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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 #ifndef PLAT_UNIX
560 #include <windows.h>
561 #include <process.h>
562 #include <direct.h>
563 #include <io.h>
564 #else
565 #endif
566
567 #include <stdio.h>
568 #include <stdlib.h>
569 #include <time.h>
570
571 #include "pstypes.h"
572 #include "systemvars.h"
573 #include "key.h"
574 #include "vecmat.h"
575 #include "2d.h"
576 #include "3d.h"
577 #include "starfield.h"
578 #include "lighting.h"
579 #include "weapon.h"
580 #include "ship.h"
581 #include "palman.h"
582 #include "osapi.h"
583 #include "fireballs.h"
584 #include "debris.h"
585 #include "timer.h"
586 #include "fix.h"
587 #include "floating.h"
588 #include "gamesequence.h"
589 #include "radar.h"
590 #include "optionsmenu.h"
591 #include "playermenu.h"
592 #include "trainingmenu.h"
593 #include "techmenu.h"
594 #include "ai.h"
595 #include "hud.h"
596 #include "hudmessage.h"
597 #include "psnet.h"
598 #include "missiongoals.h"
599 #include "missionparse.h"
600 #include "bmpman.h"
601 #include "joy.h"
602 #include "joy_ff.h"
603 #include "multi.h"
604 #include "multiutil.h"
605 #include "multimsgs.h"
606 #include "multiui.h"
607 #include "cfile.h"
608 #include "player.h"
609 #include "freespace.h"
610 #include "managepilot.h"
611 #include "sound.h"
612 #include "contexthelp.h"
613 #include "mouse.h"
614 #include "joy.h"
615 #include "missionbrief.h"
616 #include "missiondebrief.h"
617 #include "ui.h"
618 #include "missionshipchoice.h"
619 #include "model.h"
620 #include "hudconfig.h"
621 #include "controlsconfig.h"
622 #include "missionmessage.h"
623 #include "missiontraining.h"
624 #include "hudets.h"
625 #include "hudtarget.h"
626 #include "gamesnd.h"
627 #include "eventmusic.h"
628 #include "animplay.h"
629 #include "missionweaponchoice.h"
630 #include "missionlog.h"
631 #include "audiostr.h"
632 #include "hudlock.h"
633 #include "missioncampaign.h"
634 #include "credits.h"
635 #include "missionhotkey.h"
636 #include "objectsnd.h"
637 #include "cmeasure.h"
638 #include "ai.h"
639 #include "linklist.h"
640 #include "shockwave.h"
641 #include "afterburner.h"
642 #include "scoring.h"
643 #include "stats.h"
644 #include "cmdline.h"
645 #include "timer.h"
646 #include "stand_gui.h"
647 #include "pcxutils.h"
648 #include "hudtargetbox.h"
649 #include "multi_xfer.h"
650 #include "hudescort.h"
651 #include "multiutil.h"
652 #include "sexp.h"
653 #include "medals.h"
654 #include "multiteamselect.h"
655 #include "shipfx.h"
656 #include "readyroom.h"
657 #include "mainhallmenu.h"
658 #include "multilag.h"
659 #include "trails.h"
660 #include "particle.h"
661 #include "popup.h"
662 #include "multi_ingame.h"
663 #include "snazzyui.h"
664 #include "asteroid.h"
665 #include "popupdead.h"
666 #include "multi_voice.h"
667 #include "missioncmdbrief.h"
668 #include "redalert.h"
669 #include "gameplayhelp.h"
670 #include "multilag.h"
671 #include "staticrand.h"
672 #include "multi_pmsg.h"
673 #include "levelpaging.h"
674 #include "observer.h"
675 #include "multi_pause.h"
676 #include "multi_endgame.h"
677 #include "cutscenes.h"
678 #include "multi_respawn.h"
679 #include "movie.h"
680 #include "multi_obj.h"
681 #include "multi_log.h"
682 #include "emp.h"
683 #include "localize.h"
684 #include "osregistry.h"
685 #include "barracks.h"
686 #include "missionpause.h"
687 #include "font.h"
688 #include "alphacolors.h"
689 #include "objcollide.h"
690 #include "flak.h"
691 #include "neb.h"
692 #include "neblightning.h"
693 #include "shipcontrails.h"
694 #include "awacs.h"
695 #include "beam.h"
696 #include "multi_dogfight.h"
697 #include "multi_rate.h"
698 #include "muzzleflash.h"
699 #include "encrypt.h"
700 #include "demo.h"
701 #include "version.h"
702 #include "mainhalltemp.h"
703 #include "exceptionhandler.h"
704 #include "supernova.h"
705 #include "hudshield.h"
706 // #include "names.h"
707 #include "shiphit.h"
708 #include "missionloopbrief.h"
709
710 #ifdef NDEBUG
711 #ifdef FRED
712 #error macro FRED is defined when trying to build release Fred.  Please undefine FRED macro in build settings
713 #endif
714 #endif
715
716 //      Revision history.
717 //      Full version:
718 //    1.00.04   5/26/98 MWA -- going final (12 pm)
719 //    1.00.03   5/26/98 MWA -- going final (3 am)
720 //    1.00.02   5/25/98 MWA -- going final
721 //    1.00.01   5/25/98 MWA -- going final
722 //              0.90            5/21/98 MWA -- getting ready for final.
723 //              0.10            4/9/98.  Set by MK.
724 //
725 //      Demo version: (obsolete since DEMO codebase split from tree)
726 //              0.03            4/10/98 AL.     Interplay rev
727 //              0.02            4/8/98  MK.     Increased when this system was modified.
728 //              0.01            4/7/98? AL.     First release to Interplay QA.
729 //
730 //      OEM version:
731 //              1.00            5/28/98 AL.     First release to Interplay QA.
732
733 void game_level_init(int seed = -1);
734 void game_post_level_init();
735 void game_do_frame();
736 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
737 void game_reset_time();
738 void game_show_framerate();                     // draws framerate in lower right corner
739
740 int Game_no_clear = 0;
741
742 int Pofview_running = 0;
743 int Nebedit_running = 0;
744
745 typedef struct big_expl_flash {
746         float max_flash_intensity;      // max intensity
747         float cur_flash_intensity;      // cur intensity
748         int     flash_start;            // start time
749 } big_expl_flash;
750
751 #define FRAME_FILTER 16
752
753 #define DEFAULT_SKILL_LEVEL     1
754 int     Game_skill_level = DEFAULT_SKILL_LEVEL;
755
756 #define VIEWER_ZOOM_DEFAULT 0.75f                       //      Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
757 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
758
759 #define EXE_FNAME       ("fs2.exe")
760 #define LAUNCHER_FNAME  ("freespace2.exe")
761
762
763 // JAS: Code for warphole camera.
764 // Needs to be cleaned up.
765 vector Camera_pos = ZERO_VECTOR;
766 vector Camera_velocity = ZERO_VECTOR;
767 vector Camera_desired_velocity = ZERO_VECTOR;
768 matrix Camera_orient = IDENTITY_MATRIX;
769 float Camera_damping = 1.0f;
770 float Camera_time = 0.0f;
771 float Warpout_time = 0.0f;
772 int Warpout_forced = 0;         // Set if this is a forced warpout that cannot be cancelled.
773 int Warpout_sound = -1;
774 void camera_move();
775 int Use_joy_mouse = 0;
776 int Use_palette_flash = 1;
777 #ifndef NDEBUG
778 int Use_fullscreen_at_startup = 0;
779 #endif
780 int Show_area_effect = 0;
781 object  *Last_view_target = NULL;
782
783 int dogfight_blown = 0;
784
785 int     frame_int = -1;
786 float frametimes[FRAME_FILTER];
787 float frametotal = 0.0f;
788 float flFrametime;
789
790 #ifdef RELEASE_REAL
791         int     Show_framerate = 0;
792 #else 
793         int     Show_framerate = 1;
794 #endif
795
796 int     Framerate_cap = 120;
797 int     Show_mem = 0;
798 int     Show_cpu = 0;
799 int     Show_target_debug_info = 0;
800 int     Show_target_weapons = 0;
801 int     Game_font = -1;
802
803 #ifndef NDEBUG
804 static int Show_player_pos = 0;         // debug console command to show player world pos on HUD
805 #endif
806
807 int Debug_octant = -1;
808
809 fix Game_time_compression = F1_0;
810
811 // if the ships.tbl the player has is valid
812 int Game_ships_tbl_valid = 0;
813
814 // if the weapons.tbl the player has is valid
815 int Game_weapons_tbl_valid = 0;
816
817 #ifndef NDEBUG
818 int Test_begin = 0;
819 extern int      Player_attacking_enabled;
820 int Show_net_stats;
821 #endif
822
823 int Pre_player_entry;
824
825 int     Fred_running = 0;
826 char Game_current_mission_filename[MAX_FILENAME_LEN];
827 int game_single_step = 0;
828 int last_single_step=0;
829
830 extern int MSG_WINDOW_X_START;  // used to position mission_time and shields output
831 extern int MSG_WINDOW_Y_START;
832 extern int MSG_WINDOW_HEIGHT;
833
834 int game_zbuffer = 1;
835 //static int Game_music_paused;
836 static int Game_paused;
837
838 int Game_level_seed;
839
840 #define EXPIRE_BAD_CHECKSUM                     1
841 #define EXPIRE_BAD_TIME                                 2
842
843 extern void ssm_init();
844 extern void ssm_level_init();
845 extern void ssm_process();
846
847 // static variable to contain the time this version was built
848 // commented out for now until
849 // I figure out how to get the username into the file
850 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
851
852 // defines and variables used for dumping frame for making trailers.
853 #ifndef NDEBUG
854 int Debug_dump_frames = 0;                      // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
855 int Debug_dump_trigger = 0;
856 int Debug_dump_frame_count;
857 int Debug_dump_frame_num = 0;
858 #define DUMP_BUFFER_NUM_FRAMES  1                       // store every 15 frames
859 #endif
860
861 // amount of time to wait after the player has died before we display the death died popup
862 #define PLAYER_DIED_POPUP_WAIT          2500
863 int Player_died_popup_wait = -1;
864 time_t Player_multi_died_check = -1;
865
866 // builtin mission list stuff
867 #ifdef FS2_DEMO
868         int Game_builtin_mission_count = 6;
869         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
870                 { "SPDemo-01.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
871                 { "SPDemo-02.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872                 { "DemoTrain.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
873                 { "Demo.fc2",                                           (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
874                 { "MPDemo-01.fs2",                              (FSB_FROM_VOLITION | FSB_MULTI) },
875                 { "Demo-DOG-01.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI) },
876         };
877 #elif defined(FS1_DEMO)
878         int Game_builtin_mission_count = 5;
879         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
880                 { "btmdemo.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
881                 { "demo.fsc",                                   (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
882                 { "demo01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
883                 { "demo02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
884                 { "demo02b.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
885         };
886 #elif defined(PD_BUILD)
887         int Game_builtin_mission_count = 4;
888         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
889                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION) },
890                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION) },
891                 { "sm1-01",                                                     (FSB_FROM_VOLITION) },
892                 { "sm1-05",                                                     (FSB_FROM_VOLITION) },
893         };
894 #elif defined(MULTIPLAYER_BETA)
895         int Game_builtin_mission_count = 17;
896         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
897                 // multiplayer beta
898                 { "md-01.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
899                 { "md-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
900                 { "md-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
901                 { "md-04.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
902                 { "md-05.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
903                 { "md-06.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
904                 { "md-07.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
905                 { "mt-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
906                 { "mt-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
907                 { "m-03.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
908                 { "m-04.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
909                 { "m-05.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
910                 { "templar-01.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
911                 { "templar-02.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
912                 { "templar-03a.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
913                 { "templar-04a.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
914                 { "templar.fc2",                                        (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
915         };
916 #elif defined(OEM_BUILD)
917         int Game_builtin_mission_count = 17;
918         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
919                 // oem version - act 1 only
920                 { "freespace2oem.fc2",                  (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
921                         
922                 // act 1
923                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924                 { "sm1-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925                 { "sm1-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926                 { "sm1-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928                 { "sm1-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929                 { "sm1-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
930                 { "sm1-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
931                 { "sm1-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
932                 { "sm1-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
933                 { "training-1.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
934                 { "training-2.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
935                 { "training-3.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
936                 { "tsm-104.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
937                 { "tsm-105.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
938                 { "tsm-106.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
939         };
940 #elif defined(MAKE_FS1) 
941         int Game_builtin_mission_count = 125;
942         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
943                 // single player campaign
944                 { "freespace.fsc",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
945
946                 // act 1
947                 { "sm1-01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
948                 { "sm1-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
949                 { "sm1-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950                 { "sm1-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951                 { "sm1-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952                 { "sm1-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953                 { "sm1-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954                 { "sm1-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955                 { "sm1-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956                 { "sm1-10a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
957
958                 // act 2
959                 { "sm2-01a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
960                 { "sm2-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
961                 { "sm2-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962                 { "sm2-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963                 { "sm2-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964                 { "sm2-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965                 { "sm2-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966                 { "sm2-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967                 { "sm2-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968                 { "sm2-10a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
969
970                 // act 3
971                 { "sm3-01a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
972                 { "sm3-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973                 { "sm3-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
974                 { "sm3-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
975                 { "sm3-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
976                 { "sm3-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
977                 { "sm3-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
978                 { "sm3-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979                 { "sm3-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
980
981                 // gauntlet
982                 { "t-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
983                 { "v-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
984                 { "s-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
985
986                 // training
987                 { "btm-01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
988                 { "btm-02.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
989                 { "btm-03.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
990                 { "btm-04.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
991                 { "btm-05.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
992
993                 // multiplayer
994                 { "m-hope.fsc",                                 (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
995                 { "m-altair.fsc",                               (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
996
997                 { "m-v-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
998                 { "m-va.fsm",                                   (FSB_FROM_VOLITION | FSB_MULTI) },
999                 { "m-unstoppable.fsm",                  (FSB_FROM_VOLITION | FSB_MULTI) },
1000                 { "m-t-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
1001                 { "m-s-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
1002                 { "m-rescue.fsm",                               (FSB_FROM_VOLITION | FSB_MULTI) },
1003                 { "m-pain.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1004                 { "m-orecovery.fsm",                    (FSB_FROM_VOLITION | FSB_MULTI) },
1005                 { "mm3-01a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1006                 { "mm3-02a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1007                 { "mm3-03a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1008                 { "mm3-04a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1009                 { "mm3-05a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1010                 { "mm3-06a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1011                 { "m-guardduty.fsm",                    (FSB_FROM_VOLITION | FSB_MULTI) },
1012                 { "m-gate.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1013                 { "m-duel.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1014                 { "m-convoyassault.fsm",                (FSB_FROM_VOLITION | FSB_MULTI) },
1015                 { "m-clash.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1016
1017         // SilentThreat missions
1018                 // Main SilentThreat campaign
1019                 { "SilentThreat.fsc",                   (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1020
1021                 { "md-01.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022                 { "md-02.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023                 { "md-03.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024                 { "md-04.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025                 { "md-05.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1026                 { "md-06.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1027                 { "md-07.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1028                 { "md-08.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1029                 { "md-09.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1030                 { "md-10.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1031                 { "md-11.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1032                 { "md-12.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1033
1034                 // SilentThreat Part 1 - multi-coop
1035                 { "ST-Part1.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1036
1037                 { "stmm-01.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1038                 { "stmm-02.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1039                 { "stmm-03.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1040
1041                 // SilentThreat Part 2 - multi-coop
1042                 { "ST-Part2.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1043
1044                 { "stmm-04.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1045                 { "stmm-05.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1046                 { "stmm-06.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1047
1048                 // SilentThreat Part 3 - multi-coop
1049                 { "ST-Part3.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1050
1051                 { "stmm-07.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1052                 { "stmm-08.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1053                 { "stmm-09.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1054
1055                 // SilentThreat Part 4 - multi-coop
1056                 { "ST-Part4.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1057
1058                 { "stmm-10.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1059                 { "stmm-11.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1060                 { "stmm-12.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1061
1062                 // multiplayer missions
1063                 { "mdmm-01.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1064                 { "mdmm-02.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1065                 { "mdmm-03.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1066                 { "mdmm-04.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1067                 // user supplied missions
1068                 { "mdu-02.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1069                 { "mdu-03.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1070                 { "mdu-04.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1071                 { "mdu-05.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1072                 { "mdu-06.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1073                 { "mdu-07.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1074                 { "mdu-08.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1075                 { "mdu-09.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1076                 { "mdu-10.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1077                 { "mdu-11.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1078                 { "mdu-12.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1079                 { "mdu-13.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1080                 { "mdu-14.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1081                 { "mdu-15.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1082                 { "mdu-16.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1083                 { "mdu-17.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1084                 { "mdu-18.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1085                 { "mdu-19.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1086                 { "mdu-20.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1087                 { "mdu-21.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1088                 { "mdu-22.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1089                 { "mdu-23.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1090                 { "mdu-24.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1091                 { "mdu-25.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1092                 { "mdu-26.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1093                 { "mdu-27.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1094                 { "mdu-28.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1095                 { "mdu-29.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1096                 { "mdu-30.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1097                 { "mdu-31.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1098                 { "mdumm-01.fsm",                               (FSB_FROM_MDISK | FSB_MULTI) },
1099                 { "mdumm-02.fsm",                               (FSB_FROM_MDISK | FSB_MULTI) },
1100         };
1101 #else
1102         int Game_builtin_mission_count = 92;
1103         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1104                 // single player campaign
1105                 { "freespace2.fc2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1106                         
1107                 // act 1
1108                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109                 { "sm1-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110                 { "sm1-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111                 { "sm1-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113                 { "sm1-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114                 { "sm1-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115                 { "sm1-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116                 { "sm1-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117                 { "sm1-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118                 { "loop1-1.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1119                 { "loop1-2.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120                 { "loop1-3.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121                 { "training-1.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122                 { "training-2.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123                 { "training-3.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124                 { "tsm-104.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125                 { "tsm-105.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126                 { "tsm-106.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1127
1128                 // act 2
1129                 { "sm2-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1130                 { "sm2-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1131                 { "sm2-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132                 { "sm2-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133                 { "sm2-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134                 { "sm2-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135                 { "sm2-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136                 { "sm2-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137                 { "sm2-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138                 { "sm2-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1139
1140                 // act 3
1141                 { "sm3-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142                 { "sm3-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143                 { "sm3-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144                 { "sm3-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145                 { "sm3-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1146                 { "sm3-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1147                 { "sm3-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1148                 { "sm3-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1149                 { "sm3-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1150                 { "sm3-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1151                 { "loop2-1.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1152                 { "loop2-2.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1153
1154                 // multiplayer missions
1155
1156                 // gauntlet
1157                 { "g-shi.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1158                 { "g-ter.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1159                 { "g-vas.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1160
1161                 // coop
1162                 { "m-01.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1163                 { "m-02.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1164                 { "m-03.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1165                 { "m-04.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1166
1167                 // dogfight
1168                 { "mdh-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1169                 { "mdh-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1170                 { "mdh-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1171                 { "mdh-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1172                 { "mdh-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1173                 { "mdh-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1174                 { "mdh-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1175                 { "mdh-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1176                 { "mdh-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1177                 { "mdl-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1178                 { "mdl-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1179                 { "mdl-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1180                 { "mdl-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1181                 { "mdl-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1182                 { "mdl-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1183                 { "mdl-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1184                 { "mdl-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1185                 { "mdl-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1186                 { "mdm-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1187                 { "mdm-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1188                 { "mdm-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1189                 { "mdm-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1190                 { "mdm-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1191                 { "mdm-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1192                 { "mdm-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1193                 { "mdm-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1194                 { "mdm-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1195                 { "osdog.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1196
1197                 // TvT          
1198                 { "mt-01.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1199                 { "mt-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1200                 { "mt-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1201                 { "mt-04.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1202                 { "mt-05.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1203                 { "mt-06.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1204                 { "mt-07.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1205                 { "mt-08.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1206                 { "mt-09.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1207                 { "mt-10.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1208
1209                 // campaign
1210                 { "templar.fc2",                                (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1211                 { "templar-01.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1212                 { "templar-02.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1213                 { "templar-03.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1214                 { "templar-04.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1215         };
1216 #endif
1217
1218
1219 // Internal function prototypes
1220 void game_maybe_draw_mouse(float frametime);
1221 void init_animating_pointer();
1222 void load_animating_pointer(const char *filename, int dx, int dy);
1223 void unload_animating_pointer();
1224 void game_do_training_checks();
1225 void game_shutdown(void);
1226 void game_show_event_debug(float frametime);
1227 void game_event_debug_init();
1228 void game_frame();
1229 void demo_upsell_show_screens();
1230 void game_start_subspace_ambient_sound();
1231 void game_stop_subspace_ambient_sound();
1232 void verify_ships_tbl();
1233 void verify_weapons_tbl();
1234 void display_title_screen();
1235
1236 // loading background filenames
1237 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1238         "LoadingBG",            // GR_640
1239         "2_LoadingBG"           // GR_1024
1240 };
1241
1242
1243 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1244         "Loading.ani",          // GR_640
1245         "2_Loading.ani"         // GR_1024
1246 };
1247
1248 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1249 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1250 #ifdef FS1_DEMO
1251         "DemoTitle1",
1252 #else
1253         "PreLoad",
1254 #endif  // FS1_DEMO
1255         "2_PreLoad"
1256 };
1257 #elif defined(OEM_BUILD)
1258 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1259         "OEMPreLoad",
1260         "2_OEMPreLoad"
1261 };
1262 #endif
1263
1264 // auto-lang stuff
1265 int detect_lang();
1266
1267 // How much RAM is on this machine. Set in WinMain
1268 static int Freespace_total_ram = 0;
1269
1270 // game flash stuff
1271 float Game_flash_red = 0.0f;
1272 float Game_flash_green = 0.0f;
1273 float Game_flash_blue = 0.0f;
1274 float Sun_spot = 0.0f;
1275 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1276
1277 // game shudder stuff (in ms)
1278 int Game_shudder_time = -1;
1279 int Game_shudder_total = 0;
1280 float Game_shudder_intensity = 0.0f;                    // should be between 0.0 and 100.0
1281
1282 // EAX stuff
1283 sound_env Game_sound_env;
1284 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1285 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1286
1287 int Game_sound_env_update_timestamp;
1288
1289 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1290
1291
1292 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1293
1294 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1295 {
1296         int idx;
1297
1298         // look through all existing builtin missions
1299         for(idx=0; idx<Game_builtin_mission_count; idx++){
1300                 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1301                         return &Game_builtin_mission_list[idx];
1302                 }
1303         }
1304
1305         // didn't find it
1306         return NULL;
1307 }
1308
1309 int game_get_default_skill_level()
1310 {
1311         return DEFAULT_SKILL_LEVEL;
1312 }
1313
1314 // Resets the flash
1315 void game_flash_reset()
1316 {
1317         Game_flash_red = 0.0f;
1318         Game_flash_green = 0.0f;
1319         Game_flash_blue = 0.0f;
1320         Sun_spot = 0.0f;
1321         Big_expl_flash.max_flash_intensity = 0.0f;
1322         Big_expl_flash.cur_flash_intensity = 0.0f;
1323         Big_expl_flash.flash_start = 0;
1324 }
1325
1326 float Gf_critical = -1.0f;                                      // framerate we should be above on the average for this mission
1327 float Gf_critical_time = 0.0f;                  // how much time we've been at the critical framerate
1328
1329 void game_framerate_check_init()
1330 {
1331         // zero critical time
1332         Gf_critical_time = 0.0f;
1333                 
1334         // nebula missions
1335         if(The_mission.flags & MISSION_FLAG_FULLNEB){
1336                 Gf_critical = 15.0f;
1337         } else {
1338                 Gf_critical = 25.0f;
1339         }
1340 }
1341
1342 extern float Framerate;
1343 void game_framerate_check()
1344 {
1345         int y_start = 100;
1346         
1347         // if the current framerate is above the critical level, add frametime
1348         if(Framerate >= Gf_critical){
1349                 Gf_critical_time += flFrametime;
1350         }       
1351
1352         if(!Show_framerate){
1353                 return;
1354         }
1355
1356         // display if we're above the critical framerate
1357         if(Framerate < Gf_critical){
1358                 gr_set_color_fast(&Color_bright_red);
1359                 gr_string(200, y_start, "Framerate warning");
1360
1361                 y_start += 10;
1362         }
1363
1364         // display our current pct of good frametime
1365         if(f2fl(Missiontime) >= 0.0f){
1366                 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1367
1368                 if(pct >= 85.0f){
1369                         gr_set_color_fast(&Color_bright_green);
1370                 } else {
1371                         gr_set_color_fast(&Color_bright_red);
1372                 }
1373
1374                 gr_printf(200, y_start, "%d%%", (int)pct);
1375         }
1376 }
1377
1378
1379 // Adds a flash effect.  These can be positive or negative.
1380 // The range will get capped at around -1 to 1, so stick 
1381 // with a range like that.
1382 void game_flash( float r, float g, float b )
1383 {
1384         Game_flash_red += r;
1385         Game_flash_green += g;
1386         Game_flash_blue += b;
1387
1388         if ( Game_flash_red < -1.0f )   {
1389                 Game_flash_red = -1.0f;
1390         } else if ( Game_flash_red > 1.0f )     {
1391                 Game_flash_red = 1.0f;
1392         }
1393
1394         if ( Game_flash_green < -1.0f ) {
1395                 Game_flash_green = -1.0f;
1396         } else if ( Game_flash_green > 1.0f )   {
1397                 Game_flash_green = 1.0f;
1398         }
1399
1400         if ( Game_flash_blue < -1.0f )  {
1401                 Game_flash_blue = -1.0f;
1402         } else if ( Game_flash_blue > 1.0f )    {
1403                 Game_flash_blue = 1.0f;
1404         }
1405
1406 }
1407
1408 // Adds a flash for Big Ship explosions
1409 // cap range from 0 to 1
1410 void big_explosion_flash(float flash)
1411 {
1412         Big_expl_flash.flash_start = timestamp(1);
1413
1414         if (flash > 1.0f) {
1415                 flash = 1.0f;
1416         } else if (flash < 0.0f) {
1417                 flash = 0.0f;
1418         }
1419
1420         Big_expl_flash.max_flash_intensity = flash;
1421         Big_expl_flash.cur_flash_intensity = 0.0f;
1422 }
1423
1424 //      Amount to diminish palette towards normal, per second.
1425 #define DIMINISH_RATE   0.75f
1426 #define SUN_DIMINISH_RATE       6.00f
1427
1428 int Sun_drew = 0;
1429
1430 float sn_glare_scale = 1.7f;
1431 DCF(sn_glare, "")
1432 {
1433         dc_get_arg(ARG_FLOAT);
1434         sn_glare_scale = Dc_arg_float;
1435 }
1436
1437 float Supernova_last_glare = 0.0f;
1438 void game_sunspot_process(float frametime)
1439 {
1440         int n_lights, idx;
1441         int sn_stage;
1442         float Sun_spot_goal = 0.0f;
1443
1444         // supernova
1445         sn_stage = supernova_active();
1446         if(sn_stage){           
1447                 // sunspot differently based on supernova stage
1448                 switch(sn_stage){
1449                 // approaching. player still in control
1450                 case 1:                 
1451                         float pct;
1452                         pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1453
1454                         vector light_dir;                               
1455                         light_get_global_dir(&light_dir, 0);
1456                         float dot;
1457                         dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1458                         
1459                         if(dot >= 0.0f){
1460                                 // scale it some more
1461                                 dot = dot * (0.5f + (pct * 0.5f));
1462                                 dot += 0.05f;                                   
1463
1464                                 Sun_spot_goal += (dot * sn_glare_scale);
1465                         }
1466
1467                         // draw the sun glow
1468                         if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) )    {
1469                                 // draw the glow for this sun
1470                                 stars_draw_sun_glow(0); 
1471                         }
1472
1473                         Supernova_last_glare = Sun_spot_goal;
1474                         break;
1475
1476                 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1477                 case 2:                                         
1478                 case 3:
1479                         Sun_spot_goal = 0.9f;
1480                         Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1481
1482                         if(Sun_spot_goal > 1.0f){
1483                                 Sun_spot_goal = 1.0f;
1484                         }
1485
1486                         Sun_spot_goal *= sn_glare_scale;
1487                         Supernova_last_glare = Sun_spot_goal;
1488                         break;          
1489
1490                 // fade to white. display dead popup
1491                 case 4:
1492                 case 5:
1493                         Supernova_last_glare += (2.0f * flFrametime);
1494                         if(Supernova_last_glare > 2.0f){
1495                                 Supernova_last_glare = 2.0f;
1496                         }
1497
1498                         Sun_spot_goal = Supernova_last_glare;
1499                         break;
1500                 }
1501         
1502                 Sun_drew = 0;                           
1503         } else {
1504                 if ( Sun_drew ) {
1505                         // check sunspots for all suns
1506                         n_lights = light_get_global_count();
1507
1508                         // check
1509                         for(idx=0; idx<n_lights; idx++){
1510                                 //(vector *eye_pos, matrix *eye_orient)
1511                                 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) )  {
1512
1513                                         vector light_dir;                               
1514                                         light_get_global_dir(&light_dir, idx);
1515
1516                                         float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1517
1518                                         Sun_spot_goal += (float)pow(dot,85.0f);
1519
1520                                         // draw the glow for this sun
1521                                         stars_draw_sun_glow(idx);                               
1522                                 } else {
1523                                         Sun_spot_goal = 0.0f;
1524                                 }
1525                         }
1526
1527                         Sun_drew = 0;
1528                 } else {
1529                         Sun_spot_goal = 0.0f;
1530                 }
1531         }
1532
1533         float dec_amount = frametime*SUN_DIMINISH_RATE;
1534
1535         if ( Sun_spot < Sun_spot_goal ) {
1536                 Sun_spot += dec_amount;
1537                 if ( Sun_spot > Sun_spot_goal ) {
1538                         Sun_spot = Sun_spot_goal;
1539                 }
1540         } else if ( Sun_spot > Sun_spot_goal )  {
1541                 Sun_spot -= dec_amount;
1542                 if ( Sun_spot < Sun_spot_goal ) {
1543                         Sun_spot = Sun_spot_goal;
1544                 }
1545         }
1546 }
1547
1548
1549 // Call once a frame to diminish the
1550 // flash effect to 0.
