/*
 * 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.
 *
*/ 




#include "asteroid/asteroid.h"
#include "cmdline/cmdline.h"
#include "freespace.h"
#include "gamehelp/contexthelp.h"
#include "gamesequence/gamesequence.h"
#include "gamesnd/eventmusic.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/alphacolors.h"
#include "globalincs/linklist.h"
#include "graphics/font.h"
#include "graphics/matrix.h"
#include "graphics/shadows.h"
#include "hud/hud.h"
#include "io/key.h"
#include "io/mouse.h"
#include "io/timer.h"
#include "jumpnode/jumpnode.h"
#include "lighting/lighting.h"
#include "lighting/lighting_profiles.h"
#include "menuui/snazzyui.h"
#include "mission/missionbriefcommon.h"
#include "mission/missioncampaign.h"
#include "mission/missiongoals.h"
#include "mission/missionmessage.h"
#include "mission/missiontraining.h"
#include "missionui/chatbox.h"
#include "missionui/missionbrief.h"
#include "missionui/missionscreencommon.h"
#include "missionui/missionshipchoice.h"
#include "model/model.h"
#include "network/multi.h"
#include "network/multimsgs.h"
#include "network/multiteamselect.h"
#include "network/multiui.h"
#include "parse/parselo.h"
#include "parse/sexp.h"
#include "parse/sexp_container.h"
#include "playerman/player.h"
#include "popup/popup.h"
#include "render/3d.h"
#include "ship/ship.h"
#include "sound/audiostr.h"
#include "sound/fsspeech.h"


static int Brief_goals_coords[GR_NUM_RESOLUTIONS][4] = {
	{
		65,152,508,211		// GR_640
	},
	{
		104,243,813,332		// GR_1024
	}
};

static int	Current_brief_stage;	// what stage of the briefing we're on
static int	Last_brief_stage;
static int	Num_brief_stages;
static int	Brief_multiplayer = FALSE;

static int	Brief_last_auto_advance = 0;	// timestamp of last auto-advance

// for managing the scene cut transition
static int	Quick_transition_stage;
static int	Start_fade_up_anim, Start_fade_down_anim;
static int	Brief_playing_fade_sound;
hud_anim		Fade_anim;

int	Briefing_music_handle = -1;
UI_TIMESTAMP Briefing_music_begin_timestamp;

int Briefing_overlay_id = -1;

// --------------------------------------------------------------------------------------
// Module scope globals
// --------------------------------------------------------------------------------------

static MENU_REGION	Briefing_select_region[NUM_BRIEFING_REGIONS];
static int				Num_briefing_regions;

// For closeup display 
#define					ONE_REV_TIME		6		// time (sec) for one revolution
#define					MAX_ANG_CHG			0.15f

static int Closeup_coords[GR_NUM_RESOLUTIONS][4] = {
	{
		203, 151, 200, 213	// GR_640
	},
	{
		325, 241, 200, 213	// GR_1024
	}
};

/* no longer used - taylor
static int Closeup_img_h[GR_NUM_RESOLUTIONS] = {
	150,	// GR_640
	150		// GR_1024
};

static int Closeup_text_h[GR_NUM_RESOLUTIONS][4] = {
	63,		// GR_640
	63		// GR_1024
}; */

static int Brief_infobox_coords[GR_NUM_RESOLUTIONS][2] = {
	{ // GR_640
		0, 391
	},
	{ // GR_1024
		0, 627
	}
};

static const char *Brief_infobox_filename[GR_NUM_RESOLUTIONS] = {
	"InfoBox",
	"2_Infobox"
};

static const char *Brief_filename[GR_NUM_RESOLUTIONS] = {
	"Brief",
	"2_Brief"
};

static const char *Brief_multi_filename[GR_NUM_RESOLUTIONS] = {
	"BriefMulti",
	"2_BriefMulti"
};

static const char *Brief_mask_filename[GR_NUM_RESOLUTIONS] = {
	"Brief-m",
	"2_Brief-m"
};

static const char *Brief_multi_mask_filename[GR_NUM_RESOLUTIONS] = {
	"BriefMulti-m",
	"2_BriefMulti-m"
};


static const char *Brief_win_filename[GR_NUM_RESOLUTIONS] = {
	"Briefwin",
	"2_Briefwin"
};

// coordinate inidices
#define BRIEF_X_COORD 0
#define BRIEF_Y_COORD 1
#define BRIEF_W_COORD 2
#define BRIEF_H_COORD 3

//static int Closeup_region[4] = {220,132,420,269};
int Closeup_region[GR_NUM_RESOLUTIONS][4] = {
	{ // GR_640
		211, 158, 215, 157
	}, 
	{ // GR_1024
		337, 253, 345, 252
	}, 
};

const char *Closeup_background_filename[GR_NUM_RESOLUTIONS] = {
	NOX("BriefPop"),	// GR_640
	NOX("2_BriefPop")	// GR_1024
};

const char *Closeup_button_filename[GR_NUM_RESOLUTIONS] = {
	NOX("BPB_00"),		// GR_640
	NOX("2_BPB_00"),		// GR_1024
};

int Closeup_button_hotspot = 14;

//static int			Closeup_button_coords[2] = {CLOSEUP_X+164,CLOSEUP_Y+227};
int Closeup_button_coords[GR_NUM_RESOLUTIONS][2] = {	
	{ 374, 316 },		// GR_640	
	{ 599, 506 }		// GR_1024	
};

UI_BUTTON	Closeup_close_button;
int Closeup_bitmap=-1;
int Closeup_one_revolution_time=ONE_REV_TIME;

brief_icon *Closeup_icon;
angles Closeup_angles;
matrix Closeup_orient;
vec3d Closeup_pos;
int Closeup_font_height;
int Closeup_x1, Closeup_y1;
char Closeup_type_name[NAME_LENGTH];

// used for the 3d view of a closeup ship
float Closeup_zoom;
vec3d Closeup_cam_pos;

// Mask bitmap pointer and Mask bitmap_id
ubyte* Brief_ui_mask_data;		// pointer to actual bitmap data
static int Brief_ui_mask_w = -1;
static int Brief_ui_mask_h = -1;
int Brief_inited = FALSE;

int Briefing_paused = 0;	// for stopping audio and stage progression

int Max_brief_Lines;

// --------------------------------------------------------------------------------------
// Briefing specific UI
// --------------------------------------------------------------------------------------
#define	BRIEF_LAST_STAGE_MASK			7
#define	BRIEF_NEXT_STAGE_MASK			8
#define	BRIEF_PREV_STAGE_MASK			9
#define	BRIEF_FIRST_STAGE_MASK			10
#define	BRIEF_TEXT_SCROLL_UP_MASK		11
#define	BRIEF_TEXT_SCROLL_DOWN_MASK	12
#define	BRIEF_SKIP_TRAINING_MASK		15
#define	BRIEF_PAUSE_MASK					16

struct brief_buttons {	
	const char *filename;
	int x, y;
	int xt, yt;
	int hotspot;
	int repeat;
	UI_BUTTON button;  // because we have a class inside this struct, we need the constructor below..

	brief_buttons(const char *name, int x1, int y1, int xt1, int yt1, int h, int r = 0) : filename(name), x(x1), y(y1), xt(xt1), yt(yt1), hotspot(h), repeat(r) {}
};

int	Brief_grid_bitmap = -1;
int	Brief_text_bitmap = -1;

int	Brief_multitext_bitmap = -1;
int	Brief_background_bitmap =-1;

UI_WINDOW Brief_ui_window;

// Briefing specific buttons
#define NUM_BRIEF_BUTTONS 10

brief_buttons	Brief_buttons[GR_NUM_RESOLUTIONS][NUM_BRIEF_BUTTONS] = {
	{ // GR_640
		brief_buttons("BRB_08",		110,	116,	117,	157,	8),
		brief_buttons("BRB_09",		84,	116,	117,	157,	9),
		brief_buttons("BRB_10",		29,	116,	117,	157,	10),
		brief_buttons("BRB_11",		4,		116,	117,	157,	11),
		brief_buttons("BRB_12",		0,		405,	117,	157,	12),
		brief_buttons("BRB_13",		0,		447,	117,	157,	13),			
		brief_buttons("BRB_15",		562,	0,		117,	157,	15),			// skip training
		brief_buttons("BRB_16",		56,	116,	117,	157,	16),
		brief_buttons("TSB_34",		603,	374,	117,	157,	34),	
		brief_buttons("BRB_15",		562,	0,		117,	157,	15)			// exit loop	
	}, 
	{ // GR_1024
		brief_buttons("2_BRB_08",		175,	187,	117,	157,	8),
		brief_buttons("2_BRB_09",		135,	187,	117,	157,	9),
		brief_buttons("2_BRB_10",		47,	187,	117,	157,	10),
		brief_buttons("2_BRB_11",		8,		187,	117,	157,	11),
		brief_buttons("2_BRB_12",		0,		649,	117,	157,	12),
		brief_buttons("2_BRB_13",		0,		716,	117,	157,	13),			
		brief_buttons("2_BRB_15",		900,	0,		117,	157,	15),		// skip training
		brief_buttons("2_BRB_16",		91,	187,	117,	157,	16),
		brief_buttons("2_TSB_34",		966,	599,	117,	157,	34),			
		brief_buttons("2_BRB_15",		900,	0,		117,	157,	15)			// exit loop	
	}, 	
};

