Files
fs2open.github.com/code/menuui/mainhallmenu.cpp
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2317 lines
72 KiB
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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
/*
* $Logfile: /Freespace2/code/MenuUI/MainHallMenu.cpp $
* $Revision: 2.28 $
* $Date: 2005-03-25 07:35:22 $
* $Author: wmcoolmon $
*
* Header file for main-hall menu code
*
* $Log: not supported by cvs2svn $
* Revision 2.27 2005/03/25 06:57:35 wmcoolmon
* Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase)
*
* Revision 2.26 2005/03/03 06:05:29 wmcoolmon
* Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure"
*
* Revision 2.25 2005/03/02 21:24:44 taylor
* more NO_NETWORK/INF_BUILD goodness for Windows, takes care of a few warnings too
*
* Revision 2.24 2005/02/04 10:12:30 taylor
* merge with Linux/OSX tree - p0204
*
* Revision 2.23 2005/01/30 03:27:09 wmcoolmon
* This isn't needed anymore
*
* Revision 2.22 2005/01/29 08:08:24 wmcoolmon
* Various updates; shader, assert, and clipping
*
* Revision 2.21 2004/10/31 21:53:23 taylor
* new pilot code support, no-multiplayer and compiler warning fixes, center mouse cursor for redalert missions
*
* Revision 2.20 2004/07/26 20:47:36 Kazan
* remove MCD complete
*
* Revision 2.19 2004/07/12 16:32:53 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.18 2004/07/01 01:12:32 bobboau
* implemented index buffered background bitmaps,
* OGL people you realy should get this implemented
*
* Revision 2.17 2004/04/30 18:33:22 Kazan
* Lobby screen only shows when PXO_LOBBY is defined
*
* Revision 2.16 2004/03/08 22:02:39 Kazan
* Lobby GUI screen restored
*
* Revision 2.15 2004/03/05 09:01:53 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.14 2004/02/28 14:14:57 randomtiger
* Removed a few uneeded if DIRECT3D's.
* Set laser function to only render the effect one sided.
* Added some stuff to the credits.
* Set D3D fogging to fall back to vertex fog if table fog not supported.
*
* Revision 2.13 2004/02/16 11:47:33 randomtiger
* Removed a lot of files that we dont need anymore.
* Changed htl to be on by default, command now -nohtl
* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
* Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now.
*
* Revision 2.12 2004/02/14 00:18:33 randomtiger
* Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details.
* OK, these changes effect a lot of file, I suggest everyone updates ASAP:
* Removal of many files from project.
* Removal of meanless Gr_bitmap_poly variable.
* Removal of glide, directdraw, software modules all links to them, and all code specific to those paths.
* Removal of redundant Fred paths that arent needed for Fred OGL.
* Have seriously tidied the graphics initialisation code and added generic non standard mode functionality.
* Fixed many D3D non standard mode bugs and brought OGL up to the same level.
* Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024.
*
* Revision 2.11 2004/01/24 15:52:26 randomtiger
* I have submitted the new movie playing code despite the fact in D3D it sometimes plays behind the main window.
* In OGL it works perfectly and in both API's it doesnt switch to the desktop anymore so hopefully people will not experience the crashes etc that the old system used to suffer from.
*
* Revision 2.10 2003/11/06 21:10:26 randomtiger
* Added my batching solution for more efficient d3d_string.
* Its part of the new grd3dbatch module, most of this isnt in use but it might help out later so I've left it in.
*
* Revision 2.9 2003/10/27 23:04:22 randomtiger
* Added -no_set_gamma flags
* Fixed up some more non standard res stuff
* Improved selection of device type, this includes using a pure device when allowed which means dev should not use Get* functions in D3D
* Made fade in credits work
* Stopped a call to gr_reser_lighting() in non htl mode when the pointer was NULL, was causing a crash loading a fogged level
* Deleted directx8 directory content, has never been needed.
*
* Revision 2.8 2003/10/17 17:18:43 randomtiger
* Big restructure for D3D and new modules grd3dlight and grd3dsetup
*
* Revision 2.7 2003/03/18 10:07:03 unknownplayer
* The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can.
*
* Revision 2.6 2003/01/15 21:29:04 anonymous
* fixed the demo compilation. Define FS2_DEMO globally to compile as a demo. Make sure warp.pof is in your data/models directory.
*
* Revision 2.5 2002/08/27 13:38:58 penguin
* Moved DirectX8 stuff to directx8 branch; reverted to previous
*
* Revision 2.3.2.4 2002/09/24 18:56:43 randomtiger
* DX8 branch commit
*
* This is the scub of UP's previous code with the more up to date RT code.
* For full details check previous dev e-mails
*
* Revision 2.3.2.2 2002/08/28 12:39:36 randomtiger
* OK, this should be a commit to the DX branch or Im going to be in a lot of trouble.
* The movie and dx8show files have been cleaned up big time.
* My debug system is in but has NO EFFECT at all unless a compiler flag is turned on, check h file for details.
* Aside from that a few changes to help the movie code work properly.
* Works on most things including GF4 and Voodoo 3. However may not work properly on a voodoo 2.
* Im going to leave this as a bug for now, serves you right for buying voodoo!
*
* Revision 2.3.2.1 2002/08/27 13:22:11 penguin
* Moved to directx8 branch
*
* Revision 2.4 2002/08/18 19:48:29 randomtiger
* Added new lib files: strmiids and ddraw to get dshow working
* Added new command line parameter to active direct show movie play: -dshowvid
* Uncommented movie_play calls and includes
*
* Revision 2.3 2002/08/04 05:12:10 penguin
* Change version display location
*
* Revision 2.2 2002/08/01 01:41:06 penguin
* The big include file move
*
* Revision 2.1 2002/07/29 07:56:10 DTP
* FIX; Startgame arguement dont go ahead when a singleplayer pilot is selected
*
* Revision 2.0 2002/06/03 04:02:24 penguin
* Warpcore CVS sync
*
* Revision 1.8 2002/05/17 03:05:08 mharris
* more porting tweaks
*
* Revision 1.7 2002/05/16 06:07:38 mharris
* more ifndef NO_SOUND
*
* Revision 1.6 2002/05/13 15:11:03 mharris
* More NO_NETWORK ifndefs added
*
* Revision 1.5 2002/05/10 20:42:43 mharris
* use "ifndef NO_NETWORK" all over the place
*
* Revision 1.4 2002/05/09 23:02:52 mharris
* Not using default values for audiostream functions, since they may
* be macros (if NO_SOUND is defined)
*
* Revision 1.3 2002/05/09 13:51:37 mharris
* Added ifndef NO_DIRECT3D; removed dead test code
*
* Revision 1.2 2002/05/04 04:52:22 mharris
* 1st draft at porting
*
* Revision 1.1 2002/05/02 18:03:09 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 62 10/28/99 2:04a Jefff
* fixed a string
*
* 61 9/15/99 6:28p Dave
* No load mission button in RELEASE_REAL
*
* 60 9/13/99 4:52p Dave
* RESPAWN FIX
*
* 59 9/13/99 11:30a Dave
* Added checkboxes and functionality for disabling PXO banners as well as
* disabling d3d zbuffer biasing.
*
* 58 9/07/99 6:55p Jefff
* added jump-to-campaign-mission cheat
*
* 57 9/07/99 4:01p Dave
* Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
* does everything properly (setting up address when binding). Remove
* black rectangle background from UI_INPUTBOX.
*
* 56 9/06/99 6:38p Dave
* Improved CD detection code.
*
* 55 9/06/99 1:30a Dave
* Intermediate checkin. Started on enforcing CD-in-drive to play the
* game.
*
* 54 9/03/99 1:31a Dave
* CD checking by act. Added support to play 2 cutscenes in a row
* seamlessly. Fixed super low level cfile bug related to files in the
* root directory of a CD. Added cheat code to set campaign mission # in
* main hall.
*
* 53 9/01/99 11:02p Dave
* Made head guy look right when not animating.
*
* 52 8/27/99 12:04a Dave
* Campaign loop screen.
*
* 51 8/26/99 9:45a Dave
* First pass at easter eggs and cheats.
*
* 50 8/25/99 11:57a Jefff
* freespace -> freespace 2 in tooltip strings
*
* 49 8/25/99 10:50a Dave
* Added music to the mainhall.tbl
*
* 48 8/24/99 8:55p Dave
* Make sure nondimming pixels work properly in tech menu.
*
* 47 8/18/99 11:44a Jefff
* minor string fixes
*
* 46 8/10/99 4:45p Jefff
* changed a string
*
* 45 8/06/99 1:01p Andsager
* disable quick start (g) for demo
*
* 44 8/05/99 10:34a Jefff
* more mouseover sound fixes
*
* 43 8/04/99 9:12p Andsager
* Add campaign room popup allowing restart of campaign in demo.
*
* 42 8/04/99 5:36p Dave
* Make glide and D3D switch out properly.
*
* 41 8/04/99 4:35p Jefff
* fixed tech room & options sounds playing only once
*
* 40 8/03/99 5:41p Jefff
* made "f1 for help" draw after animations, and stop if help overlay
* active
*
* 39 8/03/99 4:42p Jefff
* small f1 text fix
*
* 38 8/03/99 3:48p Jefff
*
* 37 8/02/99 9:13p Dave
* Added popup tips.
