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