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[taylor/freespace2.git] / src / freespace2 / freespace.cpp
1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell 
5  * or otherwise commercially exploit the source or things you created based on
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * Freespace main body
16  *
17  * $Log$
18  * Revision 1.40  2005/10/01 21:40:38  taylor
19  * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20  * make sure a global cmdline.cfg file works with OS X when built as an app
21  *
22  * Revision 1.39  2005/08/12 08:57:20  taylor
23  * don't show hardware S-RAM value on HUD in debug
24  * do show in use GL texture memory
25  * have an actual fade effect for the credits screen artwork
26  *
27  * Revision 1.38  2004/09/20 01:31:44  theoddone33
28  * GCC 3.4 fixes.
29  *
30  * Revision 1.37  2004/07/04 11:31:43  taylor
31  * amd64 support, compiler warning fixes, don't use software rendering
32  *
33  * Revision 1.36  2004/06/12 01:11:35  taylor
34  * x86 compile fixes for OSX patch
35  *
36  * Revision 1.35  2004/06/11 00:53:02  tigital
37  * OSX: .app name, casts for gcc
38  *
39  * Revision 1.34  2003/08/09 03:18:03  taylor
40  * fix tips popup not having any tips
41  *
42  * Revision 1.33  2003/08/03 15:57:00  taylor
43  * simpler mouse usage; default ini settings in os_init(); cleanup
44  *
45  * Revision 1.32  2003/06/19 11:51:41  taylor
46  * adjustments to memory leak fixes
47  *
48  * Revision 1.31  2003/06/11 18:30:32  taylor
49  * plug memory leaks
50  *
51  * Revision 1.30  2003/06/03 04:00:39  taylor
52  * Polish language support (Janusz Dziemidowicz)
53  *
54  * Revision 1.29  2003/05/25 02:30:42  taylor
55  * Freespace 1 support
56  *
57  * Revision 1.28  2003/05/18 03:55:30  taylor
58  * automatic language selection support
59  *
60  * Revision 1.27  2003/03/03 04:54:44  theoddone33
61  * Commit Taylor's ShowFPS fix
62  *
63  * Revision 1.26  2003/02/20 17:41:07  theoddone33
64  * Userdir patch from Taylor Richards
65  *
66  * Revision 1.25  2003/01/30 19:54:10  relnev
67  * ini config option for the frames per second counter (Taylor Richards)
68  *
69  * Revision 1.24  2002/08/31 01:39:13  theoddone33
70  * Speed up the renderer a tad
71  *
72  * Revision 1.23  2002/08/04 02:31:00  relnev
73  * make numlock not overlap with pause
74  *
75  * Revision 1.22  2002/08/02 23:07:03  relnev
76  * don't access the mouse in standalone mode
77  *
78  * Revision 1.21  2002/07/28 05:05:08  relnev
79  * removed some old stuff
80  *
81  * Revision 1.20  2002/07/24 00:20:41  relnev
82  * nothing interesting
83  *
84  * Revision 1.19  2002/06/17 06:33:08  relnev
85  * ryan's struct patch for gcc 2.95
86  *
87  * Revision 1.18  2002/06/16 04:46:33  relnev
88  * set up correct checksums for demo
89  *
90  * Revision 1.17  2002/06/09 04:41:17  relnev
91  * added copyright header
92  *
93  * Revision 1.16  2002/06/09 03:16:04  relnev
94  * added _splitpath.
95  *
96  * removed unneeded asm, old sdl 2d setup.
97  *
98  * fixed crash caused by opengl_get_region.
99  *
100  * Revision 1.15  2002/06/05 08:05:28  relnev
101  * stub/warning removal.
102  *
103  * reworked the sound code.
104  *
105  * Revision 1.14  2002/06/05 04:03:32  relnev
106  * finished cfilesystem.
107  *
108  * removed some old code.
109  *
110  * fixed mouse save off-by-one.
111  *
112  * sound cleanups.
113  *
114  * Revision 1.13  2002/06/02 04:26:34  relnev
115  * warning cleanup
116  *
117  * Revision 1.12  2002/06/02 00:31:35  relnev
118  * implemented osregistry
119  *
120  * Revision 1.11  2002/06/01 09:00:34  relnev
121  * silly debug memmanager
122  *
123  * Revision 1.10  2002/06/01 07:12:32  relnev
124  * a few NDEBUG updates.
125  *
126  * removed a few warnings.
127  *
128  * Revision 1.9  2002/05/31 03:05:59  relnev
129  * sane default
130  *
131  * Revision 1.8  2002/05/29 02:52:32  theoddone33
132  * Enable OpenGL renderer
133  *
134  * Revision 1.7  2002/05/28 08:52:03  relnev
135  * implemented two assembly stubs.
136  *
137  * cleaned up a few warnings.
138  *
139  * added a little demo hackery to make it progress a little farther.
140  *
141  * Revision 1.6  2002/05/28 06:28:20  theoddone33
142  * Filesystem mods, actually reads some data files now
143  *
144  * Revision 1.5  2002/05/28 04:07:28  theoddone33
145  * New graphics stubbing arrangement
146  *
147  * Revision 1.4  2002/05/27 22:46:52  theoddone33
148  * Remove more undefined symbols
149  *
150  * Revision 1.3  2002/05/26 23:31:18  relnev
151  * added a few files that needed to be compiled
152  *
153  * freespace.cpp: now compiles
154  *
155  * Revision 1.2  2002/05/07 03:16:44  theoddone33
156  * The Great Newline Fix
157  *
158  * Revision 1.1.1.1  2002/05/03 03:28:09  root
159  * Initial import.
160  *
161  * 
162  * 201   6/16/00 3:15p Jefff
163  * sim of the year dvd version changes, a few german soty localization
164  * fixes
165  * 
166  * 200   11/03/99 11:06a Jefff
167  * 1.2 checksums
168  * 
169  * 199   10/26/99 5:07p Jamest
170  * fixed jeffs dumb debug code
171  * 
172  * 198   10/25/99 5:53p Jefff
173  * call control_config_common_init() on startup
174  * 
175  * 197   10/14/99 10:18a Daveb
176  * Fixed incorrect CD checking problem on standalone server.
177  * 
178  * 196   10/13/99 9:22a Daveb
179  * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180  * related to movies. Fixed launcher spawning from PXO screen.
181  * 
182  * 195   10/06/99 11:05a Jefff
183  * new oem upsell 3 hotspot coords
184  * 
185  * 194   10/06/99 10:31a Jefff
186  * OEM updates
187  * 
188  * 193   10/01/99 9:10a Daveb
189  * V 1.1 PATCH
190  * 
191  * 192   9/15/99 4:57a Dave
192  * Updated ships.tbl checksum
193  * 
194  * 191   9/15/99 3:58a Dave
195  * Removed framerate warning at all times.
196  * 
197  * 190   9/15/99 3:16a Dave
198  * Remove mt-011.fs2 from the builtin mission list.
199  * 
200  * 189   9/15/99 1:45a Dave
201  * Don't init joystick on standalone. Fixed campaign mode on standalone.
202  * Fixed no-score-report problem in TvT
203  * 
204  * 188   9/14/99 6:08a Dave
205  * Updated (final) single, multi, and campaign list.
206  * 
207  * 187   9/14/99 3:26a Dave
208  * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209  * respawn-too-early problem. Made a few crash points safe.
210  * 
211  * 186   9/13/99 4:52p Dave
212  * RESPAWN FIX
213  * 
214  * 185   9/12/99 8:09p Dave
215  * Fixed problem where skip-training button would cause mission messages
216  * not to get paged out for the current mission.
217  * 
218  * 184   9/10/99 11:53a Dave
219  * Shutdown graphics before sound to eliminate apparent lockups when
220  * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
221  * 
222  * 183   9/09/99 11:40p Dave
223  * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224  * 2 end movies properly, based upon what the player did in the mission.
225  * 
226  * 182   9/08/99 10:29p Dave
227  * Make beam sound pausing and unpausing much safer.
228  * 
229  * 181   9/08/99 10:01p Dave
230  * Make sure game won't run in a drive's root directory. Make sure
231  * standalone routes suqad war messages properly to the host.
232  * 
233  * 180   9/08/99 3:22p Dave
234  * Updated builtin mission list.
235  * 
236  * 179   9/08/99 12:01p Jefff
237  * fixed Game_builtin_mission_list typo on Training-2.fs2
238  * 
239  * 178   9/08/99 9:48a Andsager
240  * Add force feedback for engine wash.
241  * 
242  * 177   9/07/99 4:01p Dave
243  * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244  * does everything properly (setting up address when binding). Remove
245  * black rectangle background from UI_INPUTBOX.
246  * 
247  * 176   9/13/99 2:40a Dave
248  * Comment in full 80 minute CD check for RELEASE_REAL builds.
249  * 
250  * 175   9/06/99 6:38p Dave
251  * Improved CD detection code.
252  * 
253  * 174   9/06/99 1:30a Dave
254  * Intermediate checkin. Started on enforcing CD-in-drive to play the
255  * game.
256  * 
257  * 173   9/06/99 1:16a Dave
258  * Make sure the user sees the intro movie.
259  * 
260  * 172   9/04/99 8:00p Dave
261  * Fixed up 1024 and 32 bit movie support.
262  * 
263  * 171   9/03/99 1:32a Dave
264  * CD checking by act. Added support to play 2 cutscenes in a row
265  * seamlessly. Fixed super low level cfile bug related to files in the
266  * root directory of a CD. Added cheat code to set campaign mission # in
267  * main hall.
268  * 
269  * 170   9/01/99 10:49p Dave
270  * Added nice SquadWar checkbox to the client join wait screen.
271  * 
272  * 169   9/01/99 10:14a Dave
273  * Pirate bob.
274  * 
275  * 168   8/29/99 4:51p Dave
276  * Fixed damaged checkin.
277  * 
278  * 167   8/29/99 4:18p Andsager
279  * New "burst" limit for friendly damage.  Also credit more damage done
280  * against large friendly ships.
281  * 
282  * 166   8/27/99 6:38p Alanl
283  * crush the blasted repeating messages bug
284  * 
285  * 164   8/26/99 9:09p Dave
286  * Force framerate check in everything but a RELEASE_REAL build.
287  * 
288  * 163   8/26/99 9:45a Dave
289  * First pass at easter eggs and cheats.
290  * 
291  * 162   8/24/99 8:55p Dave
292  * Make sure nondimming pixels work properly in tech menu.
293  * 
294  * 161   8/24/99 1:49a Dave
295  * Fixed client-side afterburner stuttering. Added checkbox for no version
296  * checking on PXO join. Made button info passing more friendly between
297  * client and server.
298  * 
299  * 160   8/22/99 5:53p Dave
300  * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301  * instead of ship designations for multiplayer players.
302  * 
303  * 159   8/22/99 1:19p Dave
304  * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305  * which d3d cards are detected.
306  * 
307  * 158   8/20/99 2:09p Dave
308  * PXO banner cycling.
309  * 
310  * 157   8/19/99 10:59a Dave
311  * Packet loss detection.
312  * 
313  * 156   8/19/99 10:12a Alanl
314  * preload mission-specific messages on machines greater than 48MB
315  * 
316  * 155   8/16/99 4:04p Dave
317  * Big honking checkin.
318  * 
319  * 154   8/11/99 5:54p Dave
320  * Fixed collision problem. Fixed standalone ghost problem.
321  * 
322  * 153   8/10/99 7:59p Jefff
323  * XSTR'ed some stuff
324  * 
325  * 152   8/10/99 6:54p Dave
326  * Mad optimizations. Added paging to the nebula effect.
327  * 
328  * 151   8/10/99 3:44p Jefff
329  * loads Intelligence information on startup
330  * 
331  * 150   8/09/99 3:47p Dave
332  * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333  * non-nebula missions.
334  * 
335  * 149   8/09/99 2:21p Andsager
336  * Fix patching from multiplayer direct to launcher update tab.
337  * 
338  * 148   8/09/99 10:36a Dave
339  * Version info for game.
340  * 
341  * 147   8/06/99 9:46p Dave
342  * Hopefully final changes for the demo.
343  * 
344  * 146   8/06/99 3:34p Andsager
345  * Make title version info "(D)" -> "D"  show up nicely
346  * 
347  * 145   8/06/99 2:59p Adamp
348  * Fixed NT launcher/update problem.
349  * 
350  * 144   8/06/99 1:52p Dave
351  * Bumped up MAX_BITMAPS for the demo.
352  * 
353  * 143   8/06/99 12:17p Andsager
354  * Demo: down to just 1 demo dog
355  * 
356  * 142   8/05/99 9:39p Dave
357  * Yet another new checksum.
358  * 
359  * 141   8/05/99 6:19p Dave
360  * New demo checksums.
361  * 
362  * 140   8/05/99 5:31p Andsager
363  * Up demo version 1.01
364  * 
365  * 139   8/05/99 4:22p Andsager
366  * No time limit on upsell screens.  Reverse order of display of upsell
367  * bitmaps.
368  * 
369  * 138   8/05/99 4:17p Dave
370  * Tweaks to client interpolation.
371  * 
372  * 137   8/05/99 3:52p Danw
373  * 
374  * 136   8/05/99 3:01p Danw
375  * 
376  * 135   8/05/99 2:43a Anoop
377  * removed duplicate definition.
378  * 
379  * 134   8/05/99 2:13a Dave
380  * Fixed build error.
381  * 
382  * 133   8/05/99 2:05a Dave
383  * Whee.
384  * 
385  * 132   8/05/99 1:22a Andsager
386  * fix upsell bug.
387  * 
388  * 131   8/04/99 9:51p Andsager
389  * Add title screen to demo
390  * 
391  * 130   8/04/99 6:47p Jefff
392  * fixed link error resulting from #ifdefs
393  * 
394  * 129   8/04/99 6:26p Dave
395  * Updated ship tbl checksum.
396  * 
397  * 128   8/04/99 5:40p Andsager
398  * Add multiple demo dogs
399  * 
400  * 127   8/04/99 5:36p Andsager
401  * Show upsell screens at end of demo campaign before returning to main
402  * hall.
403  * 
404  * 126   8/04/99 11:42a Danw
405  * tone down EAX reverb
406  * 
407  * 125   8/04/99 11:23a Dave
408  * Updated demo checksums.
409  * 
410  * 124   8/03/99 11:02p Dave
411  * Maybe fixed sync problems in multiplayer.
412  * 
413  * 123   8/03/99 6:21p Jefff
414  * minor text change
415  * 
416  * 122   8/03/99 3:44p Andsager
417  * Launch laucher if trying to run FS without first having configured
418  * system.
419  * 
420  * 121   8/03/99 12:45p Dave
421  * Update checksums.
422  * 
423  * 120   8/02/99 9:13p Dave
424  * Added popup tips.
425  * 
426  * 119   7/30/99 10:31p Dave
427  * Added comm menu to the configurable hud files.
428  * 
429  * 118   7/30/99 5:17p Andsager
430  * first fs2demo checksums
431  * 
432  * 117   7/29/99 3:09p Anoop
433  * 
434  * 116   7/29/99 12:05a Dave
435  * Nebula speed optimizations.
436  * 
437  * 115   7/27/99 8:59a Andsager
438  * Make major, minor version consistent for all builds.  Only show major
439  * and minor for launcher update window.
440  * 
441  * 114   7/26/99 5:50p Dave
442  * Revised ingame join. Better? We'll see....
443  * 
444  * 113   7/26/99 5:27p Andsager
445  * Add training mission as builtin to demo build
446  * 
447  * 112   7/24/99 1:54p Dave
448  * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
449  * missions.
450  * 
451  * 111   7/22/99 4:00p Dave
452  * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
453  * 
454  * 110   7/21/99 8:10p Dave
455  * First run of supernova effect.
456  * 
457  * 109   7/20/99 1:49p Dave
458  * Peter Drake build. Fixed some release build warnings.
459  * 
460  * 108   7/19/99 2:26p Andsager
461  * set demo multiplayer missions
462  * 
463  * 107   7/18/99 5:19p Dave
464  * Jump node icon. Fixed debris fogging. Framerate warning stuff.
465  * 
466  * 106   7/16/99 1:50p Dave
467  * 8 bit aabitmaps. yay.
468  * 
469  * 105   7/15/99 3:07p Dave
470  * 32 bit detection support. Mouse coord commandline.
471  * 
472  * 104   7/15/99 2:13p Dave
473  * Added 32 bit detection.
474  * 
475  * 103   7/15/99 9:20a Andsager
476  * FS2_DEMO initial checkin
477  * 
478  * 102   7/14/99 11:02a Dave
479  * Skill level default back to easy. Blech.
480  * 
481  * 101   7/09/99 5:54p Dave
482  * Seperated cruiser types into individual types. Added tons of new
483  * briefing icons. Campaign screen.
484  * 
485  * 100   7/08/99 4:43p Andsager
486  * New check for sparky_hi and print if not found.
487  * 
488  * 99    7/08/99 10:53a Dave
489  * New multiplayer interpolation scheme. Not 100% done yet, but still
490  * better than the old way.
491  * 
492  * 98    7/06/99 4:24p Dave
493  * Mid-level checkin. Starting on some potentially cool multiplayer
494  * smoothness crap.
495  * 
496  * 97    7/06/99 3:35p Andsager
497  * Allow movie to play before red alert mission.
498  * 
499  * 96    7/03/99 5:50p Dave
500  * Make rotated bitmaps draw properly in padlock views.
501  * 
502  * 95    7/02/99 9:55p Dave
503  * Player engine wash sound.
504  * 
505  * 94    7/02/99 4:30p Dave
506  * Much more sophisticated lightning support.
507  * 
508  * 93    6/29/99 7:52p Dave
509  * Put in exception handling in FS2.
510  * 
511  * 92    6/22/99 9:37p Dave
512  * Put in pof spewing.
513  * 
514  * 91    6/16/99 4:06p Dave
515  * New pilot info popup. Added new draw-bitmap-as-poly function.
516  * 
517  * 90    6/15/99 1:56p Andsager
518  * For release builds, allow start up in high res only with
519  * sparky_hi._fs2.vp
520  * 
521  * 89    6/15/99 9:34a Dave
522  * Fixed key checking in single threaded version of the stamp notification
523  * screen. 
524  * 
525  * 88    6/09/99 2:55p Andsager
526  * Allow multiple asteroid subtypes (of large, medium, small) and follow
527  * family.
528  * 
529  * 87    6/08/99 1:14a Dave
530  * Multi colored hud test.
531  * 
532  * 86    6/04/99 9:52a Dave
533  * Fixed some rendering problems.
534  * 
535  * 85    6/03/99 10:15p Dave
536  * Put in temporary main hall screen.
537  * 
538  * 84    6/02/99 6:18p Dave
539  * Fixed TNT lockup problems! Wheeeee!
540  * 
541  * 83    6/01/99 3:52p Dave
542  * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543  * dead popup, pxo find player popup, pxo private room popup.
544  * 
545  * 82    5/26/99 1:28p Jasenw
546  * changed coords for loading ani
547  * 
548  * 81    5/26/99 11:46a Dave
549  * Added ship-blasting lighting and made the randomization of lighting
550  * much more customizable.
551  * 
552  * 80    5/24/99 5:45p Dave
553  * Added detail levels to the nebula, with a decent speedup. Split nebula
554  * lightning into its own section.
555  * 
556  * 
557  */
558
559 #include <stdio.h>
560 #include <stdlib.h>
561 #include <time.h>
562
563 #include "pstypes.h"
564 #include "systemvars.h"
565 #include "key.h"
566 #include "vecmat.h"
567 #include "2d.h"
568 #include "3d.h"
569 #include "starfield.h"
570 #include "lighting.h"
571 #include "weapon.h"
572 #include "ship.h"
573 #include "palman.h"
574 #include "osapi.h"
575 #include "fireballs.h"
576 #include "debris.h"
577 #include "timer.h"
578 #include "fix.h"
579 #include "floating.h"
580 #include "gamesequence.h"
581 #include "radar.h"
582 #include "optionsmenu.h"
583 #include "playermenu.h"
584 #include "trainingmenu.h"
585 #include "techmenu.h"
586 #include "ai.h"
587 #include "hud.h"
588 #include "hudmessage.h"
589 #include "psnet.h"
590 #include "missiongoals.h"
591 #include "missionparse.h"
592 #include "bmpman.h"
593 #include "joy.h"
594 #include "joy_ff.h"
595 #include "multi.h"
596 #include "multiutil.h"
597 #include "multimsgs.h"
598 #include "multiui.h"
599 #include "multi_pxo.h"
600 #include "cfile.h"
601 #include "player.h"
602 #include "freespace.h"
603 #include "managepilot.h"
604 #include "sound.h"
605 #include "contexthelp.h"
606 #include "mouse.h"
607 #include "joy.h"
608 #include "missionbrief.h"
609 #include "missiondebrief.h"
610 #include "ui.h"
611 #include "missionshipchoice.h"
612 #include "model.h"
613 #include "hudconfig.h"
614 #include "controlsconfig.h"
615 #include "missionmessage.h"
616 #include "missiontraining.h"
617 #include "hudets.h"
618 #include "hudtarget.h"
619 #include "gamesnd.h"
620 #include "eventmusic.h"
621 #include "animplay.h"
622 #include "missionweaponchoice.h"
623 #include "missionlog.h"
624 #include "audiostr.h"
625 #include "hudlock.h"
626 #include "missioncampaign.h"
627 #include "credits.h"
628 #include "missionhotkey.h"
629 #include "objectsnd.h"
630 #include "cmeasure.h"
631 #include "ai.h"
632 #include "linklist.h"
633 #include "shockwave.h"
634 #include "afterburner.h"
635 #include "scoring.h"
636 #include "stats.h"
637 #include "cmdline.h"
638 #include "timer.h"
639 #include "stand_server.h"
640 #include "pcxutils.h"
641 #include "hudtargetbox.h"
642 #include "multi_xfer.h"
643 #include "hudescort.h"
644 #include "multiutil.h"
645 #include "sexp.h"
646 #include "medals.h"
647 #include "multiteamselect.h"
648 #include "shipfx.h"
649 #include "readyroom.h"
650 #include "mainhallmenu.h"
651 #include "multilag.h"
652 #include "trails.h"
653 #include "particle.h"
654 #include "popup.h"
655 #include "multi_ingame.h"
656 #include "snazzyui.h"
657 #include "asteroid.h"
658 #include "popupdead.h"
659 #include "multi_voice.h"
660 #include "missioncmdbrief.h"
661 #include "redalert.h"
662 #include "gameplayhelp.h"
663 #include "multilag.h"
664 #include "staticrand.h"
665 #include "multi_pmsg.h"
666 #include "levelpaging.h"
667 #include "observer.h"
668 #include "multi_pause.h"
669 #include "multi_endgame.h"
670 #include "cutscenes.h"
671 #include "multi_respawn.h"
672 #include "movie.h"
673 #include "multi_obj.h"
674 #include "multi_log.h"
675 #include "emp.h"
676 #include "localize.h"
677 #include "osregistry.h"
678 #include "barracks.h"
679 #include "missionpause.h"
680 #include "font.h"
681 #include "alphacolors.h"
682 #include "objcollide.h"
683 #include "flak.h"
684 #include "neb.h"
685 #include "neblightning.h"
686 #include "shipcontrails.h"
687 #include "awacs.h"
688 #include "beam.h"
689 #include "multi_dogfight.h"
690 #include "multi_rate.h"
691 #include "muzzleflash.h"
692 #include "encrypt.h"
693 #include "demo.h"
694 #include "version.h"
695 #include "mainhalltemp.h"
696 #include "exceptionhandler.h"
697 #include "supernova.h"
698 #include "hudshield.h"
699 // #include "names.h"
700 #include "shiphit.h"
701 #include "missionloopbrief.h"
702
703 #ifdef NDEBUG
704 #ifdef FRED
705 #error macro FRED is defined when trying to build release Fred.  Please undefine FRED macro in build settings
706 #endif
707 #endif
708
709 //      Revision history.
710 //      Full version:
711 //    1.00.04   5/26/98 MWA -- going final (12 pm)
712 //    1.00.03   5/26/98 MWA -- going final (3 am)
713 //    1.00.02   5/25/98 MWA -- going final
714 //    1.00.01   5/25/98 MWA -- going final
715 //              0.90            5/21/98 MWA -- getting ready for final.
716 //              0.10            4/9/98.  Set by MK.
717 //
718 //      Demo version: (obsolete since DEMO codebase split from tree)
719 //              0.03            4/10/98 AL.     Interplay rev
720 //              0.02            4/8/98  MK.     Increased when this system was modified.
721 //              0.01            4/7/98? AL.     First release to Interplay QA.
722 //
723 //      OEM version:
724 //              1.00            5/28/98 AL.     First release to Interplay QA.
725
726 void game_level_init(int seed = -1);
727 void game_post_level_init();
728 void game_do_frame();
729 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
730 void game_reset_time();
731 void game_show_framerate();                     // draws framerate in lower right corner
732
733 int Game_no_clear = 0;
734
735 int Pofview_running = 0;
736 int Nebedit_running = 0;
737 int Fonttool_running = 0;
738
739 typedef struct big_expl_flash {
740         float max_flash_intensity;      // max intensity
741         float cur_flash_intensity;      // cur intensity
742         int     flash_start;            // start time
743 } big_expl_flash;
744
745 #define FRAME_FILTER 16
746
747 #define DEFAULT_SKILL_LEVEL     1
748 int     Game_skill_level = DEFAULT_SKILL_LEVEL;
749
750 #define VIEWER_ZOOM_DEFAULT 0.75f                       //      Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
751 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
752
753 #define EXE_FNAME       ("fs2.exe")
754 #define LAUNCHER_FNAME  ("freespace2.exe")
755
756
757 // JAS: Code for warphole camera.
758 // Needs to be cleaned up.
759 vector Camera_pos = ZERO_VECTOR;
760 vector Camera_velocity = ZERO_VECTOR;
761 vector Camera_desired_velocity = ZERO_VECTOR;
762 matrix Camera_orient = IDENTITY_MATRIX;
763 float Camera_damping = 1.0f;
764 float Camera_time = 0.0f;
765 float Warpout_time = 0.0f;
766 int Warpout_forced = 0;         // Set if this is a forced warpout that cannot be cancelled.
767 int Warpout_sound = -1;
768 void camera_move();
769 int Use_joy_mouse = 0;
770 int Use_palette_flash = 1;
771 int Show_area_effect = 0;
772 object  *Last_view_target = NULL;
773
774 int dogfight_blown = 0;
775
776 int     frame_int = -1;
777 float frametimes[FRAME_FILTER];
778 float frametotal = 0.0f;
779 float flFrametime;
780
781 #ifdef RELEASE_REAL
782         int     Show_framerate = 0;
783 #else 
784         int     Show_framerate = 1;
785 #endif
786
787 int     Framerate_cap = 120;
788 int     Show_mem = 0;
789 int     Show_cpu = 0;
790 int     Show_target_debug_info = 0;
791 int     Show_target_weapons = 0;
792 int     Game_font = -1;
793
794 #ifndef NDEBUG
795 static int Show_player_pos = 0;         // debug console command to show player world pos on HUD
796 #endif
797
798 int Debug_octant = -1;
799
800 fix Game_time_compression = F1_0;
801
802 // if the ships.tbl the player has is valid
803 int Game_ships_tbl_valid = 0;
804
805 // if the weapons.tbl the player has is valid
806 int Game_weapons_tbl_valid = 0;
807
808 #ifndef NDEBUG
809 int Test_begin = 0;
810 extern int      Player_attacking_enabled;
811 int Show_net_stats;
812 #endif
813
814 int Pre_player_entry;
815
816 int     Fred_running = 0;
817 char Game_current_mission_filename[MAX_FILENAME_LEN];
818 int game_single_step = 0;
819 int last_single_step=0;
820
821 extern int MSG_WINDOW_X_START;  // used to position mission_time and shields output
822 extern int MSG_WINDOW_Y_START;
823 extern int MSG_WINDOW_HEIGHT;
824
825 int game_zbuffer = 1;
826 //static int Game_music_paused;
827 static int Game_paused;
828
829 int Game_level_seed;
830
831 #define EXPIRE_BAD_CHECKSUM                     1
832 #define EXPIRE_BAD_TIME                                 2
833
834 extern void ssm_init();
835 extern void ssm_level_init();
836 extern void ssm_process();
837
838 // static variable to contain the time this version was built
839 // commented out for now until
840 // I figure out how to get the username into the file
841 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
842
843 // defines and variables used for dumping frame for making trailers.