// briefing UI
#define BRIEF_SELECT_NUM_TEXT			3
UI_XSTR Brief_select_text[GR_NUM_RESOLUTIONS][BRIEF_SELECT_NUM_TEXT] = {
	{ // GR_640
		{ "Lock",				1270,	602,	364,	UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_MULTI_LOCK].button },
		{ "Skip Training",	1442,	467,	7,		UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_SKIP_TRAINING].button },
		{ "Exit Loop",			1477,	490,	7,		UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[0][BRIEF_BUTTON_EXIT_LOOP].button }
	}, 
	{ // GR_1024
		{ "Lock",				1270,	964,	584,	UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_MULTI_LOCK].button },
		{ "Skip Training",	1442,	805,	12,	UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_SKIP_TRAINING].button },
		{ "Exit Loop",			1477,	830,	12,	UI_XSTR_COLOR_GREEN, -1, &Brief_buttons[1][BRIEF_BUTTON_EXIT_LOOP].button }
	}
};

// coordinates for briefing title -- the x value is for the RIGHT side of the text
// third coord is max width of area for it to fit into (it is force fit there)
static int Title_coords[GR_NUM_RESOLUTIONS][3] = {
	{575, 117, 370},	// GR_640
	{918, 194, 588}		// GR_1024
};

// coordinates for briefing title in multiplayer briefings -- the x value is for the LEFT side of the text
// third coord is max width of area for it to fit into (it is force fit there)
static int Title_coords_multi[GR_NUM_RESOLUTIONS][3] = {
	{1, 105, 190},		// GR_640
	{1, 174, 304}		// GR_1024
};

// briefing line widths
int Brief_max_line_width[GR_NUM_RESOLUTIONS] = {
	MAX_BRIEF_LINE_W_640, MAX_BRIEF_LINE_W_1024
};

// --------------------------------------------------------------------------------------
// Forward declarations
// --------------------------------------------------------------------------------------
int brief_setup_closeup(brief_icon *bi, bool api_access = false);
void brief_maybe_blit_scene_cut(float frametime);
void brief_transition_reset();
void brief_replace_stage_text(brief_stage &stage);

const char *brief_tooltip_handler(const char *str)
{
	if (!stricmp(str, NOX("@close"))) {
		if (Closeup_icon)
			return XSTR( "Close", 428);
	}

	return NULL;
}

// brief_skip_training_pressed()
//
// called when the skip training button on the briefing screen is hit.  When this happens,
// do a popup, then move to the next mission in the campaign.
void brief_skip_training_pressed()
{
	int val;

	val = popup(PF_USE_NEGATIVE_ICON | PF_USE_AFFIRMATIVE_ICON,2,POPUP_NO,POPUP_YES,XSTR( "Skip Training\n\n\n\nAre you sure you want to skip this training mission?", 429));

	// val is 0 when we hit no (first on the list)
	// AL: also, -1 is returned when ESC is hit
	if ( val <= 0 ){
		return;
	}

	if ( !(Game_mode & GM_CAMPAIGN_MODE) ){
		gameseq_post_event( GS_EVENT_MAIN_MENU );
	}

	// tricky part.  Need to move to the next mission in the campaign.
	mission_goal_mark_objectives_complete();
	mission_goal_fail_incomplete();
	mission_campaign_store_goals_and_events_and_variables(false);

	mission_campaign_eval_next_mission();
	mission_campaign_mission_over();	

	if ( Campaign.next_mission == -1 || (The_mission.flags[Mission::Mission_Flags::End_to_mainhall]) ) {
		gameseq_post_event( GS_EVENT_MAIN_MENU );
	} else {
		gameseq_post_event( GS_EVENT_START_GAME );
	}
}

// --------------------------------------------------------------------------------------
//	brief_do_next_pressed()
//
//
void brief_do_next_pressed(int play_sound)
{
	int now = timer_get_milliseconds();

	if ( (now - Brief_last_auto_advance) < 500 ) {
		return;
	}

	Current_brief_stage++;
	if ( Current_brief_stage >= Num_brief_stages ) {
		Current_brief_stage = Num_brief_stages - 1;
		gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
		if ( Quick_transition_stage != -1 )
			brief_transition_reset();
	} else {
		if ( play_sound ) {
			gamesnd_play_iface(InterfaceSounds::BRIEF_STAGE_CHG);
		}
	}
	Assert(Current_brief_stage >= 0);
}

// --------------------------------------------------------------------------------------
//	brief_do_prev_pressed()
//
//
void brief_do_prev_pressed()
{
	Current_brief_stage--;
	if ( Current_brief_stage < 0 ) {
		Current_brief_stage = 0;
		if (common_num_cutscenes_valid(MOVIE_PRE_BRIEF)) {
			common_maybe_play_cutscene(MOVIE_PRE_BRIEF, true, SCORE_BRIEFING);
		}
		else {
			gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
			if ( Quick_transition_stage != -1 )
				brief_transition_reset();
		}
	} else {
		gamesnd_play_iface(InterfaceSounds::BRIEF_STAGE_CHG);
	}
	Assert(Current_brief_stage >= 0);
}


// --------------------------------------------------------------------------------------
//	brief_do_start_pressed()
//
//
void brief_do_start_pressed()
{
	if (common_num_cutscenes_valid(MOVIE_PRE_BRIEF)) {
			common_maybe_play_cutscene(MOVIE_PRE_BRIEF, true, SCORE_BRIEFING);
		Current_brief_stage = 0;
	}
	else if ( Current_brief_stage != 0 ) {
		gamesnd_play_iface(InterfaceSounds::BRIEF_STAGE_CHG);
		Current_brief_stage = 0;
		if ( Quick_transition_stage != -1 )
			brief_transition_reset();
	} else {
		gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
	}
	Assert(Current_brief_stage >= 0);
}

// --------------------------------------------------------------------------------------
//	brief_do_end_pressed()
//
//
void brief_do_end_pressed()
{
	if ( Current_brief_stage != Num_brief_stages - 1 ) {
		gamesnd_play_iface(InterfaceSounds::BRIEF_STAGE_CHG);
		Current_brief_stage = Num_brief_stages - 1;
		if ( Quick_transition_stage != -1 )
			brief_transition_reset();

	} else {
		gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
	}
	Assert(Current_brief_stage >= 0);
}


void brief_scroll_up_text()
{
	Top_brief_text_line--;
	if ( Top_brief_text_line < 0 ) {
		Top_brief_text_line = 0;
		gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
	} else {
		gamesnd_play_iface(InterfaceSounds::SCROLL);
	}
}

void brief_scroll_down_text()
{
	Top_brief_text_line++;
	if ( (Num_brief_text_lines[0] - Top_brief_text_line) < Max_brief_Lines) {
		Top_brief_text_line--;
		gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
	} else {
		gamesnd_play_iface(InterfaceSounds::SCROLL);
	}
}


// handles the exit loop option
void brief_exit_loop_pressed()
{
	int val = popup(PF_USE_NEGATIVE_ICON | PF_USE_AFFIRMATIVE_ICON, 2, POPUP_NO, POPUP_YES, XSTR( "Exit Loop\n\n\n\nAre you sure you want to leave the mission loop?", 1489));

	// bail if esc hit or no clicked
	if (val <= 0) {
		return;
	}

	// handle the details
	// this also posts the start game event
	mission_campaign_exit_loop();
}


// -------------------------------------------------------------------------------------
// brief_select_button_do() do the button action for the specified pressed button
//
void brief_button_do(int i)
{
	switch ( i ) {
		case BRIEF_BUTTON_LAST_STAGE:
			brief_do_end_pressed();
			break;

		case BRIEF_BUTTON_NEXT_STAGE:
			brief_do_next_pressed(1);
			break;

		case BRIEF_BUTTON_PREV_STAGE:
			brief_do_prev_pressed();
			break;

		case BRIEF_BUTTON_FIRST_STAGE:
			brief_do_start_pressed();
			break;

		case BRIEF_BUTTON_SCROLL_UP:
			brief_scroll_up_text();
			break;

		case BRIEF_BUTTON_SCROLL_DOWN:
			brief_scroll_down_text();
			break;

		case BRIEF_BUTTON_PAUSE:
			gamesnd_play_iface(InterfaceSounds::USER_SELECT);
			fsspeech_pause(Player->auto_advance != 0);
			Player->auto_advance ^= 1;
			break;

		case BRIEF_BUTTON_SKIP_TRAINING:
			fsspeech_stop();
			brief_skip_training_pressed();
			break;

		case BRIEF_BUTTON_EXIT_LOOP:
			fsspeech_stop();
			brief_exit_loop_pressed();
			break;

		case BRIEF_BUTTON_MULTI_LOCK:
			Assert(Game_mode & GM_MULTIPLAYER);			
			// the "lock" button has been pressed
			multi_ts_lock_pressed();

