]> icculus.org git repositories - taylor/freespace2.git/blob - src/freespace2/freespace.cpp
allow FS1 demo upsells to progress with timeout
[taylor/freespace2.git] / src / freespace2 / freespace.cpp
1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell 
5  * or otherwise commercially exploit the source or things you created based on
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * Freespace main body
16  *
17  * $Log$
18  * Revision 1.40  2005/10/01 21:40:38  taylor
19  * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20  * make sure a global cmdline.cfg file works with OS X when built as an app
21  *
22  * Revision 1.39  2005/08/12 08:57:20  taylor
23  * don't show hardware S-RAM value on HUD in debug
24  * do show in use GL texture memory
25  * have an actual fade effect for the credits screen artwork
26  *
27  * Revision 1.38  2004/09/20 01:31:44  theoddone33
28  * GCC 3.4 fixes.
29  *
30  * Revision 1.37  2004/07/04 11:31:43  taylor
31  * amd64 support, compiler warning fixes, don't use software rendering
32  *
33  * Revision 1.36  2004/06/12 01:11:35  taylor
34  * x86 compile fixes for OSX patch
35  *
36  * Revision 1.35  2004/06/11 00:53:02  tigital
37  * OSX: .app name, casts for gcc
38  *
39  * Revision 1.34  2003/08/09 03:18:03  taylor
40  * fix tips popup not having any tips
41  *
42  * Revision 1.33  2003/08/03 15:57:00  taylor
43  * simpler mouse usage; default ini settings in os_init(); cleanup
44  *
45  * Revision 1.32  2003/06/19 11:51:41  taylor
46  * adjustments to memory leak fixes
47  *
48  * Revision 1.31  2003/06/11 18:30:32  taylor
49  * plug memory leaks
50  *
51  * Revision 1.30  2003/06/03 04:00:39  taylor
52  * Polish language support (Janusz Dziemidowicz)
53  *
54  * Revision 1.29  2003/05/25 02:30:42  taylor
55  * Freespace 1 support
56  *
57  * Revision 1.28  2003/05/18 03:55:30  taylor
58  * automatic language selection support
59  *
60  * Revision 1.27  2003/03/03 04:54:44  theoddone33
61  * Commit Taylor's ShowFPS fix
62  *
63  * Revision 1.26  2003/02/20 17:41:07  theoddone33
64  * Userdir patch from Taylor Richards
65  *
66  * Revision 1.25  2003/01/30 19:54:10  relnev
67  * ini config option for the frames per second counter (Taylor Richards)
68  *
69  * Revision 1.24  2002/08/31 01:39:13  theoddone33
70  * Speed up the renderer a tad
71  *
72  * Revision 1.23  2002/08/04 02:31:00  relnev
73  * make numlock not overlap with pause
74  *
75  * Revision 1.22  2002/08/02 23:07:03  relnev
76  * don't access the mouse in standalone mode
77  *
78  * Revision 1.21  2002/07/28 05:05:08  relnev
79  * removed some old stuff
80  *
81  * Revision 1.20  2002/07/24 00:20:41  relnev
82  * nothing interesting
83  *
84  * Revision 1.19  2002/06/17 06:33:08  relnev
85  * ryan's struct patch for gcc 2.95
86  *
87  * Revision 1.18  2002/06/16 04:46:33  relnev
88  * set up correct checksums for demo
89  *
90  * Revision 1.17  2002/06/09 04:41:17  relnev
91  * added copyright header
92  *
93  * Revision 1.16  2002/06/09 03:16:04  relnev
94  * added _splitpath.
95  *
96  * removed unneeded asm, old sdl 2d setup.
97  *
98  * fixed crash caused by opengl_get_region.
99  *
100  * Revision 1.15  2002/06/05 08:05:28  relnev
101  * stub/warning removal.
102  *
103  * reworked the sound code.
104  *
105  * Revision 1.14  2002/06/05 04:03:32  relnev
106  * finished cfilesystem.
107  *
108  * removed some old code.
109  *
110  * fixed mouse save off-by-one.
111  *
112  * sound cleanups.
113  *
114  * Revision 1.13  2002/06/02 04:26:34  relnev
115  * warning cleanup
116  *
117  * Revision 1.12  2002/06/02 00:31:35  relnev
118  * implemented osregistry
119  *
120  * Revision 1.11  2002/06/01 09:00:34  relnev
121  * silly debug memmanager
122  *
123  * Revision 1.10  2002/06/01 07:12:32  relnev
124  * a few NDEBUG updates.
125  *
126  * removed a few warnings.
127  *
128  * Revision 1.9  2002/05/31 03:05:59  relnev
129  * sane default
130  *
131  * Revision 1.8  2002/05/29 02:52:32  theoddone33
132  * Enable OpenGL renderer
133  *
134  * Revision 1.7  2002/05/28 08:52:03  relnev
135  * implemented two assembly stubs.
136  *
137  * cleaned up a few warnings.
138  *
139  * added a little demo hackery to make it progress a little farther.
140  *
141  * Revision 1.6  2002/05/28 06:28:20  theoddone33
142  * Filesystem mods, actually reads some data files now
143  *
144  * Revision 1.5  2002/05/28 04:07:28  theoddone33
145  * New graphics stubbing arrangement
146  *
147  * Revision 1.4  2002/05/27 22:46:52  theoddone33
148  * Remove more undefined symbols
149  *
150  * Revision 1.3  2002/05/26 23:31:18  relnev
151  * added a few files that needed to be compiled
152  *
153  * freespace.cpp: now compiles
154  *
155  * Revision 1.2  2002/05/07 03:16:44  theoddone33
156  * The Great Newline Fix
157  *
158  * Revision 1.1.1.1  2002/05/03 03:28:09  root
159  * Initial import.
160  *
161  * 
162  * 201   6/16/00 3:15p Jefff
163  * sim of the year dvd version changes, a few german soty localization
164  * fixes
165  * 
166  * 200   11/03/99 11:06a Jefff
167  * 1.2 checksums
168  * 
169  * 199   10/26/99 5:07p Jamest
170  * fixed jeffs dumb debug code
171  * 
172  * 198   10/25/99 5:53p Jefff
173  * call control_config_common_init() on startup
174  * 
175  * 197   10/14/99 10:18a Daveb
176  * Fixed incorrect CD checking problem on standalone server.
177  * 
178  * 196   10/13/99 9:22a Daveb
179  * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180  * related to movies. Fixed launcher spawning from PXO screen.
181  * 
182  * 195   10/06/99 11:05a Jefff
183  * new oem upsell 3 hotspot coords
184  * 
185  * 194   10/06/99 10:31a Jefff
186  * OEM updates
187  * 
188  * 193   10/01/99 9:10a Daveb
189  * V 1.1 PATCH
190  * 
191  * 192   9/15/99 4:57a Dave
192  * Updated ships.tbl checksum
193  * 
194  * 191   9/15/99 3:58a Dave
195  * Removed framerate warning at all times.
196  * 
197  * 190   9/15/99 3:16a Dave
198  * Remove mt-011.fs2 from the builtin mission list.
199  * 
200  * 189   9/15/99 1:45a Dave
201  * Don't init joystick on standalone. Fixed campaign mode on standalone.
202  * Fixed no-score-report problem in TvT
203  * 
204  * 188   9/14/99 6:08a Dave
205  * Updated (final) single, multi, and campaign list.
206  * 
207  * 187   9/14/99 3:26a Dave
208  * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209  * respawn-too-early problem. Made a few crash points safe.
210  * 
211  * 186   9/13/99 4:52p Dave
212  * RESPAWN FIX
213  * 
214  * 185   9/12/99 8:09p Dave
215  * Fixed problem where skip-training button would cause mission messages
216  * not to get paged out for the current mission.
217  * 
218  * 184   9/10/99 11:53a Dave
219  * Shutdown graphics before sound to eliminate apparent lockups when
220  * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
221  * 
222  * 183   9/09/99 11:40p Dave
223  * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224  * 2 end movies properly, based upon what the player did in the mission.
225  * 
226  * 182   9/08/99 10:29p Dave
227  * Make beam sound pausing and unpausing much safer.
228  * 
229  * 181   9/08/99 10:01p Dave
230  * Make sure game won't run in a drive's root directory. Make sure
231  * standalone routes suqad war messages properly to the host.
232  * 
233  * 180   9/08/99 3:22p Dave
234  * Updated builtin mission list.
235  * 
236  * 179   9/08/99 12:01p Jefff
237  * fixed Game_builtin_mission_list typo on Training-2.fs2
238  * 
239  * 178   9/08/99 9:48a Andsager
240  * Add force feedback for engine wash.
241  * 
242  * 177   9/07/99 4:01p Dave
243  * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244  * does everything properly (setting up address when binding). Remove
245  * black rectangle background from UI_INPUTBOX.
246  * 
247  * 176   9/13/99 2:40a Dave
248  * Comment in full 80 minute CD check for RELEASE_REAL builds.
249  * 
250  * 175   9/06/99 6:38p Dave
251  * Improved CD detection code.
252  * 
253  * 174   9/06/99 1:30a Dave
254  * Intermediate checkin. Started on enforcing CD-in-drive to play the
255  * game.
256  * 
257  * 173   9/06/99 1:16a Dave
258  * Make sure the user sees the intro movie.
259  * 
260  * 172   9/04/99 8:00p Dave
261  * Fixed up 1024 and 32 bit movie support.
262  * 
263  * 171   9/03/99 1:32a Dave
264  * CD checking by act. Added support to play 2 cutscenes in a row
265  * seamlessly. Fixed super low level cfile bug related to files in the
266  * root directory of a CD. Added cheat code to set campaign mission # in
267  * main hall.
268  * 
269  * 170   9/01/99 10:49p Dave
270  * Added nice SquadWar checkbox to the client join wait screen.
271  * 
272  * 169   9/01/99 10:14a Dave
273  * Pirate bob.
274  * 
275  * 168   8/29/99 4:51p Dave
276  * Fixed damaged checkin.
277  * 
278  * 167   8/29/99 4:18p Andsager
279  * New "burst" limit for friendly damage.  Also credit more damage done
280  * against large friendly ships.
281  * 
282  * 166   8/27/99 6:38p Alanl
283  * crush the blasted repeating messages bug
284  * 
285  * 164   8/26/99 9:09p Dave
286  * Force framerate check in everything but a RELEASE_REAL build.
287  * 
288  * 163   8/26/99 9:45a Dave
289  * First pass at easter eggs and cheats.
290  * 
291  * 162   8/24/99 8:55p Dave
292  * Make sure nondimming pixels work properly in tech menu.
293  * 
294  * 161   8/24/99 1:49a Dave
295  * Fixed client-side afterburner stuttering. Added checkbox for no version
296  * checking on PXO join. Made button info passing more friendly between
297  * client and server.
298  * 
299  * 160   8/22/99 5:53p Dave
300  * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301  * instead of ship designations for multiplayer players.
302  * 
303  * 159   8/22/99 1:19p Dave
304  * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305  * which d3d cards are detected.
306  * 
307  * 158   8/20/99 2:09p Dave
308  * PXO banner cycling.
309  * 
310  * 157   8/19/99 10:59a Dave
311  * Packet loss detection.
312  * 
313  * 156   8/19/99 10:12a Alanl
314  * preload mission-specific messages on machines greater than 48MB
315  * 
316  * 155   8/16/99 4:04p Dave
317  * Big honking checkin.
318  * 
319  * 154   8/11/99 5:54p Dave
320  * Fixed collision problem. Fixed standalone ghost problem.
321  * 
322  * 153   8/10/99 7:59p Jefff
323  * XSTR'ed some stuff
324  * 
325  * 152   8/10/99 6:54p Dave
326  * Mad optimizations. Added paging to the nebula effect.
327  * 
328  * 151   8/10/99 3:44p Jefff
329  * loads Intelligence information on startup
330  * 
331  * 150   8/09/99 3:47p Dave
332  * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333  * non-nebula missions.
334  * 
335  * 149   8/09/99 2:21p Andsager
336  * Fix patching from multiplayer direct to launcher update tab.
337  * 
338  * 148   8/09/99 10:36a Dave
339  * Version info for game.
340  * 
341  * 147   8/06/99 9:46p Dave
342  * Hopefully final changes for the demo.
343  * 
344  * 146   8/06/99 3:34p Andsager
345  * Make title version info "(D)" -> "D"  show up nicely
346  * 
347  * 145   8/06/99 2:59p Adamp
348  * Fixed NT launcher/update problem.
349  * 
350  * 144   8/06/99 1:52p Dave
351  * Bumped up MAX_BITMAPS for the demo.
352  * 
353  * 143   8/06/99 12:17p Andsager
354  * Demo: down to just 1 demo dog
355  * 
356  * 142   8/05/99 9:39p Dave
357  * Yet another new checksum.
358  * 
359  * 141   8/05/99 6:19p Dave
360  * New demo checksums.
361  * 
362  * 140   8/05/99 5:31p Andsager
363  * Up demo version 1.01
364  * 
365  * 139   8/05/99 4:22p Andsager
366  * No time limit on upsell screens.  Reverse order of display of upsell
367  * bitmaps.
368  * 
369  * 138   8/05/99 4:17p Dave
370  * Tweaks to client interpolation.
371  * 
372  * 137   8/05/99 3:52p Danw
373  * 
374  * 136   8/05/99 3:01p Danw
375  * 
376  * 135   8/05/99 2:43a Anoop
377  * removed duplicate definition.
378  * 
379  * 134   8/05/99 2:13a Dave
380  * Fixed build error.
381  * 
382  * 133   8/05/99 2:05a Dave
383  * Whee.
384  * 
385  * 132   8/05/99 1:22a Andsager
386  * fix upsell bug.
387  * 
388  * 131   8/04/99 9:51p Andsager
389  * Add title screen to demo
390  * 
391  * 130   8/04/99 6:47p Jefff
392  * fixed link error resulting from #ifdefs
393  * 
394  * 129   8/04/99 6:26p Dave
395  * Updated ship tbl checksum.
396  * 
397  * 128   8/04/99 5:40p Andsager
398  * Add multiple demo dogs
399  * 
400  * 127   8/04/99 5:36p Andsager
401  * Show upsell screens at end of demo campaign before returning to main
402  * hall.
403  * 
404  * 126   8/04/99 11:42a Danw
405  * tone down EAX reverb
406  * 
407  * 125   8/04/99 11:23a Dave
408  * Updated demo checksums.
409  * 
410  * 124   8/03/99 11:02p Dave
411  * Maybe fixed sync problems in multiplayer.
412  * 
413  * 123   8/03/99 6:21p Jefff
414  * minor text change
415  * 
416  * 122   8/03/99 3:44p Andsager
417  * Launch laucher if trying to run FS without first having configured
418  * system.
419  * 
420  * 121   8/03/99 12:45p Dave
421  * Update checksums.
422  * 
423  * 120   8/02/99 9:13p Dave
424  * Added popup tips.
425  * 
426  * 119   7/30/99 10:31p Dave
427  * Added comm menu to the configurable hud files.
428  * 
429  * 118   7/30/99 5:17p Andsager
430  * first fs2demo checksums
431  * 
432  * 117   7/29/99 3:09p Anoop
433  * 
434  * 116   7/29/99 12:05a Dave
435  * Nebula speed optimizations.
436  * 
437  * 115   7/27/99 8:59a Andsager
438  * Make major, minor version consistent for all builds.  Only show major
439  * and minor for launcher update window.
440  * 
441  * 114   7/26/99 5:50p Dave
442  * Revised ingame join. Better? We'll see....
443  * 
444  * 113   7/26/99 5:27p Andsager
445  * Add training mission as builtin to demo build
446  * 
447  * 112   7/24/99 1:54p Dave
448  * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
449  * missions.
450  * 
451  * 111   7/22/99 4:00p Dave
452  * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
453  * 
454  * 110   7/21/99 8:10p Dave
455  * First run of supernova effect.
456  * 
457  * 109   7/20/99 1:49p Dave
458  * Peter Drake build. Fixed some release build warnings.
459  * 
460  * 108   7/19/99 2:26p Andsager
461  * set demo multiplayer missions
462  * 
463  * 107   7/18/99 5:19p Dave
464  * Jump node icon. Fixed debris fogging. Framerate warning stuff.
465  * 
466  * 106   7/16/99 1:50p Dave
467  * 8 bit aabitmaps. yay.
468  * 
469  * 105   7/15/99 3:07p Dave
470  * 32 bit detection support. Mouse coord commandline.
471  * 
472  * 104   7/15/99 2:13p Dave
473  * Added 32 bit detection.
474  * 
475  * 103   7/15/99 9:20a Andsager
476  * FS2_DEMO initial checkin
477  * 
478  * 102   7/14/99 11:02a Dave
479  * Skill level default back to easy. Blech.
480  * 
481  * 101   7/09/99 5:54p Dave
482  * Seperated cruiser types into individual types. Added tons of new
483  * briefing icons. Campaign screen.
484  * 
485  * 100   7/08/99 4:43p Andsager
486  * New check for sparky_hi and print if not found.
487  * 
488  * 99    7/08/99 10:53a Dave
489  * New multiplayer interpolation scheme. Not 100% done yet, but still
490  * better than the old way.
491  * 
492  * 98    7/06/99 4:24p Dave
493  * Mid-level checkin. Starting on some potentially cool multiplayer
494  * smoothness crap.
495  * 
496  * 97    7/06/99 3:35p Andsager
497  * Allow movie to play before red alert mission.
498  * 
499  * 96    7/03/99 5:50p Dave
500  * Make rotated bitmaps draw properly in padlock views.
501  * 
502  * 95    7/02/99 9:55p Dave
503  * Player engine wash sound.
504  * 
505  * 94    7/02/99 4:30p Dave
506  * Much more sophisticated lightning support.
507  * 
508  * 93    6/29/99 7:52p Dave
509  * Put in exception handling in FS2.
510  * 
511  * 92    6/22/99 9:37p Dave
512  * Put in pof spewing.
513  * 
514  * 91    6/16/99 4:06p Dave
515  * New pilot info popup. Added new draw-bitmap-as-poly function.
516  * 
517  * 90    6/15/99 1:56p Andsager
518  * For release builds, allow start up in high res only with
519  * sparky_hi._fs2.vp
520  * 
521  * 89    6/15/99 9:34a Dave
522  * Fixed key checking in single threaded version of the stamp notification
523  * screen. 
524  * 
525  * 88    6/09/99 2:55p Andsager
526  * Allow multiple asteroid subtypes (of large, medium, small) and follow
527  * family.
528  * 
529  * 87    6/08/99 1:14a Dave
530  * Multi colored hud test.
531  * 
532  * 86    6/04/99 9:52a Dave
533  * Fixed some rendering problems.
534  * 
535  * 85    6/03/99 10:15p Dave
536  * Put in temporary main hall screen.
537  * 
538  * 84    6/02/99 6:18p Dave
539  * Fixed TNT lockup problems! Wheeeee!
540  * 
541  * 83    6/01/99 3:52p Dave
542  * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543  * dead popup, pxo find player popup, pxo private room popup.
544  * 
545  * 82    5/26/99 1:28p Jasenw
546  * changed coords for loading ani
547  * 
548  * 81    5/26/99 11:46a Dave
549  * Added ship-blasting lighting and made the randomization of lighting
550  * much more customizable.
551  * 
552  * 80    5/24/99 5:45p Dave
553  * Added detail levels to the nebula, with a decent speedup. Split nebula
554  * lightning into its own section.
555  * 
556  * 
557  */
558
559 #include <stdio.h>
560 #include <stdlib.h>
561 #include <time.h>
562
563 #include "pstypes.h"
564 #include "systemvars.h"
565 #include "key.h"
566 #include "vecmat.h"
567 #include "2d.h"
568 #include "3d.h"
569 #include "starfield.h"
570 #include "lighting.h"
571 #include "weapon.h"
572 #include "ship.h"
573 #include "palman.h"
574 #include "osapi.h"
575 #include "fireballs.h"
576 #include "debris.h"
577 #include "timer.h"
578 #include "fix.h"
579 #include "floating.h"
580 #include "gamesequence.h"
581 #include "radar.h"
582 #include "optionsmenu.h"
583 #include "playermenu.h"
584 #include "trainingmenu.h"
585 #include "techmenu.h"
586 #include "ai.h"
587 #include "hud.h"
588 #include "hudmessage.h"
589 #include "psnet.h"
590 #include "missiongoals.h"
591 #include "missionparse.h"
592 #include "bmpman.h"
593 #include "joy.h"
594 #include "joy_ff.h"
595 #include "multi.h"
596 #include "multiutil.h"
597 #include "multimsgs.h"
598 #include "multiui.h"
599 #include "multi_pxo.h"
600 #include "cfile.h"
601 #include "player.h"
602 #include "freespace.h"
603 #include "managepilot.h"
604 #include "sound.h"
605 #include "contexthelp.h"
606 #include "mouse.h"
607 #include "joy.h"
608 #include "missionbrief.h"
609 #include "missiondebrief.h"
610 #include "ui.h"
611 #include "missionshipchoice.h"
612 #include "model.h"
613 #include "hudconfig.h"
614 #include "controlsconfig.h"
615 #include "missionmessage.h"
616 #include "missiontraining.h"
617 #include "hudets.h"
618 #include "hudtarget.h"
619 #include "gamesnd.h"
620 #include "eventmusic.h"
621 #include "animplay.h"
622 #include "missionweaponchoice.h"
623 #include "missionlog.h"
624 #include "audiostr.h"
625 #include "hudlock.h"
626 #include "missioncampaign.h"
627 #include "credits.h"
628 #include "missionhotkey.h"
629 #include "objectsnd.h"
630 #include "cmeasure.h"
631 #include "ai.h"
632 #include "linklist.h"
633 #include "shockwave.h"
634 #include "afterburner.h"
635 #include "scoring.h"
636 #include "stats.h"
637 #include "cmdline.h"
638 #include "timer.h"
639 #include "stand_server.h"
640 #include "pcxutils.h"
641 #include "hudtargetbox.h"
642 #include "multi_xfer.h"
643 #include "hudescort.h"
644 #include "multiutil.h"
645 #include "sexp.h"
646 #include "medals.h"
647 #include "multiteamselect.h"
648 #include "shipfx.h"
649 #include "readyroom.h"
650 #include "mainhallmenu.h"
651 #include "multilag.h"
652 #include "trails.h"
653 #include "particle.h"
654 #include "popup.h"
655 #include "multi_ingame.h"
656 #include "snazzyui.h"
657 #include "asteroid.h"
658 #include "popupdead.h"
659 #include "multi_voice.h"
660 #include "missioncmdbrief.h"
661 #include "redalert.h"
662 #include "gameplayhelp.h"
663 #include "multilag.h"
664 #include "staticrand.h"
665 #include "multi_pmsg.h"
666 #include "levelpaging.h"
667 #include "observer.h"
668 #include "multi_pause.h"
669 #include "multi_endgame.h"
670 #include "cutscenes.h"
671 #include "multi_respawn.h"
672 #include "movie.h"
673 #include "multi_obj.h"
674 #include "multi_log.h"
675 #include "emp.h"
676 #include "localize.h"
677 #include "osregistry.h"
678 #include "barracks.h"
679 #include "missionpause.h"
680 #include "font.h"
681 #include "alphacolors.h"
682 #include "objcollide.h"
683 #include "flak.h"
684 #include "neb.h"
685 #include "neblightning.h"
686 #include "shipcontrails.h"
687 #include "awacs.h"
688 #include "beam.h"
689 #include "multi_dogfight.h"
690 #include "multi_rate.h"
691 #include "muzzleflash.h"
692 #include "encrypt.h"
693 #include "demo.h"
694 #include "version.h"
695 #include "mainhalltemp.h"
696 #include "exceptionhandler.h"
697 #include "supernova.h"
698 #include "hudshield.h"
699 // #include "names.h"
700 #include "shiphit.h"
701 #include "missionloopbrief.h"
702
703 #ifdef NDEBUG
704 #ifdef FRED
705 #error macro FRED is defined when trying to build release Fred.  Please undefine FRED macro in build settings
706 #endif
707 #endif
708
709 //      Revision history.
710 //      Full version:
711 //    1.00.04   5/26/98 MWA -- going final (12 pm)
712 //    1.00.03   5/26/98 MWA -- going final (3 am)
713 //    1.00.02   5/25/98 MWA -- going final
714 //    1.00.01   5/25/98 MWA -- going final
715 //              0.90            5/21/98 MWA -- getting ready for final.
716 //              0.10            4/9/98.  Set by MK.
717 //
718 //      Demo version: (obsolete since DEMO codebase split from tree)
719 //              0.03            4/10/98 AL.     Interplay rev
720 //              0.02            4/8/98  MK.     Increased when this system was modified.
721 //              0.01            4/7/98? AL.     First release to Interplay QA.
722 //
723 //      OEM version:
724 //              1.00            5/28/98 AL.     First release to Interplay QA.
725
726 void game_level_init(int seed = -1);
727 void game_post_level_init();
728 void game_do_frame();
729 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
730 void game_reset_time();
731 void game_show_framerate();                     // draws framerate in lower right corner
732
733 int Game_no_clear = 0;
734
735 int Pofview_running = 0;
736 int Nebedit_running = 0;
737 int Fonttool_running = 0;
738
739 typedef struct big_expl_flash {
740         float max_flash_intensity;      // max intensity
741         float cur_flash_intensity;      // cur intensity
742         int     flash_start;            // start time
743 } big_expl_flash;
744
745 #define FRAME_FILTER 16
746
747 #define DEFAULT_SKILL_LEVEL     1
748 int     Game_skill_level = DEFAULT_SKILL_LEVEL;
749
750 #define VIEWER_ZOOM_DEFAULT 0.75f                       //      Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
751 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
752
753 #define EXE_FNAME       ("fs2.exe")
754 #define LAUNCHER_FNAME  ("freespace2.exe")
755
756
757 // JAS: Code for warphole camera.
758 // Needs to be cleaned up.
759 vector Camera_pos = ZERO_VECTOR;
760 vector Camera_velocity = ZERO_VECTOR;
761 vector Camera_desired_velocity = ZERO_VECTOR;
762 matrix Camera_orient = IDENTITY_MATRIX;
763 float Camera_damping = 1.0f;
764 float Camera_time = 0.0f;
765 float Warpout_time = 0.0f;
766 int Warpout_forced = 0;         // Set if this is a forced warpout that cannot be cancelled.
767 int Warpout_sound = -1;
768 void camera_move();
769 int Use_joy_mouse = 0;
770 int Use_palette_flash = 1;
771 int Show_area_effect = 0;
772 object  *Last_view_target = NULL;
773
774 int dogfight_blown = 0;
775
776 int     frame_int = -1;
777 float frametimes[FRAME_FILTER];
778 float frametotal = 0.0f;
779 float flFrametime;
780
781 #ifdef RELEASE_REAL
782         int     Show_framerate = 0;
783 #else 
784         int     Show_framerate = 1;
785 #endif
786
787 int     Framerate_cap = 120;
788 int     Show_mem = 0;
789 int     Show_cpu = 0;
790 int     Show_target_debug_info = 0;
791 int     Show_target_weapons = 0;
792 int     Game_font = -1;
793
794 #ifndef NDEBUG
795 static int Show_player_pos = 0;         // debug console command to show player world pos on HUD
796 #endif
797
798 int Debug_octant = -1;
799
800 fix Game_time_compression = F1_0;
801
802 // if the ships.tbl the player has is valid
803 int Game_ships_tbl_valid = 0;
804
805 // if the weapons.tbl the player has is valid
806 int Game_weapons_tbl_valid = 0;
807
808 #ifndef NDEBUG
809 int Test_begin = 0;
810 extern int      Player_attacking_enabled;
811 int Show_net_stats;
812 #endif
813
814 int Pre_player_entry;
815
816 int     Fred_running = 0;
817 char Game_current_mission_filename[MAX_FILENAME_LEN];
818 int game_single_step = 0;
819 int last_single_step=0;
820
821 extern int MSG_WINDOW_X_START;  // used to position mission_time and shields output
822 extern int MSG_WINDOW_Y_START;
823 extern int MSG_WINDOW_HEIGHT;
824
825 int game_zbuffer = 1;
826 //static int Game_music_paused;
827 static int Game_paused;
828
829 int Game_level_seed;
830
831 #define EXPIRE_BAD_CHECKSUM                     1
832 #define EXPIRE_BAD_TIME                                 2
833
834 extern void ssm_init();
835 extern void ssm_level_init();
836 extern void ssm_process();
837
838 // static variable to contain the time this version was built
839 // commented out for now until
840 // I figure out how to get the username into the file
841 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
842
843 // defines and variables used for dumping frame for making trailers.
