]> icculus.org git repositories - taylor/freespace2.git/blob - src/freespace2/freespace.cpp
more RAM check cleanup
[taylor/freespace2.git] / src / freespace2 / freespace.cpp
1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell 
5  * or otherwise commercially exploit the source or things you created based on
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * Freespace main body
16  *
17  * $Log$
18  * Revision 1.40  2005/10/01 21:40:38  taylor
19  * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20  * make sure a global cmdline.cfg file works with OS X when built as an app
21  *
22  * Revision 1.39  2005/08/12 08:57:20  taylor
23  * don't show hardware S-RAM value on HUD in debug
24  * do show in use GL texture memory
25  * have an actual fade effect for the credits screen artwork
26  *
27  * Revision 1.38  2004/09/20 01:31:44  theoddone33
28  * GCC 3.4 fixes.
29  *
30  * Revision 1.37  2004/07/04 11:31:43  taylor
31  * amd64 support, compiler warning fixes, don't use software rendering
32  *
33  * Revision 1.36  2004/06/12 01:11:35  taylor
34  * x86 compile fixes for OSX patch
35  *
36  * Revision 1.35  2004/06/11 00:53:02  tigital
37  * OSX: .app name, casts for gcc
38  *
39  * Revision 1.34  2003/08/09 03:18:03  taylor
40  * fix tips popup not having any tips
41  *
42  * Revision 1.33  2003/08/03 15:57:00  taylor
43  * simpler mouse usage; default ini settings in os_init(); cleanup
44  *
45  * Revision 1.32  2003/06/19 11:51:41  taylor
46  * adjustments to memory leak fixes
47  *
48  * Revision 1.31  2003/06/11 18:30:32  taylor
49  * plug memory leaks
50  *
51  * Revision 1.30  2003/06/03 04:00:39  taylor
52  * Polish language support (Janusz Dziemidowicz)
53  *
54  * Revision 1.29  2003/05/25 02:30:42  taylor
55  * Freespace 1 support
56  *
57  * Revision 1.28  2003/05/18 03:55:30  taylor
58  * automatic language selection support
59  *
60  * Revision 1.27  2003/03/03 04:54:44  theoddone33
61  * Commit Taylor's ShowFPS fix
62  *
63  * Revision 1.26  2003/02/20 17:41:07  theoddone33
64  * Userdir patch from Taylor Richards
65  *
66  * Revision 1.25  2003/01/30 19:54:10  relnev
67  * ini config option for the frames per second counter (Taylor Richards)
68  *
69  * Revision 1.24  2002/08/31 01:39:13  theoddone33
70  * Speed up the renderer a tad
71  *
72  * Revision 1.23  2002/08/04 02:31:00  relnev
73  * make numlock not overlap with pause
74  *
75  * Revision 1.22  2002/08/02 23:07:03  relnev
76  * don't access the mouse in standalone mode
77  *
78  * Revision 1.21  2002/07/28 05:05:08  relnev
79  * removed some old stuff
80  *
81  * Revision 1.20  2002/07/24 00:20:41  relnev
82  * nothing interesting
83  *
84  * Revision 1.19  2002/06/17 06:33:08  relnev
85  * ryan's struct patch for gcc 2.95
86  *
87  * Revision 1.18  2002/06/16 04:46:33  relnev
88  * set up correct checksums for demo
89  *
90  * Revision 1.17  2002/06/09 04:41:17  relnev
91  * added copyright header
92  *
93  * Revision 1.16  2002/06/09 03:16:04  relnev
94  * added _splitpath.
95  *
96  * removed unneeded asm, old sdl 2d setup.
97  *
98  * fixed crash caused by opengl_get_region.
99  *
100  * Revision 1.15  2002/06/05 08:05:28  relnev
101  * stub/warning removal.
102  *
103  * reworked the sound code.
104  *
105  * Revision 1.14  2002/06/05 04:03:32  relnev
106  * finished cfilesystem.
107  *
108  * removed some old code.
109  *
110  * fixed mouse save off-by-one.
111  *
112  * sound cleanups.
113  *
114  * Revision 1.13  2002/06/02 04:26:34  relnev
115  * warning cleanup
116  *
117  * Revision 1.12  2002/06/02 00:31:35  relnev
118  * implemented osregistry
119  *
120  * Revision 1.11  2002/06/01 09:00:34  relnev
121  * silly debug memmanager
122  *
123  * Revision 1.10  2002/06/01 07:12:32  relnev
124  * a few NDEBUG updates.
125  *
126  * removed a few warnings.
127  *
128  * Revision 1.9  2002/05/31 03:05:59  relnev
129  * sane default
130  *
131  * Revision 1.8  2002/05/29 02:52:32  theoddone33
132  * Enable OpenGL renderer
133  *
134  * Revision 1.7  2002/05/28 08:52:03  relnev
135  * implemented two assembly stubs.
136  *
137  * cleaned up a few warnings.
138  *
139  * added a little demo hackery to make it progress a little farther.
140  *
141  * Revision 1.6  2002/05/28 06:28:20  theoddone33
142  * Filesystem mods, actually reads some data files now
143  *
144  * Revision 1.5  2002/05/28 04:07:28  theoddone33
145  * New graphics stubbing arrangement
146  *
147  * Revision 1.4  2002/05/27 22:46:52  theoddone33
148  * Remove more undefined symbols
149  *
150  * Revision 1.3  2002/05/26 23:31:18  relnev
151  * added a few files that needed to be compiled
152  *
153  * freespace.cpp: now compiles
154  *
155  * Revision 1.2  2002/05/07 03:16:44  theoddone33
156  * The Great Newline Fix
157  *
158  * Revision 1.1.1.1  2002/05/03 03:28:09  root
159  * Initial import.
160  *
161  * 
162  * 201   6/16/00 3:15p Jefff
163  * sim of the year dvd version changes, a few german soty localization
164  * fixes
165  * 
166  * 200   11/03/99 11:06a Jefff
167  * 1.2 checksums
168  * 
169  * 199   10/26/99 5:07p Jamest
170  * fixed jeffs dumb debug code
171  * 
172  * 198   10/25/99 5:53p Jefff
173  * call control_config_common_init() on startup
174  * 
175  * 197   10/14/99 10:18a Daveb
176  * Fixed incorrect CD checking problem on standalone server.
177  * 
178  * 196   10/13/99 9:22a Daveb
179  * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180  * related to movies. Fixed launcher spawning from PXO screen.
181  * 
182  * 195   10/06/99 11:05a Jefff
183  * new oem upsell 3 hotspot coords
184  * 
185  * 194   10/06/99 10:31a Jefff
186  * OEM updates
187  * 
188  * 193   10/01/99 9:10a Daveb
189  * V 1.1 PATCH
190  * 
191  * 192   9/15/99 4:57a Dave
192  * Updated ships.tbl checksum
193  * 
194  * 191   9/15/99 3:58a Dave
195  * Removed framerate warning at all times.
196  * 
197  * 190   9/15/99 3:16a Dave
198  * Remove mt-011.fs2 from the builtin mission list.
199  * 
200  * 189   9/15/99 1:45a Dave
201  * Don't init joystick on standalone. Fixed campaign mode on standalone.
202  * Fixed no-score-report problem in TvT
203  * 
204  * 188   9/14/99 6:08a Dave
205  * Updated (final) single, multi, and campaign list.
206  * 
207  * 187   9/14/99 3:26a Dave
208  * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209  * respawn-too-early problem. Made a few crash points safe.
210  * 
211  * 186   9/13/99 4:52p Dave
212  * RESPAWN FIX
213  * 
214  * 185   9/12/99 8:09p Dave
215  * Fixed problem where skip-training button would cause mission messages
216  * not to get paged out for the current mission.
217  * 
218  * 184   9/10/99 11:53a Dave
219  * Shutdown graphics before sound to eliminate apparent lockups when
220  * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
221  * 
222  * 183   9/09/99 11:40p Dave
223  * Handle an 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 "ds3d.h"
656 #include "shipfx.h"
657 #include "readyroom.h"
658 #include "mainhallmenu.h"
659 #include "multilag.h"
660 #include "trails.h"
661 #include "particle.h"
662 #include "popup.h"
663 #include "multi_ingame.h"
664 #include "snazzyui.h"
665 #include "asteroid.h"
666 #include "popupdead.h"
667 #include "multi_voice.h"
668 #include "missioncmdbrief.h"
669 #include "redalert.h"
670 #include "gameplayhelp.h"
671 #include "multilag.h"
672 #include "staticrand.h"
673 #include "multi_pmsg.h"
674 #include "levelpaging.h"
675 #include "observer.h"
676 #include "multi_pause.h"
677 #include "multi_endgame.h"
678 #include "cutscenes.h"
679 #include "multi_respawn.h"
680 #include "movie.h"
681 #include "multi_obj.h"
682 #include "multi_log.h"
683 #include "emp.h"
684 #include "localize.h"
685 #include "osregistry.h"
686 #include "barracks.h"
687 #include "missionpause.h"
688 #include "font.h"
689 #include "alphacolors.h"
690 #include "objcollide.h"
691 #include "flak.h"
692 #include "neb.h"
693 #include "neblightning.h"
694 #include "shipcontrails.h"
695 #include "awacs.h"
696 #include "beam.h"
697 #include "multi_dogfight.h"
698 #include "multi_rate.h"
699 #include "muzzleflash.h"
700 #include "encrypt.h"
701 #include "demo.h"
702 #include "version.h"
703 #include "mainhalltemp.h"
704 #include "exceptionhandler.h"
705 #ifndef PLAT_UNIX
706 #include "glide.h"
707 #endif
708 #include "supernova.h"
709 #include "hudshield.h"
710 // #include "names.h"
711 #include "shiphit.h"
712 #include "missionloopbrief.h"
713
714 #ifdef NDEBUG
715 #ifdef FRED
716 #error macro FRED is defined when trying to build release Fred.  Please undefine FRED macro in build settings
717 #endif
718 #endif
719
720 //      Revision history.
721 //      Full version:
722 //    1.00.04   5/26/98 MWA -- going final (12 pm)
723 //    1.00.03   5/26/98 MWA -- going final (3 am)
724 //    1.00.02   5/25/98 MWA -- going final
725 //    1.00.01   5/25/98 MWA -- going final
726 //              0.90            5/21/98 MWA -- getting ready for final.
727 //              0.10            4/9/98.  Set by MK.
728 //
729 //      Demo version: (obsolete since DEMO codebase split from tree)
730 //              0.03            4/10/98 AL.     Interplay rev
731 //              0.02            4/8/98  MK.     Increased when this system was modified.
732 //              0.01            4/7/98? AL.     First release to Interplay QA.
733 //
734 //      OEM version:
735 //              1.00            5/28/98 AL.     First release to Interplay QA.
736
737 void game_level_init(int seed = -1);
738 void game_post_level_init();
739 void game_do_frame();
740 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
741 void game_reset_time();
742 void game_show_framerate();                     // draws framerate in lower right corner
743
744 int Game_no_clear = 0;
745
746 int Pofview_running = 0;
747 int Nebedit_running = 0;
748
749 typedef struct big_expl_flash {
750         float max_flash_intensity;      // max intensity
751         float cur_flash_intensity;      // cur intensity
752         int     flash_start;            // start time
753 } big_expl_flash;
754
755 #define FRAME_FILTER 16
756
757 #define DEFAULT_SKILL_LEVEL     1
758 int     Game_skill_level = DEFAULT_SKILL_LEVEL;
759
760 #define VIEWER_ZOOM_DEFAULT 0.75f                       //      Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
761 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
762
763 #define EXE_FNAME       ("fs2.exe")
764 #define LAUNCHER_FNAME  ("freespace2.exe")
765
766
767 // JAS: Code for warphole camera.
768 // Needs to be cleaned up.
769 vector Camera_pos = ZERO_VECTOR;
770 vector Camera_velocity = ZERO_VECTOR;
771 vector Camera_desired_velocity = ZERO_VECTOR;
772 matrix Camera_orient = IDENTITY_MATRIX;
773 float Camera_damping = 1.0f;
774 float Camera_time = 0.0f;
775 float Warpout_time = 0.0f;
776 int Warpout_forced = 0;         // Set if this is a forced warpout that cannot be cancelled.
777 int Warpout_sound = -1;
778 void camera_move();
779 int Use_joy_mouse = 0;
780 int Use_palette_flash = 1;
781 #ifndef NDEBUG
782 int Use_fullscreen_at_startup = 0;
783 #endif
784 int Show_area_effect = 0;
785 object  *Last_view_target = NULL;
786
787 int dogfight_blown = 0;
788
789 int     frame_int = -1;
790 float frametimes[FRAME_FILTER];
791 float frametotal = 0.0f;
792 float flFrametime;
793
794 #ifdef RELEASE_REAL
795         int     Show_framerate = 0;
796 #else 
797         int     Show_framerate = 1;
798 #endif
799
800 int     Framerate_cap = 120;
801 int     Show_mem = 0;
802 int     Show_cpu = 0;
803 int     Show_target_debug_info = 0;
804 int     Show_target_weapons = 0;
805 int     Game_font = -1;
806
807 #ifndef NDEBUG
808 static int Show_player_pos = 0;         // debug console command to show player world pos on HUD
809 #endif
810
811 int Debug_octant = -1;
812
813 fix Game_time_compression = F1_0;
814
815 // if the ships.tbl the player has is valid
816 int Game_ships_tbl_valid = 0;
817
818 // if the weapons.tbl the player has is valid
819 int Game_weapons_tbl_valid = 0;
820
821 #ifndef NDEBUG
822 int Test_begin = 0;
823 extern int      Player_attacking_enabled;
824 int Show_net_stats;
825 #endif
826
827 int Pre_player_entry;
828
829 int     Fred_running = 0;
830 char Game_current_mission_filename[MAX_FILENAME_LEN];
831 int game_single_step = 0;
832 int last_single_step=0;
833
834 extern int MSG_WINDOW_X_START;  // used to position mission_time and shields output
835 extern int MSG_WINDOW_Y_START;
836 extern int MSG_WINDOW_HEIGHT;
837
838 int game_zbuffer = 1;
839 //static int Game_music_paused;
840 static int Game_paused;
841
842 int Game_level_seed;
843
844 #define EXPIRE_BAD_CHECKSUM                     1
845 #define EXPIRE_BAD_TIME                                 2
846
847 extern void ssm_init();
848 extern void ssm_level_init();
849 extern void ssm_process();
850
851 // static variable to contain the time this version was built
852 // commented out for now until
853 // I figure out how to get the username into the file
854 //LOCAL char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
855
856 // defines and variables used for dumping frame for making trailers.
857 #ifndef NDEBUG
858 int Debug_dump_frames = 0;                      // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
859 int Debug_dump_trigger = 0;
860 int Debug_dump_frame_count;
861 int Debug_dump_frame_num = 0;
862 #define DUMP_BUFFER_NUM_FRAMES  1                       // store every 15 frames
863 #endif
864
865 // amount of time to wait after the player has died before we display the death died popup
866 #define PLAYER_DIED_POPUP_WAIT          2500
867 int Player_died_popup_wait = -1;
868 int Player_multi_died_check = -1;
869
870 // builtin mission list stuff
871 #ifdef FS2_DEMO
872         int Game_builtin_mission_count = 6;
873         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
874                 { "SPDemo-01.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     ""              },
875                 { "SPDemo-02.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     ""              },
876                 { "DemoTrain.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     ""              },
877                 { "Demo.fc2",                                           (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE),                                        ""              },
878                 { "MPDemo-01.fs2",                              (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""              },
879                 { "Demo-DOG-01.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""              },
880         };
881 #elif defined(FS1_DEMO)
882         int Game_builtin_mission_count = 5;
883         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
884                 { "btmdemo.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     ""              },
885                 { "demo.fsc",                                   (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE),                                        ""              },
886                 { "demo01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     ""              },
887                 { "demo02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     ""              },
888                 { "demo02b.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     ""              },
889         };
890 #elif defined(PD_BUILD)
891         int Game_builtin_mission_count = 4;
892         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
893                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION),                                                                                            ""              },
894                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION),                                                                                            ""              },              
895                 { "sm1-01",                                                     (FSB_FROM_VOLITION),                                                                                            ""              },
896                 { "sm1-05",                                                     (FSB_FROM_VOLITION),                                                                                            ""              },              
897         };
898 #elif defined(MULTIPLAYER_BETA)
899         int Game_builtin_mission_count = 17;
900         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
901                 // multiplayer beta
902                 { "md-01.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""              },
903                 { "md-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""              },
904                 { "md-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""              },
905                 { "md-04.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""              },
906                 { "md-05.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""              },
907                 { "md-06.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""              },
908                 { "md-07.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""              },
909                 { "mt-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""              },
910                 { "mt-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""              },
911                 { "m-03.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""              },
912                 { "m-04.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""              },
913                 { "m-05.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""              },
914                 { "templar-01.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN),                 ""              },
915                 { "templar-02.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN),                 ""              },
916                 { "templar-03a.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN),                 ""              },
917                 { "templar-04a.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN),                 ""              },
918                 { "templar.fc2",                                        (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE),    ""              },      
919         };
920 #elif defined(OEM_BUILD)
921         int Game_builtin_mission_count = 17;
922         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
923                 // oem version - act 1 only
924                 { "freespace2oem.fc2",                  (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE),                                        "" },
925                         
926                 // act 1
927                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_1       },
928                 { "sm1-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_1       },
929                 { "sm1-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_1       },
930                 { "sm1-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_1       },
931                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_1       },
932                 { "sm1-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_1       },
933                 { "sm1-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_1       },
934                 { "sm1-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_1       },
935                 { "sm1-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_1       },
936                 { "sm1-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_1       },
937                 { "training-1.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_1       },
938                 { "training-2.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_1       },
939                 { "training-3.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_1       },
940                 { "tsm-104.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_1       },
941                 { "tsm-105.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_1       },
942                 { "tsm-106.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_1       }
943         };
944 #elif defined(MAKE_FS1) 
945         int Game_builtin_mission_count = 125;
946         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
947                 // single player campaign
948                 { "freespace.fsc",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE),                                "" },
949
950                 // act 1
951                 { "sm1-01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
952                 { "sm1-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
953                 { "sm1-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
954                 { "sm1-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
955                 { "sm1-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
956                 { "sm1-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
957                 { "sm1-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
958                 { "sm1-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
959                 { "sm1-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
960                 { "sm1-10a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
961
962                 // act 2
963                 { "sm2-01a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
964                 { "sm2-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
965                 { "sm2-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
966                 { "sm2-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
967                 { "sm2-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
968                 { "sm2-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
969                 { "sm2-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
970                 { "sm2-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
971                 { "sm2-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
972                 { "sm2-10a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
973
974                 // act 3
975                 { "sm3-01a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
976                 { "sm3-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
977                 { "sm3-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
978                 { "sm3-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
979                 { "sm3-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
980                 { "sm3-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
981                 { "sm3-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
982                 { "sm3-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
983                 { "sm3-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
984
985                 // gauntlet
986                 { "t-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI),                                                "" },
987                 { "v-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI),                                                "" },
988                 { "s-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI),                                                "" },
989
990                 // training
991                 { "btm-01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
992                 { "btm-02.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
993                 { "btm-03.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
994                 { "btm-04.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
995                 { "btm-05.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                             "" },
996
997                 // multiplayer
998                 { "m-hope.fsc",                                 (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE),    "" },
999                 { "m-altair.fsc",                               (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE),    "" },
1000
1001                 { "m-v-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI),                                                "" },
1002                 { "m-va.fsm",                                   (FSB_FROM_VOLITION | FSB_MULTI),                                                "" },
1003                 { "m-unstoppable.fsm",                  (FSB_FROM_VOLITION | FSB_MULTI),                                                "" },
1004                 { "m-t-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI),                                                "" },
1005                 { "m-s-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI),                                                "" },
1006                 { "m-rescue.fsm",                               (FSB_FROM_VOLITION | FSB_MULTI),                                                "" },
1007                 { "m-pain.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                "" },
1008                 { "m-orecovery.fsm",                    (FSB_FROM_VOLITION | FSB_MULTI),                                                "" },
1009                 { "mm3-01a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI),                                                "" },
1010                 { "mm3-02a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI),                                                "" },
1011                 { "mm3-03a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI),                                                "" },
1012                 { "mm3-04a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI),                                                "" },
1013                 { "mm3-05a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI),                                                "" },
1014                 { "mm3-06a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI),                                                "" },
1015                 { "m-guardduty.fsm",                    (FSB_FROM_VOLITION | FSB_MULTI),                                                "" },
1016                 { "m-gate.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                "" },
1017                 { "m-duel.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                "" },
1018                 { "m-convoyassault.fsm",                (FSB_FROM_VOLITION | FSB_MULTI),                                                "" },
1019                 { "m-clash.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI),                                                "" },
1020
1021         // SilentThreat missions
1022                 // Main SilentThreat campaign
1023                 { "SilentThreat.fsc",                   (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE),                               "" },
1024
1025                 { "md-01.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN),                                    "" },
1026                 { "md-02.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN),                                    "" },
1027                 { "md-03.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN),                                    "" },
1028                 { "md-04.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN),                                    "" },
1029                 { "md-05.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN),                                    "" },
1030                 { "md-06.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN),                                    "" },
1031                 { "md-07.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN),                                    "" },
1032                 { "md-08.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN),                                    "" },
1033                 { "md-09.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN),                                    "" },
1034                 { "md-10.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN),                                    "" },
1035                 { "md-11.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN),                                    "" },
1036                 { "md-12.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN),                                    "" },
1037
1038                 // SilentThreat Part 1 - multi-coop
1039                 { "ST-Part1.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE),   "" },
1040
1041                 { "stmm-01.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN),                "" },
1042                 { "stmm-02.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN),                "" },
1043                 { "stmm-03.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN),                "" },
1044
1045                 // SilentThreat Part 2 - multi-coop
1046                 { "ST-Part2.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE),   "" },
1047
1048                 { "stmm-04.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN),                "" },
1049                 { "stmm-05.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN),                "" },
1050                 { "stmm-06.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN),                "" },
1051
1052                 // SilentThreat Part 3 - multi-coop
1053                 { "ST-Part3.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE),   "" },
1054
1055                 { "stmm-07.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN),                "" },
1056                 { "stmm-08.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN),                "" },
1057                 { "stmm-09.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN),                "" },
1058
1059                 // SilentThreat Part 4 - multi-coop
1060                 { "ST-Part4.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE),   "" },
1061
1062                 { "stmm-10.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN),                "" },
1063                 { "stmm-11.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN),                "" },
1064                 { "stmm-12.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN),                "" },
1065
1066                 // multiplayer missions
1067                 { "mdmm-01.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI),                                               "" },
1068                 { "mdmm-02.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI),                                               "" },
1069                 { "mdmm-03.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI),                                               "" },
1070                 { "mdmm-04.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI),                                               "" },
1071                 // user supplied missions
1072                 { "mdu-02.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1073                 { "mdu-03.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1074                 { "mdu-04.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1075                 { "mdu-05.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1076                 { "mdu-06.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1077                 { "mdu-07.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1078                 { "mdu-08.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1079                 { "mdu-09.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1080                 { "mdu-10.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1081                 { "mdu-11.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1082                 { "mdu-12.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1083                 { "mdu-13.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1084                 { "mdu-14.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1085                 { "mdu-15.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1086                 { "mdu-16.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1087                 { "mdu-17.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1088                 { "mdu-18.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1089                 { "mdu-19.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1090                 { "mdu-20.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1091                 { "mdu-21.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1092                 { "mdu-22.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1093                 { "mdu-23.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1094                 { "mdu-24.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1095                 { "mdu-25.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1096                 { "mdu-26.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1097                 { "mdu-27.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1098                 { "mdu-28.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1099                 { "mdu-29.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1100                 { "mdu-30.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1101                 { "mdu-31.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1102                 { "mdumm-01.fsm",                               (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1103                 { "mdumm-02.fsm",                               (FSB_FROM_MDISK | FSB_MULTI),                                                                                   "" },
1104         };
1105 #else
1106         int Game_builtin_mission_count = 92;
1107         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1108                 // single player campaign
1109                 { "freespace2.fc2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE),                                        "" },
1110                         
1111                 // act 1
1112                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_2       },
1113                 { "sm1-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_2       },
1114                 { "sm1-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_2       },
1115                 { "sm1-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_2       },
1116                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_2       },
1117                 { "sm1-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_2       },
1118                 { "sm1-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_2       },
1119                 { "sm1-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_2       },
1120                 { "sm1-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_2       },
1121                 { "sm1-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_2       },
1122                 { "loop1-1.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_2       },
1123                 { "loop1-2.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_2       },
1124                 { "loop1-3.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_2       },
1125                 { "training-1.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_2       },
1126                 { "training-2.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_2       },
1127                 { "training-3.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_2       },
1128                 { "tsm-104.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_2       },
1129                 { "tsm-105.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_2       },
1130                 { "tsm-106.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_2       },
1131
1132                 // act 2
1133                 { "sm2-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_3       },
1134                 { "sm2-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_3       },
1135                 { "sm2-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_3       },
1136                 { "sm2-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_3       },
1137                 { "sm2-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_3       },
1138                 { "sm2-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_3       },
1139                 { "sm2-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_3       },
1140                 { "sm2-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_3       },
1141                 { "sm2-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_3       },
1142                 { "sm2-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_3       },
1143
1144                 // act 3
1145                 { "sm3-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_3       },
1146                 { "sm3-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_3       },
1147                 { "sm3-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_3       },
1148                 { "sm3-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_3       },
1149                 { "sm3-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_3       },
1150                 { "sm3-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_3       },
1151                 { "sm3-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_3       },
1152                 { "sm3-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_3       },
1153                 { "sm3-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_3       },
1154                 { "sm3-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_3       },
1155                 { "loop2-1.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_3       },              
1156                 { "loop2-2.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN),                                                     FS_CDROM_VOLUME_3       },
1157
1158                 // multiplayer missions
1159
1160                 // gauntlet
1161                 { "g-shi.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },
1162                 { "g-ter.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },
1163                 { "g-vas.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },
1164
1165                 // coop
1166                 { "m-01.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },
1167                 { "m-02.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },
1168                 { "m-03.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },
1169                 { "m-04.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1170
1171                 // dogfight
1172                 { "mdh-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1173                 { "mdh-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1174                 { "mdh-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1175                 { "mdh-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1176                 { "mdh-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1177                 { "mdh-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1178                 { "mdh-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1179                 { "mdh-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1180                 { "mdh-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1181                 { "mdl-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1182                 { "mdl-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1183                 { "mdl-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1184                 { "mdl-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1185                 { "mdl-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1186                 { "mdl-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1187                 { "mdl-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1188                 { "mdl-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1189                 { "mdl-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1190                 { "mdm-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1191                 { "mdm-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1192                 { "mdm-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1193                 { "mdm-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1194                 { "mdm-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1195                 { "mdm-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1196                 { "mdm-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1197                 { "mdm-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1198                 { "mdm-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },              
1199                 { "osdog.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },
1200
1201                 // TvT          
1202                 { "mt-01.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },
1203                 { "mt-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },
1204                 { "mt-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },
1205                 { "mt-04.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },
1206                 { "mt-05.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },
1207                 { "mt-06.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },
1208                 { "mt-07.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },
1209                 { "mt-08.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },
1210                 { "mt-09.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },
1211                 { "mt-10.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI),                                                                ""                                              },                              
1212
1213                 // campaign
1214                 { "templar.fc2",                                (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE),                                    "" },
1215                 { "templar-01.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN),                 ""                                              },                              
1216                 { "templar-02.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN),                 ""                                              },                              
1217                 { "templar-03.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN),                 ""                                              },                              
1218                 { "templar-04.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN),                 ""                                              },                              
1219         };
1220 #endif
1221
1222
1223 // Internal function prototypes
1224 void game_maybe_draw_mouse(float frametime);
1225 void init_animating_pointer();
1226 void load_animating_pointer(const char *filename, int dx, int dy);
1227 void unload_animating_pointer();
1228 void game_do_training_checks();
1229 void game_shutdown(void);
1230 void game_show_event_debug(float frametime);
1231 void game_event_debug_init();
1232 void game_frame();
1233 void demo_upsell_show_screens();
1234 void game_start_subspace_ambient_sound();
1235 void game_stop_subspace_ambient_sound();
1236 void verify_ships_tbl();
1237 void verify_weapons_tbl();
1238 void display_title_screen();
1239
1240 // loading background filenames
1241 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1242         "LoadingBG",            // GR_640
1243         "2_LoadingBG"           // GR_1024
1244 };
1245
1246
1247 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1248         "Loading.ani",          // GR_640
1249         "2_Loading.ani"         // GR_1024
1250 };
1251
1252 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1253 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1254 #ifdef FS1_DEMO
1255         "DemoTitle1",
1256 #else
1257         "PreLoad",
1258 #endif  // FS1_DEMO
1259         "2_PreLoad"
1260 };
1261 #elif defined(OEM_BUILD)
1262 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1263         "OEMPreLoad",
1264         "2_OEMPreLoad"
1265 };
1266 #endif
1267
1268 // auto-lang stuff
1269 int detect_lang();
1270
1271 // cdrom stuff
1272 char Game_CDROM_dir[MAX_PATH_LEN];
1273 int init_cdrom();
1274
1275 // How much RAM is on this machine. Set in WinMain
1276 static int Freespace_total_ram = 0;
1277
1278 // game flash stuff
1279 float Game_flash_red = 0.0f;
1280 float Game_flash_green = 0.0f;
1281 float Game_flash_blue = 0.0f;
1282 float Sun_spot = 0.0f;
1283 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1284
1285 // game shudder stuff (in ms)
1286 int Game_shudder_time = -1;
1287 int Game_shudder_total = 0;
1288 float Game_shudder_intensity = 0.0f;                    // should be between 0.0 and 100.0
1289
1290 // EAX stuff
1291 sound_env Game_sound_env;
1292 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1293 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1294
1295 int Game_sound_env_update_timestamp;
1296
1297 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1298
1299
1300 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1301
1302 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1303 {
1304         int idx;
1305
1306         // look through all existing builtin missions
1307         for(idx=0; idx<Game_builtin_mission_count; idx++){
1308                 if(!stricmp(Game_builtin_mission_list[idx].filename, filename)){
1309                         return &Game_builtin_mission_list[idx];
1310                 }
1311         }
1312
1313         // didn't find it
1314         return NULL;
1315 }
1316
1317 int game_get_default_skill_level()
1318 {
1319         return DEFAULT_SKILL_LEVEL;
1320 }
1321
1322 // Resets the flash
1323 void game_flash_reset()
1324 {
1325         Game_flash_red = 0.0f;
1326         Game_flash_green = 0.0f;
1327         Game_flash_blue = 0.0f;
1328         Sun_spot = 0.0f;
1329         Big_expl_flash.max_flash_intensity = 0.0f;
1330         Big_expl_flash.cur_flash_intensity = 0.0f;
1331         Big_expl_flash.flash_start = 0;
1332 }
1333
1334 float Gf_critical = -1.0f;                                      // framerate we should be above on the average for this mission
1335 float Gf_critical_time = 0.0f;                  // how much time we've been at the critical framerate
1336
1337 void game_framerate_check_init()
1338 {
1339         // zero critical time
1340         Gf_critical_time = 0.0f;
1341                 
1342         // nebula missions
1343         if(The_mission.flags & MISSION_FLAG_FULLNEB){
1344                 // if this is a glide card
1345                 if(gr_screen.mode == GR_GLIDE){
1346 #ifndef PLAT_UNIX               
1347                         extern GrHwConfiguration hwconfig;
1348
1349                         // voodoo 2/3
1350                         if(hwconfig.SSTs[0].sstBoard.VoodooConfig.fbRam >= 4){
1351                                 Gf_critical = 15.0f;
1352                         }
1353                         // voodoo 1
1354                         else {
1355                                 Gf_critical = 10.0f;
1356                         }
1357 #else
1358                         STUB_FUNCTION;
1359                         
1360                         Gf_critical = 15.0f;
1361 #endif                                          
1362                 }
1363                 // d3d. only care about good cards here I guess (TNT)
1364                 else {
1365                         Gf_critical = 15.0f;                    
1366                 }
1367         } else {
1368                 // if this is a glide card
1369                 if(gr_screen.mode == GR_GLIDE){
1370 #ifndef PLAT_UNIX               
1371                         extern GrHwConfiguration hwconfig;
1372
1373                         // voodoo 2/3
1374                         if(hwconfig.SSTs[0].sstBoard.VoodooConfig.fbRam >= 4){
1375                                 Gf_critical = 25.0f;
1376                         }
1377                         // voodoo 1
1378                         else {
1379                                 Gf_critical = 20.0f;
1380                         }
1381 #else
1382                         STUB_FUNCTION;
1383                         
1384                         Gf_critical = 25.0f;
1385 #endif                                          
1386                 }
1387                 // d3d. only care about good cards here I guess (TNT)
1388                 else {
1389                         Gf_critical = 25.0f;
1390                 }
1391         }
1392 }
1393
1394 extern float Framerate;
1395 void game_framerate_check()
1396 {
1397         int y_start = 100;
1398         
1399         // if the current framerate is above the critical level, add frametime
1400         if(Framerate >= Gf_critical){
1401                 Gf_critical_time += flFrametime;
1402         }       
1403
1404         if(!Show_framerate){
1405                 return;
1406         }
1407
1408         // display if we're above the critical framerate
1409         if(Framerate < Gf_critical){
1410                 gr_set_color_fast(&Color_bright_red);
1411                 gr_string(200, y_start, "Framerate warning");
1412
1413                 y_start += 10;
1414         }
1415
1416         // display our current pct of good frametime
1417         if(f2fl(Missiontime) >= 0.0f){
1418                 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1419
1420                 if(pct >= 85.0f){
1421                         gr_set_color_fast(&Color_bright_green);
1422                 } else {
1423                         gr_set_color_fast(&Color_bright_red);
1424                 }
1425
1426                 gr_printf(200, y_start, "%d%%", (int)pct);
1427
1428                 y_start += 10;
1429         }
1430 }
1431
1432
1433 // Adds a flash effect.  These can be positive or negative.
1434 // The range will get capped at around -1 to 1, so stick 
1435 // with a range like that.
