]> icculus.org git repositories - taylor/freespace2.git/blob - src/freespace2/freespace.cpp
only deal with framerate text if we are going to show it
[taylor/freespace2.git] / src / freespace2 / freespace.cpp
1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell 
5  * or otherwise commercially exploit the source or things you created based on
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * Freespace main body
16  *
17  * $Log$
18  * Revision 1.40  2005/10/01 21:40:38  taylor
19  * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20  * make sure a global cmdline.cfg file works with OS X when built as an app
21  *
22  * Revision 1.39  2005/08/12 08:57:20  taylor
23  * don't show hardware S-RAM value on HUD in debug
24  * do show in use GL texture memory
25  * have an actual fade effect for the credits screen artwork
26  *
27  * Revision 1.38  2004/09/20 01:31:44  theoddone33
28  * GCC 3.4 fixes.
29  *
30  * Revision 1.37  2004/07/04 11:31:43  taylor
31  * amd64 support, compiler warning fixes, don't use software rendering
32  *
33  * Revision 1.36  2004/06/12 01:11:35  taylor
34  * x86 compile fixes for OSX patch
35  *
36  * Revision 1.35  2004/06/11 00:53:02  tigital
37  * OSX: .app name, casts for gcc
38  *
39  * Revision 1.34  2003/08/09 03:18:03  taylor
40  * fix tips popup not having any tips
41  *
42  * Revision 1.33  2003/08/03 15:57:00  taylor
43  * simpler mouse usage; default ini settings in os_init(); cleanup
44  *
45  * Revision 1.32  2003/06/19 11:51:41  taylor
46  * adjustments to memory leak fixes
47  *
48  * Revision 1.31  2003/06/11 18:30:32  taylor
49  * plug memory leaks
50  *
51  * Revision 1.30  2003/06/03 04:00:39  taylor
52  * Polish language support (Janusz Dziemidowicz)
53  *
54  * Revision 1.29  2003/05/25 02:30:42  taylor
55  * Freespace 1 support
56  *
57  * Revision 1.28  2003/05/18 03:55:30  taylor
58  * automatic language selection support
59  *
60  * Revision 1.27  2003/03/03 04:54:44  theoddone33
61  * Commit Taylor's ShowFPS fix
62  *
63  * Revision 1.26  2003/02/20 17:41:07  theoddone33
64  * Userdir patch from Taylor Richards
65  *
66  * Revision 1.25  2003/01/30 19:54:10  relnev
67  * ini config option for the frames per second counter (Taylor Richards)
68  *
69  * Revision 1.24  2002/08/31 01:39:13  theoddone33
70  * Speed up the renderer a tad
71  *
72  * Revision 1.23  2002/08/04 02:31:00  relnev
73  * make numlock not overlap with pause
74  *
75  * Revision 1.22  2002/08/02 23:07:03  relnev
76  * don't access the mouse in standalone mode
77  *
78  * Revision 1.21  2002/07/28 05:05:08  relnev
79  * removed some old stuff
80  *
81  * Revision 1.20  2002/07/24 00:20:41  relnev
82  * nothing interesting
83  *
84  * Revision 1.19  2002/06/17 06:33:08  relnev
85  * ryan's struct patch for gcc 2.95
86  *
87  * Revision 1.18  2002/06/16 04:46:33  relnev
88  * set up correct checksums for demo
89  *
90  * Revision 1.17  2002/06/09 04:41:17  relnev
91  * added copyright header
92  *
93  * Revision 1.16  2002/06/09 03:16:04  relnev
94  * added _splitpath.
95  *
96  * removed unneeded asm, old sdl 2d setup.
97  *
98  * fixed crash caused by opengl_get_region.
99  *
100  * Revision 1.15  2002/06/05 08:05:28  relnev
101  * stub/warning removal.
102  *
103  * reworked the sound code.
104  *
105  * Revision 1.14  2002/06/05 04:03:32  relnev
106  * finished cfilesystem.
107  *
108  * removed some old code.
109  *
110  * fixed mouse save off-by-one.
111  *
112  * sound cleanups.
113  *
114  * Revision 1.13  2002/06/02 04:26:34  relnev
115  * warning cleanup
116  *
117  * Revision 1.12  2002/06/02 00:31:35  relnev
118  * implemented osregistry
119  *
120  * Revision 1.11  2002/06/01 09:00:34  relnev
121  * silly debug memmanager
122  *
123  * Revision 1.10  2002/06/01 07:12:32  relnev
124  * a few NDEBUG updates.
125  *
126  * removed a few warnings.
127  *
128  * Revision 1.9  2002/05/31 03:05:59  relnev
129  * sane default
130  *
131  * Revision 1.8  2002/05/29 02:52:32  theoddone33
132  * Enable OpenGL renderer
133  *
134  * Revision 1.7  2002/05/28 08:52:03  relnev
135  * implemented two assembly stubs.
136  *
137  * cleaned up a few warnings.
138  *
139  * added a little demo hackery to make it progress a little farther.
140  *
141  * Revision 1.6  2002/05/28 06:28:20  theoddone33
142  * Filesystem mods, actually reads some data files now
143  *
144  * Revision 1.5  2002/05/28 04:07:28  theoddone33
145  * New graphics stubbing arrangement
146  *
147  * Revision 1.4  2002/05/27 22:46:52  theoddone33
148  * Remove more undefined symbols
149  *
150  * Revision 1.3  2002/05/26 23:31:18  relnev
151  * added a few files that needed to be compiled
152  *
153  * freespace.cpp: now compiles
154  *
155  * Revision 1.2  2002/05/07 03:16:44  theoddone33
156  * The Great Newline Fix
157  *
158  * Revision 1.1.1.1  2002/05/03 03:28:09  root
159  * Initial import.
160  *
161  * 
162  * 201   6/16/00 3:15p Jefff
163  * sim of the year dvd version changes, a few german soty localization
164  * fixes
165  * 
166  * 200   11/03/99 11:06a Jefff
167  * 1.2 checksums
168  * 
169  * 199   10/26/99 5:07p Jamest
170  * fixed jeffs dumb debug code
171  * 
172  * 198   10/25/99 5:53p Jefff
173  * call control_config_common_init() on startup
174  * 
175  * 197   10/14/99 10:18a Daveb
176  * Fixed incorrect CD checking problem on standalone server.
177  * 
178  * 196   10/13/99 9:22a Daveb
179  * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180  * related to movies. Fixed launcher spawning from PXO screen.
181  * 
182  * 195   10/06/99 11:05a Jefff
183  * new oem upsell 3 hotspot coords
184  * 
185  * 194   10/06/99 10:31a Jefff
186  * OEM updates
187  * 
188  * 193   10/01/99 9:10a Daveb
189  * V 1.1 PATCH
190  * 
191  * 192   9/15/99 4:57a Dave
192  * Updated ships.tbl checksum
193  * 
194  * 191   9/15/99 3:58a Dave
195  * Removed framerate warning at all times.
196  * 
197  * 190   9/15/99 3:16a Dave
198  * Remove mt-011.fs2 from the builtin mission list.
199  * 
200  * 189   9/15/99 1:45a Dave
201  * Don't init joystick on standalone. Fixed campaign mode on standalone.
202  * Fixed no-score-report problem in TvT
203  * 
204  * 188   9/14/99 6:08a Dave
205  * Updated (final) single, multi, and campaign list.
206  * 
207  * 187   9/14/99 3:26a Dave
208  * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209  * respawn-too-early problem. Made a few crash points safe.
210  * 
211  * 186   9/13/99 4:52p Dave
212  * RESPAWN FIX
213  * 
214  * 185   9/12/99 8:09p Dave
215  * Fixed problem where skip-training button would cause mission messages
216  * not to get paged out for the current mission.
217  * 
218  * 184   9/10/99 11:53a Dave
219  * Shutdown graphics before sound to eliminate apparent lockups when
220  * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
221  * 
222  * 183   9/09/99 11:40p Dave
223  * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224  * 2 end movies properly, based upon what the player did in the mission.
225  * 
226  * 182   9/08/99 10:29p Dave
227  * Make beam sound pausing and unpausing much safer.
228  * 
229  * 181   9/08/99 10:01p Dave
230  * Make sure game won't run in a drive's root directory. Make sure
231  * standalone routes suqad war messages properly to the host.
232  * 
233  * 180   9/08/99 3:22p Dave
234  * Updated builtin mission list.
235  * 
236  * 179   9/08/99 12:01p Jefff
237  * fixed Game_builtin_mission_list typo on Training-2.fs2
238  * 
239  * 178   9/08/99 9:48a Andsager
240  * Add force feedback for engine wash.
241  * 
242  * 177   9/07/99 4:01p Dave
243  * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244  * does everything properly (setting up address when binding). Remove
245  * black rectangle background from UI_INPUTBOX.
246  * 
247  * 176   9/13/99 2:40a Dave
248  * Comment in full 80 minute CD check for RELEASE_REAL builds.
249  * 
250  * 175   9/06/99 6:38p Dave
251  * Improved CD detection code.
252  * 
253  * 174   9/06/99 1:30a Dave
254  * Intermediate checkin. Started on enforcing CD-in-drive to play the
255  * game.
256  * 
257  * 173   9/06/99 1:16a Dave
258  * Make sure the user sees the intro movie.
259  * 
260  * 172   9/04/99 8:00p Dave
261  * Fixed up 1024 and 32 bit movie support.
262  * 
263  * 171   9/03/99 1:32a Dave
264  * CD checking by act. Added support to play 2 cutscenes in a row
265  * seamlessly. Fixed super low level cfile bug related to files in the
266  * root directory of a CD. Added cheat code to set campaign mission # in
267  * main hall.
268  * 
269  * 170   9/01/99 10:49p Dave
270  * Added nice SquadWar checkbox to the client join wait screen.
271  * 
272  * 169   9/01/99 10:14a Dave
273  * Pirate bob.
274  * 
275  * 168   8/29/99 4:51p Dave
276  * Fixed damaged checkin.
277  * 
278  * 167   8/29/99 4:18p Andsager
279  * New "burst" limit for friendly damage.  Also credit more damage done
280  * against large friendly ships.
281  * 
282  * 166   8/27/99 6:38p Alanl
283  * crush the blasted repeating messages bug
284  * 
285  * 164   8/26/99 9:09p Dave
286  * Force framerate check in everything but a RELEASE_REAL build.
287  * 
288  * 163   8/26/99 9:45a Dave
289  * First pass at easter eggs and cheats.
290  * 
291  * 162   8/24/99 8:55p Dave
292  * Make sure nondimming pixels work properly in tech menu.
293  * 
294  * 161   8/24/99 1:49a Dave
295  * Fixed client-side afterburner stuttering. Added checkbox for no version
296  * checking on PXO join. Made button info passing more friendly between
297  * client and server.
298  * 
299  * 160   8/22/99 5:53p Dave
300  * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301  * instead of ship designations for multiplayer players.
302  * 
303  * 159   8/22/99 1:19p Dave
304  * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305  * which d3d cards are detected.
306  * 
307  * 158   8/20/99 2:09p Dave
308  * PXO banner cycling.
309  * 
310  * 157   8/19/99 10:59a Dave
311  * Packet loss detection.
312  * 
313  * 156   8/19/99 10:12a Alanl
314  * preload mission-specific messages on machines greater than 48MB
315  * 
316  * 155   8/16/99 4:04p Dave
317  * Big honking checkin.
318  * 
319  * 154   8/11/99 5:54p Dave
320  * Fixed collision problem. Fixed standalone ghost problem.
321  * 
322  * 153   8/10/99 7:59p Jefff
323  * XSTR'ed some stuff
324  * 
325  * 152   8/10/99 6:54p Dave
326  * Mad optimizations. Added paging to the nebula effect.
327  * 
328  * 151   8/10/99 3:44p Jefff
329  * loads Intelligence information on startup
330  * 
331  * 150   8/09/99 3:47p Dave
332  * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333  * non-nebula missions.
334  * 
335  * 149   8/09/99 2:21p Andsager
336  * Fix patching from multiplayer direct to launcher update tab.
337  * 
338  * 148   8/09/99 10:36a Dave
339  * Version info for game.
340  * 
341  * 147   8/06/99 9:46p Dave
342  * Hopefully final changes for the demo.
343  * 
344  * 146   8/06/99 3:34p Andsager
345  * Make title version info "(D)" -> "D"  show up nicely
346  * 
347  * 145   8/06/99 2:59p Adamp
348  * Fixed NT launcher/update problem.
349  * 
350  * 144   8/06/99 1:52p Dave
351  * Bumped up MAX_BITMAPS for the demo.
352  * 
353  * 143   8/06/99 12:17p Andsager
354  * Demo: down to just 1 demo dog
355  * 
356  * 142   8/05/99 9:39p Dave
357  * Yet another new checksum.
358  * 
359  * 141   8/05/99 6:19p Dave
360  * New demo checksums.
361  * 
362  * 140   8/05/99 5:31p Andsager
363  * Up demo version 1.01
364  * 
365  * 139   8/05/99 4:22p Andsager
366  * No time limit on upsell screens.  Reverse order of display of upsell
367  * bitmaps.
368  * 
369  * 138   8/05/99 4:17p Dave
370  * Tweaks to client interpolation.
371  * 
372  * 137   8/05/99 3:52p Danw
373  * 
374  * 136   8/05/99 3:01p Danw
375  * 
376  * 135   8/05/99 2:43a Anoop
377  * removed duplicate definition.
378  * 
379  * 134   8/05/99 2:13a Dave
380  * Fixed build error.
381  * 
382  * 133   8/05/99 2:05a Dave
383  * Whee.
384  * 
385  * 132   8/05/99 1:22a Andsager
386  * fix upsell bug.
387  * 
388  * 131   8/04/99 9:51p Andsager
389  * Add title screen to demo
390  * 
391  * 130   8/04/99 6:47p Jefff
392  * fixed link error resulting from #ifdefs
393  * 
394  * 129   8/04/99 6:26p Dave
395  * Updated ship tbl checksum.
396  * 
397  * 128   8/04/99 5:40p Andsager
398  * Add multiple demo dogs
399  * 
400  * 127   8/04/99 5:36p Andsager
401  * Show upsell screens at end of demo campaign before returning to main
402  * hall.
403  * 
404  * 126   8/04/99 11:42a Danw
405  * tone down EAX reverb
406  * 
407  * 125   8/04/99 11:23a Dave
408  * Updated demo checksums.
409  * 
410  * 124   8/03/99 11:02p Dave
411  * Maybe fixed sync problems in multiplayer.
412  * 
413  * 123   8/03/99 6:21p Jefff
414  * minor text change
415  * 
416  * 122   8/03/99 3:44p Andsager
417  * Launch laucher if trying to run FS without first having configured
418  * system.
419  * 
420  * 121   8/03/99 12:45p Dave
421  * Update checksums.
422  * 
423  * 120   8/02/99 9:13p Dave
424  * Added popup tips.
425  * 
426  * 119   7/30/99 10:31p Dave
427  * Added comm menu to the configurable hud files.
428  * 
429  * 118   7/30/99 5:17p Andsager
430  * first fs2demo checksums
431  * 
432  * 117   7/29/99 3:09p Anoop
433  * 
434  * 116   7/29/99 12:05a Dave
435  * Nebula speed optimizations.
436  * 
437  * 115   7/27/99 8:59a Andsager
438  * Make major, minor version consistent for all builds.  Only show major
439  * and minor for launcher update window.
440  * 
441  * 114   7/26/99 5:50p Dave
442  * Revised ingame join. Better? We'll see....
443  * 
444  * 113   7/26/99 5:27p Andsager
445  * Add training mission as builtin to demo build
446  * 
447  * 112   7/24/99 1:54p Dave
448  * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
449  * missions.
450  * 
451  * 111   7/22/99 4:00p Dave
452  * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
453  * 
454  * 110   7/21/99 8:10p Dave
455  * First run of supernova effect.
456  * 
457  * 109   7/20/99 1:49p Dave
458  * Peter Drake build. Fixed some release build warnings.
459  * 
460  * 108   7/19/99 2:26p Andsager
461  * set demo multiplayer missions
462  * 
463  * 107   7/18/99 5:19p Dave
464  * Jump node icon. Fixed debris fogging. Framerate warning stuff.
465  * 
466  * 106   7/16/99 1:50p Dave
467  * 8 bit aabitmaps. yay.
468  * 
469  * 105   7/15/99 3:07p Dave
470  * 32 bit detection support. Mouse coord commandline.
471  * 
472  * 104   7/15/99 2:13p Dave
473  * Added 32 bit detection.
474  * 
475  * 103   7/15/99 9:20a Andsager
476  * FS2_DEMO initial checkin
477  * 
478  * 102   7/14/99 11:02a Dave
479  * Skill level default back to easy. Blech.
480  * 
481  * 101   7/09/99 5:54p Dave
482  * Seperated cruiser types into individual types. Added tons of new
483  * briefing icons. Campaign screen.
484  * 
485  * 100   7/08/99 4:43p Andsager
486  * New check for sparky_hi and print if not found.
487  * 
488  * 99    7/08/99 10:53a Dave
489  * New multiplayer interpolation scheme. Not 100% done yet, but still
490  * better than the old way.
491  * 
492  * 98    7/06/99 4:24p Dave
493  * Mid-level checkin. Starting on some potentially cool multiplayer
494  * smoothness crap.
495  * 
496  * 97    7/06/99 3:35p Andsager
497  * Allow movie to play before red alert mission.
498  * 
499  * 96    7/03/99 5:50p Dave
500  * Make rotated bitmaps draw properly in padlock views.
501  * 
502  * 95    7/02/99 9:55p Dave
503  * Player engine wash sound.
504  * 
505  * 94    7/02/99 4:30p Dave
506  * Much more sophisticated lightning support.
507  * 
508  * 93    6/29/99 7:52p Dave
509  * Put in exception handling in FS2.
510  * 
511  * 92    6/22/99 9:37p Dave
512  * Put in pof spewing.
513  * 
514  * 91    6/16/99 4:06p Dave
515  * New pilot info popup. Added new draw-bitmap-as-poly function.
516  * 
517  * 90    6/15/99 1:56p Andsager
518  * For release builds, allow start up in high res only with
519  * sparky_hi._fs2.vp
520  * 
521  * 89    6/15/99 9:34a Dave
522  * Fixed key checking in single threaded version of the stamp notification
523  * screen. 
524  * 
525  * 88    6/09/99 2:55p Andsager
526  * Allow multiple asteroid subtypes (of large, medium, small) and follow
527  * family.
528  * 
529  * 87    6/08/99 1:14a Dave
530  * Multi colored hud test.
531  * 
532  * 86    6/04/99 9:52a Dave
533  * Fixed some rendering problems.
534  * 
535  * 85    6/03/99 10:15p Dave
536  * Put in temporary main hall screen.
537  * 
538  * 84    6/02/99 6:18p Dave
539  * Fixed TNT lockup problems! Wheeeee!
540  * 
541  * 83    6/01/99 3:52p Dave
542  * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543  * dead popup, pxo find player popup, pxo private room popup.
544  * 
545  * 82    5/26/99 1:28p Jasenw
546  * changed coords for loading ani
547  * 
548  * 81    5/26/99 11:46a Dave
549  * Added ship-blasting lighting and made the randomization of lighting
550  * much more customizable.
551  * 
552  * 80    5/24/99 5:45p Dave
553  * Added detail levels to the nebula, with a decent speedup. Split nebula
554  * lightning into its own section.
555  * 
556  * 
557  */
558
559 #include <stdio.h>
560 #include <stdlib.h>
561 #include <time.h>
562
563 #include "pstypes.h"
564 #include "systemvars.h"
565 #include "key.h"
566 #include "vecmat.h"
567 #include "2d.h"
568 #include "3d.h"
569 #include "starfield.h"
570 #include "lighting.h"
571 #include "weapon.h"
572 #include "ship.h"
573 #include "palman.h"
574 #include "osapi.h"
575 #include "fireballs.h"
576 #include "debris.h"
577 #include "timer.h"
578 #include "fix.h"
579 #include "floating.h"
580 #include "gamesequence.h"
581 #include "radar.h"
582 #include "optionsmenu.h"
583 #include "playermenu.h"
584 #include "trainingmenu.h"
585 #include "techmenu.h"
586 #include "ai.h"
587 #include "hud.h"
588 #include "hudmessage.h"
589 #include "psnet.h"
590 #include "missiongoals.h"
591 #include "missionparse.h"
592 #include "bmpman.h"
593 #include "joy.h"
594 #include "joy_ff.h"
595 #include "multi.h"
596 #include "multiutil.h"
597 #include "multimsgs.h"
598 #include "multiui.h"
599 #include "multi_pxo.h"
600 #include "cfile.h"
601 #include "player.h"
602 #include "freespace.h"
603 #include "managepilot.h"
604 #include "sound.h"
605 #include "contexthelp.h"
606 #include "mouse.h"
607 #include "joy.h"
608 #include "missionbrief.h"
609 #include "missiondebrief.h"
610 #include "ui.h"
611 #include "missionshipchoice.h"
612 #include "model.h"
613 #include "hudconfig.h"
614 #include "controlsconfig.h"
615 #include "missionmessage.h"
616 #include "missiontraining.h"
617 #include "hudets.h"
618 #include "hudtarget.h"
619 #include "gamesnd.h"
620 #include "eventmusic.h"
621 #include "animplay.h"
622 #include "missionweaponchoice.h"
623 #include "missionlog.h"
624 #include "audiostr.h"
625 #include "hudlock.h"
626 #include "missioncampaign.h"
627 #include "credits.h"
628 #include "missionhotkey.h"
629 #include "objectsnd.h"
630 #include "cmeasure.h"
631 #include "ai.h"
632 #include "linklist.h"
633 #include "shockwave.h"
634 #include "afterburner.h"
635 #include "scoring.h"
636 #include "stats.h"
637 #include "cmdline.h"
638 #include "timer.h"
639 #include "stand_server.h"
640 #include "pcxutils.h"
641 #include "hudtargetbox.h"
642 #include "multi_xfer.h"
643 #include "hudescort.h"
644 #include "multiutil.h"
645 #include "sexp.h"
646 #include "medals.h"
647 #include "multiteamselect.h"
648 #include "shipfx.h"
649 #include "readyroom.h"
650 #include "mainhallmenu.h"
651 #include "multilag.h"
652 #include "trails.h"
653 #include "particle.h"
654 #include "popup.h"
655 #include "multi_ingame.h"
656 #include "snazzyui.h"
657 #include "asteroid.h"
658 #include "popupdead.h"
659 #include "multi_voice.h"
660 #include "missioncmdbrief.h"
661 #include "redalert.h"
662 #include "gameplayhelp.h"
663 #include "multilag.h"
664 #include "staticrand.h"
665 #include "multi_pmsg.h"
666 #include "levelpaging.h"
667 #include "observer.h"
668 #include "multi_pause.h"
669 #include "multi_endgame.h"
670 #include "cutscenes.h"
671 #include "multi_respawn.h"
672 #include "movie.h"
673 #include "multi_obj.h"
674 #include "multi_log.h"
675 #include "emp.h"
676 #include "localize.h"
677 #include "osregistry.h"
678 #include "barracks.h"
679 #include "missionpause.h"
680 #include "font.h"
681 #include "alphacolors.h"
682 #include "objcollide.h"
683 #include "flak.h"
684 #include "neb.h"
685 #include "neblightning.h"
686 #include "shipcontrails.h"
687 #include "awacs.h"
688 #include "beam.h"
689 #include "multi_dogfight.h"
690 #include "multi_rate.h"
691 #include "muzzleflash.h"
692 #include "encrypt.h"
693 #include "demo.h"
694 #include "version.h"
695 #include "mainhalltemp.h"
696 #include "exceptionhandler.h"
697 #include "supernova.h"
698 #include "hudshield.h"
699 // #include "names.h"
700 #include "shiphit.h"
701 #include "missionloopbrief.h"
702
703 #ifdef NDEBUG
704 #ifdef FRED
705 #error macro FRED is defined when trying to build release Fred.  Please undefine FRED macro in build settings
706 #endif
707 #endif
708
709 //      Revision history.
710 //      Full version:
711 //    1.00.04   5/26/98 MWA -- going final (12 pm)
712 //    1.00.03   5/26/98 MWA -- going final (3 am)
713 //    1.00.02   5/25/98 MWA -- going final
714 //    1.00.01   5/25/98 MWA -- going final
715 //              0.90            5/21/98 MWA -- getting ready for final.
716 //              0.10            4/9/98.  Set by MK.
717 //
718 //      Demo version: (obsolete since DEMO codebase split from tree)
719 //              0.03            4/10/98 AL.     Interplay rev
720 //              0.02            4/8/98  MK.     Increased when this system was modified.
721 //              0.01            4/7/98? AL.     First release to Interplay QA.
722 //
723 //      OEM version:
724 //              1.00            5/28/98 AL.     First release to Interplay QA.
725
726 void game_level_init(int seed = -1);
727 void game_post_level_init();
728 void game_do_frame();
729 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
730 void game_reset_time();
731 void game_show_framerate();                     // draws framerate in lower right corner
732
733 int Game_no_clear = 0;
734
735 int Pofview_running = 0;
736 int Nebedit_running = 0;
737 int Fonttool_running = 0;
738
739 typedef struct big_expl_flash {
740         float max_flash_intensity;      // max intensity
741         float cur_flash_intensity;      // cur intensity
742         int     flash_start;            // start time
743 } big_expl_flash;
744
745 #define FRAME_FILTER 16
746
747 #define DEFAULT_SKILL_LEVEL     1
748 int     Game_skill_level = DEFAULT_SKILL_LEVEL;
749
750 #define VIEWER_ZOOM_DEFAULT 0.75f                       //      Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
751 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
752
753 #define EXE_FNAME       ("fs2.exe")
754 #define LAUNCHER_FNAME  ("freespace2.exe")
755
756
757 // JAS: Code for warphole camera.
758 // Needs to be cleaned up.
759 vector Camera_pos = ZERO_VECTOR;
760 vector Camera_velocity = ZERO_VECTOR;
761 vector Camera_desired_velocity = ZERO_VECTOR;
762 matrix Camera_orient = IDENTITY_MATRIX;
763 float Camera_damping = 1.0f;
764 float Camera_time = 0.0f;
765 float Warpout_time = 0.0f;
766 int Warpout_forced = 0;         // Set if this is a forced warpout that cannot be cancelled.
767 int Warpout_sound = -1;
768 void camera_move();
769 int Use_joy_mouse = 0;
770 int Use_palette_flash = 1;
771 int Show_area_effect = 0;
772 object  *Last_view_target = NULL;
773
774 int dogfight_blown = 0;
775
776 int     frame_int = -1;
777 float frametimes[FRAME_FILTER];
778 float frametotal = 0.0f;
779 float flFrametime;
780
781 #ifdef RELEASE_REAL
782         int     Show_framerate = 0;
783 #else 
784         int     Show_framerate = 1;
785 #endif
786
787 int     Framerate_cap = 120;
788 int     Show_mem = 0;
789 int     Show_cpu = 0;
790 int     Show_target_debug_info = 0;
791 int     Show_target_weapons = 0;
792 int     Game_font = -1;
793
794 #ifndef NDEBUG
795 static int Show_player_pos = 0;         // debug console command to show player world pos on HUD
796 #endif
797
798 int Debug_octant = -1;
799
800 fix Game_time_compression = F1_0;
801
802 // if the ships.tbl the player has is valid
803 int Game_ships_tbl_valid = 0;
804
805 // if the weapons.tbl the player has is valid
806 int Game_weapons_tbl_valid = 0;
807
808 #ifndef NDEBUG
809 int Test_begin = 0;
810 extern int      Player_attacking_enabled;
811 int Show_net_stats;
812 #endif
813
814 int Pre_player_entry;
815
816 int     Fred_running = 0;
817 char Game_current_mission_filename[MAX_FILENAME_LEN];
818 int game_single_step = 0;
819 int last_single_step=0;
820
821 extern int MSG_WINDOW_X_START;  // used to position mission_time and shields output
822 extern int MSG_WINDOW_Y_START;
823 extern int MSG_WINDOW_HEIGHT;
824
825 int game_zbuffer = 1;
826 //static int Game_music_paused;
827 static int Game_paused;
828
829 int Game_level_seed;
830
831 #define EXPIRE_BAD_CHECKSUM                     1
832 #define EXPIRE_BAD_TIME                                 2
833
834 extern void ssm_init();
835 extern void ssm_level_init();
836 extern void ssm_process();
837
838 // static variable to contain the time this version was built
839 // commented out for now until
840 // I figure out how to get the username into the file
841 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
842
843 // defines and variables used for dumping frame for making trailers.