844 #ifndef NDEBUG
845 int Debug_dump_frames = 0;                      // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
846 int Debug_dump_trigger = 0;
847 int Debug_dump_frame_count;
848 int Debug_dump_frame_num = 0;
849 #define DUMP_BUFFER_NUM_FRAMES  1                       // store every 15 frames
850 #endif
851
852 // amount of time to wait after the player has died before we display the death died popup
853 #define PLAYER_DIED_POPUP_WAIT          2500
854 int Player_died_popup_wait = -1;
855 time_t Player_multi_died_check = -1;
856
857 // builtin mission list stuff
858 #ifdef FS2_DEMO
859         int Game_builtin_mission_count = 6;
860         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
861                 { "SPDemo-01.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
862                 { "SPDemo-02.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
863                 { "DemoTrain.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
864                 { "Demo.fc2",                                           (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
865                 { "MPDemo-01.fs2",                              (FSB_FROM_VOLITION | FSB_MULTI) },
866                 { "Demo-DOG-01.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI) },
867         };
868 #elif defined(FS1_DEMO)
869         int Game_builtin_mission_count = 5;
870         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
871                 { "btmdemo.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872                 { "demo.fsc",                                   (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
873                 { "demo01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
874                 { "demo02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
875                 { "demo02b.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
876         };
877 #elif defined(PD_BUILD)
878         int Game_builtin_mission_count = 4;
879         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
880                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION) },
881                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION) },
882                 { "sm1-01",                                                     (FSB_FROM_VOLITION) },
883                 { "sm1-05",                                                     (FSB_FROM_VOLITION) },
884         };
885 #elif defined(MULTIPLAYER_BETA)
886         int Game_builtin_mission_count = 17;
887         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
888                 // multiplayer beta
889                 { "md-01.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
890                 { "md-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
891                 { "md-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
892                 { "md-04.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
893                 { "md-05.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
894                 { "md-06.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
895                 { "md-07.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
896                 { "mt-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
897                 { "mt-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
898                 { "m-03.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
899                 { "m-04.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
900                 { "m-05.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
901                 { "templar-01.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
902                 { "templar-02.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
903                 { "templar-03a.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
904                 { "templar-04a.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
905                 { "templar.fc2",                                        (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
906         };
907 #elif defined(OEM_BUILD)
908         int Game_builtin_mission_count = 17;
909         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
910                 // oem version - act 1 only
911                 { "freespace2oem.fc2",                  (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
912                         
913                 // act 1
914                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
915                 { "sm1-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
916                 { "sm1-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
917                 { "sm1-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
918                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
919                 { "sm1-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
920                 { "sm1-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
921                 { "sm1-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
922                 { "sm1-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
923                 { "sm1-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924                 { "training-1.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925                 { "training-2.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926                 { "training-3.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927                 { "tsm-104.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928                 { "tsm-105.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929                 { "tsm-106.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
930         };
931 #elif defined(MAKE_FS1) 
932         int Game_builtin_mission_count = 125;
933         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
934                 // single player campaign
935                 { "freespace.fsc",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
936
937                 // act 1
938                 { "sm1-01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
939                 { "sm1-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
940                 { "sm1-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
941                 { "sm1-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
942                 { "sm1-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
943                 { "sm1-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
944                 { "sm1-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
945                 { "sm1-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
946                 { "sm1-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
947                 { "sm1-10a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
948
949                 // act 2
950                 { "sm2-01a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951                 { "sm2-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952                 { "sm2-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953                 { "sm2-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954                 { "sm2-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955                 { "sm2-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956                 { "sm2-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
957                 { "sm2-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
958                 { "sm2-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959                 { "sm2-10a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
960
961                 // act 3
962                 { "sm3-01a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963                 { "sm3-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964                 { "sm3-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965                 { "sm3-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966                 { "sm3-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967                 { "sm3-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968                 { "sm3-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
969                 { "sm3-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
970                 { "sm3-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
971
972                 // gauntlet
973                 { "t-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
974                 { "v-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
975                 { "s-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
976
977                 // training
978                 { "btm-01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979                 { "btm-02.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
980                 { "btm-03.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
981                 { "btm-04.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
982                 { "btm-05.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
983
984                 // multiplayer
985                 { "m-hope.fsc",                                 (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
986                 { "m-altair.fsc",                               (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
987
988                 { "m-v-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
989                 { "m-va.fsm",                                   (FSB_FROM_VOLITION | FSB_MULTI) },
990                 { "m-unstoppable.fsm",                  (FSB_FROM_VOLITION | FSB_MULTI) },
991                 { "m-t-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
992                 { "m-s-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
993                 { "m-rescue.fsm",                               (FSB_FROM_VOLITION | FSB_MULTI) },
994                 { "m-pain.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
995                 { "m-orecovery.fsm",                    (FSB_FROM_VOLITION | FSB_MULTI) },
996                 { "mm3-01a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
997                 { "mm3-02a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
998                 { "mm3-03a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
999                 { "mm3-04a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1000                 { "mm3-05a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1001                 { "mm3-06a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1002                 { "m-guardduty.fsm",                    (FSB_FROM_VOLITION | FSB_MULTI) },
1003                 { "m-gate.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1004                 { "m-duel.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1005                 { "m-convoyassault.fsm",                (FSB_FROM_VOLITION | FSB_MULTI) },
1006                 { "m-clash.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1007
1008         // SilentThreat missions
1009                 // Main SilentThreat campaign
1010                 { "SilentThreat.fsc",                   (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1011
1012                 { "md-01.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1013                 { "md-02.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1014                 { "md-03.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1015                 { "md-04.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1016                 { "md-05.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1017                 { "md-06.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1018                 { "md-07.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1019                 { "md-08.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1020                 { "md-09.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1021                 { "md-10.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022                 { "md-11.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023                 { "md-12.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024
1025                 // SilentThreat Part 1 - multi-coop
1026                 { "ST-Part1.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1027
1028                 { "stmm-01.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1029                 { "stmm-02.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1030                 { "stmm-03.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1031
1032                 // SilentThreat Part 2 - multi-coop
1033                 { "ST-Part2.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1034
1035                 { "stmm-04.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1036                 { "stmm-05.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1037                 { "stmm-06.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1038
1039                 // SilentThreat Part 3 - multi-coop
1040                 { "ST-Part3.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1041
1042                 { "stmm-07.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1043                 { "stmm-08.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1044                 { "stmm-09.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1045
1046                 // SilentThreat Part 4 - multi-coop
1047                 { "ST-Part4.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1048
1049                 { "stmm-10.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1050                 { "stmm-11.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1051                 { "stmm-12.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1052
1053                 // multiplayer missions
1054                 { "mdmm-01.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1055                 { "mdmm-02.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1056                 { "mdmm-03.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1057                 { "mdmm-04.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1058                 // user supplied missions
1059                 { "mdu-02.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1060                 { "mdu-03.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1061                 { "mdu-04.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1062                 { "mdu-05.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1063                 { "mdu-06.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1064                 { "mdu-07.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1065                 { "mdu-08.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1066                 { "mdu-09.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1067                 { "mdu-10.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1068                 { "mdu-11.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1069                 { "mdu-12.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1070                 { "mdu-13.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1071                 { "mdu-14.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1072                 { "mdu-15.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1073                 { "mdu-16.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1074                 { "mdu-17.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1075                 { "mdu-18.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1076                 { "mdu-19.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1077                 { "mdu-20.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1078                 { "mdu-21.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1079                 { "mdu-22.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1080                 { "mdu-23.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1081                 { "mdu-24.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1082                 { "mdu-25.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1083                 { "mdu-26.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1084                 { "mdu-27.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1085                 { "mdu-28.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1086                 { "mdu-29.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1087                 { "mdu-30.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1088                 { "mdu-31.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1089                 { "mdumm-01.fsm",                               (FSB_FROM_MDISK | FSB_MULTI) },
1090                 { "mdumm-02.fsm",                               (FSB_FROM_MDISK | FSB_MULTI) },
1091         };
1092 #else
1093         int Game_builtin_mission_count = 92;
1094         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1095                 // single player campaign
1096                 { "freespace2.fc2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1097                         
1098                 // act 1
1099                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1100                 { "sm1-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1101                 { "sm1-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1102                 { "sm1-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1103                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1104                 { "sm1-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1105                 { "sm1-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1106                 { "sm1-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1107                 { "sm1-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1108                 { "sm1-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109                 { "loop1-1.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110                 { "loop1-2.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111                 { "loop1-3.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112                 { "training-1.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113                 { "training-2.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114                 { "training-3.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115                 { "tsm-104.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116                 { "tsm-105.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117                 { "tsm-106.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118
1119                 // act 2
1120                 { "sm2-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121                 { "sm2-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122                 { "sm2-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123                 { "sm2-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124                 { "sm2-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125                 { "sm2-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126                 { "sm2-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1127                 { "sm2-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1128                 { "sm2-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129                 { "sm2-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1130
1131                 // act 3
1132                 { "sm3-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133                 { "sm3-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134                 { "sm3-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135                 { "sm3-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136                 { "sm3-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137                 { "sm3-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138                 { "sm3-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1139                 { "sm3-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1140                 { "sm3-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141                 { "sm3-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142                 { "loop2-1.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143                 { "loop2-2.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144
1145                 // multiplayer missions
1146
1147                 // gauntlet
1148                 { "g-shi.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1149                 { "g-ter.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1150                 { "g-vas.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1151
1152                 // coop
1153                 { "m-01.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1154                 { "m-02.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1155                 { "m-03.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1156                 { "m-04.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1157
1158                 // dogfight
1159                 { "mdh-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1160                 { "mdh-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1161                 { "mdh-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1162                 { "mdh-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1163                 { "mdh-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1164                 { "mdh-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1165                 { "mdh-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1166                 { "mdh-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1167                 { "mdh-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1168                 { "mdl-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1169                 { "mdl-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1170                 { "mdl-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1171                 { "mdl-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1172                 { "mdl-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1173                 { "mdl-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1174                 { "mdl-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1175                 { "mdl-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1176                 { "mdl-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1177                 { "mdm-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1178                 { "mdm-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1179                 { "mdm-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1180                 { "mdm-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1181                 { "mdm-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1182                 { "mdm-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1183                 { "mdm-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1184                 { "mdm-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1185                 { "mdm-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1186                 { "osdog.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1187
1188                 // TvT          
1189                 { "mt-01.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1190                 { "mt-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1191                 { "mt-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1192                 { "mt-04.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1193                 { "mt-05.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1194                 { "mt-06.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1195                 { "mt-07.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1196                 { "mt-08.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1197                 { "mt-09.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1198                 { "mt-10.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1199
1200                 // campaign
1201                 { "templar.fc2",                                (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1202                 { "templar-01.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1203                 { "templar-02.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1204                 { "templar-03.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1205                 { "templar-04.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1206         };
1207 #endif
1208
1209
1210 // Internal function prototypes
1211 void game_maybe_draw_mouse(float frametime);
1212 void init_animating_pointer();
1213 void load_animating_pointer(const char *filename, int dx, int dy);
1214 void unload_animating_pointer();
1215 void game_do_training_checks();
1216 void game_shutdown(void);
1217 void game_show_event_debug(float frametime);
1218 void game_event_debug_init();
1219 void game_frame();
1220 void demo_upsell_show_screens();
1221 void game_start_subspace_ambient_sound();
1222 void game_stop_subspace_ambient_sound();
1223 void verify_ships_tbl();
1224 void verify_weapons_tbl();
1225 void display_title_screen();
1226
1227 // loading background filenames
1228 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1229         "LoadingBG",            // GR_640
1230         "2_LoadingBG"           // GR_1024
1231 };
1232
1233
1234 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1235         "Loading.ani",          // GR_640
1236         "2_Loading.ani"         // GR_1024
1237 };
1238
1239 #if defined(FS2_DEMO)
1240 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1241         "PreLoad",
1242         "2_PreLoad"
1243 };
1244 #elif defined(OEM_BUILD)
1245 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1246         "OEMPreLoad",
1247         "2_OEMPreLoad"
1248 };
1249 #endif
1250
1251 // auto-lang stuff
1252 int detect_lang();
1253
1254 // How much RAM is on this machine. Set in WinMain
1255 static int Freespace_total_ram = 0;
1256
1257 // game flash stuff
1258 float Game_flash_red = 0.0f;
1259 float Game_flash_green = 0.0f;
1260 float Game_flash_blue = 0.0f;
1261 float Sun_spot = 0.0f;
1262 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1263
1264 // game shudder stuff (in ms)
1265 int Game_shudder_time = -1;
1266 int Game_shudder_total = 0;
1267 float Game_shudder_intensity = 0.0f;                    // should be between 0.0 and 100.0
1268
1269 // EAX stuff
1270 sound_env Game_sound_env;
1271 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1272 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1273
1274 int Game_sound_env_update_timestamp;
1275
1276 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1277
1278
1279 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1280
1281 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1282 {
1283         int idx;
1284
1285         // look through all existing builtin missions
1286         for(idx=0; idx<Game_builtin_mission_count; idx++){
1287                 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1288                         return &Game_builtin_mission_list[idx];
1289                 }
1290         }
1291
1292         // didn't find it
1293         return NULL;
1294 }
1295
1296 int game_get_default_skill_level()
1297 {
1298         return DEFAULT_SKILL_LEVEL;
1299 }
1300
1301 // Resets the flash
1302 void game_flash_reset()
1303 {
1304         Game_flash_red = 0.0f;
1305         Game_flash_green = 0.0f;
1306         Game_flash_blue = 0.0f;
1307         Sun_spot = 0.0f;
1308         Big_expl_flash.max_flash_intensity = 0.0f;
1309         Big_expl_flash.cur_flash_intensity = 0.0f;
1310         Big_expl_flash.flash_start = 0;
1311 }
1312
1313 float Gf_critical = -1.0f;                                      // framerate we should be above on the average for this mission
1314 float Gf_critical_time = 0.0f;                  // how much time we've been at the critical framerate
1315
1316 void game_framerate_check_init()
1317 {
1318         // zero critical time
1319         Gf_critical_time = 0.0f;
1320                 
1321         // nebula missions
1322         if(The_mission.flags & MISSION_FLAG_FULLNEB){
1323                 Gf_critical = 15.0f;
1324         } else {
1325                 Gf_critical = 25.0f;
1326         }
1327 }
1328
1329 extern float Framerate;
1330 void game_framerate_check()
1331 {
1332         int y_start = 100;
1333         
1334         // if the current framerate is above the critical level, add frametime
1335         if(Framerate >= Gf_critical){
1336                 Gf_critical_time += flFrametime;
1337         }       
1338
1339         if(!Show_framerate){
1340                 return;
1341         }
1342
1343         // display if we're above the critical framerate
1344         if(Framerate < Gf_critical){
1345                 gr_set_color_fast(&Color_bright_red);
1346                 gr_string(200, y_start, "Framerate warning");
1347
1348                 y_start += 10;
1349         }
1350
1351         // display our current pct of good frametime
1352         if(f2fl(Missiontime) >= 0.0f){
1353                 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1354
1355                 if(pct >= 85.0f){
1356                         gr_set_color_fast(&Color_bright_green);
1357                 } else {
1358                         gr_set_color_fast(&Color_bright_red);
1359                 }
1360
1361                 gr_printf(200, y_start, "%d%%", (int)pct);
1362         }
1363 }
1364
1365
1366 // Adds a flash effect.  These can be positive or negative.
1367 // The range will get capped at around -1 to 1, so stick 
1368 // with a range like that.
1369 void game_flash( float r, float g, float b )
1370 {
1371         Game_flash_red += r;
1372         Game_flash_green += g;
1373         Game_flash_blue += b;
1374
1375         if ( Game_flash_red < -1.0f )   {
1376                 Game_flash_red = -1.0f;
1377         } else if ( Game_flash_red > 1.0f )     {
1378                 Game_flash_red = 1.0f;
1379         }
1380
1381         if ( Game_flash_green < -1.0f ) {
1382                 Game_flash_green = -1.0f;
1383         } else if ( Game_flash_green > 1.0f )   {
1384                 Game_flash_green = 1.0f;
1385         }
1386
1387         if ( Game_flash_blue < -1.0f )  {
1388                 Game_flash_blue = -1.0f;
1389         } else if ( Game_flash_blue > 1.0f )    {
1390                 Game_flash_blue = 1.0f;
1391         }
1392
1393 }
1394
1395 // Adds a flash for Big Ship explosions
1396 // cap range from 0 to 1
1397 void big_explosion_flash(float flash)
1398 {
1399         Big_expl_flash.flash_start = timestamp(1);
1400
1401         if (flash > 1.0f) {
1402                 flash = 1.0f;
1403         } else if (flash < 0.0f) {
1404                 flash = 0.0f;
1405         }
1406
1407         Big_expl_flash.max_flash_intensity = flash;
1408         Big_expl_flash.cur_flash_intensity = 0.0f;
1409 }
1410
1411 //      Amount to diminish palette towards normal, per second.
1412 #define DIMINISH_RATE   0.75f
1413 #define SUN_DIMINISH_RATE       6.00f
1414
1415 int Sun_drew = 0;
1416
1417 float sn_glare_scale = 1.7f;
1418 DCF(sn_glare, "")
1419 {
1420         dc_get_arg(ARG_FLOAT);
1421         sn_glare_scale = Dc_arg_float;
1422 }
1423
1424 float Supernova_last_glare = 0.0f;
1425 void game_sunspot_process(float frametime)
1426 {
1427         int n_lights, idx;
1428         int sn_stage;
1429         float Sun_spot_goal = 0.0f;
1430
1431         // supernova
1432         sn_stage = supernova_active();
1433         if(sn_stage){           
1434                 // sunspot differently based on supernova stage
1435                 switch(sn_stage){
1436                 // approaching. player still in control
1437                 case 1:                 
1438                         float pct;
1439                         pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1440
1441                         vector light_dir;                               
1442                         light_get_global_dir(&light_dir, 0);
1443                         float dot;
1444                         dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1445                         
1446                         if(dot >= 0.0f){
1447                                 // scale it some more
1448                                 dot = dot * (0.5f + (pct * 0.5f));
1449                                 dot += 0.05f;                                   
1450
1451                                 Sun_spot_goal += (dot * sn_glare_scale);
1452                         }
1453
1454                         // draw the sun glow
1455                         if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) )    {
1456                                 // draw the glow for this sun
1457                                 stars_draw_sun_glow(0); 
1458                         }
1459
1460                         Supernova_last_glare = Sun_spot_goal;
1461                         break;
1462
1463                 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1464                 case 2:                                         
1465                 case 3:
1466                         Sun_spot_goal = 0.9f;
1467                         Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1468
1469                         if(Sun_spot_goal > 1.0f){
1470                                 Sun_spot_goal = 1.0f;
1471                         }
1472
1473                         Sun_spot_goal *= sn_glare_scale;
1474                         Supernova_last_glare = Sun_spot_goal;
1475                         break;          
1476
1477                 // fade to white. display dead popup
1478                 case 4:
1479                 case 5:
1480                         Supernova_last_glare += (2.0f * flFrametime);
1481                         if(Supernova_last_glare > 2.0f){
1482                                 Supernova_last_glare = 2.0f;
1483                         }
1484
1485                         Sun_spot_goal = Supernova_last_glare;
1486                         break;
1487                 }
1488         
1489                 Sun_drew = 0;                           
1490         } else {
1491                 if ( Sun_drew ) {
1492                         // check sunspots for all suns
1493                         n_lights = light_get_global_count();
1494
1495                         // check
1496                         for(idx=0; idx<n_lights; idx++){
1497                                 //(vector *eye_pos, matrix *eye_orient)
1498                                 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) )  {
1499
1500                                         vector light_dir;                               
1501                                         light_get_global_dir(&light_dir, idx);
1502
1503                                         float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1504
1505                                         Sun_spot_goal += (float)pow(dot,85.0f);
1506
1507                                         // draw the glow for this sun
1508                                         stars_draw_sun_glow(idx);                               
1509                                 } else {
1510                                         Sun_spot_goal = 0.0f;
1511                                 }
1512                         }
1513
1514                         Sun_drew = 0;
1515                 } else {
1516                         Sun_spot_goal = 0.0f;
1517                 }
1518         }
1519
1520         float dec_amount = frametime*SUN_DIMINISH_RATE;
1521
1522         if ( Sun_spot < Sun_spot_goal ) {
1523                 Sun_spot += dec_amount;
1524                 if ( Sun_spot > Sun_spot_goal ) {
1525                         Sun_spot = Sun_spot_goal;
1526                 }
1527         } else if ( Sun_spot > Sun_spot_goal )  {
1528                 Sun_spot -= dec_amount;
1529                 if ( Sun_spot < Sun_spot_goal ) {
1530                         Sun_spot = Sun_spot_goal;
1531                 }
1532         }
1533 }
1534
1535
1536 // Call once a frame to diminish the
1537 // flash effect to 0.
1538 void game_flash_diminish(float frametime)
1539 {
1540         float dec_amount = frametime*DIMINISH_RATE;
1541
1542         if ( Game_flash_red > 0.0f ) {
1543                 Game_flash_red -= dec_amount;           
1544                 if ( Game_flash_red < 0.0f )
1545                         Game_flash_red = 0.0f;
1546         } else {
1547                 Game_flash_red += dec_amount;           
1548                 if ( Game_flash_red > 0.0f )
1549                         Game_flash_red = 0.0f;
1550         } 
1551
1552         if ( Game_flash_green > 0.0f ) {
1553                 Game_flash_green -= dec_amount;         
1554                 if ( Game_flash_green < 0.0f )
1555                         Game_flash_green = 0.0f;
1556         } else {
1557                 Game_flash_green += dec_amount;         
1558                 if ( Game_flash_green > 0.0f )
1559                         Game_flash_green = 0.0f;
1560         } 
1561
1562         if ( Game_flash_blue > 0.0f ) {
1563                 Game_flash_blue -= dec_amount;          
1564                 if ( Game_flash_blue < 0.0f )
1565                         Game_flash_blue = 0.0f;
1566         } else {
1567                 Game_flash_blue += dec_amount;          
1568                 if ( Game_flash_blue > 0.0f )
1569                         Game_flash_blue = 0.0f;
1570         } 
1571
1572         // update big_explosion_cur_flash
1573 #define TIME_UP         1500
1574 #define TIME_DOWN       2500
1575         int duration = TIME_UP + TIME_DOWN;
1576         int time = timestamp_until(Big_expl_flash.flash_start);
1577         if (time > -duration) {
1578                 time = -time;
1579                 if (time < TIME_UP) {
1580                         Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1581                 } else {
1582                         time -= TIME_UP;
1583                         Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1584                 }
1585         }
1586         
1587         if ( Use_palette_flash )        {
1588                 int r,g,b;
1589 //              static int or=0, og=0, ob=0;
1590
1591                 // Change the 200 to change the color range of colors.
1592                 r = fl2i( Game_flash_red*128.0f );  
1593                 g = fl2i( Game_flash_green*128.0f );   
1594                 b = fl2i( Game_flash_blue*128.0f );  
1595
1596                 if ( Sun_spot > 0.0f )  {
1597                         r += fl2i(Sun_spot*128.0f);
1598                         g += fl2i(Sun_spot*128.0f);
1599                         b += fl2i(Sun_spot*128.0f);
1600                 }
1601
1602                 if ( Big_expl_flash.cur_flash_intensity  > 0.0f ) {
1603                         r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1604                         g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1605                         b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1606                 }
1607
1608                 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1609                 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1610                 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1611
1612                 if ( (r!=0) || (g!=0) || (b!=0) ) {
1613                         gr_flash( r, g, b );
1614
1615                         //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1616
1617 //                      or = r;
1618 //                      og = g;
1619 //                      ob = b;
1620                 }
1621         }
1622         
1623 }
1624
1625
1626 void game_level_close()
1627 {
1628         // De-Initialize the game subsystems
1629         event_music_level_close();
1630         game_stop_looped_sounds();
1631         snd_stop_all();
1632         obj_snd_level_close();                                  // uninit object-linked persistant sounds
1633         gamesnd_unload_gameplay_sounds();       // unload gameplay sounds from memory
1634         anim_level_close();                                             // stop and clean up any anim instances
1635         message_mission_shutdown();                             // called after anim_level_close() to make sure anim instances are free
1636         shockwave_level_close();
1637         fireball_level_close(); 
1638         shield_hit_close();
1639         mission_event_shutdown();
1640         asteroid_level_close();
1641         flak_level_close();                                             // unload flak stuff
1642         neb2_level_close();                                             // shutdown gaseous nebula stuff
1643         ct_level_close();
1644         beam_level_close();
1645         mflash_level_close();
1646         mission_brief_common_reset();                   // close out parsed briefing/mission stuff
1647
1648         audiostream_unpause_all();
1649         Game_paused = 0;
1650 }
1651
1652
1653 // intializes game stuff and loads the mission.  Returns 0 on failure, 1 on success
1654 // input: seed =>       DEFAULT PARAMETER (value -1).  Only set by demo playback code.
1655 void game_level_init(int seed)
1656 {
1657         // seed the random number generator
1658         if ( seed == -1 ) {
1659                 // if no seed was passed, seed the generator either from the time value, or from the
1660                 // netgame security flags -- ensures that all players in multiplayer game will have the
1661                 // same randon number sequence (with static rand functions)
1662                 if ( Game_mode & GM_NORMAL ) {
1663                         Game_level_seed = (int)time(NULL);
1664                 } else {
1665                         Game_level_seed = Netgame.security;
1666                 }
1667         } else {
1668                 // mwa 9/17/98 -- maybe this assert isn't needed????
1669                 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1670                 Game_level_seed = seed;
1671         }
1672         srand( Game_level_seed );
1673
1674         // semirand function needs to get re-initted every time in multiplayer
1675         if ( Game_mode & GM_MULTIPLAYER ){
1676                 init_semirand();
1677         }
1678
1679         Framecount = 0;
1680
1681         Key_normal_game = (Game_mode & GM_NORMAL);
1682         Cheats_enabled = 0;
1683
1684         Game_shudder_time = -1;
1685
1686         // Initialize the game subsystems
1687 //      timestamp_reset();                      // Must be inited before everything else
1688         if(!Is_standalone){
1689                 game_reset_time();                      // resets time, and resets saved time too
1690         }
1691         obj_init();                                             // Must be inited before the other systems
1692         model_free_all();                               // Free all existing models
1693         mission_brief_common_init();            // Free all existing briefing/debriefing text
1694         weapon_level_init();
1695         ai_level_init();                                //      Call this before ship_init() because it reads ai.tbl.
1696         ship_level_init();
1697         player_level_init();    
1698         shipfx_flash_init();                    // Init the ship gun flash system.
1699         game_flash_reset();                     // Reset the flash effect
1700         particle_init();                                // Reset the particle system
1701         fireball_init();
1702         debris_init();
1703         cmeasure_init();
1704         shield_hit_init();                              //      Initialize system for showing shield hits
1705         radar_mission_init();
1706         mission_init_goals();
1707         mission_log_init();
1708         messages_init();
1709         obj_snd_level_init();                                   // init object-linked persistant sounds
1710         anim_level_init();
1711         shockwave_level_init();
1712         afterburner_level_init();
1713         scoring_level_init( &Player->stats );
1714         key_level_init();
1715         asteroid_level_init();
1716         control_config_clear_used_status();
1717         collide_ship_ship_sounds_init();
1718         Missiontime = 0;
1719         Pre_player_entry = 1;                   //      Means the player has not yet entered.
1720         Entry_delay_time = 0;                   //      Could get overwritten in mission read.
1721         fireball_preload();                             //      page in warphole bitmaps
1722         observer_init();
1723         flak_level_init();                              // initialize flak - bitmaps, etc
1724         ct_level_init();                                        // initialize ships contrails, etc
1725         awacs_level_init();                             // initialize AWACS
1726         beam_level_init();                              // initialize beam weapons
1727         mflash_level_init();
1728         ssm_level_init();       
1729         supernova_level_init();
1730
1731         // multiplayer dogfight hack
1732         dogfight_blown = 0;
1733
1734         shipfx_engine_wash_level_init();
1735
1736         nebl_level_init();
1737
1738         Last_view_target = NULL;
1739         Game_paused = 0;
1740
1741         Game_no_clear = 0;
1742
1743         // campaign wasn't ended
1744         Campaign_ended_in_mission = 0;
1745 }
1746
1747 // called when a mission is over -- does server specific stuff.
1748 void freespace_stop_mission()
1749 {       
1750         game_level_close();
1751         Game_mode &= ~GM_IN_MISSION;
1752 }
1753
1754 // called at frame interval to process networking stuff
1755 void game_do_networking()
1756 {
1757         SDL_assert( Net_player != NULL );
1758         if (!(Game_mode & GM_MULTIPLAYER)){
1759                 return;
1760         }
1761
1762         // see if this player should be reading/writing data.  Bit is set when at join
1763         // screen onward until quits back to main menu.
1764         if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1765                 return;
1766         }
1767
1768         if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1769                 multi_do_frame();
1770         } else {
1771                 multi_pause_do_frame();
1772         }       
1773 }
1774
1775
1776 // Loads the best palette for this level, based
1777 // on nebula color and hud color.  You could just call palette_load_table with
1778 // the appropriate filename, but who wants to do that.
1779 void game_load_palette()
1780 {
1781         char palette_filename[1024];
1782
1783         // We only use 3 hud colors right now
1784 #ifdef MAKE_FS1
1785         SDL_assert( HUD_config.main_color >= 0 );
1786         SDL_assert( HUD_config.main_color <= 2 );
1787 #endif
1788
1789         SDL_assert( Mission_palette >= 0 );
1790         SDL_assert( Mission_palette <= 98 );
1791
1792 #ifdef MAKE_FS1
1793         if ( The_mission.flags & MISSION_FLAG_SUBSPACE )        {
1794                 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1795         } else {
1796                 SDL_snprintf( palette_filename, SDL_arraysize(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1797         }
1798
1799         mprintf(( "Loading palette %s\n", palette_filename ));
1800
1801         palette_load_table(palette_filename);
1802 #else
1803         SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1804
1805         mprintf(( "Loading palette %s\n", palette_filename ));
1806 #endif
1807 }
1808
1809 void game_post_level_init()
1810 {
1811         // Stuff which gets called after mission is loaded.  Because player isn't created until
1812         // after mission loads, some things must get initted after the level loads
1813
1814         model_level_post_init();
1815
1816         HUD_init();
1817         hud_setup_escort_list();
1818         mission_hotkey_set_defaults();  // set up the default hotkeys (from mission file)
1819
1820         stars_level_init();     
1821         neb2_level_init();              
1822
1823 #ifndef NDEBUG
1824         game_event_debug_init();
1825 #endif
1826
1827         training_mission_init();
1828         asteroid_create_all();
1829         
1830         game_framerate_check_init();
1831 }
1832
1833
1834 // An estimate as to how high the count passed to game_loading_callback will go.
1835 // This is just a guess, it seems to always be about the same.   The count is
1836 // proportional to the code being executed, not the time, so this works good
1837 // for a bar, assuming the code does about the same thing each time you
1838 // load a level.   You can find this value by looking at the return value
1839 // of game_busy_callback(NULL), which I conveniently print out to the
1840 // debug output window with the '=== ENDING LOAD ==' stuff.   
1841 //#define COUNT_ESTIMATE 3706
1842 #define COUNT_ESTIMATE 1111
1843
1844 int Game_loading_callback_inited = 0;
1845
1846 int Game_loading_background = -1;
1847 anim * Game_loading_ani = NULL;
1848 anim_instance   *Game_loading_ani_instance;
1849 int Game_loading_frame=-1;
1850
1851 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1852         {
1853 #if defined(FS1_DEMO)
1854                 133, 337
1855 #elif defined(MAKE_FS1)
1856                 118, 316
1857 #else
1858                 63, 316  // GR_640
1859 #endif
1860         },
1861         {
1862                 101, 505        // GR_1024
1863         }
1864 };
1865
1866 // This gets called 10x per second and count is the number of times 
1867 // game_busy() has been called since the current callback function
1868 // was set.
1869 void game_loading_callback(int count)
1870 {       
1871         game_do_networking();
1872
1873         SDL_assert( Game_loading_callback_inited==1 );
1874         SDL_assert( Game_loading_ani != NULL );
1875
1876         int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1877         if ( framenum > Game_loading_ani->total_frames-1 )      {
1878                 framenum = Game_loading_ani->total_frames-1;
1879         } else if ( framenum < 0 )      {
1880                 framenum = 0;
1881         }
1882
1883         int cbitmap = -1;
1884         while ( Game_loading_frame < framenum ) {
1885                 Game_loading_frame++;
1886                 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1887         }
1888
1889
1890         if ( cbitmap > -1 )     {
1891                 if ( Game_loading_background > -1 )     {
1892                         gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1893                         gr_bitmap(0,0);
1894                 }
1895
1896                 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame ,  Game_loading_ani->total_frames, cbitmap ));
1897                 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1898                 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1899
1900                 bm_release(cbitmap);
1901         
1902                 gr_flip();
1903         }
1904 }
1905
1906 void game_loading_callback_init()
1907 {
1908         SDL_assert( Game_loading_callback_inited==0 );
1909
1910         Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1911 #ifdef MAKE_FS1
1912         common_set_interface_palette("InterfacePalette");  // set the interface palette
1913 #endif
1914
1915
1916         Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1917         SDL_assert( Game_loading_ani != NULL );
1918         Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1919         SDL_assert( Game_loading_ani_instance != NULL );
1920         Game_loading_frame = -1;
1921
1922         Game_loading_callback_inited = 1;
1923         Mouse_hidden = 1;
1924         game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 ); 
1925
1926
1927 }
1928
1929 void game_loading_callback_close()
1930 {
1931         SDL_assert( Game_loading_callback_inited==1 );
1932
1933         // Make sure bar shows all the way over.