1436 void game_flash( float r, float g, float b )
1437 {
1438         Game_flash_red += r;
1439         Game_flash_green += g;
1440         Game_flash_blue += b;
1441
1442         if ( Game_flash_red < -1.0f )   {
1443                 Game_flash_red = -1.0f;
1444         } else if ( Game_flash_red > 1.0f )     {
1445                 Game_flash_red = 1.0f;
1446         }
1447
1448         if ( Game_flash_green < -1.0f ) {
1449                 Game_flash_green = -1.0f;
1450         } else if ( Game_flash_green > 1.0f )   {
1451                 Game_flash_green = 1.0f;
1452         }
1453
1454         if ( Game_flash_blue < -1.0f )  {
1455                 Game_flash_blue = -1.0f;
1456         } else if ( Game_flash_blue > 1.0f )    {
1457                 Game_flash_blue = 1.0f;
1458         }
1459
1460 }
1461
1462 // Adds a flash for Big Ship explosions
1463 // cap range from 0 to 1
1464 void big_explosion_flash(float flash)
1465 {
1466         Big_expl_flash.flash_start = timestamp(1);
1467
1468         if (flash > 1.0f) {
1469                 flash = 1.0f;
1470         } else if (flash < 0.0f) {
1471                 flash = 0.0f;
1472         }
1473
1474         Big_expl_flash.max_flash_intensity = flash;
1475         Big_expl_flash.cur_flash_intensity = 0.0f;
1476 }
1477
1478 //      Amount to diminish palette towards normal, per second.
1479 #define DIMINISH_RATE   0.75f
1480 #define SUN_DIMINISH_RATE       6.00f
1481
1482 int Sun_drew = 0;
1483
1484 float sn_glare_scale = 1.7f;
1485 DCF(sn_glare, "")
1486 {
1487         dc_get_arg(ARG_FLOAT);
1488         sn_glare_scale = Dc_arg_float;
1489 }
1490
1491 float Supernova_last_glare = 0.0f;
1492 void game_sunspot_process(float frametime)
1493 {
1494         int n_lights, idx;
1495         int sn_stage;
1496         float Sun_spot_goal = 0.0f;
1497
1498         // supernova
1499         sn_stage = supernova_active();
1500         if(sn_stage){           
1501                 // sunspot differently based on supernova stage
1502                 switch(sn_stage){
1503                 // approaching. player still in control
1504                 case 1:                 
1505                         float pct;
1506                         pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1507
1508                         vector light_dir;                               
1509                         light_get_global_dir(&light_dir, 0);
1510                         float dot;
1511                         dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1512                         
1513                         if(dot >= 0.0f){
1514                                 // scale it some more
1515                                 dot = dot * (0.5f + (pct * 0.5f));
1516                                 dot += 0.05f;                                   
1517
1518                                 Sun_spot_goal += (dot * sn_glare_scale);
1519                         }
1520
1521                         // draw the sun glow
1522                         if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) )    {
1523                                 // draw the glow for this sun
1524                                 stars_draw_sun_glow(0); 
1525                         }
1526
1527                         Supernova_last_glare = Sun_spot_goal;
1528                         break;
1529
1530                 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1531                 case 2:                                         
1532                 case 3:
1533                         Sun_spot_goal = 0.9f;
1534                         Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1535
1536                         if(Sun_spot_goal > 1.0f){
1537                                 Sun_spot_goal = 1.0f;
1538                         }
1539
1540                         Sun_spot_goal *= sn_glare_scale;
1541                         Supernova_last_glare = Sun_spot_goal;
1542                         break;          
1543
1544                 // fade to white. display dead popup
1545                 case 4:
1546                 case 5:
1547                         Supernova_last_glare += (2.0f * flFrametime);
1548                         if(Supernova_last_glare > 2.0f){
1549                                 Supernova_last_glare = 2.0f;
1550                         }
1551
1552                         Sun_spot_goal = Supernova_last_glare;
1553                         break;
1554                 }
1555         
1556                 Sun_drew = 0;                           
1557         } else {
1558                 if ( Sun_drew ) {
1559                         // check sunspots for all suns
1560                         n_lights = light_get_global_count();
1561
1562                         // check
1563                         for(idx=0; idx<n_lights; idx++){
1564                                 //(vector *eye_pos, matrix *eye_orient)
1565                                 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) )  {
1566
1567                                         vector light_dir;                               
1568                                         light_get_global_dir(&light_dir, idx);
1569
1570                                         float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1571
1572                                         Sun_spot_goal += (float)pow(dot,85.0f);
1573
1574                                         // draw the glow for this sun
1575                                         stars_draw_sun_glow(idx);                               
1576                                 } else {
1577                                         Sun_spot_goal = 0.0f;
1578                                 }
1579                         }
1580
1581                         Sun_drew = 0;
1582                 } else {
1583                         Sun_spot_goal = 0.0f;
1584                 }
1585         }
1586
1587         float dec_amount = frametime*SUN_DIMINISH_RATE;
1588
1589         if ( Sun_spot < Sun_spot_goal ) {
1590                 Sun_spot += dec_amount;
1591                 if ( Sun_spot > Sun_spot_goal ) {
1592                         Sun_spot = Sun_spot_goal;
1593                 }
1594         } else if ( Sun_spot > Sun_spot_goal )  {
1595                 Sun_spot -= dec_amount;
1596                 if ( Sun_spot < Sun_spot_goal ) {
1597                         Sun_spot = Sun_spot_goal;
1598                 }
1599         }
1600 }
1601
1602
1603 // Call once a frame to diminish the
1604 // flash effect to 0.
1605 void game_flash_diminish(float frametime)
1606 {
1607         float dec_amount = frametime*DIMINISH_RATE;
1608
1609         if ( Game_flash_red > 0.0f ) {
1610                 Game_flash_red -= dec_amount;           
1611                 if ( Game_flash_red < 0.0f )
1612                         Game_flash_red = 0.0f;
1613         } else {
1614                 Game_flash_red += dec_amount;           
1615                 if ( Game_flash_red > 0.0f )
1616                         Game_flash_red = 0.0f;
1617         } 
1618
1619         if ( Game_flash_green > 0.0f ) {
1620                 Game_flash_green -= dec_amount;         
1621                 if ( Game_flash_green < 0.0f )
1622                         Game_flash_green = 0.0f;
1623         } else {
1624                 Game_flash_green += dec_amount;         
1625                 if ( Game_flash_green > 0.0f )
1626                         Game_flash_green = 0.0f;
1627         } 
1628
1629         if ( Game_flash_blue > 0.0f ) {
1630                 Game_flash_blue -= dec_amount;          
1631                 if ( Game_flash_blue < 0.0f )
1632                         Game_flash_blue = 0.0f;
1633         } else {
1634                 Game_flash_blue += dec_amount;          
1635                 if ( Game_flash_blue > 0.0f )
1636                         Game_flash_blue = 0.0f;
1637         } 
1638
1639         // update big_explosion_cur_flash
1640 #define TIME_UP         1500
1641 #define TIME_DOWN       2500
1642         int duration = TIME_UP + TIME_DOWN;
1643         int time = timestamp_until(Big_expl_flash.flash_start);
1644         if (time > -duration) {
1645                 time = -time;
1646                 if (time < TIME_UP) {
1647                         Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1648                 } else {
1649                         time -= TIME_UP;
1650                         Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1651                 }
1652         }
1653         
1654         if ( Use_palette_flash )        {
1655                 int r,g,b;
1656 //              static int or=0, og=0, ob=0;
1657
1658                 // Change the 200 to change the color range of colors.
1659                 r = fl2i( Game_flash_red*128.0f );  
1660                 g = fl2i( Game_flash_green*128.0f );   
1661                 b = fl2i( Game_flash_blue*128.0f );  
1662
1663                 if ( Sun_spot > 0.0f )  {
1664                         r += fl2i(Sun_spot*128.0f);
1665                         g += fl2i(Sun_spot*128.0f);
1666                         b += fl2i(Sun_spot*128.0f);
1667                 }
1668
1669                 if ( Big_expl_flash.cur_flash_intensity  > 0.0f ) {
1670                         r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1671                         g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1672                         b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1673                 }
1674
1675                 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1676                 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1677                 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1678
1679                 if ( (r!=0) || (g!=0) || (b!=0) ) {
1680                         gr_flash( r, g, b );
1681
1682                         //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1683
1684 //                      or = r;
1685 //                      og = g;
1686 //                      ob = b;
1687                 }
1688         }
1689         
1690 }
1691
1692
1693 void game_level_close()
1694 {
1695         // De-Initialize the game subsystems
1696         event_music_level_close();
1697         game_stop_looped_sounds();
1698         snd_stop_all();
1699         obj_snd_level_close();                                  // uninit object-linked persistant sounds
1700         gamesnd_unload_gameplay_sounds();       // unload gameplay sounds from memory
1701         anim_level_close();                                             // stop and clean up any anim instances
1702         message_mission_shutdown();                             // called after anim_level_close() to make sure anim instances are free
1703         shockwave_level_close();
1704         fireball_level_close(); 
1705         shield_hit_close();
1706         mission_event_shutdown();
1707         asteroid_level_close();
1708         model_cache_reset();                                            // Reset/free all the model caching stuff
1709         flak_level_close();                                             // unload flak stuff
1710         neb2_level_close();                                             // shutdown gaseous nebula stuff
1711         ct_level_close();
1712         beam_level_close();
1713         mflash_level_close();
1714         mission_brief_common_reset();                   // close out parsed briefing/mission stuff
1715
1716         audiostream_unpause_all();
1717         Game_paused = 0;
1718 }
1719
1720
1721 // intializes game stuff and loads the mission.  Returns 0 on failure, 1 on success
1722 // input: seed =>       DEFAULT PARAMETER (value -1).  Only set by demo playback code.
1723 void game_level_init(int seed)
1724 {
1725         // seed the random number generator
1726         if ( seed == -1 ) {
1727                 // if no seed was passed, seed the generator either from the time value, or from the
1728                 // netgame security flags -- ensures that all players in multiplayer game will have the
1729                 // same randon number sequence (with static rand functions)
1730                 if ( Game_mode & GM_NORMAL ) {
1731                         Game_level_seed = time(NULL);
1732                 } else {
1733                         Game_level_seed = Netgame.security;
1734                 }
1735         } else {
1736                 // mwa 9/17/98 -- maybe this assert isn't needed????
1737                 Assert( !(Game_mode & GM_MULTIPLAYER) );
1738                 Game_level_seed = seed;
1739         }
1740         srand( Game_level_seed );
1741
1742         // semirand function needs to get re-initted every time in multiplayer
1743         if ( Game_mode & GM_MULTIPLAYER ){
1744                 init_semirand();
1745         }
1746
1747         Framecount = 0;
1748
1749         Key_normal_game = (Game_mode & GM_NORMAL);
1750         Cheats_enabled = 0;
1751
1752         Game_shudder_time = -1;
1753
1754         // Initialize the game subsystems
1755 //      timestamp_reset();                      // Must be inited before everything else
1756         if(!Is_standalone){
1757                 game_reset_time();                      // resets time, and resets saved time too
1758         }
1759         obj_init();                                             // Must be inited before the other systems
1760         model_free_all();                               // Free all existing models
1761         mission_brief_common_init();            // Free all existing briefing/debriefing text
1762         weapon_level_init();
1763         ai_level_init();                                //      Call this before ship_init() because it reads ai.tbl.
1764         ship_level_init();
1765         player_level_init();    
1766         shipfx_flash_init();                    // Init the ship gun flash system.
1767         game_flash_reset();                     // Reset the flash effect
1768         particle_init();                                // Reset the particle system
1769         fireball_init();
1770         debris_init();
1771         cmeasure_init();
1772         shield_hit_init();                              //      Initialize system for showing shield hits
1773         radar_mission_init();
1774         mission_init_goals();
1775         mission_log_init();
1776         messages_init();
1777         obj_snd_level_init();                                   // init object-linked persistant sounds
1778         anim_level_init();
1779         shockwave_level_init();
1780         afterburner_level_init();
1781         scoring_level_init( &Player->stats );
1782         key_level_init();
1783         asteroid_level_init();
1784         control_config_clear_used_status();
1785         collide_ship_ship_sounds_init();
1786         Missiontime = 0;
1787         Pre_player_entry = 1;                   //      Means the player has not yet entered.
1788         Entry_delay_time = 0;                   //      Could get overwritten in mission read.
1789         fireball_preload();                             //      page in warphole bitmaps
1790         observer_init();
1791         flak_level_init();                              // initialize flak - bitmaps, etc
1792         ct_level_init();                                        // initialize ships contrails, etc
1793         awacs_level_init();                             // initialize AWACS
1794         beam_level_init();                              // initialize beam weapons
1795         mflash_level_init();
1796         ssm_level_init();       
1797         supernova_level_init();
1798
1799         // multiplayer dogfight hack
1800         dogfight_blown = 0;
1801
1802         shipfx_engine_wash_level_init();
1803
1804         nebl_level_init();
1805
1806         Last_view_target = NULL;
1807         Game_paused = 0;
1808
1809         Game_no_clear = 0;
1810
1811         // campaign wasn't ended
1812         Campaign_ended_in_mission = 0;
1813 }
1814
1815 // called when a mission is over -- does server specific stuff.
1816 void freespace_stop_mission()
1817 {       
1818         game_level_close();
1819         Game_mode &= ~GM_IN_MISSION;
1820 }
1821
1822 // called at frame interval to process networking stuff
1823 void game_do_networking()
1824 {
1825         Assert( Net_player != NULL );
1826         if (!(Game_mode & GM_MULTIPLAYER)){
1827                 return;
1828         }
1829
1830         // see if this player should be reading/writing data.  Bit is set when at join
1831         // screen onward until quits back to main menu.
1832         if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1833                 return;
1834         }
1835
1836         if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1837                 multi_do_frame();
1838         } else {
1839                 multi_pause_do_frame();
1840         }       
1841 }
1842
1843
1844 // Loads the best palette for this level, based
1845 // on nebula color and hud color.  You could just call palette_load_table with
1846 // the appropriate filename, but who wants to do that.
1847 void game_load_palette()
1848 {
1849         char palette_filename[1024];
1850
1851         // We only use 3 hud colors right now
1852 #ifdef MAKE_FS1
1853         Assert( HUD_config.main_color >= 0 );
1854         Assert( HUD_config.main_color <= 2 );
1855 #endif
1856
1857         Assert( Mission_palette >= 0 );
1858         Assert( Mission_palette <= 98 );
1859
1860 #ifdef MAKE_FS1
1861         if ( The_mission.flags & MISSION_FLAG_SUBSPACE )        {
1862                 strcpy( palette_filename, NOX("gamepalette-subspace") );
1863         } else {
1864                 sprintf( palette_filename, NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1865         }
1866
1867         mprintf(( "Loading palette %s\n", palette_filename ));
1868
1869         palette_load_table(palette_filename);
1870 #else
1871         strcpy( palette_filename, NOX("gamepalette-subspace") );
1872
1873         mprintf(( "Loading palette %s\n", palette_filename ));
1874 #endif
1875 }
1876
1877 void game_post_level_init()
1878 {
1879         // Stuff which gets called after mission is loaded.  Because player isn't created until
1880         // after mission loads, some things must get initted after the level loads
1881
1882         model_level_post_init();
1883
1884         HUD_init();
1885         hud_setup_escort_list();
1886         mission_hotkey_set_defaults();  // set up the default hotkeys (from mission file)
1887
1888         stars_level_init();     
1889         neb2_level_init();              
1890
1891 #ifndef NDEBUG
1892         game_event_debug_init();
1893 #endif
1894
1895         training_mission_init();
1896         asteroid_create_all();
1897         
1898         game_framerate_check_init();
1899 }
1900
1901
1902 // An estimate as to how high the count passed to game_loading_callback will go.
1903 // This is just a guess, it seems to always be about the same.   The count is
1904 // proportional to the code being executed, not the time, so this works good
1905 // for a bar, assuming the code does about the same thing each time you
1906 // load a level.   You can find this value by looking at the return value
1907 // of game_busy_callback(NULL), which I conveniently print out to the
1908 // debug output window with the '=== ENDING LOAD ==' stuff.   
1909 //#define COUNT_ESTIMATE 3706
1910 #define COUNT_ESTIMATE 1111
1911
1912 int Game_loading_callback_inited = 0;
1913
1914 int Game_loading_background = -1;
1915 anim * Game_loading_ani = NULL;
1916 anim_instance   *Game_loading_ani_instance;
1917 int Game_loading_frame=-1;
1918
1919 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1920         {
1921 #if defined(FS1_DEMO)
1922                 133, 337
1923 #elif defined(MAKE_FS1)
1924                 118, 316
1925 #else
1926                 63, 316  // GR_640
1927 #endif
1928         },
1929         {
1930                 101, 505        // GR_1024
1931         }
1932 };
1933
1934 // This gets called 10x per second and count is the number of times 
1935 // game_busy() has been called since the current callback function
1936 // was set.
1937 void game_loading_callback(int count)
1938 {       
1939         game_do_networking();
1940
1941         Assert( Game_loading_callback_inited==1 );
1942         Assert( Game_loading_ani != NULL );
1943
1944         int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1945         if ( framenum > Game_loading_ani->total_frames-1 )      {
1946                 framenum = Game_loading_ani->total_frames-1;
1947         } else if ( framenum < 0 )      {
1948                 framenum = 0;
1949         }
1950
1951         int cbitmap = -1;
1952         while ( Game_loading_frame < framenum ) {
1953                 Game_loading_frame++;
1954                 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1955         }
1956
1957
1958         if ( cbitmap > -1 )     {
1959                 if ( Game_loading_background > -1 )     {
1960                         gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1961                         gr_bitmap(0,0);
1962                 }
1963
1964                 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame ,  Game_loading_ani->total_frames, cbitmap ));
1965                 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1966                 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1967
1968                 bm_release(cbitmap);
1969         
1970                 gr_flip();
1971         }
1972 }
1973
1974 void game_loading_callback_init()
1975 {
1976         Assert( Game_loading_callback_inited==0 );
1977
1978         Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1979 #ifdef MAKE_FS1
1980         common_set_interface_palette("InterfacePalette");  // set the interface palette
1981 #endif
1982
1983
1984         Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1985         Assert( Game_loading_ani != NULL );
1986         Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1987         Assert( Game_loading_ani_instance != NULL );
1988         Game_loading_frame = -1;
1989
1990         Game_loading_callback_inited = 1;
1991         Mouse_hidden = 1;
1992         game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 ); 
1993
1994
1995 }
1996
1997 void game_loading_callback_close()
1998 {
1999         Assert( Game_loading_callback_inited==1 );
2000
2001         // Make sure bar shows all the way over.
2002         game_loading_callback(COUNT_ESTIMATE);
2003         
2004         int real_count = game_busy_callback( NULL );
2005         Mouse_hidden = 0;
2006
2007         Game_loading_callback_inited = 0;
2008         
2009 #ifndef NDEBUG
2010         mprintf(( "=================== ENDING LOAD ================\n" ));
2011         mprintf(( "Real count = %d,  Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
2012         mprintf(( "================================================\n" ));
2013 #else
2014         // to remove warnings in release build
2015         real_count = 0;
2016 #endif
2017
2018         free_anim_instance(Game_loading_ani_instance);
2019         Game_loading_ani_instance = NULL;
2020         anim_free(Game_loading_ani);
2021         Game_loading_ani = NULL;
2022
2023         bm_release( Game_loading_background );
2024         common_free_interface_palette();                // restore game palette
2025         Game_loading_background = -1;
2026
2027         gr_set_font( FONT1 );
2028 }
2029
2030 // Update the sound environment (ie change EAX settings based on proximity to large ships)
2031 //
2032 void game_maybe_update_sound_environment()
2033 {
2034         // do nothing for now
2035 }
2036
2037 // Assign the sound environment for the game, based on the current mission
2038 //
2039 void game_assign_sound_environment()
2040 {
2041         /*
2042         if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
2043                 Game_sound_env.id = SND_ENV_DRUGGED;
2044                 Game_sound_env.volume = 0.800f;
2045                 Game_sound_env.damping = 1.188f;
2046                 Game_sound_env.decay = 6.392f;
2047 #ifndef FS2_DEMO
2048         } else if (Num_asteroids > 30) {
2049                 Game_sound_env.id = SND_ENV_AUDITORIUM;
2050                 Game_sound_env.volume = 0.603f;
2051                 Game_sound_env.damping = 0.5f;
2052                 Game_sound_env.decay = 4.279f;
2053 #endif
2054         } else {
2055                 Game_sound_env = Game_default_sound_env;
2056         }
2057         */
2058
2059         Game_sound_env = Game_default_sound_env;
2060         Game_sound_env_update_timestamp = timestamp(1);
2061 }
2062
2063 // function which gets called before actually entering the mission.  It is broken down into a funciton
2064 // since it will get called in one place from a single player game and from another place for
2065 // a multiplayer game
2066 void freespace_mission_load_stuff()
2067 {
2068         // called if we're not on a freespace dedicated (non rendering, no pilot) server
2069         // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2070         if(!(Game_mode & GM_STANDALONE_SERVER)){        
2071         
2072                 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2073
2074                 game_loading_callback_init();
2075                 
2076                 event_music_level_init();       // preloads the first 2 seconds for each event music track
2077                 game_busy();
2078
2079                 gamesnd_unload_interface_sounds();              // unload interface sounds from memory
2080                 game_busy();
2081
2082                 gamesnd_preload_common_sounds();                        // load in sounds that are expected to play
2083                 game_busy();
2084
2085                 ship_assign_sound_all();        // assign engine sounds to ships
2086                 game_assign_sound_environment();         // assign the sound environment for this mission
2087                 game_busy();
2088
2089                 // call function in missionparse.cpp to fixup player/ai stuff.
2090                 mission_parse_fixup_players();
2091                 game_busy();
2092
2093                 // Load in all the bitmaps for this level
2094                 level_page_in();
2095
2096                 game_busy();
2097
2098                 game_loading_callback_close();  
2099         } 
2100         // the only thing we need to call on the standalone for now.
2101         else {
2102                 // call function in missionparse.cpp to fixup player/ai stuff.
2103                 mission_parse_fixup_players();
2104
2105                 // Load in all the bitmaps for this level
2106                 level_page_in();
2107         }
2108 }
2109
2110 uint load_gl_init;
2111 uint load_mission_load;
2112 uint load_post_level_init;
2113 uint load_mission_stuff;
2114
2115 // tells the server to load the mission and initialize structures
2116 int game_start_mission()
2117 {       
2118         mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2119         
2120         load_gl_init = time(NULL);
2121         game_level_init();
2122         load_gl_init = time(NULL) - load_gl_init;
2123         
2124         if (Game_mode & GM_MULTIPLAYER) {
2125                 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2126
2127                 // clear multiplayer stats
2128                 init_multiplayer_stats();
2129         }
2130
2131         load_mission_load = time(NULL);
2132         if (mission_load()) {
2133                 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2134                         popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2135                         gameseq_post_event(GS_EVENT_MAIN_MENU);
2136                 } else {
2137                         multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2138                 }
2139
2140                 return 0;
2141         }
2142         load_mission_load = time(NULL) - load_mission_load;
2143
2144         // If this is a red alert mission in campaign mode, bash wingman status
2145         if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2146                 red_alert_bash_wingman_status();
2147         }
2148
2149         // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2150         if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2151                 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2152 #ifdef MAKE_FS1
2153                 game_load_palette();
2154 #endif
2155         }
2156
2157         load_post_level_init = time(NULL);
2158         game_post_level_init();
2159         load_post_level_init = time(NULL) - load_post_level_init;
2160
2161         #ifndef NDEBUG
2162         {
2163                 void Do_model_timings_test();
2164                 Do_model_timings_test();        
2165         }
2166         #endif
2167
2168         load_mission_stuff = time(NULL);
2169         freespace_mission_load_stuff();
2170         load_mission_stuff = time(NULL) - load_mission_stuff;
2171
2172         return 1;
2173 }
2174
2175 int Interface_framerate = 0;
2176 #ifndef NDEBUG
2177
2178 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2179 DCF_BOOL( show_framerate, Show_framerate )
2180 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2181 DCF_BOOL( show_target_weapons, Show_target_weapons )
2182 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2183 DCF_BOOL( sound, Sound_enabled )
2184 DCF_BOOL( zbuffer, game_zbuffer )
2185 DCF_BOOL( shield_system, New_shield_system )
2186 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2187 DCF_BOOL( player_attacking, Player_attacking_enabled )
2188 DCF_BOOL( show_waypoints, Show_waypoints )
2189 DCF_BOOL( show_area_effect, Show_area_effect )
2190 DCF_BOOL( show_net_stats, Show_net_stats )
2191 DCF_BOOL( log, Log_debug_output_to_file )
2192 DCF_BOOL( training_msg_method, Training_msg_method )
2193 DCF_BOOL( show_player_pos, Show_player_pos )
2194 DCF_BOOL(i_framerate, Interface_framerate )
2195
2196 DCF(show_mem,"Toggles showing mem usage")
2197 {
2198         if ( Dc_command )       {       
2199                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2200                 if ( Dc_arg_type & ARG_TRUE )   Show_mem = 1;   
2201                 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;       
2202                 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;       
2203
2204                 if ( Show_mem ) {
2205                         Show_cpu = 0;
2206                 }
2207         }       
2208         if ( Dc_help )  dc_printf( "Usage: Show_mem\nSets show_mem to true or false.  If nothing passed, then toggles it.\n" ); 
2209         if ( Dc_status )        {
2210                 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );     
2211                 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );     
2212         }
2213 }
2214
2215 DCF(show_cpu,"Toggles showing cpu usage")
2216 {
2217         if ( Dc_command )       {       
2218                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2219                 if ( Dc_arg_type & ARG_TRUE )   Show_cpu = 1;   
2220                 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;       
2221                 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;       
2222
2223                 if ( Show_cpu ) {
2224                         Show_mem = 0;
2225                 }
2226         }       
2227         if ( Dc_help )  dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false.  If nothing passed, then toggles it.\n" ); 
2228         if ( Dc_status )        {
2229                 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );     
2230                 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );     
2231
2232         }
2233 }
2234
2235 #else
2236
2237         // AL 4-8-98: always allow players to display their framerate
2238
2239         #ifdef FS2_DEMO
2240                 DCF_BOOL( show_framerate, Show_framerate )
2241         #endif
2242
2243 #endif  // NDEBUG
2244
2245                         int Game_init_seed;
2246
2247 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2248 {
2249         if ( Dc_command )       {       
2250                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2251                 if ( Dc_arg_type & ARG_TRUE )   Use_joy_mouse = 1;      
2252                 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;  
2253                 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;  
2254         }       
2255         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" );        
2256         if ( Dc_status )        dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );   
2257
2258         os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2259 }
2260
2261 DCF(palette_flash,"Toggles palette flash effect on/off")
2262 {
2263         if ( Dc_command )       {       
2264                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2265                 if ( Dc_arg_type & ARG_TRUE )   Use_palette_flash = 1;  
2266                 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;      
2267                 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;      
2268         }       
2269         if ( Dc_help )  dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false.  If nothing passed, then toggles it.\n" );        
2270         if ( Dc_status )        dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );       
2271 }
2272
2273 int Use_low_mem = 0;
2274
2275 DCF(low_mem,"Uses low memory settings regardless of RAM")
2276 {
2277         if ( Dc_command )       {       
2278                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2279                 if ( Dc_arg_type & ARG_TRUE )   Use_low_mem = 1;        
2280                 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;    
2281                 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;    
2282         }       
2283         if ( Dc_help )  dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false.  If nothing passed, then toggles it.\n" );    
2284         if ( Dc_status )        dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );   
2285
2286         os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2287 }
2288
2289
2290 #ifndef NDEBUG
2291
2292 DCF(force_fullscreen, "Forces game to startup in fullscreen mode")
2293 {
2294         if ( Dc_command )       {       
2295                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2296                 if ( Dc_arg_type & ARG_TRUE )   Use_fullscreen_at_startup = 1;  
2297                 else if ( Dc_arg_type & ARG_FALSE ) Use_fullscreen_at_startup = 0;      
2298                 else if ( Dc_arg_type & ARG_NONE ) Use_fullscreen_at_startup ^= 1;      
2299         }       
2300         if ( Dc_help )  dc_printf( "Usage: force_fullscreen [bool]\nSets force_fullscreen to true or false.  If nothing passed, then toggles it.\n" );  
2301         if ( Dc_status )        dc_printf( "force_fullscreen is %s\n", (Use_fullscreen_at_startup?"TRUE":"FALSE") );    
2302         os_config_write_uint( NULL, NOX("ForceFullscreen"), Use_fullscreen_at_startup );
2303 }
2304 #endif
2305
2306 int     Framerate_delay = 0;
2307
2308 float Freespace_gamma = 1.0f;
2309
2310 DCF(gamma,"Sets Gamma factor")
2311 {
2312         if ( Dc_command )       {
2313                 dc_get_arg(ARG_FLOAT|ARG_NONE);
2314                 if ( Dc_arg_type & ARG_FLOAT )  {
2315                         Freespace_gamma = Dc_arg_float;
2316                 } else {
2317                         dc_printf( "Gamma reset to 1.0f\n" );
2318                         Freespace_gamma = 1.0f;
2319                 }
2320                 if ( Freespace_gamma < 0.1f )   {
2321                         Freespace_gamma = 0.1f;
2322                 } else if ( Freespace_gamma > 5.0f )    {
2323                         Freespace_gamma = 5.0f;
2324                 }
2325                 gr_set_gamma(Freespace_gamma);
2326
2327                 char tmp_gamma_string[32];
2328                 sprintf( tmp_gamma_string, NOX("%.2f"), Freespace_gamma );
2329                 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2330         }
2331
2332         if ( Dc_help )  {
2333                 dc_printf( "Usage: gamma <float>\n" );
2334                 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2335                 Dc_status = 0;  // don't print status if help is printed.  Too messy.
2336         }
2337
2338         if ( Dc_status )        {
2339                 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2340         }
2341 }
2342
2343 void game_init()
2344 {
2345         const char *ptr;
2346         int depth = 16;
2347
2348         Game_current_mission_filename[0] = 0;
2349
2350         // seed the random number generator
2351         Game_init_seed = time(NULL);
2352         srand( Game_init_seed );
2353
2354         Framerate_delay = 0;
2355
2356         #ifndef NDEBUG
2357         load_filter_info();
2358         #endif
2359
2360         extern void bm_init();
2361         bm_init();
2362
2363         // encrypt stuff
2364         encrypt_init();
2365
2366         // Initialize the timer before the os
2367         timer_init();
2368
2369         int s1, e1;
2370         // int s2, e2;
2371
2372         //Initialize the libraries
2373         s1 = timer_get_milliseconds();
2374         if(cfile_init(Game_CDROM_dir)){                 // initialize before calling any cfopen stuff!!!
2375                 exit(1);
2376         }               
2377         e1 = timer_get_milliseconds();
2378
2379         // time a bunch of cfopens      
2380         /*
2381         s2 = timer_get_milliseconds();  
2382         CFILE *whee;
2383         for(int idx=0; idx<10000; idx++){
2384                 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2385                 if(whee != NULL){
2386                         cfclose(whee);
2387                 }
2388                 whee = NULL;
2389                 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2390         }
2391         e2 = timer_get_milliseconds();  
2392         */
2393
2394         if (Is_standalone) {
2395                 std_init_standalone();
2396         } else {                
2397                 os_init( Osreg_class_name, Osreg_app_name );
2398                 os_set_title(Osreg_title);
2399         }
2400
2401         // initialize localization module. Make sure this is down AFTER initialzing OS.
2402 //      int t1 = timer_get_milliseconds();
2403         lcl_init( detect_lang() );
2404         lcl_xstr_init();
2405 //      mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2406
2407         // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2408         verify_ships_tbl();
2409
2410         // verify that he has a valid weapons.tbl
2411         verify_weapons_tbl();
2412
2413         // Output version numbers to registry for auto patching purposes
2414         os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2415         os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2416         os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2417
2418         Use_joy_mouse = 0;              //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2419         //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2420         Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2421
2422 #ifndef NDEBUG
2423         Use_fullscreen_at_startup = os_config_read_uint( NULL, NOX("ForceFullscreen"), 1 );
2424 #endif
2425
2426 #if defined (PLAT_UNIX) && defined(RELEASE_REAL)
2427         // show the FPS counter if the config file says so
2428         Show_framerate = os_config_read_uint( NULL, NOX("ShowFPS"), 0 );
2429 #endif
2430
2431 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2432         Asteroids_enabled = 1;          
2433 #endif
2434
2435 /////////////////////////////
2436 // SOUND INIT START
2437 /////////////////////////////
2438
2439         int use_a3d = 0;
2440         int use_eax = 0;
2441
2442         ptr = os_config_read_string(NULL, NOX("Soundcard"), NULL);
2443         mprintf(("soundcard = %s\n", ptr ? ptr : "<nothing>"));
2444         if (ptr) {
2445                 if (!stricmp(ptr, NOX("no sound"))) {
2446                         Cmdline_freespace_no_sound = 1;
2447
2448                 } else if (!stricmp(ptr, NOX("Aureal A3D"))) {
2449                         use_a3d = 1;
2450                 } else if (!stricmp(ptr, NOX("EAX"))) {
2451                         use_eax = 1;
2452                 }
2453         }
2454
2455         if (!Is_standalone) {
2456                 snd_init(use_a3d, use_eax);
2457         }
2458 /////////////////////////////
2459 // SOUND INIT END
2460 /////////////////////////////
2461         
2462         ptr = os_config_read_string(NULL, NOX("Videocard"), NULL);
2463         if (ptr == NULL) {
2464 #ifndef PLAT_UNIX       
2465                 MessageBox((HWND)os_get_window(), XSTR("Please configure your system in the Launcher before running FS2.\n\n The Launcher will now be started!", 1446), XSTR("Attention!", 1447), MB_OK);
2466
2467                 // fire up the UpdateLauncher executable
2468                 STARTUPINFO si;
2469                 PROCESS_INFORMATION pi;
2470
2471                 memset( &si, 0, sizeof(STARTUPINFO) );
2472                 si.cb = sizeof(si);
2473
2474                 BOOL ret = CreateProcess(       LAUNCHER_FNAME, // pointer to name of executable module 
2475                                                                         NULL,                                                   // pointer to command line string
2476                                                                         NULL,                                                   // pointer to process security attributes 
2477                                                                         NULL,                                                   // pointer to thread security attributes 
2478                                                                         FALSE,                                                  // handle inheritance flag 
2479                                                                         CREATE_DEFAULT_ERROR_MODE,              // creation flags 
2480                                                                         NULL,                                                   // pointer to new environment block 
2481                                                                         NULL,   // pointer to current directory name 
2482                                                                         &si,    // pointer to STARTUPINFO 
2483                                                                         &pi     // pointer to PROCESS_INFORMATION  
2484                                                                 );                      
2485
2486                 // If the Launcher could not be started up, let the user know
2487                 if (!ret) {
2488                         MessageBox((HWND)os_get_window(), XSTR("The Launcher could not be restarted.", 1450), XSTR("Error", 1451), MB_OK);
2489                 }
2490 #else
2491                 STUB_FUNCTION;
2492 #endif          
2493                 exit(1);
2494         }
2495
2496         if(!Is_standalone){
2497                 if(!stricmp(ptr, "Aucune acc�l�ration 3D") || !stricmp(ptr, "Keine 3D-Beschleunigerkarte") || !stricmp(ptr, "No 3D acceleration")){
2498 #ifndef PLAT_UNIX               
2499                         MessageBox((HWND)os_get_window(), XSTR("Warning, Freespace 2 requires Glide or Direct3D hardware accleration. You will not be able to run Freespace 2 without it.", 1448), XSTR("Warning", 1449), MB_OK);
2500 #else
2501                         STUB_FUNCTION;
2502 #endif                                          
2503                         exit(1);
2504                 }
2505         }
2506
2507         // check for hi res pack file 
2508         int has_sparky_hi = 0;
2509
2510         // check if sparky_hi exists -- access mode 0 means does file exist
2511 #ifndef MAKE_FS1 // shoudn't have it so don't check
2512         char dir[128];
2513         _getcwd(dir, 128);
2514         if ( _access("sparky_hi_fs2.vp", 0) == 0) {
2515                 has_sparky_hi = 1;
2516         } else {
2517                 mprintf(("No sparky_hi_fs2.vp in directory %s\n", dir));
2518         }
2519 #endif
2520
2521         // see if we've got 32 bit in the string
2522         if(strstr(ptr, "32 bit")){
2523                 depth = 32;
2524         }
2525
2526         int trying_d3d = 0;
2527
2528 #ifndef PLAT_UNIX       
2529         if (!Is_standalone && ptr && (strstr(ptr, NOX("3DFX Glide")))) {
2530 #ifdef E3_BUILD
2531                 // always 640 for E3
2532                 gr_init(GR_640, GR_GLIDE);
2533 #else
2534                 // regular or hi-res ?