*
* 36 8/02/99 2:26p Jefff
* "press f1.." text reworked
*
* 35 8/02/99 12:19p Andsager
* disable "L" load screen
*
* 34 8/02/99 11:12a Jefff
* adjusted tooltip shader stuff for more a more pleasing effect.
*
* 33 7/30/99 6:05p Jefff
* added shader behind tooltip text
*
* 32 7/30/99 4:20p Andsager
* Added user click sounds to main hall
*
* 31 7/29/99 10:47p Dave
* Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
*
* 30 7/27/99 6:53p Dave
* Hi-res main hall support.
*
* 29 7/16/99 1:49p Dave
* 8 bit aabitmaps. yay.
*
* 28 7/15/99 9:20a Andsager
* FS2_DEMO initial checkin
*
* 27 7/13/99 1:15p Dave
* 32 bit support. Whee!
*
* 26 6/25/99 2:51p Jasons
* Changed wording of network error message.
*
* 25 6/21/99 1:30p Alanl
* changed main menu music tag
*
* 24 6/19/99 3:56p Dave
* Moved main hall definitions into a table file. Whee!
*
* 23 6/11/99 11:13a Dave
* last minute changes before press tour build.
*
* 22 5/09/99 8:57p Dave
* Final E3 build preparations.
*
* 21 4/25/99 3:02p Dave
* Build defines for the E3 build.
*
* 20 4/12/99 10:07p Dave
* Made network startup more forgiving. Added checkmarks to dogfight
* screen for players who hit commit.
*
* 19 3/28/99 5:58p Dave
* Added early demo code. Make objects move. Nice and framerate
* independant, but not much else. Don't use yet unless you're me :)
*
* 18 3/25/99 5:47p Dave
* Removed the whee
*
* 17 3/19/99 9:51a Dave
* Checkin to repair massive source safe crash. Also added support for
* pof-style nebulae, and some new weapons code.
*
* 16 2/25/99 4:19p Dave
* Added multiplayer_beta defines. Added cd_check define. Fixed a few
* release build warnings. Added more data to the squad war request and
* response packets.
*
* 15 2/03/99 11:44a Dave
* Fixed d3d transparent textures.
*
* 14 1/30/99 5:08p Dave
* More new hi-res stuff.Support for nice D3D textures.
*
* 13 1/27/99 9:56a Dave
* Temporary checkin of beam weapons for Dan to make cool sounds.
*
* 12 12/31/98 11:23a Dave
* Put mini-indicators for status of ships.tbl and weapons.tbl in the
* lower left corner of the main hall.
*
* 11 12/18/98 1:13a Dave
* Rough 1024x768 support for Direct3D. Proper detection and usage through
* the launcher.
*
* 10 11/30/98 1:07p Dave
* 16 bit conversion, first run.
*
* 9 11/20/98 4:08p Dave
* Fixed flak effect in multiplayer.
*
* 8 11/20/98 11:16a Dave
* Fixed up IPX support a bit. Making sure that switching modes and
* loading/saving pilot files maintains proper state.
*
* 7 11/19/98 4:57p Dave
* Ignore PXO option if IPX is selected.
*
* 6 11/19/98 4:19p Dave
* Put IPX sockets back in psnet. Consolidated all multiplayer config
* files into one.
*
* 5 11/05/98 5:55p Dave
* Big pass at reducing #includes
*
* 4 11/05/98 4:18p Dave
* First run nebula support. Beefed up localization a bit. Removed all
* conditional compiles for foreign versions. Modified mission file
* format.
*
* 3 10/13/98 9:28a Dave
* Started neatening up freespace.h. Many variables renamed and
* reorganized. Added AlphaColors.[h,cpp]
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:49a Dave
*
* 103 10/02/98 3:22p Allender
* fix up the -connect option and fix the -port option
*
* 102 8/20/98 5:31p Dave
* Put in handy multiplayer logfile system. Now need to put in useful
* applications of it all over the code.
*
* 101 8/07/98 10:40a Allender
* new command line flags for starting netgames. Only starting currently
* works, and PXO isn't implemented yet
*
* 100 7/13/98 10:46a Lawrance
* Index another localized string
*
* 99 7/10/98 1:13a Allender
* lots of small multiplayer update changes. Code in launcher to specify
* connection speed. A couple of small fixes regarding empty mission
* files. Time out players after 10 second when they don't connect on
* their reliable socket.
*
* 98 6/09/98 10:31a Hoffoss
* Created index numbers for all xstr() references. Any new xstr() stuff
* added from here on out should be added to the end if the list. The
* current list count can be found in FreeSpace.cpp (search for
* XSTR_SIZE).
*
* 97 6/05/98 9:50a Lawrance
* OEM changes
*
* 96 6/01/98 11:43a John
* JAS & MK: Classified all strings for localization.
*
* 95 5/22/98 9:02p Allender
* remove G key from main hall
*
* 94 5/22/98 10:54a Allender
* new dialog information for networking to tell user if connection type
* doesn't match the setup specified type
*
* 93 5/15/98 5:15p Dave
* Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy
* status for team vs. team. Put in asserts to check for invalid team vs.
* team situations.
*
* 92 5/13/98 12:23a Lawrance
* Don't init main hall if already inited... not needed now, but may be
* useful if we don't always want to call main_hall_close() when switching
* states
*
* 91 5/12/98 2:46a Dave
* Rudimentary communication between Parallax Online and freespace. Can
* get and store channel lists.
*
* 90 5/08/98 5:33p Lawrance
* check for CD when trying to enter ready room in single player
*
*
* $NoKeywords: $
*
*/
#include "PreProcDefines.h"
#include "menuui/mainhallmenu.h"
#include "palman/palman.h"
#include "gamesequence/gamesequence.h"
#include "anim/animplay.h"
#include "anim/packunpack.h"
#include "io/key.h"
#include "io/timer.h"
#include "menuui/snazzyui.h"
#include "playerman/player.h"
#include "sound/audiostr.h"
#include "gamesnd/gamesnd.h"
#include "gamesnd/eventmusic.h"
#include "io/mouse.h"
#include "gamehelp/contexthelp.h"
#include "cmdline/cmdline.h"
#include "popup/popup.h"
#include "menuui/playermenu.h"
#include "freespace2/freespace.h"
#include "globalincs/alphacolors.h"
#include "menuui/fishtank.h"
#include "mission/missioncampaign.h"
#include "parse/parselo.h"
#ifndef NO_NETWORK
#include "network/multiui.h"
#include "network/multiutil.h"
#include "network/multi_voice.h"
#include "network/multi.h"
#endif
#ifndef NDEBUG
#include "cutscene/movie.h"
#include "demo/demo.h"
#include "mission/missionload.h"
#endif
// ----------------------------------------------------------------------------
// MAIN HALL DATA DEFINES
//
#define MAX_RANDOM_INTERCOM_SOUNDS 10
#define NUM_RANDOM_INTERCOM_SOUNDS_0 3
#define NUM_RANDOM_INTERCOM_SOUNDS_1 3
#define MAX_MISC_ANIMATIONS 10
#define NUM_MISC_ANIMATIONS_0 2
#define NUM_MISC_ANIMATIONS_1 4
#define MAX_DOOR_ANIMATIONS 10
#define NUM_DOOR_ANIMATIONS_0 6
#define NUM_DOOR_ANIMATIONS_1 6
#define MAX_DOOR_SOUNDS 10
#define NUM_DOOR_SOUNDS_0 6
#define NUM_DOOR_SOUNDS_1 6
#define MISC_ANIM_MODE_LOOP 0 // loop the animation
#define MISC_ANIM_MODE_HOLD 1 // play to the end and hold the animation
#define MISC_ANIM_MODE_TIMED 2 // uses timestamps to determine when a finished anim should be checked again
#define NUM_REGIONS 7 // (6 + 1 for multiplayer equivalent of campaign room)
typedef struct main_hall_defines {
// bitmap and mask
char bitmap[MAX_FILENAME_LEN+1];
char mask[MAX_FILENAME_LEN+1];
// music
char music[MAX_FILENAME_LEN+1];
// intercom defines -------------------
// # of intercom sounds
int num_random_intercom_sounds;
// random (min/max) delays between playing intercom sounds
int intercom_delay[MAX_RANDOM_INTERCOM_SOUNDS][2];
// intercom sounds themselves
int intercom_sounds[MAX_RANDOM_INTERCOM_SOUNDS];
// intercom sound pan values
float intercom_sound_pan[MAX_RANDOM_INTERCOM_SOUNDS];
// misc animations --------------------
// # of misc animations
int num_misc_animations;
// filenames of the misc animations
char misc_anim_name[MAX_MISC_ANIMATIONS][MAX_FILENAME_LEN+1];
// Time until we will next play a given misc animation, min delay, and max delay
int misc_anim_delay[MAX_MISC_ANIMATIONS][3];
// coords of where to play the misc anim
int misc_anim_coords[MAX_MISC_ANIMATIONS][2];
// misc anim play modes (see MISC_ANIM_MODE_* above)
int misc_anim_modes[MAX_MISC_ANIMATIONS];
// panning values for each of the misc anims
float misc_anim_sound_pan[MAX_MISC_ANIMATIONS];
// [N][0] == # of sounds, [N][1-9] sound index
int misc_anim_special_sounds[MAX_MISC_ANIMATIONS][10];
// [N][0] == # of triggers, [N][1-9] >= frame num
int misc_anim_special_trigger[MAX_MISC_ANIMATIONS][10];
// [N][0] == # of handles, [N][1-9] == sound handle num
int misc_anim_sound_handles[MAX_MISC_ANIMATIONS][10];
// [N][0] == # of handles, [N][1-9] == sound "should" be playing
int misc_anim_sound_flag[MAX_MISC_ANIMATIONS][10];
// door animations --------------------
// # of door animations
int num_door_animations;
// filenames of the door animations
char door_anim_name[MAX_DOOR_ANIMATIONS][MAX_FILENAME_LEN+1];
// first pair : coords of where to play a given door anim
// second pair : center of a given door anim in windowed mode
int door_anim_coords[MAX_DOOR_ANIMATIONS][4];
// door sounds ------------------------
// # of door sounds
int num_door_sounds;
// sounds for each region (open/close)
int door_sounds[MAX_DOOR_SOUNDS][2];
// pan values for the door sounds
float door_sound_pan[MAX_DOOR_SOUNDS];
// region descriptions ----------------
// text (tooltip) description
char *region_descript[NUM_REGIONS];
// y coord of where to draw tooltip text
int region_yval;
} main_hall_defines;
// use main hall 0 by default
