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1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell 
5  * or otherwise commercially exploit the source or things you created based on
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * Freespace main body
16  *
17  * $Log$
18  * Revision 1.40  2005/10/01 21:40:38  taylor
19  * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20  * make sure a global cmdline.cfg file works with OS X when built as an app
21  *
22  * Revision 1.39  2005/08/12 08:57:20  taylor
23  * don't show hardware S-RAM value on HUD in debug
24  * do show in use GL texture memory
25  * have an actual fade effect for the credits screen artwork
26  *
27  * Revision 1.38  2004/09/20 01:31:44  theoddone33
28  * GCC 3.4 fixes.
29  *
30  * Revision 1.37  2004/07/04 11:31:43  taylor
31  * amd64 support, compiler warning fixes, don't use software rendering
32  *
33  * Revision 1.36  2004/06/12 01:11:35  taylor
34  * x86 compile fixes for OSX patch
35  *
36  * Revision 1.35  2004/06/11 00:53:02  tigital
37  * OSX: .app name, casts for gcc
38  *
39  * Revision 1.34  2003/08/09 03:18:03  taylor
40  * fix tips popup not having any tips
41  *
42  * Revision 1.33  2003/08/03 15:57:00  taylor
43  * simpler mouse usage; default ini settings in os_init(); cleanup
44  *
45  * Revision 1.32  2003/06/19 11:51:41  taylor
46  * adjustments to memory leak fixes
47  *
48  * Revision 1.31  2003/06/11 18:30:32  taylor
49  * plug memory leaks
50  *
51  * Revision 1.30  2003/06/03 04:00:39  taylor
52  * Polish language support (Janusz Dziemidowicz)
53  *
54  * Revision 1.29  2003/05/25 02:30:42  taylor
55  * Freespace 1 support
56  *
57  * Revision 1.28  2003/05/18 03:55:30  taylor
58  * automatic language selection support
59  *
60  * Revision 1.27  2003/03/03 04:54:44  theoddone33
61  * Commit Taylor's ShowFPS fix
62  *
63  * Revision 1.26  2003/02/20 17:41:07  theoddone33
64  * Userdir patch from Taylor Richards
65  *
66  * Revision 1.25  2003/01/30 19:54:10  relnev
67  * ini config option for the frames per second counter (Taylor Richards)
68  *
69  * Revision 1.24  2002/08/31 01:39:13  theoddone33
70  * Speed up the renderer a tad
71  *
72  * Revision 1.23  2002/08/04 02:31:00  relnev
73  * make numlock not overlap with pause
74  *
75  * Revision 1.22  2002/08/02 23:07:03  relnev
76  * don't access the mouse in standalone mode
77  *
78  * Revision 1.21  2002/07/28 05:05:08  relnev
79  * removed some old stuff
80  *
81  * Revision 1.20  2002/07/24 00:20:41  relnev
82  * nothing interesting
83  *
84  * Revision 1.19  2002/06/17 06:33:08  relnev
85  * ryan's struct patch for gcc 2.95
86  *
87  * Revision 1.18  2002/06/16 04:46:33  relnev
88  * set up correct checksums for demo
89  *
90  * Revision 1.17  2002/06/09 04:41:17  relnev
91  * added copyright header
92  *
93  * Revision 1.16  2002/06/09 03:16:04  relnev
94  * added _splitpath.
95  *
96  * removed unneeded asm, old sdl 2d setup.
97  *
98  * fixed crash caused by opengl_get_region.
99  *
100  * Revision 1.15  2002/06/05 08:05:28  relnev
101  * stub/warning removal.
102  *
103  * reworked the sound code.
104  *
105  * Revision 1.14  2002/06/05 04:03:32  relnev
106  * finished cfilesystem.
107  *
108  * removed some old code.
109  *
110  * fixed mouse save off-by-one.
111  *
112  * sound cleanups.
113  *
114  * Revision 1.13  2002/06/02 04:26:34  relnev
115  * warning cleanup
116  *
117  * Revision 1.12  2002/06/02 00:31:35  relnev
118  * implemented osregistry
119  *
120  * Revision 1.11  2002/06/01 09:00:34  relnev
121  * silly debug memmanager
122  *
123  * Revision 1.10  2002/06/01 07:12:32  relnev
124  * a few NDEBUG updates.
125  *
126  * removed a few warnings.
127  *
128  * Revision 1.9  2002/05/31 03:05:59  relnev
129  * sane default
130  *
131  * Revision 1.8  2002/05/29 02:52:32  theoddone33
132  * Enable OpenGL renderer
133  *
134  * Revision 1.7  2002/05/28 08:52:03  relnev
135  * implemented two assembly stubs.
136  *
137  * cleaned up a few warnings.
138  *
139  * added a little demo hackery to make it progress a little farther.
140  *
141  * Revision 1.6  2002/05/28 06:28:20  theoddone33
142  * Filesystem mods, actually reads some data files now
143  *
144  * Revision 1.5  2002/05/28 04:07:28  theoddone33
145  * New graphics stubbing arrangement
146  *
147  * Revision 1.4  2002/05/27 22:46:52  theoddone33
148  * Remove more undefined symbols
149  *
150  * Revision 1.3  2002/05/26 23:31:18  relnev
151  * added a few files that needed to be compiled
152  *
153  * freespace.cpp: now compiles
154  *
155  * Revision 1.2  2002/05/07 03:16:44  theoddone33
156  * The Great Newline Fix
157  *
158  * Revision 1.1.1.1  2002/05/03 03:28:09  root
159  * Initial import.
160  *
161  * 
162  * 201   6/16/00 3:15p Jefff
163  * sim of the year dvd version changes, a few german soty localization
164  * fixes
165  * 
166  * 200   11/03/99 11:06a Jefff
167  * 1.2 checksums
168  * 
169  * 199   10/26/99 5:07p Jamest
170  * fixed jeffs dumb debug code
171  * 
172  * 198   10/25/99 5:53p Jefff
173  * call control_config_common_init() on startup
174  * 
175  * 197   10/14/99 10:18a Daveb
176  * Fixed incorrect CD checking problem on standalone server.
177  * 
178  * 196   10/13/99 9:22a Daveb
179  * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180  * related to movies. Fixed launcher spawning from PXO screen.
181  * 
182  * 195   10/06/99 11:05a Jefff
183  * new oem upsell 3 hotspot coords
184  * 
185  * 194   10/06/99 10:31a Jefff
186  * OEM updates
187  * 
188  * 193   10/01/99 9:10a Daveb
189  * V 1.1 PATCH
190  * 
191  * 192   9/15/99 4:57a Dave
192  * Updated ships.tbl checksum
193  * 
194  * 191   9/15/99 3:58a Dave
195  * Removed framerate warning at all times.
196  * 
197  * 190   9/15/99 3:16a Dave
198  * Remove mt-011.fs2 from the builtin mission list.
199  * 
200  * 189   9/15/99 1:45a Dave
201  * Don't init joystick on standalone. Fixed campaign mode on standalone.
202  * Fixed no-score-report problem in TvT
203  * 
204  * 188   9/14/99 6:08a Dave
205  * Updated (final) single, multi, and campaign list.
206  * 
207  * 187   9/14/99 3:26a Dave
208  * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209  * respawn-too-early problem. Made a few crash points safe.
210  * 
211  * 186   9/13/99 4:52p Dave
212  * RESPAWN FIX
213  * 
214  * 185   9/12/99 8:09p Dave
215  * Fixed problem where skip-training button would cause mission messages
216  * not to get paged out for the current mission.
217  * 
218  * 184   9/10/99 11:53a Dave
219  * Shutdown graphics before sound to eliminate apparent lockups when
220  * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
221  * 
222  * 183   9/09/99 11:40p Dave
223  * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224  * 2 end movies properly, based upon what the player did in the mission.
225  * 
226  * 182   9/08/99 10:29p Dave
227  * Make beam sound pausing and unpausing much safer.
228  * 
229  * 181   9/08/99 10:01p Dave
230  * Make sure game won't run in a drive's root directory. Make sure
231  * standalone routes suqad war messages properly to the host.
232  * 
233  * 180   9/08/99 3:22p Dave
234  * Updated builtin mission list.
235  * 
236  * 179   9/08/99 12:01p Jefff
237  * fixed Game_builtin_mission_list typo on Training-2.fs2
238  * 
239  * 178   9/08/99 9:48a Andsager
240  * Add force feedback for engine wash.
241  * 
242  * 177   9/07/99 4:01p Dave
243  * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244  * does everything properly (setting up address when binding). Remove
245  * black rectangle background from UI_INPUTBOX.
246  * 
247  * 176   9/13/99 2:40a Dave
248  * Comment in full 80 minute CD check for RELEASE_REAL builds.
249  * 
250  * 175   9/06/99 6:38p Dave
251  * Improved CD detection code.
252  * 
253  * 174   9/06/99 1:30a Dave
254  * Intermediate checkin. Started on enforcing CD-in-drive to play the
255  * game.
256  * 
257  * 173   9/06/99 1:16a Dave
258  * Make sure the user sees the intro movie.
259  * 
260  * 172   9/04/99 8:00p Dave
261  * Fixed up 1024 and 32 bit movie support.
262  * 
263  * 171   9/03/99 1:32a Dave
264  * CD checking by act. Added support to play 2 cutscenes in a row
265  * seamlessly. Fixed super low level cfile bug related to files in the
266  * root directory of a CD. Added cheat code to set campaign mission # in
267  * main hall.
268  * 
269  * 170   9/01/99 10:49p Dave
270  * Added nice SquadWar checkbox to the client join wait screen.
271  * 
272  * 169   9/01/99 10:14a Dave
273  * Pirate bob.