1551 void game_flash_diminish(float frametime)
1552 {
1553         float dec_amount = frametime*DIMINISH_RATE;
1554
1555         if ( Game_flash_red > 0.0f ) {
1556                 Game_flash_red -= dec_amount;           
1557                 if ( Game_flash_red < 0.0f )
1558                         Game_flash_red = 0.0f;
1559         } else {
1560                 Game_flash_red += dec_amount;           
1561                 if ( Game_flash_red > 0.0f )
1562                         Game_flash_red = 0.0f;
1563         } 
1564
1565         if ( Game_flash_green > 0.0f ) {
1566                 Game_flash_green -= dec_amount;         
1567                 if ( Game_flash_green < 0.0f )
1568                         Game_flash_green = 0.0f;
1569         } else {
1570                 Game_flash_green += dec_amount;         
1571                 if ( Game_flash_green > 0.0f )
1572                         Game_flash_green = 0.0f;
1573         } 
1574
1575         if ( Game_flash_blue > 0.0f ) {
1576                 Game_flash_blue -= dec_amount;          
1577                 if ( Game_flash_blue < 0.0f )
1578                         Game_flash_blue = 0.0f;
1579         } else {
1580                 Game_flash_blue += dec_amount;          
1581                 if ( Game_flash_blue > 0.0f )
1582                         Game_flash_blue = 0.0f;
1583         } 
1584
1585         // update big_explosion_cur_flash
1586 #define TIME_UP         1500
1587 #define TIME_DOWN       2500
1588         int duration = TIME_UP + TIME_DOWN;
1589         int time = timestamp_until(Big_expl_flash.flash_start);
1590         if (time > -duration) {
1591                 time = -time;
1592                 if (time < TIME_UP) {
1593                         Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1594                 } else {
1595                         time -= TIME_UP;
1596                         Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1597                 }
1598         }
1599         
1600         if ( Use_palette_flash )        {
1601                 int r,g,b;
1602 //              static int or=0, og=0, ob=0;
1603
1604                 // Change the 200 to change the color range of colors.
1605                 r = fl2i( Game_flash_red*128.0f );  
1606                 g = fl2i( Game_flash_green*128.0f );   
1607                 b = fl2i( Game_flash_blue*128.0f );  
1608
1609                 if ( Sun_spot > 0.0f )  {
1610                         r += fl2i(Sun_spot*128.0f);
1611                         g += fl2i(Sun_spot*128.0f);
1612                         b += fl2i(Sun_spot*128.0f);
1613                 }
1614
1615                 if ( Big_expl_flash.cur_flash_intensity  > 0.0f ) {
1616                         r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1617                         g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1618                         b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1619                 }
1620
1621                 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1622                 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1623                 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1624
1625                 if ( (r!=0) || (g!=0) || (b!=0) ) {
1626                         gr_flash( r, g, b );
1627
1628                         //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1629
1630 //                      or = r;
1631 //                      og = g;
1632 //                      ob = b;
1633                 }
1634         }
1635         
1636 }
1637
1638
1639 void game_level_close()
1640 {
1641         // De-Initialize the game subsystems
1642         event_music_level_close();
1643         game_stop_looped_sounds();
1644         snd_stop_all();
1645         obj_snd_level_close();                                  // uninit object-linked persistant sounds
1646         gamesnd_unload_gameplay_sounds();       // unload gameplay sounds from memory
1647         anim_level_close();                                             // stop and clean up any anim instances
1648         message_mission_shutdown();                             // called after anim_level_close() to make sure anim instances are free
1649         shockwave_level_close();
1650         fireball_level_close(); 
1651         shield_hit_close();
1652         mission_event_shutdown();
1653         asteroid_level_close();
1654         flak_level_close();                                             // unload flak stuff
1655         neb2_level_close();                                             // shutdown gaseous nebula stuff
1656         ct_level_close();
1657         beam_level_close();
1658         mflash_level_close();
1659         mission_brief_common_reset();                   // close out parsed briefing/mission stuff
1660
1661         audiostream_unpause_all();
1662         Game_paused = 0;
1663 }
1664
1665
1666 // intializes game stuff and loads the mission.  Returns 0 on failure, 1 on success
1667 // input: seed =>       DEFAULT PARAMETER (value -1).  Only set by demo playback code.
1668 void game_level_init(int seed)
1669 {
1670         // seed the random number generator
1671         if ( seed == -1 ) {
1672                 // if no seed was passed, seed the generator either from the time value, or from the
1673                 // netgame security flags -- ensures that all players in multiplayer game will have the
1674                 // same randon number sequence (with static rand functions)
1675                 if ( Game_mode & GM_NORMAL ) {
1676                         Game_level_seed = (int)time(NULL);
1677                 } else {
1678                         Game_level_seed = Netgame.security;
1679                 }
1680         } else {
1681                 // mwa 9/17/98 -- maybe this assert isn't needed????
1682                 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1683                 Game_level_seed = seed;
1684         }
1685         srand( Game_level_seed );
1686
1687         // semirand function needs to get re-initted every time in multiplayer
1688         if ( Game_mode & GM_MULTIPLAYER ){
1689                 init_semirand();
1690         }
1691
1692         Framecount = 0;
1693
1694         Key_normal_game = (Game_mode & GM_NORMAL);
1695         Cheats_enabled = 0;
1696
1697         Game_shudder_time = -1;
1698
1699         // Initialize the game subsystems
1700 //      timestamp_reset();                      // Must be inited before everything else
1701         if(!Is_standalone){
1702                 game_reset_time();                      // resets time, and resets saved time too
1703         }
1704         obj_init();                                             // Must be inited before the other systems
1705         model_free_all();                               // Free all existing models
1706         mission_brief_common_init();            // Free all existing briefing/debriefing text
1707         weapon_level_init();
1708         ai_level_init();                                //      Call this before ship_init() because it reads ai.tbl.
1709         ship_level_init();
1710         player_level_init();    
1711         shipfx_flash_init();                    // Init the ship gun flash system.
1712         game_flash_reset();                     // Reset the flash effect
1713         particle_init();                                // Reset the particle system
1714         fireball_init();
1715         debris_init();
1716         cmeasure_init();
1717         shield_hit_init();                              //      Initialize system for showing shield hits
1718         radar_mission_init();
1719         mission_init_goals();
1720         mission_log_init();
1721         messages_init();
1722         obj_snd_level_init();                                   // init object-linked persistant sounds
1723         anim_level_init();
1724         shockwave_level_init();
1725         afterburner_level_init();
1726         scoring_level_init( &Player->stats );
1727         key_level_init();
1728         asteroid_level_init();
1729         control_config_clear_used_status();
1730         collide_ship_ship_sounds_init();
1731         Missiontime = 0;
1732         Pre_player_entry = 1;                   //      Means the player has not yet entered.
1733         Entry_delay_time = 0;                   //      Could get overwritten in mission read.
1734         fireball_preload();                             //      page in warphole bitmaps
1735         observer_init();
1736         flak_level_init();                              // initialize flak - bitmaps, etc
1737         ct_level_init();                                        // initialize ships contrails, etc
1738         awacs_level_init();                             // initialize AWACS
1739         beam_level_init();                              // initialize beam weapons
1740         mflash_level_init();
1741         ssm_level_init();       
1742         supernova_level_init();
1743
1744         // multiplayer dogfight hack
1745         dogfight_blown = 0;
1746
1747         shipfx_engine_wash_level_init();
1748
1749         nebl_level_init();
1750
1751         Last_view_target = NULL;
1752         Game_paused = 0;
1753
1754         Game_no_clear = 0;
1755
1756         // campaign wasn't ended
1757         Campaign_ended_in_mission = 0;
1758 }
1759
1760 // called when a mission is over -- does server specific stuff.
1761 void freespace_stop_mission()
1762 {       
1763         game_level_close();
1764         Game_mode &= ~GM_IN_MISSION;
1765 }
1766
1767 // called at frame interval to process networking stuff
1768 void game_do_networking()
1769 {
1770         SDL_assert( Net_player != NULL );
1771         if (!(Game_mode & GM_MULTIPLAYER)){
1772                 return;
1773         }
1774
1775         // see if this player should be reading/writing data.  Bit is set when at join
1776         // screen onward until quits back to main menu.
1777         if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1778                 return;
1779         }
1780
1781         if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1782                 multi_do_frame();
1783         } else {
1784                 multi_pause_do_frame();
1785         }       
1786 }
1787
1788
1789 // Loads the best palette for this level, based
1790 // on nebula color and hud color.  You could just call palette_load_table with
1791 // the appropriate filename, but who wants to do that.
1792 void game_load_palette()
1793 {
1794         char palette_filename[1024];
1795
1796         // We only use 3 hud colors right now
1797 #ifdef MAKE_FS1
1798         SDL_assert( HUD_config.main_color >= 0 );
1799         SDL_assert( HUD_config.main_color <= 2 );
1800 #endif
1801
1802         SDL_assert( Mission_palette >= 0 );
1803         SDL_assert( Mission_palette <= 98 );
1804
1805 #ifdef MAKE_FS1
1806         if ( The_mission.flags & MISSION_FLAG_SUBSPACE )        {
1807                 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), sizeof(palette_filename) );
1808         } else {
1809                 SDL_snprintf( palette_filename, sizeof(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1810         }
1811
1812         mprintf(( "Loading palette %s\n", palette_filename ));
1813
1814         palette_load_table(palette_filename);
1815 #else
1816         SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), sizeof(palette_filename) );
1817
1818         mprintf(( "Loading palette %s\n", palette_filename ));
1819 #endif
1820 }
1821
1822 void game_post_level_init()
1823 {
1824         // Stuff which gets called after mission is loaded.  Because player isn't created until
1825         // after mission loads, some things must get initted after the level loads
1826
1827         model_level_post_init();
1828
1829         HUD_init();
1830         hud_setup_escort_list();
1831         mission_hotkey_set_defaults();  // set up the default hotkeys (from mission file)
1832
1833         stars_level_init();     
1834         neb2_level_init();              
1835
1836 #ifndef NDEBUG
1837         game_event_debug_init();
1838 #endif
1839
1840         training_mission_init();
1841         asteroid_create_all();
1842         
1843         game_framerate_check_init();
1844 }
1845
1846
1847 // An estimate as to how high the count passed to game_loading_callback will go.
1848 // This is just a guess, it seems to always be about the same.   The count is
1849 // proportional to the code being executed, not the time, so this works good
1850 // for a bar, assuming the code does about the same thing each time you
1851 // load a level.   You can find this value by looking at the return value
1852 // of game_busy_callback(NULL), which I conveniently print out to the
1853 // debug output window with the '=== ENDING LOAD ==' stuff.   
1854 //#define COUNT_ESTIMATE 3706
1855 #define COUNT_ESTIMATE 1111
1856
1857 int Game_loading_callback_inited = 0;
1858
1859 int Game_loading_background = -1;
1860 anim * Game_loading_ani = NULL;
1861 anim_instance   *Game_loading_ani_instance;
1862 int Game_loading_frame=-1;
1863
1864 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1865         {
1866 #if defined(FS1_DEMO)
1867                 133, 337
1868 #elif defined(MAKE_FS1)
1869                 118, 316
1870 #else
1871                 63, 316  // GR_640
1872 #endif
1873         },
1874         {
1875                 101, 505        // GR_1024
1876         }
1877 };
1878
1879 // This gets called 10x per second and count is the number of times 
1880 // game_busy() has been called since the current callback function
1881 // was set.
1882 void game_loading_callback(int count)
1883 {       
1884         game_do_networking();
1885
1886         SDL_assert( Game_loading_callback_inited==1 );
1887         SDL_assert( Game_loading_ani != NULL );
1888
1889         int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1890         if ( framenum > Game_loading_ani->total_frames-1 )      {
1891                 framenum = Game_loading_ani->total_frames-1;
1892         } else if ( framenum < 0 )      {
1893                 framenum = 0;
1894         }
1895
1896         int cbitmap = -1;
1897         while ( Game_loading_frame < framenum ) {
1898                 Game_loading_frame++;
1899                 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1900         }
1901
1902
1903         if ( cbitmap > -1 )     {
1904                 if ( Game_loading_background > -1 )     {
1905                         gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1906                         gr_bitmap(0,0);
1907                 }
1908
1909                 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame ,  Game_loading_ani->total_frames, cbitmap ));
1910                 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1911                 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1912
1913                 bm_release(cbitmap);
1914         
1915                 gr_flip();
1916         }
1917 }
1918
1919 void game_loading_callback_init()
1920 {
1921         SDL_assert( Game_loading_callback_inited==0 );
1922
1923         Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1924 #ifdef MAKE_FS1
1925         common_set_interface_palette("InterfacePalette");  // set the interface palette
1926 #endif
1927
1928
1929         Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1930         SDL_assert( Game_loading_ani != NULL );
1931         Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1932         SDL_assert( Game_loading_ani_instance != NULL );
1933         Game_loading_frame = -1;
1934
1935         Game_loading_callback_inited = 1;
1936         Mouse_hidden = 1;
1937         game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 ); 
1938
1939
1940 }
1941
1942 void game_loading_callback_close()
1943 {
1944         SDL_assert( Game_loading_callback_inited==1 );
1945
1946         // Make sure bar shows all the way over.
1947         game_loading_callback(COUNT_ESTIMATE);
1948         
1949         int real_count = game_busy_callback( NULL );
1950         Mouse_hidden = 0;
1951
1952         Game_loading_callback_inited = 0;
1953         
1954 #ifndef NDEBUG
1955         mprintf(( "=================== ENDING LOAD ================\n" ));
1956         mprintf(( "Real count = %d,  Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1957         mprintf(( "================================================\n" ));
1958 #else
1959         // to remove warnings in release build
1960         real_count = 0;
1961 #endif
1962
1963         free_anim_instance(Game_loading_ani_instance);
1964         Game_loading_ani_instance = NULL;
1965         anim_free(Game_loading_ani);
1966         Game_loading_ani = NULL;
1967
1968         bm_release( Game_loading_background );
1969         common_free_interface_palette();                // restore game palette
1970         Game_loading_background = -1;
1971
1972         gr_set_font( FONT1 );
1973 }
1974
1975 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1976 //
1977 void game_maybe_update_sound_environment()
1978 {
1979         // do nothing for now
1980 }
1981
1982 // Assign the sound environment for the game, based on the current mission
1983 //
1984 void game_assign_sound_environment()
1985 {
1986         /*
1987         if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1988                 Game_sound_env.id = SND_ENV_DRUGGED;
1989                 Game_sound_env.volume = 0.800f;
1990                 Game_sound_env.damping = 1.188f;
1991                 Game_sound_env.decay = 6.392f;
1992 #ifndef FS2_DEMO
1993         } else if (Num_asteroids > 30) {
1994                 Game_sound_env.id = SND_ENV_AUDITORIUM;
1995                 Game_sound_env.volume = 0.603f;
1996                 Game_sound_env.damping = 0.5f;
1997                 Game_sound_env.decay = 4.279f;
1998 #endif
1999         } else {
2000                 Game_sound_env = Game_default_sound_env;
2001         }
2002         */
2003
2004         Game_sound_env = Game_default_sound_env;
2005         Game_sound_env_update_timestamp = timestamp(1);
2006 }
2007
2008 // function which gets called before actually entering the mission.  It is broken down into a funciton
2009 // since it will get called in one place from a single player game and from another place for
2010 // a multiplayer game
2011 void freespace_mission_load_stuff()
2012 {
2013         // called if we're not on a freespace dedicated (non rendering, no pilot) server
2014         // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2015         if(!(Game_mode & GM_STANDALONE_SERVER)){        
2016         
2017                 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2018
2019                 game_loading_callback_init();
2020                 
2021                 event_music_level_init();       // preloads the first 2 seconds for each event music track
2022                 game_busy();
2023
2024                 gamesnd_unload_interface_sounds();              // unload interface sounds from memory
2025                 game_busy();
2026
2027                 gamesnd_preload_common_sounds();                        // load in sounds that are expected to play
2028                 game_busy();
2029
2030                 ship_assign_sound_all();        // assign engine sounds to ships
2031                 game_assign_sound_environment();         // assign the sound environment for this mission
2032                 game_busy();
2033
2034                 // call function in missionparse.cpp to fixup player/ai stuff.
2035                 mission_parse_fixup_players();
2036                 game_busy();
2037
2038                 // Load in all the bitmaps for this level
2039                 level_page_in();
2040
2041                 game_busy();
2042
2043                 game_loading_callback_close();  
2044         } 
2045         // the only thing we need to call on the standalone for now.
2046         else {
2047                 // call function in missionparse.cpp to fixup player/ai stuff.
2048                 mission_parse_fixup_players();
2049
2050                 // Load in all the bitmaps for this level
2051                 level_page_in();
2052         }
2053 }
2054
2055 time_t load_gl_init;
2056 time_t load_mission_load;
2057 time_t load_post_level_init;
2058 time_t load_mission_stuff;
2059
2060 // tells the server to load the mission and initialize structures
2061 int game_start_mission()
2062 {       
2063         mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2064         
2065         load_gl_init = time(NULL);
2066         game_level_init();
2067         load_gl_init = time(NULL) - load_gl_init;
2068         
2069         if (Game_mode & GM_MULTIPLAYER) {
2070                 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2071
2072                 // clear multiplayer stats
2073                 init_multiplayer_stats();
2074         }
2075
2076         load_mission_load = time(NULL);
2077         if (mission_load()) {
2078                 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2079                         popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2080                         gameseq_post_event(GS_EVENT_MAIN_MENU);
2081                 } else {
2082                         multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2083                 }
2084
2085                 return 0;
2086         }
2087         load_mission_load = time(NULL) - load_mission_load;
2088
2089         // If this is a red alert mission in campaign mode, bash wingman status
2090         if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2091                 red_alert_bash_wingman_status();
2092         }
2093
2094         // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2095         if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2096                 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2097 #ifdef MAKE_FS1
2098                 game_load_palette();
2099 #endif
2100         }
2101
2102         load_post_level_init = time(NULL);
2103         game_post_level_init();
2104         load_post_level_init = time(NULL) - load_post_level_init;
2105
2106         #ifndef NDEBUG
2107         {
2108                 void Do_model_timings_test();
2109                 Do_model_timings_test();        
2110         }
2111         #endif
2112
2113         load_mission_stuff = time(NULL);
2114         freespace_mission_load_stuff();
2115         load_mission_stuff = time(NULL) - load_mission_stuff;
2116
2117         return 1;
2118 }
2119
2120 int Interface_framerate = 0;
2121 #ifndef NDEBUG
2122
2123 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2124 DCF_BOOL( show_framerate, Show_framerate )
2125 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2126 DCF_BOOL( show_target_weapons, Show_target_weapons )
2127 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2128 DCF_BOOL( sound, Sound_enabled )
2129 DCF_BOOL( zbuffer, game_zbuffer )
2130 DCF_BOOL( shield_system, New_shield_system )
2131 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2132 DCF_BOOL( player_attacking, Player_attacking_enabled )
2133 DCF_BOOL( show_waypoints, Show_waypoints )
2134 DCF_BOOL( show_area_effect, Show_area_effect )
2135 DCF_BOOL( show_net_stats, Show_net_stats )
2136 DCF_BOOL( log, Log_debug_output_to_file )
2137 DCF_BOOL( training_msg_method, Training_msg_method )
2138 DCF_BOOL( show_player_pos, Show_player_pos )
2139 DCF_BOOL(i_framerate, Interface_framerate )
2140
2141 DCF(show_mem,"Toggles showing mem usage")
2142 {
2143         if ( Dc_command )       {       
2144                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2145                 if ( Dc_arg_type & ARG_TRUE )   Show_mem = 1;   
2146                 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;       
2147                 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;       
2148
2149                 if ( Show_mem ) {
2150                         Show_cpu = 0;
2151                 }
2152         }       
2153         if ( Dc_help )  dc_printf( "Usage: Show_mem\nSets show_mem to true or false.  If nothing passed, then toggles it.\n" ); 
2154         if ( Dc_status )        {
2155                 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );     
2156                 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );     
2157         }
2158 }
2159
2160 DCF(show_cpu,"Toggles showing cpu usage")
2161 {
2162         if ( Dc_command )       {       
2163                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2164                 if ( Dc_arg_type & ARG_TRUE )   Show_cpu = 1;   
2165                 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;       
2166                 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;       
2167
2168                 if ( Show_cpu ) {
2169                         Show_mem = 0;
2170                 }
2171         }       
2172         if ( Dc_help )  dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false.  If nothing passed, then toggles it.\n" ); 
2173         if ( Dc_status )        {
2174                 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );     
2175                 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );     
2176
2177         }
2178 }
2179
2180 #else
2181
2182         // AL 4-8-98: always allow players to display their framerate
2183
2184         #ifdef FS2_DEMO
2185                 DCF_BOOL( show_framerate, Show_framerate )
2186         #endif
2187
2188 #endif  // NDEBUG
2189
2190                         int Game_init_seed;
2191
2192 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2193 {
2194         if ( Dc_command )       {       
2195                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2196                 if ( Dc_arg_type & ARG_TRUE )   Use_joy_mouse = 1;      
2197                 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;  
2198                 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;  
2199         }       
2200         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" );        
2201         if ( Dc_status )        dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );   
2202
2203         os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2204 }
2205
2206 DCF(palette_flash,"Toggles palette flash effect on/off")
2207 {
2208         if ( Dc_command )       {       
2209                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2210                 if ( Dc_arg_type & ARG_TRUE )   Use_palette_flash = 1;  
2211                 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;      
2212                 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;      
2213         }       
2214         if ( Dc_help )  dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false.  If nothing passed, then toggles it.\n" );        
2215         if ( Dc_status )        dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );       
2216 }
2217
2218 int Use_low_mem = 0;
2219
2220 DCF(low_mem,"Uses low memory settings regardless of RAM")
2221 {
2222         if ( Dc_command )       {       
2223                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2224                 if ( Dc_arg_type & ARG_TRUE )   Use_low_mem = 1;        
2225                 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;    
2226                 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;    
2227         }       
2228         if ( Dc_help )  dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false.  If nothing passed, then toggles it.\n" );    
2229         if ( Dc_status )        dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );   
2230
2231         os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2232 }
2233
2234
2235 #ifndef NDEBUG
2236
2237 DCF(force_fullscreen, "Forces game to startup in fullscreen mode")
2238 {
2239         if ( Dc_command )       {       
2240                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2241                 if ( Dc_arg_type & ARG_TRUE )   Use_fullscreen_at_startup = 1;  
2242                 else if ( Dc_arg_type & ARG_FALSE ) Use_fullscreen_at_startup = 0;      
2243                 else if ( Dc_arg_type & ARG_NONE ) Use_fullscreen_at_startup ^= 1;      
2244         }       
2245         if ( Dc_help )  dc_printf( "Usage: force_fullscreen [bool]\nSets force_fullscreen to true or false.  If nothing passed, then toggles it.\n" );  
2246         if ( Dc_status )        dc_printf( "force_fullscreen is %s\n", (Use_fullscreen_at_startup?"TRUE":"FALSE") );    
2247         os_config_write_uint( NULL, NOX("ForceFullscreen"), Use_fullscreen_at_startup );
2248 }
2249 #endif
2250
2251 int     Framerate_delay = 0;
2252
2253 float Freespace_gamma = 1.0f;
2254
2255 DCF(gamma,"Sets Gamma factor")
2256 {
2257         if ( Dc_command )       {
2258                 dc_get_arg(ARG_FLOAT|ARG_NONE);
2259                 if ( Dc_arg_type & ARG_FLOAT )  {
2260                         Freespace_gamma = Dc_arg_float;
2261                 } else {
2262                         dc_printf( "Gamma reset to 1.0f\n" );
2263                         Freespace_gamma = 1.0f;
2264                 }
2265                 if ( Freespace_gamma < 0.1f )   {
2266                         Freespace_gamma = 0.1f;
2267                 } else if ( Freespace_gamma > 5.0f )    {
2268                         Freespace_gamma = 5.0f;
2269                 }
2270                 gr_set_gamma(Freespace_gamma);
2271
2272                 char tmp_gamma_string[32];
2273                 SDL_snprintf( tmp_gamma_string, sizeof(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2274                 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2275         }
2276
2277         if ( Dc_help )  {
2278                 dc_printf( "Usage: gamma <float>\n" );
2279                 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2280                 Dc_status = 0;  // don't print status if help is printed.  Too messy.
2281         }
2282
2283         if ( Dc_status )        {
2284                 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2285         }
2286 }
2287
2288 void game_init()
2289 {
2290         const char *ptr;
2291
2292         Game_current_mission_filename[0] = 0;
2293
2294         // seed the random number generator
2295         Game_init_seed = (int)time(NULL);
2296         srand( Game_init_seed );
2297
2298         Framerate_delay = 0;
2299
2300         #ifndef NDEBUG
2301         load_filter_info();
2302         #endif
2303
2304         extern void bm_init();
2305         bm_init();
2306
2307         // encrypt stuff
2308         encrypt_init();
2309
2310         // Initialize the timer before the os
2311         timer_init();
2312
2313         int s1, e1;
2314         // int s2, e2;
2315
2316         //Initialize the libraries
2317         s1 = timer_get_milliseconds();
2318         if ( cfile_init() ) {                   // initialize before calling any cfopen stuff!!!
2319                 exit(1);
2320         }               
2321         e1 = timer_get_milliseconds();
2322
2323         // time a bunch of cfopens      
2324         /*
2325         s2 = timer_get_milliseconds();  
2326         CFILE *whee;
2327         for(int idx=0; idx<10000; idx++){
2328                 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2329                 if(whee != NULL){
2330                         cfclose(whee);
2331                 }
2332                 whee = NULL;
2333                 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2334         }
2335         e2 = timer_get_milliseconds();  
2336         */
2337
2338         if (Is_standalone) {
2339                 std_init_standalone();
2340         } else {                
2341                 os_init( Osreg_class_name, Osreg_app_name );
2342                 os_set_title(Osreg_title);
2343         }
2344
2345         // initialize localization module. Make sure this is down AFTER initialzing OS.