main_hall_defines Main_hall_defines[GR_NUM_RESOLUTIONS][NUM_MAIN_HALLS];
main_hall_defines *Main_hall = &Main_hall_defines[0][0];
int Vasudan_funny = 0;
int Vasudan_funny_plate = -1;
char Main_hall_campaign_cheat[512] = "";
// ----------------------------------------------------------------------------
// MISC interface data
//
// is the main hall inited (for reentrancy)
int Main_hall_inited = 0;
// handle to the playing music
int Main_hall_music_handle = -1;
// background bitmap handle
int Main_hall_bitmap;
// background bitmap mask handle
int Main_hall_mask;
// variable used for automatic netgame starting/joining
int Main_hall_netgame_started = 0;
// bitmap struct for th background mask bitmap
bitmap *Main_hall_mask_bitmap;
// actual data for the background mask bitmap
ubyte *Main_hall_mask_data;
int Main_hall_mask_w, Main_hall_mask_h;
// ----------------------------------------------------------------------------
// MOUSE clicking stuff
//
// indicates whether a right click occured
int Main_hall_right_click;
// use this to cycle through the selectable regions instead of the mouse's current region
int Main_hall_last_clicked_region;
// use this to determine how long the cursor has to linger on a region before it starts playing
#define MAIN_HALL_REGION_LINGER 175 // in ms
int Main_hall_region_linger_stamp = -1;
// handle any right clicks which may have occured
void main_hall_handle_right_clicks();
// ----------------------------------------------------------------------------
// RANDOM intercom sounds
//
// next random intercom sound to play
int Main_hall_next_intercom_sound = 0;
// delay for the next intercom sound
int Main_hall_next_intercom_sound_stamp = -1;
// handle to any playing instance of a random intercom sound
int Main_hall_intercom_sound_handle = -1;
// handle any details related to random intercom sounds
void main_hall_handle_random_intercom_sounds();
// ----------------------------------------------------------------------------
// MISC animations
//
// the misc animations themselves
anim *Main_hall_misc_anim[MAX_MISC_ANIMATIONS];
// the instance of a given misc animation
anim_instance *Main_hall_misc_anim_instance[MAX_MISC_ANIMATIONS];
// handle starting, stopping and randomizing misc animations
void main_hall_handle_misc_anims();
// cull any finished misc animation instances
void main_hall_cull_misc_anim_instances();
// render all playing misc animations
void main_hall_render_misc_anims(float frametime);
// ----------------------------------------------------------------------------
// DOOR animations (not all of these are doors anymore, but they're doorlike _regions_)
//
#define DOOR_TEXT_X 100
#define DOOR_TEXT_Y 450
// the door animations themselves
anim *Main_hall_door_anim[MAX_DOOR_ANIMATIONS];
// the instance of a given door animation
anim_instance *Main_hall_door_anim_instance[MAX_DOOR_ANIMATIONS];
// render all playing door animations
void main_hall_render_door_anims(float frametime);
// ----------------------------------------------------------------------------
// SNAZZY MENU stuff
//
#define NUM_MAIN_HALL_REGIONS 10
#define NUM_MAIN_HALL_MOUSE_REGIONS 6
// region mask #'s (identifiers)
#define EXIT_REGION 0
#define BARRACKS_REGION 1
#define READY_ROOM_REGION 2
#define TECH_ROOM_REGION 3
#define OPTIONS_REGION 4
#define CAMPAIGN_ROOM_REGION 5
#define MULTIPLAYER_REGION 10
#define LOAD_MISSION_REGION 11
#define QUICK_START_REGION 12
#define SKILL_LEVEL_REGION 13
// all the menu regions in the main hall
MENU_REGION Main_hall_region[NUM_MAIN_HALL_REGIONS];
// # of regions (options) on this screen. parsed from a table
int Main_hall_num_options;
// region over which the mouse is currently residing, or -1 if over no region
// NOTE : you should nevery change this directly. Always use main_hall_handle_mouse_location(int)
// to do this. Otherwise, the door opening and closing animations will get screwed up
int Main_hall_mouse_region;
// set this to skip a frame
int Main_hall_frame_skip;
// do any necessary processing based upon the mouse location
void main_hall_handle_mouse_location(int cur_region);
// if the mouse has moved off of the currently active region, handle the anim accordingly
void main_hall_mouse_release_region(int region);
// if the mouse has moved on this region, handle it accordingly
void main_hall_mouse_grab_region(int region);
// ----------------------------------------------------------------------------
// SOUND data / handlers
// -
// toaster oven room sound idex
#define TOASTER_REGION 3
// everyone's favorite desk guardian
#define ALLENDER_REGION 4
// handles to the sound instances of the doors opening/closing
int Main_hall_door_sound_handles[MAX_DOOR_SOUNDS] = {
-1,-1,-1,-1,-1,-1
};
// sound handle for looping ambient sound
int Main_hall_ambient_loop = -1;
// cull any door sounds that have finished playing
void main_hall_cull_door_sounds();
// handle starting, stopping and reversing "door" animations
void main_hall_handle_region_anims();
// ----------------------------------------------------------------------------
// warning/notification messages
//
#define MAIN_HALL_NOTIFY_TIME 3500
// timestamp for the notification messages
int Main_hall_notify_stamp = -1;
// text to display as the current notification message
char Main_hall_notify_text[300]="";
// set the current notification string and the associated timestamp
void main_hall_set_notify_string(char *str);
// handle any drawing, culling, etc of notification messages
void main_hall_notify_do();
// ----------------------------------------------------------------------------
// MISC functions
//
// upper _RIGHT_ corner for the version text
#define MAIN_HALL_VERSION_X 630
#define MAIN_HALL_VERSION_Y 467
// main hall help overlay ID
int Main_hall_overlay_id;
// blit the freespace version #
void main_hall_blit_version();
// blit any necessary tooltips
void main_hall_maybe_blit_tooltips();
// shader for behind tooltips
shader Main_hall_tooltip_shader;
// num pixels shader is above/below tooltip text
static int Main_hall_tooltip_padding[GR_NUM_RESOLUTIONS] = {
4, // GR_640
7, // GR_1024
};
static int Main_hall_f1_text_frame = 0;
static int F1_text_done = 0;
// read in main hall table
void main_hall_read_table();
// "press f1" for help stuff
#define MAIN_HALL_HELP_TIME 5000
int Main_hall_help_stamp = -1;
void main_hall_process_help_stuff();
// ----------------------------------------------------------------------------
// VOICE RECORDING STUFF
//
// are we currently recording voice?
int Recording = 0;
// called when multiplayer clicks on the ready room door. May pop up dialog depending on network
// connection status and errors
void main_hall_do_multi_ready()
{
#ifndef NO_NETWORK
int error;
error = psnet_get_network_status();
switch( error ) {
case NETWORK_ERROR_NO_TYPE:
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));
break;
case NETWORK_ERROR_NO_WINSOCK:
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));
break;
case NETWORK_ERROR_NO_PROTOCOL:
if(Multi_options_g.protocol == NET_TCP){
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "TCP/IP protocol not found. This protocol is required for multiplayer FreeSpace.", 362));
} else {
Assert(Multi_options_g.protocol == NET_IPX);
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "IPX protocol not found. This protocol is required for multiplayer FreeSpace.", 362));
}
break;
case NETWORK_ERROR_CONNECT_TO_ISP:
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));
break;
case NETWORK_ERROR_LAN_AND_RAS:
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));
break;
case NETWORK_ERROR_NONE:
default:
break;
}
// if our selected protocol is not active
if((Multi_options_g.protocol == NET_TCP) && !Tcp_active){
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));
return;
}
if((Multi_options_g.protocol == NET_IPX) && !Ipx_active){
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));
return;
}
if ( error != NETWORK_ERROR_NONE ){
return;
}
// 7/9/98 -- MWA. Deal with the connection speed issue. make a call to the multiplayer code to
// determine is a valid connection setting exists
if ( Multi_connection_speed == CONNECTION_SPEED_NONE ) {
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) );
return;
}
// go to parallax online
#ifdef MULTIPLAYER_BETA_BUILD // do we want this for FS2_DEMO
Multi_options_g.pxo = 1;
Multi_options_g.protocol = NET_TCP;
gameseq_post_event( GS_EVENT_PXO );
#else
#if defined(PXO_LOBBY)
if (Om_tracker_flag)
{
Multi_options_g.protocol = NET_TCP;
gameseq_post_event( GS_EVENT_NET_CHAT );
}
else
{
// go to the regular join game screen
gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME );
}
#else
if (Om_tracker_flag)
{
Multi_options_g.protocol = NET_TCP;
}
gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME );
#endif //PXO_LOBBY
#endif //MULTIPLAYER_BETA_BUILD
// select protocol
psnet_use_protocol(Multi_options_g.protocol);
#endif // ifndef NO_NETWORK
}
// blit some small color indicators to show whether ships.tbl and weapons.tbl are valid
// green == valid, red == invalid.
