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[taylor/freespace2.git] / src / freespace2 / freespace.cpp
1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell 
5  * or otherwise commercially exploit the source or things you created based on
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * Freespace main body
16  *
17  * $Log$
18  * Revision 1.40  2005/10/01 21:40:38  taylor
19  * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20  * make sure a global cmdline.cfg file works with OS X when built as an app
21  *
22  * Revision 1.39  2005/08/12 08:57:20  taylor
23  * don't show hardware S-RAM value on HUD in debug
24  * do show in use GL texture memory
25  * have an actual fade effect for the credits screen artwork
26  *
27  * Revision 1.38  2004/09/20 01:31:44  theoddone33
28  * GCC 3.4 fixes.
29  *
30  * Revision 1.37  2004/07/04 11:31:43  taylor
31  * amd64 support, compiler warning fixes, don't use software rendering
32  *
33  * Revision 1.36  2004/06/12 01:11:35  taylor
34  * x86 compile fixes for OSX patch
35  *
36  * Revision 1.35  2004/06/11 00:53:02  tigital
37  * OSX: .app name, casts for gcc
38  *
39  * Revision 1.34  2003/08/09 03:18:03  taylor
40  * fix tips popup not having any tips
41  *
42  * Revision 1.33  2003/08/03 15:57:00  taylor
43  * simpler mouse usage; default ini settings in os_init(); cleanup
44  *
45  * Revision 1.32  2003/06/19 11:51:41  taylor
46  * adjustments to memory leak fixes
47  *
48  * Revision 1.31  2003/06/11 18:30:32  taylor
49  * plug memory leaks
50  *
51  * Revision 1.30  2003/06/03 04:00:39  taylor
52  * Polish language support (Janusz Dziemidowicz)
53  *
54  * Revision 1.29  2003/05/25 02:30:42  taylor
55  * Freespace 1 support
56  *
57  * Revision 1.28  2003/05/18 03:55:30  taylor
58  * automatic language selection support
59  *
60  * Revision 1.27  2003/03/03 04:54:44  theoddone33
61  * Commit Taylor's ShowFPS fix
62  *
63  * Revision 1.26  2003/02/20 17:41:07  theoddone33
64  * Userdir patch from Taylor Richards
65  *
66  * Revision 1.25  2003/01/30 19:54:10  relnev
67  * ini config option for the frames per second counter (Taylor Richards)
68  *
69  * Revision 1.24  2002/08/31 01:39:13  theoddone33
70  * Speed up the renderer a tad
71  *
72  * Revision 1.23  2002/08/04 02:31:00  relnev
73  * make numlock not overlap with pause
74  *
75  * Revision 1.22  2002/08/02 23:07:03  relnev
76  * don't access the mouse in standalone mode
77  *
78  * Revision 1.21  2002/07/28 05:05:08  relnev
79  * removed some old stuff
80  *
81  * Revision 1.20  2002/07/24 00:20:41  relnev
82  * nothing interesting
83  *
84  * Revision 1.19  2002/06/17 06:33:08  relnev
85  * ryan's struct patch for gcc 2.95
86  *
87  * Revision 1.18  2002/06/16 04:46:33  relnev
88  * set up correct checksums for demo
89  *
90  * Revision 1.17  2002/06/09 04:41:17  relnev
91  * added copyright header
92  *
93  * Revision 1.16  2002/06/09 03:16:04  relnev
94  * added _splitpath.
95  *
96  * removed unneeded asm, old sdl 2d setup.
97  *
98  * fixed crash caused by opengl_get_region.
99  *
100  * Revision 1.15  2002/06/05 08:05:28  relnev
101  * stub/warning removal.
102  *
103  * reworked the sound code.
104  *
105  * Revision 1.14  2002/06/05 04:03:32  relnev
106  * finished cfilesystem.
107  *
108  * removed some old code.
109  *
110  * fixed mouse save off-by-one.
111  *
112  * sound cleanups.
113  *
114  * Revision 1.13  2002/06/02 04:26:34  relnev
115  * warning cleanup
116  *
117  * Revision 1.12  2002/06/02 00:31:35  relnev
118  * implemented osregistry
119  *
120  * Revision 1.11  2002/06/01 09:00:34  relnev
121  * silly debug memmanager
122  *
123  * Revision 1.10  2002/06/01 07:12:32  relnev
124  * a few NDEBUG updates.
125  *
126  * removed a few warnings.
127  *
128  * Revision 1.9  2002/05/31 03:05:59  relnev
129  * sane default
130  *
131  * Revision 1.8  2002/05/29 02:52:32  theoddone33
132  * Enable OpenGL renderer
133  *
134  * Revision 1.7  2002/05/28 08:52:03  relnev
135  * implemented two assembly stubs.
136  *
137  * cleaned up a few warnings.
138  *
139  * added a little demo hackery to make it progress a little farther.
140  *
141  * Revision 1.6  2002/05/28 06:28:20  theoddone33
142  * Filesystem mods, actually reads some data files now
143  *
144  * Revision 1.5  2002/05/28 04:07:28  theoddone33
145  * New graphics stubbing arrangement
146  *
147  * Revision 1.4  2002/05/27 22:46:52  theoddone33
148  * Remove more undefined symbols
149  *
150  * Revision 1.3  2002/05/26 23:31:18  relnev
151  * added a few files that needed to be compiled
152  *
153  * freespace.cpp: now compiles
154  *
155  * Revision 1.2  2002/05/07 03:16:44  theoddone33
156  * The Great Newline Fix
157  *
158  * Revision 1.1.1.1  2002/05/03 03:28:09  root
159  * Initial import.
160  *
161  * 
162  * 201   6/16/00 3:15p Jefff
163  * sim of the year dvd version changes, a few german soty localization
164  * fixes
165  * 
166  * 200   11/03/99 11:06a Jefff
167  * 1.2 checksums
168  * 
169  * 199   10/26/99 5:07p Jamest
170  * fixed jeffs dumb debug code
171  * 
172  * 198   10/25/99 5:53p Jefff
173  * call control_config_common_init() on startup
174  * 
175  * 197   10/14/99 10:18a Daveb
176  * Fixed incorrect CD checking problem on standalone server.
177  * 
178  * 196   10/13/99 9:22a Daveb
179  * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180  * related to movies. Fixed launcher spawning from PXO screen.
181  * 
182  * 195   10/06/99 11:05a Jefff
183  * new oem upsell 3 hotspot coords
184  * 
185  * 194   10/06/99 10:31a Jefff
186  * OEM updates
187  * 
188  * 193   10/01/99 9:10a Daveb
189  * V 1.1 PATCH
190  * 
191  * 192   9/15/99 4:57a Dave
192  * Updated ships.tbl checksum
193  * 
194  * 191   9/15/99 3:58a Dave
195  * Removed framerate warning at all times.
196  * 
197  * 190   9/15/99 3:16a Dave
198  * Remove mt-011.fs2 from the builtin mission list.
199  * 
200  * 189   9/15/99 1:45a Dave
201  * Don't init joystick on standalone. Fixed campaign mode on standalone.
202  * Fixed no-score-report problem in TvT
203  * 
204  * 188   9/14/99 6:08a Dave
205  * Updated (final) single, multi, and campaign list.
206  * 
207  * 187   9/14/99 3:26a Dave
208  * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209  * respawn-too-early problem. Made a few crash points safe.
210  * 
211  * 186   9/13/99 4:52p Dave
212  * RESPAWN FIX
213  * 
214  * 185   9/12/99 8:09p Dave
215  * Fixed problem where skip-training button would cause mission messages
216  * not to get paged out for the current mission.
217  * 
218  * 184   9/10/99 11:53a Dave
219  * Shutdown graphics before sound to eliminate apparent lockups when
220  * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
221  * 
222  * 183   9/09/99 11:40p Dave
223  * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224  * 2 end movies properly, based upon what the player did in the mission.
225  * 
226  * 182   9/08/99 10:29p Dave
227  * Make beam sound pausing and unpausing much safer.
228  * 
229  * 181   9/08/99 10:01p Dave
230  * Make sure game won't run in a drive's root directory. Make sure
231  * standalone routes suqad war messages properly to the host.
232  * 
233  * 180   9/08/99 3:22p Dave
234  * Updated builtin mission list.
235  * 
236  * 179   9/08/99 12:01p Jefff
237  * fixed Game_builtin_mission_list typo on Training-2.fs2
238  * 
239  * 178   9/08/99 9:48a Andsager
240  * Add force feedback for engine wash.
241  * 
242  * 177   9/07/99 4:01p Dave
243  * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244  * does everything properly (setting up address when binding). Remove
245  * black rectangle background from UI_INPUTBOX.
246  * 
247  * 176   9/13/99 2:40a Dave
248  * Comment in full 80 minute CD check for RELEASE_REAL builds.
249  * 
250  * 175   9/06/99 6:38p Dave
251  * Improved CD detection code.
252  * 
253  * 174   9/06/99 1:30a Dave
254  * Intermediate checkin. Started on enforcing CD-in-drive to play the
255  * game.
256  * 
257  * 173   9/06/99 1:16a Dave
258  * Make sure the user sees the intro movie.
259  * 
260  * 172   9/04/99 8:00p Dave
261  * Fixed up 1024 and 32 bit movie support.
262  * 
263  * 171   9/03/99 1:32a Dave
264  * CD checking by act. Added support to play 2 cutscenes in a row
265  * seamlessly. Fixed super low level cfile bug related to files in the
266  * root directory of a CD. Added cheat code to set campaign mission # in
267  * main hall.
268  * 
269  * 170   9/01/99 10:49p Dave
270  * Added nice SquadWar checkbox to the client join wait screen.
271  * 
272  * 169   9/01/99 10:14a Dave
273  * Pirate bob.
274  * 
275  * 168   8/29/99 4:51p Dave
276  * Fixed damaged checkin.
277  * 
278  * 167   8/29/99 4:18p Andsager
279  * New "burst" limit for friendly damage.  Also credit more damage done
280  * against large friendly ships.
281  * 
282  * 166   8/27/99 6:38p Alanl
283  * crush the blasted repeating messages bug
284  * 
285  * 164   8/26/99 9:09p Dave
286  * Force framerate check in everything but a RELEASE_REAL build.
287  * 
288  * 163   8/26/99 9:45a Dave
289  * First pass at easter eggs and cheats.
290  * 
291  * 162   8/24/99 8:55p Dave
292  * Make sure nondimming pixels work properly in tech menu.
293  * 
294  * 161   8/24/99 1:49a Dave
295  * Fixed client-side afterburner stuttering. Added checkbox for no version
296  * checking on PXO join. Made button info passing more friendly between
297  * client and server.
298  * 
299  * 160   8/22/99 5:53p Dave
300  * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301  * instead of ship designations for multiplayer players.
302  * 
303  * 159   8/22/99 1:19p Dave
304  * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305  * which d3d cards are detected.
306  * 
307  * 158   8/20/99 2:09p Dave
308  * PXO banner cycling.
309  * 
310  * 157   8/19/99 10:59a Dave
311  * Packet loss detection.
312  * 
313  * 156   8/19/99 10:12a Alanl
314  * preload mission-specific messages on machines greater than 48MB
315  * 
316  * 155   8/16/99 4:04p Dave
317  * Big honking checkin.
318  * 
319  * 154   8/11/99 5:54p Dave
320  * Fixed collision problem. Fixed standalone ghost problem.
321  * 
322  * 153   8/10/99 7:59p Jefff
323  * XSTR'ed some stuff
324  * 
325  * 152   8/10/99 6:54p Dave
326  * Mad optimizations. Added paging to the nebula effect.
327  * 
328  * 151   8/10/99 3:44p Jefff
329  * loads Intelligence information on startup
330  * 
331  * 150   8/09/99 3:47p Dave
332  * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333  * non-nebula missions.
334  * 
335  * 149   8/09/99 2:21p Andsager
336  * Fix patching from multiplayer direct to launcher update tab.
337  * 
338  * 148   8/09/99 10:36a Dave
339  * Version info for game.
340  * 
341  * 147   8/06/99 9:46p Dave
342  * Hopefully final changes for the demo.
343  * 
344  * 146   8/06/99 3:34p Andsager
345  * Make title version info "(D)" -> "D"  show up nicely
346  * 
347  * 145   8/06/99 2:59p Adamp
348  * Fixed NT launcher/update problem.
349  * 
350  * 144   8/06/99 1:52p Dave
351  * Bumped up MAX_BITMAPS for the demo.
352  * 
353  * 143   8/06/99 12:17p Andsager
354  * Demo: down to just 1 demo dog
355  * 
356  * 142   8/05/99 9:39p Dave
357  * Yet another new checksum.
358  * 
359  * 141   8/05/99 6:19p Dave
360  * New demo checksums.
361  * 
362  * 140   8/05/99 5:31p Andsager
363  * Up demo version 1.01
364  * 
365  * 139   8/05/99 4:22p Andsager
366  * No time limit on upsell screens.  Reverse order of display of upsell
367  * bitmaps.
368  * 
369  * 138   8/05/99 4:17p Dave
370  * Tweaks to client interpolation.
371  * 
372  * 137   8/05/99 3:52p Danw
373  * 
374  * 136   8/05/99 3:01p Danw
375  * 
376  * 135   8/05/99 2:43a Anoop
377  * removed duplicate definition.
378  * 
379  * 134   8/05/99 2:13a Dave
380  * Fixed build error.
381  * 
382  * 133   8/05/99 2:05a Dave
383  * Whee.
384  * 
385  * 132   8/05/99 1:22a Andsager
386  * fix upsell bug.
387  * 
388  * 131   8/04/99 9:51p Andsager
389  * Add title screen to demo
390  * 
391  * 130   8/04/99 6:47p Jefff
392  * fixed link error resulting from #ifdefs
393  * 
394  * 129   8/04/99 6:26p Dave
395  * Updated ship tbl checksum.
396  * 
397  * 128   8/04/99 5:40p Andsager
398  * Add multiple demo dogs
399  * 
400  * 127   8/04/99 5:36p Andsager
401  * Show upsell screens at end of demo campaign before returning to main
402  * hall.
403  * 
404  * 126   8/04/99 11:42a Danw
405  * tone down EAX reverb
406  * 
407  * 125   8/04/99 11:23a Dave
408  * Updated demo checksums.
409  * 
410  * 124   8/03/99 11:02p Dave
411  * Maybe fixed sync problems in multiplayer.
412  * 
413  * 123   8/03/99 6:21p Jefff
414  * minor text change
415  * 
416  * 122   8/03/99 3:44p Andsager
417  * Launch laucher if trying to run FS without first having configured
418  * system.
419  * 
420  * 121   8/03/99 12:45p Dave
421  * Update checksums.
422  * 
423  * 120   8/02/99 9:13p Dave
424  * Added popup tips.
425  * 
426  * 119   7/30/99 10:31p Dave
427  * Added comm menu to the configurable hud files.
428  * 
429  * 118   7/30/99 5:17p Andsager
430  * first fs2demo checksums
431  * 
432  * 117   7/29/99 3:09p Anoop
433  * 
434  * 116   7/29/99 12:05a Dave
435  * Nebula speed optimizations.
436  * 
437  * 115   7/27/99 8:59a Andsager
438  * Make major, minor version consistent for all builds.  Only show major
439  * and minor for launcher update window.
440  * 
441  * 114   7/26/99 5:50p Dave
442  * Revised ingame join. Better? We'll see....
443  * 
444  * 113   7/26/99 5:27p Andsager
445  * Add training mission as builtin to demo build
446  * 
447  * 112   7/24/99 1:54p Dave
448  * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
449  * missions.
450  * 
451  * 111   7/22/99 4:00p Dave
452  * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
453  * 
454  * 110   7/21/99 8:10p Dave
455  * First run of supernova effect.
456  * 
457  * 109   7/20/99 1:49p Dave
458  * Peter Drake build. Fixed some release build warnings.
459  * 
460  * 108   7/19/99 2:26p Andsager
461  * set demo multiplayer missions
462  * 
463  * 107   7/18/99 5:19p Dave
464  * Jump node icon. Fixed debris fogging. Framerate warning stuff.
465  * 
466  * 106   7/16/99 1:50p Dave
467  * 8 bit aabitmaps. yay.
468  * 
469  * 105   7/15/99 3:07p Dave
470  * 32 bit detection support. Mouse coord commandline.
471  * 
472  * 104   7/15/99 2:13p Dave
473  * Added 32 bit detection.
474  * 
475  * 103   7/15/99 9:20a Andsager
476  * FS2_DEMO initial checkin
477  * 
478  * 102   7/14/99 11:02a Dave
479  * Skill level default back to easy. Blech.
480  * 
481  * 101   7/09/99 5:54p Dave
482  * Seperated cruiser types into individual types. Added tons of new
483  * briefing icons. Campaign screen.
484  * 
485  * 100   7/08/99 4:43p Andsager
486  * New check for sparky_hi and print if not found.
487  * 
488  * 99    7/08/99 10:53a Dave
489  * New multiplayer interpolation scheme. Not 100% done yet, but still
490  * better than the old way.
491  * 
492  * 98    7/06/99 4:24p Dave
493  * Mid-level checkin. Starting on some potentially cool multiplayer
494  * smoothness crap.
495  * 
496  * 97    7/06/99 3:35p Andsager
497  * Allow movie to play before red alert mission.
498  * 
499  * 96    7/03/99 5:50p Dave
500  * Make rotated bitmaps draw properly in padlock views.
501  * 
502  * 95    7/02/99 9:55p Dave
503  * Player engine wash sound.
504  * 
505  * 94    7/02/99 4:30p Dave
506  * Much more sophisticated lightning support.
507  * 
508  * 93    6/29/99 7:52p Dave
509  * Put in exception handling in FS2.
510  * 
511  * 92    6/22/99 9:37p Dave
512  * Put in pof spewing.
513  * 
514  * 91    6/16/99 4:06p Dave
515  * New pilot info popup. Added new draw-bitmap-as-poly function.
516  * 
517  * 90    6/15/99 1:56p Andsager
518  * For release builds, allow start up in high res only with
519  * sparky_hi._fs2.vp
520  * 
521  * 89    6/15/99 9:34a Dave
522  * Fixed key checking in single threaded version of the stamp notification
523  * screen. 
524  * 
525  * 88    6/09/99 2:55p Andsager
526  * Allow multiple asteroid subtypes (of large, medium, small) and follow
527  * family.
528  * 
529  * 87    6/08/99 1:14a Dave
530  * Multi colored hud test.
531  * 
532  * 86    6/04/99 9:52a Dave
533  * Fixed some rendering problems.
534  * 
535  * 85    6/03/99 10:15p Dave
536  * Put in temporary main hall screen.
537  * 
538  * 84    6/02/99 6:18p Dave
539  * Fixed TNT lockup problems! Wheeeee!
540  * 
541  * 83    6/01/99 3:52p Dave
542  * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543  * dead popup, pxo find player popup, pxo private room popup.
544  * 
545  * 82    5/26/99 1:28p Jasenw
546  * changed coords for loading ani
547  * 
548  * 81    5/26/99 11:46a Dave
549  * Added ship-blasting lighting and made the randomization of lighting
550  * much more customizable.
551  * 
552  * 80    5/24/99 5:45p Dave
553  * Added detail levels to the nebula, with a decent speedup. Split nebula
554  * lightning into its own section.
555  * 
556  * 
557  */
558
559 #ifndef PLAT_UNIX
560 #include <windows.h>
561 #include <process.h>
562 #include <direct.h>
563 #include <io.h>
564 #else
565 #endif
566
567 #include <stdio.h>
568 #include <stdlib.h>
569 #include <time.h>
570
571 #include "pstypes.h"
572 #include "systemvars.h"
573 #include "key.h"
574 #include "vecmat.h"
575 #include "2d.h"
576 #include "3d.h"
577 #include "starfield.h"
578 #include "lighting.h"
579 #include "weapon.h"
580 #include "ship.h"
581 #include "palman.h"
582 #include "osapi.h"
583 #include "fireballs.h"
584 #include "debris.h"
585 #include "timer.h"
586 #include "fix.h"
587 #include "floating.h"
588 #include "gamesequence.h"
589 #include "radar.h"
590 #include "optionsmenu.h"
591 #include "playermenu.h"
592 #include "trainingmenu.h"
593 #include "techmenu.h"
594 #include "ai.h"
595 #include "hud.h"
596 #include "hudmessage.h"
597 #include "psnet.h"
598 #include "missiongoals.h"
599 #include "missionparse.h"
600 #include "bmpman.h"
601 #include "joy.h"
602 #include "joy_ff.h"
603 #include "multi.h"
604 #include "multiutil.h"
605 #include "multimsgs.h"
606 #include "multiui.h"
607 #include "cfile.h"
608 #include "player.h"
609 #include "freespace.h"
610 #include "managepilot.h"
611 #include "sound.h"
612 #include "contexthelp.h"
613 #include "mouse.h"
614 #include "joy.h"
615 #include "missionbrief.h"
616 #include "missiondebrief.h"
617 #include "ui.h"
618 #include "missionshipchoice.h"
619 #include "model.h"
620 #include "hudconfig.h"
621 #include "controlsconfig.h"
622 #include "missionmessage.h"
623 #include "missiontraining.h"
624 #include "hudets.h"
625 #include "hudtarget.h"
626 #include "gamesnd.h"
627 #include "eventmusic.h"
628 #include "animplay.h"
629 #include "missionweaponchoice.h"
630 #include "missionlog.h"
631 #include "audiostr.h"
632 #include "hudlock.h"
633 #include "missioncampaign.h"
634 #include "credits.h"
635 #include "missionhotkey.h"
636 #include "objectsnd.h"
637 #include "cmeasure.h"
638 #include "ai.h"
639 #include "linklist.h"
640 #include "shockwave.h"
641 #include "afterburner.h"
642 #include "scoring.h"
643 #include "stats.h"
644 #include "cmdline.h"
645 #include "timer.h"
646 #include "stand_gui.h"
647 #include "pcxutils.h"
648 #include "hudtargetbox.h"
649 #include "multi_xfer.h"
650 #include "hudescort.h"
651 #include "multiutil.h"
652 #include "sexp.h"
653 #include "medals.h"
654 #include "multiteamselect.h"
655 #include "shipfx.h"
656 #include "readyroom.h"
657 #include "mainhallmenu.h"
658 #include "multilag.h"
659 #include "trails.h"
660 #include "particle.h"
661 #include "popup.h"
662 #include "multi_ingame.h"
663 #include "snazzyui.h"
664 #include "asteroid.h"
665 #include "popupdead.h"
666 #include "multi_voice.h"
667 #include "missioncmdbrief.h"
668 #include "redalert.h"
669 #include "gameplayhelp.h"
670 #include "multilag.h"
671 #include "staticrand.h"
672 #include "multi_pmsg.h"
673 #include "levelpaging.h"
674 #include "observer.h"
675 #include "multi_pause.h"
676 #include "multi_endgame.h"
677 #include "cutscenes.h"
678 #include "multi_respawn.h"
679 #include "movie.h"
680 #include "multi_obj.h"
681 #include "multi_log.h"
682 #include "emp.h"
683 #include "localize.h"
684 #include "osregistry.h"
685 #include "barracks.h"
686 #include "missionpause.h"
687 #include "font.h"
688 #include "alphacolors.h"
689 #include "objcollide.h"
690 #include "flak.h"
691 #include "neb.h"
692 #include "neblightning.h"
693 #include "shipcontrails.h"
694 #include "awacs.h"
695 #include "beam.h"
696 #include "multi_dogfight.h"
697 #include "multi_rate.h"
698 #include "muzzleflash.h"
699 #include "encrypt.h"
700 #include "demo.h"
701 #include "version.h"
702 #include "mainhalltemp.h"
703 #include "exceptionhandler.h"
704 #include "supernova.h"
705 #include "hudshield.h"
706 // #include "names.h"
707 #include "shiphit.h"
708 #include "missionloopbrief.h"
709
710 #ifdef NDEBUG
711 #ifdef FRED
712 #error macro FRED is defined when trying to build release Fred.  Please undefine FRED macro in build settings
713 #endif
714 #endif
715
716 //      Revision history.
717 //      Full version:
718 //    1.00.04   5/26/98 MWA -- going final (12 pm)
719 //    1.00.03   5/26/98 MWA -- going final (3 am)
720 //    1.00.02   5/25/98 MWA -- going final
721 //    1.00.01   5/25/98 MWA -- going final
722 //              0.90            5/21/98 MWA -- getting ready for final.
723 //              0.10            4/9/98.  Set by MK.
724 //
725 //      Demo version: (obsolete since DEMO codebase split from tree)
726 //              0.03            4/10/98 AL.     Interplay rev
727 //              0.02            4/8/98  MK.     Increased when this system was modified.
728 //              0.01            4/7/98? AL.     First release to Interplay QA.
729 //
730 //      OEM version:
731 //              1.00            5/28/98 AL.     First release to Interplay QA.
732
733 void game_level_init(int seed = -1);
734 void game_post_level_init();
735 void game_do_frame();
736 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
737 void game_reset_time();
738 void game_show_framerate();                     // draws framerate in lower right corner
739
740 int Game_no_clear = 0;
741
742 int Pofview_running = 0;
743 int Nebedit_running = 0;
744 int Fonttool_running = 0;
745
746 typedef struct big_expl_flash {
747         float max_flash_intensity;      // max intensity
748         float cur_flash_intensity;      // cur intensity
749         int     flash_start;            // start time
750 } big_expl_flash;
751
752 #define FRAME_FILTER 16
753
754 #define DEFAULT_SKILL_LEVEL     1
755 int     Game_skill_level = DEFAULT_SKILL_LEVEL;
756
757 #define VIEWER_ZOOM_DEFAULT 0.75f                       //      Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
758 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
759
760 #define EXE_FNAME       ("fs2.exe")
761 #define LAUNCHER_FNAME  ("freespace2.exe")
762
763
764 // JAS: Code for warphole camera.
765 // Needs to be cleaned up.
766 vector Camera_pos = ZERO_VECTOR;
767 vector Camera_velocity = ZERO_VECTOR;
768 vector Camera_desired_velocity = ZERO_VECTOR;
769 matrix Camera_orient = IDENTITY_MATRIX;
770 float Camera_damping = 1.0f;
771 float Camera_time = 0.0f;
772 float Warpout_time = 0.0f;
773 int Warpout_forced = 0;         // Set if this is a forced warpout that cannot be cancelled.
774 int Warpout_sound = -1;
775 void camera_move();
776 int Use_joy_mouse = 0;
777 int Use_palette_flash = 1;
778 #ifndef NDEBUG
779 int Use_fullscreen_at_startup = 0;
780 #endif
781 int Show_area_effect = 0;
782 object  *Last_view_target = NULL;
783
784 int dogfight_blown = 0;
785
786 int     frame_int = -1;
787 float frametimes[FRAME_FILTER];
788 float frametotal = 0.0f;
789 float flFrametime;
790
791 #ifdef RELEASE_REAL
792         int     Show_framerate = 0;
793 #else 
794         int     Show_framerate = 1;
795 #endif
796
797 int     Framerate_cap = 120;
798 int     Show_mem = 0;
799 int     Show_cpu = 0;
800 int     Show_target_debug_info = 0;
801 int     Show_target_weapons = 0;
802 int     Game_font = -1;
803
804 #ifndef NDEBUG
805 static int Show_player_pos = 0;         // debug console command to show player world pos on HUD
806 #endif
807
808 int Debug_octant = -1;
809
810 fix Game_time_compression = F1_0;
811
812 // if the ships.tbl the player has is valid
813 int Game_ships_tbl_valid = 0;
814
815 // if the weapons.tbl the player has is valid
816 int Game_weapons_tbl_valid = 0;
817
818 #ifndef NDEBUG
819 int Test_begin = 0;
820 extern int      Player_attacking_enabled;
821 int Show_net_stats;
822 #endif
823
824 int Pre_player_entry;
825
826 int     Fred_running = 0;
827 char Game_current_mission_filename[MAX_FILENAME_LEN];
828 int game_single_step = 0;
829 int last_single_step=0;
830
831 extern int MSG_WINDOW_X_START;  // used to position mission_time and shields output
832 extern int MSG_WINDOW_Y_START;
833 extern int MSG_WINDOW_HEIGHT;
834
835 int game_zbuffer = 1;
836 //static int Game_music_paused;
837 static int Game_paused;
838
839 int Game_level_seed;
840
841 #define EXPIRE_BAD_CHECKSUM                     1
842 #define EXPIRE_BAD_TIME                                 2
843
844 extern void ssm_init();
845 extern void ssm_level_init();
846 extern void ssm_process();
847
848 // static variable to contain the time this version was built
849 // commented out for now until
850 // I figure out how to get the username into the file
851 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
852
853 // defines and variables used for dumping frame for making trailers.