844 #ifndef NDEBUG
845 int Debug_dump_frames = 0;                      // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
846 int Debug_dump_trigger = 0;
847 int Debug_dump_frame_count;
848 int Debug_dump_frame_num = 0;
849 #define DUMP_BUFFER_NUM_FRAMES  1                       // store every 15 frames
850 #endif
851
852 // amount of time to wait after the player has died before we display the death died popup
853 #define PLAYER_DIED_POPUP_WAIT          2500
854 int Player_died_popup_wait = -1;
855 time_t Player_multi_died_check = -1;
856
857 // builtin mission list stuff
858 #ifdef FS2_DEMO
859         int Game_builtin_mission_count = 6;
860         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
861                 { "SPDemo-01.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
862                 { "SPDemo-02.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
863                 { "DemoTrain.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
864                 { "Demo.fc2",                                           (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
865                 { "MPDemo-01.fs2",                              (FSB_FROM_VOLITION | FSB_MULTI) },
866                 { "Demo-DOG-01.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI) },
867         };
868 #elif defined(FS1_DEMO)
869         int Game_builtin_mission_count = 5;
870         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
871                 { "btmdemo.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872                 { "demo.fsc",                                   (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
873                 { "demo01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
874                 { "demo02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
875                 { "demo02b.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
876         };
877 #elif defined(PD_BUILD)
878         int Game_builtin_mission_count = 4;
879         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
880                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION) },
881                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION) },
882                 { "sm1-01",                                                     (FSB_FROM_VOLITION) },
883                 { "sm1-05",                                                     (FSB_FROM_VOLITION) },
884         };
885 #elif defined(MULTIPLAYER_BETA)
886         int Game_builtin_mission_count = 17;
887         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
888                 // multiplayer beta
889                 { "md-01.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
890                 { "md-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
891                 { "md-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
892                 { "md-04.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
893                 { "md-05.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
894                 { "md-06.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
895                 { "md-07.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
896                 { "mt-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
897                 { "mt-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
898                 { "m-03.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
899                 { "m-04.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
900                 { "m-05.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
901                 { "templar-01.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
902                 { "templar-02.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
903                 { "templar-03a.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
904                 { "templar-04a.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
905                 { "templar.fc2",                                        (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
906         };
907 #elif defined(OEM_BUILD)
908         int Game_builtin_mission_count = 17;
909         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
910                 // oem version - act 1 only
911                 { "freespace2oem.fc2",                  (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
912                         
913                 // act 1
914                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
915                 { "sm1-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
916                 { "sm1-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
917                 { "sm1-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
918                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
919                 { "sm1-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
920                 { "sm1-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
921                 { "sm1-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
922                 { "sm1-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
923                 { "sm1-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924                 { "training-1.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925                 { "training-2.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926                 { "training-3.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927                 { "tsm-104.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928                 { "tsm-105.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929                 { "tsm-106.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
930         };
931 #elif defined(MAKE_FS1) 
932         int Game_builtin_mission_count = 125;
933         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
934                 // single player campaign
935                 { "freespace.fsc",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
936
937                 // act 1
938                 { "sm1-01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
939                 { "sm1-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
940                 { "sm1-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
941                 { "sm1-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
942                 { "sm1-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
943                 { "sm1-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
944                 { "sm1-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
945                 { "sm1-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
946                 { "sm1-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
947                 { "sm1-10a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
948
949                 // act 2
950                 { "sm2-01a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951                 { "sm2-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952                 { "sm2-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953                 { "sm2-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954                 { "sm2-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955                 { "sm2-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956                 { "sm2-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
957                 { "sm2-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
958                 { "sm2-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959                 { "sm2-10a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
960
961                 // act 3
962                 { "sm3-01a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963                 { "sm3-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964                 { "sm3-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965                 { "sm3-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966                 { "sm3-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967                 { "sm3-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968                 { "sm3-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
969                 { "sm3-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
970                 { "sm3-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
971
972                 // gauntlet
973                 { "t-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
974                 { "v-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
975                 { "s-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
976
977                 // training
978                 { "btm-01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979                 { "btm-02.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
980                 { "btm-03.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
981                 { "btm-04.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
982                 { "btm-05.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
983
984                 // multiplayer
985                 { "m-hope.fsc",                                 (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
986                 { "m-altair.fsc",                               (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
987
988                 { "m-v-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
989                 { "m-va.fsm",                                   (FSB_FROM_VOLITION | FSB_MULTI) },
990                 { "m-unstoppable.fsm",                  (FSB_FROM_VOLITION | FSB_MULTI) },
991                 { "m-t-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
992                 { "m-s-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
993                 { "m-rescue.fsm",                               (FSB_FROM_VOLITION | FSB_MULTI) },
994                 { "m-pain.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
995                 { "m-orecovery.fsm",                    (FSB_FROM_VOLITION | FSB_MULTI) },
996                 { "mm3-01a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
997                 { "mm3-02a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
998                 { "mm3-03a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
999                 { "mm3-04a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1000                 { "mm3-05a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1001                 { "mm3-06a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1002                 { "m-guardduty.fsm",                    (FSB_FROM_VOLITION | FSB_MULTI) },
1003                 { "m-gate.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1004                 { "m-duel.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1005                 { "m-convoyassault.fsm",                (FSB_FROM_VOLITION | FSB_MULTI) },
1006                 { "m-clash.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1007
1008         // SilentThreat missions
1009                 // Main SilentThreat campaign
1010                 { "SilentThreat.fsc",                   (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1011
1012                 { "md-01.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1013                 { "md-02.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1014                 { "md-03.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1015                 { "md-04.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1016                 { "md-05.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1017                 { "md-06.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1018                 { "md-07.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1019                 { "md-08.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1020                 { "md-09.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1021                 { "md-10.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022                 { "md-11.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023                 { "md-12.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024
1025                 // SilentThreat Part 1 - multi-coop
1026                 { "ST-Part1.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1027
1028                 { "stmm-01.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1029                 { "stmm-02.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1030                 { "stmm-03.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1031
1032                 // SilentThreat Part 2 - multi-coop
1033                 { "ST-Part2.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1034
1035                 { "stmm-04.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1036                 { "stmm-05.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1037                 { "stmm-06.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1038
1039                 // SilentThreat Part 3 - multi-coop
1040                 { "ST-Part3.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1041
1042                 { "stmm-07.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1043                 { "stmm-08.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1044                 { "stmm-09.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1045
1046                 // SilentThreat Part 4 - multi-coop
1047                 { "ST-Part4.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1048
1049                 { "stmm-10.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1050                 { "stmm-11.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1051                 { "stmm-12.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1052
1053                 // multiplayer missions
1054                 { "mdmm-01.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1055                 { "mdmm-02.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1056                 { "mdmm-03.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1057                 { "mdmm-04.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1058                 // user supplied missions
1059                 { "mdu-02.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1060                 { "mdu-03.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1061                 { "mdu-04.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1062                 { "mdu-05.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1063                 { "mdu-06.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1064                 { "mdu-07.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1065                 { "mdu-08.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1066                 { "mdu-09.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1067                 { "mdu-10.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1068                 { "mdu-11.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1069                 { "mdu-12.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1070                 { "mdu-13.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1071                 { "mdu-14.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1072                 { "mdu-15.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1073                 { "mdu-16.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1074                 { "mdu-17.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1075                 { "mdu-18.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1076                 { "mdu-19.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1077                 { "mdu-20.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1078                 { "mdu-21.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1079                 { "mdu-22.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1080                 { "mdu-23.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1081                 { "mdu-24.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1082                 { "mdu-25.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1083                 { "mdu-26.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1084                 { "mdu-27.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1085                 { "mdu-28.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1086                 { "mdu-29.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1087                 { "mdu-30.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1088                 { "mdu-31.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1089                 { "mdumm-01.fsm",                               (FSB_FROM_MDISK | FSB_MULTI) },
1090                 { "mdumm-02.fsm",                               (FSB_FROM_MDISK | FSB_MULTI) },
1091         };
1092 #else
1093         int Game_builtin_mission_count = 92;
1094         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1095                 // single player campaign
1096                 { "freespace2.fc2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1097                         
1098                 // act 1
1099                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1100                 { "sm1-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1101                 { "sm1-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1102                 { "sm1-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1103                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1104                 { "sm1-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1105                 { "sm1-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1106                 { "sm1-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1107                 { "sm1-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1108                 { "sm1-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109                 { "loop1-1.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110                 { "loop1-2.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111                 { "loop1-3.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112                 { "training-1.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113                 { "training-2.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114                 { "training-3.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115                 { "tsm-104.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116                 { "tsm-105.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117                 { "tsm-106.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118
1119                 // act 2
1120                 { "sm2-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121                 { "sm2-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122                 { "sm2-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123                 { "sm2-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124                 { "sm2-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125                 { "sm2-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126                 { "sm2-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1127                 { "sm2-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1128                 { "sm2-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129                 { "sm2-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1130
1131                 // act 3
1132                 { "sm3-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133                 { "sm3-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134                 { "sm3-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135                 { "sm3-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136                 { "sm3-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137                 { "sm3-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138                 { "sm3-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1139                 { "sm3-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1140                 { "sm3-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141                 { "sm3-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142                 { "loop2-1.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143                 { "loop2-2.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144
1145                 // multiplayer missions
1146
1147                 // gauntlet
1148                 { "g-shi.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1149                 { "g-ter.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1150                 { "g-vas.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1151
1152                 // coop
1153                 { "m-01.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1154                 { "m-02.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1155                 { "m-03.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1156                 { "m-04.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1157
1158                 // dogfight
1159                 { "mdh-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1160                 { "mdh-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1161                 { "mdh-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1162                 { "mdh-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1163                 { "mdh-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1164                 { "mdh-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1165                 { "mdh-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1166                 { "mdh-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1167                 { "mdh-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1168                 { "mdl-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1169                 { "mdl-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1170                 { "mdl-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1171                 { "mdl-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1172                 { "mdl-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1173                 { "mdl-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1174                 { "mdl-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1175                 { "mdl-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1176                 { "mdl-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1177                 { "mdm-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1178                 { "mdm-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1179                 { "mdm-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1180                 { "mdm-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1181                 { "mdm-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1182                 { "mdm-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1183                 { "mdm-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1184                 { "mdm-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1185                 { "mdm-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1186                 { "osdog.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1187
1188                 // TvT          
1189                 { "mt-01.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1190                 { "mt-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1191                 { "mt-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1192                 { "mt-04.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1193                 { "mt-05.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1194                 { "mt-06.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1195                 { "mt-07.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1196                 { "mt-08.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1197                 { "mt-09.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1198                 { "mt-10.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1199
1200                 // campaign
1201                 { "templar.fc2",                                (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1202                 { "templar-01.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1203                 { "templar-02.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1204                 { "templar-03.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1205                 { "templar-04.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1206         };
1207 #endif
1208
1209
1210 // Internal function prototypes
1211 void game_maybe_draw_mouse(float frametime);
1212 void init_animating_pointer();
1213 void load_animating_pointer(const char *filename, int dx, int dy);
1214 void unload_animating_pointer();
1215 void game_do_training_checks();
1216 void game_shutdown(void);
1217 void game_show_event_debug(float frametime);
1218 void game_event_debug_init();
1219 void game_frame();
1220 void demo_upsell_show_screens();
1221 void game_start_subspace_ambient_sound();
1222 void game_stop_subspace_ambient_sound();
1223 void verify_ships_tbl();
1224 void verify_weapons_tbl();
1225 void display_title_screen();
1226
1227 // loading background filenames
1228 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1229         "LoadingBG",            // GR_640
1230         "2_LoadingBG"           // GR_1024
1231 };
1232
1233
1234 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1235         "Loading.ani",          // GR_640
1236         "2_Loading.ani"         // GR_1024
1237 };
1238
1239 #if defined(FS2_DEMO)
1240 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1241         "PreLoad",
1242         "2_PreLoad"
1243 };
1244 #elif defined(OEM_BUILD)
1245 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1246         "OEMPreLoad",
1247         "2_OEMPreLoad"
1248 };
1249 #endif
1250
1251 // auto-lang stuff
1252 int detect_lang();
1253
1254 // How much RAM is on this machine. Set in WinMain
1255 static int Freespace_total_ram = 0;
1256
1257 // game flash stuff
1258 float Game_flash_red = 0.0f;
1259 float Game_flash_green = 0.0f;
1260 float Game_flash_blue = 0.0f;
1261 float Sun_spot = 0.0f;
1262 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1263
1264 // game shudder stuff (in ms)
1265 int Game_shudder_time = -1;
1266 int Game_shudder_total = 0;
1267 float Game_shudder_intensity = 0.0f;                    // should be between 0.0 and 100.0
1268
1269 // EAX stuff
1270 sound_env Game_sound_env;
1271 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1272 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1273
1274 int Game_sound_env_update_timestamp;
1275
1276 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1277
1278
1279 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1280
1281 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1282 {
1283         int idx;
1284
1285         // look through all existing builtin missions
1286         for(idx=0; idx<Game_builtin_mission_count; idx++){
1287                 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1288                         return &Game_builtin_mission_list[idx];
1289                 }
1290         }
1291
1292         // didn't find it
1293         return NULL;
1294 }
1295
1296 int game_get_default_skill_level()
1297 {
1298         return DEFAULT_SKILL_LEVEL;
1299 }
1300
1301 // Resets the flash
1302 void game_flash_reset()
1303 {
1304         Game_flash_red = 0.0f;
1305         Game_flash_green = 0.0f;
1306         Game_flash_blue = 0.0f;
1307         Sun_spot = 0.0f;
1308         Big_expl_flash.max_flash_intensity = 0.0f;
1309         Big_expl_flash.cur_flash_intensity = 0.0f;
1310         Big_expl_flash.flash_start = 0;
1311 }
1312
1313 float Gf_critical = -1.0f;                                      // framerate we should be above on the average for this mission
1314 float Gf_critical_time = 0.0f;                  // how much time we've been at the critical framerate
1315
1316 void game_framerate_check_init()
1317 {
1318         // zero critical time
1319         Gf_critical_time = 0.0f;
1320                 
1321         // nebula missions
1322         if(The_mission.flags & MISSION_FLAG_FULLNEB){
1323                 Gf_critical = 15.0f;
1324         } else {
1325                 Gf_critical = 25.0f;
1326         }
1327 }
1328
1329 extern float Framerate;
1330 void game_framerate_check()
1331 {
1332         int y_start = 100;
1333         
1334         // if the current framerate is above the critical level, add frametime
1335         if(Framerate >= Gf_critical){
1336                 Gf_critical_time += flFrametime;
1337         }       
1338
1339         if(!Show_framerate){
1340                 return;
1341         }
1342
1343         // display if we're above the critical framerate
1344         if(Framerate < Gf_critical){
1345                 gr_set_color_fast(&Color_bright_red);
1346                 gr_string(200, y_start, "Framerate warning");
1347
1348                 y_start += 10;
1349         }
1350
1351         // display our current pct of good frametime
1352         if(f2fl(Missiontime) >= 0.0f){
1353                 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1354
1355                 if(pct >= 85.0f){
1356                         gr_set_color_fast(&Color_bright_green);
1357                 } else {
1358                         gr_set_color_fast(&Color_bright_red);
1359                 }
1360
1361                 gr_printf(200, y_start, "%d%%", (int)pct);
1362         }
1363 }
1364
1365
1366 // Adds a flash effect.  These can be positive or negative.
1367 // The range will get capped at around -1 to 1, so stick 
1368 // with a range like that.
1369 void game_flash( float r, float g, float b )
1370 {
1371         Game_flash_red += r;
1372         Game_flash_green += g;
1373         Game_flash_blue += b;
1374
1375         if ( Game_flash_red < -1.0f )   {
1376                 Game_flash_red = -1.0f;
1377         } else if ( Game_flash_red > 1.0f )     {
1378                 Game_flash_red = 1.0f;
1379         }
1380
1381         if ( Game_flash_green < -1.0f ) {
1382                 Game_flash_green = -1.0f;
1383         } else if ( Game_flash_green > 1.0f )   {
1384                 Game_flash_green = 1.0f;
1385         }
1386
1387         if ( Game_flash_blue < -1.0f )  {
1388                 Game_flash_blue = -1.0f;
1389         } else if ( Game_flash_blue > 1.0f )    {
1390                 Game_flash_blue = 1.0f;
1391         }
1392
1393 }
1394
1395 // Adds a flash for Big Ship explosions
1396 // cap range from 0 to 1
1397 void big_explosion_flash(float flash)
1398 {
1399         Big_expl_flash.flash_start = timestamp(1);
1400
1401         if (flash > 1.0f) {
1402                 flash = 1.0f;
1403         } else if (flash < 0.0f) {
1404                 flash = 0.0f;
1405         }
1406
1407         Big_expl_flash.max_flash_intensity = flash;
1408         Big_expl_flash.cur_flash_intensity = 0.0f;
1409 }
1410
1411 //      Amount to diminish palette towards normal, per second.
1412 #define DIMINISH_RATE   0.75f
1413 #define SUN_DIMINISH_RATE       6.00f
1414
1415 int Sun_drew = 0;
1416
1417 float sn_glare_scale = 1.7f;
1418 DCF(sn_glare, "")
1419 {
1420         dc_get_arg(ARG_FLOAT);
1421         sn_glare_scale = Dc_arg_float;
1422 }
1423
1424 float Supernova_last_glare = 0.0f;
1425 void game_sunspot_process(float frametime)
1426 {
1427         int n_lights, idx;
1428         int sn_stage;
1429         float Sun_spot_goal = 0.0f;
1430
1431         // supernova
1432         sn_stage = supernova_active();
1433         if(sn_stage){           
1434                 // sunspot differently based on supernova stage
1435                 switch(sn_stage){
1436                 // approaching. player still in control
1437                 case 1:                 
1438                         float pct;
1439                         pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1440
1441                         vector light_dir;                               
1442                         light_get_global_dir(&light_dir, 0);
1443                         float dot;
1444                         dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1445                         
1446                         if(dot >= 0.0f){
1447                                 // scale it some more
1448                                 dot = dot * (0.5f + (pct * 0.5f));
1449                                 dot += 0.05f;                                   
1450
1451                                 Sun_spot_goal += (dot * sn_glare_scale);
1452                         }
1453
1454                         // draw the sun glow
1455                         if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) )    {
1456                                 // draw the glow for this sun
1457                                 stars_draw_sun_glow(0); 
1458                         }
1459
1460                         Supernova_last_glare = Sun_spot_goal;
1461                         break;
1462
1463                 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1464                 case 2:                                         
1465                 case 3:
1466                         Sun_spot_goal = 0.9f;
1467                         Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1468
1469                         if(Sun_spot_goal > 1.0f){
1470                                 Sun_spot_goal = 1.0f;
1471                         }
1472
1473                         Sun_spot_goal *= sn_glare_scale;
1474                         Supernova_last_glare = Sun_spot_goal;
1475                         break;          
1476
1477                 // fade to white. display dead popup
1478                 case 4:
1479                 case 5:
1480                         Supernova_last_glare += (2.0f * flFrametime);
1481                         if(Supernova_last_glare > 2.0f){
1482                                 Supernova_last_glare = 2.0f;
1483                         }
1484
1485                         Sun_spot_goal = Supernova_last_glare;
1486                         break;
1487                 }
1488         
1489                 Sun_drew = 0;                           
1490         } else {
1491                 if ( Sun_drew ) {
1492                         // check sunspots for all suns
1493                         n_lights = light_get_global_count();
1494
1495                         // check
1496                         for(idx=0; idx<n_lights; idx++){
1497                                 //(vector *eye_pos, matrix *eye_orient)
1498                                 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) )  {
1499
1500                                         vector light_dir;                               
1501                                         light_get_global_dir(&light_dir, idx);
1502
1503                                         float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1504
1505                                         Sun_spot_goal += (float)pow(dot,85.0f);
1506
1507                                         // draw the glow for this sun
1508                                         stars_draw_sun_glow(idx);                               
1509                                 } else {
1510                                         Sun_spot_goal = 0.0f;
1511                                 }
1512                         }
1513
1514                         Sun_drew = 0;
1515                 } else {
1516                         Sun_spot_goal = 0.0f;
1517                 }
1518         }
1519
1520         float dec_amount = frametime*SUN_DIMINISH_RATE;
1521
1522         if ( Sun_spot < Sun_spot_goal ) {
1523                 Sun_spot += dec_amount;
1524                 if ( Sun_spot > Sun_spot_goal ) {
1525                         Sun_spot = Sun_spot_goal;
1526                 }
1527         } else if ( Sun_spot > Sun_spot_goal )  {
1528                 Sun_spot -= dec_amount;
1529                 if ( Sun_spot < Sun_spot_goal ) {
1530                         Sun_spot = Sun_spot_goal;
1531                 }
1532         }
1533 }
1534
1535
1536 // Call once a frame to diminish the
1537 // flash effect to 0.
1538 void game_flash_diminish(float frametime)
1539 {
1540         float dec_amount = frametime*DIMINISH_RATE;
1541
1542         if ( Game_flash_red > 0.0f ) {
1543                 Game_flash_red -= dec_amount;           
1544                 if ( Game_flash_red < 0.0f )
1545                         Game_flash_red = 0.0f;
1546         } else {
1547                 Game_flash_red += dec_amount;           
1548                 if ( Game_flash_red > 0.0f )
1549                         Game_flash_red = 0.0f;
1550         } 
1551
1552         if ( Game_flash_green > 0.0f ) {
1553                 Game_flash_green -= dec_amount;         
1554                 if ( Game_flash_green < 0.0f )
1555                         Game_flash_green = 0.0f;
1556         } else {
1557                 Game_flash_green += dec_amount;         
1558                 if ( Game_flash_green > 0.0f )
1559                         Game_flash_green = 0.0f;
1560         } 
1561
1562         if ( Game_flash_blue > 0.0f ) {
1563                 Game_flash_blue -= dec_amount;          
1564                 if ( Game_flash_blue < 0.0f )
1565                         Game_flash_blue = 0.0f;
1566         } else {
1567                 Game_flash_blue += dec_amount;          
1568                 if ( Game_flash_blue > 0.0f )
1569                         Game_flash_blue = 0.0f;
1570         } 
1571
1572         // update big_explosion_cur_flash
1573 #define TIME_UP         1500
1574 #define TIME_DOWN       2500
1575         int duration = TIME_UP + TIME_DOWN;
1576         int time = timestamp_until(Big_expl_flash.flash_start);
1577         if (time > -duration) {
1578                 time = -time;
1579                 if (time < TIME_UP) {
1580                         Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1581                 } else {
1582                         time -= TIME_UP;
1583                         Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1584                 }
1585         }
1586         
1587         if ( Use_palette_flash )        {
1588                 int r,g,b;
1589 //              static int or=0, og=0, ob=0;
1590
1591                 // Change the 200 to change the color range of colors.
1592                 r = fl2i( Game_flash_red*128.0f );  
1593                 g = fl2i( Game_flash_green*128.0f );   
1594                 b = fl2i( Game_flash_blue*128.0f );  
1595
1596                 if ( Sun_spot > 0.0f )  {
1597                         r += fl2i(Sun_spot*128.0f);
1598                         g += fl2i(Sun_spot*128.0f);
1599                         b += fl2i(Sun_spot*128.0f);
1600                 }
1601
1602                 if ( Big_expl_flash.cur_flash_intensity  > 0.0f ) {
1603                         r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1604                         g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1605                         b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1606                 }
1607
1608                 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1609                 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1610                 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1611
1612                 if ( (r!=0) || (g!=0) || (b!=0) ) {
1613                         gr_flash( r, g, b );
1614
1615                         //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1616
1617 //                      or = r;
1618 //                      og = g;
1619 //                      ob = b;
1620                 }
1621         }
1622         
1623 }
1624
1625
1626 void game_level_close()
1627 {
1628         // De-Initialize the game subsystems
1629         event_music_level_close();
1630         game_stop_looped_sounds();
1631         snd_stop_all();
1632         obj_snd_level_close();                                  // uninit object-linked persistant sounds
1633         gamesnd_unload_gameplay_sounds();       // unload gameplay sounds from memory
1634         anim_level_close();                                             // stop and clean up any anim instances
1635         message_mission_shutdown();                             // called after anim_level_close() to make sure anim instances are free
1636         shockwave_level_close();
1637         fireball_level_close(); 
1638         shield_hit_close();
1639         mission_event_shutdown();
1640         asteroid_level_close();
1641         flak_level_close();                                             // unload flak stuff
1642         neb2_level_close();                                             // shutdown gaseous nebula stuff
1643         ct_level_close();
1644         beam_level_close();
1645         mflash_level_close();
1646         mission_brief_common_reset();                   // close out parsed briefing/mission stuff
1647
1648         audiostream_unpause_all();
1649         Game_paused = 0;
1650 }
1651
1652
1653 // intializes game stuff and loads the mission.  Returns 0 on failure, 1 on success
1654 // input: seed =>       DEFAULT PARAMETER (value -1).  Only set by demo playback code.
1655 void game_level_init(int seed)
1656 {
1657         // seed the random number generator
1658         if ( seed == -1 ) {
1659                 // if no seed was passed, seed the generator either from the time value, or from the
1660                 // netgame security flags -- ensures that all players in multiplayer game will have the
1661                 // same randon number sequence (with static rand functions)
1662                 if ( Game_mode & GM_NORMAL ) {
1663                         Game_level_seed = (int)time(NULL);
1664                 } else {
1665                         Game_level_seed = Netgame.security;
1666                 }
1667         } else {
1668                 // mwa 9/17/98 -- maybe this assert isn't needed????
1669                 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1670                 Game_level_seed = seed;
1671         }
1672         srand( Game_level_seed );
1673
1674         // semirand function needs to get re-initted every time in multiplayer
1675         if ( Game_mode & GM_MULTIPLAYER ){
1676                 init_semirand();
1677         }
1678
1679         Framecount = 0;
1680
1681         Key_normal_game = (Game_mode & GM_NORMAL);
1682         Cheats_enabled = 0;
1683
1684         Game_shudder_time = -1;
1685
1686         // Initialize the game subsystems
1687 //      timestamp_reset();                      // Must be inited before everything else
1688         if(!Is_standalone){
1689                 game_reset_time();                      // resets time, and resets saved time too
1690         }
1691         obj_init();                                             // Must be inited before the other systems
1692         model_free_all();                               // Free all existing models
1693         mission_brief_common_init();            // Free all existing briefing/debriefing text
1694         weapon_level_init();
1695         ai_level_init();                                //      Call this before ship_init() because it reads ai.tbl.
1696         ship_level_init();
1697         player_level_init();    
1698         shipfx_flash_init();                    // Init the ship gun flash system.
1699         game_flash_reset();                     // Reset the flash effect
1700         particle_init();                                // Reset the particle system
1701         fireball_init();
1702         debris_init();
1703         cmeasure_init();
1704         shield_hit_init();                              //      Initialize system for showing shield hits
1705         radar_mission_init();
1706         mission_init_goals();
1707         mission_log_init();
1708         messages_init();
1709         obj_snd_level_init();                                   // init object-linked persistant sounds
1710         anim_level_init();
1711         shockwave_level_init();
1712         afterburner_level_init();
1713         scoring_level_init( &Player->stats );
1714         key_level_init();
1715         asteroid_level_init();
1716         control_config_clear_used_status();
1717         collide_ship_ship_sounds_init();
1718         Missiontime = 0;
1719         Pre_player_entry = 1;                   //      Means the player has not yet entered.
1720         Entry_delay_time = 0;                   //      Could get overwritten in mission read.
1721         fireball_preload();                             //      page in warphole bitmaps
1722         observer_init();
1723         flak_level_init();                              // initialize flak - bitmaps, etc
1724         ct_level_init();                                        // initialize ships contrails, etc
1725         awacs_level_init();                             // initialize AWACS
1726         beam_level_init();                              // initialize beam weapons
1727         mflash_level_init();
1728         ssm_level_init();       
1729         supernova_level_init();
1730
1731         // multiplayer dogfight hack
1732         dogfight_blown = 0;
1733
1734         shipfx_engine_wash_level_init();
1735
1736         nebl_level_init();
1737
1738         Last_view_target = NULL;
1739         Game_paused = 0;
1740
1741         Game_no_clear = 0;
1742
1743         // campaign wasn't ended
1744         Campaign_ended_in_mission = 0;
1745 }
1746
1747 // called when a mission is over -- does server specific stuff.
1748 void freespace_stop_mission()
1749 {       
1750         game_level_close();
1751         Game_mode &= ~GM_IN_MISSION;
1752 }
1753
1754 // called at frame interval to process networking stuff
1755 void game_do_networking()
1756 {
1757         SDL_assert( Net_player != NULL );
1758         if (!(Game_mode & GM_MULTIPLAYER)){
1759                 return;
1760         }
1761
1762         // see if this player should be reading/writing data.  Bit is set when at join
1763         // screen onward until quits back to main menu.
1764         if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1765                 return;
1766         }
1767
1768         if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1769                 multi_do_frame();
1770         } else {
1771                 multi_pause_do_frame();
1772         }       
1773 }
1774
1775
1776 // Loads the best palette for this level, based
1777 // on nebula color and hud color.  You could just call palette_load_table with
1778 // the appropriate filename, but who wants to do that.
1779 void game_load_palette()
1780 {
1781         char palette_filename[1024];
1782
1783         // We only use 3 hud colors right now
1784 #ifdef MAKE_FS1
1785         SDL_assert( HUD_config.main_color >= 0 );
1786         SDL_assert( HUD_config.main_color <= 2 );
1787 #endif
1788
1789         SDL_assert( Mission_palette >= 0 );
1790         SDL_assert( Mission_palette <= 98 );
1791
1792 #ifdef MAKE_FS1
1793         if ( The_mission.flags & MISSION_FLAG_SUBSPACE )        {
1794                 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1795         } else {
1796                 SDL_snprintf( palette_filename, SDL_arraysize(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1797         }
1798
1799         mprintf(( "Loading palette %s\n", palette_filename ));
1800
1801         palette_load_table(palette_filename);
1802 #else
1803         SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1804
1805         mprintf(( "Loading palette %s\n", palette_filename ));
1806 #endif
1807 }
1808
1809 void game_post_level_init()
1810 {
1811         // Stuff which gets called after mission is loaded.  Because player isn't created until
1812         // after mission loads, some things must get initted after the level loads
1813
1814         model_level_post_init();
1815
1816         HUD_init();
1817         hud_setup_escort_list();
1818         mission_hotkey_set_defaults();  // set up the default hotkeys (from mission file)
1819
1820         stars_level_init();     
1821         neb2_level_init();              
1822
1823 #ifndef NDEBUG
1824         game_event_debug_init();
1825 #endif
1826
1827         training_mission_init();
1828         asteroid_create_all();
1829         
1830         game_framerate_check_init();
1831 }
1832
1833
1834 // An estimate as to how high the count passed to game_loading_callback will go.
1835 // This is just a guess, it seems to always be about the same.   The count is
1836 // proportional to the code being executed, not the time, so this works good
1837 // for a bar, assuming the code does about the same thing each time you
1838 // load a level.   You can find this value by looking at the return value
1839 // of game_busy_callback(NULL), which I conveniently print out to the
1840 // debug output window with the '=== ENDING LOAD ==' stuff.   
1841 //#define COUNT_ESTIMATE 3706
1842 #define COUNT_ESTIMATE 1111
1843
1844 int Game_loading_callback_inited = 0;
1845
1846 int Game_loading_background = -1;
1847 anim * Game_loading_ani = NULL;
1848 anim_instance   *Game_loading_ani_instance;
1849 int Game_loading_frame=-1;
1850
1851 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1852         {
1853 #if defined(FS1_DEMO)
1854                 133, 337
1855 #elif defined(MAKE_FS1)
1856                 118, 316
1857 #else
1858                 63, 316  // GR_640
1859 #endif
1860         },
1861         {
1862                 101, 505        // GR_1024
1863         }
1864 };
1865
1866 // This gets called 10x per second and count is the number of times 
1867 // game_busy() has been called since the current callback function
1868 // was set.
1869 void game_loading_callback(int count)
1870 {       
1871         game_do_networking();
1872
1873         SDL_assert( Game_loading_callback_inited==1 );
1874         SDL_assert( Game_loading_ani != NULL );
1875
1876         int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1877         if ( framenum > Game_loading_ani->total_frames-1 )      {
1878                 framenum = Game_loading_ani->total_frames-1;
1879         } else if ( framenum < 0 )      {
1880                 framenum = 0;
1881         }
1882
1883         int cbitmap = -1;
1884         while ( Game_loading_frame < framenum ) {
1885                 Game_loading_frame++;
1886                 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1887         }
1888
1889
1890         if ( cbitmap > -1 )     {
1891                 if ( Game_loading_background > -1 )     {
1892                         gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1893                         gr_bitmap(0,0);
1894                 }
1895
1896                 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame ,  Game_loading_ani->total_frames, cbitmap ));
1897                 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1898                 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1899
1900                 bm_release(cbitmap);
1901         
1902                 gr_flip();
1903         }
1904 }
1905
1906 void game_loading_callback_init()
1907 {
1908         SDL_assert( Game_loading_callback_inited==0 );
1909
1910         Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1911 #ifdef MAKE_FS1
1912         common_set_interface_palette("InterfacePalette");  // set the interface palette
1913 #endif
1914
1915
1916         Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1917         SDL_assert( Game_loading_ani != NULL );
1918         Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1919         SDL_assert( Game_loading_ani_instance != NULL );
1920         Game_loading_frame = -1;
1921
1922         Game_loading_callback_inited = 1;
1923         Mouse_hidden = 1;
1924         game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 ); 
1925
1926
1927 }
1928
1929 void game_loading_callback_close()
1930 {
1931         SDL_assert( Game_loading_callback_inited==1 );
1932
1933         // Make sure bar shows all the way over.