// ships.tbl will be on the left, weapons.tbl on the right
int Mh_ship_table_status[GR_NUM_RESOLUTIONS][2] = {
{ 1, 479 },
{ 1, 767 }
};
int Mh_weapon_table_status[GR_NUM_RESOLUTIONS][2] = {
{ 3, 479 },
{ 3, 767 }
};
void main_hall_blit_table_status()
{
// blit ship table status
gr_set_color_fast(Game_ships_tbl_valid ? &Color_bright_green : &Color_bright_red);
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]);
// blit weapon table status
gr_set_color_fast(Game_weapons_tbl_valid ? &Color_bright_green : &Color_bright_red);
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]);
}
// bash the player to a specific mission in a campaign
void main_hall_campaign_cheat()
{
char *ret = popup_input(0, XSTR("Enter mission name.\n\n* This will destroy all legitimate progress in this campaign. *", -1));
// yay
if(ret != NULL) {
// strcpy(Main_hall_campaign_cheat, ret);
mission_campaign_jump_to_mission(ret);
}
}
// -------------------------------------------------------------------------------------------------------------------
// FUNCTION DEFINITIONS BEGIN
//
// initialize the main hall proper
void main_hall_init(int main_hall_num)
{
if ( Main_hall_inited ) {
return;
}
int idx,s_idx;
char temp[100], whee[100];
// read in the main hall table
main_hall_read_table();
// create the snazzy interface and load up the info from the table
snazzy_menu_init();
read_menu_tbl(NOX("MAIN HALL"), temp, whee, Main_hall_region, &Main_hall_num_options, 0);
// assign the proper main hall data
Assert((main_hall_num >= 0) && (main_hall_num < NUM_MAIN_HALLS));
Main_hall = &Main_hall_defines[gr_screen.res][main_hall_num];
// tooltip strings
Main_hall->region_descript[0] = XSTR( "Exit FreeSpace 2", 353);
Main_hall->region_descript[1] = XSTR( "Barracks - Manage your FreeSpace 2 pilots", 354);
Main_hall->region_descript[2] = XSTR( "Ready room - Start or continue a campaign", 355);
Main_hall->region_descript[3] = XSTR( "Tech room - View specifications of FreeSpace 2 ships and weaponry", 356);
Main_hall->region_descript[4] = XSTR( "Options - Change your FreeSpace 2 options", 357);
Main_hall->region_descript[5] = XSTR( "Campaign Room - View all available campaigns", 358);
Main_hall->region_descript[6] = XSTR( "Multiplayer - Start or join a multiplayer game", 359);
// init tooltip shader // nearly black
gr_create_shader(&Main_hall_tooltip_shader, 5, 5, 5, 168);
// load the background bitmap
Main_hall_bitmap = bm_load(Main_hall->bitmap);
if(Main_hall_bitmap < 0){
nprintf(("General","WARNING! Couldn't load main hall background bitmap %s\n", Main_hall->bitmap));
}
// remove any multiplayer flags from the game mode
Game_mode &= ~(GM_MULTIPLAYER);
// set the interface palette
#ifndef HARDWARE_ONLY
palette_use_bm_palette(Main_hall_bitmap);
#endif
Main_hall_mask_w = -1;
Main_hall_mask_h = -1;
// load the mask
Main_hall_mask = bm_load(Main_hall->mask);
if (Main_hall_mask < 0) {
Error(LOCATION,"Could not load in %s!", Main_hall->mask);
} else {
// get a pointer to bitmap by using bm_lock(), so we can feed it to he snazzy menu system
Main_hall_mask_bitmap = bm_lock(Main_hall_mask, 8, BMP_AABITMAP);
Main_hall_mask_data = (ubyte*)Main_hall_mask_bitmap->data;
bm_get_info(Main_hall_mask, &Main_hall_mask_w, &Main_hall_mask_h);
}
// load up the misc animations, and nullify all the delay timestamps for the misc animations
for(idx=0;idx<Main_hall->num_misc_animations;idx++) {
Main_hall_misc_anim[idx] = NULL;
Main_hall_misc_anim[idx] = anim_load(Main_hall->misc_anim_name[idx]);
if(Main_hall_misc_anim[idx] == NULL) {
nprintf(("General","WARNING!, Could not load misc %s anim in main hall\n",Main_hall->misc_anim_name));
}
// null out the animation instances
Main_hall_misc_anim_instance[idx] = NULL;
// null out the delay timestamps
Main_hall->misc_anim_delay[idx][0] = -1;
}
// load up the door animations
for(idx=0;idx<Main_hall->num_door_animations;idx++) {
Main_hall_door_anim[idx] = NULL;
Main_hall_door_anim[idx] = anim_load(Main_hall->door_anim_name[idx]);
if(Main_hall_door_anim[idx] == NULL){
nprintf(("General","WARNING!, Could not load door anim %s in main hall\n",Main_hall->door_anim_name[idx]));
}
// null out the animation instances
Main_hall_door_anim_instance[idx] = NULL;
}
// load in help overlay bitmap
if(Main_hall == &Main_hall_defines[gr_screen.res][0]) {
Main_hall_overlay_id = MH_OVERLAY;
} else {
Assert(Main_hall == &Main_hall_defines[gr_screen.res][1]);
Main_hall_overlay_id = MH2_OVERLAY;
}
help_overlay_load(Main_hall_overlay_id);
help_overlay_set_state(Main_hall_overlay_id,0);
// check to see if the "very first pilot" flag is set, and load the overlay if so
if (!F1_text_done) {
if (Main_hall_f1_text_frame == 0) {
Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
} else {
F1_text_done = 1;
}
}
/*
if(Player_select_very_first_pilot) {
Main_hall_help_stamp = timestamp(MAIN_HALL_HELP_TIME);
// don't display the "press f1" message more than once
Player_select_very_first_pilot = 0;
} else {
Main_hall_help_stamp = -1;
}
*/
Main_hall_region_linger_stamp = -1;
strcpy(Main_hall_campaign_cheat, "");
// zero out the door sounds
for(idx=0;idx<Main_hall->num_door_sounds;idx++){
Main_hall_door_sound_handles[idx] = -1;
}
// zero out the misc anim sounds
for(idx=0;idx<Main_hall->num_misc_animations;idx++){
for(s_idx = 1;s_idx < 10;s_idx++){
Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
}
}
// skip the first frame
Main_hall_frame_skip = 1;
// initialize the music
main_hall_start_music();
// initialize the main hall notify text
Main_hall_notify_stamp = 1;
// initialize the random intercom sound stuff
Main_hall_next_intercom_sound = 0;
Main_hall_next_intercom_sound_stamp = -1;
Main_hall_intercom_sound_handle = -1;
// set the placement of the mouse cursor (start at the ready room)
Main_hall_mouse_region = -1;
Main_hall_last_clicked_region = READY_ROOM_REGION;
mouse_set_pos(Main_hall->door_anim_coords[READY_ROOM_REGION][2],Main_hall->door_anim_coords[READY_ROOM_REGION][3]);
Main_hall_inited = 1;
// determine if we have a right click
Main_hall_right_click = mouse_down(MOUSE_RIGHT_BUTTON);
// set the game_mode based on the type of player
Assert( Player != NULL );
#ifndef NO_NETWORK
if ( Player->flags & PLAYER_FLAGS_IS_MULTI ){
Game_mode = GM_MULTIPLAYER;
} else {
Game_mode = GM_NORMAL;
}
//if ( (Cmdline_start_netgame || (Cmdline_connect_addr != NULL)) && !Main_hall_netgame_started ) {
// Main_hall_netgame_started = 1;
// main_hall_do_multi_ready();
//} DTP commented out to keep original source
if ( (Cmdline_start_netgame || (Cmdline_connect_addr != NULL)) && (!Main_hall_netgame_started) /*&& (Game_mode == GM_MULTIPLAYER)*/) { // DTP added "&& (game_mode == GM_multiplayer)" so that ppl dont get thrown into Multiplayer with a Singleplayer Pilot.
