/*
 * 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 <climits>		// this is need even when not building debug!!
#include <type_traits>

#include "anim/animplay.h"
#include "cutscene/cutscenes.h"
#include "cutscene/movie.h"
#include "gamehelp/contexthelp.h"
#include "gamesequence/gamesequence.h"
#include "gamesnd/eventmusic.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/linklist.h"
#include "globalincs/vmallocator.h"
#include "graphics/2d.h"
#include "graphics/color.h"
#include "graphics/light.h"
#include "graphics/matrix.h"
#include "graphics/shadows.h"
#include "hud/hudwingmanstatus.h"
#include "io/key.h"
#include "io/mouse.h"
#include "io/timer.h"
#include "lighting/lighting.h"
#include "lighting/lighting_profiles.h"
#include "missionui/chatbox.h"
#include "missionui/missionbrief.h"
#include "missionui/missionscreencommon.h"
#include "missionui/missionshipchoice.h"
#include "missionui/missionweaponchoice.h"
#include "mod_table/mod_table.h"
#include "model/modelrender.h"
#include "network/multi.h"
#include "network/multi_endgame.h"
#include "network/multimsgs.h"
#include "network/multiteamselect.h"
#include "network/multiutil.h"
#include "parse/sexp.h"
#include "popup/popup.h"
#include "render/3d.h"
#include "render/batching.h"
#include "scripting/global_hooks.h"
#include "scripting/scripting.h"
#include "ship/ship.h"
#include "ui/uidefs.h"
#include "weapon/weapon.h"

//////////////////////////////////////////////////////////////////
// Game Globals
//////////////////////////////////////////////////////////////////

int Common_select_inited = 0;

// Dependent on when mouse button goes up
int Drop_icon_mflag, Drop_on_wing_mflag, Brief_mouse_up_flag;

int Mouse_down_last_frame = 0;

// Timers used to flash buttons after timeouts
#define MSC_FLASH_AFTER_TIME	60000		//	time before flashing a button
#define MSC_FLASH_INTERVAL		200		// time between flashes
UI_TIMESTAMP Flash_timer;						// timestamp used to start flashing
UI_TIMESTAMP Flash_toggle;						// timestamp used to toggle flashing
int Flash_bright;								// state of button to flash

//////////////////////////////////////////////////////////////////
// Global to modulde
//////////////////////////////////////////////////////////////////
int Current_screen;
int Next_screen;
static int InterfacePaletteBitmap = -1; // PCX file that holds the interface palette
color Icon_colors[NUM_ICON_FRAMES];
shader Icon_shaders[NUM_ICON_FRAMES];

loadout_data Player_loadout;	// what the ship and weapon loadout is... used since we want to use the 
								// same loadout if the mission is played again

//wss_unit	Wss_slots[MAX_WSS_SLOTS];				// slot data struct
//int		Wl_pool[MAX_WEAPON_TYPES];				// weapon pool 
//int		Ss_pool[MAX_SHIP_CLASSES];				// ship pool
//int		Wss_num_wings;								// number of player wings

wss_unit	Wss_slots_teams[MAX_TVT_TEAMS][MAX_WSS_SLOTS];
int		Wl_pool_teams[MAX_TVT_TEAMS][MAX_WEAPON_TYPES];
int		Ss_pool_teams[MAX_TVT_TEAMS][MAX_SHIP_CLASSES];
int		Wss_num_wings_teams[MAX_TVT_TEAMS];

wss_unit	*Wss_slots = NULL;
int		*Wl_pool = NULL;
int		*Ss_pool = NULL;
int		Wss_num_wings;

//////////////////////////////////////////////////////////////////
// Externs
//////////////////////////////////////////////////////////////////
extern void ss_set_team_pointers(int team);
extern void ss_reset_team_pointers();
extern void wl_set_team_pointers(int team);
extern void wl_reset_team_pointers();
extern void ss_reset_selected_ship();

//////////////////////////////////////////////////////////////////
// UI 
//////////////////////////////////////////////////////////////////
UI_WINDOW	*Active_ui_window;

brief_common_buttons Common_buttons[3][GR_NUM_RESOLUTIONS][NUM_COMMON_BUTTONS] = {	
	{	// UGH
		{ // GR_640
			brief_common_buttons("CB_00",			7,		3,		37,	7,		0),
			brief_common_buttons("CB_01",			7,		19,	37,	23,	1),
			brief_common_buttons("CB_02",			7,		35,	37,	39,	2),
			brief_common_buttons("CB_05",			571,	425,	572,	413,	5),
			brief_common_buttons("CB_06",			533,	425,	500,	440,	6),
			brief_common_buttons("CB_07",			533,	455,	479,	464,	7),			
		}, 
		{ // GR_1024			
			brief_common_buttons("2_CB_00",		12,	5,		59,	12,	0),
			brief_common_buttons("2_CB_01",		12,	31,	59,	37,	1),
			brief_common_buttons("2_CB_02",		12,	56,	59,	62,	2),
			brief_common_buttons("2_CB_05",		914,	681,	937,	671,	5),
			brief_common_buttons("2_CB_06",		854,	681,	822,	704,	6),
			brief_common_buttons("2_CB_07",		854,	724,	800,	743,	7),			
		}
	},	
	{	// UGH
		{ // GR_640
			brief_common_buttons("CB_00",			7,		3,		37,	7,		0),
			brief_common_buttons("CB_01",			7,		19,	37,	23,	1),
			brief_common_buttons("CB_02",			7,		35,	37,	39,	2),
			brief_common_buttons("CB_05",			571,	425,	572,	413,	5),
			brief_common_buttons("CB_06",			533,	425,	500,	440,	6),
			brief_common_buttons("CB_07",			533,	455,	479,	464,	7),			
		}, 
		{ // GR_1024			
			brief_common_buttons("2_CB_00",		12,	5,		59,	12,	0),
			brief_common_buttons("2_CB_01",		12,	31,	59,	37,	1),
			brief_common_buttons("2_CB_02",		12,	56,	59,	62,	2),
			brief_common_buttons("2_CB_05",		914,	681,	937,	671,	5),
			brief_common_buttons("2_CB_06",		854,	681,	822,	704,	6),
			brief_common_buttons("2_CB_07",		854,	724,	800,	743,	7),			
		}
	},	
	{	// UGH
		{ // GR_640
			brief_common_buttons("CB_00",			7,		3,		37,	7,		0),
			brief_common_buttons("CB_01",			7,		19,	37,	23,	1),
			brief_common_buttons("CB_02",			7,		35,	37,	39,	2),
			brief_common_buttons("CB_05",			571,	425,	572,	413,	5),
			brief_common_buttons("CB_06",			533,	425,	500,	440,	6),
			brief_common_buttons("CB_07",			533,	455,	479,	464,	7),			
		}, 
		{ // GR_1024			
			brief_common_buttons("2_CB_00",		12,	5,		59,	12,	0),
			brief_common_buttons("2_CB_01",		12,	31,	59,	37,	1),
			brief_common_buttons("2_CB_02",		12,	56,	59,	62,	2),
			brief_common_buttons("2_CB_05",		914,	681,	937,	671,	5),
			brief_common_buttons("2_CB_06",		854,	681,	822,	704,	6),
			brief_common_buttons("2_CB_07",		854,	724,	800,	743,	7),			
		}
	}
};

#define COMMON_BRIEFING_BUTTON					0
#define COMMON_SS_BUTTON							1
#define COMMON_WEAPON_BUTTON						2
#define COMMON_COMMIT_BUTTON						3
#define COMMON_HELP_BUTTON							4
#define COMMON_OPTIONS_BUTTON						5

int Background_playing;			// Flag to indicate background animation is playing
static anim *Background_anim;	// Ids for the anim data that is loaded

// value for which Team_data entry to use
int	Common_team;

// Ids for the instance of the anim that is playing
//static anim_instance *Background_anim_instance;

int Wing_slot_empty_bitmap;
int Wing_slot_disabled_bitmap;

// prototypes
int wss_slots_all_empty();

// Display the no ships selected error
void common_show_no_ship_error()
{
	popup(PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, XSTR( "At least one ship must be selected before proceeding to weapons loadout", 460));
}

// Check the status of the buttons common to the loadout screens
void common_check_buttons()
{
	int			i;
	UI_BUTTON	*b;

	for ( i = 0; i < NUM_COMMON_BUTTONS; i++ ) {
		b = &Common_buttons[Current_screen-1][gr_screen.res][i].button;
		if ( b->pressed() ) {
			
			common_button_do(i);
		}
	}

/*
	// AL 11-23-97: let a joystick button press commit
	if ( joy_down_count(0) || joy_down_count(1) ) {
		Commit_pressed = 1;
	}
*/