1934         game_loading_callback(COUNT_ESTIMATE);
1935
1936 #ifndef NDEBUG
1937         int real_count = game_busy_callback( NULL );
1938
1939         mprintf(( "=================== ENDING LOAD ================\n" ));
1940         mprintf(( "Real count = %d,  Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1941         mprintf(( "================================================\n" ));
1942 #else
1943         game_busy_callback( NULL );
1944 #endif
1945
1946         Mouse_hidden = 0;
1947
1948         Game_loading_callback_inited = 0;
1949
1950         free_anim_instance(Game_loading_ani_instance);
1951         Game_loading_ani_instance = NULL;
1952         anim_free(Game_loading_ani);
1953         Game_loading_ani = NULL;
1954
1955         bm_release( Game_loading_background );
1956         common_free_interface_palette();                // restore game palette
1957         Game_loading_background = -1;
1958
1959         gr_set_font( FONT1 );
1960 }
1961
1962 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1963 //
1964 void game_maybe_update_sound_environment()
1965 {
1966         // do nothing for now
1967 }
1968
1969 // Assign the sound environment for the game, based on the current mission
1970 //
1971 void game_assign_sound_environment()
1972 {
1973 #ifdef MAKE_FS1
1974         if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1975                 Game_sound_env.id = SND_ENV_DRUGGED;
1976                 Game_sound_env.volume = 0.800f;
1977                 Game_sound_env.damping = 1.188f;
1978                 Game_sound_env.decay = 6.392f;
1979 #ifndef FS1_DEMO
1980         } else if (Num_asteroids > 30) {
1981                 Game_sound_env.id = SND_ENV_AUDITORIUM;
1982                 Game_sound_env.volume = 0.603f;
1983                 Game_sound_env.damping = 0.5f;
1984                 Game_sound_env.decay = 4.279f;
1985 #endif
1986         } else {
1987                 Game_sound_env = Game_default_sound_env;
1988         }
1989 #else
1990         Game_sound_env = Game_default_sound_env;
1991 #endif
1992
1993         Game_sound_env_update_timestamp = timestamp(1);
1994 }
1995
1996 // function which gets called before actually entering the mission.  It is broken down into a funciton
1997 // since it will get called in one place from a single player game and from another place for
1998 // a multiplayer game
1999 void freespace_mission_load_stuff()
2000 {
2001         // called if we're not on a freespace dedicated (non rendering, no pilot) server
2002         // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2003         if(!(Game_mode & GM_STANDALONE_SERVER)){        
2004         
2005                 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2006
2007                 game_loading_callback_init();
2008                 
2009                 event_music_level_init();       // preloads the first 2 seconds for each event music track
2010                 game_busy();
2011
2012                 gamesnd_unload_interface_sounds();              // unload interface sounds from memory
2013                 game_busy();
2014
2015                 gamesnd_preload_common_sounds();                        // load in sounds that are expected to play
2016                 game_busy();
2017
2018                 ship_assign_sound_all();        // assign engine sounds to ships
2019                 game_assign_sound_environment();         // assign the sound environment for this mission
2020                 game_busy();
2021
2022                 // call function in missionparse.cpp to fixup player/ai stuff.
2023                 mission_parse_fixup_players();
2024                 game_busy();
2025
2026                 // Load in all the bitmaps for this level
2027                 level_page_in();
2028
2029                 game_busy();
2030
2031                 game_loading_callback_close();  
2032         } 
2033         // the only thing we need to call on the standalone for now.
2034         else {
2035                 // call function in missionparse.cpp to fixup player/ai stuff.
2036                 mission_parse_fixup_players();
2037
2038                 // Load in all the bitmaps for this level
2039                 level_page_in();
2040         }
2041 }
2042
2043 time_t load_gl_init;
2044 time_t load_mission_load;
2045 time_t load_post_level_init;
2046 time_t load_mission_stuff;
2047
2048 // tells the server to load the mission and initialize structures
2049 int game_start_mission()
2050 {       
2051         mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2052         
2053         load_gl_init = time(NULL);
2054         game_level_init();
2055         load_gl_init = time(NULL) - load_gl_init;
2056         
2057         if (Game_mode & GM_MULTIPLAYER) {
2058                 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2059
2060                 // clear multiplayer stats
2061                 init_multiplayer_stats();
2062         }
2063
2064         load_mission_load = time(NULL);
2065         if (mission_load()) {
2066                 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2067                         popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2068                         gameseq_post_event(GS_EVENT_MAIN_MENU);
2069                 } else {
2070                         multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2071                 }
2072
2073                 return 0;
2074         }
2075         load_mission_load = time(NULL) - load_mission_load;
2076
2077         // If this is a red alert mission in campaign mode, bash wingman status
2078         if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2079                 red_alert_bash_wingman_status();
2080         }
2081
2082         // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2083         if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2084                 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2085 #ifdef MAKE_FS1
2086                 game_load_palette();
2087 #endif
2088         }
2089
2090         load_post_level_init = time(NULL);
2091         game_post_level_init();
2092         load_post_level_init = time(NULL) - load_post_level_init;
2093
2094         #ifndef NDEBUG
2095         {
2096                 void Do_model_timings_test();
2097                 Do_model_timings_test();        
2098         }
2099         #endif
2100
2101         load_mission_stuff = time(NULL);
2102         freespace_mission_load_stuff();
2103         load_mission_stuff = time(NULL) - load_mission_stuff;
2104
2105         return 1;
2106 }
2107
2108 int Interface_framerate = 0;
2109 #ifndef NDEBUG
2110
2111 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2112 DCF_BOOL( show_framerate, Show_framerate )
2113 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2114 DCF_BOOL( show_target_weapons, Show_target_weapons )
2115 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2116 DCF_BOOL( sound, Sound_enabled )
2117 DCF_BOOL( zbuffer, game_zbuffer )
2118 DCF_BOOL( shield_system, New_shield_system )
2119 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2120 DCF_BOOL( player_attacking, Player_attacking_enabled )
2121 DCF_BOOL( show_waypoints, Show_waypoints )
2122 DCF_BOOL( show_area_effect, Show_area_effect )
2123 DCF_BOOL( show_net_stats, Show_net_stats )
2124 DCF_BOOL( log, Log_debug_output_to_file )
2125 DCF_BOOL( training_msg_method, Training_msg_method )
2126 DCF_BOOL( show_player_pos, Show_player_pos )
2127 DCF_BOOL(i_framerate, Interface_framerate )
2128
2129 DCF(show_mem,"Toggles showing mem usage")
2130 {
2131         if ( Dc_command )       {       
2132                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2133                 if ( Dc_arg_type & ARG_TRUE )   Show_mem = 1;   
2134                 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;       
2135                 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;       
2136
2137                 if ( Show_mem ) {
2138                         Show_cpu = 0;
2139                 }
2140         }       
2141         if ( Dc_help )  dc_printf( "Usage: Show_mem\nSets show_mem to true or false.  If nothing passed, then toggles it.\n" ); 
2142         if ( Dc_status )        {
2143                 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );     
2144                 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );     
2145         }
2146 }
2147
2148 DCF(show_cpu,"Toggles showing cpu usage")
2149 {
2150         if ( Dc_command )       {       
2151                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2152                 if ( Dc_arg_type & ARG_TRUE )   Show_cpu = 1;   
2153                 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;       
2154                 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;       
2155
2156                 if ( Show_cpu ) {
2157                         Show_mem = 0;
2158                 }
2159         }       
2160         if ( Dc_help )  dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false.  If nothing passed, then toggles it.\n" ); 
2161         if ( Dc_status )        {
2162                 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );     
2163                 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );     
2164
2165         }
2166 }
2167
2168 #else
2169
2170         // AL 4-8-98: always allow players to display their framerate
2171
2172         #ifdef FS2_DEMO
2173                 DCF_BOOL( show_framerate, Show_framerate )
2174         #endif
2175
2176 #endif  // NDEBUG
2177
2178                         int Game_init_seed;
2179
2180 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2181 {
2182         if ( Dc_command )       {       
2183                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2184                 if ( Dc_arg_type & ARG_TRUE )   Use_joy_mouse = 1;      
2185                 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;  
2186                 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;  
2187         }       
2188         if ( Dc_help )  dc_printf( "Usage: use_joy_mouse [bool]\nSets use_joy_mouse to true or false.  If nothing passed, then toggles it.\n" );        
2189         if ( Dc_status )        dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );   
2190
2191         os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2192 }
2193
2194 DCF(palette_flash,"Toggles palette flash effect on/off")
2195 {
2196         if ( Dc_command )       {       
2197                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2198                 if ( Dc_arg_type & ARG_TRUE )   Use_palette_flash = 1;  
2199                 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;      
2200                 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;      
2201         }       
2202         if ( Dc_help )  dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false.  If nothing passed, then toggles it.\n" );        
2203         if ( Dc_status )        dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );       
2204 }
2205
2206 int Use_low_mem = 0;
2207
2208 DCF(low_mem,"Uses low memory settings regardless of RAM")
2209 {
2210         if ( Dc_command )       {       
2211                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2212                 if ( Dc_arg_type & ARG_TRUE )   Use_low_mem = 1;        
2213                 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;    
2214                 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;    
2215         }       
2216         if ( Dc_help )  dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false.  If nothing passed, then toggles it.\n" );    
2217         if ( Dc_status )        dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );   
2218
2219         os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2220 }
2221
2222
2223 int     Framerate_delay = 0;
2224
2225 float Freespace_gamma = 1.8f;
2226
2227 DCF(gamma,"Sets Gamma factor")
2228 {
2229         if ( Dc_command )       {
2230                 dc_get_arg(ARG_FLOAT|ARG_NONE);
2231                 if ( Dc_arg_type & ARG_FLOAT )  {
2232                         Freespace_gamma = Dc_arg_float;
2233                 } else {
2234                         dc_printf( "Gamma reset to 1.0f\n" );
2235                         Freespace_gamma = 1.0f;
2236                 }
2237                 if ( Freespace_gamma < 0.1f )   {
2238                         Freespace_gamma = 0.1f;
2239                 } else if ( Freespace_gamma > 5.0f )    {
2240                         Freespace_gamma = 5.0f;
2241                 }
2242                 gr_set_gamma(Freespace_gamma);
2243
2244                 char tmp_gamma_string[32];
2245                 SDL_snprintf( tmp_gamma_string, SDL_arraysize(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2246                 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2247         }
2248
2249         if ( Dc_help )  {
2250                 dc_printf( "Usage: gamma <float>\n" );
2251                 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2252                 Dc_status = 0;  // don't print status if help is printed.  Too messy.
2253         }
2254
2255         if ( Dc_status )        {
2256                 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2257         }
2258 }
2259
2260 void game_init()
2261 {
2262         Game_current_mission_filename[0] = 0;
2263
2264         // seed the random number generator
2265         Game_init_seed = (int)time(NULL);
2266         srand( Game_init_seed );
2267
2268         Framerate_delay = 0;
2269
2270         #ifndef NDEBUG
2271         load_filter_info();
2272         #endif
2273
2274         extern void bm_init();
2275         bm_init();
2276
2277         // encrypt stuff
2278         encrypt_init();
2279
2280         // Initialize the timer before the os
2281         timer_init();
2282
2283 #ifndef NDEBUG
2284         int s1, e1;
2285         // int s2, e2;
2286
2287         //Initialize the libraries
2288         s1 = timer_get_milliseconds();
2289 #endif
2290
2291         if ( cfile_init() ) {                   // initialize before calling any cfopen stuff!!!
2292                 exit(1);
2293         }
2294
2295 #ifndef NDEBUG
2296         e1 = timer_get_milliseconds();
2297 #endif
2298
2299         // time a bunch of cfopens      
2300         /*
2301         s2 = timer_get_milliseconds();  
2302         CFILE *whee;
2303         for(int idx=0; idx<10000; idx++){
2304                 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2305                 if(whee != NULL){
2306                         cfclose(whee);
2307                 }
2308                 whee = NULL;
2309                 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2310         }
2311         e2 = timer_get_milliseconds();  
2312         */
2313
2314         os_init( Osreg_class_name, Osreg_app_name );
2315         os_set_title(Osreg_title);
2316
2317         // initialize localization module. Make sure this is down AFTER initialzing OS.
2318 //      int t1 = timer_get_milliseconds();
2319         lcl_init( detect_lang() );
2320         lcl_xstr_init();
2321 //      mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2322
2323         // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2324         verify_ships_tbl();
2325
2326         // verify that he has a valid weapons.tbl
2327         verify_weapons_tbl();
2328
2329         // Output version numbers to registry for auto patching purposes
2330         os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2331         os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2332         os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2333
2334         Use_joy_mouse = 0;              //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2335         //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2336         Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2337
2338         // show the FPS counter if the config file says so
2339         Show_framerate = os_config_read_uint( "Video", "ShowFPS", Show_framerate );
2340
2341 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2342         Asteroids_enabled = 1;          
2343 #endif
2344
2345 /////////////////////////////
2346 // SOUND INIT START
2347 /////////////////////////////
2348
2349         if (!Is_standalone) {
2350                 snd_init();
2351         }
2352
2353 /////////////////////////////
2354 // SOUND INIT END
2355 /////////////////////////////
2356
2357
2358         gr_init();
2359
2360         os_set_icon();
2361
2362 #if defined(FS2_DEMO) || defined(OEM_BUILD)
2363         // add title screen
2364         if(!Is_standalone){
2365                 display_title_screen();
2366         }
2367 #endif
2368
2369         // If less than 48MB of RAM, use low memory model.
2370         if ( (Freespace_total_ram < 48) || Use_low_mem )        {
2371                 mprintf(( "Using normal memory settings...\n" ));
2372                 bm_set_low_mem(1);              // Use every other frame of bitmaps
2373         } else {
2374                 mprintf(( "Using high memory settings...\n" ));
2375                 bm_set_low_mem(0);              // Use all frames of bitmaps
2376         }
2377
2378         // load non-darkening pixel defs
2379         palman_load_pixels();
2380
2381         // hud shield icon stuff
2382         hud_shield_game_init();
2383
2384         control_config_common_init();                           // sets up localization stuff in the control config
2385         parse_rank_tbl();
2386         parse_medal_tbl();
2387         cutscene_init();
2388         key_init();
2389         mouse_init();
2390         gamesnd_parse_soundstbl();
2391         radar_init();
2392         gameseq_init();
2393         multi_init();   
2394
2395         // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2396         if(!Is_standalone){
2397                 joy_init();
2398         }
2399
2400         player_controls_init();
2401         model_init();   
2402
2403         //if(!Is_standalone){
2404                 event_music_init();
2405         //}     
2406
2407         obj_init();     
2408         mflash_game_init();     
2409         weapon_init();  
2410         ai_init();              
2411         ship_init();                                            // read in ships.tbl    
2412         player_init();  
2413         mission_campaign_init();                // load in the default campaign 
2414         anim_init();
2415 //      navmap_init();                                          // init the navigation map system
2416         context_help_init();                    
2417         techroom_intel_init();                  // parse species.tbl, load intel info   
2418         // initialize psnet
2419         psnet_init( Multi_options_g.protocol, Multi_options_g.port );                                           // initialize the networking code               
2420         init_animating_pointer();       
2421         asteroid_init();
2422         mission_brief_common_init();    // Mark all the briefing structures as empty.           
2423         gr_font_init();                                 // loads up all fonts           
2424
2425         neb2_init();                                            // fullneb stuff
2426         nebl_init();
2427         stars_init();
2428         ssm_init();     
2429         player_tips_init();                             // helpful tips
2430         beam_init();
2431         
2432         // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2433         pilot_load_pic_list();  
2434         pilot_load_squad_pic_list();
2435
2436         load_animating_pointer(NOX("cursor"), 0, 0);    
2437
2438         // initialize alpha colors
2439         alpha_colors_init();    
2440
2441         Viewer_mode = 0;
2442 //      Game_music_paused = 0;
2443         Game_paused = 0;
2444
2445         if (Is_standalone) {
2446                 std_init_standalone();
2447         }
2448
2449         nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2450         nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2451
2452         mprintf(("cfile_init() took %d\n", e1 - s1));
2453         // mprintf(("1000 cfopens() took %d\n", e2 - s2));      
2454 }
2455
2456 char transfer_text[128];
2457
2458 float   Start_time = 0.0f;
2459
2460 float Framerate = 0.0f;
2461
2462 float Timing_total = 0.0f;
2463 float Timing_render2 = 0.0f;
2464 float Timing_render3 = 0.0f;
2465 float Timing_flip = 0.0f;
2466 float Timing_clear = 0.0f;
2467
2468 MONITOR(NumPolysDrawn);
2469 MONITOR(NumPolys);
2470 MONITOR(NumVerts);
2471 MONITOR(BmpUsed);
2472 MONITOR(BmpNew);
2473
2474 void game_get_framerate()
2475 {
2476         if ( frame_int == -1 )  {
2477                 int i;
2478                 for (i=0; i<FRAME_FILTER; i++ ) {
2479                         frametimes[i] = 0.0f;
2480                 }
2481                 frametotal = 0.0f;
2482                 frame_int = 0;
2483         }
2484         frametotal -= frametimes[frame_int];
2485         frametotal += flFrametime;
2486         frametimes[frame_int] = flFrametime;
2487         frame_int = (frame_int + 1 ) % FRAME_FILTER;
2488
2489         if ( frametotal != 0.0 )        {
2490                 if ( Framecount >= FRAME_FILTER )
2491                         Framerate = FRAME_FILTER / frametotal;
2492                 else
2493                         Framerate = Framecount / frametotal;
2494         }
2495         Framecount++;
2496
2497         if (Show_framerate)     {
2498                 gr_set_color_fast(&HUD_color_debug);
2499                 gr_printf(570, 2, NOX("FPS: %.1f"), Framerate);
2500         }
2501 }
2502
2503 void game_show_framerate()
2504 {       
2505         float   cur_time;
2506
2507         cur_time = f2fl(timer_get_approx_seconds());
2508         if (cur_time - Start_time > 30.0f) {
2509                 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2510                 Start_time += 1000.0f;
2511         }
2512
2513         //mprintf(( "%s\n", text ));
2514
2515 #ifndef NDEBUG
2516         if ( Debug_dump_frames )
2517                 return;
2518 #endif  
2519
2520         // possibly show control checking info
2521         control_check_indicate();
2522
2523 //      int bitmaps_used_this_frame, bitmaps_new_this_frame;
2524 //      bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2525 //      MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2526 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2527
2528 #ifndef NDEBUG
2529         if ( Show_cpu == 1 ) {
2530                 
2531                 int sx,sy,dy;
2532                 sx = 530;
2533                 sy = 15;
2534                 dy = gr_get_font_height() + 1;
2535
2536                 gr_set_color_fast(&HUD_color_debug);
2537
2538                 {
2539                         extern int Gr_textures_in;
2540                         gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2541                         sy += dy;
2542                 }
2543 //              gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2544 //              sy += dy;
2545                 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2546                 sy += dy;
2547                 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2548                 sy += dy;
2549                 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2550                 sy += dy;
2551                 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2552                 sy += dy;
2553
2554                 {
2555
2556                         extern int Num_pairs;           // Number of object pairs that were checked.
2557                         gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2558                         sy += dy;
2559
2560                         extern int Num_pairs_checked;   // What percent of object pairs were checked.
2561                         gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2562                         sy += dy;
2563                         Num_pairs_checked = 0;
2564
2565                 }
2566
2567                 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2568                 sy += dy;
2569
2570                 if ( Timing_total > 0.01f )     {
2571                         gr_printf(  sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2572                         sy += dy;
2573                         gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2574                         sy += dy;
2575                         gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2576                         sy += dy;
2577                         gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2578                         sy += dy;
2579                         gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2580                 }
2581         }
2582                 
2583         if ( Show_mem  ) {
2584                 
2585                 int sx,sy,dy;
2586                 sx = 530;
2587                 sy = 15;
2588                 dy = gr_get_font_height() + 1;
2589
2590                 gr_set_color_fast(&HUD_color_debug);
2591
2592                 {
2593                         extern int TotalRam;
2594                         gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2595                         sy += dy;
2596                 }       
2597
2598                 {
2599                         extern int Model_ram;
2600                         gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2601                         sy += dy;
2602                 }       
2603
2604                 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2605                 sy += dy;
2606                 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 );             // mem used to store game sound
2607                 sy += dy;
2608
2609                 {
2610                         extern int Gr_textures_in;
2611                         gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2612                 }
2613         }
2614
2615
2616         if ( Show_player_pos ) {
2617                 int sx, sy;
2618                 sx = 320;
2619                 sy = 100;
2620                 gr_printf(sx, sy, NOX("Player Pos: (%d,%d,%d)"), fl2i(Player_obj->pos.xyz.x), fl2i(Player_obj->pos.xyz.y), fl2i(Player_obj->pos.xyz.z));
2621         }
2622
2623         MONITOR_INC(NumPolys, modelstats_num_polys);
2624         MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2625         MONITOR_INC(NumVerts, modelstats_num_verts );
2626
2627         modelstats_num_polys = 0;
2628         modelstats_num_polys_drawn = 0;
2629         modelstats_num_verts = 0;
2630         modelstats_num_sortnorms = 0;
2631 #endif
2632 }
2633
2634 void game_show_standalone_framerate()
2635 {
2636         float frame_rate=30.0f;
2637         if ( frame_int == -1 )  {
2638                 int i;
2639                 for (i=0; i<FRAME_FILTER; i++ ) {
2640                         frametimes[i] = 0.0f;
2641                 }
2642                 frametotal = 0.0f;
2643                 frame_int = 0;
2644         }
2645         frametotal -= frametimes[frame_int];
2646         frametotal += flFrametime;
2647         frametimes[frame_int] = flFrametime;
2648         frame_int = (frame_int + 1 ) % FRAME_FILTER;
2649
2650         if ( frametotal != 0.0 )        {
2651                 if ( Framecount >= FRAME_FILTER ){
2652                         frame_rate = FRAME_FILTER / frametotal;
2653                 } else {
2654                         frame_rate = Framecount / frametotal;
2655                 }
2656         }
2657         std_set_standalone_fps(frame_rate);
2658         Framecount++;
2659 }
2660
2661 // function to show the time remaining in a mission.  Used only when the end-mission sexpression is used
2662 void game_show_time_left()
2663 {
2664         int diff;
2665
2666         // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2667         // mission should end (in fixed seconds).  There is code in missionparse.cpp which actually handles
2668         // checking how much time is left
2669
2670         if ( Mission_end_time == -1 ){
2671                 return;
2672         }
2673
2674         diff = f2i(Mission_end_time - Missiontime);
2675         // be sure to bash to 0.  diff could be negative on frame that we quit mission
2676         if ( diff < 0 ){
2677                 diff = 0;
2678         }
2679
2680         hud_set_default_color();
2681         gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2682 }
2683
2684 //========================================================================================
2685 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2686 //========================================================================================
2687
2688 #ifndef NDEBUG
2689
2690 DCF(ai_pause,"Pauses ai")
2691 {
2692         if ( Dc_command )       {       
2693                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2694                 if ( Dc_arg_type & ARG_TRUE )   ai_paused = 1;  
2695                 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;      
2696                 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;      
2697
2698                 if (ai_paused)  {       
2699                         obj_init_all_ships_physics();
2700                 }
2701         }       
2702         if ( Dc_help )  dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false.  If nothing passed, then toggles it.\n" );        
2703         if ( Dc_status )        dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );   
2704 }
2705
2706 DCF(single_step,"Single steps the game")
2707 {
2708         if ( Dc_command )       {       
2709                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2710                 if ( Dc_arg_type & ARG_TRUE )   game_single_step = 1;   
2711                 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;       
2712                 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;        
2713
2714                 last_single_step = 0;   // Make so single step waits a frame before stepping
2715
2716         }       
2717         if ( Dc_help )  dc_printf( "Usage: single_step [bool]\nSets single_step to true or false.  If nothing passed, then toggles it.\n" );    
2718         if ( Dc_status )        dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );  
2719 }
2720
2721 DCF_BOOL(physics_pause, physics_paused)
2722 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2723 DCF_BOOL(ai_firing, Ai_firing_enabled )
2724
2725 // Create some simple aliases to these commands...
2726 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2727 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2728 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2729 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2730 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2731 #endif
2732
2733 //========================================================================================
2734 //========================================================================================
2735
2736
2737 void game_training_pause_do()
2738 {
2739         int key;
2740
2741         key = game_check_key();
2742         if (key > 0){
2743                 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2744         }
2745
2746         gr_flip();
2747 }
2748
2749
2750 void game_increase_skill_level()
2751 {
2752         Game_skill_level++;
2753         if (Game_skill_level >= NUM_SKILL_LEVELS){
2754                 Game_skill_level = 0;
2755         }
2756 }
2757
2758 int     Player_died_time;
2759
2760 int View_percent = 100;
2761
2762
2763 DCF(view, "Sets the percent of the 3d view to render.")
2764 {
2765         if ( Dc_command ) {
2766                 dc_get_arg(ARG_INT);
2767                 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2768                         View_percent = Dc_arg_int;
2769                 } else {
2770                         dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2771                         Dc_help = 1;
2772                 }
2773         }
2774
2775         if ( Dc_help ) {
2776                 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2777         }
2778         
2779         if ( Dc_status ) {
2780                 dc_printf("View is set to %d%%\n", View_percent );
2781         }
2782 }
2783
2784
2785 // Set the clip region for the 3d rendering window
2786 void game_set_view_clip()
2787 {
2788         if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2789                 // Set the clip region for the letterbox "dead view"
2790                 int yborder = gr_screen.max_h/4;
2791
2792                 //      Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2793                 // J.S. I've changed my ways!! See the new "no constants" code!!!