274  * 
275  * 168   8/29/99 4:51p Dave
276  * Fixed damaged checkin.
277  * 
278  * 167   8/29/99 4:18p Andsager
279  * New "burst" limit for friendly damage.  Also credit more damage done
280  * against large friendly ships.
281  * 
282  * 166   8/27/99 6:38p Alanl
283  * crush the blasted repeating messages bug
284  * 
285  * 164   8/26/99 9:09p Dave
286  * Force framerate check in everything but a RELEASE_REAL build.
287  * 
288  * 163   8/26/99 9:45a Dave
289  * First pass at easter eggs and cheats.
290  * 
291  * 162   8/24/99 8:55p Dave
292  * Make sure nondimming pixels work properly in tech menu.
293  * 
294  * 161   8/24/99 1:49a Dave
295  * Fixed client-side afterburner stuttering. Added checkbox for no version
296  * checking on PXO join. Made button info passing more friendly between
297  * client and server.
298  * 
299  * 160   8/22/99 5:53p Dave
300  * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301  * instead of ship designations for multiplayer players.
302  * 
303  * 159   8/22/99 1:19p Dave
304  * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305  * which d3d cards are detected.
306  * 
307  * 158   8/20/99 2:09p Dave
308  * PXO banner cycling.
309  * 
310  * 157   8/19/99 10:59a Dave
311  * Packet loss detection.
312  * 
313  * 156   8/19/99 10:12a Alanl
314  * preload mission-specific messages on machines greater than 48MB
315  * 
316  * 155   8/16/99 4:04p Dave
317  * Big honking checkin.
318  * 
319  * 154   8/11/99 5:54p Dave
320  * Fixed collision problem. Fixed standalone ghost problem.
321  * 
322  * 153   8/10/99 7:59p Jefff
323  * XSTR'ed some stuff
324  * 
325  * 152   8/10/99 6:54p Dave
326  * Mad optimizations. Added paging to the nebula effect.
327  * 
328  * 151   8/10/99 3:44p Jefff
329  * loads Intelligence information on startup
330  * 
331  * 150   8/09/99 3:47p Dave
332  * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333  * non-nebula missions.
334  * 
335  * 149   8/09/99 2:21p Andsager
336  * Fix patching from multiplayer direct to launcher update tab.
337  * 
338  * 148   8/09/99 10:36a Dave
339  * Version info for game.
340  * 
341  * 147   8/06/99 9:46p Dave
342  * Hopefully final changes for the demo.
343  * 
344  * 146   8/06/99 3:34p Andsager
345  * Make title version info "(D)" -> "D"  show up nicely
346  * 
347  * 145   8/06/99 2:59p Adamp
348  * Fixed NT launcher/update problem.
349  * 
350  * 144   8/06/99 1:52p Dave
351  * Bumped up MAX_BITMAPS for the demo.
352  * 
353  * 143   8/06/99 12:17p Andsager
354  * Demo: down to just 1 demo dog
355  * 
356  * 142   8/05/99 9:39p Dave
357  * Yet another new checksum.
358  * 
359  * 141   8/05/99 6:19p Dave
360  * New demo checksums.
361  * 
362  * 140   8/05/99 5:31p Andsager
363  * Up demo version 1.01
364  * 
365  * 139   8/05/99 4:22p Andsager
366  * No time limit on upsell screens.  Reverse order of display of upsell
367  * bitmaps.
368  * 
369  * 138   8/05/99 4:17p Dave
370  * Tweaks to client interpolation.
371  * 
372  * 137   8/05/99 3:52p Danw
373  * 
374  * 136   8/05/99 3:01p Danw
375  * 
376  * 135   8/05/99 2:43a Anoop
377  * removed duplicate definition.
378  * 
379  * 134   8/05/99 2:13a Dave
380  * Fixed build error.
381  * 
382  * 133   8/05/99 2:05a Dave
383  * Whee.
384  * 
385  * 132   8/05/99 1:22a Andsager
386  * fix upsell bug.
387  * 
388  * 131   8/04/99 9:51p Andsager
389  * Add title screen to demo
390  * 
391  * 130   8/04/99 6:47p Jefff
392  * fixed link error resulting from #ifdefs
393  * 
394  * 129   8/04/99 6:26p Dave
395  * Updated ship tbl checksum.
396  * 
397  * 128   8/04/99 5:40p Andsager
398  * Add multiple demo dogs
399  * 
400  * 127   8/04/99 5:36p Andsager
401  * Show upsell screens at end of demo campaign before returning to main
402  * hall.
403  * 
404  * 126   8/04/99 11:42a Danw
405  * tone down EAX reverb
406  * 
407  * 125   8/04/99 11:23a Dave
408  * Updated demo checksums.
409  * 
410  * 124   8/03/99 11:02p Dave
411  * Maybe fixed sync problems in multiplayer.
412  * 
413  * 123   8/03/99 6:21p Jefff
414  * minor text change
415  * 
416  * 122   8/03/99 3:44p Andsager
417  * Launch laucher if trying to run FS without first having configured
418  * system.
419  * 
420  * 121   8/03/99 12:45p Dave
421  * Update checksums.
422  * 
423  * 120   8/02/99 9:13p Dave
424  * Added popup tips.
425  * 
426  * 119   7/30/99 10:31p Dave
427  * Added comm menu to the configurable hud files.
428  * 
429  * 118   7/30/99 5:17p Andsager
430  * first fs2demo checksums
431  * 
432  * 117   7/29/99 3:09p Anoop
433  * 
434  * 116   7/29/99 12:05a Dave
435  * Nebula speed optimizations.
436  * 
437  * 115   7/27/99 8:59a Andsager
438  * Make major, minor version consistent for all builds.  Only show major
439  * and minor for launcher update window.
440  * 
441  * 114   7/26/99 5:50p Dave
442  * Revised ingame join. Better? We'll see....
443  * 
444  * 113   7/26/99 5:27p Andsager
445  * Add training mission as builtin to demo build
446  * 
447  * 112   7/24/99 1:54p Dave
448  * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
449  * missions.
450  * 
451  * 111   7/22/99 4:00p Dave
452  * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
453  * 
454  * 110   7/21/99 8:10p Dave
455  * First run of supernova effect.
456  * 
457  * 109   7/20/99 1:49p Dave
458  * Peter Drake build. Fixed some release build warnings.
459  * 
460  * 108   7/19/99 2:26p Andsager
461  * set demo multiplayer missions
462  * 
463  * 107   7/18/99 5:19p Dave
464  * Jump node icon. Fixed debris fogging. Framerate warning stuff.
465  * 
466  * 106   7/16/99 1:50p Dave
467  * 8 bit aabitmaps. yay.
468  * 
469  * 105   7/15/99 3:07p Dave
470  * 32 bit detection support. Mouse coord commandline.
471  * 
472  * 104   7/15/99 2:13p Dave
473  * Added 32 bit detection.
474  * 
475  * 103   7/15/99 9:20a Andsager
476  * FS2_DEMO initial checkin
477  * 
478  * 102   7/14/99 11:02a Dave
479  * Skill level default back to easy. Blech.
480  * 
481  * 101   7/09/99 5:54p Dave
482  * Seperated cruiser types into individual types. Added tons of new
483  * briefing icons. Campaign screen.
484  * 
485  * 100   7/08/99 4:43p Andsager
486  * New check for sparky_hi and print if not found.
487  * 
488  * 99    7/08/99 10:53a Dave
489  * New multiplayer interpolation scheme. Not 100% done yet, but still
490  * better than the old way.
491  * 
492  * 98    7/06/99 4:24p Dave
493  * Mid-level checkin. Starting on some potentially cool multiplayer
494  * smoothness crap.
495  * 
496  * 97    7/06/99 3:35p Andsager
497  * Allow movie to play before red alert mission.
498  * 
499  * 96    7/03/99 5:50p Dave
500  * Make rotated bitmaps draw properly in padlock views.
501  * 
502  * 95    7/02/99 9:55p Dave
503  * Player engine wash sound.
504  * 
505  * 94    7/02/99 4:30p Dave
506  * Much more sophisticated lightning support.
507  * 
508  * 93    6/29/99 7:52p Dave
509  * Put in exception handling in FS2.
510  * 
511  * 92    6/22/99 9:37p Dave
512  * Put in pof spewing.
513  * 
514  * 91    6/16/99 4:06p Dave
515  * New pilot info popup. Added new draw-bitmap-as-poly function.
516  * 
517  * 90    6/15/99 1:56p Andsager
518  * For release builds, allow start up in high res only with
519  * sparky_hi._fs2.vp
520  * 
521  * 89    6/15/99 9:34a Dave
522  * Fixed key checking in single threaded version of the stamp notification
523  * screen. 
524  * 
525  * 88    6/09/99 2:55p Andsager
526  * Allow multiple asteroid subtypes (of large, medium, small) and follow
527  * family.
528  * 
529  * 87    6/08/99 1:14a Dave
530  * Multi colored hud test.
531  * 
532  * 86    6/04/99 9:52a Dave
533  * Fixed some rendering problems.
534  * 
535  * 85    6/03/99 10:15p Dave
536  * Put in temporary main hall screen.
537  * 
538  * 84    6/02/99 6:18p Dave
539  * Fixed TNT lockup problems! Wheeeee!
540  * 
541  * 83    6/01/99 3:52p Dave
542  * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543  * dead popup, pxo find player popup, pxo private room popup.
544  * 
545  * 82    5/26/99 1:28p Jasenw
546  * changed coords for loading ani
547  * 
548  * 81    5/26/99 11:46a Dave
549  * Added ship-blasting lighting and made the randomization of lighting
550  * much more customizable.