2535 #ifdef NDEBUG
2536                 if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){
2537 #else
2538                 if(strstr(ptr, NOX("(1024x768)"))){
2539 #endif // NDEBUG
2540                         gr_init(GR_1024, GR_GLIDE);
2541                 } else {                        
2542                         gr_init(GR_640, GR_GLIDE);
2543                 }
2544 #endif // E3_BUILD
2545         } else if (!Is_standalone && ptr && (strstr(ptr, NOX("Direct 3D -") ))) {
2546 #ifdef E3_BUILD         
2547                 // always 640 for E3
2548                 trying_d3d = 1;
2549                 gr_init(GR_640, GR_DIRECT3D, depth);            
2550 #else
2551                 // regular or hi-res ?
2552 #ifdef NDEBUG
2553                 if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){
2554 #else
2555                 if(strstr(ptr, NOX("(1024x768)"))){
2556 #endif // NDEBUG
2557                         // Direct 3D
2558                         trying_d3d = 1;
2559                         gr_init(GR_1024, GR_DIRECT3D, depth);
2560                 } else {
2561                         // Direct 3D
2562                         trying_d3d = 1;
2563                         gr_init(GR_640, GR_DIRECT3D, depth);
2564                 }
2565 #endif // E3_BUILD
2566         } else {
2567                 // Software
2568 #ifndef NDEBUG
2569                         if ( Use_fullscreen_at_startup && !Is_standalone)       {               
2570                                 gr_init(GR_640, GR_DIRECTDRAW);
2571                         } else {
2572                                 gr_init(GR_640, GR_SOFTWARE);
2573                         }
2574 #else
2575                         if ( !Is_standalone ) {
2576                                 gr_init(GR_640, GR_DIRECTDRAW);
2577                         } else {
2578                                 gr_init(GR_640, GR_SOFTWARE);
2579                         }
2580 #endif // !NDEBUG
2581         }
2582 #else
2583         if (!Is_standalone /* && ptr && (strstr(ptr, NOX("OpenGL"))) */) {
2584                 if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){
2585                         gr_init(GR_1024, GR_OPENGL);
2586                 } else {
2587                         gr_init(GR_640, GR_OPENGL);
2588                 }
2589         } else {
2590                 STUB_FUNCTION;
2591                 gr_init(GR_640, GR_SOFTWARE); 
2592         }
2593 #endif // !PLAT_UNIX
2594
2595         // tried d3d ?
2596         extern int Gr_inited;
2597         if(trying_d3d && !Gr_inited){
2598 #ifndef PLAT_UNIX
2599                 extern char Device_init_error[512];
2600                 MessageBox( NULL, Device_init_error, "Error intializing Direct3D", MB_OK|MB_TASKMODAL|MB_SETFOREGROUND );
2601 #else
2602                 STUB_FUNCTION;
2603 #endif          
2604                 exit(1);
2605                 return;
2606         }
2607
2608         // Set the gamma
2609         ptr = os_config_read_string(NULL,NOX("Gamma"),NOX("1.80"));
2610         Freespace_gamma = (float)atof(ptr);
2611         if ( Freespace_gamma == 0.0f ) {
2612                 Freespace_gamma = 1.80f; 
2613         } else if ( Freespace_gamma < 0.1f ) {
2614                 Freespace_gamma = 0.1f;
2615         } else if ( Freespace_gamma > 5.0f ) {
2616                 Freespace_gamma = 5.0f;
2617         }
2618         char tmp_gamma_string[32];
2619         sprintf( tmp_gamma_string, NOX("%.2f"), Freespace_gamma );
2620         os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2621
2622         gr_set_gamma(Freespace_gamma);
2623
2624 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
2625         // add title screen
2626         if(!Is_standalone){
2627                 display_title_screen();
2628         }
2629 #endif
2630         
2631         // attempt to load up master tracker registry info (login and password)
2632         Multi_tracker_id = -1;          
2633
2634         // pxo login and password
2635         ptr = os_config_read_string(NOX("PXO"),NOX("Login"),NULL);
2636         if(ptr == NULL){
2637                 nprintf(("Network","Error reading in PXO login data\n"));
2638                 strcpy(Multi_tracker_login,"");
2639         } else {                
2640                 strcpy(Multi_tracker_login,ptr);
2641         }
2642         ptr = os_config_read_string(NOX("PXO"),NOX("Password"),NULL);
2643         if(ptr == NULL){                
2644                 nprintf(("Network","Error reading PXO password\n"));
2645                 strcpy(Multi_tracker_passwd,"");
2646         } else {                
2647                 strcpy(Multi_tracker_passwd,ptr);
2648         }       
2649
2650         // pxo squad name and password
2651         ptr = os_config_read_string(NOX("PXO"),NOX("SquadName"),NULL);
2652         if(ptr == NULL){
2653                 nprintf(("Network","Error reading in PXO squad name\n"));
2654                 strcpy(Multi_tracker_squad_name, "");
2655         } else {                
2656                 strcpy(Multi_tracker_squad_name, ptr);
2657         }
2658
2659         // If less than 48MB of RAM, use low memory model.
2660         if ( (Freespace_total_ram < 48) || Use_low_mem )        {
2661                 mprintf(( "Using normal memory settings...\n" ));
2662                 bm_set_low_mem(1);              // Use every other frame of bitmaps
2663         } else {
2664                 mprintf(( "Using high memory settings...\n" ));
2665                 bm_set_low_mem(0);              // Use all frames of bitmaps
2666         }
2667
2668         // load non-darkening pixel defs
2669         palman_load_pixels();
2670
2671         // hud shield icon stuff
2672         hud_shield_game_init();
2673
2674         control_config_common_init();                           // sets up localization stuff in the control config
2675         parse_rank_tbl();
2676         parse_medal_tbl();
2677         cutscene_init();
2678         key_init();
2679         mouse_init();
2680         gamesnd_parse_soundstbl();
2681         radar_init();
2682         gameseq_init();
2683         multi_init();   
2684
2685         // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2686         if(!Is_standalone){
2687                 joy_init();
2688         }
2689
2690         player_controls_init();
2691         model_init();   
2692
2693         //if(!Is_standalone){
2694                 event_music_init();
2695         //}     
2696
2697         obj_init();     
2698         mflash_game_init();     
2699         weapon_init();  
2700         ai_init();              
2701         ship_init();                                            // read in ships.tbl    
2702         player_init();  
2703         mission_campaign_init();                // load in the default campaign 
2704         anim_init();
2705 //      navmap_init();                                          // init the navigation map system
2706         context_help_init();                    
2707         techroom_intel_init();                  // parse species.tbl, load intel info   
2708         // initialize psnet
2709         psnet_init( Multi_options_g.protocol, Multi_options_g.port );                                           // initialize the networking code               
2710         init_animating_pointer();       
2711         asteroid_init();
2712         mission_brief_common_init();    // Mark all the briefing structures as empty.           
2713         gr_font_init();                                 // loads up all fonts           
2714
2715         neb2_init();                                            // fullneb stuff
2716         nebl_init();
2717         stars_init();
2718         ssm_init();     
2719         player_tips_init();                             // helpful tips
2720         beam_init();
2721         
2722         // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2723         pilot_load_pic_list();  
2724         pilot_load_squad_pic_list();
2725
2726         load_animating_pointer(NOX("cursor"), 0, 0);    
2727
2728         // initialize alpha colors
2729         alpha_colors_init();    
2730
2731         Viewer_mode = 0;
2732 //      Game_music_paused = 0;
2733         Game_paused = 0;
2734
2735 #ifndef PLAT_UNIX
2736         timeBeginPeriod(1);     
2737 #endif
2738
2739         nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2740         nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2741
2742         mprintf(("cfile_init() took %d\n", e1 - s1));
2743         // mprintf(("1000 cfopens() took %d\n", e2 - s2));      
2744 }
2745
2746 char transfer_text[128];
2747
2748 float   Start_time = 0.0f;
2749
2750 float Framerate = 0.0f;
2751
2752 float Timing_total = 0.0f;
2753 float Timing_render2 = 0.0f;
2754 float Timing_render3 = 0.0f;
2755 float Timing_flip = 0.0f;
2756 float Timing_clear = 0.0f;
2757
2758 MONITOR(NumPolysDrawn);
2759 MONITOR(NumPolys);
2760 MONITOR(NumVerts);
2761 MONITOR(BmpUsed);
2762 MONITOR(BmpNew);
2763
2764 void game_get_framerate()
2765 {       
2766         char text[128] = "";
2767
2768         if ( frame_int == -1 )  {
2769                 int i;
2770                 for (i=0; i<FRAME_FILTER; i++ ) {
2771                         frametimes[i] = 0.0f;
2772                 }
2773                 frametotal = 0.0f;
2774                 frame_int = 0;
2775         }
2776         frametotal -= frametimes[frame_int];
2777         frametotal += flFrametime;
2778         frametimes[frame_int] = flFrametime;
2779         frame_int = (frame_int + 1 ) % FRAME_FILTER;
2780
2781         if ( frametotal != 0.0 )        {
2782                 if ( Framecount >= FRAME_FILTER )
2783                         Framerate = FRAME_FILTER / frametotal;
2784                 else
2785                         Framerate = Framecount / frametotal;
2786                 sprintf( text, NOX("FPS: %.1f"), Framerate );
2787         } else {
2788                 sprintf( text, NOX("FPS: ?") );
2789         }
2790         Framecount++;
2791
2792         if (Show_framerate)     {
2793                 gr_set_color_fast(&HUD_color_debug);
2794                 gr_string( 570, 2, text );
2795         }
2796 }
2797
2798 void game_show_framerate()
2799 {       
2800         float   cur_time;
2801
2802         cur_time = f2fl(timer_get_approx_seconds());
2803         if (cur_time - Start_time > 30.0f) {
2804                 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2805                 Start_time += 1000.0f;
2806         }
2807
2808         //mprintf(( "%s\n", text ));
2809
2810 #ifndef NDEBUG
2811         if ( Debug_dump_frames )
2812                 return;
2813 #endif  
2814
2815         // possibly show control checking info
2816         control_check_indicate();
2817
2818 //      int bitmaps_used_this_frame, bitmaps_new_this_frame;
2819 //      bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2820 //      MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2821 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2822
2823 #ifndef NDEBUG
2824         if ( Show_cpu == 1 ) {
2825                 
2826                 int sx,sy,dy;
2827                 sx = 530;
2828                 sy = 15;
2829                 dy = gr_get_font_height() + 1;
2830
2831                 gr_set_color_fast(&HUD_color_debug);
2832
2833                 {
2834 #ifndef PLAT_UNIX
2835                         extern int D3D_textures_in;
2836                         extern int D3D_textures_in_frame;
2837                         extern int Glide_textures_in;
2838                         extern int Glide_textures_in_frame;
2839                         extern int Glide_explosion_vram;
2840                         gr_printf( sx, sy, NOX("VRAM: %d KB\n"), (D3D_textures_in+Glide_textures_in)/1024 );
2841                         sy += dy;
2842                         gr_printf( sx, sy, NOX("VRAM: +%d KB\n"), (Glide_textures_in_frame+D3D_textures_in_frame)/1024 );
2843                         sy += dy;
2844                         gr_printf( sx, sy, NOX("EXP VRAM: %dKB\n"), (Glide_explosion_vram)/1024 );
2845                         sy += dy;
2846 #endif
2847                 }
2848 //              gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2849 //              sy += dy;
2850                 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2851                 sy += dy;
2852                 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2853                 sy += dy;
2854                 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2855                 sy += dy;
2856                 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2857                 sy += dy;
2858
2859                 {
2860
2861                         extern int Num_pairs;           // Number of object pairs that were checked.
2862                         gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2863                         sy += dy;
2864
2865                         extern int Num_pairs_checked;   // What percent of object pairs were checked.
2866                         gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2867                         sy += dy;
2868                         Num_pairs_checked = 0;
2869
2870                 }
2871
2872                 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2873                 sy += dy;
2874
2875                 if ( Timing_total > 0.01f )     {
2876                         gr_printf(  sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2877                         sy += dy;
2878                         gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2879                         sy += dy;
2880                         gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2881                         sy += dy;
2882                         gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2883                         sy += dy;
2884                         gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2885                         sy += dy;
2886                 }
2887         }
2888                 
2889         if ( Show_mem  ) {
2890                 
2891                 int sx,sy,dy;
2892                 sx = 530;
2893                 sy = 15;
2894                 dy = gr_get_font_height() + 1;
2895
2896                 gr_set_color_fast(&HUD_color_debug);
2897
2898                 {
2899                         extern int TotalRam;
2900                         gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2901                         sy += dy;
2902                 }       
2903
2904                 {
2905                         extern int Model_ram;
2906                         gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2907                         sy += dy;
2908                 }       
2909
2910                 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2911                 sy += dy;
2912                 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 );             // mem used to store game sound
2913                 sy += dy;
2914 #ifndef PLAT_UNIX
2915                 gr_printf( sx, sy, NOX("S-HRAM: %d KB\n"), Snd_hram/1024 );             // mem used to store game sound
2916                 sy += dy;
2917                 {
2918                         extern int D3D_textures_in;
2919                         extern int Glide_textures_in;
2920                         extern int Glide_textures_in_frame;
2921                         extern int Glide_explosion_vram;
2922                         gr_printf( sx, sy, NOX("VRAM: %d KB\n"), (D3D_textures_in+Glide_textures_in)/1024 );
2923                         sy += dy;
2924                         gr_printf( sx, sy, NOX("VRAM: +%d KB\n"), (Glide_textures_in_frame)/1024 );
2925                         sy += dy;
2926                         gr_printf( sx, sy, NOX("EXP VRAM: %dKB\n"), (Glide_explosion_vram)/1024 );
2927                         sy += dy;
2928 #else
2929                 {
2930                         extern int GL_textures_in;
2931                         gr_printf( sx, sy, NOX("VRAM: %d KB\n"), (GL_textures_in)/1024 );
2932                         sy += dy;
2933 #endif
2934                 }
2935         }
2936
2937
2938         if ( Show_player_pos ) {
2939                 int sx, sy;
2940                 sx = 320;
2941                 sy = 100;
2942                 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));
2943         }
2944
2945         MONITOR_INC(NumPolys, modelstats_num_polys);
2946         MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2947         MONITOR_INC(NumVerts, modelstats_num_verts );
2948
2949         modelstats_num_polys = 0;
2950         modelstats_num_polys_drawn = 0;
2951         modelstats_num_verts = 0;
2952         modelstats_num_sortnorms = 0;
2953 #endif
2954 }
2955
2956 void game_show_standalone_framerate()
2957 {
2958         float frame_rate=30.0f;
2959         if ( frame_int == -1 )  {
2960                 int i;
2961                 for (i=0; i<FRAME_FILTER; i++ ) {
2962                         frametimes[i] = 0.0f;
2963                 }
2964                 frametotal = 0.0f;
2965                 frame_int = 0;
2966         }
2967         frametotal -= frametimes[frame_int];
2968         frametotal += flFrametime;
2969         frametimes[frame_int] = flFrametime;
2970         frame_int = (frame_int + 1 ) % FRAME_FILTER;
2971
2972         if ( frametotal != 0.0 )        {
2973                 if ( Framecount >= FRAME_FILTER ){
2974                         frame_rate = FRAME_FILTER / frametotal;
2975                 } else {
2976                         frame_rate = Framecount / frametotal;
2977                 }
2978         }
2979         std_set_standalone_fps(frame_rate);
2980         Framecount++;
2981 }
2982
2983 // function to show the time remaining in a mission.  Used only when the end-mission sexpression is used
2984 void game_show_time_left()
2985 {
2986         int diff;
2987
2988         // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2989         // mission should end (in fixed seconds).  There is code in missionparse.cpp which actually handles
2990         // checking how much time is left
2991
2992         if ( Mission_end_time == -1 ){
2993                 return;
2994         }
2995
2996         diff = f2i(Mission_end_time - Missiontime);
2997         // be sure to bash to 0.  diff could be negative on frame that we quit mission
2998         if ( diff < 0 ){
2999                 diff = 0;
3000         }
3001
3002         hud_set_default_color();
3003         gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
3004 }
3005
3006 //========================================================================================
3007 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
3008 //========================================================================================
3009
3010 #ifndef NDEBUG
3011
3012 DCF(ai_pause,"Pauses ai")
3013 {
3014         if ( Dc_command )       {       
3015                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
3016                 if ( Dc_arg_type & ARG_TRUE )   ai_paused = 1;  
3017                 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;      
3018                 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;      
3019
3020                 if (ai_paused)  {       
3021                         obj_init_all_ships_physics();
3022                 }
3023         }       
3024         if ( Dc_help )  dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false.  If nothing passed, then toggles it.\n" );        
3025         if ( Dc_status )        dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );   
3026 }
3027
3028 DCF(single_step,"Single steps the game")
3029 {
3030         if ( Dc_command )       {       
3031                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
3032                 if ( Dc_arg_type & ARG_TRUE )   game_single_step = 1;   
3033                 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;       
3034                 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;        
3035
3036                 last_single_step = 0;   // Make so single step waits a frame before stepping
3037
3038         }       
3039         if ( Dc_help )  dc_printf( "Usage: single_step [bool]\nSets single_step to true or false.  If nothing passed, then toggles it.\n" );    
3040         if ( Dc_status )        dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );  
3041 }
3042
3043 DCF_BOOL(physics_pause, physics_paused)
3044 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
3045 DCF_BOOL(ai_firing, Ai_firing_enabled )
3046
3047 // Create some simple aliases to these commands...
3048 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
3049 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
3050 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
3051 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
3052 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
3053 #endif
3054
3055 //========================================================================================
3056 //========================================================================================
3057
3058
3059 void game_training_pause_do()
3060 {
3061         int key;
3062
3063         key = game_check_key();
3064         if (key > 0){
3065                 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
3066         }
3067
3068         gr_flip();
3069 }
3070
3071
3072 void game_increase_skill_level()
3073 {
3074         Game_skill_level++;
3075         if (Game_skill_level >= NUM_SKILL_LEVELS){
3076                 Game_skill_level = 0;
3077         }
3078 }
3079
3080 int     Player_died_time;
3081
3082 int View_percent = 100;
3083
3084
3085 DCF(view, "Sets the percent of the 3d view to render.")
3086 {
3087         if ( Dc_command ) {
3088                 dc_get_arg(ARG_INT);
3089                 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
3090                         View_percent = Dc_arg_int;
3091                 } else {
3092                         dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
3093                         Dc_help = 1;
3094                 }
3095         }
3096
3097         if ( Dc_help ) {
3098                 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
3099         }
3100         
3101         if ( Dc_status ) {
3102                 dc_printf("View is set to %d%%\n", View_percent );
3103         }
3104 }
3105
3106
3107 // Set the clip region for the 3d rendering window
3108 void game_set_view_clip()
3109 {
3110         if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
3111                 // Set the clip region for the letterbox "dead view"
3112                 int yborder = gr_screen.max_h/4;
3113
3114                 //      Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
3115                 // J.S. I've changed my ways!! See the new "no constants" code!!!
3116                 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 ); 
3117         } else {
3118                 // Set the clip region for normal view
3119                 if ( View_percent >= 100 )      {
3120                         gr_reset_clip();
3121                 } else {
3122                         int xborder, yborder;
3123
3124                         if ( View_percent < 5 ) {
3125                                 View_percent = 5;
3126                         }
3127
3128                         float fp = i2fl(View_percent)/100.0f;
3129                         int fi = fl2i(fl_sqrt(fp)*100.0f);
3130                         if ( fi > 100 ) fi=100;
3131                         
3132                         xborder = ( gr_screen.max_w*(100-fi) )/200;
3133                         yborder = ( gr_screen.max_h*(100-fi) )/200;
3134
3135                         gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
3136                 }
3137         }
3138 }
3139
3140
3141 void show_debug_stuff()
3142 {
3143         int     i;
3144         int     laser_count = 0, missile_count = 0;
3145
3146         for (i=0; i<MAX_OBJECTS; i++) {
3147                 if (Objects[i].type == OBJ_WEAPON){
3148                         if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
3149                                 laser_count++;
3150                         } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
3151                                 missile_count++;
3152                         }
3153                 }
3154         }
3155
3156         nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
3157 }
3158
3159 extern int Tool_enabled;
3160 int tst = 0;
3161 int tst_time = 0;
3162 int tst_big = 0;
3163 vector tst_pos;
3164 int tst_bitmap = -1;
3165 float tst_x, tst_y;
3166 float tst_offset, tst_offset_total;
3167 int tst_mode;
3168 int tst_stamp;
3169 void game_tst_frame_pre()
3170 {
3171         // start tst
3172         if(tst == 3){
3173                 tst = 0;
3174
3175                 // screen position
3176                 vertex v;
3177                 g3_rotate_vertex(&v, &tst_pos);
3178                 g3_project_vertex(&v);  
3179         
3180                 // offscreen
3181                 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
3182                         return;
3183                 }       
3184
3185                 // big ship? always tst
3186                 if(tst_big){
3187                         // within 3000 meters
3188                         if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
3189                                 tst = 2;                                
3190                         }
3191                 } else {                        
3192                         // within 300 meters
3193                         if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
3194                                 tst = 2;                                
3195                         } 
3196                 }                       
3197         }
3198
3199 }
3200 void game_tst_frame()
3201 {
3202         int left = 0;
3203
3204         if(!Tool_enabled){
3205                 return;
3206         }
3207         
3208         // setup tst
3209         if(tst == 2){           
3210                 tst_time = time(NULL);
3211
3212                 // load the tst bitmap          
3213                 switch((int)frand_range(0.0f, 3.0)){
3214                 case 0:                 
3215                         tst_bitmap = bm_load("ig_jim");
3216                         left = 1;
3217                         mprintf(("TST 0\n"));
3218                         break;
3219
3220                 case 1:
3221                         tst_bitmap = bm_load("ig_kan");
3222                         left = 0;
3223                         mprintf(("TST 1\n"));
3224                         break;
3225
3226                 case 2:
3227                         tst_bitmap = bm_load("ig_jim");
3228                         left = 1;
3229                         mprintf(("TST 2\n"));
3230                         break;
3231                         
3232                 default:                        
3233                         tst_bitmap = bm_load("ig_kan");
3234                         left = 0;
3235                         mprintf(("TST 3\n"));
3236                         break;
3237                 }
3238
3239                 if(tst_bitmap < 0){
3240                         tst = 0;
3241                         return;
3242                 }               
3243
3244                 // get the tst bitmap dimensions
3245                 int w, h;
3246                 bm_get_info(tst_bitmap, &w, &h);
3247
3248                 // tst y
3249                 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
3250
3251                 snd_play(&Snds[SND_VASUDAN_BUP]);
3252
3253                 // tst x and direction
3254                 tst_mode = 0;
3255                 if(left){
3256                         tst_x = (float)-w;
3257                         tst_offset_total = (float)w;
3258                         tst_offset = (float)w;
3259                 } else {
3260                         tst_x = (float)gr_screen.max_w;
3261                         tst_offset_total = (float)-w;
3262                         tst_offset = (float)w;
3263                 }
3264
3265                 tst = 1;
3266         }
3267
3268         // run tst
3269         if(tst == 1){
3270                 float diff = (tst_offset_total / 0.5f) * flFrametime;
3271
3272                 // move the bitmap
3273                 if(tst_mode == 0){
3274                         tst_x += diff;
3275                         
3276                         tst_offset -= fl_abs(diff);
3277                 } else if(tst_mode == 2){
3278                         tst_x -= diff;
3279                         
3280                         tst_offset -= fl_abs(diff);
3281                 }
3282
3283                 // draw the bitmap
3284                 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
3285                 gr_bitmap((int)tst_x, (int)tst_y);
3286
3287                 if(tst_mode == 1){
3288                         if(timestamp_elapsed_safe(tst_stamp, 1100)){
3289                                 tst_mode = 2;
3290                         }
3291                 } else {
3292                         // if we passed the switch point
3293                         if(tst_offset <= 0.0f){
3294                                 // switch modes
3295                                 switch(tst_mode){
3296                                 case 0:
3297                                         tst_mode = 1;
3298                                         tst_stamp = timestamp(1000);
3299                                         tst_offset = fl_abs(tst_offset_total);
3300                                         break;                          
3301
3302                                 case 2:                         
3303                                         tst = 0;
3304                                         return;
3305                                 }
3306                         }                               
3307                 }
3308         }
3309 }
3310 void game_tst_mark(object *objp, ship *shipp)
3311 {
3312         ship_info *sip; 
3313
3314         if(!Tool_enabled){
3315                 return;
3316         }
3317
3318         // bogus
3319         if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3320                 return;
3321         }
3322         sip = &Ship_info[shipp->ship_info_index];
3323
3324         // already tst
3325         if(tst){
3326                 return;
3327         }
3328
3329         tst_pos = objp->pos;
3330         if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3331                 tst_big = 1;
3332         }
3333         tst = 3;
3334 }
3335
3336 extern void render_shields();
3337
3338 void player_repair_frame(float frametime)
3339 {
3340         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3341                 int idx;
3342                 for(idx=0;idx<MAX_PLAYERS;idx++){
3343                         net_player *np;
3344
3345                         np = &Net_players[idx];
3346
3347                         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)){
3348
3349                                 // don't rearm/repair if the player is dead or dying/departing
3350                                 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3351                                         ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3352                                 }
3353                         }
3354                 }
3355         }       
3356         if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3357                 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3358         }
3359 }
3360
3361
3362 #ifndef NDEBUG
3363 #define NUM_FRAMES_TEST         300
3364 #define NUM_MIXED_SOUNDS        16
3365 void do_timing_test(float flFrametime)
3366 {
3367         static int framecount = 0;
3368         static int test_running = 0;
3369         static float test_time = 0.0f;
3370
3371         static int snds[NUM_MIXED_SOUNDS];
3372         int i;
3373
3374         if ( test_running ) {
3375                 framecount++;
3376                 test_time += flFrametime;
3377                 if ( framecount >= NUM_FRAMES_TEST ) {
3378                         test_running = 0;
3379                         nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3380                         for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3381                                 snd_stop(snds[i]);
3382                 }
3383         }
3384
3385         if ( Test_begin == 1 ) {
3386                 framecount = 0;
3387                 test_running = 1;
3388                 test_time = 0.0f;
3389                 Test_begin = 0;
3390
3391                 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3392                         snds[i] = -1;
3393
3394                 // start looping digital sounds
3395                 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3396                         snds[i] = snd_play_looping( &Snds[i], 0.0f, -1, -1);
3397         }
3398         
3399
3400 }
3401 #endif
3402
3403 DCF(dcf_fov, "Change the field of view")
3404 {
3405         if ( Dc_command )       {
3406                 dc_get_arg(ARG_FLOAT|ARG_NONE);
3407                 if ( Dc_arg_type & ARG_NONE )   {
3408                         Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3409                         dc_printf( "Zoom factor reset\n" );
3410                 }
3411                 if ( Dc_arg_type & ARG_FLOAT )  {
3412                         if (Dc_arg_float < 0.25f) {
3413                                 Viewer_zoom = 0.25f;
3414                                 dc_printf("Zoom factor pinned at 0.25.\n");
3415                         } else if (Dc_arg_float > 1.25f) {
3416                                 Viewer_zoom = 1.25f;
3417                                 dc_printf("Zoom factor pinned at 1.25.\n");
3418                         } else {
3419                                 Viewer_zoom = Dc_arg_float;
3420                         }
3421                 }
3422         }
3423
3424         if ( Dc_help )  
3425                 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3426
3427         if ( Dc_status )                                
3428                 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3429 }
3430
3431
3432 DCF(framerate_cap, "Sets the framerate cap")
3433 {
3434         if ( Dc_command ) {
3435                 dc_get_arg(ARG_INT);
3436                 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3437                         Framerate_cap = Dc_arg_int;
3438                 } else {
3439                         dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3440                         Dc_help = 1;
3441                 }
3442         }
3443
3444         if ( Dc_help ) {
3445                 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3446                 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3447                 dc_printf("[n] must be from 1 to 120.\n");
3448         }
3449         
3450         if ( Dc_status ) {
3451                 if ( Framerate_cap )
3452                         dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3453                 else
3454                         dc_printf("There is no framerate cap currently active.\n");
3455         }
3456 }
3457
3458 #define MIN_DIST_TO_DEAD_CAMERA         50.0f
3459 int Show_viewing_from_self = 0;
3460
3461 void say_view_target()
3462 {
3463         object  *view_target;
3464
3465         if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3466                 view_target = &Objects[Player_ai->target_objnum];
3467         else
3468                 view_target = Player_obj;
3469
3470         if (Game_mode & GM_DEAD) {
3471                 if (Player_ai->target_objnum != -1)
3472                         view_target = &Objects[Player_ai->target_objnum];
3473         }
3474
3475         if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3476                 if (view_target != Player_obj){
3477
3478                         char *view_target_name = NULL;
3479                         switch(Objects[Player_ai->target_objnum].type) {
3480                         case OBJ_SHIP:
3481                                 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3482                                 break;
3483                         case OBJ_WEAPON:
3484                                 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3485                                 Viewer_mode &= ~VM_OTHER_SHIP;
3486                                 break;
3487                         case OBJ_JUMP_NODE: {
3488                                 char    jump_node_name[128];
3489                                 strcpy(jump_node_name, XSTR( "jump node", 184));
3490                                 view_target_name = jump_node_name;
3491                                 Viewer_mode &= ~VM_OTHER_SHIP;
3492                                 break;
3493                                 }
3494
3495                         default:
3496                                 Int3();
3497                                 break;
3498                         }
3499
3500                         if ( view_target_name ) {
3501                                 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3502                                 Show_viewing_from_self = 1;
3503                         }
3504                 } else {
3505                         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3506                                 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3507                                 Show_viewing_from_self = 1;
3508                         } else {
3509                                 if (Show_viewing_from_self)
3510                                         HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3511                         }
3512                 }
3513         }
3514
3515         Last_view_target = view_target;
3516 }
3517
3518
3519 float Game_hit_x = 0.0f;
3520 float Game_hit_y = 0.0f;
3521
3522 // Reset at the beginning of each frame
3523 void game_whack_reset()
3524 {
3525         Game_hit_x = 0.0f;
3526         Game_hit_y = 0.0f;
3527 }
3528
3529 // Apply a 2d whack to the player
3530 void game_whack_apply( float x, float y )
3531 {
3532         // Do some force feedback
3533         joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3534
3535         // Move the eye 
3536         Game_hit_x += x;
3537         Game_hit_y += y;
3538
3539 //      mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3540 }
3541
3542 // call to apply a "shudder"
3543 void game_shudder_apply(int time, float intensity)
3544 {
3545         Game_shudder_time = timestamp(time);
3546         Game_shudder_total = time;
3547         Game_shudder_intensity = intensity;
3548 }
3549
3550 #define FF_SCALE        10000
3551 void apply_hud_shake(matrix *eye_orient)
3552 {
3553         if (Viewer_obj == Player_obj) {
3554                 physics_info    *pi = &Player_obj->phys_info;
3555
3556                 angles  tangles;
3557
3558                 tangles.p = 0.0f;
3559                 tangles.h = 0.0f;
3560                 tangles.b = 0.0f;
3561
3562                 //      Make eye shake due to afterburner
3563                 if ( !timestamp_elapsed(pi->afterburner_decay) ) {                      
3564                         int             dtime;
3565
3566                         dtime = timestamp_until(pi->afterburner_decay);
3567                         
3568                         int r1 = myrand();
3569                         int r2 = myrand();
3570                         tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3571                         tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3572                 }
3573
3574                 // Make eye shake due to engine wash
3575                 extern int Wash_on;
3576                 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3577                         int r1 = myrand();
3578                         int r2 = myrand();
3579                         tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3580                         tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3581
3582                         // get the   intensity
3583                         float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3584
3585                         // vector rand_vec
3586                         vector rand_vec;
3587                         vm_vec_rand_vec_quick(&rand_vec);
3588
3589                         // play the effect
3590                         joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3591                 }
3592
3593         
3594                 // make hud shake due to shuddering
3595                 if(Game_shudder_time != -1){
3596                         // if the timestamp has elapsed
3597                         if(timestamp_elapsed(Game_shudder_time)){
3598                                 Game_shudder_time = -1;
3599                         } 
3600                         // otherwise apply some shudder
3601                         else {
3602                                 int dtime;
3603
3604                                 dtime = timestamp_until(Game_shudder_time);
3605                         
3606                                 int r1 = myrand();
3607                                 int r2 = myrand();
3608                                 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));
3609                                 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));
3610                         }
3611                 }
3612
3613                 matrix  tm, tm2;
3614                 vm_angles_2_matrix(&tm, &tangles);
3615                 Assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3616                 Assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3617                 Assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3618                 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3619                 *eye_orient = tm2;
3620         }
3621 }
3622
3623 extern void compute_slew_matrix(matrix *orient, angles *a);     // TODO: move code to proper place and extern in header file
3624
3625 //      Player's velocity just before he blew up.  Used to keep camera target moving.