854 #ifndef NDEBUG
855 int Debug_dump_frames = 0;                      // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
856 int Debug_dump_trigger = 0;
857 int Debug_dump_frame_count;
858 int Debug_dump_frame_num = 0;
859 #define DUMP_BUFFER_NUM_FRAMES  1                       // store every 15 frames
860 #endif
861
862 // amount of time to wait after the player has died before we display the death died popup
863 #define PLAYER_DIED_POPUP_WAIT          2500
864 int Player_died_popup_wait = -1;
865 time_t Player_multi_died_check = -1;
866
867 // builtin mission list stuff
868 #ifdef FS2_DEMO
869         int Game_builtin_mission_count = 6;
870         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
871                 { "SPDemo-01.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872                 { "SPDemo-02.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
873                 { "DemoTrain.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
874                 { "Demo.fc2",                                           (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
875                 { "MPDemo-01.fs2",                              (FSB_FROM_VOLITION | FSB_MULTI) },
876                 { "Demo-DOG-01.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI) },
877         };
878 #elif defined(FS1_DEMO)
879         int Game_builtin_mission_count = 5;
880         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
881                 { "btmdemo.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
882                 { "demo.fsc",                                   (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
883                 { "demo01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
884                 { "demo02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
885                 { "demo02b.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
886         };
887 #elif defined(PD_BUILD)
888         int Game_builtin_mission_count = 4;
889         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
890                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION) },
891                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION) },
892                 { "sm1-01",                                                     (FSB_FROM_VOLITION) },
893                 { "sm1-05",                                                     (FSB_FROM_VOLITION) },
894         };
895 #elif defined(MULTIPLAYER_BETA)
896         int Game_builtin_mission_count = 17;
897         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
898                 // multiplayer beta
899                 { "md-01.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
900                 { "md-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
901                 { "md-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
902                 { "md-04.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
903                 { "md-05.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
904                 { "md-06.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
905                 { "md-07.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
906                 { "mt-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
907                 { "mt-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
908                 { "m-03.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
909                 { "m-04.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
910                 { "m-05.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
911                 { "templar-01.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
912                 { "templar-02.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
913                 { "templar-03a.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
914                 { "templar-04a.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
915                 { "templar.fc2",                                        (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
916         };
917 #elif defined(OEM_BUILD)
918         int Game_builtin_mission_count = 17;
919         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
920                 // oem version - act 1 only
921                 { "freespace2oem.fc2",                  (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
922                         
923                 // act 1
924                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925                 { "sm1-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926                 { "sm1-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927                 { "sm1-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929                 { "sm1-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
930                 { "sm1-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
931                 { "sm1-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
932                 { "sm1-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
933                 { "sm1-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
934                 { "training-1.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
935                 { "training-2.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
936                 { "training-3.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
937                 { "tsm-104.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
938                 { "tsm-105.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
939                 { "tsm-106.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
940         };
941 #elif defined(MAKE_FS1) 
942         int Game_builtin_mission_count = 125;
943         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
944                 // single player campaign
945                 { "freespace.fsc",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
946
947                 // act 1
948                 { "sm1-01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
949                 { "sm1-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950                 { "sm1-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951                 { "sm1-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952                 { "sm1-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953                 { "sm1-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954                 { "sm1-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955                 { "sm1-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956                 { "sm1-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
957                 { "sm1-10a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
958
959                 // act 2
960                 { "sm2-01a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
961                 { "sm2-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962                 { "sm2-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963                 { "sm2-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964                 { "sm2-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965                 { "sm2-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966                 { "sm2-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967                 { "sm2-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968                 { "sm2-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
969                 { "sm2-10a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
970
971                 // act 3
972                 { "sm3-01a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973                 { "sm3-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
974                 { "sm3-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
975                 { "sm3-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
976                 { "sm3-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
977                 { "sm3-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
978                 { "sm3-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979                 { "sm3-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
980                 { "sm3-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
981
982                 // gauntlet
983                 { "t-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
984                 { "v-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
985                 { "s-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
986
987                 // training
988                 { "btm-01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
989                 { "btm-02.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
990                 { "btm-03.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
991                 { "btm-04.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
992                 { "btm-05.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
993
994                 // multiplayer
995                 { "m-hope.fsc",                                 (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
996                 { "m-altair.fsc",                               (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
997
998                 { "m-v-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
999                 { "m-va.fsm",                                   (FSB_FROM_VOLITION | FSB_MULTI) },
1000                 { "m-unstoppable.fsm",                  (FSB_FROM_VOLITION | FSB_MULTI) },
1001                 { "m-t-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
1002                 { "m-s-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
1003                 { "m-rescue.fsm",                               (FSB_FROM_VOLITION | FSB_MULTI) },
1004                 { "m-pain.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1005                 { "m-orecovery.fsm",                    (FSB_FROM_VOLITION | FSB_MULTI) },
1006                 { "mm3-01a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1007                 { "mm3-02a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1008                 { "mm3-03a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1009                 { "mm3-04a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1010                 { "mm3-05a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1011                 { "mm3-06a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1012                 { "m-guardduty.fsm",                    (FSB_FROM_VOLITION | FSB_MULTI) },
1013                 { "m-gate.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1014                 { "m-duel.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1015                 { "m-convoyassault.fsm",                (FSB_FROM_VOLITION | FSB_MULTI) },
1016                 { "m-clash.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1017
1018         // SilentThreat missions
1019                 // Main SilentThreat campaign
1020                 { "SilentThreat.fsc",                   (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1021
1022                 { "md-01.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023                 { "md-02.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024                 { "md-03.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025                 { "md-04.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1026                 { "md-05.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1027                 { "md-06.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1028                 { "md-07.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1029                 { "md-08.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1030                 { "md-09.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1031                 { "md-10.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1032                 { "md-11.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1033                 { "md-12.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1034
1035                 // SilentThreat Part 1 - multi-coop
1036                 { "ST-Part1.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1037
1038                 { "stmm-01.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1039                 { "stmm-02.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1040                 { "stmm-03.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1041
1042                 // SilentThreat Part 2 - multi-coop
1043                 { "ST-Part2.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1044
1045                 { "stmm-04.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1046                 { "stmm-05.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1047                 { "stmm-06.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1048
1049                 // SilentThreat Part 3 - multi-coop
1050                 { "ST-Part3.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1051
1052                 { "stmm-07.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1053                 { "stmm-08.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1054                 { "stmm-09.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1055
1056                 // SilentThreat Part 4 - multi-coop
1057                 { "ST-Part4.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1058
1059                 { "stmm-10.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1060                 { "stmm-11.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1061                 { "stmm-12.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1062
1063                 // multiplayer missions
1064                 { "mdmm-01.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1065                 { "mdmm-02.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1066                 { "mdmm-03.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1067                 { "mdmm-04.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1068                 // user supplied missions
1069                 { "mdu-02.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1070                 { "mdu-03.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1071                 { "mdu-04.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1072                 { "mdu-05.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1073                 { "mdu-06.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1074                 { "mdu-07.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1075                 { "mdu-08.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1076                 { "mdu-09.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1077                 { "mdu-10.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1078                 { "mdu-11.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1079                 { "mdu-12.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1080                 { "mdu-13.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1081                 { "mdu-14.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1082                 { "mdu-15.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1083                 { "mdu-16.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1084                 { "mdu-17.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1085                 { "mdu-18.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1086                 { "mdu-19.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1087                 { "mdu-20.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1088                 { "mdu-21.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1089                 { "mdu-22.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1090                 { "mdu-23.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1091                 { "mdu-24.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1092                 { "mdu-25.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1093                 { "mdu-26.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1094                 { "mdu-27.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1095                 { "mdu-28.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1096                 { "mdu-29.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1097                 { "mdu-30.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1098                 { "mdu-31.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1099                 { "mdumm-01.fsm",                               (FSB_FROM_MDISK | FSB_MULTI) },
1100                 { "mdumm-02.fsm",                               (FSB_FROM_MDISK | FSB_MULTI) },
1101         };
1102 #else
1103         int Game_builtin_mission_count = 92;
1104         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1105                 // single player campaign
1106                 { "freespace2.fc2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1107                         
1108                 // act 1
1109                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110                 { "sm1-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111                 { "sm1-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112                 { "sm1-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114                 { "sm1-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115                 { "sm1-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116                 { "sm1-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117                 { "sm1-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118                 { "sm1-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1119                 { "loop1-1.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120                 { "loop1-2.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121                 { "loop1-3.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122                 { "training-1.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123                 { "training-2.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124                 { "training-3.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125                 { "tsm-104.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126                 { "tsm-105.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1127                 { "tsm-106.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1128
1129                 // act 2
1130                 { "sm2-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1131                 { "sm2-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132                 { "sm2-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133                 { "sm2-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134                 { "sm2-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135                 { "sm2-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136                 { "sm2-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137                 { "sm2-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138                 { "sm2-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1139                 { "sm2-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1140
1141                 // act 3
1142                 { "sm3-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143                 { "sm3-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144                 { "sm3-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145                 { "sm3-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1146                 { "sm3-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1147                 { "sm3-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1148                 { "sm3-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1149                 { "sm3-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1150                 { "sm3-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1151                 { "sm3-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1152                 { "loop2-1.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1153                 { "loop2-2.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1154
1155                 // multiplayer missions
1156
1157                 // gauntlet
1158                 { "g-shi.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1159                 { "g-ter.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1160                 { "g-vas.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1161
1162                 // coop
1163                 { "m-01.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1164                 { "m-02.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1165                 { "m-03.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1166                 { "m-04.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1167
1168                 // dogfight
1169                 { "mdh-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1170                 { "mdh-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1171                 { "mdh-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1172                 { "mdh-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1173                 { "mdh-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1174                 { "mdh-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1175                 { "mdh-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1176                 { "mdh-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1177                 { "mdh-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1178                 { "mdl-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1179                 { "mdl-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1180                 { "mdl-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1181                 { "mdl-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1182                 { "mdl-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1183                 { "mdl-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1184                 { "mdl-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1185                 { "mdl-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1186                 { "mdl-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1187                 { "mdm-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1188                 { "mdm-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1189                 { "mdm-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1190                 { "mdm-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1191                 { "mdm-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1192                 { "mdm-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1193                 { "mdm-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1194                 { "mdm-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1195                 { "mdm-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1196                 { "osdog.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1197
1198                 // TvT          
1199                 { "mt-01.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1200                 { "mt-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1201                 { "mt-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1202                 { "mt-04.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1203                 { "mt-05.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1204                 { "mt-06.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1205                 { "mt-07.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1206                 { "mt-08.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1207                 { "mt-09.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1208                 { "mt-10.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1209
1210                 // campaign
1211                 { "templar.fc2",                                (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1212                 { "templar-01.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1213                 { "templar-02.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1214                 { "templar-03.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1215                 { "templar-04.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1216         };
1217 #endif
1218
1219
1220 // Internal function prototypes
1221 void game_maybe_draw_mouse(float frametime);
1222 void init_animating_pointer();
1223 void load_animating_pointer(const char *filename, int dx, int dy);
1224 void unload_animating_pointer();
1225 void game_do_training_checks();
1226 void game_shutdown(void);
1227 void game_show_event_debug(float frametime);
1228 void game_event_debug_init();
1229 void game_frame();
1230 void demo_upsell_show_screens();
1231 void game_start_subspace_ambient_sound();
1232 void game_stop_subspace_ambient_sound();
1233 void verify_ships_tbl();
1234 void verify_weapons_tbl();
1235 void display_title_screen();
1236
1237 // loading background filenames
1238 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1239         "LoadingBG",            // GR_640
1240         "2_LoadingBG"           // GR_1024
1241 };
1242
1243
1244 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1245         "Loading.ani",          // GR_640
1246         "2_Loading.ani"         // GR_1024
1247 };
1248
1249 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1250 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1251 #ifdef FS1_DEMO
1252         "DemoTitle1",
1253 #else
1254         "PreLoad",
1255 #endif  // FS1_DEMO
1256         "2_PreLoad"
1257 };
1258 #elif defined(OEM_BUILD)
1259 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1260         "OEMPreLoad",
1261         "2_OEMPreLoad"
1262 };
1263 #endif
1264
1265 // auto-lang stuff
1266 int detect_lang();
1267
1268 // How much RAM is on this machine. Set in WinMain
1269 static int Freespace_total_ram = 0;
1270
1271 // game flash stuff
1272 float Game_flash_red = 0.0f;
1273 float Game_flash_green = 0.0f;
1274 float Game_flash_blue = 0.0f;
1275 float Sun_spot = 0.0f;
1276 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1277
1278 // game shudder stuff (in ms)
1279 int Game_shudder_time = -1;
1280 int Game_shudder_total = 0;
1281 float Game_shudder_intensity = 0.0f;                    // should be between 0.0 and 100.0
1282
1283 // EAX stuff
1284 sound_env Game_sound_env;
1285 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1286 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1287
1288 int Game_sound_env_update_timestamp;
1289
1290 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1291
1292
1293 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1294
1295 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1296 {
1297         int idx;
1298
1299         // look through all existing builtin missions
1300         for(idx=0; idx<Game_builtin_mission_count; idx++){
1301                 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1302                         return &Game_builtin_mission_list[idx];
1303                 }
1304         }
1305
1306         // didn't find it
1307         return NULL;
1308 }
1309
1310 int game_get_default_skill_level()
1311 {
1312         return DEFAULT_SKILL_LEVEL;
1313 }
1314
1315 // Resets the flash
1316 void game_flash_reset()
1317 {
1318         Game_flash_red = 0.0f;
1319         Game_flash_green = 0.0f;
1320         Game_flash_blue = 0.0f;
1321         Sun_spot = 0.0f;
1322         Big_expl_flash.max_flash_intensity = 0.0f;
1323         Big_expl_flash.cur_flash_intensity = 0.0f;
1324         Big_expl_flash.flash_start = 0;
1325 }
1326
1327 float Gf_critical = -1.0f;                                      // framerate we should be above on the average for this mission
1328 float Gf_critical_time = 0.0f;                  // how much time we've been at the critical framerate
1329
1330 void game_framerate_check_init()
1331 {
1332         // zero critical time
1333         Gf_critical_time = 0.0f;
1334                 
1335         // nebula missions
1336         if(The_mission.flags & MISSION_FLAG_FULLNEB){
1337                 Gf_critical = 15.0f;
1338         } else {
1339                 Gf_critical = 25.0f;
1340         }
1341 }
1342
1343 extern float Framerate;
1344 void game_framerate_check()
1345 {
1346         int y_start = 100;
1347         
1348         // if the current framerate is above the critical level, add frametime
1349         if(Framerate >= Gf_critical){
1350                 Gf_critical_time += flFrametime;
1351         }       
1352
1353         if(!Show_framerate){
1354                 return;
1355         }
1356
1357         // display if we're above the critical framerate
1358         if(Framerate < Gf_critical){
1359                 gr_set_color_fast(&Color_bright_red);
1360                 gr_string(200, y_start, "Framerate warning");
1361
1362                 y_start += 10;
1363         }
1364
1365         // display our current pct of good frametime
1366         if(f2fl(Missiontime) >= 0.0f){
1367                 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1368
1369                 if(pct >= 85.0f){
1370                         gr_set_color_fast(&Color_bright_green);
1371                 } else {
1372                         gr_set_color_fast(&Color_bright_red);
1373                 }
1374
1375                 gr_printf(200, y_start, "%d%%", (int)pct);
1376         }
1377 }
1378
1379
1380 // Adds a flash effect.  These can be positive or negative.
1381 // The range will get capped at around -1 to 1, so stick 
1382 // with a range like that.
1383 void game_flash( float r, float g, float b )
1384 {
1385         Game_flash_red += r;
1386         Game_flash_green += g;
1387         Game_flash_blue += b;
1388
1389         if ( Game_flash_red < -1.0f )   {
1390                 Game_flash_red = -1.0f;
1391         } else if ( Game_flash_red > 1.0f )     {
1392                 Game_flash_red = 1.0f;
1393         }
1394
1395         if ( Game_flash_green < -1.0f ) {
1396                 Game_flash_green = -1.0f;
1397         } else if ( Game_flash_green > 1.0f )   {
1398                 Game_flash_green = 1.0f;
1399         }
1400
1401         if ( Game_flash_blue < -1.0f )  {
1402                 Game_flash_blue = -1.0f;
1403         } else if ( Game_flash_blue > 1.0f )    {
1404                 Game_flash_blue = 1.0f;
1405         }
1406
1407 }
1408
1409 // Adds a flash for Big Ship explosions
1410 // cap range from 0 to 1
1411 void big_explosion_flash(float flash)
1412 {
1413         Big_expl_flash.flash_start = timestamp(1);
1414
1415         if (flash > 1.0f) {
1416                 flash = 1.0f;
1417         } else if (flash < 0.0f) {
1418                 flash = 0.0f;
1419         }
1420
1421         Big_expl_flash.max_flash_intensity = flash;
1422         Big_expl_flash.cur_flash_intensity = 0.0f;
1423 }
1424
1425 //      Amount to diminish palette towards normal, per second.
1426 #define DIMINISH_RATE   0.75f
1427 #define SUN_DIMINISH_RATE       6.00f
1428
1429 int Sun_drew = 0;
1430
1431 float sn_glare_scale = 1.7f;
1432 DCF(sn_glare, "")
1433 {
1434         dc_get_arg(ARG_FLOAT);
1435         sn_glare_scale = Dc_arg_float;
1436 }
1437
1438 float Supernova_last_glare = 0.0f;
1439 void game_sunspot_process(float frametime)
1440 {
1441         int n_lights, idx;
1442         int sn_stage;
1443         float Sun_spot_goal = 0.0f;
1444
1445         // supernova
1446         sn_stage = supernova_active();
1447         if(sn_stage){           
1448                 // sunspot differently based on supernova stage
1449                 switch(sn_stage){
1450                 // approaching. player still in control
1451                 case 1:                 
1452                         float pct;
1453                         pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1454
1455                         vector light_dir;                               
1456                         light_get_global_dir(&light_dir, 0);
1457                         float dot;
1458                         dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1459                         
1460                         if(dot >= 0.0f){
1461                                 // scale it some more
1462                                 dot = dot * (0.5f + (pct * 0.5f));
1463                                 dot += 0.05f;                                   
1464
1465                                 Sun_spot_goal += (dot * sn_glare_scale);
1466                         }
1467
1468                         // draw the sun glow
1469                         if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) )    {
1470                                 // draw the glow for this sun
1471                                 stars_draw_sun_glow(0); 
1472                         }
1473
1474                         Supernova_last_glare = Sun_spot_goal;
1475                         break;
1476
1477                 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1478                 case 2:                                         
1479                 case 3:
1480                         Sun_spot_goal = 0.9f;
1481                         Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1482
1483                         if(Sun_spot_goal > 1.0f){
1484                                 Sun_spot_goal = 1.0f;
1485                         }
1486
1487                         Sun_spot_goal *= sn_glare_scale;
1488                         Supernova_last_glare = Sun_spot_goal;
1489                         break;          
1490
1491                 // fade to white. display dead popup
1492                 case 4:
1493                 case 5:
1494                         Supernova_last_glare += (2.0f * flFrametime);
1495                         if(Supernova_last_glare > 2.0f){
1496                                 Supernova_last_glare = 2.0f;
1497                         }
1498
1499                         Sun_spot_goal = Supernova_last_glare;
1500                         break;
1501                 }
1502         
1503                 Sun_drew = 0;                           
1504         } else {
1505                 if ( Sun_drew ) {
1506                         // check sunspots for all suns
1507                         n_lights = light_get_global_count();
1508
1509                         // check
1510                         for(idx=0; idx<n_lights; idx++){
1511                                 //(vector *eye_pos, matrix *eye_orient)
1512                                 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) )  {
1513
1514                                         vector light_dir;                               
1515                                         light_get_global_dir(&light_dir, idx);
1516
1517                                         float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1518
1519                                         Sun_spot_goal += (float)pow(dot,85.0f);
1520
1521                                         // draw the glow for this sun
1522                                         stars_draw_sun_glow(idx);                               
1523                                 } else {
1524                                         Sun_spot_goal = 0.0f;
1525                                 }
1526                         }
1527
1528                         Sun_drew = 0;
1529                 } else {
1530                         Sun_spot_goal = 0.0f;
1531                 }
1532         }
1533
1534         float dec_amount = frametime*SUN_DIMINISH_RATE;
1535
1536         if ( Sun_spot < Sun_spot_goal ) {
1537                 Sun_spot += dec_amount;
1538                 if ( Sun_spot > Sun_spot_goal ) {
1539                         Sun_spot = Sun_spot_goal;
1540                 }
1541         } else if ( Sun_spot > Sun_spot_goal )  {
1542                 Sun_spot -= dec_amount;
1543                 if ( Sun_spot < Sun_spot_goal ) {
1544                         Sun_spot = Sun_spot_goal;
1545                 }
1546         }
1547 }
1548
1549
1550 // Call once a frame to diminish the
1551 // flash effect to 0.
1552 void game_flash_diminish(float frametime)
1553 {
1554         float dec_amount = frametime*DIMINISH_RATE;
1555
1556         if ( Game_flash_red > 0.0f ) {
1557                 Game_flash_red -= dec_amount;           
1558                 if ( Game_flash_red < 0.0f )
1559                         Game_flash_red = 0.0f;
1560         } else {
1561                 Game_flash_red += dec_amount;           
1562                 if ( Game_flash_red > 0.0f )
1563                         Game_flash_red = 0.0f;
1564         } 
1565
1566         if ( Game_flash_green > 0.0f ) {
1567                 Game_flash_green -= dec_amount;         
1568                 if ( Game_flash_green < 0.0f )
1569                         Game_flash_green = 0.0f;
1570         } else {
1571                 Game_flash_green += dec_amount;         
1572                 if ( Game_flash_green > 0.0f )
1573                         Game_flash_green = 0.0f;
1574         } 
1575
1576         if ( Game_flash_blue > 0.0f ) {
1577                 Game_flash_blue -= dec_amount;          
1578                 if ( Game_flash_blue < 0.0f )
1579                         Game_flash_blue = 0.0f;
1580         } else {
1581                 Game_flash_blue += dec_amount;          
1582                 if ( Game_flash_blue > 0.0f )
1583                         Game_flash_blue = 0.0f;
1584         } 
1585
1586         // update big_explosion_cur_flash
1587 #define TIME_UP         1500
1588 #define TIME_DOWN       2500
1589         int duration = TIME_UP + TIME_DOWN;
1590         int time = timestamp_until(Big_expl_flash.flash_start);
1591         if (time > -duration) {
1592                 time = -time;
1593                 if (time < TIME_UP) {
1594                         Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1595                 } else {
1596                         time -= TIME_UP;
1597                         Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1598                 }
1599         }
1600         
1601         if ( Use_palette_flash )        {
1602                 int r,g,b;
1603 //              static int or=0, og=0, ob=0;
1604
1605                 // Change the 200 to change the color range of colors.
1606                 r = fl2i( Game_flash_red*128.0f );  
1607                 g = fl2i( Game_flash_green*128.0f );   
1608                 b = fl2i( Game_flash_blue*128.0f );  
1609
1610                 if ( Sun_spot > 0.0f )  {
1611                         r += fl2i(Sun_spot*128.0f);
1612                         g += fl2i(Sun_spot*128.0f);
1613                         b += fl2i(Sun_spot*128.0f);
1614                 }
1615
1616                 if ( Big_expl_flash.cur_flash_intensity  > 0.0f ) {
1617                         r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1618                         g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1619                         b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1620                 }
1621
1622                 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1623                 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1624                 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1625
1626                 if ( (r!=0) || (g!=0) || (b!=0) ) {
1627                         gr_flash( r, g, b );
1628
1629                         //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1630
1631 //                      or = r;
1632 //                      og = g;
1633 //                      ob = b;
1634                 }
1635         }
1636         
1637 }
1638
1639
1640 void game_level_close()
1641 {
1642         // De-Initialize the game subsystems
1643         event_music_level_close();
1644         game_stop_looped_sounds();
1645         snd_stop_all();
1646         obj_snd_level_close();                                  // uninit object-linked persistant sounds
1647         gamesnd_unload_gameplay_sounds();       // unload gameplay sounds from memory
1648         anim_level_close();                                             // stop and clean up any anim instances
1649         message_mission_shutdown();                             // called after anim_level_close() to make sure anim instances are free
1650         shockwave_level_close();
1651         fireball_level_close(); 
1652         shield_hit_close();
1653         mission_event_shutdown();
1654         asteroid_level_close();
1655         flak_level_close();                                             // unload flak stuff
1656         neb2_level_close();                                             // shutdown gaseous nebula stuff
1657         ct_level_close();
1658         beam_level_close();
1659         mflash_level_close();
1660         mission_brief_common_reset();                   // close out parsed briefing/mission stuff
1661
1662         audiostream_unpause_all();
1663         Game_paused = 0;
1664 }
1665
1666
1667 // intializes game stuff and loads the mission.  Returns 0 on failure, 1 on success
1668 // input: seed =>       DEFAULT PARAMETER (value -1).  Only set by demo playback code.
1669 void game_level_init(int seed)
1670 {
1671         // seed the random number generator
1672         if ( seed == -1 ) {
1673                 // if no seed was passed, seed the generator either from the time value, or from the
1674                 // netgame security flags -- ensures that all players in multiplayer game will have the
1675                 // same randon number sequence (with static rand functions)
1676                 if ( Game_mode & GM_NORMAL ) {
1677                         Game_level_seed = (int)time(NULL);
1678                 } else {
1679                         Game_level_seed = Netgame.security;
1680                 }
1681         } else {
1682                 // mwa 9/17/98 -- maybe this assert isn't needed????
1683                 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1684                 Game_level_seed = seed;
1685         }
1686         srand( Game_level_seed );
1687
1688         // semirand function needs to get re-initted every time in multiplayer
1689         if ( Game_mode & GM_MULTIPLAYER ){
1690                 init_semirand();
1691         }
1692
1693         Framecount = 0;
1694
1695         Key_normal_game = (Game_mode & GM_NORMAL);
1696         Cheats_enabled = 0;
1697
1698         Game_shudder_time = -1;
1699
1700         // Initialize the game subsystems
1701 //      timestamp_reset();                      // Must be inited before everything else
1702         if(!Is_standalone){
1703                 game_reset_time();                      // resets time, and resets saved time too
1704         }
1705         obj_init();                                             // Must be inited before the other systems
1706         model_free_all();                               // Free all existing models
1707         mission_brief_common_init();            // Free all existing briefing/debriefing text
1708         weapon_level_init();
1709         ai_level_init();                                //      Call this before ship_init() because it reads ai.tbl.
1710         ship_level_init();
1711         player_level_init();    
1712         shipfx_flash_init();                    // Init the ship gun flash system.
1713         game_flash_reset();                     // Reset the flash effect
1714         particle_init();                                // Reset the particle system
1715         fireball_init();
1716         debris_init();
1717         cmeasure_init();
1718         shield_hit_init();                              //      Initialize system for showing shield hits
1719         radar_mission_init();
1720         mission_init_goals();
1721         mission_log_init();
1722         messages_init();
1723         obj_snd_level_init();                                   // init object-linked persistant sounds
1724         anim_level_init();
1725         shockwave_level_init();
1726         afterburner_level_init();
1727         scoring_level_init( &Player->stats );
1728         key_level_init();
1729         asteroid_level_init();
1730         control_config_clear_used_status();
1731         collide_ship_ship_sounds_init();
1732         Missiontime = 0;
1733         Pre_player_entry = 1;                   //      Means the player has not yet entered.
1734         Entry_delay_time = 0;                   //      Could get overwritten in mission read.
1735         fireball_preload();                             //      page in warphole bitmaps
1736         observer_init();
1737         flak_level_init();                              // initialize flak - bitmaps, etc
1738         ct_level_init();                                        // initialize ships contrails, etc
1739         awacs_level_init();                             // initialize AWACS
1740         beam_level_init();                              // initialize beam weapons
1741         mflash_level_init();
1742         ssm_level_init();       
1743         supernova_level_init();
1744
1745         // multiplayer dogfight hack
1746         dogfight_blown = 0;
1747
1748         shipfx_engine_wash_level_init();
1749
1750         nebl_level_init();
1751
1752         Last_view_target = NULL;
1753         Game_paused = 0;
1754
1755         Game_no_clear = 0;
1756
1757         // campaign wasn't ended
1758         Campaign_ended_in_mission = 0;
1759 }
1760
1761 // called when a mission is over -- does server specific stuff.
1762 void freespace_stop_mission()
1763 {       
1764         game_level_close();
1765         Game_mode &= ~GM_IN_MISSION;
1766 }
1767
1768 // called at frame interval to process networking stuff
1769 void game_do_networking()
1770 {
1771         SDL_assert( Net_player != NULL );
1772         if (!(Game_mode & GM_MULTIPLAYER)){
1773                 return;
1774         }
1775
1776         // see if this player should be reading/writing data.  Bit is set when at join
1777         // screen onward until quits back to main menu.
1778         if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1779                 return;
1780         }
1781
1782         if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1783                 multi_do_frame();
1784         } else {
1785                 multi_pause_do_frame();
1786         }       
1787 }
1788
1789
1790 // Loads the best palette for this level, based
1791 // on nebula color and hud color.  You could just call palette_load_table with
1792 // the appropriate filename, but who wants to do that.
1793 void game_load_palette()
1794 {
1795         char palette_filename[1024];
1796
1797         // We only use 3 hud colors right now
1798 #ifdef MAKE_FS1
1799         SDL_assert( HUD_config.main_color >= 0 );
1800         SDL_assert( HUD_config.main_color <= 2 );
1801 #endif
1802
1803         SDL_assert( Mission_palette >= 0 );
1804         SDL_assert( Mission_palette <= 98 );
1805
1806 #ifdef MAKE_FS1
1807         if ( The_mission.flags & MISSION_FLAG_SUBSPACE )        {
1808                 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), sizeof(palette_filename) );
1809         } else {
1810                 SDL_snprintf( palette_filename, sizeof(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1811         }
1812
1813         mprintf(( "Loading palette %s\n", palette_filename ));
1814
1815         palette_load_table(palette_filename);
1816 #else
1817         SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), sizeof(palette_filename) );
1818
1819         mprintf(( "Loading palette %s\n", palette_filename ));
1820 #endif
1821 }
1822
1823 void game_post_level_init()
1824 {
1825         // Stuff which gets called after mission is loaded.  Because player isn't created until
1826         // after mission loads, some things must get initted after the level loads
1827
1828         model_level_post_init();
1829
1830         HUD_init();
1831         hud_setup_escort_list();
1832         mission_hotkey_set_defaults();  // set up the default hotkeys (from mission file)
1833
1834         stars_level_init();     
1835         neb2_level_init();              
1836
1837 #ifndef NDEBUG
1838         game_event_debug_init();
1839 #endif
1840
1841         training_mission_init();
1842         asteroid_create_all();
1843         
1844         game_framerate_check_init();
1845 }
1846
1847
1848 // An estimate as to how high the count passed to game_loading_callback will go.
1849 // This is just a guess, it seems to always be about the same.   The count is
1850 // proportional to the code being executed, not the time, so this works good
1851 // for a bar, assuming the code does about the same thing each time you
1852 // load a level.   You can find this value by looking at the return value
1853 // of game_busy_callback(NULL), which I conveniently print out to the
1854 // debug output window with the '=== ENDING LOAD ==' stuff.   
1855 //#define COUNT_ESTIMATE 3706
1856 #define COUNT_ESTIMATE 1111
1857
1858 int Game_loading_callback_inited = 0;
1859
1860 int Game_loading_background = -1;
1861 anim * Game_loading_ani = NULL;
1862 anim_instance   *Game_loading_ani_instance;
1863 int Game_loading_frame=-1;
1864
1865 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1866         {
1867 #if defined(FS1_DEMO)
1868                 133, 337
1869 #elif defined(MAKE_FS1)
1870                 118, 316
1871 #else
1872                 63, 316  // GR_640
1873 #endif
1874         },
1875         {
1876                 101, 505        // GR_1024
1877         }
1878 };
1879
1880 // This gets called 10x per second and count is the number of times 
1881 // game_busy() has been called since the current callback function
1882 // was set.
1883 void game_loading_callback(int count)
1884 {       
1885         game_do_networking();
1886
1887         SDL_assert( Game_loading_callback_inited==1 );
1888         SDL_assert( Game_loading_ani != NULL );
1889
1890         int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1891         if ( framenum > Game_loading_ani->total_frames-1 )      {
1892                 framenum = Game_loading_ani->total_frames-1;
1893         } else if ( framenum < 0 )      {
1894                 framenum = 0;
1895         }
1896
1897         int cbitmap = -1;
1898         while ( Game_loading_frame < framenum ) {
1899                 Game_loading_frame++;
1900                 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1901         }
1902
1903
1904         if ( cbitmap > -1 )     {
1905                 if ( Game_loading_background > -1 )     {
1906                         gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1907                         gr_bitmap(0,0);
1908                 }
1909
1910                 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame ,  Game_loading_ani->total_frames, cbitmap ));
1911                 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1912                 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1913
1914                 bm_release(cbitmap);
1915         
1916                 gr_flip();
1917         }
1918 }
1919
1920 void game_loading_callback_init()
1921 {
1922         SDL_assert( Game_loading_callback_inited==0 );
1923
1924         Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1925 #ifdef MAKE_FS1
1926         common_set_interface_palette("InterfacePalette");  // set the interface palette
1927 #endif
1928
1929
1930         Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1931         SDL_assert( Game_loading_ani != NULL );
1932         Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1933         SDL_assert( Game_loading_ani_instance != NULL );
1934         Game_loading_frame = -1;
1935
1936         Game_loading_callback_inited = 1;
1937         Mouse_hidden = 1;
1938         game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 ); 
1939
1940
1941 }
1942
1943 void game_loading_callback_close()
1944 {
1945         SDL_assert( Game_loading_callback_inited==1 );
1946
1947         // Make sure bar shows all the way over.