2794                 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 ); 
2795         } else {
2796                 // Set the clip region for normal view
2797                 if ( View_percent >= 100 )      {
2798                         gr_reset_clip();
2799                 } else {
2800                         int xborder, yborder;
2801
2802                         if ( View_percent < 5 ) {
2803                                 View_percent = 5;
2804                         }
2805
2806                         float fp = i2fl(View_percent)/100.0f;
2807                         int fi = fl2i(fl_sqrt(fp)*100.0f);
2808                         if ( fi > 100 ) fi=100;
2809                         
2810                         xborder = ( gr_screen.max_w*(100-fi) )/200;
2811                         yborder = ( gr_screen.max_h*(100-fi) )/200;
2812
2813                         gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2814                 }
2815         }
2816 }
2817
2818
2819 void show_debug_stuff()
2820 {
2821         int     i;
2822         int     laser_count = 0, missile_count = 0;
2823
2824         for (i=0; i<MAX_OBJECTS; i++) {
2825                 if (Objects[i].type == OBJ_WEAPON){
2826                         if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2827                                 laser_count++;
2828                         } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2829                                 missile_count++;
2830                         }
2831                 }
2832         }
2833
2834         nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2835 }
2836
2837 extern int Tool_enabled;
2838 int tst = 0;
2839 time_t tst_time = 0;
2840 int tst_big = 0;
2841 vector tst_pos;
2842 int tst_bitmap = -1;
2843 float tst_x, tst_y;
2844 float tst_offset, tst_offset_total;
2845 int tst_mode;
2846 int tst_stamp;
2847 void game_tst_frame_pre()
2848 {
2849         // start tst
2850         if(tst == 3){
2851                 tst = 0;
2852
2853                 // screen position
2854                 vertex v;
2855                 g3_rotate_vertex(&v, &tst_pos);
2856                 g3_project_vertex(&v);  
2857         
2858                 // offscreen
2859                 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2860                         return;
2861                 }       
2862
2863                 // big ship? always tst
2864                 if(tst_big){
2865                         // within 3000 meters
2866                         if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2867                                 tst = 2;                                
2868                         }
2869                 } else {                        
2870                         // within 300 meters
2871                         if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2872                                 tst = 2;                                
2873                         } 
2874                 }                       
2875         }
2876
2877 }
2878 void game_tst_frame()
2879 {
2880         int left = 0;
2881
2882         if(!Tool_enabled){
2883                 return;
2884         }
2885         
2886         // setup tst
2887         if(tst == 2){           
2888                 tst_time = time(NULL);
2889
2890                 // load the tst bitmap          
2891                 switch((int)frand_range(0.0f, 3.0)){
2892                 case 0:                 
2893                         tst_bitmap = bm_load("ig_jim");
2894                         left = 1;
2895                         mprintf(("TST 0\n"));
2896                         break;
2897
2898                 case 1:
2899                         tst_bitmap = bm_load("ig_kan");
2900                         left = 0;
2901                         mprintf(("TST 1\n"));
2902                         break;
2903
2904                 case 2:
2905                         tst_bitmap = bm_load("ig_jim");
2906                         left = 1;
2907                         mprintf(("TST 2\n"));
2908                         break;
2909                         
2910                 default:                        
2911                         tst_bitmap = bm_load("ig_kan");
2912                         left = 0;
2913                         mprintf(("TST 3\n"));
2914                         break;
2915                 }
2916
2917                 if(tst_bitmap < 0){
2918                         tst = 0;
2919                         return;
2920                 }               
2921
2922                 // get the tst bitmap dimensions
2923                 int w, h;
2924                 bm_get_info(tst_bitmap, &w, &h);
2925
2926                 // tst y
2927                 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
2928
2929                 snd_play(&Snds[SND_VASUDAN_BUP]);
2930
2931                 // tst x and direction
2932                 tst_mode = 0;
2933                 if(left){
2934                         tst_x = (float)-w;
2935                         tst_offset_total = (float)w;
2936                         tst_offset = (float)w;
2937                 } else {
2938                         tst_x = (float)gr_screen.max_w;
2939                         tst_offset_total = (float)-w;
2940                         tst_offset = (float)w;
2941                 }
2942
2943                 tst = 1;
2944         }
2945
2946         // run tst
2947         if(tst == 1){
2948                 float diff = (tst_offset_total / 0.5f) * flFrametime;
2949
2950                 // move the bitmap
2951                 if(tst_mode == 0){
2952                         tst_x += diff;
2953                         
2954                         tst_offset -= fl_abs(diff);
2955                 } else if(tst_mode == 2){
2956                         tst_x -= diff;
2957                         
2958                         tst_offset -= fl_abs(diff);
2959                 }
2960
2961                 // draw the bitmap
2962                 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2963                 gr_bitmap((int)tst_x, (int)tst_y);
2964
2965                 if(tst_mode == 1){
2966                         if(timestamp_elapsed_safe(tst_stamp, 1100)){
2967                                 tst_mode = 2;
2968                         }
2969                 } else {
2970                         // if we passed the switch point
2971                         if(tst_offset <= 0.0f){
2972                                 // switch modes
2973                                 switch(tst_mode){
2974                                 case 0:
2975                                         tst_mode = 1;
2976                                         tst_stamp = timestamp(1000);
2977                                         tst_offset = fl_abs(tst_offset_total);
2978                                         break;                          
2979
2980                                 case 2:                         
2981                                         tst = 0;
2982                                         return;
2983                                 }
2984                         }                               
2985                 }
2986         }
2987 }
2988 void game_tst_mark(object *objp, ship *shipp)
2989 {
2990         ship_info *sip; 
2991
2992         if(!Tool_enabled){
2993                 return;
2994         }
2995
2996         // bogus
2997         if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
2998                 return;
2999         }
3000         sip = &Ship_info[shipp->ship_info_index];
3001
3002         // already tst
3003         if(tst){
3004                 return;
3005         }
3006
3007         tst_pos = objp->pos;
3008         if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3009                 tst_big = 1;
3010         }
3011         tst = 3;
3012 }
3013
3014 extern void render_shields();
3015
3016 void player_repair_frame(float frametime)
3017 {
3018         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3019                 int idx;
3020                 for(idx=0;idx<MAX_PLAYERS;idx++){
3021                         net_player *np;
3022
3023                         np = &Net_players[idx];
3024
3025                         if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != NULL) && (Net_player->player_id != Net_players[idx].player_id) && (Net_players[idx].player != NULL) && (Net_players[idx].player->objnum >= 0) && (Net_players[idx].player->objnum < MAX_OBJECTS)){
3026
3027                                 // don't rearm/repair if the player is dead or dying/departing
3028                                 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3029                                         ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3030                                 }
3031                         }
3032                 }
3033         }       
3034         if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3035                 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3036         }
3037 }
3038
3039
3040 #ifndef NDEBUG
3041 #define NUM_FRAMES_TEST         300
3042 #define NUM_MIXED_SOUNDS        16
3043 void do_timing_test(float frametime)
3044 {
3045         static int framecount = 0;
3046         static int test_running = 0;
3047         static float test_time = 0.0f;
3048
3049         static int snds[NUM_MIXED_SOUNDS];
3050         int i;
3051
3052         if ( test_running ) {
3053                 framecount++;
3054                 test_time += frametime;
3055                 if ( framecount >= NUM_FRAMES_TEST ) {
3056                         test_running = 0;
3057                         nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3058                         for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3059                                 snd_stop(snds[i]);
3060                 }
3061         }
3062
3063         if ( Test_begin == 1 ) {
3064                 framecount = 0;
3065                 test_running = 1;
3066                 test_time = 0.0f;
3067                 Test_begin = 0;
3068
3069                 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3070                         snds[i] = -1;
3071
3072                 // start looping digital sounds
3073                 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3074                         snds[i] = snd_play_looping( &Snds[i], 0.0f);
3075         }
3076         
3077
3078 }
3079 #endif
3080
3081 DCF(dcf_fov, "Change the field of view")
3082 {
3083         if ( Dc_command )       {
3084                 dc_get_arg(ARG_FLOAT|ARG_NONE);
3085                 if ( Dc_arg_type & ARG_NONE )   {
3086                         Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3087                         dc_printf( "Zoom factor reset\n" );
3088                 }
3089                 if ( Dc_arg_type & ARG_FLOAT )  {
3090                         if (Dc_arg_float < 0.25f) {
3091                                 Viewer_zoom = 0.25f;
3092                                 dc_printf("Zoom factor pinned at 0.25.\n");
3093                         } else if (Dc_arg_float > 1.25f) {
3094                                 Viewer_zoom = 1.25f;
3095                                 dc_printf("Zoom factor pinned at 1.25.\n");
3096                         } else {
3097                                 Viewer_zoom = Dc_arg_float;
3098                         }
3099                 }
3100         }
3101
3102         if ( Dc_help )  
3103                 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3104
3105         if ( Dc_status )                                
3106                 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3107 }
3108
3109
3110 DCF(framerate_cap, "Sets the framerate cap")
3111 {
3112         if ( Dc_command ) {
3113                 dc_get_arg(ARG_INT);
3114                 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3115                         Framerate_cap = Dc_arg_int;
3116                 } else {
3117                         dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3118                         Dc_help = 1;
3119                 }
3120         }
3121
3122         if ( Dc_help ) {
3123                 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3124                 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3125                 dc_printf("[n] must be from 1 to 120.\n");
3126         }
3127         
3128         if ( Dc_status ) {
3129                 if ( Framerate_cap )
3130                         dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3131                 else
3132                         dc_printf("There is no framerate cap currently active.\n");
3133         }
3134 }
3135
3136 #define MIN_DIST_TO_DEAD_CAMERA         50.0f
3137 int Show_viewing_from_self = 0;
3138
3139 void say_view_target()
3140 {
3141         object  *view_target;
3142
3143         if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3144                 view_target = &Objects[Player_ai->target_objnum];
3145         else
3146                 view_target = Player_obj;
3147
3148         if (Game_mode & GM_DEAD) {
3149                 if (Player_ai->target_objnum != -1)
3150                         view_target = &Objects[Player_ai->target_objnum];
3151         }
3152
3153         if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3154                 if (view_target != Player_obj){
3155
3156                         char *view_target_name = NULL;
3157                         switch(Objects[Player_ai->target_objnum].type) {
3158                         case OBJ_SHIP:
3159                                 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3160                                 break;
3161                         case OBJ_WEAPON:
3162                                 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3163                                 Viewer_mode &= ~VM_OTHER_SHIP;
3164                                 break;
3165                         case OBJ_JUMP_NODE: {
3166                                 char    jump_node_name[128];
3167                                 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), SDL_arraysize(jump_node_name));
3168                                 view_target_name = jump_node_name;
3169                                 Viewer_mode &= ~VM_OTHER_SHIP;
3170                                 break;
3171                                 }
3172
3173                         default:
3174                                 Int3();
3175                                 break;
3176                         }
3177
3178                         if ( view_target_name ) {
3179                                 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3180                                 Show_viewing_from_self = 1;
3181                         }
3182                 } else {
3183                         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3184                                 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3185                                 Show_viewing_from_self = 1;
3186                         } else {
3187                                 if (Show_viewing_from_self)
3188                                         HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3189                         }
3190                 }
3191         }
3192
3193         Last_view_target = view_target;
3194 }
3195
3196
3197 float Game_hit_x = 0.0f;
3198 float Game_hit_y = 0.0f;
3199
3200 // Reset at the beginning of each frame
3201 void game_whack_reset()
3202 {
3203         Game_hit_x = 0.0f;
3204         Game_hit_y = 0.0f;
3205 }
3206
3207 // Apply a 2d whack to the player
3208 void game_whack_apply( float x, float y )
3209 {
3210         // Do some force feedback
3211         joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3212
3213         // Move the eye 
3214         Game_hit_x += x;
3215         Game_hit_y += y;
3216
3217 //      mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3218 }
3219
3220 // call to apply a "shudder"
3221 void game_shudder_apply(int time, float intensity)
3222 {
3223         Game_shudder_time = timestamp(time);
3224         Game_shudder_total = time;
3225         Game_shudder_intensity = intensity;
3226 }
3227
3228 #define FF_SCALE        10000
3229 void apply_hud_shake(matrix *eye_orient)
3230 {
3231         if (Viewer_obj == Player_obj) {
3232                 physics_info    *pi = &Player_obj->phys_info;
3233
3234                 angles  tangles;
3235
3236                 tangles.p = 0.0f;
3237                 tangles.h = 0.0f;
3238                 tangles.b = 0.0f;
3239
3240                 //      Make eye shake due to afterburner
3241                 if ( !timestamp_elapsed(pi->afterburner_decay) ) {                      
3242                         int             dtime;
3243
3244                         dtime = timestamp_until(pi->afterburner_decay);
3245                         
3246                         int r1 = myrand();
3247                         int r2 = myrand();
3248                         tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3249                         tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3250                 }
3251
3252                 // Make eye shake due to engine wash
3253                 extern int Wash_on;
3254                 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3255                         int r1 = myrand();
3256                         int r2 = myrand();
3257                         tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3258                         tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3259
3260                         // get the   intensity
3261                         float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3262
3263                         // vector rand_vec
3264                         vector rand_vec;
3265                         vm_vec_rand_vec_quick(&rand_vec);
3266
3267                         // play the effect
3268                         joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3269                 }
3270
3271         
3272                 // make hud shake due to shuddering
3273                 if(Game_shudder_time != -1){
3274                         // if the timestamp has elapsed
3275                         if(timestamp_elapsed(Game_shudder_time)){
3276                                 Game_shudder_time = -1;
3277                         } 
3278                         // otherwise apply some shudder
3279                         else {
3280                                 int dtime;
3281
3282                                 dtime = timestamp_until(Game_shudder_time);
3283                         
3284                                 int r1 = myrand();
3285                                 int r2 = myrand();
3286                                 tangles.p += (Game_shudder_intensity / 200.0f) * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/(float)Game_shudder_total));
3287                                 tangles.h += (Game_shudder_intensity / 200.0f) * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/(float)Game_shudder_total));
3288                         }
3289                 }
3290
3291                 matrix  tm, tm2;
3292                 vm_angles_2_matrix(&tm, &tangles);
3293                 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3294                 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3295                 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3296                 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3297                 *eye_orient = tm2;
3298         }
3299 }
3300
3301 extern void compute_slew_matrix(matrix *orient, angles *a);     // TODO: move code to proper place and extern in header file
3302
3303 //      Player's velocity just before he blew up.  Used to keep camera target moving.
3304 vector  Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3305
3306 //      Set eye_pos and eye_orient based on view mode.
3307 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3308 {
3309         vector  eye_dir;
3310
3311         static int last_Viewer_mode = 0;
3312         static int last_Game_mode = 0;
3313         static int last_Viewer_objnum = -1;
3314
3315         // This code is supposed to detect camera "cuts"... like going between
3316         // different views.
3317
3318         // determine if we need to regenerate the nebula
3319         if(     (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) ||                                                   // internal to external 
3320                         ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) ||                                                   // external to internal
3321                         (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) ||                                                 // non dead-view to dead-view
3322                         ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) ||                                                 // dead-view to non dead-view
3323                         (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) ||                                               // non warp-chase to warp-chase
3324                         ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) ||                                               // warp-chase to non warp-chase
3325                         (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) ||                                               // non other-ship to other-ship
3326                         ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) ||                                               // other-ship to non-other ship
3327                         ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum))             // other ship mode, but targets changes
3328                         ) {
3329
3330                 // regenerate the nebula
3331                 neb2_eye_changed();
3332         }               
3333
3334         if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) )       {
3335                 //mprintf(( "************** Camera cut! ************\n" ));
3336                 last_Viewer_mode = Viewer_mode;
3337                 last_Game_mode = Game_mode;
3338
3339                 // Camera moved.  Tell stars & debris to not do blurring.
3340                 stars_camera_cut();             
3341         }
3342
3343         say_view_target();
3344
3345         if ( Viewer_mode & VM_PADLOCK_ANY ) {
3346                 player_display_packlock_view();
3347         }
3348         
3349         game_set_view_clip();
3350
3351         if (Game_mode & GM_DEAD) {
3352                 vector  vec_to_deader, view_pos;
3353                 float           dist;
3354
3355                 Viewer_mode |= VM_DEAD_VIEW;
3356
3357                 if (Player_ai->target_objnum != -1) {
3358                         int view_from_player = 1;
3359
3360                         if (Viewer_mode & VM_OTHER_SHIP) {
3361                                 //      View from target.
3362                                 Viewer_obj = &Objects[Player_ai->target_objnum];
3363
3364                                 last_Viewer_objnum = Player_ai->target_objnum;
3365
3366                                 if ( Viewer_obj->type == OBJ_SHIP ) {
3367                                         ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3368                                         view_from_player = 0;
3369                                 }
3370                         } else {
3371                                 last_Viewer_objnum = -1;
3372                         }
3373
3374                         if ( view_from_player ) {
3375                                 //      View target from player ship.
3376                                 Viewer_obj = NULL;
3377                                 *eye_pos = Player_obj->pos;
3378                                 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3379                                 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3380                         }
3381                 } else {
3382                         dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3383                         
3384                         if (dist < MIN_DIST_TO_DEAD_CAMERA)
3385                                 dist += flFrametime * 16.0f;
3386
3387                         vm_vec_scale(&vec_to_deader, -dist);
3388                         vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3389                         
3390                         view_pos = Player_obj->pos;
3391
3392                         if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3393                                 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3394                                 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3395                                 Dead_player_last_vel = Player_obj->phys_info.vel;
3396                                 //nprintf(("AI", "Player death roll vel = %7.3f %7.3f %7.3f\n", Player_obj->phys_info.vel.xyz.x, Player_obj->phys_info.vel.xyz.y, Player_obj->phys_info.vel.xyz.z));
3397                         } else if (Player_ai->target_objnum != -1) {
3398                                 view_pos = Objects[Player_ai->target_objnum].pos;
3399                         } else {
3400                                 //      Make camera follow explosion, but gradually slow down.
3401                                 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3402                                 view_pos = Player_obj->pos;
3403                                 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3404                                 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, SDL_min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3405                         }
3406
3407                         *eye_pos = Dead_camera_pos;
3408
3409                         vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3410
3411                         vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3412                         Viewer_obj = NULL;
3413                 }
3414         } 
3415
3416         // if supernova shockwave
3417         if(supernova_camera_cut()){
3418                 // no viewer obj
3419                 Viewer_obj = NULL;
3420
3421                 // call it dead view
3422                 Viewer_mode |= VM_DEAD_VIEW;
3423
3424                 // set eye pos and orient
3425                 supernova_set_view(eye_pos, eye_orient);
3426         } else {        
3427                 //      If already blown up, these other modes can override.
3428                 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3429                         Viewer_mode &= ~VM_DEAD_VIEW;
3430
3431                         Viewer_obj = Player_obj;
3432  
3433                         if (Viewer_mode & VM_OTHER_SHIP) {
3434                                 if (Player_ai->target_objnum != -1){
3435                                         Viewer_obj = &Objects[Player_ai->target_objnum];
3436                                         last_Viewer_objnum = Player_ai->target_objnum;
3437                                 } else {
3438                                         Viewer_mode &= ~VM_OTHER_SHIP;
3439                                         last_Viewer_objnum = -1;
3440                                 }
3441                         } else {
3442                                 last_Viewer_objnum = -1;
3443                         }
3444
3445                         if (Viewer_mode & VM_EXTERNAL) {
3446                                 matrix  tm, tm2;
3447
3448                                 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3449                                 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3450
3451                                 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3452
3453                                 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3454                                 vm_vec_normalize(&eye_dir);
3455                                 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3456                                 Viewer_obj = NULL;
3457
3458                                 //      Modify the orientation based on head orientation.
3459                                 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3460
3461                         } else if ( Viewer_mode & VM_CHASE ) {
3462                                 vector  move_dir;
3463
3464                                 if ( Viewer_obj->phys_info.speed < 0.1 )
3465                                         move_dir = Viewer_obj->orient.v.fvec;
3466                                 else {
3467                                         move_dir = Viewer_obj->phys_info.vel;
3468                                         vm_vec_normalize(&move_dir);
3469                                 }
3470
3471                                 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3472                                 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3473                                 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3474                                 vm_vec_normalize(&eye_dir);
3475
3476                                 // JAS: I added the following code because if you slew up using
3477                                 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3478                                 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3479                                 // call because the up and the forward vector are the same.   I fixed
3480                                 // it by adding in a fraction of the right vector all the time to the
3481                                 // up vector.
3482                                 vector tmp_up = Viewer_obj->orient.v.uvec;
3483                                 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3484
3485                                 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3486                                 Viewer_obj = NULL;
3487
3488                                 //      Modify the orientation based on head orientation.
3489                                 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3490                         } else if ( Viewer_mode & VM_WARP_CHASE ) {
3491                                         *eye_pos = Camera_pos;
3492
3493                                         ship * shipp = &Ships[Player_obj->instance];
3494
3495                                         vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3496                                         vm_vec_normalize(&eye_dir);
3497                                         vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3498                                         Viewer_obj = NULL;
3499                         } else {
3500                                 // get an eye position based upon the correct type of object
3501                                 switch(Viewer_obj->type){
3502                                 case OBJ_SHIP:
3503                                         // make a call to get the eye point for the player object
3504                                         ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3505                                         break;
3506                                 case OBJ_OBSERVER:
3507                                         // make a call to get the eye point for the player object
3508                                         observer_get_eye( eye_pos, eye_orient, Viewer_obj );                            
3509                                         break;
3510                                 default :
3511                                         Int3();
3512                                 }
3513
3514                                 #ifdef JOHNS_DEBUG_CODE
3515                                 john_debug_stuff(&eye_pos, &eye_orient);
3516                                 #endif
3517                         }
3518                 }
3519         }
3520
3521         apply_hud_shake(eye_orient);
3522
3523         // setup neb2 rendering
3524         neb2_render_setup(eye_pos, eye_orient);
3525 }
3526
3527 #ifndef NDEBUG
3528 extern void ai_debug_render_stuff();
3529 #endif
3530
3531 int Game_subspace_effect = 0;
3532 DCF_BOOL( subspace, Game_subspace_effect );
3533
3534 // Does everything needed to render a frame
3535 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3536 {
3537         int dont_offset;
3538
3539         g3_start_frame(game_zbuffer);
3540         g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3541
3542         // maybe offset the HUD (jitter stuff)
3543         dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3544         HUD_set_offsets(Viewer_obj, !dont_offset);
3545         
3546         // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array.  Have to
3547         // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3548         // must be done before ships are rendered
3549         if ( MULTIPLAYER_CLIENT ) {
3550                 shield_point_multi_setup();
3551         }
3552
3553         if ( Game_subspace_effect )     {
3554                 stars_draw(0,0,0,1);
3555         } else {
3556                 stars_draw(1,1,1,0);
3557         }
3558
3559         obj_render_all(obj_render);
3560         beam_render_all();                                              // render all beam weapons
3561         particle_render_all();                                  // render particles after everything else.
3562         trail_render_all();                                             // render missilie trails after everything else.        
3563         mflash_render_all();                                            // render all muzzle flashes    
3564
3565         //      Why do we not show the shield effect in these modes?  Seems ok.
3566         //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3567         render_shields();
3568         //}
3569
3570         // render nebula lightning
3571         nebl_render_all();
3572
3573         // render local player nebula
3574         neb2_render_player();   
3575
3576 #ifndef NDEBUG
3577         ai_debug_render_stuff();
3578 #endif
3579
3580 #ifndef RELEASE_REAL
3581         // game_framerate_check();
3582 #endif
3583
3584 #ifndef NDEBUG
3585         extern void snd_spew_debug_info();
3586         snd_spew_debug_info();
3587 #endif
3588
3589         //================ END OF 3D RENDERING STUFF ====================
3590
3591         hud_show_radar();
3592
3593         if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3594                 hud_maybe_clear_head_area();
3595                 anim_render_all(0, flFrametime);
3596         }
3597
3598         extern int Multi_display_netinfo;
3599         if(Multi_display_netinfo){
3600                 extern void multi_display_netinfo();
3601                 multi_display_netinfo();
3602         }       
3603
3604         game_tst_frame_pre();
3605
3606 #ifndef NDEBUG
3607         do_timing_test(flFrametime);
3608 #endif
3609
3610 #ifndef NDEBUG
3611         extern int OO_update_index;     
3612         multi_rate_display(OO_update_index, 375, 0);
3613 #endif
3614
3615 #ifndef NDEBUG
3616         // test
3617         extern void oo_display();
3618         oo_display();                   
3619 #endif
3620         
3621         g3_end_frame();
3622 }
3623
3624 //#define JOHNS_DEBUG_CODE      1
3625
3626 #ifdef JOHNS_DEBUG_CODE
3627 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3628 {
3629         //if ( key_pressed(SDLK_LSHIFT) )
3630         {
3631                 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3632                 if ( tsys )     {
3633                         model_subsystem *turret = tsys->system_info;
3634
3635                         if (turret->type == SUBSYSTEM_TURRET )  {
3636                                 vector v.fvec, v.uvec;
3637                                 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3638
3639                                 ship_model_start(tobj);
3640
3641                                 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3642                                 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3643                                 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3644                                 
3645                                 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3646
3647                                 ship_model_stop(tobj);
3648
3649                                 Viewer_obj = NULL;
3650                         }
3651                 }
3652
3653         }
3654 }
3655 #endif
3656
3657 // following function for dumping frames for purposes of building trailers.
3658 #ifndef NDEBUG
3659
3660 // function to toggle state of dumping every frame into PCX when playing the game
3661 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3662 {
3663         if ( Dc_command )       {
3664
3665                 if ( Debug_dump_frames == 0 )   {
3666                         // Turn it on
3667                         Debug_dump_frames = 15;
3668                         Debug_dump_trigger = 0;
3669                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3670                         dc_printf( "Frame dumping at 15 hz is now ON\n" );
3671                 } else {
3672                         // Turn it off
3673                         Debug_dump_frames = 0;
3674                         Debug_dump_trigger = 0;
3675                         gr_dump_frame_stop();
3676                         dc_printf( "Frame dumping is now OFF\n" );
3677                 }
3678                 
3679         }
3680 }
3681
3682 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3683 {
3684         if ( Dc_command )       {
3685
3686                 if ( Debug_dump_frames == 0 )   {
3687                         // Turn it on
3688                         Debug_dump_frames = 15;
3689                         Debug_dump_trigger = 1;
3690                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3691                         dc_printf( "Frame dumping at 15 hz is now ON\n" );
3692                 } else {
3693                         // Turn it off
3694                         Debug_dump_frames = 0;
3695                         Debug_dump_trigger = 0;
3696                         gr_dump_frame_stop();
3697                         dc_printf( "Frame dumping is now OFF\n" );
3698                 }
3699                 
3700         }
3701 }
3702
3703 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3704 {
3705         if ( Dc_command )       {
3706
3707                 if ( Debug_dump_frames == 0 )   {
3708                         // Turn it on
3709                         Debug_dump_frames = 30;
3710                         Debug_dump_trigger = 0;
3711                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3712                         dc_printf( "Frame dumping at 30 hz is now ON\n" );
3713                 } else {
3714                         // Turn it off
3715                         Debug_dump_frames = 0;
3716                         Debug_dump_trigger = 0;
3717                         gr_dump_frame_stop();
3718                         dc_printf( "Frame dumping is now OFF\n" );
3719                 }
3720                 
3721         }
3722 }
3723
3724 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3725 {
3726         if ( Dc_command )       {
3727
3728                 if ( Debug_dump_frames == 0 )   {
3729                         // Turn it on
3730                         Debug_dump_frames = 30;
3731                         Debug_dump_trigger = 1;
3732                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3733                         dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3734                 } else {
3735                         // Turn it off
3736                         Debug_dump_frames = 0;
3737                         Debug_dump_trigger = 0;
3738                         gr_dump_frame_stop();
3739                         dc_printf( "Triggered frame dumping is now OFF\n" );
3740                 }
3741                 
3742         }
3743 }
3744
3745 void game_maybe_dump_frame()
3746 {
3747         if ( !Debug_dump_frames ){
3748                 return;
3749         }
3750
3751         if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3752                 return;
3753         }
3754
3755         game_stop_time();
3756
3757         gr_dump_frame();
3758         Debug_dump_frame_num++;
3759
3760         game_start_time();
3761 }
3762 #endif
3763
3764 extern int Player_dead_state;
3765
3766 //      Flip the page and time how long it took.
3767 void game_flip_page_and_time_it()
3768 {       
3769 #ifndef NDEBUG
3770         fix t1, t2,d;
3771         int t;
3772         t1 = timer_get_fixed_seconds();
3773         gr_flip();
3774         t2 = timer_get_fixed_seconds();
3775         d = t2 - t1;
3776         if (d != 0) {
3777                 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3778                 SDL_snprintf( transfer_text, SDL_arraysize(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3779         }
3780 #else
3781         gr_flip ();
3782 #endif
3783 }
3784
3785 void game_simulation_frame()
3786 {
3787         // blow ships up in multiplayer dogfight
3788         if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (f2fl(Missiontime) >= 2.0f) && !dogfight_blown){
3789                 // blow up all non-player ships
3790                 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3791                 ship *shipp;
3792                 ship_info *sip;
3793                 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3794                         // bogus
3795                         if((moveup->objnum < 0) || (moveup->objnum >= MAX_OBJECTS) || (Objects[moveup->objnum].type != OBJ_SHIP) || (Objects[moveup->objnum].instance < 0) || (Objects[moveup->objnum].instance >= MAX_SHIPS) || (Ships[Objects[moveup->objnum].instance].ship_info_index < 0) || (Ships[Objects[moveup->objnum].instance].ship_info_index >= Num_ship_types)){
3796                                 moveup = GET_NEXT(moveup);
3797                                 continue;
3798                         }
3799                         shipp = &Ships[Objects[moveup->objnum].instance];
3800                         sip = &Ship_info[shipp->ship_info_index];
3801
3802                         // only blow up small ships                     
3803                         if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){                                                      
3804                                 // function to simply explode a ship where it is currently at
3805                                 ship_self_destruct( &Objects[moveup->objnum] );                                 
3806                         }
3807
3808                         moveup = GET_NEXT(moveup);
3809                 }
3810
3811                 dogfight_blown = 1;
3812         }
3813
3814         // process AWACS stuff - do this first thing
3815         awacs_process();
3816
3817         // single player, set Player hits_this_frame to 0
3818         if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3819                 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE  / (0.001f * BURST_DURATION));
3820                 Player->damage_this_burst = SDL_max(Player->damage_this_burst, 0.0f);
3821         }
3822
3823         // supernova
3824         supernova_process();
3825         if(supernova_active() >= 5){
3826                 return;
3827         }
3828
3829         // fire targeting lasers now so that 
3830         // 1 - created this frame
3831         // 2 - collide this frame
3832         // 3 - render this frame
3833         // 4 - ignored and deleted next frame
3834         // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3835         // frame
3836         ship_process_targeting_lasers();        
3837
3838         // do this here so that it works for multiplayer
3839         if ( Viewer_obj ) {
3840                 // get viewer direction
3841                 int viewer_direction = PHYSICS_VIEWER_REAR;
3842
3843                 if(Viewer_mode == 0){
3844                         viewer_direction = PHYSICS_VIEWER_FRONT;
3845                 }
3846                 if(Viewer_mode & VM_PADLOCK_UP){
3847                         viewer_direction = PHYSICS_VIEWER_UP;
3848                 }
3849                 else if(Viewer_mode & VM_PADLOCK_REAR){
3850                         viewer_direction = PHYSICS_VIEWER_REAR;
3851                 } 
3852                 else if(Viewer_mode & VM_PADLOCK_LEFT){
3853                         viewer_direction = PHYSICS_VIEWER_LEFT;
3854                 } 
3855                 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3856                         viewer_direction = PHYSICS_VIEWER_RIGHT;
3857                 }
3858
3859                 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3860         } else {
3861                 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3862         }
3863
3864 #define VM_PADLOCK_UP                                   (1 << 7)
3865 #define VM_PADLOCK_REAR                         (1 << 8)
3866 #define VM_PADLOCK_LEFT                         (1 << 9)
3867 #define VM_PADLOCK_RIGHT                                (1 << 10)
3868                 
3869         // evaluate mission departures and arrivals before we process all objects.
3870         if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3871
3872                 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3873                 // ships/wing packets.
3874                 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3875                         mission_parse_eval_stuff();
3876                 }
3877
3878                 // if we're an observer, move ourselves seperately from the standard physics
3879                 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
3880                         obj_observer_move(flFrametime);
3881                 }
3882                 
3883                 // move all the objects now
3884                 obj_move_all(flFrametime);
3885
3886                 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
3887                 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
3888                 //      ship_check_cargo_all();
3889                 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3890                         mission_eval_goals();
3891                 }
3892         }
3893
3894         // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
3895         if(!(Game_mode & GM_DEMO_PLAYBACK)){
3896                 training_check_objectives();
3897         }
3898         
3899         // do all interpolation now
3900         if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
3901                 // client side processing of warping in effect stages
3902                 multi_do_client_warp(flFrametime);     
3903         
3904                 // client side movement of an observer
3905                 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
3906                         obj_observer_move(flFrametime);   
3907                 }
3908
3909                 // move all objects - does interpolation now as well
3910                 obj_move_all(flFrametime);
3911         }
3912
3913         // only process the message queue when the player is "in" the game
3914         if ( !Pre_player_entry ){
3915                 message_queue_process();                                // process any messages send to the player
3916         }
3917
3918         if(!(Game_mode & GM_DEMO_PLAYBACK)){
3919                 message_maybe_distort();                                // maybe distort incoming message if comms damaged
3920                 player_repair_frame(flFrametime);       //      AI objects get repaired in ai_process, called from move code...deal with player.
3921                 player_process_pending_praise();                // maybe send off a delayed praise message to the player
3922                 player_maybe_play_all_alone_msg();      // mabye tell the player he is all alone        
3923         }
3924
3925         if(!(Game_mode & GM_STANDALONE_SERVER)){                
3926                 // process some stuff every frame (before frame is rendered)
3927                 emp_process_local();
3928
3929                 hud_update_frame();                                             // update hud systems
3930
3931                 if (!physics_paused)    {
3932                         // Move particle system
3933                         particle_move_all(flFrametime); 
3934
3935                         // Move missile trails
3936                         trail_move_all(flFrametime);            
3937
3938                         // process muzzle flashes
3939                         mflash_process_all();
3940
3941                         // Flash the gun flashes
3942                         shipfx_flash_do_frame(flFrametime);                     
3943
3944                         shockwave_move_all(flFrametime);        // update all the shockwaves
3945                 }
3946
3947                 // subspace missile strikes
3948                 ssm_process();
3949
3950                 obj_snd_do_frame();                                             // update the object-linked persistant sounds
3951                 game_maybe_update_sound_environment();
3952                 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
3953
3954 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
3955 #ifndef NDEBUG
3956                 if ( Game_subspace_effect ) {
3957                         game_start_subspace_ambient_sound();
3958                 }
3959 #endif
3960         }               
3961 }
3962
3963 // Maybe render and process the dead-popup
3964 void game_maybe_do_dead_popup(float frametime)
3965 {
3966         if ( popupdead_is_active() ) {
3967                 int leave_popup=1;
3968                 int choice = popupdead_do_frame(frametime);
3969
3970                 if ( Game_mode & GM_NORMAL ) {
3971                         switch(choice) {
3972                         case 0:
3973                                 gameseq_post_event(GS_EVENT_ENTER_GAME);
3974                                 break;
3975
3976                         case 1:
3977                                 gameseq_post_event(GS_EVENT_END_GAME);
3978                                 break;
3979
3980                         case 2:
3981                                 gameseq_post_event(GS_EVENT_START_GAME);
3982                                 break;
3983
3984                         // this should only happen during a red alert mission
3985                         case 3:                         
3986                                 // bogus?
3987                                 SDL_assert(The_mission.red_alert);
3988                                 if(!The_mission.red_alert){
3989                                         gameseq_post_event(GS_EVENT_START_GAME);
3990                                         break;
3991                                 }
3992                                 
3993                                 // choose the previous mission
3994                                 mission_campaign_previous_mission();
3995
3996                                 gameseq_post_event(GS_EVENT_START_GAME);
3997                                 break;
3998
3999                         default:
4000                                 leave_popup=0;
4001                                 break;
4002                         }
4003                 } else {
4004                         switch( choice ) {
4005
4006                         case POPUPDEAD_DO_MAIN_HALL:
4007                                 multi_quit_game(PROMPT_NONE,-1);
4008                                 break;
4009
4010                         case POPUPDEAD_DO_RESPAWN:                              
4011                                 multi_respawn_normal();
4012                                 event_music_player_respawn();
4013                                 break;
4014
4015                         case POPUPDEAD_DO_OBSERVER:
4016                                 multi_respawn_observer();
4017                                 event_music_player_respawn_as_observer();
4018                                 break;
4019
4020                         default:
4021                                 leave_popup = 0;
4022                                 break;
4023                         }
4024                 }
4025
4026                 if ( leave_popup ) {
4027                         popupdead_close();
4028                 }
4029         }
4030 }
4031
4032 // returns true if player is actually in a game_play stats
4033 int game_actually_playing()
4034 {
4035         int state;
4036
4037         state = gameseq_get_state();
4038         if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4039                 return 0;
4040         else
4041                 return 1;
4042 }
4043
4044 // Draw the 2D HUD gauges
4045 void game_render_hud_2d()
4046 {
4047         if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4048                 return;
4049         }
4050         
4051         HUD_render_2d(flFrametime);
4052         gr_reset_clip();
4053 }
4054
4055 // Draw the 3D-dependant HUD gauges
4056 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4057 {
4058         g3_start_frame(0);              // 0 = turn zbuffering off
4059         g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4060
4061         if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4062                 HUD_render_3d(flFrametime);
4063         }
4064
4065         // Do the sunspot
4066         game_sunspot_process(flFrametime);
4067
4068         // Diminish the palette effect
4069         game_flash_diminish(flFrametime);
4070
4071         g3_end_frame();
4072 }
4073
4074
4075 void game_frame()
4076 {
4077         int actually_playing;
4078         fix total_time1, total_time2;
4079         fix render2_time1=0, render2_time2=0;
4080         fix render3_time1=0, render3_time2=0;
4081         fix flip_time1=0, flip_time2=0;
4082         fix clear_time1=0, clear_time2=0;
4083         
4084         vector eye_pos;
4085         matrix eye_orient;
4086
4087 #ifndef NDEBUG
4088         if (Framerate_delay) {
4089                 int     start_time = timer_get_milliseconds();
4090                 while (timer_get_milliseconds() < start_time + Framerate_delay)
4091                         ;
4092         }
4093 #endif
4094
4095 #ifdef DEMO_SYSTEM
4096         demo_do_frame_start();
4097         if(Demo_error){
4098                 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4099                 demo_close();
4100         }
4101 #endif
4102         
4103         // start timing frame
4104         timing_frame_start();
4105
4106         total_time1 = timer_get_fixed_seconds();
4107
4108         // var to hold which state we are in
4109         actually_playing = game_actually_playing();
4110         
4111         if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4112                 if (!(Game_mode & GM_STANDALONE_SERVER)){
4113                         SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4114                 }
4115         }
4116
4117         if (Missiontime > Entry_delay_time){
4118                 Pre_player_entry = 0;
4119         } else {
4120                 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4121         }
4122
4123         //      Note: These are done even before the player enters, else buffers can overflow.