Main_hall_netgame_started = 1;
main_hall_do_multi_ready();
}
#else
Game_mode = GM_NORMAL;
#endif // ifndef NO_NETWORK
if(Cmdline_start_mission) {
strcpy(Game_current_mission_filename, Cmdline_start_mission);
mprintf(( "Straight to mission '%s'\n", Game_current_mission_filename ));
gameseq_post_event(GS_EVENT_START_GAME);
// This stops the mission from loading again when you go back to the hall
Cmdline_start_mission = NULL;
}
}
void main_hall_exit_game()
{
#if defined(NDEBUG) || defined(INTERPLAYQA)
int choice;
// stop music first
main_hall_stop_music();
main_hall_stop_ambient();
choice = popup( PF_NO_NETWORKING | PF_BODY_BIG, 2, POPUP_NO, POPUP_YES, XSTR( "Exit Game?", 365));
if ( choice == 1 ) {
gameseq_post_event(GS_EVENT_QUIT_GAME);
} else {
main_hall_start_music();
main_hall_start_ambient();
}
#else
gameseq_post_event(GS_EVENT_QUIT_GAME);
#endif
}
// do a frame for the main hall
void main_hall_do(float frametime)
{
int code, key, snazzy_action;
// need to ensure ambient is playing, since it may be stopped by a playing movie
main_hall_start_ambient();
// handle any animation details
main_hall_handle_misc_anims();
main_hall_handle_region_anims();
// handle any random intercom sound details
main_hall_handle_random_intercom_sounds();
// handle any mouse clicks
main_hall_handle_right_clicks();
// handle any sound details
main_hall_cull_door_sounds();
// process any keypresses/mouse events
snazzy_action = -1;
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);
if(key){
extern void game_process_cheats(int k);
game_process_cheats(key);
}
switch(key){
case KEY_ENTER:
snazzy_action = SNAZZY_CLICKED;
break;
case KEY_F3:
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
gameseq_post_event(GS_EVENT_LAB);
break;
#ifndef NDEBUG
case KEY_F4:
gameseq_post_event(GS_EVENT_STORYBOOK);
break;
case KEY_1:
// no soup for you!
movie_play("endprt2b.mve");
break;
case KEY_2:
// no soup for you!
movie_play_two("endprt2a.mve", "endprt2b.mve");
break;
case KEY_3:
main_hall_campaign_cheat();
break;
case KEY_DEBUGGED + KEY_D:
demo_start_playback("test.fsd");
break;
}
#else
}
#endif
// do any processing based upon what happened to the snazzy menu
switch (snazzy_action) {
case SNAZZY_OVER:
main_hall_handle_mouse_location(code);
break;
case SNAZZY_CLICKED:
switch (code) {
// clicked on the exit region
case EXIT_REGION:
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
main_hall_exit_game();
break;
// clicked on the readyroom region
case READY_ROOM_REGION:
if (Campaign_file_missing) {
// error popup for a missing campaign file, don't try to enter ready room in this case
popup( PF_NO_NETWORKING, 1, POPUP_OK, XSTR( "The currently active campaign cannot be found. Please select another in the Campaign Room.", -1));
break;
}
#ifdef MULTIPLAYER_BETA_BUILD
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
Player->flags |= PLAYER_FLAGS_IS_MULTI;
main_hall_do_multi_ready();
#elif defined(E3_BUILD) || defined(PRESS_TOUR_BUILD)
gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);
#else
#ifndef NO_NETWORK
if (Player->flags & PLAYER_FLAGS_IS_MULTI){
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
main_hall_do_multi_ready();
}
else
#endif // ifndef NO_NETWORK
{
if(strlen(Main_hall_campaign_cheat)){
gameseq_post_event(GS_EVENT_CAMPAIGN_CHEAT);
} else {
gameseq_post_event(GS_EVENT_NEW_CAMPAIGN);
}
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
}
#endif
break;
// clicked on the tech room region
case TECH_ROOM_REGION:
#if defined(FS2_DEMO)
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
game_feature_not_in_demo_popup();
#else
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
gameseq_post_event( GS_EVENT_TECH_MENU );
#endif
break;
// clicked on the options region
case OPTIONS_REGION:
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
gameseq_post_event(GS_EVENT_OPTIONS_MENU);
break;
// clicked on the campaign toom region
case CAMPAIGN_ROOM_REGION:
#if !defined(MULTIPLAYER_BETA_BUILD) && !defined(E3_BUILD) && !defined(PRESS_TOUR_BUILD)
#ifdef FS2_DEMO
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
{
//game_feature_not_in_demo_popup();
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.");
if (reset_campaign == 1) {
mission_campaign_savefile_delete(Campaign.filename);
mission_campaign_load(Campaign.filename);
mission_campaign_next_mission();
}
}
#else
if(Player->flags & PLAYER_FLAGS_IS_MULTI){
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
main_hall_set_notify_string(XSTR( "Campaign Room not valid for multiplayer pilots", 366));
} else {
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);
}
#endif
#endif
break;
// clicked on the multiplayer region
case MULTIPLAYER_REGION:
#if defined(DEMO) || defined(OEM_BUILD) // not for FS2_DEMO
game_feature_not_in_demo_popup();
#else
if (Player->flags & PLAYER_FLAGS_IS_MULTI){
// NOTE : this isn't a great thing to be calling this anymore. But we'll leave it for now
gameseq_post_event( GS_EVENT_MULTI_JOIN_GAME );
} else {
main_hall_set_notify_string(XSTR( "Not a valid multiplayer pilot!!", 367));
}
#endif
break;
// load mission key was pressed
case LOAD_MISSION_REGION:
#ifdef RELEASE_REAL
#else
#if !(defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO))
//#if !defined(NDEBUG) || defined(INTERPLAYQA)
if (Player->flags & PLAYER_FLAGS_IS_MULTI){
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
main_hall_set_notify_string(XSTR( "Load Mission not valid for multiplayer pilots", 368));
} else {
#ifdef GAME_CD_CHECK
// if ( !game_do_cd_check() ) {
// break;
// }
#endif
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
gameseq_post_event( GS_EVENT_LOAD_MISSION_MENU );
}
//#endif
#endif
#endif
break;
// quick start a game region
case QUICK_START_REGION:
#if !defined(NDEBUG) && !defined(FS2_DEMO)
if (Player->flags & PLAYER_FLAGS_IS_MULTI){
main_hall_set_notify_string(XSTR( "Quick Start not valid for multiplayer pilots", 369));
} else {
if (Num_recent_missions > 0) {
strncpy( Game_current_mission_filename, Recent_missions[0], MAX_FILENAME_LEN );
} else {
if ( mission_load_up_campaign() == CAMPAIGN_ERROR_MISSING )
main_hall_set_notify_string(XSTR( "Campaign file is currently unavailable", -1));
strncpy( Game_current_mission_filename, Campaign.missions[0].name, MAX_FILENAME_LEN );
}
Campaign.current_mission = -1;
gameseq_post_event(GS_EVENT_START_GAME_QUICK);
}
#endif
break;
// clicked on the barracks region
case BARRACKS_REGION:
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
gameseq_post_event( GS_EVENT_BARRACKS_MENU );
break;
// increate the skill level
case SKILL_LEVEL_REGION:
char temp[100];
game_increase_skill_level();
sprintf(temp, XSTR( "Skill level set to %s.", 370), Skill_level_names(Game_skill_level));
main_hall_set_notify_string(temp);
break;
// escape was pressed
case ESC_PRESSED:
// if there is a help overlay active, then don't quit the game - just kill the overlay
if(!help_overlay_active(Main_hall_overlay_id)){
gamesnd_play_iface(SND_IFACE_MOUSE_CLICK);
main_hall_exit_game();
}
// kill the overlay
else {
help_overlay_set_state(Main_hall_overlay_id,0);
}
break;
}
// if the escape key wasn't pressed handle any mouse position related events
if (code != ESC_PRESSED){
main_hall_handle_mouse_location(code);
}
break;
default:
main_hall_handle_mouse_location(-1);
break;
}
if ( mouse_down(MOUSE_LEFT_BUTTON) ) {
help_overlay_set_state(Main_hall_overlay_id, 0);
}
// draw the background bitmap
gr_reset_clip();
GR_MAYBE_CLEAR_RES(Main_hall_bitmap);
if(Main_hall_bitmap >= 0){
gr_set_bitmap(Main_hall_bitmap);
gr_bitmap(0, 0);
}
// draw any pending notification messages
main_hall_notify_do();
// render misc animations
main_hall_render_misc_anims(frametime);
// render door animtions
main_hall_render_door_anims(frametime);
// blit any appropriate tooltips
main_hall_maybe_blit_tooltips();
// fishtank
fishtank_process();
// process any help "hit f1" timestamps and display any messages if necessary
if (!F1_text_done) {
main_hall_process_help_stuff();
}
// blit help overlay if active
help_overlay_maybe_blit(Main_hall_overlay_id);
// blit the freespace version #
main_hall_blit_version();
// blit ship and weapon table status
main_hall_blit_table_status();
gr_flip();
// maybe run the player tips popup
// #if defined(FS2_DEMO) && defined(NDEBUG)
player_tips_popup();
// #endif
// if we were supposed to skip a frame, then stop doing it after 1 frame
if(Main_hall_frame_skip){
Main_hall_frame_skip = 0;
}
}
// close the main hall proper
void main_hall_close()
{
int idx,s_idx;
if(!Main_hall_inited){
return;
}
// unload the main hall bitmap
if(Main_hall_bitmap != -1){
bm_release(Main_hall_bitmap);
}
// unload any bitmaps
if(Main_hall_mask >= 0){
// make sure we unlock the mask bitmap so it can be unloaded
bm_unlock(Main_hall_mask);
bm_release(Main_hall_mask);
}
// free up any (possibly) playing misc animation handles