}

// -------------------------------------------------------------------
// common_redraw_pressed_buttons()
//
// Redraw any common 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 common_redraw_pressed_buttons()
{
	int			i;
	UI_BUTTON	*b;

	for ( i = 0; i < NUM_COMMON_BUTTONS; i++ ) {
		b = &Common_buttons[Current_screen-1][gr_screen.res][i].button;
		if ( b->button_down() ) {
			b->draw_forced(2);
		}
	}
}

void common_buttons_maybe_reload(UI_WINDOW * /*ui_window*/)
{
	UI_BUTTON	*b;
	int			i;

	for ( i = 0; i < NUM_COMMON_BUTTONS; i++ ) {
		b = &Common_buttons[Current_screen-1][gr_screen.res][i].button;
		b->set_bmaps(Common_buttons[Current_screen-1][gr_screen.res][i].filename);
	}
}

void common_buttons_init(UI_WINDOW *ui_window)
{
	UI_BUTTON	*b;
	int			i;

	for ( i = 0; i < NUM_COMMON_BUTTONS; i++ ) {
		b = &Common_buttons[Current_screen-1][gr_screen.res][i].button;
		b->create( ui_window, "", Common_buttons[Current_screen-1][gr_screen.res][i].x, Common_buttons[Current_screen-1][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 );
		b->set_bmaps(Common_buttons[Current_screen-1][gr_screen.res][i].filename);
		b->link_hotspot(Common_buttons[Current_screen-1][gr_screen.res][i].hotspot);
	}	

	// add some text	
	ui_window->add_XSTR("Briefing", 1504, Common_buttons[Current_screen-1][gr_screen.res][COMMON_BRIEFING_BUTTON].xt, Common_buttons[Current_screen-1][gr_screen.res][COMMON_BRIEFING_BUTTON].yt, &Common_buttons[Current_screen-1][gr_screen.res][COMMON_BRIEFING_BUTTON].button, UI_XSTR_COLOR_GREEN);
	ui_window->add_XSTR("Ship Selection", 1067, Common_buttons[Current_screen-1][gr_screen.res][COMMON_SS_BUTTON].xt, Common_buttons[Current_screen-1][gr_screen.res][COMMON_SS_BUTTON].yt, &Common_buttons[Current_screen-1][gr_screen.res][COMMON_SS_BUTTON].button, UI_XSTR_COLOR_GREEN);
	ui_window->add_XSTR("Weapon Loadout", 1068, Common_buttons[Current_screen-1][gr_screen.res][COMMON_WEAPON_BUTTON].xt, Common_buttons[Current_screen-1][gr_screen.res][COMMON_WEAPON_BUTTON].yt, &Common_buttons[Current_screen-1][gr_screen.res][COMMON_WEAPON_BUTTON].button, UI_XSTR_COLOR_GREEN);
	ui_window->add_XSTR("Commit", 1062, Common_buttons[Current_screen-1][gr_screen.res][COMMON_COMMIT_BUTTON].xt, Common_buttons[Current_screen-1][gr_screen.res][COMMON_COMMIT_BUTTON].yt, &Common_buttons[Current_screen-1][gr_screen.res][COMMON_COMMIT_BUTTON].button, UI_XSTR_COLOR_PINK);
	ui_window->add_XSTR("Help", 928, Common_buttons[Current_screen-1][gr_screen.res][COMMON_HELP_BUTTON].xt, Common_buttons[Current_screen-1][gr_screen.res][COMMON_HELP_BUTTON].yt, &Common_buttons[Current_screen-1][gr_screen.res][COMMON_HELP_BUTTON].button, UI_XSTR_COLOR_GREEN);
	ui_window->add_XSTR("Options", 1036, Common_buttons[Current_screen-1][gr_screen.res][COMMON_OPTIONS_BUTTON].xt, Common_buttons[Current_screen-1][gr_screen.res][COMMON_OPTIONS_BUTTON].yt, &Common_buttons[Current_screen-1][gr_screen.res][COMMON_OPTIONS_BUTTON].button, UI_XSTR_COLOR_GREEN);

	common_reset_buttons();

	Common_buttons[Current_screen-1][gr_screen.res][COMMON_COMMIT_BUTTON].button.set_hotkey(KEY_CTRLED+KEY_ENTER);
	Common_buttons[Current_screen-1][gr_screen.res][COMMON_HELP_BUTTON].button.set_hotkey(KEY_F1);
	Common_buttons[Current_screen-1][gr_screen.res][COMMON_OPTIONS_BUTTON].button.set_hotkey(KEY_F2);

	// for scramble or training missions, disable the ship/weapon selection regions
	if ( brief_only_allow_briefing() ) {
		Common_buttons[Current_screen-1][gr_screen.res][COMMON_SS_REGION].button.disable();
		Common_buttons[Current_screen-1][gr_screen.res][COMMON_WEAPON_REGION].button.disable();
		if (Show_locked_status_scramble_missions) {
			ui_window->add_XSTR("Ships/Weapons Are Locked For This Mission", 1882, Common_buttons[Current_screen-1][gr_screen.res][COMMON_WEAPON_BUTTON].xt, Common_buttons[Current_screen-1][gr_screen.res][COMMON_WEAPON_BUTTON].yt + 30, &Common_buttons[Current_screen-1][gr_screen.res][COMMON_WEAPON_BUTTON].button, UI_XSTR_COLOR_GREEN);
		}
	}
}

// Try to load background bitmaps as appropriate
int mission_ui_background_load(const char *custom_background, const char *single_background, const char *multi_background)
{
	int background_bitmap = -1;

	if (custom_background && (*custom_background != '\0'))
	{
		background_bitmap = bm_load(custom_background);
		if (background_bitmap < 0)
			mprintf(("Failed to load custom background bitmap %s!\n", custom_background));
	}

	// if special background failed to load, or if no special background was supplied, load the standard bitmap
	if (background_bitmap < 0)
	{
		if (multi_background && (Game_mode & GM_MULTIPLAYER))
			background_bitmap = bm_load(multi_background);
		else
			background_bitmap = bm_load(single_background);
	}

	// return what we've got
	return background_bitmap;
}

void set_active_ui(UI_WINDOW *ui_window)
{
	Active_ui_window = ui_window;
}

const char *common_music_get_filename(int score_index)
{
	if (Cmdline_freespace_no_music) {
		return "";
	}

	Assertion(score_index >= 0 && score_index < NUM_SCORES, "Invalid score index %d.", score_index);

	if (Mission_music[score_index] < 0) {
		if (!Spooled_music.empty()) {
			Mission_music[score_index] = 0;
			nprintf(("Sound",
				"No briefing music is selected, so play first briefing track: %s\n",
				Spooled_music[Mission_music[score_index]].name));
		} else {
			return "";
		}
	}

	return Spooled_music[Mission_music[score_index]].filename;
}

void common_music_init(int score_index)
{
	const auto file_name = common_music_get_filename(score_index);

	if (file_name[0] == '\0') {
		return;
	}

	briefing_load_music(file_name);
	// Use this id to trigger the start of music playing on the briefing screen
	Briefing_music_begin_timestamp = ui_timestamp(BRIEFING_MUSIC_DELAY);
}

void common_music_do()
{
	if ( Cmdline_freespace_no_music ) {
		return;
	}

	// Use this id to trigger the start of music playing on the briefing screen
	if ( ui_timestamp_elapsed(Briefing_music_begin_timestamp) ) {
		Briefing_music_begin_timestamp = UI_TIMESTAMP::invalid();
		briefing_start_music();
	}
}

void common_music_close()
{
	if ( Cmdline_freespace_no_music ) {
		return;
	}

	if ( Spooled_music.empty() )
		return;

	briefing_stop_music(true);
}

int common_num_cutscenes_valid(int movie_type)
{
	int num_valid_cutscenes = 0; 

	for (uint i = 0; i < The_mission.cutscenes.size(); i++) {
		if (movie_type == The_mission.cutscenes[i].type) {
			if (!eval_sexp( The_mission.cutscenes[i].formula )) {
				continue; 
			}

			num_valid_cutscenes++;
		}
	}

	return num_valid_cutscenes;
}

void common_maybe_play_cutscene(int movie_type, bool restart_music, int music)
{
	bool music_off = false;

	for (uint i = 0; i < The_mission.cutscenes.size(); i++) {
		if (movie_type == The_mission.cutscenes[i].type) {
			if (!eval_sexp( The_mission.cutscenes[i].formula )) {
				continue; 
			}

			if ( strlen(The_mission.cutscenes[i].filename) ) {
				common_music_close(); 
				music_off = true;
				movie::play(The_mission.cutscenes[i].filename);	//Play the movie!
			}
		}
	}

	if (music_off && restart_music) {
		common_music_init(music);
	}
}

void common_play_cutscene(const char* filename, bool restart_music, int music)
{
	bool music_off = false;

	common_music_close();
	music_off = true;
	movie::play(filename); // Play the movie!

	if (music_off && restart_music) {
		common_music_init(music);
	}
};

// function that sets the current palette to the interface palette.  This function
// needs to be followed by common_free_interface_palette() to restore the game palette.
void common_set_interface_palette(const char *filename)
{
	static char buf[MAX_FILENAME_LEN + 1] = {0};

	if (!filename)
		filename = NOX("palette01");

	Assert(strlen(filename) <= MAX_FILENAME_LEN);
	if ( (InterfacePaletteBitmap != -1) && !stricmp(filename, buf) )
		return;  // already set to this palette

	strcpy_s(buf, filename);