			// disable the button if it is now locked
			if(multi_ts_is_locked()){
				Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
			}
			break;
	} // end switch
}

// -------------------------------------------------------------------
// brief_check_buttons()
//
// Iterate through the briefing buttons, checking if they are pressed
//
void brief_check_buttons()
{
	int			i;
	UI_BUTTON	*b;

	for (i=0; i<NUM_BRIEF_BUTTONS; i++) {
		b = &Brief_buttons[gr_screen.res][i].button;
		if ( b->pressed() ) {
			common_flash_button_init();
			brief_button_do(i);
		}
	}

	if (Closeup_close_button.pressed()) {
		brief_turn_off_closeup_icon();
	}
}

// -------------------------------------------------------------------
// brief_redraw_pressed_buttons()
//
// Redraw any briefing buttons that are pressed down.  This function is needed
// since we sometimes need to draw pressed buttons last to ensure the entire
// button gets drawn (and not overlapped by other buttons)
//
void brief_redraw_pressed_buttons()
{
	int			i;
	UI_BUTTON	*b;
	
	common_redraw_pressed_buttons();

	for ( i = 0; i < NUM_BRIEF_BUTTONS; i++ ) {
		b = &Brief_buttons[gr_screen.res][i].button;
		if ( b->button_down() ) {
			b->draw_forced(2);
		}
	}

	if ( !Player->auto_advance ) {
		Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.draw_forced(2);
	}
}

void brief_buttons_init()
{
	UI_BUTTON	*b;
	int			i;

	//if ( Briefing->num_stages <= 0 )
	//	return;

	for ( i = 0; i < NUM_BRIEF_BUTTONS; i++ ) {
		b = &Brief_buttons[gr_screen.res][i].button;
		b->create( &Brief_ui_window, "", Brief_buttons[gr_screen.res][i].x, Brief_buttons[gr_screen.res][i].y, 60, 30, 0, 1 );
		// set up callback for when a mouse first goes over a button
		b->set_highlight_action( common_play_highlight_sound );

		if ((i == BRIEF_BUTTON_SKIP_TRAINING) || (i == BRIEF_BUTTON_EXIT_LOOP)) {
			b->set_bmaps(Brief_buttons[gr_screen.res][i].filename, 3, 0);
		} else {
			b->set_bmaps(Brief_buttons[gr_screen.res][i].filename);
		}
		b->link_hotspot(Brief_buttons[gr_screen.res][i].hotspot);
	}

	// add all xstrs
	for(i=0; i<BRIEF_SELECT_NUM_TEXT; i++) {
		Brief_ui_window.add_XSTR(&Brief_select_text[gr_screen.res][i]);
	}

	// Hide the 'skip training' button by default.  Only enable and unhide if we are playing a training
	// mission
	Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.disable();
	Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.hide();
	if ( (Game_mode & GM_NORMAL) && (The_mission.game_type & MISSION_TYPE_TRAINING) ) {
		Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.enable();
		Brief_buttons[gr_screen.res][BRIEF_BUTTON_SKIP_TRAINING].button.unhide();
	}

	// Hide the 'exit loop' button by default.  Only enable and unhide if we are playing a loop
	// mission
	Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.disable();
	Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.hide();
	if ( (Game_mode & GM_NORMAL) && (Campaign.loop_enabled) && (Game_mode & GM_CAMPAIGN_MODE) ) {
		Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.enable();
		Brief_buttons[gr_screen.res][BRIEF_BUTTON_EXIT_LOOP].button.unhide();
	}

	// maybe disable the multi-lock button
	if(!(Game_mode & GM_MULTIPLAYER)){
		Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.hide();
		Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
	} else {
		// if we're not the host of the game (or a tema captain in team vs. team mode), disable the lock button
		if(Netgame.type_flags & NG_TYPE_TEAM){
			if(!(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)){
				Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
			}
		} else {
			if(!(Net_player->flags & NETINFO_FLAG_GAME_HOST)){
				Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.disable();
			}
		}
	}

	// create close button for closeup popup
	Closeup_close_button.create( &Brief_ui_window, "", Closeup_button_coords[gr_screen.res][BRIEF_X_COORD], Closeup_button_coords[gr_screen.res][BRIEF_Y_COORD], 60, 30, 0, 1 );
	Closeup_close_button.set_highlight_action( common_play_highlight_sound );
	Closeup_close_button.set_bmaps(Closeup_button_filename[gr_screen.res]);
	Closeup_close_button.link_hotspot(Closeup_button_hotspot);

	// set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
	Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.set_hotkey(KEY_SHIFTED|KEY_RIGHT);
	Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.set_hotkey(KEY_RIGHT);
	Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.set_hotkey(KEY_LEFT);
	Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.set_hotkey(KEY_SHIFTED|KEY_LEFT);
	Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.set_hotkey(KEY_UP);
	Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.set_hotkey(KEY_DOWN);

	Closeup_close_button.disable();
	Closeup_close_button.hide();

	// if we have no briefing stages, hide and disable briefing buttons
	if(Num_brief_stages <= 0){
		Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.disable();
		Brief_buttons[gr_screen.res][BRIEF_BUTTON_LAST_STAGE].button.hide();
		Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.disable();
		Brief_buttons[gr_screen.res][BRIEF_BUTTON_NEXT_STAGE].button.hide();
		Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.disable();
		Brief_buttons[gr_screen.res][BRIEF_BUTTON_PREV_STAGE].button.hide();
		Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.disable();
		Brief_buttons[gr_screen.res][BRIEF_BUTTON_FIRST_STAGE].button.hide();
		Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.disable();
		Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_UP].button.hide();
		Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.disable();
		Brief_buttons[gr_screen.res][BRIEF_BUTTON_SCROLL_DOWN].button.hide();
		Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.disable();
		Brief_buttons[gr_screen.res][BRIEF_BUTTON_PAUSE].button.hide();		
	}
}

// --------------------------------------------------------------------------------------
//	brief_get_closeup_icon()
//
//
// changed from uint for 64-bit support - taylor
brief_icon *brief_get_closeup_icon()
{
	return Closeup_icon;
}

// stop showing the closeup view of an icon
void brief_turn_off_closeup_icon(bool api_access)
{
	// turn off closeup
	if ( Closeup_icon != NULL ) {
		if (Closeup_icon->model_instance_num >= 0) {
			model_delete_instance(Closeup_icon->model_instance_num);
			Closeup_icon->model_instance_num = -1;
		}

		if (!api_access) {
			gamesnd_play_iface(InterfaceSounds::BRIEF_ICON_SELECT);
		}
		Closeup_icon = nullptr;
		Closeup_type_name[0] = '\0';
		Closeup_close_button.disable();
		Closeup_close_button.hide();
	}
}

// --------------------------------------------------------------------------------------
//	brief_load_bitmaps()
//
//
void brief_load_bitmaps()
{
	Brief_text_bitmap = bm_load(Brief_infobox_filename[gr_screen.res]);
	Brief_grid_bitmap = bm_load(Brief_win_filename[gr_screen.res]);
	
	if ( Closeup_bitmap == -1 ) {
		Closeup_bitmap = bm_load(Closeup_background_filename[gr_screen.res]);
	}
}

// --------------------------------------------------------------------------------------
//	brief_ui_init()
//
//
void brief_ui_init()
{
	Brief_background_bitmap = mission_ui_background_load(Briefing->background[gr_screen.res], Brief_filename[gr_screen.res], Brief_multi_filename[gr_screen.res]);

	if ( Num_brief_stages <= 0 ){
		return;
	}

	brief_load_bitmaps();
}


// --------------------------------------------------------------------------------------
//	brief_set_default_closeup()
//
//
void brief_set_default_closeup()
{
	brief_stage		*bs;
	int				i;

	bs = &Briefing->stages[0];

	if ( Briefing->num_stages <= 0 ) {
		Closeup_icon = NULL;
		return;
	}

	if ( bs->num_icons <= 0 ) {
		Closeup_icon = NULL;
		return;
	}

	// check for the first highlighted icons to have as the default closeup
	for ( i = 0; i < bs->num_icons; i++ ) {
		if ( bs->icons[i].flags & BI_HIGHLIGHT )
			break;
	}
	
	if ( i == bs->num_icons ) {
		brief_setup_closeup(&bs->icons[0]);
	}
	else {
		brief_setup_closeup(&bs->icons[i]);
	}
}