for(idx=0;idx<Main_hall->num_misc_animations;idx++){
if(Main_hall_misc_anim_instance[idx]!=NULL){
anim_stop_playing(Main_hall_misc_anim_instance[idx]);
Main_hall_misc_anim_instance[idx] = NULL;
}
}
// free up any (possibly) playing door animation handles
for(idx=0;idx<Main_hall->num_door_animations;idx++){
if(Main_hall_door_anim_instance[idx]!=NULL){
anim_stop_playing(Main_hall_door_anim_instance[idx]);
Main_hall_door_anim_instance[idx] = NULL;
}
}
// free up any misc animations/instances
for(idx=0;idx<Main_hall->num_misc_animations;idx++){
if((Main_hall_misc_anim_instance[idx]!=NULL) && (anim_playing(Main_hall_misc_anim_instance[idx]))){
Main_hall_misc_anim_instance[idx] = NULL;
}
if(Main_hall_misc_anim[idx]!=NULL){
if(anim_free(Main_hall_misc_anim[idx]) == -1){
nprintf(("General","WARNING!, Could not free up misc anim %s in main hall\n",Main_hall->misc_anim_name[idx]));
}
}
}
// free up any door animations/instances
for(idx=0;idx<Main_hall->num_door_animations;idx++){
if((Main_hall_door_anim_instance[idx]!=NULL) && (anim_playing(Main_hall_door_anim_instance[idx]))){
Main_hall_door_anim_instance[idx] = NULL;
}
if(Main_hall_door_anim[idx]!=NULL){
if(anim_free(Main_hall_door_anim[idx]) == -1){
nprintf(("General","WARNING!, Could not free up door anim %s in main hall\n",Main_hall->door_anim_name[idx]));
}
}
}
// stop any playing door sounds
for(idx=0;idx<Main_hall->num_door_sounds-2;idx++){ // don't cut off the glow sounds (requested by Dan)
if((Main_hall_door_sound_handles[idx] != -1) && snd_is_playing(Main_hall_door_sound_handles[idx])){
snd_stop(Main_hall_door_sound_handles[idx]);
Main_hall_door_sound_handles[idx] = -1;
}
}
// stop any playing misc animation sounds
for(idx=0;idx<Main_hall->num_misc_animations;idx++){
for(s_idx=1;s_idx<10;s_idx++){
if(snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])){
snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
}
}
}
// unload the overlay bitmap
help_overlay_unload(Main_hall_overlay_id);
// close any snazzy menu details
snazzy_menu_close();
// restore
palette_restore_palette();
// no fish
fishtank_stop();
// not inited anymore
Main_hall_inited = 0;
}
// start the main hall music playing
void main_hall_start_music()
{
#ifndef NO_SOUND
// start a looping ambient sound
main_hall_start_ambient();
// if we have selected no music, then don't do this
if ( Cmdline_freespace_no_music ) {
return;
}
int main_hall_spooled_music_index = event_music_get_spooled_music_index(Main_hall->music);
if ((Main_hall_music_handle == -1) && (main_hall_spooled_music_index != -1)) {
char *music_wavfile_name = Spooled_music[main_hall_spooled_music_index].filename;
if (music_wavfile_name != NULL) {
Main_hall_music_handle = audiostream_open( music_wavfile_name, ASF_EVENTMUSIC );
if ( Main_hall_music_handle != -1 )
audiostream_play(Main_hall_music_handle, Master_event_music_volume, 1);
}
else {
nprintf(("Warning", "No music file exists to play music at the main menu!\n"));
}
}
#endif // ifndef NO_SOUND
}
// stop the main hall music
void main_hall_stop_music()
{
#ifndef NO_SOUND
if ( Main_hall_music_handle != -1 ) {
audiostream_close_file(Main_hall_music_handle, 1);
Main_hall_music_handle = -1;
}
#endif
}
// do any necessary instantiation of misc animations
void main_hall_handle_misc_anims()
{
int idx,s_idx;
if(Main_hall_frame_skip)
return;
for(idx=0;idx<Main_hall->num_misc_animations;idx++){
// if the anim isn't playing
if(Main_hall_misc_anim_instance[idx] == NULL){
// if the timestamp is -1, then reset it to some random value (based on MIN and MAX) and continue
if(Main_hall->misc_anim_delay[idx][0] == -1){
Main_hall->misc_anim_delay[idx][0] = timestamp(Main_hall->misc_anim_delay[idx][1] +
(int)(((float)rand()/(float)RAND_MAX) * (float)(Main_hall->misc_anim_delay[idx][2] - Main_hall->misc_anim_delay[idx][1])));
// if the timestamp is not -1 and has popped, play the anim and make the timestap -1
} else if (timestamp_elapsed(Main_hall->misc_anim_delay[idx][0]) && Main_hall_misc_anim[idx]) {
anim_play_struct aps;
anim_play_init(&aps, Main_hall_misc_anim[idx], Main_hall->misc_anim_coords[idx][0], Main_hall->misc_anim_coords[idx][1]);
aps.screen_id = GS_STATE_MAIN_MENU;
aps.framerate_independent = 1;
Main_hall_misc_anim_instance[idx] = anim_play(&aps);
// kill the timestamp
Main_hall->misc_anim_delay[idx][0] = -1;
// reset the "should be playing" flags
for(s_idx=1;s_idx<10;s_idx++){
Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
}
}
}
// if the anim is playing
else {
// check to see if any special trigger points have been reached by the animation
// since the frame triggers must be in ascending order, we will count down so that we don't trigger too many sounds
for(s_idx=Main_hall->misc_anim_special_sounds[idx][0]; s_idx > 0; s_idx--){
// if we've passed the trigger point, then play the sound and break out of the loop
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]){
Main_hall->misc_anim_sound_flag[idx][s_idx] = 1;
// if the sound is already playing, then kill it. This is a pretty safe thing to do since we can assume that
// by the time we get to this point again, the sound will have been long finished
if(snd_is_playing(Main_hall->misc_anim_sound_handles[idx][s_idx])){
snd_stop(Main_hall->misc_anim_sound_handles[idx][s_idx]);
Main_hall->misc_anim_sound_handles[idx][s_idx] = -1;
}
// play the sound
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]);
break;
}
}
// if the animation mode is MISC_ANIM_MODE_HOLD, pause it at the last frame
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)){
anim_pause(Main_hall_misc_anim_instance[idx]);
Main_hall_misc_anim_instance[idx]->stop_now = FALSE;
}
// if the animation mode is MISC_ANIM_MODE_LOOP, check to see if it should be looped
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)){
anim_release_render_instance(Main_hall_misc_anim_instance[idx]);
// start it playing again
anim_play_struct aps;
anim_play_init(&aps, Main_hall_misc_anim[idx], Main_hall->misc_anim_coords[idx][0], Main_hall->misc_anim_coords[idx][1]);
aps.screen_id = GS_STATE_MAIN_MENU;
aps.framerate_independent = 1;
Main_hall_misc_anim_instance[idx] = anim_play(&aps);
// kill the timestamp
Main_hall->misc_anim_delay[idx][0] = -1;
// reset the "should be playing" flags
for(s_idx=1;s_idx<10;s_idx++){
Main_hall->misc_anim_sound_flag[idx][s_idx] = 0;
}
}
// cull any misc animations which are marked as done (!is_playing)
if(!anim_playing(Main_hall_misc_anim_instance[idx])){
Main_hall_misc_anim_instance[idx] = NULL;
}
}
}
}
// render all playing misc animations
void main_hall_render_misc_anims(float frametime)
{
int idx;
// HACKETY HACK HACK - always render misc anim 3 first, if it is playing
if(Main_hall_misc_anim_instance[2] != NULL){
anim_render_one(GS_STATE_MAIN_MENU,Main_hall_misc_anim_instance[2],frametime);
}
// render all other animations
for(idx=0;idx<MAX_MISC_ANIMATIONS;idx++){
// skip anim 3, which was previously rendered, if at all
if(idx == 2){
continue;
}
// render it
if(Main_hall_misc_anim_instance[idx] != NULL){
anim_render_one(GS_STATE_MAIN_MENU,Main_hall_misc_anim_instance[idx],frametime);
}
}
}
// render all playing door animations
void main_hall_render_door_anims(float frametime)
{
int idx;
// render all door animations
for(idx=0;idx<MAX_DOOR_ANIMATIONS;idx++){
// render it
if(Main_hall_door_anim_instance[idx] != NULL){
anim_render_one(GS_STATE_MAIN_MENU,Main_hall_door_anim_instance[idx],frametime);
}
}
}
// handle starting, stopping and reversing "door" animations
void main_hall_handle_region_anims()
{
int idx;
if(Main_hall_frame_skip)
return;
// make sure we make any finished door animations NULL
for(idx=0;idx<Main_hall->num_door_animations;idx++){
if((Main_hall_door_anim_instance[idx] != NULL) && !anim_playing(Main_hall_door_anim_instance[idx])){
Main_hall_door_anim_instance[idx] = NULL;
}
}
// go through each region animation
for(idx=0;idx<Main_hall->num_door_animations;idx++){
// if the instance is not null and the animation is playing
if((Main_hall_door_anim_instance[idx] != NULL) && anim_playing(Main_hall_door_anim_instance[idx])){
// check to see if we should hold a given door "open"
if((Main_hall_mouse_region == idx) && (Main_hall_door_anim_instance[idx]->frame_num == Main_hall_door_anim_instance[idx]->stop_at)){
anim_pause(Main_hall_door_anim_instance[idx]);
Main_hall_door_anim_instance[idx]->stop_now = FALSE;
}
// check to see if we should close a door being held open
if((Main_hall_mouse_region != idx) && (Main_hall_door_anim_instance[idx]->paused)){
anim_unpause(Main_hall_door_anim_instance[idx]);
}
}
}
}
// do any necessary processing based upon the mouse location
void main_hall_handle_mouse_location(int cur_region)
{
if(Main_hall_frame_skip)
return;
if(cur_region > NUM_MAIN_HALL_MOUSE_REGIONS) {
// MWA -- inserted return since Int3() was tripped when hitting L from main
// menu.