1948         game_loading_callback(COUNT_ESTIMATE);
1949         
1950         int real_count = game_busy_callback( NULL );
1951         Mouse_hidden = 0;
1952
1953         Game_loading_callback_inited = 0;
1954         
1955 #ifndef NDEBUG
1956         mprintf(( "=================== ENDING LOAD ================\n" ));
1957         mprintf(( "Real count = %d,  Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1958         mprintf(( "================================================\n" ));
1959 #else
1960         // to remove warnings in release build
1961         real_count = 0;
1962 #endif
1963
1964         free_anim_instance(Game_loading_ani_instance);
1965         Game_loading_ani_instance = NULL;
1966         anim_free(Game_loading_ani);
1967         Game_loading_ani = NULL;
1968
1969         bm_release( Game_loading_background );
1970         common_free_interface_palette();                // restore game palette
1971         Game_loading_background = -1;
1972
1973         gr_set_font( FONT1 );
1974 }
1975
1976 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1977 //
1978 void game_maybe_update_sound_environment()
1979 {
1980         // do nothing for now
1981 }
1982
1983 // Assign the sound environment for the game, based on the current mission
1984 //
1985 void game_assign_sound_environment()
1986 {
1987         /*
1988         if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1989                 Game_sound_env.id = SND_ENV_DRUGGED;
1990                 Game_sound_env.volume = 0.800f;
1991                 Game_sound_env.damping = 1.188f;
1992                 Game_sound_env.decay = 6.392f;
1993 #ifndef FS2_DEMO
1994         } else if (Num_asteroids > 30) {
1995                 Game_sound_env.id = SND_ENV_AUDITORIUM;
1996                 Game_sound_env.volume = 0.603f;
1997                 Game_sound_env.damping = 0.5f;
1998                 Game_sound_env.decay = 4.279f;
1999 #endif
2000         } else {
2001                 Game_sound_env = Game_default_sound_env;
2002         }
2003         */
2004
2005         Game_sound_env = Game_default_sound_env;
2006         Game_sound_env_update_timestamp = timestamp(1);
2007 }
2008
2009 // function which gets called before actually entering the mission.  It is broken down into a funciton
2010 // since it will get called in one place from a single player game and from another place for
2011 // a multiplayer game
2012 void freespace_mission_load_stuff()
2013 {
2014         // called if we're not on a freespace dedicated (non rendering, no pilot) server
2015         // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2016         if(!(Game_mode & GM_STANDALONE_SERVER)){        
2017         
2018                 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2019
2020                 game_loading_callback_init();
2021                 
2022                 event_music_level_init();       // preloads the first 2 seconds for each event music track
2023                 game_busy();
2024
2025                 gamesnd_unload_interface_sounds();              // unload interface sounds from memory
2026                 game_busy();
2027
2028                 gamesnd_preload_common_sounds();                        // load in sounds that are expected to play
2029                 game_busy();
2030
2031                 ship_assign_sound_all();        // assign engine sounds to ships
2032                 game_assign_sound_environment();         // assign the sound environment for this mission
2033                 game_busy();
2034
2035                 // call function in missionparse.cpp to fixup player/ai stuff.
2036                 mission_parse_fixup_players();
2037                 game_busy();
2038
2039                 // Load in all the bitmaps for this level
2040                 level_page_in();
2041
2042                 game_busy();
2043
2044                 game_loading_callback_close();  
2045         } 
2046         // the only thing we need to call on the standalone for now.
2047         else {
2048                 // call function in missionparse.cpp to fixup player/ai stuff.
2049                 mission_parse_fixup_players();
2050
2051                 // Load in all the bitmaps for this level
2052                 level_page_in();
2053         }
2054 }
2055
2056 time_t load_gl_init;
2057 time_t load_mission_load;
2058 time_t load_post_level_init;
2059 time_t load_mission_stuff;
2060
2061 // tells the server to load the mission and initialize structures
2062 int game_start_mission()
2063 {       
2064         mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2065         
2066         load_gl_init = time(NULL);
2067         game_level_init();
2068         load_gl_init = time(NULL) - load_gl_init;
2069         
2070         if (Game_mode & GM_MULTIPLAYER) {
2071                 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2072
2073                 // clear multiplayer stats
2074                 init_multiplayer_stats();
2075         }
2076
2077         load_mission_load = time(NULL);
2078         if (mission_load()) {
2079                 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2080                         popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2081                         gameseq_post_event(GS_EVENT_MAIN_MENU);
2082                 } else {
2083                         multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2084                 }
2085
2086                 return 0;
2087         }
2088         load_mission_load = time(NULL) - load_mission_load;
2089
2090         // If this is a red alert mission in campaign mode, bash wingman status
2091         if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2092                 red_alert_bash_wingman_status();
2093         }
2094
2095         // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2096         if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2097                 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2098 #ifdef MAKE_FS1
2099                 game_load_palette();
2100 #endif
2101         }
2102
2103         load_post_level_init = time(NULL);
2104         game_post_level_init();
2105         load_post_level_init = time(NULL) - load_post_level_init;
2106
2107         #ifndef NDEBUG
2108         {
2109                 void Do_model_timings_test();
2110                 Do_model_timings_test();        
2111         }
2112         #endif
2113
2114         load_mission_stuff = time(NULL);
2115         freespace_mission_load_stuff();
2116         load_mission_stuff = time(NULL) - load_mission_stuff;
2117
2118         return 1;
2119 }
2120
2121 int Interface_framerate = 0;
2122 #ifndef NDEBUG
2123
2124 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2125 DCF_BOOL( show_framerate, Show_framerate )
2126 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2127 DCF_BOOL( show_target_weapons, Show_target_weapons )
2128 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2129 DCF_BOOL( sound, Sound_enabled )
2130 DCF_BOOL( zbuffer, game_zbuffer )
2131 DCF_BOOL( shield_system, New_shield_system )
2132 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2133 DCF_BOOL( player_attacking, Player_attacking_enabled )
2134 DCF_BOOL( show_waypoints, Show_waypoints )
2135 DCF_BOOL( show_area_effect, Show_area_effect )
2136 DCF_BOOL( show_net_stats, Show_net_stats )
2137 DCF_BOOL( log, Log_debug_output_to_file )
2138 DCF_BOOL( training_msg_method, Training_msg_method )
2139 DCF_BOOL( show_player_pos, Show_player_pos )
2140 DCF_BOOL(i_framerate, Interface_framerate )
2141
2142 DCF(show_mem,"Toggles showing mem usage")
2143 {
2144         if ( Dc_command )       {       
2145                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2146                 if ( Dc_arg_type & ARG_TRUE )   Show_mem = 1;   
2147                 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;       
2148                 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;       
2149
2150                 if ( Show_mem ) {
2151                         Show_cpu = 0;
2152                 }
2153         }       
2154         if ( Dc_help )  dc_printf( "Usage: Show_mem\nSets show_mem to true or false.  If nothing passed, then toggles it.\n" ); 
2155         if ( Dc_status )        {
2156                 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );     
2157                 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );     
2158         }
2159 }
2160
2161 DCF(show_cpu,"Toggles showing cpu usage")
2162 {
2163         if ( Dc_command )       {       
2164                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2165                 if ( Dc_arg_type & ARG_TRUE )   Show_cpu = 1;   
2166                 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;       
2167                 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;       
2168
2169                 if ( Show_cpu ) {
2170                         Show_mem = 0;
2171                 }
2172         }       
2173         if ( Dc_help )  dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false.  If nothing passed, then toggles it.\n" ); 
2174         if ( Dc_status )        {
2175                 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );     
2176                 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );     
2177
2178         }
2179 }
2180
2181 #else
2182
2183         // AL 4-8-98: always allow players to display their framerate
2184
2185         #ifdef FS2_DEMO
2186                 DCF_BOOL( show_framerate, Show_framerate )
2187         #endif
2188
2189 #endif  // NDEBUG
2190
2191                         int Game_init_seed;
2192
2193 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2194 {
2195         if ( Dc_command )       {       
2196                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2197                 if ( Dc_arg_type & ARG_TRUE )   Use_joy_mouse = 1;      
2198                 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;  
2199                 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;  
2200         }       
2201         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" );        
2202         if ( Dc_status )        dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );   
2203
2204         os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2205 }
2206
2207 DCF(palette_flash,"Toggles palette flash effect on/off")
2208 {
2209         if ( Dc_command )       {       
2210                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2211                 if ( Dc_arg_type & ARG_TRUE )   Use_palette_flash = 1;  
2212                 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;      
2213                 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;      
2214         }       
2215         if ( Dc_help )  dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false.  If nothing passed, then toggles it.\n" );        
2216         if ( Dc_status )        dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );       
2217 }
2218
2219 int Use_low_mem = 0;
2220
2221 DCF(low_mem,"Uses low memory settings regardless of RAM")
2222 {
2223         if ( Dc_command )       {       
2224                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2225                 if ( Dc_arg_type & ARG_TRUE )   Use_low_mem = 1;        
2226                 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;    
2227                 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;    
2228         }       
2229         if ( Dc_help )  dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false.  If nothing passed, then toggles it.\n" );    
2230         if ( Dc_status )        dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );   
2231
2232         os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2233 }
2234
2235
2236 #ifndef NDEBUG
2237
2238 DCF(force_fullscreen, "Forces game to startup in fullscreen mode")
2239 {
2240         if ( Dc_command )       {       
2241                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2242                 if ( Dc_arg_type & ARG_TRUE )   Use_fullscreen_at_startup = 1;  
2243                 else if ( Dc_arg_type & ARG_FALSE ) Use_fullscreen_at_startup = 0;      
2244                 else if ( Dc_arg_type & ARG_NONE ) Use_fullscreen_at_startup ^= 1;      
2245         }       
2246         if ( Dc_help )  dc_printf( "Usage: force_fullscreen [bool]\nSets force_fullscreen to true or false.  If nothing passed, then toggles it.\n" );  
2247         if ( Dc_status )        dc_printf( "force_fullscreen is %s\n", (Use_fullscreen_at_startup?"TRUE":"FALSE") );    
2248         os_config_write_uint( NULL, NOX("ForceFullscreen"), Use_fullscreen_at_startup );
2249 }
2250 #endif
2251
2252 int     Framerate_delay = 0;
2253
2254 float Freespace_gamma = 1.8f;
2255
2256 DCF(gamma,"Sets Gamma factor")
2257 {
2258         if ( Dc_command )       {
2259                 dc_get_arg(ARG_FLOAT|ARG_NONE);
2260                 if ( Dc_arg_type & ARG_FLOAT )  {
2261                         Freespace_gamma = Dc_arg_float;
2262                 } else {
2263                         dc_printf( "Gamma reset to 1.0f\n" );
2264                         Freespace_gamma = 1.0f;
2265                 }
2266                 if ( Freespace_gamma < 0.1f )   {
2267                         Freespace_gamma = 0.1f;
2268                 } else if ( Freespace_gamma > 5.0f )    {
2269                         Freespace_gamma = 5.0f;
2270                 }
2271                 gr_set_gamma(Freespace_gamma);
2272
2273                 char tmp_gamma_string[32];
2274                 SDL_snprintf( tmp_gamma_string, sizeof(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2275                 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2276         }
2277
2278         if ( Dc_help )  {
2279                 dc_printf( "Usage: gamma <float>\n" );
2280                 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2281                 Dc_status = 0;  // don't print status if help is printed.  Too messy.
2282         }
2283
2284         if ( Dc_status )        {
2285                 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2286         }
2287 }
2288
2289 void game_init()
2290 {
2291         const char *ptr;
2292
2293         Game_current_mission_filename[0] = 0;
2294
2295         // seed the random number generator
2296         Game_init_seed = (int)time(NULL);
2297         srand( Game_init_seed );
2298
2299         Framerate_delay = 0;
2300
2301         #ifndef NDEBUG
2302         load_filter_info();
2303         #endif
2304
2305         extern void bm_init();
2306         bm_init();
2307
2308         // encrypt stuff
2309         encrypt_init();
2310
2311         // Initialize the timer before the os
2312         timer_init();
2313
2314         int s1, e1;
2315         // int s2, e2;
2316
2317         //Initialize the libraries
2318         s1 = timer_get_milliseconds();
2319         if ( cfile_init() ) {                   // initialize before calling any cfopen stuff!!!
2320                 exit(1);
2321         }               
2322         e1 = timer_get_milliseconds();
2323
2324         // time a bunch of cfopens      
2325         /*
2326         s2 = timer_get_milliseconds();  
2327         CFILE *whee;
2328         for(int idx=0; idx<10000; idx++){
2329                 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2330                 if(whee != NULL){
2331                         cfclose(whee);
2332                 }
2333                 whee = NULL;
2334                 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2335         }
2336         e2 = timer_get_milliseconds();  
2337         */
2338
2339         if (Is_standalone) {
2340                 std_init_standalone();
2341         } else {                
2342                 os_init( Osreg_class_name, Osreg_app_name );
2343                 os_set_title(Osreg_title);
2344         }
2345
2346         // initialize localization module. Make sure this is down AFTER initialzing OS.
2347 //      int t1 = timer_get_milliseconds();
2348         lcl_init( detect_lang() );
2349         lcl_xstr_init();
2350 //      mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2351
2352         // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2353         verify_ships_tbl();
2354
2355         // verify that he has a valid weapons.tbl
2356         verify_weapons_tbl();
2357
2358         // Output version numbers to registry for auto patching purposes
2359         os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2360         os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2361         os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2362
2363         Use_joy_mouse = 0;              //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2364         //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2365         Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2366
2367 #ifndef NDEBUG
2368         Use_fullscreen_at_startup = os_config_read_uint( NULL, NOX("ForceFullscreen"), 1 );
2369 #endif
2370
2371         // show the FPS counter if the config file says so
2372         Show_framerate = os_config_read_uint( NULL, NOX("ShowFPS"), Show_framerate );
2373
2374 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2375         Asteroids_enabled = 1;          
2376 #endif
2377
2378 /////////////////////////////
2379 // SOUND INIT START
2380 /////////////////////////////
2381
2382         int use_eax = 0;
2383
2384         ptr = os_config_read_string(NULL, NOX("Soundcard"), NULL);
2385         mprintf(("soundcard = %s\n", ptr ? ptr : "<nothing>"));
2386         if (ptr) {
2387                 if (!SDL_strcasecmp(ptr, NOX("no sound"))) {
2388                         Cmdline_freespace_no_sound = 1;
2389                 } else if ( !SDL_strcasecmp(ptr, NOX("EAX")) || !SDL_strcasecmp(ptr, NOX("Aureal A3D")) ) {
2390                         use_eax = 1;
2391                 }
2392         }
2393
2394         if (!Is_standalone) {
2395                 snd_init(use_eax);
2396         }
2397 /////////////////////////////
2398 // SOUND INIT END
2399 /////////////////////////////
2400
2401         if ( !Is_standalone ) {
2402                 gr_init();
2403         } else {
2404                 STUB_FUNCTION;
2405                 Int3();
2406         }
2407
2408
2409 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
2410         // add title screen
2411         if(!Is_standalone){
2412                 display_title_screen();
2413         }
2414 #endif
2415         
2416         // attempt to load up master tracker registry info (login and password)
2417         Multi_tracker_id = -1;          
2418
2419         // pxo login and password
2420         ptr = os_config_read_string(NOX("PXO"),NOX("Login"),NULL);
2421         if(ptr == NULL){
2422                 nprintf(("Network","Error reading in PXO login data\n"));
2423                 SDL_strlcpy(Multi_tracker_login, "", sizeof(Multi_tracker_login));
2424         } else {                
2425                 SDL_strlcpy(Multi_tracker_login, ptr, sizeof(Multi_tracker_login));
2426         }
2427         ptr = os_config_read_string(NOX("PXO"),NOX("Password"),NULL);
2428         if(ptr == NULL){                
2429                 nprintf(("Network","Error reading PXO password\n"));
2430                 SDL_strlcpy(Multi_tracker_passwd, "", sizeof(Multi_tracker_passwd));
2431         } else {                
2432                 SDL_strlcpy(Multi_tracker_passwd, ptr, sizeof(Multi_tracker_passwd));
2433         }       
2434
2435         // pxo squad name and password
2436         ptr = os_config_read_string(NOX("PXO"),NOX("SquadName"),NULL);
2437         if(ptr == NULL){
2438                 nprintf(("Network","Error reading in PXO squad name\n"));
2439                 SDL_strlcpy(Multi_tracker_squad_name, "", sizeof(Multi_tracker_squad_name));
2440         } else {                
2441                 SDL_strlcpy(Multi_tracker_squad_name, ptr, sizeof(Multi_tracker_squad_name));
2442         }
2443
2444         // If less than 48MB of RAM, use low memory model.
2445         if ( (Freespace_total_ram < 48) || Use_low_mem )        {
2446                 mprintf(( "Using normal memory settings...\n" ));
2447                 bm_set_low_mem(1);              // Use every other frame of bitmaps
2448         } else {
2449                 mprintf(( "Using high memory settings...\n" ));
2450                 bm_set_low_mem(0);              // Use all frames of bitmaps
2451         }
2452
2453         // load non-darkening pixel defs
2454         palman_load_pixels();
2455
2456         // hud shield icon stuff
2457         hud_shield_game_init();
2458
2459         control_config_common_init();                           // sets up localization stuff in the control config
2460         parse_rank_tbl();
2461         parse_medal_tbl();
2462         cutscene_init();
2463         key_init();
2464         mouse_init();
2465         gamesnd_parse_soundstbl();
2466         radar_init();
2467         gameseq_init();
2468         multi_init();   
2469
2470         // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2471         if(!Is_standalone){
2472                 joy_init();
2473         }
2474
2475         player_controls_init();
2476         model_init();   
2477
2478         //if(!Is_standalone){
2479                 event_music_init();
2480         //}     
2481
2482         obj_init();     
2483         mflash_game_init();     
2484         weapon_init();  
2485         ai_init();              
2486         ship_init();                                            // read in ships.tbl    
2487         player_init();  
2488         mission_campaign_init();                // load in the default campaign 
2489         anim_init();
2490 //      navmap_init();                                          // init the navigation map system
2491         context_help_init();                    
2492         techroom_intel_init();                  // parse species.tbl, load intel info   
2493         // initialize psnet
2494         psnet_init( Multi_options_g.protocol, Multi_options_g.port );                                           // initialize the networking code               
2495         init_animating_pointer();       
2496         asteroid_init();
2497         mission_brief_common_init();    // Mark all the briefing structures as empty.           
2498         gr_font_init();                                 // loads up all fonts           
2499
2500         neb2_init();                                            // fullneb stuff
2501         nebl_init();
2502         stars_init();
2503         ssm_init();     
2504         player_tips_init();                             // helpful tips
2505         beam_init();
2506         
2507         // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2508         pilot_load_pic_list();  
2509         pilot_load_squad_pic_list();
2510
2511         load_animating_pointer(NOX("cursor"), 0, 0);    
2512
2513         // initialize alpha colors
2514         alpha_colors_init();    
2515
2516         Viewer_mode = 0;
2517 //      Game_music_paused = 0;
2518         Game_paused = 0;
2519
2520
2521         nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2522         nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2523
2524         mprintf(("cfile_init() took %d\n", e1 - s1));
2525         // mprintf(("1000 cfopens() took %d\n", e2 - s2));      
2526 }
2527
2528 char transfer_text[128];
2529
2530 float   Start_time = 0.0f;
2531
2532 float Framerate = 0.0f;
2533
2534 float Timing_total = 0.0f;
2535 float Timing_render2 = 0.0f;
2536 float Timing_render3 = 0.0f;
2537 float Timing_flip = 0.0f;
2538 float Timing_clear = 0.0f;
2539
2540 MONITOR(NumPolysDrawn);
2541 MONITOR(NumPolys);
2542 MONITOR(NumVerts);
2543 MONITOR(BmpUsed);
2544 MONITOR(BmpNew);
2545
2546 void game_get_framerate()
2547 {       
2548         char text[128] = "";
2549
2550         if ( frame_int == -1 )  {
2551                 int i;
2552                 for (i=0; i<FRAME_FILTER; i++ ) {
2553                         frametimes[i] = 0.0f;
2554                 }
2555                 frametotal = 0.0f;
2556                 frame_int = 0;
2557         }
2558         frametotal -= frametimes[frame_int];
2559         frametotal += flFrametime;
2560         frametimes[frame_int] = flFrametime;
2561         frame_int = (frame_int + 1 ) % FRAME_FILTER;
2562
2563         if ( frametotal != 0.0 )        {
2564                 if ( Framecount >= FRAME_FILTER )
2565                         Framerate = FRAME_FILTER / frametotal;
2566                 else
2567                         Framerate = Framecount / frametotal;
2568                 SDL_snprintf( text, sizeof(text), NOX("FPS: %.1f"), Framerate );
2569         } else {
2570                 SDL_snprintf( text, sizeof(text), NOX("FPS: ?") );
2571         }
2572         Framecount++;
2573
2574         if (Show_framerate)     {
2575                 gr_set_color_fast(&HUD_color_debug);
2576                 gr_string( 570, 2, text );
2577         }
2578 }
2579
2580 void game_show_framerate()
2581 {       
2582         float   cur_time;
2583
2584         cur_time = f2fl(timer_get_approx_seconds());
2585         if (cur_time - Start_time > 30.0f) {
2586                 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2587                 Start_time += 1000.0f;
2588         }
2589
2590         //mprintf(( "%s\n", text ));
2591
2592 #ifndef NDEBUG
2593         if ( Debug_dump_frames )
2594                 return;
2595 #endif  
2596
2597         // possibly show control checking info
2598         control_check_indicate();
2599
2600 //      int bitmaps_used_this_frame, bitmaps_new_this_frame;
2601 //      bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2602 //      MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2603 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2604
2605 #ifndef NDEBUG
2606         if ( Show_cpu == 1 ) {
2607                 
2608                 int sx,sy,dy;
2609                 sx = 530;
2610                 sy = 15;
2611                 dy = gr_get_font_height() + 1;
2612
2613                 gr_set_color_fast(&HUD_color_debug);
2614
2615                 {
2616                         extern int Gr_textures_in;
2617                         gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2618                         sy += dy;
2619                 }
2620 //              gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2621 //              sy += dy;
2622                 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2623                 sy += dy;
2624                 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2625                 sy += dy;
2626                 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2627                 sy += dy;
2628                 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2629                 sy += dy;
2630
2631                 {
2632
2633                         extern int Num_pairs;           // Number of object pairs that were checked.
2634                         gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2635                         sy += dy;
2636
2637                         extern int Num_pairs_checked;   // What percent of object pairs were checked.
2638                         gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2639                         sy += dy;
2640                         Num_pairs_checked = 0;
2641
2642                 }
2643
2644                 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2645                 sy += dy;
2646
2647                 if ( Timing_total > 0.01f )     {
2648                         gr_printf(  sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2649                         sy += dy;
2650                         gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2651                         sy += dy;
2652                         gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2653                         sy += dy;
2654                         gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2655                         sy += dy;
2656                         gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2657                 }
2658         }
2659                 
2660         if ( Show_mem  ) {
2661                 
2662                 int sx,sy,dy;
2663                 sx = 530;
2664                 sy = 15;
2665                 dy = gr_get_font_height() + 1;
2666
2667                 gr_set_color_fast(&HUD_color_debug);
2668
2669                 {
2670                         extern int TotalRam;
2671                         gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2672                         sy += dy;
2673                 }       
2674
2675                 {
2676                         extern int Model_ram;
2677                         gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2678                         sy += dy;
2679                 }       
2680
2681                 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2682                 sy += dy;
2683                 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 );             // mem used to store game sound
2684                 sy += dy;
2685
2686                 {
2687                         extern int Gr_textures_in;
2688                         gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2689                 }
2690         }
2691
2692
2693         if ( Show_player_pos ) {
2694                 int sx, sy;
2695                 sx = 320;
2696                 sy = 100;
2697                 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));
2698         }
2699
2700         MONITOR_INC(NumPolys, modelstats_num_polys);
2701         MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2702         MONITOR_INC(NumVerts, modelstats_num_verts );
2703
2704         modelstats_num_polys = 0;
2705         modelstats_num_polys_drawn = 0;
2706         modelstats_num_verts = 0;
2707         modelstats_num_sortnorms = 0;
2708 #endif
2709 }
2710
2711 void game_show_standalone_framerate()
2712 {
2713         float frame_rate=30.0f;
2714         if ( frame_int == -1 )  {
2715                 int i;
2716                 for (i=0; i<FRAME_FILTER; i++ ) {
2717                         frametimes[i] = 0.0f;
2718                 }
2719                 frametotal = 0.0f;
2720                 frame_int = 0;
2721         }
2722         frametotal -= frametimes[frame_int];
2723         frametotal += flFrametime;
2724         frametimes[frame_int] = flFrametime;
2725         frame_int = (frame_int + 1 ) % FRAME_FILTER;
2726
2727         if ( frametotal != 0.0 )        {
2728                 if ( Framecount >= FRAME_FILTER ){
2729                         frame_rate = FRAME_FILTER / frametotal;
2730                 } else {
2731                         frame_rate = Framecount / frametotal;
2732                 }
2733         }
2734         std_set_standalone_fps(frame_rate);
2735         Framecount++;
2736 }
2737
2738 // function to show the time remaining in a mission.  Used only when the end-mission sexpression is used
2739 void game_show_time_left()
2740 {
2741         int diff;
2742
2743         // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2744         // mission should end (in fixed seconds).  There is code in missionparse.cpp which actually handles
2745         // checking how much time is left
2746
2747         if ( Mission_end_time == -1 ){
2748                 return;
2749         }
2750
2751         diff = f2i(Mission_end_time - Missiontime);
2752         // be sure to bash to 0.  diff could be negative on frame that we quit mission
2753         if ( diff < 0 ){
2754                 diff = 0;
2755         }
2756
2757         hud_set_default_color();
2758         gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2759 }
2760
2761 //========================================================================================
2762 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2763 //========================================================================================
2764
2765 #ifndef NDEBUG
2766
2767 DCF(ai_pause,"Pauses ai")
2768 {
2769         if ( Dc_command )       {       
2770                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2771                 if ( Dc_arg_type & ARG_TRUE )   ai_paused = 1;  
2772                 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;      
2773                 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;      
2774
2775                 if (ai_paused)  {       
2776                         obj_init_all_ships_physics();
2777                 }
2778         }       
2779         if ( Dc_help )  dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false.  If nothing passed, then toggles it.\n" );        
2780         if ( Dc_status )        dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );   
2781 }
2782
2783 DCF(single_step,"Single steps the game")
2784 {
2785         if ( Dc_command )       {       
2786                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2787                 if ( Dc_arg_type & ARG_TRUE )   game_single_step = 1;   
2788                 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;       
2789                 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;        
2790
2791                 last_single_step = 0;   // Make so single step waits a frame before stepping
2792
2793         }       
2794         if ( Dc_help )  dc_printf( "Usage: single_step [bool]\nSets single_step to true or false.  If nothing passed, then toggles it.\n" );    
2795         if ( Dc_status )        dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );  
2796 }
2797
2798 DCF_BOOL(physics_pause, physics_paused)
2799 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2800 DCF_BOOL(ai_firing, Ai_firing_enabled )
2801
2802 // Create some simple aliases to these commands...
2803 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2804 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2805 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2806 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2807 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2808 #endif
2809
2810 //========================================================================================
2811 //========================================================================================
2812
2813
2814 void game_training_pause_do()
2815 {
2816         int key;
2817
2818         key = game_check_key();
2819         if (key > 0){
2820                 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2821         }
2822
2823         gr_flip();
2824 }
2825
2826
2827 void game_increase_skill_level()
2828 {
2829         Game_skill_level++;
2830         if (Game_skill_level >= NUM_SKILL_LEVELS){
2831                 Game_skill_level = 0;
2832         }
2833 }
2834
2835 int     Player_died_time;
2836
2837 int View_percent = 100;
2838
2839
2840 DCF(view, "Sets the percent of the 3d view to render.")
2841 {
2842         if ( Dc_command ) {
2843                 dc_get_arg(ARG_INT);
2844                 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2845                         View_percent = Dc_arg_int;
2846                 } else {
2847                         dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2848                         Dc_help = 1;
2849                 }
2850         }
2851
2852         if ( Dc_help ) {
2853                 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2854         }
2855         
2856         if ( Dc_status ) {
2857                 dc_printf("View is set to %d%%\n", View_percent );
2858         }
2859 }
2860
2861
2862 // Set the clip region for the 3d rendering window
2863 void game_set_view_clip()
2864 {
2865         if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2866                 // Set the clip region for the letterbox "dead view"
2867                 int yborder = gr_screen.max_h/4;
2868
2869                 //      Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2870                 // J.S. I've changed my ways!! See the new "no constants" code!!!