	// unload the interface bitmap from memory
	if (InterfacePaletteBitmap != -1) {
		bm_release(InterfacePaletteBitmap);
		InterfacePaletteBitmap = -1;
	}

	// ugh - we don't need this anymore
	/*
	InterfacePaletteBitmap = bm_load(filename);
	if (InterfacePaletteBitmap < 0) {
		Error(LOCATION, "Could not load in \"%s\"!", filename);
	}
	*/
}

// release the interface palette .pcx file, and restore the game palette
void common_free_interface_palette()
{
	// unload the interface bitmap from memory
	if (InterfacePaletteBitmap != -1) {
		bm_release(InterfacePaletteBitmap);
		InterfacePaletteBitmap = -1;
	}
}

// Init timers used for flashing buttons
void common_flash_button_init()
{
	Flash_timer = ui_timestamp(MSC_FLASH_AFTER_TIME);
	Flash_toggle = UI_TIMESTAMP::immediate();
	Flash_bright = 0;
}

// determine if we should draw a button as bright
int common_flash_bright()
{
	if ( ui_timestamp_elapsed(Flash_timer) ) {
		if ( ui_timestamp_elapsed(Flash_toggle) ) {
			Flash_toggle = ui_timestamp(MSC_FLASH_INTERVAL);
			Flash_bright ^= 1;
		}
	}

	return Flash_bright;
}

// set the necessary pointers
void common_set_team_pointers(int team)
{
	Assert( (team >= 0) && (team < MAX_TVT_TEAMS) );

	Wss_slots = Wss_slots_teams[team];
	Ss_pool = Ss_pool_teams[team];
	Wl_pool = Wl_pool_teams[team];

	ss_set_team_pointers(team);
	wl_set_team_pointers(team);
}

// reset the necessary pointers to defaults
void common_reset_team_pointers()
{
	ss_reset_team_pointers();
	wl_reset_team_pointers();

	// these are done last so that we can make use of the Assert()'s in the above
	// functions to make sure the screens are exited and this is safe
	Wss_slots = NULL;
	Ss_pool = NULL;
	Wl_pool = NULL;
}

// common_select_init() will load in animations and bitmaps that are common to the 
// briefing/ship select/weapon select screens.  The global Common_select_inited is set
// after this function is called once, and is only cleared when common_select_close()
// is called.  This prevents multiple loadings of animations/bitmaps.
//
// This function also sets the palette based on the file palette01.pcx
void common_select_init(bool API_Access)
{
	if ( Common_select_inited ) {
		nprintf(("Alan","common_select_init() returning without doing anything\n"));
		return;
	}

	nprintf(("Alan","entering common_select_init()\n"));

	// No anims are playing
	Background_playing = 0;
	Background_anim = NULL;

	Current_screen = Next_screen = ON_BRIEFING_SELECT;

	// load in the icons for the wing slots
	load_wing_icons(NOX("iconwing01"));

	Current_screen = Next_screen = ON_BRIEFING_SELECT;
	
	Commit_pressed = 0;

	Common_select_inited = 1;

	// this handles the case where the player played a multiplayer game but now is in single player (in one instance
	// of FreeSpace)
	if(!(Game_mode & GM_MULTIPLAYER)){
		chatbox_close();
	}

	// get the value of the team
	Common_team = 0;							// assume the first team -- we'll change this value if we need to

	if ( (Game_mode & GM_MULTIPLAYER) && IS_MISSION_MULTI_TEAMS )
		Common_team = Net_player->p_info.team;

	common_set_team_pointers(Common_team);

	ship_select_common_init(API_Access);	
	weapon_select_common_init(API_Access);
	if (!API_Access) {
		common_flash_button_init();
	}

	if ( Game_mode & GM_MULTIPLAYER ) {
		multi_ts_common_init();
	}

	// restore loadout from Player_loadout if this is the same mission as the one previously played
	if ( !(Game_mode & GM_MULTIPLAYER) ) {
		if ( !stricmp(Player_loadout.filename, Game_current_mission_filename) ) {
			wss_maybe_restore_loadout();
			ss_synch_interface();
			wl_synch_interface();
		}
	}
	
	if (!API_Access) {
		ss_reset_selected_ship();

		Drop_icon_mflag = 0;
		Drop_on_wing_mflag = 0;
	}

	// init colors
	gr_init_alphacolor(&Icon_colors[ICON_FRAME_NORMAL], 32, 128, 128, 255);
	gr_init_alphacolor(&Icon_colors[ICON_FRAME_HOT], 48, 160, 160, 255);
	gr_init_alphacolor(&Icon_colors[ICON_FRAME_SELECTED], 64, 192, 192, 255);
	gr_init_alphacolor(&Icon_colors[ICON_FRAME_PLAYER], 192, 128, 64, 255);
	gr_init_alphacolor(&Icon_colors[ICON_FRAME_DISABLED], 175, 175, 175, 255);
	gr_init_alphacolor(&Icon_colors[ICON_FRAME_DISABLED_HIGH], 100, 100, 100, 255);
	// init shaders
	gr_create_shader(&Icon_shaders[ICON_FRAME_NORMAL], 32, 128, 128, 255);
	gr_create_shader(&Icon_shaders[ICON_FRAME_HOT], 48, 160, 160, 255);
	gr_create_shader(&Icon_shaders[ICON_FRAME_SELECTED], 64, 192, 192, 255);
	gr_create_shader(&Icon_shaders[ICON_FRAME_PLAYER], 192, 128, 64, 255);
	gr_create_shader(&Icon_shaders[ICON_FRAME_DISABLED], 175, 175, 175, 255);
	gr_create_shader(&Icon_shaders[ICON_FRAME_DISABLED_HIGH], 100, 100, 100, 255);
}

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

	for ( i = 0; i < NUM_COMMON_BUTTONS; i++ ) {
		b = &Common_buttons[Current_screen-1][gr_screen.res][i].button;
		b->reset_status();
	}

	switch(Current_screen) {
	case ON_BRIEFING_SELECT:
		Common_buttons[Current_screen-1][gr_screen.res][COMMON_BRIEFING_REGION].button.skip_first_highlight_callback();
		break;
	case ON_SHIP_SELECT:
		Common_buttons[Current_screen-1][gr_screen.res][COMMON_SS_REGION].button.skip_first_highlight_callback();
		break;
	case ON_WEAPON_SELECT:
		Common_buttons[Current_screen-1][gr_screen.res][COMMON_WEAPON_REGION].button.skip_first_highlight_callback();
		break;
	}
}

// common_select_do() is called once per loop in the interface screens and is used
// for drawing and changing the common animations and blitting common bitmaps.
int common_select_do(float  /*frametime*/)
{
	int	k, new_k;


	if ( help_overlay_active(Briefing_overlay_id) || help_overlay_active(Ship_select_overlay_id) || help_overlay_active(Weapon_select_overlay_id) ) {
		Common_buttons[0][gr_screen.res][COMMON_HELP_BUTTON].button.reset_status();
		Common_buttons[1][gr_screen.res][COMMON_HELP_BUTTON].button.reset_status();
		Common_buttons[2][gr_screen.res][COMMON_HELP_BUTTON].button.reset_status();
		Active_ui_window->set_ignore_gadgets(1);
	} else {
		Active_ui_window->set_ignore_gadgets(0);
	}

	k = chatbox_process();

	if ( Game_mode & GM_NORMAL ) {
		new_k = Active_ui_window->process(k);
	} else {
		new_k = Active_ui_window->process(k, 0);
	}

	if ( (k > 0) || (new_k > 0) || B1_JUST_RELEASED ) {
		if ( help_overlay_active(Briefing_overlay_id) || help_overlay_active(Ship_select_overlay_id) || help_overlay_active(Weapon_select_overlay_id) ) {
			help_overlay_set_state(Briefing_overlay_id, gr_screen.res, 0);
			help_overlay_set_state(Ship_select_overlay_id, gr_screen.res, 0);
			help_overlay_set_state(Weapon_select_overlay_id, gr_screen.res, 0);
			Active_ui_window->set_ignore_gadgets(0);
			k = 0;
			new_k = 0;
		}
	}

	// test for mouse buttons,  must be done after Active_ui_window->process()
	// has been called to work properly
	//
	Drop_icon_mflag = 0;
	Drop_on_wing_mflag = 0;
	Brief_mouse_up_flag = 0;
	Mouse_down_last_frame = 0;

	// if the left mouse button was released...
	if ( B1_RELEASED ) {
		Drop_icon_mflag = 1;
		Drop_on_wing_mflag = 1;
	}

	// if the left mouse button was pressed...
	if ( B1_PRESSED ) {
		Mouse_down_last_frame = 1;
	}

	// basically a "click", only check for the click here to avoid action-on-over on briefing map
	if ( B1_JUST_PRESSED ) {
		Brief_mouse_up_flag = 1;
	}

	// reset timers for flashing buttons if key pressed
	if ( (k>0) || (new_k>0) ) {
		common_flash_button_init();
	}

	common_music_do();