3626 vector  Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3627
3628 //      Set eye_pos and eye_orient based on view mode.
3629 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3630 {
3631         vector  eye_dir;
3632
3633         static int last_Viewer_mode = 0;
3634         static int last_Game_mode = 0;
3635         static int last_Viewer_objnum = -1;
3636
3637         // This code is supposed to detect camera "cuts"... like going between
3638         // different views.
3639
3640         // determine if we need to regenerate the nebula
3641         if(     (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) ||                                                   // internal to external 
3642                         ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) ||                                                   // external to internal
3643                         (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) ||                                                 // non dead-view to dead-view
3644                         ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) ||                                                 // dead-view to non dead-view
3645                         (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) ||                                               // non warp-chase to warp-chase
3646                         ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) ||                                               // warp-chase to non warp-chase
3647                         (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) ||                                               // non other-ship to other-ship
3648                         ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) ||                                               // other-ship to non-other ship
3649                         ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum))             // other ship mode, but targets changes
3650                         ) {
3651
3652                 // regenerate the nebula
3653                 neb2_eye_changed();
3654         }               
3655
3656         if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) )       {
3657                 //mprintf(( "************** Camera cut! ************\n" ));
3658                 last_Viewer_mode = Viewer_mode;
3659                 last_Game_mode = Game_mode;
3660
3661                 // Camera moved.  Tell stars & debris to not do blurring.
3662                 stars_camera_cut();             
3663         }
3664
3665         say_view_target();
3666
3667         if ( Viewer_mode & VM_PADLOCK_ANY ) {
3668                 player_display_packlock_view();
3669         }
3670         
3671         game_set_view_clip();
3672
3673         if (Game_mode & GM_DEAD) {
3674                 vector  vec_to_deader, view_pos;
3675                 float           dist;
3676
3677                 Viewer_mode |= VM_DEAD_VIEW;
3678
3679                 if (Player_ai->target_objnum != -1) {
3680                         int view_from_player = 1;
3681
3682                         if (Viewer_mode & VM_OTHER_SHIP) {
3683                                 //      View from target.
3684                                 Viewer_obj = &Objects[Player_ai->target_objnum];
3685
3686                                 last_Viewer_objnum = Player_ai->target_objnum;
3687
3688                                 if ( Viewer_obj->type == OBJ_SHIP ) {
3689                                         ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3690                                         view_from_player = 0;
3691                                 }
3692                         } else {
3693                                 last_Viewer_objnum = -1;
3694                         }
3695
3696                         if ( view_from_player ) {
3697                                 //      View target from player ship.
3698                                 Viewer_obj = NULL;
3699                                 *eye_pos = Player_obj->pos;
3700                                 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3701                                 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3702                         }
3703                 } else {
3704                         dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3705                         
3706                         if (dist < MIN_DIST_TO_DEAD_CAMERA)
3707                                 dist += flFrametime * 16.0f;
3708
3709                         vm_vec_scale(&vec_to_deader, -dist);
3710                         vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3711                         
3712                         view_pos = Player_obj->pos;
3713
3714                         if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3715                                 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3716                                 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3717                                 Dead_player_last_vel = Player_obj->phys_info.vel;
3718                                 //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));
3719                         } else if (Player_ai->target_objnum != -1) {
3720                                 view_pos = Objects[Player_ai->target_objnum].pos;
3721                         } else {
3722                                 //      Make camera follow explosion, but gradually slow down.
3723                                 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3724                                 view_pos = Player_obj->pos;
3725                                 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3726                                 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3727                         }
3728
3729                         *eye_pos = Dead_camera_pos;
3730
3731                         vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3732
3733                         vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3734                         Viewer_obj = NULL;
3735                 }
3736         } 
3737
3738         // if supernova shockwave
3739         if(supernova_camera_cut()){
3740                 // no viewer obj
3741                 Viewer_obj = NULL;
3742
3743                 // call it dead view
3744                 Viewer_mode |= VM_DEAD_VIEW;
3745
3746                 // set eye pos and orient
3747                 supernova_set_view(eye_pos, eye_orient);
3748         } else {        
3749                 //      If already blown up, these other modes can override.
3750                 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3751                         Viewer_mode &= ~VM_DEAD_VIEW;
3752
3753                         Viewer_obj = Player_obj;
3754  
3755                         if (Viewer_mode & VM_OTHER_SHIP) {
3756                                 if (Player_ai->target_objnum != -1){
3757                                         Viewer_obj = &Objects[Player_ai->target_objnum];
3758                                         last_Viewer_objnum = Player_ai->target_objnum;
3759                                 } else {
3760                                         Viewer_mode &= ~VM_OTHER_SHIP;
3761                                         last_Viewer_objnum = -1;
3762                                 }
3763                         } else {
3764                                 last_Viewer_objnum = -1;
3765                         }
3766
3767                         if (Viewer_mode & VM_EXTERNAL) {
3768                                 matrix  tm, tm2;
3769
3770                                 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3771                                 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3772
3773                                 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3774
3775                                 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3776                                 vm_vec_normalize(&eye_dir);
3777                                 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3778                                 Viewer_obj = NULL;
3779
3780                                 //      Modify the orientation based on head orientation.
3781                                 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3782
3783                         } else if ( Viewer_mode & VM_CHASE ) {
3784                                 vector  move_dir;
3785
3786                                 if ( Viewer_obj->phys_info.speed < 0.1 )
3787                                         move_dir = Viewer_obj->orient.v.fvec;
3788                                 else {
3789                                         move_dir = Viewer_obj->phys_info.vel;
3790                                         vm_vec_normalize(&move_dir);
3791                                 }
3792
3793                                 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3794                                 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3795                                 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3796                                 vm_vec_normalize(&eye_dir);
3797
3798                                 // JAS: I added the following code because if you slew up using
3799                                 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3800                                 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3801                                 // call because the up and the forward vector are the same.   I fixed
3802                                 // it by adding in a fraction of the right vector all the time to the
3803                                 // up vector.
3804                                 vector tmp_up = Viewer_obj->orient.v.uvec;
3805                                 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3806
3807                                 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3808                                 Viewer_obj = NULL;
3809
3810                                 //      Modify the orientation based on head orientation.
3811                                 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3812                         } else if ( Viewer_mode & VM_WARP_CHASE ) {
3813                                         *eye_pos = Camera_pos;
3814
3815                                         ship * shipp = &Ships[Player_obj->instance];
3816
3817                                         vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3818                                         vm_vec_normalize(&eye_dir);
3819                                         vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3820                                         Viewer_obj = NULL;
3821                         } else {
3822                                 // get an eye position based upon the correct type of object
3823                                 switch(Viewer_obj->type){
3824                                 case OBJ_SHIP:
3825                                         // make a call to get the eye point for the player object
3826                                         ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3827                                         break;
3828                                 case OBJ_OBSERVER:
3829                                         // make a call to get the eye point for the player object
3830                                         observer_get_eye( eye_pos, eye_orient, Viewer_obj );                            
3831                                         break;
3832                                 default :
3833                                         Int3();
3834                                 }
3835
3836                                 #ifdef JOHNS_DEBUG_CODE
3837                                 john_debug_stuff(&eye_pos, &eye_orient);
3838                                 #endif
3839                         }
3840                 }
3841         }
3842
3843         apply_hud_shake(eye_orient);
3844
3845         // setup neb2 rendering
3846         neb2_render_setup(eye_pos, eye_orient);
3847 }
3848
3849 #ifndef NDEBUG
3850 extern void ai_debug_render_stuff();
3851 #endif
3852
3853 int Game_subspace_effect = 0;
3854 DCF_BOOL( subspace, Game_subspace_effect );
3855
3856 // Does everything needed to render a frame
3857 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3858 {
3859         int dont_offset;
3860
3861         g3_start_frame(game_zbuffer);
3862         g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3863
3864         // maybe offset the HUD (jitter stuff)
3865         dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3866         HUD_set_offsets(Viewer_obj, !dont_offset);
3867         
3868         // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array.  Have to
3869         // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3870         // must be done before ships are rendered
3871         if ( MULTIPLAYER_CLIENT ) {
3872                 shield_point_multi_setup();
3873         }
3874
3875         if ( Game_subspace_effect )     {
3876                 stars_draw(0,0,0,1);
3877         } else {
3878                 stars_draw(1,1,1,0);
3879         }
3880
3881         obj_render_all(obj_render);
3882         beam_render_all();                                              // render all beam weapons
3883         particle_render_all();                                  // render particles after everything else.
3884         trail_render_all();                                             // render missilie trails after everything else.        
3885         mflash_render_all();                                            // render all muzzle flashes    
3886
3887         //      Why do we not show the shield effect in these modes?  Seems ok.
3888         //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3889         render_shields();
3890         //}
3891
3892         // render nebula lightning
3893         nebl_render_all();
3894
3895         // render local player nebula
3896         neb2_render_player();   
3897
3898 #ifndef NDEBUG
3899         ai_debug_render_stuff();
3900 #endif
3901
3902 #ifndef RELEASE_REAL
3903         // game_framerate_check();
3904 #endif
3905
3906 #ifndef NDEBUG
3907         extern void snd_spew_debug_info();
3908         snd_spew_debug_info();
3909 #endif
3910
3911         //================ END OF 3D RENDERING STUFF ====================
3912
3913         hud_show_radar();
3914
3915         if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3916                 hud_maybe_clear_head_area();
3917                 anim_render_all(0, flFrametime);
3918         }
3919
3920         extern int Multi_display_netinfo;
3921         if(Multi_display_netinfo){
3922                 extern void multi_display_netinfo();
3923                 multi_display_netinfo();
3924         }       
3925
3926         game_tst_frame_pre();
3927
3928 #ifndef NDEBUG
3929         do_timing_test(flFrametime);
3930 #endif
3931
3932 #ifndef NDEBUG
3933         extern int OO_update_index;     
3934         multi_rate_display(OO_update_index, 375, 0);
3935 #endif
3936
3937 #ifndef NDEBUG
3938         // test
3939         extern void oo_display();
3940         oo_display();                   
3941 #endif
3942         
3943         g3_end_frame();
3944 }
3945
3946 //#define JOHNS_DEBUG_CODE      1
3947
3948 #ifdef JOHNS_DEBUG_CODE
3949 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3950 {
3951         //if ( key_pressed(SDLK_LSHIFT) )
3952         {
3953                 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3954                 if ( tsys )     {
3955                         model_subsystem *turret = tsys->system_info;
3956
3957                         if (turret->type == SUBSYSTEM_TURRET )  {
3958                                 vector v.fvec, v.uvec;
3959                                 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3960
3961                                 ship_model_start(tobj);
3962
3963                                 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3964                                 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3965                                 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3966                                 
3967                                 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3968
3969                                 ship_model_stop(tobj);
3970
3971                                 Viewer_obj = NULL;
3972                         }
3973                 }
3974
3975         }
3976 }
3977 #endif
3978
3979 // following function for dumping frames for purposes of building trailers.
3980 #ifndef NDEBUG
3981
3982 // function to toggle state of dumping every frame into PCX when playing the game
3983 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3984 {
3985         if ( Dc_command )       {
3986
3987                 if ( Debug_dump_frames == 0 )   {
3988                         // Turn it on
3989                         Debug_dump_frames = 15;
3990                         Debug_dump_trigger = 0;
3991                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3992                         dc_printf( "Frame dumping at 15 hz is now ON\n" );
3993                 } else {
3994                         // Turn it off
3995                         Debug_dump_frames = 0;
3996                         Debug_dump_trigger = 0;
3997                         gr_dump_frame_stop();
3998                         dc_printf( "Frame dumping is now OFF\n" );
3999                 }
4000                 
4001         }
4002 }
4003
4004 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
4005 {
4006         if ( Dc_command )       {
4007
4008                 if ( Debug_dump_frames == 0 )   {
4009                         // Turn it on
4010                         Debug_dump_frames = 15;
4011                         Debug_dump_trigger = 1;
4012                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
4013                         dc_printf( "Frame dumping at 15 hz is now ON\n" );
4014                 } else {
4015                         // Turn it off
4016                         Debug_dump_frames = 0;
4017                         Debug_dump_trigger = 0;
4018                         gr_dump_frame_stop();
4019                         dc_printf( "Frame dumping is now OFF\n" );
4020                 }
4021                 
4022         }
4023 }
4024
4025 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
4026 {
4027         if ( Dc_command )       {
4028
4029                 if ( Debug_dump_frames == 0 )   {
4030                         // Turn it on
4031                         Debug_dump_frames = 30;
4032                         Debug_dump_trigger = 0;
4033                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
4034                         dc_printf( "Frame dumping at 30 hz is now ON\n" );
4035                 } else {
4036                         // Turn it off
4037                         Debug_dump_frames = 0;
4038                         Debug_dump_trigger = 0;
4039                         gr_dump_frame_stop();
4040                         dc_printf( "Frame dumping is now OFF\n" );
4041                 }
4042                 
4043         }
4044 }
4045
4046 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
4047 {
4048         if ( Dc_command )       {
4049
4050                 if ( Debug_dump_frames == 0 )   {
4051                         // Turn it on
4052                         Debug_dump_frames = 30;
4053                         Debug_dump_trigger = 1;
4054                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
4055                         dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
4056                 } else {
4057                         // Turn it off
4058                         Debug_dump_frames = 0;
4059                         Debug_dump_trigger = 0;
4060                         gr_dump_frame_stop();
4061                         dc_printf( "Triggered frame dumping is now OFF\n" );
4062                 }
4063                 
4064         }
4065 }
4066
4067 void game_maybe_dump_frame()
4068 {
4069         if ( !Debug_dump_frames ){
4070                 return;
4071         }
4072
4073         if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
4074                 return;
4075         }
4076
4077         game_stop_time();
4078
4079         gr_dump_frame();
4080         Debug_dump_frame_num++;
4081
4082         game_start_time();
4083 }
4084 #endif
4085
4086 extern int Player_dead_state;
4087
4088 //      Flip the page and time how long it took.
4089 void game_flip_page_and_time_it()
4090 {       
4091 #ifndef NDEBUG
4092         fix t1, t2,d;
4093         int t;
4094         t1 = timer_get_fixed_seconds();
4095         gr_flip();
4096         t2 = timer_get_fixed_seconds();
4097         d = t2 - t1;
4098         if (d != 0) {
4099                 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
4100                 sprintf( transfer_text, NOX("%ld MB/s"), fixmuldiv(t,65,d) );
4101         }
4102 #else
4103         gr_flip ();
4104 #endif
4105 }
4106
4107 void game_simulation_frame()
4108 {
4109         // blow ships up in multiplayer dogfight
4110         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){
4111                 // blow up all non-player ships
4112                 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
4113                 ship *shipp;
4114                 ship_info *sip;
4115                 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
4116                         // bogus
4117                         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)){
4118                                 moveup = GET_NEXT(moveup);
4119                                 continue;
4120                         }
4121                         shipp = &Ships[Objects[moveup->objnum].instance];
4122                         sip = &Ship_info[shipp->ship_info_index];
4123
4124                         // only blow up small ships                     
4125                         if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){                                                      
4126                                 // function to simply explode a ship where it is currently at
4127                                 ship_self_destruct( &Objects[moveup->objnum] );                                 
4128                         }
4129
4130                         moveup = GET_NEXT(moveup);
4131                 }
4132
4133                 dogfight_blown = 1;
4134         }
4135
4136         // process AWACS stuff - do this first thing
4137         awacs_process();
4138
4139         // single player, set Player hits_this_frame to 0
4140         if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
4141                 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE  / (0.001f * BURST_DURATION));
4142                 Player->damage_this_burst = max(Player->damage_this_burst, 0.0f);
4143         }
4144
4145         // supernova
4146         supernova_process();
4147         if(supernova_active() >= 5){
4148                 return;
4149         }
4150
4151         // fire targeting lasers now so that 
4152         // 1 - created this frame
4153         // 2 - collide this frame
4154         // 3 - render this frame
4155         // 4 - ignored and deleted next frame
4156         // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
4157         // frame
4158         ship_process_targeting_lasers();        
4159
4160         // do this here so that it works for multiplayer
4161         if ( Viewer_obj ) {
4162                 // get viewer direction
4163                 int viewer_direction = PHYSICS_VIEWER_REAR;
4164
4165                 if(Viewer_mode == 0){
4166                         viewer_direction = PHYSICS_VIEWER_FRONT;
4167                 }
4168                 if(Viewer_mode & VM_PADLOCK_UP){
4169                         viewer_direction = PHYSICS_VIEWER_UP;
4170                 }
4171                 else if(Viewer_mode & VM_PADLOCK_REAR){
4172                         viewer_direction = PHYSICS_VIEWER_REAR;
4173                 } 
4174                 else if(Viewer_mode & VM_PADLOCK_LEFT){
4175                         viewer_direction = PHYSICS_VIEWER_LEFT;
4176                 } 
4177                 else if(Viewer_mode & VM_PADLOCK_RIGHT){
4178                         viewer_direction = PHYSICS_VIEWER_RIGHT;
4179                 }
4180
4181                 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
4182         } else {
4183                 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
4184         }
4185
4186 #define VM_PADLOCK_UP                                   (1 << 7)
4187 #define VM_PADLOCK_REAR                         (1 << 8)
4188 #define VM_PADLOCK_LEFT                         (1 << 9)
4189 #define VM_PADLOCK_RIGHT                                (1 << 10)
4190                 
4191         // evaluate mission departures and arrivals before we process all objects.
4192         if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
4193
4194                 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
4195                 // ships/wing packets.
4196                 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
4197                         mission_parse_eval_stuff();
4198                 }
4199
4200                 // if we're an observer, move ourselves seperately from the standard physics
4201                 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
4202                         obj_observer_move(flFrametime);
4203                 }
4204                 
4205                 // move all the objects now
4206                 obj_move_all(flFrametime);
4207
4208                 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
4209                 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
4210                 //      ship_check_cargo_all();
4211                 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4212                         mission_eval_goals();
4213                 }
4214         }
4215
4216         // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
4217         if(!(Game_mode & GM_DEMO_PLAYBACK)){
4218                 training_check_objectives();
4219         }
4220         
4221         // do all interpolation now
4222         if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
4223                 // client side processing of warping in effect stages
4224                 multi_do_client_warp(flFrametime);     
4225         
4226                 // client side movement of an observer
4227                 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
4228                         obj_observer_move(flFrametime);   
4229                 }
4230
4231                 // move all objects - does interpolation now as well
4232                 obj_move_all(flFrametime);
4233         }
4234
4235         // only process the message queue when the player is "in" the game
4236         if ( !Pre_player_entry ){
4237                 message_queue_process();                                // process any messages send to the player
4238         }
4239
4240         if(!(Game_mode & GM_DEMO_PLAYBACK)){
4241                 message_maybe_distort();                                // maybe distort incoming message if comms damaged
4242                 player_repair_frame(flFrametime);       //      AI objects get repaired in ai_process, called from move code...deal with player.
4243                 player_process_pending_praise();                // maybe send off a delayed praise message to the player
4244                 player_maybe_play_all_alone_msg();      // mabye tell the player he is all alone        
4245         }
4246
4247         if(!(Game_mode & GM_STANDALONE_SERVER)){                
4248                 // process some stuff every frame (before frame is rendered)
4249                 emp_process_local();
4250
4251                 hud_update_frame();                                             // update hud systems
4252
4253                 if (!physics_paused)    {
4254                         // Move particle system
4255                         particle_move_all(flFrametime); 
4256
4257                         // Move missile trails
4258                         trail_move_all(flFrametime);            
4259
4260                         // process muzzle flashes
4261                         mflash_process_all();
4262
4263                         // Flash the gun flashes
4264                         shipfx_flash_do_frame(flFrametime);                     
4265
4266                         shockwave_move_all(flFrametime);        // update all the shockwaves
4267                 }
4268
4269                 // subspace missile strikes
4270                 ssm_process();
4271
4272                 obj_snd_do_frame();                                             // update the object-linked persistant sounds
4273                 game_maybe_update_sound_environment();
4274                 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
4275
4276 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
4277 #ifndef NDEBUG
4278                 if ( Game_subspace_effect ) {
4279                         game_start_subspace_ambient_sound();
4280                 }
4281 #endif
4282         }               
4283 }
4284
4285 // Maybe render and process the dead-popup
4286 void game_maybe_do_dead_popup(float frametime)
4287 {
4288         if ( popupdead_is_active() ) {
4289                 int leave_popup=1;
4290                 int choice = popupdead_do_frame(frametime);
4291
4292                 if ( Game_mode & GM_NORMAL ) {
4293                         switch(choice) {
4294                         case 0:
4295                                 // CD CHECK                             
4296                                 if(game_do_cd_mission_check(Game_current_mission_filename)){
4297                                         gameseq_post_event(GS_EVENT_ENTER_GAME);
4298                                 } else {
4299                                         gameseq_post_event(GS_EVENT_MAIN_MENU);
4300                                 }                                       
4301                                 break;
4302
4303                         case 1:
4304                                 gameseq_post_event(GS_EVENT_END_GAME);
4305                                 break;
4306
4307                         case 2:
4308                                 // CD CHECK
4309                                 if(game_do_cd_mission_check(Game_current_mission_filename)){
4310                                         gameseq_post_event(GS_EVENT_START_GAME);                                        
4311                                 } else {
4312                                         gameseq_post_event(GS_EVENT_MAIN_MENU);
4313                                 }                                       
4314                                 break;
4315
4316                         // this should only happen during a red alert mission
4317                         case 3:                         
4318                                 // bogus?
4319                                 Assert(The_mission.red_alert);
4320                                 if(!The_mission.red_alert){
4321                                         // CD CHECK
4322                                         if(game_do_cd_mission_check(Game_current_mission_filename)){
4323                                                 gameseq_post_event(GS_EVENT_START_GAME);
4324                                         } else {
4325                                                 gameseq_post_event(GS_EVENT_MAIN_MENU);
4326                                         }
4327                                         break;
4328                                 }
4329                                 
4330                                 // choose the previous mission
4331                                 mission_campaign_previous_mission();
4332                                 // CD CHECK
4333                                 if(game_do_cd_mission_check(Game_current_mission_filename)){
4334                                         gameseq_post_event(GS_EVENT_START_GAME);
4335                                 } else {
4336                                         gameseq_post_event(GS_EVENT_MAIN_MENU);
4337                                 }                               
4338                                 break;
4339
4340                         default:
4341                                 leave_popup=0;
4342                                 break;
4343                         }
4344                 } else {
4345                         switch( choice ) {
4346
4347                         case POPUPDEAD_DO_MAIN_HALL:
4348                                 multi_quit_game(PROMPT_NONE,-1);
4349                                 break;
4350
4351                         case POPUPDEAD_DO_RESPAWN:                              
4352                                 multi_respawn_normal();
4353                                 event_music_player_respawn();
4354                                 break;
4355
4356                         case POPUPDEAD_DO_OBSERVER:
4357                                 multi_respawn_observer();
4358                                 event_music_player_respawn_as_observer();
4359                                 break;
4360
4361                         default:
4362                                 leave_popup = 0;
4363                                 break;
4364                         }
4365                 }
4366
4367                 if ( leave_popup ) {
4368                         popupdead_close();
4369                 }
4370         }
4371 }
4372
4373 // returns true if player is actually in a game_play stats
4374 int game_actually_playing()
4375 {
4376         int state;
4377
4378         state = gameseq_get_state();
4379         if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4380                 return 0;
4381         else
4382                 return 1;
4383 }
4384
4385 // Draw the 2D HUD gauges
4386 void game_render_hud_2d()
4387 {
4388         if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4389                 return;
4390         }
4391         
4392         HUD_render_2d(flFrametime);
4393         gr_reset_clip();
4394 }
4395
4396 // Draw the 3D-dependant HUD gauges
4397 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4398 {
4399         g3_start_frame(0);              // 0 = turn zbuffering off
4400         g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4401
4402         if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4403                 HUD_render_3d(flFrametime);
4404         }
4405
4406         // Do the sunspot
4407         game_sunspot_process(flFrametime);
4408
4409         // Diminish the palette effect
4410         game_flash_diminish(flFrametime);
4411
4412         g3_end_frame();
4413 }
4414
4415
4416 void game_frame()
4417 {
4418         int actually_playing;
4419         fix total_time1, total_time2;
4420         fix render2_time1=0, render2_time2=0;
4421         fix render3_time1=0, render3_time2=0;
4422         fix flip_time1=0, flip_time2=0;
4423         fix clear_time1=0, clear_time2=0;
4424         
4425         vector eye_pos;
4426         matrix eye_orient;
4427
4428 #ifndef NDEBUG
4429         if (Framerate_delay) {
4430                 int     start_time = timer_get_milliseconds();
4431                 while (timer_get_milliseconds() < start_time + Framerate_delay)
4432                         ;
4433         }
4434 #endif
4435
4436 #ifdef DEMO_SYSTEM
4437         demo_do_frame_start();
4438         if(Demo_error){
4439                 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4440                 demo_close();
4441         }
4442 #endif
4443         
4444         // start timing frame
4445         timing_frame_start();
4446
4447         total_time1 = timer_get_fixed_seconds();
4448
4449         // var to hold which state we are in
4450         actually_playing = game_actually_playing();
4451         
4452         if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4453                 if (!(Game_mode & GM_STANDALONE_SERVER)){
4454                         Assert( OBJ_INDEX(Player_obj) >= 0 );
4455                 }
4456         }
4457
4458         if (Missiontime > Entry_delay_time){
4459                 Pre_player_entry = 0;
4460         } else {
4461                 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4462         }
4463
4464         //      Note: These are done even before the player enters, else buffers can overflow.
4465         if (! (Game_mode & GM_STANDALONE_SERVER)){
4466                 radar_frame_init();
4467         }
4468
4469         shield_frame_init();
4470
4471         if ( Player->control_mode != PCM_NORMAL )
4472                 camera_move();
4473
4474         if ( !Pre_player_entry && actually_playing ) {                          
4475                 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4476
4477                         if( (!popup_running_state()) && (!popupdead_is_active()) ){
4478                                 game_process_keys();
4479
4480                                 // don't read flying controls if we're playing a demo back
4481                                 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4482                                         read_player_controls( Player_obj, flFrametime);
4483                                 }
4484                         }
4485                         
4486                         // if we're not the master, we may have to send the server-critical ship status button_info bits
4487                         if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4488                                 multi_maybe_send_ship_status();
4489                         }
4490                 }
4491         }
4492
4493         // Reset the whack stuff
4494         game_whack_reset();
4495
4496         // These two lines must be outside of Pre_player_entry code,
4497         // otherwise too many lights are added.
4498         light_reset();
4499
4500         if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4501                 return;
4502         }
4503         
4504         game_simulation_frame();        
4505
4506         // if not actually in a game play state, then return.  This condition could only be true in 
4507         // a multiplayer game.
4508         if ( !actually_playing ) {
4509                 Assert( Game_mode & GM_MULTIPLAYER );
4510                 return;
4511         }
4512
4513         if (!Pre_player_entry) {
4514                 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4515                         clear_time1 = timer_get_fixed_seconds();
4516                         // clear the screen to black
4517                         gr_reset_clip();
4518                         if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4519                                 gr_clear();
4520                         }
4521
4522                         clear_time2 = timer_get_fixed_seconds();
4523                         render3_time1 = timer_get_fixed_seconds();
4524                         game_render_frame_setup(&eye_pos, &eye_orient);
4525                         game_render_frame( &eye_pos, &eye_orient );
4526
4527                         // save the eye position and orientation
4528                         if ( Game_mode & GM_MULTIPLAYER ) {
4529                                 Net_player->s_info.eye_pos = eye_pos;
4530                                 Net_player->s_info.eye_orient = eye_orient;
4531                         }
4532
4533                         hud_show_target_model();
4534
4535                         // check to see if we should display the death died popup
4536                         if(Game_mode & GM_DEAD_BLEW_UP){                                
4537                                 if(Game_mode & GM_MULTIPLAYER){
4538                                         // catch the situation where we're supposed to be warping out on this transition
4539                                         if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4540                                                 gameseq_post_event(GS_EVENT_DEBRIEF);
4541                                         } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4542                                                 Player_died_popup_wait = -1;
4543                                                 popupdead_start();
4544                                         }
4545                                 } else {
4546                                         if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4547                                                 Player_died_popup_wait = -1;
4548                                                 popupdead_start();
4549                                         }
4550                                 }
4551                         }
4552
4553                         // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4554                         if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4555                                 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4556                                         if(!popupdead_is_active()){
4557                                                 popupdead_start();
4558                                         }
4559
4560                                         Player_multi_died_check = -1;
4561                                 }
4562                         }
4563         
4564                         render3_time2 = timer_get_fixed_seconds();
4565                         render2_time1 = timer_get_fixed_seconds();
4566
4567                         gr_reset_clip();
4568                         game_get_framerate();
4569                         game_show_framerate();          
4570
4571                         game_show_time_left();
4572
4573                         // Draw the 2D HUD gauges
4574                         if(supernova_active() < 3){
4575                                 game_render_hud_2d();
4576                         }
4577
4578                         game_set_view_clip();
4579
4580                         // Draw 3D HUD gauges                   
4581                         game_render_hud_3d(&eye_pos, &eye_orient);                                                                      
4582
4583                         game_tst_frame();
4584
4585                         render2_time2 = timer_get_fixed_seconds();
4586
4587                         // maybe render and process the dead popup
4588                         game_maybe_do_dead_popup(flFrametime);
4589
4590                         // start timing frame
4591                         timing_frame_stop();
4592                         // timing_display(30, 10);                      
4593
4594                         // If a regular popup is active, don't flip (popup code flips)
4595                         if( !popup_running_state() ){
4596                                 flip_time1 = timer_get_fixed_seconds();
4597                                 game_flip_page_and_time_it();
4598                                 flip_time2 = timer_get_fixed_seconds();
4599                         }
4600
4601 #ifndef NDEBUG
4602                         game_maybe_dump_frame();                        // used to dump pcx files for building trailers
4603 #endif          
4604                 } else {
4605                         game_show_standalone_framerate();
4606                 }
4607         }
4608
4609         game_do_training_checks();
4610         asteroid_frame();
4611
4612         // process lightning (nebula only)
4613         nebl_process();
4614
4615         total_time2 = timer_get_fixed_seconds();
4616
4617         // Got some timing numbers
4618         Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4619         Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4620         Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4621         Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4622         Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4623
4624 #ifdef DEMO_SYSTEM
4625         demo_do_frame_end();
4626         if(Demo_error){
4627                 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4628                 demo_close();
4629         }
4630 #endif
4631 }
4632
4633 #define MAX_FRAMETIME   (F1_0/4)                // Frametime gets saturated at this.  Changed by MK on 11/1/97.
4634                                                                                                 //      Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4635                                                                                                 //      died.  This resulted in screwed up death sequences.
4636
4637 fix Last_time = 0;                                              // The absolute time of game at end of last frame (beginning of this frame)
4638 fix Last_delta_time = 0;                                // While game is paused, this keeps track of how much elapsed in the frame before paused.
4639 static int timer_paused=0;
4640 #if defined(TIMER_TEST) && !defined(NDEBUG)
4641 static int stop_count,start_count;
4642 static int time_stopped,time_started;
4643 #endif
4644 int saved_timestamp_ticker = -1;
4645
4646 void game_reset_time()
4647 {
4648         if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4649                 return ;
4650         }
4651         
4652         //      Last_time = timer_get_fixed_seconds();
4653         game_start_time();
4654         timestamp_reset();
4655         game_stop_time();
4656 }
4657
4658 void game_stop_time()
4659 {
4660         if (timer_paused==0) {
4661                 fix time;
4662                 time = timer_get_fixed_seconds();
4663                 // Save how much time progressed so far in the frame so we can
4664                 // use it when we unpause.
4665                 Last_delta_time = time - Last_time;             
4666
4667                 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4668                 if (Last_delta_time < 0) {
4669                         #if defined(TIMER_TEST) && !defined(NDEBUG)
4670                         Int3();         //get Matt!!!!
4671                         #endif
4672                         Last_delta_time = 0;
4673                 }
4674                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4675                 time_stopped = time;
4676                 #endif
4677
4678                 // Stop the timer_tick stuff...
4679                 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4680                 saved_timestamp_ticker = timestamp_ticker;
4681         }
4682         timer_paused++;
4683
4684         #if defined(TIMER_TEST) && !defined(NDEBUG)
4685         stop_count++;
4686         #endif
4687 }
4688
4689 void game_start_time()
4690 {
4691         timer_paused--;
4692         Assert(timer_paused >= 0);
4693         if (timer_paused==0) {
4694                 fix time;
4695                 time = timer_get_fixed_seconds();
4696                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4697                 if (Last_time < 0)
4698                         Int3();         //get Matt!!!!
4699                 }
4700                 #endif
4701                 // Take current time, and set it backwards to account for time  
4702                 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4703                 // will be correct when it goes to calculate the frametime next
4704                 // frame.
4705                 Last_time = time - Last_delta_time;             
4706                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4707                 time_started = time;
4708                 #endif
4709
4710                 // Restore the timer_tick stuff...
4711                 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4712                 Assert( saved_timestamp_ticker > -1 );          // Called out of order, get JAS
4713                 timestamp_ticker = saved_timestamp_ticker;
4714                 saved_timestamp_ticker = -1;
4715         }
4716
4717         #if defined(TIMER_TEST) && !defined(NDEBUG)
4718         start_count++;
4719         #endif
4720 }
4721
4722
4723 void game_set_frametime(int state)
4724 {
4725         fix thistime;
4726         float frame_cap_diff;
4727
4728         thistime = timer_get_fixed_seconds();
4729
4730         if ( Last_time == 0 )   
4731                 Frametime = F1_0 / 30;
4732         else
4733                 Frametime = thistime - Last_time;
4734
4735 //      Frametime = F1_0 / 30;
4736
4737         fix     debug_frametime = Frametime;    //      Just used to display frametime.
4738
4739         //      If player hasn't entered mission yet, make frame take 1/4 second.