2346 //      int t1 = timer_get_milliseconds();
2347         lcl_init( detect_lang() );
2348         lcl_xstr_init();
2349 //      mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2350
2351         // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2352         verify_ships_tbl();
2353
2354         // verify that he has a valid weapons.tbl
2355         verify_weapons_tbl();
2356
2357         // Output version numbers to registry for auto patching purposes
2358         os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2359         os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2360         os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2361
2362         Use_joy_mouse = 0;              //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2363         //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2364         Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2365
2366 #ifndef NDEBUG
2367         Use_fullscreen_at_startup = os_config_read_uint( NULL, NOX("ForceFullscreen"), 1 );
2368 #endif
2369
2370         // show the FPS counter if the config file says so
2371         Show_framerate = os_config_read_uint( NULL, NOX("ShowFPS"), Show_framerate );
2372
2373 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2374         Asteroids_enabled = 1;          
2375 #endif
2376
2377 /////////////////////////////
2378 // SOUND INIT START
2379 /////////////////////////////
2380
2381         int use_eax = 0;
2382
2383         ptr = os_config_read_string(NULL, NOX("Soundcard"), NULL);
2384         mprintf(("soundcard = %s\n", ptr ? ptr : "<nothing>"));
2385         if (ptr) {
2386                 if (!SDL_strcasecmp(ptr, NOX("no sound"))) {
2387                         Cmdline_freespace_no_sound = 1;
2388                 } else if ( !SDL_strcasecmp(ptr, NOX("EAX")) || !SDL_strcasecmp(ptr, NOX("Aureal A3D")) ) {
2389                         use_eax = 1;
2390                 }
2391         }
2392
2393         if (!Is_standalone) {
2394                 snd_init(use_eax);
2395         }
2396 /////////////////////////////
2397 // SOUND INIT END
2398 /////////////////////////////
2399         
2400         ptr = os_config_read_string(NULL, NOX("Videocard"), NULL);
2401         if (ptr == NULL) {
2402                 STUB_FUNCTION;  
2403                 exit(1);
2404         }
2405
2406         // check for hi res pack file 
2407         int has_sparky_hi = 0;
2408
2409         // check if sparky_hi exists -- access mode 0 means does file exist
2410 #ifndef MAKE_FS1 // shoudn't have it so don't check
2411         char sparky_path[MAX_PATH_LEN];
2412         SDL_snprintf(sparky_path, sizeof(sparky_path), "%s%s%s", Cfile_root_dir, DIR_SEPARATOR_STR, "sparky_hi_fs2.vp");
2413
2414         if ( access(sparky_path, 0) == 0 ) {
2415                 has_sparky_hi = 1;
2416         } else {
2417                 mprintf(("No sparky_hi_fs2.vp in directory %s\n", Cfile_root_dir));
2418         }
2419 #endif
2420
2421         if ( !Is_standalone && ptr && strstr(ptr, NOX("OpenGL")) ) {
2422                 if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){
2423                         gr_init(GR_1024, GR_OPENGL);
2424                 } else {
2425                         gr_init(GR_640, GR_OPENGL);
2426                 }
2427         } else {
2428                 STUB_FUNCTION;
2429                 Int3();
2430                 //gr_init(GR_640, GR_OPENGL);
2431         }
2432
2433         // Set the gamma
2434         ptr = os_config_read_string(NULL,NOX("Gamma"),NOX("1.80"));
2435         Freespace_gamma = (float)atof(ptr);
2436         if ( Freespace_gamma == 0.0f ) {
2437                 Freespace_gamma = 1.80f; 
2438         } else if ( Freespace_gamma < 0.1f ) {
2439                 Freespace_gamma = 0.1f;
2440         } else if ( Freespace_gamma > 5.0f ) {
2441                 Freespace_gamma = 5.0f;
2442         }
2443         char tmp_gamma_string[32];
2444         SDL_snprintf( tmp_gamma_string, sizeof(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2445         os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2446
2447         gr_set_gamma(Freespace_gamma);
2448
2449 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
2450         // add title screen
2451         if(!Is_standalone){
2452                 display_title_screen();
2453         }
2454 #endif
2455         
2456         // attempt to load up master tracker registry info (login and password)
2457         Multi_tracker_id = -1;          
2458
2459         // pxo login and password
2460         ptr = os_config_read_string(NOX("PXO"),NOX("Login"),NULL);
2461         if(ptr == NULL){
2462                 nprintf(("Network","Error reading in PXO login data\n"));
2463                 SDL_strlcpy(Multi_tracker_login, "", sizeof(Multi_tracker_login));
2464         } else {                
2465                 SDL_strlcpy(Multi_tracker_login, ptr, sizeof(Multi_tracker_login));
2466         }
2467         ptr = os_config_read_string(NOX("PXO"),NOX("Password"),NULL);
2468         if(ptr == NULL){                
2469                 nprintf(("Network","Error reading PXO password\n"));
2470                 SDL_strlcpy(Multi_tracker_passwd, "", sizeof(Multi_tracker_passwd));
2471         } else {                
2472                 SDL_strlcpy(Multi_tracker_passwd, ptr, sizeof(Multi_tracker_passwd));
2473         }       
2474
2475         // pxo squad name and password
2476         ptr = os_config_read_string(NOX("PXO"),NOX("SquadName"),NULL);
2477         if(ptr == NULL){
2478                 nprintf(("Network","Error reading in PXO squad name\n"));
2479                 SDL_strlcpy(Multi_tracker_squad_name, "", sizeof(Multi_tracker_squad_name));
2480         } else {                
2481                 SDL_strlcpy(Multi_tracker_squad_name, ptr, sizeof(Multi_tracker_squad_name));
2482         }
2483
2484         // If less than 48MB of RAM, use low memory model.
2485         if ( (Freespace_total_ram < 48) || Use_low_mem )        {
2486                 mprintf(( "Using normal memory settings...\n" ));
2487                 bm_set_low_mem(1);              // Use every other frame of bitmaps
2488         } else {
2489                 mprintf(( "Using high memory settings...\n" ));
2490                 bm_set_low_mem(0);              // Use all frames of bitmaps
2491         }
2492
2493         // load non-darkening pixel defs
2494         palman_load_pixels();
2495
2496         // hud shield icon stuff
2497         hud_shield_game_init();
2498
2499         control_config_common_init();                           // sets up localization stuff in the control config
2500         parse_rank_tbl();
2501         parse_medal_tbl();
2502         cutscene_init();
2503         key_init();
2504         mouse_init();
2505         gamesnd_parse_soundstbl();
2506         radar_init();
2507         gameseq_init();
2508         multi_init();   
2509
2510         // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2511         if(!Is_standalone){
2512                 joy_init();
2513         }
2514
2515         player_controls_init();
2516         model_init();   
2517
2518         //if(!Is_standalone){
2519                 event_music_init();
2520         //}     
2521
2522         obj_init();     
2523         mflash_game_init();     
2524         weapon_init();  
2525         ai_init();              
2526         ship_init();                                            // read in ships.tbl    
2527         player_init();  
2528         mission_campaign_init();                // load in the default campaign 
2529         anim_init();
2530 //      navmap_init();                                          // init the navigation map system
2531         context_help_init();                    
2532         techroom_intel_init();                  // parse species.tbl, load intel info   
2533         // initialize psnet
2534         psnet_init( Multi_options_g.protocol, Multi_options_g.port );                                           // initialize the networking code               
2535         init_animating_pointer();       
2536         asteroid_init();
2537         mission_brief_common_init();    // Mark all the briefing structures as empty.           
2538         gr_font_init();                                 // loads up all fonts           
2539
2540         neb2_init();                                            // fullneb stuff
2541         nebl_init();
2542         stars_init();
2543         ssm_init();     
2544         player_tips_init();                             // helpful tips
2545         beam_init();
2546         
2547         // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2548         pilot_load_pic_list();  
2549         pilot_load_squad_pic_list();
2550
2551         load_animating_pointer(NOX("cursor"), 0, 0);    
2552
2553         // initialize alpha colors
2554         alpha_colors_init();    
2555
2556         Viewer_mode = 0;
2557 //      Game_music_paused = 0;
2558         Game_paused = 0;
2559
2560 #ifndef PLAT_UNIX
2561         timeBeginPeriod(1);     
2562 #endif
2563
2564         nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2565         nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2566
2567         mprintf(("cfile_init() took %d\n", e1 - s1));
2568         // mprintf(("1000 cfopens() took %d\n", e2 - s2));      
2569 }
2570
2571 char transfer_text[128];
2572
2573 float   Start_time = 0.0f;
2574
2575 float Framerate = 0.0f;
2576
2577 float Timing_total = 0.0f;
2578 float Timing_render2 = 0.0f;
2579 float Timing_render3 = 0.0f;
2580 float Timing_flip = 0.0f;
2581 float Timing_clear = 0.0f;
2582
2583 MONITOR(NumPolysDrawn);
2584 MONITOR(NumPolys);
2585 MONITOR(NumVerts);
2586 MONITOR(BmpUsed);
2587 MONITOR(BmpNew);
2588
2589 void game_get_framerate()
2590 {       
2591         char text[128] = "";
2592
2593         if ( frame_int == -1 )  {
2594                 int i;
2595                 for (i=0; i<FRAME_FILTER; i++ ) {
2596                         frametimes[i] = 0.0f;
2597                 }
2598                 frametotal = 0.0f;
2599                 frame_int = 0;
2600         }
2601         frametotal -= frametimes[frame_int];
2602         frametotal += flFrametime;
2603         frametimes[frame_int] = flFrametime;
2604         frame_int = (frame_int + 1 ) % FRAME_FILTER;
2605
2606         if ( frametotal != 0.0 )        {
2607                 if ( Framecount >= FRAME_FILTER )
2608                         Framerate = FRAME_FILTER / frametotal;
2609                 else
2610                         Framerate = Framecount / frametotal;
2611                 SDL_snprintf( text, sizeof(text), NOX("FPS: %.1f"), Framerate );
2612         } else {
2613                 SDL_snprintf( text, sizeof(text), NOX("FPS: ?") );
2614         }
2615         Framecount++;
2616
2617         if (Show_framerate)     {
2618                 gr_set_color_fast(&HUD_color_debug);
2619                 gr_string( 570, 2, text );
2620         }
2621 }
2622
2623 void game_show_framerate()
2624 {       
2625         float   cur_time;
2626
2627         cur_time = f2fl(timer_get_approx_seconds());
2628         if (cur_time - Start_time > 30.0f) {
2629                 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2630                 Start_time += 1000.0f;
2631         }
2632
2633         //mprintf(( "%s\n", text ));
2634
2635 #ifndef NDEBUG
2636         if ( Debug_dump_frames )
2637                 return;
2638 #endif  
2639
2640         // possibly show control checking info
2641         control_check_indicate();
2642
2643 //      int bitmaps_used_this_frame, bitmaps_new_this_frame;
2644 //      bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2645 //      MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2646 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2647
2648 #ifndef NDEBUG
2649         if ( Show_cpu == 1 ) {
2650                 
2651                 int sx,sy,dy;
2652                 sx = 530;
2653                 sy = 15;
2654                 dy = gr_get_font_height() + 1;
2655
2656                 gr_set_color_fast(&HUD_color_debug);
2657
2658                 {
2659                         extern int Gr_textures_in;
2660                         gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2661                         sy += dy;
2662                 }
2663 //              gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2664 //              sy += dy;
2665                 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2666                 sy += dy;
2667                 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2668                 sy += dy;
2669                 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2670                 sy += dy;
2671                 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2672                 sy += dy;
2673
2674                 {
2675
2676                         extern int Num_pairs;           // Number of object pairs that were checked.
2677                         gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2678                         sy += dy;
2679
2680                         extern int Num_pairs_checked;   // What percent of object pairs were checked.
2681                         gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2682                         sy += dy;
2683                         Num_pairs_checked = 0;
2684
2685                 }
2686
2687                 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2688                 sy += dy;
2689
2690                 if ( Timing_total > 0.01f )     {
2691                         gr_printf(  sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2692                         sy += dy;
2693                         gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2694                         sy += dy;
2695                         gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2696                         sy += dy;
2697                         gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2698                         sy += dy;
2699                         gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2700                 }
2701         }
2702                 
2703         if ( Show_mem  ) {
2704                 
2705                 int sx,sy,dy;
2706                 sx = 530;
2707                 sy = 15;
2708                 dy = gr_get_font_height() + 1;
2709
2710                 gr_set_color_fast(&HUD_color_debug);
2711
2712                 {
2713                         extern int TotalRam;
2714                         gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2715                         sy += dy;
2716                 }       
2717
2718                 {
2719                         extern int Model_ram;
2720                         gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2721                         sy += dy;
2722                 }       
2723
2724                 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2725                 sy += dy;
2726                 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 );             // mem used to store game sound
2727                 sy += dy;
2728
2729                 {
2730                         extern int Gr_textures_in;
2731                         gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2732                 }
2733         }
2734
2735
2736         if ( Show_player_pos ) {
2737                 int sx, sy;
2738                 sx = 320;
2739                 sy = 100;
2740                 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));
2741         }
2742
2743         MONITOR_INC(NumPolys, modelstats_num_polys);
2744         MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2745         MONITOR_INC(NumVerts, modelstats_num_verts );
2746
2747         modelstats_num_polys = 0;
2748         modelstats_num_polys_drawn = 0;
2749         modelstats_num_verts = 0;
2750         modelstats_num_sortnorms = 0;
2751 #endif
2752 }
2753
2754 void game_show_standalone_framerate()
2755 {
2756         float frame_rate=30.0f;
2757         if ( frame_int == -1 )  {
2758                 int i;
2759                 for (i=0; i<FRAME_FILTER; i++ ) {
2760                         frametimes[i] = 0.0f;
2761                 }
2762                 frametotal = 0.0f;
2763                 frame_int = 0;
2764         }
2765         frametotal -= frametimes[frame_int];
2766         frametotal += flFrametime;
2767         frametimes[frame_int] = flFrametime;
2768         frame_int = (frame_int + 1 ) % FRAME_FILTER;
2769
2770         if ( frametotal != 0.0 )        {
2771                 if ( Framecount >= FRAME_FILTER ){
2772                         frame_rate = FRAME_FILTER / frametotal;
2773                 } else {
2774                         frame_rate = Framecount / frametotal;
2775                 }
2776         }
2777         std_set_standalone_fps(frame_rate);
2778         Framecount++;
2779 }
2780
2781 // function to show the time remaining in a mission.  Used only when the end-mission sexpression is used
2782 void game_show_time_left()
2783 {
2784         int diff;
2785
2786         // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2787         // mission should end (in fixed seconds).  There is code in missionparse.cpp which actually handles
2788         // checking how much time is left
2789
2790         if ( Mission_end_time == -1 ){
2791                 return;
2792         }
2793
2794         diff = f2i(Mission_end_time - Missiontime);
2795         // be sure to bash to 0.  diff could be negative on frame that we quit mission
2796         if ( diff < 0 ){
2797                 diff = 0;
2798         }
2799
2800         hud_set_default_color();
2801         gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2802 }
2803
2804 //========================================================================================
2805 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2806 //========================================================================================
2807
2808 #ifndef NDEBUG
2809
2810 DCF(ai_pause,"Pauses ai")
2811 {
2812         if ( Dc_command )       {       
2813                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2814                 if ( Dc_arg_type & ARG_TRUE )   ai_paused = 1;  
2815                 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;      
2816                 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;      
2817
2818                 if (ai_paused)  {       
2819                         obj_init_all_ships_physics();
2820                 }
2821         }       
2822         if ( Dc_help )  dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false.  If nothing passed, then toggles it.\n" );        
2823         if ( Dc_status )        dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );   
2824 }
2825
2826 DCF(single_step,"Single steps the game")
2827 {
2828         if ( Dc_command )       {       
2829                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2830                 if ( Dc_arg_type & ARG_TRUE )   game_single_step = 1;   
2831                 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;       
2832                 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;        
2833
2834                 last_single_step = 0;   // Make so single step waits a frame before stepping
2835
2836         }       
2837         if ( Dc_help )  dc_printf( "Usage: single_step [bool]\nSets single_step to true or false.  If nothing passed, then toggles it.\n" );    
2838         if ( Dc_status )        dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );  
2839 }
2840
2841 DCF_BOOL(physics_pause, physics_paused)
2842 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2843 DCF_BOOL(ai_firing, Ai_firing_enabled )
2844
2845 // Create some simple aliases to these commands...
2846 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2847 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2848 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2849 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2850 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2851 #endif
2852
2853 //========================================================================================
2854 //========================================================================================
2855
2856
2857 void game_training_pause_do()
2858 {
2859         int key;
2860
2861         key = game_check_key();
2862         if (key > 0){
2863                 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2864         }
2865
2866         gr_flip();
2867 }
2868
2869
2870 void game_increase_skill_level()
2871 {
2872         Game_skill_level++;
2873         if (Game_skill_level >= NUM_SKILL_LEVELS){
2874                 Game_skill_level = 0;
2875         }
2876 }
2877
2878 int     Player_died_time;
2879
2880 int View_percent = 100;
2881
2882
2883 DCF(view, "Sets the percent of the 3d view to render.")
2884 {
2885         if ( Dc_command ) {
2886                 dc_get_arg(ARG_INT);
2887                 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2888                         View_percent = Dc_arg_int;
2889                 } else {
2890                         dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2891                         Dc_help = 1;
2892                 }
2893         }
2894
2895         if ( Dc_help ) {
2896                 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2897         }
2898         
2899         if ( Dc_status ) {
2900                 dc_printf("View is set to %d%%\n", View_percent );
2901         }
2902 }
2903
2904
2905 // Set the clip region for the 3d rendering window
2906 void game_set_view_clip()
2907 {
2908         if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2909                 // Set the clip region for the letterbox "dead view"
2910                 int yborder = gr_screen.max_h/4;
2911
2912                 //      Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2913                 // J.S. I've changed my ways!! See the new "no constants" code!!!
2914                 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 ); 
2915         } else {
2916                 // Set the clip region for normal view
2917                 if ( View_percent >= 100 )      {
2918                         gr_reset_clip();
2919                 } else {
2920                         int xborder, yborder;
2921
2922                         if ( View_percent < 5 ) {
2923                                 View_percent = 5;
2924                         }
2925
2926                         float fp = i2fl(View_percent)/100.0f;
2927                         int fi = fl2i(fl_sqrt(fp)*100.0f);
2928                         if ( fi > 100 ) fi=100;
2929                         
2930                         xborder = ( gr_screen.max_w*(100-fi) )/200;
2931                         yborder = ( gr_screen.max_h*(100-fi) )/200;
2932
2933                         gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2934                 }
2935         }
2936 }
2937
2938
2939 void show_debug_stuff()
2940 {
2941         int     i;
2942         int     laser_count = 0, missile_count = 0;
2943
2944         for (i=0; i<MAX_OBJECTS; i++) {
2945                 if (Objects[i].type == OBJ_WEAPON){
2946                         if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2947                                 laser_count++;
2948                         } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2949                                 missile_count++;
2950                         }
2951                 }
2952         }
2953
2954         nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2955 }
2956
2957 extern int Tool_enabled;
2958 int tst = 0;
2959 time_t tst_time = 0;
2960 int tst_big = 0;
2961 vector tst_pos;
2962 int tst_bitmap = -1;
2963 float tst_x, tst_y;
2964 float tst_offset, tst_offset_total;
2965 int tst_mode;
2966 int tst_stamp;
2967 void game_tst_frame_pre()
2968 {
2969         // start tst
2970         if(tst == 3){
2971                 tst = 0;
2972
2973                 // screen position
2974                 vertex v;
2975                 g3_rotate_vertex(&v, &tst_pos);
2976                 g3_project_vertex(&v);  
2977         
2978                 // offscreen
2979                 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2980                         return;
2981                 }       
2982
2983                 // big ship? always tst
2984                 if(tst_big){
2985                         // within 3000 meters
2986                         if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2987                                 tst = 2;                                
2988                         }
2989                 } else {                        
2990                         // within 300 meters
2991                         if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2992                                 tst = 2;                                
2993                         } 
2994                 }                       
2995         }
2996
2997 }
2998 void game_tst_frame()
2999 {
3000         int left = 0;
3001
3002         if(!Tool_enabled){
3003                 return;
3004         }
3005         
3006         // setup tst
3007         if(tst == 2){           
3008                 tst_time = time(NULL);
3009
3010                 // load the tst bitmap          
3011                 switch((int)frand_range(0.0f, 3.0)){
3012                 case 0:                 
3013                         tst_bitmap = bm_load("ig_jim");
3014                         left = 1;
3015                         mprintf(("TST 0\n"));
3016                         break;
3017
3018                 case 1:
3019                         tst_bitmap = bm_load("ig_kan");
3020                         left = 0;
3021                         mprintf(("TST 1\n"));
3022                         break;
3023
3024                 case 2:
3025                         tst_bitmap = bm_load("ig_jim");
3026                         left = 1;
3027                         mprintf(("TST 2\n"));
3028                         break;
3029                         
3030                 default:                        
3031                         tst_bitmap = bm_load("ig_kan");
3032                         left = 0;
3033                         mprintf(("TST 3\n"));
3034                         break;
3035                 }
3036
3037                 if(tst_bitmap < 0){
3038                         tst = 0;
3039                         return;
3040                 }               
3041
3042                 // get the tst bitmap dimensions
3043                 int w, h;
3044                 bm_get_info(tst_bitmap, &w, &h);
3045
3046                 // tst y
3047                 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
3048
3049                 snd_play(&Snds[SND_VASUDAN_BUP]);
3050
3051                 // tst x and direction
3052                 tst_mode = 0;
3053                 if(left){
3054                         tst_x = (float)-w;
3055                         tst_offset_total = (float)w;
3056                         tst_offset = (float)w;
3057                 } else {
3058                         tst_x = (float)gr_screen.max_w;
3059                         tst_offset_total = (float)-w;
3060                         tst_offset = (float)w;
3061                 }
3062
3063                 tst = 1;
3064         }
3065
3066         // run tst
3067         if(tst == 1){
3068                 float diff = (tst_offset_total / 0.5f) * flFrametime;
3069
3070                 // move the bitmap
3071                 if(tst_mode == 0){
3072                         tst_x += diff;
3073                         
3074                         tst_offset -= fl_abs(diff);
3075                 } else if(tst_mode == 2){
3076                         tst_x -= diff;
3077                         
3078                         tst_offset -= fl_abs(diff);
3079                 }
3080
3081                 // draw the bitmap
3082                 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
3083                 gr_bitmap((int)tst_x, (int)tst_y);
3084
3085                 if(tst_mode == 1){
3086                         if(timestamp_elapsed_safe(tst_stamp, 1100)){
3087                                 tst_mode = 2;
3088                         }
3089                 } else {
3090                         // if we passed the switch point
3091                         if(tst_offset <= 0.0f){
3092                                 // switch modes
3093                                 switch(tst_mode){
3094                                 case 0:
3095                                         tst_mode = 1;
3096                                         tst_stamp = timestamp(1000);
3097                                         tst_offset = fl_abs(tst_offset_total);
3098                                         break;                          
3099
3100                                 case 2:                         
3101                                         tst = 0;
3102                                         return;
3103                                 }
3104                         }                               
3105                 }
3106         }
3107 }
3108 void game_tst_mark(object *objp, ship *shipp)
3109 {
3110         ship_info *sip; 
3111
3112         if(!Tool_enabled){
3113                 return;
3114         }
3115
3116         // bogus
3117         if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3118                 return;
3119         }
3120         sip = &Ship_info[shipp->ship_info_index];
3121
3122         // already tst
3123         if(tst){
3124                 return;
3125         }
3126
3127         tst_pos = objp->pos;
3128         if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3129                 tst_big = 1;
3130         }
3131         tst = 3;
3132 }
3133
3134 extern void render_shields();
3135
3136 void player_repair_frame(float frametime)
3137 {
3138         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3139                 int idx;
3140                 for(idx=0;idx<MAX_PLAYERS;idx++){
3141                         net_player *np;
3142
3143                         np = &Net_players[idx];
3144
3145                         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)){
3146
3147                                 // don't rearm/repair if the player is dead or dying/departing
3148                                 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3149                                         ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3150                                 }
3151                         }
3152                 }
3153         }       
3154         if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3155                 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3156         }
3157 }
3158
3159
3160 #ifndef NDEBUG
3161 #define NUM_FRAMES_TEST         300
3162 #define NUM_MIXED_SOUNDS        16
3163 void do_timing_test(float flFrametime)
3164 {
3165         static int framecount = 0;
3166         static int test_running = 0;
3167         static float test_time = 0.0f;
3168
3169         static int snds[NUM_MIXED_SOUNDS];
3170         int i;
3171
3172         if ( test_running ) {
3173                 framecount++;
3174                 test_time += flFrametime;
3175                 if ( framecount >= NUM_FRAMES_TEST ) {
3176                         test_running = 0;
3177                         nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3178                         for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3179                                 snd_stop(snds[i]);
3180                 }
3181         }
3182
3183         if ( Test_begin == 1 ) {
3184                 framecount = 0;
3185                 test_running = 1;
3186                 test_time = 0.0f;
3187                 Test_begin = 0;
3188
3189                 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3190                         snds[i] = -1;
3191
3192                 // start looping digital sounds
3193                 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3194                         snds[i] = snd_play_looping( &Snds[i], 0.0f);
3195         }
3196         
3197
3198 }
3199 #endif
3200
3201 DCF(dcf_fov, "Change the field of view")
3202 {
3203         if ( Dc_command )       {
3204                 dc_get_arg(ARG_FLOAT|ARG_NONE);
3205                 if ( Dc_arg_type & ARG_NONE )   {
3206                         Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3207                         dc_printf( "Zoom factor reset\n" );
3208                 }
3209                 if ( Dc_arg_type & ARG_FLOAT )  {
3210                         if (Dc_arg_float < 0.25f) {
3211                                 Viewer_zoom = 0.25f;
3212                                 dc_printf("Zoom factor pinned at 0.25.\n");
3213                         } else if (Dc_arg_float > 1.25f) {
3214                                 Viewer_zoom = 1.25f;
3215                                 dc_printf("Zoom factor pinned at 1.25.\n");
3216                         } else {
3217                                 Viewer_zoom = Dc_arg_float;
3218                         }
3219                 }
3220         }
3221
3222         if ( Dc_help )  
3223                 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3224
3225         if ( Dc_status )                                
3226                 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3227 }
3228
3229
3230 DCF(framerate_cap, "Sets the framerate cap")
3231 {
3232         if ( Dc_command ) {
3233                 dc_get_arg(ARG_INT);
3234                 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3235                         Framerate_cap = Dc_arg_int;
3236                 } else {
3237                         dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3238                         Dc_help = 1;
3239                 }
3240         }
3241
3242         if ( Dc_help ) {
3243                 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3244                 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3245                 dc_printf("[n] must be from 1 to 120.\n");
3246         }
3247         
3248         if ( Dc_status ) {
3249                 if ( Framerate_cap )
3250                         dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3251                 else
3252                         dc_printf("There is no framerate cap currently active.\n");
3253         }
3254 }
3255
3256 #define MIN_DIST_TO_DEAD_CAMERA         50.0f
3257 int Show_viewing_from_self = 0;
3258
3259 void say_view_target()
3260 {
3261         object  *view_target;
3262
3263         if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3264                 view_target = &Objects[Player_ai->target_objnum];
3265         else
3266                 view_target = Player_obj;
3267
3268         if (Game_mode & GM_DEAD) {
3269                 if (Player_ai->target_objnum != -1)
3270                         view_target = &Objects[Player_ai->target_objnum];
3271         }
3272
3273         if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3274                 if (view_target != Player_obj){
3275
3276                         char *view_target_name = NULL;
3277                         switch(Objects[Player_ai->target_objnum].type) {
3278                         case OBJ_SHIP:
3279                                 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3280                                 break;
3281                         case OBJ_WEAPON:
3282                                 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3283                                 Viewer_mode &= ~VM_OTHER_SHIP;
3284                                 break;
3285                         case OBJ_JUMP_NODE: {
3286                                 char    jump_node_name[128];
3287                                 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), sizeof(jump_node_name));
3288                                 view_target_name = jump_node_name;
3289                                 Viewer_mode &= ~VM_OTHER_SHIP;
3290                                 break;
3291                                 }
3292
3293                         default:
3294                                 Int3();
3295                                 break;
3296                         }
3297
3298                         if ( view_target_name ) {
3299                                 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3300                                 Show_viewing_from_self = 1;
3301                         }
3302                 } else {
3303                         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3304                                 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3305                                 Show_viewing_from_self = 1;
3306                         } else {
3307                                 if (Show_viewing_from_self)
3308                                         HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3309                         }
3310                 }
3311         }
3312
3313         Last_view_target = view_target;
3314 }
3315
3316
3317 float Game_hit_x = 0.0f;
3318 float Game_hit_y = 0.0f;
3319
3320 // Reset at the beginning of each frame
3321 void game_whack_reset()
3322 {
3323         Game_hit_x = 0.0f;
3324         Game_hit_y = 0.0f;
3325 }
3326
3327 // Apply a 2d whack to the player
3328 void game_whack_apply( float x, float y )
3329 {
3330         // Do some force feedback
3331         joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3332
3333         // Move the eye 
3334         Game_hit_x += x;
3335         Game_hit_y += y;
3336
3337 //      mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3338 }
3339
3340 // call to apply a "shudder"
3341 void game_shudder_apply(int time, float intensity)
3342 {
3343         Game_shudder_time = timestamp(time);
3344         Game_shudder_total = time;
3345         Game_shudder_intensity = intensity;
3346 }
3347
3348 #define FF_SCALE        10000
3349 void apply_hud_shake(matrix *eye_orient)
3350 {
3351         if (Viewer_obj == Player_obj) {
3352                 physics_info    *pi = &Player_obj->phys_info;
3353
3354                 angles  tangles;
3355
3356                 tangles.p = 0.0f;
3357                 tangles.h = 0.0f;
3358                 tangles.b = 0.0f;
3359
3360                 //      Make eye shake due to afterburner
3361                 if ( !timestamp_elapsed(pi->afterburner_decay) ) {                      
3362                         int             dtime;
3363
3364                         dtime = timestamp_until(pi->afterburner_decay);
3365                         
3366                         int r1 = myrand();
3367                         int r2 = myrand();
3368                         tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3369                         tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3370                 }
3371
3372                 // Make eye shake due to engine wash
3373                 extern int Wash_on;
3374                 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3375                         int r1 = myrand();
3376                         int r2 = myrand();
3377                         tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3378                         tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3379
3380                         // get the   intensity
3381                         float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3382
3383                         // vector rand_vec
3384                         vector rand_vec;
3385                         vm_vec_rand_vec_quick(&rand_vec);
3386
3387                         // play the effect
3388                         joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3389                 }
3390
3391         
3392                 // make hud shake due to shuddering
3393                 if(Game_shudder_time != -1){
3394                         // if the timestamp has elapsed
3395                         if(timestamp_elapsed(Game_shudder_time)){
3396                                 Game_shudder_time = -1;
3397                         } 
3398                         // otherwise apply some shudder
3399                         else {
3400                                 int dtime;
3401
3402                                 dtime = timestamp_until(Game_shudder_time);
3403                         
3404                                 int r1 = myrand();
3405                                 int r2 = myrand();
3406                                 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));
3407                                 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));
3408                         }
3409                 }
3410
3411                 matrix  tm, tm2;
3412                 vm_angles_2_matrix(&tm, &tangles);
3413                 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3414                 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3415                 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3416                 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3417                 *eye_orient = tm2;
3418         }
3419 }
3420
3421 extern void compute_slew_matrix(matrix *orient, angles *a);     // TODO: move code to proper place and extern in header file
3422
3423 //      Player's velocity just before he blew up.  Used to keep camera target moving.