/**
 * Evaluate the sexpressions of the briefing stages eliminating those stages
 * which shouldn't get shown
 */
void brief_compact_stages()
{
	int num, before, i;

	before = Briefing->num_stages;

	num = 0;
	while ( num < Briefing->num_stages ) {
		if ( eval_sexp(Briefing->stages[num].formula) ) {
			brief_replace_stage_text(Briefing->stages[num]);
		} else {
			// clean up unused briefing stage
			Briefing->stages[num].text = "";

			if ( Briefing->stages[num].icons != NULL ) {
				vm_free( Briefing->stages[num].icons );
				Briefing->stages[num].icons = NULL;
			}

			if ( Briefing->stages[num].lines != NULL ) {
				vm_free( Briefing->stages[num].lines );
				Briefing->stages[num].lines = NULL;
			}

			Briefing->stages[num].num_icons = 0;
			for ( i = num+1; i < Briefing->num_stages; i++ ) {
				Briefing->stages[i-1] = Briefing->stages[i];
			}
			Briefing->num_stages--;
			continue;
		}
		num++;
	}

	// completely clear out the old entries (if any) so we don't access them by mistake - taylor
	if ( before > Briefing->num_stages ) {
		for ( i = Briefing->num_stages; i < before; i++ ) {
			Briefing->stages[i] = brief_stage();
		}
	}
}


// --------------------------------------------------------------------------------------
// brief_init() 
//
	int red_alert_mission(void);
//
void brief_init(bool api_access)
{
	if (!api_access) {
		// for multiplayer, change the state in my netplayer structure
		// and initialize the briefing chat area thingy
		if ( Game_mode & GM_MULTIPLAYER ){
			Net_player->state = NETPLAYER_STATE_BRIEFING;
		}

		// Non standard briefing in red alert mission
		if ( red_alert_mission() ) {
			Int3();	// since we shouldn't be here
			gameseq_post_event(GS_EVENT_RED_ALERT);
			return;
		}
	}

	// get a pointer to the appropriate briefing structure
	if(MULTI_TEAM){
		Briefing = &Briefings[Net_player->p_info.team];
	} else {
		Briefing = &Briefings[0];
	}

	Brief_last_auto_advance = 0;

	brief_compact_stages();			// compact the briefing array to eliminate unused stages

	if (!api_access) {
		common_set_interface_palette("BriefingPalette");

		set_active_ui(&Brief_ui_window);
		Current_screen = ON_BRIEFING_SELECT;
		brief_restart_text_wipe();
		common_flash_button_init();
		common_music_init(SCORE_BRIEFING);

		Briefing_overlay_id = help_overlay_get_index(BR_OVERLAY);
		help_overlay_set_state(Briefing_overlay_id,gr_screen.res,0);

		if ( Brief_inited == TRUE ) {
			common_buttons_maybe_reload(&Brief_ui_window);	// AL 11-21-97: this is necessary since we may returning from the hotkey
																			// screen, which can release common button bitmaps.
			common_reset_buttons();
			nprintf(("Alan","brief_init() returning without doing anything\n"));
			return;
		}
	}

	// Show the goals slide iff we're in a training mission with the "toggle goals" flag, or a normal mission without it.
	if (The_mission.flags[Mission::Mission_Flags::Toggle_showing_goals] == !!(The_mission.game_type & MISSION_TYPE_TRAINING)) {
		Num_brief_stages = Briefing->num_stages + 1;
	} else {
		Num_brief_stages = Briefing->num_stages;
	}

	Current_brief_stage = 0;
	Last_brief_stage = 0;

	// init the scene-cut data
	brief_transition_reset();

	if (!api_access) {
		hud_anim_init(&Fade_anim, Brief_static_coords[gr_screen.res][0], Brief_static_coords[gr_screen.res][1], Brief_static_name[gr_screen.res]);
		hud_anim_load(&Fade_anim);

		nprintf(("Alan","Entering brief_init()\n"));
		common_select_init();

		// Set up the mask regions
		// initialize the different regions of the menu that will react when the mouse moves over it
		Num_briefing_regions = 0;

		snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "",	COMMON_BRIEFING_REGION,				0);
		snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "",	COMMON_SS_REGION,						0);
		snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "",	COMMON_WEAPON_REGION,				0);
		snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "",	COMMON_COMMIT_REGION,				0);
		snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "",	COMMON_HELP_REGION,					0);
		snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "",	COMMON_OPTIONS_REGION,				0);

		snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "",	BRIEF_LAST_STAGE_MASK,			0);
		snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "",	BRIEF_NEXT_STAGE_MASK,			0);
		snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "",	BRIEF_PREV_STAGE_MASK,			0);
		snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "",	BRIEF_FIRST_STAGE_MASK,			0);
		snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "",	BRIEF_TEXT_SCROLL_UP_MASK,		0);
		snazzy_menu_add_region(&Briefing_select_region[Num_briefing_regions++], "",	BRIEF_TEXT_SCROLL_DOWN_MASK,	0);

		// init common UI
		Brief_ui_window.create( 0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0 );

		if(Game_mode & GM_MULTIPLAYER){
			Brief_ui_window.set_mask_bmap(Brief_multi_mask_filename[gr_screen.res]);
		} else {
			Brief_ui_window.set_mask_bmap(Brief_mask_filename[gr_screen.res]);
		}

		// get a pointer to the mask data
		Brief_ui_mask_data = Brief_ui_window.get_mask_data( &Brief_ui_mask_w, &Brief_ui_mask_h );

		Brief_ui_window.tooltip_handler = brief_tooltip_handler;
		common_buttons_init(&Brief_ui_window);
		brief_buttons_init();

		// if multiplayer, initialize a few other systems
		if(Game_mode & GM_MULTIPLAYER){
			// again, should not be necessary, but we'll leave it for now
			chatbox_create();

			// force the chatbox to be small
			chatbox_force_small();
		}

		// set up the screen regions
		brief_init_screen(Brief_multiplayer);

		// init briefing specific UI
		brief_ui_init();
	} else {
		common_select_init(true);
	}

	// init the briefing map
	brief_init_map();

	if (!api_access) {
		// init the briefing voice playback
		brief_voice_init();
		brief_voice_load_all();

		// init objectives display stuff
		ML_objectives_init(Brief_goals_coords[gr_screen.res][BRIEF_X_COORD], Brief_goals_coords[gr_screen.res][BRIEF_Y_COORD], Brief_goals_coords[gr_screen.res][BRIEF_W_COORD], Brief_goals_coords[gr_screen.res][BRIEF_H_COORD]);
	}

	// set the camera target
	if ( Briefing->num_stages > 0 ) {
		brief_set_new_stage(&Briefing->stages[0].camera_pos, &Briefing->stages[0].camera_orient, 0, Current_brief_stage);
		brief_reset_icons(Current_brief_stage);
	}

	if (!api_access) {
		// fire the script hook, since when we first start the briefing there isn't a "new stage" function like there is for cbriefs
		common_fire_stage_script_hook(Last_brief_stage, Current_brief_stage);

		Brief_playing_fade_sound = 0;
	}

	Brief_mouse_up_flag	= 0;
	Closeup_font_height = gr_get_font_height();
	Closeup_icon = nullptr;
	Brief_inited = TRUE;
}

// -------------------------------------------------------------------------------------
// brief_render_closeup_text()
//
//
#define CLOSEUP_TEXT_OFFSET	10
void brief_render_closeup_text()
{
/*
	brief_icon	*bi;
	char			line[MAX_ICON_TEXT_LINE_LEN];
	int			n_lines, i, render_x, render_y;
	int			n_chars[MAX_ICON_TEXT_LINES];
	char			*p_str[MAX_ICON_TEXT_LINES];

	if ( Closeup_icon == NULL ) {
		Int3();
		return;
	}

	bi = Closeup_icon;

	render_x = Closeup_region[0];
	render_y = Closeup_region[1] + CLOSEUP_IMG_H;
	
	gr_set_clip(render_x+CLOSEUP_TEXT_OFFSET, render_y, CLOSEUP_W,CLOSEUP_TEXT_H, GR_RESIZE_MENU);
	gr_set_color_fast(&Color_white);

//	n_lines = split_str(bi->text, CLOSEUP_W - 2*CLOSEUP_TEXT_OFFSET, n_chars, p_str, MAX_ICON_TEXT_LINES);
	Assert(n_lines != -1);

	for ( i = 0; i < n_lines; i++ ) {
		Assert(n_chars[i] < MAX_ICON_TEXT_LINE_LEN);
		strncpy(line, p_str[i], n_chars[i]);
		line[n_chars[i]] = 0;
		gr_printf_menu(0,0+i*Closeup_font_height,line);
	}
*/
}

// -------------------------------------------------------------------------------------
// brief_render_closeup()
//
//
void brief_render_closeup(int ship_class, float frametime)
{
	lighting_profiles::set_non_mission_profile non_mission_lighting_profile;
	
	matrix	view_orient = IDENTITY_MATRIX;
	matrix	temp_matrix;
	float		ang;
	int		w,h;

	if (ship_class < 0)
		return;

	if (Closeup_bitmap < 0)
		return;

	ang = PI2 * frametime/Closeup_one_revolution_time;
	if ( ang > MAX_ANG_CHG )
		ang = MAX_ANG_CHG;