4740         if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4741                 Frametime = F1_0/4;
4742 #ifndef NDEBUG
4743         else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) {                                // note link to above if!!!!!
4744         
4745                 fix frame_speed = F1_0 / Debug_dump_frames;
4746
4747                 if (Frametime > frame_speed ){
4748                         nprintf(("warning","slow frame: %x\n",Frametime));
4749                 } else {                        
4750                         do {
4751                                 thistime = timer_get_fixed_seconds();
4752                                 Frametime = thistime - Last_time;
4753                         } while (Frametime < frame_speed );                     
4754                 }
4755                 Frametime = frame_speed;
4756         }
4757 #endif
4758
4759         Assert( Framerate_cap > 0 );
4760
4761         // Cap the framerate so it doesn't get too high.
4762         {
4763                 fix cap;
4764
4765                 cap = F1_0/Framerate_cap;
4766                 if (Frametime < cap) {
4767                         thistime = cap - Frametime;
4768                         //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4769                         Sleep( (DWORD)(f2fl(thistime) * 1000.0f) );
4770                         Frametime = cap;
4771                         thistime = timer_get_fixed_seconds();
4772                 }
4773         }
4774
4775         if((Game_mode & GM_STANDALONE_SERVER) && 
4776                 (f2fl(Frametime) < ((float)1.0/(float)Multi_options_g.std_framecap))){
4777
4778                 frame_cap_diff = ((float)1.0/(float)Multi_options_g.std_framecap) - f2fl(Frametime);            
4779                 Sleep((DWORD)(frame_cap_diff*1000));                            
4780                 
4781                 thistime += fl2f((frame_cap_diff));             
4782
4783                 Frametime = thistime - Last_time;
4784    }
4785
4786         // If framerate is too low, cap it.
4787         if (Frametime > MAX_FRAMETIME)  {
4788 #ifndef NDEBUG
4789                 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4790 #else 
4791                 // to remove warnings in release build
4792                 debug_frametime = fl2f(flFrametime);
4793 #endif
4794                 Frametime = MAX_FRAMETIME;
4795         }
4796
4797         Frametime = fixmul(Frametime, Game_time_compression);
4798
4799         Last_time = thistime;
4800         //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4801
4802         flFrametime = f2fl(Frametime);
4803         //if(!(Game_mode & GM_PLAYING_DEMO)){
4804         timestamp_inc(flFrametime);
4805
4806 /*      if ((Framecount > 0) && (Framecount < 10)) {
4807                 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4808         }
4809 */
4810 }
4811
4812 // This is called from game_do_frame(), and from navmap_do_frame() 
4813 void game_update_missiontime()
4814 {
4815         // TODO JAS: Put in if and move this into game_set_frametime, 
4816         // fix navmap to call game_stop/start_time
4817         //if ( !timer_paused )  
4818                 Missiontime += Frametime;
4819 }
4820
4821 void game_do_frame()
4822 {       
4823         game_set_frametime(GS_STATE_GAME_PLAY);
4824         game_update_missiontime();
4825
4826         if (Game_mode & GM_STANDALONE_SERVER) {
4827                 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4828         }
4829
4830         if ( game_single_step && (last_single_step == game_single_step) ) {
4831                 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4832                 while( key_checkch() == 0 )
4833                         os_sleep(10);
4834                 os_set_title( XSTR( "FreeSpace", 171) );
4835                 Last_time = timer_get_fixed_seconds();
4836         }
4837
4838         last_single_step = game_single_step;
4839
4840         if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4841                 Keep_mouse_centered = 1;  // force mouse to center of our window (so we don't hit movement limits)
4842         }
4843         game_frame();
4844
4845         Keep_mouse_centered = 0;
4846         monitor_update();                       // Update monitor variables
4847 }
4848
4849 void multi_maybe_do_frame()
4850 {
4851         if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4852                 game_do_frame(); 
4853         }
4854 }
4855
4856 int Joymouse_button_status = 0;
4857
4858 // Flush all input devices
4859 void game_flush()
4860 {
4861         key_flush();
4862         mouse_flush();
4863         joy_flush();
4864         snazzy_flush();
4865
4866         Joymouse_button_status = 0;
4867
4868         //mprintf(("Game flush!\n" ));
4869 }
4870
4871 // function for multiplayer only which calls game_do_state_common() when running the
4872 // debug console
4873 void game_do_dc_networking()
4874 {
4875         Assert( Game_mode & GM_MULTIPLAYER );
4876
4877         game_do_state_common( gameseq_get_state() );
4878 }
4879
4880 // Call this whenever in a loop, or when you need to check for a keystroke.
4881 int game_check_key()
4882 {
4883         int k;
4884
4885         k = game_poll();
4886
4887         // convert keypad enter to normal enter
4888         if ((k & KEY_MASK) == SDLK_KP_ENTER)
4889                 k = (k & ~KEY_MASK) | SDLK_RETURN;
4890
4891         return k;
4892 }
4893
4894 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4895
4896 #define DEMO_TRAILER_TIMEOUT_MS         45000                   // 45 seconds of no input, play trailer
4897 static int Demo_show_trailer_timestamp = 0;
4898
4899 void demo_reset_trailer_timer()
4900 {
4901         Demo_show_trailer_timestamp = timer_get_milliseconds();
4902 }
4903
4904 void demo_maybe_show_trailer(int k)
4905 {
4906         /*
4907         // if key pressed, reset demo trailer timer
4908         if ( k > 0 ) {
4909                 demo_reset_trailer_timer();
4910                 return;
4911         }
4912
4913         // if mouse moved, reset demo trailer timer
4914         int dx = 0, dy = 0;
4915
4916         mouse_get_delta(&dx, &dy);
4917         if ( (dx > 0) || (dy > 0) ) {
4918                 demo_reset_trailer_timer();
4919                 return;
4920         }
4921
4922         // if joystick has moved, reset demo trailer timer
4923         dx = 0;
4924         dy = 0;
4925         joy_get_delta(&dx, &dy);
4926         if ( (dx > 0) || (dy > 0) ) {
4927                 demo_reset_trailer_timer();
4928                 return;
4929         }
4930
4931         // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4932         //       the low-level code.  Ugly, I know... but was the simplest and most
4933         //       robust solution.
4934                 
4935         // if 30 seconds since last demo trailer time reset, launch movie
4936         if ( os_foreground() ) {
4937                 int now = timer_get_milliseconds();
4938                 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4939 //              if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4940                         // play movie here
4941                         movie_play( NOX("fstrailer2.mve") );
4942                         demo_reset_trailer_timer();
4943                 }
4944         }
4945         */
4946 }
4947
4948 #endif
4949
4950 // same as game_check_key(), except this is used while actually in the game.  Since there
4951 // generally are differences between game control keys and general UI keys, makes sense to
4952 // have seperate functions for each case.  If you are not checking a game control while in a
4953 // mission, you should probably be using game_check_key() instead.
4954 int game_poll()
4955 {
4956         int k, state;
4957
4958         if (!os_foreground()) {         
4959                 game_stop_time();
4960                 os_sleep(100);
4961                 game_start_time();
4962
4963                 // If we're in a single player game, pause it.
4964                 if (!(Game_mode & GM_MULTIPLAYER)){
4965                         if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) )     {
4966                                 game_process_pause_key();
4967                         }
4968                 }
4969         }
4970
4971    k = key_inkey();
4972
4973 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4974         demo_maybe_show_trailer(k);
4975 #endif
4976
4977         // Move the mouse cursor with the joystick.
4978         if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) )     {
4979                 // Move the mouse cursor with the joystick
4980                 int mx, my, dx, dy;
4981                 int jx, jy, jz, jr;
4982
4983                 joy_get_pos( &jx, &jy, &jz, &jr );
4984
4985                 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4986                 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4987
4988                 if ( dx || dy ) {
4989                         mouse_get_real_pos( &mx, &my );
4990                         mouse_set_pos( mx+dx, my+dy );
4991                 }
4992
4993                 int j, m;
4994                 j = joy_down(0);
4995                 m = mouse_down(MOUSE_LEFT_BUTTON);
4996
4997                 if ( j != Joymouse_button_status )      {
4998                         //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4999                         Joymouse_button_status = j;
5000                         if ( j && (!m) )        {
5001                                 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
5002                         } else if ( (!j) && (m) )       {
5003                                 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
5004                         }
5005                 }
5006         }
5007
5008         // if we should be ignoring keys because of some multiplayer situations
5009         if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
5010                 return 0;
5011         }
5012
5013         // If a popup is running, don't process all the Fn keys
5014         if( popup_active() ) {
5015                 return k;
5016         }
5017
5018         state = gameseq_get_state();
5019
5020 //      if ( k ) nprintf(( "General", "Key = %x\n", k ));
5021
5022         switch (k) {
5023                 case KEY_DEBUGGED + SDLK_BACKSPACE:
5024                         Int3();
5025                         break;
5026
5027                 case SDLK_F1:
5028                         launch_context_help();
5029                         k = 0;
5030                         break;
5031
5032                 case SDLK_F2:
5033 //                      if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
5034
5035                         // don't allow f2 while warping out in multiplayer      
5036                         if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
5037                                 break;
5038                         }
5039
5040                         switch (state) {
5041                                 case GS_STATE_INITIAL_PLAYER_SELECT:
5042                                 case GS_STATE_OPTIONS_MENU:
5043                                 case GS_STATE_HUD_CONFIG:
5044                                 case GS_STATE_CONTROL_CONFIG:
5045                                 case GS_STATE_DEATH_DIED:
5046                                 case GS_STATE_DEATH_BLEW_UP:            
5047                                 case GS_STATE_VIEW_MEDALS:
5048                                         break;
5049
5050                                 default:
5051                                         gameseq_post_event(GS_EVENT_OPTIONS_MENU);
5052                                         k = 0;
5053                                         break;
5054                         }
5055
5056                         break;
5057
5058                         // hotkey selection screen -- only valid from briefing and beyond.
5059                 case SDLK_F3:
5060 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
5061                                 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) ) {
5062                                         gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
5063                                         k = 0;
5064                                 }
5065 #endif
5066                         break;
5067
5068                 case KEY_DEBUGGED + SDLK_F3:
5069                         gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
5070                         break;
5071
5072                 case KEY_DEBUGGED + SDLK_F4:
5073                         gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
5074                         break;
5075                 
5076                 case SDLK_F4:
5077                         if(Game_mode & GM_MULTIPLAYER){
5078                                 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
5079                                         gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
5080                                         k = 0;
5081                                 } 
5082                         } else {
5083                                 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
5084                                         gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
5085                                         k = 0;
5086                                 }
5087                         }
5088                         break;
5089
5090                 case SDLK_ESCAPE | KEY_SHIFTED:
5091                         // make sure to quit properly out of multiplayer
5092                         if(Game_mode & GM_MULTIPLAYER){
5093                                 multi_quit_game(PROMPT_NONE);
5094                         }
5095
5096                         gameseq_post_event( GS_EVENT_QUIT_GAME );
5097                         k = 0;
5098
5099                         break;
5100
5101                 case KEY_DEBUGGED + SDLK_p:
5102                         break;                  
5103
5104                 case SDLK_PRINTSCREEN:
5105                         {
5106                                 static int counter = 0;
5107                                 char tmp_name[127];
5108
5109                                 game_stop_time();
5110
5111                                 sprintf( tmp_name, NOX("screen%02d"), counter );
5112                                 counter++;
5113                                 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
5114                                 gr_print_screen(tmp_name);
5115
5116                                 game_start_time();
5117                         }
5118
5119                         k = 0;
5120                         break;
5121
5122                 case KEY_SHIFTED | SDLK_RETURN: {
5123
5124 #if !defined(NDEBUG)
5125
5126                         if ( Game_mode & GM_NORMAL ){
5127                                 game_stop_time();
5128                         }
5129
5130                         // if we're in multiplayer mode, do some special networking
5131                         if(Game_mode & GM_MULTIPLAYER){
5132                                 debug_console(game_do_dc_networking);
5133                         } else {                                
5134                                 debug_console();
5135                         }
5136
5137                         game_flush();
5138
5139                         if ( Game_mode & GM_NORMAL )
5140                                 game_start_time();
5141
5142 #endif
5143
5144                         break;
5145                 }
5146         }
5147
5148         return k;
5149 }
5150
5151 void os_close()
5152 {
5153         gameseq_post_event(GS_EVENT_QUIT_GAME);
5154 }
5155
5156 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
5157
5158
5159 void camera_set_position( vector *pos )
5160 {
5161         Camera_pos = *pos;
5162 }
5163
5164 void camera_set_orient( matrix *orient )
5165 {
5166         Camera_orient = *orient;
5167 }
5168
5169 void camera_set_velocity( vector *vel, int instantaneous )
5170 {
5171         Camera_desired_velocity.xyz.x = 0.0f;
5172         Camera_desired_velocity.xyz.y = 0.0f;
5173         Camera_desired_velocity.xyz.z = 0.0f;
5174
5175         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
5176         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
5177         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
5178
5179         if ( instantaneous )    {
5180                 Camera_velocity = Camera_desired_velocity;
5181         }
5182
5183 }
5184
5185 //
5186 void camera_move()
5187 {
5188         vector new_vel, delta_pos;
5189
5190         apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
5191         apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
5192         apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
5193
5194         Camera_velocity = new_vel;
5195
5196 //      mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
5197
5198         vm_vec_add2( &Camera_pos, &delta_pos );
5199
5200         float ot = Camera_time+0.0f;
5201
5202         Camera_time += flFrametime;
5203
5204         if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) )       {
5205                 vector tmp;
5206                 
5207                 tmp.xyz.z = 4.739f;             // always go this fast forward.
5208
5209                 // pick x and y velocities so they are always on a 
5210                 // circle with a 25 m radius.
5211
5212                 float tmp_angle = frand()*PI2;
5213         
5214                 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
5215                 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
5216
5217                 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
5218
5219                 //mprintf(( "Changing velocity!\n" ));
5220                 camera_set_velocity( &tmp, 0 );
5221         }
5222
5223         if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) )  {
5224                 vector tmp = ZERO_VECTOR;
5225                 camera_set_velocity( &tmp, 0 );
5226         }
5227         
5228 }
5229
5230 void end_demo_campaign_do()
5231 {
5232 #if defined(FS2_DEMO) || defined(FS1_DEMO)
5233         // show upsell screens
5234         demo_upsell_show_screens();
5235 #elif defined(OEM_BUILD)
5236         // show oem upsell screens
5237         oem_upsell_show_screens();
5238 #endif
5239
5240         // drop into main hall
5241         gameseq_post_event( GS_EVENT_MAIN_MENU );
5242 }
5243
5244 // All code to process events.   This is the only place
5245 // that you should change the state of the game.
5246 void game_process_event( int current_state, int event )
5247 {
5248         mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
5249
5250         switch (event) {
5251                 case GS_EVENT_SIMULATOR_ROOM:
5252                         gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
5253                         break;
5254
5255                 case GS_EVENT_MAIN_MENU:
5256                         gameseq_set_state(GS_STATE_MAIN_MENU);          
5257                         break;
5258
5259                 case GS_EVENT_OPTIONS_MENU:
5260                         gameseq_push_state( GS_STATE_OPTIONS_MENU );
5261                         break;
5262
5263                 case GS_EVENT_BARRACKS_MENU:
5264                         gameseq_set_state(GS_STATE_BARRACKS_MENU);              
5265                         break;
5266
5267                 case GS_EVENT_TECH_MENU:
5268                         gameseq_set_state(GS_STATE_TECH_MENU);          
5269                         break;
5270
5271                 case GS_EVENT_TRAINING_MENU:
5272                         gameseq_set_state(GS_STATE_TRAINING_MENU);              
5273                         break;
5274
5275                 case GS_EVENT_START_GAME:
5276                         Select_default_ship = 0;                        
5277                         Player_multi_died_check = -1;
5278                         gameseq_set_state(GS_STATE_CMD_BRIEF);
5279                         break;
5280
5281                 case GS_EVENT_START_BRIEFING:
5282                         gameseq_set_state(GS_STATE_BRIEFING);           
5283                         break;
5284
5285                 case GS_EVENT_DEBRIEF:
5286                         // did we end the campaign in the main freespace 2 single player campaign?
5287 #ifdef MAKE_FS1
5288                         if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !stricmp(Campaign.filename, "freespace")) {
5289 #else
5290                         if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !stricmp(Campaign.filename, "freespace2")) {
5291 #endif
5292                                 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
5293                         } else {
5294                                 gameseq_set_state(GS_STATE_DEBRIEF);            
5295                         }
5296
5297                         Player_multi_died_check = -1;
5298                         break;
5299
5300                 case GS_EVENT_SHIP_SELECTION:
5301                         gameseq_set_state( GS_STATE_SHIP_SELECT );
5302                         break;
5303
5304                 case GS_EVENT_WEAPON_SELECTION:
5305                         gameseq_set_state( GS_STATE_WEAPON_SELECT );
5306                         break;
5307
5308                 case GS_EVENT_ENTER_GAME:               
5309 #ifdef DEMO_SYSTEM
5310                         // maybe start recording a demo
5311                         if(Demo_make){
5312                                 demo_start_record("test.fsd");
5313                         }
5314 #endif
5315
5316                         if (Game_mode & GM_MULTIPLAYER) {
5317                                 // if we're respawning, make sure we change the view mode so that the hud shows up
5318                                 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5319                                         Viewer_mode = 0;
5320                                 }
5321
5322                                 gameseq_set_state(GS_STATE_GAME_PLAY);
5323                         } else {
5324                                 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5325                         }
5326
5327                         Player_multi_died_check = -1;
5328
5329                         // clear multiplayer button info                        
5330                         extern button_info Multi_ship_status_bi;
5331                         memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5332
5333                         Start_time = f2fl(timer_get_approx_seconds());
5334                         //Framecount = 0;
5335                         mprintf(("Entering game at time = %7.3f\n", Start_time));
5336                         break;
5337
5338
5339                 case GS_EVENT_START_GAME_QUICK:
5340                         Select_default_ship = 1;
5341                         gameseq_post_event(GS_EVENT_ENTER_GAME);
5342                         break;
5343
5344
5345                 case GS_EVENT_END_GAME:
5346                         if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5347                                 (current_state == GS_STATE_DEATH_BLEW_UP) ||    (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5348                                         gameseq_set_state(GS_STATE_MAIN_MENU);
5349
5350                         } else
5351                                 Int3();
5352
5353                         Player_multi_died_check = -1;
5354                         break;
5355
5356                 case GS_EVENT_QUIT_GAME:
5357                         main_hall_stop_music();
5358                         main_hall_stop_ambient();
5359                         gameseq_set_state(GS_STATE_QUIT_GAME);
5360
5361                         Player_multi_died_check = -1;
5362                         break;
5363
5364                 case GS_EVENT_GAMEPLAY_HELP:
5365                         gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5366                         break;
5367
5368                 case GS_EVENT_PAUSE_GAME:
5369                         gameseq_push_state(GS_STATE_GAME_PAUSED);
5370                         break;
5371
5372                 case GS_EVENT_DEBUG_PAUSE_GAME:
5373                         gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5374                         break;
5375
5376                 case GS_EVENT_TRAINING_PAUSE:
5377                         gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5378                         break;
5379
5380                 case GS_EVENT_PREVIOUS_STATE:
5381                         gameseq_pop_state();
5382                         break;
5383
5384                 case GS_EVENT_TOGGLE_FULLSCREEN:
5385                         #ifndef HARDWARE_ONLY
5386                                 #ifndef NDEBUG
5387                                 if ( gr_screen.mode == GR_SOFTWARE )    {
5388                                         gr_init( GR_640, GR_DIRECTDRAW );
5389                                 } else if ( gr_screen.mode == GR_DIRECTDRAW )   {
5390                                         gr_init( GR_640, GR_SOFTWARE );
5391                                 }
5392                                 #endif
5393                         #endif
5394                         break;
5395
5396                 case GS_EVENT_TOGGLE_GLIDE:
5397                         #ifndef NDEBUG
5398                         if ( gr_screen.mode != GR_GLIDE )       {
5399                                 gr_init( GR_640, GR_GLIDE );
5400                         } else {
5401                                 gr_init( GR_640, GR_SOFTWARE );
5402                         }
5403                         #endif
5404                         break;                                          
5405  
5406                 case GS_EVENT_LOAD_MISSION_MENU:
5407                         gameseq_set_state(GS_STATE_LOAD_MISSION_MENU);
5408                         break;
5409
5410                 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5411                         gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5412                         break;
5413
5414                 case GS_EVENT_HUD_CONFIG:
5415                         gameseq_push_state( GS_STATE_HUD_CONFIG );
5416                         break;
5417
5418                 case GS_EVENT_CONTROL_CONFIG:
5419                         gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5420                         break;  
5421
5422                 case GS_EVENT_DEATH_DIED:
5423                         gameseq_set_state( GS_STATE_DEATH_DIED );
5424                         break;
5425
5426                 case GS_EVENT_DEATH_BLEW_UP:
5427                         if (  current_state == GS_STATE_DEATH_DIED )    {
5428                                 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5429                                 event_music_player_death();
5430
5431                                 // multiplayer clients set their extra check here
5432                                 if(Game_mode & GM_MULTIPLAYER){
5433                                         // set the multi died absolute last chance check                                        
5434                                         Player_multi_died_check = time(NULL);
5435                                 }                                       
5436                         } else {
5437                                 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5438                         }
5439                         break;
5440
5441                 case GS_EVENT_NEW_CAMPAIGN:
5442                         if (!mission_load_up_campaign()){
5443                                 readyroom_continue_campaign();
5444                         }
5445
5446                         Player_multi_died_check = -1;
5447                         break;
5448
5449                 case GS_EVENT_CAMPAIGN_CHEAT:
5450                         if (!mission_load_up_campaign()){
5451                                 /*
5452                                 // bash campaign value
5453                                 extern char Main_hall_campaign_cheat[512];
5454                                 int idx;
5455                                 
5456                                 // look for the mission
5457                                 for(idx=0; idx<Campaign.num_missions; idx++){
5458                                         if(!stricmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5459                                                 Campaign.next_mission = idx;
5460                                                 Campaign.prev_mission = idx - 1;
5461                                                 break;
5462                                         }
5463                                 }
5464                                 */
5465
5466                                 // continue
5467                                 readyroom_continue_campaign();
5468                         }
5469
5470                         Player_multi_died_check = -1;
5471                         break;
5472
5473                 case GS_EVENT_CAMPAIGN_ROOM:
5474                         gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5475                         break;
5476
5477                 case GS_EVENT_CMD_BRIEF:
5478                         gameseq_set_state(GS_STATE_CMD_BRIEF);
5479                         break;
5480
5481                 case GS_EVENT_RED_ALERT:
5482                         gameseq_set_state(GS_STATE_RED_ALERT);
5483                         break;
5484
5485                 case GS_EVENT_CREDITS:
5486                         gameseq_set_state( GS_STATE_CREDITS );
5487                         break;
5488
5489                 case GS_EVENT_VIEW_MEDALS:
5490                         gameseq_push_state( GS_STATE_VIEW_MEDALS );
5491                         break;
5492
5493                 case GS_EVENT_SHOW_GOALS:
5494                         gameseq_push_state( GS_STATE_SHOW_GOALS );      // use push_state() since we might get to this screen through a variety of states
5495                         break;
5496
5497                 case GS_EVENT_HOTKEY_SCREEN:
5498                         gameseq_push_state( GS_STATE_HOTKEY_SCREEN );   // use push_state() since we might get to this screen through a variety of states
5499                         break;
5500                 
5501         // multiplayer stuff follow these comments
5502
5503                 case GS_EVENT_MULTI_JOIN_GAME:
5504                         gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5505                         break;
5506
5507                 case GS_EVENT_MULTI_HOST_SETUP:
5508                         gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5509                         break;
5510
5511                 case GS_EVENT_MULTI_CLIENT_SETUP:
5512                         gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5513                         break;
5514
5515                 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5516                         gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5517                         break;
5518
5519                 case GS_EVENT_MULTI_STD_WAIT:
5520                         gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5521                         break;
5522
5523                 case GS_EVENT_STANDALONE_MAIN:
5524                         gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5525                         break;   
5526
5527                 case GS_EVENT_MULTI_PAUSE:
5528                         gameseq_push_state( GS_STATE_MULTI_PAUSED );
5529                         break;                  
5530
5531                 case GS_EVENT_INGAME_PRE_JOIN:
5532                         gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5533                         break;
5534                 
5535                 case GS_EVENT_EVENT_DEBUG:
5536                         gameseq_push_state(GS_STATE_EVENT_DEBUG);
5537                         break;
5538
5539                 // Start a warpout where player automatically goes 70 no matter what
5540                 // and can't cancel out of it.
5541                 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5542                         Warpout_forced = 1;                                                     // If non-zero, bash the player to speed and go through effect
5543
5544                         // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5545                         Player->saved_viewer_mode = Viewer_mode;
5546                         Player->control_mode = PCM_WARPOUT_STAGE1;
5547                         Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5548                         Warpout_time = 0.0f;                    // Start timer!
5549                         break;
5550
5551                 case GS_EVENT_PLAYER_WARPOUT_START:
5552                         if ( Player->control_mode != PCM_NORMAL )       {
5553                                 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5554                         } else {
5555                                 Player->saved_viewer_mode = Viewer_mode;
5556                                 Player->control_mode = PCM_WARPOUT_STAGE1;
5557                                 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5558                                 Warpout_time = 0.0f;                    // Start timer!
5559                                 Warpout_forced = 0;                             // If non-zero, bash the player to speed and go through effect
5560                         }
5561                         break;
5562
5563                 case GS_EVENT_PLAYER_WARPOUT_STOP:
5564                         if ( Player->control_mode != PCM_NORMAL )       {
5565                                 if ( !Warpout_forced )  {               // cannot cancel forced warpout
5566                                         Player->control_mode = PCM_NORMAL;
5567                                         Viewer_mode = Player->saved_viewer_mode;
5568                                         hud_subspace_notify_abort();
5569                                         mprintf(( "Player put back to normal mode.\n" ));
5570                                         if ( Warpout_sound > -1 )       {
5571                                                 snd_stop( Warpout_sound );
5572                                                 Warpout_sound = -1;
5573                                         }
5574                                 }
5575                         }
5576                         break;
5577
5578                 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1:               // player ship got up to speed
5579                         if ( Player->control_mode != PCM_WARPOUT_STAGE1 )       {
5580                                 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5581                                 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5582                         } else {
5583                                 mprintf(( "Hit target speed.  Starting warp effect and moving to stage 2!\n" ));
5584                                 shipfx_warpout_start( Player_obj );
5585                                 Player->control_mode = PCM_WARPOUT_STAGE2;
5586                                 Player->saved_viewer_mode = Viewer_mode;
5587                                 Viewer_mode |= VM_WARP_CHASE;
5588                                 
5589                                 vector tmp = Player_obj->pos;
5590                                 matrix tmp_m;
5591                                 ship_get_eye( &tmp, &tmp_m, Player_obj );
5592                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5593                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5594                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5595                                 Camera_time = 0.0f;
5596                                 camera_set_position( &tmp );
5597                                 camera_set_orient( &Player_obj->orient );
5598                                 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5599
5600                                 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5601                                 camera_set_velocity( &tmp_vel, 1);
5602                         }
5603                         break;
5604
5605                 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2:               // player ship got into the warp effect
5606                         if ( Player->control_mode != PCM_WARPOUT_STAGE2 )       {
5607                                 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5608                                 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5609                         } else {
5610                                 mprintf(( "Hit warp effect.  Moving to stage 3!\n" ));
5611                                 Player->control_mode = PCM_WARPOUT_STAGE3;
5612                         }
5613                         break;
5614
5615                 case GS_EVENT_PLAYER_WARPOUT_DONE:      // player ship got through the warp effect
5616                         mprintf(( "Player warped out.  Going to debriefing!\n" ));
5617                         Player->control_mode = PCM_NORMAL;
5618                         Viewer_mode = Player->saved_viewer_mode;
5619                         Warpout_sound = -1;
5620
5621                         // we have a special debriefing screen for multiplayer furballs
5622                         if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5623                                 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5624                         }
5625                         // do the normal debriefing for all other situations
5626                         else {
5627                                 gameseq_post_event(GS_EVENT_DEBRIEF);
5628                         }
5629                         break;
5630
5631                 case GS_EVENT_STANDALONE_POSTGAME:
5632                         gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5633                         break;
5634
5635                 case GS_EVENT_INITIAL_PLAYER_SELECT:
5636                         gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5637                         break;
5638
5639                 case GS_EVENT_GAME_INIT:
5640 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5641                         gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5642 #else                   
5643                         // see if the command line option has been set to use the last pilot, and act acoordingly
5644                         if( player_select_get_last_pilot() ) {                                                          
5645                                 // always enter the main menu -- do the automatic network startup stuff elsewhere
5646                                 // so that we still have valid checks for networking modes, etc.
5647                                 gameseq_set_state(GS_STATE_MAIN_MENU);
5648                         } else {
5649                                 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5650                         }
5651 #endif
5652                         break;
5653
5654                 case GS_EVENT_MULTI_MISSION_SYNC:
5655                         gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5656                         break;          
5657
5658                 case GS_EVENT_MULTI_START_GAME:
5659                         gameseq_set_state(GS_STATE_MULTI_START_GAME);
5660                         break;
5661
5662                 case GS_EVENT_MULTI_HOST_OPTIONS:
5663                         gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5664                         break;
5665
5666                 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5667                         gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5668                         break;
5669
5670                 case GS_EVENT_TEAM_SELECT:
5671                         gameseq_set_state(GS_STATE_TEAM_SELECT);
5672                         break;
5673
5674                 case GS_EVENT_END_CAMPAIGN:                     
5675                         gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5676                         break;          
5677
5678                 case GS_EVENT_END_DEMO:
5679                         gameseq_set_state(GS_STATE_END_DEMO);
5680                         break;
5681
5682                 case GS_EVENT_LOOP_BRIEF:
5683                         gameseq_set_state(GS_STATE_LOOP_BRIEF);
5684                         break;
5685
5686                 default:
5687                         Int3();
5688                         break;
5689         }
5690 }
5691
5692 // Called when a state is being left.
5693 // The current state is still at old_state, but as soon as
5694 // this function leaves, then the current state will become
5695 // new state.     You should never try to change the state
5696 // in here... if you think you need to, you probably really
5697 // need to post an event, not change the state.
5698 void game_leave_state( int old_state, int new_state )
5699 {
5700         int end_mission = 1;
5701
5702         switch (new_state) {
5703                 case GS_STATE_GAME_PAUSED:
5704                 case GS_STATE_DEBUG_PAUSED:
5705                 case GS_STATE_OPTIONS_MENU:
5706                 case GS_STATE_CONTROL_CONFIG:           
5707                 case GS_STATE_MISSION_LOG_SCROLLBACK:
5708                 case GS_STATE_DEATH_DIED:
5709                 case GS_STATE_SHOW_GOALS:
5710                 case GS_STATE_HOTKEY_SCREEN:            
5711                 case GS_STATE_MULTI_PAUSED:
5712                 case GS_STATE_TRAINING_PAUSED:
5713                 case GS_STATE_EVENT_DEBUG:                              
5714                 case GS_STATE_GAMEPLAY_HELP:
5715                         end_mission = 0;  // these events shouldn't end a mission
5716                         break;
5717         }
5718
5719         switch (old_state) {
5720                 case GS_STATE_BRIEFING:
5721                         brief_stop_voices();
5722                         if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5723                                   && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5724                                   && (new_state != GS_STATE_TEAM_SELECT) ){
5725                                 common_select_close();
5726                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5727                                         freespace_stop_mission();       
5728                                 }
5729                         }
5730                         
5731                         // COMMAND LINE OPTION
5732                         if (Cmdline_multi_stream_chat_to_file){
5733                                 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5734                                 cfclose(Multi_chat_stream);
5735                         }
5736                         break;
5737
5738                 case GS_STATE_DEBRIEF:
5739                         if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5740                                 debrief_close();                                
5741                         }
5742                         break;
5743
5744                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5745                         multi_df_debrief_close();
5746                         break;
5747
5748                 case GS_STATE_LOAD_MISSION_MENU:
5749                         mission_load_menu_close();
5750                         break;
5751
5752                 case GS_STATE_SIMULATOR_ROOM:
5753                         sim_room_close();
5754                         break;
5755
5756                 case GS_STATE_CAMPAIGN_ROOM:
5757                         campaign_room_close();
5758                         break;
5759
5760                 case GS_STATE_CMD_BRIEF:
5761                         if (new_state == GS_STATE_OPTIONS_MENU) {
5762                                 cmd_brief_hold();
5763
5764                         } else {
5765                                 cmd_brief_close();
5766                                 if (new_state == GS_STATE_MAIN_MENU)
5767                                         freespace_stop_mission();       
5768                         }
5769
5770                         break;
5771
5772                 case GS_STATE_RED_ALERT:
5773                         red_alert_close();
5774                         break;
5775
5776                 case GS_STATE_SHIP_SELECT:
5777                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5778                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5779                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5780                                 common_select_close();
5781                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5782                                         freespace_stop_mission();       
5783                                 }
5784                         }
5785                         break;
5786
5787                 case GS_STATE_WEAPON_SELECT:
5788                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5789                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5790                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5791                                 common_select_close();
5792                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5793                                         freespace_stop_mission();       
5794                                 }
5795                         }
5796                         break;
5797
5798                 case GS_STATE_TEAM_SELECT:
5799                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5800                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5801                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5802                                 common_select_close();
5803                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5804                                         freespace_stop_mission();       
5805                                 }
5806                         }                                       
5807                         break;
5808
5809                 case GS_STATE_MAIN_MENU:
5810 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5811                         mht_close();
5812 #else
5813                         main_hall_close();
5814 #endif
5815                         break;
5816
5817                 case GS_STATE_OPTIONS_MENU:
5818                         //game_start_time();
5819                         if(new_state == GS_STATE_MULTI_JOIN_GAME){
5820                                 multi_join_clear_game_list();
5821                         }
5822                         options_menu_close();
5823                         break;
5824
5825                 case GS_STATE_BARRACKS_MENU:
5826                         if(new_state != GS_STATE_VIEW_MEDALS){
5827                                 barracks_close();
5828                         }
5829                         break;
5830
5831                 case GS_STATE_MISSION_LOG_SCROLLBACK:
5832                         hud_scrollback_close();
5833                         break;
5834
5835                 case GS_STATE_TRAINING_MENU:
5836                         training_menu_close();
5837                         break;
5838
5839                 case GS_STATE_GAME_PLAY:
5840                         if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5841                                 player_save_target_and_weapon_link_prefs();
5842                                 game_stop_looped_sounds();
5843                         }
5844
5845                         sound_env_disable();
5846                         joy_ff_stop_effects();
5847
5848                         // stop game time under certain conditions
5849                         if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5850                                 game_stop_time();
5851                         }
5852
5853                         if (end_mission) {
5854                         // shut down any recording or playing demos
5855 #ifdef DEMO_SYSTEM
5856                                 demo_close();
5857 #endif
5858
5859                                 // when in multiplayer and going back to the main menu, send a leave game packet
5860                                 // right away (before calling stop mission).  stop_mission was taking to long to
5861                                 // close mission down and I want people to get notified ASAP.