844 #ifndef NDEBUG
845 int Debug_dump_frames = 0;                      // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
846 int Debug_dump_trigger = 0;
847 int Debug_dump_frame_count;
848 int Debug_dump_frame_num = 0;
849 #define DUMP_BUFFER_NUM_FRAMES  1                       // store every 15 frames
850 #endif
851
852 // amount of time to wait after the player has died before we display the death died popup
853 #define PLAYER_DIED_POPUP_WAIT          2500
854 int Player_died_popup_wait = -1;
855 time_t Player_multi_died_check = -1;
856
857 // builtin mission list stuff
858 #ifdef FS2_DEMO
859         int Game_builtin_mission_count = 6;
860         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
861                 { "SPDemo-01.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
862                 { "SPDemo-02.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
863                 { "DemoTrain.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
864                 { "Demo.fc2",                                           (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
865                 { "MPDemo-01.fs2",                              (FSB_FROM_VOLITION | FSB_MULTI) },
866                 { "Demo-DOG-01.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI) },
867         };
868 #elif defined(FS1_DEMO)
869         int Game_builtin_mission_count = 5;
870         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
871                 { "btmdemo.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872                 { "demo.fsc",                                   (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
873                 { "demo01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
874                 { "demo02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
875                 { "demo02b.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
876         };
877 #elif defined(PD_BUILD)
878         int Game_builtin_mission_count = 4;
879         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
880                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION) },
881                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION) },
882                 { "sm1-01",                                                     (FSB_FROM_VOLITION) },
883                 { "sm1-05",                                                     (FSB_FROM_VOLITION) },
884         };
885 #elif defined(MULTIPLAYER_BETA)
886         int Game_builtin_mission_count = 17;
887         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
888                 // multiplayer beta
889                 { "md-01.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
890                 { "md-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
891                 { "md-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
892                 { "md-04.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
893                 { "md-05.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
894                 { "md-06.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
895                 { "md-07.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
896                 { "mt-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
897                 { "mt-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
898                 { "m-03.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
899                 { "m-04.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
900                 { "m-05.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
901                 { "templar-01.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
902                 { "templar-02.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
903                 { "templar-03a.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
904                 { "templar-04a.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
905                 { "templar.fc2",                                        (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
906         };
907 #elif defined(OEM_BUILD)
908         int Game_builtin_mission_count = 17;
909         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
910                 // oem version - act 1 only
911                 { "freespace2oem.fc2",                  (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
912                         
913                 // act 1
914                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
915                 { "sm1-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
916                 { "sm1-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
917                 { "sm1-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
918                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
919                 { "sm1-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
920                 { "sm1-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
921                 { "sm1-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
922                 { "sm1-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
923                 { "sm1-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924                 { "training-1.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925                 { "training-2.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926                 { "training-3.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927                 { "tsm-104.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928                 { "tsm-105.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929                 { "tsm-106.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
930         };
931 #elif defined(MAKE_FS1) 
932         int Game_builtin_mission_count = 125;
933         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
934                 // single player campaign
935                 { "freespace.fsc",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
936
937                 // act 1
938                 { "sm1-01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
939                 { "sm1-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
940                 { "sm1-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
941                 { "sm1-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
942                 { "sm1-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
943                 { "sm1-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
944                 { "sm1-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
945                 { "sm1-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
946                 { "sm1-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
947                 { "sm1-10a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
948
949                 // act 2
950                 { "sm2-01a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951                 { "sm2-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952                 { "sm2-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953                 { "sm2-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954                 { "sm2-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955                 { "sm2-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956                 { "sm2-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
957                 { "sm2-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
958                 { "sm2-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959                 { "sm2-10a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
960
961                 // act 3
962                 { "sm3-01a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963                 { "sm3-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964                 { "sm3-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965                 { "sm3-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966                 { "sm3-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967                 { "sm3-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968                 { "sm3-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
969                 { "sm3-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
970                 { "sm3-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
971
972                 // gauntlet
973                 { "t-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
974                 { "v-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
975                 { "s-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
976
977                 // training
978                 { "btm-01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979                 { "btm-02.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
980                 { "btm-03.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
981                 { "btm-04.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
982                 { "btm-05.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
983
984                 // multiplayer
985                 { "m-hope.fsc",                                 (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
986                 { "m-altair.fsc",                               (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
987
988                 { "m-v-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
989                 { "m-va.fsm",                                   (FSB_FROM_VOLITION | FSB_MULTI) },
990                 { "m-unstoppable.fsm",                  (FSB_FROM_VOLITION | FSB_MULTI) },
991                 { "m-t-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
992                 { "m-s-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
993                 { "m-rescue.fsm",                               (FSB_FROM_VOLITION | FSB_MULTI) },
994                 { "m-pain.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
995                 { "m-orecovery.fsm",                    (FSB_FROM_VOLITION | FSB_MULTI) },
996                 { "mm3-01a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
997                 { "mm3-02a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
998                 { "mm3-03a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
999                 { "mm3-04a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1000                 { "mm3-05a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1001                 { "mm3-06a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1002                 { "m-guardduty.fsm",                    (FSB_FROM_VOLITION | FSB_MULTI) },
1003                 { "m-gate.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1004                 { "m-duel.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1005                 { "m-convoyassault.fsm",                (FSB_FROM_VOLITION | FSB_MULTI) },
1006                 { "m-clash.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1007
1008         // SilentThreat missions
1009                 // Main SilentThreat campaign
1010                 { "SilentThreat.fsc",                   (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1011
1012                 { "md-01.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1013                 { "md-02.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1014                 { "md-03.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1015                 { "md-04.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1016                 { "md-05.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1017                 { "md-06.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1018                 { "md-07.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1019                 { "md-08.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1020                 { "md-09.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1021                 { "md-10.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022                 { "md-11.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023                 { "md-12.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024
1025                 // SilentThreat Part 1 - multi-coop
1026                 { "ST-Part1.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1027
1028                 { "stmm-01.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1029                 { "stmm-02.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1030                 { "stmm-03.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1031
1032                 // SilentThreat Part 2 - multi-coop
1033                 { "ST-Part2.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1034
1035                 { "stmm-04.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1036                 { "stmm-05.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1037                 { "stmm-06.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1038
1039                 // SilentThreat Part 3 - multi-coop
1040                 { "ST-Part3.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1041
1042                 { "stmm-07.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1043                 { "stmm-08.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1044                 { "stmm-09.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1045
1046                 // SilentThreat Part 4 - multi-coop
1047                 { "ST-Part4.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1048
1049                 { "stmm-10.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1050                 { "stmm-11.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1051                 { "stmm-12.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1052
1053                 // multiplayer missions
1054                 { "mdmm-01.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1055                 { "mdmm-02.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1056                 { "mdmm-03.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1057                 { "mdmm-04.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1058                 // user supplied missions
1059                 { "mdu-02.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1060                 { "mdu-03.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1061                 { "mdu-04.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1062                 { "mdu-05.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1063                 { "mdu-06.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1064                 { "mdu-07.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1065                 { "mdu-08.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1066                 { "mdu-09.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1067                 { "mdu-10.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1068                 { "mdu-11.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1069                 { "mdu-12.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1070                 { "mdu-13.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1071                 { "mdu-14.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1072                 { "mdu-15.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1073                 { "mdu-16.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1074                 { "mdu-17.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1075                 { "mdu-18.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1076                 { "mdu-19.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1077                 { "mdu-20.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1078                 { "mdu-21.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1079                 { "mdu-22.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1080                 { "mdu-23.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1081                 { "mdu-24.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1082                 { "mdu-25.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1083                 { "mdu-26.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1084                 { "mdu-27.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1085                 { "mdu-28.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1086                 { "mdu-29.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1087                 { "mdu-30.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1088                 { "mdu-31.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1089                 { "mdumm-01.fsm",                               (FSB_FROM_MDISK | FSB_MULTI) },
1090                 { "mdumm-02.fsm",                               (FSB_FROM_MDISK | FSB_MULTI) },
1091         };
1092 #else
1093         int Game_builtin_mission_count = 92;
1094         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1095                 // single player campaign
1096                 { "freespace2.fc2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1097                         
1098                 // act 1
1099                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1100                 { "sm1-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1101                 { "sm1-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1102                 { "sm1-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1103                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1104                 { "sm1-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1105                 { "sm1-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1106                 { "sm1-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1107                 { "sm1-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1108                 { "sm1-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109                 { "loop1-1.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110                 { "loop1-2.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111                 { "loop1-3.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112                 { "training-1.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113                 { "training-2.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114                 { "training-3.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115                 { "tsm-104.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116                 { "tsm-105.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117                 { "tsm-106.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118
1119                 // act 2
1120                 { "sm2-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121                 { "sm2-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122                 { "sm2-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123                 { "sm2-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124                 { "sm2-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125                 { "sm2-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126                 { "sm2-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1127                 { "sm2-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1128                 { "sm2-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129                 { "sm2-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1130
1131                 // act 3
1132                 { "sm3-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133                 { "sm3-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134                 { "sm3-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135                 { "sm3-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136                 { "sm3-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137                 { "sm3-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138                 { "sm3-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1139                 { "sm3-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1140                 { "sm3-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141                 { "sm3-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142                 { "loop2-1.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143                 { "loop2-2.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144
1145                 // multiplayer missions
1146
1147                 // gauntlet
1148                 { "g-shi.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1149                 { "g-ter.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1150                 { "g-vas.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1151
1152                 // coop
1153                 { "m-01.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1154                 { "m-02.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1155                 { "m-03.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1156                 { "m-04.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1157
1158                 // dogfight
1159                 { "mdh-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1160                 { "mdh-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1161                 { "mdh-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1162                 { "mdh-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1163                 { "mdh-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1164                 { "mdh-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1165                 { "mdh-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1166                 { "mdh-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1167                 { "mdh-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1168                 { "mdl-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1169                 { "mdl-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1170                 { "mdl-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1171                 { "mdl-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1172                 { "mdl-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1173                 { "mdl-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1174                 { "mdl-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1175                 { "mdl-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1176                 { "mdl-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1177                 { "mdm-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1178                 { "mdm-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1179                 { "mdm-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1180                 { "mdm-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1181                 { "mdm-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1182                 { "mdm-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1183                 { "mdm-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1184                 { "mdm-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1185                 { "mdm-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1186                 { "osdog.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1187
1188                 // TvT          
1189                 { "mt-01.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1190                 { "mt-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1191                 { "mt-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1192                 { "mt-04.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1193                 { "mt-05.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1194                 { "mt-06.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1195                 { "mt-07.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1196                 { "mt-08.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1197                 { "mt-09.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1198                 { "mt-10.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1199
1200                 // campaign
1201                 { "templar.fc2",                                (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1202                 { "templar-01.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1203                 { "templar-02.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1204                 { "templar-03.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1205                 { "templar-04.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1206         };
1207 #endif
1208
1209
1210 // Internal function prototypes
1211 void game_maybe_draw_mouse(float frametime);
1212 void init_animating_pointer();
1213 void load_animating_pointer(const char *filename, int dx, int dy);
1214 void unload_animating_pointer();
1215 void game_do_training_checks();
1216 void game_shutdown(void);
1217 void game_show_event_debug(float frametime);
1218 void game_event_debug_init();
1219 void game_frame();
1220 void demo_upsell_show_screens();
1221 void game_start_subspace_ambient_sound();
1222 void game_stop_subspace_ambient_sound();
1223 void verify_ships_tbl();
1224 void verify_weapons_tbl();
1225 void display_title_screen();
1226
1227 // loading background filenames
1228 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1229         "LoadingBG",            // GR_640
1230         "2_LoadingBG"           // GR_1024
1231 };
1232
1233
1234 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1235         "Loading.ani",          // GR_640
1236         "2_Loading.ani"         // GR_1024
1237 };
1238
1239 #if defined(FS2_DEMO)
1240 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1241         "PreLoad",
1242         "2_PreLoad"
1243 };
1244 #elif defined(OEM_BUILD)
1245 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1246         "OEMPreLoad",
1247         "2_OEMPreLoad"
1248 };
1249 #endif
1250
1251 // auto-lang stuff
1252 int detect_lang();
1253
1254 // How much RAM is on this machine. Set in WinMain
1255 static int Freespace_total_ram = 0;
1256
1257 // game flash stuff
1258 float Game_flash_red = 0.0f;
1259 float Game_flash_green = 0.0f;
1260 float Game_flash_blue = 0.0f;
1261 float Sun_spot = 0.0f;
1262 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1263
1264 // game shudder stuff (in ms)
1265 int Game_shudder_time = -1;
1266 int Game_shudder_total = 0;
1267 float Game_shudder_intensity = 0.0f;                    // should be between 0.0 and 100.0
1268
1269 // EAX stuff
1270 sound_env Game_sound_env;
1271 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1272 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1273
1274 int Game_sound_env_update_timestamp;
1275
1276 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1277
1278
1279 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1280
1281 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1282 {
1283         int idx;
1284
1285         // look through all existing builtin missions
1286         for(idx=0; idx<Game_builtin_mission_count; idx++){
1287                 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1288                         return &Game_builtin_mission_list[idx];
1289                 }
1290         }
1291
1292         // didn't find it
1293         return NULL;
1294 }
1295
1296 int game_get_default_skill_level()
1297 {
1298         return DEFAULT_SKILL_LEVEL;
1299 }
1300
1301 // Resets the flash
1302 void game_flash_reset()
1303 {
1304         Game_flash_red = 0.0f;
1305         Game_flash_green = 0.0f;
1306         Game_flash_blue = 0.0f;
1307         Sun_spot = 0.0f;
1308         Big_expl_flash.max_flash_intensity = 0.0f;
1309         Big_expl_flash.cur_flash_intensity = 0.0f;
1310         Big_expl_flash.flash_start = 0;
1311 }
1312
1313 float Gf_critical = -1.0f;                                      // framerate we should be above on the average for this mission
1314 float Gf_critical_time = 0.0f;                  // how much time we've been at the critical framerate
1315
1316 void game_framerate_check_init()
1317 {
1318         // zero critical time
1319         Gf_critical_time = 0.0f;
1320                 
1321         // nebula missions
1322         if(The_mission.flags & MISSION_FLAG_FULLNEB){
1323                 Gf_critical = 15.0f;
1324         } else {
1325                 Gf_critical = 25.0f;
1326         }
1327 }
1328
1329 extern float Framerate;
1330 void game_framerate_check()
1331 {
1332         int y_start = 100;
1333         
1334         // if the current framerate is above the critical level, add frametime
1335         if(Framerate >= Gf_critical){
1336                 Gf_critical_time += flFrametime;
1337         }       
1338
1339         if(!Show_framerate){
1340                 return;
1341         }
1342
1343         // display if we're above the critical framerate
1344         if(Framerate < Gf_critical){
1345                 gr_set_color_fast(&Color_bright_red);
1346                 gr_string(200, y_start, "Framerate warning");
1347
1348                 y_start += 10;
1349         }
1350
1351         // display our current pct of good frametime
1352         if(f2fl(Missiontime) >= 0.0f){
1353                 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1354
1355                 if(pct >= 85.0f){
1356                         gr_set_color_fast(&Color_bright_green);
1357                 } else {
1358                         gr_set_color_fast(&Color_bright_red);
1359                 }
1360
1361                 gr_printf(200, y_start, "%d%%", (int)pct);
1362         }
1363 }
1364
1365
1366 // Adds a flash effect.  These can be positive or negative.
1367 // The range will get capped at around -1 to 1, so stick 
1368 // with a range like that.
1369 void game_flash( float r, float g, float b )
1370 {
1371         Game_flash_red += r;
1372         Game_flash_green += g;
1373         Game_flash_blue += b;
1374
1375         if ( Game_flash_red < -1.0f )   {
1376                 Game_flash_red = -1.0f;
1377         } else if ( Game_flash_red > 1.0f )     {
1378                 Game_flash_red = 1.0f;
1379         }
1380
1381         if ( Game_flash_green < -1.0f ) {
1382                 Game_flash_green = -1.0f;
1383         } else if ( Game_flash_green > 1.0f )   {
1384                 Game_flash_green = 1.0f;
1385         }
1386
1387         if ( Game_flash_blue < -1.0f )  {
1388                 Game_flash_blue = -1.0f;
1389         } else if ( Game_flash_blue > 1.0f )    {
1390                 Game_flash_blue = 1.0f;
1391         }
1392
1393 }
1394
1395 // Adds a flash for Big Ship explosions
1396 // cap range from 0 to 1
1397 void big_explosion_flash(float flash)
1398 {
1399         Big_expl_flash.flash_start = timestamp(1);
1400
1401         if (flash > 1.0f) {
1402                 flash = 1.0f;
1403         } else if (flash < 0.0f) {
1404                 flash = 0.0f;
1405         }
1406
1407         Big_expl_flash.max_flash_intensity = flash;
1408         Big_expl_flash.cur_flash_intensity = 0.0f;
1409 }
1410
1411 //      Amount to diminish palette towards normal, per second.
1412 #define DIMINISH_RATE   0.75f
1413 #define SUN_DIMINISH_RATE       6.00f
1414
1415 int Sun_drew = 0;
1416
1417 float sn_glare_scale = 1.7f;
1418 DCF(sn_glare, "")
1419 {
1420         dc_get_arg(ARG_FLOAT);
1421         sn_glare_scale = Dc_arg_float;
1422 }
1423
1424 float Supernova_last_glare = 0.0f;
1425 void game_sunspot_process(float frametime)
1426 {
1427         int n_lights, idx;
1428         int sn_stage;
1429         float Sun_spot_goal = 0.0f;
1430
1431         // supernova
1432         sn_stage = supernova_active();
1433         if(sn_stage){           
1434                 // sunspot differently based on supernova stage
1435                 switch(sn_stage){
1436                 // approaching. player still in control
1437                 case 1:                 
1438                         float pct;
1439                         pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1440
1441                         vector light_dir;                               
1442                         light_get_global_dir(&light_dir, 0);
1443                         float dot;
1444                         dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1445                         
1446                         if(dot >= 0.0f){
1447                                 // scale it some more
1448                                 dot = dot * (0.5f + (pct * 0.5f));
1449                                 dot += 0.05f;                                   
1450
1451                                 Sun_spot_goal += (dot * sn_glare_scale);
1452                         }
1453
1454                         // draw the sun glow
1455                         if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) )    {
1456                                 // draw the glow for this sun
1457                                 stars_draw_sun_glow(0); 
1458                         }
1459
1460                         Supernova_last_glare = Sun_spot_goal;
1461                         break;
1462
1463                 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1464                 case 2:                                         
1465                 case 3:
1466                         Sun_spot_goal = 0.9f;
1467                         Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1468
1469                         if(Sun_spot_goal > 1.0f){
1470                                 Sun_spot_goal = 1.0f;
1471                         }
1472
1473                         Sun_spot_goal *= sn_glare_scale;
1474                         Supernova_last_glare = Sun_spot_goal;
1475                         break;          
1476
1477                 // fade to white. display dead popup
1478                 case 4:
1479                 case 5:
1480                         Supernova_last_glare += (2.0f * flFrametime);
1481                         if(Supernova_last_glare > 2.0f){
1482                                 Supernova_last_glare = 2.0f;
1483                         }
1484
1485                         Sun_spot_goal = Supernova_last_glare;
1486                         break;
1487                 }
1488         
1489                 Sun_drew = 0;                           
1490         } else {
1491                 if ( Sun_drew ) {
1492                         // check sunspots for all suns
1493                         n_lights = light_get_global_count();
1494
1495                         // check
1496                         for(idx=0; idx<n_lights; idx++){
1497                                 //(vector *eye_pos, matrix *eye_orient)
1498                                 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) )  {
1499
1500                                         vector light_dir;                               
1501                                         light_get_global_dir(&light_dir, idx);
1502
1503                                         float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1504
1505                                         Sun_spot_goal += (float)pow(dot,85.0f);
1506
1507                                         // draw the glow for this sun
1508                                         stars_draw_sun_glow(idx);                               
1509                                 } else {
1510                                         Sun_spot_goal = 0.0f;
1511                                 }
1512                         }
1513
1514                         Sun_drew = 0;
1515                 } else {
1516                         Sun_spot_goal = 0.0f;
1517                 }
1518         }
1519
1520         float dec_amount = frametime*SUN_DIMINISH_RATE;
1521
1522         if ( Sun_spot < Sun_spot_goal ) {
1523                 Sun_spot += dec_amount;
1524                 if ( Sun_spot > Sun_spot_goal ) {
1525                         Sun_spot = Sun_spot_goal;
1526                 }
1527         } else if ( Sun_spot > Sun_spot_goal )  {
1528                 Sun_spot -= dec_amount;
1529                 if ( Sun_spot < Sun_spot_goal ) {
1530                         Sun_spot = Sun_spot_goal;
1531                 }
1532         }
1533 }
1534
1535
1536 // Call once a frame to diminish the
1537 // flash effect to 0.
1538 void game_flash_diminish(float frametime)
1539 {
1540         float dec_amount = frametime*DIMINISH_RATE;
1541
1542         if ( Game_flash_red > 0.0f ) {
1543                 Game_flash_red -= dec_amount;           
1544                 if ( Game_flash_red < 0.0f )
1545                         Game_flash_red = 0.0f;
1546         } else {
1547                 Game_flash_red += dec_amount;           
1548                 if ( Game_flash_red > 0.0f )
1549                         Game_flash_red = 0.0f;
1550         } 
1551
1552         if ( Game_flash_green > 0.0f ) {
1553                 Game_flash_green -= dec_amount;         
1554                 if ( Game_flash_green < 0.0f )
1555                         Game_flash_green = 0.0f;
1556         } else {
1557                 Game_flash_green += dec_amount;         
1558                 if ( Game_flash_green > 0.0f )
1559                         Game_flash_green = 0.0f;
1560         } 
1561
1562         if ( Game_flash_blue > 0.0f ) {
1563                 Game_flash_blue -= dec_amount;          
1564                 if ( Game_flash_blue < 0.0f )
1565                         Game_flash_blue = 0.0f;
1566         } else {
1567                 Game_flash_blue += dec_amount;          
1568                 if ( Game_flash_blue > 0.0f )
1569                         Game_flash_blue = 0.0f;
1570         } 
1571
1572         // update big_explosion_cur_flash
1573 #define TIME_UP         1500
1574 #define TIME_DOWN       2500
1575         int duration = TIME_UP + TIME_DOWN;
1576         int time = timestamp_until(Big_expl_flash.flash_start);
1577         if (time > -duration) {
1578                 time = -time;
1579                 if (time < TIME_UP) {
1580                         Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1581                 } else {
1582                         time -= TIME_UP;
1583                         Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1584                 }
1585         }
1586         
1587         if ( Use_palette_flash )        {
1588                 int r,g,b;
1589 //              static int or=0, og=0, ob=0;
1590
1591                 // Change the 200 to change the color range of colors.
1592                 r = fl2i( Game_flash_red*128.0f );  
1593                 g = fl2i( Game_flash_green*128.0f );   
1594                 b = fl2i( Game_flash_blue*128.0f );  
1595
1596                 if ( Sun_spot > 0.0f )  {
1597                         r += fl2i(Sun_spot*128.0f);
1598                         g += fl2i(Sun_spot*128.0f);
1599                         b += fl2i(Sun_spot*128.0f);
1600                 }
1601
1602                 if ( Big_expl_flash.cur_flash_intensity  > 0.0f ) {
1603                         r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1604                         g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1605                         b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1606                 }
1607
1608                 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1609                 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1610                 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1611
1612                 if ( (r!=0) || (g!=0) || (b!=0) ) {
1613                         gr_flash( r, g, b );
1614
1615                         //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1616
1617 //                      or = r;
1618 //                      og = g;
1619 //                      ob = b;
1620                 }
1621         }
1622         
1623 }
1624
1625
1626 void game_level_close()
1627 {
1628         // De-Initialize the game subsystems
1629         event_music_level_close();
1630         game_stop_looped_sounds();
1631         snd_stop_all();
1632         obj_snd_level_close();                                  // uninit object-linked persistant sounds
1633         gamesnd_unload_gameplay_sounds();       // unload gameplay sounds from memory
1634         anim_level_close();                                             // stop and clean up any anim instances
1635         message_mission_shutdown();                             // called after anim_level_close() to make sure anim instances are free
1636         shockwave_level_close();
1637         fireball_level_close(); 
1638         shield_hit_close();
1639         mission_event_shutdown();
1640         asteroid_level_close();
1641         flak_level_close();                                             // unload flak stuff
1642         neb2_level_close();                                             // shutdown gaseous nebula stuff
1643         ct_level_close();
1644         beam_level_close();
1645         mflash_level_close();
1646         mission_brief_common_reset();                   // close out parsed briefing/mission stuff
1647
1648         audiostream_unpause_all();
1649         Game_paused = 0;
1650 }
1651
1652
1653 // intializes game stuff and loads the mission.  Returns 0 on failure, 1 on success
1654 // input: seed =>       DEFAULT PARAMETER (value -1).  Only set by demo playback code.
1655 void game_level_init(int seed)
1656 {
1657         // seed the random number generator
1658         if ( seed == -1 ) {
1659                 // if no seed was passed, seed the generator either from the time value, or from the
1660                 // netgame security flags -- ensures that all players in multiplayer game will have the
1661                 // same randon number sequence (with static rand functions)
1662                 if ( Game_mode & GM_NORMAL ) {
1663                         Game_level_seed = (int)time(NULL);
1664                 } else {
1665                         Game_level_seed = Netgame.security;
1666                 }
1667         } else {
1668                 // mwa 9/17/98 -- maybe this assert isn't needed????
1669                 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1670                 Game_level_seed = seed;
1671         }
1672         srand( Game_level_seed );
1673
1674         // semirand function needs to get re-initted every time in multiplayer
1675         if ( Game_mode & GM_MULTIPLAYER ){
1676                 init_semirand();
1677         }
1678
1679         Framecount = 0;
1680
1681         Key_normal_game = (Game_mode & GM_NORMAL);
1682         Cheats_enabled = 0;
1683
1684         Game_shudder_time = -1;
1685
1686         // Initialize the game subsystems
1687 //      timestamp_reset();                      // Must be inited before everything else
1688         if(!Is_standalone){
1689                 game_reset_time();                      // resets time, and resets saved time too
1690         }
1691         obj_init();                                             // Must be inited before the other systems
1692         model_free_all();                               // Free all existing models
1693         mission_brief_common_init();            // Free all existing briefing/debriefing text
1694         weapon_level_init();
1695         ai_level_init();                                //      Call this before ship_init() because it reads ai.tbl.
1696         ship_level_init();
1697         player_level_init();    
1698         shipfx_flash_init();                    // Init the ship gun flash system.
1699         game_flash_reset();                     // Reset the flash effect
1700         particle_init();                                // Reset the particle system
1701         fireball_init();
1702         debris_init();
1703         cmeasure_init();
1704         shield_hit_init();                              //      Initialize system for showing shield hits
1705         radar_mission_init();
1706         mission_init_goals();
1707         mission_log_init();
1708         messages_init();
1709         obj_snd_level_init();                                   // init object-linked persistant sounds
1710         anim_level_init();
1711         shockwave_level_init();
1712         afterburner_level_init();
1713         scoring_level_init( &Player->stats );
1714         key_level_init();
1715         asteroid_level_init();
1716         control_config_clear_used_status();
1717         collide_ship_ship_sounds_init();
1718         Missiontime = 0;
1719         Pre_player_entry = 1;                   //      Means the player has not yet entered.
1720         Entry_delay_time = 0;                   //      Could get overwritten in mission read.
1721         fireball_preload();                             //      page in warphole bitmaps
1722         observer_init();
1723         flak_level_init();                              // initialize flak - bitmaps, etc
1724         ct_level_init();                                        // initialize ships contrails, etc
1725         awacs_level_init();                             // initialize AWACS
1726         beam_level_init();                              // initialize beam weapons
1727         mflash_level_init();
1728         ssm_level_init();       
1729         supernova_level_init();
1730
1731         // multiplayer dogfight hack
1732         dogfight_blown = 0;
1733
1734         shipfx_engine_wash_level_init();
1735
1736         nebl_level_init();
1737
1738         Last_view_target = NULL;
1739         Game_paused = 0;
1740
1741         Game_no_clear = 0;
1742
1743         // campaign wasn't ended
1744         Campaign_ended_in_mission = 0;
1745 }
1746
1747 // called when a mission is over -- does server specific stuff.
1748 void freespace_stop_mission()
1749 {       
1750         game_level_close();
1751         Game_mode &= ~GM_IN_MISSION;
1752 }
1753
1754 // called at frame interval to process networking stuff
1755 void game_do_networking()
1756 {
1757         SDL_assert( Net_player != NULL );
1758         if (!(Game_mode & GM_MULTIPLAYER)){
1759                 return;
1760         }
1761
1762         // see if this player should be reading/writing data.  Bit is set when at join
1763         // screen onward until quits back to main menu.
1764         if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1765                 return;
1766         }
1767
1768         if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1769                 multi_do_frame();
1770         } else {
1771                 multi_pause_do_frame();
1772         }       
1773 }
1774
1775
1776 // Loads the best palette for this level, based
1777 // on nebula color and hud color.  You could just call palette_load_table with
1778 // the appropriate filename, but who wants to do that.
1779 void game_load_palette()
1780 {
1781         char palette_filename[1024];
1782
1783         // We only use 3 hud colors right now
1784 #ifdef MAKE_FS1
1785         SDL_assert( HUD_config.main_color >= 0 );
1786         SDL_assert( HUD_config.main_color <= 2 );
1787 #endif
1788
1789         SDL_assert( Mission_palette >= 0 );
1790         SDL_assert( Mission_palette <= 98 );
1791
1792 #ifdef MAKE_FS1
1793         if ( The_mission.flags & MISSION_FLAG_SUBSPACE )        {
1794                 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1795         } else {
1796                 SDL_snprintf( palette_filename, SDL_arraysize(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1797         }
1798
1799         mprintf(( "Loading palette %s\n", palette_filename ));
1800
1801         palette_load_table(palette_filename);
1802 #else
1803         SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1804
1805         mprintf(( "Loading palette %s\n", palette_filename ));
1806 #endif
1807 }
1808
1809 void game_post_level_init()
1810 {
1811         // Stuff which gets called after mission is loaded.  Because player isn't created until
1812         // after mission loads, some things must get initted after the level loads
1813
1814         model_level_post_init();
1815
1816         HUD_init();
1817         hud_setup_escort_list();
1818         mission_hotkey_set_defaults();  // set up the default hotkeys (from mission file)
1819
1820         stars_level_init();     
1821         neb2_level_init();              
1822
1823 #ifndef NDEBUG
1824         game_event_debug_init();
1825 #endif
1826
1827         training_mission_init();
1828         asteroid_create_all();
1829         
1830         game_framerate_check_init();
1831 }
1832
1833
1834 // An estimate as to how high the count passed to game_loading_callback will go.
1835 // This is just a guess, it seems to always be about the same.   The count is
1836 // proportional to the code being executed, not the time, so this works good
1837 // for a bar, assuming the code does about the same thing each time you
1838 // load a level.   You can find this value by looking at the return value
1839 // of game_busy_callback(NULL), which I conveniently print out to the
1840 // debug output window with the '=== ENDING LOAD ==' stuff.   
1841 //#define COUNT_ESTIMATE 3706
1842 #define COUNT_ESTIMATE 1111
1843
1844 int Game_loading_callback_inited = 0;
1845
1846 int Game_loading_background = -1;
1847 anim * Game_loading_ani = NULL;
1848 anim_instance   *Game_loading_ani_instance;
1849 int Game_loading_frame=-1;
1850
1851 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1852         {
1853 #if defined(FS1_DEMO)
1854                 133, 337
1855 #elif defined(MAKE_FS1)
1856                 118, 316
1857 #else
1858                 63, 316  // GR_640
1859 #endif
1860         },
1861         {
1862                 101, 505        // GR_1024
1863         }
1864 };
1865
1866 // This gets called 10x per second and count is the number of times 
1867 // game_busy() has been called since the current callback function
1868 // was set.
1869 void game_loading_callback(int count)
1870 {       
1871         game_do_networking();
1872
1873         SDL_assert( Game_loading_callback_inited==1 );
1874         SDL_assert( Game_loading_ani != NULL );
1875
1876         int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1877         if ( framenum > Game_loading_ani->total_frames-1 )      {
1878                 framenum = Game_loading_ani->total_frames-1;
1879         } else if ( framenum < 0 )      {
1880                 framenum = 0;
1881         }
1882
1883         int cbitmap = -1;
1884         while ( Game_loading_frame < framenum ) {
1885                 Game_loading_frame++;
1886                 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1887         }
1888
1889
1890         if ( cbitmap > -1 )     {
1891                 if ( Game_loading_background > -1 )     {
1892                         gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1893                         gr_bitmap(0,0);
1894                 }
1895
1896                 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame ,  Game_loading_ani->total_frames, cbitmap ));
1897                 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1898                 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1899
1900                 bm_release(cbitmap);
1901         
1902                 gr_flip();
1903         }
1904 }
1905
1906 void game_loading_callback_init()
1907 {
1908         SDL_assert( Game_loading_callback_inited==0 );
1909
1910         Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1911 #ifdef MAKE_FS1
1912         common_set_interface_palette("InterfacePalette");  // set the interface palette
1913 #endif
1914
1915
1916         Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1917         SDL_assert( Game_loading_ani != NULL );
1918         Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1919         SDL_assert( Game_loading_ani_instance != NULL );
1920         Game_loading_frame = -1;
1921
1922         Game_loading_callback_inited = 1;
1923         Mouse_hidden = 1;
1924         game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 ); 
1925
1926
1927 }
1928
1929 void game_loading_callback_close()
1930 {
1931         SDL_assert( Game_loading_callback_inited==1 );
1932
1933         // Make sure bar shows all the way over.