	Closeup_angles.h += ang;
	if ( Closeup_angles.h > PI2 )
		Closeup_angles.h -= PI2;
	vm_angles_2_matrix(&temp_matrix, &Closeup_angles );
	Closeup_orient = temp_matrix;

	w = Closeup_region[gr_screen.res][2];
	h = Closeup_region[gr_screen.res][3];
	gr_set_clip(Closeup_region[gr_screen.res][0], Closeup_region[gr_screen.res][1], w, h, GR_RESIZE_MENU);

	g3_start_frame(1);
	g3_set_view_matrix(&Closeup_cam_pos, &view_orient, Closeup_zoom);

	//setup lights
	common_setup_room_lights();

	Glowpoint_use_depth_buffer = false;

	model_clear_instance( Closeup_icon->modelnum );


	// maybe switch off nebula rendering
    auto neb_restore = The_mission.flags[Mission::Mission_Flags::Fullneb];
    The_mission.flags.remove(Mission::Mission_Flags::Fullneb);

	model_render_params render_info;
	render_info.set_detail_level_lock(0);

	if (Closeup_icon->type == ICON_JUMP_NODE)
	{
		render_info.set_color(HUD_color_red, HUD_color_green, HUD_color_blue);
		render_info.set_flags(MR_NO_LIGHTING | MR_AUTOCENTER | MR_NO_POLYS | MR_SHOW_OUTLINE_HTL | MR_NO_TEXTURING);
	}
	else
	{
		if (shadow_maybe_start_frame(Shadow_disable_overrides.disable_mission_select_ships))
		{
			auto pm = model_get(Closeup_icon->modelnum);

			gr_reset_clip();
			shadows_start_render(&Eye_matrix, &Eye_position, Proj_fov, gr_screen.clip_aspect, -Closeup_cam_pos.xyz.z + pm->rad, -Closeup_cam_pos.xyz.z + pm->rad + 200.0f, -Closeup_cam_pos.xyz.z + pm->rad + 2000.0f, -Closeup_cam_pos.xyz.z + pm->rad + 10000.0f);
			render_info.set_flags(MR_NO_TEXTURING | MR_NO_LIGHTING | MR_AUTOCENTER);

			model_render_immediate(&render_info, Closeup_icon->modelnum, Closeup_icon->model_instance_num, &Closeup_orient, &Closeup_pos);
			shadows_end_render();
			gr_set_clip(Closeup_region[gr_screen.res][0], Closeup_region[gr_screen.res][1], w, h, GR_RESIZE_MENU);
		}

		auto sip = &Ship_info[ship_class];
		if (!sip->replacement_textures.empty())
			render_info.set_replacement_textures(Closeup_icon->modelnum, sip->replacement_textures);

		render_info.set_flags(MR_AUTOCENTER);
	}

	gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
	gr_set_view_matrix(&Eye_position, &Eye_matrix);

	model_render_immediate( &render_info, Closeup_icon->modelnum, Closeup_icon->model_instance_num, &Closeup_orient, &Closeup_pos );

    The_mission.flags.set(Mission::Mission_Flags::Fullneb, neb_restore);

	gr_end_view_matrix();
	gr_end_proj_matrix();

	shadow_end_frame();

	g3_end_frame();

	gr_set_color_fast(&Color_bright_white);

	gr_get_string_size(&w, NULL, Closeup_icon->closeup_label);

	gr_string((gr_screen.clip_width_unscaled - w) / 2,2,Closeup_icon->closeup_label,GR_RESIZE_MENU);
//	brief_render_closeup_text();

	Closeup_close_button.enable();
	Closeup_close_button.unhide();

	gr_reset_clip();
}

// -------------------------------------------------------------------------------------
// brief_render()
//
// Renders the briefing map and UI elements. When api_access is true, only the map is rendered
// and stage transitions are handled without fade animations (for use with the SCPUI API).
//
//	frametime is in seconds
void brief_render(float frametime, bool api_access)
{
	if (!api_access) {
		int z, w, h;

		if ( Num_brief_stages <= 0 ) {
			gr_set_color_fast(&Color_white);
			Assertion(Game_current_mission_filename[0] != '\0', "Current mission filename is empty");

			gr_get_string_size(&w, nullptr, XSTR("No Briefing exists for mission: %s", 430));
			gr_printf_menu((gr_screen.clip_width_unscaled - w) / 2,200,XSTR( "No Briefing exists for mission: %s", 430), Game_current_mission_filename);

			#ifndef NDEBUG
			gr_get_string_size(&w, &h, The_mission.name.c_str());
			gr_set_color_fast(&Color_normal);
			SCP_string debugText;
			sprintf(debugText, NOX("[filename: %s, last mod: %s]"), Mission_filename, The_mission.modified);

			gr_get_string_size(&w, nullptr, debugText.c_str());
			gr_printf_menu((gr_screen.clip_width_unscaled - w) / 2, 230, "%s", debugText.c_str());
			#endif

			return;
		}

		gr_set_bitmap(Brief_grid_bitmap);
		gr_bitmap(Brief_bmap_coords[gr_screen.res][0], Brief_bmap_coords[gr_screen.res][1], GR_RESIZE_MENU);

		brief_render_map(Current_brief_stage, frametime);

		// draw the frame bitmaps
		gr_set_bitmap(Brief_text_bitmap);
		gr_bitmap(Brief_infobox_coords[gr_screen.res][0], Brief_infobox_coords[gr_screen.res][1], GR_RESIZE_MENU);
		brief_blit_stage_num(Current_brief_stage, Num_brief_stages);

		// only try to render text and play audio if there is really something here - taylor
		if (Briefing->num_stages > 0) {
			z = brief_render_text(Top_brief_text_line, Brief_text_coords[gr_screen.res][0], Brief_text_coords[gr_screen.res][1], Brief_text_coords[gr_screen.res][3], frametime);
			if (z) {
				brief_voice_play(Current_brief_stage);
			}

			Max_brief_Lines = Brief_text_coords[gr_screen.res][3]/gr_get_font_height(); //Make the max number of lines dependent on the font height.

			// maybe output the "more" indicator
			if ( (Max_brief_Lines + Top_brief_text_line) < Num_brief_text_lines[0] ) {
				// can be scrolled down
				int more_txt_x = Brief_text_coords[gr_screen.res][0] + (Brief_max_line_width[gr_screen.res]/2) - 10;
				int more_txt_y = Brief_text_coords[gr_screen.res][1] + Brief_text_coords[gr_screen.res][3] - 2;				// located below brief text, centered

				gr_get_string_size(&w, &h, XSTR("more", 1469), 1.0f, (int)strlen(XSTR("more", 1469)));
				gr_set_color_fast(&Color_black);
				gr_rect(more_txt_x-2, more_txt_y, w+3, h, GR_RESIZE_MENU);
				gr_set_color_fast(&Color_more_indicator);
				gr_string(more_txt_x, more_txt_y, XSTR("more", 1469), GR_RESIZE_MENU);  // base location on the input x and y?
			}
		}

		brief_maybe_blit_scene_cut(frametime);

#if !defined(NDEBUG)
		gr_set_color_fast(&Color_normal);
		int title_y_offset = (Game_mode & GM_MULTIPLAYER) ? 20 : 10;
		gr_printf_menu(Brief_bmap_coords[gr_screen.res][0], Brief_bmap_coords[gr_screen.res][1]-title_y_offset, NOX("[name: %s, mod: %s]"), Mission_filename, The_mission.modified);
#endif

		// force-fit mission title if necessary
		const size_t max_buf_len = 255;
		char buf[max_buf_len + 1];
		strncpy(buf, The_mission.name.c_str(), max_buf_len);
		buf[max_buf_len] = '\0';
		const int max_coords_width = (Game_mode & GM_MULTIPLAYER) ? Title_coords_multi[gr_screen.res][2] : Title_coords[gr_screen.res][2];
		w = font::force_fit_string(buf, max_buf_len, max_coords_width);

		// output mission title
		gr_set_color_fast(&Color_bright_white);
		if (Game_mode & GM_MULTIPLAYER) {
			gr_string(Title_coords_multi[gr_screen.res][0], Title_coords_multi[gr_screen.res][1], buf, GR_RESIZE_MENU);
		} else {
			gr_string(Title_coords[gr_screen.res][0] - w, Title_coords[gr_screen.res][1], buf, GR_RESIZE_MENU);
		}

		// maybe do objectives
		if (Current_brief_stage == Briefing->num_stages) {
			ML_objectives_do_frame(0);
		}
	} else {
		// API mode: render only the briefing map
		gr_set_bitmap(Brief_grid_bitmap);

		brief_render_map(Current_brief_stage, frametime);

		// Used to set the time when highlight animations should start
		Brief_text_wipe_time_elapsed += frametime;