2871                 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 ); 
2872         } else {
2873                 // Set the clip region for normal view
2874                 if ( View_percent >= 100 )      {
2875                         gr_reset_clip();
2876                 } else {
2877                         int xborder, yborder;
2878
2879                         if ( View_percent < 5 ) {
2880                                 View_percent = 5;
2881                         }
2882
2883                         float fp = i2fl(View_percent)/100.0f;
2884                         int fi = fl2i(fl_sqrt(fp)*100.0f);
2885                         if ( fi > 100 ) fi=100;
2886                         
2887                         xborder = ( gr_screen.max_w*(100-fi) )/200;
2888                         yborder = ( gr_screen.max_h*(100-fi) )/200;
2889
2890                         gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2891                 }
2892         }
2893 }
2894
2895
2896 void show_debug_stuff()
2897 {
2898         int     i;
2899         int     laser_count = 0, missile_count = 0;
2900
2901         for (i=0; i<MAX_OBJECTS; i++) {
2902                 if (Objects[i].type == OBJ_WEAPON){
2903                         if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2904                                 laser_count++;
2905                         } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2906                                 missile_count++;
2907                         }
2908                 }
2909         }
2910
2911         nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2912 }
2913
2914 extern int Tool_enabled;
2915 int tst = 0;
2916 time_t tst_time = 0;
2917 int tst_big = 0;
2918 vector tst_pos;
2919 int tst_bitmap = -1;
2920 float tst_x, tst_y;
2921 float tst_offset, tst_offset_total;
2922 int tst_mode;
2923 int tst_stamp;
2924 void game_tst_frame_pre()
2925 {
2926         // start tst
2927         if(tst == 3){
2928                 tst = 0;
2929
2930                 // screen position
2931                 vertex v;
2932                 g3_rotate_vertex(&v, &tst_pos);
2933                 g3_project_vertex(&v);  
2934         
2935                 // offscreen
2936                 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2937                         return;
2938                 }       
2939
2940                 // big ship? always tst
2941                 if(tst_big){
2942                         // within 3000 meters
2943                         if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2944                                 tst = 2;                                
2945                         }
2946                 } else {                        
2947                         // within 300 meters
2948                         if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2949                                 tst = 2;                                
2950                         } 
2951                 }                       
2952         }
2953
2954 }
2955 void game_tst_frame()
2956 {
2957         int left = 0;
2958
2959         if(!Tool_enabled){
2960                 return;
2961         }
2962         
2963         // setup tst
2964         if(tst == 2){           
2965                 tst_time = time(NULL);
2966
2967                 // load the tst bitmap          
2968                 switch((int)frand_range(0.0f, 3.0)){
2969                 case 0:                 
2970                         tst_bitmap = bm_load("ig_jim");
2971                         left = 1;
2972                         mprintf(("TST 0\n"));
2973                         break;
2974
2975                 case 1:
2976                         tst_bitmap = bm_load("ig_kan");
2977                         left = 0;
2978                         mprintf(("TST 1\n"));
2979                         break;
2980
2981                 case 2:
2982                         tst_bitmap = bm_load("ig_jim");
2983                         left = 1;
2984                         mprintf(("TST 2\n"));
2985                         break;
2986                         
2987                 default:                        
2988                         tst_bitmap = bm_load("ig_kan");
2989                         left = 0;
2990                         mprintf(("TST 3\n"));
2991                         break;
2992                 }
2993
2994                 if(tst_bitmap < 0){
2995                         tst = 0;
2996                         return;
2997                 }               
2998
2999                 // get the tst bitmap dimensions
3000                 int w, h;
3001                 bm_get_info(tst_bitmap, &w, &h);
3002
3003                 // tst y
3004                 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
3005
3006                 snd_play(&Snds[SND_VASUDAN_BUP]);
3007
3008                 // tst x and direction
3009                 tst_mode = 0;
3010                 if(left){
3011                         tst_x = (float)-w;
3012                         tst_offset_total = (float)w;
3013                         tst_offset = (float)w;
3014                 } else {
3015                         tst_x = (float)gr_screen.max_w;
3016                         tst_offset_total = (float)-w;
3017                         tst_offset = (float)w;
3018                 }
3019
3020                 tst = 1;
3021         }
3022
3023         // run tst
3024         if(tst == 1){
3025                 float diff = (tst_offset_total / 0.5f) * flFrametime;
3026
3027                 // move the bitmap
3028                 if(tst_mode == 0){
3029                         tst_x += diff;
3030                         
3031                         tst_offset -= fl_abs(diff);
3032                 } else if(tst_mode == 2){
3033                         tst_x -= diff;
3034                         
3035                         tst_offset -= fl_abs(diff);
3036                 }
3037
3038                 // draw the bitmap
3039                 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
3040                 gr_bitmap((int)tst_x, (int)tst_y);
3041
3042                 if(tst_mode == 1){
3043                         if(timestamp_elapsed_safe(tst_stamp, 1100)){
3044                                 tst_mode = 2;
3045                         }
3046                 } else {
3047                         // if we passed the switch point
3048                         if(tst_offset <= 0.0f){
3049                                 // switch modes
3050                                 switch(tst_mode){
3051                                 case 0:
3052                                         tst_mode = 1;
3053                                         tst_stamp = timestamp(1000);
3054                                         tst_offset = fl_abs(tst_offset_total);
3055                                         break;                          
3056
3057                                 case 2:                         
3058                                         tst = 0;
3059                                         return;
3060                                 }
3061                         }                               
3062                 }
3063         }
3064 }
3065 void game_tst_mark(object *objp, ship *shipp)
3066 {
3067         ship_info *sip; 
3068
3069         if(!Tool_enabled){
3070                 return;
3071         }
3072
3073         // bogus
3074         if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3075                 return;
3076         }
3077         sip = &Ship_info[shipp->ship_info_index];
3078
3079         // already tst
3080         if(tst){
3081                 return;
3082         }
3083
3084         tst_pos = objp->pos;
3085         if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3086                 tst_big = 1;
3087         }
3088         tst = 3;
3089 }
3090
3091 extern void render_shields();
3092
3093 void player_repair_frame(float frametime)
3094 {
3095         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3096                 int idx;
3097                 for(idx=0;idx<MAX_PLAYERS;idx++){
3098                         net_player *np;
3099
3100                         np = &Net_players[idx];
3101
3102                         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)){
3103
3104                                 // don't rearm/repair if the player is dead or dying/departing
3105                                 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3106                                         ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3107                                 }
3108                         }
3109                 }
3110         }       
3111         if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3112                 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3113         }
3114 }
3115
3116
3117 #ifndef NDEBUG
3118 #define NUM_FRAMES_TEST         300
3119 #define NUM_MIXED_SOUNDS        16
3120 void do_timing_test(float flFrametime)
3121 {
3122         static int framecount = 0;
3123         static int test_running = 0;
3124         static float test_time = 0.0f;
3125
3126         static int snds[NUM_MIXED_SOUNDS];
3127         int i;
3128
3129         if ( test_running ) {
3130                 framecount++;
3131                 test_time += flFrametime;
3132                 if ( framecount >= NUM_FRAMES_TEST ) {
3133                         test_running = 0;
3134                         nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3135                         for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3136                                 snd_stop(snds[i]);
3137                 }
3138         }
3139
3140         if ( Test_begin == 1 ) {
3141                 framecount = 0;
3142                 test_running = 1;
3143                 test_time = 0.0f;
3144                 Test_begin = 0;
3145
3146                 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3147                         snds[i] = -1;
3148
3149                 // start looping digital sounds
3150                 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3151                         snds[i] = snd_play_looping( &Snds[i], 0.0f);
3152         }
3153         
3154
3155 }
3156 #endif
3157
3158 DCF(dcf_fov, "Change the field of view")
3159 {
3160         if ( Dc_command )       {
3161                 dc_get_arg(ARG_FLOAT|ARG_NONE);
3162                 if ( Dc_arg_type & ARG_NONE )   {
3163                         Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3164                         dc_printf( "Zoom factor reset\n" );
3165                 }
3166                 if ( Dc_arg_type & ARG_FLOAT )  {
3167                         if (Dc_arg_float < 0.25f) {
3168                                 Viewer_zoom = 0.25f;
3169                                 dc_printf("Zoom factor pinned at 0.25.\n");
3170                         } else if (Dc_arg_float > 1.25f) {
3171                                 Viewer_zoom = 1.25f;
3172                                 dc_printf("Zoom factor pinned at 1.25.\n");
3173                         } else {
3174                                 Viewer_zoom = Dc_arg_float;
3175                         }
3176                 }
3177         }
3178
3179         if ( Dc_help )  
3180                 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3181
3182         if ( Dc_status )                                
3183                 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3184 }
3185
3186
3187 DCF(framerate_cap, "Sets the framerate cap")
3188 {
3189         if ( Dc_command ) {
3190                 dc_get_arg(ARG_INT);
3191                 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3192                         Framerate_cap = Dc_arg_int;
3193                 } else {
3194                         dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3195                         Dc_help = 1;
3196                 }
3197         }
3198
3199         if ( Dc_help ) {
3200                 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3201                 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3202                 dc_printf("[n] must be from 1 to 120.\n");
3203         }
3204         
3205         if ( Dc_status ) {
3206                 if ( Framerate_cap )
3207                         dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3208                 else
3209                         dc_printf("There is no framerate cap currently active.\n");
3210         }
3211 }
3212
3213 #define MIN_DIST_TO_DEAD_CAMERA         50.0f
3214 int Show_viewing_from_self = 0;
3215
3216 void say_view_target()
3217 {
3218         object  *view_target;
3219
3220         if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3221                 view_target = &Objects[Player_ai->target_objnum];
3222         else
3223                 view_target = Player_obj;
3224
3225         if (Game_mode & GM_DEAD) {
3226                 if (Player_ai->target_objnum != -1)
3227                         view_target = &Objects[Player_ai->target_objnum];
3228         }
3229
3230         if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3231                 if (view_target != Player_obj){
3232
3233                         char *view_target_name = NULL;
3234                         switch(Objects[Player_ai->target_objnum].type) {
3235                         case OBJ_SHIP:
3236                                 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3237                                 break;
3238                         case OBJ_WEAPON:
3239                                 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3240                                 Viewer_mode &= ~VM_OTHER_SHIP;
3241                                 break;
3242                         case OBJ_JUMP_NODE: {
3243                                 char    jump_node_name[128];
3244                                 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), sizeof(jump_node_name));
3245                                 view_target_name = jump_node_name;
3246                                 Viewer_mode &= ~VM_OTHER_SHIP;
3247                                 break;
3248                                 }
3249
3250                         default:
3251                                 Int3();
3252                                 break;
3253                         }
3254
3255                         if ( view_target_name ) {
3256                                 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3257                                 Show_viewing_from_self = 1;
3258                         }
3259                 } else {
3260                         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3261                                 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3262                                 Show_viewing_from_self = 1;
3263                         } else {
3264                                 if (Show_viewing_from_self)
3265                                         HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3266                         }
3267                 }
3268         }
3269
3270         Last_view_target = view_target;
3271 }
3272
3273
3274 float Game_hit_x = 0.0f;
3275 float Game_hit_y = 0.0f;
3276
3277 // Reset at the beginning of each frame
3278 void game_whack_reset()
3279 {
3280         Game_hit_x = 0.0f;
3281         Game_hit_y = 0.0f;
3282 }
3283
3284 // Apply a 2d whack to the player
3285 void game_whack_apply( float x, float y )
3286 {
3287         // Do some force feedback
3288         joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3289
3290         // Move the eye 
3291         Game_hit_x += x;
3292         Game_hit_y += y;
3293
3294 //      mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3295 }
3296
3297 // call to apply a "shudder"
3298 void game_shudder_apply(int time, float intensity)
3299 {
3300         Game_shudder_time = timestamp(time);
3301         Game_shudder_total = time;
3302         Game_shudder_intensity = intensity;
3303 }
3304
3305 #define FF_SCALE        10000
3306 void apply_hud_shake(matrix *eye_orient)
3307 {
3308         if (Viewer_obj == Player_obj) {
3309                 physics_info    *pi = &Player_obj->phys_info;
3310
3311                 angles  tangles;
3312
3313                 tangles.p = 0.0f;
3314                 tangles.h = 0.0f;
3315                 tangles.b = 0.0f;
3316
3317                 //      Make eye shake due to afterburner
3318                 if ( !timestamp_elapsed(pi->afterburner_decay) ) {                      
3319                         int             dtime;
3320
3321                         dtime = timestamp_until(pi->afterburner_decay);
3322                         
3323                         int r1 = myrand();
3324                         int r2 = myrand();
3325                         tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3326                         tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3327                 }
3328
3329                 // Make eye shake due to engine wash
3330                 extern int Wash_on;
3331                 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3332                         int r1 = myrand();
3333                         int r2 = myrand();
3334                         tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3335                         tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3336
3337                         // get the   intensity
3338                         float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3339
3340                         // vector rand_vec
3341                         vector rand_vec;
3342                         vm_vec_rand_vec_quick(&rand_vec);
3343
3344                         // play the effect
3345                         joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3346                 }
3347
3348         
3349                 // make hud shake due to shuddering
3350                 if(Game_shudder_time != -1){
3351                         // if the timestamp has elapsed
3352                         if(timestamp_elapsed(Game_shudder_time)){
3353                                 Game_shudder_time = -1;
3354                         } 
3355                         // otherwise apply some shudder
3356                         else {
3357                                 int dtime;
3358
3359                                 dtime = timestamp_until(Game_shudder_time);
3360                         
3361                                 int r1 = myrand();
3362                                 int r2 = myrand();
3363                                 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));
3364                                 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));
3365                         }
3366                 }
3367
3368                 matrix  tm, tm2;
3369                 vm_angles_2_matrix(&tm, &tangles);
3370                 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3371                 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3372                 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3373                 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3374                 *eye_orient = tm2;
3375         }
3376 }
3377
3378 extern void compute_slew_matrix(matrix *orient, angles *a);     // TODO: move code to proper place and extern in header file
3379
3380 //      Player's velocity just before he blew up.  Used to keep camera target moving.
3381 vector  Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3382
3383 //      Set eye_pos and eye_orient based on view mode.
3384 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3385 {
3386         vector  eye_dir;
3387
3388         static int last_Viewer_mode = 0;
3389         static int last_Game_mode = 0;
3390         static int last_Viewer_objnum = -1;
3391
3392         // This code is supposed to detect camera "cuts"... like going between
3393         // different views.
3394
3395         // determine if we need to regenerate the nebula
3396         if(     (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) ||                                                   // internal to external 
3397                         ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) ||                                                   // external to internal
3398                         (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) ||                                                 // non dead-view to dead-view
3399                         ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) ||                                                 // dead-view to non dead-view
3400                         (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) ||                                               // non warp-chase to warp-chase
3401                         ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) ||                                               // warp-chase to non warp-chase
3402                         (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) ||                                               // non other-ship to other-ship
3403                         ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) ||                                               // other-ship to non-other ship
3404                         ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum))             // other ship mode, but targets changes
3405                         ) {
3406
3407                 // regenerate the nebula
3408                 neb2_eye_changed();
3409         }               
3410
3411         if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) )       {
3412                 //mprintf(( "************** Camera cut! ************\n" ));
3413                 last_Viewer_mode = Viewer_mode;
3414                 last_Game_mode = Game_mode;
3415
3416                 // Camera moved.  Tell stars & debris to not do blurring.
3417                 stars_camera_cut();             
3418         }
3419
3420         say_view_target();
3421
3422         if ( Viewer_mode & VM_PADLOCK_ANY ) {
3423                 player_display_packlock_view();
3424         }
3425         
3426         game_set_view_clip();
3427
3428         if (Game_mode & GM_DEAD) {
3429                 vector  vec_to_deader, view_pos;
3430                 float           dist;
3431
3432                 Viewer_mode |= VM_DEAD_VIEW;
3433
3434                 if (Player_ai->target_objnum != -1) {
3435                         int view_from_player = 1;
3436
3437                         if (Viewer_mode & VM_OTHER_SHIP) {
3438                                 //      View from target.
3439                                 Viewer_obj = &Objects[Player_ai->target_objnum];
3440
3441                                 last_Viewer_objnum = Player_ai->target_objnum;
3442
3443                                 if ( Viewer_obj->type == OBJ_SHIP ) {
3444                                         ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3445                                         view_from_player = 0;
3446                                 }
3447                         } else {
3448                                 last_Viewer_objnum = -1;
3449                         }
3450
3451                         if ( view_from_player ) {
3452                                 //      View target from player ship.
3453                                 Viewer_obj = NULL;
3454                                 *eye_pos = Player_obj->pos;
3455                                 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3456                                 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3457                         }
3458                 } else {
3459                         dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3460                         
3461                         if (dist < MIN_DIST_TO_DEAD_CAMERA)
3462                                 dist += flFrametime * 16.0f;
3463
3464                         vm_vec_scale(&vec_to_deader, -dist);
3465                         vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3466                         
3467                         view_pos = Player_obj->pos;
3468
3469                         if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3470                                 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3471                                 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3472                                 Dead_player_last_vel = Player_obj->phys_info.vel;
3473                                 //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));
3474                         } else if (Player_ai->target_objnum != -1) {
3475                                 view_pos = Objects[Player_ai->target_objnum].pos;
3476                         } else {
3477                                 //      Make camera follow explosion, but gradually slow down.
3478                                 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3479                                 view_pos = Player_obj->pos;
3480                                 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3481                                 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3482                         }
3483
3484                         *eye_pos = Dead_camera_pos;
3485
3486                         vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3487
3488                         vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3489                         Viewer_obj = NULL;
3490                 }
3491         } 
3492
3493         // if supernova shockwave
3494         if(supernova_camera_cut()){
3495                 // no viewer obj
3496                 Viewer_obj = NULL;
3497
3498                 // call it dead view
3499                 Viewer_mode |= VM_DEAD_VIEW;
3500
3501                 // set eye pos and orient
3502                 supernova_set_view(eye_pos, eye_orient);
3503         } else {        
3504                 //      If already blown up, these other modes can override.
3505                 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3506                         Viewer_mode &= ~VM_DEAD_VIEW;
3507
3508                         Viewer_obj = Player_obj;
3509  
3510                         if (Viewer_mode & VM_OTHER_SHIP) {
3511                                 if (Player_ai->target_objnum != -1){
3512                                         Viewer_obj = &Objects[Player_ai->target_objnum];
3513                                         last_Viewer_objnum = Player_ai->target_objnum;
3514                                 } else {
3515                                         Viewer_mode &= ~VM_OTHER_SHIP;
3516                                         last_Viewer_objnum = -1;
3517                                 }
3518                         } else {
3519                                 last_Viewer_objnum = -1;
3520                         }
3521
3522                         if (Viewer_mode & VM_EXTERNAL) {
3523                                 matrix  tm, tm2;
3524
3525                                 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3526                                 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3527
3528                                 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3529
3530                                 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3531                                 vm_vec_normalize(&eye_dir);
3532                                 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3533                                 Viewer_obj = NULL;
3534
3535                                 //      Modify the orientation based on head orientation.
3536                                 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3537
3538                         } else if ( Viewer_mode & VM_CHASE ) {
3539                                 vector  move_dir;
3540
3541                                 if ( Viewer_obj->phys_info.speed < 0.1 )
3542                                         move_dir = Viewer_obj->orient.v.fvec;
3543                                 else {
3544                                         move_dir = Viewer_obj->phys_info.vel;
3545                                         vm_vec_normalize(&move_dir);
3546                                 }
3547
3548                                 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3549                                 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3550                                 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3551                                 vm_vec_normalize(&eye_dir);
3552
3553                                 // JAS: I added the following code because if you slew up using
3554                                 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3555                                 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3556                                 // call because the up and the forward vector are the same.   I fixed
3557                                 // it by adding in a fraction of the right vector all the time to the
3558                                 // up vector.
3559                                 vector tmp_up = Viewer_obj->orient.v.uvec;
3560                                 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3561
3562                                 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3563                                 Viewer_obj = NULL;
3564
3565                                 //      Modify the orientation based on head orientation.
3566                                 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3567                         } else if ( Viewer_mode & VM_WARP_CHASE ) {
3568                                         *eye_pos = Camera_pos;
3569
3570                                         ship * shipp = &Ships[Player_obj->instance];
3571
3572                                         vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3573                                         vm_vec_normalize(&eye_dir);
3574                                         vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3575                                         Viewer_obj = NULL;
3576                         } else {
3577                                 // get an eye position based upon the correct type of object
3578                                 switch(Viewer_obj->type){
3579                                 case OBJ_SHIP:
3580                                         // make a call to get the eye point for the player object
3581                                         ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3582                                         break;
3583                                 case OBJ_OBSERVER:
3584                                         // make a call to get the eye point for the player object
3585                                         observer_get_eye( eye_pos, eye_orient, Viewer_obj );                            
3586                                         break;
3587                                 default :
3588                                         Int3();
3589                                 }
3590
3591                                 #ifdef JOHNS_DEBUG_CODE
3592                                 john_debug_stuff(&eye_pos, &eye_orient);
3593                                 #endif
3594                         }
3595                 }
3596         }
3597
3598         apply_hud_shake(eye_orient);
3599
3600         // setup neb2 rendering
3601         neb2_render_setup(eye_pos, eye_orient);
3602 }
3603
3604 #ifndef NDEBUG
3605 extern void ai_debug_render_stuff();
3606 #endif
3607
3608 int Game_subspace_effect = 0;
3609 DCF_BOOL( subspace, Game_subspace_effect );
3610
3611 // Does everything needed to render a frame
3612 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3613 {
3614         int dont_offset;
3615
3616         g3_start_frame(game_zbuffer);
3617         g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3618
3619         // maybe offset the HUD (jitter stuff)
3620         dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3621         HUD_set_offsets(Viewer_obj, !dont_offset);
3622         
3623         // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array.  Have to
3624         // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3625         // must be done before ships are rendered
3626         if ( MULTIPLAYER_CLIENT ) {
3627                 shield_point_multi_setup();
3628         }
3629
3630         if ( Game_subspace_effect )     {
3631                 stars_draw(0,0,0,1);
3632         } else {
3633                 stars_draw(1,1,1,0);
3634         }
3635
3636         obj_render_all(obj_render);
3637         beam_render_all();                                              // render all beam weapons
3638         particle_render_all();                                  // render particles after everything else.
3639         trail_render_all();                                             // render missilie trails after everything else.        
3640         mflash_render_all();                                            // render all muzzle flashes    
3641
3642         //      Why do we not show the shield effect in these modes?  Seems ok.
3643         //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3644         render_shields();
3645         //}
3646
3647         // render nebula lightning
3648         nebl_render_all();
3649
3650         // render local player nebula
3651         neb2_render_player();   
3652
3653 #ifndef NDEBUG
3654         ai_debug_render_stuff();
3655 #endif
3656
3657 #ifndef RELEASE_REAL
3658         // game_framerate_check();
3659 #endif
3660
3661 #ifndef NDEBUG
3662         extern void snd_spew_debug_info();
3663         snd_spew_debug_info();
3664 #endif
3665
3666         //================ END OF 3D RENDERING STUFF ====================
3667
3668         hud_show_radar();
3669
3670         if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3671                 hud_maybe_clear_head_area();
3672                 anim_render_all(0, flFrametime);
3673         }
3674
3675         extern int Multi_display_netinfo;
3676         if(Multi_display_netinfo){
3677                 extern void multi_display_netinfo();
3678                 multi_display_netinfo();
3679         }       
3680
3681         game_tst_frame_pre();
3682
3683 #ifndef NDEBUG
3684         do_timing_test(flFrametime);
3685 #endif
3686
3687 #ifndef NDEBUG
3688         extern int OO_update_index;     
3689         multi_rate_display(OO_update_index, 375, 0);
3690 #endif
3691
3692 #ifndef NDEBUG
3693         // test
3694         extern void oo_display();
3695         oo_display();                   
3696 #endif
3697         
3698         g3_end_frame();
3699 }
3700
3701 //#define JOHNS_DEBUG_CODE      1
3702
3703 #ifdef JOHNS_DEBUG_CODE
3704 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3705 {
3706         //if ( key_pressed(SDLK_LSHIFT) )
3707         {
3708                 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3709                 if ( tsys )     {
3710                         model_subsystem *turret = tsys->system_info;
3711
3712                         if (turret->type == SUBSYSTEM_TURRET )  {
3713                                 vector v.fvec, v.uvec;
3714                                 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3715
3716                                 ship_model_start(tobj);
3717
3718                                 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3719                                 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3720                                 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3721                                 
3722                                 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3723
3724                                 ship_model_stop(tobj);
3725
3726                                 Viewer_obj = NULL;
3727                         }
3728                 }
3729
3730         }
3731 }
3732 #endif
3733
3734 // following function for dumping frames for purposes of building trailers.
3735 #ifndef NDEBUG
3736
3737 // function to toggle state of dumping every frame into PCX when playing the game
3738 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3739 {
3740         if ( Dc_command )       {
3741
3742                 if ( Debug_dump_frames == 0 )   {
3743                         // Turn it on
3744                         Debug_dump_frames = 15;
3745                         Debug_dump_trigger = 0;
3746                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3747                         dc_printf( "Frame dumping at 15 hz is now ON\n" );
3748                 } else {
3749                         // Turn it off
3750                         Debug_dump_frames = 0;
3751                         Debug_dump_trigger = 0;
3752                         gr_dump_frame_stop();
3753                         dc_printf( "Frame dumping is now OFF\n" );
3754                 }
3755                 
3756         }
3757 }
3758
3759 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3760 {
3761         if ( Dc_command )       {
3762
3763                 if ( Debug_dump_frames == 0 )   {
3764                         // Turn it on
3765                         Debug_dump_frames = 15;
3766                         Debug_dump_trigger = 1;
3767                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3768                         dc_printf( "Frame dumping at 15 hz is now ON\n" );
3769                 } else {
3770                         // Turn it off
3771                         Debug_dump_frames = 0;
3772                         Debug_dump_trigger = 0;
3773                         gr_dump_frame_stop();
3774                         dc_printf( "Frame dumping is now OFF\n" );
3775                 }
3776                 
3777         }
3778 }
3779
3780 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3781 {
3782         if ( Dc_command )       {
3783
3784                 if ( Debug_dump_frames == 0 )   {
3785                         // Turn it on
3786                         Debug_dump_frames = 30;
3787                         Debug_dump_trigger = 0;
3788                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3789                         dc_printf( "Frame dumping at 30 hz is now ON\n" );
3790                 } else {
3791                         // Turn it off
3792                         Debug_dump_frames = 0;
3793                         Debug_dump_trigger = 0;
3794                         gr_dump_frame_stop();
3795                         dc_printf( "Frame dumping is now OFF\n" );
3796                 }
3797                 
3798         }
3799 }
3800
3801 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3802 {
3803         if ( Dc_command )       {
3804
3805                 if ( Debug_dump_frames == 0 )   {
3806                         // Turn it on
3807                         Debug_dump_frames = 30;
3808                         Debug_dump_trigger = 1;
3809                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3810                         dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3811                 } else {
3812                         // Turn it off
3813                         Debug_dump_frames = 0;
3814                         Debug_dump_trigger = 0;
3815                         gr_dump_frame_stop();
3816                         dc_printf( "Triggered frame dumping is now OFF\n" );
3817                 }
3818                 
3819         }
3820 }
3821
3822 void game_maybe_dump_frame()
3823 {
3824         if ( !Debug_dump_frames ){
3825                 return;
3826         }
3827
3828         if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3829                 return;
3830         }
3831
3832         game_stop_time();
3833
3834         gr_dump_frame();
3835         Debug_dump_frame_num++;
3836
3837         game_start_time();
3838 }
3839 #endif
3840
3841 extern int Player_dead_state;
3842
3843 //      Flip the page and time how long it took.
3844 void game_flip_page_and_time_it()
3845 {       
3846 #ifndef NDEBUG
3847         fix t1, t2,d;
3848         int t;
3849         t1 = timer_get_fixed_seconds();
3850         gr_flip();
3851         t2 = timer_get_fixed_seconds();
3852         d = t2 - t1;
3853         if (d != 0) {
3854                 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3855                 SDL_snprintf( transfer_text, sizeof(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3856         }
3857 #else
3858         gr_flip ();
3859 #endif
3860 }
3861
3862 void game_simulation_frame()
3863 {
3864         // blow ships up in multiplayer dogfight
3865         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){
3866                 // blow up all non-player ships
3867                 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3868                 ship *shipp;
3869                 ship_info *sip;
3870                 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3871                         // bogus
3872                         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)){
3873                                 moveup = GET_NEXT(moveup);
3874                                 continue;
3875                         }
3876                         shipp = &Ships[Objects[moveup->objnum].instance];
3877                         sip = &Ship_info[shipp->ship_info_index];
3878
3879                         // only blow up small ships                     
3880                         if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){                                                      
3881                                 // function to simply explode a ship where it is currently at
3882                                 ship_self_destruct( &Objects[moveup->objnum] );                                 
3883                         }
3884
3885                         moveup = GET_NEXT(moveup);
3886                 }
3887
3888                 dogfight_blown = 1;
3889         }
3890
3891         // process AWACS stuff - do this first thing
3892         awacs_process();
3893
3894         // single player, set Player hits_this_frame to 0
3895         if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3896                 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE  / (0.001f * BURST_DURATION));
3897                 Player->damage_this_burst = max(Player->damage_this_burst, 0.0f);
3898         }
3899
3900         // supernova
3901         supernova_process();
3902         if(supernova_active() >= 5){
3903                 return;
3904         }
3905
3906         // fire targeting lasers now so that 
3907         // 1 - created this frame
3908         // 2 - collide this frame
3909         // 3 - render this frame
3910         // 4 - ignored and deleted next frame
3911         // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3912         // frame
3913         ship_process_targeting_lasers();        
3914
3915         // do this here so that it works for multiplayer
3916         if ( Viewer_obj ) {
3917                 // get viewer direction
3918                 int viewer_direction = PHYSICS_VIEWER_REAR;
3919
3920                 if(Viewer_mode == 0){
3921                         viewer_direction = PHYSICS_VIEWER_FRONT;
3922                 }
3923                 if(Viewer_mode & VM_PADLOCK_UP){
3924                         viewer_direction = PHYSICS_VIEWER_UP;
3925                 }
3926                 else if(Viewer_mode & VM_PADLOCK_REAR){
3927                         viewer_direction = PHYSICS_VIEWER_REAR;
3928                 } 
3929                 else if(Viewer_mode & VM_PADLOCK_LEFT){
3930                         viewer_direction = PHYSICS_VIEWER_LEFT;
3931                 } 
3932                 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3933                         viewer_direction = PHYSICS_VIEWER_RIGHT;
3934                 }
3935
3936                 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3937         } else {
3938                 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3939         }
3940
3941 #define VM_PADLOCK_UP                                   (1 << 7)
3942 #define VM_PADLOCK_REAR                         (1 << 8)
3943 #define VM_PADLOCK_LEFT                         (1 << 9)
3944 #define VM_PADLOCK_RIGHT                                (1 << 10)
3945                 
3946         // evaluate mission departures and arrivals before we process all objects.
3947         if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3948
3949                 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3950                 // ships/wing packets.
3951                 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3952                         mission_parse_eval_stuff();
3953                 }
3954
3955                 // if we're an observer, move ourselves seperately from the standard physics
3956                 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
3957                         obj_observer_move(flFrametime);
3958                 }
3959                 
3960                 // move all the objects now
3961                 obj_move_all(flFrametime);
3962
3963                 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
3964                 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
3965                 //      ship_check_cargo_all();
3966                 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3967                         mission_eval_goals();
3968                 }
3969         }
3970
3971         // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
3972         if(!(Game_mode & GM_DEMO_PLAYBACK)){
3973                 training_check_objectives();
3974         }
3975         
3976         // do all interpolation now
3977         if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
3978                 // client side processing of warping in effect stages
3979                 multi_do_client_warp(flFrametime);     
3980         
3981                 // client side movement of an observer
3982                 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
3983                         obj_observer_move(flFrametime);   
3984                 }
3985
3986                 // move all objects - does interpolation now as well
3987                 obj_move_all(flFrametime);
3988         }
3989
3990         // only process the message queue when the player is "in" the game
3991         if ( !Pre_player_entry ){
3992                 message_queue_process();                                // process any messages send to the player
3993         }
3994
3995         if(!(Game_mode & GM_DEMO_PLAYBACK)){
3996                 message_maybe_distort();                                // maybe distort incoming message if comms damaged
3997                 player_repair_frame(flFrametime);       //      AI objects get repaired in ai_process, called from move code...deal with player.