5862                                 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5863                                         multi_quit_game(PROMPT_NONE);
5864                                 }
5865
5866                                 freespace_stop_mission();                       
5867                                 Game_time_compression = F1_0;
5868                         }
5869                         break;
5870
5871                 case GS_STATE_TECH_MENU:
5872                         techroom_close();
5873                         break;
5874
5875                 case GS_STATE_TRAINING_PAUSED:
5876                         Training_num_lines = 0;
5877                         // fall through to GS_STATE_GAME_PAUSED
5878
5879                 case GS_STATE_GAME_PAUSED:
5880                         game_start_time();
5881                         if ( end_mission ) {
5882                                 pause_close(0);
5883                         }
5884                         break;
5885
5886                 case GS_STATE_DEBUG_PAUSED:
5887                         #ifndef NDEBUG
5888                                 game_start_time();
5889                                 pause_debug_close();
5890                         #endif
5891                         break;
5892
5893                 case GS_STATE_HUD_CONFIG:
5894                         hud_config_close();
5895                         break;
5896
5897                 // join/start a game
5898                 case GS_STATE_MULTI_JOIN_GAME:
5899                         if(new_state != GS_STATE_OPTIONS_MENU){
5900                                 multi_join_game_close();
5901                         }
5902                         break;
5903
5904                 case GS_STATE_MULTI_HOST_SETUP:
5905                 case GS_STATE_MULTI_CLIENT_SETUP:
5906                         // if this is just the host going into the options screen, don't do anything
5907                         if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5908                                 break;
5909                         }
5910
5911                         // close down the proper state
5912                         if(old_state == GS_STATE_MULTI_HOST_SETUP){
5913                                 multi_create_game_close();
5914                         } else {
5915                                 multi_game_client_setup_close();
5916                         }
5917
5918                         // COMMAND LINE OPTION
5919                         if (Cmdline_multi_stream_chat_to_file){
5920                                 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5921                                         cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5922                                         cfclose(Multi_chat_stream);
5923                                 }
5924                         }                       
5925                         break;
5926
5927                 case GS_STATE_CONTROL_CONFIG:
5928                         control_config_close();
5929                         break;
5930
5931                 case GS_STATE_DEATH_DIED:
5932                         Game_mode &= ~GM_DEAD_DIED;
5933                         
5934                         // early end while respawning or blowing up in a multiplayer game
5935                         if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5936                                 game_stop_time();
5937                                 freespace_stop_mission();
5938                         }
5939                         break;
5940
5941                 case GS_STATE_DEATH_BLEW_UP:
5942                         Game_mode &= ~GM_DEAD_BLEW_UP;
5943
5944                         // for single player, we might reload mission, etc.  For multiplayer, look at my new state
5945                         // to determine if I should do anything.
5946                         if ( !(Game_mode & GM_MULTIPLAYER) ) {
5947                                 if ( end_mission ){
5948                                         freespace_stop_mission();
5949                                 }
5950                         } else {
5951                                 // if we are not respawing as an observer or as a player, our new state will not
5952                                 // be gameplay state.
5953                                 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5954                                         game_stop_time();                                                                       // hasn't been called yet!!
5955                                         freespace_stop_mission();
5956                                 }
5957                         }
5958                         break;
5959
5960
5961                 case GS_STATE_CREDITS:
5962                         credits_close();
5963                         break;
5964
5965                 case GS_STATE_VIEW_MEDALS:
5966                         medal_main_close();
5967                         break;
5968
5969                 case GS_STATE_SHOW_GOALS:
5970                         mission_show_goals_close();
5971                         break;
5972
5973                 case GS_STATE_HOTKEY_SCREEN:
5974                         if ( new_state != GS_STATE_OPTIONS_MENU ) {
5975                                 mission_hotkey_close();
5976                         }
5977                         break;
5978
5979                 case GS_STATE_MULTI_MISSION_SYNC:
5980                         // if we're moving into the options menu, don't do anything
5981                         if(new_state == GS_STATE_OPTIONS_MENU){
5982                                 break;
5983                         }
5984
5985                         Assert( Game_mode & GM_MULTIPLAYER );
5986                         multi_sync_close();
5987                         if ( new_state == GS_STATE_GAME_PLAY ){
5988                                 // palette_restore_palette();
5989
5990                                 // change a couple of flags to indicate our state!!!
5991                                 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5992                                 send_netplayer_update_packet();
5993
5994                                 // set the game mode
5995                                 Game_mode |= GM_IN_MISSION;
5996                         }                       
5997                         break;          
5998    
5999                 case GS_STATE_VIEW_CUTSCENES:
6000                         cutscenes_screen_close();
6001                         break;
6002
6003                 case GS_STATE_MULTI_STD_WAIT:
6004                         multi_standalone_wait_close();
6005                         break;
6006
6007                 case GS_STATE_STANDALONE_MAIN:                  
6008                         standalone_main_close();
6009                         if(new_state == GS_STATE_MULTI_STD_WAIT){               
6010                                 init_multiplayer_stats();                                                                               
6011                         }                       
6012                         break;
6013
6014                 case GS_STATE_MULTI_PAUSED:
6015                         // if ( end_mission ){
6016                                 pause_close(1);
6017                         // }
6018                         break;                  
6019
6020                 case GS_STATE_INGAME_PRE_JOIN:
6021                         multi_ingame_select_close();
6022                         break;
6023
6024                 case GS_STATE_STANDALONE_POSTGAME:
6025                         multi_standalone_postgame_close();
6026                         break;
6027
6028                 case GS_STATE_INITIAL_PLAYER_SELECT:                    
6029                         player_select_close();                  
6030                         break;          
6031
6032                 case GS_STATE_MULTI_START_GAME:
6033                         multi_start_game_close();
6034                         break;
6035
6036                 case GS_STATE_MULTI_HOST_OPTIONS:
6037                         multi_host_options_close();
6038                         break;                          
6039
6040                 case GS_STATE_END_OF_CAMPAIGN:
6041                         mission_campaign_end_close();
6042                         break;
6043
6044                 case GS_STATE_LOOP_BRIEF:
6045                         loop_brief_close();
6046                         break;
6047         }
6048 }
6049
6050 // Called when a state is being entered.
6051 // The current state is set to the state we're entering at
6052 // this point, and old_state is set to the state we're coming
6053 // from.    You should never try to change the state
6054 // in here... if you think you need to, you probably really
6055 // need to post an event, not change the state.
6056
6057 void game_enter_state( int old_state, int new_state )
6058 {
6059         switch (new_state) {
6060                 case GS_STATE_MAIN_MENU:                                
6061                         // in multiplayer mode, be sure that we are not doing networking anymore.
6062                         if ( Game_mode & GM_MULTIPLAYER ) {
6063                                 Assert( Net_player != NULL );
6064                                 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
6065                         }
6066
6067                         Game_time_compression = F1_0;
6068         
6069                         // determine which ship this guy is currently based on
6070 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6071                         mht_init();
6072 #else
6073                         if (Player->on_bastion) {
6074                                 main_hall_init(1);
6075                         } else {
6076                                 main_hall_init(0);
6077                         }
6078 #endif
6079                         break;
6080
6081                 case GS_STATE_BRIEFING:
6082                         main_hall_stop_music();
6083                         main_hall_stop_ambient();
6084                         
6085                         if (Game_mode & GM_NORMAL) {
6086                                 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
6087                                 // MWA: or from options or hotkey screens
6088                                 // JH: or if the command brief state already did this
6089                                 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
6090                                         && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
6091                                         && (old_state != GS_STATE_CMD_BRIEF) ) {
6092                                         if ( !game_start_mission() )                    // this should put us into a new state on failure!
6093                                                 break;
6094                                 }
6095                         }
6096                         // maybe play a movie before the briefing.  don't play if entering briefing screen from ship or weapon select.
6097                         if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
6098                                 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
6099
6100                         Game_time_compression = F1_0;
6101
6102                         if ( red_alert_mission() ) {
6103                                 gameseq_post_event(GS_EVENT_RED_ALERT);
6104                         } else {
6105                                 brief_init();
6106                         }
6107
6108                         break;
6109
6110                 case GS_STATE_DEBRIEF:
6111                         game_stop_looped_sounds();
6112                         mission_goal_fail_incomplete();                         // fail all incomplete goals before entering debriefing
6113                         if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
6114                                 debrief_init();
6115                         }
6116                         break;
6117
6118                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6119                         multi_df_debrief_init();
6120                         break;
6121
6122                 case GS_STATE_LOAD_MISSION_MENU:
6123                         mission_load_menu_init();
6124                         break;
6125
6126                 case GS_STATE_SIMULATOR_ROOM:
6127                         sim_room_init();
6128                         break;
6129
6130                 case GS_STATE_CAMPAIGN_ROOM:
6131                         campaign_room_init();
6132                         break;
6133
6134                 case GS_STATE_RED_ALERT:
6135                         mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
6136                         red_alert_init();
6137                         break;
6138
6139                 case GS_STATE_CMD_BRIEF: {
6140                         int team_num = 0;  // team number used as index for which cmd brief to use.
6141
6142                         if (old_state == GS_STATE_OPTIONS_MENU) {
6143                                 cmd_brief_unhold();
6144
6145                         } else {
6146                                 main_hall_stop_music();
6147                                 main_hall_stop_ambient();
6148
6149                                 if (Game_mode & GM_NORMAL) {
6150                                         // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
6151                                         // MWA: or from options or hotkey screens
6152                                         // JH: or if the command brief state already did this
6153                                         if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
6154                                                 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
6155                                                 if ( !game_start_mission() )                    // this should put us into a new state on failure!
6156                                                         break;
6157                                         }
6158                                 }
6159
6160                                 // maybe play a movie before the briefing.  don't play if entering briefing screen from ship or weapon select.
6161                                 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
6162                                         mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
6163
6164                                 cmd_brief_init(team_num);
6165                         }
6166
6167                         break;
6168                 }
6169
6170                 case GS_STATE_SHIP_SELECT:
6171                         ship_select_init();
6172                         break;
6173
6174                 case GS_STATE_WEAPON_SELECT:
6175                         weapon_select_init();
6176                         break;
6177
6178                 case GS_STATE_TEAM_SELECT:              
6179                         multi_ts_init();
6180                         break;
6181
6182                 case GS_STATE_GAME_PAUSED:
6183                         game_stop_time();
6184                         pause_init(0);
6185                         break;
6186
6187                 case GS_STATE_DEBUG_PAUSED:
6188         //              game_stop_time();
6189         //              os_set_title("FreeSpace - PAUSED");
6190         //              break;
6191         //
6192                 case GS_STATE_TRAINING_PAUSED:
6193                         #ifndef NDEBUG
6194                                 game_stop_time();
6195                                 pause_debug_init();
6196                         #endif
6197                         break;
6198
6199                 case GS_STATE_OPTIONS_MENU:
6200                         //game_stop_time();
6201                         options_menu_init();
6202                         break;
6203  
6204                 case GS_STATE_GAME_PLAY:
6205                         // coming from the gameplay state or the main menu, we might need to load the mission
6206                         if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
6207                                 if ( !game_start_mission() )            // this should put us into a new state.
6208                                         // Failed!!!
6209                                         break;
6210                         }
6211
6212                         // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
6213                         // case of quick start), then do bitmap loads, etc  Don't do any of the loading stuff
6214                         // if we are in multiplayer -- this stuff is all handled in the multi-wait section
6215                         if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
6216                                 (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)) ) {
6217                                         // JAS: Used to do all paging here.
6218
6219                                         #ifndef NDEBUG
6220                                         //XSTR:OFF
6221                                                 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
6222                                         //XSTR:ON
6223                                         #endif
6224
6225                                         main_hall_stop_music();
6226                                         main_hall_stop_ambient();
6227                                         event_music_first_pattern();    // start the first pattern
6228                         }
6229
6230                         // special code that restores player ship selection and weapons loadout when doing a quick start
6231                         if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP)  || (old_state == GS_STATE_GAME_PLAY)) ) {
6232                                 if ( !stricmp(Player_loadout.filename, Game_current_mission_filename) ) {
6233                                         wss_direct_restore_loadout();
6234                                 }
6235                         }
6236
6237                         // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
6238                         if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
6239                                 event_music_first_pattern();    // start the first pattern
6240                         }
6241
6242                         if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
6243                                 event_music_first_pattern();    // start the first pattern
6244                         }                       
6245                         player_restore_target_and_weapon_link_prefs();
6246
6247                         Game_mode |= GM_IN_MISSION;
6248
6249 #ifndef NDEBUG
6250                         // required to truely make mouse deltas zeroed in debug mouse code
6251 void mouse_force_pos(int x, int y);
6252                         if (!Is_standalone) {
6253                                 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
6254                         }
6255 #endif
6256
6257                         game_flush();
6258
6259                         // only start time if in single player, or coming from multi wait state
6260                         if (
6261                                         (
6262                                                 (Game_mode & GM_NORMAL) && 
6263                                                 (old_state != GS_STATE_VIEW_CUTSCENES)
6264                                         ) || (
6265                                                 (Game_mode & GM_MULTIPLAYER) && (
6266                                                         (old_state == GS_STATE_MULTI_PAUSED) ||
6267                                                         (old_state == GS_STATE_MULTI_MISSION_SYNC)
6268                                                 )
6269                                         )
6270                                 )
6271                                         game_start_time();
6272
6273                         // when coming from the multi paused state, reset the timestamps
6274                         if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
6275                                 multi_reset_timestamps();
6276                         }
6277
6278                         if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
6279                                 // initialize all object update details
6280                                 multi_oo_gameplay_init();
6281                         }
6282         
6283                         // under certain circumstances, the server should reset the object update rate limiting stuff
6284                         if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
6285                                  ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
6286                                 
6287                                 // reinitialize the rate limiting system for all clients
6288                                 multi_oo_rate_init_all();
6289                         }
6290
6291                         // multiplayer clients should always re-initialize their control info rate limiting system                      
6292                         if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
6293                                 multi_oo_rate_init_all();
6294                         }
6295                         
6296                         // reset ping times
6297                         if(Game_mode & GM_MULTIPLAYER){
6298                                 multi_ping_reset_players();
6299                         }
6300
6301                         Game_subspace_effect = 0;
6302                         if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
6303                                 Game_subspace_effect = 1;
6304                                 if( !(Game_mode & GM_STANDALONE_SERVER) ){      
6305                                         game_start_subspace_ambient_sound();
6306                                 }
6307                         }
6308
6309                         sound_env_set(&Game_sound_env);
6310                         joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
6311
6312                         // clear multiplayer button info                        i
6313                         extern button_info Multi_ship_status_bi;
6314                         memset(&Multi_ship_status_bi, 0, sizeof(button_info));
6315                         break;
6316
6317                 case GS_STATE_HUD_CONFIG:
6318                         hud_config_init();
6319                         break;
6320
6321                 case GS_STATE_MULTI_JOIN_GAME:
6322                         multi_join_clear_game_list();
6323
6324                         if (old_state != GS_STATE_OPTIONS_MENU) {
6325                                 multi_join_game_init();
6326                         }
6327
6328                         break;
6329
6330                 case GS_STATE_MULTI_HOST_SETUP:         
6331                         // don't reinitialize if we're coming back from the host options screen
6332                         if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6333                                 multi_create_game_init();
6334                         }
6335
6336                         break;
6337
6338                 case GS_STATE_MULTI_CLIENT_SETUP:               
6339                         if (old_state != GS_STATE_OPTIONS_MENU) {
6340                                 multi_game_client_setup_init();
6341                         }
6342
6343                         break;
6344
6345                 case GS_STATE_CONTROL_CONFIG:
6346                         control_config_init();
6347                         break;
6348
6349                 case GS_STATE_TECH_MENU:
6350                         techroom_init();
6351                         break;
6352
6353                 case GS_STATE_BARRACKS_MENU:
6354                         if(old_state != GS_STATE_VIEW_MEDALS){
6355                                 barracks_init();
6356                         }
6357                         break;
6358
6359                 case GS_STATE_MISSION_LOG_SCROLLBACK:
6360                         hud_scrollback_init();
6361                         break;
6362
6363                 case GS_STATE_DEATH_DIED:
6364                         Player_died_time = timestamp(10);
6365
6366                         if(!(Game_mode & GM_MULTIPLAYER)){
6367                                 player_show_death_message();
6368                         }
6369                         Game_mode |= GM_DEAD_DIED;
6370                         break;
6371
6372                 case GS_STATE_DEATH_BLEW_UP:
6373                         if ( !popupdead_is_active() ) {
6374                                 Player_ai->target_objnum = -1;
6375                         }
6376
6377                         // stop any local EMP effect
6378                         emp_stop_local();
6379
6380                         Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING;      //      Prevent immediate switch to a hostile ship.
6381                         Game_mode |= GM_DEAD_BLEW_UP;           
6382                         Show_viewing_from_self = 0;
6383
6384                         // timestamp how long we should wait before displaying the died popup
6385                         if ( !popupdead_is_active() ) {
6386                                 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6387                         }
6388                         break;
6389
6390                 case GS_STATE_GAMEPLAY_HELP:
6391                         gameplay_help_init();
6392                         break;
6393
6394                 case GS_STATE_CREDITS:
6395                         main_hall_stop_music();
6396                         main_hall_stop_ambient();
6397                         credits_init();
6398                         break;
6399
6400                 case GS_STATE_VIEW_MEDALS:
6401                         medal_main_init(Player);
6402                         break;
6403
6404                 case GS_STATE_SHOW_GOALS:
6405                         mission_show_goals_init();
6406                         break;
6407
6408                 case GS_STATE_HOTKEY_SCREEN:
6409                         mission_hotkey_init();
6410                         break;
6411
6412                 case GS_STATE_MULTI_MISSION_SYNC:
6413                         // if we're coming from the options screen, don't do any
6414                         if(old_state == GS_STATE_OPTIONS_MENU){
6415                                 break;
6416                         }
6417
6418                         switch(Multi_sync_mode){
6419                         case MULTI_SYNC_PRE_BRIEFING:
6420                                 // if moving from game forming to the team select state                                         
6421                                 multi_sync_init();                      
6422                                 break;
6423                         case MULTI_SYNC_POST_BRIEFING:
6424                                 // if moving from briefing into the mission itself                      
6425                                 multi_sync_init();
6426                         
6427                                 // tell everyone that we're now loading data
6428                                 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6429                                 send_netplayer_update_packet();
6430
6431                                 // JAS: Used to do all paging here!!!!
6432                                                                 
6433                                 Net_player->state = NETPLAYER_STATE_WAITING;                    
6434                                 send_netplayer_update_packet();                         
6435                                 Missiontime = 0;
6436                                 Game_time_compression = F1_0;
6437                                 break;
6438                         case MULTI_SYNC_INGAME:
6439                                 multi_sync_init();
6440                                 break;
6441                         }
6442                         break;          
6443    
6444                 case GS_STATE_VIEW_CUTSCENES:
6445                         cutscenes_screen_init();
6446                         break;
6447
6448                 case GS_STATE_MULTI_STD_WAIT:
6449                         multi_standalone_wait_init();
6450                         break;
6451
6452                 case GS_STATE_STANDALONE_MAIN:
6453                         // don't initialize if we're coming from one of these 2 states unless there are no 
6454                         // players left (reset situation)
6455                         if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6456                                 standalone_main_init();
6457                         }
6458                         break;  
6459
6460                 case GS_STATE_MULTI_PAUSED:
6461                         pause_init(1);
6462                         break;
6463                 
6464                 case GS_STATE_INGAME_PRE_JOIN:
6465                         multi_ingame_select_init();
6466                         break;
6467
6468                 case GS_STATE_STANDALONE_POSTGAME:
6469                         multi_standalone_postgame_init();
6470                         break;
6471
6472                 case GS_STATE_INITIAL_PLAYER_SELECT:
6473                         player_select_init();
6474                         break;          
6475
6476                 case GS_STATE_MULTI_START_GAME:
6477                         multi_start_game_init();
6478                         break;
6479
6480                 case GS_STATE_MULTI_HOST_OPTIONS:
6481                         multi_host_options_init();
6482                         break;          
6483
6484                 case GS_STATE_END_OF_CAMPAIGN:
6485                         mission_campaign_end_init();
6486                         break;          
6487
6488                 case GS_STATE_LOOP_BRIEF:
6489                         loop_brief_init();
6490                         break;
6491
6492         } // end switch
6493 }
6494
6495 // do stuff that may need to be done regardless of state
6496 void game_do_state_common(int state,int no_networking)
6497 {
6498         game_maybe_draw_mouse(flFrametime);             // determine if to draw the mouse this frame
6499         snd_do_frame();                                                         // update sound system
6500         event_music_do_frame();                                         // music needs to play across many states
6501
6502         multi_log_process();    
6503
6504         if (no_networking) {
6505                 return;
6506         }
6507
6508         // maybe do a multiplayer frame based on game mode and state type       
6509         if (Game_mode & GM_MULTIPLAYER) {
6510                 switch (state) {
6511                         case GS_STATE_OPTIONS_MENU:
6512                         case GS_STATE_GAMEPLAY_HELP:
6513                         case GS_STATE_HOTKEY_SCREEN:
6514                         case GS_STATE_HUD_CONFIG:
6515                         case GS_STATE_CONTROL_CONFIG:
6516                         case GS_STATE_MISSION_LOG_SCROLLBACK:
6517                         case GS_STATE_SHOW_GOALS:
6518                         case GS_STATE_VIEW_CUTSCENES:
6519                         case GS_STATE_EVENT_DEBUG:
6520                                 multi_maybe_do_frame();
6521                                 break;
6522                 }
6523                 
6524                 game_do_networking();
6525         }
6526 }
6527
6528 // Called once a frame.
6529 // You should never try to change the state
6530 // in here... if you think you need to, you probably really
6531 // need to post an event, not change the state.
6532 int Game_do_state_should_skip = 0;
6533 void game_do_state(int state)
6534 {
6535         // always lets the do_state_common() function determine if the state should be skipped
6536         Game_do_state_should_skip = 0;
6537         
6538         // legal to set the should skip state anywhere in this function
6539         game_do_state_common(state);    // do stuff that may need to be done regardless of state
6540
6541         if(Game_do_state_should_skip){
6542                 return;
6543         }
6544         
6545         switch (state) {
6546                 case GS_STATE_MAIN_MENU:
6547                         game_set_frametime(GS_STATE_MAIN_MENU);
6548 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6549                         mht_do();
6550 #else
6551                         main_hall_do(flFrametime);
6552 #endif
6553                         break;
6554
6555                 case GS_STATE_OPTIONS_MENU:
6556                         game_set_frametime(GS_STATE_OPTIONS_MENU);
6557                         options_menu_do_frame(flFrametime);
6558                         break;
6559
6560                 case GS_STATE_BARRACKS_MENU:
6561                         game_set_frametime(GS_STATE_BARRACKS_MENU);
6562                         barracks_do_frame(flFrametime);
6563                         break;
6564
6565                 case GS_STATE_TRAINING_MENU:
6566                         game_set_frametime(GS_STATE_TRAINING_MENU);
6567                         training_menu_do_frame(flFrametime);
6568                         break;
6569
6570                 case GS_STATE_TECH_MENU:
6571                         game_set_frametime(GS_STATE_TECH_MENU);
6572                         techroom_do_frame(flFrametime);
6573                         break;
6574
6575                 case GS_STATE_GAMEPLAY_HELP:
6576                         game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6577                         gameplay_help_do_frame(flFrametime);
6578                         break;
6579
6580                 case GS_STATE_GAME_PLAY:        // do stuff that should be done during gameplay
6581                         game_do_frame();
6582                         break;
6583
6584                 case GS_STATE_GAME_PAUSED:
6585                         pause_do(0);
6586                         break;
6587
6588                 case GS_STATE_DEBUG_PAUSED:
6589                         #ifndef NDEBUG
6590                                 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6591                                 pause_debug_do();
6592                         #endif
6593                         break;
6594
6595                 case GS_STATE_TRAINING_PAUSED:
6596                         game_training_pause_do();
6597                         break;
6598
6599                 case GS_STATE_LOAD_MISSION_MENU:
6600                         game_set_frametime(GS_STATE_LOAD_MISSION_MENU);
6601                         mission_load_menu_do();
6602                         break;
6603                 
6604                 case GS_STATE_BRIEFING:
6605                         game_set_frametime(GS_STATE_BRIEFING);
6606                         brief_do_frame(flFrametime);
6607                         break;
6608
6609                 case GS_STATE_DEBRIEF:
6610                         game_set_frametime(GS_STATE_DEBRIEF);
6611                         debrief_do_frame(flFrametime);
6612                         break;
6613
6614                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6615                         game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6616                         multi_df_debrief_do();
6617                         break;
6618
6619                 case GS_STATE_SHIP_SELECT:
6620                         game_set_frametime(GS_STATE_SHIP_SELECT);
6621                         ship_select_do(flFrametime);
6622                         break;
6623
6624                 case GS_STATE_WEAPON_SELECT:
6625                         game_set_frametime(GS_STATE_WEAPON_SELECT);
6626                         weapon_select_do(flFrametime);
6627                         break;
6628
6629                 case GS_STATE_MISSION_LOG_SCROLLBACK:
6630                         game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6631                         hud_scrollback_do_frame(flFrametime);
6632                         break;
6633
6634                 case GS_STATE_HUD_CONFIG:
6635                         game_set_frametime(GS_STATE_HUD_CONFIG);
6636                         hud_config_do_frame(flFrametime);
6637                         break;
6638
6639                 case GS_STATE_MULTI_JOIN_GAME:
6640                         game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6641                         multi_join_game_do_frame();
6642                         break;
6643
6644                 case GS_STATE_MULTI_HOST_SETUP:
6645                         game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6646                         multi_create_game_do();
6647                         break;
6648
6649                 case GS_STATE_MULTI_CLIENT_SETUP:
6650                         game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6651                         multi_game_client_setup_do_frame();
6652                         break;
6653
6654                 case GS_STATE_CONTROL_CONFIG:
6655                         game_set_frametime(GS_STATE_CONTROL_CONFIG);
6656                         control_config_do_frame(flFrametime);
6657                         break;  
6658
6659                 case GS_STATE_DEATH_DIED:
6660                         game_do_frame();                        
6661                         break;
6662
6663                 case GS_STATE_DEATH_BLEW_UP:
6664                         game_do_frame();
6665                         break;
6666
6667                 case GS_STATE_SIMULATOR_ROOM:
6668                         game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6669                         sim_room_do_frame(flFrametime);
6670                         break;
6671
6672                 case GS_STATE_CAMPAIGN_ROOM:
6673                         game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6674                         campaign_room_do_frame(flFrametime);
6675                         break;
6676
6677                 case GS_STATE_RED_ALERT:
6678                         game_set_frametime(GS_STATE_RED_ALERT);
6679                         red_alert_do_frame(flFrametime);
6680                         break;
6681
6682                 case GS_STATE_CMD_BRIEF:
6683                         game_set_frametime(GS_STATE_CMD_BRIEF);
6684                         cmd_brief_do_frame(flFrametime);
6685                         break;
6686
6687                 case GS_STATE_CREDITS:
6688                         game_set_frametime(GS_STATE_CREDITS);
6689                         credits_do_frame(flFrametime);
6690                         break;
6691
6692                 case GS_STATE_VIEW_MEDALS:
6693                         game_set_frametime(GS_STATE_VIEW_MEDALS);
6694                         medal_main_do();
6695                         break;
6696
6697                 case GS_STATE_SHOW_GOALS:
6698                         game_set_frametime(GS_STATE_SHOW_GOALS);
6699                         mission_show_goals_do_frame(flFrametime);
6700                         break;
6701
6702                 case GS_STATE_HOTKEY_SCREEN:
6703                         game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6704                         mission_hotkey_do_frame(flFrametime);
6705                         break;  
6706    
6707                 case GS_STATE_VIEW_CUTSCENES:
6708                         game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6709                         cutscenes_screen_do_frame();
6710                         break;
6711
6712                 case GS_STATE_MULTI_STD_WAIT:
6713                         game_set_frametime(GS_STATE_STANDALONE_MAIN);
6714                         multi_standalone_wait_do();
6715                         break;
6716
6717                 case GS_STATE_STANDALONE_MAIN:
6718                         game_set_frametime(GS_STATE_STANDALONE_MAIN);
6719                         standalone_main_do();
6720                         break;  
6721
6722                 case GS_STATE_MULTI_PAUSED:
6723                         game_set_frametime(GS_STATE_MULTI_PAUSED);
6724                         pause_do(1);
6725                         break;
6726
6727                 case GS_STATE_TEAM_SELECT:
6728                         game_set_frametime(GS_STATE_TEAM_SELECT);
6729                         multi_ts_do();
6730                         break;
6731
6732                 case GS_STATE_INGAME_PRE_JOIN:
6733                         game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6734                         multi_ingame_select_do();
6735                         break;
6736
6737                 case GS_STATE_EVENT_DEBUG:
6738         #ifndef NDEBUG
6739                         game_set_frametime(GS_STATE_EVENT_DEBUG);
6740                         game_show_event_debug(flFrametime);
6741         #endif
6742                         break;
6743
6744                 case GS_STATE_STANDALONE_POSTGAME:
6745                         game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6746                         multi_standalone_postgame_do();
6747                         break;
6748
6749                 case GS_STATE_INITIAL_PLAYER_SELECT:
6750                         game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6751                         player_select_do();
6752                         break;
6753
6754                 case GS_STATE_MULTI_MISSION_SYNC:
6755                         game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6756                         multi_sync_do();
6757                         break;          
6758
6759                 case GS_STATE_MULTI_START_GAME:
6760                         game_set_frametime(GS_STATE_MULTI_START_GAME);
6761                         multi_start_game_do();
6762                         break;
6763                 
6764                 case GS_STATE_MULTI_HOST_OPTIONS:
6765                         game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6766                         multi_host_options_do();
6767                         break;          
6768
6769                 case GS_STATE_END_OF_CAMPAIGN:
6770                         mission_campaign_end_do();
6771                         break;          
6772
6773                 case GS_STATE_END_DEMO:
6774                         game_set_frametime(GS_STATE_END_DEMO);
6775                         end_demo_campaign_do();
6776                         break;
6777
6778                 case GS_STATE_LOOP_BRIEF:
6779                         game_set_frametime(GS_STATE_LOOP_BRIEF);
6780                         loop_brief_do();
6781                         break;
6782
6783    } // end switch(gs_current_state)
6784 }
6785
6786
6787 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6788 int game_do_ram_check(int ram_in_mbytes)
6789 {
6790         if ( ram_in_mbytes < 30 )       {
6791                 int allowed_to_run = 1;
6792                 if ( ram_in_mbytes < 25 ) {
6793                         allowed_to_run = 0;
6794                 }
6795
6796                 char tmp[1024];
6797
6798                 if ( allowed_to_run ) {
6799                         SDL_MessageBoxData mboxd;
6800                         SDL_MessageBoxButtonData mboxbuttons[2];
6801                         int msgbox_rval;
6802
6803                         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);
6804
6805                         mboxbuttons[0].buttonid = 0;
6806                         mboxbuttons[0].text = XSTR("Ok", 503);
6807                         mboxbuttons[0].flags = 0;
6808
6809                         mboxbuttons[1].buttonid = 1;
6810                         mboxbuttons[1].text = XSTR("Cancel", 504);
6811                         mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6812
6813                         mboxd.flags = SDL_MESSAGEBOX_ERROR;
6814                         mboxd.title = XSTR( "Not Enough RAM", 194);
6815                         mboxd.message = tmp;
6816                         mboxd.numbuttons = 2;
6817                         mboxd.buttons = mboxbuttons;
6818                         mboxd.window = NULL;
6819                         mboxd.colorScheme = NULL;
6820
6821                         SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6822
6823                         if ( msgbox_rval == 1 ) {
6824                                 return -1;
6825                         }
6826                 } else {
6827                         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);
6828
6829                         SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6830
6831                         return -1;
6832                 }
6833         }
6834
6835         return 0;
6836 }
6837
6838 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6839 // If so, copy it over and remove the update directory.