551  * 
552  * 80    5/24/99 5:45p Dave
553  * Added detail levels to the nebula, with a decent speedup. Split nebula
554  * lightning into its own section.
555  * 
556  * 
557  */
558
559 #ifndef PLAT_UNIX
560 #include <windows.h>
561 #include <process.h>
562 #include <direct.h>
563 #include <io.h>
564 #else
565 #endif
566
567 #include <stdio.h>
568 #include <stdlib.h>
569 #include <time.h>
570
571 #include "pstypes.h"
572 #include "systemvars.h"
573 #include "key.h"
574 #include "vecmat.h"
575 #include "2d.h"
576 #include "3d.h"
577 #include "starfield.h"
578 #include "lighting.h"
579 #include "weapon.h"
580 #include "ship.h"
581 #include "palman.h"
582 #include "osapi.h"
583 #include "fireballs.h"
584 #include "debris.h"
585 #include "timer.h"
586 #include "fix.h"
587 #include "floating.h"
588 #include "gamesequence.h"
589 #include "radar.h"
590 #include "optionsmenu.h"
591 #include "playermenu.h"
592 #include "trainingmenu.h"
593 #include "techmenu.h"
594 #include "ai.h"
595 #include "hud.h"
596 #include "hudmessage.h"
597 #include "psnet.h"
598 #include "missiongoals.h"
599 #include "missionparse.h"
600 #include "bmpman.h"
601 #include "joy.h"
602 #include "joy_ff.h"
603 #include "multi.h"
604 #include "multiutil.h"
605 #include "multimsgs.h"
606 #include "multiui.h"
607 #include "cfile.h"
608 #include "player.h"
609 #include "freespace.h"
610 #include "managepilot.h"
611 #include "sound.h"
612 #include "contexthelp.h"
613 #include "mouse.h"
614 #include "joy.h"
615 #include "missionbrief.h"
616 #include "missiondebrief.h"
617 #include "ui.h"
618 #include "missionshipchoice.h"
619 #include "model.h"
620 #include "hudconfig.h"
621 #include "controlsconfig.h"
622 #include "missionmessage.h"
623 #include "missiontraining.h"
624 #include "hudets.h"
625 #include "hudtarget.h"
626 #include "gamesnd.h"
627 #include "eventmusic.h"
628 #include "animplay.h"
629 #include "missionweaponchoice.h"
630 #include "missionlog.h"
631 #include "audiostr.h"
632 #include "hudlock.h"
633 #include "missioncampaign.h"
634 #include "credits.h"
635 #include "missionhotkey.h"
636 #include "objectsnd.h"
637 #include "cmeasure.h"
638 #include "ai.h"
639 #include "linklist.h"
640 #include "shockwave.h"
641 #include "afterburner.h"
642 #include "scoring.h"
643 #include "stats.h"
644 #include "cmdline.h"
645 #include "timer.h"
646 #include "stand_gui.h"
647 #include "pcxutils.h"
648 #include "hudtargetbox.h"
649 #include "multi_xfer.h"
650 #include "hudescort.h"
651 #include "multiutil.h"
652 #include "sexp.h"
653 #include "medals.h"
654 #include "multiteamselect.h"
655 #include "shipfx.h"
656 #include "readyroom.h"
657 #include "mainhallmenu.h"
658 #include "multilag.h"
659 #include "trails.h"
660 #include "particle.h"
661 #include "popup.h"
662 #include "multi_ingame.h"
663 #include "snazzyui.h"
664 #include "asteroid.h"
665 #include "popupdead.h"
666 #include "multi_voice.h"
667 #include "missioncmdbrief.h"
668 #include "redalert.h"
669 #include "gameplayhelp.h"
670 #include "multilag.h"
671 #include "staticrand.h"
672 #include "multi_pmsg.h"
673 #include "levelpaging.h"
674 #include "observer.h"
675 #include "multi_pause.h"
676 #include "multi_endgame.h"
677 #include "cutscenes.h"
678 #include "multi_respawn.h"
679 #include "movie.h"
680 #include "multi_obj.h"
681 #include "multi_log.h"
682 #include "emp.h"
683 #include "localize.h"
684 #include "osregistry.h"
685 #include "barracks.h"
686 #include "missionpause.h"
687 #include "font.h"
688 #include "alphacolors.h"
689 #include "objcollide.h"
690 #include "flak.h"
691 #include "neb.h"
692 #include "neblightning.h"
693 #include "shipcontrails.h"
694 #include "awacs.h"
695 #include "beam.h"
696 #include "multi_dogfight.h"
697 #include "multi_rate.h"
698 #include "muzzleflash.h"
699 #include "encrypt.h"
700 #include "demo.h"
701 #include "version.h"
702 #include "mainhalltemp.h"
703 #include "exceptionhandler.h"
704 #include "supernova.h"
705 #include "hudshield.h"
706 // #include "names.h"
707 #include "shiphit.h"
708 #include "missionloopbrief.h"
709
710 #ifdef NDEBUG
711 #ifdef FRED
712 #error macro FRED is defined when trying to build release Fred.  Please undefine FRED macro in build settings
713 #endif
714 #endif
715
716 //      Revision history.
717 //      Full version:
718 //    1.00.04   5/26/98 MWA -- going final (12 pm)
719 //    1.00.03   5/26/98 MWA -- going final (3 am)
720 //    1.00.02   5/25/98 MWA -- going final
721 //    1.00.01   5/25/98 MWA -- going final
722 //              0.90            5/21/98 MWA -- getting ready for final.
723 //              0.10            4/9/98.  Set by MK.
724 //
725 //      Demo version: (obsolete since DEMO codebase split from tree)
726 //              0.03            4/10/98 AL.     Interplay rev
727 //              0.02            4/8/98  MK.     Increased when this system was modified.
728 //              0.01            4/7/98? AL.     First release to Interplay QA.
729 //
730 //      OEM version:
731 //              1.00            5/28/98 AL.     First release to Interplay QA.
732
733 void game_level_init(int seed = -1);
734 void game_post_level_init();
735 void game_do_frame();
736 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
737 void game_reset_time();
738 void game_show_framerate();                     // draws framerate in lower right corner
739
740 int Game_no_clear = 0;
741
742 int Pofview_running = 0;
743 int Nebedit_running = 0;
744
745 typedef struct big_expl_flash {
746         float max_flash_intensity;      // max intensity
747         float cur_flash_intensity;      // cur intensity
748         int     flash_start;            // start time
749 } big_expl_flash;
750
751 #define FRAME_FILTER 16
752
753 #define DEFAULT_SKILL_LEVEL     1
754 int     Game_skill_level = DEFAULT_SKILL_LEVEL;
755
756 #define VIEWER_ZOOM_DEFAULT 0.75f                       //      Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
757 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
758
759 #define EXE_FNAME       ("fs2.exe")
760 #define LAUNCHER_FNAME  ("freespace2.exe")
761
762
763 // JAS: Code for warphole camera.
764 // Needs to be cleaned up.
765 vector Camera_pos = ZERO_VECTOR;
766 vector Camera_velocity = ZERO_VECTOR;
767 vector Camera_desired_velocity = ZERO_VECTOR;
768 matrix Camera_orient = IDENTITY_MATRIX;
769 float Camera_damping = 1.0f;
770 float Camera_time = 0.0f;
771 float Warpout_time = 0.0f;
772 int Warpout_forced = 0;         // Set if this is a forced warpout that cannot be cancelled.
773 int Warpout_sound = -1;
774 void camera_move();
775 int Use_joy_mouse = 0;
776 int Use_palette_flash = 1;
777 #ifndef NDEBUG
778 int Use_fullscreen_at_startup = 0;
779 #endif
780 int Show_area_effect = 0;
781 object  *Last_view_target = NULL;
782
783 int dogfight_blown = 0;
784
785 int     frame_int = -1;
786 float frametimes[FRAME_FILTER];
787 float frametotal = 0.0f;
788 float flFrametime;
789
790 #ifdef RELEASE_REAL
791         int     Show_framerate = 0;
792 #else 
793         int     Show_framerate = 1;
794 #endif
795
796 int     Framerate_cap = 120;
797 int     Show_mem = 0;
798 int     Show_cpu = 0;
799 int     Show_target_debug_info = 0;
800 int     Show_target_weapons = 0;
801 int     Game_font = -1;
802
803 #ifndef NDEBUG
804 static int Show_player_pos = 0;         // debug console command to show player world pos on HUD
805 #endif
806
807 int Debug_octant = -1;
808
809 fix Game_time_compression = F1_0;
810
811 // if the ships.tbl the player has is valid
812 int Game_ships_tbl_valid = 0;
813
814 // if the weapons.tbl the player has is valid
815 int Game_weapons_tbl_valid = 0;
816
817 #ifndef NDEBUG
818 int Test_begin = 0;
819 extern int      Player_attacking_enabled;
820 int Show_net_stats;
821 #endif
822
823 int Pre_player_entry;
824
825 int     Fred_running = 0;
826 char Game_current_mission_filename[MAX_FILENAME_LEN];
827 int game_single_step = 0;
828 int last_single_step=0;
829
830 extern int MSG_WINDOW_X_START;  // used to position mission_time and shields output
831 extern int MSG_WINDOW_Y_START;
832 extern int MSG_WINDOW_HEIGHT;
833
834 int game_zbuffer = 1;
835 //static int Game_music_paused;
836 static int Game_paused;
837
838 int Game_level_seed;
839
840 #define EXPIRE_BAD_CHECKSUM                     1
841 #define EXPIRE_BAD_TIME                                 2
842
843 extern void ssm_init();
844 extern void ssm_level_init();
845 extern void ssm_process();
846
847 // static variable to contain the time this version was built
848 // commented out for now until
849 // I figure out how to get the username into the file
850 //LOCAL char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
851
852 // defines and variables used for dumping frame for making trailers.