3424 vector  Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3425
3426 //      Set eye_pos and eye_orient based on view mode.
3427 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3428 {
3429         vector  eye_dir;
3430
3431         static int last_Viewer_mode = 0;
3432         static int last_Game_mode = 0;
3433         static int last_Viewer_objnum = -1;
3434
3435         // This code is supposed to detect camera "cuts"... like going between
3436         // different views.
3437
3438         // determine if we need to regenerate the nebula
3439         if(     (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) ||                                                   // internal to external 
3440                         ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) ||                                                   // external to internal
3441                         (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) ||                                                 // non dead-view to dead-view
3442                         ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) ||                                                 // dead-view to non dead-view
3443                         (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) ||                                               // non warp-chase to warp-chase
3444                         ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) ||                                               // warp-chase to non warp-chase
3445                         (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) ||                                               // non other-ship to other-ship
3446                         ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) ||                                               // other-ship to non-other ship
3447                         ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum))             // other ship mode, but targets changes
3448                         ) {
3449
3450                 // regenerate the nebula
3451                 neb2_eye_changed();
3452         }               
3453
3454         if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) )       {
3455                 //mprintf(( "************** Camera cut! ************\n" ));
3456                 last_Viewer_mode = Viewer_mode;
3457                 last_Game_mode = Game_mode;
3458
3459                 // Camera moved.  Tell stars & debris to not do blurring.
3460                 stars_camera_cut();             
3461         }
3462
3463         say_view_target();
3464
3465         if ( Viewer_mode & VM_PADLOCK_ANY ) {
3466                 player_display_packlock_view();
3467         }
3468         
3469         game_set_view_clip();
3470
3471         if (Game_mode & GM_DEAD) {
3472                 vector  vec_to_deader, view_pos;
3473                 float           dist;
3474
3475                 Viewer_mode |= VM_DEAD_VIEW;
3476
3477                 if (Player_ai->target_objnum != -1) {
3478                         int view_from_player = 1;
3479
3480                         if (Viewer_mode & VM_OTHER_SHIP) {
3481                                 //      View from target.
3482                                 Viewer_obj = &Objects[Player_ai->target_objnum];
3483
3484                                 last_Viewer_objnum = Player_ai->target_objnum;
3485
3486                                 if ( Viewer_obj->type == OBJ_SHIP ) {
3487                                         ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3488                                         view_from_player = 0;
3489                                 }
3490                         } else {
3491                                 last_Viewer_objnum = -1;
3492                         }
3493
3494                         if ( view_from_player ) {
3495                                 //      View target from player ship.
3496                                 Viewer_obj = NULL;
3497                                 *eye_pos = Player_obj->pos;
3498                                 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3499                                 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3500                         }
3501                 } else {
3502                         dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3503                         
3504                         if (dist < MIN_DIST_TO_DEAD_CAMERA)
3505                                 dist += flFrametime * 16.0f;
3506
3507                         vm_vec_scale(&vec_to_deader, -dist);
3508                         vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3509                         
3510                         view_pos = Player_obj->pos;
3511
3512                         if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3513                                 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3514                                 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3515                                 Dead_player_last_vel = Player_obj->phys_info.vel;
3516                                 //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));
3517                         } else if (Player_ai->target_objnum != -1) {
3518                                 view_pos = Objects[Player_ai->target_objnum].pos;
3519                         } else {
3520                                 //      Make camera follow explosion, but gradually slow down.
3521                                 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3522                                 view_pos = Player_obj->pos;
3523                                 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3524                                 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3525                         }
3526
3527                         *eye_pos = Dead_camera_pos;
3528
3529                         vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3530
3531                         vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3532                         Viewer_obj = NULL;
3533                 }
3534         } 
3535
3536         // if supernova shockwave
3537         if(supernova_camera_cut()){
3538                 // no viewer obj
3539                 Viewer_obj = NULL;
3540
3541                 // call it dead view
3542                 Viewer_mode |= VM_DEAD_VIEW;
3543
3544                 // set eye pos and orient
3545                 supernova_set_view(eye_pos, eye_orient);
3546         } else {        
3547                 //      If already blown up, these other modes can override.
3548                 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3549                         Viewer_mode &= ~VM_DEAD_VIEW;
3550
3551                         Viewer_obj = Player_obj;
3552  
3553                         if (Viewer_mode & VM_OTHER_SHIP) {
3554                                 if (Player_ai->target_objnum != -1){
3555                                         Viewer_obj = &Objects[Player_ai->target_objnum];
3556                                         last_Viewer_objnum = Player_ai->target_objnum;
3557                                 } else {
3558                                         Viewer_mode &= ~VM_OTHER_SHIP;
3559                                         last_Viewer_objnum = -1;
3560                                 }
3561                         } else {
3562                                 last_Viewer_objnum = -1;
3563                         }
3564
3565                         if (Viewer_mode & VM_EXTERNAL) {
3566                                 matrix  tm, tm2;
3567
3568                                 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3569                                 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3570
3571                                 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3572
3573                                 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3574                                 vm_vec_normalize(&eye_dir);
3575                                 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3576                                 Viewer_obj = NULL;
3577
3578                                 //      Modify the orientation based on head orientation.
3579                                 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3580
3581                         } else if ( Viewer_mode & VM_CHASE ) {
3582                                 vector  move_dir;
3583
3584                                 if ( Viewer_obj->phys_info.speed < 0.1 )
3585                                         move_dir = Viewer_obj->orient.v.fvec;
3586                                 else {
3587                                         move_dir = Viewer_obj->phys_info.vel;
3588                                         vm_vec_normalize(&move_dir);
3589                                 }
3590
3591                                 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3592                                 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3593                                 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3594                                 vm_vec_normalize(&eye_dir);
3595
3596                                 // JAS: I added the following code because if you slew up using
3597                                 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3598                                 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3599                                 // call because the up and the forward vector are the same.   I fixed
3600                                 // it by adding in a fraction of the right vector all the time to the
3601                                 // up vector.
3602                                 vector tmp_up = Viewer_obj->orient.v.uvec;
3603                                 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3604
3605                                 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3606                                 Viewer_obj = NULL;
3607
3608                                 //      Modify the orientation based on head orientation.
3609                                 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3610                         } else if ( Viewer_mode & VM_WARP_CHASE ) {
3611                                         *eye_pos = Camera_pos;
3612
3613                                         ship * shipp = &Ships[Player_obj->instance];
3614
3615                                         vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3616                                         vm_vec_normalize(&eye_dir);
3617                                         vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3618                                         Viewer_obj = NULL;
3619                         } else {
3620                                 // get an eye position based upon the correct type of object
3621                                 switch(Viewer_obj->type){
3622                                 case OBJ_SHIP:
3623                                         // make a call to get the eye point for the player object
3624                                         ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3625                                         break;
3626                                 case OBJ_OBSERVER:
3627                                         // make a call to get the eye point for the player object
3628                                         observer_get_eye( eye_pos, eye_orient, Viewer_obj );                            
3629                                         break;
3630                                 default :
3631                                         Int3();
3632                                 }
3633
3634                                 #ifdef JOHNS_DEBUG_CODE
3635                                 john_debug_stuff(&eye_pos, &eye_orient);
3636                                 #endif
3637                         }
3638                 }
3639         }
3640
3641         apply_hud_shake(eye_orient);
3642
3643         // setup neb2 rendering
3644         neb2_render_setup(eye_pos, eye_orient);
3645 }
3646
3647 #ifndef NDEBUG
3648 extern void ai_debug_render_stuff();
3649 #endif
3650
3651 int Game_subspace_effect = 0;
3652 DCF_BOOL( subspace, Game_subspace_effect );
3653
3654 // Does everything needed to render a frame
3655 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3656 {
3657         int dont_offset;
3658
3659         g3_start_frame(game_zbuffer);
3660         g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3661
3662         // maybe offset the HUD (jitter stuff)
3663         dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3664         HUD_set_offsets(Viewer_obj, !dont_offset);
3665         
3666         // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array.  Have to
3667         // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3668         // must be done before ships are rendered
3669         if ( MULTIPLAYER_CLIENT ) {
3670                 shield_point_multi_setup();
3671         }
3672
3673         if ( Game_subspace_effect )     {
3674                 stars_draw(0,0,0,1);
3675         } else {
3676                 stars_draw(1,1,1,0);
3677         }
3678
3679         obj_render_all(obj_render);
3680         beam_render_all();                                              // render all beam weapons
3681         particle_render_all();                                  // render particles after everything else.
3682         trail_render_all();                                             // render missilie trails after everything else.        
3683         mflash_render_all();                                            // render all muzzle flashes    
3684
3685         //      Why do we not show the shield effect in these modes?  Seems ok.
3686         //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3687         render_shields();
3688         //}
3689
3690         // render nebula lightning
3691         nebl_render_all();
3692
3693         // render local player nebula
3694         neb2_render_player();   
3695
3696 #ifndef NDEBUG
3697         ai_debug_render_stuff();
3698 #endif
3699
3700 #ifndef RELEASE_REAL
3701         // game_framerate_check();
3702 #endif
3703
3704 #ifndef NDEBUG
3705         extern void snd_spew_debug_info();
3706         snd_spew_debug_info();
3707 #endif
3708
3709         //================ END OF 3D RENDERING STUFF ====================
3710
3711         hud_show_radar();
3712
3713         if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3714                 hud_maybe_clear_head_area();
3715                 anim_render_all(0, flFrametime);
3716         }
3717
3718         extern int Multi_display_netinfo;
3719         if(Multi_display_netinfo){
3720                 extern void multi_display_netinfo();
3721                 multi_display_netinfo();
3722         }       
3723
3724         game_tst_frame_pre();
3725
3726 #ifndef NDEBUG
3727         do_timing_test(flFrametime);
3728 #endif
3729
3730 #ifndef NDEBUG
3731         extern int OO_update_index;     
3732         multi_rate_display(OO_update_index, 375, 0);
3733 #endif
3734
3735 #ifndef NDEBUG
3736         // test
3737         extern void oo_display();
3738         oo_display();                   
3739 #endif
3740         
3741         g3_end_frame();
3742 }
3743
3744 //#define JOHNS_DEBUG_CODE      1
3745
3746 #ifdef JOHNS_DEBUG_CODE
3747 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3748 {
3749         //if ( key_pressed(SDLK_LSHIFT) )
3750         {
3751                 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3752                 if ( tsys )     {
3753                         model_subsystem *turret = tsys->system_info;
3754
3755                         if (turret->type == SUBSYSTEM_TURRET )  {
3756                                 vector v.fvec, v.uvec;
3757                                 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3758
3759                                 ship_model_start(tobj);
3760
3761                                 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3762                                 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3763                                 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3764                                 
3765                                 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3766
3767                                 ship_model_stop(tobj);
3768
3769                                 Viewer_obj = NULL;
3770                         }
3771                 }
3772
3773         }
3774 }
3775 #endif
3776
3777 // following function for dumping frames for purposes of building trailers.
3778 #ifndef NDEBUG
3779
3780 // function to toggle state of dumping every frame into PCX when playing the game
3781 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3782 {
3783         if ( Dc_command )       {
3784
3785                 if ( Debug_dump_frames == 0 )   {
3786                         // Turn it on
3787                         Debug_dump_frames = 15;
3788                         Debug_dump_trigger = 0;
3789                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3790                         dc_printf( "Frame dumping at 15 hz is now ON\n" );
3791                 } else {
3792                         // Turn it off
3793                         Debug_dump_frames = 0;
3794                         Debug_dump_trigger = 0;
3795                         gr_dump_frame_stop();
3796                         dc_printf( "Frame dumping is now OFF\n" );
3797                 }
3798                 
3799         }
3800 }
3801
3802 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3803 {
3804         if ( Dc_command )       {
3805
3806                 if ( Debug_dump_frames == 0 )   {
3807                         // Turn it on
3808                         Debug_dump_frames = 15;
3809                         Debug_dump_trigger = 1;
3810                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3811                         dc_printf( "Frame dumping at 15 hz is now ON\n" );
3812                 } else {
3813                         // Turn it off
3814                         Debug_dump_frames = 0;
3815                         Debug_dump_trigger = 0;
3816                         gr_dump_frame_stop();
3817                         dc_printf( "Frame dumping is now OFF\n" );
3818                 }
3819                 
3820         }
3821 }
3822
3823 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3824 {
3825         if ( Dc_command )       {
3826
3827                 if ( Debug_dump_frames == 0 )   {
3828                         // Turn it on
3829                         Debug_dump_frames = 30;
3830                         Debug_dump_trigger = 0;
3831                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3832                         dc_printf( "Frame dumping at 30 hz is now ON\n" );
3833                 } else {
3834                         // Turn it off
3835                         Debug_dump_frames = 0;
3836                         Debug_dump_trigger = 0;
3837                         gr_dump_frame_stop();
3838                         dc_printf( "Frame dumping is now OFF\n" );
3839                 }
3840                 
3841         }
3842 }
3843
3844 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3845 {
3846         if ( Dc_command )       {
3847
3848                 if ( Debug_dump_frames == 0 )   {
3849                         // Turn it on
3850                         Debug_dump_frames = 30;
3851                         Debug_dump_trigger = 1;
3852                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3853                         dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3854                 } else {
3855                         // Turn it off
3856                         Debug_dump_frames = 0;
3857                         Debug_dump_trigger = 0;
3858                         gr_dump_frame_stop();
3859                         dc_printf( "Triggered frame dumping is now OFF\n" );
3860                 }
3861                 
3862         }
3863 }
3864
3865 void game_maybe_dump_frame()
3866 {
3867         if ( !Debug_dump_frames ){
3868                 return;
3869         }
3870
3871         if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3872                 return;
3873         }
3874
3875         game_stop_time();
3876
3877         gr_dump_frame();
3878         Debug_dump_frame_num++;
3879
3880         game_start_time();
3881 }
3882 #endif
3883
3884 extern int Player_dead_state;
3885
3886 //      Flip the page and time how long it took.
3887 void game_flip_page_and_time_it()
3888 {       
3889 #ifndef NDEBUG
3890         fix t1, t2,d;
3891         int t;
3892         t1 = timer_get_fixed_seconds();
3893         gr_flip();
3894         t2 = timer_get_fixed_seconds();
3895         d = t2 - t1;
3896         if (d != 0) {
3897                 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3898                 SDL_snprintf( transfer_text, sizeof(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3899         }
3900 #else
3901         gr_flip ();
3902 #endif
3903 }
3904
3905 void game_simulation_frame()
3906 {
3907         // blow ships up in multiplayer dogfight
3908         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){
3909                 // blow up all non-player ships
3910                 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3911                 ship *shipp;
3912                 ship_info *sip;
3913                 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3914                         // bogus
3915                         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)){
3916                                 moveup = GET_NEXT(moveup);
3917                                 continue;
3918                         }
3919                         shipp = &Ships[Objects[moveup->objnum].instance];
3920                         sip = &Ship_info[shipp->ship_info_index];
3921
3922                         // only blow up small ships                     
3923                         if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){                                                      
3924                                 // function to simply explode a ship where it is currently at
3925                                 ship_self_destruct( &Objects[moveup->objnum] );                                 
3926                         }
3927
3928                         moveup = GET_NEXT(moveup);
3929                 }
3930
3931                 dogfight_blown = 1;
3932         }
3933
3934         // process AWACS stuff - do this first thing
3935         awacs_process();
3936
3937         // single player, set Player hits_this_frame to 0
3938         if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3939                 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE  / (0.001f * BURST_DURATION));
3940                 Player->damage_this_burst = max(Player->damage_this_burst, 0.0f);
3941         }
3942
3943         // supernova
3944         supernova_process();
3945         if(supernova_active() >= 5){
3946                 return;
3947         }
3948
3949         // fire targeting lasers now so that 
3950         // 1 - created this frame
3951         // 2 - collide this frame
3952         // 3 - render this frame
3953         // 4 - ignored and deleted next frame
3954         // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3955         // frame
3956         ship_process_targeting_lasers();        
3957
3958         // do this here so that it works for multiplayer
3959         if ( Viewer_obj ) {
3960                 // get viewer direction
3961                 int viewer_direction = PHYSICS_VIEWER_REAR;
3962
3963                 if(Viewer_mode == 0){
3964                         viewer_direction = PHYSICS_VIEWER_FRONT;
3965                 }
3966                 if(Viewer_mode & VM_PADLOCK_UP){
3967                         viewer_direction = PHYSICS_VIEWER_UP;
3968                 }
3969                 else if(Viewer_mode & VM_PADLOCK_REAR){
3970                         viewer_direction = PHYSICS_VIEWER_REAR;
3971                 } 
3972                 else if(Viewer_mode & VM_PADLOCK_LEFT){
3973                         viewer_direction = PHYSICS_VIEWER_LEFT;
3974                 } 
3975                 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3976                         viewer_direction = PHYSICS_VIEWER_RIGHT;
3977                 }
3978
3979                 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3980         } else {
3981                 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3982         }
3983
3984 #define VM_PADLOCK_UP                                   (1 << 7)
3985 #define VM_PADLOCK_REAR                         (1 << 8)
3986 #define VM_PADLOCK_LEFT                         (1 << 9)
3987 #define VM_PADLOCK_RIGHT                                (1 << 10)
3988                 
3989         // evaluate mission departures and arrivals before we process all objects.
3990         if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3991
3992                 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3993                 // ships/wing packets.
3994                 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3995                         mission_parse_eval_stuff();
3996                 }
3997
3998                 // if we're an observer, move ourselves seperately from the standard physics
3999                 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
4000                         obj_observer_move(flFrametime);
4001                 }
4002                 
4003                 // move all the objects now
4004                 obj_move_all(flFrametime);
4005
4006                 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
4007                 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
4008                 //      ship_check_cargo_all();
4009                 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4010                         mission_eval_goals();
4011                 }
4012         }
4013
4014         // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
4015         if(!(Game_mode & GM_DEMO_PLAYBACK)){
4016                 training_check_objectives();
4017         }
4018         
4019         // do all interpolation now
4020         if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
4021                 // client side processing of warping in effect stages
4022                 multi_do_client_warp(flFrametime);     
4023         
4024                 // client side movement of an observer
4025                 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
4026                         obj_observer_move(flFrametime);   
4027                 }
4028
4029                 // move all objects - does interpolation now as well
4030                 obj_move_all(flFrametime);
4031         }
4032
4033         // only process the message queue when the player is "in" the game
4034         if ( !Pre_player_entry ){
4035                 message_queue_process();                                // process any messages send to the player
4036         }
4037
4038         if(!(Game_mode & GM_DEMO_PLAYBACK)){
4039                 message_maybe_distort();                                // maybe distort incoming message if comms damaged
4040                 player_repair_frame(flFrametime);       //      AI objects get repaired in ai_process, called from move code...deal with player.
4041                 player_process_pending_praise();                // maybe send off a delayed praise message to the player
4042                 player_maybe_play_all_alone_msg();      // mabye tell the player he is all alone        
4043         }
4044
4045         if(!(Game_mode & GM_STANDALONE_SERVER)){                
4046                 // process some stuff every frame (before frame is rendered)
4047                 emp_process_local();
4048
4049                 hud_update_frame();                                             // update hud systems
4050
4051                 if (!physics_paused)    {
4052                         // Move particle system
4053                         particle_move_all(flFrametime); 
4054
4055                         // Move missile trails
4056                         trail_move_all(flFrametime);            
4057
4058                         // process muzzle flashes
4059                         mflash_process_all();
4060
4061                         // Flash the gun flashes
4062                         shipfx_flash_do_frame(flFrametime);                     
4063
4064                         shockwave_move_all(flFrametime);        // update all the shockwaves
4065                 }
4066
4067                 // subspace missile strikes
4068                 ssm_process();
4069
4070                 obj_snd_do_frame();                                             // update the object-linked persistant sounds
4071                 game_maybe_update_sound_environment();
4072                 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
4073
4074 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
4075 #ifndef NDEBUG
4076                 if ( Game_subspace_effect ) {
4077                         game_start_subspace_ambient_sound();
4078                 }
4079 #endif
4080         }               
4081 }
4082
4083 // Maybe render and process the dead-popup
4084 void game_maybe_do_dead_popup(float frametime)
4085 {
4086         if ( popupdead_is_active() ) {
4087                 int leave_popup=1;
4088                 int choice = popupdead_do_frame(frametime);
4089
4090                 if ( Game_mode & GM_NORMAL ) {
4091                         switch(choice) {
4092                         case 0:
4093                                 gameseq_post_event(GS_EVENT_ENTER_GAME);
4094                                 break;
4095
4096                         case 1:
4097                                 gameseq_post_event(GS_EVENT_END_GAME);
4098                                 break;
4099
4100                         case 2:
4101                                 gameseq_post_event(GS_EVENT_START_GAME);
4102                                 break;
4103
4104                         // this should only happen during a red alert mission
4105                         case 3:                         
4106                                 // bogus?
4107                                 SDL_assert(The_mission.red_alert);
4108                                 if(!The_mission.red_alert){
4109                                         gameseq_post_event(GS_EVENT_START_GAME);
4110                                         break;
4111                                 }
4112                                 
4113                                 // choose the previous mission
4114                                 mission_campaign_previous_mission();
4115
4116                                 gameseq_post_event(GS_EVENT_START_GAME);
4117                                 break;
4118
4119                         default:
4120                                 leave_popup=0;
4121                                 break;
4122                         }
4123                 } else {
4124                         switch( choice ) {
4125
4126                         case POPUPDEAD_DO_MAIN_HALL:
4127                                 multi_quit_game(PROMPT_NONE,-1);
4128                                 break;
4129
4130                         case POPUPDEAD_DO_RESPAWN:                              
4131                                 multi_respawn_normal();
4132                                 event_music_player_respawn();
4133                                 break;
4134
4135                         case POPUPDEAD_DO_OBSERVER:
4136                                 multi_respawn_observer();
4137                                 event_music_player_respawn_as_observer();
4138                                 break;
4139
4140                         default:
4141                                 leave_popup = 0;
4142                                 break;
4143                         }
4144                 }
4145
4146                 if ( leave_popup ) {
4147                         popupdead_close();
4148                 }
4149         }
4150 }
4151
4152 // returns true if player is actually in a game_play stats
4153 int game_actually_playing()
4154 {
4155         int state;
4156
4157         state = gameseq_get_state();
4158         if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4159                 return 0;
4160         else
4161                 return 1;
4162 }
4163
4164 // Draw the 2D HUD gauges
4165 void game_render_hud_2d()
4166 {
4167         if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4168                 return;
4169         }
4170         
4171         HUD_render_2d(flFrametime);
4172         gr_reset_clip();
4173 }
4174
4175 // Draw the 3D-dependant HUD gauges
4176 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4177 {
4178         g3_start_frame(0);              // 0 = turn zbuffering off
4179         g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4180
4181         if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4182                 HUD_render_3d(flFrametime);
4183         }
4184
4185         // Do the sunspot
4186         game_sunspot_process(flFrametime);
4187
4188         // Diminish the palette effect
4189         game_flash_diminish(flFrametime);
4190
4191         g3_end_frame();
4192 }
4193
4194
4195 void game_frame()
4196 {
4197         int actually_playing;
4198         fix total_time1, total_time2;
4199         fix render2_time1=0, render2_time2=0;
4200         fix render3_time1=0, render3_time2=0;
4201         fix flip_time1=0, flip_time2=0;
4202         fix clear_time1=0, clear_time2=0;
4203         
4204         vector eye_pos;
4205         matrix eye_orient;
4206
4207 #ifndef NDEBUG
4208         if (Framerate_delay) {
4209                 int     start_time = timer_get_milliseconds();
4210                 while (timer_get_milliseconds() < start_time + Framerate_delay)
4211                         ;
4212         }
4213 #endif
4214
4215 #ifdef DEMO_SYSTEM
4216         demo_do_frame_start();
4217         if(Demo_error){
4218                 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4219                 demo_close();
4220         }
4221 #endif
4222         
4223         // start timing frame
4224         timing_frame_start();
4225
4226         total_time1 = timer_get_fixed_seconds();
4227
4228         // var to hold which state we are in
4229         actually_playing = game_actually_playing();
4230         
4231         if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4232                 if (!(Game_mode & GM_STANDALONE_SERVER)){
4233                         SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4234                 }
4235         }
4236
4237         if (Missiontime > Entry_delay_time){
4238                 Pre_player_entry = 0;
4239         } else {
4240                 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4241         }
4242
4243         //      Note: These are done even before the player enters, else buffers can overflow.
4244         if (! (Game_mode & GM_STANDALONE_SERVER)){
4245                 radar_frame_init();
4246         }
4247
4248         shield_frame_init();
4249
4250         if ( Player->control_mode != PCM_NORMAL )
4251                 camera_move();
4252
4253         if ( !Pre_player_entry && actually_playing ) {                          
4254                 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4255
4256                         if( (!popup_running_state()) && (!popupdead_is_active()) ){
4257                                 game_process_keys();
4258
4259                                 // don't read flying controls if we're playing a demo back
4260                                 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4261                                         read_player_controls( Player_obj, flFrametime);
4262                                 }
4263                         }
4264                         
4265                         // if we're not the master, we may have to send the server-critical ship status button_info bits
4266                         if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4267                                 multi_maybe_send_ship_status();
4268                         }
4269                 }
4270         }
4271
4272         // Reset the whack stuff
4273         game_whack_reset();
4274
4275         // These two lines must be outside of Pre_player_entry code,
4276         // otherwise too many lights are added.
4277         light_reset();
4278
4279         if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4280                 return;
4281         }
4282         
4283         game_simulation_frame();        
4284
4285         // if not actually in a game play state, then return.  This condition could only be true in 
4286         // a multiplayer game.
4287         if ( !actually_playing ) {
4288                 SDL_assert( Game_mode & GM_MULTIPLAYER );
4289                 return;
4290         }
4291
4292         if (!Pre_player_entry) {
4293                 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4294                         clear_time1 = timer_get_fixed_seconds();
4295                         // clear the screen to black
4296                         gr_reset_clip();
4297                         if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4298                                 gr_clear();
4299                         }
4300
4301                         clear_time2 = timer_get_fixed_seconds();
4302                         render3_time1 = timer_get_fixed_seconds();
4303                         game_render_frame_setup(&eye_pos, &eye_orient);
4304                         game_render_frame( &eye_pos, &eye_orient );
4305
4306                         // save the eye position and orientation
4307                         if ( Game_mode & GM_MULTIPLAYER ) {
4308                                 Net_player->s_info.eye_pos = eye_pos;
4309                                 Net_player->s_info.eye_orient = eye_orient;
4310                         }
4311
4312                         hud_show_target_model();
4313
4314                         // check to see if we should display the death died popup
4315                         if(Game_mode & GM_DEAD_BLEW_UP){                                
4316                                 if(Game_mode & GM_MULTIPLAYER){
4317                                         // catch the situation where we're supposed to be warping out on this transition
4318                                         if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4319                                                 gameseq_post_event(GS_EVENT_DEBRIEF);
4320                                         } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4321                                                 Player_died_popup_wait = -1;
4322                                                 popupdead_start();
4323                                         }
4324                                 } else {
4325                                         if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4326                                                 Player_died_popup_wait = -1;
4327                                                 popupdead_start();
4328                                         }
4329                                 }
4330                         }
4331
4332                         // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4333                         if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4334                                 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4335                                         if(!popupdead_is_active()){
4336                                                 popupdead_start();
4337                                         }
4338
4339                                         Player_multi_died_check = -1;
4340                                 }
4341                         }
4342         
4343                         render3_time2 = timer_get_fixed_seconds();
4344                         render2_time1 = timer_get_fixed_seconds();
4345
4346                         gr_reset_clip();
4347                         game_get_framerate();
4348                         game_show_framerate();          
4349
4350                         game_show_time_left();
4351
4352                         // Draw the 2D HUD gauges
4353                         if(supernova_active() < 3){
4354                                 game_render_hud_2d();
4355                         }
4356
4357                         game_set_view_clip();
4358
4359                         // Draw 3D HUD gauges                   
4360                         game_render_hud_3d(&eye_pos, &eye_orient);                                                                      
4361
4362                         game_tst_frame();
4363
4364                         render2_time2 = timer_get_fixed_seconds();
4365
4366                         // maybe render and process the dead popup
4367                         game_maybe_do_dead_popup(flFrametime);
4368
4369                         // start timing frame
4370                         timing_frame_stop();
4371                         // timing_display(30, 10);                      
4372
4373                         // If a regular popup is active, don't flip (popup code flips)
4374                         if( !popup_running_state() ){
4375                                 flip_time1 = timer_get_fixed_seconds();
4376                                 game_flip_page_and_time_it();
4377                                 flip_time2 = timer_get_fixed_seconds();
4378                         }
4379
4380 #ifndef NDEBUG
4381                         game_maybe_dump_frame();                        // used to dump pcx files for building trailers
4382 #endif          
4383                 } else {
4384                         game_show_standalone_framerate();
4385                 }
4386         }
4387
4388         game_do_training_checks();
4389         asteroid_frame();
4390
4391         // process lightning (nebula only)
4392         nebl_process();
4393
4394         total_time2 = timer_get_fixed_seconds();
4395
4396         // Got some timing numbers
4397         Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4398         Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4399         Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4400         Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4401         Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4402
4403 #ifdef DEMO_SYSTEM
4404         demo_do_frame_end();
4405         if(Demo_error){
4406                 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4407                 demo_close();
4408         }
4409 #endif
4410 }
4411
4412 #define MAX_FRAMETIME   (F1_0/4)                // Frametime gets saturated at this.  Changed by MK on 11/1/97.