1934         game_loading_callback(COUNT_ESTIMATE);
1935
1936 #ifndef NDEBUG
1937         int real_count = game_busy_callback( NULL );
1938
1939         mprintf(( "=================== ENDING LOAD ================\n" ));
1940         mprintf(( "Real count = %d,  Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1941         mprintf(( "================================================\n" ));
1942 #else
1943         game_busy_callback( NULL );
1944 #endif
1945
1946         Mouse_hidden = 0;
1947
1948         Game_loading_callback_inited = 0;
1949
1950         free_anim_instance(Game_loading_ani_instance);
1951         Game_loading_ani_instance = NULL;
1952         anim_free(Game_loading_ani);
1953         Game_loading_ani = NULL;
1954
1955         bm_release( Game_loading_background );
1956         common_free_interface_palette();                // restore game palette
1957         Game_loading_background = -1;
1958
1959         gr_set_font( FONT1 );
1960 }
1961
1962 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1963 //
1964 void game_maybe_update_sound_environment()
1965 {
1966         // do nothing for now
1967 }
1968
1969 // Assign the sound environment for the game, based on the current mission
1970 //
1971 void game_assign_sound_environment()
1972 {
1973 #ifdef MAKE_FS1
1974         if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1975                 Game_sound_env.id = SND_ENV_DRUGGED;
1976                 Game_sound_env.volume = 0.800f;
1977                 Game_sound_env.damping = 1.188f;
1978                 Game_sound_env.decay = 6.392f;
1979 #ifndef FS1_DEMO
1980         } else if (Num_asteroids > 30) {
1981                 Game_sound_env.id = SND_ENV_AUDITORIUM;
1982                 Game_sound_env.volume = 0.603f;
1983                 Game_sound_env.damping = 0.5f;
1984                 Game_sound_env.decay = 4.279f;
1985 #endif
1986         } else {
1987                 Game_sound_env = Game_default_sound_env;
1988         }
1989 #else
1990         Game_sound_env = Game_default_sound_env;
1991 #endif
1992
1993         Game_sound_env_update_timestamp = timestamp(1);
1994 }
1995
1996 // function which gets called before actually entering the mission.  It is broken down into a funciton
1997 // since it will get called in one place from a single player game and from another place for
1998 // a multiplayer game
1999 void freespace_mission_load_stuff()
2000 {
2001         // called if we're not on a freespace dedicated (non rendering, no pilot) server
2002         // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2003         if(!(Game_mode & GM_STANDALONE_SERVER)){        
2004         
2005                 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2006
2007                 game_loading_callback_init();
2008                 
2009                 event_music_level_init();       // preloads the first 2 seconds for each event music track
2010                 game_busy();
2011
2012                 gamesnd_unload_interface_sounds();              // unload interface sounds from memory
2013                 game_busy();
2014
2015                 gamesnd_preload_common_sounds();                        // load in sounds that are expected to play
2016                 game_busy();
2017
2018                 ship_assign_sound_all();        // assign engine sounds to ships
2019                 game_assign_sound_environment();         // assign the sound environment for this mission
2020                 game_busy();
2021
2022                 // call function in missionparse.cpp to fixup player/ai stuff.
2023                 mission_parse_fixup_players();
2024                 game_busy();
2025
2026                 // Load in all the bitmaps for this level
2027                 level_page_in();
2028
2029                 game_busy();
2030
2031                 game_loading_callback_close();  
2032         } 
2033         // the only thing we need to call on the standalone for now.
2034         else {
2035                 // call function in missionparse.cpp to fixup player/ai stuff.
2036                 mission_parse_fixup_players();
2037
2038                 // Load in all the bitmaps for this level
2039                 level_page_in();
2040         }
2041 }
2042
2043 time_t load_gl_init;
2044 time_t load_mission_load;
2045 time_t load_post_level_init;
2046 time_t load_mission_stuff;
2047
2048 // tells the server to load the mission and initialize structures
2049 int game_start_mission()
2050 {       
2051         mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2052         
2053         load_gl_init = time(NULL);
2054         game_level_init();
2055         load_gl_init = time(NULL) - load_gl_init;
2056         
2057         if (Game_mode & GM_MULTIPLAYER) {
2058                 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2059
2060                 // clear multiplayer stats
2061                 init_multiplayer_stats();
2062         }
2063
2064         load_mission_load = time(NULL);
2065         if (mission_load()) {
2066                 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2067                         popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2068                         gameseq_post_event(GS_EVENT_MAIN_MENU);
2069                 } else {
2070                         multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2071                 }
2072
2073                 return 0;
2074         }
2075         load_mission_load = time(NULL) - load_mission_load;
2076
2077         // If this is a red alert mission in campaign mode, bash wingman status
2078         if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2079                 red_alert_bash_wingman_status();
2080         }
2081
2082         // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2083         if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2084                 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2085 #ifdef MAKE_FS1
2086                 game_load_palette();
2087 #endif
2088         }
2089
2090         load_post_level_init = time(NULL);
2091         game_post_level_init();
2092         load_post_level_init = time(NULL) - load_post_level_init;
2093
2094         #ifndef NDEBUG
2095         {
2096                 void Do_model_timings_test();
2097                 Do_model_timings_test();        
2098         }
2099         #endif
2100
2101         load_mission_stuff = time(NULL);
2102         freespace_mission_load_stuff();
2103         load_mission_stuff = time(NULL) - load_mission_stuff;
2104
2105         return 1;
2106 }
2107
2108 int Interface_framerate = 0;
2109 #ifndef NDEBUG
2110
2111 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2112 DCF_BOOL( show_framerate, Show_framerate )
2113 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2114 DCF_BOOL( show_target_weapons, Show_target_weapons )
2115 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2116 DCF_BOOL( sound, Sound_enabled )
2117 DCF_BOOL( zbuffer, game_zbuffer )
2118 DCF_BOOL( shield_system, New_shield_system )
2119 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2120 DCF_BOOL( player_attacking, Player_attacking_enabled )
2121 DCF_BOOL( show_waypoints, Show_waypoints )
2122 DCF_BOOL( show_area_effect, Show_area_effect )
2123 DCF_BOOL( show_net_stats, Show_net_stats )
2124 DCF_BOOL( log, Log_debug_output_to_file )
2125 DCF_BOOL( training_msg_method, Training_msg_method )
2126 DCF_BOOL( show_player_pos, Show_player_pos )
2127 DCF_BOOL(i_framerate, Interface_framerate )
2128
2129 DCF(show_mem,"Toggles showing mem usage")
2130 {
2131         if ( Dc_command )       {       
2132                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2133                 if ( Dc_arg_type & ARG_TRUE )   Show_mem = 1;   
2134                 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;       
2135                 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;       
2136
2137                 if ( Show_mem ) {
2138                         Show_cpu = 0;
2139                 }
2140         }       
2141         if ( Dc_help )  dc_printf( "Usage: Show_mem\nSets show_mem to true or false.  If nothing passed, then toggles it.\n" ); 
2142         if ( Dc_status )        {
2143                 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );     
2144                 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );     
2145         }
2146 }
2147
2148 DCF(show_cpu,"Toggles showing cpu usage")
2149 {
2150         if ( Dc_command )       {       
2151                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2152                 if ( Dc_arg_type & ARG_TRUE )   Show_cpu = 1;   
2153                 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;       
2154                 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;       
2155
2156                 if ( Show_cpu ) {
2157                         Show_mem = 0;
2158                 }
2159         }       
2160         if ( Dc_help )  dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false.  If nothing passed, then toggles it.\n" ); 
2161         if ( Dc_status )        {
2162                 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );     
2163                 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );     
2164
2165         }
2166 }
2167
2168 #else
2169
2170         // AL 4-8-98: always allow players to display their framerate
2171
2172         #ifdef FS2_DEMO
2173                 DCF_BOOL( show_framerate, Show_framerate )
2174         #endif
2175
2176 #endif  // NDEBUG
2177
2178                         int Game_init_seed;
2179
2180 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2181 {
2182         if ( Dc_command )       {       
2183                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2184                 if ( Dc_arg_type & ARG_TRUE )   Use_joy_mouse = 1;      
2185                 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;  
2186                 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;  
2187         }       
2188         if ( Dc_help )  dc_printf( "Usage: use_joy_mouse [bool]\nSets use_joy_mouse to true or false.  If nothing passed, then toggles it.\n" );        
2189         if ( Dc_status )        dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );   
2190
2191         os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2192 }
2193
2194 DCF(palette_flash,"Toggles palette flash effect on/off")
2195 {
2196         if ( Dc_command )       {       
2197                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2198                 if ( Dc_arg_type & ARG_TRUE )   Use_palette_flash = 1;  
2199                 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;      
2200                 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;      
2201         }       
2202         if ( Dc_help )  dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false.  If nothing passed, then toggles it.\n" );        
2203         if ( Dc_status )        dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );       
2204 }
2205
2206 int Use_low_mem = 0;
2207
2208 DCF(low_mem,"Uses low memory settings regardless of RAM")
2209 {
2210         if ( Dc_command )       {       
2211                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2212                 if ( Dc_arg_type & ARG_TRUE )   Use_low_mem = 1;        
2213                 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;    
2214                 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;    
2215         }       
2216         if ( Dc_help )  dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false.  If nothing passed, then toggles it.\n" );    
2217         if ( Dc_status )        dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );   
2218
2219         os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2220 }
2221
2222
2223 int     Framerate_delay = 0;
2224
2225 float Freespace_gamma = 1.8f;
2226
2227 DCF(gamma,"Sets Gamma factor")
2228 {
2229         if ( Dc_command )       {
2230                 dc_get_arg(ARG_FLOAT|ARG_NONE);
2231                 if ( Dc_arg_type & ARG_FLOAT )  {
2232                         Freespace_gamma = Dc_arg_float;
2233                 } else {
2234                         dc_printf( "Gamma reset to 1.0f\n" );
2235                         Freespace_gamma = 1.0f;
2236                 }
2237                 if ( Freespace_gamma < 0.1f )   {
2238                         Freespace_gamma = 0.1f;
2239                 } else if ( Freespace_gamma > 5.0f )    {
2240                         Freespace_gamma = 5.0f;
2241                 }
2242                 gr_set_gamma(Freespace_gamma);
2243
2244                 char tmp_gamma_string[32];
2245                 SDL_snprintf( tmp_gamma_string, SDL_arraysize(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2246                 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2247         }
2248
2249         if ( Dc_help )  {
2250                 dc_printf( "Usage: gamma <float>\n" );
2251                 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2252                 Dc_status = 0;  // don't print status if help is printed.  Too messy.
2253         }
2254
2255         if ( Dc_status )        {
2256                 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2257         }
2258 }
2259
2260 void game_init()
2261 {
2262         Game_current_mission_filename[0] = 0;
2263
2264         // seed the random number generator
2265         Game_init_seed = (int)time(NULL);
2266         srand( Game_init_seed );
2267
2268         Framerate_delay = 0;
2269
2270         #ifndef NDEBUG
2271         load_filter_info();
2272         #endif
2273
2274         extern void bm_init();
2275         bm_init();
2276
2277         // encrypt stuff
2278         encrypt_init();
2279
2280         // Initialize the timer before the os
2281         timer_init();
2282
2283 #ifndef NDEBUG
2284         int s1, e1;
2285         // int s2, e2;
2286
2287         //Initialize the libraries
2288         s1 = timer_get_milliseconds();
2289 #endif
2290
2291         if ( cfile_init() ) {                   // initialize before calling any cfopen stuff!!!
2292                 exit(1);
2293         }
2294
2295 #ifndef NDEBUG
2296         e1 = timer_get_milliseconds();
2297 #endif
2298
2299         // time a bunch of cfopens      
2300         /*
2301         s2 = timer_get_milliseconds();  
2302         CFILE *whee;
2303         for(int idx=0; idx<10000; idx++){
2304                 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2305                 if(whee != NULL){
2306                         cfclose(whee);
2307                 }
2308                 whee = NULL;
2309                 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2310         }
2311         e2 = timer_get_milliseconds();  
2312         */
2313
2314         os_init( Osreg_class_name, Osreg_app_name );
2315         os_set_title(Osreg_title);
2316
2317         // initialize localization module. Make sure this is down AFTER initialzing OS.
2318 //      int t1 = timer_get_milliseconds();
2319         lcl_init( detect_lang() );
2320         lcl_xstr_init();
2321 //      mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2322
2323         // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2324         verify_ships_tbl();
2325
2326         // verify that he has a valid weapons.tbl
2327         verify_weapons_tbl();
2328
2329         // Output version numbers to registry for auto patching purposes
2330         os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2331         os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2332         os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2333
2334         Use_joy_mouse = 0;              //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2335         //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2336         Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2337
2338         // show the FPS counter if the config file says so
2339         Show_framerate = os_config_read_uint( "Video", "ShowFPS", Show_framerate );
2340
2341 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2342         Asteroids_enabled = 1;          
2343 #endif
2344
2345 /////////////////////////////
2346 // SOUND INIT START
2347 /////////////////////////////
2348
2349         if (!Is_standalone) {
2350                 snd_init();
2351         }
2352
2353 /////////////////////////////
2354 // SOUND INIT END
2355 /////////////////////////////
2356
2357
2358         gr_init();
2359
2360
2361 #if defined(FS2_DEMO) || defined(OEM_BUILD)
2362         // add title screen
2363         if(!Is_standalone){
2364                 display_title_screen();
2365         }
2366 #endif
2367
2368         // If less than 48MB of RAM, use low memory model.
2369         if ( (Freespace_total_ram < 48) || Use_low_mem )        {
2370                 mprintf(( "Using normal memory settings...\n" ));
2371                 bm_set_low_mem(1);              // Use every other frame of bitmaps
2372         } else {
2373                 mprintf(( "Using high memory settings...\n" ));
2374                 bm_set_low_mem(0);              // Use all frames of bitmaps
2375         }
2376
2377         // load non-darkening pixel defs
2378         palman_load_pixels();
2379
2380         // hud shield icon stuff
2381         hud_shield_game_init();
2382
2383         control_config_common_init();                           // sets up localization stuff in the control config
2384         parse_rank_tbl();
2385         parse_medal_tbl();
2386         cutscene_init();
2387         key_init();
2388         mouse_init();
2389         gamesnd_parse_soundstbl();
2390         radar_init();
2391         gameseq_init();
2392         multi_init();   
2393
2394         // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2395         if(!Is_standalone){
2396                 joy_init();
2397         }
2398
2399         player_controls_init();
2400         model_init();   
2401
2402         //if(!Is_standalone){
2403                 event_music_init();
2404         //}     
2405
2406         obj_init();     
2407         mflash_game_init();     
2408         weapon_init();  
2409         ai_init();              
2410         ship_init();                                            // read in ships.tbl    
2411         player_init();  
2412         mission_campaign_init();                // load in the default campaign 
2413         anim_init();
2414 //      navmap_init();                                          // init the navigation map system
2415         context_help_init();                    
2416         techroom_intel_init();                  // parse species.tbl, load intel info   
2417         // initialize psnet
2418         psnet_init( Multi_options_g.protocol, Multi_options_g.port );                                           // initialize the networking code               
2419         init_animating_pointer();       
2420         asteroid_init();
2421         mission_brief_common_init();    // Mark all the briefing structures as empty.           
2422         gr_font_init();                                 // loads up all fonts           
2423
2424         neb2_init();                                            // fullneb stuff
2425         nebl_init();
2426         stars_init();
2427         ssm_init();     
2428         player_tips_init();                             // helpful tips
2429         beam_init();
2430         
2431         // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2432         pilot_load_pic_list();  
2433         pilot_load_squad_pic_list();
2434
2435         load_animating_pointer(NOX("cursor"), 0, 0);    
2436
2437         // initialize alpha colors
2438         alpha_colors_init();    
2439
2440         Viewer_mode = 0;
2441 //      Game_music_paused = 0;
2442         Game_paused = 0;
2443
2444         if (Is_standalone) {
2445                 std_init_standalone();
2446         }
2447
2448         nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2449         nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2450
2451         mprintf(("cfile_init() took %d\n", e1 - s1));
2452         // mprintf(("1000 cfopens() took %d\n", e2 - s2));      
2453 }
2454
2455 char transfer_text[128];
2456
2457 float   Start_time = 0.0f;
2458
2459 float Framerate = 0.0f;
2460
2461 float Timing_total = 0.0f;
2462 float Timing_render2 = 0.0f;
2463 float Timing_render3 = 0.0f;
2464 float Timing_flip = 0.0f;
2465 float Timing_clear = 0.0f;
2466
2467 MONITOR(NumPolysDrawn);
2468 MONITOR(NumPolys);
2469 MONITOR(NumVerts);
2470 MONITOR(BmpUsed);
2471 MONITOR(BmpNew);
2472
2473 void game_get_framerate()
2474 {       
2475         char text[128] = "";
2476
2477         if ( frame_int == -1 )  {
2478                 int i;
2479                 for (i=0; i<FRAME_FILTER; i++ ) {
2480                         frametimes[i] = 0.0f;
2481                 }
2482                 frametotal = 0.0f;
2483                 frame_int = 0;
2484         }
2485         frametotal -= frametimes[frame_int];
2486         frametotal += flFrametime;
2487         frametimes[frame_int] = flFrametime;
2488         frame_int = (frame_int + 1 ) % FRAME_FILTER;
2489
2490         if ( frametotal != 0.0 )        {
2491                 if ( Framecount >= FRAME_FILTER )
2492                         Framerate = FRAME_FILTER / frametotal;
2493                 else
2494                         Framerate = Framecount / frametotal;
2495                 SDL_snprintf( text, SDL_arraysize(text), NOX("FPS: %.1f"), Framerate );
2496         } else {
2497                 SDL_snprintf( text, SDL_arraysize(text), NOX("FPS: ?") );
2498         }
2499         Framecount++;
2500
2501         if (Show_framerate)     {
2502                 gr_set_color_fast(&HUD_color_debug);
2503                 gr_string( 570, 2, text );
2504         }
2505 }
2506
2507 void game_show_framerate()
2508 {       
2509         float   cur_time;
2510
2511         cur_time = f2fl(timer_get_approx_seconds());
2512         if (cur_time - Start_time > 30.0f) {
2513                 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2514                 Start_time += 1000.0f;
2515         }
2516
2517         //mprintf(( "%s\n", text ));
2518
2519 #ifndef NDEBUG
2520         if ( Debug_dump_frames )
2521                 return;
2522 #endif  
2523
2524         // possibly show control checking info
2525         control_check_indicate();
2526
2527 //      int bitmaps_used_this_frame, bitmaps_new_this_frame;
2528 //      bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2529 //      MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2530 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2531
2532 #ifndef NDEBUG
2533         if ( Show_cpu == 1 ) {
2534                 
2535                 int sx,sy,dy;
2536                 sx = 530;
2537                 sy = 15;
2538                 dy = gr_get_font_height() + 1;
2539
2540                 gr_set_color_fast(&HUD_color_debug);
2541
2542                 {
2543                         extern int Gr_textures_in;
2544                         gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2545                         sy += dy;
2546                 }
2547 //              gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2548 //              sy += dy;
2549                 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2550                 sy += dy;
2551                 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2552                 sy += dy;
2553                 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2554                 sy += dy;
2555                 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2556                 sy += dy;
2557
2558                 {
2559
2560                         extern int Num_pairs;           // Number of object pairs that were checked.
2561                         gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2562                         sy += dy;
2563
2564                         extern int Num_pairs_checked;   // What percent of object pairs were checked.
2565                         gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2566                         sy += dy;
2567                         Num_pairs_checked = 0;
2568
2569                 }
2570
2571                 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2572                 sy += dy;
2573
2574                 if ( Timing_total > 0.01f )     {
2575                         gr_printf(  sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2576                         sy += dy;
2577                         gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2578                         sy += dy;
2579                         gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2580                         sy += dy;
2581                         gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2582                         sy += dy;
2583                         gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2584                 }
2585         }
2586                 
2587         if ( Show_mem  ) {
2588                 
2589                 int sx,sy,dy;
2590                 sx = 530;
2591                 sy = 15;
2592                 dy = gr_get_font_height() + 1;
2593
2594                 gr_set_color_fast(&HUD_color_debug);
2595
2596                 {
2597                         extern int TotalRam;
2598                         gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2599                         sy += dy;
2600                 }       
2601
2602                 {
2603                         extern int Model_ram;
2604                         gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2605                         sy += dy;
2606                 }       
2607
2608                 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2609                 sy += dy;
2610                 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 );             // mem used to store game sound
2611                 sy += dy;
2612
2613                 {
2614                         extern int Gr_textures_in;
2615                         gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2616                 }
2617         }
2618
2619
2620         if ( Show_player_pos ) {
2621                 int sx, sy;
2622                 sx = 320;
2623                 sy = 100;
2624                 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));
2625         }
2626
2627         MONITOR_INC(NumPolys, modelstats_num_polys);
2628         MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2629         MONITOR_INC(NumVerts, modelstats_num_verts );
2630
2631         modelstats_num_polys = 0;
2632         modelstats_num_polys_drawn = 0;
2633         modelstats_num_verts = 0;
2634         modelstats_num_sortnorms = 0;
2635 #endif
2636 }
2637
2638 void game_show_standalone_framerate()
2639 {
2640         float frame_rate=30.0f;
2641         if ( frame_int == -1 )  {
2642                 int i;
2643                 for (i=0; i<FRAME_FILTER; i++ ) {
2644                         frametimes[i] = 0.0f;
2645                 }
2646                 frametotal = 0.0f;
2647                 frame_int = 0;
2648         }
2649         frametotal -= frametimes[frame_int];
2650         frametotal += flFrametime;
2651         frametimes[frame_int] = flFrametime;
2652         frame_int = (frame_int + 1 ) % FRAME_FILTER;
2653
2654         if ( frametotal != 0.0 )        {
2655                 if ( Framecount >= FRAME_FILTER ){
2656                         frame_rate = FRAME_FILTER / frametotal;
2657                 } else {
2658                         frame_rate = Framecount / frametotal;
2659                 }
2660         }
2661         std_set_standalone_fps(frame_rate);
2662         Framecount++;
2663 }
2664
2665 // function to show the time remaining in a mission.  Used only when the end-mission sexpression is used
2666 void game_show_time_left()
2667 {
2668         int diff;
2669
2670         // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2671         // mission should end (in fixed seconds).  There is code in missionparse.cpp which actually handles
2672         // checking how much time is left
2673
2674         if ( Mission_end_time == -1 ){
2675                 return;
2676         }
2677
2678         diff = f2i(Mission_end_time - Missiontime);
2679         // be sure to bash to 0.  diff could be negative on frame that we quit mission
2680         if ( diff < 0 ){
2681                 diff = 0;
2682         }
2683
2684         hud_set_default_color();
2685         gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2686 }
2687
2688 //========================================================================================
2689 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2690 //========================================================================================
2691
2692 #ifndef NDEBUG
2693
2694 DCF(ai_pause,"Pauses ai")
2695 {
2696         if ( Dc_command )       {       
2697                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2698                 if ( Dc_arg_type & ARG_TRUE )   ai_paused = 1;  
2699                 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;      
2700                 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;      
2701
2702                 if (ai_paused)  {       
2703                         obj_init_all_ships_physics();
2704                 }
2705         }       
2706         if ( Dc_help )  dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false.  If nothing passed, then toggles it.\n" );        
2707         if ( Dc_status )        dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );   
2708 }
2709
2710 DCF(single_step,"Single steps the game")
2711 {
2712         if ( Dc_command )       {       
2713                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2714                 if ( Dc_arg_type & ARG_TRUE )   game_single_step = 1;   
2715                 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;       
2716                 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;        
2717
2718                 last_single_step = 0;   // Make so single step waits a frame before stepping
2719
2720         }       
2721         if ( Dc_help )  dc_printf( "Usage: single_step [bool]\nSets single_step to true or false.  If nothing passed, then toggles it.\n" );    
2722         if ( Dc_status )        dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );  
2723 }
2724
2725 DCF_BOOL(physics_pause, physics_paused)
2726 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2727 DCF_BOOL(ai_firing, Ai_firing_enabled )
2728
2729 // Create some simple aliases to these commands...
2730 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2731 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2732 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2733 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2734 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2735 #endif
2736
2737 //========================================================================================
2738 //========================================================================================
2739
2740
2741 void game_training_pause_do()
2742 {
2743         int key;
2744
2745         key = game_check_key();
2746         if (key > 0){
2747                 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2748         }
2749
2750         gr_flip();
2751 }
2752
2753
2754 void game_increase_skill_level()
2755 {
2756         Game_skill_level++;
2757         if (Game_skill_level >= NUM_SKILL_LEVELS){
2758                 Game_skill_level = 0;
2759         }
2760 }
2761
2762 int     Player_died_time;
2763
2764 int View_percent = 100;
2765
2766
2767 DCF(view, "Sets the percent of the 3d view to render.")
2768 {
2769         if ( Dc_command ) {
2770                 dc_get_arg(ARG_INT);
2771                 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2772                         View_percent = Dc_arg_int;
2773                 } else {
2774                         dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2775                         Dc_help = 1;
2776                 }
2777         }
2778
2779         if ( Dc_help ) {
2780                 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2781         }
2782         
2783         if ( Dc_status ) {
2784                 dc_printf("View is set to %d%%\n", View_percent );
2785         }
2786 }
2787
2788
2789 // Set the clip region for the 3d rendering window
2790 void game_set_view_clip()
2791 {
2792         if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2793                 // Set the clip region for the letterbox "dead view"
2794                 int yborder = gr_screen.max_h/4;
2795
2796                 //      Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2797                 // J.S. I've changed my ways!! See the new "no constants" code!!!