		// We don't play the static anim from the API, but we still need to quick transition between stages -Mjn
		if (Start_fade_up_anim) {
			Current_brief_stage = Quick_transition_stage;

			if (Current_brief_stage < 0) {
				brief_transition_reset();
				Current_brief_stage = Last_brief_stage;
			}

			Assertion(Current_brief_stage >= 0, "Current briefing stage is invalid");
		}
	}
}

// -------------------------------------------------------------------------------------
// brief_set_closeup_pos()
//
//
#define CLOSEUP_OFFSET 20
void brief_set_closeup_pos(brief_icon * /*bi*/)
{
	Closeup_y1 = 10;
	Closeup_x1 = (int)std::lround(320 - Closeup_coords[gr_screen.res][BRIEF_W_COORD]/2.0f);
}

// -------------------------------------------------------------------------------------
// brief_setup_closeup()
//
// exit: 0	=>		set-up icon successfully
//			-1	=>		could not setup closeup icon
int brief_setup_closeup(brief_icon *bi, bool api_access)
{
	char				pof_filename[NAME_LENGTH];
	ship_info		*sip=NULL;
	vec3d			tvec;

	Closeup_icon = bi;
	Closeup_icon->modelnum = -1;
	Closeup_icon->model_instance_num = -1;

	Closeup_one_revolution_time = ONE_REV_TIME;

	switch(Closeup_icon->type) {
	case ICON_PLANET:
		Closeup_icon = NULL;
		return -1;
		/*
		strcpy_s(pof_filename, NOX("planet.pof"));
		strcpy_s(Closeup_icon->closeup_label, XSTR("planet",-1));
		vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -8300.0f);
		Closeup_zoom = 0.5f;
		Closeup_one_revolution_time = ONE_REV_TIME * 3;
		*/
		break;

	case ICON_ASTEROID_FIELD:
		if(Asteroid_icon_closeup_model[0] == '\0') {
			Warning(LOCATION, "Tried to display an asteroid field icon, but no asteroids are available.");
			Closeup_icon = nullptr;
			return -1;
		}

		strcpy_s(pof_filename, Asteroid_icon_closeup_model);
		if (Closeup_icon->closeup_label[0] == '\0') {
			strcpy_s(Closeup_icon->closeup_label, XSTR("Asteroid", 431));
		}
		Closeup_cam_pos = Asteroid_icon_closeup_position;
		Closeup_zoom = Asteroid_icon_closeup_zoom;
		strcpy_s(Closeup_type_name, pof_filename);
		break;

	case ICON_JUMP_NODE:
		strcpy_s(pof_filename, NOX(JN_DEFAULT_MODEL));
		if (Closeup_icon->closeup_label[0] == '\0') {
			strcpy_s(Closeup_icon->closeup_label, XSTR("Jump Node", 432));
		}
		vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -2700.0f);
		Closeup_zoom = 0.5f;
		Closeup_one_revolution_time = ONE_REV_TIME * 3;
		strcpy_s(Closeup_type_name, pof_filename);
		break;

	case ICON_UNKNOWN:
	case ICON_UNKNOWN_WING:
		strcpy_s(pof_filename, NOX("unknownship.pof"));
		if (Closeup_icon->closeup_label[0] == '\0') {
			strcpy_s(Closeup_icon->closeup_label, XSTR("Unknown", 433));
		}
		vm_vec_make(&Closeup_cam_pos, 0.0f, 0.0f, -22.0f);
		Closeup_zoom = 0.5f;
		strcpy_s(Closeup_type_name, pof_filename);
		break;

	default:
		Assert( Closeup_icon->ship_class != -1 );
		sip = &Ship_info[Closeup_icon->ship_class];
		strcpy_s(Closeup_type_name, sip->name);

		if (Closeup_icon->closeup_label[0] == '\0') {
			strcpy_s(Closeup_icon->closeup_label, sip->get_display_name());

			if ((sip->class_type < 0 || !Ship_types[sip->class_type].flags[Ship::Type_Info_Flags::No_class_display])
				&& (sip->is_small_ship() || sip->is_big_ship() || sip->is_huge_ship() || sip->flags[Ship::Info_Flags::Sentrygun])) {
					strcat_s(Closeup_icon->closeup_label, XSTR(" class", 434));
			}
		}
		break;
	}
	
	if (!api_access) {
		if (Closeup_icon->modelnum < 0) {
			if (sip == nullptr) {
				Closeup_icon->modelnum = model_load(pof_filename);
			} else {
				Closeup_icon->modelnum = model_load(sip, true);
				Closeup_icon->model_instance_num = model_create_instance(model_objnum_special::OBJNUM_NONE, Closeup_icon->modelnum);
				model_set_up_techroom_instance(sip, Closeup_icon->model_instance_num);
			}
		}

		if (Closeup_icon->modelnum >= 0) {
			Closeup_icon->radius = model_get_radius(Closeup_icon->modelnum);
		}

		vm_set_identity(&Closeup_orient);
		vm_vec_make(&tvec, 0.0f, 0.0f, -1.0f);
		Closeup_orient.vec.fvec = tvec;
		vm_vec_zero(&Closeup_pos);
		Closeup_angles.p = 0.0f;
		Closeup_angles.b = 0.0f;
		Closeup_angles.h = PI;
	}

	brief_set_closeup_pos(bi);

	if ( sip ) {
		Closeup_cam_pos = sip->closeup_pos;
		Closeup_zoom = sip->closeup_zoom;
	}

	return 0;
}

// -------------------------------------------------------------------------------------
// brief_update_closeup_icon()
//
//	input:	mode	=>		how to update the closeup view
//								0 -> disable
//
void brief_update_closeup_icon(int mode)
{
	brief_stage		*bs;
	brief_icon		*bi;
	int				i, closeup_index;
	

	if ( mode == 0 ) {
		// mode 0 means disable the closeup icon
		if ( Closeup_icon != NULL ) {
			brief_turn_off_closeup_icon();
		}
		return;
	}

	if ( Closeup_icon == NULL )
		return;

	bs = &Briefing->stages[Current_brief_stage];

	closeup_index = -1;
	// see if any icons are being highlighted this stage
	for ( i = 0; i < bs->num_icons; i++ ) {
		bi = &bs->icons[i];
		if ( bi->flags & BI_HIGHLIGHT ) {
			closeup_index = i;
			break;
		}
	}

	if ( closeup_index != -1 ) {
		bi = &bs->icons[closeup_index];
		brief_setup_closeup(bi);
	}
	else {
		Closeup_icon = NULL;
	}
}


// -------------------------------------------------------------------------------------
// brief_check_for_anim()
//
//
void brief_check_for_anim(bool api_access, int api_x, int api_y)
{
	int				mx, my, i, iw, ih, x, y;
	brief_stage		*bs;
	brief_icon		*bi = NULL;

	bs = &Briefing->stages[Current_brief_stage];

	if (!api_access) {
		mouse_get_pos_unscaled(&mx, &my);
	} else {
		mx = api_x;
		my = api_y;
	}

	// if mouse click is over the VCR controls, don't launch an icon
	// FIXME - should prolly push these into defines instead of hardcoding this
//	if ( mx >= 0 && mx <= 115 && my >= 136 && my <= 148 ) {
//		return;
//	}

	// same as above but without the hardcoded values, which were wrong anyway.  don't know
	// how this will work longterm but will hopefully keep things working well - taylor
	for (i = 0; i <= BRIEF_BUTTON_FIRST_STAGE; i++) {
		Brief_buttons[gr_screen.res][i].button.get_dimensions(&x, &y, &iw, &ih);

		if (mx >= x && mx <= (x+iw) && my >= y && my <= (y+ih)) {
			return;
		}
 	}

	// if mouse coords are outside the briefing screen, then go away
	my -= bscreen.map_y1;
	mx -= bscreen.map_x1;
	if ( my < 0 || mx < 0 || mx > (bscreen.map_x2-bscreen.map_x1+1) || my > (bscreen.map_y2-bscreen.map_y1+1) )
		return;

	for ( i = 0; i < bs->num_icons; i++ ) {
		bi = &bs->icons[i];
		brief_common_get_icon_dimensions(&iw, &ih, bi);

		// could be a scaled icon
		if (bi->scale_factor != 1.0f || Briefing_Icon_Scale_Factor != 1.0f) {
			iw = static_cast<int>(iw * bi->scale_factor * Briefing_Icon_Scale_Factor);
			ih = static_cast<int>(ih * bi->scale_factor * Briefing_Icon_Scale_Factor);
		}

		if ( mx < bi->x ) continue;
		if ( mx > (bi->x + iw) ) continue;
		if ( my < bi->y ) continue;
		if ( my > (bi->y + ih) ) continue;

		// if we've got here, must be a hit
		break;
	}

	if ( i == bs->num_icons ) {
		brief_turn_off_closeup_icon(api_access);
		return;
	}

	if (brief_setup_closeup(bi, api_access) == 0) {
		if (!api_access) {
			gamesnd_play_iface(InterfaceSounds::BRIEF_ICON_SELECT);
		}
	} else {
		if (!api_access) {
			gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
		}
	}
}