	/*
	if ( Background_playing ) {

		if ( Background_anim_instance->frame_num == BUTTON_SLIDE_IN_FRAME ) {
			gamesnd_play_iface(SND_BTN_SLIDE);
		}	
	
		if ( Background_anim_instance->frame_num == Background_anim_instance->stop_at ) {
			// Free up the big honking background animation, since we won't be playing it again
			anim_release_render_instance(Background_anim_instance);
			anim_free(Background_anim);

			Background_playing = 0;		
			Current_screen = Next_screen = ON_BRIEFING_SELECT;
		}
	}
	*/

	if ( Current_screen != Next_screen ) {
		switch( Next_screen ) {
			case ON_BRIEFING_SELECT:
				gameseq_post_event( GS_EVENT_START_BRIEFING );
				break;

			case ON_SHIP_SELECT:
				// go to the specialized multiplayer team/ship select screen
				if(Game_mode & GM_MULTIPLAYER){
					gameseq_post_event(GS_EVENT_TEAM_SELECT);
				}
				// go to the normal ship select screen
				else {
					gameseq_post_event(GS_EVENT_SHIP_SELECTION);
				}
				break;

			case ON_WEAPON_SELECT:
				if ( !wss_slots_all_empty() ) {
					gameseq_post_event(GS_EVENT_WEAPON_SELECTION);
				} else {
					common_show_no_ship_error();
				}
				break;
		} // end switch
	}

   return new_k;
}

// -------------------------------------------------------------------------------------
// common_render()
//
void common_render(float frametime)
{
	if ( !Background_playing ) {
		GR_MAYBE_CLEAR_RES(Brief_background_bitmap);
		gr_set_bitmap(Brief_background_bitmap);
		gr_bitmap(0, 0, GR_RESIZE_MENU);
	}

	anim_render_all(0, frametime);
	anim_render_all(ON_SHIP_SELECT, frametime);
}

// -------------------------------------------------------------------------------------
// common_render_selected_screen_button()
//
//	A very ugly piece of special purpose code.  This is used to draw the pressed button
// frame for whatever stage of the briefing/ship select/weapons loadout we are on. 
//
void common_render_selected_screen_button()
{
	Common_buttons[Next_screen-1][gr_screen.res][Next_screen-1].button.draw_forced(2);
}

// -------------------------------------------------------------------------------------
// common_button_do() do the button action for the specified pressed button
//
void common_button_do(int i)
{
	if ( i == COMMON_COMMIT_BUTTON ) {
		Commit_pressed = 1;
		return;
	}

	if ( Background_playing )
		return;

	switch ( i ) {

	case COMMON_BRIEFING_BUTTON:
		if ( Current_screen != ON_BRIEFING_SELECT ) {
			gamesnd_play_iface(InterfaceSounds::SCREEN_MODE_PRESSED);
			Next_screen = ON_BRIEFING_SELECT;
		}
		break;

	case COMMON_WEAPON_BUTTON:
		if ( Current_screen != ON_WEAPON_SELECT ) {
			if ( !wss_slots_all_empty() ) {
				gamesnd_play_iface(InterfaceSounds::SCREEN_MODE_PRESSED);
				Next_screen = ON_WEAPON_SELECT;
			} else {
				common_show_no_ship_error();
			}
		}
		break;

	case COMMON_SS_BUTTON:
		if ( Current_screen != ON_SHIP_SELECT ) {
			gamesnd_play_iface(InterfaceSounds::SCREEN_MODE_PRESSED);
			Next_screen = ON_SHIP_SELECT;
		}
		break;

	case COMMON_OPTIONS_BUTTON:
		gamesnd_play_iface(InterfaceSounds::SWITCH_SCREENS);
		gameseq_post_event( GS_EVENT_OPTIONS_MENU );
		break;

	case COMMON_HELP_BUTTON:
		gamesnd_play_iface(InterfaceSounds::HELP_PRESSED);
		launch_context_help();
		break;

	} // end switch
}

// common_check_keys() will check for keypresses common to all the interface screens.
void common_check_keys(int k)
{
	switch (k) {

		case KEY_ESC: {

			if ( Current_screen == ON_BRIEFING_SELECT ) {
				if ( brief_get_closeup_icon() != NULL ) {
					brief_turn_off_closeup_icon();
					break;
				}
			}

			// prompt the host of a multiplayer game
			if(Game_mode & GM_MULTIPLAYER){
				multi_quit_game(PROMPT_ALL);
			} else {
				// go through the single player quit process
				// return to the main menu
/*
				int return_to_menu, pf_flags;
				pf_flags = PF_USE_AFFIRMATIVE_ICON|PF_USE_NEGATIVE_ICON;
				return_to_menu = popup(pf_flags, 2, POPUP_NO, POPUP_YES, XSTR( "Do you want to return to the Main Hall?\n(Your campaign position will be saved)", -1));
				if ( return_to_menu == 1 ) {
					gameseq_post_event(GS_EVENT_MAIN_MENU);
				}
*/
				gameseq_post_event(GS_EVENT_MAIN_MENU);
			}			
			break;
		}

		case KEY_CTRLED + KEY_ENTER:
			Commit_pressed = 1;
			break;

		case KEY_B:
			if ( Current_screen != ON_BRIEFING_SELECT && !Background_playing ) {
				Next_screen = ON_BRIEFING_SELECT;
			}
			break;

		case KEY_W:
			if ( brief_only_allow_briefing() ) {
				gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
				break;
			}

			if ( Current_screen != ON_WEAPON_SELECT && !Background_playing ) {
				if ( !wss_slots_all_empty() ) {
					Next_screen = ON_WEAPON_SELECT;
				} else {
					common_show_no_ship_error();
				}
			}

			break;

		case KEY_S:

			if ( brief_only_allow_briefing() ) {
				gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
				break;
			}

			if ( Current_screen != ON_SHIP_SELECT && !Background_playing ) {
				Next_screen = ON_SHIP_SELECT;
			}

			break;

		case KEY_SHIFTED+KEY_TAB:

			if ( brief_only_allow_briefing() ) {
				gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
				break;
			}

			if ( !Background_playing ) {
				switch ( Current_screen ) {
					case ON_BRIEFING_SELECT:
						if ( !wss_slots_all_empty() ) {
							Next_screen = ON_WEAPON_SELECT;
						} else {
							common_show_no_ship_error();
						}
						break;

					case ON_SHIP_SELECT:
						Next_screen = ON_BRIEFING_SELECT;
						break;

					case ON_WEAPON_SELECT:
						Next_screen = ON_SHIP_SELECT;
						break;
					default:
						Int3();
						break;
				}	// end switch
			}

			break;

		case KEY_TAB:

			if ( brief_only_allow_briefing() ) {
				gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
				break;
			}

			if ( !Background_playing ) {
				switch ( Current_screen ) {
					case ON_BRIEFING_SELECT:
						Next_screen = ON_SHIP_SELECT;
						break;

					case ON_SHIP_SELECT:
						if ( !wss_slots_all_empty() ) {
							Next_screen = ON_WEAPON_SELECT;
						} else {
							common_show_no_ship_error();
						}
						break;

					case ON_WEAPON_SELECT:
						Next_screen = ON_BRIEFING_SELECT;
						break;
					default:
						Int3();
						break;
				}	// end switch
			}

			break;

		case KEY_P:
			if ( Anim_paused )
				Anim_paused = 0;
			else
				Anim_paused = 1;
			break;
	} // end switch
}

// common_select_close() will release the memory for animations and bitmaps that
// were loaded in common_select_init().  This function will abort if the Common_select_inited
// flag is not set.  The last thing common_select_close() does in clear the Common_select_inited
// flag.  
//
// weapon_select_close() and ship_select_close() are both called, since common_select_close()
// is the function that is called the interface screens are finally exited.
void common_select_close()
{
	if ( !Common_select_inited ) {
		nprintf(("Alan","common_select_close() returning without doing anything\n"));
		return;
	}

	nprintf(("Alan","entering common_select_close()\n"));

	// catch open anims that weapon_select_init_team() opened when not in weapon_select - taylor
	// *** not the same as weapon_select_close() ***
	weapon_select_close_team();

	weapon_select_close();

	if(Game_mode & GM_MULTIPLAYER){
		multi_ts_close();
	} 

	ship_select_close();
	brief_close();	

	common_free_interface_palette();

	// release the bitmpas that were previously extracted from anim files
	unload_wing_icons();

	// Release any instances that may still exist
	anim_release_all_instances();

	// free the anim's that were loaded into memory
	/*
	if ( Background_anim ) {
		anim_free(Background_anim);
		Background_anim = NULL;
	}
	*/

	common_music_close();

	common_reset_team_pointers();

	Common_select_inited = 0;
}

// ------------------------------------------------------------------------
//	load_wing_icons() creates the bitmaps for wing icons 
//
void load_wing_icons(const char *filename)
{
	int first_frame, num_frames;

	first_frame = bm_load_animation(filename, &num_frames);
	if ( first_frame == -1 ) {
		Error(LOCATION, "Could not load icons from %s\n", filename);
		return;
	}

	Wing_slot_disabled_bitmap = first_frame;
	Wing_slot_empty_bitmap = first_frame + 1;
//	Wing_slot_player_empty_bitmap = first_frame + 2;
}