return;
}
// if the mouse is now over a resgion
if (cur_region != -1) {
// if we're still over the same region we were last frame, check stuff
if (cur_region == Main_hall_mouse_region) {
// if we have a linger timestamp set and it has expired, then get moving
if ((Main_hall_region_linger_stamp != -1) && timestamp_elapsed(Main_hall_region_linger_stamp)) {
main_hall_mouse_grab_region(cur_region);
// release the region linger stamp
Main_hall_region_linger_stamp = -1;
}
} else {
// if we're currently on another region, release it
if ((Main_hall_mouse_region != -1) && (cur_region != Main_hall_mouse_region)) {
main_hall_mouse_release_region(Main_hall_mouse_region);
}
// set the linger time
if (Main_hall_region_linger_stamp == -1) {
Main_hall_mouse_region = cur_region;
Main_hall_region_linger_stamp = timestamp(MAIN_HALL_REGION_LINGER);
}
}
}
// if it was over a region but isn't anymore, release that region
else {
if (Main_hall_mouse_region != -1) {
main_hall_mouse_release_region(Main_hall_mouse_region);
Main_hall_mouse_region = -1;
// release the region linger timestamp
Main_hall_region_linger_stamp = -1;
}
}
}
// if the mouse has moved off of the currently active region, handle the anim accordingly
void main_hall_mouse_release_region(int region)
{
if(Main_hall_frame_skip){
return;
}
// if the animation is currently playing in the forward direction, change direction and be done, otherwise don't do a thing
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)){
anim_reverse_direction(Main_hall_door_anim_instance[region]);
}
// check for door sounds, ignoring the OPTIONS_REGION (which isn't a door)
if ((Main_hall_door_anim_instance[region] != NULL)) {
// don't stop the toaster oven or microwave regions from playing all the way through
if (Main_hall_door_sound_handles[region] != -1) {
snd_stop(Main_hall_door_sound_handles[region]);
}
Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][1]], Main_hall->door_sound_pan[region]);
// make sure to set the sound to play from the right spot
snd_set_pos(Main_hall_door_sound_handles[region], &Snds_iface[SND_MAIN_HALL_DOOR_CLOSE],
(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);
}
}
// if the mouse has moved on this region, handle it accordingly
void main_hall_mouse_grab_region(int region)
{
if (Main_hall_frame_skip) {
return;
}
// if the animation is not playing, start it playing
if ( !Main_hall_door_anim_instance[region] ) {
if ( Main_hall_door_anim[region] ) {
anim_play_struct aps;
anim_play_init(&aps, Main_hall_door_anim[region], Main_hall->door_anim_coords[region][0], Main_hall->door_anim_coords[region][1]);
aps.screen_id = GS_STATE_MAIN_MENU;
aps.framerate_independent = 1;
Main_hall_door_anim_instance[region] = anim_play(&aps);
}
}
// otherwise if its playing in the reverse direction, change it to the forward direction
else if (Main_hall_door_anim_instance[region]->direction == ANIM_DIRECT_REVERSE) {
anim_reverse_direction(Main_hall_door_anim_instance[region]);
}
// check for opening/starting sounds
// kill the currently playing sounds if necessary
if(Main_hall_door_sound_handles[region] != -1){
snd_stop(Main_hall_door_sound_handles[region]);
}
Main_hall_door_sound_handles[region] = snd_play(&Snds_iface[Main_hall->door_sounds[region][0]],Main_hall->door_sound_pan[region]);
// start the sound playing at the right spot relative to the completion of the animation
if(Main_hall_door_anim_instance[region]->frame_num != -1){
snd_set_pos(Main_hall_door_sound_handles[region],&Snds_iface[SND_MAIN_HALL_DOOR_OPEN],
(float)Main_hall_door_anim_instance[region]->frame_num / (float)Main_hall_door_anim_instance[region]->parent->total_frames,1);
}
}
// handle any right clicks which may have occured
void main_hall_handle_right_clicks()
{
int new_region;
if(Main_hall_frame_skip)
return;
// check to see if the button has been clicked
if(!Main_hall_right_click){
if(mouse_down(MOUSE_RIGHT_BUTTON)){
// cycle through the available regions
if(Main_hall_last_clicked_region == NUM_MAIN_HALL_MOUSE_REGIONS - 1){
new_region = 0;
} else
new_region = Main_hall_last_clicked_region + 1;
// set the position of the mouse cursor and the newly clicked region
mouse_set_pos(Main_hall->door_anim_coords[new_region][2],Main_hall->door_anim_coords[new_region][3]);
main_hall_handle_mouse_location(new_region);
Main_hall_last_clicked_region = new_region;
// set the mouse as being clicked
Main_hall_right_click = 1;
}
}
// set the mouse as being unclicked
else if(Main_hall_right_click && !(mouse_down(MOUSE_RIGHT_BUTTON))){
Main_hall_right_click = 0;
}
}
// cull any door sounds that have finished playing
void main_hall_cull_door_sounds()
{
int idx;
// 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
for(idx=0;idx<Main_hall->num_door_sounds;idx++){
if((Main_hall_door_sound_handles[idx] != -1) && !snd_is_playing(Main_hall_door_sound_handles[idx])){
Main_hall_door_sound_handles[idx] = -1;
}
}
}
void main_hall_handle_random_intercom_sounds()
{
// if we have no timestamp for the next random sound, then set on
if((Main_hall_next_intercom_sound_stamp == -1) && (Main_hall_intercom_sound_handle == -1)){
Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)rand()/(float)RAND_MAX) *
(float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
- Main_hall->intercom_delay[Main_hall_intercom_sound_handle][0])) );
}
// if the there is no sound playing
if(Main_hall_intercom_sound_handle == -1){
// if the timestamp has popped, play a sound
if((Main_hall_next_intercom_sound_stamp != -1) && (timestamp_elapsed(Main_hall_next_intercom_sound_stamp))){
// play the sound
Main_hall_intercom_sound_handle = snd_play(&Snds_iface[Main_hall->intercom_sounds[Main_hall_next_intercom_sound]]);
// unset the timestamp
Main_hall_next_intercom_sound_stamp = -1;
}
}
// if the sound is playing
else {
// if the sound has finished, set the timestamp and continue
if(!snd_is_playing(Main_hall_intercom_sound_handle)){
// increment the next sound
if(Main_hall_next_intercom_sound >= (Main_hall->num_random_intercom_sounds-1)){
Main_hall_next_intercom_sound = 0;
} else {
Main_hall_next_intercom_sound++;
}
// set the timestamp
Main_hall_next_intercom_sound_stamp = timestamp((int)(((float)rand()/(float)RAND_MAX) *
(float)(Main_hall->intercom_delay[Main_hall_next_intercom_sound][1]
- Main_hall->intercom_delay[Main_hall_next_intercom_sound][0])) );
// release the sound handle
Main_hall_intercom_sound_handle = -1;
}
}
}
// set the notification string with its decay timeout
void main_hall_set_notify_string(char *str)
{
strcpy(Main_hall_notify_text,str);
Main_hall_notify_stamp = timestamp(MAIN_HALL_NOTIFY_TIME);
}
void main_hall_notify_do()
{
// check to see if we should try and do something
if(Main_hall_notify_stamp != -1){
// if the text time has expired
if(timestamp_elapsed(Main_hall_notify_stamp)){
strcpy(Main_hall_notify_text,"");
Main_hall_notify_stamp = -1;
} else {
int w,h;
gr_set_color_fast(&Color_bright);
gr_get_string_size(&w,&h,Main_hall_notify_text);
gr_printf((gr_screen.max_w - w)/2, gr_screen.max_h - 40, Main_hall_notify_text);
}
}
}
// start a looping ambient sound for main hall
void main_hall_start_ambient()
{
int play_ambient_loop = 0;
if ( Main_hall_ambient_loop == -1 ) {
play_ambient_loop = 1;
} else {
if ( !snd_is_playing(Main_hall_ambient_loop) ) {
play_ambient_loop = 1;
}
}
if ( play_ambient_loop ) {
Main_hall_ambient_loop = snd_play_looping(&Snds_iface[SND_MAIN_HALL_AMBIENT]);
}
}
// stop a looping ambient sound for the main hall
void main_hall_stop_ambient()
{
if ( Main_hall_ambient_loop != -1 ) {
snd_stop(Main_hall_ambient_loop);
Main_hall_ambient_loop = -1;
}
}
// Reset the volume of the looping ambient sound. This is called from the options
// screen when the looping ambient sound might be playing.