2798                 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 ); 
2799         } else {
2800                 // Set the clip region for normal view
2801                 if ( View_percent >= 100 )      {
2802                         gr_reset_clip();
2803                 } else {
2804                         int xborder, yborder;
2805
2806                         if ( View_percent < 5 ) {
2807                                 View_percent = 5;
2808                         }
2809
2810                         float fp = i2fl(View_percent)/100.0f;
2811                         int fi = fl2i(fl_sqrt(fp)*100.0f);
2812                         if ( fi > 100 ) fi=100;
2813                         
2814                         xborder = ( gr_screen.max_w*(100-fi) )/200;
2815                         yborder = ( gr_screen.max_h*(100-fi) )/200;
2816
2817                         gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2818                 }
2819         }
2820 }
2821
2822
2823 void show_debug_stuff()
2824 {
2825         int     i;
2826         int     laser_count = 0, missile_count = 0;
2827
2828         for (i=0; i<MAX_OBJECTS; i++) {
2829                 if (Objects[i].type == OBJ_WEAPON){
2830                         if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2831                                 laser_count++;
2832                         } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2833                                 missile_count++;
2834                         }
2835                 }
2836         }
2837
2838         nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2839 }
2840
2841 extern int Tool_enabled;
2842 int tst = 0;
2843 time_t tst_time = 0;
2844 int tst_big = 0;
2845 vector tst_pos;
2846 int tst_bitmap = -1;
2847 float tst_x, tst_y;
2848 float tst_offset, tst_offset_total;
2849 int tst_mode;
2850 int tst_stamp;
2851 void game_tst_frame_pre()
2852 {
2853         // start tst
2854         if(tst == 3){
2855                 tst = 0;
2856
2857                 // screen position
2858                 vertex v;
2859                 g3_rotate_vertex(&v, &tst_pos);
2860                 g3_project_vertex(&v);  
2861         
2862                 // offscreen
2863                 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2864                         return;
2865                 }       
2866
2867                 // big ship? always tst
2868                 if(tst_big){
2869                         // within 3000 meters
2870                         if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2871                                 tst = 2;                                
2872                         }
2873                 } else {                        
2874                         // within 300 meters
2875                         if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2876                                 tst = 2;                                
2877                         } 
2878                 }                       
2879         }
2880
2881 }
2882 void game_tst_frame()
2883 {
2884         int left = 0;
2885
2886         if(!Tool_enabled){
2887                 return;
2888         }
2889         
2890         // setup tst
2891         if(tst == 2){           
2892                 tst_time = time(NULL);
2893
2894                 // load the tst bitmap          
2895                 switch((int)frand_range(0.0f, 3.0)){
2896                 case 0:                 
2897                         tst_bitmap = bm_load("ig_jim");
2898                         left = 1;
2899                         mprintf(("TST 0\n"));
2900                         break;
2901
2902                 case 1:
2903                         tst_bitmap = bm_load("ig_kan");
2904                         left = 0;
2905                         mprintf(("TST 1\n"));
2906                         break;
2907
2908                 case 2:
2909                         tst_bitmap = bm_load("ig_jim");
2910                         left = 1;
2911                         mprintf(("TST 2\n"));
2912                         break;
2913                         
2914                 default:                        
2915                         tst_bitmap = bm_load("ig_kan");
2916                         left = 0;
2917                         mprintf(("TST 3\n"));
2918                         break;
2919                 }
2920
2921                 if(tst_bitmap < 0){
2922                         tst = 0;
2923                         return;
2924                 }               
2925
2926                 // get the tst bitmap dimensions
2927                 int w, h;
2928                 bm_get_info(tst_bitmap, &w, &h);
2929
2930                 // tst y
2931                 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
2932
2933                 snd_play(&Snds[SND_VASUDAN_BUP]);
2934
2935                 // tst x and direction
2936                 tst_mode = 0;
2937                 if(left){
2938                         tst_x = (float)-w;
2939                         tst_offset_total = (float)w;
2940                         tst_offset = (float)w;
2941                 } else {
2942                         tst_x = (float)gr_screen.max_w;
2943                         tst_offset_total = (float)-w;
2944                         tst_offset = (float)w;
2945                 }
2946
2947                 tst = 1;
2948         }
2949
2950         // run tst
2951         if(tst == 1){
2952                 float diff = (tst_offset_total / 0.5f) * flFrametime;
2953
2954                 // move the bitmap
2955                 if(tst_mode == 0){
2956                         tst_x += diff;
2957                         
2958                         tst_offset -= fl_abs(diff);
2959                 } else if(tst_mode == 2){
2960                         tst_x -= diff;
2961                         
2962                         tst_offset -= fl_abs(diff);
2963                 }
2964
2965                 // draw the bitmap
2966                 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2967                 gr_bitmap((int)tst_x, (int)tst_y);
2968
2969                 if(tst_mode == 1){
2970                         if(timestamp_elapsed_safe(tst_stamp, 1100)){
2971                                 tst_mode = 2;
2972                         }
2973                 } else {
2974                         // if we passed the switch point
2975                         if(tst_offset <= 0.0f){
2976                                 // switch modes
2977                                 switch(tst_mode){
2978                                 case 0:
2979                                         tst_mode = 1;
2980                                         tst_stamp = timestamp(1000);
2981                                         tst_offset = fl_abs(tst_offset_total);
2982                                         break;                          
2983
2984                                 case 2:                         
2985                                         tst = 0;
2986                                         return;
2987                                 }
2988                         }                               
2989                 }
2990         }
2991 }
2992 void game_tst_mark(object *objp, ship *shipp)
2993 {
2994         ship_info *sip; 
2995
2996         if(!Tool_enabled){
2997                 return;
2998         }
2999
3000         // bogus
3001         if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3002                 return;
3003         }
3004         sip = &Ship_info[shipp->ship_info_index];
3005
3006         // already tst
3007         if(tst){
3008                 return;
3009         }
3010
3011         tst_pos = objp->pos;
3012         if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3013                 tst_big = 1;
3014         }
3015         tst = 3;
3016 }
3017
3018 extern void render_shields();
3019
3020 void player_repair_frame(float frametime)
3021 {
3022         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3023                 int idx;
3024                 for(idx=0;idx<MAX_PLAYERS;idx++){
3025                         net_player *np;
3026
3027                         np = &Net_players[idx];
3028
3029                         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)){
3030
3031                                 // don't rearm/repair if the player is dead or dying/departing
3032                                 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3033                                         ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3034                                 }
3035                         }
3036                 }
3037         }       
3038         if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3039                 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3040         }
3041 }
3042
3043
3044 #ifndef NDEBUG
3045 #define NUM_FRAMES_TEST         300
3046 #define NUM_MIXED_SOUNDS        16
3047 void do_timing_test(float frametime)
3048 {
3049         static int framecount = 0;
3050         static int test_running = 0;
3051         static float test_time = 0.0f;
3052
3053         static int snds[NUM_MIXED_SOUNDS];
3054         int i;
3055
3056         if ( test_running ) {
3057                 framecount++;
3058                 test_time += frametime;
3059                 if ( framecount >= NUM_FRAMES_TEST ) {
3060                         test_running = 0;
3061                         nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3062                         for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3063                                 snd_stop(snds[i]);
3064                 }
3065         }
3066
3067         if ( Test_begin == 1 ) {
3068                 framecount = 0;
3069                 test_running = 1;
3070                 test_time = 0.0f;
3071                 Test_begin = 0;
3072
3073                 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3074                         snds[i] = -1;
3075
3076                 // start looping digital sounds
3077                 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3078                         snds[i] = snd_play_looping( &Snds[i], 0.0f);
3079         }
3080         
3081
3082 }
3083 #endif
3084
3085 DCF(dcf_fov, "Change the field of view")
3086 {
3087         if ( Dc_command )       {
3088                 dc_get_arg(ARG_FLOAT|ARG_NONE);
3089                 if ( Dc_arg_type & ARG_NONE )   {
3090                         Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3091                         dc_printf( "Zoom factor reset\n" );
3092                 }
3093                 if ( Dc_arg_type & ARG_FLOAT )  {
3094                         if (Dc_arg_float < 0.25f) {
3095                                 Viewer_zoom = 0.25f;
3096                                 dc_printf("Zoom factor pinned at 0.25.\n");
3097                         } else if (Dc_arg_float > 1.25f) {
3098                                 Viewer_zoom = 1.25f;
3099                                 dc_printf("Zoom factor pinned at 1.25.\n");
3100                         } else {
3101                                 Viewer_zoom = Dc_arg_float;
3102                         }
3103                 }
3104         }
3105
3106         if ( Dc_help )  
3107                 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3108
3109         if ( Dc_status )                                
3110                 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3111 }
3112
3113
3114 DCF(framerate_cap, "Sets the framerate cap")
3115 {
3116         if ( Dc_command ) {
3117                 dc_get_arg(ARG_INT);
3118                 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3119                         Framerate_cap = Dc_arg_int;
3120                 } else {
3121                         dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3122                         Dc_help = 1;
3123                 }
3124         }
3125
3126         if ( Dc_help ) {
3127                 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3128                 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3129                 dc_printf("[n] must be from 1 to 120.\n");
3130         }
3131         
3132         if ( Dc_status ) {
3133                 if ( Framerate_cap )
3134                         dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3135                 else
3136                         dc_printf("There is no framerate cap currently active.\n");
3137         }
3138 }
3139
3140 #define MIN_DIST_TO_DEAD_CAMERA         50.0f
3141 int Show_viewing_from_self = 0;
3142
3143 void say_view_target()
3144 {
3145         object  *view_target;
3146
3147         if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3148                 view_target = &Objects[Player_ai->target_objnum];
3149         else
3150                 view_target = Player_obj;
3151
3152         if (Game_mode & GM_DEAD) {
3153                 if (Player_ai->target_objnum != -1)
3154                         view_target = &Objects[Player_ai->target_objnum];
3155         }
3156
3157         if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3158                 if (view_target != Player_obj){
3159
3160                         char *view_target_name = NULL;
3161                         switch(Objects[Player_ai->target_objnum].type) {
3162                         case OBJ_SHIP:
3163                                 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3164                                 break;
3165                         case OBJ_WEAPON:
3166                                 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3167                                 Viewer_mode &= ~VM_OTHER_SHIP;
3168                                 break;
3169                         case OBJ_JUMP_NODE: {
3170                                 char    jump_node_name[128];
3171                                 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), SDL_arraysize(jump_node_name));
3172                                 view_target_name = jump_node_name;
3173                                 Viewer_mode &= ~VM_OTHER_SHIP;
3174                                 break;
3175                                 }
3176
3177                         default:
3178                                 Int3();
3179                                 break;
3180                         }
3181
3182                         if ( view_target_name ) {
3183                                 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3184                                 Show_viewing_from_self = 1;
3185                         }
3186                 } else {
3187                         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3188                                 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3189                                 Show_viewing_from_self = 1;
3190                         } else {
3191                                 if (Show_viewing_from_self)
3192                                         HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3193                         }
3194                 }
3195         }
3196
3197         Last_view_target = view_target;
3198 }
3199
3200
3201 float Game_hit_x = 0.0f;
3202 float Game_hit_y = 0.0f;
3203
3204 // Reset at the beginning of each frame
3205 void game_whack_reset()
3206 {
3207         Game_hit_x = 0.0f;
3208         Game_hit_y = 0.0f;
3209 }
3210
3211 // Apply a 2d whack to the player
3212 void game_whack_apply( float x, float y )
3213 {
3214         // Do some force feedback
3215         joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3216
3217         // Move the eye 
3218         Game_hit_x += x;
3219         Game_hit_y += y;
3220
3221 //      mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3222 }
3223
3224 // call to apply a "shudder"
3225 void game_shudder_apply(int time, float intensity)
3226 {
3227         Game_shudder_time = timestamp(time);
3228         Game_shudder_total = time;
3229         Game_shudder_intensity = intensity;
3230 }
3231
3232 #define FF_SCALE        10000
3233 void apply_hud_shake(matrix *eye_orient)
3234 {
3235         if (Viewer_obj == Player_obj) {
3236                 physics_info    *pi = &Player_obj->phys_info;
3237
3238                 angles  tangles;
3239
3240                 tangles.p = 0.0f;
3241                 tangles.h = 0.0f;
3242                 tangles.b = 0.0f;
3243
3244                 //      Make eye shake due to afterburner
3245                 if ( !timestamp_elapsed(pi->afterburner_decay) ) {                      
3246                         int             dtime;
3247
3248                         dtime = timestamp_until(pi->afterburner_decay);
3249                         
3250                         int r1 = myrand();
3251                         int r2 = myrand();
3252                         tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3253                         tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3254                 }
3255
3256                 // Make eye shake due to engine wash
3257                 extern int Wash_on;
3258                 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3259                         int r1 = myrand();
3260                         int r2 = myrand();
3261                         tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3262                         tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3263
3264                         // get the   intensity
3265                         float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3266
3267                         // vector rand_vec
3268                         vector rand_vec;
3269                         vm_vec_rand_vec_quick(&rand_vec);
3270
3271                         // play the effect
3272                         joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3273                 }
3274
3275         
3276                 // make hud shake due to shuddering
3277                 if(Game_shudder_time != -1){
3278                         // if the timestamp has elapsed
3279                         if(timestamp_elapsed(Game_shudder_time)){
3280                                 Game_shudder_time = -1;
3281                         } 
3282                         // otherwise apply some shudder
3283                         else {
3284                                 int dtime;
3285
3286                                 dtime = timestamp_until(Game_shudder_time);
3287                         
3288                                 int r1 = myrand();
3289                                 int r2 = myrand();
3290                                 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));
3291                                 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));
3292                         }
3293                 }
3294
3295                 matrix  tm, tm2;
3296                 vm_angles_2_matrix(&tm, &tangles);
3297                 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3298                 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3299                 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3300                 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3301                 *eye_orient = tm2;
3302         }
3303 }
3304
3305 extern void compute_slew_matrix(matrix *orient, angles *a);     // TODO: move code to proper place and extern in header file
3306
3307 //      Player's velocity just before he blew up.  Used to keep camera target moving.
3308 vector  Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3309
3310 //      Set eye_pos and eye_orient based on view mode.
3311 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3312 {
3313         vector  eye_dir;
3314
3315         static int last_Viewer_mode = 0;
3316         static int last_Game_mode = 0;
3317         static int last_Viewer_objnum = -1;
3318
3319         // This code is supposed to detect camera "cuts"... like going between
3320         // different views.
3321
3322         // determine if we need to regenerate the nebula
3323         if(     (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) ||                                                   // internal to external 
3324                         ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) ||                                                   // external to internal
3325                         (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) ||                                                 // non dead-view to dead-view
3326                         ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) ||                                                 // dead-view to non dead-view
3327                         (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) ||                                               // non warp-chase to warp-chase
3328                         ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) ||                                               // warp-chase to non warp-chase
3329                         (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) ||                                               // non other-ship to other-ship
3330                         ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) ||                                               // other-ship to non-other ship
3331                         ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum))             // other ship mode, but targets changes
3332                         ) {
3333
3334                 // regenerate the nebula
3335                 neb2_eye_changed();
3336         }               
3337
3338         if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) )       {
3339                 //mprintf(( "************** Camera cut! ************\n" ));
3340                 last_Viewer_mode = Viewer_mode;
3341                 last_Game_mode = Game_mode;
3342
3343                 // Camera moved.  Tell stars & debris to not do blurring.
3344                 stars_camera_cut();             
3345         }
3346
3347         say_view_target();
3348
3349         if ( Viewer_mode & VM_PADLOCK_ANY ) {
3350                 player_display_packlock_view();
3351         }
3352         
3353         game_set_view_clip();
3354
3355         if (Game_mode & GM_DEAD) {
3356                 vector  vec_to_deader, view_pos;
3357                 float           dist;
3358
3359                 Viewer_mode |= VM_DEAD_VIEW;
3360
3361                 if (Player_ai->target_objnum != -1) {
3362                         int view_from_player = 1;
3363
3364                         if (Viewer_mode & VM_OTHER_SHIP) {
3365                                 //      View from target.
3366                                 Viewer_obj = &Objects[Player_ai->target_objnum];
3367
3368                                 last_Viewer_objnum = Player_ai->target_objnum;
3369
3370                                 if ( Viewer_obj->type == OBJ_SHIP ) {
3371                                         ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3372                                         view_from_player = 0;
3373                                 }
3374                         } else {
3375                                 last_Viewer_objnum = -1;
3376                         }
3377
3378                         if ( view_from_player ) {
3379                                 //      View target from player ship.
3380                                 Viewer_obj = NULL;
3381                                 *eye_pos = Player_obj->pos;
3382                                 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3383                                 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3384                         }
3385                 } else {
3386                         dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3387                         
3388                         if (dist < MIN_DIST_TO_DEAD_CAMERA)
3389                                 dist += flFrametime * 16.0f;
3390
3391                         vm_vec_scale(&vec_to_deader, -dist);
3392                         vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3393                         
3394                         view_pos = Player_obj->pos;
3395
3396                         if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3397                                 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3398                                 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3399                                 Dead_player_last_vel = Player_obj->phys_info.vel;
3400                                 //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));
3401                         } else if (Player_ai->target_objnum != -1) {
3402                                 view_pos = Objects[Player_ai->target_objnum].pos;
3403                         } else {
3404                                 //      Make camera follow explosion, but gradually slow down.
3405                                 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3406                                 view_pos = Player_obj->pos;
3407                                 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3408                                 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, SDL_min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3409                         }
3410
3411                         *eye_pos = Dead_camera_pos;
3412
3413                         vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3414
3415                         vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3416                         Viewer_obj = NULL;
3417                 }
3418         } 
3419
3420         // if supernova shockwave
3421         if(supernova_camera_cut()){
3422                 // no viewer obj
3423                 Viewer_obj = NULL;
3424
3425                 // call it dead view
3426                 Viewer_mode |= VM_DEAD_VIEW;
3427
3428                 // set eye pos and orient
3429                 supernova_set_view(eye_pos, eye_orient);
3430         } else {        
3431                 //      If already blown up, these other modes can override.
3432                 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3433                         Viewer_mode &= ~VM_DEAD_VIEW;
3434
3435                         Viewer_obj = Player_obj;
3436  
3437                         if (Viewer_mode & VM_OTHER_SHIP) {
3438                                 if (Player_ai->target_objnum != -1){
3439                                         Viewer_obj = &Objects[Player_ai->target_objnum];
3440                                         last_Viewer_objnum = Player_ai->target_objnum;
3441                                 } else {
3442                                         Viewer_mode &= ~VM_OTHER_SHIP;
3443                                         last_Viewer_objnum = -1;
3444                                 }
3445                         } else {
3446                                 last_Viewer_objnum = -1;
3447                         }
3448
3449                         if (Viewer_mode & VM_EXTERNAL) {
3450                                 matrix  tm, tm2;
3451
3452                                 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3453                                 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3454
3455                                 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3456
3457                                 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3458                                 vm_vec_normalize(&eye_dir);
3459                                 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3460                                 Viewer_obj = NULL;
3461
3462                                 //      Modify the orientation based on head orientation.
3463                                 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3464
3465                         } else if ( Viewer_mode & VM_CHASE ) {
3466                                 vector  move_dir;
3467
3468                                 if ( Viewer_obj->phys_info.speed < 0.1 )
3469                                         move_dir = Viewer_obj->orient.v.fvec;
3470                                 else {
3471                                         move_dir = Viewer_obj->phys_info.vel;
3472                                         vm_vec_normalize(&move_dir);
3473                                 }
3474
3475                                 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3476                                 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3477                                 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3478                                 vm_vec_normalize(&eye_dir);
3479
3480                                 // JAS: I added the following code because if you slew up using
3481                                 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3482                                 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3483                                 // call because the up and the forward vector are the same.   I fixed
3484                                 // it by adding in a fraction of the right vector all the time to the
3485                                 // up vector.
3486                                 vector tmp_up = Viewer_obj->orient.v.uvec;
3487                                 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3488
3489                                 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3490                                 Viewer_obj = NULL;
3491
3492                                 //      Modify the orientation based on head orientation.
3493                                 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3494                         } else if ( Viewer_mode & VM_WARP_CHASE ) {
3495                                         *eye_pos = Camera_pos;
3496
3497                                         ship * shipp = &Ships[Player_obj->instance];
3498
3499                                         vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3500                                         vm_vec_normalize(&eye_dir);
3501                                         vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3502                                         Viewer_obj = NULL;
3503                         } else {
3504                                 // get an eye position based upon the correct type of object
3505                                 switch(Viewer_obj->type){
3506                                 case OBJ_SHIP:
3507                                         // make a call to get the eye point for the player object
3508                                         ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3509                                         break;
3510                                 case OBJ_OBSERVER:
3511                                         // make a call to get the eye point for the player object
3512                                         observer_get_eye( eye_pos, eye_orient, Viewer_obj );                            
3513                                         break;
3514                                 default :
3515                                         Int3();
3516                                 }
3517
3518                                 #ifdef JOHNS_DEBUG_CODE
3519                                 john_debug_stuff(&eye_pos, &eye_orient);
3520                                 #endif
3521                         }
3522                 }
3523         }
3524
3525         apply_hud_shake(eye_orient);
3526
3527         // setup neb2 rendering
3528         neb2_render_setup(eye_pos, eye_orient);
3529 }
3530
3531 #ifndef NDEBUG
3532 extern void ai_debug_render_stuff();
3533 #endif
3534
3535 int Game_subspace_effect = 0;
3536 DCF_BOOL( subspace, Game_subspace_effect );
3537
3538 // Does everything needed to render a frame
3539 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3540 {
3541         int dont_offset;
3542
3543         g3_start_frame(game_zbuffer);
3544         g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3545
3546         // maybe offset the HUD (jitter stuff)
3547         dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3548         HUD_set_offsets(Viewer_obj, !dont_offset);
3549         
3550         // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array.  Have to
3551         // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3552         // must be done before ships are rendered
3553         if ( MULTIPLAYER_CLIENT ) {
3554                 shield_point_multi_setup();
3555         }
3556
3557         if ( Game_subspace_effect )     {
3558                 stars_draw(0,0,0,1);
3559         } else {
3560                 stars_draw(1,1,1,0);
3561         }
3562
3563         obj_render_all(obj_render);
3564         beam_render_all();                                              // render all beam weapons
3565         particle_render_all();                                  // render particles after everything else.
3566         trail_render_all();                                             // render missilie trails after everything else.        
3567         mflash_render_all();                                            // render all muzzle flashes    
3568
3569         //      Why do we not show the shield effect in these modes?  Seems ok.
3570         //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3571         render_shields();
3572         //}
3573
3574         // render nebula lightning
3575         nebl_render_all();
3576
3577         // render local player nebula
3578         neb2_render_player();   
3579
3580 #ifndef NDEBUG
3581         ai_debug_render_stuff();
3582 #endif
3583
3584 #ifndef RELEASE_REAL
3585         // game_framerate_check();
3586 #endif
3587
3588 #ifndef NDEBUG
3589         extern void snd_spew_debug_info();
3590         snd_spew_debug_info();
3591 #endif
3592
3593         //================ END OF 3D RENDERING STUFF ====================
3594
3595         hud_show_radar();
3596
3597         if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3598                 hud_maybe_clear_head_area();
3599                 anim_render_all(0, flFrametime);
3600         }
3601
3602         extern int Multi_display_netinfo;
3603         if(Multi_display_netinfo){
3604                 extern void multi_display_netinfo();
3605                 multi_display_netinfo();
3606         }       
3607
3608         game_tst_frame_pre();
3609
3610 #ifndef NDEBUG
3611         do_timing_test(flFrametime);
3612 #endif
3613
3614 #ifndef NDEBUG
3615         extern int OO_update_index;     
3616         multi_rate_display(OO_update_index, 375, 0);
3617 #endif
3618
3619 #ifndef NDEBUG
3620         // test
3621         extern void oo_display();
3622         oo_display();                   
3623 #endif
3624         
3625         g3_end_frame();
3626 }
3627
3628 //#define JOHNS_DEBUG_CODE      1
3629
3630 #ifdef JOHNS_DEBUG_CODE
3631 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3632 {
3633         //if ( key_pressed(SDLK_LSHIFT) )
3634         {
3635                 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3636                 if ( tsys )     {
3637                         model_subsystem *turret = tsys->system_info;
3638
3639                         if (turret->type == SUBSYSTEM_TURRET )  {
3640                                 vector v.fvec, v.uvec;
3641                                 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3642
3643                                 ship_model_start(tobj);
3644
3645                                 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3646                                 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3647                                 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3648                                 
3649                                 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3650
3651                                 ship_model_stop(tobj);
3652
3653                                 Viewer_obj = NULL;
3654                         }
3655                 }
3656
3657         }
3658 }
3659 #endif
3660
3661 // following function for dumping frames for purposes of building trailers.
3662 #ifndef NDEBUG
3663
3664 // function to toggle state of dumping every frame into PCX when playing the game
3665 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3666 {
3667         if ( Dc_command )       {
3668
3669                 if ( Debug_dump_frames == 0 )   {
3670                         // Turn it on
3671                         Debug_dump_frames = 15;
3672                         Debug_dump_trigger = 0;
3673                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3674                         dc_printf( "Frame dumping at 15 hz is now ON\n" );
3675                 } else {
3676                         // Turn it off
3677                         Debug_dump_frames = 0;
3678                         Debug_dump_trigger = 0;
3679                         gr_dump_frame_stop();
3680                         dc_printf( "Frame dumping is now OFF\n" );
3681                 }
3682                 
3683         }
3684 }
3685
3686 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3687 {
3688         if ( Dc_command )       {
3689
3690                 if ( Debug_dump_frames == 0 )   {
3691                         // Turn it on
3692                         Debug_dump_frames = 15;
3693                         Debug_dump_trigger = 1;
3694                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3695                         dc_printf( "Frame dumping at 15 hz is now ON\n" );
3696                 } else {
3697                         // Turn it off
3698                         Debug_dump_frames = 0;
3699                         Debug_dump_trigger = 0;
3700                         gr_dump_frame_stop();
3701                         dc_printf( "Frame dumping is now OFF\n" );
3702                 }
3703                 
3704         }
3705 }
3706
3707 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3708 {
3709         if ( Dc_command )       {
3710
3711                 if ( Debug_dump_frames == 0 )   {
3712                         // Turn it on
3713                         Debug_dump_frames = 30;
3714                         Debug_dump_trigger = 0;
3715                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3716                         dc_printf( "Frame dumping at 30 hz is now ON\n" );
3717                 } else {
3718                         // Turn it off
3719                         Debug_dump_frames = 0;
3720                         Debug_dump_trigger = 0;
3721                         gr_dump_frame_stop();
3722                         dc_printf( "Frame dumping is now OFF\n" );
3723                 }
3724                 
3725         }
3726 }
3727
3728 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3729 {
3730         if ( Dc_command )       {
3731
3732                 if ( Debug_dump_frames == 0 )   {
3733                         // Turn it on
3734                         Debug_dump_frames = 30;
3735                         Debug_dump_trigger = 1;
3736                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3737                         dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3738                 } else {
3739                         // Turn it off
3740                         Debug_dump_frames = 0;
3741                         Debug_dump_trigger = 0;
3742                         gr_dump_frame_stop();
3743                         dc_printf( "Triggered frame dumping is now OFF\n" );
3744                 }
3745                 
3746         }
3747 }
3748
3749 void game_maybe_dump_frame()
3750 {
3751         if ( !Debug_dump_frames ){
3752                 return;
3753         }
3754
3755         if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3756                 return;
3757         }
3758
3759         game_stop_time();
3760
3761         gr_dump_frame();
3762         Debug_dump_frame_num++;
3763
3764         game_start_time();
3765 }
3766 #endif
3767
3768 extern int Player_dead_state;
3769
3770 //      Flip the page and time how long it took.
3771 void game_flip_page_and_time_it()
3772 {       
3773 #ifndef NDEBUG
3774         fix t1, t2,d;
3775         int t;
3776         t1 = timer_get_fixed_seconds();
3777         gr_flip();
3778         t2 = timer_get_fixed_seconds();
3779         d = t2 - t1;
3780         if (d != 0) {
3781                 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3782                 SDL_snprintf( transfer_text, SDL_arraysize(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3783         }
3784 #else
3785         gr_flip ();
3786 #endif
3787 }
3788
3789 void game_simulation_frame()
3790 {
3791         // blow ships up in multiplayer dogfight
3792         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){
3793                 // blow up all non-player ships
3794                 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3795                 ship *shipp;
3796                 ship_info *sip;
3797                 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3798                         // bogus
3799                         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)){
3800                                 moveup = GET_NEXT(moveup);
3801                                 continue;
3802                         }
3803                         shipp = &Ships[Objects[moveup->objnum].instance];
3804                         sip = &Ship_info[shipp->ship_info_index];
3805
3806                         // only blow up small ships                     
3807                         if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){                                                      
3808                                 // function to simply explode a ship where it is currently at
3809                                 ship_self_destruct( &Objects[moveup->objnum] );                                 
3810                         }
3811
3812                         moveup = GET_NEXT(moveup);
3813                 }
3814
3815                 dogfight_blown = 1;
3816         }
3817
3818         // process AWACS stuff - do this first thing
3819         awacs_process();
3820
3821         // single player, set Player hits_this_frame to 0
3822         if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3823                 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE  / (0.001f * BURST_DURATION));
3824                 Player->damage_this_burst = SDL_max(Player->damage_this_burst, 0.0f);
3825         }
3826
3827         // supernova
3828         supernova_process();
3829         if(supernova_active() >= 5){
3830                 return;
3831         }
3832
3833         // fire targeting lasers now so that 
3834         // 1 - created this frame
3835         // 2 - collide this frame
3836         // 3 - render this frame
3837         // 4 - ignored and deleted next frame
3838         // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3839         // frame
3840         ship_process_targeting_lasers();        
3841
3842         // do this here so that it works for multiplayer
3843         if ( Viewer_obj ) {
3844                 // get viewer direction
3845                 int viewer_direction = PHYSICS_VIEWER_REAR;
3846
3847                 if(Viewer_mode == 0){
3848                         viewer_direction = PHYSICS_VIEWER_FRONT;
3849                 }
3850                 if(Viewer_mode & VM_PADLOCK_UP){
3851                         viewer_direction = PHYSICS_VIEWER_UP;
3852                 }
3853                 else if(Viewer_mode & VM_PADLOCK_REAR){
3854                         viewer_direction = PHYSICS_VIEWER_REAR;
3855                 } 
3856                 else if(Viewer_mode & VM_PADLOCK_LEFT){
3857                         viewer_direction = PHYSICS_VIEWER_LEFT;
3858                 } 
3859                 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3860                         viewer_direction = PHYSICS_VIEWER_RIGHT;
3861                 }
3862
3863                 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3864         } else {
3865                 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3866         }
3867
3868 #define VM_PADLOCK_UP                                   (1 << 7)
3869 #define VM_PADLOCK_REAR                         (1 << 8)
3870 #define VM_PADLOCK_LEFT                         (1 << 9)
3871 #define VM_PADLOCK_RIGHT                                (1 << 10)
3872                 
3873         // evaluate mission departures and arrivals before we process all objects.
3874         if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3875
3876                 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3877                 // ships/wing packets.
3878                 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3879                         mission_parse_eval_stuff();
3880                 }
3881
3882                 // if we're an observer, move ourselves seperately from the standard physics
3883                 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
3884                         obj_observer_move(flFrametime);
3885                 }
3886                 
3887                 // move all the objects now
3888                 obj_move_all(flFrametime);
3889
3890                 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
3891                 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
3892                 //      ship_check_cargo_all();
3893                 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3894                         mission_eval_goals();
3895                 }
3896         }
3897
3898         // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
3899         if(!(Game_mode & GM_DEMO_PLAYBACK)){
3900                 training_check_objectives();
3901         }
3902         
3903         // do all interpolation now
3904         if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
3905                 // client side processing of warping in effect stages
3906                 multi_do_client_warp(flFrametime);     
3907         
3908                 // client side movement of an observer
3909                 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
3910                         obj_observer_move(flFrametime);   
3911                 }
3912
3913                 // move all objects - does interpolation now as well
3914                 obj_move_all(flFrametime);
3915         }
3916
3917         // only process the message queue when the player is "in" the game
3918         if ( !Pre_player_entry ){
3919                 message_queue_process();                                // process any messages send to the player
3920         }
3921
3922         if(!(Game_mode & GM_DEMO_PLAYBACK)){
3923                 message_maybe_distort();                                // maybe distort incoming message if comms damaged
3924                 player_repair_frame(flFrametime);       //      AI objects get repaired in ai_process, called from move code...deal with player.
3925                 player_process_pending_praise();                // maybe send off a delayed praise message to the player
3926                 player_maybe_play_all_alone_msg();      // mabye tell the player he is all alone        
3927         }
3928
3929         if(!(Game_mode & GM_STANDALONE_SERVER)){                
3930                 // process some stuff every frame (before frame is rendered)
3931                 emp_process_local();
3932
3933                 hud_update_frame();                                             // update hud systems
3934
3935                 if (!physics_paused)    {
3936                         // Move particle system
3937                         particle_move_all(flFrametime); 
3938
3939                         // Move missile trails
3940                         trail_move_all(flFrametime);            
3941
3942                         // process muzzle flashes
3943                         mflash_process_all();
3944
3945                         // Flash the gun flashes
3946                         shipfx_flash_do_frame(flFrametime);                     
3947
3948                         shockwave_move_all(flFrametime);        // update all the shockwaves
3949                 }
3950
3951                 // subspace missile strikes
3952                 ssm_process();
3953
3954                 obj_snd_do_frame();                                             // update the object-linked persistant sounds
3955                 game_maybe_update_sound_environment();
3956                 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
3957
3958 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
3959 #ifndef NDEBUG
3960                 if ( Game_subspace_effect ) {
3961                         game_start_subspace_ambient_sound();
3962                 }
3963 #endif
3964         }               
3965 }
3966
3967 // Maybe render and process the dead-popup
3968 void game_maybe_do_dead_popup(float frametime)
3969 {
3970         if ( popupdead_is_active() ) {
3971                 int leave_popup=1;
3972                 int choice = popupdead_do_frame(frametime);
3973
3974                 if ( Game_mode & GM_NORMAL ) {
3975                         switch(choice) {
3976                         case 0:
3977                                 gameseq_post_event(GS_EVENT_ENTER_GAME);
3978                                 break;
3979
3980                         case 1:
3981                                 gameseq_post_event(GS_EVENT_END_GAME);
3982                                 break;
3983
3984                         case 2:
3985                                 gameseq_post_event(GS_EVENT_START_GAME);
3986                                 break;
3987
3988                         // this should only happen during a red alert mission
3989                         case 3:                         
3990                                 // bogus?