1934         game_loading_callback(COUNT_ESTIMATE);
1935
1936 #ifndef NDEBUG
1937         int real_count = game_busy_callback( NULL );
1938
1939         mprintf(( "=================== ENDING LOAD ================\n" ));
1940         mprintf(( "Real count = %d,  Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1941         mprintf(( "================================================\n" ));
1942 #else
1943         game_busy_callback( NULL );
1944 #endif
1945
1946         Mouse_hidden = 0;
1947
1948         Game_loading_callback_inited = 0;
1949
1950         free_anim_instance(Game_loading_ani_instance);
1951         Game_loading_ani_instance = NULL;
1952         anim_free(Game_loading_ani);
1953         Game_loading_ani = NULL;
1954
1955         bm_release( Game_loading_background );
1956         common_free_interface_palette();                // restore game palette
1957         Game_loading_background = -1;
1958
1959         gr_set_font( FONT1 );
1960 }
1961
1962 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1963 //
1964 void game_maybe_update_sound_environment()
1965 {
1966         // do nothing for now
1967 }
1968
1969 // Assign the sound environment for the game, based on the current mission
1970 //
1971 void game_assign_sound_environment()
1972 {
1973 #ifdef MAKE_FS1
1974         if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1975                 Game_sound_env.id = SND_ENV_DRUGGED;
1976                 Game_sound_env.volume = 0.800f;
1977                 Game_sound_env.damping = 1.188f;
1978                 Game_sound_env.decay = 6.392f;
1979 #ifndef FS1_DEMO
1980         } else if (Num_asteroids > 30) {
1981                 Game_sound_env.id = SND_ENV_AUDITORIUM;
1982                 Game_sound_env.volume = 0.603f;
1983                 Game_sound_env.damping = 0.5f;
1984                 Game_sound_env.decay = 4.279f;
1985 #endif
1986         } else {
1987                 Game_sound_env = Game_default_sound_env;
1988         }
1989 #else
1990         Game_sound_env = Game_default_sound_env;
1991 #endif
1992
1993         Game_sound_env_update_timestamp = timestamp(1);
1994 }
1995
1996 // function which gets called before actually entering the mission.  It is broken down into a funciton
1997 // since it will get called in one place from a single player game and from another place for
1998 // a multiplayer game
1999 void freespace_mission_load_stuff()
2000 {
2001         // called if we're not on a freespace dedicated (non rendering, no pilot) server
2002         // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2003         if(!(Game_mode & GM_STANDALONE_SERVER)){        
2004         
2005                 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2006
2007                 game_loading_callback_init();
2008                 
2009                 event_music_level_init();       // preloads the first 2 seconds for each event music track
2010                 game_busy();
2011
2012                 gamesnd_unload_interface_sounds();              // unload interface sounds from memory
2013                 game_busy();
2014
2015                 gamesnd_preload_common_sounds();                        // load in sounds that are expected to play
2016                 game_busy();
2017
2018                 ship_assign_sound_all();        // assign engine sounds to ships
2019                 game_assign_sound_environment();         // assign the sound environment for this mission
2020                 game_busy();
2021
2022                 // call function in missionparse.cpp to fixup player/ai stuff.
2023                 mission_parse_fixup_players();
2024                 game_busy();
2025
2026                 // Load in all the bitmaps for this level
2027                 level_page_in();
2028
2029                 game_busy();
2030
2031                 game_loading_callback_close();  
2032         } 
2033         // the only thing we need to call on the standalone for now.
2034         else {
2035                 // call function in missionparse.cpp to fixup player/ai stuff.
2036                 mission_parse_fixup_players();
2037
2038                 // Load in all the bitmaps for this level
2039                 level_page_in();
2040         }
2041 }
2042
2043 time_t load_gl_init;
2044 time_t load_mission_load;
2045 time_t load_post_level_init;
2046 time_t load_mission_stuff;
2047
2048 // tells the server to load the mission and initialize structures
2049 int game_start_mission()
2050 {       
2051         mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2052         
2053         load_gl_init = time(NULL);
2054         game_level_init();
2055         load_gl_init = time(NULL) - load_gl_init;
2056         
2057         if (Game_mode & GM_MULTIPLAYER) {
2058                 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2059
2060                 // clear multiplayer stats
2061                 init_multiplayer_stats();
2062         }
2063
2064         load_mission_load = time(NULL);
2065         if (mission_load()) {
2066                 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2067                         popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2068                         gameseq_post_event(GS_EVENT_MAIN_MENU);
2069                 } else {
2070                         multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2071                 }
2072
2073                 return 0;
2074         }
2075         load_mission_load = time(NULL) - load_mission_load;
2076
2077         // If this is a red alert mission in campaign mode, bash wingman status
2078         if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2079                 red_alert_bash_wingman_status();
2080         }
2081
2082         // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2083         if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2084                 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2085 #ifdef MAKE_FS1
2086                 game_load_palette();
2087 #endif
2088         }
2089
2090         load_post_level_init = time(NULL);
2091         game_post_level_init();
2092         load_post_level_init = time(NULL) - load_post_level_init;
2093
2094         #ifndef NDEBUG
2095         {
2096                 void Do_model_timings_test();
2097                 Do_model_timings_test();        
2098         }
2099         #endif
2100
2101         load_mission_stuff = time(NULL);
2102         freespace_mission_load_stuff();
2103         load_mission_stuff = time(NULL) - load_mission_stuff;
2104
2105         return 1;
2106 }
2107
2108 int Interface_framerate = 0;
2109 #ifndef NDEBUG
2110
2111 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2112 DCF_BOOL( show_framerate, Show_framerate )
2113 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2114 DCF_BOOL( show_target_weapons, Show_target_weapons )
2115 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2116 DCF_BOOL( sound, Sound_enabled )
2117 DCF_BOOL( zbuffer, game_zbuffer )
2118 DCF_BOOL( shield_system, New_shield_system )
2119 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2120 DCF_BOOL( player_attacking, Player_attacking_enabled )
2121 DCF_BOOL( show_waypoints, Show_waypoints )
2122 DCF_BOOL( show_area_effect, Show_area_effect )
2123 DCF_BOOL( show_net_stats, Show_net_stats )
2124 DCF_BOOL( log, Log_debug_output_to_file )
2125 DCF_BOOL( training_msg_method, Training_msg_method )
2126 DCF_BOOL( show_player_pos, Show_player_pos )
2127 DCF_BOOL(i_framerate, Interface_framerate )
2128
2129 DCF(show_mem,"Toggles showing mem usage")
2130 {
2131         if ( Dc_command )       {       
2132                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2133                 if ( Dc_arg_type & ARG_TRUE )   Show_mem = 1;   
2134                 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;       
2135                 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;       
2136
2137                 if ( Show_mem ) {
2138                         Show_cpu = 0;
2139                 }
2140         }       
2141         if ( Dc_help )  dc_printf( "Usage: Show_mem\nSets show_mem to true or false.  If nothing passed, then toggles it.\n" ); 
2142         if ( Dc_status )        {
2143                 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );     
2144                 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );     
2145         }
2146 }
2147
2148 DCF(show_cpu,"Toggles showing cpu usage")
2149 {
2150         if ( Dc_command )       {       
2151                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2152                 if ( Dc_arg_type & ARG_TRUE )   Show_cpu = 1;   
2153                 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;       
2154                 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;       
2155
2156                 if ( Show_cpu ) {
2157                         Show_mem = 0;
2158                 }
2159         }       
2160         if ( Dc_help )  dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false.  If nothing passed, then toggles it.\n" ); 
2161         if ( Dc_status )        {
2162                 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );     
2163                 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );     
2164
2165         }
2166 }
2167
2168 #else
2169
2170         // AL 4-8-98: always allow players to display their framerate
2171
2172         #ifdef FS2_DEMO
2173                 DCF_BOOL( show_framerate, Show_framerate )
2174         #endif
2175
2176 #endif  // NDEBUG
2177
2178                         int Game_init_seed;
2179
2180 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2181 {
2182         if ( Dc_command )       {       
2183                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2184                 if ( Dc_arg_type & ARG_TRUE )   Use_joy_mouse = 1;      
2185                 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;  
2186                 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;  
2187         }       
2188         if ( Dc_help )  dc_printf( "Usage: use_joy_mouse [bool]\nSets use_joy_mouse to true or false.  If nothing passed, then toggles it.\n" );        
2189         if ( Dc_status )        dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );   
2190
2191         os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2192 }
2193
2194 DCF(palette_flash,"Toggles palette flash effect on/off")
2195 {
2196         if ( Dc_command )       {       
2197                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2198                 if ( Dc_arg_type & ARG_TRUE )   Use_palette_flash = 1;  
2199                 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;      
2200                 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;      
2201         }       
2202         if ( Dc_help )  dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false.  If nothing passed, then toggles it.\n" );        
2203         if ( Dc_status )        dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );       
2204 }
2205
2206 int Use_low_mem = 0;
2207
2208 DCF(low_mem,"Uses low memory settings regardless of RAM")
2209 {
2210         if ( Dc_command )       {       
2211                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2212                 if ( Dc_arg_type & ARG_TRUE )   Use_low_mem = 1;        
2213                 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;    
2214                 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;    
2215         }       
2216         if ( Dc_help )  dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false.  If nothing passed, then toggles it.\n" );    
2217         if ( Dc_status )        dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );   
2218
2219         os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2220 }
2221
2222
2223 int     Framerate_delay = 0;
2224
2225 float Freespace_gamma = 1.8f;
2226
2227 DCF(gamma,"Sets Gamma factor")
2228 {
2229         if ( Dc_command )       {
2230                 dc_get_arg(ARG_FLOAT|ARG_NONE);
2231                 if ( Dc_arg_type & ARG_FLOAT )  {
2232                         Freespace_gamma = Dc_arg_float;
2233                 } else {
2234                         dc_printf( "Gamma reset to 1.0f\n" );
2235                         Freespace_gamma = 1.0f;
2236                 }
2237                 if ( Freespace_gamma < 0.1f )   {
2238                         Freespace_gamma = 0.1f;
2239                 } else if ( Freespace_gamma > 5.0f )    {
2240                         Freespace_gamma = 5.0f;
2241                 }
2242                 gr_set_gamma(Freespace_gamma);
2243
2244                 char tmp_gamma_string[32];
2245                 SDL_snprintf( tmp_gamma_string, SDL_arraysize(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2246                 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2247         }
2248
2249         if ( Dc_help )  {
2250                 dc_printf( "Usage: gamma <float>\n" );
2251                 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2252                 Dc_status = 0;  // don't print status if help is printed.  Too messy.
2253         }
2254
2255         if ( Dc_status )        {
2256                 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2257         }
2258 }
2259
2260 void game_init()
2261 {
2262         Game_current_mission_filename[0] = 0;
2263
2264         // seed the random number generator
2265         Game_init_seed = (int)time(NULL);
2266         srand( Game_init_seed );
2267
2268         Framerate_delay = 0;
2269
2270         #ifndef NDEBUG
2271         load_filter_info();
2272         #endif
2273
2274         extern void bm_init();
2275         bm_init();
2276
2277         // encrypt stuff
2278         encrypt_init();
2279
2280         // Initialize the timer before the os
2281         timer_init();
2282
2283 #ifndef NDEBUG
2284         int s1, e1;
2285         // int s2, e2;
2286
2287         //Initialize the libraries
2288         s1 = timer_get_milliseconds();
2289 #endif
2290
2291         if ( cfile_init() ) {                   // initialize before calling any cfopen stuff!!!
2292                 exit(1);
2293         }
2294
2295 #ifndef NDEBUG
2296         e1 = timer_get_milliseconds();
2297 #endif
2298
2299         // time a bunch of cfopens      
2300         /*
2301         s2 = timer_get_milliseconds();  
2302         CFILE *whee;
2303         for(int idx=0; idx<10000; idx++){
2304                 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2305                 if(whee != NULL){
2306                         cfclose(whee);
2307                 }
2308                 whee = NULL;
2309                 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2310         }
2311         e2 = timer_get_milliseconds();  
2312         */
2313
2314         os_init( Osreg_class_name, Osreg_app_name );
2315         os_set_title(Osreg_title);
2316
2317         // initialize localization module. Make sure this is down AFTER initialzing OS.
2318 //      int t1 = timer_get_milliseconds();
2319         lcl_init( detect_lang() );
2320         lcl_xstr_init();
2321 //      mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2322
2323         // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2324         verify_ships_tbl();
2325
2326         // verify that he has a valid weapons.tbl
2327         verify_weapons_tbl();
2328
2329         // Output version numbers to registry for auto patching purposes
2330         os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2331         os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2332         os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2333
2334         Use_joy_mouse = 0;              //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2335         //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2336         Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2337
2338         // show the FPS counter if the config file says so
2339         Show_framerate = os_config_read_uint( "Video", "ShowFPS", Show_framerate );
2340
2341 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2342         Asteroids_enabled = 1;          
2343 #endif
2344
2345 /////////////////////////////
2346 // SOUND INIT START
2347 /////////////////////////////
2348
2349         if (!Is_standalone) {
2350                 snd_init();
2351         }
2352
2353 /////////////////////////////
2354 // SOUND INIT END
2355 /////////////////////////////
2356
2357
2358         gr_init();
2359
2360         os_set_icon();
2361
2362 #if defined(FS2_DEMO) || defined(OEM_BUILD)
2363         // add title screen
2364         if(!Is_standalone){
2365                 display_title_screen();
2366         }
2367 #endif
2368
2369         // If less than 48MB of RAM, use low memory model.
2370         if ( (Freespace_total_ram < 48) || Use_low_mem )        {
2371                 mprintf(( "Using normal memory settings...\n" ));
2372                 bm_set_low_mem(1);              // Use every other frame of bitmaps
2373         } else {
2374                 mprintf(( "Using high memory settings...\n" ));
2375                 bm_set_low_mem(0);              // Use all frames of bitmaps
2376         }
2377
2378         // load non-darkening pixel defs
2379         palman_load_pixels();
2380
2381         // hud shield icon stuff
2382         hud_shield_game_init();
2383
2384         control_config_common_init();                           // sets up localization stuff in the control config
2385         parse_rank_tbl();
2386         parse_medal_tbl();
2387         cutscene_init();
2388         key_init();
2389         mouse_init();
2390         gamesnd_parse_soundstbl();
2391         radar_init();
2392         gameseq_init();
2393         multi_init();   
2394
2395         // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2396         if(!Is_standalone){
2397                 joy_init();
2398         }
2399
2400         player_controls_init();
2401         model_init();   
2402
2403         //if(!Is_standalone){
2404                 event_music_init();
2405         //}     
2406
2407         obj_init();     
2408         mflash_game_init();     
2409         weapon_init();  
2410         ai_init();              
2411         ship_init();                                            // read in ships.tbl    
2412         player_init();  
2413         mission_campaign_init();                // load in the default campaign 
2414         anim_init();
2415 //      navmap_init();                                          // init the navigation map system
2416         context_help_init();                    
2417         techroom_intel_init();                  // parse species.tbl, load intel info   
2418         // initialize psnet
2419         psnet_init( Multi_options_g.protocol, Multi_options_g.port );                                           // initialize the networking code               
2420         init_animating_pointer();       
2421         asteroid_init();
2422         mission_brief_common_init();    // Mark all the briefing structures as empty.           
2423         gr_font_init();                                 // loads up all fonts           
2424
2425         neb2_init();                                            // fullneb stuff
2426         nebl_init();
2427         stars_init();
2428         ssm_init();     
2429         player_tips_init();                             // helpful tips
2430         beam_init();
2431         
2432         // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2433         pilot_load_pic_list();  
2434         pilot_load_squad_pic_list();
2435
2436         load_animating_pointer(NOX("cursor"), 0, 0);    
2437
2438         // initialize alpha colors
2439         alpha_colors_init();    
2440
2441         Viewer_mode = 0;
2442 //      Game_music_paused = 0;
2443         Game_paused = 0;
2444
2445         if (Is_standalone) {
2446                 std_init_standalone();
2447         }
2448
2449         nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2450         nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2451
2452         mprintf(("cfile_init() took %d\n", e1 - s1));
2453         // mprintf(("1000 cfopens() took %d\n", e2 - s2));      
2454 }
2455
2456 char transfer_text[128];
2457
2458 float   Start_time = 0.0f;
2459
2460 float Framerate = 0.0f;
2461
2462 float Timing_total = 0.0f;
2463 float Timing_render2 = 0.0f;
2464 float Timing_render3 = 0.0f;
2465 float Timing_flip = 0.0f;
2466 float Timing_clear = 0.0f;
2467
2468 MONITOR(NumPolysDrawn);
2469 MONITOR(NumPolys);
2470 MONITOR(NumVerts);
2471 MONITOR(BmpUsed);
2472 MONITOR(BmpNew);
2473
2474 void game_get_framerate()
2475 {
2476         if ( frame_int == -1 )  {
2477                 int i;
2478                 for (i=0; i<FRAME_FILTER; i++ ) {
2479                         frametimes[i] = 0.0f;
2480                 }
2481                 frametotal = 0.0f;
2482                 frame_int = 0;
2483         }
2484         frametotal -= frametimes[frame_int];
2485         frametotal += flFrametime;
2486         frametimes[frame_int] = flFrametime;
2487         frame_int = (frame_int + 1 ) % FRAME_FILTER;
2488
2489         if ( frametotal != 0.0 )        {
2490                 if ( Framecount >= FRAME_FILTER )
2491                         Framerate = FRAME_FILTER / frametotal;
2492                 else
2493                         Framerate = Framecount / frametotal;
2494         }
2495         Framecount++;
2496
2497         if (Show_framerate)     {
2498                 gr_set_color_fast(&HUD_color_debug);
2499                 gr_printf(570, 2, NOX("FPS: %.1f"), Framerate);
2500         }
2501 }
2502
2503 void game_show_framerate()
2504 {       
2505         float   cur_time;
2506
2507         cur_time = f2fl(timer_get_approx_seconds());
2508         if (cur_time - Start_time > 30.0f) {
2509                 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2510                 Start_time += 1000.0f;
2511         }
2512
2513         //mprintf(( "%s\n", text ));
2514
2515 #ifndef NDEBUG
2516         if ( Debug_dump_frames )
2517                 return;
2518 #endif  
2519
2520         // possibly show control checking info
2521         control_check_indicate();
2522
2523 //      int bitmaps_used_this_frame, bitmaps_new_this_frame;
2524 //      bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2525 //      MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2526 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2527
2528 #ifndef NDEBUG
2529         if ( Show_cpu == 1 ) {
2530                 
2531                 int sx,sy,dy;
2532                 sx = 530;
2533                 sy = 15;
2534                 dy = gr_get_font_height() + 1;
2535
2536                 gr_set_color_fast(&HUD_color_debug);
2537
2538                 {
2539                         extern int Gr_textures_in;
2540                         gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2541                         sy += dy;
2542                 }
2543 //              gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2544 //              sy += dy;
2545                 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2546                 sy += dy;
2547                 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2548                 sy += dy;
2549                 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2550                 sy += dy;
2551                 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2552                 sy += dy;
2553
2554                 {
2555
2556                         extern int Num_pairs;           // Number of object pairs that were checked.
2557                         gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2558                         sy += dy;
2559
2560                         extern int Num_pairs_checked;   // What percent of object pairs were checked.
2561                         gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2562                         sy += dy;
2563                         Num_pairs_checked = 0;
2564
2565                 }
2566
2567                 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2568                 sy += dy;
2569
2570                 if ( Timing_total > 0.01f )     {
2571                         gr_printf(  sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2572                         sy += dy;
2573                         gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2574                         sy += dy;
2575                         gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2576                         sy += dy;
2577                         gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2578                         sy += dy;
2579                         gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2580                 }
2581         }
2582                 
2583         if ( Show_mem  ) {
2584                 
2585                 int sx,sy,dy;
2586                 sx = 530;
2587                 sy = 15;
2588                 dy = gr_get_font_height() + 1;
2589
2590                 gr_set_color_fast(&HUD_color_debug);
2591
2592                 {
2593                         extern int TotalRam;
2594                         gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2595                         sy += dy;
2596                 }       
2597
2598                 {
2599                         extern int Model_ram;
2600                         gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2601                         sy += dy;
2602                 }       
2603
2604                 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2605                 sy += dy;
2606                 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 );             // mem used to store game sound
2607                 sy += dy;
2608
2609                 {
2610                         extern int Gr_textures_in;
2611                         gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2612                 }
2613         }
2614
2615
2616         if ( Show_player_pos ) {
2617                 int sx, sy;
2618                 sx = 320;
2619                 sy = 100;
2620                 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));
2621         }
2622
2623         MONITOR_INC(NumPolys, modelstats_num_polys);
2624         MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2625         MONITOR_INC(NumVerts, modelstats_num_verts );
2626
2627         modelstats_num_polys = 0;
2628         modelstats_num_polys_drawn = 0;
2629         modelstats_num_verts = 0;
2630         modelstats_num_sortnorms = 0;
2631 #endif
2632 }
2633
2634 void game_show_standalone_framerate()
2635 {
2636         float frame_rate=30.0f;
2637         if ( frame_int == -1 )  {
2638                 int i;
2639                 for (i=0; i<FRAME_FILTER; i++ ) {
2640                         frametimes[i] = 0.0f;
2641                 }
2642                 frametotal = 0.0f;
2643                 frame_int = 0;
2644         }
2645         frametotal -= frametimes[frame_int];
2646         frametotal += flFrametime;
2647         frametimes[frame_int] = flFrametime;
2648         frame_int = (frame_int + 1 ) % FRAME_FILTER;
2649
2650         if ( frametotal != 0.0 )        {
2651                 if ( Framecount >= FRAME_FILTER ){
2652                         frame_rate = FRAME_FILTER / frametotal;
2653                 } else {
2654                         frame_rate = Framecount / frametotal;
2655                 }
2656         }
2657         std_set_standalone_fps(frame_rate);
2658         Framecount++;
2659 }
2660
2661 // function to show the time remaining in a mission.  Used only when the end-mission sexpression is used
2662 void game_show_time_left()
2663 {
2664         int diff;
2665
2666         // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2667         // mission should end (in fixed seconds).  There is code in missionparse.cpp which actually handles
2668         // checking how much time is left
2669
2670         if ( Mission_end_time == -1 ){
2671                 return;
2672         }
2673
2674         diff = f2i(Mission_end_time - Missiontime);
2675         // be sure to bash to 0.  diff could be negative on frame that we quit mission
2676         if ( diff < 0 ){
2677                 diff = 0;
2678         }
2679
2680         hud_set_default_color();
2681         gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2682 }
2683
2684 //========================================================================================
2685 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2686 //========================================================================================
2687
2688 #ifndef NDEBUG
2689
2690 DCF(ai_pause,"Pauses ai")
2691 {
2692         if ( Dc_command )       {       
2693                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2694                 if ( Dc_arg_type & ARG_TRUE )   ai_paused = 1;  
2695                 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;      
2696                 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;      
2697
2698                 if (ai_paused)  {       
2699                         obj_init_all_ships_physics();
2700                 }
2701         }       
2702         if ( Dc_help )  dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false.  If nothing passed, then toggles it.\n" );        
2703         if ( Dc_status )        dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );   
2704 }
2705
2706 DCF(single_step,"Single steps the game")
2707 {
2708         if ( Dc_command )       {       
2709                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2710                 if ( Dc_arg_type & ARG_TRUE )   game_single_step = 1;   
2711                 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;       
2712                 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;        
2713
2714                 last_single_step = 0;   // Make so single step waits a frame before stepping
2715
2716         }       
2717         if ( Dc_help )  dc_printf( "Usage: single_step [bool]\nSets single_step to true or false.  If nothing passed, then toggles it.\n" );    
2718         if ( Dc_status )        dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );  
2719 }
2720
2721 DCF_BOOL(physics_pause, physics_paused)
2722 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2723 DCF_BOOL(ai_firing, Ai_firing_enabled )
2724
2725 // Create some simple aliases to these commands...
2726 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2727 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2728 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2729 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2730 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2731 #endif
2732
2733 //========================================================================================
2734 //========================================================================================
2735
2736
2737 void game_training_pause_do()
2738 {
2739         int key;
2740
2741         key = game_check_key();
2742         if (key > 0){
2743                 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2744         }
2745
2746         gr_flip();
2747 }
2748
2749
2750 void game_increase_skill_level()
2751 {
2752         Game_skill_level++;
2753         if (Game_skill_level >= NUM_SKILL_LEVELS){
2754                 Game_skill_level = 0;
2755         }
2756 }
2757
2758 int     Player_died_time;
2759
2760 int View_percent = 100;
2761
2762
2763 DCF(view, "Sets the percent of the 3d view to render.")
2764 {
2765         if ( Dc_command ) {
2766                 dc_get_arg(ARG_INT);
2767                 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2768                         View_percent = Dc_arg_int;
2769                 } else {
2770                         dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2771                         Dc_help = 1;
2772                 }
2773         }
2774
2775         if ( Dc_help ) {
2776                 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2777         }
2778         
2779         if ( Dc_status ) {
2780                 dc_printf("View is set to %d%%\n", View_percent );
2781         }
2782 }
2783
2784
2785 // Set the clip region for the 3d rendering window
2786 void game_set_view_clip()
2787 {
2788         if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2789                 // Set the clip region for the letterbox "dead view"
2790                 int yborder = gr_screen.max_h/4;
2791
2792                 //      Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2793                 // J.S. I've changed my ways!! See the new "no constants" code!!!