// ------------------------------------------------------------------------
//	common_scroll_up_pressed()
//
int common_scroll_up_pressed(int *start, int size, int max_show)
{
	// check if we even need to scroll at all
	if ( size <= max_show ) {
		return 0;
	}

	if ( (size - *start) > max_show ) {
		*start += 1;
		return 1;
	}
	return 0;
}

// ------------------------------------------------------------------------
//	common_scroll_down_pressed()
//
int common_scroll_down_pressed(int *start, int size, int max_show)
{
	// if the whole list fits on screen, the start offset must be 0;
	// reset a stale non-zero offset so the up arrow doesn't get stuck
	if ( size <= max_show ) {
		if ( *start > 0 ) {
			*start = 0;
			return 1;
		}
		return 0;
	}

	if ( *start > 0 ) {
		*start -= 1;
		return 1;
	}
	return 0;
}

void common_fire_stage_script_hook(int old_stage, int new_stage)
{
	if (scripting::hooks::OnBriefStage->isActive()) {
		// call a scripting hook for switching stages
		// note that we add 1 because Lua arrays are 1-based
		scripting::hooks::OnBriefStage->run(
			scripting::hook_param_list(
				scripting::hook_param("OldStage", 'i', old_stage + 1),
				scripting::hook_param("NewStage", 'i', new_stage + 1)
			));
	}
}

// NEWSTUFF BEGIN

// save ship selection loadout to the Player_loadout struct
void wss_save_loadout()
{
	int i,j;

	Assert( (Ss_pool != NULL) && (Wl_pool != NULL) && (Wss_slots != NULL) );

	// save the ship pool
	for ( i = 0; i < MAX_SHIP_CLASSES; i++ ) {
		Player_loadout.ship_pool[i] = Ss_pool[i]; 
	}

	// save the weapons pool
	for ( i = 0; i < MAX_WEAPON_TYPES; i++ ) {
		Player_loadout.weapon_pool[i] = Wl_pool[i]; 
	}

	// save the ship class / weapons for each slot
	for ( i = 0; i < MAX_WSS_SLOTS; i++ ) {
		Player_loadout.unit_data[i].ship_class = Wss_slots[i].ship_class;

		for ( j = 0; j < MAX_SHIP_WEAPONS; j++ ) {
			Player_loadout.unit_data[i].wep[j] = Wss_slots[i].wep[j];
			Player_loadout.unit_data[i].wep_count[j] = Wss_slots[i].wep_count[j];
		}
	}
}

// restore ship/weapons loadout from the Player_loadout struct
void wss_maybe_restore_loadout()
{
	int i,j;
	wss_unit	*slot;

	Assert( (Ss_pool != NULL) && (Wl_pool != NULL) && (Wss_slots != NULL) );

	if (Disable_internal_loadout_restoration_system) {
		return;
	}

	// only restore if mission hasn't changed
	if ( stricmp(Player_loadout.last_modified, The_mission.modified) != 0 ) {
		return;
	}

	// first we generate a pool of ships and weapons used the last time this mission was played. We also generate a pool of what is 
	// available in this mission.
	int	last_loadout_ships[MAX_SHIP_CLASSES];
	int	this_loadout_ships[MAX_SHIP_CLASSES];

	int	last_loadout_weapons[MAX_WEAPON_TYPES];
	int	this_loadout_weapons[MAX_WEAPON_TYPES];

	// zero all pools
	for (i = 0; i < MAX_SHIP_CLASSES; i++) {
		last_loadout_ships[i] = 0; 
		this_loadout_ships[i] = 0; 
	}
	for (i = 0; i < MAX_WEAPON_TYPES; i++) {
		last_loadout_weapons[i] = 0; 
		this_loadout_weapons[i] = 0; 
	}

	// record the ship classes / weapons used last time
	for ( i = 0; i < MAX_WSS_SLOTS; i++ ) {
		slot = &Player_loadout.unit_data[i];
		if ((slot->ship_class >= 0) && (slot->ship_class < ship_info_size())) {
			++last_loadout_ships[slot->ship_class];

			for ( j = 0; j < MAX_SHIP_WEAPONS; j++ ) {
				if ((slot->wep[j] >= 0) && (slot->wep[j] < weapon_info_size())) {
					last_loadout_weapons[slot->wep[j]] += slot->wep_count[j]; 
				}
			}
		}
	}

	// record the ships classes / weapons used by the player and wingmen. We don't include the amount in the pools yet
	for ( i = 0; i < MAX_WSS_SLOTS; i++ ) {
		if ((Wss_slots[i].ship_class >= 0) && (Wss_slots[i].ship_class < ship_info_size())) {
			++this_loadout_ships[Wss_slots[i].ship_class];

			for ( j = 0; j < MAX_SHIP_WEAPONS; j++ ) {
				if ((Wss_slots[i].wep[j] >= 0) && (Wss_slots[i].wep[j] < weapon_info_size())) {
					this_loadout_weapons[Wss_slots[i].wep[j]] += Wss_slots[i].wep_count[j];
				}
			}
		}
	}

	// now compare the two, adding in what was left in the pools. If there are less of a ship or weapon class in the mission now
	// than there were last time, we can't restore and must abort.
	for (i = 0; i < ship_info_size(); i++) {
		if (Ss_pool[i] >= 1) {
			this_loadout_ships[i] += Ss_pool[i];
		}
		if ( this_loadout_ships[i] < last_loadout_ships[i]) {
			return; 
		}
	}
	
	for (i = 0; i < weapon_info_size(); i++) {
		if (Wl_pool[i] >= 1) {
			this_loadout_weapons[i] += Wl_pool[i];
		}
		if ( this_loadout_weapons[i] < last_loadout_weapons[i]) {
			return; 
		}
	}

	// go through the slots and restore the previous runthrough's loadout. Also remove that ship from total of ships in this mission
	for ( i = 0; i < MAX_WSS_SLOTS; i++ ) {
		slot = &Player_loadout.unit_data[i];

		if ((slot->ship_class >= 0) && (slot->ship_class < ship_info_size())) {
			--this_loadout_ships[slot->ship_class];
			Assertion((this_loadout_ships[slot->ship_class] >= 0), "Attempting to restore the previous missions loadout has resulted in an invalid number of ships available");

		}
		// restore the ship class for each slot
		Wss_slots[i].ship_class = slot->ship_class;

		for ( j = 0; j < MAX_SHIP_WEAPONS; j++ ) {
			if ((slot->ship_class >= 0) && (slot->wep[j] >= 0) && (slot->wep[j] < weapon_info_size())) {
				this_loadout_weapons[slot->wep[j]] -= slot->wep_count[j];
				Assertion((this_loadout_weapons[slot->wep[j]] >= 0), "Attempting to restore the previous missions loadout has resulted in an invalid number of weapons available");
			}

			Wss_slots[i].wep[j]= slot->wep[j];
			Wss_slots[i].wep_count[j] = slot->wep_count[j];
		}
	}	

	// restore the ship pool
	for ( i = 0; i < ship_info_size(); i++ ) {
		Ss_pool[i] = this_loadout_ships[i]; 
	}

	// restore the weapons pool
	for ( i = 0; i < weapon_info_size(); i++ ) {
		Wl_pool[i] = this_loadout_weapons[i]; 
	}
}

// Do a direct restore of the Player_loadout ship/weapon data to the wings
void wss_direct_restore_loadout()
{
	int				i, j;
	wing				*wp;
	wss_unit			*slot;

	// only restore if mission hasn't changed
	if ( stricmp(Player_loadout.last_modified, The_mission.modified) != 0 ) {
		return;
	}

	// niffiwan: if Starting_wings[] has missing wings, Player_loadout.unit_data
	// skips the missing wings.  Use a new variable to track the number of valid
	// wings in Starting_wings[], otherwise mission can crash on restart
	int valid_wing_index = -1;

	for ( i = 0; i < MAX_WING_BLOCKS; i++ ) {

		if ( Starting_wings[i] < 0 )
			continue;

		valid_wing_index++;
		wp = &Wings[Starting_wings[i]];