3991                                 SDL_assert(The_mission.red_alert);
3992                                 if(!The_mission.red_alert){
3993                                         gameseq_post_event(GS_EVENT_START_GAME);
3994                                         break;
3995                                 }
3996                                 
3997                                 // choose the previous mission
3998                                 mission_campaign_previous_mission();
3999
4000                                 gameseq_post_event(GS_EVENT_START_GAME);
4001                                 break;
4002
4003                         default:
4004                                 leave_popup=0;
4005                                 break;
4006                         }
4007                 } else {
4008                         switch( choice ) {
4009
4010                         case POPUPDEAD_DO_MAIN_HALL:
4011                                 multi_quit_game(PROMPT_NONE,-1);
4012                                 break;
4013
4014                         case POPUPDEAD_DO_RESPAWN:                              
4015                                 multi_respawn_normal();
4016                                 event_music_player_respawn();
4017                                 break;
4018
4019                         case POPUPDEAD_DO_OBSERVER:
4020                                 multi_respawn_observer();
4021                                 event_music_player_respawn_as_observer();
4022                                 break;
4023
4024                         default:
4025                                 leave_popup = 0;
4026                                 break;
4027                         }
4028                 }
4029
4030                 if ( leave_popup ) {
4031                         popupdead_close();
4032                 }
4033         }
4034 }
4035
4036 // returns true if player is actually in a game_play stats
4037 int game_actually_playing()
4038 {
4039         int state;
4040
4041         state = gameseq_get_state();
4042         if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4043                 return 0;
4044         else
4045                 return 1;
4046 }
4047
4048 // Draw the 2D HUD gauges
4049 void game_render_hud_2d()
4050 {
4051         if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4052                 return;
4053         }
4054         
4055         HUD_render_2d(flFrametime);
4056         gr_reset_clip();
4057 }
4058
4059 // Draw the 3D-dependant HUD gauges
4060 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4061 {
4062         g3_start_frame(0);              // 0 = turn zbuffering off
4063         g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4064
4065         if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4066                 HUD_render_3d(flFrametime);
4067         }
4068
4069         // Do the sunspot
4070         game_sunspot_process(flFrametime);
4071
4072         // Diminish the palette effect
4073         game_flash_diminish(flFrametime);
4074
4075         g3_end_frame();
4076 }
4077
4078
4079 void game_frame()
4080 {
4081         int actually_playing;
4082         fix total_time1, total_time2;
4083         fix render2_time1=0, render2_time2=0;
4084         fix render3_time1=0, render3_time2=0;
4085         fix flip_time1=0, flip_time2=0;
4086         fix clear_time1=0, clear_time2=0;
4087         
4088         vector eye_pos;
4089         matrix eye_orient;
4090
4091 #ifndef NDEBUG
4092         if (Framerate_delay) {
4093                 int     start_time = timer_get_milliseconds();
4094                 while (timer_get_milliseconds() < start_time + Framerate_delay)
4095                         ;
4096         }
4097 #endif
4098
4099 #ifdef DEMO_SYSTEM
4100         demo_do_frame_start();
4101         if(Demo_error){
4102                 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4103                 demo_close();
4104         }
4105 #endif
4106         
4107         // start timing frame
4108         timing_frame_start();
4109
4110         total_time1 = timer_get_fixed_seconds();
4111
4112         // var to hold which state we are in
4113         actually_playing = game_actually_playing();
4114         
4115         if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4116                 if (!(Game_mode & GM_STANDALONE_SERVER)){
4117                         SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4118                 }
4119         }
4120
4121         if (Missiontime > Entry_delay_time){
4122                 Pre_player_entry = 0;
4123         } else {
4124                 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4125         }
4126
4127         //      Note: These are done even before the player enters, else buffers can overflow.
4128         if (! (Game_mode & GM_STANDALONE_SERVER)){
4129                 radar_frame_init();
4130         }
4131
4132         shield_frame_init();
4133
4134         if ( Player->control_mode != PCM_NORMAL )
4135                 camera_move();
4136
4137         if ( !Pre_player_entry && actually_playing ) {                          
4138                 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4139
4140                         if( (!popup_running_state()) && (!popupdead_is_active()) ){
4141                                 game_process_keys();
4142
4143                                 // don't read flying controls if we're playing a demo back
4144                                 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4145                                         read_player_controls( Player_obj, flFrametime);
4146                                 }
4147                         }
4148                         
4149                         // if we're not the master, we may have to send the server-critical ship status button_info bits
4150                         if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4151                                 multi_maybe_send_ship_status();
4152                         }
4153                 }
4154         }
4155
4156         // Reset the whack stuff
4157         game_whack_reset();
4158
4159         // These two lines must be outside of Pre_player_entry code,
4160         // otherwise too many lights are added.
4161         light_reset();
4162
4163         if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4164                 return;
4165         }
4166         
4167         game_simulation_frame();        
4168
4169         // if not actually in a game play state, then return.  This condition could only be true in 
4170         // a multiplayer game.
4171         if ( !actually_playing ) {
4172                 SDL_assert( Game_mode & GM_MULTIPLAYER );
4173                 return;
4174         }
4175
4176         if (!Pre_player_entry) {
4177                 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4178                         clear_time1 = timer_get_fixed_seconds();
4179                         // clear the screen to black
4180                         gr_reset_clip();
4181                         if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4182                                 gr_clear();
4183                         }
4184
4185                         clear_time2 = timer_get_fixed_seconds();
4186                         render3_time1 = timer_get_fixed_seconds();
4187                         game_render_frame_setup(&eye_pos, &eye_orient);
4188                         game_render_frame( &eye_pos, &eye_orient );
4189
4190                         // save the eye position and orientation
4191                         if ( Game_mode & GM_MULTIPLAYER ) {
4192                                 Net_player->s_info.eye_pos = eye_pos;
4193                                 Net_player->s_info.eye_orient = eye_orient;
4194                         }
4195
4196                         hud_show_target_model();
4197
4198                         // check to see if we should display the death died popup
4199                         if(Game_mode & GM_DEAD_BLEW_UP){                                
4200                                 if(Game_mode & GM_MULTIPLAYER){
4201                                         // catch the situation where we're supposed to be warping out on this transition
4202                                         if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4203                                                 gameseq_post_event(GS_EVENT_DEBRIEF);
4204                                         } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4205                                                 Player_died_popup_wait = -1;
4206                                                 popupdead_start();
4207                                         }
4208                                 } else {
4209                                         if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4210                                                 Player_died_popup_wait = -1;
4211                                                 popupdead_start();
4212                                         }
4213                                 }
4214                         }
4215
4216                         // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4217                         if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4218                                 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4219                                         if(!popupdead_is_active()){
4220                                                 popupdead_start();
4221                                         }
4222
4223                                         Player_multi_died_check = -1;
4224                                 }
4225                         }
4226         
4227                         render3_time2 = timer_get_fixed_seconds();
4228                         render2_time1 = timer_get_fixed_seconds();
4229
4230                         gr_reset_clip();
4231                         game_get_framerate();
4232                         game_show_framerate();          
4233
4234                         game_show_time_left();
4235
4236                         // Draw the 2D HUD gauges
4237                         if(supernova_active() < 3){
4238                                 game_render_hud_2d();
4239                         }
4240
4241                         game_set_view_clip();
4242
4243                         // Draw 3D HUD gauges                   
4244                         game_render_hud_3d(&eye_pos, &eye_orient);                                                                      
4245
4246                         game_tst_frame();
4247
4248                         render2_time2 = timer_get_fixed_seconds();
4249
4250                         // maybe render and process the dead popup
4251                         game_maybe_do_dead_popup(flFrametime);
4252
4253                         // start timing frame
4254                         timing_frame_stop();
4255                         // timing_display(30, 10);                      
4256
4257                         // If a regular popup is active, don't flip (popup code flips)
4258                         if( !popup_running_state() ){
4259                                 flip_time1 = timer_get_fixed_seconds();
4260                                 game_flip_page_and_time_it();
4261                                 flip_time2 = timer_get_fixed_seconds();
4262                         }
4263
4264 #ifndef NDEBUG
4265                         game_maybe_dump_frame();                        // used to dump pcx files for building trailers
4266 #endif          
4267                 } else {
4268                         game_show_standalone_framerate();
4269                 }
4270         }
4271
4272         game_do_training_checks();
4273         asteroid_frame();
4274
4275         // process lightning (nebula only)
4276         nebl_process();
4277
4278         total_time2 = timer_get_fixed_seconds();
4279
4280         // Got some timing numbers
4281         Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4282         Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4283         Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4284         Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4285         Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4286
4287 #ifdef DEMO_SYSTEM
4288         demo_do_frame_end();
4289         if(Demo_error){
4290                 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4291                 demo_close();
4292         }
4293 #endif
4294 }
4295
4296 #define MAX_FRAMETIME   (F1_0/4)                // Frametime gets saturated at this.  Changed by MK on 11/1/97.
4297                                                                                                 //      Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4298                                                                                                 //      died.  This resulted in screwed up death sequences.
4299
4300 fix Last_time = 0;                                              // The absolute time of game at end of last frame (beginning of this frame)
4301 fix Last_delta_time = 0;                                // While game is paused, this keeps track of how much elapsed in the frame before paused.
4302 static int timer_paused=0;
4303 #if defined(TIMER_TEST) && !defined(NDEBUG)
4304 static int stop_count,start_count;
4305 static int time_stopped,time_started;
4306 #endif
4307 int saved_timestamp_ticker = -1;
4308
4309 void game_reset_time()
4310 {
4311         if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4312                 return ;
4313         }
4314         
4315         //      Last_time = timer_get_fixed_seconds();
4316         game_start_time();
4317         timestamp_reset();
4318         game_stop_time();
4319 }
4320
4321 void game_stop_time()
4322 {
4323         if (timer_paused==0) {
4324                 fix time;
4325                 time = timer_get_fixed_seconds();
4326                 // Save how much time progressed so far in the frame so we can
4327                 // use it when we unpause.
4328                 Last_delta_time = time - Last_time;             
4329
4330                 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4331                 if (Last_delta_time < 0) {
4332                         #if defined(TIMER_TEST) && !defined(NDEBUG)
4333                         Int3();         //get Matt!!!!
4334                         #endif
4335                         Last_delta_time = 0;
4336                 }
4337                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4338                 time_stopped = time;
4339                 #endif
4340
4341                 // Stop the timer_tick stuff...
4342                 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4343                 saved_timestamp_ticker = timestamp_ticker;
4344         }
4345         timer_paused++;
4346
4347         #if defined(TIMER_TEST) && !defined(NDEBUG)
4348         stop_count++;
4349         #endif
4350 }
4351
4352 void game_start_time()
4353 {
4354         timer_paused--;
4355         SDL_assert(timer_paused >= 0);
4356         if (timer_paused==0) {
4357                 fix time;
4358                 time = timer_get_fixed_seconds();
4359                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4360                 if (Last_time < 0)
4361                         Int3();         //get Matt!!!!
4362                 }
4363                 #endif
4364                 // Take current time, and set it backwards to account for time  
4365                 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4366                 // will be correct when it goes to calculate the frametime next
4367                 // frame.
4368                 Last_time = time - Last_delta_time;             
4369                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4370                 time_started = time;
4371                 #endif
4372
4373                 // Restore the timer_tick stuff...
4374                 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4375                 SDL_assert( saved_timestamp_ticker > -1 );              // Called out of order, get JAS
4376                 timestamp_ticker = saved_timestamp_ticker;
4377                 saved_timestamp_ticker = -1;
4378         }
4379
4380         #if defined(TIMER_TEST) && !defined(NDEBUG)
4381         start_count++;
4382         #endif
4383 }
4384
4385
4386 void game_set_frametime(int state)
4387 {
4388         fix thistime;
4389         float frame_cap_diff;
4390
4391         thistime = timer_get_fixed_seconds();
4392
4393         if ( Last_time == 0 )   
4394                 Frametime = F1_0 / 30;
4395         else
4396                 Frametime = thistime - Last_time;
4397
4398 //      Frametime = F1_0 / 30;
4399
4400 #ifndef NDEBUG
4401         fix     debug_frametime = Frametime;    //      Just used to display frametime.
4402 #endif
4403
4404         //      If player hasn't entered mission yet, make frame take 1/4 second.
4405         if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4406                 Frametime = F1_0/4;
4407 #ifndef NDEBUG
4408         else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) {                                // note link to above if!!!!!
4409         
4410                 fix frame_speed = F1_0 / Debug_dump_frames;
4411
4412                 if (Frametime > frame_speed ){
4413                         nprintf(("warning","slow frame: %x\n",Frametime));
4414                 } else {                        
4415                         do {
4416                                 thistime = timer_get_fixed_seconds();
4417                                 Frametime = thistime - Last_time;
4418                         } while (Frametime < frame_speed );                     
4419                 }
4420                 Frametime = frame_speed;
4421         }
4422 #endif
4423
4424         SDL_assert( Framerate_cap > 0 );
4425
4426         // Cap the framerate so it doesn't get too high.
4427         {
4428                 fix cap;
4429
4430                 cap = F1_0/Framerate_cap;
4431                 if (Frametime < cap) {
4432                         thistime = cap - Frametime;
4433                         //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4434                         SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4435                         Frametime = cap;
4436                         thistime = timer_get_fixed_seconds();
4437                 }
4438         }
4439
4440         if((Game_mode & GM_STANDALONE_SERVER) && 
4441                 (f2fl(Frametime) < (1.0f/(float)Multi_options_g.std_framecap))){
4442
4443                 frame_cap_diff = (1.0f/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4444                 SDL_Delay( fl2i(frame_cap_diff * 1000.0f) );
4445                 
4446                 thistime += fl2f((frame_cap_diff));             
4447
4448                 Frametime = thistime - Last_time;
4449    }
4450
4451         // If framerate is too low, cap it.
4452         if (Frametime > MAX_FRAMETIME)  {
4453 #ifndef NDEBUG
4454                 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4455 #endif
4456                 Frametime = MAX_FRAMETIME;
4457         }
4458
4459         Frametime = fixmul(Frametime, Game_time_compression);
4460
4461         Last_time = thistime;
4462         //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4463
4464         flFrametime = f2fl(Frametime);
4465         //if(!(Game_mode & GM_PLAYING_DEMO)){
4466         timestamp_inc(flFrametime);
4467
4468 /*      if ((Framecount > 0) && (Framecount < 10)) {
4469                 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4470         }
4471 */
4472 }
4473
4474 // This is called from game_do_frame(), and from navmap_do_frame() 
4475 void game_update_missiontime()
4476 {
4477         // TODO JAS: Put in if and move this into game_set_frametime, 
4478         // fix navmap to call game_stop/start_time
4479         //if ( !timer_paused )  
4480                 Missiontime += Frametime;
4481 }
4482
4483 void game_do_frame()
4484 {       
4485         game_set_frametime(GS_STATE_GAME_PLAY);
4486         game_update_missiontime();
4487
4488         if (Game_mode & GM_STANDALONE_SERVER) {
4489                 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4490         }
4491
4492         if ( game_single_step && (last_single_step == game_single_step) ) {
4493                 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4494                 while( key_checkch() == 0 )
4495                         SDL_Delay(10);
4496                 os_set_title( XSTR( "FreeSpace", 171) );
4497                 Last_time = timer_get_fixed_seconds();
4498         }
4499
4500         last_single_step = game_single_step;
4501
4502         if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4503                 Keep_mouse_centered = 1;  // force mouse to center of our window (so we don't hit movement limits)
4504         }
4505         game_frame();
4506
4507         Keep_mouse_centered = 0;
4508         monitor_update();                       // Update monitor variables
4509 }
4510
4511 void multi_maybe_do_frame()
4512 {
4513         if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4514                 game_do_frame(); 
4515         }
4516 }
4517
4518 int Joymouse_button_status = 0;
4519
4520 // Flush all input devices
4521 void game_flush()
4522 {
4523         key_flush();
4524         mouse_flush();
4525         joy_flush();
4526         snazzy_flush();
4527
4528         Joymouse_button_status = 0;
4529
4530         //mprintf(("Game flush!\n" ));
4531 }
4532
4533 // function for multiplayer only which calls game_do_state_common() when running the
4534 // debug console
4535 void game_do_dc_networking()
4536 {
4537         SDL_assert( Game_mode & GM_MULTIPLAYER );
4538
4539         game_do_state_common( gameseq_get_state() );
4540 }
4541
4542 // Call this whenever in a loop, or when you need to check for a keystroke.
4543 int game_check_key()
4544 {
4545         int k;
4546
4547         k = game_poll();
4548
4549         // convert keypad enter to normal enter
4550         if ((k & KEY_MASK) == SDLK_KP_ENTER)
4551                 k = (k & ~KEY_MASK) | SDLK_RETURN;
4552
4553         return k;
4554 }
4555
4556 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4557
4558 #define DEMO_TRAILER_TIMEOUT_MS         45000                   // 45 seconds of no input, play trailer
4559 static int Demo_show_trailer_timestamp = 0;
4560
4561 void demo_reset_trailer_timer()
4562 {
4563         Demo_show_trailer_timestamp = timer_get_milliseconds();
4564 }
4565
4566 void demo_maybe_show_trailer(int k)
4567 {
4568         /*
4569         // if key pressed, reset demo trailer timer
4570         if ( k > 0 ) {
4571                 demo_reset_trailer_timer();
4572                 return;
4573         }
4574
4575         // if mouse moved, reset demo trailer timer
4576         int dx = 0, dy = 0;
4577
4578         mouse_get_delta(&dx, &dy);
4579         if ( (dx > 0) || (dy > 0) ) {
4580                 demo_reset_trailer_timer();
4581                 return;
4582         }
4583
4584         // if joystick has moved, reset demo trailer timer
4585         dx = 0;
4586         dy = 0;
4587         joy_get_delta(&dx, &dy);
4588         if ( (dx > 0) || (dy > 0) ) {
4589                 demo_reset_trailer_timer();
4590                 return;
4591         }
4592
4593         // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4594         //       the low-level code.  Ugly, I know... but was the simplest and most
4595         //       robust solution.
4596                 
4597         // if 30 seconds since last demo trailer time reset, launch movie
4598         if ( os_foreground() ) {
4599                 int now = timer_get_milliseconds();
4600                 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4601 //              if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4602                         // play movie here
4603                         movie_play( NOX("fstrailer2.mve") );
4604                         demo_reset_trailer_timer();
4605                 }
4606         }
4607         */
4608 }
4609
4610 #endif
4611
4612 // same as game_check_key(), except this is used while actually in the game.  Since there
4613 // generally are differences between game control keys and general UI keys, makes sense to
4614 // have seperate functions for each case.  If you are not checking a game control while in a
4615 // mission, you should probably be using game_check_key() instead.
4616 int game_poll()
4617 {
4618         int k, state;
4619
4620         if (!os_foreground()) {         
4621                 game_stop_time();
4622                 SDL_Delay(100);
4623                 game_start_time();
4624
4625                 // If we're in a single player game, pause it.
4626                 if (!(Game_mode & GM_MULTIPLAYER)){
4627                         if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) )     {
4628                                 game_process_pause_key();
4629                         }
4630                 }
4631         }
4632
4633    k = key_inkey();
4634
4635 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4636         demo_maybe_show_trailer(k);
4637 #endif
4638
4639         // Move the mouse cursor with the joystick.
4640         if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) )     {
4641                 // Move the mouse cursor with the joystick
4642                 int mx, my, dx, dy;
4643                 int jx, jy, jz, jr;
4644
4645                 joy_get_pos( &jx, &jy, &jz, &jr );
4646
4647                 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4648                 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4649
4650                 if ( dx || dy ) {
4651                         mouse_get_real_pos( &mx, &my );
4652                         mouse_set_pos( mx+dx, my+dy );
4653                 }
4654
4655                 int j, m;
4656                 j = joy_down(0);
4657                 m = mouse_down(MOUSE_LEFT_BUTTON);
4658
4659                 if ( j != Joymouse_button_status )      {
4660                         //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4661                         Joymouse_button_status = j;
4662                         if ( j && (!m) )        {
4663                                 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4664                         } else if ( (!j) && (m) )       {
4665                                 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4666                         }
4667                 }
4668         }
4669
4670         // if we should be ignoring keys because of some multiplayer situations
4671         if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4672                 return 0;
4673         }
4674
4675         // If a popup is running, don't process all the Fn keys
4676         if( popup_active() ) {
4677                 return k;
4678         }
4679
4680         state = gameseq_get_state();
4681
4682 //      if ( k ) nprintf(( "General", "Key = %x\n", k ));
4683
4684         switch (k) {
4685                 case KEY_DEBUGGED + SDLK_BACKSPACE:
4686                         Int3();
4687                         break;
4688
4689                 case SDLK_F1:
4690                         launch_context_help();
4691                         k = 0;
4692                         break;
4693
4694                 case SDLK_F2:
4695 //                      if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4696
4697                         // don't allow f2 while warping out in multiplayer      
4698                         if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4699                                 break;
4700                         }
4701
4702                         switch (state) {
4703                                 case GS_STATE_INITIAL_PLAYER_SELECT:
4704                                 case GS_STATE_OPTIONS_MENU:
4705                                 case GS_STATE_HUD_CONFIG:
4706                                 case GS_STATE_CONTROL_CONFIG:
4707                                 case GS_STATE_DEATH_DIED:
4708                                 case GS_STATE_DEATH_BLEW_UP:            
4709                                 case GS_STATE_VIEW_MEDALS:
4710                                         break;
4711
4712                                 default:
4713                                         gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4714                                         k = 0;
4715                                         break;
4716                         }
4717
4718                         break;
4719
4720                         // hotkey selection screen -- only valid from briefing and beyond.
4721                 case SDLK_F3:
4722 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4723                                 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) ) {
4724                                         gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4725                                         k = 0;
4726                                 }
4727 #endif
4728                         break;
4729
4730                 case KEY_DEBUGGED + SDLK_F3:
4731                         gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4732                         break;
4733
4734                 case KEY_DEBUGGED + SDLK_F4:
4735                         gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4736                         break;
4737
4738                 case SDLK_F4:
4739                         if(Game_mode & GM_MULTIPLAYER){
4740                                 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4741                                         gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4742                                         k = 0;
4743                                 } 
4744                         } else {
4745                                 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4746                                         gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4747                                         k = 0;
4748                                 }
4749                         }
4750                         break;
4751
4752                 case SDLK_ESCAPE | KEY_SHIFTED:
4753                         // make sure to quit properly out of multiplayer
4754                         if(Game_mode & GM_MULTIPLAYER){
4755                                 multi_quit_game(PROMPT_NONE);
4756                         }
4757
4758                         gameseq_post_event( GS_EVENT_QUIT_GAME );
4759                         k = 0;
4760
4761                         break;
4762
4763                 case KEY_DEBUGGED + SDLK_p:
4764                         break;                  
4765
4766                 case SDLK_PRINTSCREEN:
4767                         {
4768                                 static int counter = 0;
4769                                 char tmp_name[127];
4770
4771                                 game_stop_time();
4772
4773                                 SDL_snprintf( tmp_name, SDL_arraysize(tmp_name), NOX("screen%02d"), counter );
4774                                 counter++;
4775                                 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4776                                 gr_print_screen(tmp_name);
4777
4778                                 game_start_time();
4779                         }
4780
4781                         k = 0;
4782                         break;
4783
4784                 case KEY_SHIFTED | SDLK_RETURN: {
4785
4786 #if !defined(NDEBUG)
4787
4788                         if ( Game_mode & GM_NORMAL ){
4789                                 game_stop_time();
4790                         }
4791
4792                         // if we're in multiplayer mode, do some special networking
4793                         if(Game_mode & GM_MULTIPLAYER){
4794                                 debug_console(game_do_dc_networking);
4795                         } else {                                
4796                                 debug_console();
4797                         }
4798
4799                         game_flush();
4800
4801                         if ( Game_mode & GM_NORMAL )
4802                                 game_start_time();
4803
4804 #endif
4805
4806                         break;
4807                 }
4808         }
4809
4810         return k;
4811 }
4812
4813 void os_close()
4814 {
4815         gameseq_post_event(GS_EVENT_QUIT_GAME);
4816 }
4817
4818 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4819
4820
4821 void camera_set_position( vector *pos )
4822 {
4823         Camera_pos = *pos;
4824 }
4825
4826 void camera_set_orient( matrix *orient )
4827 {
4828         Camera_orient = *orient;
4829 }
4830
4831 void camera_set_velocity( vector *vel, int instantaneous )
4832 {
4833         Camera_desired_velocity.xyz.x = 0.0f;
4834         Camera_desired_velocity.xyz.y = 0.0f;
4835         Camera_desired_velocity.xyz.z = 0.0f;
4836
4837         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4838         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4839         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4840
4841         if ( instantaneous )    {
4842                 Camera_velocity = Camera_desired_velocity;
4843         }
4844
4845 }
4846
4847 //
4848 void camera_move()
4849 {
4850         vector new_vel, delta_pos;
4851
4852         apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4853         apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4854         apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4855
4856         Camera_velocity = new_vel;
4857
4858 //      mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4859
4860         vm_vec_add2( &Camera_pos, &delta_pos );
4861
4862         float ot = Camera_time+0.0f;
4863
4864         Camera_time += flFrametime;
4865
4866         if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) )       {
4867                 vector tmp;
4868                 
4869                 tmp.xyz.z = 4.739f;             // always go this fast forward.
4870
4871                 // pick x and y velocities so they are always on a 
4872                 // circle with a 25 m radius.
4873
4874                 float tmp_angle = frand()*PI2;
4875         
4876                 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4877                 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4878
4879                 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4880
4881                 //mprintf(( "Changing velocity!\n" ));
4882                 camera_set_velocity( &tmp, 0 );
4883         }
4884
4885         if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) )  {
4886                 vector tmp = ZERO_VECTOR;
4887                 camera_set_velocity( &tmp, 0 );
4888         }
4889         
4890 }
4891
4892 void end_demo_campaign_do()
4893 {
4894 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4895         // show upsell screens
4896         demo_upsell_show_screens();
4897 #elif defined(OEM_BUILD)
4898         // show oem upsell screens
4899         oem_upsell_show_screens();
4900 #endif
4901
4902         // drop into main hall
4903         gameseq_post_event( GS_EVENT_MAIN_MENU );
4904 }
4905
4906 // All code to process events.   This is the only place
4907 // that you should change the state of the game.
4908 void game_process_event( int current_state, int event )
4909 {
4910         mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
4911
4912         switch (event) {
4913                 case GS_EVENT_SIMULATOR_ROOM:
4914                         gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
4915                         break;
4916
4917                 case GS_EVENT_MAIN_MENU:
4918                         gameseq_set_state(GS_STATE_MAIN_MENU);          
4919                         break;
4920
4921                 case GS_EVENT_OPTIONS_MENU:
4922                         gameseq_push_state( GS_STATE_OPTIONS_MENU );
4923                         break;
4924
4925                 case GS_EVENT_BARRACKS_MENU:
4926                         gameseq_set_state(GS_STATE_BARRACKS_MENU);              
4927                         break;
4928
4929                 case GS_EVENT_TECH_MENU:
4930                         gameseq_set_state(GS_STATE_TECH_MENU);          
4931                         break;
4932
4933                 case GS_EVENT_TRAINING_MENU:
4934                         gameseq_set_state(GS_STATE_TRAINING_MENU);              
4935                         break;
4936
4937                 case GS_EVENT_START_GAME:
4938                         Select_default_ship = 0;                        
4939                         Player_multi_died_check = -1;
4940                         gameseq_set_state(GS_STATE_CMD_BRIEF);
4941                         break;
4942
4943                 case GS_EVENT_START_BRIEFING:
4944                         gameseq_set_state(GS_STATE_BRIEFING);           
4945                         break;
4946
4947                 case GS_EVENT_DEBRIEF:
4948                         // did we end the campaign in the main freespace 2 single player campaign?
4949 #ifdef MAKE_FS1
4950                         if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
4951 #else
4952                         if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
4953 #endif
4954                                 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
4955                         } else {
4956                                 gameseq_set_state(GS_STATE_DEBRIEF);            
4957                         }
4958
4959                         Player_multi_died_check = -1;
4960                         break;
4961
4962                 case GS_EVENT_SHIP_SELECTION:
4963                         gameseq_set_state( GS_STATE_SHIP_SELECT );
4964                         break;
4965
4966                 case GS_EVENT_WEAPON_SELECTION:
4967                         gameseq_set_state( GS_STATE_WEAPON_SELECT );
4968                         break;
4969
4970                 case GS_EVENT_ENTER_GAME:               
4971 #ifdef DEMO_SYSTEM
4972                         // maybe start recording a demo
4973                         if(Demo_make){
4974                                 demo_start_record("test.fsd");
4975                         }
4976 #endif
4977
4978                         if (Game_mode & GM_MULTIPLAYER) {
4979                                 // if we're respawning, make sure we change the view mode so that the hud shows up
4980                                 if (current_state == GS_STATE_DEATH_BLEW_UP) {
4981                                         Viewer_mode = 0;
4982                                 }
4983
4984                                 gameseq_set_state(GS_STATE_GAME_PLAY);
4985                         } else {
4986                                 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
4987                         }
4988
4989                         Player_multi_died_check = -1;
4990
4991                         // clear multiplayer button info                        
4992                         extern button_info Multi_ship_status_bi;
4993                         memset(&Multi_ship_status_bi, 0, sizeof(button_info));
4994
4995                         Start_time = f2fl(timer_get_approx_seconds());
4996                         //Framecount = 0;
4997                         mprintf(("Entering game at time = %7.3f\n", Start_time));
4998                         break;
4999
5000
5001                 case GS_EVENT_START_GAME_QUICK:
5002                         Select_default_ship = 1;
5003                         gameseq_post_event(GS_EVENT_ENTER_GAME);
5004                         break;
5005
5006
5007                 case GS_EVENT_END_GAME:
5008                         if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5009                                 (current_state == GS_STATE_DEATH_BLEW_UP) ||    (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5010                                         gameseq_set_state(GS_STATE_MAIN_MENU);
5011
5012                         } else
5013                                 Int3();
5014
5015                         Player_multi_died_check = -1;
5016                         break;
5017
5018                 case GS_EVENT_QUIT_GAME:
5019                         main_hall_stop_music();
5020                         main_hall_stop_ambient();
5021                         gameseq_set_state(GS_STATE_QUIT_GAME);
5022
5023                         Player_multi_died_check = -1;
5024                         break;
5025
5026                 case GS_EVENT_GAMEPLAY_HELP:
5027                         gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5028                         break;
5029
5030                 case GS_EVENT_PAUSE_GAME:
5031                         gameseq_push_state(GS_STATE_GAME_PAUSED);
5032                         break;
5033
5034                 case GS_EVENT_DEBUG_PAUSE_GAME:
5035                         gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5036                         break;
5037
5038                 case GS_EVENT_TRAINING_PAUSE:
5039                         gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5040                         break;
5041
5042                 case GS_EVENT_PREVIOUS_STATE:
5043                         gameseq_pop_state();
5044                         break;
5045
5046                 case GS_EVENT_TOGGLE_FULLSCREEN:
5047                         gr_toggle_fullscreen();
5048                         break;
5049
5050                 case GS_EVENT_TOGGLE_GLIDE:
5051                         break;                                          
5052  
5053                 case GS_EVENT_LOAD_MISSION_MENU:
5054                         break;
5055
5056                 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5057                         gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5058                         break;
5059
5060                 case GS_EVENT_HUD_CONFIG:
5061                         gameseq_push_state( GS_STATE_HUD_CONFIG );
5062                         break;
5063
5064                 case GS_EVENT_CONTROL_CONFIG:
5065                         gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5066                         break;  
5067
5068                 case GS_EVENT_DEATH_DIED:
5069                         gameseq_set_state( GS_STATE_DEATH_DIED );
5070                         break;
5071
5072                 case GS_EVENT_DEATH_BLEW_UP:
5073                         if (  current_state == GS_STATE_DEATH_DIED )    {
5074                                 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5075                                 event_music_player_death();
5076
5077                                 // multiplayer clients set their extra check here
5078                                 if(Game_mode & GM_MULTIPLAYER){
5079                                         // set the multi died absolute last chance check                                        
5080                                         Player_multi_died_check = time(NULL);
5081                                 }                                       
5082                         } else {
5083                                 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5084                         }
5085                         break;
5086
5087                 case GS_EVENT_NEW_CAMPAIGN:
5088                         if (!mission_load_up_campaign()){
5089                                 readyroom_continue_campaign();
5090                         }
5091
5092                         Player_multi_died_check = -1;
5093                         break;
5094
5095                 case GS_EVENT_CAMPAIGN_CHEAT:
5096                         if (!mission_load_up_campaign()){
5097                                 /*
5098                                 // bash campaign value
5099                                 extern char Main_hall_campaign_cheat[512];
5100                                 int idx;
5101                                 
5102                                 // look for the mission
5103                                 for(idx=0; idx<Campaign.num_missions; idx++){
5104                                         if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5105                                                 Campaign.next_mission = idx;
5106                                                 Campaign.prev_mission = idx - 1;
5107                                                 break;
5108                                         }
5109                                 }
5110                                 */
5111
5112                                 // continue
5113                                 readyroom_continue_campaign();
5114                         }
5115
5116                         Player_multi_died_check = -1;
5117                         break;
5118
5119                 case GS_EVENT_CAMPAIGN_ROOM:
5120                         gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5121                         break;
5122
5123                 case GS_EVENT_CMD_BRIEF:
5124                         gameseq_set_state(GS_STATE_CMD_BRIEF);
5125                         break;
5126
5127                 case GS_EVENT_RED_ALERT:
5128                         gameseq_set_state(GS_STATE_RED_ALERT);
5129                         break;
5130
5131                 case GS_EVENT_CREDITS:
5132                         gameseq_set_state( GS_STATE_CREDITS );
5133                         break;
5134
5135                 case GS_EVENT_VIEW_MEDALS:
5136                         gameseq_push_state( GS_STATE_VIEW_MEDALS );
5137                         break;
5138
5139                 case GS_EVENT_SHOW_GOALS:
5140                         gameseq_push_state( GS_STATE_SHOW_GOALS );      // use push_state() since we might get to this screen through a variety of states
5141                         break;
5142
5143                 case GS_EVENT_HOTKEY_SCREEN:
5144                         gameseq_push_state( GS_STATE_HOTKEY_SCREEN );   // use push_state() since we might get to this screen through a variety of states
5145                         break;
5146                 
5147         // multiplayer stuff follow these comments
5148
5149                 case GS_EVENT_PXO:
5150                         gameseq_set_state(GS_STATE_PXO);
5151                         break;
5152
5153                 case GS_EVENT_PXO_HELP:
5154                         gameseq_set_state(GS_STATE_PXO_HELP);
5155                         break;
5156
5157                 case GS_EVENT_MULTI_JOIN_GAME:
5158                         gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5159                         break;
5160
5161                 case GS_EVENT_MULTI_HOST_SETUP:
5162                         gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5163                         break;
5164
5165                 case GS_EVENT_MULTI_CLIENT_SETUP:
5166                         gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5167                         break;
5168
5169                 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5170                         gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5171                         break;
5172
5173                 case GS_EVENT_MULTI_STD_WAIT:
5174                         gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5175                         break;
5176
5177                 case GS_EVENT_STANDALONE_MAIN:
5178                         gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5179                         break;   
5180
5181                 case GS_EVENT_MULTI_PAUSE:
5182                         gameseq_push_state( GS_STATE_MULTI_PAUSED );
5183                         break;                  
5184
5185                 case GS_EVENT_INGAME_PRE_JOIN:
5186                         gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5187                         break;
5188                 
5189                 case GS_EVENT_EVENT_DEBUG:
5190                         gameseq_push_state(GS_STATE_EVENT_DEBUG);
5191                         break;
5192
5193                 // Start a warpout where player automatically goes 70 no matter what
5194                 // and can't cancel out of it.