2794                 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 ); 
2795         } else {
2796                 // Set the clip region for normal view
2797                 if ( View_percent >= 100 )      {
2798                         gr_reset_clip();
2799                 } else {
2800                         int xborder, yborder;
2801
2802                         if ( View_percent < 5 ) {
2803                                 View_percent = 5;
2804                         }
2805
2806                         float fp = i2fl(View_percent)/100.0f;
2807                         int fi = fl2i(fl_sqrt(fp)*100.0f);
2808                         if ( fi > 100 ) fi=100;
2809                         
2810                         xborder = ( gr_screen.max_w*(100-fi) )/200;
2811                         yborder = ( gr_screen.max_h*(100-fi) )/200;
2812
2813                         gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2814                 }
2815         }
2816 }
2817
2818
2819 void show_debug_stuff()
2820 {
2821         int     i;
2822         int     laser_count = 0, missile_count = 0;
2823
2824         for (i=0; i<MAX_OBJECTS; i++) {
2825                 if (Objects[i].type == OBJ_WEAPON){
2826                         if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2827                                 laser_count++;
2828                         } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2829                                 missile_count++;
2830                         }
2831                 }
2832         }
2833
2834         nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2835 }
2836
2837 extern int Tool_enabled;
2838 int tst = 0;
2839 time_t tst_time = 0;
2840 int tst_big = 0;
2841 vector tst_pos;
2842 int tst_bitmap = -1;
2843 float tst_x, tst_y;
2844 float tst_offset, tst_offset_total;
2845 int tst_mode;
2846 int tst_stamp;
2847 void game_tst_frame_pre()
2848 {
2849         // start tst
2850         if(tst == 3){
2851                 tst = 0;
2852
2853                 // screen position
2854                 vertex v;
2855                 g3_rotate_vertex(&v, &tst_pos);
2856                 g3_project_vertex(&v);  
2857         
2858                 // offscreen
2859                 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2860                         return;
2861                 }       
2862
2863                 // big ship? always tst
2864                 if(tst_big){
2865                         // within 3000 meters
2866                         if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2867                                 tst = 2;                                
2868                         }
2869                 } else {                        
2870                         // within 300 meters
2871                         if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2872                                 tst = 2;                                
2873                         } 
2874                 }                       
2875         }
2876
2877 }
2878 void game_tst_frame()
2879 {
2880         int left = 0;
2881
2882         if(!Tool_enabled){
2883                 return;
2884         }
2885         
2886         // setup tst
2887         if(tst == 2){           
2888                 tst_time = time(NULL);
2889
2890                 // load the tst bitmap          
2891                 switch((int)frand_range(0.0f, 3.0)){
2892                 case 0:                 
2893                         tst_bitmap = bm_load("ig_jim");
2894                         left = 1;
2895                         mprintf(("TST 0\n"));
2896                         break;
2897
2898                 case 1:
2899                         tst_bitmap = bm_load("ig_kan");
2900                         left = 0;
2901                         mprintf(("TST 1\n"));
2902                         break;
2903
2904                 case 2:
2905                         tst_bitmap = bm_load("ig_jim");
2906                         left = 1;
2907                         mprintf(("TST 2\n"));
2908                         break;
2909                         
2910                 default:                        
2911                         tst_bitmap = bm_load("ig_kan");
2912                         left = 0;
2913                         mprintf(("TST 3\n"));
2914                         break;
2915                 }
2916
2917                 if(tst_bitmap < 0){
2918                         tst = 0;
2919                         return;
2920                 }               
2921
2922                 // get the tst bitmap dimensions
2923                 int w, h;
2924                 bm_get_info(tst_bitmap, &w, &h);
2925
2926                 // tst y
2927                 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
2928
2929                 snd_play(&Snds[SND_VASUDAN_BUP]);
2930
2931                 // tst x and direction
2932                 tst_mode = 0;
2933                 if(left){
2934                         tst_x = (float)-w;
2935                         tst_offset_total = (float)w;
2936                         tst_offset = (float)w;
2937                 } else {
2938                         tst_x = (float)gr_screen.max_w;
2939                         tst_offset_total = (float)-w;
2940                         tst_offset = (float)w;
2941                 }
2942
2943                 tst = 1;
2944         }
2945
2946         // run tst
2947         if(tst == 1){
2948                 float diff = (tst_offset_total / 0.5f) * flFrametime;
2949
2950                 // move the bitmap
2951                 if(tst_mode == 0){
2952                         tst_x += diff;
2953                         
2954                         tst_offset -= fl_abs(diff);
2955                 } else if(tst_mode == 2){
2956                         tst_x -= diff;
2957                         
2958                         tst_offset -= fl_abs(diff);
2959                 }
2960
2961                 // draw the bitmap
2962                 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2963                 gr_bitmap((int)tst_x, (int)tst_y);
2964
2965                 if(tst_mode == 1){
2966                         if(timestamp_elapsed_safe(tst_stamp, 1100)){
2967                                 tst_mode = 2;
2968                         }
2969                 } else {
2970                         // if we passed the switch point
2971                         if(tst_offset <= 0.0f){
2972                                 // switch modes
2973                                 switch(tst_mode){
2974                                 case 0:
2975                                         tst_mode = 1;
2976                                         tst_stamp = timestamp(1000);
2977                                         tst_offset = fl_abs(tst_offset_total);
2978                                         break;                          
2979
2980                                 case 2:                         
2981                                         tst = 0;
2982                                         return;
2983                                 }
2984                         }                               
2985                 }
2986         }
2987 }
2988 void game_tst_mark(object *objp, ship *shipp)
2989 {
2990         ship_info *sip; 
2991
2992         if(!Tool_enabled){
2993                 return;
2994         }
2995
2996         // bogus
2997         if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
2998                 return;
2999         }
3000         sip = &Ship_info[shipp->ship_info_index];
3001
3002         // already tst
3003         if(tst){
3004                 return;
3005         }
3006
3007         tst_pos = objp->pos;
3008         if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3009                 tst_big = 1;
3010         }
3011         tst = 3;
3012 }
3013
3014 extern void render_shields();
3015
3016 void player_repair_frame(float frametime)
3017 {
3018         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3019                 int idx;
3020                 for(idx=0;idx<MAX_PLAYERS;idx++){
3021                         net_player *np;
3022
3023                         np = &Net_players[idx];
3024
3025                         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)){
3026
3027                                 // don't rearm/repair if the player is dead or dying/departing
3028                                 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3029                                         ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3030                                 }
3031                         }
3032                 }
3033         }       
3034         if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3035                 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3036         }
3037 }
3038
3039
3040 #ifndef NDEBUG
3041 #define NUM_FRAMES_TEST         300
3042 #define NUM_MIXED_SOUNDS        16
3043 void do_timing_test(float frametime)
3044 {
3045         static int framecount = 0;
3046         static int test_running = 0;
3047         static float test_time = 0.0f;
3048
3049         static int snds[NUM_MIXED_SOUNDS];
3050         int i;
3051
3052         if ( test_running ) {
3053                 framecount++;
3054                 test_time += frametime;
3055                 if ( framecount >= NUM_FRAMES_TEST ) {
3056                         test_running = 0;
3057                         nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3058                         for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3059                                 snd_stop(snds[i]);
3060                 }
3061         }
3062
3063         if ( Test_begin == 1 ) {
3064                 framecount = 0;
3065                 test_running = 1;
3066                 test_time = 0.0f;
3067                 Test_begin = 0;
3068
3069                 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3070                         snds[i] = -1;
3071
3072                 // start looping digital sounds
3073                 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3074                         snds[i] = snd_play_looping( &Snds[i], 0.0f);
3075         }
3076         
3077
3078 }
3079 #endif
3080
3081 DCF(dcf_fov, "Change the field of view")
3082 {
3083         if ( Dc_command )       {
3084                 dc_get_arg(ARG_FLOAT|ARG_NONE);
3085                 if ( Dc_arg_type & ARG_NONE )   {
3086                         Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3087                         dc_printf( "Zoom factor reset\n" );
3088                 }
3089                 if ( Dc_arg_type & ARG_FLOAT )  {
3090                         if (Dc_arg_float < 0.25f) {
3091                                 Viewer_zoom = 0.25f;
3092                                 dc_printf("Zoom factor pinned at 0.25.\n");
3093                         } else if (Dc_arg_float > 1.25f) {
3094                                 Viewer_zoom = 1.25f;
3095                                 dc_printf("Zoom factor pinned at 1.25.\n");
3096                         } else {
3097                                 Viewer_zoom = Dc_arg_float;
3098                         }
3099                 }
3100         }
3101
3102         if ( Dc_help )  
3103                 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3104
3105         if ( Dc_status )                                
3106                 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3107 }
3108
3109
3110 DCF(framerate_cap, "Sets the framerate cap")
3111 {
3112         if ( Dc_command ) {
3113                 dc_get_arg(ARG_INT);
3114                 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3115                         Framerate_cap = Dc_arg_int;
3116                 } else {
3117                         dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3118                         Dc_help = 1;
3119                 }
3120         }
3121
3122         if ( Dc_help ) {
3123                 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3124                 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3125                 dc_printf("[n] must be from 1 to 120.\n");
3126         }
3127         
3128         if ( Dc_status ) {
3129                 if ( Framerate_cap )
3130                         dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3131                 else
3132                         dc_printf("There is no framerate cap currently active.\n");
3133         }
3134 }
3135
3136 #define MIN_DIST_TO_DEAD_CAMERA         50.0f
3137 int Show_viewing_from_self = 0;
3138
3139 void say_view_target()
3140 {
3141         object  *view_target;
3142
3143         if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3144                 view_target = &Objects[Player_ai->target_objnum];
3145         else
3146                 view_target = Player_obj;
3147
3148         if (Game_mode & GM_DEAD) {
3149                 if (Player_ai->target_objnum != -1)
3150                         view_target = &Objects[Player_ai->target_objnum];
3151         }
3152
3153         if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3154                 if (view_target != Player_obj){
3155
3156                         char *view_target_name = NULL;
3157                         switch(Objects[Player_ai->target_objnum].type) {
3158                         case OBJ_SHIP:
3159                                 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3160                                 break;
3161                         case OBJ_WEAPON:
3162                                 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3163                                 Viewer_mode &= ~VM_OTHER_SHIP;
3164                                 break;
3165                         case OBJ_JUMP_NODE: {
3166                                 char    jump_node_name[128];
3167                                 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), SDL_arraysize(jump_node_name));
3168                                 view_target_name = jump_node_name;
3169                                 Viewer_mode &= ~VM_OTHER_SHIP;
3170                                 break;
3171                                 }
3172
3173                         default:
3174                                 Int3();
3175                                 break;
3176                         }
3177
3178                         if ( view_target_name ) {
3179                                 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3180                                 Show_viewing_from_self = 1;
3181                         }
3182                 } else {
3183                         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3184                                 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3185                                 Show_viewing_from_self = 1;
3186                         } else {
3187                                 if (Show_viewing_from_self)
3188                                         HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3189                         }
3190                 }
3191         }
3192
3193         Last_view_target = view_target;
3194 }
3195
3196
3197 float Game_hit_x = 0.0f;
3198 float Game_hit_y = 0.0f;
3199
3200 // Reset at the beginning of each frame
3201 void game_whack_reset()
3202 {
3203         Game_hit_x = 0.0f;
3204         Game_hit_y = 0.0f;
3205 }
3206
3207 // Apply a 2d whack to the player
3208 void game_whack_apply( float x, float y )
3209 {
3210         // Do some force feedback
3211         joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3212
3213         // Move the eye 
3214         Game_hit_x += x;
3215         Game_hit_y += y;
3216
3217 //      mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3218 }
3219
3220 // call to apply a "shudder"
3221 void game_shudder_apply(int time, float intensity)
3222 {
3223         Game_shudder_time = timestamp(time);
3224         Game_shudder_total = time;
3225         Game_shudder_intensity = intensity;
3226 }
3227
3228 #define FF_SCALE        10000
3229 void apply_hud_shake(matrix *eye_orient)
3230 {
3231         if (Viewer_obj == Player_obj) {
3232                 physics_info    *pi = &Player_obj->phys_info;
3233
3234                 angles  tangles;
3235
3236                 tangles.p = 0.0f;
3237                 tangles.h = 0.0f;
3238                 tangles.b = 0.0f;
3239
3240                 //      Make eye shake due to afterburner
3241                 if ( !timestamp_elapsed(pi->afterburner_decay) ) {                      
3242                         int             dtime;
3243
3244                         dtime = timestamp_until(pi->afterburner_decay);
3245                         
3246                         int r1 = myrand();
3247                         int r2 = myrand();
3248                         tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3249                         tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3250                 }
3251
3252                 // Make eye shake due to engine wash
3253                 extern int Wash_on;
3254                 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3255                         int r1 = myrand();
3256                         int r2 = myrand();
3257                         tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3258                         tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3259
3260                         // get the   intensity
3261                         float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3262
3263                         // vector rand_vec
3264                         vector rand_vec;
3265                         vm_vec_rand_vec_quick(&rand_vec);
3266
3267                         // play the effect
3268                         joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3269                 }
3270
3271         
3272                 // make hud shake due to shuddering
3273                 if(Game_shudder_time != -1){
3274                         // if the timestamp has elapsed
3275                         if(timestamp_elapsed(Game_shudder_time)){
3276                                 Game_shudder_time = -1;
3277                         } 
3278                         // otherwise apply some shudder
3279                         else {
3280                                 int dtime;
3281
3282                                 dtime = timestamp_until(Game_shudder_time);
3283                         
3284                                 int r1 = myrand();
3285                                 int r2 = myrand();
3286                                 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));
3287                                 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));
3288                         }
3289                 }
3290
3291                 matrix  tm, tm2;
3292                 vm_angles_2_matrix(&tm, &tangles);
3293                 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3294                 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3295                 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3296                 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3297                 *eye_orient = tm2;
3298         }
3299 }
3300
3301 extern void compute_slew_matrix(matrix *orient, angles *a);     // TODO: move code to proper place and extern in header file
3302
3303 //      Player's velocity just before he blew up.  Used to keep camera target moving.
3304 vector  Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3305
3306 //      Set eye_pos and eye_orient based on view mode.
3307 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3308 {
3309         vector  eye_dir;
3310
3311         static int last_Viewer_mode = 0;
3312         static int last_Game_mode = 0;
3313         static int last_Viewer_objnum = -1;
3314
3315         // This code is supposed to detect camera "cuts"... like going between
3316         // different views.
3317
3318         // determine if we need to regenerate the nebula
3319         if(     (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) ||                                                   // internal to external 
3320                         ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) ||                                                   // external to internal
3321                         (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) ||                                                 // non dead-view to dead-view
3322                         ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) ||                                                 // dead-view to non dead-view
3323                         (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) ||                                               // non warp-chase to warp-chase
3324                         ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) ||                                               // warp-chase to non warp-chase
3325                         (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) ||                                               // non other-ship to other-ship
3326                         ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) ||                                               // other-ship to non-other ship
3327                         ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum))             // other ship mode, but targets changes
3328                         ) {
3329
3330                 // regenerate the nebula
3331                 neb2_eye_changed();
3332         }               
3333
3334         if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) )       {
3335                 //mprintf(( "************** Camera cut! ************\n" ));
3336                 last_Viewer_mode = Viewer_mode;
3337                 last_Game_mode = Game_mode;
3338
3339                 // Camera moved.  Tell stars & debris to not do blurring.
3340                 stars_camera_cut();             
3341         }
3342
3343         say_view_target();
3344
3345         if ( Viewer_mode & VM_PADLOCK_ANY ) {
3346                 player_display_packlock_view();
3347         }
3348         
3349         game_set_view_clip();
3350
3351         if (Game_mode & GM_DEAD) {
3352                 vector  vec_to_deader, view_pos;
3353                 float           dist;
3354
3355                 Viewer_mode |= VM_DEAD_VIEW;
3356
3357                 if (Player_ai->target_objnum != -1) {
3358                         int view_from_player = 1;
3359
3360                         if (Viewer_mode & VM_OTHER_SHIP) {
3361                                 //      View from target.
3362                                 Viewer_obj = &Objects[Player_ai->target_objnum];
3363
3364                                 last_Viewer_objnum = Player_ai->target_objnum;
3365
3366                                 if ( Viewer_obj->type == OBJ_SHIP ) {
3367                                         ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3368                                         view_from_player = 0;
3369                                 }
3370                         } else {
3371                                 last_Viewer_objnum = -1;
3372                         }
3373
3374                         if ( view_from_player ) {
3375                                 //      View target from player ship.
3376                                 Viewer_obj = NULL;
3377                                 *eye_pos = Player_obj->pos;
3378                                 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3379                                 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3380                         }
3381                 } else {
3382                         dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3383                         
3384                         if (dist < MIN_DIST_TO_DEAD_CAMERA)
3385                                 dist += flFrametime * 16.0f;
3386
3387                         vm_vec_scale(&vec_to_deader, -dist);
3388                         vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3389                         
3390                         view_pos = Player_obj->pos;
3391
3392                         if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3393                                 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3394                                 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3395                                 Dead_player_last_vel = Player_obj->phys_info.vel;
3396                                 //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));
3397                         } else if (Player_ai->target_objnum != -1) {
3398                                 view_pos = Objects[Player_ai->target_objnum].pos;
3399                         } else {
3400                                 //      Make camera follow explosion, but gradually slow down.
3401                                 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3402                                 view_pos = Player_obj->pos;
3403                                 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3404                                 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, SDL_min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3405                         }
3406
3407                         *eye_pos = Dead_camera_pos;
3408
3409                         vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3410
3411                         vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3412                         Viewer_obj = NULL;
3413                 }
3414         } 
3415
3416         // if supernova shockwave
3417         if(supernova_camera_cut()){
3418                 // no viewer obj
3419                 Viewer_obj = NULL;
3420
3421                 // call it dead view
3422                 Viewer_mode |= VM_DEAD_VIEW;
3423
3424                 // set eye pos and orient
3425                 supernova_set_view(eye_pos, eye_orient);
3426         } else {        
3427                 //      If already blown up, these other modes can override.
3428                 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3429                         Viewer_mode &= ~VM_DEAD_VIEW;
3430
3431                         Viewer_obj = Player_obj;
3432  
3433                         if (Viewer_mode & VM_OTHER_SHIP) {
3434                                 if (Player_ai->target_objnum != -1){
3435                                         Viewer_obj = &Objects[Player_ai->target_objnum];
3436                                         last_Viewer_objnum = Player_ai->target_objnum;
3437                                 } else {
3438                                         Viewer_mode &= ~VM_OTHER_SHIP;
3439                                         last_Viewer_objnum = -1;
3440                                 }
3441                         } else {
3442                                 last_Viewer_objnum = -1;
3443                         }
3444
3445                         if (Viewer_mode & VM_EXTERNAL) {
3446                                 matrix  tm, tm2;
3447
3448                                 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3449                                 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3450
3451                                 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3452
3453                                 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3454                                 vm_vec_normalize(&eye_dir);
3455                                 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3456                                 Viewer_obj = NULL;
3457
3458                                 //      Modify the orientation based on head orientation.
3459                                 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3460
3461                         } else if ( Viewer_mode & VM_CHASE ) {
3462                                 vector  move_dir;
3463
3464                                 if ( Viewer_obj->phys_info.speed < 0.1 )
3465                                         move_dir = Viewer_obj->orient.v.fvec;
3466                                 else {
3467                                         move_dir = Viewer_obj->phys_info.vel;
3468                                         vm_vec_normalize(&move_dir);
3469                                 }
3470
3471                                 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3472                                 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3473                                 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3474                                 vm_vec_normalize(&eye_dir);
3475
3476                                 // JAS: I added the following code because if you slew up using
3477                                 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3478                                 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3479                                 // call because the up and the forward vector are the same.   I fixed
3480                                 // it by adding in a fraction of the right vector all the time to the
3481                                 // up vector.
3482                                 vector tmp_up = Viewer_obj->orient.v.uvec;
3483                                 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3484
3485                                 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3486                                 Viewer_obj = NULL;
3487
3488                                 //      Modify the orientation based on head orientation.
3489                                 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3490                         } else if ( Viewer_mode & VM_WARP_CHASE ) {
3491                                         *eye_pos = Camera_pos;
3492
3493                                         ship * shipp = &Ships[Player_obj->instance];
3494
3495                                         vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3496                                         vm_vec_normalize(&eye_dir);
3497                                         vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3498                                         Viewer_obj = NULL;
3499                         } else {
3500                                 // get an eye position based upon the correct type of object
3501                                 switch(Viewer_obj->type){
3502                                 case OBJ_SHIP:
3503                                         // make a call to get the eye point for the player object
3504                                         ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3505                                         break;
3506                                 case OBJ_OBSERVER:
3507                                         // make a call to get the eye point for the player object
3508                                         observer_get_eye( eye_pos, eye_orient, Viewer_obj );                            
3509                                         break;
3510                                 default :
3511                                         Int3();
3512                                 }
3513
3514                                 #ifdef JOHNS_DEBUG_CODE
3515                                 john_debug_stuff(&eye_pos, &eye_orient);
3516                                 #endif
3517                         }
3518                 }
3519         }
3520
3521         apply_hud_shake(eye_orient);
3522
3523         // setup neb2 rendering
3524         neb2_render_setup(eye_pos, eye_orient);
3525 }
3526
3527 #ifndef NDEBUG
3528 extern void ai_debug_render_stuff();
3529 #endif
3530
3531 int Game_subspace_effect = 0;
3532 DCF_BOOL( subspace, Game_subspace_effect );
3533
3534 // Does everything needed to render a frame
3535 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3536 {
3537         int dont_offset;
3538
3539         g3_start_frame(game_zbuffer);
3540         g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3541
3542         // maybe offset the HUD (jitter stuff)
3543         dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3544         HUD_set_offsets(Viewer_obj, !dont_offset);
3545         
3546         // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array.  Have to
3547         // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3548         // must be done before ships are rendered
3549         if ( MULTIPLAYER_CLIENT ) {
3550                 shield_point_multi_setup();
3551         }
3552
3553         if ( Game_subspace_effect )     {
3554                 stars_draw(0,0,0,1);
3555         } else {
3556                 stars_draw(1,1,1,0);
3557         }
3558
3559         obj_render_all(obj_render);
3560         beam_render_all();                                              // render all beam weapons
3561         particle_render_all();                                  // render particles after everything else.
3562         trail_render_all();                                             // render missilie trails after everything else.        
3563         mflash_render_all();                                            // render all muzzle flashes    
3564
3565         //      Why do we not show the shield effect in these modes?  Seems ok.
3566         //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3567         render_shields();
3568         //}
3569
3570         // render nebula lightning
3571         nebl_render_all();
3572
3573         // render local player nebula
3574         neb2_render_player();   
3575
3576 #ifndef NDEBUG
3577         ai_debug_render_stuff();
3578 #endif
3579
3580 #ifndef RELEASE_REAL
3581         // game_framerate_check();
3582 #endif
3583
3584 #ifndef NDEBUG
3585         extern void snd_spew_debug_info();
3586         snd_spew_debug_info();
3587 #endif
3588
3589         //================ END OF 3D RENDERING STUFF ====================
3590
3591         hud_show_radar();
3592
3593         if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3594                 hud_maybe_clear_head_area();
3595                 anim_render_all(0, flFrametime);
3596         }
3597
3598         extern int Multi_display_netinfo;
3599         if(Multi_display_netinfo){
3600                 extern void multi_display_netinfo();
3601                 multi_display_netinfo();
3602         }       
3603
3604         game_tst_frame_pre();
3605
3606 #ifndef NDEBUG
3607         do_timing_test(flFrametime);
3608 #endif
3609
3610 #ifndef NDEBUG
3611         extern int OO_update_index;     
3612         multi_rate_display(OO_update_index, 375, 0);
3613 #endif
3614
3615 #ifndef NDEBUG
3616         // test
3617         extern void oo_display();
3618         oo_display();                   
3619 #endif
3620         
3621         g3_end_frame();
3622 }
3623
3624 //#define JOHNS_DEBUG_CODE      1
3625
3626 #ifdef JOHNS_DEBUG_CODE
3627 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3628 {
3629         //if ( key_pressed(SDLK_LSHIFT) )
3630         {
3631                 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3632                 if ( tsys )     {
3633                         model_subsystem *turret = tsys->system_info;
3634
3635                         if (turret->type == SUBSYSTEM_TURRET )  {
3636                                 vector v.fvec, v.uvec;
3637                                 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3638
3639                                 ship_model_start(tobj);
3640
3641                                 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3642                                 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3643                                 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3644                                 
3645                                 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3646
3647                                 ship_model_stop(tobj);
3648
3649                                 Viewer_obj = NULL;
3650                         }
3651                 }
3652
3653         }
3654 }
3655 #endif
3656
3657 // following function for dumping frames for purposes of building trailers.
3658 #ifndef NDEBUG
3659
3660 // function to toggle state of dumping every frame into PCX when playing the game
3661 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3662 {
3663         if ( Dc_command )       {
3664
3665                 if ( Debug_dump_frames == 0 )   {
3666                         // Turn it on
3667                         Debug_dump_frames = 15;
3668                         Debug_dump_trigger = 0;
3669                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3670                         dc_printf( "Frame dumping at 15 hz is now ON\n" );
3671                 } else {
3672                         // Turn it off
3673                         Debug_dump_frames = 0;
3674                         Debug_dump_trigger = 0;
3675                         gr_dump_frame_stop();
3676                         dc_printf( "Frame dumping is now OFF\n" );
3677                 }
3678                 
3679         }
3680 }
3681
3682 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3683 {
3684         if ( Dc_command )       {
3685
3686                 if ( Debug_dump_frames == 0 )   {
3687                         // Turn it on
3688                         Debug_dump_frames = 15;
3689                         Debug_dump_trigger = 1;
3690                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3691                         dc_printf( "Frame dumping at 15 hz is now ON\n" );
3692                 } else {
3693                         // Turn it off
3694                         Debug_dump_frames = 0;
3695                         Debug_dump_trigger = 0;
3696                         gr_dump_frame_stop();
3697                         dc_printf( "Frame dumping is now OFF\n" );
3698                 }
3699                 
3700         }
3701 }
3702
3703 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3704 {
3705         if ( Dc_command )       {
3706
3707                 if ( Debug_dump_frames == 0 )   {
3708                         // Turn it on
3709                         Debug_dump_frames = 30;
3710                         Debug_dump_trigger = 0;
3711                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3712                         dc_printf( "Frame dumping at 30 hz is now ON\n" );
3713                 } else {
3714                         // Turn it off
3715                         Debug_dump_frames = 0;
3716                         Debug_dump_trigger = 0;
3717                         gr_dump_frame_stop();
3718                         dc_printf( "Frame dumping is now OFF\n" );
3719                 }
3720                 
3721         }
3722 }
3723
3724 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3725 {
3726         if ( Dc_command )       {
3727
3728                 if ( Debug_dump_frames == 0 )   {
3729                         // Turn it on
3730                         Debug_dump_frames = 30;
3731                         Debug_dump_trigger = 1;
3732                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3733                         dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3734                 } else {
3735                         // Turn it off
3736                         Debug_dump_frames = 0;
3737                         Debug_dump_trigger = 0;
3738                         gr_dump_frame_stop();
3739                         dc_printf( "Triggered frame dumping is now OFF\n" );
3740                 }
3741                 
3742         }
3743 }
3744
3745 void game_maybe_dump_frame()
3746 {
3747         if ( !Debug_dump_frames ){
3748                 return;
3749         }
3750
3751         if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3752                 return;
3753         }
3754
3755         game_stop_time();
3756
3757         gr_dump_frame();
3758         Debug_dump_frame_num++;
3759
3760         game_start_time();
3761 }
3762 #endif
3763
3764 extern int Player_dead_state;
3765
3766 //      Flip the page and time how long it took.
3767 void game_flip_page_and_time_it()
3768 {       
3769 #ifndef NDEBUG
3770         fix t1, t2,d;
3771         int t;
3772         t1 = timer_get_fixed_seconds();
3773         gr_flip();
3774         t2 = timer_get_fixed_seconds();
3775         d = t2 - t1;
3776         if (d != 0) {
3777                 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3778                 SDL_snprintf( transfer_text, SDL_arraysize(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3779         }
3780 #else
3781         gr_flip ();
3782 #endif
3783 }
3784
3785 void game_simulation_frame()
3786 {
3787         // blow ships up in multiplayer dogfight
3788         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){
3789                 // blow up all non-player ships
3790                 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3791                 ship *shipp;
3792                 ship_info *sip;
3793                 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3794                         // bogus
3795                         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)){
3796                                 moveup = GET_NEXT(moveup);
3797                                 continue;
3798                         }
3799                         shipp = &Ships[Objects[moveup->objnum].instance];
3800                         sip = &Ship_info[shipp->ship_info_index];
3801
3802                         // only blow up small ships                     
3803                         if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){                                                      
3804                                 // function to simply explode a ship where it is currently at
3805                                 ship_self_destruct( &Objects[moveup->objnum] );                                 
3806                         }
3807
3808                         moveup = GET_NEXT(moveup);
3809                 }
3810
3811                 dogfight_blown = 1;
3812         }
3813
3814         // process AWACS stuff - do this first thing
3815         awacs_process();
3816
3817         // single player, set Player hits_this_frame to 0
3818         if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3819                 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE  / (0.001f * BURST_DURATION));
3820                 Player->damage_this_burst = SDL_max(Player->damage_this_burst, 0.0f);
3821         }
3822
3823         // supernova
3824         supernova_process();
3825         if(supernova_active() >= 5){
3826                 return;
3827         }
3828
3829         // fire targeting lasers now so that 
3830         // 1 - created this frame
3831         // 2 - collide this frame
3832         // 3 - render this frame
3833         // 4 - ignored and deleted next frame
3834         // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3835         // frame
3836         ship_process_targeting_lasers();        
3837
3838         // do this here so that it works for multiplayer
3839         if ( Viewer_obj ) {
3840                 // get viewer direction
3841                 int viewer_direction = PHYSICS_VIEWER_REAR;
3842
3843                 if(Viewer_mode == 0){
3844                         viewer_direction = PHYSICS_VIEWER_FRONT;
3845                 }
3846                 if(Viewer_mode & VM_PADLOCK_UP){
3847                         viewer_direction = PHYSICS_VIEWER_UP;
3848                 }
3849                 else if(Viewer_mode & VM_PADLOCK_REAR){
3850                         viewer_direction = PHYSICS_VIEWER_REAR;
3851                 } 
3852                 else if(Viewer_mode & VM_PADLOCK_LEFT){
3853                         viewer_direction = PHYSICS_VIEWER_LEFT;
3854                 } 
3855                 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3856                         viewer_direction = PHYSICS_VIEWER_RIGHT;
3857                 }
3858
3859                 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3860         } else {
3861                 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3862         }
3863
3864 #define VM_PADLOCK_UP                                   (1 << 7)
3865 #define VM_PADLOCK_REAR                         (1 << 8)
3866 #define VM_PADLOCK_LEFT                         (1 << 9)
3867 #define VM_PADLOCK_RIGHT                                (1 << 10)
3868                 
3869         // evaluate mission departures and arrivals before we process all objects.
3870         if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3871
3872                 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3873                 // ships/wing packets.
3874                 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3875                         mission_parse_eval_stuff();
3876                 }
3877
3878                 // if we're an observer, move ourselves seperately from the standard physics
3879                 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
3880                         obj_observer_move(flFrametime);
3881                 }
3882                 
3883                 // move all the objects now
3884                 obj_move_all(flFrametime);
3885
3886                 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
3887                 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
3888                 //      ship_check_cargo_all();
3889                 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3890                         mission_eval_goals();
3891                 }
3892         }
3893
3894         // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
3895         if(!(Game_mode & GM_DEMO_PLAYBACK)){
3896                 training_check_objectives();
3897         }
3898         
3899         // do all interpolation now
3900         if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
3901                 // client side processing of warping in effect stages
3902                 multi_do_client_warp(flFrametime);     
3903         
3904                 // client side movement of an observer
3905                 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
3906                         obj_observer_move(flFrametime);   
3907                 }
3908
3909                 // move all objects - does interpolation now as well
3910                 obj_move_all(flFrametime);
3911         }
3912
3913         // only process the message queue when the player is "in" the game
3914         if ( !Pre_player_entry ){
3915                 message_queue_process();                                // process any messages send to the player
3916         }
3917
3918         if(!(Game_mode & GM_DEMO_PLAYBACK)){
3919                 message_maybe_distort();                                // maybe distort incoming message if comms damaged
3920                 player_repair_frame(flFrametime);       //      AI objects get repaired in ai_process, called from move code...deal with player.
3921                 player_process_pending_praise();                // maybe send off a delayed praise message to the player
3922                 player_maybe_play_all_alone_msg();      // mabye tell the player he is all alone        
3923         }
3924
3925         if(!(Game_mode & GM_STANDALONE_SERVER)){                
3926                 // process some stuff every frame (before frame is rendered)
3927                 emp_process_local();
3928
3929                 hud_update_frame();                                             // update hud systems
3930
3931                 if (!physics_paused)    {
3932                         // Move particle system
3933                         particle_move_all(flFrametime); 
3934
3935                         // Move missile trails
3936                         trail_move_all(flFrametime);            
3937
3938                         // process muzzle flashes
3939                         mflash_process_all();
3940
3941                         // Flash the gun flashes
3942                         shipfx_flash_do_frame(flFrametime);                     
3943
3944                         shockwave_move_all(flFrametime);        // update all the shockwaves
3945                 }
3946
3947                 // subspace missile strikes
3948                 ssm_process();
3949
3950                 obj_snd_do_frame();                                             // update the object-linked persistant sounds
3951                 game_maybe_update_sound_environment();
3952                 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
3953
3954 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
3955 #ifndef NDEBUG
3956                 if ( Game_subspace_effect ) {
3957                         game_start_subspace_ambient_sound();
3958                 }
3959 #endif
3960         }               
3961 }
3962
3963 // Maybe render and process the dead-popup
3964 void game_maybe_do_dead_popup(float frametime)
3965 {
3966         if ( popupdead_is_active() ) {
3967                 int leave_popup=1;
3968                 int choice = popupdead_do_frame(frametime);
3969
3970                 if ( Game_mode & GM_NORMAL ) {
3971                         switch(choice) {
3972                         case 0:
3973                                 gameseq_post_event(GS_EVENT_ENTER_GAME);
3974                                 break;
3975
3976                         case 1:
3977                                 gameseq_post_event(GS_EVENT_END_GAME);
3978                                 break;
3979
3980                         case 2:
3981                                 gameseq_post_event(GS_EVENT_START_GAME);
3982                                 break;
3983
3984                         // this should only happen during a red alert mission
3985                         case 3:                         
3986                                 // bogus?
3987                                 SDL_assert(The_mission.red_alert);
3988                                 if(!The_mission.red_alert){
3989                                         gameseq_post_event(GS_EVENT_START_GAME);
3990                                         break;
3991                                 }
3992                                 
3993                                 // choose the previous mission
3994                                 mission_campaign_previous_mission();
3995
3996                                 gameseq_post_event(GS_EVENT_START_GAME);
3997                                 break;
3998
3999                         default:
4000                                 leave_popup=0;
4001                                 break;
4002                         }
4003                 } else {
4004                         switch( choice ) {
4005
4006                         case POPUPDEAD_DO_MAIN_HALL:
4007                                 multi_quit_game(PROMPT_NONE,-1);
4008                                 break;
4009
4010                         case POPUPDEAD_DO_RESPAWN:                              
4011                                 multi_respawn_normal();
4012                                 event_music_player_respawn();
4013                                 break;
4014
4015                         case POPUPDEAD_DO_OBSERVER:
4016                                 multi_respawn_observer();
4017                                 event_music_player_respawn_as_observer();
4018                                 break;
4019
4020                         default:
4021                                 leave_popup = 0;
4022                                 break;
4023                         }
4024                 }
4025
4026                 if ( leave_popup ) {
4027                         popupdead_close();
4028                 }
4029         }
4030 }
4031
4032 // returns true if player is actually in a game_play stats
4033 int game_actually_playing()
4034 {
4035         int state;
4036
4037         state = gameseq_get_state();
4038         if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4039                 return 0;
4040         else
4041                 return 1;
4042 }
4043
4044 // Draw the 2D HUD gauges
4045 void game_render_hud_2d()
4046 {
4047         if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4048                 return;
4049         }
4050         
4051         HUD_render_2d(flFrametime);
4052         gr_reset_clip();
4053 }
4054
4055 // Draw the 3D-dependant HUD gauges
4056 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4057 {
4058         g3_start_frame(0);              // 0 = turn zbuffering off
4059         g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4060
4061         if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4062                 HUD_render_3d(flFrametime);
4063         }
4064
4065         // Do the sunspot
4066         game_sunspot_process(flFrametime);
4067
4068         // Diminish the palette effect
4069         game_flash_diminish(flFrametime);
4070
4071         g3_end_frame();
4072 }
4073
4074
4075 void game_frame()
4076 {
4077         int actually_playing;
4078         fix total_time1, total_time2;
4079         fix render2_time1=0, render2_time2=0;
4080         fix render3_time1=0, render3_time2=0;
4081         fix flip_time1=0, flip_time2=0;
4082         fix clear_time1=0, clear_time2=0;
4083         
4084         vector eye_pos;
4085         matrix eye_orient;
4086
4087 #ifndef NDEBUG
4088         if (Framerate_delay) {
4089                 int     start_time = timer_get_milliseconds();
4090                 while (timer_get_milliseconds() < start_time + Framerate_delay)
4091                         ;
4092         }
4093 #endif
4094
4095 #ifdef DEMO_SYSTEM
4096         demo_do_frame_start();
4097         if(Demo_error){
4098                 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4099                 demo_close();
4100         }
4101 #endif
4102         
4103         // start timing frame
4104         timing_frame_start();
4105
4106         total_time1 = timer_get_fixed_seconds();
4107
4108         // var to hold which state we are in
4109         actually_playing = game_actually_playing();
4110         
4111         if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4112                 if (!(Game_mode & GM_STANDALONE_SERVER)){
4113                         SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4114                 }
4115         }
4116
4117         if (Missiontime > Entry_delay_time){
4118                 Pre_player_entry = 0;
4119         } else {
4120                 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4121         }
4122
4123         //      Note: These are done even before the player enters, else buffers can overflow.