		// If this wing is still on the arrival list, then update the parse objects
		if ( wp->ship_index[0] == -1 ) {
			p_object *p_objp;
			j=0;
			for ( p_objp = GET_FIRST(&Ship_arrival_list); p_objp != END_OF_LIST(&Ship_arrival_list); p_objp = GET_NEXT(p_objp) ) {
				if ( p_objp->wingnum == WING_INDEX(wp) ) {
					// niffiwan: don't overrun the array
					if (j >= MAX_WING_SLOTS) {
						Warning(LOCATION, "Starting Wing '%s' has more than 'MAX_WING_SLOTS' ships\n", Starting_wing_names[i]);
						break;
					}
					slot = &Player_loadout.unit_data[valid_wing_index*MAX_WING_SLOTS+j];
					p_objp->ship_class = slot->ship_class;
					wl_update_parse_object_weapons(p_objp, slot);
					j++;
				}
			}
		} else {
			int	k;
			int cleanup_ship_index[MAX_WING_SLOTS];
			ship	*shipp;

			for ( k = 0; k < MAX_WING_SLOTS; k++ ) {
				cleanup_ship_index[k] = -1;
			}

			// This wing is already created, so directly update the ships
			for ( j = 0; j < MAX_WING_SLOTS; j++ ) {
				if ( wp->ship_index[j] == -1 ) { // if this is an invalid ship, move on
					continue;
				}

				slot = &Player_loadout.unit_data[valid_wing_index*MAX_WING_SLOTS+j];
				shipp = &Ships[wp->ship_index[j]];
				if ( shipp->ship_info_index != slot->ship_class ) {

					if ( slot->ship_class == -1 ) {
						cleanup_ship_index[j] = wp->ship_index[j];
						ship_add_exited_ship( shipp, Ship::Exit_Flags::Player_deleted );
						obj_delete(shipp->objnum);
						hud_set_wingman_status_none( shipp->wing_status_wing_index, shipp->wing_status_wing_pos);
						continue;
					} else {
						change_ship_type(wp->ship_index[j], slot->ship_class);
					}
				}
				wl_bash_ship_weapons(&Ships[wp->ship_index[j]].weapons, slot);
			}

			for ( k = 0; k < MAX_WING_SLOTS; k++ ) {
				if ( cleanup_ship_index[k] != -1 ) {
					ship_wing_cleanup( cleanup_ship_index[k], wp );
				}
			}

		}
	} // end for 
}
int wss_slots_all_empty()
{
	int i;

	Assert( Wss_slots != NULL );

	for ( i = 0; i < MAX_WSS_SLOTS; i++ ) {
		if ( Wss_slots[i].ship_class >= 0 ) 
			break;
	}

	if ( i == MAX_WSS_SLOTS )
		return 1;
	else
		return 0;
}

// determine the mode (WSS_...) based on slot/list index values
int wss_get_mode(int from_slot, int from_list, int to_slot, int to_list, int wl_ship_slot)
{
	int mode, to_slot_empty=0;

	Assert( Wss_slots != NULL );

	if ( wl_ship_slot >= 0 ) {
		// weapons loadout
		if ( to_slot >= 0 ) {
			if ( Wss_slots[wl_ship_slot].wep_count[to_slot] == 0 ) {
				to_slot_empty = 1;
			}
		}
	} else {
		// ship select
		if ( to_slot >= 0 ) {
			if ( Wss_slots[to_slot].ship_class == -1 ){
				to_slot_empty = 1;
			}
		}
	}

	// determine mode
	if ( from_slot >= 0 && to_slot >= 0 ) {
		mode = WSS_SWAP_SLOT_SLOT;
	} else if ( from_slot >= 0 && to_list >= 0 ) {
		mode = WSS_DUMP_TO_LIST;
	} else if ( (from_list >= 0) && (to_slot >= 0) && (to_slot_empty) ) {
		mode = WSS_GRAB_FROM_LIST;
	} else if ( (from_list >= 0) && (to_slot >= 0) && (!to_slot_empty) ) {
		mode = WSS_SWAP_LIST_SLOT;
	} else {
		mode = -1;	// no changes required
	}

	return mode;
}

// store all the unit data and pool data 
int store_wss_data(ubyte *data, __UNUSED const unsigned int max_size, interface_snd_id sound, int player_index)
{
	int j, i, packet_size = 0;
	ubyte val;
	short player_id;
	ushort pool_size;

	// this function assumes that the data is going to be used over the network
	// so make a non-network version of this function if needed
	Assert( Game_mode & GM_MULTIPLAYER );
	Assert( (Ss_pool != NULL) && (Wl_pool != NULL) && (Wss_slots != NULL) );

	if ( !(Game_mode & GM_MULTIPLAYER) )
		return 0;

	// write the ship pool
	pool_size = 0;
	for (i = 0; i < ship_info_size(); i++) {
		if (Ss_pool[i] > 0) {
			++pool_size;
		}
	}

	ADD_USHORT(pool_size);

	Assertion((((sizeof(short)+sizeof(short)) * pool_size) + packet_size) < max_size, "Size of ship pool exceeds max data size!");

	for (i = 0; i < ship_info_size(); i++) {
		if (Ss_pool[i] > 0) {
			ADD_SHORT(static_cast<short>(i));
			ADD_SHORT(static_cast<short>(Ss_pool[i]));
		}
	}

	// write the weapon pool
	pool_size = 0;
	for (i = 0; i < weapon_info_size(); i++) {
		if (Wl_pool[i] > 0) {
			++pool_size;
		}
	}

	ADD_USHORT(pool_size);

	Assertion((((sizeof(short)+sizeof(short)) * pool_size) + packet_size) < max_size, "Size of weapon pool exceeds max data size!");

	for (i = 0; i < weapon_info_size(); i++) {
		if (Wl_pool[i] > 0) {
			ADD_SHORT(static_cast<short>(i));
			ADD_SHORT(static_cast<short>(Wl_pool[i]));
		}
	}

	// write the unit data
	val = MAX_WSS_SLOTS;
	ADD_DATA(val);
	val = MAX_SHIP_WEAPONS;
	ADD_DATA(val);

	Assertion((((sizeof(short) + ((sizeof(short)+sizeof(short)) * MAX_SHIP_WEAPONS)) * MAX_WSS_SLOTS) + packet_size) < max_size, "Size of wss data exceeds max data size!");

	for (i = 0; i < MAX_WSS_SLOTS; i++) {
		ADD_SHORT(static_cast<short>(Wss_slots[i].ship_class));

		for (j = 0; j < MAX_SHIP_WEAPONS; j++) {
			ADD_SHORT(static_cast<short>(Wss_slots[i].wep[j]));
			Assert(Wss_slots[i].wep_count[j] < SHRT_MAX);
			ADD_SHORT(static_cast<short>(Wss_slots[i].wep_count[j]));
		}
	}

	// any sound index
	ADD_SHORT(static_cast<short>(sound.value()));

	// add a netplayer address to identify who should play the sound
	player_id = -1;

	if(player_index != -1){
		player_id = Net_players[player_index].player_id;		
	}

	ADD_SHORT(player_id);

	Assert( packet_size < static_cast<int>(max_size) );
	return packet_size;
}

int restore_wss_data(ubyte *data)
{
	int	i, j, offset = 0;
	ubyte num_slots, num_weapons;
	short b1, b2;
	short player_id, sound;
	ushort pool_size;

	// this function assumes that the data is going to be used over the network
	// so make a non-network version of this function if needed
	Assert( Game_mode & GM_MULTIPLAYER );
	Assert( (Ss_pool != NULL) && (Wl_pool != NULL) && (Wss_slots != NULL) );

	if ( !(Game_mode & GM_MULTIPLAYER) )
		return 0;

	// restore ship pool
	memset(Ss_pool, 0, MAX_SHIP_CLASSES*sizeof(int));
	GET_USHORT(pool_size);

	for (i = 0; i < pool_size; i++) {
		GET_SHORT(b1);
		GET_SHORT(b2);

		if (b1 < MAX_SHIP_CLASSES) {
			Ss_pool[b1] = b2;
		}
	}

	// restore weapons pool
	memset(Wl_pool, 0, MAX_WEAPON_TYPES*sizeof(int));
	GET_USHORT(pool_size);

	for (i = 0; i < pool_size; i++) {
		GET_SHORT(b1);
		GET_SHORT(b2);

		if (b1 < MAX_SHIP_CLASSES) {
			Wl_pool[b1] = b2;
		}
	}


	// restore unit data
	for (i = 0; i < MAX_WSS_SLOTS; i++) {
		Wss_slots[i].ship_class = -1;

		for (j = 0; j < MAX_SHIP_WEAPONS; j++) {
			Wss_slots[i].wep[j] = -1;
			Wss_slots[i].wep_count[j] = 0;
		}
	}

	GET_DATA(num_slots);
	GET_DATA(num_weapons);

	for (i = 0; i < num_slots; i++) {
		GET_SHORT(b1);

		if (i < MAX_WSS_SLOTS) {
			Wss_slots[i].ship_class = b1;
		}

		for (j = 0; j < num_weapons; j++) {
			GET_SHORT(b1);
			GET_SHORT(b2);

			if ( (i < MAX_WSS_SLOTS) && (j < MAX_SHIP_WEAPONS) ) {
				Wss_slots[i].wep[j] = b1;
				Wss_slots[i].wep_count[j] = b2;
			}
		}
	}

	// read in the sound data
	GET_SHORT(sound);

	// read in the player address
	GET_SHORT(player_id);
	