853 #ifndef NDEBUG
854 int Debug_dump_frames = 0;                      // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
855 int Debug_dump_trigger = 0;
856 int Debug_dump_frame_count;
857 int Debug_dump_frame_num = 0;
858 #define DUMP_BUFFER_NUM_FRAMES  1                       // store every 15 frames
859 #endif
860
861 // amount of time to wait after the player has died before we display the death died popup
862 #define PLAYER_DIED_POPUP_WAIT          2500
863 int Player_died_popup_wait = -1;
864 int Player_multi_died_check = -1;
865
866 // builtin mission list stuff
867 #ifdef FS2_DEMO
868         int Game_builtin_mission_count = 6;
869         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
870                 { "SPDemo-01.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
871                 { "SPDemo-02.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872                 { "DemoTrain.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
873                 { "Demo.fc2",                                           (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
874                 { "MPDemo-01.fs2",                              (FSB_FROM_VOLITION | FSB_MULTI) },
875                 { "Demo-DOG-01.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI) },
876         };
877 #elif defined(FS1_DEMO)
878         int Game_builtin_mission_count = 5;
879         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
880                 { "btmdemo.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
881                 { "demo.fsc",                                   (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
882                 { "demo01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
883                 { "demo02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
884                 { "demo02b.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
885         };
886 #elif defined(PD_BUILD)
887         int Game_builtin_mission_count = 4;
888         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
889                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION) },
890                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION) },
891                 { "sm1-01",                                                     (FSB_FROM_VOLITION) },
892                 { "sm1-05",                                                     (FSB_FROM_VOLITION) },
893         };
894 #elif defined(MULTIPLAYER_BETA)
895         int Game_builtin_mission_count = 17;
896         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
897                 // multiplayer beta
898                 { "md-01.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
899                 { "md-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
900                 { "md-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
901                 { "md-04.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
902                 { "md-05.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
903                 { "md-06.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
904                 { "md-07.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
905                 { "mt-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
906                 { "mt-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
907                 { "m-03.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
908                 { "m-04.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
909                 { "m-05.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
910                 { "templar-01.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
911                 { "templar-02.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
912                 { "templar-03a.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
913                 { "templar-04a.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
914                 { "templar.fc2",                                        (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
915         };
916 #elif defined(OEM_BUILD)
917         int Game_builtin_mission_count = 17;
918         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
919                 // oem version - act 1 only
920                 { "freespace2oem.fc2",                  (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
921                         
922                 // act 1
923                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924                 { "sm1-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925                 { "sm1-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926                 { "sm1-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928                 { "sm1-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929                 { "sm1-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
930                 { "sm1-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
931                 { "sm1-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
932                 { "sm1-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
933                 { "training-1.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
934                 { "training-2.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
935                 { "training-3.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
936                 { "tsm-104.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
937                 { "tsm-105.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
938                 { "tsm-106.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
939         };
940 #elif defined(MAKE_FS1) 
941         int Game_builtin_mission_count = 125;
942         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
943                 // single player campaign
944                 { "freespace.fsc",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
945
946                 // act 1
947                 { "sm1-01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
948                 { "sm1-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
949                 { "sm1-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950                 { "sm1-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951                 { "sm1-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952                 { "sm1-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953                 { "sm1-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954                 { "sm1-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955                 { "sm1-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956                 { "sm1-10a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
957
958                 // act 2
959                 { "sm2-01a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
960                 { "sm2-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
961                 { "sm2-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962                 { "sm2-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963                 { "sm2-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964                 { "sm2-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965                 { "sm2-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966                 { "sm2-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967                 { "sm2-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968                 { "sm2-10a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
969
970                 // act 3
971                 { "sm3-01a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
972                 { "sm3-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973                 { "sm3-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
974                 { "sm3-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
975                 { "sm3-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
976                 { "sm3-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
977                 { "sm3-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
978                 { "sm3-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979                 { "sm3-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
980
981                 // gauntlet
982                 { "t-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
983                 { "v-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
984                 { "s-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
985
986                 // training
987                 { "btm-01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
988                 { "btm-02.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
989                 { "btm-03.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
990                 { "btm-04.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
991                 { "btm-05.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
992
993                 // multiplayer
994                 { "m-hope.fsc",                                 (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
995                 { "m-altair.fsc",                               (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
996
997                 { "m-v-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
998                 { "m-va.fsm",                                   (FSB_FROM_VOLITION | FSB_MULTI) },
999                 { "m-unstoppable.fsm",                  (FSB_FROM_VOLITION | FSB_MULTI) },
1000                 { "m-t-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
1001                 { "m-s-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
1002                 { "m-rescue.fsm",                               (FSB_FROM_VOLITION | FSB_MULTI) },
1003                 { "m-pain.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1004                 { "m-orecovery.fsm",                    (FSB_FROM_VOLITION | FSB_MULTI) },
1005                 { "mm3-01a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1006                 { "mm3-02a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1007                 { "mm3-03a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1008                 { "mm3-04a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1009                 { "mm3-05a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1010                 { "mm3-06a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1011                 { "m-guardduty.fsm",                    (FSB_FROM_VOLITION | FSB_MULTI) },
1012                 { "m-gate.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1013                 { "m-duel.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1014                 { "m-convoyassault.fsm",                (FSB_FROM_VOLITION | FSB_MULTI) },
1015                 { "m-clash.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1016
1017         // SilentThreat missions
1018                 // Main SilentThreat campaign
1019                 { "SilentThreat.fsc",                   (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1020
1021                 { "md-01.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022                 { "md-02.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023                 { "md-03.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024                 { "md-04.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025                 { "md-05.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1026                 { "md-06.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1027                 { "md-07.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1028                 { "md-08.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1029                 { "md-09.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1030                 { "md-10.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1031                 { "md-11.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1032                 { "md-12.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1033
1034                 // SilentThreat Part 1 - multi-coop
1035                 { "ST-Part1.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1036
1037                 { "stmm-01.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1038                 { "stmm-02.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1039                 { "stmm-03.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1040
1041                 // SilentThreat Part 2 - multi-coop
1042                 { "ST-Part2.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1043
1044                 { "stmm-04.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1045                 { "stmm-05.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1046                 { "stmm-06.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1047
1048                 // SilentThreat Part 3 - multi-coop
1049                 { "ST-Part3.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1050
1051                 { "stmm-07.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1052                 { "stmm-08.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1053                 { "stmm-09.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1054
1055                 // SilentThreat Part 4 - multi-coop
1056                 { "ST-Part4.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1057
1058                 { "stmm-10.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1059                 { "stmm-11.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1060                 { "stmm-12.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1061
1062                 // multiplayer missions
1063                 { "mdmm-01.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1064                 { "mdmm-02.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1065                 { "mdmm-03.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1066                 { "mdmm-04.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1067                 // user supplied missions
1068                 { "mdu-02.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1069                 { "mdu-03.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1070                 { "mdu-04.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1071                 { "mdu-05.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1072                 { "mdu-06.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1073                 { "mdu-07.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1074                 { "mdu-08.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1075                 { "mdu-09.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1076                 { "mdu-10.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1077                 { "mdu-11.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1078                 { "mdu-12.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1079                 { "mdu-13.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1080                 { "mdu-14.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1081                 { "mdu-15.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1082                 { "mdu-16.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1083                 { "mdu-17.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1084                 { "mdu-18.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1085                 { "mdu-19.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1086                 { "mdu-20.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1087                 { "mdu-21.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1088                 { "mdu-22.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1089                 { "mdu-23.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1090                 { "mdu-24.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1091                 { "mdu-25.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1092                 { "mdu-26.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1093                 { "mdu-27.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1094                 { "mdu-28.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1095                 { "mdu-29.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1096                 { "mdu-30.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1097                 { "mdu-31.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1098                 { "mdumm-01.fsm",                               (FSB_FROM_MDISK | FSB_MULTI) },