4124         if (! (Game_mode & GM_STANDALONE_SERVER)){
4125                 radar_frame_init();
4126         }
4127
4128         shield_frame_init();
4129
4130         if ( Player->control_mode != PCM_NORMAL )
4131                 camera_move();
4132
4133         if ( !Pre_player_entry && actually_playing ) {                          
4134                 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4135
4136                         if( (!popup_running_state()) && (!popupdead_is_active()) ){
4137                                 game_process_keys();
4138
4139                                 // don't read flying controls if we're playing a demo back
4140                                 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4141                                         read_player_controls( Player_obj, flFrametime);
4142                                 }
4143                         }
4144                         
4145                         // if we're not the master, we may have to send the server-critical ship status button_info bits
4146                         if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4147                                 multi_maybe_send_ship_status();
4148                         }
4149                 }
4150         }
4151
4152         // Reset the whack stuff
4153         game_whack_reset();
4154
4155         // These two lines must be outside of Pre_player_entry code,
4156         // otherwise too many lights are added.
4157         light_reset();
4158
4159         if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4160                 return;
4161         }
4162         
4163         game_simulation_frame();        
4164
4165         // if not actually in a game play state, then return.  This condition could only be true in 
4166         // a multiplayer game.
4167         if ( !actually_playing ) {
4168                 SDL_assert( Game_mode & GM_MULTIPLAYER );
4169                 return;
4170         }
4171
4172         if (!Pre_player_entry) {
4173                 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4174                         clear_time1 = timer_get_fixed_seconds();
4175                         // clear the screen to black
4176                         gr_reset_clip();
4177                         if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4178                                 gr_clear();
4179                         }
4180
4181                         clear_time2 = timer_get_fixed_seconds();
4182                         render3_time1 = timer_get_fixed_seconds();
4183                         game_render_frame_setup(&eye_pos, &eye_orient);
4184                         game_render_frame( &eye_pos, &eye_orient );
4185
4186                         // save the eye position and orientation
4187                         if ( Game_mode & GM_MULTIPLAYER ) {
4188                                 Net_player->s_info.eye_pos = eye_pos;
4189                                 Net_player->s_info.eye_orient = eye_orient;
4190                         }
4191
4192                         hud_show_target_model();
4193
4194                         // check to see if we should display the death died popup
4195                         if(Game_mode & GM_DEAD_BLEW_UP){                                
4196                                 if(Game_mode & GM_MULTIPLAYER){
4197                                         // catch the situation where we're supposed to be warping out on this transition
4198                                         if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4199                                                 gameseq_post_event(GS_EVENT_DEBRIEF);
4200                                         } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4201                                                 Player_died_popup_wait = -1;
4202                                                 popupdead_start();
4203                                         }
4204                                 } else {
4205                                         if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4206                                                 Player_died_popup_wait = -1;
4207                                                 popupdead_start();
4208                                         }
4209                                 }
4210                         }
4211
4212                         // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4213                         if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4214                                 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4215                                         if(!popupdead_is_active()){
4216                                                 popupdead_start();
4217                                         }
4218
4219                                         Player_multi_died_check = -1;
4220                                 }
4221                         }
4222         
4223                         render3_time2 = timer_get_fixed_seconds();
4224                         render2_time1 = timer_get_fixed_seconds();
4225
4226                         gr_reset_clip();
4227                         game_get_framerate();
4228                         game_show_framerate();          
4229
4230                         game_show_time_left();
4231
4232                         // Draw the 2D HUD gauges
4233                         if(supernova_active() < 3){
4234                                 game_render_hud_2d();
4235                         }
4236
4237                         game_set_view_clip();
4238
4239                         // Draw 3D HUD gauges                   
4240                         game_render_hud_3d(&eye_pos, &eye_orient);                                                                      
4241
4242                         game_tst_frame();
4243
4244                         render2_time2 = timer_get_fixed_seconds();
4245
4246                         // maybe render and process the dead popup
4247                         game_maybe_do_dead_popup(flFrametime);
4248
4249                         // start timing frame
4250                         timing_frame_stop();
4251                         // timing_display(30, 10);                      
4252
4253                         // If a regular popup is active, don't flip (popup code flips)
4254                         if( !popup_running_state() ){
4255                                 flip_time1 = timer_get_fixed_seconds();
4256                                 game_flip_page_and_time_it();
4257                                 flip_time2 = timer_get_fixed_seconds();
4258                         }
4259
4260 #ifndef NDEBUG
4261                         game_maybe_dump_frame();                        // used to dump pcx files for building trailers
4262 #endif          
4263                 } else {
4264                         game_show_standalone_framerate();
4265                 }
4266         }
4267
4268         game_do_training_checks();
4269         asteroid_frame();
4270
4271         // process lightning (nebula only)
4272         nebl_process();
4273
4274         total_time2 = timer_get_fixed_seconds();
4275
4276         // Got some timing numbers
4277         Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4278         Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4279         Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4280         Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4281         Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4282
4283 #ifdef DEMO_SYSTEM
4284         demo_do_frame_end();
4285         if(Demo_error){
4286                 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4287                 demo_close();
4288         }
4289 #endif
4290 }
4291
4292 #define MAX_FRAMETIME   (F1_0/4)                // Frametime gets saturated at this.  Changed by MK on 11/1/97.
4293                                                                                                 //      Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4294                                                                                                 //      died.  This resulted in screwed up death sequences.
4295
4296 fix Last_time = 0;                                              // The absolute time of game at end of last frame (beginning of this frame)
4297 fix Last_delta_time = 0;                                // While game is paused, this keeps track of how much elapsed in the frame before paused.
4298 static int timer_paused=0;
4299 #if defined(TIMER_TEST) && !defined(NDEBUG)
4300 static int stop_count,start_count;
4301 static int time_stopped,time_started;
4302 #endif
4303 int saved_timestamp_ticker = -1;
4304
4305 void game_reset_time()
4306 {
4307         if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4308                 return ;
4309         }
4310         
4311         //      Last_time = timer_get_fixed_seconds();
4312         game_start_time();
4313         timestamp_reset();
4314         game_stop_time();
4315 }
4316
4317 void game_stop_time()
4318 {
4319         if (timer_paused==0) {
4320                 fix time;
4321                 time = timer_get_fixed_seconds();
4322                 // Save how much time progressed so far in the frame so we can
4323                 // use it when we unpause.
4324                 Last_delta_time = time - Last_time;             
4325
4326                 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4327                 if (Last_delta_time < 0) {
4328                         #if defined(TIMER_TEST) && !defined(NDEBUG)
4329                         Int3();         //get Matt!!!!
4330                         #endif
4331                         Last_delta_time = 0;
4332                 }
4333                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4334                 time_stopped = time;
4335                 #endif
4336
4337                 // Stop the timer_tick stuff...
4338                 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4339                 saved_timestamp_ticker = timestamp_ticker;
4340         }
4341         timer_paused++;
4342
4343         #if defined(TIMER_TEST) && !defined(NDEBUG)
4344         stop_count++;
4345         #endif
4346 }
4347
4348 void game_start_time()
4349 {
4350         timer_paused--;
4351         SDL_assert(timer_paused >= 0);
4352         if (timer_paused==0) {
4353                 fix time;
4354                 time = timer_get_fixed_seconds();
4355                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4356                 if (Last_time < 0)
4357                         Int3();         //get Matt!!!!
4358                 }
4359                 #endif
4360                 // Take current time, and set it backwards to account for time  
4361                 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4362                 // will be correct when it goes to calculate the frametime next
4363                 // frame.
4364                 Last_time = time - Last_delta_time;             
4365                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4366                 time_started = time;
4367                 #endif
4368
4369                 // Restore the timer_tick stuff...
4370                 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4371                 SDL_assert( saved_timestamp_ticker > -1 );              // Called out of order, get JAS
4372                 timestamp_ticker = saved_timestamp_ticker;
4373                 saved_timestamp_ticker = -1;
4374         }
4375
4376         #if defined(TIMER_TEST) && !defined(NDEBUG)
4377         start_count++;
4378         #endif
4379 }
4380
4381
4382 void game_set_frametime(int state)
4383 {
4384         fix thistime;
4385         float frame_cap_diff;
4386
4387         thistime = timer_get_fixed_seconds();
4388
4389         if ( Last_time == 0 )   
4390                 Frametime = F1_0 / 30;
4391         else
4392                 Frametime = thistime - Last_time;
4393
4394 //      Frametime = F1_0 / 30;
4395
4396 #ifndef NDEBUG
4397         fix     debug_frametime = Frametime;    //      Just used to display frametime.
4398 #endif
4399
4400         //      If player hasn't entered mission yet, make frame take 1/4 second.
4401         if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4402                 Frametime = F1_0/4;
4403 #ifndef NDEBUG
4404         else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) {                                // note link to above if!!!!!
4405         
4406                 fix frame_speed = F1_0 / Debug_dump_frames;
4407
4408                 if (Frametime > frame_speed ){
4409                         nprintf(("warning","slow frame: %x\n",Frametime));
4410                 } else {                        
4411                         do {
4412                                 thistime = timer_get_fixed_seconds();
4413                                 Frametime = thistime - Last_time;
4414                         } while (Frametime < frame_speed );                     
4415                 }
4416                 Frametime = frame_speed;
4417         }
4418 #endif
4419
4420         SDL_assert( Framerate_cap > 0 );
4421
4422         // Cap the framerate so it doesn't get too high.
4423         {
4424                 fix cap;
4425
4426                 cap = F1_0/Framerate_cap;
4427                 if (Frametime < cap) {
4428                         thistime = cap - Frametime;
4429                         //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4430                         SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4431                         Frametime = cap;
4432                         thistime = timer_get_fixed_seconds();
4433                 }
4434         }
4435
4436         if((Game_mode & GM_STANDALONE_SERVER) && 
4437                 (f2fl(Frametime) < (1.0f/(float)Multi_options_g.std_framecap))){
4438
4439                 frame_cap_diff = (1.0f/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4440                 SDL_Delay( fl2i(frame_cap_diff * 1000.0f) );
4441                 
4442                 thistime += fl2f((frame_cap_diff));             
4443
4444                 Frametime = thistime - Last_time;
4445    }
4446
4447         // If framerate is too low, cap it.
4448         if (Frametime > MAX_FRAMETIME)  {
4449 #ifndef NDEBUG
4450                 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4451 #endif
4452                 Frametime = MAX_FRAMETIME;
4453         }
4454
4455         Frametime = fixmul(Frametime, Game_time_compression);
4456
4457         Last_time = thistime;
4458         //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4459
4460         flFrametime = f2fl(Frametime);
4461         //if(!(Game_mode & GM_PLAYING_DEMO)){
4462         timestamp_inc(flFrametime);
4463
4464 /*      if ((Framecount > 0) && (Framecount < 10)) {
4465                 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4466         }
4467 */
4468 }
4469
4470 // This is called from game_do_frame(), and from navmap_do_frame() 
4471 void game_update_missiontime()
4472 {
4473         // TODO JAS: Put in if and move this into game_set_frametime, 
4474         // fix navmap to call game_stop/start_time
4475         //if ( !timer_paused )  
4476                 Missiontime += Frametime;
4477 }
4478
4479 void game_do_frame()
4480 {       
4481         game_set_frametime(GS_STATE_GAME_PLAY);
4482         game_update_missiontime();
4483
4484         if (Game_mode & GM_STANDALONE_SERVER) {
4485                 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4486         }
4487
4488         if ( game_single_step && (last_single_step == game_single_step) ) {
4489                 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4490                 while( key_checkch() == 0 )
4491                         SDL_Delay(10);
4492                 os_set_title( XSTR( "FreeSpace", 171) );
4493                 Last_time = timer_get_fixed_seconds();
4494         }
4495
4496         last_single_step = game_single_step;
4497
4498         if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4499                 Keep_mouse_centered = 1;  // force mouse to center of our window (so we don't hit movement limits)
4500         }
4501         game_frame();
4502
4503         Keep_mouse_centered = 0;
4504         monitor_update();                       // Update monitor variables
4505 }
4506
4507 void multi_maybe_do_frame()
4508 {
4509         if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4510                 game_do_frame(); 
4511         }
4512 }
4513
4514 int Joymouse_button_status = 0;
4515
4516 // Flush all input devices
4517 void game_flush()
4518 {
4519         key_flush();
4520         mouse_flush();
4521         joy_flush();
4522         snazzy_flush();
4523
4524         Joymouse_button_status = 0;
4525
4526         //mprintf(("Game flush!\n" ));
4527 }
4528
4529 // function for multiplayer only which calls game_do_state_common() when running the
4530 // debug console
4531 void game_do_dc_networking()
4532 {
4533         SDL_assert( Game_mode & GM_MULTIPLAYER );
4534
4535         game_do_state_common( gameseq_get_state() );
4536 }
4537
4538 // Call this whenever in a loop, or when you need to check for a keystroke.
4539 int game_check_key()
4540 {
4541         int k;
4542
4543         k = game_poll();
4544
4545         // convert keypad enter to normal enter
4546         if ((k & KEY_MASK) == SDLK_KP_ENTER)
4547                 k = (k & ~KEY_MASK) | SDLK_RETURN;
4548
4549         return k;
4550 }
4551
4552 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4553
4554 #define DEMO_TRAILER_TIMEOUT_MS         45000                   // 45 seconds of no input, play trailer
4555 static int Demo_show_trailer_timestamp = 0;
4556
4557 void demo_reset_trailer_timer()
4558 {
4559         Demo_show_trailer_timestamp = timer_get_milliseconds();
4560 }
4561
4562 void demo_maybe_show_trailer(int k)
4563 {
4564         /*
4565         // if key pressed, reset demo trailer timer
4566         if ( k > 0 ) {
4567                 demo_reset_trailer_timer();
4568                 return;
4569         }
4570
4571         // if mouse moved, reset demo trailer timer
4572         int dx = 0, dy = 0;
4573
4574         mouse_get_delta(&dx, &dy);
4575         if ( (dx > 0) || (dy > 0) ) {
4576                 demo_reset_trailer_timer();
4577                 return;
4578         }
4579
4580         // if joystick has moved, reset demo trailer timer
4581         dx = 0;
4582         dy = 0;
4583         joy_get_delta(&dx, &dy);
4584         if ( (dx > 0) || (dy > 0) ) {
4585                 demo_reset_trailer_timer();
4586                 return;
4587         }
4588
4589         // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4590         //       the low-level code.  Ugly, I know... but was the simplest and most
4591         //       robust solution.
4592                 
4593         // if 30 seconds since last demo trailer time reset, launch movie
4594         if ( os_foreground() ) {
4595                 int now = timer_get_milliseconds();
4596                 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4597 //              if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4598                         // play movie here
4599                         movie_play( NOX("fstrailer2.mve") );
4600                         demo_reset_trailer_timer();
4601                 }
4602         }
4603         */
4604 }
4605
4606 #endif
4607
4608 // same as game_check_key(), except this is used while actually in the game.  Since there
4609 // generally are differences between game control keys and general UI keys, makes sense to
4610 // have seperate functions for each case.  If you are not checking a game control while in a
4611 // mission, you should probably be using game_check_key() instead.
4612 int game_poll()
4613 {
4614         int k, state;
4615
4616         if (!os_foreground()) {         
4617                 game_stop_time();
4618                 SDL_Delay(100);
4619                 game_start_time();
4620
4621                 // If we're in a single player game, pause it.
4622                 if (!(Game_mode & GM_MULTIPLAYER)){
4623                         if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) )     {
4624                                 game_process_pause_key();
4625                         }
4626                 }
4627         }
4628
4629    k = key_inkey();
4630
4631 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4632         demo_maybe_show_trailer(k);
4633 #endif
4634
4635         // Move the mouse cursor with the joystick.
4636         if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) )     {
4637                 // Move the mouse cursor with the joystick
4638                 int mx, my, dx, dy;
4639                 int jx, jy, jz, jr;
4640
4641                 joy_get_pos( &jx, &jy, &jz, &jr );
4642
4643                 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4644                 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4645
4646                 if ( dx || dy ) {
4647                         mouse_get_real_pos( &mx, &my );
4648                         mouse_set_pos( mx+dx, my+dy );
4649                 }
4650
4651                 int j, m;
4652                 j = joy_down(0);
4653                 m = mouse_down(MOUSE_LEFT_BUTTON);
4654
4655                 if ( j != Joymouse_button_status )      {
4656                         //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4657                         Joymouse_button_status = j;
4658                         if ( j && (!m) )        {
4659                                 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4660                         } else if ( (!j) && (m) )       {
4661                                 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4662                         }
4663                 }
4664         }
4665
4666         // if we should be ignoring keys because of some multiplayer situations
4667         if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4668                 return 0;
4669         }
4670
4671         // If a popup is running, don't process all the Fn keys
4672         if( popup_active() ) {
4673                 return k;
4674         }
4675
4676         state = gameseq_get_state();
4677
4678 //      if ( k ) nprintf(( "General", "Key = %x\n", k ));
4679
4680         switch (k) {
4681                 case KEY_DEBUGGED + SDLK_BACKSPACE:
4682                         Int3();
4683                         break;
4684
4685                 case SDLK_F1:
4686                         launch_context_help();
4687                         k = 0;
4688                         break;
4689
4690                 case SDLK_F2:
4691 //                      if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4692
4693                         // don't allow f2 while warping out in multiplayer      
4694                         if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4695                                 break;
4696                         }
4697
4698                         switch (state) {
4699                                 case GS_STATE_INITIAL_PLAYER_SELECT:
4700                                 case GS_STATE_OPTIONS_MENU:
4701                                 case GS_STATE_HUD_CONFIG:
4702                                 case GS_STATE_CONTROL_CONFIG:
4703                                 case GS_STATE_DEATH_DIED:
4704                                 case GS_STATE_DEATH_BLEW_UP:            
4705                                 case GS_STATE_VIEW_MEDALS:
4706                                         break;
4707
4708                                 default:
4709                                         gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4710                                         k = 0;
4711                                         break;
4712                         }
4713
4714                         break;
4715
4716                         // hotkey selection screen -- only valid from briefing and beyond.
4717                 case SDLK_F3:
4718 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4719                                 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) ) {
4720                                         gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4721                                         k = 0;
4722                                 }
4723 #endif
4724                         break;
4725
4726                 case KEY_DEBUGGED + SDLK_F3:
4727                         gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4728                         break;
4729
4730                 case KEY_DEBUGGED + SDLK_F4:
4731                         gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4732                         break;
4733
4734                 case SDLK_F4:
4735                         if(Game_mode & GM_MULTIPLAYER){
4736                                 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4737                                         gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4738                                         k = 0;
4739                                 } 
4740                         } else {
4741                                 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4742                                         gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4743                                         k = 0;
4744                                 }
4745                         }
4746                         break;
4747
4748                 case SDLK_ESCAPE | KEY_SHIFTED:
4749                         // make sure to quit properly out of multiplayer
4750                         if(Game_mode & GM_MULTIPLAYER){
4751                                 multi_quit_game(PROMPT_NONE);
4752                         }
4753
4754                         gameseq_post_event( GS_EVENT_QUIT_GAME );
4755                         k = 0;
4756
4757                         break;
4758
4759                 case KEY_DEBUGGED + SDLK_p:
4760                         break;                  
4761
4762                 case SDLK_PRINTSCREEN:
4763                         {
4764                                 static int counter = 0;
4765                                 char tmp_name[127];
4766
4767                                 game_stop_time();
4768
4769                                 SDL_snprintf( tmp_name, SDL_arraysize(tmp_name), NOX("screen%02d"), counter );
4770                                 counter++;
4771                                 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4772                                 gr_print_screen(tmp_name);
4773
4774                                 game_start_time();
4775                         }
4776
4777                         k = 0;
4778                         break;
4779
4780                 case KEY_SHIFTED | SDLK_RETURN: {
4781
4782 #if !defined(NDEBUG)
4783
4784                         if ( Game_mode & GM_NORMAL ){
4785                                 game_stop_time();
4786                         }
4787
4788                         // if we're in multiplayer mode, do some special networking
4789                         if(Game_mode & GM_MULTIPLAYER){
4790                                 debug_console(game_do_dc_networking);
4791                         } else {                                
4792                                 debug_console();
4793                         }
4794
4795                         game_flush();
4796
4797                         if ( Game_mode & GM_NORMAL )
4798                                 game_start_time();
4799
4800 #endif
4801
4802                         break;
4803                 }
4804         }
4805
4806         return k;
4807 }
4808
4809 void os_close()
4810 {
4811         gameseq_post_event(GS_EVENT_QUIT_GAME);
4812 }
4813
4814 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4815
4816
4817 void camera_set_position( vector *pos )
4818 {
4819         Camera_pos = *pos;
4820 }
4821
4822 void camera_set_orient( matrix *orient )
4823 {
4824         Camera_orient = *orient;
4825 }
4826
4827 void camera_set_velocity( vector *vel, int instantaneous )
4828 {
4829         Camera_desired_velocity.xyz.x = 0.0f;
4830         Camera_desired_velocity.xyz.y = 0.0f;
4831         Camera_desired_velocity.xyz.z = 0.0f;
4832
4833         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4834         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4835         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4836
4837         if ( instantaneous )    {
4838                 Camera_velocity = Camera_desired_velocity;
4839         }
4840
4841 }
4842
4843 //
4844 void camera_move()
4845 {
4846         vector new_vel, delta_pos;
4847
4848         apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4849         apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4850         apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4851
4852         Camera_velocity = new_vel;
4853
4854 //      mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4855
4856         vm_vec_add2( &Camera_pos, &delta_pos );
4857
4858         float ot = Camera_time+0.0f;
4859
4860         Camera_time += flFrametime;
4861
4862         if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) )       {
4863                 vector tmp;
4864                 
4865                 tmp.xyz.z = 4.739f;             // always go this fast forward.
4866
4867                 // pick x and y velocities so they are always on a 
4868                 // circle with a 25 m radius.
4869
4870                 float tmp_angle = frand()*PI2;
4871         
4872                 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4873                 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4874
4875                 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4876
4877                 //mprintf(( "Changing velocity!\n" ));
4878                 camera_set_velocity( &tmp, 0 );
4879         }
4880
4881         if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) )  {
4882                 vector tmp = ZERO_VECTOR;
4883                 camera_set_velocity( &tmp, 0 );
4884         }
4885         
4886 }
4887
4888 void end_demo_campaign_do()
4889 {
4890 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4891         // show upsell screens
4892         demo_upsell_show_screens();
4893 #elif defined(OEM_BUILD)
4894         // show oem upsell screens
4895         oem_upsell_show_screens();
4896 #endif
4897
4898         // drop into main hall
4899         gameseq_post_event( GS_EVENT_MAIN_MENU );
4900 }
4901
4902 // All code to process events.   This is the only place
4903 // that you should change the state of the game.
4904 void game_process_event( int current_state, int event )
4905 {
4906         mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
4907
4908         switch (event) {
4909                 case GS_EVENT_SIMULATOR_ROOM:
4910                         gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
4911                         break;
4912
4913                 case GS_EVENT_MAIN_MENU:
4914                         gameseq_set_state(GS_STATE_MAIN_MENU);          
4915                         break;
4916
4917                 case GS_EVENT_OPTIONS_MENU:
4918                         gameseq_push_state( GS_STATE_OPTIONS_MENU );
4919                         break;
4920
4921                 case GS_EVENT_BARRACKS_MENU:
4922                         gameseq_set_state(GS_STATE_BARRACKS_MENU);              
4923                         break;
4924
4925                 case GS_EVENT_TECH_MENU:
4926                         gameseq_set_state(GS_STATE_TECH_MENU);          
4927                         break;
4928
4929                 case GS_EVENT_TRAINING_MENU:
4930                         gameseq_set_state(GS_STATE_TRAINING_MENU);              
4931                         break;
4932
4933                 case GS_EVENT_START_GAME:
4934                         Select_default_ship = 0;                        
4935                         Player_multi_died_check = -1;
4936                         gameseq_set_state(GS_STATE_CMD_BRIEF);
4937                         break;
4938
4939                 case GS_EVENT_START_BRIEFING:
4940                         gameseq_set_state(GS_STATE_BRIEFING);           
4941                         break;
4942
4943                 case GS_EVENT_DEBRIEF:
4944                         // did we end the campaign in the main freespace 2 single player campaign?
4945 #ifdef MAKE_FS1
4946                         if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
4947 #else
4948                         if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
4949 #endif
4950                                 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
4951                         } else {
4952                                 gameseq_set_state(GS_STATE_DEBRIEF);            
4953                         }
4954
4955                         Player_multi_died_check = -1;
4956                         break;
4957
4958                 case GS_EVENT_SHIP_SELECTION:
4959                         gameseq_set_state( GS_STATE_SHIP_SELECT );
4960                         break;
4961
4962                 case GS_EVENT_WEAPON_SELECTION:
4963                         gameseq_set_state( GS_STATE_WEAPON_SELECT );
4964                         break;
4965
4966                 case GS_EVENT_ENTER_GAME:               
4967 #ifdef DEMO_SYSTEM
4968                         // maybe start recording a demo
4969                         if(Demo_make){
4970                                 demo_start_record("test.fsd");
4971                         }
4972 #endif
4973
4974                         if (Game_mode & GM_MULTIPLAYER) {
4975                                 // if we're respawning, make sure we change the view mode so that the hud shows up
4976                                 if (current_state == GS_STATE_DEATH_BLEW_UP) {
4977                                         Viewer_mode = 0;
4978                                 }
4979
4980                                 gameseq_set_state(GS_STATE_GAME_PLAY);
4981                         } else {
4982                                 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
4983                         }
4984
4985                         Player_multi_died_check = -1;
4986
4987                         // clear multiplayer button info                        
4988                         extern button_info Multi_ship_status_bi;
4989                         memset(&Multi_ship_status_bi, 0, sizeof(button_info));
4990
4991                         Start_time = f2fl(timer_get_approx_seconds());
4992                         //Framecount = 0;
4993                         mprintf(("Entering game at time = %7.3f\n", Start_time));
4994                         break;
4995
4996
4997                 case GS_EVENT_START_GAME_QUICK:
4998                         Select_default_ship = 1;
4999                         gameseq_post_event(GS_EVENT_ENTER_GAME);
5000                         break;
5001
5002
5003                 case GS_EVENT_END_GAME:
5004                         if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5005                                 (current_state == GS_STATE_DEATH_BLEW_UP) ||    (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5006                                         gameseq_set_state(GS_STATE_MAIN_MENU);
5007
5008                         } else
5009                                 Int3();
5010
5011                         Player_multi_died_check = -1;
5012                         break;
5013
5014                 case GS_EVENT_QUIT_GAME:
5015                         main_hall_stop_music();
5016                         main_hall_stop_ambient();
5017                         gameseq_set_state(GS_STATE_QUIT_GAME);
5018
5019                         Player_multi_died_check = -1;
5020                         break;
5021
5022                 case GS_EVENT_GAMEPLAY_HELP:
5023                         gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5024                         break;
5025
5026                 case GS_EVENT_PAUSE_GAME:
5027                         gameseq_push_state(GS_STATE_GAME_PAUSED);
5028                         break;
5029
5030                 case GS_EVENT_DEBUG_PAUSE_GAME:
5031                         gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5032                         break;
5033
5034                 case GS_EVENT_TRAINING_PAUSE:
5035                         gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5036                         break;
5037
5038                 case GS_EVENT_PREVIOUS_STATE:
5039                         gameseq_pop_state();
5040                         break;
5041
5042                 case GS_EVENT_TOGGLE_FULLSCREEN:
5043                         gr_toggle_fullscreen();
5044                         break;
5045
5046                 case GS_EVENT_TOGGLE_GLIDE:
5047                         break;                                          
5048  
5049                 case GS_EVENT_LOAD_MISSION_MENU:
5050                         break;
5051
5052                 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5053                         gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5054                         break;
5055
5056                 case GS_EVENT_HUD_CONFIG:
5057                         gameseq_push_state( GS_STATE_HUD_CONFIG );
5058                         break;
5059
5060                 case GS_EVENT_CONTROL_CONFIG:
5061                         gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5062                         break;  
5063
5064                 case GS_EVENT_DEATH_DIED:
5065                         gameseq_set_state( GS_STATE_DEATH_DIED );
5066                         break;
5067
5068                 case GS_EVENT_DEATH_BLEW_UP:
5069                         if (  current_state == GS_STATE_DEATH_DIED )    {
5070                                 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5071                                 event_music_player_death();
5072
5073                                 // multiplayer clients set their extra check here
5074                                 if(Game_mode & GM_MULTIPLAYER){
5075                                         // set the multi died absolute last chance check                                        
5076                                         Player_multi_died_check = time(NULL);
5077                                 }                                       
5078                         } else {
5079                                 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5080                         }
5081                         break;
5082
5083                 case GS_EVENT_NEW_CAMPAIGN:
5084                         if (!mission_load_up_campaign()){
5085                                 readyroom_continue_campaign();
5086                         }
5087
5088                         Player_multi_died_check = -1;
5089                         break;
5090
5091                 case GS_EVENT_CAMPAIGN_CHEAT:
5092                         if (!mission_load_up_campaign()){
5093                                 /*
5094                                 // bash campaign value
5095                                 extern char Main_hall_campaign_cheat[512];
5096                                 int idx;
5097                                 
5098                                 // look for the mission
5099                                 for(idx=0; idx<Campaign.num_missions; idx++){
5100                                         if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5101                                                 Campaign.next_mission = idx;
5102                                                 Campaign.prev_mission = idx - 1;
5103                                                 break;
5104                                         }
5105                                 }
5106                                 */
5107
5108                                 // continue
5109                                 readyroom_continue_campaign();
5110                         }
5111
5112                         Player_multi_died_check = -1;
5113                         break;
5114
5115                 case GS_EVENT_CAMPAIGN_ROOM:
5116                         gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5117                         break;
5118
5119                 case GS_EVENT_CMD_BRIEF:
5120                         gameseq_set_state(GS_STATE_CMD_BRIEF);
5121                         break;
5122
5123                 case GS_EVENT_RED_ALERT:
5124                         gameseq_set_state(GS_STATE_RED_ALERT);
5125                         break;
5126
5127                 case GS_EVENT_CREDITS:
5128                         gameseq_set_state( GS_STATE_CREDITS );
5129                         break;
5130
5131                 case GS_EVENT_VIEW_MEDALS:
5132                         gameseq_push_state( GS_STATE_VIEW_MEDALS );
5133                         break;
5134
5135                 case GS_EVENT_SHOW_GOALS:
5136                         gameseq_push_state( GS_STATE_SHOW_GOALS );      // use push_state() since we might get to this screen through a variety of states
5137                         break;
5138
5139                 case GS_EVENT_HOTKEY_SCREEN:
5140                         gameseq_push_state( GS_STATE_HOTKEY_SCREEN );   // use push_state() since we might get to this screen through a variety of states
5141                         break;
5142                 
5143         // multiplayer stuff follow these comments
5144
5145                 case GS_EVENT_PXO:
5146                         gameseq_set_state(GS_STATE_PXO);
5147                         break;
5148
5149                 case GS_EVENT_PXO_HELP:
5150                         gameseq_set_state(GS_STATE_PXO_HELP);
5151                         break;
5152
5153                 case GS_EVENT_MULTI_JOIN_GAME:
5154                         gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5155                         break;
5156
5157                 case GS_EVENT_MULTI_HOST_SETUP:
5158                         gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5159                         break;
5160
5161                 case GS_EVENT_MULTI_CLIENT_SETUP:
5162                         gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5163                         break;
5164
5165                 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5166                         gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5167                         break;
5168
5169                 case GS_EVENT_MULTI_STD_WAIT:
5170                         gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5171                         break;
5172
5173                 case GS_EVENT_STANDALONE_MAIN:
5174                         gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5175                         break;   
5176
5177                 case GS_EVENT_MULTI_PAUSE:
5178                         gameseq_push_state( GS_STATE_MULTI_PAUSED );
5179                         break;                  
5180
5181                 case GS_EVENT_INGAME_PRE_JOIN:
5182                         gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5183                         break;
5184                 
5185                 case GS_EVENT_EVENT_DEBUG:
5186                         gameseq_push_state(GS_STATE_EVENT_DEBUG);
5187                         break;
5188
5189                 // Start a warpout where player automatically goes 70 no matter what
5190                 // and can't cancel out of it.