3998                 player_process_pending_praise();                // maybe send off a delayed praise message to the player
3999                 player_maybe_play_all_alone_msg();      // mabye tell the player he is all alone        
4000         }
4001
4002         if(!(Game_mode & GM_STANDALONE_SERVER)){                
4003                 // process some stuff every frame (before frame is rendered)
4004                 emp_process_local();
4005
4006                 hud_update_frame();                                             // update hud systems
4007
4008                 if (!physics_paused)    {
4009                         // Move particle system
4010                         particle_move_all(flFrametime); 
4011
4012                         // Move missile trails
4013                         trail_move_all(flFrametime);            
4014
4015                         // process muzzle flashes
4016                         mflash_process_all();
4017
4018                         // Flash the gun flashes
4019                         shipfx_flash_do_frame(flFrametime);                     
4020
4021                         shockwave_move_all(flFrametime);        // update all the shockwaves
4022                 }
4023
4024                 // subspace missile strikes
4025                 ssm_process();
4026
4027                 obj_snd_do_frame();                                             // update the object-linked persistant sounds
4028                 game_maybe_update_sound_environment();
4029                 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
4030
4031 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
4032 #ifndef NDEBUG
4033                 if ( Game_subspace_effect ) {
4034                         game_start_subspace_ambient_sound();
4035                 }
4036 #endif
4037         }               
4038 }
4039
4040 // Maybe render and process the dead-popup
4041 void game_maybe_do_dead_popup(float frametime)
4042 {
4043         if ( popupdead_is_active() ) {
4044                 int leave_popup=1;
4045                 int choice = popupdead_do_frame(frametime);
4046
4047                 if ( Game_mode & GM_NORMAL ) {
4048                         switch(choice) {
4049                         case 0:
4050                                 gameseq_post_event(GS_EVENT_ENTER_GAME);
4051                                 break;
4052
4053                         case 1:
4054                                 gameseq_post_event(GS_EVENT_END_GAME);
4055                                 break;
4056
4057                         case 2:
4058                                 gameseq_post_event(GS_EVENT_START_GAME);
4059                                 break;
4060
4061                         // this should only happen during a red alert mission
4062                         case 3:                         
4063                                 // bogus?
4064                                 SDL_assert(The_mission.red_alert);
4065                                 if(!The_mission.red_alert){
4066                                         gameseq_post_event(GS_EVENT_START_GAME);
4067                                         break;
4068                                 }
4069                                 
4070                                 // choose the previous mission
4071                                 mission_campaign_previous_mission();
4072
4073                                 gameseq_post_event(GS_EVENT_START_GAME);
4074                                 break;
4075
4076                         default:
4077                                 leave_popup=0;
4078                                 break;
4079                         }
4080                 } else {
4081                         switch( choice ) {
4082
4083                         case POPUPDEAD_DO_MAIN_HALL:
4084                                 multi_quit_game(PROMPT_NONE,-1);
4085                                 break;
4086
4087                         case POPUPDEAD_DO_RESPAWN:                              
4088                                 multi_respawn_normal();
4089                                 event_music_player_respawn();
4090                                 break;
4091
4092                         case POPUPDEAD_DO_OBSERVER:
4093                                 multi_respawn_observer();
4094                                 event_music_player_respawn_as_observer();
4095                                 break;
4096
4097                         default:
4098                                 leave_popup = 0;
4099                                 break;
4100                         }
4101                 }
4102
4103                 if ( leave_popup ) {
4104                         popupdead_close();
4105                 }
4106         }
4107 }
4108
4109 // returns true if player is actually in a game_play stats
4110 int game_actually_playing()
4111 {
4112         int state;
4113
4114         state = gameseq_get_state();
4115         if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4116                 return 0;
4117         else
4118                 return 1;
4119 }
4120
4121 // Draw the 2D HUD gauges
4122 void game_render_hud_2d()
4123 {
4124         if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4125                 return;
4126         }
4127         
4128         HUD_render_2d(flFrametime);
4129         gr_reset_clip();
4130 }
4131
4132 // Draw the 3D-dependant HUD gauges
4133 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4134 {
4135         g3_start_frame(0);              // 0 = turn zbuffering off
4136         g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4137
4138         if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4139                 HUD_render_3d(flFrametime);
4140         }
4141
4142         // Do the sunspot
4143         game_sunspot_process(flFrametime);
4144
4145         // Diminish the palette effect
4146         game_flash_diminish(flFrametime);
4147
4148         g3_end_frame();
4149 }
4150
4151
4152 void game_frame()
4153 {
4154         int actually_playing;
4155         fix total_time1, total_time2;
4156         fix render2_time1=0, render2_time2=0;
4157         fix render3_time1=0, render3_time2=0;
4158         fix flip_time1=0, flip_time2=0;
4159         fix clear_time1=0, clear_time2=0;
4160         
4161         vector eye_pos;
4162         matrix eye_orient;
4163
4164 #ifndef NDEBUG
4165         if (Framerate_delay) {
4166                 int     start_time = timer_get_milliseconds();
4167                 while (timer_get_milliseconds() < start_time + Framerate_delay)
4168                         ;
4169         }
4170 #endif
4171
4172 #ifdef DEMO_SYSTEM
4173         demo_do_frame_start();
4174         if(Demo_error){
4175                 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4176                 demo_close();
4177         }
4178 #endif
4179         
4180         // start timing frame
4181         timing_frame_start();
4182
4183         total_time1 = timer_get_fixed_seconds();
4184
4185         // var to hold which state we are in
4186         actually_playing = game_actually_playing();
4187         
4188         if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4189                 if (!(Game_mode & GM_STANDALONE_SERVER)){
4190                         SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4191                 }
4192         }
4193
4194         if (Missiontime > Entry_delay_time){
4195                 Pre_player_entry = 0;
4196         } else {
4197                 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4198         }
4199
4200         //      Note: These are done even before the player enters, else buffers can overflow.
4201         if (! (Game_mode & GM_STANDALONE_SERVER)){
4202                 radar_frame_init();
4203         }
4204
4205         shield_frame_init();
4206
4207         if ( Player->control_mode != PCM_NORMAL )
4208                 camera_move();
4209
4210         if ( !Pre_player_entry && actually_playing ) {                          
4211                 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4212
4213                         if( (!popup_running_state()) && (!popupdead_is_active()) ){
4214                                 game_process_keys();
4215
4216                                 // don't read flying controls if we're playing a demo back
4217                                 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4218                                         read_player_controls( Player_obj, flFrametime);
4219                                 }
4220                         }
4221                         
4222                         // if we're not the master, we may have to send the server-critical ship status button_info bits
4223                         if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4224                                 multi_maybe_send_ship_status();
4225                         }
4226                 }
4227         }
4228
4229         // Reset the whack stuff
4230         game_whack_reset();
4231
4232         // These two lines must be outside of Pre_player_entry code,
4233         // otherwise too many lights are added.
4234         light_reset();
4235
4236         if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4237                 return;
4238         }
4239         
4240         game_simulation_frame();        
4241
4242         // if not actually in a game play state, then return.  This condition could only be true in 
4243         // a multiplayer game.
4244         if ( !actually_playing ) {
4245                 SDL_assert( Game_mode & GM_MULTIPLAYER );
4246                 return;
4247         }
4248
4249         if (!Pre_player_entry) {
4250                 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4251                         clear_time1 = timer_get_fixed_seconds();
4252                         // clear the screen to black
4253                         gr_reset_clip();
4254                         if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4255                                 gr_clear();
4256                         }
4257
4258                         clear_time2 = timer_get_fixed_seconds();
4259                         render3_time1 = timer_get_fixed_seconds();
4260                         game_render_frame_setup(&eye_pos, &eye_orient);
4261                         game_render_frame( &eye_pos, &eye_orient );
4262
4263                         // save the eye position and orientation
4264                         if ( Game_mode & GM_MULTIPLAYER ) {
4265                                 Net_player->s_info.eye_pos = eye_pos;
4266                                 Net_player->s_info.eye_orient = eye_orient;
4267                         }
4268
4269                         hud_show_target_model();
4270
4271                         // check to see if we should display the death died popup
4272                         if(Game_mode & GM_DEAD_BLEW_UP){                                
4273                                 if(Game_mode & GM_MULTIPLAYER){
4274                                         // catch the situation where we're supposed to be warping out on this transition
4275                                         if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4276                                                 gameseq_post_event(GS_EVENT_DEBRIEF);
4277                                         } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4278                                                 Player_died_popup_wait = -1;
4279                                                 popupdead_start();
4280                                         }
4281                                 } else {
4282                                         if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4283                                                 Player_died_popup_wait = -1;
4284                                                 popupdead_start();
4285                                         }
4286                                 }
4287                         }
4288
4289                         // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4290                         if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4291                                 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4292                                         if(!popupdead_is_active()){
4293                                                 popupdead_start();
4294                                         }
4295
4296                                         Player_multi_died_check = -1;
4297                                 }
4298                         }
4299         
4300                         render3_time2 = timer_get_fixed_seconds();
4301                         render2_time1 = timer_get_fixed_seconds();
4302
4303                         gr_reset_clip();
4304                         game_get_framerate();
4305                         game_show_framerate();          
4306
4307                         game_show_time_left();
4308
4309                         // Draw the 2D HUD gauges
4310                         if(supernova_active() < 3){
4311                                 game_render_hud_2d();
4312                         }
4313
4314                         game_set_view_clip();
4315
4316                         // Draw 3D HUD gauges                   
4317                         game_render_hud_3d(&eye_pos, &eye_orient);                                                                      
4318
4319                         game_tst_frame();
4320
4321                         render2_time2 = timer_get_fixed_seconds();
4322
4323                         // maybe render and process the dead popup
4324                         game_maybe_do_dead_popup(flFrametime);
4325
4326                         // start timing frame
4327                         timing_frame_stop();
4328                         // timing_display(30, 10);                      
4329
4330                         // If a regular popup is active, don't flip (popup code flips)
4331                         if( !popup_running_state() ){
4332                                 flip_time1 = timer_get_fixed_seconds();
4333                                 game_flip_page_and_time_it();
4334                                 flip_time2 = timer_get_fixed_seconds();
4335                         }
4336
4337 #ifndef NDEBUG
4338                         game_maybe_dump_frame();                        // used to dump pcx files for building trailers
4339 #endif          
4340                 } else {
4341                         game_show_standalone_framerate();
4342                 }
4343         }
4344
4345         game_do_training_checks();
4346         asteroid_frame();
4347
4348         // process lightning (nebula only)
4349         nebl_process();
4350
4351         total_time2 = timer_get_fixed_seconds();
4352
4353         // Got some timing numbers
4354         Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4355         Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4356         Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4357         Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4358         Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4359
4360 #ifdef DEMO_SYSTEM
4361         demo_do_frame_end();
4362         if(Demo_error){
4363                 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4364                 demo_close();
4365         }
4366 #endif
4367 }
4368
4369 #define MAX_FRAMETIME   (F1_0/4)                // Frametime gets saturated at this.  Changed by MK on 11/1/97.
4370                                                                                                 //      Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4371                                                                                                 //      died.  This resulted in screwed up death sequences.
4372
4373 fix Last_time = 0;                                              // The absolute time of game at end of last frame (beginning of this frame)
4374 fix Last_delta_time = 0;                                // While game is paused, this keeps track of how much elapsed in the frame before paused.
4375 static int timer_paused=0;
4376 #if defined(TIMER_TEST) && !defined(NDEBUG)
4377 static int stop_count,start_count;
4378 static int time_stopped,time_started;
4379 #endif
4380 int saved_timestamp_ticker = -1;
4381
4382 void game_reset_time()
4383 {
4384         if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4385                 return ;
4386         }
4387         
4388         //      Last_time = timer_get_fixed_seconds();
4389         game_start_time();
4390         timestamp_reset();
4391         game_stop_time();
4392 }
4393
4394 void game_stop_time()
4395 {
4396         if (timer_paused==0) {
4397                 fix time;
4398                 time = timer_get_fixed_seconds();
4399                 // Save how much time progressed so far in the frame so we can
4400                 // use it when we unpause.
4401                 Last_delta_time = time - Last_time;             
4402
4403                 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4404                 if (Last_delta_time < 0) {
4405                         #if defined(TIMER_TEST) && !defined(NDEBUG)
4406                         Int3();         //get Matt!!!!
4407                         #endif
4408                         Last_delta_time = 0;
4409                 }
4410                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4411                 time_stopped = time;
4412                 #endif
4413
4414                 // Stop the timer_tick stuff...
4415                 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4416                 saved_timestamp_ticker = timestamp_ticker;
4417         }
4418         timer_paused++;
4419
4420         #if defined(TIMER_TEST) && !defined(NDEBUG)
4421         stop_count++;
4422         #endif
4423 }
4424
4425 void game_start_time()
4426 {
4427         timer_paused--;
4428         SDL_assert(timer_paused >= 0);
4429         if (timer_paused==0) {
4430                 fix time;
4431                 time = timer_get_fixed_seconds();
4432                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4433                 if (Last_time < 0)
4434                         Int3();         //get Matt!!!!
4435                 }
4436                 #endif
4437                 // Take current time, and set it backwards to account for time  
4438                 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4439                 // will be correct when it goes to calculate the frametime next
4440                 // frame.
4441                 Last_time = time - Last_delta_time;             
4442                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4443                 time_started = time;
4444                 #endif
4445
4446                 // Restore the timer_tick stuff...
4447                 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4448                 SDL_assert( saved_timestamp_ticker > -1 );              // Called out of order, get JAS
4449                 timestamp_ticker = saved_timestamp_ticker;
4450                 saved_timestamp_ticker = -1;
4451         }
4452
4453         #if defined(TIMER_TEST) && !defined(NDEBUG)
4454         start_count++;
4455         #endif
4456 }
4457
4458
4459 void game_set_frametime(int state)
4460 {
4461         fix thistime;
4462         float frame_cap_diff;
4463
4464         thistime = timer_get_fixed_seconds();
4465
4466         if ( Last_time == 0 )   
4467                 Frametime = F1_0 / 30;
4468         else
4469                 Frametime = thistime - Last_time;
4470
4471 //      Frametime = F1_0 / 30;
4472
4473         fix     debug_frametime = Frametime;    //      Just used to display frametime.
4474
4475         //      If player hasn't entered mission yet, make frame take 1/4 second.
4476         if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4477                 Frametime = F1_0/4;
4478 #ifndef NDEBUG
4479         else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) {                                // note link to above if!!!!!
4480         
4481                 fix frame_speed = F1_0 / Debug_dump_frames;
4482
4483                 if (Frametime > frame_speed ){
4484                         nprintf(("warning","slow frame: %x\n",Frametime));
4485                 } else {                        
4486                         do {
4487                                 thistime = timer_get_fixed_seconds();
4488                                 Frametime = thistime - Last_time;
4489                         } while (Frametime < frame_speed );                     
4490                 }
4491                 Frametime = frame_speed;
4492         }
4493 #endif
4494
4495         SDL_assert( Framerate_cap > 0 );
4496
4497         // Cap the framerate so it doesn't get too high.
4498         {
4499                 fix cap;
4500
4501                 cap = F1_0/Framerate_cap;
4502                 if (Frametime < cap) {
4503                         thistime = cap - Frametime;
4504                         //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4505                         SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4506                         Frametime = cap;
4507                         thistime = timer_get_fixed_seconds();
4508                 }
4509         }
4510
4511         if((Game_mode & GM_STANDALONE_SERVER) && 
4512                 (f2fl(Frametime) < (1.0f/(float)Multi_options_g.std_framecap))){
4513
4514                 frame_cap_diff = (1.0f/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4515                 SDL_Delay( fl2i(frame_cap_diff * 1000.0f) );
4516                 
4517                 thistime += fl2f((frame_cap_diff));             
4518
4519                 Frametime = thistime - Last_time;
4520    }
4521
4522         // If framerate is too low, cap it.
4523         if (Frametime > MAX_FRAMETIME)  {
4524 #ifndef NDEBUG
4525                 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4526 #else 
4527                 // to remove warnings in release build
4528                 debug_frametime = fl2f(flFrametime);
4529 #endif
4530                 Frametime = MAX_FRAMETIME;
4531         }
4532
4533         Frametime = fixmul(Frametime, Game_time_compression);
4534
4535         Last_time = thistime;
4536         //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4537
4538         flFrametime = f2fl(Frametime);
4539         //if(!(Game_mode & GM_PLAYING_DEMO)){
4540         timestamp_inc(flFrametime);
4541
4542 /*      if ((Framecount > 0) && (Framecount < 10)) {
4543                 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4544         }
4545 */
4546 }
4547
4548 // This is called from game_do_frame(), and from navmap_do_frame() 
4549 void game_update_missiontime()
4550 {
4551         // TODO JAS: Put in if and move this into game_set_frametime, 
4552         // fix navmap to call game_stop/start_time
4553         //if ( !timer_paused )  
4554                 Missiontime += Frametime;
4555 }
4556
4557 void game_do_frame()
4558 {       
4559         game_set_frametime(GS_STATE_GAME_PLAY);
4560         game_update_missiontime();
4561
4562         if (Game_mode & GM_STANDALONE_SERVER) {
4563                 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4564         }
4565
4566         if ( game_single_step && (last_single_step == game_single_step) ) {
4567                 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4568                 while( key_checkch() == 0 )
4569                         SDL_Delay(10);
4570                 os_set_title( XSTR( "FreeSpace", 171) );
4571                 Last_time = timer_get_fixed_seconds();
4572         }
4573
4574         last_single_step = game_single_step;
4575
4576         if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4577                 Keep_mouse_centered = 1;  // force mouse to center of our window (so we don't hit movement limits)
4578         }
4579         game_frame();
4580
4581         Keep_mouse_centered = 0;
4582         monitor_update();                       // Update monitor variables
4583 }
4584
4585 void multi_maybe_do_frame()
4586 {
4587         if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4588                 game_do_frame(); 
4589         }
4590 }
4591
4592 int Joymouse_button_status = 0;
4593
4594 // Flush all input devices
4595 void game_flush()
4596 {
4597         key_flush();
4598         mouse_flush();
4599         joy_flush();
4600         snazzy_flush();
4601
4602         Joymouse_button_status = 0;
4603
4604         //mprintf(("Game flush!\n" ));
4605 }
4606
4607 // function for multiplayer only which calls game_do_state_common() when running the
4608 // debug console
4609 void game_do_dc_networking()
4610 {
4611         SDL_assert( Game_mode & GM_MULTIPLAYER );
4612
4613         game_do_state_common( gameseq_get_state() );
4614 }
4615
4616 // Call this whenever in a loop, or when you need to check for a keystroke.
4617 int game_check_key()
4618 {
4619         int k;
4620
4621         k = game_poll();
4622
4623         // convert keypad enter to normal enter
4624         if ((k & KEY_MASK) == SDLK_KP_ENTER)
4625                 k = (k & ~KEY_MASK) | SDLK_RETURN;
4626
4627         return k;
4628 }
4629
4630 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4631
4632 #define DEMO_TRAILER_TIMEOUT_MS         45000                   // 45 seconds of no input, play trailer
4633 static int Demo_show_trailer_timestamp = 0;
4634
4635 void demo_reset_trailer_timer()
4636 {
4637         Demo_show_trailer_timestamp = timer_get_milliseconds();
4638 }
4639
4640 void demo_maybe_show_trailer(int k)
4641 {
4642         /*
4643         // if key pressed, reset demo trailer timer
4644         if ( k > 0 ) {
4645                 demo_reset_trailer_timer();
4646                 return;
4647         }
4648
4649         // if mouse moved, reset demo trailer timer
4650         int dx = 0, dy = 0;
4651
4652         mouse_get_delta(&dx, &dy);
4653         if ( (dx > 0) || (dy > 0) ) {
4654                 demo_reset_trailer_timer();
4655                 return;
4656         }
4657
4658         // if joystick has moved, reset demo trailer timer
4659         dx = 0;
4660         dy = 0;
4661         joy_get_delta(&dx, &dy);
4662         if ( (dx > 0) || (dy > 0) ) {
4663                 demo_reset_trailer_timer();
4664                 return;
4665         }
4666
4667         // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4668         //       the low-level code.  Ugly, I know... but was the simplest and most
4669         //       robust solution.
4670                 
4671         // if 30 seconds since last demo trailer time reset, launch movie
4672         if ( os_foreground() ) {
4673                 int now = timer_get_milliseconds();
4674                 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4675 //              if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4676                         // play movie here
4677                         movie_play( NOX("fstrailer2.mve") );
4678                         demo_reset_trailer_timer();
4679                 }
4680         }
4681         */
4682 }
4683
4684 #endif
4685
4686 // same as game_check_key(), except this is used while actually in the game.  Since there
4687 // generally are differences between game control keys and general UI keys, makes sense to
4688 // have seperate functions for each case.  If you are not checking a game control while in a
4689 // mission, you should probably be using game_check_key() instead.
4690 int game_poll()
4691 {
4692         int k, state;
4693
4694         if (!os_foreground()) {         
4695                 game_stop_time();
4696                 SDL_Delay(100);
4697                 game_start_time();
4698
4699                 // If we're in a single player game, pause it.
4700                 if (!(Game_mode & GM_MULTIPLAYER)){
4701                         if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) )     {
4702                                 game_process_pause_key();
4703                         }
4704                 }
4705         }
4706
4707    k = key_inkey();
4708
4709 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4710         demo_maybe_show_trailer(k);
4711 #endif
4712
4713         // Move the mouse cursor with the joystick.
4714         if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) )     {
4715                 // Move the mouse cursor with the joystick
4716                 int mx, my, dx, dy;
4717                 int jx, jy, jz, jr;
4718
4719                 joy_get_pos( &jx, &jy, &jz, &jr );
4720
4721                 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4722                 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4723
4724                 if ( dx || dy ) {
4725                         mouse_get_real_pos( &mx, &my );
4726                         mouse_set_pos( mx+dx, my+dy );
4727                 }
4728
4729                 int j, m;
4730                 j = joy_down(0);
4731                 m = mouse_down(MOUSE_LEFT_BUTTON);
4732
4733                 if ( j != Joymouse_button_status )      {
4734                         //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4735                         Joymouse_button_status = j;
4736                         if ( j && (!m) )        {
4737                                 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4738                         } else if ( (!j) && (m) )       {
4739                                 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4740                         }
4741                 }
4742         }
4743
4744         // if we should be ignoring keys because of some multiplayer situations
4745         if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4746                 return 0;
4747         }
4748
4749         // If a popup is running, don't process all the Fn keys
4750         if( popup_active() ) {
4751                 return k;
4752         }
4753
4754         state = gameseq_get_state();
4755
4756 //      if ( k ) nprintf(( "General", "Key = %x\n", k ));
4757
4758         switch (k) {
4759                 case KEY_DEBUGGED + SDLK_BACKSPACE:
4760                         Int3();
4761                         break;
4762
4763                 case SDLK_F1:
4764                         launch_context_help();
4765                         k = 0;
4766                         break;
4767
4768                 case SDLK_F2:
4769 //                      if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4770
4771                         // don't allow f2 while warping out in multiplayer      
4772                         if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4773                                 break;
4774                         }
4775
4776                         switch (state) {
4777                                 case GS_STATE_INITIAL_PLAYER_SELECT:
4778                                 case GS_STATE_OPTIONS_MENU:
4779                                 case GS_STATE_HUD_CONFIG:
4780                                 case GS_STATE_CONTROL_CONFIG:
4781                                 case GS_STATE_DEATH_DIED:
4782                                 case GS_STATE_DEATH_BLEW_UP:            
4783                                 case GS_STATE_VIEW_MEDALS:
4784                                         break;
4785
4786                                 default:
4787                                         gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4788                                         k = 0;
4789                                         break;
4790                         }
4791
4792                         break;
4793
4794                         // hotkey selection screen -- only valid from briefing and beyond.
4795                 case SDLK_F3:
4796 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4797                                 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) ) {
4798                                         gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4799                                         k = 0;
4800                                 }
4801 #endif
4802                         break;
4803
4804                 case KEY_DEBUGGED + SDLK_F3:
4805                         gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4806                         break;
4807
4808                 case KEY_DEBUGGED + SDLK_F4:
4809                         gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4810                         break;
4811
4812                 case SDLK_F4:
4813                         if(Game_mode & GM_MULTIPLAYER){
4814                                 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4815                                         gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4816                                         k = 0;
4817                                 } 
4818                         } else {
4819                                 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4820                                         gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4821                                         k = 0;
4822                                 }
4823                         }
4824                         break;
4825
4826                 case SDLK_ESCAPE | KEY_SHIFTED:
4827                         // make sure to quit properly out of multiplayer
4828                         if(Game_mode & GM_MULTIPLAYER){
4829                                 multi_quit_game(PROMPT_NONE);
4830                         }
4831
4832                         gameseq_post_event( GS_EVENT_QUIT_GAME );
4833                         k = 0;
4834
4835                         break;
4836
4837                 case KEY_DEBUGGED + SDLK_p:
4838                         break;                  
4839
4840                 case SDLK_PRINTSCREEN:
4841                         {
4842                                 static int counter = 0;
4843                                 char tmp_name[127];
4844
4845                                 game_stop_time();
4846
4847                                 SDL_snprintf( tmp_name, sizeof(tmp_name), NOX("screen%02d"), counter );
4848                                 counter++;
4849                                 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4850                                 gr_print_screen(tmp_name);
4851
4852                                 game_start_time();
4853                         }
4854
4855                         k = 0;
4856                         break;
4857
4858                 case KEY_SHIFTED | SDLK_RETURN: {
4859
4860 #if !defined(NDEBUG)
4861
4862                         if ( Game_mode & GM_NORMAL ){
4863                                 game_stop_time();
4864                         }
4865
4866                         // if we're in multiplayer mode, do some special networking
4867                         if(Game_mode & GM_MULTIPLAYER){
4868                                 debug_console(game_do_dc_networking);
4869                         } else {                                
4870                                 debug_console();
4871                         }
4872
4873                         game_flush();
4874
4875                         if ( Game_mode & GM_NORMAL )
4876                                 game_start_time();
4877
4878 #endif
4879
4880                         break;
4881                 }
4882         }
4883
4884         return k;
4885 }
4886
4887 void os_close()
4888 {
4889         gameseq_post_event(GS_EVENT_QUIT_GAME);
4890 }
4891
4892 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4893
4894
4895 void camera_set_position( vector *pos )
4896 {
4897         Camera_pos = *pos;
4898 }
4899
4900 void camera_set_orient( matrix *orient )
4901 {
4902         Camera_orient = *orient;
4903 }
4904
4905 void camera_set_velocity( vector *vel, int instantaneous )
4906 {
4907         Camera_desired_velocity.xyz.x = 0.0f;
4908         Camera_desired_velocity.xyz.y = 0.0f;
4909         Camera_desired_velocity.xyz.z = 0.0f;
4910
4911         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4912         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4913         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4914
4915         if ( instantaneous )    {
4916                 Camera_velocity = Camera_desired_velocity;
4917         }
4918
4919 }
4920
4921 //
4922 void camera_move()
4923 {
4924         vector new_vel, delta_pos;
4925
4926         apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4927         apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4928         apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4929
4930         Camera_velocity = new_vel;
4931
4932 //      mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4933
4934         vm_vec_add2( &Camera_pos, &delta_pos );
4935
4936         float ot = Camera_time+0.0f;
4937
4938         Camera_time += flFrametime;
4939
4940         if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) )       {
4941                 vector tmp;
4942                 
4943                 tmp.xyz.z = 4.739f;             // always go this fast forward.
4944
4945                 // pick x and y velocities so they are always on a 
4946                 // circle with a 25 m radius.
4947
4948                 float tmp_angle = frand()*PI2;
4949         
4950                 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4951                 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4952
4953                 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4954
4955                 //mprintf(( "Changing velocity!\n" ));
4956                 camera_set_velocity( &tmp, 0 );
4957         }
4958
4959         if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) )  {
4960                 vector tmp = ZERO_VECTOR;
4961                 camera_set_velocity( &tmp, 0 );
4962         }
4963         
4964 }
4965
4966 void end_demo_campaign_do()
4967 {
4968 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4969         // show upsell screens
4970         demo_upsell_show_screens();
4971 #elif defined(OEM_BUILD)
4972         // show oem upsell screens
4973         oem_upsell_show_screens();
4974 #endif
4975
4976         // drop into main hall
4977         gameseq_post_event( GS_EVENT_MAIN_MENU );
4978 }
4979
4980 // All code to process events.   This is the only place
4981 // that you should change the state of the game.
4982 void game_process_event( int current_state, int event )
4983 {
4984         mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
4985
4986         switch (event) {
4987                 case GS_EVENT_SIMULATOR_ROOM:
4988                         gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
4989                         break;
4990
4991                 case GS_EVENT_MAIN_MENU:
4992                         gameseq_set_state(GS_STATE_MAIN_MENU);          
4993                         break;
4994
4995                 case GS_EVENT_OPTIONS_MENU:
4996                         gameseq_push_state( GS_STATE_OPTIONS_MENU );
4997                         break;
4998
4999                 case GS_EVENT_BARRACKS_MENU:
5000                         gameseq_set_state(GS_STATE_BARRACKS_MENU);              
5001                         break;
5002
5003                 case GS_EVENT_TECH_MENU:
5004                         gameseq_set_state(GS_STATE_TECH_MENU);          
5005                         break;
5006
5007                 case GS_EVENT_TRAINING_MENU:
5008                         gameseq_set_state(GS_STATE_TRAINING_MENU);              
5009                         break;
5010
5011                 case GS_EVENT_START_GAME:
5012                         Select_default_ship = 0;                        
5013                         Player_multi_died_check = -1;
5014                         gameseq_set_state(GS_STATE_CMD_BRIEF);
5015                         break;
5016
5017                 case GS_EVENT_START_BRIEFING:
5018                         gameseq_set_state(GS_STATE_BRIEFING);           
5019                         break;
5020
5021                 case GS_EVENT_DEBRIEF:
5022                         // did we end the campaign in the main freespace 2 single player campaign?