	// determine if I'm the guy who should be playing the sound
	if((Net_player != NULL) && (Net_player->player_id == player_id)){
		// play the sound
		if (sound >= 0) {
			gamesnd_play_iface(static_cast<InterfaceSounds>(sound));
		}
	}

	if(!(Game_mode & GM_MULTIPLAYER)){
		ss_synch_interface();
	}	

	return offset;
}

void draw_model_icon(int model_id, uint64_t flags, int x, int y, int w, int h, ship_info* sip, weapon_info* wip, float zoom_multiplier, int resize_mode)
{
	lighting_profiles::set_non_mission_profile non_mission_lighting_profile;
	
	matrix	object_orient	= IDENTITY_MATRIX;
	angles rot_angles = vmd_zero_angles;

	if (sip == nullptr)
	{
		//Assume it's a weapon
		rot_angles.h = -(PI_2);
	}
	else if(sip->model_icon_angles.p != 0.0f || sip->model_icon_angles.b != 0.0f || sip->model_icon_angles.h != 0.0f)
	{
		// If non-zero model_icon_angles exists, always use that
		rot_angles = sip->model_icon_angles;
	}
	else if(sip->is_small_ship())
	{
		rot_angles.p = -(PI_2);
	}
	else if((sip->max_speed <= 0.0f) && !(sip->flags[Ship::Info_Flags::Cargo]))
	{
		//Probably an installation or Knossos
		rot_angles.h = PI;
	}
	else
	{
		//Probably a capship
		rot_angles.h = PI_2;
	}
	vm_angles_2_matrix(&object_orient, &rot_angles);

	gr_set_clip(x, y, w, h, resize_mode);
	g3_start_frame(1);
	if (sip != nullptr)
	{
		const auto& closeup_pos = sip->icon_closeup_pos.value_or(sip->closeup_pos);
		const auto closeup_zoom = sip->icon_closeup_zoom.value_or(sip->closeup_zoom);
		const auto zoom = closeup_zoom * zoom_multiplier * 2.5f;

		g3_set_view_matrix(&closeup_pos, &vmd_identity_matrix, zoom);

		gr_set_proj_matrix(Proj_fov * 0.5f, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
	}
	else
	{
		Assertion(wip != nullptr, "Weapon is null, get a coder!");

		polymodel *pm = model_get(model_id);
		bsp_info *bs = NULL;	//tehe
		for(int i = 0; i < pm->n_models; i++)
		{
			if(!pm->submodel[i].flags[Model::Submodel_flags::Is_thruster])
			{
				bs = &pm->submodel[i];
				break;
			}
		}

		if(bs == NULL)
		{
			bs = &pm->submodel[0];
		}

		vec3d weap_closeup = wip->icon_closeup_pos.value_or(wip->closeup_pos);
		float y_closeup;
		float tm_zoom = wip->icon_closeup_zoom.value_or(wip->closeup_zoom) * zoom_multiplier;

		if (!wip->icon_closeup_pos.has_value()) {
			// Find the center of the submodel when no icon-specific position override is defined
			weap_closeup.xyz.x = -(bs->min.xyz.z + (bs->max.xyz.z - bs->min.xyz.z) / 2.0f);
			weap_closeup.xyz.y = -(bs->min.xyz.y + (bs->max.xyz.y - bs->min.xyz.y) / 2.0f);
			weap_closeup.xyz.z = -(bs->rad / tanf(tm_zoom / 2.0f));

			y_closeup = -(weap_closeup.xyz.y / tanf(tm_zoom / 2.0f));
			if (y_closeup < weap_closeup.xyz.z) {
				weap_closeup.xyz.z = y_closeup;
			}
			if (bs->min.xyz.x < weap_closeup.xyz.z) {
				weap_closeup.xyz.z = bs->min.xyz.x;
			}
		}
		g3_set_view_matrix( &weap_closeup, &vmd_identity_matrix, tm_zoom);

		gr_set_proj_matrix(Proj_fov * 0.5f, gr_screen.clip_aspect, 0.05f, 1000.0f);
	}

	model_render_params render_info;
	render_info.set_detail_level_lock(0);

	gr_set_view_matrix(&Eye_position, &Eye_matrix);

	if(!(flags & MR_NO_LIGHTING))
	{
		//setup lights
		common_setup_room_lights();
	}

	if (sip != NULL && sip->replacement_textures.size() > 0) 
	{
		render_info.set_replacement_textures(model_id, sip->replacement_textures);
	}

	Glowpoint_override = true;
	model_clear_instance(model_id);
	int model_instance = -1;
	auto cache_result = model_get_cached_ui_render_instance(model_id, &model_instance);
	// Only set up the instance when it was freshly created; the cached instance persists across frames.
	if (sip != nullptr && cache_result == TriStateBool::TRUE_) {
		model_set_up_techroom_instance(sip, model_instance);
	}

	render_info.set_flags(flags);
	model_render_immediate(&render_info, model_id, model_instance, &object_orient, &vmd_zero_vector);
	Glowpoint_override = false;

	gr_end_view_matrix();
	gr_end_proj_matrix();

	g3_end_frame();
	gr_reset_clip();
}

void draw_model_rotating(model_render_params *render_info, int ship_class, int model_id, int x1, int y1, int x2, int y2, float *rotation_buffer, const vec3d *closeup_pos, float closeup_zoom, float rev_rate, uint64_t flags, int resize_mode, select_effect_params effect_params)
{
	//WMC - Can't draw a non-model
	if (model_id < 0)
		return;

	int model_instance = -1;
	auto cache_result = model_get_cached_ui_render_instance(model_id, &model_instance);
	// Only set up the instance when it was freshly created; the cached instance persists across frames.
	if (!(flags & MR_IS_MISSILE) && SCP_vector_inbounds(Ship_info, ship_class) && cache_result == TriStateBool::TRUE_) {
		model_set_up_techroom_instance(&Ship_info[ship_class], model_instance);
	}

	lighting_profiles::set_non_mission_profile non_mission_lighting_profile;

	float time = (timer_get_milliseconds()-anim_timer_start)/1000.0f;
	angles rot_angles, view_angles;
	matrix model_orient;

	auto pm = model_get(model_id);
	vec3d closeup_pos_default = { { { 0.0f, 0.0f, -(pm->rad * 1.5f) } } };
	if (!closeup_pos || IS_VEC_NULL(closeup_pos))
		closeup_pos = &closeup_pos_default;

	const bool& shadow_disable_override = flags & MR_IS_MISSILE ? Shadow_disable_overrides.disable_mission_select_weapons : Shadow_disable_overrides.disable_mission_select_ships;

	if (effect_params.effect == 2) {  // FS2 Effect; Phase 0 Expand scanline, Phase 1 scan the grid and wireframe, Phase 2 scan up and reveal the ship, Phase 3 tilt the camera, Phase 4 start rotating the ship
		// rotate the ship as much as required for this frame
		if (time >= 3.6f) // Phase 4
			*rotation_buffer += PI2 * flFrametime / rev_rate;
		else
			*rotation_buffer = PI; // No rotation before Phase 4
		while (*rotation_buffer > PI2){
			*rotation_buffer -= PI2;
		}

		view_angles.p = -PI_2;

		if (time >= 3.0f) { // Phase 3
			if (time >= 3.6f) { // done tilting
				view_angles.p = -0.6f; 
			} else {
				view_angles.p = (PI_2-0.6f)*(time-3.0f)*1.66667f - PI_2; // Phase 3 Tilt animation
			}
		}

		view_angles.b = 0.0f;
		view_angles.h = 0.0f;
		vm_angles_2_matrix(&model_orient, &view_angles);
		rot_angles.p = 0.0f;
		rot_angles.b = 0.0f;
		rot_angles.h = *rotation_buffer;
		vm_rotate_matrix_by_angles(&model_orient, &rot_angles);
		gr_set_clip(x1, y1, x2, y2, resize_mode);
		vec3d wire_normal,ship_normal,plane_point;

		// Clip the wireframe below the scanline
		wire_normal.xyz.x = 0.0f;
		wire_normal.xyz.y = 1.0f;
		wire_normal.xyz.z = 0.0f;

		// Clip the ship above the scanline
		ship_normal.xyz.x = 0.0f;
		ship_normal.xyz.y = -1.0f;
		ship_normal.xyz.z = 0.0f;

		//Make the clipping plane
		float clip = -pm->rad*0.7f;
		if (time < 1.5f && time >= 0.5f) // Phase 1 Move down
			clip = pm->rad*(time-1.0f)*1.4f;

		if (time >= 1.5f)
			clip = pm->rad*(time-2.0f)*(-1.4f); // Phase 2 Move up

		vm_vec_scale_sub(&plane_point,&vmd_zero_vector,&wire_normal,clip);

		g3_start_frame(1);
		g3_set_view_matrix(closeup_pos, &vmd_identity_matrix, closeup_zoom);
		gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
		gr_set_view_matrix(&Eye_position, &Eye_matrix);

		vec3d start, stop;
		float size = pm->rad*0.7f;
		float start_scale = MIN(time,0.5f)*2.5f;
		float offset = size*0.5f*MIN(MAX(time-3.0f,0.0f),0.6f)*1.66667f;

		g3_start_instance_angles(&vmd_zero_vector,&view_angles);

		if (time < 0.5f) { // Do the expanding scanline in phase 0
			gr_set_color(effect_params.fs2_scanline_color.red, effect_params.fs2_scanline_color.green, effect_params.fs2_scanline_color.blue);
			start.xyz.x = size*start_scale;
			start.xyz.y = 0.0f;
			start.xyz.z = -clip;
			stop.xyz.x = -size*start_scale;
			stop.xyz.y = 0.0f;
			stop.xyz.z = -clip;
			//g3_draw_htl_line(&start,&stop);
			g3_render_line_3d(true, &start, &stop);
		}
		g3_done_instance(true);