5195                 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5196                         Warpout_forced = 1;                                                     // If non-zero, bash the player to speed and go through effect
5197
5198                         // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5199                         Player->saved_viewer_mode = Viewer_mode;
5200                         Player->control_mode = PCM_WARPOUT_STAGE1;
5201                         Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5202                         Warpout_time = 0.0f;                    // Start timer!
5203                         break;
5204
5205                 case GS_EVENT_PLAYER_WARPOUT_START:
5206                         if ( Player->control_mode != PCM_NORMAL )       {
5207                                 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5208                         } else {
5209                                 Player->saved_viewer_mode = Viewer_mode;
5210                                 Player->control_mode = PCM_WARPOUT_STAGE1;
5211                                 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5212                                 Warpout_time = 0.0f;                    // Start timer!
5213                                 Warpout_forced = 0;                             // If non-zero, bash the player to speed and go through effect
5214                         }
5215                         break;
5216
5217                 case GS_EVENT_PLAYER_WARPOUT_STOP:
5218                         if ( Player->control_mode != PCM_NORMAL )       {
5219                                 if ( !Warpout_forced )  {               // cannot cancel forced warpout
5220                                         Player->control_mode = PCM_NORMAL;
5221                                         Viewer_mode = Player->saved_viewer_mode;
5222                                         hud_subspace_notify_abort();
5223                                         mprintf(( "Player put back to normal mode.\n" ));
5224                                         if ( Warpout_sound > -1 )       {
5225                                                 snd_stop( Warpout_sound );
5226                                                 Warpout_sound = -1;
5227                                         }
5228                                 }
5229                         }
5230                         break;
5231
5232                 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1:               // player ship got up to speed
5233                         if ( Player->control_mode != PCM_WARPOUT_STAGE1 )       {
5234                                 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5235                                 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5236                         } else {
5237                                 mprintf(( "Hit target speed.  Starting warp effect and moving to stage 2!\n" ));
5238                                 shipfx_warpout_start( Player_obj );
5239                                 Player->control_mode = PCM_WARPOUT_STAGE2;
5240                                 Player->saved_viewer_mode = Viewer_mode;
5241                                 Viewer_mode |= VM_WARP_CHASE;
5242                                 
5243                                 vector tmp = Player_obj->pos;
5244                                 matrix tmp_m;
5245                                 ship_get_eye( &tmp, &tmp_m, Player_obj );
5246                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5247                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5248                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5249                                 Camera_time = 0.0f;
5250                                 camera_set_position( &tmp );
5251                                 camera_set_orient( &Player_obj->orient );
5252                                 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5253
5254                                 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5255                                 camera_set_velocity( &tmp_vel, 1);
5256                         }
5257                         break;
5258
5259                 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2:               // player ship got into the warp effect
5260                         if ( Player->control_mode != PCM_WARPOUT_STAGE2 )       {
5261                                 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5262                                 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5263                         } else {
5264                                 mprintf(( "Hit warp effect.  Moving to stage 3!\n" ));
5265                                 Player->control_mode = PCM_WARPOUT_STAGE3;
5266                         }
5267                         break;
5268
5269                 case GS_EVENT_PLAYER_WARPOUT_DONE:      // player ship got through the warp effect
5270                         mprintf(( "Player warped out.  Going to debriefing!\n" ));
5271                         Player->control_mode = PCM_NORMAL;
5272                         Viewer_mode = Player->saved_viewer_mode;
5273                         Warpout_sound = -1;
5274
5275                         // we have a special debriefing screen for multiplayer furballs
5276                         if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5277                                 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5278                         }
5279                         // do the normal debriefing for all other situations
5280                         else {
5281                                 gameseq_post_event(GS_EVENT_DEBRIEF);
5282                         }
5283                         break;
5284
5285                 case GS_EVENT_STANDALONE_POSTGAME:
5286                         gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5287                         break;
5288
5289                 case GS_EVENT_INITIAL_PLAYER_SELECT:
5290                         gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5291                         break;
5292
5293                 case GS_EVENT_GAME_INIT:
5294 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5295                         gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5296 #else                   
5297                         // see if the command line option has been set to use the last pilot, and act acoordingly
5298                         if( player_select_get_last_pilot() ) {                                                          
5299                                 // always enter the main menu -- do the automatic network startup stuff elsewhere
5300                                 // so that we still have valid checks for networking modes, etc.
5301                                 gameseq_set_state(GS_STATE_MAIN_MENU);
5302                         } else {
5303                                 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5304                         }
5305 #endif
5306                         break;
5307
5308                 case GS_EVENT_MULTI_MISSION_SYNC:
5309                         gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5310                         break;          
5311
5312                 case GS_EVENT_MULTI_START_GAME:
5313                         gameseq_set_state(GS_STATE_MULTI_START_GAME);
5314                         break;
5315
5316                 case GS_EVENT_MULTI_HOST_OPTIONS:
5317                         gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5318                         break;
5319
5320                 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5321                         gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5322                         break;
5323
5324                 case GS_EVENT_TEAM_SELECT:
5325                         gameseq_set_state(GS_STATE_TEAM_SELECT);
5326                         break;
5327
5328                 case GS_EVENT_END_CAMPAIGN:                     
5329                         gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5330                         break;          
5331
5332                 case GS_EVENT_END_DEMO:
5333                         gameseq_set_state(GS_STATE_END_DEMO);
5334                         break;
5335
5336                 case GS_EVENT_LOOP_BRIEF:
5337                         gameseq_set_state(GS_STATE_LOOP_BRIEF);
5338                         break;
5339
5340                 default:
5341                         Int3();
5342                         break;
5343         }
5344 }
5345
5346 // Called when a state is being left.
5347 // The current state is still at old_state, but as soon as
5348 // this function leaves, then the current state will become
5349 // new state.     You should never try to change the state
5350 // in here... if you think you need to, you probably really
5351 // need to post an event, not change the state.
5352 void game_leave_state( int old_state, int new_state )
5353 {
5354         int end_mission = 1;
5355
5356         switch (new_state) {
5357                 case GS_STATE_GAME_PAUSED:
5358                 case GS_STATE_DEBUG_PAUSED:
5359                 case GS_STATE_OPTIONS_MENU:
5360                 case GS_STATE_CONTROL_CONFIG:           
5361                 case GS_STATE_MISSION_LOG_SCROLLBACK:
5362                 case GS_STATE_DEATH_DIED:
5363                 case GS_STATE_SHOW_GOALS:
5364                 case GS_STATE_HOTKEY_SCREEN:            
5365                 case GS_STATE_MULTI_PAUSED:
5366                 case GS_STATE_TRAINING_PAUSED:
5367                 case GS_STATE_EVENT_DEBUG:                              
5368                 case GS_STATE_GAMEPLAY_HELP:
5369                         end_mission = 0;  // these events shouldn't end a mission
5370                         break;
5371         }
5372
5373         switch (old_state) {
5374                 case GS_STATE_BRIEFING:
5375                         brief_stop_voices();
5376                         if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5377                                   && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5378                                   && (new_state != GS_STATE_TEAM_SELECT) ){
5379                                 common_select_close();
5380                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5381                                         freespace_stop_mission();       
5382                                 }
5383                         }
5384                         
5385                         // COMMAND LINE OPTION
5386                         if (Cmdline_multi_stream_chat_to_file){
5387                                 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5388                                 cfclose(Multi_chat_stream);
5389                         }
5390                         break;
5391
5392                 case GS_STATE_DEBRIEF:
5393                         if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5394                                 debrief_close();                                
5395                         }
5396                         break;
5397
5398                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5399                         multi_df_debrief_close();
5400                         break;
5401
5402                 case GS_STATE_LOAD_MISSION_MENU:
5403                         break;
5404
5405                 case GS_STATE_SIMULATOR_ROOM:
5406                         sim_room_close();
5407                         break;
5408
5409                 case GS_STATE_CAMPAIGN_ROOM:
5410                         campaign_room_close();
5411                         break;
5412
5413                 case GS_STATE_CMD_BRIEF:
5414                         if (new_state == GS_STATE_OPTIONS_MENU) {
5415                                 cmd_brief_hold();
5416
5417                         } else {
5418                                 cmd_brief_close();
5419                                 if (new_state == GS_STATE_MAIN_MENU)
5420                                         freespace_stop_mission();       
5421                         }
5422
5423                         break;
5424
5425                 case GS_STATE_RED_ALERT:
5426                         red_alert_close();
5427                         break;
5428
5429                 case GS_STATE_SHIP_SELECT:
5430                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5431                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5432                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5433                                 common_select_close();
5434                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5435                                         freespace_stop_mission();       
5436                                 }
5437                         }
5438                         break;
5439
5440                 case GS_STATE_WEAPON_SELECT:
5441                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5442                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5443                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5444                                 common_select_close();
5445                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5446                                         freespace_stop_mission();       
5447                                 }
5448                         }
5449                         break;
5450
5451                 case GS_STATE_TEAM_SELECT:
5452                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5453                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5454                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5455                                 common_select_close();
5456                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5457                                         freespace_stop_mission();       
5458                                 }
5459                         }                                       
5460                         break;
5461
5462                 case GS_STATE_MAIN_MENU:
5463 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5464                         mht_close();
5465 #else
5466                         main_hall_close();
5467 #endif
5468                         break;
5469
5470                 case GS_STATE_OPTIONS_MENU:
5471                         //game_start_time();
5472                         if(new_state == GS_STATE_MULTI_JOIN_GAME){
5473                                 multi_join_clear_game_list();
5474                         }
5475                         options_menu_close();
5476                         break;
5477
5478                 case GS_STATE_BARRACKS_MENU:
5479                         if(new_state != GS_STATE_VIEW_MEDALS){
5480                                 barracks_close();
5481                         }
5482                         break;
5483
5484                 case GS_STATE_MISSION_LOG_SCROLLBACK:
5485                         hud_scrollback_close();
5486                         break;
5487
5488                 case GS_STATE_TRAINING_MENU:
5489                         training_menu_close();
5490                         break;
5491
5492                 case GS_STATE_GAME_PLAY:
5493                         if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5494                                 player_save_target_and_weapon_link_prefs();
5495                                 game_stop_looped_sounds();
5496                         }
5497
5498                         sound_env_disable();
5499                         joy_ff_stop_effects();
5500
5501                         // stop game time under certain conditions
5502                         if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5503                                 game_stop_time();
5504                         }
5505
5506                         if (end_mission) {
5507                         // shut down any recording or playing demos
5508 #ifdef DEMO_SYSTEM
5509                                 demo_close();
5510 #endif
5511
5512                                 // when in multiplayer and going back to the main menu, send a leave game packet
5513                                 // right away (before calling stop mission).  stop_mission was taking to long to
5514                                 // close mission down and I want people to get notified ASAP.
5515                                 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5516                                         multi_quit_game(PROMPT_NONE);
5517                                 }
5518
5519                                 freespace_stop_mission();                       
5520                                 Game_time_compression = F1_0;
5521                         }
5522                         break;
5523
5524                 case GS_STATE_TECH_MENU:
5525                         techroom_close();
5526                         break;
5527
5528                 case GS_STATE_TRAINING_PAUSED:
5529                         Training_num_lines = 0;
5530                         // fall through to GS_STATE_GAME_PAUSED
5531
5532                 case GS_STATE_GAME_PAUSED:
5533                         game_start_time();
5534                         if ( end_mission ) {
5535                                 pause_close(0);
5536                         }
5537                         break;
5538
5539                 case GS_STATE_DEBUG_PAUSED:
5540                         #ifndef NDEBUG
5541                                 game_start_time();
5542                                 pause_debug_close();
5543                         #endif
5544                         break;
5545
5546                 case GS_STATE_HUD_CONFIG:
5547                         hud_config_close();
5548                         break;
5549
5550                 // join/start a game
5551                 case GS_STATE_MULTI_JOIN_GAME:
5552                         if(new_state != GS_STATE_OPTIONS_MENU){
5553                                 multi_join_game_close();
5554                         }
5555                         break;
5556
5557                 case GS_STATE_MULTI_HOST_SETUP:
5558                 case GS_STATE_MULTI_CLIENT_SETUP:
5559                         // if this is just the host going into the options screen, don't do anything
5560                         if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5561                                 break;
5562                         }
5563
5564                         // close down the proper state
5565                         if(old_state == GS_STATE_MULTI_HOST_SETUP){
5566                                 multi_create_game_close();
5567                         } else {
5568                                 multi_game_client_setup_close();
5569                         }
5570
5571                         // COMMAND LINE OPTION
5572                         if (Cmdline_multi_stream_chat_to_file){
5573                                 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5574                                         cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5575                                         cfclose(Multi_chat_stream);
5576                                 }
5577                         }                       
5578                         break;
5579
5580                 case GS_STATE_CONTROL_CONFIG:
5581                         control_config_close();
5582                         break;
5583
5584                 case GS_STATE_DEATH_DIED:
5585                         Game_mode &= ~GM_DEAD_DIED;
5586                         
5587                         // early end while respawning or blowing up in a multiplayer game
5588                         if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5589                                 game_stop_time();
5590                                 freespace_stop_mission();
5591                         }
5592                         break;
5593
5594                 case GS_STATE_DEATH_BLEW_UP:
5595                         Game_mode &= ~GM_DEAD_BLEW_UP;
5596
5597                         // for single player, we might reload mission, etc.  For multiplayer, look at my new state
5598                         // to determine if I should do anything.
5599                         if ( !(Game_mode & GM_MULTIPLAYER) ) {
5600                                 if ( end_mission ){
5601                                         freespace_stop_mission();
5602                                 }
5603                         } else {
5604                                 // if we are not respawing as an observer or as a player, our new state will not
5605                                 // be gameplay state.
5606                                 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5607                                         game_stop_time();                                                                       // hasn't been called yet!!
5608                                         freespace_stop_mission();
5609                                 }
5610                         }
5611                         break;
5612
5613
5614                 case GS_STATE_CREDITS:
5615                         credits_close();
5616                         break;
5617
5618                 case GS_STATE_VIEW_MEDALS:
5619                         medal_main_close();
5620                         break;
5621
5622                 case GS_STATE_SHOW_GOALS:
5623                         mission_show_goals_close();
5624                         break;
5625
5626                 case GS_STATE_HOTKEY_SCREEN:
5627                         if ( new_state != GS_STATE_OPTIONS_MENU ) {
5628                                 mission_hotkey_close();
5629                         }
5630                         break;
5631
5632                 case GS_STATE_MULTI_MISSION_SYNC:
5633                         // if we're moving into the options menu, don't do anything
5634                         if(new_state == GS_STATE_OPTIONS_MENU){
5635                                 break;
5636                         }
5637
5638                         SDL_assert( Game_mode & GM_MULTIPLAYER );
5639                         multi_sync_close();
5640                         if ( new_state == GS_STATE_GAME_PLAY ){
5641                                 // palette_restore_palette();
5642
5643                                 // change a couple of flags to indicate our state!!!
5644                                 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5645                                 send_netplayer_update_packet();
5646
5647                                 // set the game mode
5648                                 Game_mode |= GM_IN_MISSION;
5649                         }                       
5650                         break;          
5651    
5652                 case GS_STATE_VIEW_CUTSCENES:
5653                         cutscenes_screen_close();
5654                         break;
5655
5656                 case GS_STATE_MULTI_STD_WAIT:
5657                         multi_standalone_wait_close();
5658                         break;
5659
5660                 case GS_STATE_STANDALONE_MAIN:                  
5661                         standalone_main_close();
5662                         if(new_state == GS_STATE_MULTI_STD_WAIT){               
5663                                 init_multiplayer_stats();                                                                               
5664                         }                       
5665                         break;
5666
5667                 case GS_STATE_MULTI_PAUSED:
5668                         // if ( end_mission ){
5669                                 pause_close(1);
5670                         // }
5671                         break;                  
5672
5673                 case GS_STATE_INGAME_PRE_JOIN:
5674                         multi_ingame_select_close();
5675                         break;
5676
5677                 case GS_STATE_STANDALONE_POSTGAME:
5678                         multi_standalone_postgame_close();
5679                         break;
5680
5681                 case GS_STATE_INITIAL_PLAYER_SELECT:                    
5682                         player_select_close();                  
5683                         break;          
5684
5685                 case GS_STATE_MULTI_START_GAME:
5686                         multi_start_game_close();
5687                         break;
5688
5689                 case GS_STATE_MULTI_HOST_OPTIONS:
5690                         multi_host_options_close();
5691                         break;                          
5692
5693                 case GS_STATE_END_OF_CAMPAIGN:
5694                         mission_campaign_end_close();
5695                         break;
5696
5697                 case GS_STATE_LOOP_BRIEF:
5698                         loop_brief_close();
5699                         break;
5700
5701                 case GS_STATE_PXO:
5702                         if (new_state != GS_STATE_PXO_HELP) {
5703                                 multi_pxo_close();
5704                         }
5705                         break;
5706
5707                 case GS_STATE_PXO_HELP:
5708                         multi_pxo_help_close();
5709                         break;
5710         }
5711 }
5712
5713 // Called when a state is being entered.
5714 // The current state is set to the state we're entering at
5715 // this point, and old_state is set to the state we're coming
5716 // from.    You should never try to change the state
5717 // in here... if you think you need to, you probably really
5718 // need to post an event, not change the state.
5719
5720 void game_enter_state( int old_state, int new_state )
5721 {
5722         switch (new_state) {
5723                 case GS_STATE_MAIN_MENU:                                
5724                         // in multiplayer mode, be sure that we are not doing networking anymore.
5725                         if ( Game_mode & GM_MULTIPLAYER ) {
5726                                 SDL_assert( Net_player != NULL );
5727                                 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5728                         }
5729
5730                         Game_time_compression = F1_0;
5731         
5732                         // determine which ship this guy is currently based on
5733 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5734                         mht_init();
5735 #else
5736                         if (Player->on_bastion) {
5737                                 main_hall_init(1);
5738                         } else {
5739                                 main_hall_init(0);
5740                         }
5741 #endif
5742                         break;
5743
5744                 case GS_STATE_BRIEFING:
5745                         main_hall_stop_music();
5746                         main_hall_stop_ambient();
5747                         
5748                         if (Game_mode & GM_NORMAL) {
5749                                 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5750                                 // MWA: or from options or hotkey screens
5751                                 // JH: or if the command brief state already did this
5752                                 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5753                                         && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5754                                         && (old_state != GS_STATE_CMD_BRIEF) ) {
5755                                         if ( !game_start_mission() )                    // this should put us into a new state on failure!
5756                                                 break;
5757                                 }
5758                         }
5759                         // maybe play a movie before the briefing.  don't play if entering briefing screen from ship or weapon select.
5760                         if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5761                                 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5762
5763                         Game_time_compression = F1_0;
5764
5765                         if ( red_alert_mission() ) {
5766                                 gameseq_post_event(GS_EVENT_RED_ALERT);
5767                         } else {
5768                                 brief_init();
5769                         }
5770
5771                         break;
5772
5773                 case GS_STATE_DEBRIEF:
5774                         game_stop_looped_sounds();
5775                         mission_goal_fail_incomplete();                         // fail all incomplete goals before entering debriefing
5776                         if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5777                                 debrief_init();
5778                         }
5779                         break;
5780
5781                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5782                         multi_df_debrief_init();
5783                         break;
5784
5785                 case GS_STATE_LOAD_MISSION_MENU:
5786                         break;
5787
5788                 case GS_STATE_SIMULATOR_ROOM:
5789                         sim_room_init();
5790                         break;
5791
5792                 case GS_STATE_CAMPAIGN_ROOM:
5793                         campaign_room_init();
5794                         break;
5795
5796                 case GS_STATE_RED_ALERT:
5797                         mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5798                         red_alert_init();
5799                         break;
5800
5801                 case GS_STATE_CMD_BRIEF: {
5802                         int team_num = 0;  // team number used as index for which cmd brief to use.
5803
5804                         if (old_state == GS_STATE_OPTIONS_MENU) {
5805                                 cmd_brief_unhold();
5806
5807                         } else {
5808                                 main_hall_stop_music();
5809                                 main_hall_stop_ambient();
5810
5811                                 if (Game_mode & GM_NORMAL) {
5812                                         // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5813                                         // MWA: or from options or hotkey screens
5814                                         // JH: or if the command brief state already did this
5815                                         if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5816                                                 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5817                                                 if ( !game_start_mission() )                    // this should put us into a new state on failure!
5818                                                         break;
5819                                         }
5820                                 }
5821
5822                                 // maybe play a movie before the briefing.  don't play if entering briefing screen from ship or weapon select.
5823                                 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5824                                         mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5825
5826                                 cmd_brief_init(team_num);
5827                         }
5828
5829                         break;
5830                 }
5831
5832                 case GS_STATE_SHIP_SELECT:
5833                         ship_select_init();
5834                         break;
5835
5836                 case GS_STATE_WEAPON_SELECT:
5837                         weapon_select_init();
5838                         break;
5839
5840                 case GS_STATE_TEAM_SELECT:              
5841                         multi_ts_init();
5842                         break;
5843
5844                 case GS_STATE_GAME_PAUSED:
5845                         game_stop_time();
5846                         pause_init(0);
5847                         break;
5848
5849                 case GS_STATE_DEBUG_PAUSED:
5850         //              game_stop_time();
5851         //              os_set_title("FreeSpace - PAUSED");
5852         //              break;
5853         //
5854                 case GS_STATE_TRAINING_PAUSED:
5855                         #ifndef NDEBUG
5856                                 game_stop_time();
5857                                 pause_debug_init();
5858                         #endif
5859                         break;
5860
5861                 case GS_STATE_OPTIONS_MENU:
5862                         //game_stop_time();
5863                         options_menu_init();
5864                         break;
5865  
5866                 case GS_STATE_GAME_PLAY:
5867                         // coming from the gameplay state or the main menu, we might need to load the mission
5868                         if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5869                                 if ( !game_start_mission() )            // this should put us into a new state.
5870                                         // Failed!!!
5871                                         break;
5872                         }
5873
5874                         // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5875                         // case of quick start), then do bitmap loads, etc  Don't do any of the loading stuff
5876                         // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5877                         if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5878                                 (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)) ) {
5879                                         // JAS: Used to do all paging here.
5880
5881                                         #ifndef NDEBUG
5882                                         //XSTR:OFF
5883                                                 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5884                                         //XSTR:ON
5885                                         #endif
5886
5887                                         main_hall_stop_music();
5888                                         main_hall_stop_ambient();
5889                                         event_music_first_pattern();    // start the first pattern
5890                         }
5891
5892                         // special code that restores player ship selection and weapons loadout when doing a quick start
5893                         if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP)  || (old_state == GS_STATE_GAME_PLAY)) ) {
5894                                 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5895                                         wss_direct_restore_loadout();
5896                                 }
5897                         }
5898
5899                         // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5900                         if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
5901                                 event_music_first_pattern();    // start the first pattern
5902                         }
5903
5904                         if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
5905                                 event_music_first_pattern();    // start the first pattern
5906                         }                       
5907                         player_restore_target_and_weapon_link_prefs();
5908
5909                         Game_mode |= GM_IN_MISSION;
5910
5911 #ifndef NDEBUG
5912                         // required to truely make mouse deltas zeroed in debug mouse code
5913 void mouse_force_pos(int x, int y);
5914                         if (!Is_standalone) {
5915                                 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
5916                         }
5917 #endif
5918
5919                         game_flush();
5920
5921                         // only start time if in single player, or coming from multi wait state
5922                         if (
5923                                         (
5924                                                 (Game_mode & GM_NORMAL) && 
5925                                                 (old_state != GS_STATE_VIEW_CUTSCENES)
5926                                         ) || (
5927                                                 (Game_mode & GM_MULTIPLAYER) && (
5928                                                         (old_state == GS_STATE_MULTI_PAUSED) ||
5929                                                         (old_state == GS_STATE_MULTI_MISSION_SYNC)
5930                                                 )
5931                                         )
5932                                 )
5933                                         game_start_time();
5934
5935                         // when coming from the multi paused state, reset the timestamps
5936                         if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
5937                                 multi_reset_timestamps();
5938                         }
5939
5940                         if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
5941                                 // initialize all object update details
5942                                 multi_oo_gameplay_init();
5943                         }
5944         
5945                         // under certain circumstances, the server should reset the object update rate limiting stuff
5946                         if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
5947                                  ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
5948                                 
5949                                 // reinitialize the rate limiting system for all clients
5950                                 multi_oo_rate_init_all();
5951                         }
5952
5953                         // multiplayer clients should always re-initialize their control info rate limiting system                      
5954                         if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
5955                                 multi_oo_rate_init_all();
5956                         }
5957                         
5958                         // reset ping times
5959                         if(Game_mode & GM_MULTIPLAYER){
5960                                 multi_ping_reset_players();
5961                         }
5962
5963                         Game_subspace_effect = 0;
5964                         if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
5965                                 Game_subspace_effect = 1;
5966                                 if( !(Game_mode & GM_STANDALONE_SERVER) ){      
5967                                         game_start_subspace_ambient_sound();
5968                                 }
5969                         }
5970
5971                         sound_env_set(&Game_sound_env);
5972                         joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
5973
5974                         // clear multiplayer button info                        i
5975                         extern button_info Multi_ship_status_bi;
5976                         memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5977                         break;
5978
5979                 case GS_STATE_HUD_CONFIG:
5980                         hud_config_init();
5981                         break;
5982
5983                 case GS_STATE_MULTI_JOIN_GAME:
5984                         multi_join_clear_game_list();
5985
5986                         if (old_state != GS_STATE_OPTIONS_MENU) {
5987                                 multi_join_game_init();
5988                         }
5989
5990                         break;
5991
5992                 case GS_STATE_MULTI_HOST_SETUP:         
5993                         // don't reinitialize if we're coming back from the host options screen
5994                         if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
5995                                 multi_create_game_init();
5996                         }
5997
5998                         break;
5999
6000                 case GS_STATE_MULTI_CLIENT_SETUP:               
6001                         if (old_state != GS_STATE_OPTIONS_MENU) {
6002                                 multi_game_client_setup_init();
6003                         }
6004
6005                         break;
6006
6007                 case GS_STATE_CONTROL_CONFIG:
6008                         control_config_init();
6009                         break;
6010
6011                 case GS_STATE_TECH_MENU:
6012                         techroom_init();
6013                         break;
6014
6015                 case GS_STATE_BARRACKS_MENU:
6016                         if(old_state != GS_STATE_VIEW_MEDALS){
6017                                 barracks_init();
6018                         }
6019                         break;
6020
6021                 case GS_STATE_MISSION_LOG_SCROLLBACK:
6022                         hud_scrollback_init();
6023                         break;
6024
6025                 case GS_STATE_DEATH_DIED:
6026                         Player_died_time = timestamp(10);
6027
6028                         if(!(Game_mode & GM_MULTIPLAYER)){
6029                                 player_show_death_message();
6030                         }
6031                         Game_mode |= GM_DEAD_DIED;
6032                         break;
6033
6034                 case GS_STATE_DEATH_BLEW_UP:
6035                         if ( !popupdead_is_active() ) {
6036                                 Player_ai->target_objnum = -1;
6037                         }
6038
6039                         // stop any local EMP effect
6040                         emp_stop_local();
6041
6042                         Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING;      //      Prevent immediate switch to a hostile ship.