1099                 { "mdumm-02.fsm",                               (FSB_FROM_MDISK | FSB_MULTI) },
1100         };
1101 #else
1102         int Game_builtin_mission_count = 92;
1103         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1104                 // single player campaign
1105                 { "freespace2.fc2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1106                         
1107                 // act 1
1108                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109                 { "sm1-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110                 { "sm1-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111                 { "sm1-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113                 { "sm1-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114                 { "sm1-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115                 { "sm1-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116                 { "sm1-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117                 { "sm1-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118                 { "loop1-1.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1119                 { "loop1-2.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120                 { "loop1-3.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121                 { "training-1.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122                 { "training-2.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123                 { "training-3.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124                 { "tsm-104.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125                 { "tsm-105.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126                 { "tsm-106.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1127
1128                 // act 2
1129                 { "sm2-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1130                 { "sm2-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1131                 { "sm2-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132                 { "sm2-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133                 { "sm2-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134                 { "sm2-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135                 { "sm2-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136                 { "sm2-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137                 { "sm2-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138                 { "sm2-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1139
1140                 // act 3
1141                 { "sm3-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142                 { "sm3-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143                 { "sm3-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144                 { "sm3-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145                 { "sm3-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1146                 { "sm3-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1147                 { "sm3-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1148                 { "sm3-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1149                 { "sm3-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1150                 { "sm3-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1151                 { "loop2-1.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1152                 { "loop2-2.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1153
1154                 // multiplayer missions
1155
1156                 // gauntlet
1157                 { "g-shi.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1158                 { "g-ter.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1159                 { "g-vas.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1160
1161                 // coop
1162                 { "m-01.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1163                 { "m-02.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1164                 { "m-03.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1165                 { "m-04.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1166
1167                 // dogfight
1168                 { "mdh-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1169                 { "mdh-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1170                 { "mdh-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1171                 { "mdh-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1172                 { "mdh-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1173                 { "mdh-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1174                 { "mdh-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1175                 { "mdh-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1176                 { "mdh-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1177                 { "mdl-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1178                 { "mdl-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1179                 { "mdl-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1180                 { "mdl-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1181                 { "mdl-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1182                 { "mdl-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1183                 { "mdl-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1184                 { "mdl-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1185                 { "mdl-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1186                 { "mdm-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1187                 { "mdm-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1188                 { "mdm-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1189                 { "mdm-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1190                 { "mdm-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1191                 { "mdm-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1192                 { "mdm-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1193                 { "mdm-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1194                 { "mdm-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1195                 { "osdog.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1196
1197                 // TvT          
1198                 { "mt-01.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1199                 { "mt-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1200                 { "mt-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1201                 { "mt-04.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1202                 { "mt-05.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1203                 { "mt-06.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1204                 { "mt-07.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1205                 { "mt-08.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1206                 { "mt-09.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1207                 { "mt-10.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1208
1209                 // campaign
1210                 { "templar.fc2",                                (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1211                 { "templar-01.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1212                 { "templar-02.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1213                 { "templar-03.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1214                 { "templar-04.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1215         };
1216 #endif
1217
1218
1219 // Internal function prototypes
1220 void game_maybe_draw_mouse(float frametime);
1221 void init_animating_pointer();
1222 void load_animating_pointer(const char *filename, int dx, int dy);
1223 void unload_animating_pointer();
1224 void game_do_training_checks();
1225 void game_shutdown(void);
1226 void game_show_event_debug(float frametime);
1227 void game_event_debug_init();
1228 void game_frame();
1229 void demo_upsell_show_screens();
1230 void game_start_subspace_ambient_sound();
1231 void game_stop_subspace_ambient_sound();
1232 void verify_ships_tbl();
1233 void verify_weapons_tbl();
1234 void display_title_screen();
1235
1236 // loading background filenames
1237 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1238         "LoadingBG",            // GR_640
1239         "2_LoadingBG"           // GR_1024
1240 };
1241
1242
1243 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1244         "Loading.ani",          // GR_640
1245         "2_Loading.ani"         // GR_1024
1246 };
1247
1248 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1249 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1250 #ifdef FS1_DEMO
1251         "DemoTitle1",
1252 #else
1253         "PreLoad",
1254 #endif  // FS1_DEMO
1255         "2_PreLoad"
1256 };
1257 #elif defined(OEM_BUILD)
1258 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1259         "OEMPreLoad",
1260         "2_OEMPreLoad"
1261 };
1262 #endif
1263
1264 // auto-lang stuff
1265 int detect_lang();
1266
1267 // How much RAM is on this machine. Set in WinMain
1268 static int Freespace_total_ram = 0;
1269
1270 // game flash stuff
1271 float Game_flash_red = 0.0f;
1272 float Game_flash_green = 0.0f;
1273 float Game_flash_blue = 0.0f;
1274 float Sun_spot = 0.0f;
1275 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1276
1277 // game shudder stuff (in ms)
1278 int Game_shudder_time = -1;
1279 int Game_shudder_total = 0;
1280 float Game_shudder_intensity = 0.0f;                    // should be between 0.0 and 100.0
1281
1282 // EAX stuff
1283 sound_env Game_sound_env;
1284 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1285 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1286
1287 int Game_sound_env_update_timestamp;
1288
1289 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1290
1291
1292 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1293
1294 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1295 {
1296         int idx;
1297
1298         // look through all existing builtin missions
1299         for(idx=0; idx<Game_builtin_mission_count; idx++){
1300                 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1301                         return &Game_builtin_mission_list[idx];
1302                 }
1303         }
1304
1305         // didn't find it
1306         return NULL;
1307 }
1308
1309 int game_get_default_skill_level()
1310 {
1311         return DEFAULT_SKILL_LEVEL;
1312 }
1313
1314 // Resets the flash
1315 void game_flash_reset()
1316 {
1317         Game_flash_red = 0.0f;
1318         Game_flash_green = 0.0f;
1319         Game_flash_blue = 0.0f;
1320         Sun_spot = 0.0f;
1321         Big_expl_flash.max_flash_intensity = 0.0f;
1322         Big_expl_flash.cur_flash_intensity = 0.0f;
1323         Big_expl_flash.flash_start = 0;
1324 }
1325
1326 float Gf_critical = -1.0f;                                      // framerate we should be above on the average for this mission
1327 float Gf_critical_time = 0.0f;                  // how much time we've been at the critical framerate
1328
1329 void game_framerate_check_init()
1330 {
1331         // zero critical time
1332         Gf_critical_time = 0.0f;
1333                 
1334         // nebula missions
1335         if(The_mission.flags & MISSION_FLAG_FULLNEB){
1336                 Gf_critical = 15.0f;
1337         } else {
1338                 Gf_critical = 25.0f;
1339         }
1340 }
1341
1342 extern float Framerate;
1343 void game_framerate_check()
1344 {
1345         int y_start = 100;
1346         
1347         // if the current framerate is above the critical level, add frametime
1348         if(Framerate >= Gf_critical){
1349                 Gf_critical_time += flFrametime;
1350         }       
1351
1352         if(!Show_framerate){
1353                 return;
1354         }
1355
1356         // display if we're above the critical framerate
1357         if(Framerate < Gf_critical){
1358                 gr_set_color_fast(&Color_bright_red);
1359                 gr_string(200, y_start, "Framerate warning");
1360
1361                 y_start += 10;
1362         }
1363
1364         // display our current pct of good frametime
1365         if(f2fl(Missiontime) >= 0.0f){
1366                 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1367
1368                 if(pct >= 85.0f){
1369                         gr_set_color_fast(&Color_bright_green);
1370                 } else {
1371                         gr_set_color_fast(&Color_bright_red);
1372                 }
1373
1374                 gr_printf(200, y_start, "%d%%", (int)pct);
1375         }
1376 }
1377
1378
1379 // Adds a flash effect.  These can be positive or negative.
1380 // The range will get capped at around -1 to 1, so stick 
1381 // with a range like that.
1382 void game_flash( float r, float g, float b )
1383 {
1384         Game_flash_red += r;
1385         Game_flash_green += g;
1386         Game_flash_blue += b;
1387
1388         if ( Game_flash_red < -1.0f )   {
1389                 Game_flash_red = -1.0f;
1390         } else if ( Game_flash_red > 1.0f )     {
1391                 Game_flash_red = 1.0f;
1392         }
1393
1394         if ( Game_flash_green < -1.0f ) {
1395                 Game_flash_green = -1.0f;
1396         } else if ( Game_flash_green > 1.0f )   {
1397                 Game_flash_green = 1.0f;
1398         }
1399
1400         if ( Game_flash_blue < -1.0f )  {
1401                 Game_flash_blue = -1.0f;
1402         } else if ( Game_flash_blue > 1.0f )    {
1403                 Game_flash_blue = 1.0f;
1404         }
1405
1406 }
1407
1408 // Adds a flash for Big Ship explosions
1409 // cap range from 0 to 1
1410 void big_explosion_flash(float flash)
1411 {
1412         Big_expl_flash.flash_start = timestamp(1);
1413
1414         if (flash > 1.0f) {
1415                 flash = 1.0f;
1416         } else if (flash < 0.0f) {
1417                 flash = 0.0f;
1418         }
1419
1420         Big_expl_flash.max_flash_intensity = flash;
1421         Big_expl_flash.cur_flash_intensity = 0.0f;
1422 }
1423
1424 //      Amount to diminish palette towards normal, per second.