6840 void game_maybe_update_launcher(char *exe_dir)
6841 {
6842 #ifndef PLAT_UNIX
6843         char src_filename[MAX_PATH];
6844         char dest_filename[MAX_PATH];
6845
6846         strcpy(src_filename, exe_dir);
6847         strcat(src_filename, NOX("\\update\\freespace.exe"));
6848
6849         strcpy(dest_filename, exe_dir);
6850         strcat(dest_filename, NOX("\\freespace.exe"));
6851
6852         // see if src_filename exists
6853         FILE *fp;
6854         fp = fopen(src_filename, "rb");
6855         if ( !fp ) {
6856                 return;
6857         }
6858         fclose(fp);
6859
6860         SetFileAttributes(dest_filename, FILE_ATTRIBUTE_NORMAL);
6861
6862         // copy updated freespace.exe to freespace exe dir
6863         if ( CopyFile(src_filename, dest_filename, 0) == 0 ) {
6864                 MessageBox( NULL, XSTR("Unable to copy freespace.exe from update directory to installed directory.  You should copy freespace.exe from the update directory (located in your FreeSpace install directory) to your install directory", 988), NULL, MB_OK|MB_TASKMODAL|MB_SETFOREGROUND );
6865                 return;
6866         }
6867
6868         // delete the file in the update directory
6869         DeleteFile(src_filename);
6870
6871         // safe to assume directory is empty, since freespace.exe should only be the file ever in the update dir
6872         char update_dir[MAX_PATH];
6873         strcpy(update_dir, exe_dir);
6874         strcat(update_dir, NOX("\\update"));
6875         RemoveDirectory(update_dir);
6876 #else
6877         STUB_FUNCTION;
6878 #endif  
6879 }
6880
6881 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6882 {
6883         int i;
6884         int sub_total = 0;
6885         int sub_total_destroyed = 0;
6886         int total = 0;
6887         char str[255] = "";             
6888         
6889         // get the total for all his children
6890         for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling )   {
6891                 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6892         }       
6893
6894         // find the # of faces for this _individual_ object     
6895         total = submodel_get_num_polys(model_num, sm);
6896         if(strstr(pm->submodel[sm].name, "-destroyed")){
6897                 sub_total_destroyed = total;
6898         }
6899         
6900         // write out total
6901         sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6902         cfputs(str, out);               
6903
6904         *out_total += total + sub_total;
6905         *out_destroyed_total += sub_total_destroyed;
6906 }
6907
6908 #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);
6909 void game_spew_pof_info()
6910 {
6911         char *pof_list[1000];
6912         int num_files;  
6913         CFILE *out;
6914         int idx, model_num, i, j;
6915         polymodel *pm;
6916         int total, root_total, model_total, destroyed_total, counted;
6917         char str[255] = "";
6918
6919         // get file list
6920         num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6921
6922         // spew info on all the pofs
6923         if(!num_files){
6924                 return;
6925         }
6926
6927         // go
6928         out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6929         if(out == NULL){
6930                 BAIL();
6931         }       
6932         counted = 0;    
6933         for(idx=0; idx<num_files; idx++, counted++){
6934                 sprintf(str, "%s.pof", pof_list[idx]);
6935                 model_num = model_load(str, 0, NULL);
6936                 if(model_num >= 0){
6937                         pm = model_get(model_num);
6938
6939                         // if we have a real model
6940                         if(pm != NULL){                         
6941                                 cfputs(str, out);
6942                                 cfputs("\n", out);
6943                                 
6944                                 // go through and print all raw submodels
6945                                 cfputs("RAW\n", out);
6946                                 total = 0;
6947                                 model_total = 0;                                
6948                                 for (i=0; i<pm->n_models; i++)  {                                       
6949                                         total = submodel_get_num_polys(model_num, i);                                   
6950                                         
6951                                         model_total += total;
6952                                         sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6953                                         cfputs(str, out);
6954                                 }                               
6955                                 sprintf(str, "Model total %d\n", model_total);                          
6956                                 cfputs(str, out);                               
6957
6958                                 // now go through and do it by LOD
6959                                 cfputs("BY LOD\n\n", out);                              
6960                                 for(i=0; i<pm->n_detail_levels; i++){
6961                                         sprintf(str, "LOD %d\n", i);
6962                                         cfputs(str, out);
6963
6964                                         // submodels
6965                                         root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6966                                         total = 0;
6967                                         destroyed_total = 0;
6968                                         for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling )        {
6969                                                 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6970                                         }
6971
6972                                         sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6973                                         cfputs(str, out);
6974
6975                                         sprintf(str, "TOTAL: %d\n", total + root_total);                                        
6976                                         cfputs(str, out);
6977                                         sprintf(str, "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6978                                         cfputs(str, out);
6979                                         sprintf(str, "TOTAL destroyed faces %d\n\n", destroyed_total);
6980                                         cfputs(str, out);
6981                                 }                               
6982                                 cfputs("------------------------------------------------------------------------\n\n", out);                            
6983                         }
6984                 }
6985
6986                 if(counted >= MAX_POLYGON_MODELS - 5){
6987                         model_free_all();
6988                         counted = 0;
6989                 }
6990         }
6991
6992         cfclose(out);
6993         model_free_all();
6994         BAIL();
6995 }
6996
6997 DCF(pofspew, "")
6998 {
6999         game_spew_pof_info();
7000 }
7001
7002 int PASCAL WinMainSub(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int nCmdShow)
7003 {
7004         int state, i;           
7005
7006 #ifndef PLAT_UNIX
7007         // Don't let more than one instance of Freespace run.
7008         HWND hwnd = FindWindow( NOX( "FreeSpaceClass" ), NULL );
7009         if ( hwnd )     {
7010                 SetForegroundWindow(hwnd);
7011                 return 0;
7012         }
7013 #endif
7014
7015         // Find out how much RAM is on this machine
7016         Freespace_total_ram = SDL_GetSystemRAM();
7017
7018         if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
7019                 return 0;
7020         }
7021
7022         if (!vm_init(24*1024*1024)) {
7023                 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);
7024                 return 0;
7025         }
7026
7027         char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
7028         if (!tmp_mem) {
7029                 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);
7030                 return 0;
7031         }
7032
7033         free(tmp_mem);
7034         tmp_mem = NULL;
7035         
7036 /* this code doesn't work, and we will hit an error about being unable to load the direct draw
7037         dll before we get here anyway if it's not installed (unless we load it manually, which doesn't
7038         seem worth bothering with.
7039
7040         LONG lResult;
7041
7042         lResult = RegOpenKeyEx(
7043                 HKEY_LOCAL_MACHINE,                                     // Where it is
7044                 "Software\\Microsoft\\DirectX", // name of key
7045                 NULL,                                                                           // DWORD reserved
7046                 KEY_QUERY_VALUE,                                                // Allows all changes
7047                 &hKey                                                                           // Location to store key
7048         );
7049
7050         if (lResult == ERROR_SUCCESS) {
7051                 char version[32];
7052                 DWORD dwType, dwLen;
7053
7054                 dwLen = 32;
7055                 lResult = RegQueryValueEx(
7056                         hKey,                                                                   // Handle to key
7057                         "Version",                                                      // The values name
7058                         NULL,                                                                   // DWORD reserved
7059                         &dwType,                                                                // What kind it is
7060                         (ubyte *) version,                              // value to set
7061                         &dwLen                                                          // How many bytes to set
7062                 );
7063
7064                 if (lResult == ERROR_SUCCESS) {
7065                         dx_version = atoi(strstr(version, ".") + 1);
7066
7067                 } else {
7068                         int val;
7069                         DWORD dwType, dwLen;
7070
7071                         dwLen = 4;
7072                         lResult = RegQueryValueEx(
7073                                 hKey,                                                                   // Handle to key
7074                                 "InstalledVersion",                             // The values name
7075                                 NULL,                                                                   // DWORD reserved
7076                                 &dwType,                                                                // What kind it is
7077                                 (ubyte *) &val,                                 // value to set
7078                                 &dwLen                                                          // How many bytes to set
7079                         );
7080
7081                         if (lResult == ERROR_SUCCESS) {
7082                                 dx_version = val;
7083                         }
7084                 }
7085
7086                 RegCloseKey(hKey);
7087         }
7088
7089         if (dx_version < 3) {
7090                 MessageBox(NULL, "DirectX 3.0 or higher is required and wasn't detected.  You can get the\n"
7091                         "latest version of DirectX at:\n\n"
7092                         "http://www.microsoft.com/msdownload/directx/dxf/enduser5.0/default.htm", "DirectX required", MB_OK);
7093
7094                 MessageBox(NULL, "DirectX 3.0 or higher is required and wasn't detected.  You can install\n"
7095                         "DirectX 5.2 by pressing the 'Install DirectX' button on the FreeSpace Launcher", "DirectX required", MB_OK);
7096
7097                 return 0;
7098         }
7099 */
7100
7101         #ifndef NDEBUG                          
7102         {
7103                 extern void windebug_memwatch_init();
7104                 windebug_memwatch_init();
7105         }
7106         #endif
7107
7108 #ifndef NDEBUG
7109         outwnd_init(1);
7110 #endif
7111
7112         mprintf(("Total RAM: %dMB\n", Freespace_total_ram));
7113         mprintf(("Command line: %s\n", szCmdLine));
7114         mprintf(("Platform: %s\n", SDL_GetPlatform()));
7115
7116         parse_cmdline(szCmdLine);       
7117
7118 #ifdef STANDALONE_ONLY_BUILD
7119         Is_standalone = 1;
7120         nprintf(("Network", "Standalone running"));
7121 #else
7122         if (Is_standalone){
7123                 nprintf(("Network", "Standalone running"));
7124         }
7125 #endif
7126
7127         init_cdrom();
7128         game_init();
7129         game_stop_time();
7130
7131         // maybe spew pof stuff
7132         if(Cmdline_spew_pof_info){
7133                 game_spew_pof_info();
7134                 game_shutdown();
7135                 return 1;
7136         }
7137
7138         // non-demo, non-standalone, play the intro movie
7139 #ifndef DEMO
7140         if(!Is_standalone){
7141 #ifdef RELEASE_REAL
7142                 char *plist[5];
7143
7144                 // to avoid crashes on debug build
7145                 for (i=0; i<5; i++) {
7146                         plist[i] = NULL;
7147                 }
7148
7149                 if( (cf_get_file_list(2, plist, CF_TYPE_MULTI_PLAYERS, NOX("*.plr"))    <= 0) && (cf_get_file_list(2, plist, CF_TYPE_SINGLE_PLAYERS, NOX("*.plr"))      <= 0) ){
7150                         // prompt for cd 2
7151 #if defined(OEM_BUILD)
7152                         game_do_cd_check_specific(FS_CDROM_VOLUME_1, 1);
7153 #else
7154                         game_do_cd_check_specific(FS_CDROM_VOLUME_2, 2);
7155 #endif // defined(OEM_BUILD)
7156                 }
7157
7158                 for (int i=0; i<5; i++) {
7159                         if (plist[i] != NULL) {
7160                                 free(plist[i]);
7161                                 plist[i] = NULL;
7162                         }
7163                 }
7164 #endif // RELEASE_REAL
7165         }
7166
7167         if ( !Is_standalone ) {
7168
7169                 // release -- movies always play
7170 #if defined(NDEBUG)
7171
7172                 // 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
7173                 movie_play( NOX("intro.mve"), 0 );
7174
7175                 // debug version, movie will only play with -showmovies
7176 #elif !defined(NDEBUG)
7177                 
7178                 movie_play( NOX("intro.mve"), 0);
7179 /*
7180 #ifndef NDEBUG
7181                 if ( Cmdline_show_movies )
7182                         movie_play( NOX("intro.mve"), 0 );
7183 #endif
7184 */
7185 #endif // NDEBUG
7186         }
7187
7188 #endif // DEMO
7189
7190         if (Is_standalone){
7191                 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
7192         } else {
7193                 gameseq_post_event(GS_EVENT_GAME_INIT);         // start the game rolling -- check for default pilot, or go to the pilot select screen
7194         }
7195
7196         while (1) {
7197                 // only important for non THREADED mode
7198                 os_poll();
7199
7200                 state = gameseq_process_events();
7201                 if ( state == GS_STATE_QUIT_GAME ){
7202                         break;
7203                 }
7204         } 
7205
7206 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7207         if(!Is_standalone){
7208                 demo_upsell_show_screens();
7209         }
7210 #elif defined(OEM_BUILD)
7211         // show upsell screens on exit
7212         oem_upsell_show_screens();
7213 #endif
7214
7215         game_shutdown();
7216         return 1;
7217 }
7218
7219 int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int nCmdShow)
7220 {
7221         int result = -1;
7222 #ifndef PLAT_UNIX
7223         __try
7224         {
7225                 result = WinMainSub(hInst, hPrev, szCmdLine, nCmdShow);
7226         }
7227         __except(RecordExceptionInfo(GetExceptionInformation(), "Freespace 2 Main Thread"))
7228         {
7229                 // Do nothing here - RecordExceptionInfo() has already done
7230                 // everything that is needed. Actually this code won't even
7231                 // get called unless you return EXCEPTION_EXECUTE_HANDLER from
7232                 // the __except clause.
7233         }
7234         return result;
7235 #else
7236         nprintf(("WinMain", "exceptions shall fall through"));
7237         
7238         result = WinMainSub(hInst, hPrev, szCmdLine, nCmdShow);
7239         
7240         return result;
7241 #endif  
7242 }
7243
7244 // launcher the fslauncher program on exit
7245 void game_launch_launcher_on_exit()
7246 {
7247 #ifndef PLAT_UNIX
7248         STARTUPINFO si;
7249         PROCESS_INFORMATION pi;
7250         char cmd_line[2048];
7251         char original_path[1024] = "";
7252         
7253         memset( &si, 0, sizeof(STARTUPINFO) );
7254         si.cb = sizeof(si);
7255
7256         // directory
7257         _getcwd(original_path, 1023);
7258
7259         // set up command line
7260         strcpy(cmd_line, original_path);
7261         strcat(cmd_line, "\\");
7262         strcat(cmd_line, LAUNCHER_FNAME);
7263         strcat(cmd_line, " -straight_to_update");               
7264
7265         BOOL ret = CreateProcess(       NULL,                                                                   // pointer to name of executable module 
7266                                                                                 cmd_line,                                                       // pointer to command line string
7267                                                                                 NULL,                                                                   // pointer to process security attributes 
7268                                                                                 NULL,                                                                   // pointer to thread security attributes 
7269                                                                                 FALSE,                                                          // handle inheritance flag 
7270                                                                                 CREATE_DEFAULT_ERROR_MODE,              // creation flags 
7271                                                                                 NULL,                                                                   // pointer to new environment block 
7272                                                                                 NULL,                                                                   // pointer to current directory name 
7273                                                                                 &si,                                                                    // pointer to STARTUPINFO 
7274                                                                                 &pi                                                                     // pointer to PROCESS_INFORMATION  
7275                                                                                 );                      
7276         // to eliminate build warnings
7277         ret;
7278 #else
7279         STUB_FUNCTION;
7280 #endif          
7281 }
7282
7283
7284 // game_shutdown()
7285 //
7286 // This function is called when FreeSpace terminates normally.  
7287 //
7288 void game_shutdown(void)
7289 {
7290 #ifndef PLAT_UNIX
7291         timeEndPeriod(1);
7292 #endif
7293
7294         // don't ever flip a page on the standalone!
7295         if(!(Game_mode & GM_STANDALONE_SERVER)){
7296                 gr_reset_clip();
7297                 gr_clear();
7298                 gr_flip();
7299         }
7300
7301    // if the player has left the "player select" screen and quit the game without actually choosing
7302         // a player, Player will be NULL, in which case we shouldn't write the player file out!
7303         if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
7304                 write_pilot_file();
7305         }
7306
7307         // load up common multiplayer icons
7308         multi_unload_common_icons();
7309         
7310         shockwave_close();                      // release any memory used by shockwave system  
7311         fireball_close();                               // free fireball system
7312         ship_close();                                   // free any memory that was allocated for the ships
7313         weapon_close();                                 // free any memory that was allocated for the weapons
7314         hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
7315         unload_animating_pointer();// frees the frames used for the animating mouse pointer
7316         bm_unload_all();                                // free bitmaps
7317         mission_campaign_close();       // close out the campaign stuff
7318         mission_campaign_shutdown();    // get anything that mission_campaign_close can't do
7319         multi_voice_close();                    // close down multiplayer voice (including freeing buffers, etc)
7320         multi_log_close();
7321 #ifdef MULTI_USE_LAG
7322         multi_lag_close();
7323 #endif
7324
7325         // the menu close functions will unload the bitmaps if they were displayed during the game
7326 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
7327         main_hall_close();
7328 #endif
7329         context_help_close();           // close out help system
7330         training_menu_close();
7331         lcl_close();                            // be sure localization is closed out
7332         gr_close();
7333
7334         // free left-over memory from parsed tables
7335         cutscene_tbl_close();
7336         medal_tbl_close();
7337         scoring_tbl_close();
7338         player_tips_close();
7339
7340         extern void joy_close();
7341         joy_close();
7342
7343         audiostream_close();
7344         snd_close();
7345         event_music_close();
7346         psnet_close();
7347         os_cleanup();
7348
7349         // HACKITY HACK HACK
7350         // if this flag is set, we should be firing up the launcher when exiting freespace
7351         extern int Multi_update_fireup_launcher_on_exit;
7352         if(Multi_update_fireup_launcher_on_exit){
7353                 game_launch_launcher_on_exit();
7354         }
7355 }
7356
7357 // game_stop_looped_sounds()
7358 //
7359 // This function will call the appropriate stop looped sound functions for those
7360 // modules which use looping sounds.  It is not enough just to stop a looping sound
7361 // at the DirectSound level, the game is keeping track of looping sounds, and this
7362 // function is used to inform the game that looping sounds are being halted.
7363 //
7364 void game_stop_looped_sounds()
7365 {
7366         hud_stop_looped_locking_sounds();
7367         hud_stop_looped_engine_sounds();
7368         afterburner_stop_sounds();
7369         player_stop_looped_sounds();
7370         obj_snd_stop_all();             // stop all object-linked persistant sounds
7371         game_stop_subspace_ambient_sound();
7372         snd_stop(Radar_static_looping);
7373         Radar_static_looping = -1;
7374         snd_stop(Target_static_looping);
7375         shipfx_stop_engine_wash_sound();
7376         Target_static_looping = -1;
7377 }
7378
7379 //////////////////////////////////////////////////////////////////////////
7380 //
7381 // Code for supporting an animating mouse pointer
7382 //
7383 //
7384 //////////////////////////////////////////////////////////////////////////
7385
7386 typedef struct animating_obj
7387 {
7388         int     first_frame;
7389         int     num_frames;
7390         int     current_frame;
7391         float time;
7392         float elapsed_time;
7393 } animating_obj;
7394
7395 static animating_obj Animating_mouse;
7396
7397 // ----------------------------------------------------------------------------
7398 // init_animating_pointer()
7399 //
7400 // Called by load_animating_pointer() to ensure the Animating_mouse struct
7401 // gets properly initialized
7402 //
7403 void init_animating_pointer()
7404 {
7405         Animating_mouse.first_frame     = -1;
7406         Animating_mouse.num_frames              = 0;
7407         Animating_mouse.current_frame   = -1;
7408         Animating_mouse.time                            = 0.0f;
7409         Animating_mouse.elapsed_time    = 0.0f;
7410 }
7411
7412 // ----------------------------------------------------------------------------
7413 // load_animating_pointer()
7414 //
7415 // Called at game init to load in the frames for the animating mouse pointer
7416 //
7417 // input:       filename        =>      filename of animation file that holds the animation
7418 // 
7419 void load_animating_pointer(const char *filename, int dx, int dy)
7420 {
7421         int                             fps;
7422         animating_obj *am;
7423
7424         init_animating_pointer();
7425
7426         am = &Animating_mouse;
7427         am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
7428         if ( am->first_frame == -1 ) 
7429                 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
7430         am->current_frame = 0;
7431         am->time = am->num_frames / i2fl(fps);
7432 }
7433
7434 // ----------------------------------------------------------------------------
7435 // unload_animating_pointer()
7436 //
7437 // Called at game shutdown to free the memory used to store the animation frames
7438 //
7439 void unload_animating_pointer()
7440 {
7441         int                             i;
7442         animating_obj   *am;
7443
7444         am = &Animating_mouse;
7445         for ( i = 0; i < am->num_frames; i++ ) {
7446                 Assert( (am->first_frame+i) >= 0 );
7447                 bm_release(am->first_frame + i);
7448         }
7449
7450         am->first_frame = -1;
7451         am->num_frames          = 0;
7452         am->current_frame = -1;
7453 }
7454
7455 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
7456 void game_render_mouse(float frametime)
7457 {
7458         int                             mx, my;
7459         animating_obj   *am;
7460
7461         // if animating cursor exists, play the next frame
7462         am = &Animating_mouse;
7463         if ( am->first_frame != -1 ) {
7464                 mouse_get_pos(&mx, &my);
7465                 am->elapsed_time += frametime;
7466                 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
7467                 if ( am->current_frame >= am->num_frames ) {
7468                         am->current_frame = 0;
7469                         am->elapsed_time = 0.0f;
7470                 }
7471                 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
7472         }
7473 }
7474
7475 // ----------------------------------------------------------------------------
7476 // game_maybe_draw_mouse()
7477 //
7478 // determines whether to draw the mouse pointer at all, and what frame of
7479 // animation to use if the mouse is animating
7480 //
7481 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
7482 //
7483 // input:       frametime => elapsed frame time in seconds since last call
7484 //
7485 void game_maybe_draw_mouse(float frametime)
7486 {
7487         int game_state;
7488
7489         game_state = gameseq_get_state();
7490
7491         switch ( game_state ) {
7492                 case GS_STATE_GAME_PAUSED:
7493                 // case GS_STATE_MULTI_PAUSED:
7494                 case GS_STATE_GAME_PLAY:
7495                 case GS_STATE_DEATH_DIED:
7496                 case GS_STATE_DEATH_BLEW_UP:
7497                         if ( popup_active() || popupdead_is_active() ) {
7498                                 Mouse_hidden = 0;
7499                         } else {
7500                                 Mouse_hidden = 1;       
7501                         }
7502                         break;
7503
7504                 default:
7505                         Mouse_hidden = 0;
7506                         break;
7507         }       // end switch
7508
7509         if ( !Mouse_hidden ) 
7510                 game_render_mouse(frametime);
7511
7512 }
7513
7514 void game_do_training_checks()
7515 {
7516         int i, s;
7517         float d;
7518         waypoint_list *wplp;
7519
7520         if (Training_context & TRAINING_CONTEXT_SPEED) {
7521                 s = (int) Player_obj->phys_info.fspeed;
7522                 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7523                         if (!Training_context_speed_set) {
7524                                 Training_context_speed_set = 1;
7525                                 Training_context_speed_timestamp = timestamp();
7526                         }
7527
7528                 } else
7529                         Training_context_speed_set = 0;
7530         }
7531
7532         if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7533                 wplp = &Waypoint_lists[Training_context_path];
7534                 if (wplp->count > Training_context_goal_waypoint) {
7535                         i = Training_context_goal_waypoint;
7536                         do {
7537                                 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7538                                 if (d <= Training_context_distance) {
7539                                         Training_context_at_waypoint = i;
7540                                         if (Training_context_goal_waypoint == i) {
7541                                                 Training_context_goal_waypoint++;
7542                                                 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7543                                         }
7544
7545                                         break;
7546                                 }
7547
7548                                 i++;
7549                                 if (i == wplp->count)
7550                                         i = 0;
7551
7552                         } while (i != Training_context_goal_waypoint);
7553                 }
7554         }
7555
7556         if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7557                 Players_target = Player_ai->target_objnum;
7558                 Players_targeted_subsys = Player_ai->targeted_subsys;
7559                 Players_target_timestamp = timestamp();
7560         }
7561 }
7562
7563 /////////// Following is for event debug view screen
7564
7565 #ifndef NDEBUG
7566
7567 #define EVENT_DEBUG_MAX 5000
7568 #define EVENT_DEBUG_EVENT 0x8000
7569
7570 int Event_debug_index[EVENT_DEBUG_MAX];
7571 int ED_count;
7572
7573 void game_add_event_debug_index(int n, int indent)
7574 {
7575         if (ED_count < EVENT_DEBUG_MAX)
7576                 Event_debug_index[ED_count++] = n | (indent << 16);
7577 }
7578
7579 void game_add_event_debug_sexp(int n, int indent)
7580 {
7581         if (n < 0)
7582                 return;
7583
7584         if (Sexp_nodes[n].first >= 0) {
7585                 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7586                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7587                 return;
7588         }
7589
7590         game_add_event_debug_index(n, indent);
7591         if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7592                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7593         else
7594                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7595 }
7596
7597 void game_event_debug_init()
7598 {
7599         int e;
7600
7601         ED_count = 0;
7602         for (e=0; e<Num_mission_events; e++) {
7603                 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7604                 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7605         }
7606 }
7607
7608 void game_show_event_debug(float frametime) 
7609 {
7610         char buf[256];
7611         int i, k, z;
7612         int font_height, font_width;    
7613         int y_index, y_max;
7614         static int scroll_offset = 0;
7615         
7616         k = game_check_key();
7617         if (k)
7618                 switch (k) {
7619                         case SDLK_UP:
7620                         case SDLK_KP_8:
7621                                 scroll_offset--;
7622                                 if (scroll_offset < 0)
7623                                         scroll_offset = 0;
7624                                 break;
7625
7626                         case SDLK_DOWN:
7627                         case SDLK_KP_2:
7628                                 scroll_offset++;
7629                                 break;
7630
7631                         case SDLK_PAGEUP:
7632                                 scroll_offset -= 20;
7633                                 if (scroll_offset < 0)
7634                                         scroll_offset = 0;
7635                                 break;
7636
7637                         case SDLK_PAGEDOWN:
7638                                 scroll_offset += 20;    // not font-independent, hard-coded since I counted the lines!
7639                                 break;
7640
7641                         default:
7642                                 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7643                                 key_flush();
7644                                 break;
7645                 } // end switch
7646
7647         gr_clear();
7648         gr_set_color_fast(&Color_bright);
7649         gr_set_font(FONT1);
7650         gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7651
7652         gr_set_color_fast(&Color_normal);
7653         gr_set_font(FONT1);
7654         gr_get_string_size(&font_width, &font_height, NOX("test"));
7655         y_max = gr_screen.max_h - font_height - 5;
7656         y_index = 45;
7657
7658         k = scroll_offset;
7659         while (k < ED_count) {
7660                 if (y_index > y_max)
7661                         break;
7662
7663                 z = Event_debug_index[k];
7664                 if (z & EVENT_DEBUG_EVENT) {
7665                         z &= 0x7fff;
7666                         sprintf(buf, NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7667                                 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7668                                 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7669                                 Mission_events[z].repeat_count, Mission_events[z].interval);
7670
7671                 } else {
7672                         i = (z >> 16) * 3;
7673                         buf[i] = 0;
7674                         while (i--)
7675                                 buf[i] = ' ';
7676
7677                         strcat(buf, Sexp_nodes[z & 0x7fff].text);
7678                         switch (Sexp_nodes[z & 0x7fff].value) {
7679                                 case SEXP_TRUE:
7680                                         strcat(buf, NOX(" (True)"));
7681                                         break;
7682
7683                                 case SEXP_FALSE:
7684                                         strcat(buf, NOX(" (False)"));
7685                                         break;
7686
7687                                 case SEXP_KNOWN_TRUE:
7688                                         strcat(buf, NOX(" (Always true)"));
7689                                         break;
7690
7691                                 case SEXP_KNOWN_FALSE:
7692                                         strcat(buf, NOX(" (Always false)"));
7693                                         break;
7694
7695                                 case SEXP_CANT_EVAL:
7696                                         strcat(buf, NOX(" (Can't eval)"));
7697                                         break;
7698
7699                                 case SEXP_NAN:
7700                                 case SEXP_NAN_FOREVER:
7701                                         strcat(buf, NOX(" (Not a number)"));
7702                                         break;
7703                         }
7704                 }
7705
7706                 gr_printf(10, y_index, buf);
7707                 y_index += font_height;
7708                 k++;
7709         }
7710
7711         gr_flip();
7712 }
7713
7714 #endif // NDEBUG
7715
7716 #ifndef NDEBUG
7717 FILE * Time_fp;
7718 FILE * Texture_fp;
7719
7720 #ifndef PLAT_UNIX
7721 extern int Tmap_npixels;
7722 #endif
7723
7724 int Tmap_num_too_big = 0;
7725 int Num_models_needing_splitting = 0;
7726
7727 void Time_model( int modelnum )
7728 {
7729 //      mprintf(( "Timing ship '%s'\n", si->name ));
7730
7731         vector eye_pos, model_pos;
7732         matrix eye_orient, model_orient;
7733
7734         polymodel *pm = model_get( modelnum );
7735
7736         int l = strlen(pm->filename);
7737         while( (l>0) )  {
7738                 if ( (l == '/') || (l=='\\') || (l==':'))       {
7739                         l++;
7740                         break;
7741                 }
7742                 l--;
7743         }
7744         char *pof_file = &pm->filename[l];
7745
7746         int model_needs_splitting = 0;
7747
7748         //fprintf( Texture_fp, "Model: %s\n", pof_file );
7749         int i;
7750         for (i=0; i<pm->n_textures; i++ )       {
7751                 char filename[1024];
7752                 ubyte pal[768];
7753
7754                 int bmp_num = pm->original_textures[i];
7755                 if ( bmp_num > -1 )     {
7756                         bm_get_palette(pm->original_textures[i], pal, filename );               
7757                         int w,h;
7758                         bm_get_info( pm->original_textures[i],&w, &h );
7759
7760
7761                         if ( (w > 512) || (h > 512) )   {
7762                                 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7763                                 Tmap_num_too_big++;
7764                                 model_needs_splitting++;
7765                         }
7766                 } else {
7767                         //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7768                 }
7769         }
7770
7771         if ( model_needs_splitting )    {
7772                 Num_models_needing_splitting++;
7773         }
7774         eye_orient = model_orient = vmd_identity_matrix;
7775         eye_pos = model_pos = vmd_zero_vector;
7776
7777         eye_pos.xyz.z = -pm->rad*2.0f;
7778
7779         vector eye_to_model;
7780
7781         vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7782         vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7783
7784         fix t1 = timer_get_fixed_seconds();
7785
7786         angles ta;
7787         ta.p = ta.b = ta.h = 0.0f; 
7788         int framecount = 0;
7789
7790 #ifndef PLAT_UNIX
7791         Tmap_npixels = 0;
7792 #endif
7793
7794         int bitmaps_used_this_frame, bitmaps_new_this_frame;
7795                 
7796         bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7797
7798         modelstats_num_polys = modelstats_num_verts = 0;
7799
7800         while( ta.h < PI2 )     {
7801
7802                 matrix m1;
7803                 vm_angles_2_matrix(&m1, &ta );
7804                 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7805
7806                 gr_reset_clip();
7807 //              gr_clear();
7808
7809                 g3_start_frame(1);
7810
7811                 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );       
7812
7813                 model_clear_instance( modelnum );
7814                 model_set_detail_level(0);              // use highest detail level
7815                 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL);     //|MR_NO_POLYS );
7816
7817                 g3_end_frame();
7818 //              gr_flip();
7819
7820                 framecount++;
7821                 ta.h += 0.1f;
7822
7823                 int k = key_inkey();
7824                 if ( k == SDLK_ESCAPE ) {
7825                         exit(1);
7826                 }
7827         }
7828
7829         fix t2 = timer_get_fixed_seconds();
7830
7831         bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7832         //bitmaps_used_this_frame /= framecount;
7833
7834         modelstats_num_polys /= framecount;
7835         modelstats_num_verts /= framecount;
7836
7837 #ifndef PLAT_UNIX
7838         Tmap_npixels /=framecount;
7839 #endif
7840
7841         mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7842 #ifndef PLAT_UNIX
7843         fprintf( Time_fp, "\"%s\"\t%.0f\t%d\t%d\t%d\t%d\n", pof_file, i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts, Tmap_npixels );
7844 #else
7845                 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 );
7846 #endif
7847 //      fprintf( Time_fp, "%.0f\t%d\t%d\t%d\t%d\n", i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts, Tmap_npixels );
7848
7849                 
7850 //      key_getch();
7851 }
7852
7853 int Time_models = 0;
7854 DCF_BOOL( time_models, Time_models );
7855
7856 void Do_model_timings_test()
7857 {
7858         
7859
7860         if ( !Time_models ) return;
7861
7862         mprintf(( "Timing models!\n" ));
7863
7864         int i;
7865
7866         ubyte model_used[MAX_POLYGON_MODELS];
7867         int model_id[MAX_POLYGON_MODELS];
7868         for (i=0; i<MAX_POLYGON_MODELS; i++ )   {
7869                 model_used[i] = 0;
7870         }
7871         
7872         // Load them all
7873         for (i=0; i<Num_ship_types; i++ )       {
7874                 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7875
7876                 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7877                 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7878         }
7879
7880         Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7881         if ( !Texture_fp ) return;
7882
7883         Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7884         if ( !Time_fp ) return;
7885
7886         fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7887 //      fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7888         
7889         for (i=0; i<MAX_POLYGON_MODELS; i++ )   {
7890                 if ( model_used[i] )    {
7891                         Time_model( model_id[i] );
7892                 }
7893         }
7894         
7895         fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7896         fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7897         
7898         fclose(Time_fp);
7899         fclose(Texture_fp);
7900
7901         exit(1);
7902 }
7903 #endif
7904
7905 // Call this function when you want to inform the player that a feature is not
7906 // enabled in the DEMO version of FreSpace
7907 void game_feature_not_in_demo_popup()
7908 {
7909         popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7910 }
7911
7912 // format the specified time (fixed point) into a nice string
7913 void game_format_time(fix m_time,char *time_str)
7914 {
7915         float mtime;
7916         int hours,minutes,seconds;
7917         char tmp[10];
7918
7919         mtime = f2fl(m_time);           
7920
7921         // get the hours, minutes and seconds   
7922         hours = (int)(mtime / 3600.0f);
7923         if(hours > 0){
7924                 mtime -= (3600.0f * (float)hours);
7925         }
7926         seconds = (int)mtime%60;
7927         minutes = (int)mtime/60;                        
7928
7929         // print the hour if necessary
7930         if(hours > 0){          
7931                 sprintf(time_str,XSTR( "%d:", 201),hours);
7932                 // if there are less than 10 minutes, print a leading 0
7933                 if(minutes < 10){
7934                         strcpy(tmp,NOX("0"));
7935                         strcat(time_str,tmp);
7936                 }               
7937         }       
7938         
7939         // print the minutes
7940         if(hours){
7941                 sprintf(tmp,XSTR( "%d:", 201),minutes);
7942                 strcat(time_str,tmp);
7943         } else {
7944                 sprintf(time_str,XSTR( "%d:", 201),minutes);
7945         }
7946
7947         // print the seconds
7948         if(seconds < 10){
7949                 strcpy(tmp,NOX("0"));
7950                 strcat(time_str,tmp);
7951         } 
7952         sprintf(tmp,"%d",seconds);
7953         strcat(time_str,tmp);
7954 }
7955
7956 //      Stuff version string in *str.