// maybe flash a button if player hasn't done anything for a while
void brief_maybe_flash_button()
{
	UI_BUTTON *b;

	if ( Num_brief_stages <= 0 ) 
		return;

	if ( Closeup_icon != NULL ) {
		common_flash_button_init();
		return;
	}

	if ( common_flash_bright() ) {
		if ( Current_brief_stage == (Num_brief_stages-1) ) {
			// AL 30-3-98: Don't flash ship selection button if in a training mission, 
			if ( brief_only_allow_briefing() ) {
				return;
			}

			b = &Common_buttons[Current_screen-1][gr_screen.res][1].button;		// ship select button
		} else {
			b = &Brief_buttons[gr_screen.res][1].button;		// next stage button
		}

		if ( b->button_hilighted() ) {
			common_flash_button_init();
		} else {
			b->draw_forced(1);
		}
	}
}

// -------------------------------------------------------------------------------------
// brief_do_frame()
//
// frametime is in seconds
//
void brief_do_frame(float frametime, bool api_access)
{
	if (!api_access) {
		int k, brief_choice;

		if ( red_alert_mission() ) {
			return;
		}

		if ( !Brief_inited ){
			brief_init();
		}

		// commit if skipping briefing, but not in multi - Goober5000
		if (!(Game_mode & GM_MULTIPLAYER))
		{
			if (The_mission.flags[Mission::Mission_Flags::No_briefing])
			{
				commit_pressed();
				return;
			}
		}

		int snazzy_action = -1;
		brief_choice = snazzy_menu_do(Brief_ui_mask_data, Brief_ui_mask_w, Brief_ui_mask_h, Num_briefing_regions, Briefing_select_region, &snazzy_action, 0);

		k = common_select_do(frametime);

		if ( Closeup_icon ) {
			Brief_mouse_up_flag = 0;
		}

		if ( help_overlay_active(Briefing_overlay_id) ) {
			common_flash_button_init();
			brief_turn_off_closeup_icon();
		}

		// Check common keypresses
		common_check_keys(k);

#ifndef NDEBUG
		int cam_change = 0;
#endif

		if ( Briefing->num_stages > 0 ) {

			// check for special keys
			switch(k) {

#ifndef NDEBUG
				case KEY_CTRLED | KEY_PAGEUP: {
					if ( Closeup_icon && Closeup_icon->ship_class ) {
						Closeup_icon->ship_class--;

						ship_info *sip = &Ship_info[Closeup_icon->ship_class];
						if (sip->model_num < 0) {
							sip->model_num = model_load(sip, true);
						}

						mprintf(("Shiptype = %d (%s)\n", Closeup_icon->ship_class, sip->name));
						mprintf(("Modelnum = %d (%s)\n", sip->model_num, sip->pof_file));
						brief_setup_closeup(Closeup_icon);
					}

					break;
				}

				case KEY_CTRLED | KEY_PAGEDOWN: {
					if ( Closeup_icon && (Closeup_icon->ship_class < ship_info_size() - 1) ) {
						Closeup_icon->ship_class++;

						ship_info *sip = &Ship_info[Closeup_icon->ship_class];
						if (sip->model_num < 0) {
							sip->model_num = model_load(sip, true);
						}

						mprintf(("Shiptype = %d (%s)\n", Closeup_icon->ship_class, sip->name));
						mprintf(("Modelnum = %d (%s)\n", sip->model_num, sip->pof_file));
						brief_setup_closeup(Closeup_icon);
					}

					break;
				}

				case KEY_A:
					Closeup_cam_pos.xyz.z += 1;
					cam_change = 1;
					break;

				case KEY_A + KEY_SHIFTED:
					Closeup_cam_pos.xyz.z += 10;
					cam_change = 1;
					break;

				case KEY_Z:
					Closeup_cam_pos.xyz.z -= 1;
					cam_change = 1;
					break;

				case KEY_Z + KEY_SHIFTED:
					Closeup_cam_pos.xyz.z -= 10;
					cam_change = 1;
					break;

				case KEY_Y:
					Closeup_cam_pos.xyz.y += 1;
					cam_change = 1;
					break;

				case KEY_Y + KEY_SHIFTED:
					Closeup_cam_pos.xyz.y += 10;
					cam_change = 1;
					break;

				case KEY_H:
					Closeup_cam_pos.xyz.y -= 1;
					cam_change = 1;
					break;

				case KEY_H + KEY_SHIFTED:
					Closeup_cam_pos.xyz.y -= 10;
					cam_change = 1;
					break;

				case KEY_COMMA:
					Closeup_zoom -= 0.1f;
					if ( Closeup_zoom < 0.1 )
						Closeup_zoom = 0.1f;
					cam_change = 1;
					break;

				case KEY_COMMA+KEY_SHIFTED:
					Closeup_zoom -= 0.5f;
					if ( Closeup_zoom < 0.1 )
						Closeup_zoom = 0.1f;
					cam_change = 1;
					break;

				case KEY_PERIOD:
					Closeup_zoom += 0.1f;
					cam_change = 1;
					break;

				case KEY_PERIOD+KEY_SHIFTED:
					Closeup_zoom += 0.5f;
					cam_change = 1;
					break;
#endif
				case 1000:		// need this to avoid warning about no case
					break;

				default:
					break;
			} // end switch
		}

#ifndef NDEBUG
		if ( cam_change ) {
			nprintf(("General","Camera pos: %.2f, %.2f %.2f // ", Closeup_cam_pos.xyz.x, Closeup_cam_pos.xyz.y, Closeup_cam_pos.xyz.z));
			nprintf(("General","Camera zoom: %.2f\n", Closeup_zoom));
		}
#endif

		if ( brief_choice > -1 && snazzy_action == SNAZZY_OVER ) {
			Brief_mouse_up_flag = 0;
			brief_choice = -1;
		}


		common_check_buttons();
		// if ( Briefing->num_stages > 0 )
		brief_check_buttons();

		if ( brief_choice != -1 ) {
			Brief_mouse_up_flag = 0;
		}

		gr_reset_clip();

		common_render(frametime);

		if ( Current_brief_stage < (Num_brief_stages-1) ) {
			if ( !help_overlay_active(Briefing_overlay_id) && brief_time_to_advance(Current_brief_stage) ) {
				brief_do_next_pressed(0);
				common_flash_button_init();
				Brief_last_auto_advance = timer_get_milliseconds();
			}
		}
	}

	if ( !Background_playing ) {
		int time = -1;
		int check_jump_flag = 1;

		if ( Current_brief_stage != Last_brief_stage ) {

			// Check if we have a quick transition pending
			if ( Quick_transition_stage != -1 ) {
					Quick_transition_stage = -1;
					brief_reset_last_new_stage();
					time = 0;
					check_jump_flag = 0;
			}

			if ( check_jump_flag ) {
				if ( abs(Current_brief_stage - Last_brief_stage) > 1 ) {
					Quick_transition_stage = Current_brief_stage;
					Current_brief_stage = Last_brief_stage;
					Assertion(Current_brief_stage >= 0, "Current briefing stage is invalid");
					Start_fade_up_anim = 1;
					goto Transition_done;
				}
			}

			if ( time != 0 ) {
				if ( Current_brief_stage > Last_brief_stage ) {
					if ( Briefing->stages[Last_brief_stage].flags & BS_FORWARD_CUT ) {
						Quick_transition_stage = Current_brief_stage;
						Current_brief_stage = Last_brief_stage;
						Assertion(Current_brief_stage >= 0, "Current briefing stage is invalid");
						Start_fade_up_anim = 1;
						goto Transition_done;
					} else {
						time = Briefing->stages[Current_brief_stage].camera_time;
					}
				}
				else {
					if ( Briefing->stages[Last_brief_stage].flags & BS_BACKWARD_CUT ) {
						Quick_transition_stage = Current_brief_stage;
						Current_brief_stage = Last_brief_stage;
						Assertion(Current_brief_stage >= 0, "Current briefing stage is invalid");
						Start_fade_up_anim = 1;
						goto Transition_done;
					} else {
						time = Briefing->stages[Last_brief_stage].camera_time;
					}
				}
			}

			if (!api_access) {
				brief_voice_stop(Last_brief_stage);
				fsspeech_stop();
			}

			if ( Current_brief_stage < 0 ) {
				Int3();
				Current_brief_stage=0;
			}

			if (!api_access) {
				// fire the script hook
				common_fire_stage_script_hook(Last_brief_stage, Current_brief_stage);
			}

			// set the camera target
			brief_set_new_stage(&Briefing->stages[Current_brief_stage].camera_pos,
									  &Briefing->stages[Current_brief_stage].camera_orient,
									  time, Current_brief_stage);

			if (!api_access) {
				Brief_playing_fade_sound = 0;
			}

			Last_brief_stage = Current_brief_stage;
			brief_reset_icons(Current_brief_stage);
			brief_update_closeup_icon(0);
		}