1425 #define DIMINISH_RATE   0.75f
1426 #define SUN_DIMINISH_RATE       6.00f
1427
1428 int Sun_drew = 0;
1429
1430 float sn_glare_scale = 1.7f;
1431 DCF(sn_glare, "")
1432 {
1433         dc_get_arg(ARG_FLOAT);
1434         sn_glare_scale = Dc_arg_float;
1435 }
1436
1437 float Supernova_last_glare = 0.0f;
1438 void game_sunspot_process(float frametime)
1439 {
1440         int n_lights, idx;
1441         int sn_stage;
1442         float Sun_spot_goal = 0.0f;
1443
1444         // supernova
1445         sn_stage = supernova_active();
1446         if(sn_stage){           
1447                 // sunspot differently based on supernova stage
1448                 switch(sn_stage){
1449                 // approaching. player still in control
1450                 case 1:                 
1451                         float pct;
1452                         pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1453
1454                         vector light_dir;                               
1455                         light_get_global_dir(&light_dir, 0);
1456                         float dot;
1457                         dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1458                         
1459                         if(dot >= 0.0f){
1460                                 // scale it some more
1461                                 dot = dot * (0.5f + (pct * 0.5f));
1462                                 dot += 0.05f;                                   
1463
1464                                 Sun_spot_goal += (dot * sn_glare_scale);
1465                         }
1466
1467                         // draw the sun glow
1468                         if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) )    {
1469                                 // draw the glow for this sun
1470                                 stars_draw_sun_glow(0); 
1471                         }
1472
1473                         Supernova_last_glare = Sun_spot_goal;
1474                         break;
1475
1476                 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1477                 case 2:                                         
1478                 case 3:
1479                         Sun_spot_goal = 0.9f;
1480                         Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1481
1482                         if(Sun_spot_goal > 1.0f){
1483                                 Sun_spot_goal = 1.0f;
1484                         }
1485
1486                         Sun_spot_goal *= sn_glare_scale;
1487                         Supernova_last_glare = Sun_spot_goal;
1488                         break;          
1489
1490                 // fade to white. display dead popup
1491                 case 4:
1492                 case 5:
1493                         Supernova_last_glare += (2.0f * flFrametime);
1494                         if(Supernova_last_glare > 2.0f){
1495                                 Supernova_last_glare = 2.0f;
1496                         }
1497
1498                         Sun_spot_goal = Supernova_last_glare;
1499                         break;
1500                 }
1501         
1502                 Sun_drew = 0;                           
1503         } else {
1504                 if ( Sun_drew ) {
1505                         // check sunspots for all suns
1506                         n_lights = light_get_global_count();
1507
1508                         // check
1509                         for(idx=0; idx<n_lights; idx++){
1510                                 //(vector *eye_pos, matrix *eye_orient)
1511                                 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) )  {
1512
1513                                         vector light_dir;                               
1514                                         light_get_global_dir(&light_dir, idx);
1515
1516                                         float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1517
1518                                         Sun_spot_goal += (float)pow(dot,85.0f);
1519
1520                                         // draw the glow for this sun
1521                                         stars_draw_sun_glow(idx);                               
1522                                 } else {
1523                                         Sun_spot_goal = 0.0f;
1524                                 }
1525                         }
1526
1527                         Sun_drew = 0;
1528                 } else {
1529                         Sun_spot_goal = 0.0f;
1530                 }
1531         }
1532
1533         float dec_amount = frametime*SUN_DIMINISH_RATE;
1534
1535         if ( Sun_spot < Sun_spot_goal ) {
1536                 Sun_spot += dec_amount;
1537                 if ( Sun_spot > Sun_spot_goal ) {
1538                         Sun_spot = Sun_spot_goal;
1539                 }
1540         } else if ( Sun_spot > Sun_spot_goal )  {
1541                 Sun_spot -= dec_amount;
1542                 if ( Sun_spot < Sun_spot_goal ) {
1543                         Sun_spot = Sun_spot_goal;
1544                 }
1545         }
1546 }
1547
1548
1549 // Call once a frame to diminish the
1550 // flash effect to 0.
1551 void game_flash_diminish(float frametime)
1552 {
1553         float dec_amount = frametime*DIMINISH_RATE;
1554
1555         if ( Game_flash_red > 0.0f ) {
1556                 Game_flash_red -= dec_amount;           
1557                 if ( Game_flash_red < 0.0f )
1558                         Game_flash_red = 0.0f;
1559         } else {
1560                 Game_flash_red += dec_amount;           
1561                 if ( Game_flash_red > 0.0f )
1562                         Game_flash_red = 0.0f;
1563         } 
1564
1565         if ( Game_flash_green > 0.0f ) {
1566                 Game_flash_green -= dec_amount;         
1567                 if ( Game_flash_green < 0.0f )
1568                         Game_flash_green = 0.0f;
1569         } else {
1570                 Game_flash_green += dec_amount;         
1571                 if ( Game_flash_green > 0.0f )
1572                         Game_flash_green = 0.0f;
1573         } 
1574
1575         if ( Game_flash_blue > 0.0f ) {
1576                 Game_flash_blue -= dec_amount;          
1577                 if ( Game_flash_blue < 0.0f )
1578                         Game_flash_blue = 0.0f;
1579         } else {
1580                 Game_flash_blue += dec_amount;          
1581                 if ( Game_flash_blue > 0.0f )
1582                         Game_flash_blue = 0.0f;
1583         } 
1584
1585         // update big_explosion_cur_flash
1586 #define TIME_UP         1500
1587 #define TIME_DOWN       2500
1588         int duration = TIME_UP + TIME_DOWN;
1589         int time = timestamp_until(Big_expl_flash.flash_start);
1590         if (time > -duration) {
1591                 time = -time;
1592                 if (time < TIME_UP) {
1593                         Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1594                 } else {
1595                         time -= TIME_UP;
1596                         Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1597                 }
1598         }
1599         
1600         if ( Use_palette_flash )        {
1601                 int r,g,b;
1602 //              static int or=0, og=0, ob=0;
1603
1604                 // Change the 200 to change the color range of colors.
1605                 r = fl2i( Game_flash_red*128.0f );  
1606                 g = fl2i( Game_flash_green*128.0f );   
1607                 b = fl2i( Game_flash_blue*128.0f );  
1608
1609                 if ( Sun_spot > 0.0f )  {
1610                         r += fl2i(Sun_spot*128.0f);
1611                         g += fl2i(Sun_spot*128.0f);
1612                         b += fl2i(Sun_spot*128.0f);
1613                 }
1614
1615                 if ( Big_expl_flash.cur_flash_intensity  > 0.0f ) {
1616                         r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1617                         g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1618                         b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1619                 }
1620
1621                 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1622                 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1623                 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1624
1625                 if ( (r!=0) || (g!=0) || (b!=0) ) {
1626                         gr_flash( r, g, b );
1627
1628                         //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1629
1630 //                      or = r;
1631 //                      og = g;
1632 //                      ob = b;
1633                 }
1634         }
1635         
1636 }
1637
1638
1639 void game_level_close()
1640 {
1641         // De-Initialize the game subsystems
1642         event_music_level_close();
1643         game_stop_looped_sounds();
1644         snd_stop_all();
1645         obj_snd_level_close();                                  // uninit object-linked persistant sounds
1646         gamesnd_unload_gameplay_sounds();       // unload gameplay sounds from memory
1647         anim_level_close();                                             // stop and clean up any anim instances
1648         message_mission_shutdown();                             // called after anim_level_close() to make sure anim instances are free
1649         shockwave_level_close();
1650         fireball_level_close(); 
1651         shield_hit_close();
1652         mission_event_shutdown();
1653         asteroid_level_close();
1654         flak_level_close();                                             // unload flak stuff
1655         neb2_level_close();                                             // shutdown gaseous nebula stuff
1656         ct_level_close();
1657         beam_level_close();
1658         mflash_level_close();
1659         mission_brief_common_reset();                   // close out parsed briefing/mission stuff
1660
1661         audiostream_unpause_all();
1662         Game_paused = 0;
1663 }
1664
1665
1666 // intializes game stuff and loads the mission.  Returns 0 on failure, 1 on success
1667 // input: seed =>       DEFAULT PARAMETER (value -1).  Only set by demo playback code.
1668 void game_level_init(int seed)
1669 {
1670         // seed the random number generator
1671         if ( seed == -1 ) {
1672                 // if no seed was passed, seed the generator either from the time value, or from the
1673                 // netgame security flags -- ensures that all players in multiplayer game will have the
1674                 // same randon number sequence (with static rand functions)
1675                 if ( Game_mode & GM_NORMAL ) {
1676                         Game_level_seed = time(NULL);
1677                 } else {
1678                         Game_level_seed = Netgame.security;
1679                 }
1680         } else {
1681                 // mwa 9/17/98 -- maybe this assert isn't needed????
1682                 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1683                 Game_level_seed = seed;
1684         }
1685         srand( Game_level_seed );
1686
1687         // semirand function needs to get re-initted every time in multiplayer
1688         if ( Game_mode & GM_MULTIPLAYER ){
1689                 init_semirand();
1690         }
1691
1692         Framecount = 0;
1693
1694         Key_normal_game = (Game_mode & GM_NORMAL);
1695         Cheats_enabled = 0;
1696
1697         Game_shudder_time = -1;
1698
1699         // Initialize the game subsystems
1700 //      timestamp_reset();                      // Must be inited before everything else
1701         if(!Is_standalone){
1702                 game_reset_time();                      // resets time, and resets saved time too
1703         }
1704         obj_init();                                             // Must be inited before the other systems
1705         model_free_all();                               // Free all existing models
1706         mission_brief_common_init();            // Free all existing briefing/debriefing text
1707         weapon_level_init();
1708         ai_level_init();                                //      Call this before ship_init() because it reads ai.tbl.
1709         ship_level_init();
1710         player_level_init();    
1711         shipfx_flash_init();                    // Init the ship gun flash system.
1712         game_flash_reset();                     // Reset the flash effect
1713         particle_init();                                // Reset the particle system
1714         fireball_init();
1715         debris_init();
1716         cmeasure_init();
1717         shield_hit_init();                              //      Initialize system for showing shield hits
1718         radar_mission_init();
1719         mission_init_goals();
1720         mission_log_init();
1721         messages_init();
1722         obj_snd_level_init();                                   // init object-linked persistant sounds
1723         anim_level_init();
1724         shockwave_level_init();
1725         afterburner_level_init();
1726         scoring_level_init( &Player->stats );
1727         key_level_init();
1728         asteroid_level_init();
1729         control_config_clear_used_status();
1730         collide_ship_ship_sounds_init();
1731         Missiontime = 0;
1732         Pre_player_entry = 1;                   //      Means the player has not yet entered.
1733         Entry_delay_time = 0;                   //      Could get overwritten in mission read.
1734         fireball_preload();                             //      page in warphole bitmaps
1735         observer_init();
1736         flak_level_init();                              // initialize flak - bitmaps, etc
1737         ct_level_init();                                        // initialize ships contrails, etc
1738         awacs_level_init();                             // initialize AWACS
1739         beam_level_init();                              // initialize beam weapons
1740         mflash_level_init();
1741         ssm_level_init();       
1742         supernova_level_init();
1743
1744         // multiplayer dogfight hack
1745         dogfight_blown = 0;
1746
1747         shipfx_engine_wash_level_init();
1748
1749         nebl_level_init();
1750
1751         Last_view_target = NULL;
1752         Game_paused = 0;
1753
1754         Game_no_clear = 0;
1755
1756         // campaign wasn't ended
1757         Campaign_ended_in_mission = 0;
1758 }
1759
1760 // called when a mission is over -- does server specific stuff.