4413                                                                                                 //      Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4414                                                                                                 //      died.  This resulted in screwed up death sequences.
4415
4416 fix Last_time = 0;                                              // The absolute time of game at end of last frame (beginning of this frame)
4417 fix Last_delta_time = 0;                                // While game is paused, this keeps track of how much elapsed in the frame before paused.
4418 static int timer_paused=0;
4419 #if defined(TIMER_TEST) && !defined(NDEBUG)
4420 static int stop_count,start_count;
4421 static int time_stopped,time_started;
4422 #endif
4423 int saved_timestamp_ticker = -1;
4424
4425 void game_reset_time()
4426 {
4427         if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4428                 return ;
4429         }
4430         
4431         //      Last_time = timer_get_fixed_seconds();
4432         game_start_time();
4433         timestamp_reset();
4434         game_stop_time();
4435 }
4436
4437 void game_stop_time()
4438 {
4439         if (timer_paused==0) {
4440                 fix time;
4441                 time = timer_get_fixed_seconds();
4442                 // Save how much time progressed so far in the frame so we can
4443                 // use it when we unpause.
4444                 Last_delta_time = time - Last_time;             
4445
4446                 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4447                 if (Last_delta_time < 0) {
4448                         #if defined(TIMER_TEST) && !defined(NDEBUG)
4449                         Int3();         //get Matt!!!!
4450                         #endif
4451                         Last_delta_time = 0;
4452                 }
4453                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4454                 time_stopped = time;
4455                 #endif
4456
4457                 // Stop the timer_tick stuff...
4458                 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4459                 saved_timestamp_ticker = timestamp_ticker;
4460         }
4461         timer_paused++;
4462
4463         #if defined(TIMER_TEST) && !defined(NDEBUG)
4464         stop_count++;
4465         #endif
4466 }
4467
4468 void game_start_time()
4469 {
4470         timer_paused--;
4471         SDL_assert(timer_paused >= 0);
4472         if (timer_paused==0) {
4473                 fix time;
4474                 time = timer_get_fixed_seconds();
4475                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4476                 if (Last_time < 0)
4477                         Int3();         //get Matt!!!!
4478                 }
4479                 #endif
4480                 // Take current time, and set it backwards to account for time  
4481                 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4482                 // will be correct when it goes to calculate the frametime next
4483                 // frame.
4484                 Last_time = time - Last_delta_time;             
4485                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4486                 time_started = time;
4487                 #endif
4488
4489                 // Restore the timer_tick stuff...
4490                 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4491                 SDL_assert( saved_timestamp_ticker > -1 );              // Called out of order, get JAS
4492                 timestamp_ticker = saved_timestamp_ticker;
4493                 saved_timestamp_ticker = -1;
4494         }
4495
4496         #if defined(TIMER_TEST) && !defined(NDEBUG)
4497         start_count++;
4498         #endif
4499 }
4500
4501
4502 void game_set_frametime(int state)
4503 {
4504         fix thistime;
4505         float frame_cap_diff;
4506
4507         thistime = timer_get_fixed_seconds();
4508
4509         if ( Last_time == 0 )   
4510                 Frametime = F1_0 / 30;
4511         else
4512                 Frametime = thistime - Last_time;
4513
4514 //      Frametime = F1_0 / 30;
4515
4516         fix     debug_frametime = Frametime;    //      Just used to display frametime.
4517
4518         //      If player hasn't entered mission yet, make frame take 1/4 second.
4519         if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4520                 Frametime = F1_0/4;
4521 #ifndef NDEBUG
4522         else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) {                                // note link to above if!!!!!
4523         
4524                 fix frame_speed = F1_0 / Debug_dump_frames;
4525
4526                 if (Frametime > frame_speed ){
4527                         nprintf(("warning","slow frame: %x\n",Frametime));
4528                 } else {                        
4529                         do {
4530                                 thistime = timer_get_fixed_seconds();
4531                                 Frametime = thistime - Last_time;
4532                         } while (Frametime < frame_speed );                     
4533                 }
4534                 Frametime = frame_speed;
4535         }
4536 #endif
4537
4538         SDL_assert( Framerate_cap > 0 );
4539
4540         // Cap the framerate so it doesn't get too high.
4541         {
4542                 fix cap;
4543
4544                 cap = F1_0/Framerate_cap;
4545                 if (Frametime < cap) {
4546                         thistime = cap - Frametime;
4547                         //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4548                         SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4549                         Frametime = cap;
4550                         thistime = timer_get_fixed_seconds();
4551                 }
4552         }
4553
4554         if((Game_mode & GM_STANDALONE_SERVER) && 
4555                 (f2fl(Frametime) < (1.0f/(float)Multi_options_g.std_framecap))){
4556
4557                 frame_cap_diff = (1.0f/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4558                 SDL_Delay( fl2i(frame_cap_diff * 1000.0f) );
4559                 
4560                 thistime += fl2f((frame_cap_diff));             
4561
4562                 Frametime = thistime - Last_time;
4563    }
4564
4565         // If framerate is too low, cap it.
4566         if (Frametime > MAX_FRAMETIME)  {
4567 #ifndef NDEBUG
4568                 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4569 #else 
4570                 // to remove warnings in release build
4571                 debug_frametime = fl2f(flFrametime);
4572 #endif
4573                 Frametime = MAX_FRAMETIME;
4574         }
4575
4576         Frametime = fixmul(Frametime, Game_time_compression);
4577
4578         Last_time = thistime;
4579         //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4580
4581         flFrametime = f2fl(Frametime);
4582         //if(!(Game_mode & GM_PLAYING_DEMO)){
4583         timestamp_inc(flFrametime);
4584
4585 /*      if ((Framecount > 0) && (Framecount < 10)) {
4586                 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4587         }
4588 */
4589 }
4590
4591 // This is called from game_do_frame(), and from navmap_do_frame() 
4592 void game_update_missiontime()
4593 {
4594         // TODO JAS: Put in if and move this into game_set_frametime, 
4595         // fix navmap to call game_stop/start_time
4596         //if ( !timer_paused )  
4597                 Missiontime += Frametime;
4598 }
4599
4600 void game_do_frame()
4601 {       
4602         game_set_frametime(GS_STATE_GAME_PLAY);
4603         game_update_missiontime();
4604
4605         if (Game_mode & GM_STANDALONE_SERVER) {
4606                 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4607         }
4608
4609         if ( game_single_step && (last_single_step == game_single_step) ) {
4610                 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4611                 while( key_checkch() == 0 )
4612                         SDL_Delay(10);
4613                 os_set_title( XSTR( "FreeSpace", 171) );
4614                 Last_time = timer_get_fixed_seconds();
4615         }
4616
4617         last_single_step = game_single_step;
4618
4619         if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4620                 Keep_mouse_centered = 1;  // force mouse to center of our window (so we don't hit movement limits)
4621         }
4622         game_frame();
4623
4624         Keep_mouse_centered = 0;
4625         monitor_update();                       // Update monitor variables
4626 }
4627
4628 void multi_maybe_do_frame()
4629 {
4630         if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4631                 game_do_frame(); 
4632         }
4633 }
4634
4635 int Joymouse_button_status = 0;
4636
4637 // Flush all input devices
4638 void game_flush()
4639 {
4640         key_flush();
4641         mouse_flush();
4642         joy_flush();
4643         snazzy_flush();
4644
4645         Joymouse_button_status = 0;
4646
4647         //mprintf(("Game flush!\n" ));
4648 }
4649
4650 // function for multiplayer only which calls game_do_state_common() when running the
4651 // debug console
4652 void game_do_dc_networking()
4653 {
4654         SDL_assert( Game_mode & GM_MULTIPLAYER );
4655
4656         game_do_state_common( gameseq_get_state() );
4657 }
4658
4659 // Call this whenever in a loop, or when you need to check for a keystroke.
4660 int game_check_key()
4661 {
4662         int k;
4663
4664         k = game_poll();
4665
4666         // convert keypad enter to normal enter
4667         if ((k & KEY_MASK) == SDLK_KP_ENTER)
4668                 k = (k & ~KEY_MASK) | SDLK_RETURN;
4669
4670         return k;
4671 }
4672
4673 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4674
4675 #define DEMO_TRAILER_TIMEOUT_MS         45000                   // 45 seconds of no input, play trailer
4676 static int Demo_show_trailer_timestamp = 0;
4677
4678 void demo_reset_trailer_timer()
4679 {
4680         Demo_show_trailer_timestamp = timer_get_milliseconds();
4681 }
4682
4683 void demo_maybe_show_trailer(int k)
4684 {
4685         /*
4686         // if key pressed, reset demo trailer timer
4687         if ( k > 0 ) {
4688                 demo_reset_trailer_timer();
4689                 return;
4690         }
4691
4692         // if mouse moved, reset demo trailer timer
4693         int dx = 0, dy = 0;
4694
4695         mouse_get_delta(&dx, &dy);
4696         if ( (dx > 0) || (dy > 0) ) {
4697                 demo_reset_trailer_timer();
4698                 return;
4699         }
4700
4701         // if joystick has moved, reset demo trailer timer
4702         dx = 0;
4703         dy = 0;
4704         joy_get_delta(&dx, &dy);
4705         if ( (dx > 0) || (dy > 0) ) {
4706                 demo_reset_trailer_timer();
4707                 return;
4708         }
4709
4710         // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4711         //       the low-level code.  Ugly, I know... but was the simplest and most
4712         //       robust solution.
4713                 
4714         // if 30 seconds since last demo trailer time reset, launch movie
4715         if ( os_foreground() ) {
4716                 int now = timer_get_milliseconds();
4717                 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4718 //              if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4719                         // play movie here
4720                         movie_play( NOX("fstrailer2.mve") );
4721                         demo_reset_trailer_timer();
4722                 }
4723         }
4724         */
4725 }
4726
4727 #endif
4728
4729 // same as game_check_key(), except this is used while actually in the game.  Since there
4730 // generally are differences between game control keys and general UI keys, makes sense to
4731 // have seperate functions for each case.  If you are not checking a game control while in a
4732 // mission, you should probably be using game_check_key() instead.
4733 int game_poll()
4734 {
4735         int k, state;
4736
4737         if (!os_foreground()) {         
4738                 game_stop_time();
4739                 SDL_Delay(100);
4740                 game_start_time();
4741
4742                 // If we're in a single player game, pause it.
4743                 if (!(Game_mode & GM_MULTIPLAYER)){
4744                         if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) )     {
4745                                 game_process_pause_key();
4746                         }
4747                 }
4748         }
4749
4750    k = key_inkey();
4751
4752 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4753         demo_maybe_show_trailer(k);
4754 #endif
4755
4756         // Move the mouse cursor with the joystick.
4757         if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) )     {
4758                 // Move the mouse cursor with the joystick
4759                 int mx, my, dx, dy;
4760                 int jx, jy, jz, jr;
4761
4762                 joy_get_pos( &jx, &jy, &jz, &jr );
4763
4764                 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4765                 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4766
4767                 if ( dx || dy ) {
4768                         mouse_get_real_pos( &mx, &my );
4769                         mouse_set_pos( mx+dx, my+dy );
4770                 }
4771
4772                 int j, m;
4773                 j = joy_down(0);
4774                 m = mouse_down(MOUSE_LEFT_BUTTON);
4775
4776                 if ( j != Joymouse_button_status )      {
4777                         //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4778                         Joymouse_button_status = j;
4779                         if ( j && (!m) )        {
4780                                 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4781                         } else if ( (!j) && (m) )       {
4782                                 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4783                         }
4784                 }
4785         }
4786
4787         // if we should be ignoring keys because of some multiplayer situations
4788         if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4789                 return 0;
4790         }
4791
4792         // If a popup is running, don't process all the Fn keys
4793         if( popup_active() ) {
4794                 return k;
4795         }
4796
4797         state = gameseq_get_state();
4798
4799 //      if ( k ) nprintf(( "General", "Key = %x\n", k ));
4800
4801         switch (k) {
4802                 case KEY_DEBUGGED + SDLK_BACKSPACE:
4803                         Int3();
4804                         break;
4805
4806                 case SDLK_F1:
4807                         launch_context_help();
4808                         k = 0;
4809                         break;
4810
4811                 case SDLK_F2:
4812 //                      if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4813
4814                         // don't allow f2 while warping out in multiplayer      
4815                         if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4816                                 break;
4817                         }
4818
4819                         switch (state) {
4820                                 case GS_STATE_INITIAL_PLAYER_SELECT:
4821                                 case GS_STATE_OPTIONS_MENU:
4822                                 case GS_STATE_HUD_CONFIG:
4823                                 case GS_STATE_CONTROL_CONFIG:
4824                                 case GS_STATE_DEATH_DIED:
4825                                 case GS_STATE_DEATH_BLEW_UP:            
4826                                 case GS_STATE_VIEW_MEDALS:
4827                                         break;
4828
4829                                 default:
4830                                         gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4831                                         k = 0;
4832                                         break;
4833                         }
4834
4835                         break;
4836
4837                         // hotkey selection screen -- only valid from briefing and beyond.
4838                 case SDLK_F3:
4839 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4840                                 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) ) {
4841                                         gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4842                                         k = 0;
4843                                 }
4844 #endif
4845                         break;
4846
4847                 case KEY_DEBUGGED + SDLK_F3:
4848                         gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4849                         break;
4850
4851                 case KEY_DEBUGGED + SDLK_F4:
4852                         gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4853                         break;
4854
4855                 case SDLK_F4:
4856                         if(Game_mode & GM_MULTIPLAYER){
4857                                 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4858                                         gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4859                                         k = 0;
4860                                 } 
4861                         } else {
4862                                 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4863                                         gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4864                                         k = 0;
4865                                 }
4866                         }
4867                         break;
4868
4869                 case SDLK_ESCAPE | KEY_SHIFTED:
4870                         // make sure to quit properly out of multiplayer
4871                         if(Game_mode & GM_MULTIPLAYER){
4872                                 multi_quit_game(PROMPT_NONE);
4873                         }
4874
4875                         gameseq_post_event( GS_EVENT_QUIT_GAME );
4876                         k = 0;
4877
4878                         break;
4879
4880                 case KEY_DEBUGGED + SDLK_p:
4881                         break;                  
4882
4883                 case SDLK_PRINTSCREEN:
4884                         {
4885                                 static int counter = 0;
4886                                 char tmp_name[127];
4887
4888                                 game_stop_time();
4889
4890                                 SDL_snprintf( tmp_name, sizeof(tmp_name), NOX("screen%02d"), counter );
4891                                 counter++;
4892                                 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4893                                 gr_print_screen(tmp_name);
4894
4895                                 game_start_time();
4896                         }
4897
4898                         k = 0;
4899                         break;
4900
4901                 case KEY_SHIFTED | SDLK_RETURN: {
4902
4903 #if !defined(NDEBUG)
4904
4905                         if ( Game_mode & GM_NORMAL ){
4906                                 game_stop_time();
4907                         }
4908
4909                         // if we're in multiplayer mode, do some special networking
4910                         if(Game_mode & GM_MULTIPLAYER){
4911                                 debug_console(game_do_dc_networking);
4912                         } else {                                
4913                                 debug_console();
4914                         }
4915
4916                         game_flush();
4917
4918                         if ( Game_mode & GM_NORMAL )
4919                                 game_start_time();
4920
4921 #endif
4922
4923                         break;
4924                 }
4925         }
4926
4927         return k;
4928 }
4929
4930 void os_close()
4931 {
4932         gameseq_post_event(GS_EVENT_QUIT_GAME);
4933 }
4934
4935 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4936
4937
4938 void camera_set_position( vector *pos )
4939 {
4940         Camera_pos = *pos;
4941 }
4942
4943 void camera_set_orient( matrix *orient )
4944 {
4945         Camera_orient = *orient;
4946 }
4947
4948 void camera_set_velocity( vector *vel, int instantaneous )
4949 {
4950         Camera_desired_velocity.xyz.x = 0.0f;
4951         Camera_desired_velocity.xyz.y = 0.0f;
4952         Camera_desired_velocity.xyz.z = 0.0f;
4953
4954         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4955         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4956         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4957
4958         if ( instantaneous )    {
4959                 Camera_velocity = Camera_desired_velocity;
4960         }
4961
4962 }
4963
4964 //
4965 void camera_move()
4966 {
4967         vector new_vel, delta_pos;
4968
4969         apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4970         apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4971         apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4972
4973         Camera_velocity = new_vel;
4974
4975 //      mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4976
4977         vm_vec_add2( &Camera_pos, &delta_pos );
4978
4979         float ot = Camera_time+0.0f;
4980
4981         Camera_time += flFrametime;
4982
4983         if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) )       {
4984                 vector tmp;
4985                 
4986                 tmp.xyz.z = 4.739f;             // always go this fast forward.
4987
4988                 // pick x and y velocities so they are always on a 
4989                 // circle with a 25 m radius.
4990
4991                 float tmp_angle = frand()*PI2;
4992         
4993                 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4994                 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4995
4996                 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4997
4998                 //mprintf(( "Changing velocity!\n" ));
4999                 camera_set_velocity( &tmp, 0 );
5000         }
5001
5002         if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) )  {
5003                 vector tmp = ZERO_VECTOR;
5004                 camera_set_velocity( &tmp, 0 );
5005         }
5006         
5007 }
5008
5009 void end_demo_campaign_do()
5010 {
5011 #if defined(FS2_DEMO) || defined(FS1_DEMO)
5012         // show upsell screens
5013         demo_upsell_show_screens();
5014 #elif defined(OEM_BUILD)
5015         // show oem upsell screens
5016         oem_upsell_show_screens();
5017 #endif
5018
5019         // drop into main hall
5020         gameseq_post_event( GS_EVENT_MAIN_MENU );
5021 }
5022
5023 // All code to process events.   This is the only place
5024 // that you should change the state of the game.
5025 void game_process_event( int current_state, int event )
5026 {
5027         mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
5028
5029         switch (event) {
5030                 case GS_EVENT_SIMULATOR_ROOM:
5031                         gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
5032                         break;
5033
5034                 case GS_EVENT_MAIN_MENU:
5035                         gameseq_set_state(GS_STATE_MAIN_MENU);          
5036                         break;
5037
5038                 case GS_EVENT_OPTIONS_MENU:
5039                         gameseq_push_state( GS_STATE_OPTIONS_MENU );
5040                         break;
5041
5042                 case GS_EVENT_BARRACKS_MENU:
5043                         gameseq_set_state(GS_STATE_BARRACKS_MENU);              
5044                         break;
5045
5046                 case GS_EVENT_TECH_MENU:
5047                         gameseq_set_state(GS_STATE_TECH_MENU);          
5048                         break;
5049
5050                 case GS_EVENT_TRAINING_MENU:
5051                         gameseq_set_state(GS_STATE_TRAINING_MENU);              
5052                         break;
5053
5054                 case GS_EVENT_START_GAME:
5055                         Select_default_ship = 0;                        
5056                         Player_multi_died_check = -1;
5057                         gameseq_set_state(GS_STATE_CMD_BRIEF);
5058                         break;
5059
5060                 case GS_EVENT_START_BRIEFING:
5061                         gameseq_set_state(GS_STATE_BRIEFING);           
5062                         break;
5063
5064                 case GS_EVENT_DEBRIEF:
5065                         // did we end the campaign in the main freespace 2 single player campaign?
5066 #ifdef MAKE_FS1
5067                         if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
5068 #else
5069                         if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
5070 #endif
5071                                 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
5072                         } else {
5073                                 gameseq_set_state(GS_STATE_DEBRIEF);            
5074                         }
5075
5076                         Player_multi_died_check = -1;
5077                         break;
5078
5079                 case GS_EVENT_SHIP_SELECTION:
5080                         gameseq_set_state( GS_STATE_SHIP_SELECT );
5081                         break;
5082
5083                 case GS_EVENT_WEAPON_SELECTION:
5084                         gameseq_set_state( GS_STATE_WEAPON_SELECT );
5085                         break;
5086
5087                 case GS_EVENT_ENTER_GAME:               
5088 #ifdef DEMO_SYSTEM
5089                         // maybe start recording a demo
5090                         if(Demo_make){
5091                                 demo_start_record("test.fsd");
5092                         }
5093 #endif
5094
5095                         if (Game_mode & GM_MULTIPLAYER) {
5096                                 // if we're respawning, make sure we change the view mode so that the hud shows up
5097                                 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5098                                         Viewer_mode = 0;
5099                                 }
5100
5101                                 gameseq_set_state(GS_STATE_GAME_PLAY);
5102                         } else {
5103                                 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5104                         }
5105
5106                         Player_multi_died_check = -1;
5107
5108                         // clear multiplayer button info                        
5109                         extern button_info Multi_ship_status_bi;
5110                         memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5111
5112                         Start_time = f2fl(timer_get_approx_seconds());
5113                         //Framecount = 0;
5114                         mprintf(("Entering game at time = %7.3f\n", Start_time));
5115                         break;
5116
5117
5118                 case GS_EVENT_START_GAME_QUICK:
5119                         Select_default_ship = 1;
5120                         gameseq_post_event(GS_EVENT_ENTER_GAME);
5121                         break;
5122
5123
5124                 case GS_EVENT_END_GAME:
5125                         if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5126                                 (current_state == GS_STATE_DEATH_BLEW_UP) ||    (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5127                                         gameseq_set_state(GS_STATE_MAIN_MENU);
5128
5129                         } else
5130                                 Int3();
5131
5132                         Player_multi_died_check = -1;
5133                         break;
5134
5135                 case GS_EVENT_QUIT_GAME:
5136                         main_hall_stop_music();
5137                         main_hall_stop_ambient();
5138                         gameseq_set_state(GS_STATE_QUIT_GAME);
5139
5140                         Player_multi_died_check = -1;
5141                         break;
5142
5143                 case GS_EVENT_GAMEPLAY_HELP:
5144                         gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5145                         break;
5146
5147                 case GS_EVENT_PAUSE_GAME:
5148                         gameseq_push_state(GS_STATE_GAME_PAUSED);
5149                         break;
5150
5151                 case GS_EVENT_DEBUG_PAUSE_GAME:
5152                         gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5153                         break;
5154
5155                 case GS_EVENT_TRAINING_PAUSE:
5156                         gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5157                         break;
5158
5159                 case GS_EVENT_PREVIOUS_STATE:
5160                         gameseq_pop_state();
5161                         break;
5162
5163                 case GS_EVENT_TOGGLE_FULLSCREEN:
5164                         gr_toggle_fullscreen();
5165                         break;
5166
5167                 case GS_EVENT_TOGGLE_GLIDE:
5168                         break;                                          
5169  
5170                 case GS_EVENT_LOAD_MISSION_MENU:
5171                         break;
5172
5173                 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5174                         gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5175                         break;
5176
5177                 case GS_EVENT_HUD_CONFIG:
5178                         gameseq_push_state( GS_STATE_HUD_CONFIG );
5179                         break;
5180
5181                 case GS_EVENT_CONTROL_CONFIG:
5182                         gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5183                         break;  
5184
5185                 case GS_EVENT_DEATH_DIED:
5186                         gameseq_set_state( GS_STATE_DEATH_DIED );
5187                         break;
5188
5189                 case GS_EVENT_DEATH_BLEW_UP:
5190                         if (  current_state == GS_STATE_DEATH_DIED )    {
5191                                 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5192                                 event_music_player_death();
5193
5194                                 // multiplayer clients set their extra check here
5195                                 if(Game_mode & GM_MULTIPLAYER){
5196                                         // set the multi died absolute last chance check                                        
5197                                         Player_multi_died_check = time(NULL);
5198                                 }                                       
5199                         } else {
5200                                 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5201                         }
5202                         break;
5203
5204                 case GS_EVENT_NEW_CAMPAIGN:
5205                         if (!mission_load_up_campaign()){
5206                                 readyroom_continue_campaign();
5207                         }
5208
5209                         Player_multi_died_check = -1;
5210                         break;
5211
5212                 case GS_EVENT_CAMPAIGN_CHEAT:
5213                         if (!mission_load_up_campaign()){
5214                                 /*
5215                                 // bash campaign value
5216                                 extern char Main_hall_campaign_cheat[512];
5217                                 int idx;
5218                                 
5219                                 // look for the mission
5220                                 for(idx=0; idx<Campaign.num_missions; idx++){
5221                                         if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5222                                                 Campaign.next_mission = idx;
5223                                                 Campaign.prev_mission = idx - 1;
5224                                                 break;
5225                                         }
5226                                 }
5227                                 */
5228
5229                                 // continue
5230                                 readyroom_continue_campaign();
5231                         }
5232
5233                         Player_multi_died_check = -1;
5234                         break;
5235
5236                 case GS_EVENT_CAMPAIGN_ROOM:
5237                         gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5238                         break;
5239
5240                 case GS_EVENT_CMD_BRIEF:
5241                         gameseq_set_state(GS_STATE_CMD_BRIEF);
5242                         break;
5243
5244                 case GS_EVENT_RED_ALERT:
5245                         gameseq_set_state(GS_STATE_RED_ALERT);
5246                         break;
5247
5248                 case GS_EVENT_CREDITS:
5249                         gameseq_set_state( GS_STATE_CREDITS );
5250                         break;
5251
5252                 case GS_EVENT_VIEW_MEDALS:
5253                         gameseq_push_state( GS_STATE_VIEW_MEDALS );
5254                         break;
5255
5256                 case GS_EVENT_SHOW_GOALS:
5257                         gameseq_push_state( GS_STATE_SHOW_GOALS );      // use push_state() since we might get to this screen through a variety of states
5258                         break;
5259
5260                 case GS_EVENT_HOTKEY_SCREEN:
5261                         gameseq_push_state( GS_STATE_HOTKEY_SCREEN );   // use push_state() since we might get to this screen through a variety of states
5262                         break;
5263                 
5264         // multiplayer stuff follow these comments
5265
5266                 case GS_EVENT_MULTI_JOIN_GAME:
5267                         gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5268                         break;
5269
5270                 case GS_EVENT_MULTI_HOST_SETUP:
5271                         gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5272                         break;
5273
5274                 case GS_EVENT_MULTI_CLIENT_SETUP:
5275                         gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5276                         break;
5277
5278                 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5279                         gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5280                         break;
5281
5282                 case GS_EVENT_MULTI_STD_WAIT:
5283                         gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5284                         break;
5285
5286                 case GS_EVENT_STANDALONE_MAIN:
5287                         gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5288                         break;   
5289
5290                 case GS_EVENT_MULTI_PAUSE:
5291                         gameseq_push_state( GS_STATE_MULTI_PAUSED );
5292                         break;                  
5293
5294                 case GS_EVENT_INGAME_PRE_JOIN:
5295                         gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5296                         break;
5297                 
5298                 case GS_EVENT_EVENT_DEBUG:
5299                         gameseq_push_state(GS_STATE_EVENT_DEBUG);
5300                         break;
5301
5302                 // Start a warpout where player automatically goes 70 no matter what
5303                 // and can't cancel out of it.
5304                 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5305                         Warpout_forced = 1;                                                     // If non-zero, bash the player to speed and go through effect
5306
5307                         // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5308                         Player->saved_viewer_mode = Viewer_mode;
5309                         Player->control_mode = PCM_WARPOUT_STAGE1;
5310                         Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5311                         Warpout_time = 0.0f;                    // Start timer!
5312                         break;
5313
5314                 case GS_EVENT_PLAYER_WARPOUT_START:
5315                         if ( Player->control_mode != PCM_NORMAL )       {
5316                                 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5317                         } else {
5318                                 Player->saved_viewer_mode = Viewer_mode;
5319                                 Player->control_mode = PCM_WARPOUT_STAGE1;
5320                                 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5321                                 Warpout_time = 0.0f;                    // Start timer!