4124         if (! (Game_mode & GM_STANDALONE_SERVER)){
4125                 radar_frame_init();
4126         }
4127
4128         shield_frame_init();
4129
4130         if ( Player->control_mode != PCM_NORMAL )
4131                 camera_move();
4132
4133         if ( !Pre_player_entry && actually_playing ) {                          
4134                 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4135
4136                         if( (!popup_running_state()) && (!popupdead_is_active()) ){
4137                                 game_process_keys();
4138
4139                                 // don't read flying controls if we're playing a demo back
4140                                 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4141                                         read_player_controls( Player_obj, flFrametime);
4142                                 }
4143                         }
4144                         
4145                         // if we're not the master, we may have to send the server-critical ship status button_info bits
4146                         if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4147                                 multi_maybe_send_ship_status();
4148                         }
4149                 }
4150         }
4151
4152         // Reset the whack stuff
4153         game_whack_reset();
4154
4155         // These two lines must be outside of Pre_player_entry code,
4156         // otherwise too many lights are added.
4157         light_reset();
4158
4159         if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4160                 return;
4161         }
4162         
4163         game_simulation_frame();        
4164
4165         // if not actually in a game play state, then return.  This condition could only be true in 
4166         // a multiplayer game.
4167         if ( !actually_playing ) {
4168                 SDL_assert( Game_mode & GM_MULTIPLAYER );
4169                 return;
4170         }
4171
4172         if (!Pre_player_entry) {
4173                 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4174                         clear_time1 = timer_get_fixed_seconds();
4175                         // clear the screen to black
4176                         gr_reset_clip();
4177                         if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4178                                 gr_clear();
4179                         }
4180
4181                         clear_time2 = timer_get_fixed_seconds();
4182                         render3_time1 = timer_get_fixed_seconds();
4183                         game_render_frame_setup(&eye_pos, &eye_orient);
4184                         game_render_frame( &eye_pos, &eye_orient );
4185
4186                         // save the eye position and orientation
4187                         if ( Game_mode & GM_MULTIPLAYER ) {
4188                                 Net_player->s_info.eye_pos = eye_pos;
4189                                 Net_player->s_info.eye_orient = eye_orient;
4190                         }
4191
4192                         hud_show_target_model();
4193
4194                         // check to see if we should display the death died popup
4195                         if(Game_mode & GM_DEAD_BLEW_UP){                                
4196                                 if(Game_mode & GM_MULTIPLAYER){
4197                                         // catch the situation where we're supposed to be warping out on this transition
4198                                         if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4199                                                 gameseq_post_event(GS_EVENT_DEBRIEF);
4200                                         } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4201                                                 Player_died_popup_wait = -1;
4202                                                 popupdead_start();
4203                                         }
4204                                 } else {
4205                                         if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4206                                                 Player_died_popup_wait = -1;
4207                                                 popupdead_start();
4208                                         }
4209                                 }
4210                         }
4211
4212                         // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4213                         if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4214                                 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4215                                         if(!popupdead_is_active()){
4216                                                 popupdead_start();
4217                                         }
4218
4219                                         Player_multi_died_check = -1;
4220                                 }
4221                         }
4222         
4223                         render3_time2 = timer_get_fixed_seconds();
4224                         render2_time1 = timer_get_fixed_seconds();
4225
4226                         gr_reset_clip();
4227                         game_get_framerate();
4228                         game_show_framerate();          
4229
4230                         game_show_time_left();
4231
4232                         // Draw the 2D HUD gauges
4233                         if(supernova_active() < 3){
4234                                 game_render_hud_2d();
4235                         }
4236
4237                         game_set_view_clip();
4238
4239                         // Draw 3D HUD gauges                   
4240                         game_render_hud_3d(&eye_pos, &eye_orient);                                                                      
4241
4242                         game_tst_frame();
4243
4244                         render2_time2 = timer_get_fixed_seconds();
4245
4246                         // maybe render and process the dead popup
4247                         game_maybe_do_dead_popup(flFrametime);
4248
4249                         // start timing frame
4250                         timing_frame_stop();
4251                         // timing_display(30, 10);                      
4252
4253                         // If a regular popup is active, don't flip (popup code flips)
4254                         if( !popup_running_state() ){
4255                                 flip_time1 = timer_get_fixed_seconds();
4256                                 game_flip_page_and_time_it();
4257                                 flip_time2 = timer_get_fixed_seconds();
4258                         }
4259
4260 #ifndef NDEBUG
4261                         game_maybe_dump_frame();                        // used to dump pcx files for building trailers
4262 #endif          
4263                 } else {
4264                         game_show_standalone_framerate();
4265                 }
4266         }
4267
4268         game_do_training_checks();
4269         asteroid_frame();
4270
4271         // process lightning (nebula only)
4272         nebl_process();
4273
4274         total_time2 = timer_get_fixed_seconds();
4275
4276         // Got some timing numbers
4277         Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4278         Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4279         Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4280         Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4281         Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4282
4283 #ifdef DEMO_SYSTEM
4284         demo_do_frame_end();
4285         if(Demo_error){
4286                 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4287                 demo_close();
4288         }
4289 #endif
4290 }
4291
4292 #define MAX_FRAMETIME   (F1_0/4)                // Frametime gets saturated at this.  Changed by MK on 11/1/97.
4293                                                                                                 //      Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4294                                                                                                 //      died.  This resulted in screwed up death sequences.
4295
4296 fix Last_time = 0;                                              // The absolute time of game at end of last frame (beginning of this frame)
4297 fix Last_delta_time = 0;                                // While game is paused, this keeps track of how much elapsed in the frame before paused.
4298 static int timer_paused=0;
4299 #if defined(TIMER_TEST) && !defined(NDEBUG)
4300 static int stop_count,start_count;
4301 static int time_stopped,time_started;
4302 #endif
4303 int saved_timestamp_ticker = -1;
4304
4305 void game_reset_time()
4306 {
4307         if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4308                 return ;
4309         }
4310         
4311         //      Last_time = timer_get_fixed_seconds();
4312         game_start_time();
4313         timestamp_reset();
4314         game_stop_time();
4315 }
4316
4317 void game_stop_time()
4318 {
4319         if (timer_paused==0) {
4320                 fix time;
4321                 time = timer_get_fixed_seconds();
4322                 // Save how much time progressed so far in the frame so we can
4323                 // use it when we unpause.
4324                 Last_delta_time = time - Last_time;             
4325
4326                 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4327                 if (Last_delta_time < 0) {
4328                         #if defined(TIMER_TEST) && !defined(NDEBUG)
4329                         Int3();         //get Matt!!!!
4330                         #endif
4331                         Last_delta_time = 0;
4332                 }
4333                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4334                 time_stopped = time;
4335                 #endif
4336
4337                 // Stop the timer_tick stuff...
4338                 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4339                 saved_timestamp_ticker = timestamp_ticker;
4340         }
4341         timer_paused++;
4342
4343         #if defined(TIMER_TEST) && !defined(NDEBUG)
4344         stop_count++;
4345         #endif
4346 }
4347
4348 void game_start_time()
4349 {
4350         timer_paused--;
4351         SDL_assert(timer_paused >= 0);
4352         if (timer_paused==0) {
4353                 fix time;
4354                 time = timer_get_fixed_seconds();
4355                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4356                 if (Last_time < 0)
4357                         Int3();         //get Matt!!!!
4358                 }
4359                 #endif
4360                 // Take current time, and set it backwards to account for time  
4361                 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4362                 // will be correct when it goes to calculate the frametime next
4363                 // frame.
4364                 Last_time = time - Last_delta_time;             
4365                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4366                 time_started = time;
4367                 #endif
4368
4369                 // Restore the timer_tick stuff...
4370                 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4371                 SDL_assert( saved_timestamp_ticker > -1 );              // Called out of order, get JAS
4372                 timestamp_ticker = saved_timestamp_ticker;
4373                 saved_timestamp_ticker = -1;
4374         }
4375
4376         #if defined(TIMER_TEST) && !defined(NDEBUG)
4377         start_count++;
4378         #endif
4379 }
4380
4381
4382 void game_set_frametime(int state)
4383 {
4384         fix thistime;
4385         int frame_cap = 60;
4386
4387         thistime = timer_get_fixed_seconds();
4388
4389         if ( Last_time == 0 )   
4390                 Frametime = F1_0 / 30;
4391         else
4392                 Frametime = thistime - Last_time;
4393
4394 //      Frametime = F1_0 / 30;
4395
4396 #ifndef NDEBUG
4397         fix     debug_frametime = Frametime;    //      Just used to display frametime.
4398 #endif
4399
4400         //      If player hasn't entered mission yet, make frame take 1/4 second.
4401         if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4402                 Frametime = F1_0/4;
4403 #ifndef NDEBUG
4404         else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) {                                // note link to above if!!!!!
4405         
4406                 fix frame_speed = F1_0 / Debug_dump_frames;
4407
4408                 if (Frametime > frame_speed ){
4409                         nprintf(("warning","slow frame: %x\n",Frametime));
4410                 } else {                        
4411                         do {
4412                                 thistime = timer_get_fixed_seconds();
4413                                 Frametime = thistime - Last_time;
4414                         } while (Frametime < frame_speed );                     
4415                 }
4416                 Frametime = frame_speed;
4417         }
4418 #endif
4419
4420         if (Game_mode & GM_STANDALONE_SERVER) {
4421                 // if we are just sitting idle then set fps to 10, otherwise jump up to
4422                 // full speed
4423                 if (state == GS_STATE_STANDALONE_MAIN) {
4424                         frame_cap = 10;
4425                 } else {
4426                         frame_cap = Multi_options_g.std_framecap;
4427                 }
4428         } else {
4429                 frame_cap = Framerate_cap;
4430         }
4431
4432         SDL_assert( frame_cap > 0 );
4433
4434         // Cap the framerate so it doesn't get too high.
4435         {
4436                 fix cap;
4437
4438                 cap = F1_0/frame_cap;
4439                 if (Frametime < cap) {
4440                         thistime = cap - Frametime;
4441                         //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4442                         SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4443                         Frametime = cap;
4444                         thistime = timer_get_fixed_seconds();
4445                 }
4446         }
4447
4448         // If framerate is too low, cap it.
4449         if (Frametime > MAX_FRAMETIME)  {
4450 #ifndef NDEBUG
4451                 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4452 #endif
4453                 Frametime = MAX_FRAMETIME;
4454         }
4455
4456         Frametime = fixmul(Frametime, Game_time_compression);
4457
4458         Last_time = thistime;
4459         //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4460
4461         flFrametime = f2fl(Frametime);
4462         //if(!(Game_mode & GM_PLAYING_DEMO)){
4463         timestamp_inc(flFrametime);
4464
4465 /*      if ((Framecount > 0) && (Framecount < 10)) {
4466                 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4467         }
4468 */
4469 }
4470
4471 // This is called from game_do_frame(), and from navmap_do_frame() 
4472 void game_update_missiontime()
4473 {
4474         // TODO JAS: Put in if and move this into game_set_frametime, 
4475         // fix navmap to call game_stop/start_time
4476         //if ( !timer_paused )  
4477                 Missiontime += Frametime;
4478 }
4479
4480 void game_do_frame()
4481 {       
4482         game_set_frametime(GS_STATE_GAME_PLAY);
4483         game_update_missiontime();
4484
4485         if (Game_mode & GM_STANDALONE_SERVER) {
4486                 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4487         }
4488
4489         if ( game_single_step && (last_single_step == game_single_step) ) {
4490                 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4491                 while( key_checkch() == 0 )
4492                         SDL_Delay(10);
4493                 os_set_title( XSTR( "FreeSpace", 171) );
4494                 Last_time = timer_get_fixed_seconds();
4495         }
4496
4497         last_single_step = game_single_step;
4498
4499         if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4500                 Keep_mouse_centered = 1;  // force mouse to center of our window (so we don't hit movement limits)
4501         }
4502         game_frame();
4503
4504         Keep_mouse_centered = 0;
4505         monitor_update();                       // Update monitor variables
4506 }
4507
4508 void multi_maybe_do_frame()
4509 {
4510         if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4511                 game_do_frame(); 
4512         }
4513 }
4514
4515 int Joymouse_button_status = 0;
4516
4517 // Flush all input devices
4518 void game_flush()
4519 {
4520         key_flush();
4521         mouse_flush();
4522         joy_flush();
4523         snazzy_flush();
4524
4525         Joymouse_button_status = 0;
4526
4527         //mprintf(("Game flush!\n" ));
4528 }
4529
4530 // function for multiplayer only which calls game_do_state_common() when running the
4531 // debug console
4532 void game_do_dc_networking()
4533 {
4534         SDL_assert( Game_mode & GM_MULTIPLAYER );
4535
4536         game_do_state_common( gameseq_get_state() );
4537 }
4538
4539 // Call this whenever in a loop, or when you need to check for a keystroke.
4540 int game_check_key()
4541 {
4542         int k;
4543
4544         k = game_poll();
4545
4546         // convert keypad enter to normal enter
4547         if ((k & KEY_MASK) == SDLK_KP_ENTER)
4548                 k = (k & ~KEY_MASK) | SDLK_RETURN;
4549
4550         return k;
4551 }
4552
4553 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4554
4555 #define DEMO_TRAILER_TIMEOUT_MS         45000                   // 45 seconds of no input, play trailer
4556 static int Demo_show_trailer_timestamp = 0;
4557
4558 void demo_reset_trailer_timer()
4559 {
4560         Demo_show_trailer_timestamp = timer_get_milliseconds();
4561 }
4562
4563 void demo_maybe_show_trailer(int k)
4564 {
4565         /*
4566         // if key pressed, reset demo trailer timer
4567         if ( k > 0 ) {
4568                 demo_reset_trailer_timer();
4569                 return;
4570         }
4571
4572         // if mouse moved, reset demo trailer timer
4573         int dx = 0, dy = 0;
4574
4575         mouse_get_delta(&dx, &dy);
4576         if ( (dx > 0) || (dy > 0) ) {
4577                 demo_reset_trailer_timer();
4578                 return;
4579         }
4580
4581         // if joystick has moved, reset demo trailer timer
4582         dx = 0;
4583         dy = 0;
4584         joy_get_delta(&dx, &dy);
4585         if ( (dx > 0) || (dy > 0) ) {
4586                 demo_reset_trailer_timer();
4587                 return;
4588         }
4589
4590         // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4591         //       the low-level code.  Ugly, I know... but was the simplest and most
4592         //       robust solution.
4593                 
4594         // if 30 seconds since last demo trailer time reset, launch movie
4595         if ( os_foreground() ) {
4596                 int now = timer_get_milliseconds();
4597                 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4598 //              if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4599                         // play movie here
4600                         movie_play( NOX("fstrailer2.mve") );
4601                         demo_reset_trailer_timer();
4602                 }
4603         }
4604         */
4605 }
4606
4607 #endif
4608
4609 // same as game_check_key(), except this is used while actually in the game.  Since there
4610 // generally are differences between game control keys and general UI keys, makes sense to
4611 // have seperate functions for each case.  If you are not checking a game control while in a
4612 // mission, you should probably be using game_check_key() instead.
4613 int game_poll()
4614 {
4615         int k, state;
4616
4617         if (!os_foreground()) {         
4618                 game_stop_time();
4619                 SDL_Delay(100);
4620                 game_start_time();
4621
4622                 // If we're in a single player game, pause it.
4623                 if (!(Game_mode & GM_MULTIPLAYER)){
4624                         if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) )     {
4625                                 game_process_pause_key();
4626                         }
4627                 }
4628         }
4629
4630    k = key_inkey();
4631
4632 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4633         demo_maybe_show_trailer(k);
4634 #endif
4635
4636         // Move the mouse cursor with the joystick.
4637         if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) )     {
4638                 // Move the mouse cursor with the joystick
4639                 int mx, my, dx, dy;
4640                 int jx, jy, jz, jr;
4641
4642                 joy_get_pos( &jx, &jy, &jz, &jr );
4643
4644                 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4645                 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4646
4647                 if ( dx || dy ) {
4648                         mouse_get_real_pos( &mx, &my );
4649                         mouse_set_pos( mx+dx, my+dy );
4650                 }
4651
4652                 int j, m;
4653                 j = joy_down(0);
4654                 m = mouse_down(MOUSE_LEFT_BUTTON);
4655
4656                 if ( j != Joymouse_button_status )      {
4657                         //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4658                         Joymouse_button_status = j;
4659                         if ( j && (!m) )        {
4660                                 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4661                         } else if ( (!j) && (m) )       {
4662                                 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4663                         }
4664                 }
4665         }
4666
4667         // if we should be ignoring keys because of some multiplayer situations
4668         if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4669                 return 0;
4670         }
4671
4672         // If a popup is running, don't process all the Fn keys
4673         if( popup_active() ) {
4674                 return k;
4675         }
4676
4677         state = gameseq_get_state();
4678
4679 //      if ( k ) nprintf(( "General", "Key = %x\n", k ));
4680
4681         switch (k) {
4682                 case KEY_DEBUGGED + SDLK_BACKSPACE:
4683                         Int3();
4684                         break;
4685
4686                 case SDLK_F1:
4687                         launch_context_help();
4688                         k = 0;
4689                         break;
4690
4691                 case SDLK_F2:
4692 //                      if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4693
4694                         // don't allow f2 while warping out in multiplayer      
4695                         if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4696                                 break;
4697                         }
4698
4699                         switch (state) {
4700                                 case GS_STATE_INITIAL_PLAYER_SELECT:
4701                                 case GS_STATE_OPTIONS_MENU:
4702                                 case GS_STATE_HUD_CONFIG:
4703                                 case GS_STATE_CONTROL_CONFIG:
4704                                 case GS_STATE_DEATH_DIED:
4705                                 case GS_STATE_DEATH_BLEW_UP:            
4706                                 case GS_STATE_VIEW_MEDALS:
4707                                         break;
4708
4709                                 default:
4710                                         gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4711                                         k = 0;
4712                                         break;
4713                         }
4714
4715                         break;
4716
4717                         // hotkey selection screen -- only valid from briefing and beyond.
4718                 case SDLK_F3:
4719 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4720                                 if ( (state == GS_STATE_TEAM_SELECT) || (state == GS_STATE_BRIEFING) || (state == GS_STATE_SHIP_SELECT) || (state == GS_STATE_WEAPON_SELECT) || (state == GS_STATE_GAME_PLAY) || (state == GS_STATE_GAME_PAUSED) ) {
4721                                         gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4722                                         k = 0;
4723                                 }
4724 #endif
4725                         break;
4726
4727                 case KEY_DEBUGGED + SDLK_F3:
4728                         gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4729                         break;
4730
4731                 case KEY_DEBUGGED + SDLK_F4:
4732                         gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4733                         break;
4734
4735                 case SDLK_F4:
4736                         if(Game_mode & GM_MULTIPLAYER){
4737                                 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4738                                         gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4739                                         k = 0;
4740                                 } 
4741                         } else {
4742                                 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4743                                         gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4744                                         k = 0;
4745                                 }
4746                         }
4747                         break;
4748
4749                 case SDLK_ESCAPE | KEY_SHIFTED:
4750                         // make sure to quit properly out of multiplayer
4751                         if(Game_mode & GM_MULTIPLAYER){
4752                                 multi_quit_game(PROMPT_NONE);
4753                         }
4754
4755                         gameseq_post_event( GS_EVENT_QUIT_GAME );
4756                         k = 0;
4757
4758                         break;
4759
4760                 case KEY_DEBUGGED + SDLK_p:
4761                         break;                  
4762
4763                 case SDLK_PRINTSCREEN:
4764                         {
4765                                 static int counter = 0;
4766                                 char tmp_name[127];
4767
4768                                 game_stop_time();
4769
4770                                 SDL_snprintf( tmp_name, SDL_arraysize(tmp_name), NOX("screen%02d"), counter );
4771                                 counter++;
4772                                 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4773                                 gr_print_screen(tmp_name);
4774
4775                                 game_start_time();
4776                         }
4777
4778                         k = 0;
4779                         break;
4780
4781                 case KEY_SHIFTED | SDLK_RETURN: {
4782
4783 #if !defined(NDEBUG)
4784
4785                         if ( Game_mode & GM_NORMAL ){
4786                                 game_stop_time();
4787                         }
4788
4789                         // if we're in multiplayer mode, do some special networking
4790                         if(Game_mode & GM_MULTIPLAYER){
4791                                 debug_console(game_do_dc_networking);
4792                         } else {                                
4793                                 debug_console();
4794                         }
4795
4796                         game_flush();
4797
4798                         if ( Game_mode & GM_NORMAL )
4799                                 game_start_time();
4800
4801 #endif
4802
4803                         break;
4804                 }
4805         }
4806
4807         return k;
4808 }
4809
4810 void os_close()
4811 {
4812         gameseq_post_event(GS_EVENT_QUIT_GAME);
4813 }
4814
4815 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4816
4817
4818 void camera_set_position( vector *pos )
4819 {
4820         Camera_pos = *pos;
4821 }
4822
4823 void camera_set_orient( matrix *orient )
4824 {
4825         Camera_orient = *orient;
4826 }
4827
4828 void camera_set_velocity( vector *vel, int instantaneous )
4829 {
4830         Camera_desired_velocity.xyz.x = 0.0f;
4831         Camera_desired_velocity.xyz.y = 0.0f;
4832         Camera_desired_velocity.xyz.z = 0.0f;
4833
4834         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4835         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4836         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4837
4838         if ( instantaneous )    {
4839                 Camera_velocity = Camera_desired_velocity;
4840         }
4841
4842 }
4843
4844 //
4845 void camera_move()
4846 {
4847         vector new_vel, delta_pos;
4848
4849         apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4850         apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4851         apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4852
4853         Camera_velocity = new_vel;
4854
4855 //      mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4856
4857         vm_vec_add2( &Camera_pos, &delta_pos );
4858
4859         float ot = Camera_time+0.0f;
4860
4861         Camera_time += flFrametime;
4862
4863         if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) )       {
4864                 vector tmp;
4865                 
4866                 tmp.xyz.z = 4.739f;             // always go this fast forward.
4867
4868                 // pick x and y velocities so they are always on a 
4869                 // circle with a 25 m radius.
4870
4871                 float tmp_angle = frand()*PI2;
4872         
4873                 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4874                 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4875
4876                 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4877
4878                 //mprintf(( "Changing velocity!\n" ));
4879                 camera_set_velocity( &tmp, 0 );
4880         }
4881
4882         if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) )  {
4883                 vector tmp = ZERO_VECTOR;
4884                 camera_set_velocity( &tmp, 0 );
4885         }
4886         
4887 }
4888
4889 void end_demo_campaign_do()
4890 {
4891 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4892         // show upsell screens
4893         demo_upsell_show_screens();
4894 #elif defined(OEM_BUILD)
4895         // show oem upsell screens
4896         oem_upsell_show_screens();
4897 #endif
4898
4899         // drop into main hall
4900         gameseq_post_event( GS_EVENT_MAIN_MENU );
4901 }
4902
4903 // All code to process events.   This is the only place
4904 // that you should change the state of the game.
4905 void game_process_event( int current_state, int event )
4906 {
4907         mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
4908
4909         switch (event) {
4910                 case GS_EVENT_SIMULATOR_ROOM:
4911                         gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
4912                         break;
4913
4914                 case GS_EVENT_MAIN_MENU:
4915                         gameseq_set_state(GS_STATE_MAIN_MENU);          
4916                         break;
4917
4918                 case GS_EVENT_OPTIONS_MENU:
4919                         gameseq_push_state( GS_STATE_OPTIONS_MENU );
4920                         break;
4921
4922                 case GS_EVENT_BARRACKS_MENU:
4923                         gameseq_set_state(GS_STATE_BARRACKS_MENU);              
4924                         break;
4925
4926                 case GS_EVENT_TECH_MENU:
4927                         gameseq_set_state(GS_STATE_TECH_MENU);          
4928                         break;
4929
4930                 case GS_EVENT_TRAINING_MENU:
4931                         gameseq_set_state(GS_STATE_TRAINING_MENU);              
4932                         break;
4933
4934                 case GS_EVENT_START_GAME:
4935                         Select_default_ship = 0;                        
4936                         Player_multi_died_check = -1;
4937                         gameseq_set_state(GS_STATE_CMD_BRIEF);
4938                         break;
4939
4940                 case GS_EVENT_START_BRIEFING:
4941                         gameseq_set_state(GS_STATE_BRIEFING);           
4942                         break;
4943
4944                 case GS_EVENT_DEBRIEF:
4945                         // did we end the campaign in the main freespace 2 single player campaign?
4946 #ifdef MAKE_FS1
4947                         if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
4948 #else
4949                         if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
4950 #endif
4951                                 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
4952                         } else {
4953                                 gameseq_set_state(GS_STATE_DEBRIEF);            
4954                         }
4955
4956                         Player_multi_died_check = -1;
4957                         break;
4958
4959                 case GS_EVENT_SHIP_SELECTION:
4960                         gameseq_set_state( GS_STATE_SHIP_SELECT );
4961                         break;
4962
4963                 case GS_EVENT_WEAPON_SELECTION:
4964                         gameseq_set_state( GS_STATE_WEAPON_SELECT );
4965                         break;
4966
4967                 case GS_EVENT_ENTER_GAME:               
4968 #ifdef DEMO_SYSTEM
4969                         // maybe start recording a demo
4970                         if(Demo_make){
4971                                 demo_start_record("test.fsd");
4972                         }
4973 #endif
4974
4975                         if (Game_mode & GM_MULTIPLAYER) {
4976                                 // if we're respawning, make sure we change the view mode so that the hud shows up
4977                                 if (current_state == GS_STATE_DEATH_BLEW_UP) {
4978                                         Viewer_mode = 0;
4979                                 }
4980
4981                                 gameseq_set_state(GS_STATE_GAME_PLAY);
4982                         } else {
4983                                 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
4984                         }
4985
4986                         Player_multi_died_check = -1;
4987
4988                         // clear multiplayer button info                        
4989                         extern button_info Multi_ship_status_bi;
4990                         memset(&Multi_ship_status_bi, 0, sizeof(button_info));
4991
4992                         Start_time = f2fl(timer_get_approx_seconds());
4993                         //Framecount = 0;
4994                         mprintf(("Entering game at time = %7.3f\n", Start_time));
4995                         break;
4996
4997
4998                 case GS_EVENT_START_GAME_QUICK:
4999                         Select_default_ship = 1;
5000                         gameseq_post_event(GS_EVENT_ENTER_GAME);
5001                         break;
5002
5003
5004                 case GS_EVENT_END_GAME:
5005                         if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5006                                 (current_state == GS_STATE_DEATH_BLEW_UP) ||    (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5007                                         gameseq_set_state(GS_STATE_MAIN_MENU);
5008
5009                         } else
5010                                 Int3();
5011
5012                         Player_multi_died_check = -1;
5013                         break;
5014
5015                 case GS_EVENT_QUIT_GAME:
5016                         main_hall_stop_music();
5017                         main_hall_stop_ambient();
5018                         gameseq_set_state(GS_STATE_QUIT_GAME);
5019
5020                         Player_multi_died_check = -1;
5021                         break;
5022
5023                 case GS_EVENT_GAMEPLAY_HELP:
5024                         gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5025                         break;
5026
5027                 case GS_EVENT_PAUSE_GAME:
5028                         gameseq_push_state(GS_STATE_GAME_PAUSED);
5029                         break;
5030
5031                 case GS_EVENT_DEBUG_PAUSE_GAME:
5032                         gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5033                         break;
5034
5035                 case GS_EVENT_TRAINING_PAUSE:
5036                         gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5037                         break;
5038
5039                 case GS_EVENT_PREVIOUS_STATE:
5040                         gameseq_pop_state();
5041                         break;
5042
5043                 case GS_EVENT_TOGGLE_FULLSCREEN:
5044                         gr_toggle_fullscreen();
5045                         break;
5046
5047                 case GS_EVENT_TOGGLE_GLIDE:
5048                         break;                                          
5049  
5050                 case GS_EVENT_LOAD_MISSION_MENU:
5051                         break;
5052
5053                 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5054                         gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5055                         break;
5056
5057                 case GS_EVENT_HUD_CONFIG:
5058                         gameseq_push_state( GS_STATE_HUD_CONFIG );
5059                         break;
5060
5061                 case GS_EVENT_CONTROL_CONFIG:
5062                         gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5063                         break;  
5064
5065                 case GS_EVENT_DEATH_DIED:
5066                         gameseq_set_state( GS_STATE_DEATH_DIED );
5067                         break;
5068
5069                 case GS_EVENT_DEATH_BLEW_UP:
5070                         if (  current_state == GS_STATE_DEATH_DIED )    {
5071                                 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5072                                 event_music_player_death();
5073
5074                                 // multiplayer clients set their extra check here
5075                                 if(Game_mode & GM_MULTIPLAYER){
5076                                         // set the multi died absolute last chance check                                        
5077                                         Player_multi_died_check = time(NULL);
5078                                 }                                       
5079                         } else {
5080                                 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5081                         }
5082                         break;
5083
5084                 case GS_EVENT_NEW_CAMPAIGN:
5085                         if (!mission_load_up_campaign()){
5086                                 readyroom_continue_campaign();
5087                         }
5088
5089                         Player_multi_died_check = -1;
5090                         break;
5091
5092                 case GS_EVENT_CAMPAIGN_CHEAT:
5093                         if (!mission_load_up_campaign()){
5094                                 /*
5095                                 // bash campaign value
5096                                 extern char Main_hall_campaign_cheat[512];
5097                                 int idx;
5098                                 
5099                                 // look for the mission
5100                                 for(idx=0; idx<Campaign.num_missions; idx++){
5101                                         if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5102                                                 Campaign.next_mission = idx;
5103                                                 Campaign.prev_mission = idx - 1;
5104                                                 break;
5105                                         }
5106                                 }
5107                                 */
5108
5109                                 // continue
5110                                 readyroom_continue_campaign();
5111                         }
5112
5113                         Player_multi_died_check = -1;
5114                         break;
5115
5116                 case GS_EVENT_CAMPAIGN_ROOM:
5117                         gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5118                         break;
5119
5120                 case GS_EVENT_CMD_BRIEF:
5121                         gameseq_set_state(GS_STATE_CMD_BRIEF);
5122                         break;
5123
5124                 case GS_EVENT_RED_ALERT:
5125                         gameseq_set_state(GS_STATE_RED_ALERT);
5126                         break;
5127
5128                 case GS_EVENT_CREDITS:
5129                         gameseq_set_state( GS_STATE_CREDITS );
5130                         break;
5131
5132                 case GS_EVENT_VIEW_MEDALS:
5133                         gameseq_push_state( GS_STATE_VIEW_MEDALS );
5134                         break;
5135
5136                 case GS_EVENT_SHOW_GOALS:
5137                         gameseq_push_state( GS_STATE_SHOW_GOALS );      // use push_state() since we might get to this screen through a variety of states
5138                         break;
5139
5140                 case GS_EVENT_HOTKEY_SCREEN:
5141                         gameseq_push_state( GS_STATE_HOTKEY_SCREEN );   // use push_state() since we might get to this screen through a variety of states
5142                         break;
5143                 
5144         // multiplayer stuff follow these comments
5145
5146                 case GS_EVENT_PXO:
5147                         gameseq_set_state(GS_STATE_PXO);
5148                         break;
5149
5150                 case GS_EVENT_PXO_HELP:
5151                         gameseq_set_state(GS_STATE_PXO_HELP);
5152                         break;
5153
5154                 case GS_EVENT_MULTI_JOIN_GAME:
5155                         gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5156                         break;
5157
5158                 case GS_EVENT_MULTI_HOST_SETUP:
5159                         gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5160                         break;
5161
5162                 case GS_EVENT_MULTI_CLIENT_SETUP:
5163                         gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5164                         break;
5165
5166                 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5167                         gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5168                         break;
5169
5170                 case GS_EVENT_MULTI_STD_WAIT:
5171                         gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5172                         break;
5173
5174                 case GS_EVENT_STANDALONE_MAIN:
5175                         gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5176                         break;   
5177
5178                 case GS_EVENT_MULTI_PAUSE:
5179                         gameseq_push_state( GS_STATE_MULTI_PAUSED );
5180                         break;                  
5181
5182                 case GS_EVENT_INGAME_PRE_JOIN:
5183                         gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5184                         break;
5185                 
5186                 case GS_EVENT_EVENT_DEBUG:
5187                         gameseq_push_state(GS_STATE_EVENT_DEBUG);
5188                         break;
5189
5190                 // Start a warpout where player automatically goes 70 no matter what
5191                 // and can't cancel out of it.