1761 void freespace_stop_mission()
1762 {       
1763         game_level_close();
1764         Game_mode &= ~GM_IN_MISSION;
1765 }
1766
1767 // called at frame interval to process networking stuff
1768 void game_do_networking()
1769 {
1770         SDL_assert( Net_player != NULL );
1771         if (!(Game_mode & GM_MULTIPLAYER)){
1772                 return;
1773         }
1774
1775         // see if this player should be reading/writing data.  Bit is set when at join
1776         // screen onward until quits back to main menu.
1777         if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1778                 return;
1779         }
1780
1781         if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1782                 multi_do_frame();
1783         } else {
1784                 multi_pause_do_frame();
1785         }       
1786 }
1787
1788
1789 // Loads the best palette for this level, based
1790 // on nebula color and hud color.  You could just call palette_load_table with
1791 // the appropriate filename, but who wants to do that.
1792 void game_load_palette()
1793 {
1794         char palette_filename[1024];
1795
1796         // We only use 3 hud colors right now
1797 #ifdef MAKE_FS1
1798         SDL_assert( HUD_config.main_color >= 0 );
1799         SDL_assert( HUD_config.main_color <= 2 );
1800 #endif
1801
1802         SDL_assert( Mission_palette >= 0 );
1803         SDL_assert( Mission_palette <= 98 );
1804
1805 #ifdef MAKE_FS1
1806         if ( The_mission.flags & MISSION_FLAG_SUBSPACE )        {
1807                 strcpy( palette_filename, NOX("gamepalette-subspace") );
1808         } else {
1809                 sprintf( palette_filename, NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1810         }
1811
1812         mprintf(( "Loading palette %s\n", palette_filename ));
1813
1814         palette_load_table(palette_filename);
1815 #else
1816         strcpy( palette_filename, NOX("gamepalette-subspace") );
1817
1818         mprintf(( "Loading palette %s\n", palette_filename ));
1819 #endif
1820 }
1821
1822 void game_post_level_init()
1823 {
1824         // Stuff which gets called after mission is loaded.  Because player isn't created until
1825         // after mission loads, some things must get initted after the level loads
1826
1827         model_level_post_init();
1828
1829         HUD_init();
1830         hud_setup_escort_list();
1831         mission_hotkey_set_defaults();  // set up the default hotkeys (from mission file)
1832
1833         stars_level_init();     
1834         neb2_level_init();              
1835
1836 #ifndef NDEBUG
1837         game_event_debug_init();
1838 #endif
1839
1840         training_mission_init();
1841         asteroid_create_all();
1842         
1843         game_framerate_check_init();
1844 }
1845
1846
1847 // An estimate as to how high the count passed to game_loading_callback will go.
1848 // This is just a guess, it seems to always be about the same.   The count is
1849 // proportional to the code being executed, not the time, so this works good
1850 // for a bar, assuming the code does about the same thing each time you
1851 // load a level.   You can find this value by looking at the return value
1852 // of game_busy_callback(NULL), which I conveniently print out to the
1853 // debug output window with the '=== ENDING LOAD ==' stuff.   
1854 //#define COUNT_ESTIMATE 3706
1855 #define COUNT_ESTIMATE 1111
1856
1857 int Game_loading_callback_inited = 0;
1858
1859 int Game_loading_background = -1;
1860 anim * Game_loading_ani = NULL;
1861 anim_instance   *Game_loading_ani_instance;
1862 int Game_loading_frame=-1;
1863
1864 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1865         {
1866 #if defined(FS1_DEMO)
1867                 133, 337
1868 #elif defined(MAKE_FS1)
1869                 118, 316
1870 #else
1871                 63, 316  // GR_640
1872 #endif
1873         },
1874         {
1875                 101, 505        // GR_1024
1876         }
1877 };
1878
1879 // This gets called 10x per second and count is the number of times 
1880 // game_busy() has been called since the current callback function
1881 // was set.
1882 void game_loading_callback(int count)
1883 {       
1884         game_do_networking();
1885
1886         SDL_assert( Game_loading_callback_inited==1 );
1887         SDL_assert( Game_loading_ani != NULL );
1888
1889         int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1890         if ( framenum > Game_loading_ani->total_frames-1 )      {
1891                 framenum = Game_loading_ani->total_frames-1;
1892         } else if ( framenum < 0 )      {
1893                 framenum = 0;
1894         }
1895
1896         int cbitmap = -1;
1897         while ( Game_loading_frame < framenum ) {
1898                 Game_loading_frame++;
1899                 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1900         }
1901
1902
1903         if ( cbitmap > -1 )     {
1904                 if ( Game_loading_background > -1 )     {
1905                         gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1906                         gr_bitmap(0,0);
1907                 }
1908
1909                 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame ,  Game_loading_ani->total_frames, cbitmap ));
1910                 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1911                 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1912
1913                 bm_release(cbitmap);
1914         
1915                 gr_flip();
1916         }
1917 }
1918
1919 void game_loading_callback_init()
1920 {
1921         SDL_assert( Game_loading_callback_inited==0 );
1922
1923         Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1924 #ifdef MAKE_FS1
1925         common_set_interface_palette("InterfacePalette");  // set the interface palette
1926 #endif
1927
1928
1929         Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1930         SDL_assert( Game_loading_ani != NULL );
1931         Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1932         SDL_assert( Game_loading_ani_instance != NULL );
1933         Game_loading_frame = -1;
1934
1935         Game_loading_callback_inited = 1;
1936         Mouse_hidden = 1;
1937         game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 ); 
1938
1939
1940 }
1941
1942 void game_loading_callback_close()
1943 {
1944         SDL_assert( Game_loading_callback_inited==1 );
1945
1946         // Make sure bar shows all the way over.
1947         game_loading_callback(COUNT_ESTIMATE);
1948         
1949         int real_count = game_busy_callback( NULL );
1950         Mouse_hidden = 0;
1951
1952         Game_loading_callback_inited = 0;
1953         
1954 #ifndef NDEBUG
1955         mprintf(( "=================== ENDING LOAD ================\n" ));
1956         mprintf(( "Real count = %d,  Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1957         mprintf(( "================================================\n" ));
1958 #else
1959         // to remove warnings in release build
1960         real_count = 0;
1961 #endif
1962
1963         free_anim_instance(Game_loading_ani_instance);
1964         Game_loading_ani_instance = NULL;
1965         anim_free(Game_loading_ani);
1966         Game_loading_ani = NULL;
1967
1968         bm_release( Game_loading_background );
1969         common_free_interface_palette();                // restore game palette
1970         Game_loading_background = -1;
1971
1972         gr_set_font( FONT1 );
1973 }
1974
1975 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1976 //
1977 void game_maybe_update_sound_environment()
1978 {
1979         // do nothing for now
1980 }
1981
1982 // Assign the sound environment for the game, based on the current mission
1983 //
1984 void game_assign_sound_environment()
1985 {
1986         /*
1987         if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1988                 Game_sound_env.id = SND_ENV_DRUGGED;
1989                 Game_sound_env.volume = 0.800f;
1990                 Game_sound_env.damping = 1.188f;
1991                 Game_sound_env.decay = 6.392f;
1992 #ifndef FS2_DEMO
1993         } else if (Num_asteroids > 30) {
1994                 Game_sound_env.id = SND_ENV_AUDITORIUM;
1995                 Game_sound_env.volume = 0.603f;
1996                 Game_sound_env.damping = 0.5f;
1997                 Game_sound_env.decay = 4.279f;
1998 #endif
1999         } else {
2000                 Game_sound_env = Game_default_sound_env;
2001         }
2002         */
2003
2004         Game_sound_env = Game_default_sound_env;
2005         Game_sound_env_update_timestamp = timestamp(1);
2006 }
2007
2008 // function which gets called before actually entering the mission.  It is broken down into a funciton
2009 // since it will get called in one place from a single player game and from another place for
2010 // a multiplayer game
2011 void freespace_mission_load_stuff()
2012 {
2013         // called if we're not on a freespace dedicated (non rendering, no pilot) server
2014         // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2015         if(!(Game_mode & GM_STANDALONE_SERVER)){        
2016         
2017                 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2018
2019                 game_loading_callback_init();
2020                 
2021                 event_music_level_init();       // preloads the first 2 seconds for each event music track
2022                 game_busy();
2023
2024                 gamesnd_unload_interface_sounds();              // unload interface sounds from memory
2025                 game_busy();
2026
2027                 gamesnd_preload_common_sounds();                        // load in sounds that are expected to play
2028                 game_busy();
2029
2030                 ship_assign_sound_all();        // assign engine sounds to ships
2031                 game_assign_sound_environment();         // assign the sound environment for this mission
2032                 game_busy();
2033
2034                 // call function in missionparse.cpp to fixup player/ai stuff.
2035                 mission_parse_fixup_players();
2036                 game_busy();
2037
2038                 // Load in all the bitmaps for this level
2039                 level_page_in();
2040
2041                 game_busy();
2042
2043                 game_loading_callback_close();  
2044         } 
2045         // the only thing we need to call on the standalone for now.
2046         else {
2047                 // call function in missionparse.cpp to fixup player/ai stuff.