5322                                 Warpout_forced = 0;                             // If non-zero, bash the player to speed and go through effect
5323                         }
5324                         break;
5325
5326                 case GS_EVENT_PLAYER_WARPOUT_STOP:
5327                         if ( Player->control_mode != PCM_NORMAL )       {
5328                                 if ( !Warpout_forced )  {               // cannot cancel forced warpout
5329                                         Player->control_mode = PCM_NORMAL;
5330                                         Viewer_mode = Player->saved_viewer_mode;
5331                                         hud_subspace_notify_abort();
5332                                         mprintf(( "Player put back to normal mode.\n" ));
5333                                         if ( Warpout_sound > -1 )       {
5334                                                 snd_stop( Warpout_sound );
5335                                                 Warpout_sound = -1;
5336                                         }
5337                                 }
5338                         }
5339                         break;
5340
5341                 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1:               // player ship got up to speed
5342                         if ( Player->control_mode != PCM_WARPOUT_STAGE1 )       {
5343                                 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5344                                 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5345                         } else {
5346                                 mprintf(( "Hit target speed.  Starting warp effect and moving to stage 2!\n" ));
5347                                 shipfx_warpout_start( Player_obj );
5348                                 Player->control_mode = PCM_WARPOUT_STAGE2;
5349                                 Player->saved_viewer_mode = Viewer_mode;
5350                                 Viewer_mode |= VM_WARP_CHASE;
5351                                 
5352                                 vector tmp = Player_obj->pos;
5353                                 matrix tmp_m;
5354                                 ship_get_eye( &tmp, &tmp_m, Player_obj );
5355                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5356                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5357                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5358                                 Camera_time = 0.0f;
5359                                 camera_set_position( &tmp );
5360                                 camera_set_orient( &Player_obj->orient );
5361                                 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5362
5363                                 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5364                                 camera_set_velocity( &tmp_vel, 1);
5365                         }
5366                         break;
5367
5368                 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2:               // player ship got into the warp effect
5369                         if ( Player->control_mode != PCM_WARPOUT_STAGE2 )       {
5370                                 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5371                                 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5372                         } else {
5373                                 mprintf(( "Hit warp effect.  Moving to stage 3!\n" ));
5374                                 Player->control_mode = PCM_WARPOUT_STAGE3;
5375                         }
5376                         break;
5377
5378                 case GS_EVENT_PLAYER_WARPOUT_DONE:      // player ship got through the warp effect
5379                         mprintf(( "Player warped out.  Going to debriefing!\n" ));
5380                         Player->control_mode = PCM_NORMAL;
5381                         Viewer_mode = Player->saved_viewer_mode;
5382                         Warpout_sound = -1;
5383
5384                         // we have a special debriefing screen for multiplayer furballs
5385                         if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5386                                 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5387                         }
5388                         // do the normal debriefing for all other situations
5389                         else {
5390                                 gameseq_post_event(GS_EVENT_DEBRIEF);
5391                         }
5392                         break;
5393
5394                 case GS_EVENT_STANDALONE_POSTGAME:
5395                         gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5396                         break;
5397
5398                 case GS_EVENT_INITIAL_PLAYER_SELECT:
5399                         gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5400                         break;
5401
5402                 case GS_EVENT_GAME_INIT:
5403 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5404                         gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5405 #else                   
5406                         // see if the command line option has been set to use the last pilot, and act acoordingly
5407                         if( player_select_get_last_pilot() ) {                                                          
5408                                 // always enter the main menu -- do the automatic network startup stuff elsewhere
5409                                 // so that we still have valid checks for networking modes, etc.
5410                                 gameseq_set_state(GS_STATE_MAIN_MENU);
5411                         } else {
5412                                 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5413                         }
5414 #endif
5415                         break;
5416
5417                 case GS_EVENT_MULTI_MISSION_SYNC:
5418                         gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5419                         break;          
5420
5421                 case GS_EVENT_MULTI_START_GAME:
5422                         gameseq_set_state(GS_STATE_MULTI_START_GAME);
5423                         break;
5424
5425                 case GS_EVENT_MULTI_HOST_OPTIONS:
5426                         gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5427                         break;
5428
5429                 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5430                         gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5431                         break;
5432
5433                 case GS_EVENT_TEAM_SELECT:
5434                         gameseq_set_state(GS_STATE_TEAM_SELECT);
5435                         break;
5436
5437                 case GS_EVENT_END_CAMPAIGN:                     
5438                         gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5439                         break;          
5440
5441                 case GS_EVENT_END_DEMO:
5442                         gameseq_set_state(GS_STATE_END_DEMO);
5443                         break;
5444
5445                 case GS_EVENT_LOOP_BRIEF:
5446                         gameseq_set_state(GS_STATE_LOOP_BRIEF);
5447                         break;
5448
5449                 default:
5450                         Int3();
5451                         break;
5452         }
5453 }
5454
5455 // Called when a state is being left.
5456 // The current state is still at old_state, but as soon as
5457 // this function leaves, then the current state will become
5458 // new state.     You should never try to change the state
5459 // in here... if you think you need to, you probably really
5460 // need to post an event, not change the state.
5461 void game_leave_state( int old_state, int new_state )
5462 {
5463         int end_mission = 1;
5464
5465         switch (new_state) {
5466                 case GS_STATE_GAME_PAUSED:
5467                 case GS_STATE_DEBUG_PAUSED:
5468                 case GS_STATE_OPTIONS_MENU:
5469                 case GS_STATE_CONTROL_CONFIG:           
5470                 case GS_STATE_MISSION_LOG_SCROLLBACK:
5471                 case GS_STATE_DEATH_DIED:
5472                 case GS_STATE_SHOW_GOALS:
5473                 case GS_STATE_HOTKEY_SCREEN:            
5474                 case GS_STATE_MULTI_PAUSED:
5475                 case GS_STATE_TRAINING_PAUSED:
5476                 case GS_STATE_EVENT_DEBUG:                              
5477                 case GS_STATE_GAMEPLAY_HELP:
5478                         end_mission = 0;  // these events shouldn't end a mission
5479                         break;
5480         }
5481
5482         switch (old_state) {
5483                 case GS_STATE_BRIEFING:
5484                         brief_stop_voices();
5485                         if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5486                                   && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5487                                   && (new_state != GS_STATE_TEAM_SELECT) ){
5488                                 common_select_close();
5489                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5490                                         freespace_stop_mission();       
5491                                 }
5492                         }
5493                         
5494                         // COMMAND LINE OPTION
5495                         if (Cmdline_multi_stream_chat_to_file){
5496                                 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5497                                 cfclose(Multi_chat_stream);
5498                         }
5499                         break;
5500
5501                 case GS_STATE_DEBRIEF:
5502                         if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5503                                 debrief_close();                                
5504                         }
5505                         break;
5506
5507                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5508                         multi_df_debrief_close();
5509                         break;
5510
5511                 case GS_STATE_LOAD_MISSION_MENU:
5512                         break;
5513
5514                 case GS_STATE_SIMULATOR_ROOM:
5515                         sim_room_close();
5516                         break;
5517
5518                 case GS_STATE_CAMPAIGN_ROOM:
5519                         campaign_room_close();
5520                         break;
5521
5522                 case GS_STATE_CMD_BRIEF:
5523                         if (new_state == GS_STATE_OPTIONS_MENU) {
5524                                 cmd_brief_hold();
5525
5526                         } else {
5527                                 cmd_brief_close();
5528                                 if (new_state == GS_STATE_MAIN_MENU)
5529                                         freespace_stop_mission();       
5530                         }
5531
5532                         break;
5533
5534                 case GS_STATE_RED_ALERT:
5535                         red_alert_close();
5536                         break;
5537
5538                 case GS_STATE_SHIP_SELECT:
5539                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5540                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5541                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5542                                 common_select_close();
5543                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5544                                         freespace_stop_mission();       
5545                                 }
5546                         }
5547                         break;
5548
5549                 case GS_STATE_WEAPON_SELECT:
5550                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5551                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5552                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5553                                 common_select_close();
5554                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5555                                         freespace_stop_mission();       
5556                                 }
5557                         }
5558                         break;
5559
5560                 case GS_STATE_TEAM_SELECT:
5561                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5562                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5563                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5564                                 common_select_close();
5565                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5566                                         freespace_stop_mission();       
5567                                 }
5568                         }                                       
5569                         break;
5570
5571                 case GS_STATE_MAIN_MENU:
5572 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5573                         mht_close();
5574 #else
5575                         main_hall_close();
5576 #endif
5577                         break;
5578
5579                 case GS_STATE_OPTIONS_MENU:
5580                         //game_start_time();
5581                         if(new_state == GS_STATE_MULTI_JOIN_GAME){
5582                                 multi_join_clear_game_list();
5583                         }
5584                         options_menu_close();
5585                         break;
5586
5587                 case GS_STATE_BARRACKS_MENU:
5588                         if(new_state != GS_STATE_VIEW_MEDALS){
5589                                 barracks_close();
5590                         }
5591                         break;
5592
5593                 case GS_STATE_MISSION_LOG_SCROLLBACK:
5594                         hud_scrollback_close();
5595                         break;
5596
5597                 case GS_STATE_TRAINING_MENU:
5598                         training_menu_close();
5599                         break;
5600
5601                 case GS_STATE_GAME_PLAY:
5602                         if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5603                                 player_save_target_and_weapon_link_prefs();
5604                                 game_stop_looped_sounds();
5605                         }
5606
5607                         sound_env_disable();
5608                         joy_ff_stop_effects();
5609
5610                         // stop game time under certain conditions
5611                         if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5612                                 game_stop_time();
5613                         }
5614
5615                         if (end_mission) {
5616                         // shut down any recording or playing demos
5617 #ifdef DEMO_SYSTEM
5618                                 demo_close();
5619 #endif
5620
5621                                 // when in multiplayer and going back to the main menu, send a leave game packet
5622                                 // right away (before calling stop mission).  stop_mission was taking to long to
5623                                 // close mission down and I want people to get notified ASAP.
5624                                 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5625                                         multi_quit_game(PROMPT_NONE);
5626                                 }
5627
5628                                 freespace_stop_mission();                       
5629                                 Game_time_compression = F1_0;
5630                         }
5631                         break;
5632
5633                 case GS_STATE_TECH_MENU:
5634                         techroom_close();
5635                         break;
5636
5637                 case GS_STATE_TRAINING_PAUSED:
5638                         Training_num_lines = 0;
5639                         // fall through to GS_STATE_GAME_PAUSED
5640
5641                 case GS_STATE_GAME_PAUSED:
5642                         game_start_time();
5643                         if ( end_mission ) {
5644                                 pause_close(0);
5645                         }
5646                         break;
5647
5648                 case GS_STATE_DEBUG_PAUSED:
5649                         #ifndef NDEBUG
5650                                 game_start_time();
5651                                 pause_debug_close();
5652                         #endif
5653                         break;
5654
5655                 case GS_STATE_HUD_CONFIG:
5656                         hud_config_close();
5657                         break;
5658
5659                 // join/start a game
5660                 case GS_STATE_MULTI_JOIN_GAME:
5661                         if(new_state != GS_STATE_OPTIONS_MENU){
5662                                 multi_join_game_close();
5663                         }
5664                         break;
5665
5666                 case GS_STATE_MULTI_HOST_SETUP:
5667                 case GS_STATE_MULTI_CLIENT_SETUP:
5668                         // if this is just the host going into the options screen, don't do anything
5669                         if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5670                                 break;
5671                         }
5672
5673                         // close down the proper state
5674                         if(old_state == GS_STATE_MULTI_HOST_SETUP){
5675                                 multi_create_game_close();
5676                         } else {
5677                                 multi_game_client_setup_close();
5678                         }
5679
5680                         // COMMAND LINE OPTION
5681                         if (Cmdline_multi_stream_chat_to_file){
5682                                 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5683                                         cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5684                                         cfclose(Multi_chat_stream);
5685                                 }
5686                         }                       
5687                         break;
5688
5689                 case GS_STATE_CONTROL_CONFIG:
5690                         control_config_close();
5691                         break;
5692
5693                 case GS_STATE_DEATH_DIED:
5694                         Game_mode &= ~GM_DEAD_DIED;
5695                         
5696                         // early end while respawning or blowing up in a multiplayer game
5697                         if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5698                                 game_stop_time();
5699                                 freespace_stop_mission();
5700                         }
5701                         break;
5702
5703                 case GS_STATE_DEATH_BLEW_UP:
5704                         Game_mode &= ~GM_DEAD_BLEW_UP;
5705
5706                         // for single player, we might reload mission, etc.  For multiplayer, look at my new state
5707                         // to determine if I should do anything.
5708                         if ( !(Game_mode & GM_MULTIPLAYER) ) {
5709                                 if ( end_mission ){
5710                                         freespace_stop_mission();
5711                                 }
5712                         } else {
5713                                 // if we are not respawing as an observer or as a player, our new state will not
5714                                 // be gameplay state.
5715                                 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5716                                         game_stop_time();                                                                       // hasn't been called yet!!
5717                                         freespace_stop_mission();
5718                                 }
5719                         }
5720                         break;
5721
5722
5723                 case GS_STATE_CREDITS:
5724                         credits_close();
5725                         break;
5726
5727                 case GS_STATE_VIEW_MEDALS:
5728                         medal_main_close();
5729                         break;
5730
5731                 case GS_STATE_SHOW_GOALS:
5732                         mission_show_goals_close();
5733                         break;
5734
5735                 case GS_STATE_HOTKEY_SCREEN:
5736                         if ( new_state != GS_STATE_OPTIONS_MENU ) {
5737                                 mission_hotkey_close();
5738                         }
5739                         break;
5740
5741                 case GS_STATE_MULTI_MISSION_SYNC:
5742                         // if we're moving into the options menu, don't do anything
5743                         if(new_state == GS_STATE_OPTIONS_MENU){
5744                                 break;
5745                         }
5746
5747                         SDL_assert( Game_mode & GM_MULTIPLAYER );
5748                         multi_sync_close();
5749                         if ( new_state == GS_STATE_GAME_PLAY ){
5750                                 // palette_restore_palette();
5751
5752                                 // change a couple of flags to indicate our state!!!
5753                                 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5754                                 send_netplayer_update_packet();
5755
5756                                 // set the game mode
5757                                 Game_mode |= GM_IN_MISSION;
5758                         }                       
5759                         break;          
5760    
5761                 case GS_STATE_VIEW_CUTSCENES:
5762                         cutscenes_screen_close();
5763                         break;
5764
5765                 case GS_STATE_MULTI_STD_WAIT:
5766                         multi_standalone_wait_close();
5767                         break;
5768
5769                 case GS_STATE_STANDALONE_MAIN:                  
5770                         standalone_main_close();
5771                         if(new_state == GS_STATE_MULTI_STD_WAIT){               
5772                                 init_multiplayer_stats();                                                                               
5773                         }                       
5774                         break;
5775
5776                 case GS_STATE_MULTI_PAUSED:
5777                         // if ( end_mission ){
5778                                 pause_close(1);
5779                         // }
5780                         break;                  
5781
5782                 case GS_STATE_INGAME_PRE_JOIN:
5783                         multi_ingame_select_close();
5784                         break;
5785
5786                 case GS_STATE_STANDALONE_POSTGAME:
5787                         multi_standalone_postgame_close();
5788                         break;
5789
5790                 case GS_STATE_INITIAL_PLAYER_SELECT:                    
5791                         player_select_close();                  
5792                         break;          
5793
5794                 case GS_STATE_MULTI_START_GAME:
5795                         multi_start_game_close();
5796                         break;
5797
5798                 case GS_STATE_MULTI_HOST_OPTIONS:
5799                         multi_host_options_close();
5800                         break;                          
5801
5802                 case GS_STATE_END_OF_CAMPAIGN:
5803                         mission_campaign_end_close();
5804                         break;
5805
5806                 case GS_STATE_LOOP_BRIEF:
5807                         loop_brief_close();
5808                         break;
5809         }
5810 }
5811
5812 // Called when a state is being entered.
5813 // The current state is set to the state we're entering at
5814 // this point, and old_state is set to the state we're coming
5815 // from.    You should never try to change the state
5816 // in here... if you think you need to, you probably really
5817 // need to post an event, not change the state.
5818
5819 void game_enter_state( int old_state, int new_state )
5820 {
5821         switch (new_state) {
5822                 case GS_STATE_MAIN_MENU:                                
5823                         // in multiplayer mode, be sure that we are not doing networking anymore.
5824                         if ( Game_mode & GM_MULTIPLAYER ) {
5825                                 SDL_assert( Net_player != NULL );
5826                                 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5827                         }
5828
5829                         Game_time_compression = F1_0;
5830         
5831                         // determine which ship this guy is currently based on
5832 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5833                         mht_init();
5834 #else
5835                         if (Player->on_bastion) {
5836                                 main_hall_init(1);
5837                         } else {
5838                                 main_hall_init(0);
5839                         }
5840 #endif
5841                         break;
5842
5843                 case GS_STATE_BRIEFING:
5844                         main_hall_stop_music();
5845                         main_hall_stop_ambient();
5846                         
5847                         if (Game_mode & GM_NORMAL) {
5848                                 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5849                                 // MWA: or from options or hotkey screens
5850                                 // JH: or if the command brief state already did this
5851                                 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5852                                         && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5853                                         && (old_state != GS_STATE_CMD_BRIEF) ) {
5854                                         if ( !game_start_mission() )                    // this should put us into a new state on failure!
5855                                                 break;
5856                                 }
5857                         }
5858                         // maybe play a movie before the briefing.  don't play if entering briefing screen from ship or weapon select.
5859                         if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5860                                 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5861
5862                         Game_time_compression = F1_0;
5863
5864                         if ( red_alert_mission() ) {
5865                                 gameseq_post_event(GS_EVENT_RED_ALERT);
5866                         } else {
5867                                 brief_init();
5868                         }
5869
5870                         break;
5871
5872                 case GS_STATE_DEBRIEF:
5873                         game_stop_looped_sounds();
5874                         mission_goal_fail_incomplete();                         // fail all incomplete goals before entering debriefing
5875                         if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5876                                 debrief_init();
5877                         }
5878                         break;
5879
5880                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5881                         multi_df_debrief_init();
5882                         break;
5883
5884                 case GS_STATE_LOAD_MISSION_MENU:
5885                         break;
5886
5887                 case GS_STATE_SIMULATOR_ROOM:
5888                         sim_room_init();
5889                         break;
5890
5891                 case GS_STATE_CAMPAIGN_ROOM:
5892                         campaign_room_init();
5893                         break;
5894
5895                 case GS_STATE_RED_ALERT:
5896                         mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5897                         red_alert_init();
5898                         break;
5899
5900                 case GS_STATE_CMD_BRIEF: {
5901                         int team_num = 0;  // team number used as index for which cmd brief to use.
5902
5903                         if (old_state == GS_STATE_OPTIONS_MENU) {
5904                                 cmd_brief_unhold();
5905
5906                         } else {
5907                                 main_hall_stop_music();
5908                                 main_hall_stop_ambient();
5909
5910                                 if (Game_mode & GM_NORMAL) {
5911                                         // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5912                                         // MWA: or from options or hotkey screens
5913                                         // JH: or if the command brief state already did this
5914                                         if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5915                                                 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5916                                                 if ( !game_start_mission() )                    // this should put us into a new state on failure!
5917                                                         break;
5918                                         }
5919                                 }
5920
5921                                 // maybe play a movie before the briefing.  don't play if entering briefing screen from ship or weapon select.
5922                                 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5923                                         mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5924
5925                                 cmd_brief_init(team_num);
5926                         }
5927
5928                         break;
5929                 }
5930
5931                 case GS_STATE_SHIP_SELECT:
5932                         ship_select_init();
5933                         break;
5934
5935                 case GS_STATE_WEAPON_SELECT:
5936                         weapon_select_init();
5937                         break;
5938
5939                 case GS_STATE_TEAM_SELECT:              
5940                         multi_ts_init();
5941                         break;
5942
5943                 case GS_STATE_GAME_PAUSED:
5944                         game_stop_time();
5945                         pause_init(0);
5946                         break;
5947
5948                 case GS_STATE_DEBUG_PAUSED:
5949         //              game_stop_time();
5950         //              os_set_title("FreeSpace - PAUSED");
5951         //              break;
5952         //
5953                 case GS_STATE_TRAINING_PAUSED:
5954                         #ifndef NDEBUG
5955                                 game_stop_time();
5956                                 pause_debug_init();
5957                         #endif
5958                         break;
5959
5960                 case GS_STATE_OPTIONS_MENU:
5961                         //game_stop_time();
5962                         options_menu_init();
5963                         break;
5964  
5965                 case GS_STATE_GAME_PLAY:
5966                         // coming from the gameplay state or the main menu, we might need to load the mission
5967                         if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5968                                 if ( !game_start_mission() )            // this should put us into a new state.
5969                                         // Failed!!!
5970                                         break;
5971                         }
5972
5973                         // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5974                         // case of quick start), then do bitmap loads, etc  Don't do any of the loading stuff
5975                         // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5976                         if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5977                                 (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)) ) {
5978                                         // JAS: Used to do all paging here.
5979
5980                                         #ifndef NDEBUG
5981                                         //XSTR:OFF
5982                                                 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5983                                         //XSTR:ON
5984                                         #endif
5985
5986                                         main_hall_stop_music();
5987                                         main_hall_stop_ambient();
5988                                         event_music_first_pattern();    // start the first pattern
5989                         }
5990
5991                         // special code that restores player ship selection and weapons loadout when doing a quick start
5992                         if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP)  || (old_state == GS_STATE_GAME_PLAY)) ) {
5993                                 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5994                                         wss_direct_restore_loadout();
5995                                 }
5996                         }
5997
5998                         // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5999                         if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
6000                                 event_music_first_pattern();    // start the first pattern
6001                         }
6002
6003                         if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
6004                                 event_music_first_pattern();    // start the first pattern
6005                         }                       
6006                         player_restore_target_and_weapon_link_prefs();
6007
6008                         Game_mode |= GM_IN_MISSION;
6009
6010 #ifndef NDEBUG
6011                         // required to truely make mouse deltas zeroed in debug mouse code
6012 void mouse_force_pos(int x, int y);
6013                         if (!Is_standalone) {
6014                                 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
6015                         }
6016 #endif
6017
6018                         game_flush();
6019
6020                         // only start time if in single player, or coming from multi wait state
6021                         if (
6022                                         (
6023                                                 (Game_mode & GM_NORMAL) && 
6024                                                 (old_state != GS_STATE_VIEW_CUTSCENES)
6025                                         ) || (
6026                                                 (Game_mode & GM_MULTIPLAYER) && (
6027                                                         (old_state == GS_STATE_MULTI_PAUSED) ||
6028                                                         (old_state == GS_STATE_MULTI_MISSION_SYNC)
6029                                                 )
6030                                         )
6031                                 )
6032                                         game_start_time();
6033
6034                         // when coming from the multi paused state, reset the timestamps
6035                         if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
6036                                 multi_reset_timestamps();
6037                         }
6038
6039                         if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
6040                                 // initialize all object update details
6041                                 multi_oo_gameplay_init();
6042                         }
6043         
6044                         // under certain circumstances, the server should reset the object update rate limiting stuff
6045                         if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
6046                                  ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
6047                                 
6048                                 // reinitialize the rate limiting system for all clients
6049                                 multi_oo_rate_init_all();
6050                         }
6051
6052                         // multiplayer clients should always re-initialize their control info rate limiting system                      
6053                         if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
6054                                 multi_oo_rate_init_all();
6055                         }
6056                         
6057                         // reset ping times
6058                         if(Game_mode & GM_MULTIPLAYER){
6059                                 multi_ping_reset_players();
6060                         }
6061
6062                         Game_subspace_effect = 0;
6063                         if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
6064                                 Game_subspace_effect = 1;
6065                                 if( !(Game_mode & GM_STANDALONE_SERVER) ){      
6066                                         game_start_subspace_ambient_sound();
6067                                 }
6068                         }
6069
6070                         sound_env_set(&Game_sound_env);
6071                         joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
6072
6073                         // clear multiplayer button info                        i
6074                         extern button_info Multi_ship_status_bi;
6075                         memset(&Multi_ship_status_bi, 0, sizeof(button_info));
6076                         break;
6077
6078                 case GS_STATE_HUD_CONFIG:
6079                         hud_config_init();
6080                         break;
6081
6082                 case GS_STATE_MULTI_JOIN_GAME:
6083                         multi_join_clear_game_list();
6084
6085                         if (old_state != GS_STATE_OPTIONS_MENU) {
6086                                 multi_join_game_init();
6087                         }
6088
6089                         break;
6090
6091                 case GS_STATE_MULTI_HOST_SETUP:         
6092                         // don't reinitialize if we're coming back from the host options screen
6093                         if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6094                                 multi_create_game_init();
6095                         }
6096
6097                         break;
6098
6099                 case GS_STATE_MULTI_CLIENT_SETUP:               
6100                         if (old_state != GS_STATE_OPTIONS_MENU) {
6101                                 multi_game_client_setup_init();
6102                         }
6103
6104                         break;
6105
6106                 case GS_STATE_CONTROL_CONFIG:
6107                         control_config_init();
6108                         break;
6109
6110                 case GS_STATE_TECH_MENU:
6111                         techroom_init();
6112                         break;
6113
6114                 case GS_STATE_BARRACKS_MENU:
6115                         if(old_state != GS_STATE_VIEW_MEDALS){
6116                                 barracks_init();
6117                         }
6118                         break;
6119
6120                 case GS_STATE_MISSION_LOG_SCROLLBACK:
6121                         hud_scrollback_init();
6122                         break;
6123
6124                 case GS_STATE_DEATH_DIED:
6125                         Player_died_time = timestamp(10);
6126
6127                         if(!(Game_mode & GM_MULTIPLAYER)){
6128                                 player_show_death_message();
6129                         }
6130                         Game_mode |= GM_DEAD_DIED;
6131                         break;
6132
6133                 case GS_STATE_DEATH_BLEW_UP:
6134                         if ( !popupdead_is_active() ) {
6135                                 Player_ai->target_objnum = -1;
6136                         }
6137
6138                         // stop any local EMP effect
6139                         emp_stop_local();
6140
6141                         Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING;      //      Prevent immediate switch to a hostile ship.
6142                         Game_mode |= GM_DEAD_BLEW_UP;           
6143                         Show_viewing_from_self = 0;
6144
6145                         // timestamp how long we should wait before displaying the died popup
6146                         if ( !popupdead_is_active() ) {
6147                                 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6148                         }
6149                         break;
6150
6151                 case GS_STATE_GAMEPLAY_HELP:
6152                         gameplay_help_init();
6153                         break;
6154
6155                 case GS_STATE_CREDITS:
6156                         main_hall_stop_music();
6157                         main_hall_stop_ambient();
6158                         credits_init();
6159                         break;
6160
6161                 case GS_STATE_VIEW_MEDALS:
6162                         medal_main_init(Player);
6163                         break;
6164
6165                 case GS_STATE_SHOW_GOALS:
6166                         mission_show_goals_init();
6167                         break;
6168
6169                 case GS_STATE_HOTKEY_SCREEN:
6170                         mission_hotkey_init();
6171                         break;
6172
6173                 case GS_STATE_MULTI_MISSION_SYNC:
6174                         // if we're coming from the options screen, don't do any
6175                         if(old_state == GS_STATE_OPTIONS_MENU){
6176                                 break;
6177                         }
6178
6179                         switch(Multi_sync_mode){
6180                         case MULTI_SYNC_PRE_BRIEFING:
6181                                 // if moving from game forming to the team select state                                         
6182                                 multi_sync_init();                      
6183                                 break;
6184                         case MULTI_SYNC_POST_BRIEFING:
6185                                 // if moving from briefing into the mission itself                      
6186                                 multi_sync_init();
6187                         
6188                                 // tell everyone that we're now loading data
6189                                 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6190                                 send_netplayer_update_packet();
6191
6192                                 // JAS: Used to do all paging here!!!!