void main_hall_reset_ambient_vol()
{
if ( Main_hall_ambient_loop >= 0 ) {
snd_set_volume(Main_hall_ambient_loop, Snds_iface[SND_MAIN_HALL_AMBIENT].default_volume);
}
}
// blit the freespace version #
void main_hall_blit_version()
{
char version_string[100];
int w;
// format the version string
get_version_string(version_string);
// get the length of the string
gr_get_string_size(&w,NULL,version_string);
// print the string near the lower left corner
gr_set_color_fast(&Color_bright_white);
gr_string(5, gr_screen.max_h - 24, version_string);
}
// blit any necessary tooltips
void main_hall_maybe_blit_tooltips()
{
int w;
int text_index;
// if we're over no region - don't blit anything
if(Main_hall_mouse_region < 0) {
return;
}
// get the index of the proper text to be using
if(Main_hall_mouse_region == READY_ROOM_REGION) {
// if this is a multiplayer pilot, the ready room region becomes the multiplayer region
if(Player->flags & PLAYER_FLAGS_IS_MULTI){
text_index = NUM_REGIONS - 1;
} else {
text_index = READY_ROOM_REGION;
}
} else {
text_index = Main_hall_mouse_region;
}
// set the color and blit the string
if(!help_overlay_active(Main_hall_overlay_id)) {
int shader_y = (Main_hall->region_yval) - Main_hall_tooltip_padding[gr_screen.res]; // subtract more to pull higher
// get the width of the string
gr_get_string_size(&w, NULL, Main_hall->region_descript[text_index]);
gr_resize_screen_pos(&w, &shader_y);
gr_set_shader(&Main_hall_tooltip_shader);
gr_shade(0, shader_y, gr_screen.clip_width, (gr_screen.clip_height - shader_y));
gr_set_color_fast(&Color_bright_white);
gr_string((gr_screen.max_w - w)/2, Main_hall->region_yval, Main_hall->region_descript[text_index]);
}
}
void main_hall_process_help_stuff()
{
int w, h;
char str[255];
// if the timestamp has popped, don't do anything
if(Main_hall_help_stamp == -1) {
return;
}
// if the timestamp has popped, advance frame
if(timestamp_elapsed(Main_hall_help_stamp)) {
Main_hall_f1_text_frame++;
}
// otherwise print out the message
strcpy(str, XSTR( "Press F1 for help", 371));
gr_get_string_size(&w, &h, str);
int y_anim_offset = Main_hall_f1_text_frame;
// if anim is off the screen finally, stop altogether
if ( (y_anim_offset >= (2*Main_hall_tooltip_padding[gr_screen.res]) + h) || (help_overlay_active(Main_hall_overlay_id)) ) {
Main_hall_f1_text_frame = -1;
Main_hall_help_stamp = -1;
F1_text_done = 1;
return;
}
// set the color and print out text and shader
gr_set_color_fast(&Color_bright_white);
gr_shade(0, 0, gr_screen.max_w, (2*Main_hall_tooltip_padding[gr_screen.res]) + h - y_anim_offset);
gr_string((gr_screen.max_w - w)/2, Main_hall_tooltip_padding[gr_screen.res] /*- y_anim_offset*/, str);
}
// what main hall we're on (should be 0 or 1)
int main_hall_id()
{
// only 1 of 2 main halls
if(Main_hall == &Main_hall_defines[gr_screen.res][0]){
return 0;
}
return 1;
}
// read in main hall table
void main_hall_read_table()
{
main_hall_defines *m, temp;
int count, idx, s_idx, m_idx;
// read the file in
read_file_text("mainhall.tbl");
reset_parse();
// go for it
count = 0;
while(!optional_string("#end")){
// read in 2 resolutions
for(m_idx=0; m_idx<GR_NUM_RESOLUTIONS; m_idx++){
// maybe use a temp main hall stuct
if(count >= NUM_MAIN_HALLS){
m = &temp;
} else {
m = &Main_hall_defines[m_idx][count];
}
// ready
required_string("$Main Hall");
// bitmap and mask
required_string("+Bitmap:");
stuff_string(m->bitmap, F_NAME, NULL, MAX_FILENAME_LEN);
required_string("+Mask:");
stuff_string(m->mask, F_NAME, NULL, MAX_FILENAME_LEN);
#ifndef FS2_DEMO
required_string("+Music:");
stuff_string(m->music, F_NAME, NULL, MAX_FILENAME_LEN);
#endif
// intercom sounds
required_string("+Num Intercom Sounds:");
stuff_int(&m->num_random_intercom_sounds);
for(idx=0; idx<m->num_random_intercom_sounds; idx++){
// intercom delay
required_string("+Intercom delay:");
stuff_int(&m->intercom_delay[idx][0]);
stuff_int(&m->intercom_delay[idx][1]);
}
for(idx=0; idx<m->num_random_intercom_sounds; idx++){
// intercom sound id
required_string("+Intercom sound:");
stuff_int(&m->intercom_sounds[idx]);
}
for(idx=0; idx<m->num_random_intercom_sounds; idx++){
// intercom pan
required_string("+Intercom pan:");
stuff_float(&m->intercom_sound_pan[idx]);
}
// misc animations
required_string("+Num Misc Animations:");
stuff_int(&m->num_misc_animations);
for(idx=0; idx<m->num_misc_animations; idx++){
// anim names
required_string("+Misc anim:");
stuff_string(m->misc_anim_name[idx], F_NAME, NULL);
}
for(idx=0; idx<m->num_misc_animations; idx++){
// anim delay
required_string("+Misc anim delay:");
stuff_int(&m->misc_anim_delay[idx][0]);
stuff_int(&m->misc_anim_delay[idx][1]);
stuff_int(&m->misc_anim_delay[idx][2]);
}
for(idx=0; idx<m->num_misc_animations; idx++){
// anim coords
required_string("+Misc anim coords:");
stuff_int(&m->misc_anim_coords[idx][0]);
stuff_int(&m->misc_anim_coords[idx][1]);
}
for(idx=0; idx<m->num_misc_animations; idx++){
// anim mode
required_string("+Misc anim mode:");
stuff_int(&m->misc_anim_modes[idx]);
}
for(idx=0; idx<m->num_misc_animations; idx++){
// anim pan
required_string("+Misc anim pan:");
stuff_float(&m->misc_anim_sound_pan[idx]);
}
for(idx=0; idx<m->num_misc_animations; idx++){
// anim sound id
required_string("+Misc anim sounds:");
stuff_int(&m->misc_anim_special_sounds[idx][0]);
for(s_idx=0; s_idx<m->misc_anim_special_sounds[idx][0]; s_idx++){
stuff_int(&m->misc_anim_special_sounds[idx][s_idx + 1]);
}
}
for(idx=0; idx<m->num_misc_animations; idx++){
// anim sound triggers
required_string("+Misc anim trigger:");
stuff_int(&m->misc_anim_special_trigger[idx][0]);
for(s_idx=0; s_idx<m->misc_anim_special_trigger[idx][0]; s_idx++){
stuff_int(&m->misc_anim_special_trigger[idx][s_idx + 1]);
}
}
for(idx=0; idx<m->num_misc_animations; idx++){
// anim sound handles
required_string("+Misc anim handles:");
stuff_int(&m->misc_anim_sound_handles[idx][0]);
}
for(idx=0; idx<m->num_misc_animations; idx++){
// anim sound flags
required_string("+Misc anim flags:");
stuff_int(&m->misc_anim_sound_flag[idx][0]);
}
// door animations
required_string("+Num Door Animations:");
stuff_int(&m->num_door_animations);
for(idx=0; idx<m->num_door_animations; idx++){
// door name
required_string("+Door anim:");
stuff_string(m->door_anim_name[idx], F_NAME, NULL);
}
for(idx=0; idx<m->num_door_animations; idx++){
// door coords
required_string("+Door coords:");
stuff_int(&m->door_anim_coords[idx][0]);
stuff_int(&m->door_anim_coords[idx][1]);
stuff_int(&m->door_anim_coords[idx][2]);
stuff_int(&m->door_anim_coords[idx][3]);
}
for(idx=0; idx<m->num_door_animations; idx++){
// door open and close sounds
required_string("+Door sounds:");
stuff_int(&m->door_sounds[idx][0]);
stuff_int(&m->door_sounds[idx][1]);
}
for(idx=0; idx<m->num_door_animations; idx++){
// door pan value
required_string("+Door pan:");
stuff_float(&m->door_sound_pan[idx]);
}
// tooltip y location
required_string("+Tooltip Y:");
stuff_int(&m->region_yval);
for(idx=0; idx<NUM_REGIONS; idx++){
m->region_descript[idx] = NULL;
}
}
if(count < NUM_MAIN_HALLS){
count++;
}
}
// are we funny?
if(Vasudan_funny){
Main_hall_defines[GR_640][1].door_sounds[OPTIONS_REGION][0] = SND_VASUDAN_BUP;
Main_hall_defines[GR_640][1].door_sounds[OPTIONS_REGION][1] = SND_VASUDAN_BUP;
Main_hall_defines[GR_1024][1].door_sounds[OPTIONS_REGION][0] = SND_VASUDAN_BUP;
Main_hall_defines[GR_1024][1].door_sounds[OPTIONS_REGION][1] = SND_VASUDAN_BUP;
// set head anim. hehe
strcpy(Main_hall_defines[GR_640][1].door_anim_name[OPTIONS_REGION], "vhallheads");
strcpy(Main_hall_defines[GR_1024][1].door_anim_name[OPTIONS_REGION], "2_vhallheads");
// set the background
strcpy(Main_hall_defines[GR_640][1].bitmap, "vhallhead");
strcpy(Main_hall_defines[GR_1024][1].bitmap, "2_vhallhead");
}
}
// make the vasudan main hall funny
void main_hall_vasudan_funny()
{
Vasudan_funny = 1;
}