5191                 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5192                         Warpout_forced = 1;                                                     // If non-zero, bash the player to speed and go through effect
5193
5194                         // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5195                         Player->saved_viewer_mode = Viewer_mode;
5196                         Player->control_mode = PCM_WARPOUT_STAGE1;
5197                         Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5198                         Warpout_time = 0.0f;                    // Start timer!
5199                         break;
5200
5201                 case GS_EVENT_PLAYER_WARPOUT_START:
5202                         if ( Player->control_mode != PCM_NORMAL )       {
5203                                 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5204                         } else {
5205                                 Player->saved_viewer_mode = Viewer_mode;
5206                                 Player->control_mode = PCM_WARPOUT_STAGE1;
5207                                 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5208                                 Warpout_time = 0.0f;                    // Start timer!
5209                                 Warpout_forced = 0;                             // If non-zero, bash the player to speed and go through effect
5210                         }
5211                         break;
5212
5213                 case GS_EVENT_PLAYER_WARPOUT_STOP:
5214                         if ( Player->control_mode != PCM_NORMAL )       {
5215                                 if ( !Warpout_forced )  {               // cannot cancel forced warpout
5216                                         Player->control_mode = PCM_NORMAL;
5217                                         Viewer_mode = Player->saved_viewer_mode;
5218                                         hud_subspace_notify_abort();
5219                                         mprintf(( "Player put back to normal mode.\n" ));
5220                                         if ( Warpout_sound > -1 )       {
5221                                                 snd_stop( Warpout_sound );
5222                                                 Warpout_sound = -1;
5223                                         }
5224                                 }
5225                         }
5226                         break;
5227
5228                 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1:               // player ship got up to speed
5229                         if ( Player->control_mode != PCM_WARPOUT_STAGE1 )       {
5230                                 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5231                                 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5232                         } else {
5233                                 mprintf(( "Hit target speed.  Starting warp effect and moving to stage 2!\n" ));
5234                                 shipfx_warpout_start( Player_obj );
5235                                 Player->control_mode = PCM_WARPOUT_STAGE2;
5236                                 Player->saved_viewer_mode = Viewer_mode;
5237                                 Viewer_mode |= VM_WARP_CHASE;
5238                                 
5239                                 vector tmp = Player_obj->pos;
5240                                 matrix tmp_m;
5241                                 ship_get_eye( &tmp, &tmp_m, Player_obj );
5242                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5243                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5244                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5245                                 Camera_time = 0.0f;
5246                                 camera_set_position( &tmp );
5247                                 camera_set_orient( &Player_obj->orient );
5248                                 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5249
5250                                 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5251                                 camera_set_velocity( &tmp_vel, 1);
5252                         }
5253                         break;
5254
5255                 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2:               // player ship got into the warp effect
5256                         if ( Player->control_mode != PCM_WARPOUT_STAGE2 )       {
5257                                 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5258                                 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5259                         } else {
5260                                 mprintf(( "Hit warp effect.  Moving to stage 3!\n" ));
5261                                 Player->control_mode = PCM_WARPOUT_STAGE3;
5262                         }
5263                         break;
5264
5265                 case GS_EVENT_PLAYER_WARPOUT_DONE:      // player ship got through the warp effect
5266                         mprintf(( "Player warped out.  Going to debriefing!\n" ));
5267                         Player->control_mode = PCM_NORMAL;
5268                         Viewer_mode = Player->saved_viewer_mode;
5269                         Warpout_sound = -1;
5270
5271                         // we have a special debriefing screen for multiplayer furballs
5272                         if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5273                                 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5274                         }
5275                         // do the normal debriefing for all other situations
5276                         else {
5277                                 gameseq_post_event(GS_EVENT_DEBRIEF);
5278                         }
5279                         break;
5280
5281                 case GS_EVENT_STANDALONE_POSTGAME:
5282                         gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5283                         break;
5284
5285                 case GS_EVENT_INITIAL_PLAYER_SELECT:
5286                         gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5287                         break;
5288
5289                 case GS_EVENT_GAME_INIT:
5290 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5291                         gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5292 #else                   
5293                         // see if the command line option has been set to use the last pilot, and act acoordingly
5294                         if( player_select_get_last_pilot() ) {                                                          
5295                                 // always enter the main menu -- do the automatic network startup stuff elsewhere
5296                                 // so that we still have valid checks for networking modes, etc.
5297                                 gameseq_set_state(GS_STATE_MAIN_MENU);
5298                         } else {
5299                                 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5300                         }
5301 #endif
5302                         break;
5303
5304                 case GS_EVENT_MULTI_MISSION_SYNC:
5305                         gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5306                         break;          
5307
5308                 case GS_EVENT_MULTI_START_GAME:
5309                         gameseq_set_state(GS_STATE_MULTI_START_GAME);
5310                         break;
5311
5312                 case GS_EVENT_MULTI_HOST_OPTIONS:
5313                         gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5314                         break;
5315
5316                 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5317                         gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5318                         break;
5319
5320                 case GS_EVENT_TEAM_SELECT:
5321                         gameseq_set_state(GS_STATE_TEAM_SELECT);
5322                         break;
5323
5324                 case GS_EVENT_END_CAMPAIGN:                     
5325                         gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5326                         break;          
5327
5328                 case GS_EVENT_END_DEMO:
5329                         gameseq_set_state(GS_STATE_END_DEMO);
5330                         break;
5331
5332                 case GS_EVENT_LOOP_BRIEF:
5333                         gameseq_set_state(GS_STATE_LOOP_BRIEF);
5334                         break;
5335
5336                 default:
5337                         Int3();
5338                         break;
5339         }
5340 }
5341
5342 // Called when a state is being left.
5343 // The current state is still at old_state, but as soon as
5344 // this function leaves, then the current state will become
5345 // new state.     You should never try to change the state
5346 // in here... if you think you need to, you probably really
5347 // need to post an event, not change the state.
5348 void game_leave_state( int old_state, int new_state )
5349 {
5350         int end_mission = 1;
5351
5352         switch (new_state) {
5353                 case GS_STATE_GAME_PAUSED:
5354                 case GS_STATE_DEBUG_PAUSED:
5355                 case GS_STATE_OPTIONS_MENU:
5356                 case GS_STATE_CONTROL_CONFIG:           
5357                 case GS_STATE_MISSION_LOG_SCROLLBACK:
5358                 case GS_STATE_DEATH_DIED:
5359                 case GS_STATE_SHOW_GOALS:
5360                 case GS_STATE_HOTKEY_SCREEN:            
5361                 case GS_STATE_MULTI_PAUSED:
5362                 case GS_STATE_TRAINING_PAUSED:
5363                 case GS_STATE_EVENT_DEBUG:                              
5364                 case GS_STATE_GAMEPLAY_HELP:
5365                         end_mission = 0;  // these events shouldn't end a mission
5366                         break;
5367         }
5368
5369         switch (old_state) {
5370                 case GS_STATE_BRIEFING:
5371                         brief_stop_voices();
5372                         if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5373                                   && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5374                                   && (new_state != GS_STATE_TEAM_SELECT) ){
5375                                 common_select_close();
5376                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5377                                         freespace_stop_mission();       
5378                                 }
5379                         }
5380                         
5381                         // COMMAND LINE OPTION
5382                         if (Cmdline_multi_stream_chat_to_file){
5383                                 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5384                                 cfclose(Multi_chat_stream);
5385                         }
5386                         break;
5387
5388                 case GS_STATE_DEBRIEF:
5389                         if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5390                                 debrief_close();                                
5391                         }
5392                         break;
5393
5394                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5395                         multi_df_debrief_close();
5396                         break;
5397
5398                 case GS_STATE_LOAD_MISSION_MENU:
5399                         break;
5400
5401                 case GS_STATE_SIMULATOR_ROOM:
5402                         sim_room_close();
5403                         break;
5404
5405                 case GS_STATE_CAMPAIGN_ROOM:
5406                         campaign_room_close();
5407                         break;
5408
5409                 case GS_STATE_CMD_BRIEF:
5410                         if (new_state == GS_STATE_OPTIONS_MENU) {
5411                                 cmd_brief_hold();
5412
5413                         } else {
5414                                 cmd_brief_close();
5415                                 if (new_state == GS_STATE_MAIN_MENU)
5416                                         freespace_stop_mission();       
5417                         }
5418
5419                         break;
5420
5421                 case GS_STATE_RED_ALERT:
5422                         red_alert_close();
5423                         break;
5424
5425                 case GS_STATE_SHIP_SELECT:
5426                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5427                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5428                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5429                                 common_select_close();
5430                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5431                                         freespace_stop_mission();       
5432                                 }
5433                         }
5434                         break;
5435
5436                 case GS_STATE_WEAPON_SELECT:
5437                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5438                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5439                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5440                                 common_select_close();
5441                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5442                                         freespace_stop_mission();       
5443                                 }
5444                         }
5445                         break;
5446
5447                 case GS_STATE_TEAM_SELECT:
5448                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5449                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5450                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5451                                 common_select_close();
5452                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5453                                         freespace_stop_mission();       
5454                                 }
5455                         }                                       
5456                         break;
5457
5458                 case GS_STATE_MAIN_MENU:
5459 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5460                         mht_close();
5461 #else
5462                         main_hall_close();
5463 #endif
5464                         break;
5465
5466                 case GS_STATE_OPTIONS_MENU:
5467                         //game_start_time();
5468                         if(new_state == GS_STATE_MULTI_JOIN_GAME){
5469                                 multi_join_clear_game_list();
5470                         }
5471                         options_menu_close();
5472                         break;
5473
5474                 case GS_STATE_BARRACKS_MENU:
5475                         if(new_state != GS_STATE_VIEW_MEDALS){
5476                                 barracks_close();
5477                         }
5478                         break;
5479
5480                 case GS_STATE_MISSION_LOG_SCROLLBACK:
5481                         hud_scrollback_close();
5482                         break;
5483
5484                 case GS_STATE_TRAINING_MENU:
5485                         training_menu_close();
5486                         break;
5487
5488                 case GS_STATE_GAME_PLAY:
5489                         if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5490                                 player_save_target_and_weapon_link_prefs();
5491                                 game_stop_looped_sounds();
5492                         }
5493
5494                         sound_env_disable();
5495                         joy_ff_stop_effects();
5496
5497                         // stop game time under certain conditions
5498                         if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5499                                 game_stop_time();
5500                         }
5501
5502                         if (end_mission) {
5503                         // shut down any recording or playing demos
5504 #ifdef DEMO_SYSTEM
5505                                 demo_close();
5506 #endif
5507
5508                                 // when in multiplayer and going back to the main menu, send a leave game packet
5509                                 // right away (before calling stop mission).  stop_mission was taking to long to
5510                                 // close mission down and I want people to get notified ASAP.
5511                                 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5512                                         multi_quit_game(PROMPT_NONE);
5513                                 }
5514
5515                                 freespace_stop_mission();                       
5516                                 Game_time_compression = F1_0;
5517                         }
5518                         break;
5519
5520                 case GS_STATE_TECH_MENU:
5521                         techroom_close();
5522                         break;
5523
5524                 case GS_STATE_TRAINING_PAUSED:
5525                         Training_num_lines = 0;
5526                         // fall through to GS_STATE_GAME_PAUSED
5527
5528                 case GS_STATE_GAME_PAUSED:
5529                         game_start_time();
5530                         if ( end_mission ) {
5531                                 pause_close(0);
5532                         }
5533                         break;
5534
5535                 case GS_STATE_DEBUG_PAUSED:
5536                         #ifndef NDEBUG
5537                                 game_start_time();
5538                                 pause_debug_close();
5539                         #endif
5540                         break;
5541
5542                 case GS_STATE_HUD_CONFIG:
5543                         hud_config_close();
5544                         break;
5545
5546                 // join/start a game
5547                 case GS_STATE_MULTI_JOIN_GAME:
5548                         if(new_state != GS_STATE_OPTIONS_MENU){
5549                                 multi_join_game_close();
5550                         }
5551                         break;
5552
5553                 case GS_STATE_MULTI_HOST_SETUP:
5554                 case GS_STATE_MULTI_CLIENT_SETUP:
5555                         // if this is just the host going into the options screen, don't do anything
5556                         if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5557                                 break;
5558                         }
5559
5560                         // close down the proper state
5561                         if(old_state == GS_STATE_MULTI_HOST_SETUP){
5562                                 multi_create_game_close();
5563                         } else {
5564                                 multi_game_client_setup_close();
5565                         }
5566
5567                         // COMMAND LINE OPTION
5568                         if (Cmdline_multi_stream_chat_to_file){
5569                                 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5570                                         cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5571                                         cfclose(Multi_chat_stream);
5572                                 }
5573                         }                       
5574                         break;
5575
5576                 case GS_STATE_CONTROL_CONFIG:
5577                         control_config_close();
5578                         break;
5579
5580                 case GS_STATE_DEATH_DIED:
5581                         Game_mode &= ~GM_DEAD_DIED;
5582                         
5583                         // early end while respawning or blowing up in a multiplayer game
5584                         if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5585                                 game_stop_time();
5586                                 freespace_stop_mission();
5587                         }
5588                         break;
5589
5590                 case GS_STATE_DEATH_BLEW_UP:
5591                         Game_mode &= ~GM_DEAD_BLEW_UP;
5592
5593                         // for single player, we might reload mission, etc.  For multiplayer, look at my new state
5594                         // to determine if I should do anything.
5595                         if ( !(Game_mode & GM_MULTIPLAYER) ) {
5596                                 if ( end_mission ){
5597                                         freespace_stop_mission();
5598                                 }
5599                         } else {
5600                                 // if we are not respawing as an observer or as a player, our new state will not
5601                                 // be gameplay state.
5602                                 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5603                                         game_stop_time();                                                                       // hasn't been called yet!!
5604                                         freespace_stop_mission();
5605                                 }
5606                         }
5607                         break;
5608
5609
5610                 case GS_STATE_CREDITS:
5611                         credits_close();
5612                         break;
5613
5614                 case GS_STATE_VIEW_MEDALS:
5615                         medal_main_close();
5616                         break;
5617
5618                 case GS_STATE_SHOW_GOALS:
5619                         mission_show_goals_close();
5620                         break;
5621
5622                 case GS_STATE_HOTKEY_SCREEN:
5623                         if ( new_state != GS_STATE_OPTIONS_MENU ) {
5624                                 mission_hotkey_close();
5625                         }
5626                         break;
5627
5628                 case GS_STATE_MULTI_MISSION_SYNC:
5629                         // if we're moving into the options menu, don't do anything
5630                         if(new_state == GS_STATE_OPTIONS_MENU){
5631                                 break;
5632                         }
5633
5634                         SDL_assert( Game_mode & GM_MULTIPLAYER );
5635                         multi_sync_close();
5636                         if ( new_state == GS_STATE_GAME_PLAY ){
5637                                 // palette_restore_palette();
5638
5639                                 // change a couple of flags to indicate our state!!!
5640                                 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5641                                 send_netplayer_update_packet();
5642
5643                                 // set the game mode
5644                                 Game_mode |= GM_IN_MISSION;
5645                         }                       
5646                         break;          
5647    
5648                 case GS_STATE_VIEW_CUTSCENES:
5649                         cutscenes_screen_close();
5650                         break;
5651
5652                 case GS_STATE_MULTI_STD_WAIT:
5653                         multi_standalone_wait_close();
5654                         break;
5655
5656                 case GS_STATE_STANDALONE_MAIN:                  
5657                         standalone_main_close();
5658                         if(new_state == GS_STATE_MULTI_STD_WAIT){               
5659                                 init_multiplayer_stats();                                                                               
5660                         }                       
5661                         break;
5662
5663                 case GS_STATE_MULTI_PAUSED:
5664                         // if ( end_mission ){
5665                                 pause_close(1);
5666                         // }
5667                         break;                  
5668
5669                 case GS_STATE_INGAME_PRE_JOIN:
5670                         multi_ingame_select_close();
5671                         break;
5672
5673                 case GS_STATE_STANDALONE_POSTGAME:
5674                         multi_standalone_postgame_close();
5675                         break;
5676
5677                 case GS_STATE_INITIAL_PLAYER_SELECT:                    
5678                         player_select_close();                  
5679                         break;          
5680
5681                 case GS_STATE_MULTI_START_GAME:
5682                         multi_start_game_close();
5683                         break;
5684
5685                 case GS_STATE_MULTI_HOST_OPTIONS:
5686                         multi_host_options_close();
5687                         break;                          
5688
5689                 case GS_STATE_END_OF_CAMPAIGN:
5690                         mission_campaign_end_close();
5691                         break;
5692
5693                 case GS_STATE_LOOP_BRIEF:
5694                         loop_brief_close();
5695                         break;
5696
5697                 case GS_STATE_PXO:
5698                         if (new_state != GS_STATE_PXO_HELP) {
5699                                 multi_pxo_close();
5700                         }
5701                         break;
5702
5703                 case GS_STATE_PXO_HELP:
5704                         multi_pxo_help_close();
5705                         break;
5706         }
5707 }
5708
5709 // Called when a state is being entered.
5710 // The current state is set to the state we're entering at
5711 // this point, and old_state is set to the state we're coming
5712 // from.    You should never try to change the state
5713 // in here... if you think you need to, you probably really
5714 // need to post an event, not change the state.
5715
5716 void game_enter_state( int old_state, int new_state )
5717 {
5718         switch (new_state) {
5719                 case GS_STATE_MAIN_MENU:                                
5720                         // in multiplayer mode, be sure that we are not doing networking anymore.
5721                         if ( Game_mode & GM_MULTIPLAYER ) {
5722                                 SDL_assert( Net_player != NULL );
5723                                 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5724                         }
5725
5726                         Game_time_compression = F1_0;
5727         
5728                         // determine which ship this guy is currently based on
5729 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5730                         mht_init();
5731 #else
5732                         if (Player->on_bastion) {
5733                                 main_hall_init(1);
5734                         } else {
5735                                 main_hall_init(0);
5736                         }
5737 #endif
5738                         break;
5739
5740                 case GS_STATE_BRIEFING:
5741                         main_hall_stop_music();
5742                         main_hall_stop_ambient();
5743                         
5744                         if (Game_mode & GM_NORMAL) {
5745                                 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5746                                 // MWA: or from options or hotkey screens
5747                                 // JH: or if the command brief state already did this
5748                                 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5749                                         && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5750                                         && (old_state != GS_STATE_CMD_BRIEF) ) {
5751                                         if ( !game_start_mission() )                    // this should put us into a new state on failure!
5752                                                 break;
5753                                 }
5754                         }
5755                         // maybe play a movie before the briefing.  don't play if entering briefing screen from ship or weapon select.
5756                         if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5757                                 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5758
5759                         Game_time_compression = F1_0;
5760
5761                         if ( red_alert_mission() ) {
5762                                 gameseq_post_event(GS_EVENT_RED_ALERT);
5763                         } else {
5764                                 brief_init();
5765                         }
5766
5767                         break;
5768
5769                 case GS_STATE_DEBRIEF:
5770                         game_stop_looped_sounds();
5771                         mission_goal_fail_incomplete();                         // fail all incomplete goals before entering debriefing
5772                         if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5773                                 debrief_init();
5774                         }
5775                         break;
5776
5777                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5778                         multi_df_debrief_init();
5779                         break;
5780
5781                 case GS_STATE_LOAD_MISSION_MENU:
5782                         break;
5783
5784                 case GS_STATE_SIMULATOR_ROOM:
5785                         sim_room_init();
5786                         break;
5787
5788                 case GS_STATE_CAMPAIGN_ROOM:
5789                         campaign_room_init();
5790                         break;
5791
5792                 case GS_STATE_RED_ALERT:
5793                         mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5794                         red_alert_init();
5795                         break;
5796
5797                 case GS_STATE_CMD_BRIEF: {
5798                         int team_num = 0;  // team number used as index for which cmd brief to use.
5799
5800                         if (old_state == GS_STATE_OPTIONS_MENU) {
5801                                 cmd_brief_unhold();
5802
5803                         } else {
5804                                 main_hall_stop_music();
5805                                 main_hall_stop_ambient();
5806
5807                                 if (Game_mode & GM_NORMAL) {
5808                                         // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5809                                         // MWA: or from options or hotkey screens
5810                                         // JH: or if the command brief state already did this
5811                                         if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5812                                                 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5813                                                 if ( !game_start_mission() )                    // this should put us into a new state on failure!
5814                                                         break;
5815                                         }
5816                                 }
5817
5818                                 // maybe play a movie before the briefing.  don't play if entering briefing screen from ship or weapon select.
5819                                 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5820                                         mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5821
5822                                 cmd_brief_init(team_num);
5823                         }
5824
5825                         break;
5826                 }
5827
5828                 case GS_STATE_SHIP_SELECT:
5829                         ship_select_init();
5830                         break;
5831
5832                 case GS_STATE_WEAPON_SELECT:
5833                         weapon_select_init();
5834                         break;
5835
5836                 case GS_STATE_TEAM_SELECT:              
5837                         multi_ts_init();
5838                         break;
5839
5840                 case GS_STATE_GAME_PAUSED:
5841                         game_stop_time();
5842                         pause_init(0);
5843                         break;
5844
5845                 case GS_STATE_DEBUG_PAUSED:
5846         //              game_stop_time();
5847         //              os_set_title("FreeSpace - PAUSED");
5848         //              break;
5849         //
5850                 case GS_STATE_TRAINING_PAUSED:
5851                         #ifndef NDEBUG
5852                                 game_stop_time();
5853                                 pause_debug_init();
5854                         #endif
5855                         break;
5856
5857                 case GS_STATE_OPTIONS_MENU:
5858                         //game_stop_time();
5859                         options_menu_init();
5860                         break;
5861  
5862                 case GS_STATE_GAME_PLAY:
5863                         // coming from the gameplay state or the main menu, we might need to load the mission
5864                         if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5865                                 if ( !game_start_mission() )            // this should put us into a new state.
5866                                         // Failed!!!
5867                                         break;
5868                         }
5869
5870                         // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5871                         // case of quick start), then do bitmap loads, etc  Don't do any of the loading stuff
5872                         // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5873                         if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5874                                 (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)) ) {
5875                                         // JAS: Used to do all paging here.
5876
5877                                         #ifndef NDEBUG
5878                                         //XSTR:OFF
5879                                                 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5880                                         //XSTR:ON
5881                                         #endif
5882
5883                                         main_hall_stop_music();
5884                                         main_hall_stop_ambient();
5885                                         event_music_first_pattern();    // start the first pattern
5886                         }
5887
5888                         // special code that restores player ship selection and weapons loadout when doing a quick start
5889                         if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP)  || (old_state == GS_STATE_GAME_PLAY)) ) {
5890                                 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5891                                         wss_direct_restore_loadout();
5892                                 }
5893                         }
5894
5895                         // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5896                         if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
5897                                 event_music_first_pattern();    // start the first pattern
5898                         }
5899
5900                         if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
5901                                 event_music_first_pattern();    // start the first pattern
5902                         }                       
5903                         player_restore_target_and_weapon_link_prefs();
5904
5905                         Game_mode |= GM_IN_MISSION;
5906
5907 #ifndef NDEBUG
5908                         // required to truely make mouse deltas zeroed in debug mouse code
5909 void mouse_force_pos(int x, int y);
5910                         if (!Is_standalone) {
5911                                 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
5912                         }
5913 #endif
5914
5915                         game_flush();
5916
5917                         // only start time if in single player, or coming from multi wait state
5918                         if (
5919                                         (
5920                                                 (Game_mode & GM_NORMAL) && 
5921                                                 (old_state != GS_STATE_VIEW_CUTSCENES)
5922                                         ) || (
5923                                                 (Game_mode & GM_MULTIPLAYER) && (
5924                                                         (old_state == GS_STATE_MULTI_PAUSED) ||
5925                                                         (old_state == GS_STATE_MULTI_MISSION_SYNC)
5926                                                 )
5927                                         )
5928                                 )
5929                                         game_start_time();
5930
5931                         // when coming from the multi paused state, reset the timestamps
5932                         if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
5933                                 multi_reset_timestamps();
5934                         }
5935
5936                         if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
5937                                 // initialize all object update details
5938                                 multi_oo_gameplay_init();
5939                         }
5940         
5941                         // under certain circumstances, the server should reset the object update rate limiting stuff
5942                         if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
5943                                  ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
5944                                 
5945                                 // reinitialize the rate limiting system for all clients
5946                                 multi_oo_rate_init_all();
5947                         }
5948
5949                         // multiplayer clients should always re-initialize their control info rate limiting system                      
5950                         if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
5951                                 multi_oo_rate_init_all();
5952                         }
5953                         
5954                         // reset ping times
5955                         if(Game_mode & GM_MULTIPLAYER){
5956                                 multi_ping_reset_players();
5957                         }
5958
5959                         Game_subspace_effect = 0;
5960                         if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
5961                                 Game_subspace_effect = 1;
5962                                 if( !(Game_mode & GM_STANDALONE_SERVER) ){      
5963                                         game_start_subspace_ambient_sound();
5964                                 }
5965                         }
5966
5967                         sound_env_set(&Game_sound_env);
5968                         joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
5969
5970                         // clear multiplayer button info                        i
5971                         extern button_info Multi_ship_status_bi;
5972                         memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5973                         break;
5974
5975                 case GS_STATE_HUD_CONFIG:
5976                         hud_config_init();
5977                         break;
5978
5979                 case GS_STATE_MULTI_JOIN_GAME:
5980                         multi_join_clear_game_list();
5981
5982                         if (old_state != GS_STATE_OPTIONS_MENU) {
5983                                 multi_join_game_init();
5984                         }
5985
5986                         break;
5987
5988                 case GS_STATE_MULTI_HOST_SETUP:         
5989                         // don't reinitialize if we're coming back from the host options screen
5990                         if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
5991                                 multi_create_game_init();
5992                         }
5993
5994                         break;
5995
5996                 case GS_STATE_MULTI_CLIENT_SETUP:               
5997                         if (old_state != GS_STATE_OPTIONS_MENU) {
5998                                 multi_game_client_setup_init();
5999                         }
6000
6001                         break;
6002
6003                 case GS_STATE_CONTROL_CONFIG:
6004                         control_config_init();
6005                         break;
6006
6007                 case GS_STATE_TECH_MENU:
6008                         techroom_init();
6009                         break;
6010
6011                 case GS_STATE_BARRACKS_MENU:
6012                         if(old_state != GS_STATE_VIEW_MEDALS){
6013                                 barracks_init();
6014                         }
6015                         break;
6016
6017                 case GS_STATE_MISSION_LOG_SCROLLBACK:
6018                         hud_scrollback_init();
6019                         break;
6020
6021                 case GS_STATE_DEATH_DIED:
6022                         Player_died_time = timestamp(10);
6023
6024                         if(!(Game_mode & GM_MULTIPLAYER)){
6025                                 player_show_death_message();
6026                         }
6027                         Game_mode |= GM_DEAD_DIED;
6028                         break;
6029
6030                 case GS_STATE_DEATH_BLEW_UP:
6031                         if ( !popupdead_is_active() ) {
6032                                 Player_ai->target_objnum = -1;
6033                         }
6034
6035                         // stop any local EMP effect
6036                         emp_stop_local();
6037
6038                         Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING;      //      Prevent immediate switch to a hostile ship.
6039                         Game_mode |= GM_DEAD_BLEW_UP;           
6040                         Show_viewing_from_self = 0;
6041
6042                         // timestamp how long we should wait before displaying the died popup
6043                         if ( !popupdead_is_active() ) {
6044                                 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6045                         }
6046                         break;
6047
6048                 case GS_STATE_GAMEPLAY_HELP:
6049                         gameplay_help_init();
6050                         break;
6051
6052                 case GS_STATE_CREDITS:
6053                         main_hall_stop_music();
6054                         main_hall_stop_ambient();
6055                         credits_init();
6056                         break;
6057
6058                 case GS_STATE_VIEW_MEDALS:
6059                         medal_main_init(Player);
6060                         break;
6061
6062                 case GS_STATE_SHOW_GOALS:
6063                         mission_show_goals_init();
6064                         break;
6065
6066                 case GS_STATE_HOTKEY_SCREEN:
6067                         mission_hotkey_init();
6068                         break;
6069
6070                 case GS_STATE_MULTI_MISSION_SYNC:
6071                         // if we're coming from the options screen, don't do any
6072                         if(old_state == GS_STATE_OPTIONS_MENU){
6073                                 break;
6074                         }
6075
6076                         switch(Multi_sync_mode){
6077                         case MULTI_SYNC_PRE_BRIEFING:
6078                                 // if moving from game forming to the team select state                                         
6079                                 multi_sync_init();                      
6080                                 break;
6081                         case MULTI_SYNC_POST_BRIEFING:
6082                                 // if moving from briefing into the mission itself                      
6083                                 multi_sync_init();
6084                         
6085                                 // tell everyone that we're now loading data
6086                                 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6087                                 send_netplayer_update_packet();
6088
6089                                 // JAS: Used to do all paging here!!!!