6193                                                                 
6194                                 Net_player->state = NETPLAYER_STATE_WAITING;                    
6195                                 send_netplayer_update_packet();                         
6196                                 Missiontime = 0;
6197                                 Game_time_compression = F1_0;
6198                                 break;
6199                         case MULTI_SYNC_INGAME:
6200                                 multi_sync_init();
6201                                 break;
6202                         }
6203                         break;          
6204    
6205                 case GS_STATE_VIEW_CUTSCENES:
6206                         cutscenes_screen_init();
6207                         break;
6208
6209                 case GS_STATE_MULTI_STD_WAIT:
6210                         multi_standalone_wait_init();
6211                         break;
6212
6213                 case GS_STATE_STANDALONE_MAIN:
6214                         // don't initialize if we're coming from one of these 2 states unless there are no 
6215                         // players left (reset situation)
6216                         if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6217                                 standalone_main_init();
6218                         }
6219                         break;  
6220
6221                 case GS_STATE_MULTI_PAUSED:
6222                         pause_init(1);
6223                         break;
6224                 
6225                 case GS_STATE_INGAME_PRE_JOIN:
6226                         multi_ingame_select_init();
6227                         break;
6228
6229                 case GS_STATE_STANDALONE_POSTGAME:
6230                         multi_standalone_postgame_init();
6231                         break;
6232
6233                 case GS_STATE_INITIAL_PLAYER_SELECT:
6234                         player_select_init();
6235                         break;          
6236
6237                 case GS_STATE_MULTI_START_GAME:
6238                         multi_start_game_init();
6239                         break;
6240
6241                 case GS_STATE_MULTI_HOST_OPTIONS:
6242                         multi_host_options_init();
6243                         break;          
6244
6245                 case GS_STATE_END_OF_CAMPAIGN:
6246                         mission_campaign_end_init();
6247                         break;          
6248
6249                 case GS_STATE_LOOP_BRIEF:
6250                         loop_brief_init();
6251                         break;
6252
6253         } // end switch
6254 }
6255
6256 // do stuff that may need to be done regardless of state
6257 void game_do_state_common(int state,int no_networking)
6258 {
6259         game_maybe_draw_mouse(flFrametime);             // determine if to draw the mouse this frame
6260         snd_do_frame();                                                         // update sound system
6261         event_music_do_frame();                                         // music needs to play across many states
6262
6263         multi_log_process();    
6264
6265         if (no_networking) {
6266                 return;
6267         }
6268
6269         // maybe do a multiplayer frame based on game mode and state type       
6270         if (Game_mode & GM_MULTIPLAYER) {
6271                 switch (state) {
6272                         case GS_STATE_OPTIONS_MENU:
6273                         case GS_STATE_GAMEPLAY_HELP:
6274                         case GS_STATE_HOTKEY_SCREEN:
6275                         case GS_STATE_HUD_CONFIG:
6276                         case GS_STATE_CONTROL_CONFIG:
6277                         case GS_STATE_MISSION_LOG_SCROLLBACK:
6278                         case GS_STATE_SHOW_GOALS:
6279                         case GS_STATE_VIEW_CUTSCENES:
6280                         case GS_STATE_EVENT_DEBUG:
6281                                 multi_maybe_do_frame();
6282                                 break;
6283                 }
6284                 
6285                 game_do_networking();
6286         }
6287 }
6288
6289 // Called once a frame.
6290 // You should never try to change the state
6291 // in here... if you think you need to, you probably really
6292 // need to post an event, not change the state.
6293 int Game_do_state_should_skip = 0;
6294 void game_do_state(int state)
6295 {
6296         // always lets the do_state_common() function determine if the state should be skipped
6297         Game_do_state_should_skip = 0;
6298         
6299         // legal to set the should skip state anywhere in this function
6300         game_do_state_common(state);    // do stuff that may need to be done regardless of state
6301
6302         if(Game_do_state_should_skip){
6303                 return;
6304         }
6305         
6306         switch (state) {
6307                 case GS_STATE_MAIN_MENU:
6308                         game_set_frametime(GS_STATE_MAIN_MENU);
6309 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6310                         mht_do();
6311 #else
6312                         main_hall_do(flFrametime);
6313 #endif
6314                         break;
6315
6316                 case GS_STATE_OPTIONS_MENU:
6317                         game_set_frametime(GS_STATE_OPTIONS_MENU);
6318                         options_menu_do_frame(flFrametime);
6319                         break;
6320
6321                 case GS_STATE_BARRACKS_MENU:
6322                         game_set_frametime(GS_STATE_BARRACKS_MENU);
6323                         barracks_do_frame(flFrametime);
6324                         break;
6325
6326                 case GS_STATE_TRAINING_MENU:
6327                         game_set_frametime(GS_STATE_TRAINING_MENU);
6328                         training_menu_do_frame(flFrametime);
6329                         break;
6330
6331                 case GS_STATE_TECH_MENU:
6332                         game_set_frametime(GS_STATE_TECH_MENU);
6333                         techroom_do_frame(flFrametime);
6334                         break;
6335
6336                 case GS_STATE_GAMEPLAY_HELP:
6337                         game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6338                         gameplay_help_do_frame(flFrametime);
6339                         break;
6340
6341                 case GS_STATE_GAME_PLAY:        // do stuff that should be done during gameplay
6342                         game_do_frame();
6343                         break;
6344
6345                 case GS_STATE_GAME_PAUSED:
6346                         pause_do(0);
6347                         break;
6348
6349                 case GS_STATE_DEBUG_PAUSED:
6350                         #ifndef NDEBUG
6351                                 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6352                                 pause_debug_do();
6353                         #endif
6354                         break;
6355
6356                 case GS_STATE_TRAINING_PAUSED:
6357                         game_training_pause_do();
6358                         break;
6359
6360                 case GS_STATE_LOAD_MISSION_MENU:
6361                         Int3();
6362                         break;
6363                 
6364                 case GS_STATE_BRIEFING:
6365                         game_set_frametime(GS_STATE_BRIEFING);
6366                         brief_do_frame(flFrametime);
6367                         break;
6368
6369                 case GS_STATE_DEBRIEF:
6370                         game_set_frametime(GS_STATE_DEBRIEF);
6371                         debrief_do_frame(flFrametime);
6372                         break;
6373
6374                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6375                         game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6376                         multi_df_debrief_do();
6377                         break;
6378
6379                 case GS_STATE_SHIP_SELECT:
6380                         game_set_frametime(GS_STATE_SHIP_SELECT);
6381                         ship_select_do(flFrametime);
6382                         break;
6383
6384                 case GS_STATE_WEAPON_SELECT:
6385                         game_set_frametime(GS_STATE_WEAPON_SELECT);
6386                         weapon_select_do(flFrametime);
6387                         break;
6388
6389                 case GS_STATE_MISSION_LOG_SCROLLBACK:
6390                         game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6391                         hud_scrollback_do_frame(flFrametime);
6392                         break;
6393
6394                 case GS_STATE_HUD_CONFIG:
6395                         game_set_frametime(GS_STATE_HUD_CONFIG);
6396                         hud_config_do_frame(flFrametime);
6397                         break;
6398
6399                 case GS_STATE_MULTI_JOIN_GAME:
6400                         game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6401                         multi_join_game_do_frame();
6402                         break;
6403
6404                 case GS_STATE_MULTI_HOST_SETUP:
6405                         game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6406                         multi_create_game_do();
6407                         break;
6408
6409                 case GS_STATE_MULTI_CLIENT_SETUP:
6410                         game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6411                         multi_game_client_setup_do_frame();
6412                         break;
6413
6414                 case GS_STATE_CONTROL_CONFIG:
6415                         game_set_frametime(GS_STATE_CONTROL_CONFIG);
6416                         control_config_do_frame(flFrametime);
6417                         break;  
6418
6419                 case GS_STATE_DEATH_DIED:
6420                         game_do_frame();                        
6421                         break;
6422
6423                 case GS_STATE_DEATH_BLEW_UP:
6424                         game_do_frame();
6425                         break;
6426
6427                 case GS_STATE_SIMULATOR_ROOM:
6428                         game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6429                         sim_room_do_frame(flFrametime);
6430                         break;
6431
6432                 case GS_STATE_CAMPAIGN_ROOM:
6433                         game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6434                         campaign_room_do_frame(flFrametime);
6435                         break;
6436
6437                 case GS_STATE_RED_ALERT:
6438                         game_set_frametime(GS_STATE_RED_ALERT);
6439                         red_alert_do_frame(flFrametime);
6440                         break;
6441
6442                 case GS_STATE_CMD_BRIEF:
6443                         game_set_frametime(GS_STATE_CMD_BRIEF);
6444                         cmd_brief_do_frame(flFrametime);
6445                         break;
6446
6447                 case GS_STATE_CREDITS:
6448                         game_set_frametime(GS_STATE_CREDITS);
6449                         credits_do_frame(flFrametime);
6450                         break;
6451
6452                 case GS_STATE_VIEW_MEDALS:
6453                         game_set_frametime(GS_STATE_VIEW_MEDALS);
6454                         medal_main_do();
6455                         break;
6456
6457                 case GS_STATE_SHOW_GOALS:
6458                         game_set_frametime(GS_STATE_SHOW_GOALS);
6459                         mission_show_goals_do_frame(flFrametime);
6460                         break;
6461
6462                 case GS_STATE_HOTKEY_SCREEN:
6463                         game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6464                         mission_hotkey_do_frame(flFrametime);
6465                         break;  
6466    
6467                 case GS_STATE_VIEW_CUTSCENES:
6468                         game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6469                         cutscenes_screen_do_frame();
6470                         break;
6471
6472                 case GS_STATE_MULTI_STD_WAIT:
6473                         game_set_frametime(GS_STATE_STANDALONE_MAIN);
6474                         multi_standalone_wait_do();
6475                         break;
6476
6477                 case GS_STATE_STANDALONE_MAIN:
6478                         game_set_frametime(GS_STATE_STANDALONE_MAIN);
6479                         standalone_main_do();
6480                         break;  
6481
6482                 case GS_STATE_MULTI_PAUSED:
6483                         game_set_frametime(GS_STATE_MULTI_PAUSED);
6484                         pause_do(1);
6485                         break;
6486
6487                 case GS_STATE_TEAM_SELECT:
6488                         game_set_frametime(GS_STATE_TEAM_SELECT);
6489                         multi_ts_do();
6490                         break;
6491
6492                 case GS_STATE_INGAME_PRE_JOIN:
6493                         game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6494                         multi_ingame_select_do();
6495                         break;
6496
6497                 case GS_STATE_EVENT_DEBUG:
6498         #ifndef NDEBUG
6499                         game_set_frametime(GS_STATE_EVENT_DEBUG);
6500                         game_show_event_debug(flFrametime);
6501         #endif
6502                         break;
6503
6504                 case GS_STATE_STANDALONE_POSTGAME:
6505                         game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6506                         multi_standalone_postgame_do();
6507                         break;
6508
6509                 case GS_STATE_INITIAL_PLAYER_SELECT:
6510                         game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6511                         player_select_do();
6512                         break;
6513
6514                 case GS_STATE_MULTI_MISSION_SYNC:
6515                         game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6516                         multi_sync_do();
6517                         break;          
6518
6519                 case GS_STATE_MULTI_START_GAME:
6520                         game_set_frametime(GS_STATE_MULTI_START_GAME);
6521                         multi_start_game_do();
6522                         break;
6523                 
6524                 case GS_STATE_MULTI_HOST_OPTIONS:
6525                         game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6526                         multi_host_options_do();
6527                         break;          
6528
6529                 case GS_STATE_END_OF_CAMPAIGN:
6530                         mission_campaign_end_do();
6531                         break;          
6532
6533                 case GS_STATE_END_DEMO:
6534                         game_set_frametime(GS_STATE_END_DEMO);
6535                         end_demo_campaign_do();
6536                         break;
6537
6538                 case GS_STATE_LOOP_BRIEF:
6539                         game_set_frametime(GS_STATE_LOOP_BRIEF);
6540                         loop_brief_do();
6541                         break;
6542
6543    } // end switch(gs_current_state)
6544 }
6545
6546
6547 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6548 int game_do_ram_check(int ram_in_mbytes)
6549 {
6550         if ( ram_in_mbytes < 30 ) {
6551                 int allowed_to_run = 1;
6552                 if ( ram_in_mbytes < 25 ) {
6553                         allowed_to_run = 0;
6554                 }
6555
6556                 char tmp[1024];
6557
6558                 if ( allowed_to_run ) {
6559                         SDL_MessageBoxData mboxd;
6560                         SDL_MessageBoxButtonData mboxbuttons[2];
6561                         int msgbox_rval;
6562
6563                         // not a translated string, but it's too long and smartdrv isn't
6564                         // really a thing for any OS we now support :p
6565                 //      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);
6566                         SDL_snprintf( tmp, sizeof(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);
6567
6568                         mboxbuttons[0].buttonid = 0;
6569                         mboxbuttons[0].text = XSTR("Ok", 503);
6570                         mboxbuttons[0].flags = 0;
6571
6572                         mboxbuttons[1].buttonid = 1;
6573                         mboxbuttons[1].text = XSTR("Cancel", 504);
6574                         mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6575
6576                         mboxd.flags = SDL_MESSAGEBOX_ERROR;
6577                         mboxd.title = XSTR( "Not Enough RAM", 194);
6578                         mboxd.message = tmp;
6579                         mboxd.numbuttons = 2;
6580                         mboxd.buttons = mboxbuttons;
6581                         mboxd.window = NULL;
6582                         mboxd.colorScheme = NULL;
6583
6584                         SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6585
6586                         if ( msgbox_rval == 1 ) {
6587                                 return -1;
6588                         }
6589                 } else {
6590                         // not a translated string, but it's too long and smartdrv isn't
6591                         // really a thing for any OS we now support :p
6592                 //      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);
6593                         SDL_snprintf( tmp, sizeof(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);
6594
6595                         SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6596
6597                         return -1;
6598                 }
6599         }
6600
6601         return 0;
6602 }
6603
6604 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6605 // If so, copy it over and remove the update directory.
6606 void game_maybe_update_launcher(char *exe_dir)
6607 {
6608         STUB_FUNCTION;
6609 }
6610
6611 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6612 {
6613         int i;
6614         int sub_total = 0;
6615         int sub_total_destroyed = 0;
6616         int total = 0;
6617         char str[255] = "";             
6618         
6619         // get the total for all his children
6620         for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling )   {
6621                 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6622         }       
6623
6624         // find the # of faces for this _individual_ object     
6625         total = submodel_get_num_polys(model_num, sm);
6626         if(strstr(pm->submodel[sm].name, "-destroyed")){
6627                 sub_total_destroyed = total;
6628         }
6629         
6630         // write out total
6631         SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6632         cfputs(str, out);               
6633
6634         *out_total += total + sub_total;
6635         *out_destroyed_total += sub_total_destroyed;
6636 }
6637
6638 #define BAIL()                  do { int idx; for(idx=0; idx<num_files; idx++){ if(pof_list[idx] != NULL){free(pof_list[idx]); pof_list[idx] = NULL;}} return;} while(0);
6639 void game_spew_pof_info()
6640 {
6641         char *pof_list[1000];
6642         int num_files;  
6643         CFILE *out;
6644         int idx, model_num, i, j;
6645         polymodel *pm;
6646         int total, root_total, model_total, destroyed_total, counted;
6647         char str[255] = "";
6648
6649         // get file list
6650         num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6651
6652         // spew info on all the pofs
6653         if(!num_files){
6654                 return;
6655         }
6656
6657         // go
6658         out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6659         if(out == NULL){
6660                 BAIL();
6661         }       
6662         counted = 0;    
6663         for(idx=0; idx<num_files; idx++, counted++){
6664                 SDL_snprintf(str, sizeof(str), "%s.pof", pof_list[idx]);
6665                 model_num = model_load(str, 0, NULL);
6666                 if(model_num >= 0){
6667                         pm = model_get(model_num);
6668
6669                         // if we have a real model
6670                         if(pm != NULL){                         
6671                                 cfputs(str, out);
6672                                 cfputs("\n", out);
6673                                 
6674                                 // go through and print all raw submodels
6675                                 cfputs("RAW\n", out);
6676                                 total = 0;
6677                                 model_total = 0;                                
6678                                 for (i=0; i<pm->n_models; i++)  {                                       
6679                                         total = submodel_get_num_polys(model_num, i);                                   
6680                                         
6681                                         model_total += total;
6682                                         SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6683                                         cfputs(str, out);
6684                                 }                               
6685                                 SDL_snprintf(str, sizeof(str), "Model total %d\n", model_total);
6686                                 cfputs(str, out);                               
6687
6688                                 // now go through and do it by LOD
6689                                 cfputs("BY LOD\n\n", out);                              
6690                                 for(i=0; i<pm->n_detail_levels; i++){
6691                                         SDL_snprintf(str, sizeof(str), "LOD %d\n", i);
6692                                         cfputs(str, out);
6693
6694                                         // submodels
6695                                         root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6696                                         total = 0;
6697                                         destroyed_total = 0;
6698                                         for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling )        {
6699                                                 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6700                                         }
6701
6702                                         SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6703                                         cfputs(str, out);
6704
6705                                         SDL_snprintf(str, sizeof(str), "TOTAL: %d\n", total + root_total);
6706                                         cfputs(str, out);
6707                                         SDL_snprintf(str, sizeof(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6708                                         cfputs(str, out);
6709                                         SDL_snprintf(str, sizeof(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6710                                         cfputs(str, out);
6711                                 }                               
6712                                 cfputs("------------------------------------------------------------------------\n\n", out);                            
6713                         }
6714                 }
6715
6716                 if(counted >= MAX_POLYGON_MODELS - 5){
6717                         model_free_all();
6718                         counted = 0;
6719                 }
6720         }
6721
6722         cfclose(out);
6723         model_free_all();
6724         BAIL();
6725 }
6726
6727 DCF(pofspew, "")
6728 {
6729         game_spew_pof_info();
6730 }
6731
6732 int game_main(const char *szCmdLine)
6733 {
6734         int state;
6735
6736         // Find out how much RAM is on this machine
6737         Freespace_total_ram = SDL_GetSystemRAM();
6738
6739         if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6740                 return 0;
6741         }
6742
6743         if (!vm_init(24*1024*1024)) {
6744                 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);
6745                 return 0;
6746         }
6747
6748         char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6749         if (!tmp_mem) {
6750                 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);
6751                 return 0;
6752         }
6753
6754         free(tmp_mem);
6755         tmp_mem = NULL;
6756
6757         #ifndef NDEBUG                          
6758         {
6759                 extern void windebug_memwatch_init();
6760                 windebug_memwatch_init();
6761         }
6762         #endif
6763
6764 #ifndef NDEBUG
6765         outwnd_init(1);
6766 #endif
6767
6768         int cpu_cores = SDL_GetCPUCount();
6769         int le = (SDL_BYTEORDER == SDL_LIL_ENDIAN);
6770
6771         mprintf(("Platform: %s\n", SDL_GetPlatform()));
6772         mprintf(("CPU: %d %s\n", cpu_cores, (cpu_cores == 1) ? "core" : "cores"));
6773         mprintf(("Memory: %dMB\n", Freespace_total_ram));
6774         mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, le ? "little" : "big"));
6775
6776         parse_cmdline(szCmdLine);       
6777
6778         mprintf(("--------------------------------------------------------------------------------\n"));
6779
6780 #ifdef STANDALONE_ONLY_BUILD
6781         Is_standalone = 1;
6782         nprintf(("Network", "Standalone running"));
6783 #else
6784         if (Is_standalone){
6785                 nprintf(("Network", "Standalone running"));
6786         }
6787 #endif
6788
6789         game_init();
6790         game_stop_time();
6791
6792         // maybe spew pof stuff
6793         if(Cmdline_spew_pof_info){
6794                 game_spew_pof_info();
6795                 game_shutdown();
6796                 return 1;
6797         }
6798
6799         // non-demo, non-standalone, play the intro movie
6800 #ifndef DEMO
6801         if ( !Is_standalone ) {
6802
6803                 // release -- movies always play
6804 #if defined(NDEBUG)
6805
6806                 // 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
6807                 movie_play( NOX("intro.mve") );
6808
6809                 // debug version, movie will only play with -showmovies
6810 #elif !defined(NDEBUG)
6811
6812                 movie_play( NOX("intro.mve") );
6813 /*
6814 #ifndef NDEBUG
6815                 if ( Cmdline_show_movies )
6816                         movie_play( NOX("intro.mve") );
6817 #endif
6818 */
6819 #endif // NDEBUG
6820         }
6821
6822 #endif // DEMO
6823
6824         if (Is_standalone){
6825                 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6826         } else {
6827                 gameseq_post_event(GS_EVENT_GAME_INIT);         // start the game rolling -- check for default pilot, or go to the pilot select screen
6828         }
6829
6830         while (1) {
6831                 // only important for non THREADED mode
6832                 os_poll();
6833
6834                 state = gameseq_process_events();
6835                 if ( state == GS_STATE_QUIT_GAME ){
6836                         break;
6837                 }
6838         } 
6839
6840 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6841         if(!Is_standalone){
6842                 demo_upsell_show_screens();
6843         }
6844 #elif defined(OEM_BUILD)
6845         // show upsell screens on exit
6846         oem_upsell_show_screens();
6847 #endif
6848
6849         game_shutdown();
6850         return 1;
6851 }
6852
6853 // launcher the fslauncher program on exit
6854 void game_launch_launcher_on_exit()
6855 {
6856         STUB_FUNCTION;
6857 }
6858
6859
6860 // game_shutdown()
6861 //
6862 // This function is called when FreeSpace terminates normally.  
6863 //
6864 void game_shutdown(void)
6865 {
6866 #ifndef PLAT_UNIX
6867         timeEndPeriod(1);
6868 #endif
6869
6870         // don't ever flip a page on the standalone!
6871         if(!(Game_mode & GM_STANDALONE_SERVER)){
6872                 gr_reset_clip();
6873                 gr_clear();
6874                 gr_flip();
6875         }
6876
6877    // if the player has left the "player select" screen and quit the game without actually choosing
6878         // a player, Player will be NULL, in which case we shouldn't write the player file out!
6879         if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6880                 write_pilot_file();
6881         }
6882
6883         // load up common multiplayer icons
6884         multi_unload_common_icons();
6885         
6886         shockwave_close();                      // release any memory used by shockwave system  
6887         fireball_close();                               // free fireball system
6888         ship_close();                                   // free any memory that was allocated for the ships
6889         weapon_close();                                 // free any memory that was allocated for the weapons
6890         hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6891         unload_animating_pointer();// frees the frames used for the animating mouse pointer
6892         bm_unload_all();                                // free bitmaps
6893         mission_campaign_close();       // close out the campaign stuff
6894         mission_campaign_shutdown();    // get anything that mission_campaign_close can't do
6895         multi_voice_close();                    // close down multiplayer voice (including freeing buffers, etc)
6896         multi_log_close();
6897 #ifdef MULTI_USE_LAG
6898         multi_lag_close();
6899 #endif
6900
6901         // the menu close functions will unload the bitmaps if they were displayed during the game
6902 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6903         main_hall_close();
6904 #endif
6905         context_help_close();           // close out help system
6906         training_menu_close();
6907         lcl_close();                            // be sure localization is closed out
6908         gr_close();
6909
6910         // free left-over memory from parsed tables
6911         cutscene_tbl_close();
6912         medal_tbl_close();
6913         scoring_tbl_close();
6914         player_tips_close();
6915
6916         extern void joy_close();
6917         joy_close();
6918
6919         audiostream_close();
6920         snd_close();
6921         event_music_close();
6922         psnet_close();
6923         os_cleanup();
6924
6925         // HACKITY HACK HACK
6926         // if this flag is set, we should be firing up the launcher when exiting freespace
6927         extern int Multi_update_fireup_launcher_on_exit;
6928         if(Multi_update_fireup_launcher_on_exit){
6929                 game_launch_launcher_on_exit();
6930         }
6931 }
6932
6933 // game_stop_looped_sounds()
6934 //
6935 // This function will call the appropriate stop looped sound functions for those
6936 // modules which use looping sounds.  It is not enough just to stop a looping sound
6937 // at the DirectSound level, the game is keeping track of looping sounds, and this
6938 // function is used to inform the game that looping sounds are being halted.
6939 //
6940 void game_stop_looped_sounds()
6941 {
6942         hud_stop_looped_locking_sounds();
6943         hud_stop_looped_engine_sounds();
6944         afterburner_stop_sounds();
6945         player_stop_looped_sounds();
6946         obj_snd_stop_all();             // stop all object-linked persistant sounds
6947         game_stop_subspace_ambient_sound();
6948         snd_stop(Radar_static_looping);
6949         Radar_static_looping = -1;
6950         snd_stop(Target_static_looping);
6951         shipfx_stop_engine_wash_sound();
6952         Target_static_looping = -1;
6953 }
6954
6955 //////////////////////////////////////////////////////////////////////////
6956 //
6957 // Code for supporting an animating mouse pointer
6958 //
6959 //
6960 //////////////////////////////////////////////////////////////////////////
6961
6962 typedef struct animating_obj
6963 {
6964         int     first_frame;
6965         int     num_frames;
6966         int     current_frame;
6967         float time;
6968         float elapsed_time;
6969 } animating_obj;
6970
6971 static animating_obj Animating_mouse;
6972
6973 // ----------------------------------------------------------------------------
6974 // init_animating_pointer()
6975 //
6976 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6977 // gets properly initialized
6978 //
6979 void init_animating_pointer()
6980 {
6981         Animating_mouse.first_frame     = -1;
6982         Animating_mouse.num_frames              = 0;
6983         Animating_mouse.current_frame   = -1;
6984         Animating_mouse.time                            = 0.0f;
6985         Animating_mouse.elapsed_time    = 0.0f;
6986 }
6987
6988 // ----------------------------------------------------------------------------
6989 // load_animating_pointer()
6990 //
6991 // Called at game init to load in the frames for the animating mouse pointer
6992 //
6993 // input:       filename        =>      filename of animation file that holds the animation
6994 // 
6995 void load_animating_pointer(const char *filename, int dx, int dy)
6996 {
6997         int                             fps;
6998         animating_obj *am;
6999
7000         init_animating_pointer();
7001
7002         am = &Animating_mouse;
7003         am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
7004         if ( am->first_frame == -1 ) 
7005                 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
7006         am->current_frame = 0;
7007         am->time = am->num_frames / i2fl(fps);
7008 }
7009
7010 // ----------------------------------------------------------------------------
7011 // unload_animating_pointer()
7012 //
7013 // Called at game shutdown to free the memory used to store the animation frames
7014 //
7015 void unload_animating_pointer()
7016 {
7017         int                             i;
7018         animating_obj   *am;
7019
7020         am = &Animating_mouse;
7021         for ( i = 0; i < am->num_frames; i++ ) {
7022                 SDL_assert( (am->first_frame+i) >= 0 );
7023                 bm_release(am->first_frame + i);
7024         }
7025
7026         am->first_frame = -1;
7027         am->num_frames          = 0;
7028         am->current_frame = -1;
7029 }
7030
7031 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
7032 void game_render_mouse(float frametime)
7033 {
7034         int                             mx, my;
7035         animating_obj   *am;
7036
7037         // if animating cursor exists, play the next frame
7038         am = &Animating_mouse;
7039         if ( am->first_frame != -1 ) {
7040                 mouse_get_pos(&mx, &my);
7041                 am->elapsed_time += frametime;
7042                 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
7043                 if ( am->current_frame >= am->num_frames ) {
7044                         am->current_frame = 0;
7045                         am->elapsed_time = 0.0f;
7046                 }
7047                 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
7048         }
7049 }
7050
7051 // ----------------------------------------------------------------------------
7052 // game_maybe_draw_mouse()
7053 //
7054 // determines whether to draw the mouse pointer at all, and what frame of
7055 // animation to use if the mouse is animating
7056 //
7057 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
7058 //
7059 // input:       frametime => elapsed frame time in seconds since last call
7060 //
7061 void game_maybe_draw_mouse(float frametime)
7062 {
7063         int game_state;
7064
7065         game_state = gameseq_get_state();
7066
7067         switch ( game_state ) {
7068                 case GS_STATE_GAME_PAUSED:
7069                 // case GS_STATE_MULTI_PAUSED:
7070                 case GS_STATE_GAME_PLAY:
7071                 case GS_STATE_DEATH_DIED:
7072                 case GS_STATE_DEATH_BLEW_UP:
7073                         if ( popup_active() || popupdead_is_active() ) {
7074                                 Mouse_hidden = 0;
7075                         } else {
7076                                 Mouse_hidden = 1;       
7077                         }
7078                         break;
7079
7080                 default:
7081                         Mouse_hidden = 0;
7082                         break;
7083         }       // end switch
7084
7085         if ( !Mouse_hidden ) 
7086                 game_render_mouse(frametime);
7087
7088 }
7089
7090 void game_do_training_checks()
7091 {
7092         int i, s;
7093         float d;
7094         waypoint_list *wplp;
7095
7096         if (Training_context & TRAINING_CONTEXT_SPEED) {
7097                 s = (int) Player_obj->phys_info.fspeed;
7098                 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7099                         if (!Training_context_speed_set) {
7100                                 Training_context_speed_set = 1;
7101                                 Training_context_speed_timestamp = timestamp();
7102                         }
7103
7104                 } else
7105                         Training_context_speed_set = 0;
7106         }
7107
7108         if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7109                 wplp = &Waypoint_lists[Training_context_path];
7110                 if (wplp->count > Training_context_goal_waypoint) {
7111                         i = Training_context_goal_waypoint;
7112                         do {
7113                                 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7114                                 if (d <= Training_context_distance) {
7115                                         Training_context_at_waypoint = i;
7116                                         if (Training_context_goal_waypoint == i) {
7117                                                 Training_context_goal_waypoint++;
7118                                                 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7119                                         }
7120
7121                                         break;
7122                                 }
7123
7124                                 i++;
7125                                 if (i == wplp->count)
7126                                         i = 0;
7127
7128                         } while (i != Training_context_goal_waypoint);
7129                 }
7130         }
7131
7132         if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7133                 Players_target = Player_ai->target_objnum;
7134                 Players_targeted_subsys = Player_ai->targeted_subsys;
7135                 Players_target_timestamp = timestamp();
7136         }
7137 }
7138
7139 /////////// Following is for event debug view screen
7140
7141 #ifndef NDEBUG
7142
7143 #define EVENT_DEBUG_MAX 5000
7144 #define EVENT_DEBUG_EVENT 0x8000
7145
7146 int Event_debug_index[EVENT_DEBUG_MAX];
7147 int ED_count;
7148
7149 void game_add_event_debug_index(int n, int indent)
7150 {
7151         if (ED_count < EVENT_DEBUG_MAX)
7152                 Event_debug_index[ED_count++] = n | (indent << 16);
7153 }
7154
7155 void game_add_event_debug_sexp(int n, int indent)
7156 {
7157         if (n < 0)
7158                 return;
7159
7160         if (Sexp_nodes[n].first >= 0) {
7161                 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7162                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7163                 return;
7164         }
7165
7166         game_add_event_debug_index(n, indent);
7167         if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7168                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7169         else
7170                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7171 }
7172
7173 void game_event_debug_init()
7174 {
7175         int e;
7176
7177         ED_count = 0;
7178         for (e=0; e<Num_mission_events; e++) {
7179                 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7180                 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7181         }
7182 }
7183
7184 void game_show_event_debug(float frametime) 
7185 {
7186         char buf[256];
7187         int i, k, z;
7188         int font_height, font_width;    
7189         int y_index, y_max;
7190         static int scroll_offset = 0;
7191         
7192         k = game_check_key();
7193         if (k)
7194                 switch (k) {
7195                         case SDLK_UP:
7196                         case SDLK_KP_8:
7197                                 scroll_offset--;
7198                                 if (scroll_offset < 0)
7199                                         scroll_offset = 0;
7200                                 break;
7201
7202                         case SDLK_DOWN:
7203                         case SDLK_KP_2:
7204                                 scroll_offset++;
7205                                 break;
7206
7207                         case SDLK_PAGEUP:
7208                                 scroll_offset -= 20;
7209                                 if (scroll_offset < 0)
7210                                         scroll_offset = 0;
7211                                 break;
7212
7213                         case SDLK_PAGEDOWN:
7214                                 scroll_offset += 20;    // not font-independent, hard-coded since I counted the lines!