5023 #ifdef MAKE_FS1
5024                         if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
5025 #else
5026                         if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
5027 #endif
5028                                 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
5029                         } else {
5030                                 gameseq_set_state(GS_STATE_DEBRIEF);            
5031                         }
5032
5033                         Player_multi_died_check = -1;
5034                         break;
5035
5036                 case GS_EVENT_SHIP_SELECTION:
5037                         gameseq_set_state( GS_STATE_SHIP_SELECT );
5038                         break;
5039
5040                 case GS_EVENT_WEAPON_SELECTION:
5041                         gameseq_set_state( GS_STATE_WEAPON_SELECT );
5042                         break;
5043
5044                 case GS_EVENT_ENTER_GAME:               
5045 #ifdef DEMO_SYSTEM
5046                         // maybe start recording a demo
5047                         if(Demo_make){
5048                                 demo_start_record("test.fsd");
5049                         }
5050 #endif
5051
5052                         if (Game_mode & GM_MULTIPLAYER) {
5053                                 // if we're respawning, make sure we change the view mode so that the hud shows up
5054                                 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5055                                         Viewer_mode = 0;
5056                                 }
5057
5058                                 gameseq_set_state(GS_STATE_GAME_PLAY);
5059                         } else {
5060                                 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5061                         }
5062
5063                         Player_multi_died_check = -1;
5064
5065                         // clear multiplayer button info                        
5066                         extern button_info Multi_ship_status_bi;
5067                         memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5068
5069                         Start_time = f2fl(timer_get_approx_seconds());
5070                         //Framecount = 0;
5071                         mprintf(("Entering game at time = %7.3f\n", Start_time));
5072                         break;
5073
5074
5075                 case GS_EVENT_START_GAME_QUICK:
5076                         Select_default_ship = 1;
5077                         gameseq_post_event(GS_EVENT_ENTER_GAME);
5078                         break;
5079
5080
5081                 case GS_EVENT_END_GAME:
5082                         if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5083                                 (current_state == GS_STATE_DEATH_BLEW_UP) ||    (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5084                                         gameseq_set_state(GS_STATE_MAIN_MENU);
5085
5086                         } else
5087                                 Int3();
5088
5089                         Player_multi_died_check = -1;
5090                         break;
5091
5092                 case GS_EVENT_QUIT_GAME:
5093                         main_hall_stop_music();
5094                         main_hall_stop_ambient();
5095                         gameseq_set_state(GS_STATE_QUIT_GAME);
5096
5097                         Player_multi_died_check = -1;
5098                         break;
5099
5100                 case GS_EVENT_GAMEPLAY_HELP:
5101                         gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5102                         break;
5103
5104                 case GS_EVENT_PAUSE_GAME:
5105                         gameseq_push_state(GS_STATE_GAME_PAUSED);
5106                         break;
5107
5108                 case GS_EVENT_DEBUG_PAUSE_GAME:
5109                         gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5110                         break;
5111
5112                 case GS_EVENT_TRAINING_PAUSE:
5113                         gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5114                         break;
5115
5116                 case GS_EVENT_PREVIOUS_STATE:
5117                         gameseq_pop_state();
5118                         break;
5119
5120                 case GS_EVENT_TOGGLE_FULLSCREEN:
5121                         gr_toggle_fullscreen();
5122                         break;
5123
5124                 case GS_EVENT_TOGGLE_GLIDE:
5125                         break;                                          
5126  
5127                 case GS_EVENT_LOAD_MISSION_MENU:
5128                         break;
5129
5130                 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5131                         gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5132                         break;
5133
5134                 case GS_EVENT_HUD_CONFIG:
5135                         gameseq_push_state( GS_STATE_HUD_CONFIG );
5136                         break;
5137
5138                 case GS_EVENT_CONTROL_CONFIG:
5139                         gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5140                         break;  
5141
5142                 case GS_EVENT_DEATH_DIED:
5143                         gameseq_set_state( GS_STATE_DEATH_DIED );
5144                         break;
5145
5146                 case GS_EVENT_DEATH_BLEW_UP:
5147                         if (  current_state == GS_STATE_DEATH_DIED )    {
5148                                 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5149                                 event_music_player_death();
5150
5151                                 // multiplayer clients set their extra check here
5152                                 if(Game_mode & GM_MULTIPLAYER){
5153                                         // set the multi died absolute last chance check                                        
5154                                         Player_multi_died_check = time(NULL);
5155                                 }                                       
5156                         } else {
5157                                 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5158                         }
5159                         break;
5160
5161                 case GS_EVENT_NEW_CAMPAIGN:
5162                         if (!mission_load_up_campaign()){
5163                                 readyroom_continue_campaign();
5164                         }
5165
5166                         Player_multi_died_check = -1;
5167                         break;
5168
5169                 case GS_EVENT_CAMPAIGN_CHEAT:
5170                         if (!mission_load_up_campaign()){
5171                                 /*
5172                                 // bash campaign value
5173                                 extern char Main_hall_campaign_cheat[512];
5174                                 int idx;
5175                                 
5176                                 // look for the mission
5177                                 for(idx=0; idx<Campaign.num_missions; idx++){
5178                                         if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5179                                                 Campaign.next_mission = idx;
5180                                                 Campaign.prev_mission = idx - 1;
5181                                                 break;
5182                                         }
5183                                 }
5184                                 */
5185
5186                                 // continue
5187                                 readyroom_continue_campaign();
5188                         }
5189
5190                         Player_multi_died_check = -1;
5191                         break;
5192
5193                 case GS_EVENT_CAMPAIGN_ROOM:
5194                         gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5195                         break;
5196
5197                 case GS_EVENT_CMD_BRIEF:
5198                         gameseq_set_state(GS_STATE_CMD_BRIEF);
5199                         break;
5200
5201                 case GS_EVENT_RED_ALERT:
5202                         gameseq_set_state(GS_STATE_RED_ALERT);
5203                         break;
5204
5205                 case GS_EVENT_CREDITS:
5206                         gameseq_set_state( GS_STATE_CREDITS );
5207                         break;
5208
5209                 case GS_EVENT_VIEW_MEDALS:
5210                         gameseq_push_state( GS_STATE_VIEW_MEDALS );
5211                         break;
5212
5213                 case GS_EVENT_SHOW_GOALS:
5214                         gameseq_push_state( GS_STATE_SHOW_GOALS );      // use push_state() since we might get to this screen through a variety of states
5215                         break;
5216
5217                 case GS_EVENT_HOTKEY_SCREEN:
5218                         gameseq_push_state( GS_STATE_HOTKEY_SCREEN );   // use push_state() since we might get to this screen through a variety of states
5219                         break;
5220                 
5221         // multiplayer stuff follow these comments
5222
5223                 case GS_EVENT_MULTI_JOIN_GAME:
5224                         gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5225                         break;
5226
5227                 case GS_EVENT_MULTI_HOST_SETUP:
5228                         gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5229                         break;
5230
5231                 case GS_EVENT_MULTI_CLIENT_SETUP:
5232                         gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5233                         break;
5234
5235                 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5236                         gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5237                         break;
5238
5239                 case GS_EVENT_MULTI_STD_WAIT:
5240                         gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5241                         break;
5242
5243                 case GS_EVENT_STANDALONE_MAIN:
5244                         gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5245                         break;   
5246
5247                 case GS_EVENT_MULTI_PAUSE:
5248                         gameseq_push_state( GS_STATE_MULTI_PAUSED );
5249                         break;                  
5250
5251                 case GS_EVENT_INGAME_PRE_JOIN:
5252                         gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5253                         break;
5254                 
5255                 case GS_EVENT_EVENT_DEBUG:
5256                         gameseq_push_state(GS_STATE_EVENT_DEBUG);
5257                         break;
5258
5259                 // Start a warpout where player automatically goes 70 no matter what
5260                 // and can't cancel out of it.
5261                 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5262                         Warpout_forced = 1;                                                     // If non-zero, bash the player to speed and go through effect
5263
5264                         // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5265                         Player->saved_viewer_mode = Viewer_mode;
5266                         Player->control_mode = PCM_WARPOUT_STAGE1;
5267                         Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5268                         Warpout_time = 0.0f;                    // Start timer!
5269                         break;
5270
5271                 case GS_EVENT_PLAYER_WARPOUT_START:
5272                         if ( Player->control_mode != PCM_NORMAL )       {
5273                                 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5274                         } else {
5275                                 Player->saved_viewer_mode = Viewer_mode;
5276                                 Player->control_mode = PCM_WARPOUT_STAGE1;
5277                                 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5278                                 Warpout_time = 0.0f;                    // Start timer!
5279                                 Warpout_forced = 0;                             // If non-zero, bash the player to speed and go through effect
5280                         }
5281                         break;
5282
5283                 case GS_EVENT_PLAYER_WARPOUT_STOP:
5284                         if ( Player->control_mode != PCM_NORMAL )       {
5285                                 if ( !Warpout_forced )  {               // cannot cancel forced warpout
5286                                         Player->control_mode = PCM_NORMAL;
5287                                         Viewer_mode = Player->saved_viewer_mode;
5288                                         hud_subspace_notify_abort();
5289                                         mprintf(( "Player put back to normal mode.\n" ));
5290                                         if ( Warpout_sound > -1 )       {
5291                                                 snd_stop( Warpout_sound );
5292                                                 Warpout_sound = -1;
5293                                         }
5294                                 }
5295                         }
5296                         break;
5297
5298                 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1:               // player ship got up to speed
5299                         if ( Player->control_mode != PCM_WARPOUT_STAGE1 )       {
5300                                 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5301                                 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5302                         } else {
5303                                 mprintf(( "Hit target speed.  Starting warp effect and moving to stage 2!\n" ));
5304                                 shipfx_warpout_start( Player_obj );
5305                                 Player->control_mode = PCM_WARPOUT_STAGE2;
5306                                 Player->saved_viewer_mode = Viewer_mode;
5307                                 Viewer_mode |= VM_WARP_CHASE;
5308                                 
5309                                 vector tmp = Player_obj->pos;
5310                                 matrix tmp_m;
5311                                 ship_get_eye( &tmp, &tmp_m, Player_obj );
5312                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5313                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5314                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5315                                 Camera_time = 0.0f;
5316                                 camera_set_position( &tmp );
5317                                 camera_set_orient( &Player_obj->orient );
5318                                 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5319
5320                                 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5321                                 camera_set_velocity( &tmp_vel, 1);
5322                         }
5323                         break;
5324
5325                 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2:               // player ship got into the warp effect
5326                         if ( Player->control_mode != PCM_WARPOUT_STAGE2 )       {
5327                                 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5328                                 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5329                         } else {
5330                                 mprintf(( "Hit warp effect.  Moving to stage 3!\n" ));
5331                                 Player->control_mode = PCM_WARPOUT_STAGE3;
5332                         }
5333                         break;
5334
5335                 case GS_EVENT_PLAYER_WARPOUT_DONE:      // player ship got through the warp effect
5336                         mprintf(( "Player warped out.  Going to debriefing!\n" ));
5337                         Player->control_mode = PCM_NORMAL;
5338                         Viewer_mode = Player->saved_viewer_mode;
5339                         Warpout_sound = -1;
5340
5341                         // we have a special debriefing screen for multiplayer furballs
5342                         if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5343                                 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5344                         }
5345                         // do the normal debriefing for all other situations
5346                         else {
5347                                 gameseq_post_event(GS_EVENT_DEBRIEF);
5348                         }
5349                         break;
5350
5351                 case GS_EVENT_STANDALONE_POSTGAME:
5352                         gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5353                         break;
5354
5355                 case GS_EVENT_INITIAL_PLAYER_SELECT:
5356                         gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5357                         break;
5358
5359                 case GS_EVENT_GAME_INIT:
5360 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5361                         gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5362 #else                   
5363                         // see if the command line option has been set to use the last pilot, and act acoordingly
5364                         if( player_select_get_last_pilot() ) {                                                          
5365                                 // always enter the main menu -- do the automatic network startup stuff elsewhere
5366                                 // so that we still have valid checks for networking modes, etc.
5367                                 gameseq_set_state(GS_STATE_MAIN_MENU);
5368                         } else {
5369                                 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5370                         }
5371 #endif
5372                         break;
5373
5374                 case GS_EVENT_MULTI_MISSION_SYNC:
5375                         gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5376                         break;          
5377
5378                 case GS_EVENT_MULTI_START_GAME:
5379                         gameseq_set_state(GS_STATE_MULTI_START_GAME);
5380                         break;
5381
5382                 case GS_EVENT_MULTI_HOST_OPTIONS:
5383                         gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5384                         break;
5385
5386                 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5387                         gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5388                         break;
5389
5390                 case GS_EVENT_TEAM_SELECT:
5391                         gameseq_set_state(GS_STATE_TEAM_SELECT);
5392                         break;
5393
5394                 case GS_EVENT_END_CAMPAIGN:                     
5395                         gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5396                         break;          
5397
5398                 case GS_EVENT_END_DEMO:
5399                         gameseq_set_state(GS_STATE_END_DEMO);
5400                         break;
5401
5402                 case GS_EVENT_LOOP_BRIEF:
5403                         gameseq_set_state(GS_STATE_LOOP_BRIEF);
5404                         break;
5405
5406                 default:
5407                         Int3();
5408                         break;
5409         }
5410 }
5411
5412 // Called when a state is being left.
5413 // The current state is still at old_state, but as soon as
5414 // this function leaves, then the current state will become
5415 // new state.     You should never try to change the state
5416 // in here... if you think you need to, you probably really
5417 // need to post an event, not change the state.
5418 void game_leave_state( int old_state, int new_state )
5419 {
5420         int end_mission = 1;
5421
5422         switch (new_state) {
5423                 case GS_STATE_GAME_PAUSED:
5424                 case GS_STATE_DEBUG_PAUSED:
5425                 case GS_STATE_OPTIONS_MENU:
5426                 case GS_STATE_CONTROL_CONFIG:           
5427                 case GS_STATE_MISSION_LOG_SCROLLBACK:
5428                 case GS_STATE_DEATH_DIED:
5429                 case GS_STATE_SHOW_GOALS:
5430                 case GS_STATE_HOTKEY_SCREEN:            
5431                 case GS_STATE_MULTI_PAUSED:
5432                 case GS_STATE_TRAINING_PAUSED:
5433                 case GS_STATE_EVENT_DEBUG:                              
5434                 case GS_STATE_GAMEPLAY_HELP:
5435                         end_mission = 0;  // these events shouldn't end a mission
5436                         break;
5437         }
5438
5439         switch (old_state) {
5440                 case GS_STATE_BRIEFING:
5441                         brief_stop_voices();
5442                         if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5443                                   && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5444                                   && (new_state != GS_STATE_TEAM_SELECT) ){
5445                                 common_select_close();
5446                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5447                                         freespace_stop_mission();       
5448                                 }
5449                         }
5450                         
5451                         // COMMAND LINE OPTION
5452                         if (Cmdline_multi_stream_chat_to_file){
5453                                 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5454                                 cfclose(Multi_chat_stream);
5455                         }
5456                         break;
5457
5458                 case GS_STATE_DEBRIEF:
5459                         if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5460                                 debrief_close();                                
5461                         }
5462                         break;
5463
5464                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5465                         multi_df_debrief_close();
5466                         break;
5467
5468                 case GS_STATE_LOAD_MISSION_MENU:
5469                         break;
5470
5471                 case GS_STATE_SIMULATOR_ROOM:
5472                         sim_room_close();
5473                         break;
5474
5475                 case GS_STATE_CAMPAIGN_ROOM:
5476                         campaign_room_close();
5477                         break;
5478
5479                 case GS_STATE_CMD_BRIEF:
5480                         if (new_state == GS_STATE_OPTIONS_MENU) {
5481                                 cmd_brief_hold();
5482
5483                         } else {
5484                                 cmd_brief_close();
5485                                 if (new_state == GS_STATE_MAIN_MENU)
5486                                         freespace_stop_mission();       
5487                         }
5488
5489                         break;
5490
5491                 case GS_STATE_RED_ALERT:
5492                         red_alert_close();
5493                         break;
5494
5495                 case GS_STATE_SHIP_SELECT:
5496                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5497                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5498                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5499                                 common_select_close();
5500                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5501                                         freespace_stop_mission();       
5502                                 }
5503                         }
5504                         break;
5505
5506                 case GS_STATE_WEAPON_SELECT:
5507                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5508                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5509                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5510                                 common_select_close();
5511                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5512                                         freespace_stop_mission();       
5513                                 }
5514                         }
5515                         break;
5516
5517                 case GS_STATE_TEAM_SELECT:
5518                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5519                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5520                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5521                                 common_select_close();
5522                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5523                                         freespace_stop_mission();       
5524                                 }
5525                         }                                       
5526                         break;
5527
5528                 case GS_STATE_MAIN_MENU:
5529 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5530                         mht_close();
5531 #else
5532                         main_hall_close();
5533 #endif
5534                         break;
5535
5536                 case GS_STATE_OPTIONS_MENU:
5537                         //game_start_time();
5538                         if(new_state == GS_STATE_MULTI_JOIN_GAME){
5539                                 multi_join_clear_game_list();
5540                         }
5541                         options_menu_close();
5542                         break;
5543
5544                 case GS_STATE_BARRACKS_MENU:
5545                         if(new_state != GS_STATE_VIEW_MEDALS){
5546                                 barracks_close();
5547                         }
5548                         break;
5549
5550                 case GS_STATE_MISSION_LOG_SCROLLBACK:
5551                         hud_scrollback_close();
5552                         break;
5553
5554                 case GS_STATE_TRAINING_MENU:
5555                         training_menu_close();
5556                         break;
5557
5558                 case GS_STATE_GAME_PLAY:
5559                         if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5560                                 player_save_target_and_weapon_link_prefs();
5561                                 game_stop_looped_sounds();
5562                         }
5563
5564                         sound_env_disable();
5565                         joy_ff_stop_effects();
5566
5567                         // stop game time under certain conditions
5568                         if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5569                                 game_stop_time();
5570                         }
5571
5572                         if (end_mission) {
5573                         // shut down any recording or playing demos
5574 #ifdef DEMO_SYSTEM
5575                                 demo_close();
5576 #endif
5577
5578                                 // when in multiplayer and going back to the main menu, send a leave game packet
5579                                 // right away (before calling stop mission).  stop_mission was taking to long to
5580                                 // close mission down and I want people to get notified ASAP.
5581                                 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5582                                         multi_quit_game(PROMPT_NONE);
5583                                 }
5584
5585                                 freespace_stop_mission();                       
5586                                 Game_time_compression = F1_0;
5587                         }
5588                         break;
5589
5590                 case GS_STATE_TECH_MENU:
5591                         techroom_close();
5592                         break;
5593
5594                 case GS_STATE_TRAINING_PAUSED:
5595                         Training_num_lines = 0;
5596                         // fall through to GS_STATE_GAME_PAUSED
5597
5598                 case GS_STATE_GAME_PAUSED:
5599                         game_start_time();
5600                         if ( end_mission ) {
5601                                 pause_close(0);
5602                         }
5603                         break;
5604
5605                 case GS_STATE_DEBUG_PAUSED:
5606                         #ifndef NDEBUG
5607                                 game_start_time();
5608                                 pause_debug_close();
5609                         #endif
5610                         break;
5611
5612                 case GS_STATE_HUD_CONFIG:
5613                         hud_config_close();
5614                         break;
5615
5616                 // join/start a game
5617                 case GS_STATE_MULTI_JOIN_GAME:
5618                         if(new_state != GS_STATE_OPTIONS_MENU){
5619                                 multi_join_game_close();
5620                         }
5621                         break;
5622
5623                 case GS_STATE_MULTI_HOST_SETUP:
5624                 case GS_STATE_MULTI_CLIENT_SETUP:
5625                         // if this is just the host going into the options screen, don't do anything
5626                         if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5627                                 break;
5628                         }
5629
5630                         // close down the proper state
5631                         if(old_state == GS_STATE_MULTI_HOST_SETUP){
5632                                 multi_create_game_close();
5633                         } else {
5634                                 multi_game_client_setup_close();
5635                         }
5636
5637                         // COMMAND LINE OPTION
5638                         if (Cmdline_multi_stream_chat_to_file){
5639                                 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5640                                         cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5641                                         cfclose(Multi_chat_stream);
5642                                 }
5643                         }                       
5644                         break;
5645
5646                 case GS_STATE_CONTROL_CONFIG:
5647                         control_config_close();
5648                         break;
5649
5650                 case GS_STATE_DEATH_DIED:
5651                         Game_mode &= ~GM_DEAD_DIED;
5652                         
5653                         // early end while respawning or blowing up in a multiplayer game
5654                         if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5655                                 game_stop_time();
5656                                 freespace_stop_mission();
5657                         }
5658                         break;
5659
5660                 case GS_STATE_DEATH_BLEW_UP:
5661                         Game_mode &= ~GM_DEAD_BLEW_UP;
5662
5663                         // for single player, we might reload mission, etc.  For multiplayer, look at my new state
5664                         // to determine if I should do anything.
5665                         if ( !(Game_mode & GM_MULTIPLAYER) ) {
5666                                 if ( end_mission ){
5667                                         freespace_stop_mission();
5668                                 }
5669                         } else {
5670                                 // if we are not respawing as an observer or as a player, our new state will not
5671                                 // be gameplay state.
5672                                 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5673                                         game_stop_time();                                                                       // hasn't been called yet!!
5674                                         freespace_stop_mission();
5675                                 }
5676                         }
5677                         break;
5678
5679
5680                 case GS_STATE_CREDITS:
5681                         credits_close();
5682                         break;
5683
5684                 case GS_STATE_VIEW_MEDALS:
5685                         medal_main_close();
5686                         break;
5687
5688                 case GS_STATE_SHOW_GOALS:
5689                         mission_show_goals_close();
5690                         break;
5691
5692                 case GS_STATE_HOTKEY_SCREEN:
5693                         if ( new_state != GS_STATE_OPTIONS_MENU ) {
5694                                 mission_hotkey_close();
5695                         }
5696                         break;
5697
5698                 case GS_STATE_MULTI_MISSION_SYNC:
5699                         // if we're moving into the options menu, don't do anything
5700                         if(new_state == GS_STATE_OPTIONS_MENU){
5701                                 break;
5702                         }
5703
5704                         SDL_assert( Game_mode & GM_MULTIPLAYER );
5705                         multi_sync_close();
5706                         if ( new_state == GS_STATE_GAME_PLAY ){
5707                                 // palette_restore_palette();
5708
5709                                 // change a couple of flags to indicate our state!!!
5710                                 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5711                                 send_netplayer_update_packet();
5712
5713                                 // set the game mode
5714                                 Game_mode |= GM_IN_MISSION;
5715                         }                       
5716                         break;          
5717    
5718                 case GS_STATE_VIEW_CUTSCENES:
5719                         cutscenes_screen_close();
5720                         break;
5721
5722                 case GS_STATE_MULTI_STD_WAIT:
5723                         multi_standalone_wait_close();
5724                         break;
5725
5726                 case GS_STATE_STANDALONE_MAIN:                  
5727                         standalone_main_close();
5728                         if(new_state == GS_STATE_MULTI_STD_WAIT){               
5729                                 init_multiplayer_stats();                                                                               
5730                         }                       
5731                         break;
5732
5733                 case GS_STATE_MULTI_PAUSED:
5734                         // if ( end_mission ){
5735                                 pause_close(1);
5736                         // }
5737                         break;                  
5738
5739                 case GS_STATE_INGAME_PRE_JOIN:
5740                         multi_ingame_select_close();
5741                         break;
5742
5743                 case GS_STATE_STANDALONE_POSTGAME:
5744                         multi_standalone_postgame_close();
5745                         break;
5746
5747                 case GS_STATE_INITIAL_PLAYER_SELECT:                    
5748                         player_select_close();                  
5749                         break;          
5750
5751                 case GS_STATE_MULTI_START_GAME:
5752                         multi_start_game_close();
5753                         break;
5754
5755                 case GS_STATE_MULTI_HOST_OPTIONS:
5756                         multi_host_options_close();
5757                         break;                          
5758
5759                 case GS_STATE_END_OF_CAMPAIGN:
5760                         mission_campaign_end_close();
5761                         break;
5762
5763                 case GS_STATE_LOOP_BRIEF:
5764                         loop_brief_close();
5765                         break;
5766         }
5767 }
5768
5769 // Called when a state is being entered.
5770 // The current state is set to the state we're entering at
5771 // this point, and old_state is set to the state we're coming
5772 // from.    You should never try to change the state
5773 // in here... if you think you need to, you probably really
5774 // need to post an event, not change the state.
5775
5776 void game_enter_state( int old_state, int new_state )
5777 {
5778         switch (new_state) {
5779                 case GS_STATE_MAIN_MENU:                                
5780                         // in multiplayer mode, be sure that we are not doing networking anymore.
5781                         if ( Game_mode & GM_MULTIPLAYER ) {
5782                                 SDL_assert( Net_player != NULL );
5783                                 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5784                         }
5785
5786                         Game_time_compression = F1_0;
5787         
5788                         // determine which ship this guy is currently based on
5789 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5790                         mht_init();
5791 #else
5792                         if (Player->on_bastion) {
5793                                 main_hall_init(1);
5794                         } else {
5795                                 main_hall_init(0);
5796                         }
5797 #endif
5798                         break;
5799
5800                 case GS_STATE_BRIEFING:
5801                         main_hall_stop_music();
5802                         main_hall_stop_ambient();
5803                         
5804                         if (Game_mode & GM_NORMAL) {
5805                                 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5806                                 // MWA: or from options or hotkey screens
5807                                 // JH: or if the command brief state already did this
5808                                 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5809                                         && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5810                                         && (old_state != GS_STATE_CMD_BRIEF) ) {
5811                                         if ( !game_start_mission() )                    // this should put us into a new state on failure!
5812                                                 break;
5813                                 }
5814                         }
5815                         // maybe play a movie before the briefing.  don't play if entering briefing screen from ship or weapon select.
5816                         if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5817                                 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5818
5819                         Game_time_compression = F1_0;
5820
5821                         if ( red_alert_mission() ) {
5822                                 gameseq_post_event(GS_EVENT_RED_ALERT);
5823                         } else {
5824                                 brief_init();
5825                         }
5826
5827                         break;
5828
5829                 case GS_STATE_DEBRIEF:
5830                         game_stop_looped_sounds();
5831                         mission_goal_fail_incomplete();                         // fail all incomplete goals before entering debriefing
5832                         if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5833                                 debrief_init();
5834                         }
5835                         break;
5836
5837                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5838                         multi_df_debrief_init();
5839                         break;
5840
5841                 case GS_STATE_LOAD_MISSION_MENU:
5842                         break;
5843
5844                 case GS_STATE_SIMULATOR_ROOM:
5845                         sim_room_init();
5846                         break;
5847
5848                 case GS_STATE_CAMPAIGN_ROOM:
5849                         campaign_room_init();
5850                         break;
5851
5852                 case GS_STATE_RED_ALERT:
5853                         mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5854                         red_alert_init();
5855                         break;
5856
5857                 case GS_STATE_CMD_BRIEF: {
5858                         int team_num = 0;  // team number used as index for which cmd brief to use.
5859
5860                         if (old_state == GS_STATE_OPTIONS_MENU) {
5861                                 cmd_brief_unhold();
5862
5863                         } else {
5864                                 main_hall_stop_music();
5865                                 main_hall_stop_ambient();
5866
5867                                 if (Game_mode & GM_NORMAL) {
5868                                         // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5869                                         // MWA: or from options or hotkey screens
5870                                         // JH: or if the command brief state already did this
5871                                         if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5872                                                 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5873                                                 if ( !game_start_mission() )                    // this should put us into a new state on failure!
5874                                                         break;
5875                                         }
5876                                 }
5877
5878                                 // maybe play a movie before the briefing.  don't play if entering briefing screen from ship or weapon select.
5879                                 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5880                                         mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5881
5882                                 cmd_brief_init(team_num);
5883                         }
5884
5885                         break;
5886                 }
5887
5888                 case GS_STATE_SHIP_SELECT:
5889                         ship_select_init();
5890                         break;
5891
5892                 case GS_STATE_WEAPON_SELECT:
5893                         weapon_select_init();
5894                         break;
5895
5896                 case GS_STATE_TEAM_SELECT:              
5897                         multi_ts_init();
5898                         break;
5899
5900                 case GS_STATE_GAME_PAUSED:
5901                         game_stop_time();
5902                         pause_init(0);
5903                         break;
5904
5905                 case GS_STATE_DEBUG_PAUSED:
5906         //              game_stop_time();
5907         //              os_set_title("FreeSpace - PAUSED");
5908         //              break;
5909         //
5910                 case GS_STATE_TRAINING_PAUSED:
5911                         #ifndef NDEBUG
5912                                 game_stop_time();
5913                                 pause_debug_init();
5914                         #endif
5915                         break;
5916
5917                 case GS_STATE_OPTIONS_MENU:
5918                         //game_stop_time();
5919                         options_menu_init();
5920                         break;
5921  
5922                 case GS_STATE_GAME_PLAY:
5923                         // coming from the gameplay state or the main menu, we might need to load the mission
5924                         if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5925                                 if ( !game_start_mission() )            // this should put us into a new state.
5926                                         // Failed!!!
5927                                         break;
5928                         }
5929
5930                         // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5931                         // case of quick start), then do bitmap loads, etc  Don't do any of the loading stuff
5932                         // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5933                         if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5934                                 (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)) ) {
5935                                         // JAS: Used to do all paging here.
5936
5937                                         #ifndef NDEBUG
5938                                         //XSTR:OFF
5939                                                 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5940                                         //XSTR:ON
5941                                         #endif
5942
5943                                         main_hall_stop_music();
5944                                         main_hall_stop_ambient();
5945                                         event_music_first_pattern();    // start the first pattern
5946                         }
5947
5948                         // special code that restores player ship selection and weapons loadout when doing a quick start
5949                         if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP)  || (old_state == GS_STATE_GAME_PLAY)) ) {
5950                                 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5951                                         wss_direct_restore_loadout();
5952                                 }
5953                         }
5954
5955                         // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5956                         if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
5957                                 event_music_first_pattern();    // start the first pattern
5958                         }
5959
5960                         if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
5961                                 event_music_first_pattern();    // start the first pattern
5962                         }                       
5963                         player_restore_target_and_weapon_link_prefs();
5964
5965                         Game_mode |= GM_IN_MISSION;
5966
5967 #ifndef NDEBUG
5968                         // required to truely make mouse deltas zeroed in debug mouse code
5969 void mouse_force_pos(int x, int y);
5970                         if (!Is_standalone) {
5971                                 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
5972                         }
5973 #endif
5974
5975                         game_flush();
5976
5977                         // only start time if in single player, or coming from multi wait state
5978                         if (
5979                                         (
5980                                                 (Game_mode & GM_NORMAL) && 
5981                                                 (old_state != GS_STATE_VIEW_CUTSCENES)
5982                                         ) || (
5983                                                 (Game_mode & GM_MULTIPLAYER) && (
5984                                                         (old_state == GS_STATE_MULTI_PAUSED) ||
5985                                                         (old_state == GS_STATE_MULTI_MISSION_SYNC)
5986                                                 )
5987                                         )
5988                                 )
5989                                         game_start_time();
5990
5991                         // when coming from the multi paused state, reset the timestamps
5992                         if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
5993                                 multi_reset_timestamps();
5994                         }
5995
5996                         if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
5997                                 // initialize all object update details
5998                                 multi_oo_gameplay_init();
5999                         }
6000         
6001                         // under certain circumstances, the server should reset the object update rate limiting stuff
6002                         if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
6003                                  ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
6004                                 
6005                                 // reinitialize the rate limiting system for all clients
6006                                 multi_oo_rate_init_all();
6007                         }
6008
6009                         // multiplayer clients should always re-initialize their control info rate limiting system                      
6010                         if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
6011                                 multi_oo_rate_init_all();
6012                         }
6013                         
6014                         // reset ping times
6015                         if(Game_mode & GM_MULTIPLAYER){
6016                                 multi_ping_reset_players();
6017                         }
6018
6019                         Game_subspace_effect = 0;
6020                         if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
6021                                 Game_subspace_effect = 1;
6022                                 if( !(Game_mode & GM_STANDALONE_SERVER) ){      
6023                                         game_start_subspace_ambient_sound();
6024                                 }
6025                         }
6026
6027                         sound_env_set(&Game_sound_env);
6028                         joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
6029
6030                         // clear multiplayer button info                        i
6031                         extern button_info Multi_ship_status_bi;
6032                         memset(&Multi_ship_status_bi, 0, sizeof(button_info));
6033                         break;
6034
6035                 case GS_STATE_HUD_CONFIG:
6036                         hud_config_init();
6037                         break;
6038
6039                 case GS_STATE_MULTI_JOIN_GAME:
6040                         multi_join_clear_game_list();
6041
6042                         if (old_state != GS_STATE_OPTIONS_MENU) {
6043                                 multi_join_game_init();
6044                         }
6045
6046                         break;
6047
6048                 case GS_STATE_MULTI_HOST_SETUP:         
6049                         // don't reinitialize if we're coming back from the host options screen
6050                         if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6051                                 multi_create_game_init();
6052                         }
6053
6054                         break;
6055
6056                 case GS_STATE_MULTI_CLIENT_SETUP:               
6057                         if (old_state != GS_STATE_OPTIONS_MENU) {
6058                                 multi_game_client_setup_init();
6059                         }
6060
6061                         break;
6062
6063                 case GS_STATE_CONTROL_CONFIG:
6064                         control_config_init();
6065                         break;
6066
6067                 case GS_STATE_TECH_MENU:
6068                         techroom_init();
6069                         break;
6070
6071                 case GS_STATE_BARRACKS_MENU:
6072                         if(old_state != GS_STATE_VIEW_MEDALS){
6073                                 barracks_init();
6074                         }
6075                         break;
6076
6077                 case GS_STATE_MISSION_LOG_SCROLLBACK:
6078                         hud_scrollback_init();
6079                         break;
6080
6081                 case GS_STATE_DEATH_DIED:
6082                         Player_died_time = timestamp(10);
6083
6084                         if(!(Game_mode & GM_MULTIPLAYER)){
6085                                 player_show_death_message();
6086                         }
6087                         Game_mode |= GM_DEAD_DIED;
6088                         break;
6089
6090                 case GS_STATE_DEATH_BLEW_UP:
6091                         if ( !popupdead_is_active() ) {
6092                                 Player_ai->target_objnum = -1;
6093                         }
6094
6095                         // stop any local EMP effect
6096                         emp_stop_local();
6097
6098                         Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING;      //      Prevent immediate switch to a hostile ship.