6090                                                                 
6091                                 Net_player->state = NETPLAYER_STATE_WAITING;                    
6092                                 send_netplayer_update_packet();                         
6093                                 Missiontime = 0;
6094                                 Game_time_compression = F1_0;
6095                                 break;
6096                         case MULTI_SYNC_INGAME:
6097                                 multi_sync_init();
6098                                 break;
6099                         }
6100                         break;          
6101    
6102                 case GS_STATE_VIEW_CUTSCENES:
6103                         cutscenes_screen_init();
6104                         break;
6105
6106                 case GS_STATE_MULTI_STD_WAIT:
6107                         multi_standalone_wait_init();
6108                         break;
6109
6110                 case GS_STATE_STANDALONE_MAIN:
6111                         // don't initialize if we're coming from one of these 2 states unless there are no 
6112                         // players left (reset situation)
6113                         if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6114                                 standalone_main_init();
6115                         }
6116                         break;  
6117
6118                 case GS_STATE_MULTI_PAUSED:
6119                         pause_init(1);
6120                         break;
6121                 
6122                 case GS_STATE_INGAME_PRE_JOIN:
6123                         multi_ingame_select_init();
6124                         break;
6125
6126                 case GS_STATE_STANDALONE_POSTGAME:
6127                         multi_standalone_postgame_init();
6128                         break;
6129
6130                 case GS_STATE_INITIAL_PLAYER_SELECT:
6131                         player_select_init();
6132                         break;          
6133
6134                 case GS_STATE_MULTI_START_GAME:
6135                         multi_start_game_init();
6136                         break;
6137
6138                 case GS_STATE_MULTI_HOST_OPTIONS:
6139                         multi_host_options_init();
6140                         break;          
6141
6142                 case GS_STATE_END_OF_CAMPAIGN:
6143                         mission_campaign_end_init();
6144                         break;          
6145
6146                 case GS_STATE_LOOP_BRIEF:
6147                         loop_brief_init();
6148                         break;
6149
6150                 case GS_STATE_PXO:
6151                         if (old_state != GS_STATE_PXO_HELP) {
6152                                 STUB_FUNCTION;
6153                                 // TODO: use_last_channel?
6154
6155                                 multi_pxo_init(0);
6156                         }
6157                         break;
6158
6159                 case GS_STATE_PXO_HELP:
6160                         multi_pxo_help_init();
6161                         break;
6162
6163         } // end switch
6164 }
6165
6166 // do stuff that may need to be done regardless of state
6167 void game_do_state_common(int state,int no_networking)
6168 {
6169         game_maybe_draw_mouse(flFrametime);             // determine if to draw the mouse this frame
6170         snd_do_frame();                                                         // update sound system
6171         event_music_do_frame();                                         // music needs to play across many states
6172
6173         multi_log_process();    
6174
6175         if (no_networking) {
6176                 return;
6177         }
6178
6179         // maybe do a multiplayer frame based on game mode and state type       
6180         if (Game_mode & GM_MULTIPLAYER) {
6181                 switch (state) {
6182                         case GS_STATE_OPTIONS_MENU:
6183                         case GS_STATE_GAMEPLAY_HELP:
6184                         case GS_STATE_HOTKEY_SCREEN:
6185                         case GS_STATE_HUD_CONFIG:
6186                         case GS_STATE_CONTROL_CONFIG:
6187                         case GS_STATE_MISSION_LOG_SCROLLBACK:
6188                         case GS_STATE_SHOW_GOALS:
6189                         case GS_STATE_VIEW_CUTSCENES:
6190                         case GS_STATE_EVENT_DEBUG:
6191                                 multi_maybe_do_frame();
6192                                 break;
6193                 }
6194                 
6195                 game_do_networking();
6196         }
6197 }
6198
6199 // Called once a frame.
6200 // You should never try to change the state
6201 // in here... if you think you need to, you probably really
6202 // need to post an event, not change the state.
6203 int Game_do_state_should_skip = 0;
6204 void game_do_state(int state)
6205 {
6206         // always lets the do_state_common() function determine if the state should be skipped
6207         Game_do_state_should_skip = 0;
6208         
6209         // legal to set the should skip state anywhere in this function
6210         game_do_state_common(state);    // do stuff that may need to be done regardless of state
6211
6212         if(Game_do_state_should_skip){
6213                 return;
6214         }
6215         
6216         switch (state) {
6217                 case GS_STATE_MAIN_MENU:
6218                         game_set_frametime(GS_STATE_MAIN_MENU);
6219 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6220                         mht_do();
6221 #else
6222                         main_hall_do(flFrametime);
6223 #endif
6224                         break;
6225
6226                 case GS_STATE_OPTIONS_MENU:
6227                         game_set_frametime(GS_STATE_OPTIONS_MENU);
6228                         options_menu_do_frame(flFrametime);
6229                         break;
6230
6231                 case GS_STATE_BARRACKS_MENU:
6232                         game_set_frametime(GS_STATE_BARRACKS_MENU);
6233                         barracks_do_frame(flFrametime);
6234                         break;
6235
6236                 case GS_STATE_TRAINING_MENU:
6237                         game_set_frametime(GS_STATE_TRAINING_MENU);
6238                         training_menu_do_frame(flFrametime);
6239                         break;
6240
6241                 case GS_STATE_TECH_MENU:
6242                         game_set_frametime(GS_STATE_TECH_MENU);
6243                         techroom_do_frame(flFrametime);
6244                         break;
6245
6246                 case GS_STATE_GAMEPLAY_HELP:
6247                         game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6248                         gameplay_help_do_frame(flFrametime);
6249                         break;
6250
6251                 case GS_STATE_GAME_PLAY:        // do stuff that should be done during gameplay
6252                         game_do_frame();
6253                         break;
6254
6255                 case GS_STATE_GAME_PAUSED:
6256                         pause_do(0);
6257                         break;
6258
6259                 case GS_STATE_DEBUG_PAUSED:
6260                         #ifndef NDEBUG
6261                                 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6262                                 pause_debug_do();
6263                         #endif
6264                         break;
6265
6266                 case GS_STATE_TRAINING_PAUSED:
6267                         game_training_pause_do();
6268                         break;
6269
6270                 case GS_STATE_LOAD_MISSION_MENU:
6271                         Int3();
6272                         break;
6273                 
6274                 case GS_STATE_BRIEFING:
6275                         game_set_frametime(GS_STATE_BRIEFING);
6276                         brief_do_frame(flFrametime);
6277                         break;
6278
6279                 case GS_STATE_DEBRIEF:
6280                         game_set_frametime(GS_STATE_DEBRIEF);
6281                         debrief_do_frame(flFrametime);
6282                         break;
6283
6284                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6285                         game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6286                         multi_df_debrief_do();
6287                         break;
6288
6289                 case GS_STATE_SHIP_SELECT:
6290                         game_set_frametime(GS_STATE_SHIP_SELECT);
6291                         ship_select_do(flFrametime);
6292                         break;
6293
6294                 case GS_STATE_WEAPON_SELECT:
6295                         game_set_frametime(GS_STATE_WEAPON_SELECT);
6296                         weapon_select_do(flFrametime);
6297                         break;
6298
6299                 case GS_STATE_MISSION_LOG_SCROLLBACK:
6300                         game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6301                         hud_scrollback_do_frame(flFrametime);
6302                         break;
6303
6304                 case GS_STATE_HUD_CONFIG:
6305                         game_set_frametime(GS_STATE_HUD_CONFIG);
6306                         hud_config_do_frame(flFrametime);
6307                         break;
6308
6309                 case GS_STATE_MULTI_JOIN_GAME:
6310                         game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6311                         multi_join_game_do_frame();
6312                         break;
6313
6314                 case GS_STATE_MULTI_HOST_SETUP:
6315                         game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6316                         multi_create_game_do();
6317                         break;
6318
6319                 case GS_STATE_MULTI_CLIENT_SETUP:
6320                         game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6321                         multi_game_client_setup_do_frame();
6322                         break;
6323
6324                 case GS_STATE_CONTROL_CONFIG:
6325                         game_set_frametime(GS_STATE_CONTROL_CONFIG);
6326                         control_config_do_frame(flFrametime);
6327                         break;  
6328
6329                 case GS_STATE_DEATH_DIED:
6330                         game_do_frame();                        
6331                         break;
6332
6333                 case GS_STATE_DEATH_BLEW_UP:
6334                         game_do_frame();
6335                         break;
6336
6337                 case GS_STATE_SIMULATOR_ROOM:
6338                         game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6339                         sim_room_do_frame(flFrametime);
6340                         break;
6341
6342                 case GS_STATE_CAMPAIGN_ROOM:
6343                         game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6344                         campaign_room_do_frame(flFrametime);
6345                         break;
6346
6347                 case GS_STATE_RED_ALERT:
6348                         game_set_frametime(GS_STATE_RED_ALERT);
6349                         red_alert_do_frame(flFrametime);
6350                         break;
6351
6352                 case GS_STATE_CMD_BRIEF:
6353                         game_set_frametime(GS_STATE_CMD_BRIEF);
6354                         cmd_brief_do_frame(flFrametime);
6355                         break;
6356
6357                 case GS_STATE_CREDITS:
6358                         game_set_frametime(GS_STATE_CREDITS);
6359                         credits_do_frame(flFrametime);
6360                         break;
6361
6362                 case GS_STATE_VIEW_MEDALS:
6363                         game_set_frametime(GS_STATE_VIEW_MEDALS);
6364                         medal_main_do();
6365                         break;
6366
6367                 case GS_STATE_SHOW_GOALS:
6368                         game_set_frametime(GS_STATE_SHOW_GOALS);
6369                         mission_show_goals_do_frame(flFrametime);
6370                         break;
6371
6372                 case GS_STATE_HOTKEY_SCREEN:
6373                         game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6374                         mission_hotkey_do_frame(flFrametime);
6375                         break;  
6376    
6377                 case GS_STATE_VIEW_CUTSCENES:
6378                         game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6379                         cutscenes_screen_do_frame();
6380                         break;
6381
6382                 case GS_STATE_MULTI_STD_WAIT:
6383                         game_set_frametime(GS_STATE_STANDALONE_MAIN);
6384                         multi_standalone_wait_do();
6385                         break;
6386
6387                 case GS_STATE_STANDALONE_MAIN:
6388                         game_set_frametime(GS_STATE_STANDALONE_MAIN);
6389                         standalone_main_do();
6390                         break;  
6391
6392                 case GS_STATE_MULTI_PAUSED:
6393                         game_set_frametime(GS_STATE_MULTI_PAUSED);
6394                         pause_do(1);
6395                         break;
6396
6397                 case GS_STATE_TEAM_SELECT:
6398                         game_set_frametime(GS_STATE_TEAM_SELECT);
6399                         multi_ts_do();
6400                         break;
6401
6402                 case GS_STATE_INGAME_PRE_JOIN:
6403                         game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6404                         multi_ingame_select_do();
6405                         break;
6406
6407                 case GS_STATE_EVENT_DEBUG:
6408         #ifndef NDEBUG
6409                         game_set_frametime(GS_STATE_EVENT_DEBUG);
6410                         game_show_event_debug(flFrametime);
6411         #endif
6412                         break;
6413
6414                 case GS_STATE_STANDALONE_POSTGAME:
6415                         game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6416                         multi_standalone_postgame_do();
6417                         break;
6418
6419                 case GS_STATE_INITIAL_PLAYER_SELECT:
6420                         game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6421                         player_select_do();
6422                         break;
6423
6424                 case GS_STATE_MULTI_MISSION_SYNC:
6425                         game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6426                         multi_sync_do();
6427                         break;          
6428
6429                 case GS_STATE_MULTI_START_GAME:
6430                         game_set_frametime(GS_STATE_MULTI_START_GAME);
6431                         multi_start_game_do();
6432                         break;
6433                 
6434                 case GS_STATE_MULTI_HOST_OPTIONS:
6435                         game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6436                         multi_host_options_do();
6437                         break;          
6438
6439                 case GS_STATE_END_OF_CAMPAIGN:
6440                         mission_campaign_end_do();
6441                         break;          
6442
6443                 case GS_STATE_END_DEMO:
6444                         game_set_frametime(GS_STATE_END_DEMO);
6445                         end_demo_campaign_do();
6446                         break;
6447
6448                 case GS_STATE_LOOP_BRIEF:
6449                         game_set_frametime(GS_STATE_LOOP_BRIEF);
6450                         loop_brief_do();
6451                         break;
6452
6453                 case GS_STATE_PXO:
6454                         game_set_frametime(GS_STATE_PXO);
6455                         multi_pxo_do();
6456                         break;
6457
6458                 case GS_STATE_PXO_HELP:
6459                         game_set_frametime(GS_STATE_PXO_HELP);
6460                         multi_pxo_help_do();
6461                         break;
6462
6463    } // end switch(gs_current_state)
6464 }
6465
6466
6467 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6468 int game_do_ram_check(int ram_in_mbytes)
6469 {
6470         if ( ram_in_mbytes < 30 ) {
6471                 int allowed_to_run = 1;
6472                 if ( ram_in_mbytes < 25 ) {
6473                         allowed_to_run = 0;
6474                 }
6475
6476                 char tmp[1024];
6477
6478                 if ( allowed_to_run ) {
6479                         SDL_MessageBoxData mboxd;
6480                         SDL_MessageBoxButtonData mboxbuttons[2];
6481                         int msgbox_rval;
6482
6483                         // not a translated string, but it's too long and smartdrv isn't
6484                         // really a thing for any OS we now support :p
6485                 //      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);
6486                         SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n\nPress 'OK' to continue running with less than the minimum required memory.\n", ram_in_mbytes);
6487
6488                         mboxbuttons[0].buttonid = 0;
6489                         mboxbuttons[0].text = XSTR("Ok", 503);
6490                         mboxbuttons[0].flags = 0;
6491
6492                         mboxbuttons[1].buttonid = 1;
6493                         mboxbuttons[1].text = XSTR("Cancel", 504);
6494                         mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6495
6496                         mboxd.flags = SDL_MESSAGEBOX_ERROR;
6497                         mboxd.title = XSTR( "Not Enough RAM", 194);
6498                         mboxd.message = tmp;
6499                         mboxd.numbuttons = 2;
6500                         mboxd.buttons = mboxbuttons;
6501                         mboxd.window = NULL;
6502                         mboxd.colorScheme = NULL;
6503
6504                         SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6505
6506                         if ( msgbox_rval == 1 ) {
6507                                 return -1;
6508                         }
6509                 } else {
6510                         // not a translated string, but it's too long and smartdrv isn't
6511                         // really a thing for any OS we now support :p
6512                 //      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);
6513                         SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n", ram_in_mbytes);
6514
6515                         SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6516
6517                         return -1;
6518                 }
6519         }
6520
6521         return 0;
6522 }
6523
6524 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6525 // If so, copy it over and remove the update directory.
6526 void game_maybe_update_launcher(char *exe_dir)
6527 {
6528         STUB_FUNCTION;
6529 }
6530
6531 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6532 {
6533         int i;
6534         int sub_total = 0;
6535         int sub_total_destroyed = 0;
6536         int total = 0;
6537         char str[255] = "";             
6538         
6539         // get the total for all his children
6540         for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling )   {
6541                 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6542         }       
6543
6544         // find the # of faces for this _individual_ object     
6545         total = submodel_get_num_polys(model_num, sm);
6546         if(strstr(pm->submodel[sm].name, "-destroyed")){
6547                 sub_total_destroyed = total;
6548         }
6549         
6550         // write out total
6551         SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6552         cfputs(str, out);               
6553
6554         *out_total += total + sub_total;
6555         *out_destroyed_total += sub_total_destroyed;
6556 }
6557
6558 #define BAIL()                  do { int x; for(x=0; x<num_files; x++){ if(pof_list[x] != NULL){free(pof_list[x]); pof_list[x] = NULL;}} return;} while(0);
6559 void game_spew_pof_info()
6560 {
6561         char *pof_list[1000];
6562         int num_files;  
6563         CFILE *out;
6564         int idx, model_num, i, j;
6565         polymodel *pm;
6566         int total, root_total, model_total, destroyed_total, counted;
6567         char str[255] = "";
6568
6569         // get file list
6570         num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6571
6572         // spew info on all the pofs
6573         if(!num_files){
6574                 return;
6575         }
6576
6577         // go
6578         out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6579         if(out == NULL){
6580                 BAIL();
6581         }       
6582         counted = 0;    
6583         for(idx=0; idx<num_files; idx++, counted++){
6584                 SDL_snprintf(str, SDL_arraysize(str), "%s.pof", pof_list[idx]);
6585                 model_num = model_load(str, 0, NULL);
6586                 if(model_num >= 0){
6587                         pm = model_get(model_num);
6588
6589                         // if we have a real model
6590                         if(pm != NULL){                         
6591                                 cfputs(str, out);
6592                                 cfputs("\n", out);
6593                                 
6594                                 // go through and print all raw submodels
6595                                 cfputs("RAW\n", out);
6596                                 total = 0;
6597                                 model_total = 0;                                
6598                                 for (i=0; i<pm->n_models; i++)  {                                       
6599                                         total = submodel_get_num_polys(model_num, i);                                   
6600                                         
6601                                         model_total += total;
6602                                         SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6603                                         cfputs(str, out);
6604                                 }                               
6605                                 SDL_snprintf(str, SDL_arraysize(str), "Model total %d\n", model_total);
6606                                 cfputs(str, out);                               
6607
6608                                 // now go through and do it by LOD
6609                                 cfputs("BY LOD\n\n", out);                              
6610                                 for(i=0; i<pm->n_detail_levels; i++){
6611                                         SDL_snprintf(str, SDL_arraysize(str), "LOD %d\n", i);
6612                                         cfputs(str, out);
6613
6614                                         // submodels
6615                                         root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6616                                         total = 0;
6617                                         destroyed_total = 0;
6618                                         for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling )        {
6619                                                 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6620                                         }
6621
6622                                         SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6623                                         cfputs(str, out);
6624
6625                                         SDL_snprintf(str, SDL_arraysize(str), "TOTAL: %d\n", total + root_total);
6626                                         cfputs(str, out);
6627                                         SDL_snprintf(str, SDL_arraysize(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6628                                         cfputs(str, out);
6629                                         SDL_snprintf(str, SDL_arraysize(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6630                                         cfputs(str, out);
6631                                 }                               
6632                                 cfputs("------------------------------------------------------------------------\n\n", out);                            
6633                         }
6634                 }
6635
6636                 if(counted >= MAX_POLYGON_MODELS - 5){
6637                         model_free_all();
6638                         counted = 0;
6639                 }
6640         }
6641
6642         cfclose(out);
6643         model_free_all();
6644         BAIL();
6645 }
6646
6647 DCF(pofspew, "")
6648 {
6649         game_spew_pof_info();
6650 }
6651
6652 int game_main(const char *szCmdLine)
6653 {
6654         int state;
6655
6656         // Find out how much RAM is on this machine
6657         Freespace_total_ram = SDL_GetSystemRAM();
6658
6659         if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6660                 return 0;
6661         }
6662
6663         if (!vm_init(24*1024*1024)) {
6664                 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);
6665                 return 0;
6666         }
6667
6668         char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6669         if (!tmp_mem) {
6670                 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);
6671                 return 0;
6672         }
6673
6674         free(tmp_mem);
6675         tmp_mem = NULL;
6676
6677         #ifndef NDEBUG                          
6678         {
6679                 extern void windebug_memwatch_init();
6680                 windebug_memwatch_init();
6681         }
6682         #endif
6683
6684 #ifndef NDEBUG
6685         outwnd_init(1);
6686 #endif
6687
6688         mprintf(("Platform: %s\n", SDL_GetPlatform()));
6689         mprintf(("CPU: %d %s\n", SDL_GetCPUCount(), (SDL_GetCPUCount() == 1) ? "core" : "cores"));
6690         mprintf(("Memory: %dMB\n", Freespace_total_ram));
6691         mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? "little" : "big"));
6692
6693 #ifdef GIT_INFO
6694         mprintf(("Build ID: %s~%s:%s", GIT_COMMIT_DATE, GIT_BRANCH, GIT_COMMIT_HASH));
6695 #ifdef GIT_TAG
6696         mprintf((" (%s)", GIT_TAG));
6697 #endif
6698         mprintf(("\n"));
6699 #endif
6700
6701         parse_cmdline(szCmdLine);       
6702
6703         mprintf(("--------------------------------------------------------------------------------\n"));
6704
6705 #ifdef STANDALONE_ONLY_BUILD
6706         Is_standalone = 1;
6707         nprintf(("Network", "Standalone running"));
6708 #else
6709         if (Is_standalone){
6710                 nprintf(("Network", "Standalone running"));
6711         }
6712 #endif
6713
6714         game_init();
6715         game_stop_time();
6716
6717         // maybe spew pof stuff
6718         if(Cmdline_spew_pof_info){
6719                 game_spew_pof_info();
6720                 game_shutdown();
6721                 return 1;
6722         }
6723
6724         // non-demo, non-standalone, play the intro movie
6725 #ifndef DEMO
6726         if ( !Is_standalone ) {
6727
6728                 // release -- movies always play
6729 #if defined(NDEBUG)
6730
6731                 // 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
6732                 movie_play( NOX("intro.mve") );
6733
6734                 // debug version, movie will only play with -showmovies
6735 #elif !defined(NDEBUG)
6736
6737                 movie_play( NOX("intro.mve") );
6738 /*
6739 #ifndef NDEBUG
6740                 if ( Cmdline_show_movies )
6741                         movie_play( NOX("intro.mve") );
6742 #endif
6743 */
6744 #endif // NDEBUG
6745         }
6746
6747 #endif // DEMO
6748
6749         if (Is_standalone){
6750                 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6751         } else {
6752                 gameseq_post_event(GS_EVENT_GAME_INIT);         // start the game rolling -- check for default pilot, or go to the pilot select screen
6753         }
6754
6755         while (1) {
6756                 // only important for non THREADED mode
6757                 os_poll();
6758
6759                 state = gameseq_process_events();
6760                 if ( state == GS_STATE_QUIT_GAME ){
6761                         break;
6762                 }
6763         } 
6764
6765 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6766         if(!Is_standalone){
6767                 demo_upsell_show_screens();
6768         }
6769 #elif defined(OEM_BUILD)
6770         // show upsell screens on exit
6771         oem_upsell_show_screens();
6772 #endif
6773
6774         game_shutdown();
6775         return 1;
6776 }
6777
6778 // launcher the fslauncher program on exit
6779 void game_launch_launcher_on_exit()
6780 {
6781         STUB_FUNCTION;
6782 }
6783
6784
6785 // game_shutdown()
6786 //
6787 // This function is called when FreeSpace terminates normally.  
6788 //
6789 void game_shutdown(void)
6790 {
6791         // don't ever flip a page on the standalone!
6792         if(!(Game_mode & GM_STANDALONE_SERVER)){
6793                 gr_reset_clip();
6794                 gr_clear();
6795                 gr_flip();
6796         }
6797
6798    // if the player has left the "player select" screen and quit the game without actually choosing
6799         // a player, Player will be NULL, in which case we shouldn't write the player file out!
6800         if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6801                 write_pilot_file();
6802         }
6803
6804         // load up common multiplayer icons
6805         multi_unload_common_icons();
6806         
6807         shockwave_close();                      // release any memory used by shockwave system  
6808         fireball_close();                               // free fireball system
6809         ship_close();                                   // free any memory that was allocated for the ships
6810         weapon_close();                                 // free any memory that was allocated for the weapons
6811         hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6812         unload_animating_pointer();// frees the frames used for the animating mouse pointer
6813         bm_unload_all();                                // free bitmaps
6814         mission_campaign_close();       // close out the campaign stuff
6815         mission_campaign_shutdown();    // get anything that mission_campaign_close can't do
6816         multi_voice_close();                    // close down multiplayer voice (including freeing buffers, etc)
6817         multi_log_close();
6818 #ifdef MULTI_USE_LAG
6819         multi_lag_close();
6820 #endif
6821
6822         // the menu close functions will unload the bitmaps if they were displayed during the game
6823 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6824         main_hall_close();
6825 #endif
6826         context_help_close();           // close out help system
6827         training_menu_close();
6828         lcl_close();                            // be sure localization is closed out
6829         gr_close();
6830
6831         // free left-over memory from parsed tables
6832         cutscene_tbl_close();
6833         medal_tbl_close();
6834         scoring_tbl_close();
6835         player_tips_close();
6836
6837         extern void joy_close();
6838         joy_close();
6839
6840         audiostream_close();
6841         snd_close();
6842         event_music_close();
6843         psnet_close();
6844         os_cleanup();
6845
6846         // HACKITY HACK HACK
6847         // if this flag is set, we should be firing up the launcher when exiting freespace
6848         extern int Multi_update_fireup_launcher_on_exit;
6849         if(Multi_update_fireup_launcher_on_exit){
6850                 game_launch_launcher_on_exit();
6851         }
6852 }
6853
6854 // game_stop_looped_sounds()
6855 //
6856 // This function will call the appropriate stop looped sound functions for those
6857 // modules which use looping sounds.  It is not enough just to stop a looping sound
6858 // at the DirectSound level, the game is keeping track of looping sounds, and this
6859 // function is used to inform the game that looping sounds are being halted.
6860 //
6861 void game_stop_looped_sounds()
6862 {
6863         hud_stop_looped_locking_sounds();
6864         hud_stop_looped_engine_sounds();
6865         afterburner_stop_sounds();
6866         player_stop_looped_sounds();
6867         obj_snd_stop_all();             // stop all object-linked persistant sounds
6868         game_stop_subspace_ambient_sound();
6869         snd_stop(Radar_static_looping);
6870         Radar_static_looping = -1;
6871         snd_stop(Target_static_looping);
6872         shipfx_stop_engine_wash_sound();
6873         Target_static_looping = -1;
6874 }
6875
6876 //////////////////////////////////////////////////////////////////////////
6877 //
6878 // Code for supporting an animating mouse pointer
6879 //
6880 //
6881 //////////////////////////////////////////////////////////////////////////
6882
6883 typedef struct animating_obj
6884 {
6885         int     first_frame;
6886         int     num_frames;
6887         int     current_frame;
6888         float time;
6889         float elapsed_time;
6890 } animating_obj;
6891
6892 static animating_obj Animating_mouse;
6893
6894 // ----------------------------------------------------------------------------
6895 // init_animating_pointer()
6896 //
6897 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6898 // gets properly initialized
6899 //
6900 void init_animating_pointer()
6901 {
6902         Animating_mouse.first_frame     = -1;
6903         Animating_mouse.num_frames              = 0;
6904         Animating_mouse.current_frame   = -1;
6905         Animating_mouse.time                            = 0.0f;
6906         Animating_mouse.elapsed_time    = 0.0f;
6907 }
6908
6909 // ----------------------------------------------------------------------------
6910 // load_animating_pointer()
6911 //
6912 // Called at game init to load in the frames for the animating mouse pointer
6913 //
6914 // input:       filename        =>      filename of animation file that holds the animation
6915 // 
6916 void load_animating_pointer(const char *filename, int dx, int dy)
6917 {
6918         int                             fps;
6919         animating_obj *am;
6920
6921         init_animating_pointer();
6922
6923         am = &Animating_mouse;
6924         am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
6925         if ( am->first_frame == -1 ) 
6926                 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
6927         am->current_frame = 0;
6928         am->time = am->num_frames / i2fl(fps);
6929 }
6930
6931 // ----------------------------------------------------------------------------
6932 // unload_animating_pointer()
6933 //
6934 // Called at game shutdown to free the memory used to store the animation frames
6935 //
6936 void unload_animating_pointer()
6937 {
6938         int                             i;
6939         animating_obj   *am;
6940
6941         am = &Animating_mouse;
6942         for ( i = 0; i < am->num_frames; i++ ) {
6943                 SDL_assert( (am->first_frame+i) >= 0 );
6944                 bm_release(am->first_frame + i);
6945         }
6946
6947         am->first_frame = -1;
6948         am->num_frames          = 0;
6949         am->current_frame = -1;
6950 }
6951
6952 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
6953 void game_render_mouse(float frametime)
6954 {
6955         int                             mx, my;
6956         animating_obj   *am;
6957
6958         // if animating cursor exists, play the next frame
6959         am = &Animating_mouse;
6960         if ( am->first_frame != -1 ) {
6961                 mouse_get_pos(&mx, &my);
6962                 am->elapsed_time += frametime;
6963                 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
6964                 if ( am->current_frame >= am->num_frames ) {
6965                         am->current_frame = 0;
6966                         am->elapsed_time = 0.0f;
6967                 }
6968                 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
6969         }
6970 }
6971
6972 // ----------------------------------------------------------------------------
6973 // game_maybe_draw_mouse()
6974 //
6975 // determines whether to draw the mouse pointer at all, and what frame of
6976 // animation to use if the mouse is animating
6977 //
6978 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
6979 //
6980 // input:       frametime => elapsed frame time in seconds since last call
6981 //
6982 void game_maybe_draw_mouse(float frametime)
6983 {
6984         int game_state;
6985
6986         game_state = gameseq_get_state();
6987
6988         switch ( game_state ) {
6989                 case GS_STATE_GAME_PAUSED:
6990                 // case GS_STATE_MULTI_PAUSED:
6991                 case GS_STATE_GAME_PLAY:
6992                 case GS_STATE_DEATH_DIED:
6993                 case GS_STATE_DEATH_BLEW_UP:
6994                         if ( popup_active() || popupdead_is_active() ) {
6995                                 Mouse_hidden = 0;
6996                         } else {
6997                                 Mouse_hidden = 1;       
6998                         }
6999                         break;
7000
7001                 default:
7002                         Mouse_hidden = 0;
7003                         break;
7004         }       // end switch
7005
7006         if ( !Mouse_hidden ) 
7007                 game_render_mouse(frametime);
7008
7009 }
7010
7011 void game_do_training_checks()
7012 {
7013         int i, s;
7014         float d;
7015         waypoint_list *wplp;
7016
7017         if (Training_context & TRAINING_CONTEXT_SPEED) {
7018                 s = (int) Player_obj->phys_info.fspeed;
7019                 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7020                         if (!Training_context_speed_set) {
7021                                 Training_context_speed_set = 1;
7022                                 Training_context_speed_timestamp = timestamp();
7023                         }
7024
7025                 } else
7026                         Training_context_speed_set = 0;
7027         }
7028
7029         if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7030                 wplp = &Waypoint_lists[Training_context_path];
7031                 if (wplp->count > Training_context_goal_waypoint) {
7032                         i = Training_context_goal_waypoint;
7033                         do {
7034                                 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7035                                 if (d <= Training_context_distance) {
7036                                         Training_context_at_waypoint = i;
7037                                         if (Training_context_goal_waypoint == i) {
7038                                                 Training_context_goal_waypoint++;
7039                                                 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7040                                         }
7041
7042                                         break;
7043                                 }
7044
7045                                 i++;
7046                                 if (i == wplp->count)
7047                                         i = 0;
7048
7049                         } while (i != Training_context_goal_waypoint);
7050                 }
7051         }
7052
7053         if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7054                 Players_target = Player_ai->target_objnum;
7055                 Players_targeted_subsys = Player_ai->targeted_subsys;
7056                 Players_target_timestamp = timestamp();
7057         }
7058 }
7059
7060 /////////// Following is for event debug view screen
7061
7062 #ifndef NDEBUG
7063
7064 #define EVENT_DEBUG_MAX 5000
7065 #define EVENT_DEBUG_EVENT 0x8000
7066
7067 int Event_debug_index[EVENT_DEBUG_MAX];
7068 int ED_count;
7069
7070 void game_add_event_debug_index(int n, int indent)
7071 {
7072         if (ED_count < EVENT_DEBUG_MAX)
7073                 Event_debug_index[ED_count++] = n | (indent << 16);
7074 }
7075
7076 void game_add_event_debug_sexp(int n, int indent)
7077 {
7078         if (n < 0)
7079                 return;
7080
7081         if (Sexp_nodes[n].first >= 0) {
7082                 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7083                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7084                 return;
7085         }
7086
7087         game_add_event_debug_index(n, indent);
7088         if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7089                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7090         else
7091                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7092 }
7093
7094 void game_event_debug_init()
7095 {
7096         int e;
7097
7098         ED_count = 0;
7099         for (e=0; e<Num_mission_events; e++) {
7100                 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7101                 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7102         }
7103 }
7104
7105 void game_show_event_debug(float frametime) 
7106 {
7107         char buf[256];
7108         int i, k, z;
7109         int font_height, font_width;    
7110         int y_index, y_max;
7111         static int scroll_offset = 0;
7112         
7113         k = game_check_key();
7114         if (k)
7115                 switch (k) {
7116                         case SDLK_UP:
7117                         case SDLK_KP_8:
7118                                 scroll_offset--;
7119                                 if (scroll_offset < 0)
7120                                         scroll_offset = 0;
7121                                 break;
7122
7123                         case SDLK_DOWN:
7124                         case SDLK_KP_2:
7125                                 scroll_offset++;
7126                                 break;
7127
7128                         case SDLK_PAGEUP:
7129                                 scroll_offset -= 20;
7130                                 if (scroll_offset < 0)
7131                                         scroll_offset = 0;
7132                                 break;
7133
7134                         case SDLK_PAGEDOWN:
7135                                 scroll_offset += 20;    // not font-independent, hard-coded since I counted the lines!