5192                 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5193                         Warpout_forced = 1;                                                     // If non-zero, bash the player to speed and go through effect
5194
5195                         // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5196                         Player->saved_viewer_mode = Viewer_mode;
5197                         Player->control_mode = PCM_WARPOUT_STAGE1;
5198                         Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5199                         Warpout_time = 0.0f;                    // Start timer!
5200                         break;
5201
5202                 case GS_EVENT_PLAYER_WARPOUT_START:
5203                         if ( Player->control_mode != PCM_NORMAL )       {
5204                                 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5205                         } else {
5206                                 Player->saved_viewer_mode = Viewer_mode;
5207                                 Player->control_mode = PCM_WARPOUT_STAGE1;
5208                                 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5209                                 Warpout_time = 0.0f;                    // Start timer!
5210                                 Warpout_forced = 0;                             // If non-zero, bash the player to speed and go through effect
5211                         }
5212                         break;
5213
5214                 case GS_EVENT_PLAYER_WARPOUT_STOP:
5215                         if ( Player->control_mode != PCM_NORMAL )       {
5216                                 if ( !Warpout_forced )  {               // cannot cancel forced warpout
5217                                         Player->control_mode = PCM_NORMAL;
5218                                         Viewer_mode = Player->saved_viewer_mode;
5219                                         hud_subspace_notify_abort();
5220                                         mprintf(( "Player put back to normal mode.\n" ));
5221                                         if ( Warpout_sound > -1 )       {
5222                                                 snd_stop( Warpout_sound );
5223                                                 Warpout_sound = -1;
5224                                         }
5225                                 }
5226                         }
5227                         break;
5228
5229                 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1:               // player ship got up to speed
5230                         if ( Player->control_mode != PCM_WARPOUT_STAGE1 )       {
5231                                 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5232                                 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5233                         } else {
5234                                 mprintf(( "Hit target speed.  Starting warp effect and moving to stage 2!\n" ));
5235                                 shipfx_warpout_start( Player_obj );
5236                                 Player->control_mode = PCM_WARPOUT_STAGE2;
5237                                 Player->saved_viewer_mode = Viewer_mode;
5238                                 Viewer_mode |= VM_WARP_CHASE;
5239                                 
5240                                 vector tmp = Player_obj->pos;
5241                                 matrix tmp_m;
5242                                 ship_get_eye( &tmp, &tmp_m, Player_obj );
5243                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5244                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5245                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5246                                 Camera_time = 0.0f;
5247                                 camera_set_position( &tmp );
5248                                 camera_set_orient( &Player_obj->orient );
5249                                 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5250
5251                                 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5252                                 camera_set_velocity( &tmp_vel, 1);
5253                         }
5254                         break;
5255
5256                 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2:               // player ship got into the warp effect
5257                         if ( Player->control_mode != PCM_WARPOUT_STAGE2 )       {
5258                                 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5259                                 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5260                         } else {
5261                                 mprintf(( "Hit warp effect.  Moving to stage 3!\n" ));
5262                                 Player->control_mode = PCM_WARPOUT_STAGE3;
5263                         }
5264                         break;
5265
5266                 case GS_EVENT_PLAYER_WARPOUT_DONE:      // player ship got through the warp effect
5267                         mprintf(( "Player warped out.  Going to debriefing!\n" ));
5268                         Player->control_mode = PCM_NORMAL;
5269                         Viewer_mode = Player->saved_viewer_mode;
5270                         Warpout_sound = -1;
5271
5272                         // we have a special debriefing screen for multiplayer furballs
5273                         if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5274                                 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5275                         }
5276                         // do the normal debriefing for all other situations
5277                         else {
5278                                 gameseq_post_event(GS_EVENT_DEBRIEF);
5279                         }
5280                         break;
5281
5282                 case GS_EVENT_STANDALONE_POSTGAME:
5283                         gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5284                         break;
5285
5286                 case GS_EVENT_INITIAL_PLAYER_SELECT:
5287                         gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5288                         break;
5289
5290                 case GS_EVENT_GAME_INIT:
5291 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5292                         gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5293 #else                   
5294                         // see if the command line option has been set to use the last pilot, and act acoordingly
5295                         if( player_select_get_last_pilot() ) {                                                          
5296                                 // always enter the main menu -- do the automatic network startup stuff elsewhere
5297                                 // so that we still have valid checks for networking modes, etc.
5298                                 gameseq_set_state(GS_STATE_MAIN_MENU);
5299                         } else {
5300                                 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5301                         }
5302 #endif
5303                         break;
5304
5305                 case GS_EVENT_MULTI_MISSION_SYNC:
5306                         gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5307                         break;          
5308
5309                 case GS_EVENT_MULTI_START_GAME:
5310                         gameseq_set_state(GS_STATE_MULTI_START_GAME);
5311                         break;
5312
5313                 case GS_EVENT_MULTI_HOST_OPTIONS:
5314                         gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5315                         break;
5316
5317                 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5318                         gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5319                         break;
5320
5321                 case GS_EVENT_TEAM_SELECT:
5322                         gameseq_set_state(GS_STATE_TEAM_SELECT);
5323                         break;
5324
5325                 case GS_EVENT_END_CAMPAIGN:                     
5326                         gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5327                         break;          
5328
5329                 case GS_EVENT_END_DEMO:
5330                         gameseq_set_state(GS_STATE_END_DEMO);
5331                         break;
5332
5333                 case GS_EVENT_LOOP_BRIEF:
5334                         gameseq_set_state(GS_STATE_LOOP_BRIEF);
5335                         break;
5336
5337                 default:
5338                         Int3();
5339                         break;
5340         }
5341 }
5342
5343 // Called when a state is being left.
5344 // The current state is still at old_state, but as soon as
5345 // this function leaves, then the current state will become
5346 // new state.     You should never try to change the state
5347 // in here... if you think you need to, you probably really
5348 // need to post an event, not change the state.
5349 void game_leave_state( int old_state, int new_state )
5350 {
5351         int end_mission = 1;
5352
5353         switch (new_state) {
5354                 case GS_STATE_GAME_PAUSED:
5355                 case GS_STATE_DEBUG_PAUSED:
5356                 case GS_STATE_OPTIONS_MENU:
5357                 case GS_STATE_CONTROL_CONFIG:           
5358                 case GS_STATE_MISSION_LOG_SCROLLBACK:
5359                 case GS_STATE_DEATH_DIED:
5360                 case GS_STATE_SHOW_GOALS:
5361                 case GS_STATE_HOTKEY_SCREEN:            
5362                 case GS_STATE_MULTI_PAUSED:
5363                 case GS_STATE_TRAINING_PAUSED:
5364                 case GS_STATE_EVENT_DEBUG:                              
5365                 case GS_STATE_GAMEPLAY_HELP:
5366                         end_mission = 0;  // these events shouldn't end a mission
5367                         break;
5368         }
5369
5370         switch (old_state) {
5371                 case GS_STATE_BRIEFING:
5372                         brief_stop_voices();
5373                         if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5374                                   && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5375                                   && (new_state != GS_STATE_TEAM_SELECT) ){
5376                                 common_select_close();
5377                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5378                                         freespace_stop_mission();       
5379                                 }
5380                         }
5381                         
5382                         // COMMAND LINE OPTION
5383                         if (Cmdline_multi_stream_chat_to_file){
5384                                 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5385                                 cfclose(Multi_chat_stream);
5386                         }
5387                         break;
5388
5389                 case GS_STATE_DEBRIEF:
5390                         if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5391                                 debrief_close();                                
5392                         }
5393                         break;
5394
5395                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5396                         multi_df_debrief_close();
5397                         break;
5398
5399                 case GS_STATE_LOAD_MISSION_MENU:
5400                         break;
5401
5402                 case GS_STATE_SIMULATOR_ROOM:
5403                         sim_room_close();
5404                         break;
5405
5406                 case GS_STATE_CAMPAIGN_ROOM:
5407                         campaign_room_close();
5408                         break;
5409
5410                 case GS_STATE_CMD_BRIEF:
5411                         if (new_state == GS_STATE_OPTIONS_MENU) {
5412                                 cmd_brief_hold();
5413
5414                         } else {
5415                                 cmd_brief_close();
5416                                 if (new_state == GS_STATE_MAIN_MENU)
5417                                         freespace_stop_mission();       
5418                         }
5419
5420                         break;
5421
5422                 case GS_STATE_RED_ALERT:
5423                         red_alert_close();
5424                         break;
5425
5426                 case GS_STATE_SHIP_SELECT:
5427                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5428                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5429                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5430                                 common_select_close();
5431                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5432                                         freespace_stop_mission();       
5433                                 }
5434                         }
5435                         break;
5436
5437                 case GS_STATE_WEAPON_SELECT:
5438                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5439                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5440                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5441                                 common_select_close();
5442                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5443                                         freespace_stop_mission();       
5444                                 }
5445                         }
5446                         break;
5447
5448                 case GS_STATE_TEAM_SELECT:
5449                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5450                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5451                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5452                                 common_select_close();
5453                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5454                                         freespace_stop_mission();       
5455                                 }
5456                         }                                       
5457                         break;
5458
5459                 case GS_STATE_MAIN_MENU:
5460 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5461                         mht_close();
5462 #else
5463                         main_hall_close();
5464 #endif
5465                         break;
5466
5467                 case GS_STATE_OPTIONS_MENU:
5468                         //game_start_time();
5469                         if(new_state == GS_STATE_MULTI_JOIN_GAME){
5470                                 multi_join_clear_game_list();
5471                         }
5472                         options_menu_close();
5473                         break;
5474
5475                 case GS_STATE_BARRACKS_MENU:
5476                         if(new_state != GS_STATE_VIEW_MEDALS){
5477                                 barracks_close();
5478                         }
5479                         break;
5480
5481                 case GS_STATE_MISSION_LOG_SCROLLBACK:
5482                         hud_scrollback_close();
5483                         break;
5484
5485                 case GS_STATE_TRAINING_MENU:
5486                         training_menu_close();
5487                         break;
5488
5489                 case GS_STATE_GAME_PLAY:
5490                         if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5491                                 player_save_target_and_weapon_link_prefs();
5492                                 game_stop_looped_sounds();
5493                         }
5494
5495                         sound_env_disable();
5496                         joy_ff_stop_effects();
5497
5498                         // stop game time under certain conditions
5499                         if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5500                                 game_stop_time();
5501                         }
5502
5503                         if (end_mission) {
5504                         // shut down any recording or playing demos
5505 #ifdef DEMO_SYSTEM
5506                                 demo_close();
5507 #endif
5508
5509                                 // when in multiplayer and going back to the main menu, send a leave game packet
5510                                 // right away (before calling stop mission).  stop_mission was taking to long to
5511                                 // close mission down and I want people to get notified ASAP.
5512                                 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5513                                         multi_quit_game(PROMPT_NONE);
5514                                 }
5515
5516                                 freespace_stop_mission();                       
5517                                 Game_time_compression = F1_0;
5518                         }
5519                         break;
5520
5521                 case GS_STATE_TECH_MENU:
5522                         techroom_close();
5523                         break;
5524
5525                 case GS_STATE_TRAINING_PAUSED:
5526                         Training_num_lines = 0;
5527                         // fall through to GS_STATE_GAME_PAUSED
5528
5529                 case GS_STATE_GAME_PAUSED:
5530                         game_start_time();
5531                         if (end_mission) {
5532                                 pause_close(0);
5533                         }
5534                         break;
5535
5536                 case GS_STATE_DEBUG_PAUSED:
5537                         #ifndef NDEBUG
5538                                 game_start_time();
5539                                 pause_debug_close();
5540                         #endif
5541                         break;
5542
5543                 case GS_STATE_HUD_CONFIG:
5544                         hud_config_close();
5545                         break;
5546
5547                 // join/start a game
5548                 case GS_STATE_MULTI_JOIN_GAME:
5549                         if(new_state != GS_STATE_OPTIONS_MENU){
5550                                 multi_join_game_close();
5551                         }
5552                         break;
5553
5554                 case GS_STATE_MULTI_HOST_SETUP:
5555                 case GS_STATE_MULTI_CLIENT_SETUP:
5556                         // if this is just the host going into the options screen, don't do anything
5557                         if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5558                                 break;
5559                         }
5560
5561                         // close down the proper state
5562                         if(old_state == GS_STATE_MULTI_HOST_SETUP){
5563                                 multi_create_game_close();
5564                         } else {
5565                                 multi_game_client_setup_close();
5566                         }
5567
5568                         // COMMAND LINE OPTION
5569                         if (Cmdline_multi_stream_chat_to_file){
5570                                 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5571                                         cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5572                                         cfclose(Multi_chat_stream);
5573                                 }
5574                         }                       
5575                         break;
5576
5577                 case GS_STATE_CONTROL_CONFIG:
5578                         control_config_close();
5579                         break;
5580
5581                 case GS_STATE_DEATH_DIED:
5582                         Game_mode &= ~GM_DEAD_DIED;
5583                         
5584                         // early end while respawning or blowing up in a multiplayer game
5585                         if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5586                                 game_stop_time();
5587                                 freespace_stop_mission();
5588                         }
5589                         break;
5590
5591                 case GS_STATE_DEATH_BLEW_UP:
5592                         Game_mode &= ~GM_DEAD_BLEW_UP;
5593
5594                         // for single player, we might reload mission, etc.  For multiplayer, look at my new state
5595                         // to determine if I should do anything.
5596                         if ( !(Game_mode & GM_MULTIPLAYER) ) {
5597                                 if ( end_mission ){
5598                                         freespace_stop_mission();
5599                                 }
5600                         } else {
5601                                 // if we are not respawing as an observer or as a player, our new state will not
5602                                 // be gameplay state.
5603                                 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5604                                         game_stop_time();                                                                       // hasn't been called yet!!
5605                                         freespace_stop_mission();
5606                                 }
5607                         }
5608                         break;
5609
5610
5611                 case GS_STATE_CREDITS:
5612                         credits_close();
5613                         break;
5614
5615                 case GS_STATE_VIEW_MEDALS:
5616                         medal_main_close();
5617                         break;
5618
5619                 case GS_STATE_SHOW_GOALS:
5620                         mission_show_goals_close();
5621                         break;
5622
5623                 case GS_STATE_HOTKEY_SCREEN:
5624                         if ( new_state != GS_STATE_OPTIONS_MENU ) {
5625                                 mission_hotkey_close();
5626                         }
5627                         break;
5628
5629                 case GS_STATE_MULTI_MISSION_SYNC:
5630                         // if we're moving into the options menu, don't do anything
5631                         if(new_state == GS_STATE_OPTIONS_MENU){
5632                                 break;
5633                         }
5634
5635                         SDL_assert( Game_mode & GM_MULTIPLAYER );
5636                         multi_sync_close();
5637                         if ( new_state == GS_STATE_GAME_PLAY ){
5638                                 // palette_restore_palette();
5639
5640                                 // change a couple of flags to indicate our state!!!
5641                                 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5642                                 send_netplayer_update_packet();
5643
5644                                 // set the game mode
5645                                 Game_mode |= GM_IN_MISSION;
5646                         }                       
5647                         break;          
5648    
5649                 case GS_STATE_VIEW_CUTSCENES:
5650                         cutscenes_screen_close();
5651                         break;
5652
5653                 case GS_STATE_MULTI_STD_WAIT:
5654                         multi_standalone_wait_close();
5655                         break;
5656
5657                 case GS_STATE_STANDALONE_MAIN:                  
5658                         standalone_main_close();
5659                         if(new_state == GS_STATE_MULTI_STD_WAIT){               
5660                                 init_multiplayer_stats();                                                                               
5661                         }                       
5662                         break;
5663
5664                 case GS_STATE_MULTI_PAUSED:
5665                         // if ( end_mission ){
5666                                 pause_close(1);
5667                         // }
5668                         break;                  
5669
5670                 case GS_STATE_INGAME_PRE_JOIN:
5671                         multi_ingame_select_close();
5672                         break;
5673
5674                 case GS_STATE_STANDALONE_POSTGAME:
5675                         multi_standalone_postgame_close();
5676                         break;
5677
5678                 case GS_STATE_INITIAL_PLAYER_SELECT:                    
5679                         player_select_close();                  
5680                         break;          
5681
5682                 case GS_STATE_MULTI_START_GAME:
5683                         multi_start_game_close();
5684                         break;
5685
5686                 case GS_STATE_MULTI_HOST_OPTIONS:
5687                         multi_host_options_close();
5688                         break;                          
5689
5690                 case GS_STATE_END_OF_CAMPAIGN:
5691                         mission_campaign_end_close();
5692                         break;
5693
5694                 case GS_STATE_LOOP_BRIEF:
5695                         loop_brief_close();
5696                         break;
5697
5698                 case GS_STATE_PXO:
5699                         if (new_state != GS_STATE_PXO_HELP) {
5700                                 multi_pxo_close();
5701                         }
5702                         break;
5703
5704                 case GS_STATE_PXO_HELP:
5705                         multi_pxo_help_close();
5706                         break;
5707         }
5708 }
5709
5710 // Called when a state is being entered.
5711 // The current state is set to the state we're entering at
5712 // this point, and old_state is set to the state we're coming
5713 // from.    You should never try to change the state
5714 // in here... if you think you need to, you probably really
5715 // need to post an event, not change the state.
5716
5717 void game_enter_state( int old_state, int new_state )
5718 {
5719         switch (new_state) {
5720                 case GS_STATE_MAIN_MENU:                                
5721                         // in multiplayer mode, be sure that we are not doing networking anymore.
5722                         if ( Game_mode & GM_MULTIPLAYER ) {
5723                                 SDL_assert( Net_player != NULL );
5724                                 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5725                         }
5726
5727                         Game_time_compression = F1_0;
5728         
5729                         // determine which ship this guy is currently based on
5730 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5731                         mht_init();
5732 #else
5733                         if (Player->on_bastion) {
5734                                 main_hall_init(1);
5735                         } else {
5736                                 main_hall_init(0);
5737                         }
5738 #endif
5739                         break;
5740
5741                 case GS_STATE_BRIEFING:
5742                         main_hall_stop_music();
5743                         main_hall_stop_ambient();
5744                         
5745                         if (Game_mode & GM_NORMAL) {
5746                                 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5747                                 // MWA: or from options or hotkey screens
5748                                 // JH: or if the command brief state already did this
5749                                 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5750                                         && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5751                                         && (old_state != GS_STATE_CMD_BRIEF) ) {
5752                                         if ( !game_start_mission() )                    // this should put us into a new state on failure!
5753                                                 break;
5754                                 }
5755                         }
5756                         // maybe play a movie before the briefing.  don't play if entering briefing screen from ship or weapon select.
5757                         if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5758                                 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5759
5760                         Game_time_compression = F1_0;
5761
5762                         if ( red_alert_mission() ) {
5763                                 gameseq_post_event(GS_EVENT_RED_ALERT);
5764                         } else {
5765                                 brief_init();
5766                         }
5767
5768                         break;
5769
5770                 case GS_STATE_DEBRIEF:
5771                         game_stop_looped_sounds();
5772                         mission_goal_fail_incomplete();                         // fail all incomplete goals before entering debriefing
5773                         if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5774                                 debrief_init();
5775                         }
5776                         break;
5777
5778                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5779                         multi_df_debrief_init();
5780                         break;
5781
5782                 case GS_STATE_LOAD_MISSION_MENU:
5783                         break;
5784
5785                 case GS_STATE_SIMULATOR_ROOM:
5786                         sim_room_init();
5787                         break;
5788
5789                 case GS_STATE_CAMPAIGN_ROOM:
5790                         campaign_room_init();
5791                         break;
5792
5793                 case GS_STATE_RED_ALERT:
5794                         mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5795                         red_alert_init();
5796                         break;
5797
5798                 case GS_STATE_CMD_BRIEF: {
5799                         int team_num = 0;  // team number used as index for which cmd brief to use.
5800
5801                         if (old_state == GS_STATE_OPTIONS_MENU) {
5802                                 cmd_brief_unhold();
5803
5804                         } else {
5805                                 main_hall_stop_music();
5806                                 main_hall_stop_ambient();
5807
5808                                 if (Game_mode & GM_NORMAL) {
5809                                         // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5810                                         // MWA: or from options or hotkey screens
5811                                         // JH: or if the command brief state already did this
5812                                         if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5813                                                 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5814                                                 if ( !game_start_mission() )                    // this should put us into a new state on failure!
5815                                                         break;
5816                                         }
5817                                 }
5818
5819                                 // maybe play a movie before the briefing.  don't play if entering briefing screen from ship or weapon select.
5820                                 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5821                                         mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5822
5823                                 cmd_brief_init(team_num);
5824                         }
5825
5826                         break;
5827                 }
5828
5829                 case GS_STATE_SHIP_SELECT:
5830                         ship_select_init();
5831                         break;
5832
5833                 case GS_STATE_WEAPON_SELECT:
5834                         weapon_select_init();
5835                         break;
5836
5837                 case GS_STATE_TEAM_SELECT:              
5838                         multi_ts_init();
5839                         break;
5840
5841                 case GS_STATE_GAME_PAUSED:
5842                         game_stop_time();
5843                         pause_init(0);
5844                         break;
5845
5846                 case GS_STATE_DEBUG_PAUSED:
5847         //              game_stop_time();
5848         //              os_set_title("FreeSpace - PAUSED");
5849         //              break;
5850         //
5851                 case GS_STATE_TRAINING_PAUSED:
5852                         #ifndef NDEBUG
5853                                 game_stop_time();
5854                                 pause_debug_init();
5855                         #endif
5856                         break;
5857
5858                 case GS_STATE_OPTIONS_MENU:
5859                         //game_stop_time();
5860                         options_menu_init();
5861                         break;
5862  
5863                 case GS_STATE_GAME_PLAY:
5864                         // coming from the gameplay state or the main menu, we might need to load the mission
5865                         if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5866                                 if ( !game_start_mission() )            // this should put us into a new state.
5867                                         // Failed!!!
5868                                         break;
5869                         }
5870
5871                         // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5872                         // case of quick start), then do bitmap loads, etc  Don't do any of the loading stuff
5873                         // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5874                         if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5875                                 (old_state == GS_STATE_WEAPON_SELECT) || (old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_MULTI_STD_WAIT)    || (old_state == GS_STATE_SIMULATOR_ROOM)) ) {
5876                                         // JAS: Used to do all paging here.
5877
5878                                         #ifndef NDEBUG
5879                                         //XSTR:OFF
5880                                                 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5881                                         //XSTR:ON
5882                                         #endif
5883
5884                                         main_hall_stop_music();
5885                                         main_hall_stop_ambient();
5886                                         event_music_first_pattern();    // start the first pattern
5887                         }
5888
5889                         // special code that restores player ship selection and weapons loadout when doing a quick start
5890                         if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP)  || (old_state == GS_STATE_GAME_PLAY)) ) {
5891                                 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5892                                         wss_direct_restore_loadout();
5893                                 }
5894                         }
5895
5896                         // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5897                         if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
5898                                 event_music_first_pattern();    // start the first pattern
5899                         }
5900
5901                         if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
5902                                 event_music_first_pattern();    // start the first pattern
5903                         }                       
5904                         player_restore_target_and_weapon_link_prefs();
5905
5906                         Game_mode |= GM_IN_MISSION;
5907
5908 #ifndef NDEBUG
5909                         // required to truely make mouse deltas zeroed in debug mouse code
5910 void mouse_force_pos(int x, int y);
5911                         if (!Is_standalone) {
5912                                 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
5913                         }
5914 #endif
5915
5916                         game_flush();
5917
5918                         // only start time if in single player, or coming from multi wait state
5919                         if (
5920                                         (
5921                                                 (Game_mode & GM_NORMAL) && 
5922                                                 (old_state != GS_STATE_VIEW_CUTSCENES)
5923                                         ) || (
5924                                                 (Game_mode & GM_MULTIPLAYER) && (
5925                                                         (old_state == GS_STATE_MULTI_PAUSED) ||
5926                                                         (old_state == GS_STATE_MULTI_MISSION_SYNC)
5927                                                 )
5928                                         )
5929                                 )
5930                                         game_start_time();
5931
5932                         // when coming from the multi paused state, reset the timestamps
5933                         if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
5934                                 multi_reset_timestamps();
5935                         }
5936
5937                         if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
5938                                 // initialize all object update details
5939                                 multi_oo_gameplay_init();
5940                         }
5941         
5942                         // under certain circumstances, the server should reset the object update rate limiting stuff
5943                         if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
5944                                  ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
5945                                 
5946                                 // reinitialize the rate limiting system for all clients
5947                                 multi_oo_rate_init_all();
5948                         }
5949
5950                         // multiplayer clients should always re-initialize their control info rate limiting system                      
5951                         if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
5952                                 multi_oo_rate_init_all();
5953                         }
5954                         
5955                         // reset ping times
5956                         if(Game_mode & GM_MULTIPLAYER){
5957                                 multi_ping_reset_players();
5958                         }
5959
5960                         Game_subspace_effect = 0;
5961                         if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
5962                                 Game_subspace_effect = 1;
5963                                 if( !(Game_mode & GM_STANDALONE_SERVER) ){      
5964                                         game_start_subspace_ambient_sound();
5965                                 }
5966                         }
5967
5968                         sound_env_set(&Game_sound_env);
5969                         joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
5970
5971                         // clear multiplayer button info                        i
5972                         extern button_info Multi_ship_status_bi;
5973                         memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5974                         break;
5975
5976                 case GS_STATE_HUD_CONFIG:
5977                         hud_config_init();
5978                         break;
5979
5980                 case GS_STATE_MULTI_JOIN_GAME:
5981                         multi_join_clear_game_list();
5982
5983                         if (old_state != GS_STATE_OPTIONS_MENU) {
5984                                 multi_join_game_init();
5985                         }
5986
5987                         break;
5988
5989                 case GS_STATE_MULTI_HOST_SETUP:         
5990                         // don't reinitialize if we're coming back from the host options screen
5991                         if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
5992                                 multi_create_game_init();
5993                         }
5994
5995                         break;
5996
5997                 case GS_STATE_MULTI_CLIENT_SETUP:               
5998                         if (old_state != GS_STATE_OPTIONS_MENU) {
5999                                 multi_game_client_setup_init();
6000                         }
6001
6002                         break;
6003
6004                 case GS_STATE_CONTROL_CONFIG:
6005                         control_config_init();
6006                         break;
6007
6008                 case GS_STATE_TECH_MENU:
6009                         techroom_init();
6010                         break;
6011
6012                 case GS_STATE_BARRACKS_MENU:
6013                         if(old_state != GS_STATE_VIEW_MEDALS){
6014                                 barracks_init();
6015                         }
6016                         break;
6017
6018                 case GS_STATE_MISSION_LOG_SCROLLBACK:
6019                         hud_scrollback_init();
6020                         break;
6021
6022                 case GS_STATE_DEATH_DIED:
6023                         Player_died_time = timestamp(10);
6024
6025                         if(!(Game_mode & GM_MULTIPLAYER)){
6026                                 player_show_death_message();
6027                         }
6028                         Game_mode |= GM_DEAD_DIED;
6029                         break;
6030
6031                 case GS_STATE_DEATH_BLEW_UP:
6032                         if ( !popupdead_is_active() ) {
6033                                 Player_ai->target_objnum = -1;
6034                         }
6035
6036                         // stop any local EMP effect
6037                         emp_stop_local();
6038
6039                         Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING;      //      Prevent immediate switch to a hostile ship.
6040                         Game_mode |= GM_DEAD_BLEW_UP;           
6041                         Show_viewing_from_self = 0;
6042
6043                         // timestamp how long we should wait before displaying the died popup
6044                         if ( !popupdead_is_active() ) {
6045                                 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6046                         }
6047                         break;
6048
6049                 case GS_STATE_GAMEPLAY_HELP:
6050                         gameplay_help_init();
6051                         break;
6052
6053                 case GS_STATE_CREDITS:
6054                         main_hall_stop_music();
6055                         main_hall_stop_ambient();
6056                         credits_init();
6057                         break;
6058
6059                 case GS_STATE_VIEW_MEDALS:
6060                         medal_main_init(Player);
6061                         break;
6062
6063                 case GS_STATE_SHOW_GOALS:
6064                         mission_show_goals_init();
6065                         break;
6066
6067                 case GS_STATE_HOTKEY_SCREEN:
6068                         mission_hotkey_init();
6069                         break;
6070
6071                 case GS_STATE_MULTI_MISSION_SYNC:
6072                         // if we're coming from the options screen, don't do any
6073                         if(old_state == GS_STATE_OPTIONS_MENU){
6074                                 break;
6075                         }
6076
6077                         switch(Multi_sync_mode){
6078                         case MULTI_SYNC_PRE_BRIEFING:
6079                                 // if moving from game forming to the team select state                                         
6080                                 multi_sync_init();                      
6081                                 break;
6082                         case MULTI_SYNC_POST_BRIEFING:
6083                                 // if moving from briefing into the mission itself                      
6084                                 multi_sync_init();
6085                         
6086                                 // tell everyone that we're now loading data
6087                                 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6088                                 send_netplayer_update_packet();
6089
6090                                 // JAS: Used to do all paging here!!!!