6099                         Game_mode |= GM_DEAD_BLEW_UP;           
6100                         Show_viewing_from_self = 0;
6101
6102                         // timestamp how long we should wait before displaying the died popup
6103                         if ( !popupdead_is_active() ) {
6104                                 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6105                         }
6106                         break;
6107
6108                 case GS_STATE_GAMEPLAY_HELP:
6109                         gameplay_help_init();
6110                         break;
6111
6112                 case GS_STATE_CREDITS:
6113                         main_hall_stop_music();
6114                         main_hall_stop_ambient();
6115                         credits_init();
6116                         break;
6117
6118                 case GS_STATE_VIEW_MEDALS:
6119                         medal_main_init(Player);
6120                         break;
6121
6122                 case GS_STATE_SHOW_GOALS:
6123                         mission_show_goals_init();
6124                         break;
6125
6126                 case GS_STATE_HOTKEY_SCREEN:
6127                         mission_hotkey_init();
6128                         break;
6129
6130                 case GS_STATE_MULTI_MISSION_SYNC:
6131                         // if we're coming from the options screen, don't do any
6132                         if(old_state == GS_STATE_OPTIONS_MENU){
6133                                 break;
6134                         }
6135
6136                         switch(Multi_sync_mode){
6137                         case MULTI_SYNC_PRE_BRIEFING:
6138                                 // if moving from game forming to the team select state                                         
6139                                 multi_sync_init();                      
6140                                 break;
6141                         case MULTI_SYNC_POST_BRIEFING:
6142                                 // if moving from briefing into the mission itself                      
6143                                 multi_sync_init();
6144                         
6145                                 // tell everyone that we're now loading data
6146                                 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6147                                 send_netplayer_update_packet();
6148
6149                                 // JAS: Used to do all paging here!!!!
6150                                                                 
6151                                 Net_player->state = NETPLAYER_STATE_WAITING;                    
6152                                 send_netplayer_update_packet();                         
6153                                 Missiontime = 0;
6154                                 Game_time_compression = F1_0;
6155                                 break;
6156                         case MULTI_SYNC_INGAME:
6157                                 multi_sync_init();
6158                                 break;
6159                         }
6160                         break;          
6161    
6162                 case GS_STATE_VIEW_CUTSCENES:
6163                         cutscenes_screen_init();
6164                         break;
6165
6166                 case GS_STATE_MULTI_STD_WAIT:
6167                         multi_standalone_wait_init();
6168                         break;
6169
6170                 case GS_STATE_STANDALONE_MAIN:
6171                         // don't initialize if we're coming from one of these 2 states unless there are no 
6172                         // players left (reset situation)
6173                         if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6174                                 standalone_main_init();
6175                         }
6176                         break;  
6177
6178                 case GS_STATE_MULTI_PAUSED:
6179                         pause_init(1);
6180                         break;
6181                 
6182                 case GS_STATE_INGAME_PRE_JOIN:
6183                         multi_ingame_select_init();
6184                         break;
6185
6186                 case GS_STATE_STANDALONE_POSTGAME:
6187                         multi_standalone_postgame_init();
6188                         break;
6189
6190                 case GS_STATE_INITIAL_PLAYER_SELECT:
6191                         player_select_init();
6192                         break;          
6193
6194                 case GS_STATE_MULTI_START_GAME:
6195                         multi_start_game_init();
6196                         break;
6197
6198                 case GS_STATE_MULTI_HOST_OPTIONS:
6199                         multi_host_options_init();
6200                         break;          
6201
6202                 case GS_STATE_END_OF_CAMPAIGN:
6203                         mission_campaign_end_init();
6204                         break;          
6205
6206                 case GS_STATE_LOOP_BRIEF:
6207                         loop_brief_init();
6208                         break;
6209
6210         } // end switch
6211 }
6212
6213 // do stuff that may need to be done regardless of state
6214 void game_do_state_common(int state,int no_networking)
6215 {
6216         game_maybe_draw_mouse(flFrametime);             // determine if to draw the mouse this frame
6217         snd_do_frame();                                                         // update sound system
6218         event_music_do_frame();                                         // music needs to play across many states
6219
6220         multi_log_process();    
6221
6222         if (no_networking) {
6223                 return;
6224         }
6225
6226         // maybe do a multiplayer frame based on game mode and state type       
6227         if (Game_mode & GM_MULTIPLAYER) {
6228                 switch (state) {
6229                         case GS_STATE_OPTIONS_MENU:
6230                         case GS_STATE_GAMEPLAY_HELP:
6231                         case GS_STATE_HOTKEY_SCREEN:
6232                         case GS_STATE_HUD_CONFIG:
6233                         case GS_STATE_CONTROL_CONFIG:
6234                         case GS_STATE_MISSION_LOG_SCROLLBACK:
6235                         case GS_STATE_SHOW_GOALS:
6236                         case GS_STATE_VIEW_CUTSCENES:
6237                         case GS_STATE_EVENT_DEBUG:
6238                                 multi_maybe_do_frame();
6239                                 break;
6240                 }
6241                 
6242                 game_do_networking();
6243         }
6244 }
6245
6246 // Called once a frame.
6247 // You should never try to change the state
6248 // in here... if you think you need to, you probably really
6249 // need to post an event, not change the state.
6250 int Game_do_state_should_skip = 0;
6251 void game_do_state(int state)
6252 {
6253         // always lets the do_state_common() function determine if the state should be skipped
6254         Game_do_state_should_skip = 0;
6255         
6256         // legal to set the should skip state anywhere in this function
6257         game_do_state_common(state);    // do stuff that may need to be done regardless of state
6258
6259         if(Game_do_state_should_skip){
6260                 return;
6261         }
6262         
6263         switch (state) {
6264                 case GS_STATE_MAIN_MENU:
6265                         game_set_frametime(GS_STATE_MAIN_MENU);
6266 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6267                         mht_do();
6268 #else
6269                         main_hall_do(flFrametime);
6270 #endif
6271                         break;
6272
6273                 case GS_STATE_OPTIONS_MENU:
6274                         game_set_frametime(GS_STATE_OPTIONS_MENU);
6275                         options_menu_do_frame(flFrametime);
6276                         break;
6277
6278                 case GS_STATE_BARRACKS_MENU:
6279                         game_set_frametime(GS_STATE_BARRACKS_MENU);
6280                         barracks_do_frame(flFrametime);
6281                         break;
6282
6283                 case GS_STATE_TRAINING_MENU:
6284                         game_set_frametime(GS_STATE_TRAINING_MENU);
6285                         training_menu_do_frame(flFrametime);
6286                         break;
6287
6288                 case GS_STATE_TECH_MENU:
6289                         game_set_frametime(GS_STATE_TECH_MENU);
6290                         techroom_do_frame(flFrametime);
6291                         break;
6292
6293                 case GS_STATE_GAMEPLAY_HELP:
6294                         game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6295                         gameplay_help_do_frame(flFrametime);
6296                         break;
6297
6298                 case GS_STATE_GAME_PLAY:        // do stuff that should be done during gameplay
6299                         game_do_frame();
6300                         break;
6301
6302                 case GS_STATE_GAME_PAUSED:
6303                         pause_do(0);
6304                         break;
6305
6306                 case GS_STATE_DEBUG_PAUSED:
6307                         #ifndef NDEBUG
6308                                 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6309                                 pause_debug_do();
6310                         #endif
6311                         break;
6312
6313                 case GS_STATE_TRAINING_PAUSED:
6314                         game_training_pause_do();
6315                         break;
6316
6317                 case GS_STATE_LOAD_MISSION_MENU:
6318                         Int3();
6319                         break;
6320                 
6321                 case GS_STATE_BRIEFING:
6322                         game_set_frametime(GS_STATE_BRIEFING);
6323                         brief_do_frame(flFrametime);
6324                         break;
6325
6326                 case GS_STATE_DEBRIEF:
6327                         game_set_frametime(GS_STATE_DEBRIEF);
6328                         debrief_do_frame(flFrametime);
6329                         break;
6330
6331                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6332                         game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6333                         multi_df_debrief_do();
6334                         break;
6335
6336                 case GS_STATE_SHIP_SELECT:
6337                         game_set_frametime(GS_STATE_SHIP_SELECT);
6338                         ship_select_do(flFrametime);
6339                         break;
6340
6341                 case GS_STATE_WEAPON_SELECT:
6342                         game_set_frametime(GS_STATE_WEAPON_SELECT);
6343                         weapon_select_do(flFrametime);
6344                         break;
6345
6346                 case GS_STATE_MISSION_LOG_SCROLLBACK:
6347                         game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6348                         hud_scrollback_do_frame(flFrametime);
6349                         break;
6350
6351                 case GS_STATE_HUD_CONFIG:
6352                         game_set_frametime(GS_STATE_HUD_CONFIG);
6353                         hud_config_do_frame(flFrametime);
6354                         break;
6355
6356                 case GS_STATE_MULTI_JOIN_GAME:
6357                         game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6358                         multi_join_game_do_frame();
6359                         break;
6360
6361                 case GS_STATE_MULTI_HOST_SETUP:
6362                         game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6363                         multi_create_game_do();
6364                         break;
6365
6366                 case GS_STATE_MULTI_CLIENT_SETUP:
6367                         game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6368                         multi_game_client_setup_do_frame();
6369                         break;
6370
6371                 case GS_STATE_CONTROL_CONFIG:
6372                         game_set_frametime(GS_STATE_CONTROL_CONFIG);
6373                         control_config_do_frame(flFrametime);
6374                         break;  
6375
6376                 case GS_STATE_DEATH_DIED:
6377                         game_do_frame();                        
6378                         break;
6379
6380                 case GS_STATE_DEATH_BLEW_UP:
6381                         game_do_frame();
6382                         break;
6383
6384                 case GS_STATE_SIMULATOR_ROOM:
6385                         game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6386                         sim_room_do_frame(flFrametime);
6387                         break;
6388
6389                 case GS_STATE_CAMPAIGN_ROOM:
6390                         game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6391                         campaign_room_do_frame(flFrametime);
6392                         break;
6393
6394                 case GS_STATE_RED_ALERT:
6395                         game_set_frametime(GS_STATE_RED_ALERT);
6396                         red_alert_do_frame(flFrametime);
6397                         break;
6398
6399                 case GS_STATE_CMD_BRIEF:
6400                         game_set_frametime(GS_STATE_CMD_BRIEF);
6401                         cmd_brief_do_frame(flFrametime);
6402                         break;
6403
6404                 case GS_STATE_CREDITS:
6405                         game_set_frametime(GS_STATE_CREDITS);
6406                         credits_do_frame(flFrametime);
6407                         break;
6408
6409                 case GS_STATE_VIEW_MEDALS:
6410                         game_set_frametime(GS_STATE_VIEW_MEDALS);
6411                         medal_main_do();
6412                         break;
6413
6414                 case GS_STATE_SHOW_GOALS:
6415                         game_set_frametime(GS_STATE_SHOW_GOALS);
6416                         mission_show_goals_do_frame(flFrametime);
6417                         break;
6418
6419                 case GS_STATE_HOTKEY_SCREEN:
6420                         game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6421                         mission_hotkey_do_frame(flFrametime);
6422                         break;  
6423    
6424                 case GS_STATE_VIEW_CUTSCENES:
6425                         game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6426                         cutscenes_screen_do_frame();
6427                         break;
6428
6429                 case GS_STATE_MULTI_STD_WAIT:
6430                         game_set_frametime(GS_STATE_STANDALONE_MAIN);
6431                         multi_standalone_wait_do();
6432                         break;
6433
6434                 case GS_STATE_STANDALONE_MAIN:
6435                         game_set_frametime(GS_STATE_STANDALONE_MAIN);
6436                         standalone_main_do();
6437                         break;  
6438
6439                 case GS_STATE_MULTI_PAUSED:
6440                         game_set_frametime(GS_STATE_MULTI_PAUSED);
6441                         pause_do(1);
6442                         break;
6443
6444                 case GS_STATE_TEAM_SELECT:
6445                         game_set_frametime(GS_STATE_TEAM_SELECT);
6446                         multi_ts_do();
6447                         break;
6448
6449                 case GS_STATE_INGAME_PRE_JOIN:
6450                         game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6451                         multi_ingame_select_do();
6452                         break;
6453
6454                 case GS_STATE_EVENT_DEBUG:
6455         #ifndef NDEBUG
6456                         game_set_frametime(GS_STATE_EVENT_DEBUG);
6457                         game_show_event_debug(flFrametime);
6458         #endif
6459                         break;
6460
6461                 case GS_STATE_STANDALONE_POSTGAME:
6462                         game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6463                         multi_standalone_postgame_do();
6464                         break;
6465
6466                 case GS_STATE_INITIAL_PLAYER_SELECT:
6467                         game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6468                         player_select_do();
6469                         break;
6470
6471                 case GS_STATE_MULTI_MISSION_SYNC:
6472                         game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6473                         multi_sync_do();
6474                         break;          
6475
6476                 case GS_STATE_MULTI_START_GAME:
6477                         game_set_frametime(GS_STATE_MULTI_START_GAME);
6478                         multi_start_game_do();
6479                         break;
6480                 
6481                 case GS_STATE_MULTI_HOST_OPTIONS:
6482                         game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6483                         multi_host_options_do();
6484                         break;          
6485
6486                 case GS_STATE_END_OF_CAMPAIGN:
6487                         mission_campaign_end_do();
6488                         break;          
6489
6490                 case GS_STATE_END_DEMO:
6491                         game_set_frametime(GS_STATE_END_DEMO);
6492                         end_demo_campaign_do();
6493                         break;
6494
6495                 case GS_STATE_LOOP_BRIEF:
6496                         game_set_frametime(GS_STATE_LOOP_BRIEF);
6497                         loop_brief_do();
6498                         break;
6499
6500    } // end switch(gs_current_state)
6501 }
6502
6503
6504 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6505 int game_do_ram_check(int ram_in_mbytes)
6506 {
6507         if ( ram_in_mbytes < 30 ) {
6508                 int allowed_to_run = 1;
6509                 if ( ram_in_mbytes < 25 ) {
6510                         allowed_to_run = 0;
6511                 }
6512
6513                 char tmp[1024];
6514
6515                 if ( allowed_to_run ) {
6516                         SDL_MessageBoxData mboxd;
6517                         SDL_MessageBoxButtonData mboxbuttons[2];
6518                         int msgbox_rval;
6519
6520                         // not a translated string, but it's too long and smartdrv isn't
6521                         // really a thing for any OS we now support :p
6522                 //      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);
6523                         SDL_snprintf( tmp, sizeof(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n\nPress 'OK' to continue running with less than the minimum required memory.\n", ram_in_mbytes);
6524
6525                         mboxbuttons[0].buttonid = 0;
6526                         mboxbuttons[0].text = XSTR("Ok", 503);
6527                         mboxbuttons[0].flags = 0;
6528
6529                         mboxbuttons[1].buttonid = 1;
6530                         mboxbuttons[1].text = XSTR("Cancel", 504);
6531                         mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6532
6533                         mboxd.flags = SDL_MESSAGEBOX_ERROR;
6534                         mboxd.title = XSTR( "Not Enough RAM", 194);
6535                         mboxd.message = tmp;
6536                         mboxd.numbuttons = 2;
6537                         mboxd.buttons = mboxbuttons;
6538                         mboxd.window = NULL;
6539                         mboxd.colorScheme = NULL;
6540
6541                         SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6542
6543                         if ( msgbox_rval == 1 ) {
6544                                 return -1;
6545                         }
6546                 } else {
6547                         // not a translated string, but it's too long and smartdrv isn't
6548                         // really a thing for any OS we now support :p
6549                 //      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);
6550                         SDL_snprintf( tmp, sizeof(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n", ram_in_mbytes);
6551
6552                         SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6553
6554                         return -1;
6555                 }
6556         }
6557
6558         return 0;
6559 }
6560
6561 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6562 // If so, copy it over and remove the update directory.
6563 void game_maybe_update_launcher(char *exe_dir)
6564 {
6565         STUB_FUNCTION;
6566 }
6567
6568 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6569 {
6570         int i;
6571         int sub_total = 0;
6572         int sub_total_destroyed = 0;
6573         int total = 0;
6574         char str[255] = "";             
6575         
6576         // get the total for all his children
6577         for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling )   {
6578                 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6579         }       
6580
6581         // find the # of faces for this _individual_ object     
6582         total = submodel_get_num_polys(model_num, sm);
6583         if(strstr(pm->submodel[sm].name, "-destroyed")){
6584                 sub_total_destroyed = total;
6585         }
6586         
6587         // write out total
6588         SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6589         cfputs(str, out);               
6590
6591         *out_total += total + sub_total;
6592         *out_destroyed_total += sub_total_destroyed;
6593 }
6594
6595 #define BAIL()                  do { int idx; for(idx=0; idx<num_files; idx++){ if(pof_list[idx] != NULL){free(pof_list[idx]); pof_list[idx] = NULL;}} return;} while(0);
6596 void game_spew_pof_info()
6597 {
6598         char *pof_list[1000];
6599         int num_files;  
6600         CFILE *out;
6601         int idx, model_num, i, j;
6602         polymodel *pm;
6603         int total, root_total, model_total, destroyed_total, counted;
6604         char str[255] = "";
6605
6606         // get file list
6607         num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6608
6609         // spew info on all the pofs
6610         if(!num_files){
6611                 return;
6612         }
6613
6614         // go
6615         out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6616         if(out == NULL){
6617                 BAIL();
6618         }       
6619         counted = 0;    
6620         for(idx=0; idx<num_files; idx++, counted++){
6621                 SDL_snprintf(str, sizeof(str), "%s.pof", pof_list[idx]);
6622                 model_num = model_load(str, 0, NULL);
6623                 if(model_num >= 0){
6624                         pm = model_get(model_num);
6625
6626                         // if we have a real model
6627                         if(pm != NULL){                         
6628                                 cfputs(str, out);
6629                                 cfputs("\n", out);
6630                                 
6631                                 // go through and print all raw submodels
6632                                 cfputs("RAW\n", out);
6633                                 total = 0;
6634                                 model_total = 0;                                
6635                                 for (i=0; i<pm->n_models; i++)  {                                       
6636                                         total = submodel_get_num_polys(model_num, i);                                   
6637                                         
6638                                         model_total += total;
6639                                         SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6640                                         cfputs(str, out);
6641                                 }                               
6642                                 SDL_snprintf(str, sizeof(str), "Model total %d\n", model_total);
6643                                 cfputs(str, out);                               
6644
6645                                 // now go through and do it by LOD
6646                                 cfputs("BY LOD\n\n", out);                              
6647                                 for(i=0; i<pm->n_detail_levels; i++){
6648                                         SDL_snprintf(str, sizeof(str), "LOD %d\n", i);
6649                                         cfputs(str, out);
6650
6651                                         // submodels
6652                                         root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6653                                         total = 0;
6654                                         destroyed_total = 0;
6655                                         for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling )        {
6656                                                 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6657                                         }
6658
6659                                         SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6660                                         cfputs(str, out);
6661
6662                                         SDL_snprintf(str, sizeof(str), "TOTAL: %d\n", total + root_total);
6663                                         cfputs(str, out);
6664                                         SDL_snprintf(str, sizeof(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6665                                         cfputs(str, out);
6666                                         SDL_snprintf(str, sizeof(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6667                                         cfputs(str, out);
6668                                 }                               
6669                                 cfputs("------------------------------------------------------------------------\n\n", out);                            
6670                         }
6671                 }
6672
6673                 if(counted >= MAX_POLYGON_MODELS - 5){
6674                         model_free_all();
6675                         counted = 0;
6676                 }
6677         }
6678
6679         cfclose(out);
6680         model_free_all();
6681         BAIL();
6682 }
6683
6684 DCF(pofspew, "")
6685 {
6686         game_spew_pof_info();
6687 }
6688
6689 int game_main(const char *szCmdLine)
6690 {
6691         int state;
6692
6693         // Find out how much RAM is on this machine
6694         Freespace_total_ram = SDL_GetSystemRAM();
6695
6696         if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6697                 return 0;
6698         }
6699
6700         if (!vm_init(24*1024*1024)) {
6701                 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);
6702                 return 0;
6703         }
6704
6705         char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6706         if (!tmp_mem) {
6707                 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);
6708                 return 0;
6709         }
6710
6711         free(tmp_mem);
6712         tmp_mem = NULL;
6713
6714         #ifndef NDEBUG                          
6715         {
6716                 extern void windebug_memwatch_init();
6717                 windebug_memwatch_init();
6718         }
6719         #endif
6720
6721 #ifndef NDEBUG
6722         outwnd_init(1);
6723 #endif
6724
6725         int cpu_cores = SDL_GetCPUCount();
6726         int le = (SDL_BYTEORDER == SDL_LIL_ENDIAN);
6727
6728         mprintf(("Platform: %s\n", SDL_GetPlatform()));
6729         mprintf(("CPU: %d %s\n", cpu_cores, (cpu_cores == 1) ? "core" : "cores"));
6730         mprintf(("Memory: %dMB\n", Freespace_total_ram));
6731         mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, le ? "little" : "big"));
6732
6733         parse_cmdline(szCmdLine);       
6734
6735         mprintf(("--------------------------------------------------------------------------------\n"));
6736
6737 #ifdef STANDALONE_ONLY_BUILD
6738         Is_standalone = 1;
6739         nprintf(("Network", "Standalone running"));
6740 #else
6741         if (Is_standalone){
6742                 nprintf(("Network", "Standalone running"));
6743         }
6744 #endif
6745
6746         game_init();
6747         game_stop_time();
6748
6749         // maybe spew pof stuff
6750         if(Cmdline_spew_pof_info){
6751                 game_spew_pof_info();
6752                 game_shutdown();
6753                 return 1;
6754         }
6755
6756         // non-demo, non-standalone, play the intro movie
6757 #ifndef DEMO
6758         if ( !Is_standalone ) {
6759
6760                 // release -- movies always play
6761 #if defined(NDEBUG)
6762
6763                 // 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
6764                 movie_play( NOX("intro.mve") );
6765
6766                 // debug version, movie will only play with -showmovies
6767 #elif !defined(NDEBUG)
6768
6769                 movie_play( NOX("intro.mve") );
6770 /*
6771 #ifndef NDEBUG
6772                 if ( Cmdline_show_movies )
6773                         movie_play( NOX("intro.mve") );
6774 #endif
6775 */
6776 #endif // NDEBUG
6777         }
6778
6779 #endif // DEMO
6780
6781         if (Is_standalone){
6782                 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6783         } else {
6784                 gameseq_post_event(GS_EVENT_GAME_INIT);         // start the game rolling -- check for default pilot, or go to the pilot select screen
6785         }
6786
6787         while (1) {
6788                 // only important for non THREADED mode
6789                 os_poll();
6790
6791                 state = gameseq_process_events();
6792                 if ( state == GS_STATE_QUIT_GAME ){
6793                         break;
6794                 }
6795         } 
6796
6797 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6798         if(!Is_standalone){
6799                 demo_upsell_show_screens();
6800         }
6801 #elif defined(OEM_BUILD)
6802         // show upsell screens on exit
6803         oem_upsell_show_screens();
6804 #endif
6805
6806         game_shutdown();
6807         return 1;
6808 }
6809
6810 // launcher the fslauncher program on exit
6811 void game_launch_launcher_on_exit()
6812 {
6813         STUB_FUNCTION;
6814 }
6815
6816
6817 // game_shutdown()
6818 //
6819 // This function is called when FreeSpace terminates normally.  
6820 //
6821 void game_shutdown(void)
6822 {
6823         // don't ever flip a page on the standalone!
6824         if(!(Game_mode & GM_STANDALONE_SERVER)){
6825                 gr_reset_clip();
6826                 gr_clear();
6827                 gr_flip();
6828         }
6829
6830    // if the player has left the "player select" screen and quit the game without actually choosing
6831         // a player, Player will be NULL, in which case we shouldn't write the player file out!
6832         if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6833                 write_pilot_file();
6834         }
6835
6836         // load up common multiplayer icons
6837         multi_unload_common_icons();
6838         
6839         shockwave_close();                      // release any memory used by shockwave system  
6840         fireball_close();                               // free fireball system
6841         ship_close();                                   // free any memory that was allocated for the ships
6842         weapon_close();                                 // free any memory that was allocated for the weapons
6843         hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6844         unload_animating_pointer();// frees the frames used for the animating mouse pointer
6845         bm_unload_all();                                // free bitmaps
6846         mission_campaign_close();       // close out the campaign stuff
6847         mission_campaign_shutdown();    // get anything that mission_campaign_close can't do
6848         multi_voice_close();                    // close down multiplayer voice (including freeing buffers, etc)
6849         multi_log_close();
6850 #ifdef MULTI_USE_LAG
6851         multi_lag_close();
6852 #endif
6853
6854         // the menu close functions will unload the bitmaps if they were displayed during the game
6855 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6856         main_hall_close();
6857 #endif
6858         context_help_close();           // close out help system
6859         training_menu_close();
6860         lcl_close();                            // be sure localization is closed out
6861         gr_close();
6862
6863         // free left-over memory from parsed tables
6864         cutscene_tbl_close();
6865         medal_tbl_close();
6866         scoring_tbl_close();
6867         player_tips_close();
6868
6869         extern void joy_close();
6870         joy_close();
6871
6872         audiostream_close();
6873         snd_close();
6874         event_music_close();
6875         psnet_close();
6876         os_cleanup();
6877
6878         // HACKITY HACK HACK
6879         // if this flag is set, we should be firing up the launcher when exiting freespace
6880         extern int Multi_update_fireup_launcher_on_exit;
6881         if(Multi_update_fireup_launcher_on_exit){
6882                 game_launch_launcher_on_exit();
6883         }
6884 }
6885
6886 // game_stop_looped_sounds()
6887 //
6888 // This function will call the appropriate stop looped sound functions for those
6889 // modules which use looping sounds.  It is not enough just to stop a looping sound
6890 // at the DirectSound level, the game is keeping track of looping sounds, and this
6891 // function is used to inform the game that looping sounds are being halted.
6892 //
6893 void game_stop_looped_sounds()
6894 {
6895         hud_stop_looped_locking_sounds();
6896         hud_stop_looped_engine_sounds();
6897         afterburner_stop_sounds();
6898         player_stop_looped_sounds();
6899         obj_snd_stop_all();             // stop all object-linked persistant sounds
6900         game_stop_subspace_ambient_sound();
6901         snd_stop(Radar_static_looping);
6902         Radar_static_looping = -1;
6903         snd_stop(Target_static_looping);
6904         shipfx_stop_engine_wash_sound();
6905         Target_static_looping = -1;
6906 }
6907
6908 //////////////////////////////////////////////////////////////////////////
6909 //
6910 // Code for supporting an animating mouse pointer
6911 //
6912 //
6913 //////////////////////////////////////////////////////////////////////////
6914
6915 typedef struct animating_obj
6916 {
6917         int     first_frame;
6918         int     num_frames;
6919         int     current_frame;
6920         float time;
6921         float elapsed_time;
6922 } animating_obj;
6923
6924 static animating_obj Animating_mouse;
6925
6926 // ----------------------------------------------------------------------------
6927 // init_animating_pointer()
6928 //
6929 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6930 // gets properly initialized
6931 //
6932 void init_animating_pointer()
6933 {
6934         Animating_mouse.first_frame     = -1;
6935         Animating_mouse.num_frames              = 0;
6936         Animating_mouse.current_frame   = -1;
6937         Animating_mouse.time                            = 0.0f;
6938         Animating_mouse.elapsed_time    = 0.0f;
6939 }
6940
6941 // ----------------------------------------------------------------------------
6942 // load_animating_pointer()
6943 //
6944 // Called at game init to load in the frames for the animating mouse pointer
6945 //
6946 // input:       filename        =>      filename of animation file that holds the animation
6947 // 
6948 void load_animating_pointer(const char *filename, int dx, int dy)
6949 {
6950         int                             fps;
6951         animating_obj *am;
6952
6953         init_animating_pointer();
6954
6955         am = &Animating_mouse;
6956         am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
6957         if ( am->first_frame == -1 ) 
6958                 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
6959         am->current_frame = 0;
6960         am->time = am->num_frames / i2fl(fps);
6961 }
6962
6963 // ----------------------------------------------------------------------------
6964 // unload_animating_pointer()
6965 //
6966 // Called at game shutdown to free the memory used to store the animation frames
6967 //
6968 void unload_animating_pointer()
6969 {
6970         int                             i;
6971         animating_obj   *am;
6972
6973         am = &Animating_mouse;
6974         for ( i = 0; i < am->num_frames; i++ ) {
6975                 SDL_assert( (am->first_frame+i) >= 0 );
6976                 bm_release(am->first_frame + i);
6977         }
6978
6979         am->first_frame = -1;
6980         am->num_frames          = 0;
6981         am->current_frame = -1;
6982 }
6983
6984 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
6985 void game_render_mouse(float frametime)
6986 {
6987         int                             mx, my;
6988         animating_obj   *am;
6989
6990         // if animating cursor exists, play the next frame
6991         am = &Animating_mouse;
6992         if ( am->first_frame != -1 ) {
6993                 mouse_get_pos(&mx, &my);
6994                 am->elapsed_time += frametime;
6995                 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
6996                 if ( am->current_frame >= am->num_frames ) {
6997                         am->current_frame = 0;
6998                         am->elapsed_time = 0.0f;
6999                 }
7000                 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
7001         }
7002 }
7003
7004 // ----------------------------------------------------------------------------
7005 // game_maybe_draw_mouse()
7006 //
7007 // determines whether to draw the mouse pointer at all, and what frame of
7008 // animation to use if the mouse is animating
7009 //
7010 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
7011 //
7012 // input:       frametime => elapsed frame time in seconds since last call
7013 //
7014 void game_maybe_draw_mouse(float frametime)
7015 {
7016         int game_state;
7017
7018         game_state = gameseq_get_state();
7019
7020         switch ( game_state ) {
7021                 case GS_STATE_GAME_PAUSED:
7022                 // case GS_STATE_MULTI_PAUSED:
7023                 case GS_STATE_GAME_PLAY:
7024                 case GS_STATE_DEATH_DIED:
7025                 case GS_STATE_DEATH_BLEW_UP:
7026                         if ( popup_active() || popupdead_is_active() ) {
7027                                 Mouse_hidden = 0;
7028                         } else {
7029                                 Mouse_hidden = 1;       
7030                         }
7031                         break;
7032
7033                 default:
7034                         Mouse_hidden = 0;
7035                         break;
7036         }       // end switch
7037
7038         if ( !Mouse_hidden ) 
7039                 game_render_mouse(frametime);
7040
7041 }
7042
7043 void game_do_training_checks()
7044 {
7045         int i, s;
7046         float d;
7047         waypoint_list *wplp;
7048
7049         if (Training_context & TRAINING_CONTEXT_SPEED) {
7050                 s = (int) Player_obj->phys_info.fspeed;
7051                 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7052                         if (!Training_context_speed_set) {
7053                                 Training_context_speed_set = 1;
7054                                 Training_context_speed_timestamp = timestamp();
7055                         }
7056
7057                 } else
7058                         Training_context_speed_set = 0;
7059         }
7060
7061         if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7062                 wplp = &Waypoint_lists[Training_context_path];
7063                 if (wplp->count > Training_context_goal_waypoint) {
7064                         i = Training_context_goal_waypoint;
7065                         do {
7066                                 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7067                                 if (d <= Training_context_distance) {
7068                                         Training_context_at_waypoint = i;
7069                                         if (Training_context_goal_waypoint == i) {
7070                                                 Training_context_goal_waypoint++;
7071                                                 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7072                                         }
7073
7074                                         break;
7075                                 }
7076
7077                                 i++;
7078                                 if (i == wplp->count)
7079                                         i = 0;
7080
7081                         } while (i != Training_context_goal_waypoint);
7082                 }
7083         }
7084
7085         if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7086                 Players_target = Player_ai->target_objnum;
7087                 Players_targeted_subsys = Player_ai->targeted_subsys;
7088                 Players_target_timestamp = timestamp();
7089         }
7090 }
7091
7092 /////////// Following is for event debug view screen
7093
7094 #ifndef NDEBUG
7095
7096 #define EVENT_DEBUG_MAX 5000
7097 #define EVENT_DEBUG_EVENT 0x8000
7098
7099 int Event_debug_index[EVENT_DEBUG_MAX];
7100 int ED_count;
7101
7102 void game_add_event_debug_index(int n, int indent)
7103 {
7104         if (ED_count < EVENT_DEBUG_MAX)
7105                 Event_debug_index[ED_count++] = n | (indent << 16);
7106 }
7107
7108 void game_add_event_debug_sexp(int n, int indent)
7109 {
7110         if (n < 0)
7111                 return;
7112
7113         if (Sexp_nodes[n].first >= 0) {
7114                 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7115                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7116                 return;
7117         }
7118
7119         game_add_event_debug_index(n, indent);
7120         if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7121                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7122         else
7123                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7124 }
7125
7126 void game_event_debug_init()
7127 {
7128         int e;
7129
7130         ED_count = 0;
7131         for (e=0; e<Num_mission_events; e++) {
7132                 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7133                 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7134         }
7135 }
7136
7137 void game_show_event_debug(float frametime) 
7138 {
7139         char buf[256];
7140         int i, k, z;
7141         int font_height, font_width;    
7142         int y_index, y_max;
7143         static int scroll_offset = 0;
7144         
7145         k = game_check_key();
7146         if (k)
7147                 switch (k) {
7148                         case SDLK_UP:
7149                         case SDLK_KP_8:
7150                                 scroll_offset--;
7151                                 if (scroll_offset < 0)
7152                                         scroll_offset = 0;
7153                                 break;
7154
7155                         case SDLK_DOWN:
7156                         case SDLK_KP_2:
7157                                 scroll_offset++;
7158                                 break;
7159
7160                         case SDLK_PAGEUP:
7161                                 scroll_offset -= 20;
7162                                 if (scroll_offset < 0)
7163                                         scroll_offset = 0;
7164                                 break;
7165
7166                         case SDLK_PAGEDOWN:
7167                                 scroll_offset += 20;    // not font-independent, hard-coded since I counted the lines!