7957 void get_version_string(char *str)
7958 {
7959 //XSTR:OFF
7960 if ( FS_VERSION_BUILD == 0 ) {
7961         sprintf(str,"v%d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR);
7962 } else {
7963         sprintf(str,"v%d.%02d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7964 }
7965
7966 #if defined (FS2_DEMO) || defined(FS1_DEMO)
7967         strcat(str, " D");
7968 #elif defined (OEM_BUILD)
7969         strcat(str, " (OEM)");
7970 #endif
7971 //XSTR:ON
7972         /*
7973         HMODULE hMod;
7974         DWORD bogus_handle;
7975         char myname[_MAX_PATH];
7976         int namelen, major, minor, build, waste;
7977         unsigned int buf_size;
7978         DWORD version_size;
7979         char *infop;
7980         VOID *bufp;
7981         BOOL result;
7982
7983         // Find my EXE file name
7984         hMod = GetModuleHandle(NULL);
7985         namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7986
7987         version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7988         infop = (char *)malloc(version_size);
7989         result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7990
7991         // get the product version
7992         result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7993         sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7994 #ifdef DEMO
7995         sprintf(str,"Dv%d.%02d",major, minor);
7996 #else
7997         sprintf(str,"v%d.%02d",major, minor);
7998 #endif
7999         */
8000 }
8001
8002 void get_version_string_short(char *str)
8003 {
8004         sprintf(str,"v%d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR);
8005 }
8006
8007 // ----------------------------------------------------------------
8008 //
8009 // OEM UPSELL SCREENS BEGIN
8010 //
8011 // ----------------------------------------------------------------
8012 #if defined(OEM_BUILD)
8013
8014 #define NUM_OEM_UPSELL_SCREENS                          3
8015 #define OEM_UPSELL_SCREEN_DELAY                         10000
8016
8017 static int Oem_upsell_bitmaps_loaded = 0;
8018 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
8019 static int Oem_upsell_screen_number = 0;
8020 static int Oem_upsell_show_next_bitmap_time;
8021
8022 //XSTR:OFF
8023 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] = 
8024 {
8025         {       "OEMUpSell02",
8026                 "OEMUpSell01",
8027                 "OEMUpSell03",
8028         },
8029         {       "2_OEMUpSell02",
8030                 "2_OEMUpSell01",
8031                 "2_OEMUpSell03",
8032         },
8033 };
8034 //XSTR:ON
8035
8036 static int Oem_normal_cursor = -1;
8037 static int Oem_web_cursor = -1;
8038 //#define OEM_UPSELL_URL                "http://www.interplay-store.com/"
8039 #define OEM_UPSELL_URL          "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
8040
8041 void oem_upsell_next_screen()
8042 {
8043         Oem_upsell_screen_number++;
8044         if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
8045                 // extra long delay, mouse shown on last upsell
8046                 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
8047                 Mouse_hidden = 0;
8048
8049         } else {
8050                 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
8051         }
8052 }
8053
8054 void oem_upsell_load_bitmaps()
8055 {
8056         int i;
8057
8058         for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
8059                 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
8060         }
8061 }
8062
8063 void oem_upsell_unload_bitmaps()
8064 {
8065         int i;
8066
8067         for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
8068                 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
8069                         bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
8070                 }
8071         }
8072
8073         // unloaded
8074         Oem_upsell_bitmaps_loaded = 0;
8075 }
8076
8077 // clickable hotspot on 3rd OEM upsell screen
8078 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
8079         {       // GR_640
8080                 28, 350, 287, 96                                        // x, y, w, h
8081         },
8082         {       // GR_1024
8083                 45, 561, 460, 152                                       // x, y, w, h
8084         }
8085 };
8086
8087 void oem_upsell_show_screens()
8088 {
8089         int current_time, k;
8090         int done = 0;
8091
8092         if ( !Oem_upsell_bitmaps_loaded ) {
8093                 oem_upsell_load_bitmaps();
8094                 Oem_upsell_bitmaps_loaded = 1;
8095         }
8096
8097         // may use upsell screens more than once
8098         Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
8099         Oem_upsell_screen_number = 0;
8100         
8101         key_flush();
8102         Mouse_hidden = 1;
8103
8104         // set up cursors
8105         int nframes;                                            // used to pass, not really needed (should be 1)
8106         Oem_normal_cursor = gr_get_cursor_bitmap();
8107         Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
8108         Assert(Oem_web_cursor >= 0);
8109         if (Oem_web_cursor < 0) {
8110                 Oem_web_cursor = Oem_normal_cursor;
8111         }
8112
8113         while(!done) {
8114
8115                 //oem_reset_trailer_timer();
8116
8117                 current_time = timer_get_milliseconds();
8118
8119                 os_poll();
8120                 k = key_inkey();
8121
8122                 // advance screen on keypress or timeout
8123                 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
8124                         oem_upsell_next_screen();
8125                 }
8126
8127                 // check if we are done
8128                 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
8129                         Oem_upsell_screen_number--;
8130                         done = 1;
8131                 } else {
8132                         if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
8133                                 done = 1;
8134                         }
8135                 }
8136
8137                 // show me the upsell
8138                 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {               
8139                         gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
8140                         gr_bitmap(0,0);
8141                 }
8142
8143                 // if this is the 3rd upsell, make it clickable, d00d
8144                 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
8145                         int mx, my;
8146                         int button_state = mouse_get_pos(&mx, &my);
8147                         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])
8148                                 && (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]) )
8149                         {
8150                                 // switch cursors
8151                                 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
8152
8153                                 // check for clicks
8154                                 if (button_state & MOUSE_LEFT_BUTTON) {
8155                                         // launch URL
8156                                         multi_pxo_url(OEM_UPSELL_URL);
8157                                         done = 1;
8158                                 } 
8159                         } else {
8160                                 // switch cursor back to normal one
8161                                 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
8162                         }
8163                 }
8164
8165                 if ( done ) {
8166                         if (gameseq_get_state() != GS_STATE_END_DEMO) {
8167                                 gr_fade_out(0);
8168                                 Sleep(300);
8169                         }
8170                 }
8171
8172                 gr_flip();
8173         }
8174
8175         // unload bitmap
8176         oem_upsell_unload_bitmaps();
8177
8178         // switch cursor back to normal one
8179         gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
8180
8181 }
8182
8183 #endif // defined(OEM_BUILD)
8184 // ----------------------------------------------------------------
8185 //
8186 // OEM UPSELL SCREENS END
8187 //
8188 // ----------------------------------------------------------------
8189
8190
8191
8192 // ----------------------------------------------------------------
8193 //
8194 // DEMO UPSELL SCREENS BEGIN
8195 //
8196 // ----------------------------------------------------------------
8197
8198 #if defined(FS2_DEMO) || defined(FS1_DEMO)
8199
8200 #ifdef FS2_DEMO
8201 #define NUM_DEMO_UPSELL_SCREENS                         2
8202 #elif FS1_DEMO
8203 #define NUM_DEMO_UPSELL_SCREENS                         4
8204 #endif
8205 #define DEMO_UPSELL_SCREEN_DELAY                                3000
8206
8207 static int Demo_upsell_bitmaps_loaded = 0;
8208 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
8209 static int Demo_upsell_screen_number = 0;
8210 static int Demo_upsell_show_next_bitmap_time;
8211
8212 //XSTR:OFF
8213 static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] = 
8214 {
8215 #ifdef FS1_DEMO
8216         {       "DemoUpsell1",
8217                 "DemoUpsell2",
8218                 "DemoUpsell3",
8219                 "DemoUpsell4"
8220         },
8221         {       "DemoUpsell1",
8222                 "DemoUpsell2",
8223                 "DemoUpsell3",
8224                 "DemoUpsell4"
8225         },
8226 #else
8227         {       "UpSell02",
8228                 "UpSell01",
8229         },
8230         {       "2_UpSell02",
8231                 "2_UpSell01",
8232         },
8233 #endif
8234         // "DemoUpsell3",
8235         // "DemoUpsell4",
8236 };
8237 //XSTR:ON
8238
8239 void demo_upsell_next_screen()
8240 {
8241         Demo_upsell_screen_number++;
8242         if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
8243                 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
8244         } else {
8245                 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
8246         }
8247
8248         /*
8249         if ( Demo_upsell_screen_number < NUM_DEMO_UPSELL_SCREENS ) {
8250                 if ( Demo_upsell_bitmap_filenames[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
8251 #ifndef HARDWARE_ONLY
8252                         palette_use_bm_palette(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
8253 #endif
8254                 }
8255         }
8256         */
8257 }
8258
8259 void demo_upsell_load_bitmaps()
8260 {
8261         int i;
8262
8263         for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
8264                 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
8265         }
8266 }
8267
8268 void demo_upsell_unload_bitmaps()
8269 {
8270         int i;
8271
8272         for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
8273                 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
8274                         bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
8275                 }
8276         }
8277
8278         // unloaded
8279         Demo_upsell_bitmaps_loaded = 0;
8280 }
8281
8282 void demo_upsell_show_screens()
8283 {
8284         int current_time, k;
8285         int done = 0;
8286
8287         if ( !Demo_upsell_bitmaps_loaded ) {
8288                 demo_upsell_load_bitmaps();
8289                 Demo_upsell_bitmaps_loaded = 1;
8290         }
8291
8292         // may use upsell screens more than once
8293         Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
8294         Demo_upsell_screen_number = 0;
8295         
8296         key_flush();
8297         Mouse_hidden = 1;
8298
8299         while(!done) {
8300
8301                 demo_reset_trailer_timer();
8302
8303                 current_time = timer_get_milliseconds();
8304
8305 // #ifndef THREADED
8306                 os_poll();
8307 // #endif
8308                 k = key_inkey();
8309
8310                 // don't time out, wait for keypress
8311                 /*
8312                 if ( current_time > Demo_upsell_show_next_bitmap_time ) {
8313                         demo_upsell_next_screen();
8314                         k = 0;
8315                 }*/
8316
8317                 if ( k > 0 ) {
8318                         demo_upsell_next_screen();
8319                 }
8320
8321                 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
8322                         Demo_upsell_screen_number--;
8323                         done = 1;
8324                 } else {
8325                         if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
8326                                 done = 1;
8327                         }
8328                 }
8329
8330                 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {             
8331                         gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
8332                         gr_bitmap(0,0);
8333                 }
8334
8335                 if ( done ) {
8336                         if (gameseq_get_state() != GS_STATE_END_DEMO) {
8337                                 gr_fade_out(0);
8338                                 Sleep(300);
8339                         }
8340                 }
8341
8342                 gr_flip();
8343         }
8344
8345         // unload bitmap
8346         demo_upsell_unload_bitmaps();
8347 }
8348
8349 #endif // DEMO
8350
8351 // ----------------------------------------------------------------
8352 //
8353 // DEMO UPSELL SCREENS END
8354 //
8355 // ----------------------------------------------------------------
8356
8357
8358 // ----------------------------------------------------------------
8359 //
8360 // Subspace Ambient Sound START
8361 //
8362 // ----------------------------------------------------------------
8363
8364 static int Subspace_ambient_left_channel = -1;
8365 static int Subspace_ambient_right_channel = -1;
8366
8367 // 
8368 void game_start_subspace_ambient_sound()
8369 {
8370         if ( Subspace_ambient_left_channel < 0 ) {
8371                 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
8372         }
8373
8374         if ( Subspace_ambient_right_channel < 0 ) {
8375                 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
8376         }
8377 }
8378
8379 void game_stop_subspace_ambient_sound()
8380 {
8381         if ( Subspace_ambient_left_channel >= 0 ) {
8382                 snd_stop(Subspace_ambient_left_channel);
8383                 Subspace_ambient_left_channel = -1;
8384         }
8385
8386         if ( Subspace_ambient_right_channel >= 0 ) {
8387                 snd_stop(Subspace_ambient_right_channel);
8388                 Subspace_ambient_right_channel = -1;
8389         }
8390 }
8391
8392 // ----------------------------------------------------------------
8393 //
8394 // Subspace Ambient Sound END
8395 //
8396 // ----------------------------------------------------------------
8397
8398 // ----------------------------------------------------------------
8399 //
8400 // CDROM detection code START
8401 //
8402 // ----------------------------------------------------------------
8403
8404 #define CD_SIZE_72_MINUTE_MAX                   (697000000)
8405
8406 uint game_get_cd_used_space(char *path)
8407 {
8408 #ifndef PLAT_UNIX
8409         uint total = 0;
8410         char use_path[512] = "";
8411         char sub_path[512] = "";
8412         WIN32_FIND_DATA find;
8413         HANDLE find_handle;
8414
8415         // recurse through all files and directories
8416         strcpy(use_path, path);
8417         strcat(use_path, "*.*");
8418         find_handle = FindFirstFile(use_path, &find);
8419
8420         // bogus
8421         if(find_handle == INVALID_HANDLE_VALUE){
8422                 return 0;
8423         }       
8424
8425         // whee
8426         do {
8427                 // subdirectory. make sure to ignore . and ..
8428                 if((find.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) && stricmp(find.cFileName, ".") && stricmp(find.cFileName, "..")){
8429                         // subsearch
8430                         strcpy(sub_path, path);
8431                         strcat(sub_path, find.cFileName);
8432                         strcat(sub_path, "\\");
8433                         total += game_get_cd_used_space(sub_path);      
8434                 } else {
8435                         total += (uint)find.nFileSizeLow;
8436                 }                               
8437         } while(FindNextFile(find_handle, &find));      
8438
8439         // close
8440         FindClose(find_handle);
8441
8442         // total
8443         return total;
8444 #else
8445         STUB_FUNCTION;
8446         
8447         return 0;
8448 #endif  
8449 }
8450
8451
8452 // if volume_name is non-null, the CD name must match that
8453 int find_freespace_cd(const char *volume_name)
8454 {
8455 #ifndef PLAT_UNIX
8456         char oldpath[MAX_PATH];
8457         char volume[256];
8458         int i;
8459         int cdrom_drive=-1;
8460         int volume_match = 0;
8461         _finddata_t find;
8462         int find_handle;
8463
8464         GetCurrentDirectory(MAX_PATH, oldpath);
8465
8466         for (i = 0; i < 26; i++) 
8467         {
8468 //XSTR:OFF
8469                 char path[]="d:\\";
8470 //XSTR:ON
8471
8472                 path[0] = (char)('A'+i);
8473                 if (GetDriveType(path) == DRIVE_CDROM) {
8474                         cdrom_drive = -3;
8475                         if ( GetVolumeInformation(path, volume, 256, NULL, NULL, NULL, NULL, 0) == TRUE ) {
8476                                 nprintf(("CD", "CD volume: %s\n", volume));
8477                         
8478                                 // check for any CD volume
8479                                 int volume1_present = 0;
8480                                 int volume2_present = 0;
8481                                 int volume3_present = 0;                
8482
8483                                 char full_check[512] = "";
8484
8485                                 // look for setup.exe
8486                                 strcpy(full_check, path);
8487                                 strcat(full_check, "setup.exe");                                
8488                                 find_handle = _findfirst(full_check, &find);
8489                                 if(find_handle != -1){
8490                                         volume1_present = 1;                            
8491                                         _findclose(find_handle);                                
8492                                 }
8493
8494                                 // look for intro.mve
8495                                 strcpy(full_check, path);
8496                                 strcat(full_check, "intro.mve");                                
8497                                 find_handle = _findfirst(full_check, &find);
8498                                 if(find_handle != -1){
8499                                         volume2_present = 1;
8500                                         _findclose(find_handle);                                                
8501                                 }                               
8502
8503                                 // look for endpart1.mve
8504                                 strcpy(full_check, path);
8505                                 strcat(full_check, "endpart1.mve");                             
8506                                 find_handle = _findfirst(full_check, &find);
8507                                 if(find_handle != -1){
8508                                         volume3_present = 1;
8509                                         _findclose(find_handle);                                
8510                                 }                               
8511                         
8512                                 // see if we have the specific CD we're looking for
8513                                 if ( volume_name ) {
8514                                         // volume 1
8515                                         if ( !stricmp(volume_name, FS_CDROM_VOLUME_1) && volume1_present) {
8516                                                 volume_match = 1;
8517                                         }
8518                                         // volume 2
8519                                         if ( !stricmp(volume_name, FS_CDROM_VOLUME_2) && volume2_present) {
8520                                                 volume_match = 1;
8521                                         }
8522                                         // volume 3
8523                                         if ( !stricmp(volume_name, FS_CDROM_VOLUME_3) && volume3_present) {
8524                                                 volume_match = 1;
8525                                         }
8526                                 } else {                                                                                
8527                                         if ( volume1_present || volume2_present || volume3_present ) {
8528                                                 volume_match = 1;
8529                                         }
8530                                 }
8531                                 
8532                                 // here's where we make sure that CD's 2 and 3 are not just ripped - check to make sure its capacity is > 697,000,000 bytes                             
8533                                 if ( volume_match ){
8534 #ifdef RELEASE_REAL                                     
8535                                         // we don't care about CD1 though. let it be whatever size it wants, since the game will demand CD's 2 and 3 at the proper time
8536                                         if(volume2_present || volume3_present) {
8537                                                 // first step - check to make sure its a cdrom
8538                                                 if(GetDriveType(path) != DRIVE_CDROM){                                                  
8539                                                         break;
8540                                                 }
8541
8542 #if !defined(OEM_BUILD)
8543                                                 // oem not on 80 min cds, so dont check tha size
8544                                                 // check its size
8545                                                 uint used_space = game_get_cd_used_space(path);                                                                                 
8546                                                 if(used_space < CD_SIZE_72_MINUTE_MAX){                                                 
8547                                                         break;
8548                                                 }
8549 #endif // !defined(OEM_BUILD)
8550                                         }                                       
8551
8552                                         cdrom_drive = i;
8553                                         break;
8554 #else
8555                                         cdrom_drive = i;
8556                                         break;
8557 #endif // RELEASE_REAL
8558                                 }
8559                         }
8560                 }
8561         }       
8562
8563         SetCurrentDirectory(oldpath);
8564         return cdrom_drive;
8565 #else
8566         STUB_FUNCTION;
8567         
8568         return 0;
8569 #endif  
8570 }
8571
8572 int set_cdrom_path(int drive_num)
8573 {
8574         int rval;
8575
8576         if (drive_num < 0) {                    //no CD
8577 //              #ifndef NDEBUG
8578 //              strcpy(CDROM_dir,"j:\\FreeSpaceCD\\");                          //set directory
8579 //              rval = 1;
8580 //              #else
8581                 strcpy(Game_CDROM_dir,"");                              //set directory
8582                 rval = 0;
8583 //              #endif
8584         } else {
8585                 sprintf(Game_CDROM_dir,NOX("%c:\\"), 'a' + drive_num );                 //set directory
8586                 rval = 1;
8587         }
8588
8589         return rval;
8590 }
8591
8592 int init_cdrom()
8593 {
8594         int i, rval;
8595
8596         //scan for CD, etc.
8597
8598         rval = 1;
8599
8600 #ifndef DEMO
8601         i = find_freespace_cd();
8602
8603         rval = set_cdrom_path(i);
8604
8605         /*
8606         if ( rval ) {
8607                 nprintf(("CD", "Using %s for FreeSpace CD\n", CDROM_dir));
8608         } else {
8609                 nprintf(("CD", "FreeSpace CD not found\n"));
8610         }
8611         */
8612 #endif
8613
8614         return rval;
8615 }
8616
8617 int Last_cd_label_found = 0;
8618 char Last_cd_label[256];
8619
8620 int game_cd_changed()
8621 {
8622 #ifndef PLAT_UNIX
8623         char label[256];
8624         int found;
8625         int changed = 0;
8626         
8627         if ( strlen(Game_CDROM_dir) == 0 ) {
8628                 init_cdrom();
8629         }
8630
8631         found = GetVolumeInformation(Game_CDROM_dir, label, 256, NULL, NULL, NULL, NULL, 0);
8632
8633         if ( found != Last_cd_label_found )     {
8634                 Last_cd_label_found = found;
8635                 if ( found )    {
8636                         mprintf(( "CD '%s' was inserted\n", label ));
8637                         changed = 1;
8638                 } else {
8639                         mprintf(( "CD '%s' was removed\n", Last_cd_label ));
8640                         changed = 1;
8641                 }
8642         } else {
8643                 if ( Last_cd_label_found )      {
8644                         if ( !stricmp( Last_cd_label, label ))  {
8645                                 //mprintf(( "CD didn't change\n" ));
8646                         } else {
8647                                 mprintf(( "CD was changed from '%s' to '%s'\n", Last_cd_label, label ));
8648                                 changed = 1;
8649                         }
8650                 } else {
8651                         // none found before, none found now.
8652                         //mprintf(( "still no CD...\n" ));
8653                 }
8654         }
8655         
8656         Last_cd_label_found = found;
8657         if ( found )    {
8658                 strcpy( Last_cd_label, label );
8659         } else {
8660                 strcpy( Last_cd_label, "" );
8661         }
8662
8663         return changed;
8664 #else
8665         STUB_FUNCTION;
8666         
8667         return 0;
8668 #endif          
8669 }
8670
8671 // check if _any_ FreeSpace2 CDs are in the drive
8672 // return: 1    => CD now in drive
8673 //                        0     =>      Could not find CD, they refuse to put it in the drive
8674 int game_do_cd_check(const char *volume_name)
8675 {       
8676 #if !defined(GAME_CD_CHECK)
8677         return 1;
8678 #else
8679         int cd_present = 0;
8680         int cd_drive_num;
8681
8682         int num_attempts = 0;
8683         int refresh_files = 0;
8684         while(1) {
8685                 int path_set_ok, popup_rval;
8686
8687                 cd_drive_num = find_freespace_cd(volume_name);
8688                 path_set_ok = set_cdrom_path(cd_drive_num);
8689                 if ( path_set_ok ) {
8690                         cd_present = 1;
8691                         if ( refresh_files ) {
8692                                 cfile_refresh();
8693                                 refresh_files = 0;
8694                         }
8695                         break;
8696                 }
8697
8698                 // standalone mode
8699                 if(Is_standalone){
8700                         cd_present = 0;
8701                         break;
8702                 } else {
8703                         // no CD found, so prompt user
8704                         popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "FreeSpace 2 CD not found\n\nInsert a FreeSpace 2 CD to continue", 202));
8705                         refresh_files = 1;
8706                         if ( popup_rval != 1 ) {
8707                                 cd_present = 0;
8708                                 break;
8709                         }
8710
8711                         if ( num_attempts++ > 5 ) {
8712                                 cd_present = 0;
8713                                 break;
8714                         }
8715                 }
8716         }
8717
8718         return cd_present;
8719 #endif
8720 }
8721
8722 // check if _any_ FreeSpace2 CDs are in the drive
8723 // return: 1    => CD now in drive
8724 //                        0     =>      Could not find CD, they refuse to put it in the drive
8725 int game_do_cd_check_specific(const char *volume_name, int cdnum)
8726 {       
8727         int cd_present = 0;
8728         int cd_drive_num;
8729
8730         int num_attempts = 0;
8731         int refresh_files = 0;
8732         while(1) {
8733                 int path_set_ok, popup_rval;
8734
8735                 cd_drive_num = find_freespace_cd(volume_name);
8736                 path_set_ok = set_cdrom_path(cd_drive_num);
8737                 if ( path_set_ok ) {
8738                         cd_present = 1;
8739                         if ( refresh_files ) {
8740                                 cfile_refresh();
8741                                 refresh_files = 0;
8742                         }
8743                         break;
8744                 }
8745
8746                 if(Is_standalone){
8747                         cd_present = 0;
8748                         break;
8749                 } else {
8750                         // no CD found, so prompt user
8751 #if defined(DVD_MESSAGE_HACK)
8752                         popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR("Please insert DVD", 1468));
8753 #else
8754                         popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR("Please insert CD %d", 1468), cdnum);
8755 #endif
8756                         refresh_files = 1;
8757                         if ( popup_rval != 1 ) {
8758                                 cd_present = 0;
8759                                 break;
8760                         }
8761
8762                         if ( num_attempts++ > 5 ) {
8763                                 cd_present = 0;
8764                                 break;
8765                         }
8766                 }
8767         }
8768
8769         return cd_present;
8770 }
8771
8772 // only need to do this in RELEASE_REAL
8773 int game_do_cd_mission_check(const char *filename)
8774 {       
8775 #ifdef RELEASE_REAL
8776         int cd_num;
8777         int cd_present = 0;
8778         int cd_drive_num;
8779         fs_builtin_mission *m = game_find_builtin_mission(filename);
8780
8781         // check for changed CD
8782         if(game_cd_changed()){
8783                 cfile_refresh();
8784         }
8785
8786         // multiplayer
8787         if((Game_mode & GM_MULTIPLAYER) || Is_standalone){
8788                 return 1;
8789         }
8790
8791         // not builtin, so do a general check (any FS2 CD will do)
8792         if(m == NULL){
8793                 return game_do_cd_check();
8794         }
8795
8796         // does not have any CD requirement, do a general check
8797         if(strlen(m->cd_volume) <= 0){
8798                 return game_do_cd_check();
8799         }
8800
8801         // get the volume
8802         if(!stricmp(m->cd_volume, FS_CDROM_VOLUME_1)){
8803                 cd_num = 1;
8804         } else if(!stricmp(m->cd_volume, FS_CDROM_VOLUME_2)){
8805                 cd_num = 2;
8806 #ifndef MAKE_FS1
8807         } else if(!stricmp(m->cd_volume, FS_CDROM_VOLUME_3)){
8808                 cd_num = 3; 
8809 #endif
8810         } else {
8811                 return game_do_cd_check();
8812         }
8813
8814         // did we find the cd?
8815         if(find_freespace_cd(m->cd_volume) >= 0){
8816                 return 1;
8817         }
8818
8819         // make sure the volume exists
8820         int num_attempts = 0;
8821         int refresh_files = 0;
8822         while(1){
8823                 int path_set_ok, popup_rval;
8824
8825                 cd_drive_num = find_freespace_cd(m->cd_volume);
8826                 path_set_ok = set_cdrom_path(cd_drive_num);
8827                 if ( path_set_ok ) {
8828                         cd_present = 1;
8829                         if ( refresh_files ) {
8830                                 cfile_refresh();
8831                                 refresh_files = 0;
8832                         }
8833                         break;
8834                 }
8835
8836                 // no CD found, so prompt user
8837 #if defined(DVD_MESSAGE_HACK)
8838                 popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR("Please insert DVD", 1468));
8839 #else
8840                 popup_rval = popup(PF_BODY_BIG, 1, POPUP_OK, XSTR("Please insert CD %d", 1468), cd_num);
8841 #endif
8842
8843                 refresh_files = 1;
8844                 if ( popup_rval != 1 ) {
8845                         cd_present = 0;
8846                         break;
8847                 }
8848
8849                 if ( num_attempts++ > 5 ) {
8850                         cd_present = 0;
8851                         break;
8852                 }
8853         }       
8854
8855         return cd_present;
8856 #else
8857         return 1;
8858 #endif
8859 }
8860
8861 // ----------------------------------------------------------------
8862 //
8863 // CDROM detection code END
8864 //
8865 // ----------------------------------------------------------------
8866
8867 // ----------------------------------------------------------------
8868 //
8869 // Language Autodetection stuff
8870 //
8871
8872 // this layout order must match Lcl_languages in localize.cpp in order for the
8873 // correct language to be detected
8874 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
8875 #ifdef MAKE_FS1
8876         1366105450,                             // English
8877 #else
8878         589986744,                              // English
8879 #endif
8880         -1132430286,                    // German
8881         0,                                              // French
8882         -1131728960,                                    // Polish
8883 };
8884
8885 // default setting is "-1" to use config file with English as fall back
8886 // DO NOT change the default setting here or something uncouth might happen
8887 // in the localization code
8888 int detect_lang()
8889 {
8890         uint file_checksum;             
8891         int idx;
8892
8893         // try and open the file to verify
8894         CFILE *detect = cfopen("font01.vf", "rb");
8895         
8896         // will use default setting if something went wrong
8897         if (!detect) {
8898                 return -1;
8899         }       
8900
8901         // get the long checksum of the file
8902         file_checksum = 0;
8903         cfseek(detect, 0, SEEK_SET);    
8904         cf_chksum_long(detect, &file_checksum);
8905         cfclose(detect);
8906         detect = NULL;  
8907
8908         // now compare the checksum/filesize against known #'s
8909         for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
8910                 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
8911                         return idx;
8912                 }
8913         }
8914
8915         // notify if a match was not found, include detected checksum
8916         printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
8917         printf("Using default language...\n\n");
8918         
8919         return -1;
8920 }
8921
8922 //
8923 // End Auto Lang stuff
8924 //
8925 // ----------------------------------------------------------------
8926
8927 // ----------------------------------------------------------------
8928 // SHIPS TBL VERIFICATION STUFF
8929 //
8930
8931 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8932 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8933         #define NUM_SHIPS_TBL_CHECKSUMS         3
8934 #else
8935         #define NUM_SHIPS_TBL_CHECKSUMS         1
8936 #endif
8937
8938 #ifdef FS2_DEMO
8939 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8940         1696074201,                                             // FS2 demo
8941 };
8942 #elif FS1_DEMO
8943 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8944         1603375034,                                             // FS1 DEMO
8945 };
8946 #elif MAKE_FS1
8947 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8948         -129679197,                                             // FS1 Full 1.06 (US)
8949         7762567,                                                // FS1 SilentThreat
8950         1555372475                                              // FS1 Full 1.06 (German)
8951 };
8952 #else
8953 /*
8954 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8955         -463907578,                                             // US - beta 1
8956         1696074201,                                             // FS2 demo
8957 };
8958 */
8959 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8960 //      -1022810006,                                    // 1.0 FULL
8961         -1254285366                                             // 1.2 FULL (German)
8962 };
8963 #endif
8964
8965 void verify_ships_tbl()
8966 {       
8967         /*
8968 #ifdef NDEBUG
8969         Game_ships_tbl_valid = 1;
8970 #else
8971         */
8972         uint file_checksum;             
8973         int idx;
8974
8975         // detect if the packfile exists
8976         CFILE *detect = cfopen("ships.tbl", "rb");
8977         Game_ships_tbl_valid = 0;        
8978         
8979         // not mission-disk
8980         if(!detect){
8981                 Game_ships_tbl_valid = 0;
8982                 return;
8983         }       
8984
8985         // get the long checksum of the file
8986         file_checksum = 0;
8987         cfseek(detect, 0, SEEK_SET);    
8988         cf_chksum_long(detect, &file_checksum);
8989         cfclose(detect);
8990         detect = NULL;  
8991
8992         // now compare the checksum/filesize against known #'s
8993         for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
8994                 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
8995                         Game_ships_tbl_valid = 1;
8996                         return;
8997                 }
8998         }
8999 // #endif
9000 }
9001
9002 DCF(shipspew, "display the checksum for the current ships.tbl")
9003 {
9004         uint file_checksum;
9005         CFILE *detect = cfopen("ships.tbl", "rb");
9006         // get the long checksum of the file
9007         file_checksum = 0;
9008         cfseek(detect, 0, SEEK_SET);    
9009         cf_chksum_long(detect, &file_checksum);
9010         cfclose(detect);
9011
9012         dc_printf("%d", file_checksum);
9013 }
9014
9015 // ----------------------------------------------------------------
9016 // WEAPONS TBL VERIFICATION STUFF
9017 //
9018
9019 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
9020 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
9021         #define NUM_WEAPONS_TBL_CHECKSUMS               3
9022 #else
9023         #define NUM_WEAPONS_TBL_CHECKSUMS               1
9024 #endif
9025
9026 #ifdef FS2_DEMO
9027 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
9028         -266420030,                             // demo 1
9029 };
9030 #elif FS1_DEMO
9031 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
9032         -1246928725,                    // FS1 DEMO
9033 };
9034 #elif MAKE_FS1
9035 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
9036         -834598107,                             // FS1 1.06 Full (US)
9037         -1652231417,                    // FS1 SilentThreat
9038         720209793                               // FS1 1.06 Full (German)
9039 };
9040 #else
9041 /*
9042 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
9043         141718090,                              // US - beta 1
9044         -266420030,                             // demo 1
9045 };
9046 */
9047 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
9048 //      399297860,                              // 1.0 FULL     
9049         -553984927                              // 1.2 FULL (german)
9050 };
9051 #endif
9052
9053 void verify_weapons_tbl()
9054 {       
9055         /*
9056 #ifdef NDEBUG
9057         Game_weapons_tbl_valid = 1;
9058 #else
9059         */
9060         uint file_checksum;
9061         int idx;
9062
9063         // detect if the packfile exists
9064         CFILE *detect = cfopen("weapons.tbl", "rb");
9065         Game_weapons_tbl_valid = 0;      
9066         
9067         // not mission-disk
9068         if(!detect){
9069                 Game_weapons_tbl_valid = 0;
9070                 return;
9071         }       
9072
9073         // get the long checksum of the file
9074         file_checksum = 0;
9075         cfseek(detect, 0, SEEK_SET);    
9076         cf_chksum_long(detect, &file_checksum);
9077         cfclose(detect);
9078         detect = NULL;  
9079
9080         // now compare the checksum/filesize against known #'s
9081         for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
9082                 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
9083                         Game_weapons_tbl_valid = 1;
9084                         return;
9085                 }
9086         }
9087 // #endif
9088 }
9089
9090 DCF(wepspew, "display the checksum for the current weapons.tbl")
9091 {
9092         uint file_checksum;
9093         CFILE *detect = cfopen("weapons.tbl", "rb");
9094         // get the long checksum of the file
9095         file_checksum = 0;
9096         cfseek(detect, 0, SEEK_SET);    
9097         cf_chksum_long(detect, &file_checksum);
9098         cfclose(detect);
9099
9100         dc_printf("%d", file_checksum);
9101 }
9102
9103 // if the game is running using hacked data
9104 int game_hacked_data()
9105 {
9106         // hacked!
9107         if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
9108                 return 1;
9109         }
9110
9111         // not hacked
9112         return 0;
9113 }
9114
9115 void display_title_screen()
9116 {
9117 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
9118         ///int title_bitmap;
9119
9120         // load bitmap
9121         int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
9122         if (title_bitmap == -1) {
9123                 return;
9124         }
9125
9126 #ifndef PLAT_UNIX
9127         // d3d          
9128         if((gr_screen.mode == GR_DIRECT3D) && (Gr_bitmap_poly)){
9129                 extern void d3d_start_frame();
9130                 d3d_start_frame();
9131         }
9132 #endif
9133
9134         // set
9135         gr_set_bitmap(title_bitmap);
9136
9137         // draw
9138         gr_bitmap(0, 0);
9139
9140 #ifndef PLAT_UNIX
9141         // d3d  
9142         if((gr_screen.mode == GR_DIRECT3D) && (Gr_bitmap_poly)){
9143                 extern void d3d_stop_frame();
9144                 d3d_stop_frame();
9145         }
9146 #endif
9147
9148         // flip
9149         gr_flip();
9150
9151         bm_unload(title_bitmap);
9152 #endif  // FS2_DEMO || OEM_BUILD || FS1_DEMO
9153 }
9154
9155 // return true if the game is running with "low memory", which is less than 48MB
9156 bool game_using_low_mem()
9157 {
9158         if (Use_low_mem == 0) {
9159                 return false;
9160         } else {
9161                 return true;
9162         }
9163 }