6091                                                                 
6092                                 Net_player->state = NETPLAYER_STATE_WAITING;                    
6093                                 send_netplayer_update_packet();                         
6094                                 Missiontime = 0;
6095                                 Game_time_compression = F1_0;
6096                                 break;
6097                         case MULTI_SYNC_INGAME:
6098                                 multi_sync_init();
6099                                 break;
6100                         }
6101                         break;          
6102    
6103                 case GS_STATE_VIEW_CUTSCENES:
6104                         cutscenes_screen_init();
6105                         break;
6106
6107                 case GS_STATE_MULTI_STD_WAIT:
6108                         multi_standalone_wait_init();
6109                         break;
6110
6111                 case GS_STATE_STANDALONE_MAIN:
6112                         // don't initialize if we're coming from one of these 2 states unless there are no 
6113                         // players left (reset situation)
6114                         if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6115                                 standalone_main_init();
6116                         }
6117                         break;  
6118
6119                 case GS_STATE_MULTI_PAUSED:
6120                         pause_init(1);
6121                         break;
6122                 
6123                 case GS_STATE_INGAME_PRE_JOIN:
6124                         multi_ingame_select_init();
6125                         break;
6126
6127                 case GS_STATE_STANDALONE_POSTGAME:
6128                         multi_standalone_postgame_init();
6129                         break;
6130
6131                 case GS_STATE_INITIAL_PLAYER_SELECT:
6132                         player_select_init();
6133                         break;          
6134
6135                 case GS_STATE_MULTI_START_GAME:
6136                         multi_start_game_init();
6137                         break;
6138
6139                 case GS_STATE_MULTI_HOST_OPTIONS:
6140                         multi_host_options_init();
6141                         break;          
6142
6143                 case GS_STATE_END_OF_CAMPAIGN:
6144                         mission_campaign_end_init();
6145                         break;          
6146
6147                 case GS_STATE_LOOP_BRIEF:
6148                         loop_brief_init();
6149                         break;
6150
6151                 case GS_STATE_PXO:
6152                         if (old_state != GS_STATE_PXO_HELP) {
6153                                 STUB_FUNCTION;
6154                                 // TODO: use_last_channel?
6155
6156                                 multi_pxo_init(0);
6157                         }
6158                         break;
6159
6160                 case GS_STATE_PXO_HELP:
6161                         multi_pxo_help_init();
6162                         break;
6163
6164         } // end switch
6165 }
6166
6167 // do stuff that may need to be done regardless of state
6168 void game_do_state_common(int state,int no_networking)
6169 {
6170         game_maybe_draw_mouse(flFrametime);             // determine if to draw the mouse this frame
6171         snd_do_frame();                                                         // update sound system
6172         event_music_do_frame();                                         // music needs to play across many states
6173
6174         multi_log_process();    
6175
6176         if (no_networking) {
6177                 return;
6178         }
6179
6180         // maybe do a multiplayer frame based on game mode and state type       
6181         if (Game_mode & GM_MULTIPLAYER) {
6182                 switch (state) {
6183                         case GS_STATE_OPTIONS_MENU:
6184                         case GS_STATE_GAMEPLAY_HELP:
6185                         case GS_STATE_HOTKEY_SCREEN:
6186                         case GS_STATE_HUD_CONFIG:
6187                         case GS_STATE_CONTROL_CONFIG:
6188                         case GS_STATE_MISSION_LOG_SCROLLBACK:
6189                         case GS_STATE_SHOW_GOALS:
6190                         case GS_STATE_VIEW_CUTSCENES:
6191                         case GS_STATE_EVENT_DEBUG:
6192                                 multi_maybe_do_frame();
6193                                 break;
6194                 }
6195                 
6196                 game_do_networking();
6197         }
6198 }
6199
6200 // Called once a frame.
6201 // You should never try to change the state
6202 // in here... if you think you need to, you probably really
6203 // need to post an event, not change the state.
6204 int Game_do_state_should_skip = 0;
6205 void game_do_state(int state)
6206 {
6207         // always lets the do_state_common() function determine if the state should be skipped
6208         Game_do_state_should_skip = 0;
6209         
6210         // legal to set the should skip state anywhere in this function
6211         game_do_state_common(state);    // do stuff that may need to be done regardless of state
6212
6213         if(Game_do_state_should_skip){
6214                 return;
6215         }
6216         
6217         switch (state) {
6218                 case GS_STATE_MAIN_MENU:
6219                         game_set_frametime(GS_STATE_MAIN_MENU);
6220 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6221                         mht_do();
6222 #else
6223                         main_hall_do(flFrametime);
6224 #endif
6225                         break;
6226
6227                 case GS_STATE_OPTIONS_MENU:
6228                         game_set_frametime(GS_STATE_OPTIONS_MENU);
6229                         options_menu_do_frame(flFrametime);
6230                         break;
6231
6232                 case GS_STATE_BARRACKS_MENU:
6233                         game_set_frametime(GS_STATE_BARRACKS_MENU);
6234                         barracks_do_frame(flFrametime);
6235                         break;
6236
6237                 case GS_STATE_TRAINING_MENU:
6238                         game_set_frametime(GS_STATE_TRAINING_MENU);
6239                         training_menu_do_frame(flFrametime);
6240                         break;
6241
6242                 case GS_STATE_TECH_MENU:
6243                         game_set_frametime(GS_STATE_TECH_MENU);
6244                         techroom_do_frame(flFrametime);
6245                         break;
6246
6247                 case GS_STATE_GAMEPLAY_HELP:
6248                         game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6249                         gameplay_help_do_frame(flFrametime);
6250                         break;
6251
6252                 case GS_STATE_GAME_PLAY:        // do stuff that should be done during gameplay
6253                         game_do_frame();
6254                         break;
6255
6256                 case GS_STATE_GAME_PAUSED:
6257                         pause_do(0);
6258                         break;
6259
6260                 case GS_STATE_DEBUG_PAUSED:
6261                         #ifndef NDEBUG
6262                                 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6263                                 pause_debug_do();
6264                         #endif
6265                         break;
6266
6267                 case GS_STATE_TRAINING_PAUSED:
6268                         game_training_pause_do();
6269                         break;
6270
6271                 case GS_STATE_LOAD_MISSION_MENU:
6272                         Int3();
6273                         break;
6274                 
6275                 case GS_STATE_BRIEFING:
6276                         game_set_frametime(GS_STATE_BRIEFING);
6277                         brief_do_frame(flFrametime);
6278                         break;
6279
6280                 case GS_STATE_DEBRIEF:
6281                         game_set_frametime(GS_STATE_DEBRIEF);
6282                         debrief_do_frame(flFrametime);
6283                         break;
6284
6285                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6286                         game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6287                         multi_df_debrief_do();
6288                         break;
6289
6290                 case GS_STATE_SHIP_SELECT:
6291                         game_set_frametime(GS_STATE_SHIP_SELECT);
6292                         ship_select_do(flFrametime);
6293                         break;
6294
6295                 case GS_STATE_WEAPON_SELECT:
6296                         game_set_frametime(GS_STATE_WEAPON_SELECT);
6297                         weapon_select_do(flFrametime);
6298                         break;
6299
6300                 case GS_STATE_MISSION_LOG_SCROLLBACK:
6301                         game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6302                         hud_scrollback_do_frame(flFrametime);
6303                         break;
6304
6305                 case GS_STATE_HUD_CONFIG:
6306                         game_set_frametime(GS_STATE_HUD_CONFIG);
6307                         hud_config_do_frame(flFrametime);
6308                         break;
6309
6310                 case GS_STATE_MULTI_JOIN_GAME:
6311                         game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6312                         multi_join_game_do_frame();
6313                         break;
6314
6315                 case GS_STATE_MULTI_HOST_SETUP:
6316                         game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6317                         multi_create_game_do();
6318                         break;
6319
6320                 case GS_STATE_MULTI_CLIENT_SETUP:
6321                         game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6322                         multi_game_client_setup_do_frame();
6323                         break;
6324
6325                 case GS_STATE_CONTROL_CONFIG:
6326                         game_set_frametime(GS_STATE_CONTROL_CONFIG);
6327                         control_config_do_frame(flFrametime);
6328                         break;  
6329
6330                 case GS_STATE_DEATH_DIED:
6331                         game_do_frame();                        
6332                         break;
6333
6334                 case GS_STATE_DEATH_BLEW_UP:
6335                         game_do_frame();
6336                         break;
6337
6338                 case GS_STATE_SIMULATOR_ROOM:
6339                         game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6340                         sim_room_do_frame(flFrametime);
6341                         break;
6342
6343                 case GS_STATE_CAMPAIGN_ROOM:
6344                         game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6345                         campaign_room_do_frame(flFrametime);
6346                         break;
6347
6348                 case GS_STATE_RED_ALERT:
6349                         game_set_frametime(GS_STATE_RED_ALERT);
6350                         red_alert_do_frame(flFrametime);
6351                         break;
6352
6353                 case GS_STATE_CMD_BRIEF:
6354                         game_set_frametime(GS_STATE_CMD_BRIEF);
6355                         cmd_brief_do_frame(flFrametime);
6356                         break;
6357
6358                 case GS_STATE_CREDITS:
6359                         game_set_frametime(GS_STATE_CREDITS);
6360                         credits_do_frame(flFrametime);
6361                         break;
6362
6363                 case GS_STATE_VIEW_MEDALS:
6364                         game_set_frametime(GS_STATE_VIEW_MEDALS);
6365                         medal_main_do();
6366                         break;
6367
6368                 case GS_STATE_SHOW_GOALS:
6369                         game_set_frametime(GS_STATE_SHOW_GOALS);
6370                         mission_show_goals_do_frame(flFrametime);
6371                         break;
6372
6373                 case GS_STATE_HOTKEY_SCREEN:
6374                         game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6375                         mission_hotkey_do_frame(flFrametime);
6376                         break;  
6377    
6378                 case GS_STATE_VIEW_CUTSCENES:
6379                         game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6380                         cutscenes_screen_do_frame();
6381                         break;
6382
6383                 case GS_STATE_MULTI_STD_WAIT:
6384                         game_set_frametime(GS_STATE_STANDALONE_MAIN);
6385                         multi_standalone_wait_do();
6386                         break;
6387
6388                 case GS_STATE_STANDALONE_MAIN:
6389                         game_set_frametime(GS_STATE_STANDALONE_MAIN);
6390                         standalone_main_do();
6391                         break;  
6392
6393                 case GS_STATE_MULTI_PAUSED:
6394                         game_set_frametime(GS_STATE_MULTI_PAUSED);
6395                         pause_do(1);
6396                         break;
6397
6398                 case GS_STATE_TEAM_SELECT:
6399                         game_set_frametime(GS_STATE_TEAM_SELECT);
6400                         multi_ts_do();
6401                         break;
6402
6403                 case GS_STATE_INGAME_PRE_JOIN:
6404                         game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6405                         multi_ingame_select_do();
6406                         break;
6407
6408                 case GS_STATE_EVENT_DEBUG:
6409         #ifndef NDEBUG
6410                         game_set_frametime(GS_STATE_EVENT_DEBUG);
6411                         game_show_event_debug(flFrametime);
6412         #endif
6413                         break;
6414
6415                 case GS_STATE_STANDALONE_POSTGAME:
6416                         game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6417                         multi_standalone_postgame_do();
6418                         break;
6419
6420                 case GS_STATE_INITIAL_PLAYER_SELECT:
6421                         game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6422                         player_select_do();
6423                         break;
6424
6425                 case GS_STATE_MULTI_MISSION_SYNC:
6426                         game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6427                         multi_sync_do();
6428                         break;          
6429
6430                 case GS_STATE_MULTI_START_GAME:
6431                         game_set_frametime(GS_STATE_MULTI_START_GAME);
6432                         multi_start_game_do();
6433                         break;
6434                 
6435                 case GS_STATE_MULTI_HOST_OPTIONS:
6436                         game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6437                         multi_host_options_do();
6438                         break;          
6439
6440                 case GS_STATE_END_OF_CAMPAIGN:
6441                         mission_campaign_end_do();
6442                         break;          
6443
6444                 case GS_STATE_END_DEMO:
6445                         game_set_frametime(GS_STATE_END_DEMO);
6446                         end_demo_campaign_do();
6447                         break;
6448
6449                 case GS_STATE_LOOP_BRIEF:
6450                         game_set_frametime(GS_STATE_LOOP_BRIEF);
6451                         loop_brief_do();
6452                         break;
6453
6454                 case GS_STATE_PXO:
6455                         game_set_frametime(GS_STATE_PXO);
6456                         multi_pxo_do();
6457                         break;
6458
6459                 case GS_STATE_PXO_HELP:
6460                         game_set_frametime(GS_STATE_PXO_HELP);
6461                         multi_pxo_help_do();
6462                         break;
6463
6464    } // end switch(gs_current_state)
6465 }
6466
6467
6468 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6469 int game_do_ram_check(int ram_in_mbytes)
6470 {
6471         if ( ram_in_mbytes < 30 ) {
6472                 int allowed_to_run = 1;
6473                 if ( ram_in_mbytes < 25 ) {
6474                         allowed_to_run = 0;
6475                 }
6476
6477                 char tmp[1024];
6478
6479                 if ( allowed_to_run ) {
6480                         SDL_MessageBoxData mboxd;
6481                         SDL_MessageBoxButtonData mboxbuttons[2];
6482                         int msgbox_rval;
6483
6484                         // not a translated string, but it's too long and smartdrv isn't
6485                         // really a thing for any OS we now support :p
6486                 //      sprintf( tmp, XSTR( "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.  If you think you have more than %dMB of physical memory, ensure that you aren't running SmartDrive (SMARTDRV.EXE).  Any memory allocated to SmartDrive is not usable by applications\n\nPress 'OK' to continue running with less than the minimum required memory\n", 193), ram_in_mbytes, ram_in_mbytes);
6487                         SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n\nPress 'OK' to continue running with less than the minimum required memory.\n", ram_in_mbytes);
6488
6489                         mboxbuttons[0].buttonid = 0;
6490                         mboxbuttons[0].text = XSTR("Ok", 503);
6491                         mboxbuttons[0].flags = 0;
6492
6493                         mboxbuttons[1].buttonid = 1;
6494                         mboxbuttons[1].text = XSTR("Cancel", 504);
6495                         mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6496
6497                         mboxd.flags = SDL_MESSAGEBOX_ERROR;
6498                         mboxd.title = XSTR( "Not Enough RAM", 194);
6499                         mboxd.message = tmp;
6500                         mboxd.numbuttons = 2;
6501                         mboxd.buttons = mboxbuttons;
6502                         mboxd.window = NULL;
6503                         mboxd.colorScheme = NULL;
6504
6505                         SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6506
6507                         if ( msgbox_rval == 1 ) {
6508                                 return -1;
6509                         }
6510                 } else {
6511                         // not a translated string, but it's too long and smartdrv isn't
6512                         // really a thing for any OS we now support :p
6513                 //      sprintf( tmp, XSTR( "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.  If you think you have more than %dMB of physical memory, ensure that you aren't running SmartDrive (SMARTDRV.EXE).  Any memory allocated to SmartDrive is not usable by applications\n", 195), ram_in_mbytes, ram_in_mbytes);
6514                         SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n", ram_in_mbytes);
6515
6516                         SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6517
6518                         return -1;
6519                 }
6520         }
6521
6522         return 0;
6523 }
6524
6525 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6526 // If so, copy it over and remove the update directory.
6527 void game_maybe_update_launcher(char *exe_dir)
6528 {
6529         STUB_FUNCTION;
6530 }
6531
6532 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6533 {
6534         int i;
6535         int sub_total = 0;
6536         int sub_total_destroyed = 0;
6537         int total = 0;
6538         char str[255] = "";             
6539         
6540         // get the total for all his children
6541         for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling )   {
6542                 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6543         }       
6544
6545         // find the # of faces for this _individual_ object     
6546         total = submodel_get_num_polys(model_num, sm);
6547         if(strstr(pm->submodel[sm].name, "-destroyed")){
6548                 sub_total_destroyed = total;
6549         }
6550         
6551         // write out total
6552         SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6553         cfputs(str, out);               
6554
6555         *out_total += total + sub_total;
6556         *out_destroyed_total += sub_total_destroyed;
6557 }
6558
6559 #define BAIL()                  do { int x; for(x=0; x<num_files; x++){ if(pof_list[x] != NULL){free(pof_list[x]); pof_list[x] = NULL;}} return;} while(0);
6560 void game_spew_pof_info()
6561 {
6562         char *pof_list[1000];
6563         int num_files;  
6564         CFILE *out;
6565         int idx, model_num, i, j;
6566         polymodel *pm;
6567         int total, root_total, model_total, destroyed_total, counted;
6568         char str[255] = "";
6569
6570         // get file list
6571         num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6572
6573         // spew info on all the pofs
6574         if(!num_files){
6575                 return;
6576         }
6577
6578         // go
6579         out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6580         if(out == NULL){
6581                 BAIL();
6582         }       
6583         counted = 0;    
6584         for(idx=0; idx<num_files; idx++, counted++){
6585                 SDL_snprintf(str, SDL_arraysize(str), "%s.pof", pof_list[idx]);
6586                 model_num = model_load(str, 0, NULL);
6587                 if(model_num >= 0){
6588                         pm = model_get(model_num);
6589
6590                         // if we have a real model
6591                         if(pm != NULL){                         
6592                                 cfputs(str, out);
6593                                 cfputs("\n", out);
6594                                 
6595                                 // go through and print all raw submodels
6596                                 cfputs("RAW\n", out);
6597                                 total = 0;
6598                                 model_total = 0;                                
6599                                 for (i=0; i<pm->n_models; i++)  {                                       
6600                                         total = submodel_get_num_polys(model_num, i);                                   
6601                                         
6602                                         model_total += total;
6603                                         SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6604                                         cfputs(str, out);
6605                                 }                               
6606                                 SDL_snprintf(str, SDL_arraysize(str), "Model total %d\n", model_total);
6607                                 cfputs(str, out);                               
6608
6609                                 // now go through and do it by LOD
6610                                 cfputs("BY LOD\n\n", out);                              
6611                                 for(i=0; i<pm->n_detail_levels; i++){
6612                                         SDL_snprintf(str, SDL_arraysize(str), "LOD %d\n", i);
6613                                         cfputs(str, out);
6614
6615                                         // submodels
6616                                         root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6617                                         total = 0;
6618                                         destroyed_total = 0;
6619                                         for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling )        {
6620                                                 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6621                                         }
6622
6623                                         SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6624                                         cfputs(str, out);
6625
6626                                         SDL_snprintf(str, SDL_arraysize(str), "TOTAL: %d\n", total + root_total);
6627                                         cfputs(str, out);
6628                                         SDL_snprintf(str, SDL_arraysize(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6629                                         cfputs(str, out);
6630                                         SDL_snprintf(str, SDL_arraysize(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6631                                         cfputs(str, out);
6632                                 }                               
6633                                 cfputs("------------------------------------------------------------------------\n\n", out);                            
6634                         }
6635                 }
6636
6637                 if(counted >= MAX_POLYGON_MODELS - 5){
6638                         model_free_all();
6639                         counted = 0;
6640                 }
6641         }
6642
6643         cfclose(out);
6644         model_free_all();
6645         BAIL();
6646 }
6647
6648 DCF(pofspew, "")
6649 {
6650         game_spew_pof_info();
6651 }
6652
6653 int game_main(const char *szCmdLine)
6654 {
6655         int state;
6656
6657         // Find out how much RAM is on this machine
6658         Freespace_total_ram = SDL_GetSystemRAM();
6659
6660 #ifndef __EMSCRIPTEN__
6661         if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6662                 return 0;
6663         }
6664 #endif
6665
6666         if (!vm_init(24*1024*1024)) {
6667                 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough Memory", 199), XSTR( "Not enough memory to run Freespace.\r\nTry closing down some other applications.\r\n", 198), NULL);
6668                 return 0;
6669         }
6670
6671         char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6672         if (!tmp_mem) {
6673                 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough Memory", 199), XSTR( "Not enough memory to run Freespace.\r\nTry closing down some other applications.\r\n", 198), NULL);
6674                 return 0;
6675         }
6676
6677         free(tmp_mem);
6678         tmp_mem = NULL;
6679
6680         #ifndef NDEBUG                          
6681         {
6682                 extern void windebug_memwatch_init();
6683                 windebug_memwatch_init();
6684         }
6685         #endif
6686
6687 #ifndef NDEBUG
6688         outwnd_init(1);
6689 #endif
6690
6691         mprintf(("Platform: %s\n", SDL_GetPlatform()));
6692         mprintf(("CPU: %d %s\n", SDL_GetCPUCount(), (SDL_GetCPUCount() == 1) ? "core" : "cores"));
6693         mprintf(("Memory: %dMB\n", Freespace_total_ram));
6694         mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? "little" : "big"));
6695
6696 #ifdef GIT_INFO
6697         mprintf(("Build ID: %s~%s:%s", GIT_COMMIT_DATE, GIT_BRANCH, GIT_COMMIT_HASH));
6698 #ifdef GIT_TAG
6699         mprintf((" (%s)", GIT_TAG));
6700 #endif
6701         mprintf(("\n"));
6702 #endif
6703
6704         parse_cmdline(szCmdLine);
6705
6706         mprintf(("--------------------------------------------------------------------------------\n"));
6707
6708 #ifdef STANDALONE_ONLY_BUILD
6709         Is_standalone = 1;
6710         nprintf(("Network", "Standalone running"));
6711 #else
6712         if (Is_standalone){
6713                 nprintf(("Network", "Standalone running"));
6714         }
6715 #endif
6716
6717         game_init();
6718         game_stop_time();
6719
6720         // maybe spew pof stuff
6721         if(Cmdline_spew_pof_info){
6722                 game_spew_pof_info();
6723                 game_shutdown();
6724                 return 1;
6725         }
6726
6727         // non-demo, non-standalone, play the intro movie
6728 #ifndef DEMO
6729         if ( !Is_standalone ) {
6730
6731                 // release -- movies always play
6732 #if defined(NDEBUG)
6733
6734                 // in RELEASE_REAL builds make the user stick in CD2 if there are no pilots on disk so that we guarantee he plays the movie
6735                 movie_play( NOX("intro.mve") );
6736
6737                 // debug version, movie will only play with -showmovies
6738 #elif !defined(NDEBUG)
6739
6740                 movie_play( NOX("intro.mve") );
6741 /*
6742 #ifndef NDEBUG
6743                 if ( Cmdline_show_movies )
6744                         movie_play( NOX("intro.mve") );
6745 #endif
6746 */
6747 #endif // NDEBUG
6748         }
6749
6750 #endif // DEMO
6751
6752         if (Is_standalone){
6753                 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6754         } else {
6755                 gameseq_post_event(GS_EVENT_GAME_INIT);         // start the game rolling -- check for default pilot, or go to the pilot select screen
6756         }
6757
6758         while (1) {
6759                 // only important for non THREADED mode
6760                 os_poll();
6761
6762                 state = gameseq_process_events();
6763                 if ( state == GS_STATE_QUIT_GAME ){
6764                         break;
6765                 }
6766         } 
6767
6768 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6769         if(!Is_standalone){
6770                 demo_upsell_show_screens();
6771         }
6772 #elif defined(OEM_BUILD)
6773         // show upsell screens on exit
6774         oem_upsell_show_screens();
6775 #endif
6776
6777         game_shutdown();
6778         return 1;
6779 }
6780
6781 // launcher the fslauncher program on exit
6782 void game_launch_launcher_on_exit()
6783 {
6784         STUB_FUNCTION;
6785 }
6786
6787
6788 // game_shutdown()
6789 //
6790 // This function is called when FreeSpace terminates normally.  
6791 //
6792 void game_shutdown(void)
6793 {
6794         // don't ever flip a page on the standalone!
6795         if(!(Game_mode & GM_STANDALONE_SERVER)){
6796                 gr_reset_clip();
6797                 gr_clear();
6798                 gr_flip();
6799         }
6800
6801    // if the player has left the "player select" screen and quit the game without actually choosing
6802         // a player, Player will be NULL, in which case we shouldn't write the player file out!
6803         if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6804                 write_pilot_file();
6805         }
6806
6807         // load up common multiplayer icons
6808         multi_unload_common_icons();
6809         
6810         shockwave_close();                      // release any memory used by shockwave system  
6811         fireball_close();                               // free fireball system
6812         ship_close();                                   // free any memory that was allocated for the ships
6813         weapon_close();                                 // free any memory that was allocated for the weapons
6814         hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6815         unload_animating_pointer();// frees the frames used for the animating mouse pointer
6816         bm_unload_all();                                // free bitmaps
6817         mission_campaign_close();       // close out the campaign stuff
6818         mission_campaign_shutdown();    // get anything that mission_campaign_close can't do
6819         multi_voice_close();                    // close down multiplayer voice (including freeing buffers, etc)
6820         multi_log_close();
6821 #ifdef MULTI_USE_LAG
6822         multi_lag_close();
6823 #endif
6824
6825         // the menu close functions will unload the bitmaps if they were displayed during the game
6826 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6827         main_hall_close();
6828 #endif
6829         context_help_close();           // close out help system
6830         training_menu_close();
6831         lcl_close();                            // be sure localization is closed out
6832         gr_close();
6833
6834         // free left-over memory from parsed tables
6835         cutscene_tbl_close();
6836         medal_tbl_close();
6837         scoring_tbl_close();
6838         player_tips_close();
6839
6840         extern void joy_close();
6841         joy_close();
6842
6843         audiostream_close();
6844         snd_close();
6845         event_music_close();
6846         psnet_close();
6847         os_cleanup();
6848
6849         // HACKITY HACK HACK
6850         // if this flag is set, we should be firing up the launcher when exiting freespace
6851         extern int Multi_update_fireup_launcher_on_exit;
6852         if(Multi_update_fireup_launcher_on_exit){
6853                 game_launch_launcher_on_exit();
6854         }
6855 }
6856
6857 // game_stop_looped_sounds()
6858 //
6859 // This function will call the appropriate stop looped sound functions for those
6860 // modules which use looping sounds.  It is not enough just to stop a looping sound
6861 // at the DirectSound level, the game is keeping track of looping sounds, and this
6862 // function is used to inform the game that looping sounds are being halted.
6863 //
6864 void game_stop_looped_sounds()
6865 {
6866         hud_stop_looped_locking_sounds();
6867         hud_stop_looped_engine_sounds();
6868         afterburner_stop_sounds();
6869         player_stop_looped_sounds();
6870         obj_snd_stop_all();             // stop all object-linked persistant sounds
6871         game_stop_subspace_ambient_sound();
6872         snd_stop(Radar_static_looping);
6873         Radar_static_looping = -1;
6874         snd_stop(Target_static_looping);
6875         shipfx_stop_engine_wash_sound();
6876         Target_static_looping = -1;
6877 }
6878
6879 //////////////////////////////////////////////////////////////////////////
6880 //
6881 // Code for supporting an animating mouse pointer
6882 //
6883 //
6884 //////////////////////////////////////////////////////////////////////////
6885
6886 typedef struct animating_obj
6887 {
6888         int     first_frame;
6889         int     num_frames;
6890         int     current_frame;
6891         float time;
6892         float elapsed_time;
6893 } animating_obj;
6894
6895 static animating_obj Animating_mouse;
6896
6897 // ----------------------------------------------------------------------------
6898 // init_animating_pointer()
6899 //
6900 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6901 // gets properly initialized
6902 //
6903 void init_animating_pointer()
6904 {
6905         Animating_mouse.first_frame     = -1;
6906         Animating_mouse.num_frames              = 0;
6907         Animating_mouse.current_frame   = -1;
6908         Animating_mouse.time                            = 0.0f;
6909         Animating_mouse.elapsed_time    = 0.0f;
6910 }
6911
6912 // ----------------------------------------------------------------------------
6913 // load_animating_pointer()
6914 //
6915 // Called at game init to load in the frames for the animating mouse pointer
6916 //
6917 // input:       filename        =>      filename of animation file that holds the animation
6918 // 
6919 void load_animating_pointer(const char *filename, int dx, int dy)
6920 {
6921         int                             fps;
6922         animating_obj *am;
6923
6924         init_animating_pointer();
6925
6926         am = &Animating_mouse;
6927         am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
6928         if ( am->first_frame == -1 ) 
6929                 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
6930         am->current_frame = 0;
6931         am->time = am->num_frames / i2fl(fps);
6932 }
6933
6934 // ----------------------------------------------------------------------------
6935 // unload_animating_pointer()
6936 //
6937 // Called at game shutdown to free the memory used to store the animation frames
6938 //
6939 void unload_animating_pointer()
6940 {
6941         int                             i;
6942         animating_obj   *am;
6943
6944         am = &Animating_mouse;
6945         for ( i = 0; i < am->num_frames; i++ ) {
6946                 SDL_assert( (am->first_frame+i) >= 0 );
6947                 bm_release(am->first_frame + i);
6948         }
6949
6950         am->first_frame = -1;
6951         am->num_frames          = 0;
6952         am->current_frame = -1;
6953 }
6954
6955 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
6956 void game_render_mouse(float frametime)
6957 {
6958         int                             mx, my;
6959         animating_obj   *am;
6960
6961         // if animating cursor exists, play the next frame
6962         am = &Animating_mouse;
6963         if ( am->first_frame != -1 ) {
6964                 mouse_get_pos(&mx, &my);
6965                 am->elapsed_time += frametime;
6966                 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
6967                 if ( am->current_frame >= am->num_frames ) {
6968                         am->current_frame = 0;
6969                         am->elapsed_time = 0.0f;
6970                 }
6971                 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
6972         }
6973 }
6974
6975 // ----------------------------------------------------------------------------
6976 // game_maybe_draw_mouse()
6977 //
6978 // determines whether to draw the mouse pointer at all, and what frame of
6979 // animation to use if the mouse is animating
6980 //
6981 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
6982 //
6983 // input:       frametime => elapsed frame time in seconds since last call
6984 //
6985 void game_maybe_draw_mouse(float frametime)
6986 {
6987         int game_state;
6988
6989         game_state = gameseq_get_state();
6990
6991         switch ( game_state ) {
6992                 case GS_STATE_GAME_PAUSED:
6993                 // case GS_STATE_MULTI_PAUSED:
6994                 case GS_STATE_GAME_PLAY:
6995                 case GS_STATE_DEATH_DIED:
6996                 case GS_STATE_DEATH_BLEW_UP:
6997                         if ( popup_active() || popupdead_is_active() ) {
6998                                 Mouse_hidden = 0;
6999                         } else {
7000                                 Mouse_hidden = 1;       
7001                         }
7002                         break;
7003
7004                 default:
7005                         Mouse_hidden = 0;
7006                         break;
7007         }       // end switch
7008
7009         if ( !Mouse_hidden ) 
7010                 game_render_mouse(frametime);
7011
7012 }
7013
7014 void game_do_training_checks()
7015 {
7016         int i, s;
7017         float d;
7018         waypoint_list *wplp;
7019
7020         if (Training_context & TRAINING_CONTEXT_SPEED) {
7021                 s = (int) Player_obj->phys_info.fspeed;
7022                 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7023                         if (!Training_context_speed_set) {
7024                                 Training_context_speed_set = 1;
7025                                 Training_context_speed_timestamp = timestamp();
7026                         }
7027
7028                 } else
7029                         Training_context_speed_set = 0;
7030         }
7031
7032         if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7033                 wplp = &Waypoint_lists[Training_context_path];
7034                 if (wplp->count > Training_context_goal_waypoint) {
7035                         i = Training_context_goal_waypoint;
7036                         do {
7037                                 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7038                                 if (d <= Training_context_distance) {
7039                                         Training_context_at_waypoint = i;
7040                                         if (Training_context_goal_waypoint == i) {
7041                                                 Training_context_goal_waypoint++;
7042                                                 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7043                                         }
7044
7045                                         break;
7046                                 }
7047
7048                                 i++;
7049                                 if (i == wplp->count)
7050                                         i = 0;
7051
7052                         } while (i != Training_context_goal_waypoint);
7053                 }
7054         }
7055
7056         if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7057                 Players_target = Player_ai->target_objnum;
7058                 Players_targeted_subsys = Player_ai->targeted_subsys;
7059                 Players_target_timestamp = timestamp();
7060         }
7061 }
7062
7063 /////////// Following is for event debug view screen
7064
7065 #ifndef NDEBUG
7066
7067 #define EVENT_DEBUG_MAX 5000
7068 #define EVENT_DEBUG_EVENT 0x8000
7069
7070 int Event_debug_index[EVENT_DEBUG_MAX];
7071 int ED_count;
7072
7073 void game_add_event_debug_index(int n, int indent)
7074 {
7075         if (ED_count < EVENT_DEBUG_MAX)
7076                 Event_debug_index[ED_count++] = n | (indent << 16);
7077 }
7078
7079 void game_add_event_debug_sexp(int n, int indent)
7080 {
7081         if (n < 0)
7082                 return;
7083
7084         if (Sexp_nodes[n].first >= 0) {
7085                 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7086                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7087                 return;
7088         }
7089
7090         game_add_event_debug_index(n, indent);
7091         if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7092                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7093         else
7094                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7095 }
7096
7097 void game_event_debug_init()
7098 {
7099         int e;
7100
7101         ED_count = 0;
7102         for (e=0; e<Num_mission_events; e++) {
7103                 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7104                 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7105         }
7106 }
7107
7108 void game_show_event_debug(float frametime) 
7109 {
7110         char buf[256];
7111         int i, k, z;
7112         int font_height, font_width;    
7113         int y_index, y_max;
7114         static int scroll_offset = 0;
7115         
7116         k = game_check_key();
7117         if (k)
7118                 switch (k) {
7119                         case SDLK_UP:
7120                         case SDLK_KP_8:
7121                                 scroll_offset--;
7122                                 if (scroll_offset < 0)
7123                                         scroll_offset = 0;
7124                                 break;
7125
7126                         case SDLK_DOWN:
7127                         case SDLK_KP_2:
7128                                 scroll_offset++;
7129                                 break;
7130
7131                         case SDLK_PAGEUP:
7132                                 scroll_offset -= 20;
7133                                 if (scroll_offset < 0)
7134                                         scroll_offset = 0;
7135                                 break;
7136
7137                         case SDLK_PAGEDOWN:
7138                                 scroll_offset += 20;    // not font-independent, hard-coded since I counted the lines!