6043                         Game_mode |= GM_DEAD_BLEW_UP;           
6044                         Show_viewing_from_self = 0;
6045
6046                         // timestamp how long we should wait before displaying the died popup
6047                         if ( !popupdead_is_active() ) {
6048                                 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6049                         }
6050                         break;
6051
6052                 case GS_STATE_GAMEPLAY_HELP:
6053                         gameplay_help_init();
6054                         break;
6055
6056                 case GS_STATE_CREDITS:
6057                         main_hall_stop_music();
6058                         main_hall_stop_ambient();
6059                         credits_init();
6060                         break;
6061
6062                 case GS_STATE_VIEW_MEDALS:
6063                         medal_main_init(Player);
6064                         break;
6065
6066                 case GS_STATE_SHOW_GOALS:
6067                         mission_show_goals_init();
6068                         break;
6069
6070                 case GS_STATE_HOTKEY_SCREEN:
6071                         mission_hotkey_init();
6072                         break;
6073
6074                 case GS_STATE_MULTI_MISSION_SYNC:
6075                         // if we're coming from the options screen, don't do any
6076                         if(old_state == GS_STATE_OPTIONS_MENU){
6077                                 break;
6078                         }
6079
6080                         switch(Multi_sync_mode){
6081                         case MULTI_SYNC_PRE_BRIEFING:
6082                                 // if moving from game forming to the team select state                                         
6083                                 multi_sync_init();                      
6084                                 break;
6085                         case MULTI_SYNC_POST_BRIEFING:
6086                                 // if moving from briefing into the mission itself                      
6087                                 multi_sync_init();
6088                         
6089                                 // tell everyone that we're now loading data
6090                                 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6091                                 send_netplayer_update_packet();
6092
6093                                 // JAS: Used to do all paging here!!!!
6094                                                                 
6095                                 Net_player->state = NETPLAYER_STATE_WAITING;                    
6096                                 send_netplayer_update_packet();                         
6097                                 Missiontime = 0;
6098                                 Game_time_compression = F1_0;
6099                                 break;
6100                         case MULTI_SYNC_INGAME:
6101                                 multi_sync_init();
6102                                 break;
6103                         }
6104                         break;          
6105    
6106                 case GS_STATE_VIEW_CUTSCENES:
6107                         cutscenes_screen_init();
6108                         break;
6109
6110                 case GS_STATE_MULTI_STD_WAIT:
6111                         multi_standalone_wait_init();
6112                         break;
6113
6114                 case GS_STATE_STANDALONE_MAIN:
6115                         // don't initialize if we're coming from one of these 2 states unless there are no 
6116                         // players left (reset situation)
6117                         if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6118                                 standalone_main_init();
6119                         }
6120                         break;  
6121
6122                 case GS_STATE_MULTI_PAUSED:
6123                         pause_init(1);
6124                         break;
6125                 
6126                 case GS_STATE_INGAME_PRE_JOIN:
6127                         multi_ingame_select_init();
6128                         break;
6129
6130                 case GS_STATE_STANDALONE_POSTGAME:
6131                         multi_standalone_postgame_init();
6132                         break;
6133
6134                 case GS_STATE_INITIAL_PLAYER_SELECT:
6135                         player_select_init();
6136                         break;          
6137
6138                 case GS_STATE_MULTI_START_GAME:
6139                         multi_start_game_init();
6140                         break;
6141
6142                 case GS_STATE_MULTI_HOST_OPTIONS:
6143                         multi_host_options_init();
6144                         break;          
6145
6146                 case GS_STATE_END_OF_CAMPAIGN:
6147                         mission_campaign_end_init();
6148                         break;          
6149
6150                 case GS_STATE_LOOP_BRIEF:
6151                         loop_brief_init();
6152                         break;
6153
6154                 case GS_STATE_PXO:
6155                         if (old_state != GS_STATE_PXO_HELP) {
6156                                 STUB_FUNCTION;
6157                                 // TODO: use_last_channel?
6158
6159                                 multi_pxo_init(0);
6160                         }
6161                         break;
6162
6163                 case GS_STATE_PXO_HELP:
6164                         multi_pxo_help_init();
6165                         break;
6166
6167         } // end switch
6168 }
6169
6170 // do stuff that may need to be done regardless of state
6171 void game_do_state_common(int state,int no_networking)
6172 {
6173         game_maybe_draw_mouse(flFrametime);             // determine if to draw the mouse this frame
6174         snd_do_frame();                                                         // update sound system
6175         event_music_do_frame();                                         // music needs to play across many states
6176
6177         multi_log_process();    
6178
6179         if (no_networking) {
6180                 return;
6181         }
6182
6183         // maybe do a multiplayer frame based on game mode and state type       
6184         if (Game_mode & GM_MULTIPLAYER) {
6185                 switch (state) {
6186                         case GS_STATE_OPTIONS_MENU:
6187                         case GS_STATE_GAMEPLAY_HELP:
6188                         case GS_STATE_HOTKEY_SCREEN:
6189                         case GS_STATE_HUD_CONFIG:
6190                         case GS_STATE_CONTROL_CONFIG:
6191                         case GS_STATE_MISSION_LOG_SCROLLBACK:
6192                         case GS_STATE_SHOW_GOALS:
6193                         case GS_STATE_VIEW_CUTSCENES:
6194                         case GS_STATE_EVENT_DEBUG:
6195                                 multi_maybe_do_frame();
6196                                 break;
6197                 }
6198                 
6199                 game_do_networking();
6200         }
6201 }
6202
6203 // Called once a frame.
6204 // You should never try to change the state
6205 // in here... if you think you need to, you probably really
6206 // need to post an event, not change the state.
6207 int Game_do_state_should_skip = 0;
6208 void game_do_state(int state)
6209 {
6210         // always lets the do_state_common() function determine if the state should be skipped
6211         Game_do_state_should_skip = 0;
6212         
6213         // legal to set the should skip state anywhere in this function
6214         game_do_state_common(state);    // do stuff that may need to be done regardless of state
6215
6216         if(Game_do_state_should_skip){
6217                 return;
6218         }
6219         
6220         switch (state) {
6221                 case GS_STATE_MAIN_MENU:
6222                         game_set_frametime(GS_STATE_MAIN_MENU);
6223 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6224                         mht_do();
6225 #else
6226                         main_hall_do(flFrametime);
6227 #endif
6228                         break;
6229
6230                 case GS_STATE_OPTIONS_MENU:
6231                         game_set_frametime(GS_STATE_OPTIONS_MENU);
6232                         options_menu_do_frame(flFrametime);
6233                         break;
6234
6235                 case GS_STATE_BARRACKS_MENU:
6236                         game_set_frametime(GS_STATE_BARRACKS_MENU);
6237                         barracks_do_frame(flFrametime);
6238                         break;
6239
6240                 case GS_STATE_TRAINING_MENU:
6241                         game_set_frametime(GS_STATE_TRAINING_MENU);
6242                         training_menu_do_frame(flFrametime);
6243                         break;
6244
6245                 case GS_STATE_TECH_MENU:
6246                         game_set_frametime(GS_STATE_TECH_MENU);
6247                         techroom_do_frame(flFrametime);
6248                         break;
6249
6250                 case GS_STATE_GAMEPLAY_HELP:
6251                         game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6252                         gameplay_help_do_frame(flFrametime);
6253                         break;
6254
6255                 case GS_STATE_GAME_PLAY:        // do stuff that should be done during gameplay
6256                         game_do_frame();
6257                         break;
6258
6259                 case GS_STATE_GAME_PAUSED:
6260                         pause_do(0);
6261                         break;
6262
6263                 case GS_STATE_DEBUG_PAUSED:
6264                         #ifndef NDEBUG
6265                                 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6266                                 pause_debug_do();
6267                         #endif
6268                         break;
6269
6270                 case GS_STATE_TRAINING_PAUSED:
6271                         game_training_pause_do();
6272                         break;
6273
6274                 case GS_STATE_LOAD_MISSION_MENU:
6275                         Int3();
6276                         break;
6277                 
6278                 case GS_STATE_BRIEFING:
6279                         game_set_frametime(GS_STATE_BRIEFING);
6280                         brief_do_frame(flFrametime);
6281                         break;
6282
6283                 case GS_STATE_DEBRIEF:
6284                         game_set_frametime(GS_STATE_DEBRIEF);
6285                         debrief_do_frame(flFrametime);
6286                         break;
6287
6288                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6289                         game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6290                         multi_df_debrief_do();
6291                         break;
6292
6293                 case GS_STATE_SHIP_SELECT:
6294                         game_set_frametime(GS_STATE_SHIP_SELECT);
6295                         ship_select_do(flFrametime);
6296                         break;
6297
6298                 case GS_STATE_WEAPON_SELECT:
6299                         game_set_frametime(GS_STATE_WEAPON_SELECT);
6300                         weapon_select_do(flFrametime);
6301                         break;
6302
6303                 case GS_STATE_MISSION_LOG_SCROLLBACK:
6304                         game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6305                         hud_scrollback_do_frame(flFrametime);
6306                         break;
6307
6308                 case GS_STATE_HUD_CONFIG:
6309                         game_set_frametime(GS_STATE_HUD_CONFIG);
6310                         hud_config_do_frame(flFrametime);
6311                         break;
6312
6313                 case GS_STATE_MULTI_JOIN_GAME:
6314                         game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6315                         multi_join_game_do_frame();
6316                         break;
6317
6318                 case GS_STATE_MULTI_HOST_SETUP:
6319                         game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6320                         multi_create_game_do();
6321                         break;
6322
6323                 case GS_STATE_MULTI_CLIENT_SETUP:
6324                         game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6325                         multi_game_client_setup_do_frame();
6326                         break;
6327
6328                 case GS_STATE_CONTROL_CONFIG:
6329                         game_set_frametime(GS_STATE_CONTROL_CONFIG);
6330                         control_config_do_frame(flFrametime);
6331                         break;  
6332
6333                 case GS_STATE_DEATH_DIED:
6334                         game_do_frame();                        
6335                         break;
6336
6337                 case GS_STATE_DEATH_BLEW_UP:
6338                         game_do_frame();
6339                         break;
6340
6341                 case GS_STATE_SIMULATOR_ROOM:
6342                         game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6343                         sim_room_do_frame(flFrametime);
6344                         break;
6345
6346                 case GS_STATE_CAMPAIGN_ROOM:
6347                         game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6348                         campaign_room_do_frame(flFrametime);
6349                         break;
6350
6351                 case GS_STATE_RED_ALERT:
6352                         game_set_frametime(GS_STATE_RED_ALERT);
6353                         red_alert_do_frame(flFrametime);
6354                         break;
6355
6356                 case GS_STATE_CMD_BRIEF:
6357                         game_set_frametime(GS_STATE_CMD_BRIEF);
6358                         cmd_brief_do_frame(flFrametime);
6359                         break;
6360
6361                 case GS_STATE_CREDITS:
6362                         game_set_frametime(GS_STATE_CREDITS);
6363                         credits_do_frame(flFrametime);
6364                         break;
6365
6366                 case GS_STATE_VIEW_MEDALS:
6367                         game_set_frametime(GS_STATE_VIEW_MEDALS);
6368                         medal_main_do();
6369                         break;
6370
6371                 case GS_STATE_SHOW_GOALS:
6372                         game_set_frametime(GS_STATE_SHOW_GOALS);
6373                         mission_show_goals_do_frame(flFrametime);
6374                         break;
6375
6376                 case GS_STATE_HOTKEY_SCREEN:
6377                         game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6378                         mission_hotkey_do_frame(flFrametime);
6379                         break;  
6380    
6381                 case GS_STATE_VIEW_CUTSCENES:
6382                         game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6383                         cutscenes_screen_do_frame();
6384                         break;
6385
6386                 case GS_STATE_MULTI_STD_WAIT:
6387                         game_set_frametime(GS_STATE_STANDALONE_MAIN);
6388                         multi_standalone_wait_do();
6389                         break;
6390
6391                 case GS_STATE_STANDALONE_MAIN:
6392                         game_set_frametime(GS_STATE_STANDALONE_MAIN);
6393                         standalone_main_do();
6394                         break;  
6395
6396                 case GS_STATE_MULTI_PAUSED:
6397                         game_set_frametime(GS_STATE_MULTI_PAUSED);
6398                         pause_do(1);
6399                         break;
6400
6401                 case GS_STATE_TEAM_SELECT:
6402                         game_set_frametime(GS_STATE_TEAM_SELECT);
6403                         multi_ts_do();
6404                         break;
6405
6406                 case GS_STATE_INGAME_PRE_JOIN:
6407                         game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6408                         multi_ingame_select_do();
6409                         break;
6410
6411                 case GS_STATE_EVENT_DEBUG:
6412         #ifndef NDEBUG
6413                         game_set_frametime(GS_STATE_EVENT_DEBUG);
6414                         game_show_event_debug(flFrametime);
6415         #endif
6416                         break;
6417
6418                 case GS_STATE_STANDALONE_POSTGAME:
6419                         game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6420                         multi_standalone_postgame_do();
6421                         break;
6422
6423                 case GS_STATE_INITIAL_PLAYER_SELECT:
6424                         game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6425                         player_select_do();
6426                         break;
6427
6428                 case GS_STATE_MULTI_MISSION_SYNC:
6429                         game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6430                         multi_sync_do();
6431                         break;          
6432
6433                 case GS_STATE_MULTI_START_GAME:
6434                         game_set_frametime(GS_STATE_MULTI_START_GAME);
6435                         multi_start_game_do();
6436                         break;
6437                 
6438                 case GS_STATE_MULTI_HOST_OPTIONS:
6439                         game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6440                         multi_host_options_do();
6441                         break;          
6442
6443                 case GS_STATE_END_OF_CAMPAIGN:
6444                         mission_campaign_end_do();
6445                         break;          
6446
6447                 case GS_STATE_END_DEMO:
6448                         game_set_frametime(GS_STATE_END_DEMO);
6449                         end_demo_campaign_do();
6450                         break;
6451
6452                 case GS_STATE_LOOP_BRIEF:
6453                         game_set_frametime(GS_STATE_LOOP_BRIEF);
6454                         loop_brief_do();
6455                         break;
6456
6457                 case GS_STATE_PXO:
6458                         game_set_frametime(GS_STATE_PXO);
6459                         multi_pxo_do();
6460                         break;
6461
6462                 case GS_STATE_PXO_HELP:
6463                         game_set_frametime(GS_STATE_PXO_HELP);
6464                         multi_pxo_help_do();
6465                         break;
6466
6467    } // end switch(gs_current_state)
6468 }
6469
6470
6471 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6472 int game_do_ram_check(int ram_in_mbytes)
6473 {
6474         if ( ram_in_mbytes < 30 ) {
6475                 int allowed_to_run = 1;
6476                 if ( ram_in_mbytes < 25 ) {
6477                         allowed_to_run = 0;
6478                 }
6479
6480                 char tmp[1024];
6481
6482                 if ( allowed_to_run ) {
6483                         SDL_MessageBoxData mboxd;
6484                         SDL_MessageBoxButtonData mboxbuttons[2];
6485                         int msgbox_rval;
6486
6487                         // not a translated string, but it's too long and smartdrv isn't
6488                         // really a thing for any OS we now support :p
6489                 //      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);
6490                         SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n\nPress 'OK' to continue running with less than the minimum required memory.\n", ram_in_mbytes);
6491
6492                         mboxbuttons[0].buttonid = 0;
6493                         mboxbuttons[0].text = XSTR("Ok", 503);
6494                         mboxbuttons[0].flags = 0;
6495
6496                         mboxbuttons[1].buttonid = 1;
6497                         mboxbuttons[1].text = XSTR("Cancel", 504);
6498                         mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6499
6500                         mboxd.flags = SDL_MESSAGEBOX_ERROR;
6501                         mboxd.title = XSTR( "Not Enough RAM", 194);
6502                         mboxd.message = tmp;
6503                         mboxd.numbuttons = 2;
6504                         mboxd.buttons = mboxbuttons;
6505                         mboxd.window = NULL;
6506                         mboxd.colorScheme = NULL;
6507
6508                         SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6509
6510                         if ( msgbox_rval == 1 ) {
6511                                 return -1;
6512                         }
6513                 } else {
6514                         // not a translated string, but it's too long and smartdrv isn't
6515                         // really a thing for any OS we now support :p
6516                 //      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);
6517                         SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n", ram_in_mbytes);
6518
6519                         SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6520
6521                         return -1;
6522                 }
6523         }
6524
6525         return 0;
6526 }
6527
6528 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6529 // If so, copy it over and remove the update directory.
6530 void game_maybe_update_launcher(char *exe_dir)
6531 {
6532         STUB_FUNCTION;
6533 }
6534
6535 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6536 {
6537         int i;
6538         int sub_total = 0;
6539         int sub_total_destroyed = 0;
6540         int total = 0;
6541         char str[255] = "";             
6542         
6543         // get the total for all his children
6544         for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling )   {
6545                 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6546         }       
6547
6548         // find the # of faces for this _individual_ object     
6549         total = submodel_get_num_polys(model_num, sm);
6550         if(strstr(pm->submodel[sm].name, "-destroyed")){
6551                 sub_total_destroyed = total;
6552         }
6553         
6554         // write out total
6555         SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6556         cfputs(str, out);               
6557
6558         *out_total += total + sub_total;
6559         *out_destroyed_total += sub_total_destroyed;
6560 }
6561
6562 #define BAIL()                  do { int x; for(x=0; x<num_files; x++){ if(pof_list[x] != NULL){free(pof_list[x]); pof_list[x] = NULL;}} return;} while(0);
6563 void game_spew_pof_info()
6564 {
6565         char *pof_list[1000];
6566         int num_files;  
6567         CFILE *out;
6568         int idx, model_num, i, j;
6569         polymodel *pm;
6570         int total, root_total, model_total, destroyed_total, counted;
6571         char str[255] = "";
6572
6573         // get file list
6574         num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6575
6576         // spew info on all the pofs
6577         if(!num_files){
6578                 return;
6579         }
6580
6581         // go
6582         out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6583         if(out == NULL){
6584                 BAIL();
6585         }       
6586         counted = 0;    
6587         for(idx=0; idx<num_files; idx++, counted++){
6588                 SDL_snprintf(str, SDL_arraysize(str), "%s.pof", pof_list[idx]);
6589                 model_num = model_load(str, 0, NULL);
6590                 if(model_num >= 0){
6591                         pm = model_get(model_num);
6592
6593                         // if we have a real model
6594                         if(pm != NULL){                         
6595                                 cfputs(str, out);
6596                                 cfputs("\n", out);
6597                                 
6598                                 // go through and print all raw submodels
6599                                 cfputs("RAW\n", out);
6600                                 total = 0;
6601                                 model_total = 0;                                
6602                                 for (i=0; i<pm->n_models; i++)  {                                       
6603                                         total = submodel_get_num_polys(model_num, i);                                   
6604                                         
6605                                         model_total += total;
6606                                         SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6607                                         cfputs(str, out);
6608                                 }                               
6609                                 SDL_snprintf(str, SDL_arraysize(str), "Model total %d\n", model_total);
6610                                 cfputs(str, out);                               
6611
6612                                 // now go through and do it by LOD
6613                                 cfputs("BY LOD\n\n", out);                              
6614                                 for(i=0; i<pm->n_detail_levels; i++){
6615                                         SDL_snprintf(str, SDL_arraysize(str), "LOD %d\n", i);
6616                                         cfputs(str, out);
6617
6618                                         // submodels
6619                                         root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6620                                         total = 0;
6621                                         destroyed_total = 0;
6622                                         for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling )        {
6623                                                 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6624                                         }
6625
6626                                         SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6627                                         cfputs(str, out);
6628
6629                                         SDL_snprintf(str, SDL_arraysize(str), "TOTAL: %d\n", total + root_total);
6630                                         cfputs(str, out);
6631                                         SDL_snprintf(str, SDL_arraysize(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6632                                         cfputs(str, out);
6633                                         SDL_snprintf(str, SDL_arraysize(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6634                                         cfputs(str, out);
6635                                 }                               
6636                                 cfputs("------------------------------------------------------------------------\n\n", out);                            
6637                         }
6638                 }
6639
6640                 if(counted >= MAX_POLYGON_MODELS - 5){
6641                         model_free_all();
6642                         counted = 0;
6643                 }
6644         }
6645
6646         cfclose(out);
6647         model_free_all();
6648         BAIL();
6649 }
6650
6651 DCF(pofspew, "")
6652 {
6653         game_spew_pof_info();
6654 }
6655
6656 int game_main(const char *szCmdLine)
6657 {
6658         int state;
6659
6660         // Find out how much RAM is on this machine
6661         Freespace_total_ram = SDL_GetSystemRAM();
6662
6663         if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6664                 return 0;
6665         }
6666
6667         if (!vm_init(24*1024*1024)) {
6668                 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);
6669                 return 0;
6670         }
6671
6672         char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6673         if (!tmp_mem) {
6674                 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);
6675                 return 0;
6676         }
6677
6678         free(tmp_mem);
6679         tmp_mem = NULL;
6680
6681         #ifndef NDEBUG                          
6682         {
6683                 extern void windebug_memwatch_init();
6684                 windebug_memwatch_init();
6685         }
6686         #endif
6687
6688 #ifndef NDEBUG
6689         outwnd_init(1);
6690 #endif
6691
6692         mprintf(("Platform: %s\n", SDL_GetPlatform()));
6693         mprintf(("CPU: %d %s\n", SDL_GetCPUCount(), (SDL_GetCPUCount() == 1) ? "core" : "cores"));
6694         mprintf(("Memory: %dMB\n", Freespace_total_ram));
6695         mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? "little" : "big"));
6696
6697         parse_cmdline(szCmdLine);       
6698
6699         mprintf(("--------------------------------------------------------------------------------\n"));
6700
6701 #ifdef STANDALONE_ONLY_BUILD
6702         Is_standalone = 1;
6703         nprintf(("Network", "Standalone running"));
6704 #else
6705         if (Is_standalone){
6706                 nprintf(("Network", "Standalone running"));
6707         }
6708 #endif
6709
6710         game_init();
6711         game_stop_time();
6712
6713         // maybe spew pof stuff
6714         if(Cmdline_spew_pof_info){
6715                 game_spew_pof_info();
6716                 game_shutdown();
6717                 return 1;
6718         }
6719
6720         // non-demo, non-standalone, play the intro movie
6721 #ifndef DEMO
6722         if ( !Is_standalone ) {
6723
6724                 // release -- movies always play
6725 #if defined(NDEBUG)
6726
6727                 // 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
6728                 movie_play( NOX("intro.mve") );
6729
6730                 // debug version, movie will only play with -showmovies
6731 #elif !defined(NDEBUG)
6732
6733                 movie_play( NOX("intro.mve") );
6734 /*
6735 #ifndef NDEBUG
6736                 if ( Cmdline_show_movies )
6737                         movie_play( NOX("intro.mve") );
6738 #endif
6739 */
6740 #endif // NDEBUG
6741         }
6742
6743 #endif // DEMO
6744
6745         if (Is_standalone){
6746                 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6747         } else {
6748                 gameseq_post_event(GS_EVENT_GAME_INIT);         // start the game rolling -- check for default pilot, or go to the pilot select screen
6749         }
6750
6751         while (1) {
6752                 // only important for non THREADED mode
6753                 os_poll();
6754
6755                 state = gameseq_process_events();
6756                 if ( state == GS_STATE_QUIT_GAME ){
6757                         break;
6758                 }
6759         } 
6760
6761 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6762         if(!Is_standalone){
6763                 demo_upsell_show_screens();
6764         }
6765 #elif defined(OEM_BUILD)
6766         // show upsell screens on exit
6767         oem_upsell_show_screens();
6768 #endif
6769
6770         game_shutdown();
6771         return 1;
6772 }
6773
6774 // launcher the fslauncher program on exit
6775 void game_launch_launcher_on_exit()
6776 {
6777         STUB_FUNCTION;
6778 }
6779
6780
6781 // game_shutdown()
6782 //
6783 // This function is called when FreeSpace terminates normally.  
6784 //
6785 void game_shutdown(void)
6786 {
6787         // don't ever flip a page on the standalone!
6788         if(!(Game_mode & GM_STANDALONE_SERVER)){
6789                 gr_reset_clip();
6790                 gr_clear();
6791                 gr_flip();
6792         }
6793
6794    // if the player has left the "player select" screen and quit the game without actually choosing
6795         // a player, Player will be NULL, in which case we shouldn't write the player file out!
6796         if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6797                 write_pilot_file();
6798         }
6799
6800         // load up common multiplayer icons
6801         multi_unload_common_icons();
6802         
6803         shockwave_close();                      // release any memory used by shockwave system  
6804         fireball_close();                               // free fireball system
6805         ship_close();                                   // free any memory that was allocated for the ships
6806         weapon_close();                                 // free any memory that was allocated for the weapons
6807         hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6808         unload_animating_pointer();// frees the frames used for the animating mouse pointer
6809         bm_unload_all();                                // free bitmaps
6810         mission_campaign_close();       // close out the campaign stuff
6811         mission_campaign_shutdown();    // get anything that mission_campaign_close can't do
6812         multi_voice_close();                    // close down multiplayer voice (including freeing buffers, etc)
6813         multi_log_close();
6814 #ifdef MULTI_USE_LAG
6815         multi_lag_close();
6816 #endif
6817
6818         // the menu close functions will unload the bitmaps if they were displayed during the game
6819 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6820         main_hall_close();
6821 #endif
6822         context_help_close();           // close out help system
6823         training_menu_close();
6824         lcl_close();                            // be sure localization is closed out
6825         gr_close();
6826
6827         // free left-over memory from parsed tables
6828         cutscene_tbl_close();
6829         medal_tbl_close();
6830         scoring_tbl_close();
6831         player_tips_close();
6832
6833         extern void joy_close();
6834         joy_close();
6835
6836         audiostream_close();
6837         snd_close();
6838         event_music_close();
6839         psnet_close();
6840         os_cleanup();
6841
6842         // HACKITY HACK HACK
6843         // if this flag is set, we should be firing up the launcher when exiting freespace
6844         extern int Multi_update_fireup_launcher_on_exit;
6845         if(Multi_update_fireup_launcher_on_exit){
6846                 game_launch_launcher_on_exit();
6847         }
6848 }
6849
6850 // game_stop_looped_sounds()
6851 //
6852 // This function will call the appropriate stop looped sound functions for those
6853 // modules which use looping sounds.  It is not enough just to stop a looping sound
6854 // at the DirectSound level, the game is keeping track of looping sounds, and this
6855 // function is used to inform the game that looping sounds are being halted.
6856 //
6857 void game_stop_looped_sounds()
6858 {
6859         hud_stop_looped_locking_sounds();
6860         hud_stop_looped_engine_sounds();
6861         afterburner_stop_sounds();
6862         player_stop_looped_sounds();
6863         obj_snd_stop_all();             // stop all object-linked persistant sounds
6864         game_stop_subspace_ambient_sound();
6865         snd_stop(Radar_static_looping);
6866         Radar_static_looping = -1;
6867         snd_stop(Target_static_looping);
6868         shipfx_stop_engine_wash_sound();
6869         Target_static_looping = -1;
6870 }
6871
6872 //////////////////////////////////////////////////////////////////////////
6873 //
6874 // Code for supporting an animating mouse pointer
6875 //
6876 //
6877 //////////////////////////////////////////////////////////////////////////
6878
6879 typedef struct animating_obj
6880 {
6881         int     first_frame;
6882         int     num_frames;
6883         int     current_frame;
6884         float time;
6885         float elapsed_time;
6886 } animating_obj;
6887
6888 static animating_obj Animating_mouse;
6889
6890 // ----------------------------------------------------------------------------
6891 // init_animating_pointer()
6892 //
6893 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6894 // gets properly initialized
6895 //
6896 void init_animating_pointer()
6897 {
6898         Animating_mouse.first_frame     = -1;
6899         Animating_mouse.num_frames              = 0;
6900         Animating_mouse.current_frame   = -1;
6901         Animating_mouse.time                            = 0.0f;
6902         Animating_mouse.elapsed_time    = 0.0f;
6903 }
6904
6905 // ----------------------------------------------------------------------------
6906 // load_animating_pointer()
6907 //
6908 // Called at game init to load in the frames for the animating mouse pointer
6909 //
6910 // input:       filename        =>      filename of animation file that holds the animation
6911 // 
6912 void load_animating_pointer(const char *filename, int dx, int dy)
6913 {
6914         int                             fps;
6915         animating_obj *am;
6916
6917         init_animating_pointer();
6918
6919         am = &Animating_mouse;
6920         am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
6921         if ( am->first_frame == -1 ) 
6922                 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
6923         am->current_frame = 0;
6924         am->time = am->num_frames / i2fl(fps);
6925 }
6926
6927 // ----------------------------------------------------------------------------
6928 // unload_animating_pointer()
6929 //
6930 // Called at game shutdown to free the memory used to store the animation frames
6931 //
6932 void unload_animating_pointer()
6933 {
6934         int                             i;
6935         animating_obj   *am;
6936
6937         am = &Animating_mouse;
6938         for ( i = 0; i < am->num_frames; i++ ) {
6939                 SDL_assert( (am->first_frame+i) >= 0 );
6940                 bm_release(am->first_frame + i);
6941         }
6942
6943         am->first_frame = -1;
6944         am->num_frames          = 0;
6945         am->current_frame = -1;
6946 }
6947
6948 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
6949 void game_render_mouse(float frametime)
6950 {
6951         int                             mx, my;
6952         animating_obj   *am;
6953
6954         // if animating cursor exists, play the next frame
6955         am = &Animating_mouse;
6956         if ( am->first_frame != -1 ) {
6957                 mouse_get_pos(&mx, &my);
6958                 am->elapsed_time += frametime;
6959                 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
6960                 if ( am->current_frame >= am->num_frames ) {
6961                         am->current_frame = 0;
6962                         am->elapsed_time = 0.0f;
6963                 }
6964                 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
6965         }
6966 }
6967
6968 // ----------------------------------------------------------------------------
6969 // game_maybe_draw_mouse()
6970 //
6971 // determines whether to draw the mouse pointer at all, and what frame of
6972 // animation to use if the mouse is animating
6973 //
6974 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
6975 //
6976 // input:       frametime => elapsed frame time in seconds since last call
6977 //
6978 void game_maybe_draw_mouse(float frametime)
6979 {
6980         int game_state;
6981
6982         game_state = gameseq_get_state();
6983
6984         switch ( game_state ) {
6985                 case GS_STATE_GAME_PAUSED:
6986                 // case GS_STATE_MULTI_PAUSED:
6987                 case GS_STATE_GAME_PLAY:
6988                 case GS_STATE_DEATH_DIED:
6989                 case GS_STATE_DEATH_BLEW_UP:
6990                         if ( popup_active() || popupdead_is_active() ) {
6991                                 Mouse_hidden = 0;
6992                         } else {
6993                                 Mouse_hidden = 1;       
6994                         }
6995                         break;
6996
6997                 default:
6998                         Mouse_hidden = 0;
6999                         break;
7000         }       // end switch
7001
7002         if ( !Mouse_hidden ) 
7003                 game_render_mouse(frametime);
7004
7005 }
7006
7007 void game_do_training_checks()
7008 {
7009         int i, s;
7010         float d;
7011         waypoint_list *wplp;
7012
7013         if (Training_context & TRAINING_CONTEXT_SPEED) {
7014                 s = (int) Player_obj->phys_info.fspeed;
7015                 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7016                         if (!Training_context_speed_set) {
7017                                 Training_context_speed_set = 1;
7018                                 Training_context_speed_timestamp = timestamp();
7019                         }
7020
7021                 } else
7022                         Training_context_speed_set = 0;
7023         }
7024
7025         if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7026                 wplp = &Waypoint_lists[Training_context_path];
7027                 if (wplp->count > Training_context_goal_waypoint) {
7028                         i = Training_context_goal_waypoint;
7029                         do {
7030                                 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7031                                 if (d <= Training_context_distance) {
7032                                         Training_context_at_waypoint = i;
7033                                         if (Training_context_goal_waypoint == i) {
7034                                                 Training_context_goal_waypoint++;
7035                                                 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7036                                         }
7037
7038                                         break;
7039                                 }
7040
7041                                 i++;
7042                                 if (i == wplp->count)
7043                                         i = 0;
7044
7045                         } while (i != Training_context_goal_waypoint);
7046                 }
7047         }
7048
7049         if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7050                 Players_target = Player_ai->target_objnum;
7051                 Players_targeted_subsys = Player_ai->targeted_subsys;
7052                 Players_target_timestamp = timestamp();
7053         }
7054 }
7055
7056 /////////// Following is for event debug view screen
7057
7058 #ifndef NDEBUG
7059
7060 #define EVENT_DEBUG_MAX 5000
7061 #define EVENT_DEBUG_EVENT 0x8000
7062
7063 int Event_debug_index[EVENT_DEBUG_MAX];
7064 int ED_count;
7065
7066 void game_add_event_debug_index(int n, int indent)
7067 {
7068         if (ED_count < EVENT_DEBUG_MAX)
7069                 Event_debug_index[ED_count++] = n | (indent << 16);
7070 }
7071
7072 void game_add_event_debug_sexp(int n, int indent)
7073 {
7074         if (n < 0)
7075                 return;
7076
7077         if (Sexp_nodes[n].first >= 0) {
7078                 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7079                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7080                 return;
7081         }
7082
7083         game_add_event_debug_index(n, indent);
7084         if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7085                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7086         else
7087                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7088 }
7089
7090 void game_event_debug_init()
7091 {
7092         int e;
7093
7094         ED_count = 0;
7095         for (e=0; e<Num_mission_events; e++) {
7096                 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7097                 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7098         }
7099 }
7100
7101 void game_show_event_debug(float frametime) 
7102 {
7103         char buf[256];
7104         int i, k, z;
7105         int font_height, font_width;    
7106         int y_index, y_max;
7107         static int scroll_offset = 0;
7108         
7109         k = game_check_key();
7110         if (k)
7111                 switch (k) {
7112                         case SDLK_UP:
7113                         case SDLK_KP_8:
7114                                 scroll_offset--;
7115                                 if (scroll_offset < 0)
7116                                         scroll_offset = 0;
7117                                 break;
7118
7119                         case SDLK_DOWN:
7120                         case SDLK_KP_2:
7121                                 scroll_offset++;
7122                                 break;
7123
7124                         case SDLK_PAGEUP:
7125                                 scroll_offset -= 20;
7126                                 if (scroll_offset < 0)
7127                                         scroll_offset = 0;
7128                                 break;
7129
7130                         case SDLK_PAGEDOWN:
7131                                 scroll_offset += 20;    // not font-independent, hard-coded since I counted the lines!