		Transition_done:

		if ( Brief_mouse_up_flag && !Closeup_icon) {
			brief_check_for_anim();
		}

		brief_render(frametime, api_access);
		brief_camera_move(frametime, Current_brief_stage);

		if (!api_access) {
			if (Closeup_icon && (Closeup_bitmap >= 0)) {
				// blit closeup background
				gr_set_bitmap(Closeup_bitmap);
				gr_bitmap(Closeup_coords[gr_screen.res][BRIEF_X_COORD], Closeup_coords[gr_screen.res][BRIEF_Y_COORD], GR_RESIZE_MENU);
			}

			Brief_ui_window.draw();
			brief_redraw_pressed_buttons();
			common_render_selected_screen_button();

			if (Closeup_icon) {
				brief_render_closeup(Closeup_icon->ship_class, frametime);
			}

			// render some extra stuff in multiplayer
			if (Game_mode & GM_MULTIPLAYER) {
				// should render this last so that it overlaps all controls
				chatbox_render();

				// render the status indicator for the voice system
				multi_common_voice_display_status();

				// maybe blit the multiplayer "locked" button
				// if its locked, everyone blits it as such
				if(multi_ts_is_locked()){
					Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw_forced(2);
				}
				// anyone who can't hit the button sees it off, otherwise
				else {
					if( ((Netgame.type_flags & NG_TYPE_TEAM) && !(Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN)) ||
						 ((Netgame.type_flags & NG_TYPE_TEAM) && !(Net_player->flags & NETINFO_FLAG_GAME_HOST)) ){
						Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw_forced(0);
					} else {
						Brief_buttons[gr_screen.res][BRIEF_BUTTON_MULTI_LOCK].button.draw();
					}
				}
			}
		}
	}

	if (!api_access) {
		// maybe flash a button if player hasn't done anything for a while
		brief_maybe_flash_button();

		// blit help overlay if active
		help_overlay_maybe_blit(Briefing_overlay_id, gr_screen.res);

		gr_flip();

		// If the commit button was pressed, do the commit button actions.  Done at the end of the
		// loop so there isn't a skip in the animation (since ship_create() can take a long time if
		// the ship model is not in memory
		if (Commit_pressed) {
			if (Game_mode & GM_MULTIPLAYER) {
				multi_ts_commit_pressed();
			} else {
				commit_pressed();
			}

			Commit_pressed = 0;
		}
	}
}

// --------------------------------------------------------------------------------------
//	brief_unload_bitmaps()
//
//
void brief_unload_bitmaps()
{	
	if ( Brief_text_bitmap != -1 ) {
		bm_release(Brief_text_bitmap);
		Brief_text_bitmap = -1;
	}

	if(Brief_grid_bitmap != -1){
		bm_release(Brief_grid_bitmap);
		Brief_grid_bitmap = -1;
	}

	if ( Brief_multitext_bitmap != -1 ) {
		bm_release(Brief_multitext_bitmap);
		Brief_multitext_bitmap = -1;
	}

	if ( Brief_background_bitmap != -1 ) {
		bm_release(Brief_background_bitmap);
		Brief_background_bitmap = -1;
	}
}

// ------------------------------------------------------------------------------------
// brief_close()
//
//
void brief_close(bool api_access)
{
	if ( Brief_inited == FALSE ) {
		nprintf(("Warning","brief_close() returning without doing anything\n"));
		return;
	}

	if (!api_access) {
		nprintf(("Alan", "Entering brief_close()\n"));

		ML_objectives_close();
		fsspeech_stop();

		// unload the audio streams used for voice playback
		brief_voice_unload_all();

		if (Fade_anim.first_frame != -1) {
			bm_unload(Fade_anim.first_frame);
		}

		Brief_ui_window.destroy();

		// unload the bitmaps
		brief_unload_bitmaps();

		brief_common_close();
	}

	Briefing_paused = 0;

	Brief_inited = FALSE;
}


void briefing_stop_music(bool fade)
{
	if ( Briefing_music_handle != -1 ) {
		audiostream_close_file(Briefing_music_handle, fade);
		Briefing_music_handle = -1;
	}
}

void briefing_load_music(const char* fname)
{
	if ( Cmdline_freespace_no_music ) {
		return;
	}

	if ( Briefing_music_handle != -1 )
		return;

	if ( fname )
		Briefing_music_handle = audiostream_open( fname, ASF_MENUMUSIC );
}

void briefing_start_music()
{
	if ( Briefing_music_handle != -1 ) {
		if ( !audiostream_is_playing(Briefing_music_handle) )
			audiostream_play(Briefing_music_handle, Master_event_music_volume, 1);
	}
	else {
		nprintf(("Warning", "No music file exists to play music at this briefing!\n"));
	}
}

void brief_stop_voices()
{
	brief_voice_stop(Current_brief_stage);
}

void brief_pause()
{
	if (Briefing_paused)
		return;

	Briefing_paused = 1;

	if (Briefing_music_handle >= 0) {
		audiostream_pause(Briefing_music_handle);
	}

	brief_voice_pause(Current_brief_stage);
}

void brief_unpause()
{
	if (!Briefing_paused)
		return;

	Briefing_paused = 0;

	if (Briefing_music_handle >= 0) {
		audiostream_unpause(Briefing_music_handle);
	}

	brief_voice_unpause(Current_brief_stage);
}

void brief_maybe_blit_scene_cut(float frametime)
{
	if ( Start_fade_up_anim ) {
		int framenum;

		Fade_anim.time_elapsed += frametime;

		if (Fade_anim.first_frame != -1 && !Brief_playing_fade_sound) {
			gamesnd_play_iface(InterfaceSounds::BRIEFING_STATIC);
			Brief_playing_fade_sound = 1;
		}

		if (Fade_anim.first_frame == -1 || Fade_anim.time_elapsed > Fade_anim.total_time) {
			Fade_anim.time_elapsed = 0.0f;
			Start_fade_up_anim = 0;
			Start_fade_down_anim = 1;
			Current_brief_stage = Quick_transition_stage;
		
			if ( Current_brief_stage < 0 ) {
				brief_transition_reset();
				Current_brief_stage = Last_brief_stage;
			}

			Assert(Current_brief_stage >= 0);			
			goto Fade_down_anim_start;
		}

		// draw the correct frame of animation
		framenum = fl2i( (Fade_anim.time_elapsed * Fade_anim.num_frames) / Fade_anim.total_time );
		if ( framenum < 0 )
			framenum = 0;
		if ( framenum >= Fade_anim.num_frames )
			framenum = Fade_anim.num_frames-1;

		// Blit the bitmap for this frame
		gr_set_bitmap(Fade_anim.first_frame + framenum);
		gr_bitmap(Fade_anim.sx, Fade_anim.sy, GR_RESIZE_MENU);
	}


	Fade_down_anim_start:
	if ( Start_fade_down_anim ) {
		int framenum;

		Fade_anim.time_elapsed += frametime;

		if (Fade_anim.first_frame == -1 || Fade_anim.time_elapsed > Fade_anim.total_time) {
			Fade_anim.time_elapsed = 0.0f;
			Start_fade_up_anim = 0;
			Start_fade_down_anim = 0;
			return;
		}

		// draw the correct frame of animation
		framenum = fl2i( (Fade_anim.time_elapsed * Fade_anim.num_frames) / Fade_anim.total_time );
		if ( framenum < 0 )
			framenum = 0;
		if ( framenum >= Fade_anim.num_frames )
			framenum = Fade_anim.num_frames-1;

		// Blit the bitmap for this frame
		gr_set_bitmap(Fade_anim.first_frame + (Fade_anim.num_frames-1) - framenum);
		gr_bitmap(Fade_anim.sx, Fade_anim.sy, GR_RESIZE_MENU);
	}
}

void brief_transition_reset()
{
	Quick_transition_stage = -1;
	Start_fade_up_anim = 0;
	Start_fade_down_anim = 0;
	Fade_anim.time_elapsed = 0.0f;
}

// return 1 if this mission only allow players to use the briefing (and not ship or 
// weapon loadout).  Otherwise return 0.
int brief_only_allow_briefing()
{
	if ( The_mission.game_type & MISSION_TYPE_TRAINING ) {
		return 1;
	}

	if ( The_mission.flags[Mission::Mission_Flags::Scramble, Mission::Mission_Flags::Red_alert] ) {
		return 1;
	}

	return 0;
}

// Goober5000 - replace any variables (probably persistent variables) with their values
// karajorma/jg18 - replace container references as well
// Goober5000 - replace keybinds also
void brief_replace_stage_text(brief_stage &stage)
{
	sexp_replace_variable_names_with_values(stage.text);
	sexp_container_replace_refs_with_values(stage.text);
	message_translate_tokens(stage.text);
}