7136                                 break;
7137
7138                         default:
7139                                 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7140                                 key_flush();
7141                                 break;
7142                 } // end switch
7143
7144         gr_clear();
7145         gr_set_color_fast(&Color_bright);
7146         gr_set_font(FONT1);
7147         gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7148
7149         gr_set_color_fast(&Color_normal);
7150         gr_set_font(FONT1);
7151         gr_get_string_size(&font_width, &font_height, NOX("test"));
7152         y_max = gr_screen.max_h - font_height - 5;
7153         y_index = 45;
7154
7155         k = scroll_offset;
7156         while (k < ED_count) {
7157                 if (y_index > y_max)
7158                         break;
7159
7160                 z = Event_debug_index[k];
7161                 if (z & EVENT_DEBUG_EVENT) {
7162                         z &= 0x7fff;
7163                         SDL_snprintf(buf, SDL_arraysize(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7164                                 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7165                                 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7166                                 Mission_events[z].repeat_count, Mission_events[z].interval);
7167
7168                 } else {
7169                         i = (z >> 16) * 3;
7170                         buf[i] = 0;
7171                         while (i--)
7172                                 buf[i] = ' ';
7173
7174                         SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, SDL_arraysize(buf));
7175                         switch (Sexp_nodes[z & 0x7fff].value) {
7176                                 case SEXP_TRUE:
7177                                         SDL_strlcat(buf, NOX(" (True)"), SDL_arraysize(buf));
7178                                         break;
7179
7180                                 case SEXP_FALSE:
7181                                         SDL_strlcat(buf, NOX(" (False)"), SDL_arraysize(buf));
7182                                         break;
7183
7184                                 case SEXP_KNOWN_TRUE:
7185                                         SDL_strlcat(buf, NOX(" (Always true)"), SDL_arraysize(buf));
7186                                         break;
7187
7188                                 case SEXP_KNOWN_FALSE:
7189                                         SDL_strlcat(buf, NOX(" (Always false)"), SDL_arraysize(buf));
7190                                         break;
7191
7192                                 case SEXP_CANT_EVAL:
7193                                         SDL_strlcat(buf, NOX(" (Can't eval)"), SDL_arraysize(buf));
7194                                         break;
7195
7196                                 case SEXP_NAN:
7197                                 case SEXP_NAN_FOREVER:
7198                                         SDL_strlcat(buf, NOX(" (Not a number)"), SDL_arraysize(buf));
7199                                         break;
7200                         }
7201                 }
7202
7203                 gr_printf(10, y_index, buf);
7204                 y_index += font_height;
7205                 k++;
7206         }
7207
7208         gr_flip();
7209 }
7210
7211 #endif // NDEBUG
7212
7213 #ifndef NDEBUG
7214 FILE * Time_fp;
7215 FILE * Texture_fp;
7216
7217 int Tmap_num_too_big = 0;
7218 int Num_models_needing_splitting = 0;
7219
7220 void Time_model( int modelnum )
7221 {
7222 //      mprintf(( "Timing ship '%s'\n", si->name ));
7223
7224         vector eye_pos, model_pos;
7225         matrix eye_orient, model_orient;
7226
7227         polymodel *pm = model_get( modelnum );
7228
7229         int l = strlen(pm->filename);
7230         while( (l>0) )  {
7231                 if ( (l == '/') || (l=='\\') || (l==':'))       {
7232                         l++;
7233                         break;
7234                 }
7235                 l--;
7236         }
7237         char *pof_file = &pm->filename[l];
7238
7239         int model_needs_splitting = 0;
7240
7241         //fprintf( Texture_fp, "Model: %s\n", pof_file );
7242         int i;
7243         for (i=0; i<pm->n_textures; i++ )       {
7244                 char filename[1024];
7245                 ubyte pal[768];
7246
7247                 int bmp_num = pm->original_textures[i];
7248                 if ( bmp_num > -1 )     {
7249                         bm_get_palette(pm->original_textures[i], pal, filename, SDL_arraysize(filename) );
7250                         int w,h;
7251                         bm_get_info( pm->original_textures[i],&w, &h );
7252
7253
7254                         if ( (w > 512) || (h > 512) )   {
7255                                 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7256                                 Tmap_num_too_big++;
7257                                 model_needs_splitting++;
7258                         }
7259                 } else {
7260                         //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7261                 }
7262         }
7263
7264         if ( model_needs_splitting )    {
7265                 Num_models_needing_splitting++;
7266         }
7267         eye_orient = model_orient = vmd_identity_matrix;
7268         eye_pos = model_pos = vmd_zero_vector;
7269
7270         eye_pos.xyz.z = -pm->rad*2.0f;
7271
7272         vector eye_to_model;
7273
7274         vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7275         vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7276
7277         fix t1 = timer_get_fixed_seconds();
7278
7279         angles ta;
7280         ta.p = ta.b = ta.h = 0.0f; 
7281         int framecount = 0;
7282
7283         int bitmaps_used_this_frame, bitmaps_new_this_frame;
7284                 
7285         bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7286
7287         modelstats_num_polys = modelstats_num_verts = 0;
7288
7289         while( ta.h < PI2 )     {
7290
7291                 matrix m1;
7292                 vm_angles_2_matrix(&m1, &ta );
7293                 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7294
7295                 gr_reset_clip();
7296 //              gr_clear();
7297
7298                 g3_start_frame(1);
7299
7300                 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );       
7301
7302                 model_clear_instance( modelnum );
7303                 model_set_detail_level(0);              // use highest detail level
7304                 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL);     //|MR_NO_POLYS );
7305
7306                 g3_end_frame();
7307 //              gr_flip();
7308
7309                 framecount++;
7310                 ta.h += 0.1f;
7311
7312                 int k = key_inkey();
7313                 if ( k == SDLK_ESCAPE ) {
7314                         exit(1);
7315                 }
7316         }
7317
7318         fix t2 = timer_get_fixed_seconds();
7319
7320         if (framecount < 1) {
7321                 return;
7322         }
7323
7324         bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7325         //bitmaps_used_this_frame /= framecount;
7326
7327         modelstats_num_polys /= framecount;
7328         modelstats_num_verts /= framecount;
7329
7330         mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7331         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 );
7332
7333 //      fprintf( Time_fp, "%.0f\t%d\t%d\t%d\n", i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts );
7334
7335                 
7336 //      key_getch();
7337 }
7338
7339 int Time_models = 0;
7340 DCF_BOOL( time_models, Time_models );
7341
7342 void Do_model_timings_test()
7343 {
7344         
7345
7346         if ( !Time_models ) return;
7347
7348         mprintf(( "Timing models!\n" ));
7349
7350         int i;
7351
7352         ubyte model_used[MAX_POLYGON_MODELS];
7353         int model_id[MAX_POLYGON_MODELS];
7354         for (i=0; i<MAX_POLYGON_MODELS; i++ )   {
7355                 model_used[i] = 0;
7356         }
7357         
7358         // Load them all
7359         for (i=0; i<Num_ship_types; i++ )       {
7360                 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7361
7362                 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7363                 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7364         }
7365
7366         Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7367         if ( !Texture_fp ) return;
7368
7369         Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7370         if ( !Time_fp ) return;
7371
7372         fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7373 //      fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7374         
7375         for (i=0; i<MAX_POLYGON_MODELS; i++ )   {
7376                 if ( model_used[i] )    {
7377                         Time_model( model_id[i] );
7378                 }
7379         }
7380         
7381         fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7382         fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7383         
7384         fclose(Time_fp);
7385         fclose(Texture_fp);
7386
7387         exit(1);
7388 }
7389 #endif
7390
7391 // Call this function when you want to inform the player that a feature is not
7392 // enabled in the DEMO version of FreSpace
7393 void game_feature_not_in_demo_popup()
7394 {
7395         popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7396 }
7397
7398 // format the specified time (fixed point) into a nice string
7399 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7400 {
7401         float mtime;
7402         int hours,minutes,seconds;
7403
7404         mtime = f2fl(m_time);           
7405
7406         // get the hours, minutes and seconds   
7407         hours = (int)(mtime / 3600.0f);
7408         if(hours > 0){
7409                 mtime -= (3600.0f * (float)hours);
7410         }
7411         seconds = (int)mtime%60;
7412         minutes = (int)mtime/60;                        
7413
7414         if (hours > 0) {
7415                 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7416         } else {
7417                 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7418         }
7419 }
7420
7421 //      Stuff version string in *str.
7422 void get_version_string(char *str, const int str_len)
7423 {
7424 //XSTR:OFF
7425 #ifdef FS1_DEMO
7426         SDL_snprintf(str, str_len, "Dv%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7427 #if !defined(NDEBUG) && defined(GIT_INFO)
7428         SDL_strlcat(str, "~" GIT_COMMIT_HASH, str_len);
7429 #endif
7430         return;
7431 #endif
7432
7433         if ( FS_VERSION_BUILD == 0 ) {
7434                 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7435         } else {
7436                 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7437         }
7438
7439 #if !defined(NDEBUG) && defined(GIT_INFO)
7440         SDL_strlcat(str, "~" GIT_COMMIT_HASH, str_len);
7441 #endif
7442
7443 #if defined (FS2_DEMO)
7444         SDL_strlcat(str, " D", str_len);
7445 #elif defined (OEM_BUILD)
7446         SDL_strlcat(str, " (OEM)", str_len);
7447 #endif
7448 //XSTR:ON
7449         /*
7450         HMODULE hMod;
7451         DWORD bogus_handle;
7452         char myname[_MAX_PATH];
7453         int namelen, major, minor, build, waste;
7454         unsigned int buf_size;
7455         DWORD version_size;
7456         char *infop;
7457         VOID *bufp;
7458         BOOL result;
7459
7460         // Find my EXE file name
7461         hMod = GetModuleHandle(NULL);
7462         namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7463
7464         version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7465         infop = (char *)malloc(version_size);
7466         result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7467
7468         // get the product version
7469         result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7470         sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7471 #ifdef DEMO
7472         sprintf(str,"Dv%d.%02d",major, minor);
7473 #else
7474         sprintf(str,"v%d.%02d",major, minor);
7475 #endif
7476         */
7477 }
7478
7479 void get_version_string_short(char *str, const int str_len)
7480 {
7481         SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7482 }
7483
7484 // ----------------------------------------------------------------
7485 //
7486 // OEM UPSELL SCREENS BEGIN
7487 //
7488 // ----------------------------------------------------------------
7489 #if defined(OEM_BUILD)
7490
7491 #define NUM_OEM_UPSELL_SCREENS                          3
7492 #define OEM_UPSELL_SCREEN_DELAY                         10000
7493
7494 static int Oem_upsell_bitmaps_loaded = 0;
7495 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7496 static int Oem_upsell_screen_number = 0;
7497 static int Oem_upsell_show_next_bitmap_time;
7498
7499 //XSTR:OFF
7500 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] = 
7501 {
7502         {       "OEMUpSell02",
7503                 "OEMUpSell01",
7504                 "OEMUpSell03",
7505         },
7506         {       "2_OEMUpSell02",
7507                 "2_OEMUpSell01",
7508                 "2_OEMUpSell03",
7509         },
7510 };
7511 //XSTR:ON
7512
7513 static int Oem_normal_cursor = -1;
7514 static int Oem_web_cursor = -1;
7515 //#define OEM_UPSELL_URL                "http://www.interplay-store.com/"
7516 #define OEM_UPSELL_URL          "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7517
7518 void oem_upsell_next_screen()
7519 {
7520         Oem_upsell_screen_number++;
7521         if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7522                 // extra long delay, mouse shown on last upsell
7523                 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7524                 Mouse_hidden = 0;
7525
7526         } else {
7527                 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7528         }
7529 }
7530
7531 void oem_upsell_load_bitmaps()
7532 {
7533         int i;
7534
7535         for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7536                 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7537         }
7538 }
7539
7540 void oem_upsell_unload_bitmaps()
7541 {
7542         int i;
7543
7544         for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7545                 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7546                         bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7547                 }
7548         }
7549
7550         // unloaded
7551         Oem_upsell_bitmaps_loaded = 0;
7552 }
7553
7554 // clickable hotspot on 3rd OEM upsell screen
7555 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7556         {       // GR_640
7557                 28, 350, 287, 96                                        // x, y, w, h
7558         },
7559         {       // GR_1024
7560                 45, 561, 460, 152                                       // x, y, w, h
7561         }
7562 };
7563
7564 void oem_upsell_show_screens()
7565 {
7566         int current_time, k;
7567         int done = 0;
7568
7569         if ( !Oem_upsell_bitmaps_loaded ) {
7570                 oem_upsell_load_bitmaps();
7571                 Oem_upsell_bitmaps_loaded = 1;
7572         }
7573
7574         // may use upsell screens more than once
7575         Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7576         Oem_upsell_screen_number = 0;
7577         
7578         key_flush();
7579         Mouse_hidden = 1;
7580
7581         // set up cursors
7582         int nframes;                                            // used to pass, not really needed (should be 1)
7583         Oem_normal_cursor = gr_get_cursor_bitmap();
7584         Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7585         SDL_assert(Oem_web_cursor >= 0);
7586         if (Oem_web_cursor < 0) {
7587                 Oem_web_cursor = Oem_normal_cursor;
7588         }
7589
7590         while(!done) {
7591
7592                 //oem_reset_trailer_timer();
7593
7594                 current_time = timer_get_milliseconds();
7595
7596                 os_poll();
7597                 k = key_inkey();
7598
7599                 // advance screen on keypress or timeout
7600                 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7601                         oem_upsell_next_screen();
7602                 }
7603
7604                 // check if we are done
7605                 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7606                         Oem_upsell_screen_number--;
7607                         done = 1;
7608                 } else {
7609                         if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7610                                 done = 1;
7611                         }
7612                 }
7613
7614                 // show me the upsell
7615                 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {               
7616                         gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7617                         gr_bitmap(0,0);
7618                 }
7619
7620                 // if this is the 3rd upsell, make it clickable, d00d
7621                 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7622                         int mx, my;
7623                         int button_state = mouse_get_pos(&mx, &my);
7624                         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])
7625                                 && (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]) )
7626                         {
7627                                 // switch cursors
7628                                 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7629
7630                                 // check for clicks
7631                                 if (button_state & MOUSE_LEFT_BUTTON) {
7632                                         // launch URL
7633                                         multi_pxo_url(OEM_UPSELL_URL);
7634                                         done = 1;
7635                                 } 
7636                         } else {
7637                                 // switch cursor back to normal one
7638                                 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7639                         }
7640                 }
7641
7642                 if ( done ) {
7643                         if (gameseq_get_state() != GS_STATE_END_DEMO) {
7644                                 gr_fade_out(0);
7645                                 SDL_Delay(300);
7646                         }
7647                 }
7648
7649                 gr_flip();
7650         }
7651
7652         // unload bitmap
7653         oem_upsell_unload_bitmaps();
7654
7655         // switch cursor back to normal one
7656         gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7657
7658 }
7659
7660 #endif // defined(OEM_BUILD)
7661 // ----------------------------------------------------------------
7662 //
7663 // OEM UPSELL SCREENS END
7664 //
7665 // ----------------------------------------------------------------
7666
7667
7668
7669 // ----------------------------------------------------------------
7670 //
7671 // DEMO UPSELL SCREENS BEGIN
7672 //
7673 // ----------------------------------------------------------------
7674
7675 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7676
7677 #ifdef FS1_DEMO
7678 #define NUM_DEMO_UPSELL_SCREENS                         4
7679 #define DEMO_UPSELL_SCREEN_DELAY                        15000
7680 #else
7681 #define NUM_DEMO_UPSELL_SCREENS                         2
7682 #define DEMO_UPSELL_SCREEN_DELAY                        3000
7683 #endif
7684
7685
7686 static int Demo_upsell_bitmaps_loaded = 0;
7687 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7688 static int Demo_upsell_screen_number = 0;
7689 static int Demo_upsell_show_next_bitmap_time;
7690
7691 //XSTR:OFF
7692 static const char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7693 {
7694 #ifdef FS1_DEMO
7695         {       "DemoUpsell1",
7696                 "DemoUpsell2",
7697                 "DemoUpsell3",
7698                 "DemoUpsell4"
7699         },
7700         {       "DemoUpsell1",
7701                 "DemoUpsell2",
7702                 "DemoUpsell3",
7703                 "DemoUpsell4"
7704         },
7705 #else
7706         {       "UpSell02",
7707                 "UpSell01",
7708         },
7709         {       "2_UpSell02",
7710                 "2_UpSell01",
7711         },
7712 #endif
7713         // "DemoUpsell3",
7714         // "DemoUpsell4",
7715 };
7716 //XSTR:ON
7717
7718 void demo_upsell_next_screen()
7719 {
7720         Demo_upsell_screen_number++;
7721         if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7722                 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7723         } else {
7724                 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7725         }
7726 }
7727
7728 void demo_upsell_load_bitmaps()
7729 {
7730         int i;
7731
7732         for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7733                 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7734         }
7735 }
7736
7737 void demo_upsell_unload_bitmaps()
7738 {
7739         int i;
7740
7741         for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7742                 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7743                         bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7744                 }
7745         }
7746
7747         // unloaded
7748         Demo_upsell_bitmaps_loaded = 0;
7749 }
7750
7751 void demo_upsell_show_screens()
7752 {
7753         int k;
7754         int done = 0;
7755
7756         if ( !Demo_upsell_bitmaps_loaded ) {
7757                 demo_upsell_load_bitmaps();
7758                 Demo_upsell_bitmaps_loaded = 1;
7759         }
7760
7761         // may use upsell screens more than once
7762         Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7763         Demo_upsell_screen_number = 0;
7764         
7765         key_flush();
7766         Mouse_hidden = 1;
7767
7768         while(!done) {
7769
7770                 demo_reset_trailer_timer();
7771
7772 // #ifndef THREADED
7773                 os_poll();
7774 // #endif
7775                 k = key_inkey();
7776
7777 #ifdef FS1_DEMO
7778                 if ( timer_get_milliseconds() > Demo_upsell_show_next_bitmap_time ) {
7779                         demo_upsell_next_screen();
7780                         k = 0;
7781                 }
7782 #endif
7783
7784                 if ( k > 0 ) {
7785                         demo_upsell_next_screen();
7786                 }
7787
7788                 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7789                         Demo_upsell_screen_number--;
7790                         done = 1;
7791                 } else {
7792                         if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7793                                 done = 1;
7794                         }
7795                 }
7796
7797                 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {             
7798                         gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7799                         gr_bitmap(0,0);
7800                 }
7801
7802                 if ( done ) {
7803                         if (gameseq_get_state() != GS_STATE_END_DEMO) {
7804                                 gr_fade_out(0);
7805                                 SDL_Delay(300);
7806                         }
7807                 }
7808
7809                 gr_flip();
7810         }
7811
7812         // unload bitmap
7813         demo_upsell_unload_bitmaps();
7814 }
7815
7816 #endif // DEMO
7817
7818 // ----------------------------------------------------------------
7819 //
7820 // DEMO UPSELL SCREENS END
7821 //
7822 // ----------------------------------------------------------------
7823
7824
7825 // ----------------------------------------------------------------
7826 //
7827 // Subspace Ambient Sound START
7828 //
7829 // ----------------------------------------------------------------
7830
7831 static int Subspace_ambient_left_channel = -1;
7832 static int Subspace_ambient_right_channel = -1;
7833
7834 // 
7835 void game_start_subspace_ambient_sound()
7836 {
7837         if ( Subspace_ambient_left_channel < 0 ) {
7838                 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7839         }
7840
7841         if ( Subspace_ambient_right_channel < 0 ) {
7842                 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7843         }
7844 }
7845
7846 void game_stop_subspace_ambient_sound()
7847 {
7848         if ( Subspace_ambient_left_channel >= 0 ) {
7849                 snd_stop(Subspace_ambient_left_channel);
7850                 Subspace_ambient_left_channel = -1;
7851         }
7852
7853         if ( Subspace_ambient_right_channel >= 0 ) {
7854                 snd_stop(Subspace_ambient_right_channel);
7855                 Subspace_ambient_right_channel = -1;
7856         }
7857 }
7858
7859 // ----------------------------------------------------------------
7860 //
7861 // Subspace Ambient Sound END
7862 //
7863 // ----------------------------------------------------------------
7864
7865 // ----------------------------------------------------------------
7866 //
7867 // Language Autodetection stuff
7868 //
7869
7870 // this layout order must match Lcl_languages in localize.cpp in order for the
7871 // correct language to be detected
7872 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7873 #ifdef MAKE_FS1
7874         1366105450,                             // English
7875 #else
7876         589986744,                              // English
7877 #endif
7878         -1132430286,                    // German
7879         0,                                              // French
7880         -1131728960,                                    // Polish
7881 };
7882
7883 // default setting is "-1" to use config file with English as fall back
7884 // DO NOT change the default setting here or something uncouth might happen
7885 // in the localization code
7886 int detect_lang()
7887 {
7888         uint file_checksum;             
7889         int idx;
7890
7891         // try and open the file to verify
7892         CFILE *detect = cfopen("font01.vf", "rb");
7893         
7894         // will use default setting if something went wrong
7895         if (!detect) {
7896                 return -1;
7897         }       
7898
7899         // get the long checksum of the file
7900         file_checksum = 0;
7901         cfseek(detect, 0, SEEK_SET);    
7902         cf_chksum_long(detect, &file_checksum);
7903         cfclose(detect);
7904         detect = NULL;  
7905
7906         // now compare the checksum/filesize against known #'s
7907         for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
7908                 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
7909                         return idx;
7910                 }
7911         }
7912
7913         // notify if a match was not found, include detected checksum
7914         printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
7915         printf("Using default language...\n\n");
7916         
7917         return -1;
7918 }
7919
7920 //
7921 // End Auto Lang stuff
7922 //
7923 // ----------------------------------------------------------------
7924
7925 // ----------------------------------------------------------------
7926 // SHIPS TBL VERIFICATION STUFF
7927 //
7928
7929 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
7930 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
7931         #define NUM_SHIPS_TBL_CHECKSUMS         3
7932 #else
7933         #define NUM_SHIPS_TBL_CHECKSUMS         1
7934 #endif
7935
7936 #if defined(FS2_DEMO)
7937 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7938         1696074201,                                             // FS2 demo
7939 };
7940 #elif defined(FS1_DEMO)
7941 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7942         1603375034,                                             // FS1 DEMO
7943 };
7944 #elif defined(MAKE_FS1)
7945 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7946         -129679197,                                             // FS1 Full 1.06 (US)
7947         7762567,                                                // FS1 SilentThreat
7948         1555372475                                              // FS1 Full 1.06 (German)
7949 };
7950 #else
7951 /*
7952 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7953         -463907578,                                             // US - beta 1
7954         1696074201,                                             // FS2 demo
7955 };
7956 */
7957 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7958 //      -1022810006,                                    // 1.0 FULL
7959         -1254285366                                             // 1.2 FULL (German)
7960 };
7961 #endif
7962
7963 void verify_ships_tbl()
7964 {       
7965         /*
7966 #ifdef NDEBUG
7967         Game_ships_tbl_valid = 1;
7968 #else
7969         */
7970         uint file_checksum;             
7971         int idx;
7972
7973         // detect if the packfile exists
7974         CFILE *detect = cfopen("ships.tbl", "rb");
7975         Game_ships_tbl_valid = 0;        
7976         
7977         // not mission-disk
7978         if(!detect){
7979                 Game_ships_tbl_valid = 0;
7980                 return;
7981         }       
7982
7983         // get the long checksum of the file
7984         file_checksum = 0;
7985         cfseek(detect, 0, SEEK_SET);    
7986         cf_chksum_long(detect, &file_checksum);
7987         cfclose(detect);
7988         detect = NULL;  
7989
7990         // now compare the checksum/filesize against known #'s
7991         for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
7992                 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
7993                         Game_ships_tbl_valid = 1;
7994                         return;
7995                 }
7996         }
7997 // #endif
7998 }
7999
8000 DCF(shipspew, "display the checksum for the current ships.tbl")
8001 {
8002         uint file_checksum;
8003         CFILE *detect = cfopen("ships.tbl", "rb");
8004         // get the long checksum of the file
8005         file_checksum = 0;
8006         cfseek(detect, 0, SEEK_SET);    
8007         cf_chksum_long(detect, &file_checksum);
8008         cfclose(detect);
8009
8010         dc_printf("%d", file_checksum);
8011 }
8012
8013 // ----------------------------------------------------------------
8014 // WEAPONS TBL VERIFICATION STUFF
8015 //
8016
8017 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8018 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8019         #define NUM_WEAPONS_TBL_CHECKSUMS               3
8020 #else
8021         #define NUM_WEAPONS_TBL_CHECKSUMS               1
8022 #endif
8023
8024 #if defined(FS2_DEMO)
8025 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8026         -266420030,                             // demo 1
8027 };
8028 #elif defined(FS1_DEMO)
8029 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8030         -1246928725,                    // FS1 DEMO
8031 };
8032 #elif defined(MAKE_FS1)
8033 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8034         -834598107,                             // FS1 1.06 Full (US)
8035         -1652231417,                    // FS1 SilentThreat
8036         720209793                               // FS1 1.06 Full (German)
8037 };
8038 #else
8039 /*
8040 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8041         141718090,                              // US - beta 1
8042         -266420030,                             // demo 1
8043 };
8044 */
8045 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8046 //      399297860,                              // 1.0 FULL     
8047         -553984927                              // 1.2 FULL (german)
8048 };
8049 #endif
8050
8051 void verify_weapons_tbl()
8052 {       
8053         /*
8054 #ifdef NDEBUG
8055         Game_weapons_tbl_valid = 1;
8056 #else
8057         */
8058         uint file_checksum;
8059         int idx;
8060
8061         // detect if the packfile exists
8062         CFILE *detect = cfopen("weapons.tbl", "rb");
8063         Game_weapons_tbl_valid = 0;      
8064         
8065         // not mission-disk
8066         if(!detect){
8067                 Game_weapons_tbl_valid = 0;
8068                 return;
8069         }       
8070
8071         // get the long checksum of the file
8072         file_checksum = 0;
8073         cfseek(detect, 0, SEEK_SET);    
8074         cf_chksum_long(detect, &file_checksum);
8075         cfclose(detect);
8076         detect = NULL;  
8077
8078         // now compare the checksum/filesize against known #'s
8079         for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8080                 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8081                         Game_weapons_tbl_valid = 1;
8082                         return;
8083                 }
8084         }
8085 // #endif
8086 }
8087
8088 DCF(wepspew, "display the checksum for the current weapons.tbl")
8089 {
8090         uint file_checksum;
8091         CFILE *detect = cfopen("weapons.tbl", "rb");
8092         // get the long checksum of the file
8093         file_checksum = 0;
8094         cfseek(detect, 0, SEEK_SET);    
8095         cf_chksum_long(detect, &file_checksum);
8096         cfclose(detect);
8097
8098         dc_printf("%d", file_checksum);
8099 }
8100
8101 // if the game is running using hacked data
8102 int game_hacked_data()
8103 {
8104         // hacked!
8105         if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8106                 return 1;
8107         }
8108
8109         // not hacked
8110         return 0;
8111 }
8112
8113 void display_title_screen()
8114 {
8115 #if defined(FS2_DEMO) || defined(OEM_BUILD)
8116         ///int title_bitmap;
8117
8118         // load bitmap
8119         int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8120         if (title_bitmap == -1) {
8121                 return;
8122         }
8123
8124         // set
8125         gr_set_bitmap(title_bitmap);
8126
8127         // draw
8128         gr_bitmap(0, 0);
8129
8130         // flip
8131         gr_flip();
8132
8133         // give it some time on screen
8134         SDL_Delay(1000);
8135
8136         bm_unload(title_bitmap);
8137 #endif  // FS2_DEMO || OEM_BUILD
8138 }
8139
8140 // return true if the game is running with "low memory", which is less than 48MB
8141 bool game_using_low_mem()
8142 {
8143         if (Use_low_mem == 0) {
8144                 return false;
8145         } else {
8146                 return true;
8147         }
8148 }