7215                                 break;
7216
7217                         default:
7218                                 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7219                                 key_flush();
7220                                 break;
7221                 } // end switch
7222
7223         gr_clear();
7224         gr_set_color_fast(&Color_bright);
7225         gr_set_font(FONT1);
7226         gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7227
7228         gr_set_color_fast(&Color_normal);
7229         gr_set_font(FONT1);
7230         gr_get_string_size(&font_width, &font_height, NOX("test"));
7231         y_max = gr_screen.max_h - font_height - 5;
7232         y_index = 45;
7233
7234         k = scroll_offset;
7235         while (k < ED_count) {
7236                 if (y_index > y_max)
7237                         break;
7238
7239                 z = Event_debug_index[k];
7240                 if (z & EVENT_DEBUG_EVENT) {
7241                         z &= 0x7fff;
7242                         SDL_snprintf(buf, sizeof(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7243                                 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7244                                 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7245                                 Mission_events[z].repeat_count, Mission_events[z].interval);
7246
7247                 } else {
7248                         i = (z >> 16) * 3;
7249                         buf[i] = 0;
7250                         while (i--)
7251                                 buf[i] = ' ';
7252
7253                         SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, sizeof(buf));
7254                         switch (Sexp_nodes[z & 0x7fff].value) {
7255                                 case SEXP_TRUE:
7256                                         SDL_strlcat(buf, NOX(" (True)"), sizeof(buf));
7257                                         break;
7258
7259                                 case SEXP_FALSE:
7260                                         SDL_strlcat(buf, NOX(" (False)"), sizeof(buf));
7261                                         break;
7262
7263                                 case SEXP_KNOWN_TRUE:
7264                                         SDL_strlcat(buf, NOX(" (Always true)"), sizeof(buf));
7265                                         break;
7266
7267                                 case SEXP_KNOWN_FALSE:
7268                                         SDL_strlcat(buf, NOX(" (Always false)"), sizeof(buf));
7269                                         break;
7270
7271                                 case SEXP_CANT_EVAL:
7272                                         SDL_strlcat(buf, NOX(" (Can't eval)"), sizeof(buf));
7273                                         break;
7274
7275                                 case SEXP_NAN:
7276                                 case SEXP_NAN_FOREVER:
7277                                         SDL_strlcat(buf, NOX(" (Not a number)"), sizeof(buf));
7278                                         break;
7279                         }
7280                 }
7281
7282                 gr_printf(10, y_index, buf);
7283                 y_index += font_height;
7284                 k++;
7285         }
7286
7287         gr_flip();
7288 }
7289
7290 #endif // NDEBUG
7291
7292 #ifndef NDEBUG
7293 FILE * Time_fp;
7294 FILE * Texture_fp;
7295
7296 int Tmap_num_too_big = 0;
7297 int Num_models_needing_splitting = 0;
7298
7299 void Time_model( int modelnum )
7300 {
7301 //      mprintf(( "Timing ship '%s'\n", si->name ));
7302
7303         vector eye_pos, model_pos;
7304         matrix eye_orient, model_orient;
7305
7306         polymodel *pm = model_get( modelnum );
7307
7308         int l = strlen(pm->filename);
7309         while( (l>0) )  {
7310                 if ( (l == '/') || (l=='\\') || (l==':'))       {
7311                         l++;
7312                         break;
7313                 }
7314                 l--;
7315         }
7316         char *pof_file = &pm->filename[l];
7317
7318         int model_needs_splitting = 0;
7319
7320         //fprintf( Texture_fp, "Model: %s\n", pof_file );
7321         int i;
7322         for (i=0; i<pm->n_textures; i++ )       {
7323                 char filename[1024];
7324                 ubyte pal[768];
7325
7326                 int bmp_num = pm->original_textures[i];
7327                 if ( bmp_num > -1 )     {
7328                         bm_get_palette(pm->original_textures[i], pal, filename, sizeof(filename) );
7329                         int w,h;
7330                         bm_get_info( pm->original_textures[i],&w, &h );
7331
7332
7333                         if ( (w > 512) || (h > 512) )   {
7334                                 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7335                                 Tmap_num_too_big++;
7336                                 model_needs_splitting++;
7337                         }
7338                 } else {
7339                         //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7340                 }
7341         }
7342
7343         if ( model_needs_splitting )    {
7344                 Num_models_needing_splitting++;
7345         }
7346         eye_orient = model_orient = vmd_identity_matrix;
7347         eye_pos = model_pos = vmd_zero_vector;
7348
7349         eye_pos.xyz.z = -pm->rad*2.0f;
7350
7351         vector eye_to_model;
7352
7353         vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7354         vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7355
7356         fix t1 = timer_get_fixed_seconds();
7357
7358         angles ta;
7359         ta.p = ta.b = ta.h = 0.0f; 
7360         int framecount = 0;
7361
7362         int bitmaps_used_this_frame, bitmaps_new_this_frame;
7363                 
7364         bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7365
7366         modelstats_num_polys = modelstats_num_verts = 0;
7367
7368         while( ta.h < PI2 )     {
7369
7370                 matrix m1;
7371                 vm_angles_2_matrix(&m1, &ta );
7372                 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7373
7374                 gr_reset_clip();
7375 //              gr_clear();
7376
7377                 g3_start_frame(1);
7378
7379                 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );       
7380
7381                 model_clear_instance( modelnum );
7382                 model_set_detail_level(0);              // use highest detail level
7383                 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL);     //|MR_NO_POLYS );
7384
7385                 g3_end_frame();
7386 //              gr_flip();
7387
7388                 framecount++;
7389                 ta.h += 0.1f;
7390
7391                 int k = key_inkey();
7392                 if ( k == SDLK_ESCAPE ) {
7393                         exit(1);
7394                 }
7395         }
7396
7397         fix t2 = timer_get_fixed_seconds();
7398
7399         if (framecount < 1) {
7400                 return;
7401         }
7402
7403         bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7404         //bitmaps_used_this_frame /= framecount;
7405
7406         modelstats_num_polys /= framecount;
7407         modelstats_num_verts /= framecount;
7408
7409         mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7410         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 );
7411
7412 //      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 );
7413
7414                 
7415 //      key_getch();
7416 }
7417
7418 int Time_models = 0;
7419 DCF_BOOL( time_models, Time_models );
7420
7421 void Do_model_timings_test()
7422 {
7423         
7424
7425         if ( !Time_models ) return;
7426
7427         mprintf(( "Timing models!\n" ));
7428
7429         int i;
7430
7431         ubyte model_used[MAX_POLYGON_MODELS];
7432         int model_id[MAX_POLYGON_MODELS];
7433         for (i=0; i<MAX_POLYGON_MODELS; i++ )   {
7434                 model_used[i] = 0;
7435         }
7436         
7437         // Load them all
7438         for (i=0; i<Num_ship_types; i++ )       {
7439                 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7440
7441                 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7442                 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7443         }
7444
7445         Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7446         if ( !Texture_fp ) return;
7447
7448         Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7449         if ( !Time_fp ) return;
7450
7451         fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7452 //      fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7453         
7454         for (i=0; i<MAX_POLYGON_MODELS; i++ )   {
7455                 if ( model_used[i] )    {
7456                         Time_model( model_id[i] );
7457                 }
7458         }
7459         
7460         fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7461         fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7462         
7463         fclose(Time_fp);
7464         fclose(Texture_fp);
7465
7466         exit(1);
7467 }
7468 #endif
7469
7470 // Call this function when you want to inform the player that a feature is not
7471 // enabled in the DEMO version of FreSpace
7472 void game_feature_not_in_demo_popup()
7473 {
7474         popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7475 }
7476
7477 // format the specified time (fixed point) into a nice string
7478 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7479 {
7480         float mtime;
7481         int hours,minutes,seconds;
7482
7483         mtime = f2fl(m_time);           
7484
7485         // get the hours, minutes and seconds   
7486         hours = (int)(mtime / 3600.0f);
7487         if(hours > 0){
7488                 mtime -= (3600.0f * (float)hours);
7489         }
7490         seconds = (int)mtime%60;
7491         minutes = (int)mtime/60;                        
7492
7493         if (hours > 0) {
7494                 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7495         } else {
7496                 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7497         }
7498 }
7499
7500 //      Stuff version string in *str.
7501 void get_version_string(char *str, const int str_len)
7502 {
7503 //XSTR:OFF
7504         if ( FS_VERSION_BUILD == 0 ) {
7505                 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7506         } else {
7507                 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7508         }
7509
7510 #if defined (FS2_DEMO) || defined(FS1_DEMO)
7511         SDL_strlcat(str, " D", str_len);
7512 #elif defined (OEM_BUILD)
7513         SDL_strlcat(str, " (OEM)", str_len);
7514 #endif
7515 //XSTR:ON
7516         /*
7517         HMODULE hMod;
7518         DWORD bogus_handle;
7519         char myname[_MAX_PATH];
7520         int namelen, major, minor, build, waste;
7521         unsigned int buf_size;
7522         DWORD version_size;
7523         char *infop;
7524         VOID *bufp;
7525         BOOL result;
7526
7527         // Find my EXE file name
7528         hMod = GetModuleHandle(NULL);
7529         namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7530
7531         version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7532         infop = (char *)malloc(version_size);
7533         result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7534
7535         // get the product version
7536         result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7537         sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7538 #ifdef DEMO
7539         sprintf(str,"Dv%d.%02d",major, minor);
7540 #else
7541         sprintf(str,"v%d.%02d",major, minor);
7542 #endif
7543         */
7544 }
7545
7546 void get_version_string_short(char *str, const int str_len)
7547 {
7548         SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7549 }
7550
7551 // ----------------------------------------------------------------
7552 //
7553 // OEM UPSELL SCREENS BEGIN
7554 //
7555 // ----------------------------------------------------------------
7556 #if defined(OEM_BUILD)
7557
7558 #define NUM_OEM_UPSELL_SCREENS                          3
7559 #define OEM_UPSELL_SCREEN_DELAY                         10000
7560
7561 static int Oem_upsell_bitmaps_loaded = 0;
7562 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7563 static int Oem_upsell_screen_number = 0;
7564 static int Oem_upsell_show_next_bitmap_time;
7565
7566 //XSTR:OFF
7567 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] = 
7568 {
7569         {       "OEMUpSell02",
7570                 "OEMUpSell01",
7571                 "OEMUpSell03",
7572         },
7573         {       "2_OEMUpSell02",
7574                 "2_OEMUpSell01",
7575                 "2_OEMUpSell03",
7576         },
7577 };
7578 //XSTR:ON
7579
7580 static int Oem_normal_cursor = -1;
7581 static int Oem_web_cursor = -1;
7582 //#define OEM_UPSELL_URL                "http://www.interplay-store.com/"
7583 #define OEM_UPSELL_URL          "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7584
7585 void oem_upsell_next_screen()
7586 {
7587         Oem_upsell_screen_number++;
7588         if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7589                 // extra long delay, mouse shown on last upsell
7590                 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7591                 Mouse_hidden = 0;
7592
7593         } else {
7594                 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7595         }
7596 }
7597
7598 void oem_upsell_load_bitmaps()
7599 {
7600         int i;
7601
7602         for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7603                 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7604         }
7605 }
7606
7607 void oem_upsell_unload_bitmaps()
7608 {
7609         int i;
7610
7611         for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7612                 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7613                         bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7614                 }
7615         }
7616
7617         // unloaded
7618         Oem_upsell_bitmaps_loaded = 0;
7619 }
7620
7621 // clickable hotspot on 3rd OEM upsell screen
7622 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7623         {       // GR_640
7624                 28, 350, 287, 96                                        // x, y, w, h
7625         },
7626         {       // GR_1024
7627                 45, 561, 460, 152                                       // x, y, w, h
7628         }
7629 };
7630
7631 void oem_upsell_show_screens()
7632 {
7633         int current_time, k;
7634         int done = 0;
7635
7636         if ( !Oem_upsell_bitmaps_loaded ) {
7637                 oem_upsell_load_bitmaps();
7638                 Oem_upsell_bitmaps_loaded = 1;
7639         }
7640
7641         // may use upsell screens more than once
7642         Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7643         Oem_upsell_screen_number = 0;
7644         
7645         key_flush();
7646         Mouse_hidden = 1;
7647
7648         // set up cursors
7649         int nframes;                                            // used to pass, not really needed (should be 1)
7650         Oem_normal_cursor = gr_get_cursor_bitmap();
7651         Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7652         SDL_assert(Oem_web_cursor >= 0);
7653         if (Oem_web_cursor < 0) {
7654                 Oem_web_cursor = Oem_normal_cursor;
7655         }
7656
7657         while(!done) {
7658
7659                 //oem_reset_trailer_timer();
7660
7661                 current_time = timer_get_milliseconds();
7662
7663                 os_poll();
7664                 k = key_inkey();
7665
7666                 // advance screen on keypress or timeout
7667                 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7668                         oem_upsell_next_screen();
7669                 }
7670
7671                 // check if we are done
7672                 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7673                         Oem_upsell_screen_number--;
7674                         done = 1;
7675                 } else {
7676                         if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7677                                 done = 1;
7678                         }
7679                 }
7680
7681                 // show me the upsell
7682                 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {               
7683                         gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7684                         gr_bitmap(0,0);
7685                 }
7686
7687                 // if this is the 3rd upsell, make it clickable, d00d
7688                 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7689                         int mx, my;
7690                         int button_state = mouse_get_pos(&mx, &my);
7691                         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])
7692                                 && (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]) )
7693                         {
7694                                 // switch cursors
7695                                 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7696
7697                                 // check for clicks
7698                                 if (button_state & MOUSE_LEFT_BUTTON) {
7699                                         // launch URL
7700                                         multi_pxo_url(OEM_UPSELL_URL);
7701                                         done = 1;
7702                                 } 
7703                         } else {
7704                                 // switch cursor back to normal one
7705                                 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7706                         }
7707                 }
7708
7709                 if ( done ) {
7710                         if (gameseq_get_state() != GS_STATE_END_DEMO) {
7711                                 gr_fade_out(0);
7712                                 SDL_Delay(300);
7713                         }
7714                 }
7715
7716                 gr_flip();
7717         }
7718
7719         // unload bitmap
7720         oem_upsell_unload_bitmaps();
7721
7722         // switch cursor back to normal one
7723         gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7724
7725 }
7726
7727 #endif // defined(OEM_BUILD)
7728 // ----------------------------------------------------------------
7729 //
7730 // OEM UPSELL SCREENS END
7731 //
7732 // ----------------------------------------------------------------
7733
7734
7735
7736 // ----------------------------------------------------------------
7737 //
7738 // DEMO UPSELL SCREENS BEGIN
7739 //
7740 // ----------------------------------------------------------------
7741
7742 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7743
7744 #ifdef FS2_DEMO
7745 #define NUM_DEMO_UPSELL_SCREENS                         2
7746 #elif FS1_DEMO
7747 #define NUM_DEMO_UPSELL_SCREENS                         4
7748 #endif
7749 #define DEMO_UPSELL_SCREEN_DELAY                                3000
7750
7751 static int Demo_upsell_bitmaps_loaded = 0;
7752 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7753 static int Demo_upsell_screen_number = 0;
7754 static int Demo_upsell_show_next_bitmap_time;
7755
7756 //XSTR:OFF
7757 static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] = 
7758 {
7759 #ifdef FS1_DEMO
7760         {       "DemoUpsell1",
7761                 "DemoUpsell2",
7762                 "DemoUpsell3",
7763                 "DemoUpsell4"
7764         },
7765         {       "DemoUpsell1",
7766                 "DemoUpsell2",
7767                 "DemoUpsell3",
7768                 "DemoUpsell4"
7769         },
7770 #else
7771         {       "UpSell02",
7772                 "UpSell01",
7773         },
7774         {       "2_UpSell02",
7775                 "2_UpSell01",
7776         },
7777 #endif
7778         // "DemoUpsell3",
7779         // "DemoUpsell4",
7780 };
7781 //XSTR:ON
7782
7783 void demo_upsell_next_screen()
7784 {
7785         Demo_upsell_screen_number++;
7786         if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7787                 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7788         } else {
7789                 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7790         }
7791 }
7792
7793 void demo_upsell_load_bitmaps()
7794 {
7795         int i;
7796
7797         for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7798                 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7799         }
7800 }
7801
7802 void demo_upsell_unload_bitmaps()
7803 {
7804         int i;
7805
7806         for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7807                 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7808                         bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7809                 }
7810         }
7811
7812         // unloaded
7813         Demo_upsell_bitmaps_loaded = 0;
7814 }
7815
7816 void demo_upsell_show_screens()
7817 {
7818         int current_time, k;
7819         int done = 0;
7820
7821         if ( !Demo_upsell_bitmaps_loaded ) {
7822                 demo_upsell_load_bitmaps();
7823                 Demo_upsell_bitmaps_loaded = 1;
7824         }
7825
7826         // may use upsell screens more than once
7827         Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7828         Demo_upsell_screen_number = 0;
7829         
7830         key_flush();
7831         Mouse_hidden = 1;
7832
7833         while(!done) {
7834
7835                 demo_reset_trailer_timer();
7836
7837                 current_time = timer_get_milliseconds();
7838
7839 // #ifndef THREADED
7840                 os_poll();
7841 // #endif
7842                 k = key_inkey();
7843
7844                 // don't time out, wait for keypress
7845                 /*
7846                 if ( current_time > Demo_upsell_show_next_bitmap_time ) {
7847                         demo_upsell_next_screen();
7848                         k = 0;
7849                 }*/
7850
7851                 if ( k > 0 ) {
7852                         demo_upsell_next_screen();
7853                 }
7854
7855                 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7856                         Demo_upsell_screen_number--;
7857                         done = 1;
7858                 } else {
7859                         if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7860                                 done = 1;
7861                         }
7862                 }
7863
7864                 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {             
7865                         gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7866                         gr_bitmap(0,0);
7867                 }
7868
7869                 if ( done ) {
7870                         if (gameseq_get_state() != GS_STATE_END_DEMO) {
7871                                 gr_fade_out(0);
7872                                 SDL_Delay(300);
7873                         }
7874                 }
7875
7876                 gr_flip();
7877         }
7878
7879         // unload bitmap
7880         demo_upsell_unload_bitmaps();
7881 }
7882
7883 #endif // DEMO
7884
7885 // ----------------------------------------------------------------
7886 //
7887 // DEMO UPSELL SCREENS END
7888 //
7889 // ----------------------------------------------------------------
7890
7891
7892 // ----------------------------------------------------------------
7893 //
7894 // Subspace Ambient Sound START
7895 //
7896 // ----------------------------------------------------------------
7897
7898 static int Subspace_ambient_left_channel = -1;
7899 static int Subspace_ambient_right_channel = -1;
7900
7901 // 
7902 void game_start_subspace_ambient_sound()
7903 {
7904         if ( Subspace_ambient_left_channel < 0 ) {
7905                 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7906         }
7907
7908         if ( Subspace_ambient_right_channel < 0 ) {
7909                 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7910         }
7911 }
7912
7913 void game_stop_subspace_ambient_sound()
7914 {
7915         if ( Subspace_ambient_left_channel >= 0 ) {
7916                 snd_stop(Subspace_ambient_left_channel);
7917                 Subspace_ambient_left_channel = -1;
7918         }
7919
7920         if ( Subspace_ambient_right_channel >= 0 ) {
7921                 snd_stop(Subspace_ambient_right_channel);
7922                 Subspace_ambient_right_channel = -1;
7923         }
7924 }
7925
7926 // ----------------------------------------------------------------
7927 //
7928 // Subspace Ambient Sound END
7929 //
7930 // ----------------------------------------------------------------
7931
7932 // ----------------------------------------------------------------
7933 //
7934 // Language Autodetection stuff
7935 //
7936
7937 // this layout order must match Lcl_languages in localize.cpp in order for the
7938 // correct language to be detected
7939 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7940 #ifdef MAKE_FS1
7941         1366105450,                             // English
7942 #else
7943         589986744,                              // English
7944 #endif
7945         -1132430286,                    // German
7946         0,                                              // French
7947         -1131728960,                                    // Polish
7948 };
7949
7950 // default setting is "-1" to use config file with English as fall back
7951 // DO NOT change the default setting here or something uncouth might happen
7952 // in the localization code
7953 int detect_lang()
7954 {
7955         uint file_checksum;             
7956         int idx;
7957
7958         // try and open the file to verify
7959         CFILE *detect = cfopen("font01.vf", "rb");
7960         
7961         // will use default setting if something went wrong
7962         if (!detect) {
7963                 return -1;
7964         }       
7965
7966         // get the long checksum of the file
7967         file_checksum = 0;
7968         cfseek(detect, 0, SEEK_SET);    
7969         cf_chksum_long(detect, &file_checksum);
7970         cfclose(detect);
7971         detect = NULL;  
7972
7973         // now compare the checksum/filesize against known #'s
7974         for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
7975                 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
7976                         return idx;
7977                 }
7978         }
7979
7980         // notify if a match was not found, include detected checksum
7981         printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
7982         printf("Using default language...\n\n");
7983         
7984         return -1;
7985 }
7986
7987 //
7988 // End Auto Lang stuff
7989 //
7990 // ----------------------------------------------------------------
7991
7992 // ----------------------------------------------------------------
7993 // SHIPS TBL VERIFICATION STUFF
7994 //
7995
7996 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
7997 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
7998         #define NUM_SHIPS_TBL_CHECKSUMS         3
7999 #else
8000         #define NUM_SHIPS_TBL_CHECKSUMS         1
8001 #endif
8002
8003 #ifdef FS2_DEMO
8004 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8005         1696074201,                                             // FS2 demo
8006 };
8007 #elif FS1_DEMO
8008 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8009         1603375034,                                             // FS1 DEMO
8010 };
8011 #elif MAKE_FS1
8012 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8013         -129679197,                                             // FS1 Full 1.06 (US)
8014         7762567,                                                // FS1 SilentThreat
8015         1555372475                                              // FS1 Full 1.06 (German)
8016 };
8017 #else
8018 /*
8019 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8020         -463907578,                                             // US - beta 1
8021         1696074201,                                             // FS2 demo
8022 };
8023 */
8024 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8025 //      -1022810006,                                    // 1.0 FULL
8026         -1254285366                                             // 1.2 FULL (German)
8027 };
8028 #endif
8029
8030 void verify_ships_tbl()
8031 {       
8032         /*
8033 #ifdef NDEBUG
8034         Game_ships_tbl_valid = 1;
8035 #else
8036         */
8037         uint file_checksum;             
8038         int idx;
8039
8040         // detect if the packfile exists
8041         CFILE *detect = cfopen("ships.tbl", "rb");
8042         Game_ships_tbl_valid = 0;        
8043         
8044         // not mission-disk
8045         if(!detect){
8046                 Game_ships_tbl_valid = 0;
8047                 return;
8048         }       
8049
8050         // get the long checksum of the file
8051         file_checksum = 0;
8052         cfseek(detect, 0, SEEK_SET);    
8053         cf_chksum_long(detect, &file_checksum);
8054         cfclose(detect);
8055         detect = NULL;  
8056
8057         // now compare the checksum/filesize against known #'s
8058         for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
8059                 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
8060                         Game_ships_tbl_valid = 1;
8061                         return;
8062                 }
8063         }
8064 // #endif
8065 }
8066
8067 DCF(shipspew, "display the checksum for the current ships.tbl")
8068 {
8069         uint file_checksum;
8070         CFILE *detect = cfopen("ships.tbl", "rb");
8071         // get the long checksum of the file
8072         file_checksum = 0;
8073         cfseek(detect, 0, SEEK_SET);    
8074         cf_chksum_long(detect, &file_checksum);
8075         cfclose(detect);
8076
8077         dc_printf("%d", file_checksum);
8078 }
8079
8080 // ----------------------------------------------------------------
8081 // WEAPONS TBL VERIFICATION STUFF
8082 //
8083
8084 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8085 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8086         #define NUM_WEAPONS_TBL_CHECKSUMS               3
8087 #else
8088         #define NUM_WEAPONS_TBL_CHECKSUMS               1
8089 #endif
8090
8091 #ifdef FS2_DEMO
8092 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8093         -266420030,                             // demo 1
8094 };
8095 #elif FS1_DEMO
8096 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8097         -1246928725,                    // FS1 DEMO
8098 };
8099 #elif MAKE_FS1
8100 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8101         -834598107,                             // FS1 1.06 Full (US)
8102         -1652231417,                    // FS1 SilentThreat
8103         720209793                               // FS1 1.06 Full (German)
8104 };
8105 #else
8106 /*
8107 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8108         141718090,                              // US - beta 1
8109         -266420030,                             // demo 1
8110 };
8111 */
8112 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8113 //      399297860,                              // 1.0 FULL     
8114         -553984927                              // 1.2 FULL (german)
8115 };
8116 #endif
8117
8118 void verify_weapons_tbl()
8119 {       
8120         /*
8121 #ifdef NDEBUG
8122         Game_weapons_tbl_valid = 1;
8123 #else
8124         */
8125         uint file_checksum;
8126         int idx;
8127
8128         // detect if the packfile exists
8129         CFILE *detect = cfopen("weapons.tbl", "rb");
8130         Game_weapons_tbl_valid = 0;      
8131         
8132         // not mission-disk
8133         if(!detect){
8134                 Game_weapons_tbl_valid = 0;
8135                 return;
8136         }       
8137
8138         // get the long checksum of the file
8139         file_checksum = 0;
8140         cfseek(detect, 0, SEEK_SET);    
8141         cf_chksum_long(detect, &file_checksum);
8142         cfclose(detect);
8143         detect = NULL;  
8144
8145         // now compare the checksum/filesize against known #'s
8146         for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8147                 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8148                         Game_weapons_tbl_valid = 1;
8149                         return;
8150                 }
8151         }
8152 // #endif
8153 }
8154
8155 DCF(wepspew, "display the checksum for the current weapons.tbl")
8156 {
8157         uint file_checksum;
8158         CFILE *detect = cfopen("weapons.tbl", "rb");
8159         // get the long checksum of the file
8160         file_checksum = 0;
8161         cfseek(detect, 0, SEEK_SET);    
8162         cf_chksum_long(detect, &file_checksum);
8163         cfclose(detect);
8164
8165         dc_printf("%d", file_checksum);
8166 }
8167
8168 // if the game is running using hacked data
8169 int game_hacked_data()
8170 {
8171         // hacked!
8172         if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8173                 return 1;
8174         }
8175
8176         // not hacked
8177         return 0;
8178 }
8179
8180 void display_title_screen()
8181 {
8182 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
8183         ///int title_bitmap;
8184
8185         // load bitmap
8186         int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8187         if (title_bitmap == -1) {
8188                 return;
8189         }
8190
8191         // set
8192         gr_set_bitmap(title_bitmap);
8193
8194         // draw
8195         gr_bitmap(0, 0);
8196
8197         // flip
8198         gr_flip();
8199
8200         bm_unload(title_bitmap);
8201 #endif  // FS2_DEMO || OEM_BUILD || FS1_DEMO
8202 }
8203
8204 // return true if the game is running with "low memory", which is less than 48MB
8205 bool game_using_low_mem()
8206 {
8207         if (Use_low_mem == 0) {
8208                 return false;
8209         } else {
8210                 return true;
8211         }
8212 }