN);
2402                 SDL_strlcpy(Main_hall_defines[GR_1024][1].door_anim_name[OPTIONS_REGION], "2_vhallheads", MAX_FILENAME_LEN);
2403
2404                 // set the background
2405                 SDL_strlcpy(Main_hall_defines[GR_640][1].bitmap, "vhallhead", MAX_FILENAME_LEN);
2406                 SDL_strlcpy(Main_hall_defines[GR_1024][1].bitmap, "2_vhallhead", MAX_FILENAME_LEN);
2407         }
2408 }
2409
2410 // make the vasudan main hall funny
2411 void main_hall_vasudan_funny()
2412 {
2413         Vasudan_funny = 1;
2414 }
2415
2416
2417 /*
2418 #include "3d.h"
2419 int argh = -1;
2420 matrix view = {
2421         0.0f, 0.0f, 0.0f,
2422         0.0f, 0.0f, 0.0f,
2423         0.0f, 0.0f, 1.0f
2424 };
2425 */
2426 void d3d_test()
2427 {
2428         /*      
2429         vertex p1;
2430         vector sun_pos = vmd_zero_vector;
2431         sun_pos.z = 1.0f;
2432
2433         if(argh == -1){
2434                 argh = bm_load("sun01");
2435                 bm_lock(argh, 16, BMP_TEX_XPARENT);
2436                 bm_unlock(argh);
2437         }
2438         
2439         g3_start_frame(1);
2440         g3_set_view_matrix(&vmd_zero_vector, &view, 0.5f);      
2441         g3_rotate_vertex(&p1, &sun_pos);
2442         g3_project_vertex(&p1);
2443         gr_zbuffer_set(GR_ZBUFF_NONE);
2444         gr_set_bitmap( argh );
2445         g3_draw_bitmap(&p1, 0, 0.05f, TMAP_FLAG_TEXTURED | TMAP_FLAG_XPARENT);          
2446         g3_end_frame();
2447         */
2448 }
2449