7139                                 break;
7140
7141                         default:
7142                                 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7143                                 key_flush();
7144                                 break;
7145                 } // end switch
7146
7147         gr_clear();
7148         gr_set_color_fast(&Color_bright);
7149         gr_set_font(FONT1);
7150         gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7151
7152         gr_set_color_fast(&Color_normal);
7153         gr_set_font(FONT1);
7154         gr_get_string_size(&font_width, &font_height, NOX("test"));
7155         y_max = gr_screen.max_h - font_height - 5;
7156         y_index = 45;
7157
7158         k = scroll_offset;
7159         while (k < ED_count) {
7160                 if (y_index > y_max)
7161                         break;
7162
7163                 z = Event_debug_index[k];
7164                 if (z & EVENT_DEBUG_EVENT) {
7165                         z &= 0x7fff;
7166                         SDL_snprintf(buf, SDL_arraysize(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7167                                 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7168                                 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7169                                 Mission_events[z].repeat_count, Mission_events[z].interval);
7170
7171                 } else {
7172                         i = (z >> 16) * 3;
7173                         buf[i] = 0;
7174                         while (i--)
7175                                 buf[i] = ' ';
7176
7177                         SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, SDL_arraysize(buf));
7178                         switch (Sexp_nodes[z & 0x7fff].value) {
7179                                 case SEXP_TRUE:
7180                                         SDL_strlcat(buf, NOX(" (True)"), SDL_arraysize(buf));
7181                                         break;
7182
7183                                 case SEXP_FALSE:
7184                                         SDL_strlcat(buf, NOX(" (False)"), SDL_arraysize(buf));
7185                                         break;
7186
7187                                 case SEXP_KNOWN_TRUE:
7188                                         SDL_strlcat(buf, NOX(" (Always true)"), SDL_arraysize(buf));
7189                                         break;
7190
7191                                 case SEXP_KNOWN_FALSE:
7192                                         SDL_strlcat(buf, NOX(" (Always false)"), SDL_arraysize(buf));
7193                                         break;
7194
7195                                 case SEXP_CANT_EVAL:
7196                                         SDL_strlcat(buf, NOX(" (Can't eval)"), SDL_arraysize(buf));
7197                                         break;
7198
7199                                 case SEXP_NAN:
7200                                 case SEXP_NAN_FOREVER:
7201                                         SDL_strlcat(buf, NOX(" (Not a number)"), SDL_arraysize(buf));
7202                                         break;
7203                         }
7204                 }
7205
7206                 gr_printf(10, y_index, buf);
7207                 y_index += font_height;
7208                 k++;
7209         }
7210
7211         gr_flip();
7212 }
7213
7214 #endif // NDEBUG
7215
7216 #ifndef NDEBUG
7217 FILE * Time_fp;
7218 FILE * Texture_fp;
7219
7220 int Tmap_num_too_big = 0;
7221 int Num_models_needing_splitting = 0;
7222
7223 void Time_model( int modelnum )
7224 {
7225 //      mprintf(( "Timing ship '%s'\n", si->name ));
7226
7227         vector eye_pos, model_pos;
7228         matrix eye_orient, model_orient;
7229
7230         polymodel *pm = model_get( modelnum );
7231
7232         int l = strlen(pm->filename);
7233         while( (l>0) )  {
7234                 if ( (l == '/') || (l=='\\') || (l==':'))       {
7235                         l++;
7236                         break;
7237                 }
7238                 l--;
7239         }
7240         char *pof_file = &pm->filename[l];
7241
7242         int model_needs_splitting = 0;
7243
7244         //fprintf( Texture_fp, "Model: %s\n", pof_file );
7245         int i;
7246         for (i=0; i<pm->n_textures; i++ )       {
7247                 char filename[1024];
7248                 ubyte pal[768];
7249
7250                 int bmp_num = pm->original_textures[i];
7251                 if ( bmp_num > -1 )     {
7252                         bm_get_palette(pm->original_textures[i], pal, filename, SDL_arraysize(filename) );
7253                         int w,h;
7254                         bm_get_info( pm->original_textures[i],&w, &h );
7255
7256
7257                         if ( (w > 512) || (h > 512) )   {
7258                                 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7259                                 Tmap_num_too_big++;
7260                                 model_needs_splitting++;
7261                         }
7262                 } else {
7263                         //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7264                 }
7265         }
7266
7267         if ( model_needs_splitting )    {
7268                 Num_models_needing_splitting++;
7269         }
7270         eye_orient = model_orient = vmd_identity_matrix;
7271         eye_pos = model_pos = vmd_zero_vector;
7272
7273         eye_pos.xyz.z = -pm->rad*2.0f;
7274
7275         vector eye_to_model;
7276
7277         vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7278         vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7279
7280         fix t1 = timer_get_fixed_seconds();
7281
7282         angles ta;
7283         ta.p = ta.b = ta.h = 0.0f; 
7284         int framecount = 0;
7285
7286         int bitmaps_used_this_frame, bitmaps_new_this_frame;
7287                 
7288         bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7289
7290         modelstats_num_polys = modelstats_num_verts = 0;
7291
7292         while( ta.h < PI2 )     {
7293
7294                 matrix m1;
7295                 vm_angles_2_matrix(&m1, &ta );
7296                 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7297
7298                 gr_reset_clip();
7299 //              gr_clear();
7300
7301                 g3_start_frame(1);
7302
7303                 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );       
7304
7305                 model_clear_instance( modelnum );
7306                 model_set_detail_level(0);              // use highest detail level
7307                 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL);     //|MR_NO_POLYS );
7308
7309                 g3_end_frame();
7310 //              gr_flip();
7311
7312                 framecount++;
7313                 ta.h += 0.1f;
7314
7315                 int k = key_inkey();
7316                 if ( k == SDLK_ESCAPE ) {
7317                         exit(1);
7318                 }
7319         }
7320
7321         fix t2 = timer_get_fixed_seconds();
7322
7323         if (framecount < 1) {
7324                 return;
7325         }
7326
7327         bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7328         //bitmaps_used_this_frame /= framecount;
7329
7330         modelstats_num_polys /= framecount;
7331         modelstats_num_verts /= framecount;
7332
7333         mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7334         fprintf( Time_fp, "\"%s\"\t%.0f\t%d\t%d\t%d\n", pof_file, i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts );
7335
7336 //      fprintf( Time_fp, "%.0f\t%d\t%d\t%d\n", i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts );
7337
7338                 
7339 //      key_getch();
7340 }
7341
7342 int Time_models = 0;
7343 DCF_BOOL( time_models, Time_models );
7344
7345 void Do_model_timings_test()
7346 {
7347         
7348
7349         if ( !Time_models ) return;
7350
7351         mprintf(( "Timing models!\n" ));
7352
7353         int i;
7354
7355         ubyte model_used[MAX_POLYGON_MODELS];
7356         int model_id[MAX_POLYGON_MODELS];
7357         for (i=0; i<MAX_POLYGON_MODELS; i++ )   {
7358                 model_used[i] = 0;
7359         }
7360         
7361         // Load them all
7362         for (i=0; i<Num_ship_types; i++ )       {
7363                 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7364
7365                 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7366                 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7367         }
7368
7369         Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7370         if ( !Texture_fp ) return;
7371
7372         Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7373         if ( !Time_fp ) return;
7374
7375         fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7376 //      fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7377         
7378         for (i=0; i<MAX_POLYGON_MODELS; i++ )   {
7379                 if ( model_used[i] )    {
7380                         Time_model( model_id[i] );
7381                 }
7382         }
7383         
7384         fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7385         fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7386         
7387         fclose(Time_fp);
7388         fclose(Texture_fp);
7389
7390         exit(1);
7391 }
7392 #endif
7393
7394 // Call this function when you want to inform the player that a feature is not
7395 // enabled in the DEMO version of FreSpace
7396 void game_feature_not_in_demo_popup()
7397 {
7398         popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7399 }
7400
7401 // format the specified time (fixed point) into a nice string
7402 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7403 {
7404         float mtime;
7405         int hours,minutes,seconds;
7406
7407         mtime = f2fl(m_time);           
7408
7409         // get the hours, minutes and seconds   
7410         hours = (int)(mtime / 3600.0f);
7411         if(hours > 0){
7412                 mtime -= (3600.0f * (float)hours);
7413         }
7414         seconds = (int)mtime%60;
7415         minutes = (int)mtime/60;                        
7416
7417         if (hours > 0) {
7418                 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7419         } else {
7420                 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7421         }
7422 }
7423
7424 //      Stuff version string in *str.
7425 void get_version_string(char *str, const int str_len)
7426 {
7427 //XSTR:OFF
7428 #ifdef FS1_DEMO
7429         SDL_snprintf(str, str_len, "Dv%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7430 #if !defined(NDEBUG) && defined(GIT_INFO)
7431         SDL_strlcat(str, "~" GIT_COMMIT_HASH, str_len);
7432 #endif
7433         return;
7434 #endif
7435
7436         if ( FS_VERSION_BUILD == 0 ) {
7437                 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7438         } else {
7439                 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7440         }
7441
7442 #if !defined(NDEBUG) && defined(GIT_INFO)
7443         SDL_strlcat(str, "~" GIT_COMMIT_HASH, str_len);
7444 #endif
7445
7446 #if defined (FS2_DEMO)
7447         SDL_strlcat(str, " D", str_len);
7448 #elif defined (OEM_BUILD)
7449         SDL_strlcat(str, " (OEM)", str_len);
7450 #endif
7451 //XSTR:ON
7452         /*
7453         HMODULE hMod;
7454         DWORD bogus_handle;
7455         char myname[_MAX_PATH];
7456         int namelen, major, minor, build, waste;
7457         unsigned int buf_size;
7458         DWORD version_size;
7459         char *infop;
7460         VOID *bufp;
7461         BOOL result;
7462
7463         // Find my EXE file name
7464         hMod = GetModuleHandle(NULL);
7465         namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7466
7467         version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7468         infop = (char *)malloc(version_size);
7469         result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7470
7471         // get the product version
7472         result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7473         sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7474 #ifdef DEMO
7475         sprintf(str,"Dv%d.%02d",major, minor);
7476 #else
7477         sprintf(str,"v%d.%02d",major, minor);
7478 #endif
7479         */
7480 }
7481
7482 void get_version_string_short(char *str, const int str_len)
7483 {
7484         SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7485 }
7486
7487 // ----------------------------------------------------------------
7488 //
7489 // OEM UPSELL SCREENS BEGIN
7490 //
7491 // ----------------------------------------------------------------
7492 #if defined(OEM_BUILD)
7493
7494 #define NUM_OEM_UPSELL_SCREENS                          3
7495 #define OEM_UPSELL_SCREEN_DELAY                         10000
7496
7497 static int Oem_upsell_bitmaps_loaded = 0;
7498 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7499 static int Oem_upsell_screen_number = 0;
7500 static int Oem_upsell_show_next_bitmap_time;
7501
7502 //XSTR:OFF
7503 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] = 
7504 {
7505         {       "OEMUpSell02",
7506                 "OEMUpSell01",
7507                 "OEMUpSell03",
7508         },
7509         {       "2_OEMUpSell02",
7510                 "2_OEMUpSell01",
7511                 "2_OEMUpSell03",
7512         },
7513 };
7514 //XSTR:ON
7515
7516 static int Oem_normal_cursor = -1;
7517 static int Oem_web_cursor = -1;
7518 //#define OEM_UPSELL_URL                "http://www.interplay-store.com/"
7519 #define OEM_UPSELL_URL          "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7520
7521 void oem_upsell_next_screen()
7522 {
7523         Oem_upsell_screen_number++;
7524         if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7525                 // extra long delay, mouse shown on last upsell
7526                 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7527                 Mouse_hidden = 0;
7528
7529         } else {
7530                 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7531         }
7532 }
7533
7534 void oem_upsell_load_bitmaps()
7535 {
7536         int i;
7537
7538         for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7539                 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7540         }
7541 }
7542
7543 void oem_upsell_unload_bitmaps()
7544 {
7545         int i;
7546
7547         for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7548                 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7549                         bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7550                 }
7551         }
7552
7553         // unloaded
7554         Oem_upsell_bitmaps_loaded = 0;
7555 }
7556
7557 // clickable hotspot on 3rd OEM upsell screen
7558 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7559         {       // GR_640
7560                 28, 350, 287, 96                                        // x, y, w, h
7561         },
7562         {       // GR_1024
7563                 45, 561, 460, 152                                       // x, y, w, h
7564         }
7565 };
7566
7567 void oem_upsell_show_screens()
7568 {
7569         int current_time, k;
7570         int done = 0;
7571
7572         if ( !Oem_upsell_bitmaps_loaded ) {
7573                 oem_upsell_load_bitmaps();
7574                 Oem_upsell_bitmaps_loaded = 1;
7575         }
7576
7577         // may use upsell screens more than once
7578         Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7579         Oem_upsell_screen_number = 0;
7580         
7581         key_flush();
7582         Mouse_hidden = 1;
7583
7584         // set up cursors
7585         int nframes;                                            // used to pass, not really needed (should be 1)
7586         Oem_normal_cursor = gr_get_cursor_bitmap();
7587         Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7588         SDL_assert(Oem_web_cursor >= 0);
7589         if (Oem_web_cursor < 0) {
7590                 Oem_web_cursor = Oem_normal_cursor;
7591         }
7592
7593         while(!done) {
7594
7595                 //oem_reset_trailer_timer();
7596
7597                 current_time = timer_get_milliseconds();
7598
7599                 os_poll();
7600                 k = key_inkey();
7601
7602                 // advance screen on keypress or timeout
7603                 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7604                         oem_upsell_next_screen();
7605                 }
7606
7607                 // check if we are done
7608                 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7609                         Oem_upsell_screen_number--;
7610                         done = 1;
7611                 } else {
7612                         if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7613                                 done = 1;
7614                         }
7615                 }
7616
7617                 // show me the upsell
7618                 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {               
7619                         gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7620                         gr_bitmap(0,0);
7621                 }
7622
7623                 // if this is the 3rd upsell, make it clickable, d00d
7624                 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7625                         int mx, my;
7626                         int button_state = mouse_get_pos(&mx, &my);
7627                         if ( (mx >= Oem_upsell3_button_coords[gr_screen.res][0]) && (mx <= Oem_upsell3_button_coords[gr_screen.res][0] + Oem_upsell3_button_coords[gr_screen.res][2])
7628                                 && (my >= Oem_upsell3_button_coords[gr_screen.res][1]) && (my <= Oem_upsell3_button_coords[gr_screen.res][1] + Oem_upsell3_button_coords[gr_screen.res][3]) )
7629                         {
7630                                 // switch cursors
7631                                 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7632
7633                                 // check for clicks
7634                                 if (button_state & MOUSE_LEFT_BUTTON) {
7635                                         // launch URL
7636                                         multi_pxo_url(OEM_UPSELL_URL);
7637                                         done = 1;
7638                                 } 
7639                         } else {
7640                                 // switch cursor back to normal one
7641                                 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7642                         }
7643                 }
7644
7645                 if ( done ) {
7646                         if (gameseq_get_state() != GS_STATE_END_DEMO) {
7647                                 gr_fade_out(0);
7648                                 SDL_Delay(300);
7649                         }
7650                 }
7651
7652                 gr_flip();
7653         }
7654
7655         // unload bitmap
7656         oem_upsell_unload_bitmaps();
7657
7658         // switch cursor back to normal one
7659         gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7660
7661 }
7662
7663 #endif // defined(OEM_BUILD)
7664 // ----------------------------------------------------------------
7665 //
7666 // OEM UPSELL SCREENS END
7667 //
7668 // ----------------------------------------------------------------
7669
7670
7671
7672 // ----------------------------------------------------------------
7673 //
7674 // DEMO UPSELL SCREENS BEGIN
7675 //
7676 // ----------------------------------------------------------------
7677
7678 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7679
7680 #ifdef FS1_DEMO
7681 #define NUM_DEMO_UPSELL_SCREENS                         4
7682 #define DEMO_UPSELL_SCREEN_DELAY                        15000
7683 #else
7684 #define NUM_DEMO_UPSELL_SCREENS                         2
7685 #define DEMO_UPSELL_SCREEN_DELAY                        3000
7686 #endif
7687
7688
7689 static int Demo_upsell_bitmaps_loaded = 0;
7690 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7691 static int Demo_upsell_screen_number = 0;
7692 static int Demo_upsell_show_next_bitmap_time;
7693
7694 //XSTR:OFF
7695 static const char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7696 {
7697 #ifdef FS1_DEMO
7698         {       "DemoUpsell1",
7699                 "DemoUpsell2",
7700                 "DemoUpsell3",
7701                 "DemoUpsell4"
7702         },
7703         {       "DemoUpsell1",
7704                 "DemoUpsell2",
7705                 "DemoUpsell3",
7706                 "DemoUpsell4"
7707         },
7708 #else
7709         {       "UpSell02",
7710                 "UpSell01",
7711         },
7712         {       "2_UpSell02",
7713                 "2_UpSell01",
7714         },
7715 #endif
7716         // "DemoUpsell3",
7717         // "DemoUpsell4",
7718 };
7719 //XSTR:ON
7720
7721 void demo_upsell_next_screen()
7722 {
7723         Demo_upsell_screen_number++;
7724         if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7725                 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7726         } else {
7727                 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7728         }
7729 }
7730
7731 void demo_upsell_load_bitmaps()
7732 {
7733         int i;
7734
7735         for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7736                 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7737         }
7738 }
7739
7740 void demo_upsell_unload_bitmaps()
7741 {
7742         int i;
7743
7744         for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7745                 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7746                         bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7747                 }
7748         }
7749
7750         // unloaded
7751         Demo_upsell_bitmaps_loaded = 0;
7752 }
7753
7754 void demo_upsell_show_screens()
7755 {
7756         int k;
7757         int done = 0;
7758
7759         if ( !Demo_upsell_bitmaps_loaded ) {
7760                 demo_upsell_load_bitmaps();
7761                 Demo_upsell_bitmaps_loaded = 1;
7762         }
7763
7764         // may use upsell screens more than once
7765         Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7766         Demo_upsell_screen_number = 0;
7767         
7768         key_flush();
7769         Mouse_hidden = 1;
7770
7771         while(!done) {
7772
7773                 demo_reset_trailer_timer();
7774
7775 // #ifndef THREADED
7776                 os_poll();
7777 // #endif
7778                 k = key_inkey();
7779
7780 #ifdef FS1_DEMO
7781                 if ( timer_get_milliseconds() > Demo_upsell_show_next_bitmap_time ) {
7782                         demo_upsell_next_screen();
7783                         k = 0;
7784                 }
7785 #endif
7786
7787                 if ( k > 0 ) {
7788                         demo_upsell_next_screen();
7789                 }
7790
7791                 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7792                         Demo_upsell_screen_number--;
7793                         done = 1;
7794                 } else {
7795                         if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7796                                 done = 1;
7797                         }
7798                 }
7799
7800                 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {             
7801                         gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7802                         gr_bitmap(0,0);
7803                 }
7804
7805                 if ( done ) {
7806                         if (gameseq_get_state() != GS_STATE_END_DEMO) {
7807                                 gr_fade_out(0);
7808                                 SDL_Delay(300);
7809                         }
7810                 }
7811
7812                 gr_flip();
7813         }
7814
7815         // unload bitmap
7816         demo_upsell_unload_bitmaps();
7817 }
7818
7819 #endif // DEMO
7820
7821 // ----------------------------------------------------------------
7822 //
7823 // DEMO UPSELL SCREENS END
7824 //
7825 // ----------------------------------------------------------------
7826
7827
7828 // ----------------------------------------------------------------
7829 //
7830 // Subspace Ambient Sound START
7831 //
7832 // ----------------------------------------------------------------
7833
7834 static int Subspace_ambient_left_channel = -1;
7835 static int Subspace_ambient_right_channel = -1;
7836
7837 // 
7838 void game_start_subspace_ambient_sound()
7839 {
7840         if ( Subspace_ambient_left_channel < 0 ) {
7841                 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7842         }
7843
7844         if ( Subspace_ambient_right_channel < 0 ) {
7845                 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7846         }
7847 }
7848
7849 void game_stop_subspace_ambient_sound()
7850 {
7851         if ( Subspace_ambient_left_channel >= 0 ) {
7852                 snd_stop(Subspace_ambient_left_channel);
7853                 Subspace_ambient_left_channel = -1;
7854         }
7855
7856         if ( Subspace_ambient_right_channel >= 0 ) {
7857                 snd_stop(Subspace_ambient_right_channel);
7858                 Subspace_ambient_right_channel = -1;
7859         }
7860 }
7861
7862 // ----------------------------------------------------------------
7863 //
7864 // Subspace Ambient Sound END
7865 //
7866 // ----------------------------------------------------------------
7867
7868 // ----------------------------------------------------------------
7869 //
7870 // Language Autodetection stuff
7871 //
7872
7873 // this layout order must match Lcl_languages in localize.cpp in order for the
7874 // correct language to be detected
7875 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7876 #ifdef MAKE_FS1
7877         1366105450,                             // English
7878 #else
7879         589986744,                              // English
7880 #endif
7881         -1132430286,                    // German
7882         0,                                              // French
7883         -1131728960,                                    // Polish
7884 };
7885
7886 // default setting is "-1" to use config file with English as fall back
7887 // DO NOT change the default setting here or something uncouth might happen
7888 // in the localization code
7889 int detect_lang()
7890 {
7891         uint file_checksum;             
7892         int idx;
7893
7894         // try and open the file to verify
7895         CFILE *detect = cfopen("font01.vf", "rb");
7896         
7897         // will use default setting if something went wrong
7898         if (!detect) {
7899                 return -1;
7900         }       
7901
7902         // get the long checksum of the file
7903         file_checksum = 0;
7904         cfseek(detect, 0, SEEK_SET);    
7905         cf_chksum_long(detect, &file_checksum);
7906         cfclose(detect);
7907         detect = NULL;  
7908
7909         // now compare the checksum/filesize against known #'s
7910         for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
7911                 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
7912                         return idx;
7913                 }
7914         }
7915
7916         // notify if a match was not found, include detected checksum
7917         printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
7918         printf("Using default language...\n\n");
7919         
7920         return -1;
7921 }
7922
7923 //
7924 // End Auto Lang stuff
7925 //
7926 // ----------------------------------------------------------------
7927
7928 // ----------------------------------------------------------------
7929 // SHIPS TBL VERIFICATION STUFF
7930 //
7931
7932 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
7933 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
7934         #define NUM_SHIPS_TBL_CHECKSUMS         3
7935 #else
7936         #define NUM_SHIPS_TBL_CHECKSUMS         1
7937 #endif
7938
7939 #if defined(FS2_DEMO)
7940 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7941         1696074201,                                             // FS2 demo
7942 };
7943 #elif defined(FS1_DEMO)
7944 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7945         1603375034,                                             // FS1 DEMO
7946 };
7947 #elif defined(MAKE_FS1)
7948 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7949         -129679197,                                             // FS1 Full 1.06 (US)
7950         7762567,                                                // FS1 SilentThreat
7951         1555372475                                              // FS1 Full 1.06 (German)
7952 };
7953 #else
7954 /*
7955 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7956         -463907578,                                             // US - beta 1
7957         1696074201,                                             // FS2 demo
7958 };
7959 */
7960 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7961 //      -1022810006,                                    // 1.0 FULL
7962         -1254285366                                             // 1.2 FULL (German)
7963 };
7964 #endif
7965
7966 void verify_ships_tbl()
7967 {       
7968         /*
7969 #ifdef NDEBUG
7970         Game_ships_tbl_valid = 1;
7971 #else
7972         */
7973         uint file_checksum;             
7974         int idx;
7975
7976         // detect if the packfile exists
7977         CFILE *detect = cfopen("ships.tbl", "rb");
7978         Game_ships_tbl_valid = 0;        
7979         
7980         // not mission-disk
7981         if(!detect){
7982                 Game_ships_tbl_valid = 0;
7983                 return;
7984         }       
7985
7986         // get the long checksum of the file
7987         file_checksum = 0;
7988         cfseek(detect, 0, SEEK_SET);    
7989         cf_chksum_long(detect, &file_checksum);
7990         cfclose(detect);
7991         detect = NULL;  
7992
7993         // now compare the checksum/filesize against known #'s
7994         for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
7995                 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
7996                         Game_ships_tbl_valid = 1;
7997                         return;
7998                 }
7999         }
8000 // #endif
8001 }
8002
8003 DCF(shipspew, "display the checksum for the current ships.tbl")
8004 {
8005         uint file_checksum;
8006         CFILE *detect = cfopen("ships.tbl", "rb");
8007         // get the long checksum of the file
8008         file_checksum = 0;
8009         cfseek(detect, 0, SEEK_SET);    
8010         cf_chksum_long(detect, &file_checksum);
8011         cfclose(detect);
8012
8013         dc_printf("%d", file_checksum);
8014 }
8015
8016 // ----------------------------------------------------------------
8017 // WEAPONS TBL VERIFICATION STUFF
8018 //
8019
8020 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8021 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8022         #define NUM_WEAPONS_TBL_CHECKSUMS               3
8023 #else
8024         #define NUM_WEAPONS_TBL_CHECKSUMS               1
8025 #endif
8026
8027 #if defined(FS2_DEMO)
8028 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8029         -266420030,                             // demo 1
8030 };
8031 #elif defined(FS1_DEMO)
8032 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8033         -1246928725,                    // FS1 DEMO
8034 };
8035 #elif defined(MAKE_FS1)
8036 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8037         -834598107,                             // FS1 1.06 Full (US)
8038         -1652231417,                    // FS1 SilentThreat
8039         720209793                               // FS1 1.06 Full (German)
8040 };
8041 #else
8042 /*
8043 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8044         141718090,                              // US - beta 1
8045         -266420030,                             // demo 1
8046 };
8047 */
8048 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8049 //      399297860,                              // 1.0 FULL     
8050         -553984927                              // 1.2 FULL (german)
8051 };
8052 #endif
8053
8054 void verify_weapons_tbl()
8055 {       
8056         /*
8057 #ifdef NDEBUG
8058         Game_weapons_tbl_valid = 1;
8059 #else
8060         */
8061         uint file_checksum;
8062         int idx;
8063
8064         // detect if the packfile exists
8065         CFILE *detect = cfopen("weapons.tbl", "rb");
8066         Game_weapons_tbl_valid = 0;      
8067         
8068         // not mission-disk
8069         if(!detect){
8070                 Game_weapons_tbl_valid = 0;
8071                 return;
8072         }       
8073
8074         // get the long checksum of the file
8075         file_checksum = 0;
8076         cfseek(detect, 0, SEEK_SET);    
8077         cf_chksum_long(detect, &file_checksum);
8078         cfclose(detect);
8079         detect = NULL;  
8080
8081         // now compare the checksum/filesize against known #'s
8082         for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8083                 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8084                         Game_weapons_tbl_valid = 1;
8085                         return;
8086                 }
8087         }
8088 // #endif
8089 }
8090
8091 DCF(wepspew, "display the checksum for the current weapons.tbl")
8092 {
8093         uint file_checksum;
8094         CFILE *detect = cfopen("weapons.tbl", "rb");
8095         // get the long checksum of the file
8096         file_checksum = 0;
8097         cfseek(detect, 0, SEEK_SET);    
8098         cf_chksum_long(detect, &file_checksum);
8099         cfclose(detect);
8100
8101         dc_printf("%d", file_checksum);
8102 }
8103
8104 // if the game is running using hacked data
8105 int game_hacked_data()
8106 {
8107         // hacked!
8108         if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8109                 return 1;
8110         }
8111
8112         // not hacked
8113         return 0;
8114 }
8115
8116 void display_title_screen()
8117 {
8118 #if defined(FS2_DEMO) || defined(OEM_BUILD)
8119         ///int title_bitmap;
8120
8121         // load bitmap
8122         int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8123         if (title_bitmap == -1) {
8124                 return;
8125         }
8126
8127         // set
8128         gr_set_bitmap(title_bitmap);
8129
8130         // draw
8131         gr_bitmap(0, 0);
8132
8133         // flip
8134         gr_flip();
8135
8136         // give it some time on screen
8137         SDL_Delay(1000);
8138
8139         bm_unload(title_bitmap);
8140 #endif  // FS2_DEMO || OEM_BUILD
8141 }
8142
8143 // return true if the game is running with "low memory", which is less than 48MB
8144 bool game_using_low_mem()
8145 {
8146         if (Use_low_mem == 0) {
8147                 return false;
8148         } else {
8149                 return true;
8150         }
8151 }