7168                                 break;
7169
7170                         default:
7171                                 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7172                                 key_flush();
7173                                 break;
7174                 } // end switch
7175
7176         gr_clear();
7177         gr_set_color_fast(&Color_bright);
7178         gr_set_font(FONT1);
7179         gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7180
7181         gr_set_color_fast(&Color_normal);
7182         gr_set_font(FONT1);
7183         gr_get_string_size(&font_width, &font_height, NOX("test"));
7184         y_max = gr_screen.max_h - font_height - 5;
7185         y_index = 45;
7186
7187         k = scroll_offset;
7188         while (k < ED_count) {
7189                 if (y_index > y_max)
7190                         break;
7191
7192                 z = Event_debug_index[k];
7193                 if (z & EVENT_DEBUG_EVENT) {
7194                         z &= 0x7fff;
7195                         SDL_snprintf(buf, sizeof(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7196                                 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7197                                 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7198                                 Mission_events[z].repeat_count, Mission_events[z].interval);
7199
7200                 } else {
7201                         i = (z >> 16) * 3;
7202                         buf[i] = 0;
7203                         while (i--)
7204                                 buf[i] = ' ';
7205
7206                         SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, sizeof(buf));
7207                         switch (Sexp_nodes[z & 0x7fff].value) {
7208                                 case SEXP_TRUE:
7209                                         SDL_strlcat(buf, NOX(" (True)"), sizeof(buf));
7210                                         break;
7211
7212                                 case SEXP_FALSE:
7213                                         SDL_strlcat(buf, NOX(" (False)"), sizeof(buf));
7214                                         break;
7215
7216                                 case SEXP_KNOWN_TRUE:
7217                                         SDL_strlcat(buf, NOX(" (Always true)"), sizeof(buf));
7218                                         break;
7219
7220                                 case SEXP_KNOWN_FALSE:
7221                                         SDL_strlcat(buf, NOX(" (Always false)"), sizeof(buf));
7222                                         break;
7223
7224                                 case SEXP_CANT_EVAL:
7225                                         SDL_strlcat(buf, NOX(" (Can't eval)"), sizeof(buf));
7226                                         break;
7227
7228                                 case SEXP_NAN:
7229                                 case SEXP_NAN_FOREVER:
7230                                         SDL_strlcat(buf, NOX(" (Not a number)"), sizeof(buf));
7231                                         break;
7232                         }
7233                 }
7234
7235                 gr_printf(10, y_index, buf);
7236                 y_index += font_height;
7237                 k++;
7238         }
7239
7240         gr_flip();
7241 }
7242
7243 #endif // NDEBUG
7244
7245 #ifndef NDEBUG
7246 FILE * Time_fp;
7247 FILE * Texture_fp;
7248
7249 int Tmap_num_too_big = 0;
7250 int Num_models_needing_splitting = 0;
7251
7252 void Time_model( int modelnum )
7253 {
7254 //      mprintf(( "Timing ship '%s'\n", si->name ));
7255
7256         vector eye_pos, model_pos;
7257         matrix eye_orient, model_orient;
7258
7259         polymodel *pm = model_get( modelnum );
7260
7261         int l = strlen(pm->filename);
7262         while( (l>0) )  {
7263                 if ( (l == '/') || (l=='\\') || (l==':'))       {
7264                         l++;
7265                         break;
7266                 }
7267                 l--;
7268         }
7269         char *pof_file = &pm->filename[l];
7270
7271         int model_needs_splitting = 0;
7272
7273         //fprintf( Texture_fp, "Model: %s\n", pof_file );
7274         int i;
7275         for (i=0; i<pm->n_textures; i++ )       {
7276                 char filename[1024];
7277                 ubyte pal[768];
7278
7279                 int bmp_num = pm->original_textures[i];
7280                 if ( bmp_num > -1 )     {
7281                         bm_get_palette(pm->original_textures[i], pal, filename, sizeof(filename) );
7282                         int w,h;
7283                         bm_get_info( pm->original_textures[i],&w, &h );
7284
7285
7286                         if ( (w > 512) || (h > 512) )   {
7287                                 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7288                                 Tmap_num_too_big++;
7289                                 model_needs_splitting++;
7290                         }
7291                 } else {
7292                         //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7293                 }
7294         }
7295
7296         if ( model_needs_splitting )    {
7297                 Num_models_needing_splitting++;
7298         }
7299         eye_orient = model_orient = vmd_identity_matrix;
7300         eye_pos = model_pos = vmd_zero_vector;
7301
7302         eye_pos.xyz.z = -pm->rad*2.0f;
7303
7304         vector eye_to_model;
7305
7306         vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7307         vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7308
7309         fix t1 = timer_get_fixed_seconds();
7310
7311         angles ta;
7312         ta.p = ta.b = ta.h = 0.0f; 
7313         int framecount = 0;
7314
7315         int bitmaps_used_this_frame, bitmaps_new_this_frame;
7316                 
7317         bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7318
7319         modelstats_num_polys = modelstats_num_verts = 0;
7320
7321         while( ta.h < PI2 )     {
7322
7323                 matrix m1;
7324                 vm_angles_2_matrix(&m1, &ta );
7325                 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7326
7327                 gr_reset_clip();
7328 //              gr_clear();
7329
7330                 g3_start_frame(1);
7331
7332                 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );       
7333
7334                 model_clear_instance( modelnum );
7335                 model_set_detail_level(0);              // use highest detail level
7336                 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL);     //|MR_NO_POLYS );
7337
7338                 g3_end_frame();
7339 //              gr_flip();
7340
7341                 framecount++;
7342                 ta.h += 0.1f;
7343
7344                 int k = key_inkey();
7345                 if ( k == SDLK_ESCAPE ) {
7346                         exit(1);
7347                 }
7348         }
7349
7350         fix t2 = timer_get_fixed_seconds();
7351
7352         if (framecount < 1) {
7353                 return;
7354         }
7355
7356         bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7357         //bitmaps_used_this_frame /= framecount;
7358
7359         modelstats_num_polys /= framecount;
7360         modelstats_num_verts /= framecount;
7361
7362         mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7363         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 );
7364
7365 //      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 );
7366
7367                 
7368 //      key_getch();
7369 }
7370
7371 int Time_models = 0;
7372 DCF_BOOL( time_models, Time_models );
7373
7374 void Do_model_timings_test()
7375 {
7376         
7377
7378         if ( !Time_models ) return;
7379
7380         mprintf(( "Timing models!\n" ));
7381
7382         int i;
7383
7384         ubyte model_used[MAX_POLYGON_MODELS];
7385         int model_id[MAX_POLYGON_MODELS];
7386         for (i=0; i<MAX_POLYGON_MODELS; i++ )   {
7387                 model_used[i] = 0;
7388         }
7389         
7390         // Load them all
7391         for (i=0; i<Num_ship_types; i++ )       {
7392                 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7393
7394                 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7395                 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7396         }
7397
7398         Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7399         if ( !Texture_fp ) return;
7400
7401         Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7402         if ( !Time_fp ) return;
7403
7404         fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7405 //      fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7406         
7407         for (i=0; i<MAX_POLYGON_MODELS; i++ )   {
7408                 if ( model_used[i] )    {
7409                         Time_model( model_id[i] );
7410                 }
7411         }
7412         
7413         fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7414         fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7415         
7416         fclose(Time_fp);
7417         fclose(Texture_fp);
7418
7419         exit(1);
7420 }
7421 #endif
7422
7423 // Call this function when you want to inform the player that a feature is not
7424 // enabled in the DEMO version of FreSpace
7425 void game_feature_not_in_demo_popup()
7426 {
7427         popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7428 }
7429
7430 // format the specified time (fixed point) into a nice string
7431 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7432 {
7433         float mtime;
7434         int hours,minutes,seconds;
7435
7436         mtime = f2fl(m_time);           
7437
7438         // get the hours, minutes and seconds   
7439         hours = (int)(mtime / 3600.0f);
7440         if(hours > 0){
7441                 mtime -= (3600.0f * (float)hours);
7442         }
7443         seconds = (int)mtime%60;
7444         minutes = (int)mtime/60;                        
7445
7446         if (hours > 0) {
7447                 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7448         } else {
7449                 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7450         }
7451 }
7452
7453 //      Stuff version string in *str.
7454 void get_version_string(char *str, const int str_len)
7455 {
7456 //XSTR:OFF
7457         if ( FS_VERSION_BUILD == 0 ) {
7458                 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7459         } else {
7460                 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7461         }
7462
7463 #if defined (FS2_DEMO) || defined(FS1_DEMO)
7464         SDL_strlcat(str, " D", str_len);
7465 #elif defined (OEM_BUILD)
7466         SDL_strlcat(str, " (OEM)", str_len);
7467 #endif
7468 //XSTR:ON
7469         /*
7470         HMODULE hMod;
7471         DWORD bogus_handle;
7472         char myname[_MAX_PATH];
7473         int namelen, major, minor, build, waste;
7474         unsigned int buf_size;
7475         DWORD version_size;
7476         char *infop;
7477         VOID *bufp;
7478         BOOL result;
7479
7480         // Find my EXE file name
7481         hMod = GetModuleHandle(NULL);
7482         namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7483
7484         version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7485         infop = (char *)malloc(version_size);
7486         result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7487
7488         // get the product version
7489         result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7490         sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7491 #ifdef DEMO
7492         sprintf(str,"Dv%d.%02d",major, minor);
7493 #else
7494         sprintf(str,"v%d.%02d",major, minor);
7495 #endif
7496         */
7497 }
7498
7499 void get_version_string_short(char *str, const int str_len)
7500 {
7501         SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7502 }
7503
7504 // ----------------------------------------------------------------
7505 //
7506 // OEM UPSELL SCREENS BEGIN
7507 //
7508 // ----------------------------------------------------------------
7509 #if defined(OEM_BUILD)
7510
7511 #define NUM_OEM_UPSELL_SCREENS                          3
7512 #define OEM_UPSELL_SCREEN_DELAY                         10000
7513
7514 static int Oem_upsell_bitmaps_loaded = 0;
7515 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7516 static int Oem_upsell_screen_number = 0;
7517 static int Oem_upsell_show_next_bitmap_time;
7518
7519 //XSTR:OFF
7520 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] = 
7521 {
7522         {       "OEMUpSell02",
7523                 "OEMUpSell01",
7524                 "OEMUpSell03",
7525         },
7526         {       "2_OEMUpSell02",
7527                 "2_OEMUpSell01",
7528                 "2_OEMUpSell03",
7529         },
7530 };
7531 //XSTR:ON
7532
7533 static int Oem_normal_cursor = -1;
7534 static int Oem_web_cursor = -1;
7535 //#define OEM_UPSELL_URL                "http://www.interplay-store.com/"
7536 #define OEM_UPSELL_URL          "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7537
7538 void oem_upsell_next_screen()
7539 {
7540         Oem_upsell_screen_number++;
7541         if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7542                 // extra long delay, mouse shown on last upsell
7543                 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7544                 Mouse_hidden = 0;
7545
7546         } else {
7547                 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7548         }
7549 }
7550
7551 void oem_upsell_load_bitmaps()
7552 {
7553         int i;
7554
7555         for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7556                 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7557         }
7558 }
7559
7560 void oem_upsell_unload_bitmaps()
7561 {
7562         int i;
7563
7564         for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7565                 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7566                         bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7567                 }
7568         }
7569
7570         // unloaded
7571         Oem_upsell_bitmaps_loaded = 0;
7572 }
7573
7574 // clickable hotspot on 3rd OEM upsell screen
7575 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7576         {       // GR_640
7577                 28, 350, 287, 96                                        // x, y, w, h
7578         },
7579         {       // GR_1024
7580                 45, 561, 460, 152                                       // x, y, w, h
7581         }
7582 };
7583
7584 void oem_upsell_show_screens()
7585 {
7586         int current_time, k;
7587         int done = 0;
7588
7589         if ( !Oem_upsell_bitmaps_loaded ) {
7590                 oem_upsell_load_bitmaps();
7591                 Oem_upsell_bitmaps_loaded = 1;
7592         }
7593
7594         // may use upsell screens more than once
7595         Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7596         Oem_upsell_screen_number = 0;
7597         
7598         key_flush();
7599         Mouse_hidden = 1;
7600
7601         // set up cursors
7602         int nframes;                                            // used to pass, not really needed (should be 1)
7603         Oem_normal_cursor = gr_get_cursor_bitmap();
7604         Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7605         SDL_assert(Oem_web_cursor >= 0);
7606         if (Oem_web_cursor < 0) {
7607                 Oem_web_cursor = Oem_normal_cursor;
7608         }
7609
7610         while(!done) {
7611
7612                 //oem_reset_trailer_timer();
7613
7614                 current_time = timer_get_milliseconds();
7615
7616                 os_poll();
7617                 k = key_inkey();
7618
7619                 // advance screen on keypress or timeout
7620                 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7621                         oem_upsell_next_screen();
7622                 }
7623
7624                 // check if we are done
7625                 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7626                         Oem_upsell_screen_number--;
7627                         done = 1;
7628                 } else {
7629                         if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7630                                 done = 1;
7631                         }
7632                 }
7633
7634                 // show me the upsell
7635                 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {               
7636                         gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7637                         gr_bitmap(0,0);
7638                 }
7639
7640                 // if this is the 3rd upsell, make it clickable, d00d
7641                 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7642                         int mx, my;
7643                         int button_state = mouse_get_pos(&mx, &my);
7644                         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])
7645                                 && (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]) )
7646                         {
7647                                 // switch cursors
7648                                 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7649
7650                                 // check for clicks
7651                                 if (button_state & MOUSE_LEFT_BUTTON) {
7652                                         // launch URL
7653                                         multi_pxo_url(OEM_UPSELL_URL);
7654                                         done = 1;
7655                                 } 
7656                         } else {
7657                                 // switch cursor back to normal one
7658                                 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7659                         }
7660                 }
7661
7662                 if ( done ) {
7663                         if (gameseq_get_state() != GS_STATE_END_DEMO) {
7664                                 gr_fade_out(0);
7665                                 SDL_Delay(300);
7666                         }
7667                 }
7668
7669                 gr_flip();
7670         }
7671
7672         // unload bitmap
7673         oem_upsell_unload_bitmaps();
7674
7675         // switch cursor back to normal one
7676         gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7677
7678 }
7679
7680 #endif // defined(OEM_BUILD)
7681 // ----------------------------------------------------------------
7682 //
7683 // OEM UPSELL SCREENS END
7684 //
7685 // ----------------------------------------------------------------
7686
7687
7688
7689 // ----------------------------------------------------------------
7690 //
7691 // DEMO UPSELL SCREENS BEGIN
7692 //
7693 // ----------------------------------------------------------------
7694
7695 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7696
7697 #ifdef FS2_DEMO
7698 #define NUM_DEMO_UPSELL_SCREENS                         2
7699 #elif FS1_DEMO
7700 #define NUM_DEMO_UPSELL_SCREENS                         4
7701 #endif
7702 #define DEMO_UPSELL_SCREEN_DELAY                                3000
7703
7704 static int Demo_upsell_bitmaps_loaded = 0;
7705 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7706 static int Demo_upsell_screen_number = 0;
7707 static int Demo_upsell_show_next_bitmap_time;
7708
7709 //XSTR:OFF
7710 static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] = 
7711 {
7712 #ifdef FS1_DEMO
7713         {       "DemoUpsell1",
7714                 "DemoUpsell2",
7715                 "DemoUpsell3",
7716                 "DemoUpsell4"
7717         },
7718         {       "DemoUpsell1",
7719                 "DemoUpsell2",
7720                 "DemoUpsell3",
7721                 "DemoUpsell4"
7722         },
7723 #else
7724         {       "UpSell02",
7725                 "UpSell01",
7726         },
7727         {       "2_UpSell02",
7728                 "2_UpSell01",
7729         },
7730 #endif
7731         // "DemoUpsell3",
7732         // "DemoUpsell4",
7733 };
7734 //XSTR:ON
7735
7736 void demo_upsell_next_screen()
7737 {
7738         Demo_upsell_screen_number++;
7739         if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7740                 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7741         } else {
7742                 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7743         }
7744 }
7745
7746 void demo_upsell_load_bitmaps()
7747 {
7748         int i;
7749
7750         for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7751                 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7752         }
7753 }
7754
7755 void demo_upsell_unload_bitmaps()
7756 {
7757         int i;
7758
7759         for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7760                 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7761                         bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7762                 }
7763         }
7764
7765         // unloaded
7766         Demo_upsell_bitmaps_loaded = 0;
7767 }
7768
7769 void demo_upsell_show_screens()
7770 {
7771         int current_time, k;
7772         int done = 0;
7773
7774         if ( !Demo_upsell_bitmaps_loaded ) {
7775                 demo_upsell_load_bitmaps();
7776                 Demo_upsell_bitmaps_loaded = 1;
7777         }
7778
7779         // may use upsell screens more than once
7780         Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7781         Demo_upsell_screen_number = 0;
7782         
7783         key_flush();
7784         Mouse_hidden = 1;
7785
7786         while(!done) {
7787
7788                 demo_reset_trailer_timer();
7789
7790                 current_time = timer_get_milliseconds();
7791
7792 // #ifndef THREADED
7793                 os_poll();
7794 // #endif
7795                 k = key_inkey();
7796
7797                 // don't time out, wait for keypress
7798                 /*
7799                 if ( current_time > Demo_upsell_show_next_bitmap_time ) {
7800                         demo_upsell_next_screen();
7801                         k = 0;
7802                 }*/
7803
7804                 if ( k > 0 ) {
7805                         demo_upsell_next_screen();
7806                 }
7807
7808                 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7809                         Demo_upsell_screen_number--;
7810                         done = 1;
7811                 } else {
7812                         if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7813                                 done = 1;
7814                         }
7815                 }
7816
7817                 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {             
7818                         gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7819                         gr_bitmap(0,0);
7820                 }
7821
7822                 if ( done ) {
7823                         if (gameseq_get_state() != GS_STATE_END_DEMO) {
7824                                 gr_fade_out(0);
7825                                 SDL_Delay(300);
7826                         }
7827                 }
7828
7829                 gr_flip();
7830         }
7831
7832         // unload bitmap
7833         demo_upsell_unload_bitmaps();
7834 }
7835
7836 #endif // DEMO
7837
7838 // ----------------------------------------------------------------
7839 //
7840 // DEMO UPSELL SCREENS END
7841 //
7842 // ----------------------------------------------------------------
7843
7844
7845 // ----------------------------------------------------------------
7846 //
7847 // Subspace Ambient Sound START
7848 //
7849 // ----------------------------------------------------------------
7850
7851 static int Subspace_ambient_left_channel = -1;
7852 static int Subspace_ambient_right_channel = -1;
7853
7854 // 
7855 void game_start_subspace_ambient_sound()
7856 {
7857         if ( Subspace_ambient_left_channel < 0 ) {
7858                 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7859         }
7860
7861         if ( Subspace_ambient_right_channel < 0 ) {
7862                 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7863         }
7864 }
7865
7866 void game_stop_subspace_ambient_sound()
7867 {
7868         if ( Subspace_ambient_left_channel >= 0 ) {
7869                 snd_stop(Subspace_ambient_left_channel);
7870                 Subspace_ambient_left_channel = -1;
7871         }
7872
7873         if ( Subspace_ambient_right_channel >= 0 ) {
7874                 snd_stop(Subspace_ambient_right_channel);
7875                 Subspace_ambient_right_channel = -1;
7876         }
7877 }
7878
7879 // ----------------------------------------------------------------
7880 //
7881 // Subspace Ambient Sound END
7882 //
7883 // ----------------------------------------------------------------
7884
7885 // ----------------------------------------------------------------
7886 //
7887 // Language Autodetection stuff
7888 //
7889
7890 // this layout order must match Lcl_languages in localize.cpp in order for the
7891 // correct language to be detected
7892 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7893 #ifdef MAKE_FS1
7894         1366105450,                             // English
7895 #else
7896         589986744,                              // English
7897 #endif
7898         -1132430286,                    // German
7899         0,                                              // French
7900         -1131728960,                                    // Polish
7901 };
7902
7903 // default setting is "-1" to use config file with English as fall back
7904 // DO NOT change the default setting here or something uncouth might happen
7905 // in the localization code
7906 int detect_lang()
7907 {
7908         uint file_checksum;             
7909         int idx;
7910
7911         // try and open the file to verify
7912         CFILE *detect = cfopen("font01.vf", "rb");
7913         
7914         // will use default setting if something went wrong
7915         if (!detect) {
7916                 return -1;
7917         }       
7918
7919         // get the long checksum of the file
7920         file_checksum = 0;
7921         cfseek(detect, 0, SEEK_SET);    
7922         cf_chksum_long(detect, &file_checksum);
7923         cfclose(detect);
7924         detect = NULL;  
7925
7926         // now compare the checksum/filesize against known #'s
7927         for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
7928                 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
7929                         return idx;
7930                 }
7931         }
7932
7933         // notify if a match was not found, include detected checksum
7934         printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
7935         printf("Using default language...\n\n");
7936         
7937         return -1;
7938 }
7939
7940 //
7941 // End Auto Lang stuff
7942 //
7943 // ----------------------------------------------------------------
7944
7945 // ----------------------------------------------------------------
7946 // SHIPS TBL VERIFICATION STUFF
7947 //
7948
7949 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
7950 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
7951         #define NUM_SHIPS_TBL_CHECKSUMS         3
7952 #else
7953         #define NUM_SHIPS_TBL_CHECKSUMS         1
7954 #endif
7955
7956 #ifdef FS2_DEMO
7957 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7958         1696074201,                                             // FS2 demo
7959 };
7960 #elif FS1_DEMO
7961 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7962         1603375034,                                             // FS1 DEMO
7963 };
7964 #elif MAKE_FS1
7965 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7966         -129679197,                                             // FS1 Full 1.06 (US)
7967         7762567,                                                // FS1 SilentThreat
7968         1555372475                                              // FS1 Full 1.06 (German)
7969 };
7970 #else
7971 /*
7972 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7973         -463907578,                                             // US - beta 1
7974         1696074201,                                             // FS2 demo
7975 };
7976 */
7977 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7978 //      -1022810006,                                    // 1.0 FULL
7979         -1254285366                                             // 1.2 FULL (German)
7980 };
7981 #endif
7982
7983 void verify_ships_tbl()
7984 {       
7985         /*
7986 #ifdef NDEBUG
7987         Game_ships_tbl_valid = 1;
7988 #else
7989         */
7990         uint file_checksum;             
7991         int idx;
7992
7993         // detect if the packfile exists
7994         CFILE *detect = cfopen("ships.tbl", "rb");
7995         Game_ships_tbl_valid = 0;        
7996         
7997         // not mission-disk
7998         if(!detect){
7999                 Game_ships_tbl_valid = 0;
8000                 return;
8001         }       
8002
8003         // get the long checksum of the file
8004         file_checksum = 0;
8005         cfseek(detect, 0, SEEK_SET);    
8006         cf_chksum_long(detect, &file_checksum);
8007         cfclose(detect);
8008         detect = NULL;  
8009
8010         // now compare the checksum/filesize against known #'s
8011         for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
8012                 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
8013                         Game_ships_tbl_valid = 1;
8014                         return;
8015                 }
8016         }
8017 // #endif
8018 }
8019
8020 DCF(shipspew, "display the checksum for the current ships.tbl")
8021 {
8022         uint file_checksum;
8023         CFILE *detect = cfopen("ships.tbl", "rb");
8024         // get the long checksum of the file
8025         file_checksum = 0;
8026         cfseek(detect, 0, SEEK_SET);    
8027         cf_chksum_long(detect, &file_checksum);
8028         cfclose(detect);
8029
8030         dc_printf("%d", file_checksum);
8031 }
8032
8033 // ----------------------------------------------------------------
8034 // WEAPONS TBL VERIFICATION STUFF
8035 //
8036
8037 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8038 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8039         #define NUM_WEAPONS_TBL_CHECKSUMS               3
8040 #else
8041         #define NUM_WEAPONS_TBL_CHECKSUMS               1
8042 #endif
8043
8044 #ifdef FS2_DEMO
8045 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8046         -266420030,                             // demo 1
8047 };
8048 #elif FS1_DEMO
8049 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8050         -1246928725,                    // FS1 DEMO
8051 };
8052 #elif MAKE_FS1
8053 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8054         -834598107,                             // FS1 1.06 Full (US)
8055         -1652231417,                    // FS1 SilentThreat
8056         720209793                               // FS1 1.06 Full (German)
8057 };
8058 #else
8059 /*
8060 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8061         141718090,                              // US - beta 1
8062         -266420030,                             // demo 1
8063 };
8064 */
8065 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8066 //      399297860,                              // 1.0 FULL     
8067         -553984927                              // 1.2 FULL (german)
8068 };
8069 #endif
8070
8071 void verify_weapons_tbl()
8072 {       
8073         /*
8074 #ifdef NDEBUG
8075         Game_weapons_tbl_valid = 1;
8076 #else
8077         */
8078         uint file_checksum;
8079         int idx;
8080
8081         // detect if the packfile exists
8082         CFILE *detect = cfopen("weapons.tbl", "rb");
8083         Game_weapons_tbl_valid = 0;      
8084         
8085         // not mission-disk
8086         if(!detect){
8087                 Game_weapons_tbl_valid = 0;
8088                 return;
8089         }       
8090
8091         // get the long checksum of the file
8092         file_checksum = 0;
8093         cfseek(detect, 0, SEEK_SET);    
8094         cf_chksum_long(detect, &file_checksum);
8095         cfclose(detect);
8096         detect = NULL;  
8097
8098         // now compare the checksum/filesize against known #'s
8099         for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8100                 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8101                         Game_weapons_tbl_valid = 1;
8102                         return;
8103                 }
8104         }
8105 // #endif
8106 }
8107
8108 DCF(wepspew, "display the checksum for the current weapons.tbl")
8109 {
8110         uint file_checksum;
8111         CFILE *detect = cfopen("weapons.tbl", "rb");
8112         // get the long checksum of the file
8113         file_checksum = 0;
8114         cfseek(detect, 0, SEEK_SET);    
8115         cf_chksum_long(detect, &file_checksum);
8116         cfclose(detect);
8117
8118         dc_printf("%d", file_checksum);
8119 }
8120
8121 // if the game is running using hacked data
8122 int game_hacked_data()
8123 {
8124         // hacked!
8125         if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8126                 return 1;
8127         }
8128
8129         // not hacked
8130         return 0;
8131 }
8132
8133 void display_title_screen()
8134 {
8135 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
8136         ///int title_bitmap;
8137
8138         // load bitmap
8139         int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8140         if (title_bitmap == -1) {
8141                 return;
8142         }
8143
8144         // set
8145         gr_set_bitmap(title_bitmap);
8146
8147         // draw
8148         gr_bitmap(0, 0);
8149
8150         // flip
8151         gr_flip();
8152
8153         bm_unload(title_bitmap);
8154 #endif  // FS2_DEMO || OEM_BUILD || FS1_DEMO
8155 }
8156
8157 // return true if the game is running with "low memory", which is less than 48MB
8158 bool game_using_low_mem()
8159 {
8160         if (Use_low_mem == 0) {
8161                 return false;
8162         } else {
8163                 return true;
8164         }
8165 }