		gr_zbuffer_set(GR_ZBUFF_NONE); // Turn off Depthbuffer so we don't get gridlines over the ship or a disappearing scanline 
		Glowpoint_use_depth_buffer = false; // Since we don't have one
		if (time >= 0.5f) { // Phase 1 onward draw the grid
			start.xyz.y = -offset;
			start.xyz.z = size+offset*0.5f;
			stop.xyz.y = -offset;
			stop.xyz.z = -size+offset*0.5f;
			gr_set_color(effect_params.fs2_grid_color.red, effect_params.fs2_grid_color.green, effect_params.fs2_grid_color.blue);
			g3_start_instance_angles(&vmd_zero_vector,&view_angles);

			if (time < 1.5f) {
				stop.xyz.z = -clip;
			}

			int num_lines = std::max(3, effect_params.fs2_grid_density);
			float x_step = (size * 2.0f) / (num_lines - 1);
			float x_start = -size;

			for (int i = 0; i < num_lines; ++i) {
				start.xyz.x = stop.xyz.x = x_start + i * x_step;
				g3_render_line_3d(false, &start, &stop);
			}

			start.xyz.x = size;
			stop.xyz.x = -size;

			float z_step = (size * 2.0f) / (num_lines - 1);
			float z_start = size + offset * 0.5f;

			for (int i = 0; i < num_lines; ++i) {
				float z = z_start - i * z_step;
				if ((time < 1.5f) && (z <= -clip))
					break;

				start.xyz.z = stop.xyz.z = z;
				g3_render_line_3d(false, &start, &stop);
			}

			g3_done_instance(true);

			//setup lights
			common_setup_room_lights();

			// render the ships
			model_clear_instance(model_id);
			render_info->set_detail_level_lock(0);

			gr_zbuffer_set(true);

			if(shadow_maybe_start_frame(shadow_disable_override))
            {
				gr_end_view_matrix();
				gr_end_proj_matrix();

				gr_reset_clip();

				model_render_params shadow_render_info;

				shadow_render_info.set_detail_level_lock(0);
				shadow_render_info.set_flags(flags | MR_NO_TEXTURING | MR_NO_LIGHTING);

				if ( flags & MR_IS_MISSILE )  {
					shadows_start_render(&Eye_matrix, &Eye_position, Proj_fov, gr_screen.clip_aspect, -closeup_pos->xyz.z + pm->rad, -closeup_pos->xyz.z + pm->rad + 20.0f, -closeup_pos->xyz.z + pm->rad + 200.0f, -closeup_pos->xyz.z + pm->rad + 1000.0f);
				} else {
					shadows_start_render(&Eye_matrix, &Eye_position, Proj_fov, gr_screen.clip_aspect, -closeup_pos->xyz.z + pm->rad, -closeup_pos->xyz.z + pm->rad + 200.0f, -closeup_pos->xyz.z + pm->rad + 2000.0f, -closeup_pos->xyz.z + pm->rad + 10000.0f);
				}

				model_render_immediate(&shadow_render_info, model_id, model_instance, &model_orient, &vmd_zero_vector);
				shadows_end_render();

				gr_set_clip(x1, y1, x2, y2, resize_mode);

				gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
				gr_set_view_matrix(&Eye_position, &Eye_matrix);
            }
			gr_zbuffer_set(false);
			gr_set_color(effect_params.fs2_wireframe_color.red, effect_params.fs2_wireframe_color.green, effect_params.fs2_wireframe_color.blue);
			render_info->set_color(effect_params.fs2_wireframe_color.red, effect_params.fs2_wireframe_color.green, effect_params.fs2_wireframe_color.blue);

			render_info->set_animated_effect(ANIMATED_SHADER_LOADOUTSELECT_FS2, -clip);

			if ( (time < 2.5f) && (time >= 0.5f) ) { // Phase 1 and 2 render the wireframe
				if (time >= 1.5f) // Just clip the wireframe after Phase 1
					render_info->set_clip_plane(plane_point,wire_normal);
				
				render_info->set_flags(flags | MR_SHOW_OUTLINE_HTL | MR_NO_POLYS | MR_NO_TEXTURING | MR_NO_LIGHTING);

				model_render_immediate(render_info, model_id, model_instance, &model_orient, &vmd_zero_vector);
			}

			if (time >= 1.5f) { // Render the ship in Phase 2 onwards
				render_info->set_clip_plane(plane_point,ship_normal);
				render_info->set_flags(flags);

				model_render_immediate(render_info, model_id, model_instance, &model_orient, &vmd_zero_vector);
			}

			if (time < 2.5f) { // Render the scanline in Phase 1 and 2
				gr_set_color(effect_params.fs2_scanline_color.red, effect_params.fs2_scanline_color.green, effect_params.fs2_scanline_color.blue);
				start.xyz.x = size*1.25f;
				start.xyz.y = 0.0f;
				start.xyz.z = -clip;
				stop.xyz.x = -size*1.25f;
				stop.xyz.y = 0.0f;
				stop.xyz.z = -clip;
				g3_start_instance_angles(&vmd_zero_vector,&view_angles);
				//g3_draw_htl_line(&start,&stop);
				g3_render_line_3d(false, &start, &stop);
				g3_done_instance(true);
			}
		}

		gr_zbuffer_set(GR_ZBUFF_FULL); // Turn off depthbuffer again

		batching_render_all();
		Glowpoint_use_depth_buffer = true; // Back to normal

		gr_end_view_matrix();
		gr_end_proj_matrix();
		g3_end_frame();
		gr_reset_clip();

	} else {
		// rotate the ship as much as required for this frame
		*rotation_buffer += PI2 * flFrametime / rev_rate;
		while (*rotation_buffer > PI2){
			*rotation_buffer -= PI2;
		}

		view_angles.p = -0.6f;
		view_angles.b = 0.0f;
		view_angles.h = 0.0f;
		vm_angles_2_matrix(&model_orient, &view_angles);

		rot_angles.p = 0.0f;
		rot_angles.b = 0.0f;
		rot_angles.h = *rotation_buffer;
		vm_rotate_matrix_by_angles(&model_orient, &rot_angles);

		g3_start_frame(1);

		// render the wodel
		g3_set_view_matrix(closeup_pos, &vmd_identity_matrix, closeup_zoom);

		//setup lights
		common_setup_room_lights();

		model_clear_instance(model_id);

		render_info->set_detail_level_lock(0);

		if(shadow_maybe_start_frame(shadow_disable_override))
		{
			if ( flags & MR_IS_MISSILE )  {
				shadows_start_render(&Eye_matrix, &Eye_position, Proj_fov, gr_screen.clip_aspect, -closeup_pos->xyz.z + pm->rad, -closeup_pos->xyz.z + pm->rad + 20.0f, -closeup_pos->xyz.z + pm->rad + 200.0f, -closeup_pos->xyz.z + pm->rad + 1000.0f);
			} else {
				shadows_start_render(&Eye_matrix, &Eye_position, Proj_fov, gr_screen.clip_aspect, -closeup_pos->xyz.z + pm->rad, -closeup_pos->xyz.z + pm->rad + 200.0f, -closeup_pos->xyz.z + pm->rad + 2000.0f, -closeup_pos->xyz.z + pm->rad + 10000.0f);
			}

			model_render_params shadow_render_info;

			shadow_render_info.set_flags(flags | MR_NO_TEXTURING | MR_NO_LIGHTING);
			shadow_render_info.set_detail_level_lock(0);

			model_render_immediate(&shadow_render_info, model_id, model_instance, &model_orient, &vmd_zero_vector);
			shadows_end_render();
		}

		gr_set_clip(x1, y1, x2, y2, resize_mode);

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

		gr_set_color(0,128,0);

		if (effect_params.effect == 1) { // FS1 effect
			render_info->set_animated_effect(ANIMATED_SHADER_LOADOUTSELECT_FS1, MIN(time*0.5f,2.0f));
			render_info->set_flags(flags);
		} else {
			render_info->set_flags(flags);
		}

		model_render_immediate(render_info, model_id, model_instance, &model_orient, &vmd_zero_vector);

		batching_render_all();

		gr_end_view_matrix();
		gr_end_proj_matrix();
		g3_end_frame();
		gr_reset_clip();
	}

	shadow_end_frame();
}

/**
 * @brief add and rotate lights for all the non-gameplay ship rendering instances
 */
void common_setup_room_lights()
{
	light_reset();
	auto tempv = vm_vec_new(-1.0f,0.3f,-1.0f);
	auto tempc = hdr_color(1.0f,0.95f,0.9f, 0.0f, 1.5f);
	light_add_directional(&tempv,-1,false,&tempc);
	tempv.xyz={-0.4f,0.4f,1.1f};
	tempc = hdr_color(0.788f,0.886f,1.0f,0.0f,1.5f);
	light_add_directional(&tempv,-1,false,&tempc);
	tempv.xyz={0.4f,0.1f,0.4f};
	tempc = hdr_color(1.0f,1.0f,1.0f,0.0f,0.4f);
	light_add_directional(&tempv,-1,false,&tempc);
	gr_set_ambient_light(53, 53, 53);
	light_rotate_all();
}

// NEWSTUFF END