7132                                 break;
7133
7134                         default:
7135                                 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7136                                 key_flush();
7137                                 break;
7138                 } // end switch
7139
7140         gr_clear();
7141         gr_set_color_fast(&Color_bright);
7142         gr_set_font(FONT1);
7143         gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7144
7145         gr_set_color_fast(&Color_normal);
7146         gr_set_font(FONT1);
7147         gr_get_string_size(&font_width, &font_height, NOX("test"));
7148         y_max = gr_screen.max_h - font_height - 5;
7149         y_index = 45;
7150
7151         k = scroll_offset;
7152         while (k < ED_count) {
7153                 if (y_index > y_max)
7154                         break;
7155
7156                 z = Event_debug_index[k];
7157                 if (z & EVENT_DEBUG_EVENT) {
7158                         z &= 0x7fff;
7159                         SDL_snprintf(buf, SDL_arraysize(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7160                                 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7161                                 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7162                                 Mission_events[z].repeat_count, Mission_events[z].interval);
7163
7164                 } else {
7165                         i = (z >> 16) * 3;
7166                         buf[i] = 0;
7167                         while (i--)
7168                                 buf[i] = ' ';
7169
7170                         SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, SDL_arraysize(buf));
7171                         switch (Sexp_nodes[z & 0x7fff].value) {
7172                                 case SEXP_TRUE:
7173                                         SDL_strlcat(buf, NOX(" (True)"), SDL_arraysize(buf));
7174                                         break;
7175
7176                                 case SEXP_FALSE:
7177                                         SDL_strlcat(buf, NOX(" (False)"), SDL_arraysize(buf));
7178                                         break;
7179
7180                                 case SEXP_KNOWN_TRUE:
7181                                         SDL_strlcat(buf, NOX(" (Always true)"), SDL_arraysize(buf));
7182                                         break;
7183
7184                                 case SEXP_KNOWN_FALSE:
7185                                         SDL_strlcat(buf, NOX(" (Always false)"), SDL_arraysize(buf));
7186                                         break;
7187
7188                                 case SEXP_CANT_EVAL:
7189                                         SDL_strlcat(buf, NOX(" (Can't eval)"), SDL_arraysize(buf));
7190                                         break;
7191
7192                                 case SEXP_NAN:
7193                                 case SEXP_NAN_FOREVER:
7194                                         SDL_strlcat(buf, NOX(" (Not a number)"), SDL_arraysize(buf));
7195                                         break;
7196                         }
7197                 }
7198
7199                 gr_printf(10, y_index, buf);
7200                 y_index += font_height;
7201                 k++;
7202         }
7203
7204         gr_flip();
7205 }
7206
7207 #endif // NDEBUG
7208
7209 #ifndef NDEBUG
7210 FILE * Time_fp;
7211 FILE * Texture_fp;
7212
7213 int Tmap_num_too_big = 0;
7214 int Num_models_needing_splitting = 0;
7215
7216 void Time_model( int modelnum )
7217 {
7218 //      mprintf(( "Timing ship '%s'\n", si->name ));
7219
7220         vector eye_pos, model_pos;
7221         matrix eye_orient, model_orient;
7222
7223         polymodel *pm = model_get( modelnum );
7224
7225         int l = strlen(pm->filename);
7226         while( (l>0) )  {
7227                 if ( (l == '/') || (l=='\\') || (l==':'))       {
7228                         l++;
7229                         break;
7230                 }
7231                 l--;
7232         }
7233         char *pof_file = &pm->filename[l];
7234
7235         int model_needs_splitting = 0;
7236
7237         //fprintf( Texture_fp, "Model: %s\n", pof_file );
7238         int i;
7239         for (i=0; i<pm->n_textures; i++ )       {
7240                 char filename[1024];
7241                 ubyte pal[768];
7242
7243                 int bmp_num = pm->original_textures[i];
7244                 if ( bmp_num > -1 )     {
7245                         bm_get_palette(pm->original_textures[i], pal, filename, SDL_arraysize(filename) );
7246                         int w,h;
7247                         bm_get_info( pm->original_textures[i],&w, &h );
7248
7249
7250                         if ( (w > 512) || (h > 512) )   {
7251                                 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7252                                 Tmap_num_too_big++;
7253                                 model_needs_splitting++;
7254                         }
7255                 } else {
7256                         //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7257                 }
7258         }
7259
7260         if ( model_needs_splitting )    {
7261                 Num_models_needing_splitting++;
7262         }
7263         eye_orient = model_orient = vmd_identity_matrix;
7264         eye_pos = model_pos = vmd_zero_vector;
7265
7266         eye_pos.xyz.z = -pm->rad*2.0f;
7267
7268         vector eye_to_model;
7269
7270         vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7271         vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7272
7273         fix t1 = timer_get_fixed_seconds();
7274
7275         angles ta;
7276         ta.p = ta.b = ta.h = 0.0f; 
7277         int framecount = 0;
7278
7279         int bitmaps_used_this_frame, bitmaps_new_this_frame;
7280                 
7281         bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7282
7283         modelstats_num_polys = modelstats_num_verts = 0;
7284
7285         while( ta.h < PI2 )     {
7286
7287                 matrix m1;
7288                 vm_angles_2_matrix(&m1, &ta );
7289                 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7290
7291                 gr_reset_clip();
7292 //              gr_clear();
7293
7294                 g3_start_frame(1);
7295
7296                 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );       
7297
7298                 model_clear_instance( modelnum );
7299                 model_set_detail_level(0);              // use highest detail level
7300                 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL);     //|MR_NO_POLYS );
7301
7302                 g3_end_frame();
7303 //              gr_flip();
7304
7305                 framecount++;
7306                 ta.h += 0.1f;
7307
7308                 int k = key_inkey();
7309                 if ( k == SDLK_ESCAPE ) {
7310                         exit(1);
7311                 }
7312         }
7313
7314         fix t2 = timer_get_fixed_seconds();
7315
7316         if (framecount < 1) {
7317                 return;
7318         }
7319
7320         bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7321         //bitmaps_used_this_frame /= framecount;
7322
7323         modelstats_num_polys /= framecount;
7324         modelstats_num_verts /= framecount;
7325
7326         mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7327         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 );
7328
7329 //      fprintf( Time_fp, "%.0f\t%d\t%d\t%d\n", i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts );
7330
7331                 
7332 //      key_getch();
7333 }
7334
7335 int Time_models = 0;
7336 DCF_BOOL( time_models, Time_models );
7337
7338 void Do_model_timings_test()
7339 {
7340         
7341
7342         if ( !Time_models ) return;
7343
7344         mprintf(( "Timing models!\n" ));
7345
7346         int i;
7347
7348         ubyte model_used[MAX_POLYGON_MODELS];
7349         int model_id[MAX_POLYGON_MODELS];
7350         for (i=0; i<MAX_POLYGON_MODELS; i++ )   {
7351                 model_used[i] = 0;
7352         }
7353         
7354         // Load them all
7355         for (i=0; i<Num_ship_types; i++ )       {
7356                 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7357
7358                 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7359                 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7360         }
7361
7362         Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7363         if ( !Texture_fp ) return;
7364
7365         Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7366         if ( !Time_fp ) return;
7367
7368         fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7369 //      fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7370         
7371         for (i=0; i<MAX_POLYGON_MODELS; i++ )   {
7372                 if ( model_used[i] )    {
7373                         Time_model( model_id[i] );
7374                 }
7375         }
7376         
7377         fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7378         fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7379         
7380         fclose(Time_fp);
7381         fclose(Texture_fp);
7382
7383         exit(1);
7384 }
7385 #endif
7386
7387 // Call this function when you want to inform the player that a feature is not
7388 // enabled in the DEMO version of FreSpace
7389 void game_feature_not_in_demo_popup()
7390 {
7391         popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7392 }
7393
7394 // format the specified time (fixed point) into a nice string
7395 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7396 {
7397         float mtime;
7398         int hours,minutes,seconds;
7399
7400         mtime = f2fl(m_time);           
7401
7402         // get the hours, minutes and seconds   
7403         hours = (int)(mtime / 3600.0f);
7404         if(hours > 0){
7405                 mtime -= (3600.0f * (float)hours);
7406         }
7407         seconds = (int)mtime%60;
7408         minutes = (int)mtime/60;                        
7409
7410         if (hours > 0) {
7411                 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7412         } else {
7413                 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7414         }
7415 }
7416
7417 //      Stuff version string in *str.
7418 void get_version_string(char *str, const int str_len)
7419 {
7420 //XSTR:OFF
7421 #ifdef FS1_DEMO
7422         SDL_snprintf(str, str_len, "Dv%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7423         return;
7424 #endif
7425
7426         if ( FS_VERSION_BUILD == 0 ) {
7427                 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7428         } else {
7429                 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7430         }
7431
7432 #if defined (FS2_DEMO)
7433         SDL_strlcat(str, " D", str_len);
7434 #elif defined (OEM_BUILD)
7435         SDL_strlcat(str, " (OEM)", str_len);
7436 #endif
7437 //XSTR:ON
7438         /*
7439         HMODULE hMod;
7440         DWORD bogus_handle;
7441         char myname[_MAX_PATH];
7442         int namelen, major, minor, build, waste;
7443         unsigned int buf_size;
7444         DWORD version_size;
7445         char *infop;
7446         VOID *bufp;
7447         BOOL result;
7448
7449         // Find my EXE file name
7450         hMod = GetModuleHandle(NULL);
7451         namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7452
7453         version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7454         infop = (char *)malloc(version_size);
7455         result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7456
7457         // get the product version
7458         result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7459         sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7460 #ifdef DEMO
7461         sprintf(str,"Dv%d.%02d",major, minor);
7462 #else
7463         sprintf(str,"v%d.%02d",major, minor);
7464 #endif
7465         */
7466 }
7467
7468 void get_version_string_short(char *str, const int str_len)
7469 {
7470         SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7471 }
7472
7473 // ----------------------------------------------------------------
7474 //
7475 // OEM UPSELL SCREENS BEGIN
7476 //
7477 // ----------------------------------------------------------------
7478 #if defined(OEM_BUILD)
7479
7480 #define NUM_OEM_UPSELL_SCREENS                          3
7481 #define OEM_UPSELL_SCREEN_DELAY                         10000
7482
7483 static int Oem_upsell_bitmaps_loaded = 0;
7484 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7485 static int Oem_upsell_screen_number = 0;
7486 static int Oem_upsell_show_next_bitmap_time;
7487
7488 //XSTR:OFF
7489 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] = 
7490 {
7491         {       "OEMUpSell02",
7492                 "OEMUpSell01",
7493                 "OEMUpSell03",
7494         },
7495         {       "2_OEMUpSell02",
7496                 "2_OEMUpSell01",
7497                 "2_OEMUpSell03",
7498         },
7499 };
7500 //XSTR:ON
7501
7502 static int Oem_normal_cursor = -1;
7503 static int Oem_web_cursor = -1;
7504 //#define OEM_UPSELL_URL                "http://www.interplay-store.com/"
7505 #define OEM_UPSELL_URL          "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7506
7507 void oem_upsell_next_screen()
7508 {
7509         Oem_upsell_screen_number++;
7510         if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7511                 // extra long delay, mouse shown on last upsell
7512                 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7513                 Mouse_hidden = 0;
7514
7515         } else {
7516                 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7517         }
7518 }
7519
7520 void oem_upsell_load_bitmaps()
7521 {
7522         int i;
7523
7524         for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7525                 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7526         }
7527 }
7528
7529 void oem_upsell_unload_bitmaps()
7530 {
7531         int i;
7532
7533         for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7534                 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7535                         bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7536                 }
7537         }
7538
7539         // unloaded
7540         Oem_upsell_bitmaps_loaded = 0;
7541 }
7542
7543 // clickable hotspot on 3rd OEM upsell screen
7544 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7545         {       // GR_640
7546                 28, 350, 287, 96                                        // x, y, w, h
7547         },
7548         {       // GR_1024
7549                 45, 561, 460, 152                                       // x, y, w, h
7550         }
7551 };
7552
7553 void oem_upsell_show_screens()
7554 {
7555         int current_time, k;
7556         int done = 0;
7557
7558         if ( !Oem_upsell_bitmaps_loaded ) {
7559                 oem_upsell_load_bitmaps();
7560                 Oem_upsell_bitmaps_loaded = 1;
7561         }
7562
7563         // may use upsell screens more than once
7564         Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7565         Oem_upsell_screen_number = 0;
7566         
7567         key_flush();
7568         Mouse_hidden = 1;
7569
7570         // set up cursors
7571         int nframes;                                            // used to pass, not really needed (should be 1)
7572         Oem_normal_cursor = gr_get_cursor_bitmap();
7573         Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7574         SDL_assert(Oem_web_cursor >= 0);
7575         if (Oem_web_cursor < 0) {
7576                 Oem_web_cursor = Oem_normal_cursor;
7577         }
7578
7579         while(!done) {
7580
7581                 //oem_reset_trailer_timer();
7582
7583                 current_time = timer_get_milliseconds();
7584
7585                 os_poll();
7586                 k = key_inkey();
7587
7588                 // advance screen on keypress or timeout
7589                 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7590                         oem_upsell_next_screen();
7591                 }
7592
7593                 // check if we are done
7594                 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7595                         Oem_upsell_screen_number--;
7596                         done = 1;
7597                 } else {
7598                         if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7599                                 done = 1;
7600                         }
7601                 }
7602
7603                 // show me the upsell
7604                 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {               
7605                         gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7606                         gr_bitmap(0,0);
7607                 }
7608
7609                 // if this is the 3rd upsell, make it clickable, d00d
7610                 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7611                         int mx, my;
7612                         int button_state = mouse_get_pos(&mx, &my);
7613                         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])
7614                                 && (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]) )
7615                         {
7616                                 // switch cursors
7617                                 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7618
7619                                 // check for clicks
7620                                 if (button_state & MOUSE_LEFT_BUTTON) {
7621                                         // launch URL
7622                                         multi_pxo_url(OEM_UPSELL_URL);
7623                                         done = 1;
7624                                 } 
7625                         } else {
7626                                 // switch cursor back to normal one
7627                                 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7628                         }
7629                 }
7630
7631                 if ( done ) {
7632                         if (gameseq_get_state() != GS_STATE_END_DEMO) {
7633                                 gr_fade_out(0);
7634                                 SDL_Delay(300);
7635                         }
7636                 }
7637
7638                 gr_flip();
7639         }
7640
7641         // unload bitmap
7642         oem_upsell_unload_bitmaps();
7643
7644         // switch cursor back to normal one
7645         gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7646
7647 }
7648
7649 #endif // defined(OEM_BUILD)
7650 // ----------------------------------------------------------------
7651 //
7652 // OEM UPSELL SCREENS END
7653 //
7654 // ----------------------------------------------------------------
7655
7656
7657
7658 // ----------------------------------------------------------------
7659 //
7660 // DEMO UPSELL SCREENS BEGIN
7661 //
7662 // ----------------------------------------------------------------
7663
7664 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7665
7666 #ifdef FS1_DEMO
7667 #define NUM_DEMO_UPSELL_SCREENS                         4
7668 #define DEMO_UPSELL_SCREEN_DELAY                        15000
7669 #else
7670 #define NUM_DEMO_UPSELL_SCREENS                         2
7671 #define DEMO_UPSELL_SCREEN_DELAY                        3000
7672 #endif
7673
7674
7675 static int Demo_upsell_bitmaps_loaded = 0;
7676 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7677 static int Demo_upsell_screen_number = 0;
7678 static int Demo_upsell_show_next_bitmap_time;
7679
7680 //XSTR:OFF
7681 static const char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7682 {
7683 #ifdef FS1_DEMO
7684         {       "DemoUpsell1",
7685                 "DemoUpsell2",
7686                 "DemoUpsell3",
7687                 "DemoUpsell4"
7688         },
7689         {       "DemoUpsell1",
7690                 "DemoUpsell2",
7691                 "DemoUpsell3",
7692                 "DemoUpsell4"
7693         },
7694 #else
7695         {       "UpSell02",
7696                 "UpSell01",
7697         },
7698         {       "2_UpSell02",
7699                 "2_UpSell01",
7700         },
7701 #endif
7702         // "DemoUpsell3",
7703         // "DemoUpsell4",
7704 };
7705 //XSTR:ON
7706
7707 void demo_upsell_next_screen()
7708 {
7709         Demo_upsell_screen_number++;
7710         if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7711                 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7712         } else {
7713                 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7714         }
7715 }
7716
7717 void demo_upsell_load_bitmaps()
7718 {
7719         int i;
7720
7721         for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7722                 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7723         }
7724 }
7725
7726 void demo_upsell_unload_bitmaps()
7727 {
7728         int i;
7729
7730         for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7731                 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7732                         bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7733                 }
7734         }
7735
7736         // unloaded
7737         Demo_upsell_bitmaps_loaded = 0;
7738 }
7739
7740 void demo_upsell_show_screens()
7741 {
7742         int k;
7743         int done = 0;
7744
7745         if ( !Demo_upsell_bitmaps_loaded ) {
7746                 demo_upsell_load_bitmaps();
7747                 Demo_upsell_bitmaps_loaded = 1;
7748         }
7749
7750         // may use upsell screens more than once
7751         Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7752         Demo_upsell_screen_number = 0;
7753         
7754         key_flush();
7755         Mouse_hidden = 1;
7756
7757         while(!done) {
7758
7759                 demo_reset_trailer_timer();
7760
7761 // #ifndef THREADED
7762                 os_poll();
7763 // #endif
7764                 k = key_inkey();
7765
7766 #ifdef FS1_DEMO
7767                 if ( timer_get_milliseconds() > Demo_upsell_show_next_bitmap_time ) {
7768                         demo_upsell_next_screen();
7769                         k = 0;
7770                 }
7771 #endif
7772
7773                 if ( k > 0 ) {
7774                         demo_upsell_next_screen();
7775                 }
7776
7777                 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7778                         Demo_upsell_screen_number--;
7779                         done = 1;
7780                 } else {
7781                         if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7782                                 done = 1;
7783                         }
7784                 }
7785
7786                 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {             
7787                         gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7788                         gr_bitmap(0,0);
7789                 }
7790
7791                 if ( done ) {
7792                         if (gameseq_get_state() != GS_STATE_END_DEMO) {
7793                                 gr_fade_out(0);
7794                                 SDL_Delay(300);
7795                         }
7796                 }
7797
7798                 gr_flip();
7799         }
7800
7801         // unload bitmap
7802         demo_upsell_unload_bitmaps();
7803 }
7804
7805 #endif // DEMO
7806
7807 // ----------------------------------------------------------------
7808 //
7809 // DEMO UPSELL SCREENS END
7810 //
7811 // ----------------------------------------------------------------
7812
7813
7814 // ----------------------------------------------------------------
7815 //
7816 // Subspace Ambient Sound START
7817 //
7818 // ----------------------------------------------------------------
7819
7820 static int Subspace_ambient_left_channel = -1;
7821 static int Subspace_ambient_right_channel = -1;
7822
7823 // 
7824 void game_start_subspace_ambient_sound()
7825 {
7826         if ( Subspace_ambient_left_channel < 0 ) {
7827                 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7828         }
7829
7830         if ( Subspace_ambient_right_channel < 0 ) {
7831                 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7832         }
7833 }
7834
7835 void game_stop_subspace_ambient_sound()
7836 {
7837         if ( Subspace_ambient_left_channel >= 0 ) {
7838                 snd_stop(Subspace_ambient_left_channel);
7839                 Subspace_ambient_left_channel = -1;
7840         }
7841
7842         if ( Subspace_ambient_right_channel >= 0 ) {
7843                 snd_stop(Subspace_ambient_right_channel);
7844                 Subspace_ambient_right_channel = -1;
7845         }
7846 }
7847
7848 // ----------------------------------------------------------------
7849 //
7850 // Subspace Ambient Sound END
7851 //
7852 // ----------------------------------------------------------------
7853
7854 // ----------------------------------------------------------------
7855 //
7856 // Language Autodetection stuff
7857 //
7858
7859 // this layout order must match Lcl_languages in localize.cpp in order for the
7860 // correct language to be detected
7861 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7862 #ifdef MAKE_FS1
7863         1366105450,                             // English
7864 #else
7865         589986744,                              // English
7866 #endif
7867         -1132430286,                    // German
7868         0,                                              // French
7869         -1131728960,                                    // Polish
7870 };
7871
7872 // default setting is "-1" to use config file with English as fall back
7873 // DO NOT change the default setting here or something uncouth might happen
7874 // in the localization code
7875 int detect_lang()
7876 {
7877         uint file_checksum;             
7878         int idx;
7879
7880         // try and open the file to verify
7881         CFILE *detect = cfopen("font01.vf", "rb");
7882         
7883         // will use default setting if something went wrong
7884         if (!detect) {
7885                 return -1;
7886         }       
7887
7888         // get the long checksum of the file
7889         file_checksum = 0;
7890         cfseek(detect, 0, SEEK_SET);    
7891         cf_chksum_long(detect, &file_checksum);
7892         cfclose(detect);
7893         detect = NULL;  
7894
7895         // now compare the checksum/filesize against known #'s
7896         for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
7897                 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
7898                         return idx;
7899                 }
7900         }
7901
7902         // notify if a match was not found, include detected checksum
7903         printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
7904         printf("Using default language...\n\n");
7905         
7906         return -1;
7907 }
7908
7909 //
7910 // End Auto Lang stuff
7911 //
7912 // ----------------------------------------------------------------
7913
7914 // ----------------------------------------------------------------
7915 // SHIPS TBL VERIFICATION STUFF
7916 //
7917
7918 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
7919 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
7920         #define NUM_SHIPS_TBL_CHECKSUMS         3
7921 #else
7922         #define NUM_SHIPS_TBL_CHECKSUMS         1
7923 #endif
7924
7925 #ifdef FS2_DEMO
7926 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7927         1696074201,                                             // FS2 demo
7928 };
7929 #elif FS1_DEMO
7930 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7931         1603375034,                                             // FS1 DEMO
7932 };
7933 #elif MAKE_FS1
7934 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7935         -129679197,                                             // FS1 Full 1.06 (US)
7936         7762567,                                                // FS1 SilentThreat
7937         1555372475                                              // FS1 Full 1.06 (German)
7938 };
7939 #else
7940 /*
7941 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7942         -463907578,                                             // US - beta 1
7943         1696074201,                                             // FS2 demo
7944 };
7945 */
7946 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7947 //      -1022810006,                                    // 1.0 FULL
7948         -1254285366                                             // 1.2 FULL (German)
7949 };
7950 #endif
7951
7952 void verify_ships_tbl()
7953 {       
7954         /*
7955 #ifdef NDEBUG
7956         Game_ships_tbl_valid = 1;
7957 #else
7958         */
7959         uint file_checksum;             
7960         int idx;
7961
7962         // detect if the packfile exists
7963         CFILE *detect = cfopen("ships.tbl", "rb");
7964         Game_ships_tbl_valid = 0;        
7965         
7966         // not mission-disk
7967         if(!detect){
7968                 Game_ships_tbl_valid = 0;
7969                 return;
7970         }       
7971
7972         // get the long checksum of the file
7973         file_checksum = 0;
7974         cfseek(detect, 0, SEEK_SET);    
7975         cf_chksum_long(detect, &file_checksum);
7976         cfclose(detect);
7977         detect = NULL;  
7978
7979         // now compare the checksum/filesize against known #'s
7980         for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
7981                 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
7982                         Game_ships_tbl_valid = 1;
7983                         return;
7984                 }
7985         }
7986 // #endif
7987 }
7988
7989 DCF(shipspew, "display the checksum for the current ships.tbl")
7990 {
7991         uint file_checksum;
7992         CFILE *detect = cfopen("ships.tbl", "rb");
7993         // get the long checksum of the file
7994         file_checksum = 0;
7995         cfseek(detect, 0, SEEK_SET);    
7996         cf_chksum_long(detect, &file_checksum);
7997         cfclose(detect);
7998
7999         dc_printf("%d", file_checksum);
8000 }
8001
8002 // ----------------------------------------------------------------
8003 // WEAPONS TBL VERIFICATION STUFF
8004 //
8005
8006 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8007 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8008         #define NUM_WEAPONS_TBL_CHECKSUMS               3
8009 #else
8010         #define NUM_WEAPONS_TBL_CHECKSUMS               1
8011 #endif
8012
8013 #ifdef FS2_DEMO
8014 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8015         -266420030,                             // demo 1
8016 };
8017 #elif FS1_DEMO
8018 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8019         -1246928725,                    // FS1 DEMO
8020 };
8021 #elif MAKE_FS1
8022 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8023         -834598107,                             // FS1 1.06 Full (US)
8024         -1652231417,                    // FS1 SilentThreat
8025         720209793                               // FS1 1.06 Full (German)
8026 };
8027 #else
8028 /*
8029 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8030         141718090,                              // US - beta 1
8031         -266420030,                             // demo 1
8032 };
8033 */
8034 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8035 //      399297860,                              // 1.0 FULL     
8036         -553984927                              // 1.2 FULL (german)
8037 };
8038 #endif
8039
8040 void verify_weapons_tbl()
8041 {       
8042         /*
8043 #ifdef NDEBUG
8044         Game_weapons_tbl_valid = 1;
8045 #else
8046         */
8047         uint file_checksum;
8048         int idx;
8049
8050         // detect if the packfile exists
8051         CFILE *detect = cfopen("weapons.tbl", "rb");
8052         Game_weapons_tbl_valid = 0;      
8053         
8054         // not mission-disk
8055         if(!detect){
8056                 Game_weapons_tbl_valid = 0;
8057                 return;
8058         }       
8059
8060         // get the long checksum of the file
8061         file_checksum = 0;
8062         cfseek(detect, 0, SEEK_SET);    
8063         cf_chksum_long(detect, &file_checksum);
8064         cfclose(detect);
8065         detect = NULL;  
8066
8067         // now compare the checksum/filesize against known #'s
8068         for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8069                 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8070                         Game_weapons_tbl_valid = 1;
8071                         return;
8072                 }
8073         }
8074 // #endif
8075 }
8076
8077 DCF(wepspew, "display the checksum for the current weapons.tbl")
8078 {
8079         uint file_checksum;
8080         CFILE *detect = cfopen("weapons.tbl", "rb");
8081         // get the long checksum of the file
8082         file_checksum = 0;
8083         cfseek(detect, 0, SEEK_SET);    
8084         cf_chksum_long(detect, &file_checksum);
8085         cfclose(detect);
8086
8087         dc_printf("%d", file_checksum);
8088 }
8089
8090 // if the game is running using hacked data
8091 int game_hacked_data()
8092 {
8093         // hacked!
8094         if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8095                 return 1;
8096         }
8097
8098         // not hacked
8099         return 0;
8100 }
8101
8102 void display_title_screen()
8103 {
8104 #if defined(FS2_DEMO) || defined(OEM_BUILD)
8105         ///int title_bitmap;
8106
8107         // load bitmap
8108         int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8109         if (title_bitmap == -1) {
8110                 return;
8111         }
8112
8113         // set
8114         gr_set_bitmap(title_bitmap);
8115
8116         // draw
8117         gr_bitmap(0, 0);
8118
8119         // flip
8120         gr_flip();
8121
8122         // give it some time on screen
8123         SDL_Delay(1000);
8124
8125         bm_unload(title_bitmap);
8126 #endif  // FS2_DEMO || OEM_BUILD
8127 }
8128
8129 // return true if the game is running with "low memory", which is less than 48MB
8130 bool game_using_low_mem()
8131 {
8132         if (Use_low_mem == 0) {
8133                 return false;
8134         } else {
8135                 return true;
8136         }
8137 }