2048                 mission_parse_fixup_players();
2049
2050                 // Load in all the bitmaps for this level
2051                 level_page_in();
2052         }
2053 }
2054
2055 uint load_gl_init;
2056 uint load_mission_load;
2057 uint load_post_level_init;
2058 uint load_mission_stuff;
2059
2060 // tells the server to load the mission and initialize structures
2061 int game_start_mission()
2062 {       
2063         mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2064         
2065         load_gl_init = time(NULL);
2066         game_level_init();
2067         load_gl_init = time(NULL) - load_gl_init;
2068         
2069         if (Game_mode & GM_MULTIPLAYER) {
2070                 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2071
2072                 // clear multiplayer stats
2073                 init_multiplayer_stats();
2074         }
2075
2076         load_mission_load = time(NULL);
2077         if (mission_load()) {
2078                 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2079                         popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2080                         gameseq_post_event(GS_EVENT_MAIN_MENU);
2081                 } else {
2082                         multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2083                 }
2084
2085                 return 0;
2086         }
2087         load_mission_load = time(NULL) - load_mission_load;
2088
2089         // If this is a red alert mission in campaign mode, bash wingman status
2090         if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2091                 red_alert_bash_wingman_status();
2092         }
2093
2094         // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2095         if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2096                 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2097 #ifdef MAKE_FS1
2098                 game_load_palette();
2099 #endif
2100         }
2101
2102         load_post_level_init = time(NULL);
2103         game_post_level_init();
2104         load_post_level_init = time(NULL) - load_post_level_init;
2105
2106         #ifndef NDEBUG
2107         {
2108                 void Do_model_timings_test();
2109                 Do_model_timings_test();        
2110         }
2111         #endif
2112
2113         load_mission_stuff = time(NULL);
2114         freespace_mission_load_stuff();
2115         load_mission_stuff = time(NULL) - load_mission_stuff;
2116
2117         return 1;
2118 }
2119
2120 int Interface_framerate = 0;
2121 #ifndef NDEBUG
2122
2123 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2124 DCF_BOOL( show_framerate, Show_framerate )
2125 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2126 DCF_BOOL( show_target_weapons, Show_target_weapons )
2127 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2128 DCF_BOOL( sound, Sound_enabled )
2129 DCF_BOOL( zbuffer, game_zbuffer )
2130 DCF_BOOL( shield_system, New_shield_system )
2131 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2132 DCF_BOOL( player_attacking, Player_attacking_enabled )
2133 DCF_BOOL( show_waypoints, Show_waypoints )
2134 DCF_BOOL( show_area_effect, Show_area_effect )
2135 DCF_BOOL( show_net_stats, Show_net_stats )
2136 DCF_BOOL( log, Log_debug_output_to_file )
2137 DCF_BOOL( training_msg_method, Training_msg_method )
2138 DCF_BOOL( show_player_pos, Show_player_pos )
2139 DCF_BOOL(i_framerate, Interface_framerate )
2140
2141 DCF(show_mem,"Toggles showing mem usage")
2142 {
2143         if ( Dc_command )       {       
2144                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2145                 if ( Dc_arg_type & ARG_TRUE )   Show_mem = 1;   
2146                 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;       
2147                 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;       
2148
2149                 if ( Show_mem ) {
2150                         Show_cpu = 0;
2151                 }
2152         }       
2153         if ( Dc_help )  dc_printf( "Usage: Show_mem\nSets show_mem to true or false.  If nothing passed, then toggles it.\n" ); 
2154         if ( Dc_status )        {
2155                 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );     
2156                 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );     
2157         }
2158 }
2159
2160 DCF(show_cpu,"Toggles showing cpu usage")
2161 {
2162         if ( Dc_command )       {       
2163                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2164                 if ( Dc_arg_type & ARG_TRUE )   Show_cpu = 1;   
2165                 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;       
2166                 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;       
2167
2168                 if ( Show_cpu ) {
2169                         Show_mem = 0;
2170                 }
2171         }       
2172         if ( Dc_help )  dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false.  If nothing passed, then toggles it.\n" ); 
2173         if ( Dc_status )        {
2174                 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );     
2175                 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );     
2176
2177         }
2178 }
2179
2180 #else
2181
2182         // AL 4-8-98: always allow players to display their framerate
2183
2184         #ifdef FS2_DEMO
2185                 DCF_BOOL( show_framerate, Show_framerate )
2186         #endif
2187
2188 #endif  // NDEBUG
2189
2190                         int Game_init_seed;
2191
2192 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2193 {
2194         if ( Dc_command )       {       
2195                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2196                 if ( Dc_arg_type & ARG_TRUE )   Use_joy_mouse = 1;      
2197                 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;  
2198                 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;  
2199         }       
2200         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" );        
2201         if ( Dc_status )        dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );   
2202
2203         os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2204 }
2205
2206 DCF(palette_flash,"Toggles palette flash effect on/off")
2207 {
2208         if ( Dc_command )       {       
2209                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2210                 if ( Dc_arg_type & ARG_TRUE )   Use_palette_flash = 1;  
2211                 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;      
2212                 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;      
2213         }       
2214         if ( Dc_help )  dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false.  If nothing passed, then toggles it.\n" );        
2215         if ( Dc_status )        dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );       
2216 }
2217
2218 int Use_low_mem = 0;
2219
2220 DCF(low_mem,"Uses low memory settings regardless of RAM")
2221 {
2222         if ( Dc_command )       {       
2223                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2224                 if ( Dc_arg_type & ARG_TRUE )   Use_low_mem = 1;        
2225                 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;    
2226                 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;    
2227         }       
2228         if ( Dc_help )  dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false.  If nothing passed, then toggles it.\n" );    
2229         if ( Dc_status )        dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );   
2230
2231         os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2232 }
2233
2234
2235 #ifndef NDEBUG
2236
2237 DCF(force_fullscreen, "Forces game to startup in fullscreen mode")
2238 {
2239         if ( Dc_command )       {       
2240                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2241                 if ( Dc_arg_type & ARG_TRUE )   Use_fullscreen_at_startup = 1;  
2242                 else if ( Dc_arg_type & ARG_FALSE ) Use_fullscreen_at_startup = 0;      
2243                 else if ( Dc_arg_type & ARG_NONE ) Use_fullscreen_at_startup ^= 1;      
2244         }       
2245         if ( Dc_help )  dc_printf( "Usage: force_fullscreen [bool]\nSets force_fullscreen to true or false.  If nothing passed, then toggles it.\n" );  
2246         if ( Dc_status )        dc_printf( "force_fullscreen is %s\n", (Use_fullscreen_at_startup?"TRUE":"FALSE") );    
2247         os_config_write_uint( NULL, NOX("ForceFullscreen"), Use_fullscreen_at_startup );
2248 }
2249 #endif
2250
2251 int     Framerate_delay = 0;
2252
2253 float Freespace_gamma = 1.0f;
2254
2255 DCF(gamma,"Sets Gamma factor")
2256 {
2257         if ( Dc_command )       {
2258                 dc_get_arg(ARG_FLOAT|ARG_NONE);
2259                 if ( Dc_arg_type & ARG_FLOAT )  {
2260                         Freespace_gamma = Dc_arg_float;
2261                 } else {
2262                         dc_printf( "Gamma reset to 1.0f\n" );
2263                         Freespace_gamma = 1.0f;
2264                 }
2265                 if ( Freespace_gamma < 0.1f )   {
2266                         Freespace_gamma = 0.1f;
2267                 } else if ( Freespace_gamma > 5.0f )    {
2268                         Freespace_gamma = 5.0f;
2269                 }
2270                 gr_set_gamma(Freespace_gamma);
2271
2272                 char tmp_gamma_string[32];
2273                 sprintf( tmp_gamma_string, NOX("%.2f"), Freespace_gamma );
2274                 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2275         }
2276
2277         if ( Dc_help )  {
2278                 dc_printf( "Usage: gamma <float>\n" );
2279                 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2280                 Dc_status = 0;  // don't print status if help is printed.  Too messy.
2281         }
2282
2283         if ( Dc_status )        {
2284                 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2285         }
2286 }
2287
2288 void game_init()
2289 {
2290         const char *ptr;
2291
2292         Game_current_mission_filename[0] = 0;
2293
2294         // seed the random number generator
2295         Game_init_seed = time(NULL);
2296         srand( Game_init_seed );
2297
2298         Framerate_delay = 0;
2299
2300         #ifndef NDEBUG
2301         load_filter_info();
2302         #endif
2303
2304         extern void bm_init();
2305         bm_init();
2306
2307         // encrypt stuff
2308         encrypt_init();
2309
2310         // Initialize the timer before the os
2311         timer_init();
2312
2313         int s1, e1;
2314         // int s2, e2;
2315
2316         //Initialize the libraries
2317         s1 = timer_get_milliseconds();
2318         if ( cfile_init() ) {                   // initialize before calling any cfopen stuff!!!
2319                 exit(1);
2320         }               
2321         e1 = timer_get_milliseconds();
2322
2323         // time a bunch of cfopens      
2324         /*
2325         s2 = timer_get_milliseconds();  
2326         CFILE *whee;
2327         for(int idx=0; idx<10000; idx++){
2328                 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2329                 if(whee != NULL){
2330                         cfclose(whee);
2331                 }
2332                 whee = NULL;
2333                 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2334         }
2335         e2 = timer_get_milliseconds();  
2336         */
2337
2338         if (Is_standalone) {
2339                 std_init_standalone();
2340         } else {                
2341                 os_init( Osreg_class_name, Osreg_app_name );
2342                 os_set_title(Osreg_title);
2343         }
2344
2345         // initialize localization module. Make sure this is down AFTER initialzing OS.
2346 //      int t1 = timer_get_milliseconds();
2347         lcl_init( detect_lang() );
2348         lcl_xstr_init();
2349 //      mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2350
2351         // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2352         verify_ships_tbl();
2353
2354         // verify that he has a valid weapons.tbl
2355         verify_weapons_tbl();
2356
2357         // Output version numbers to registry for auto patching purposes
2358         os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2359         os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2360         os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2361
2362         Use_joy_mouse = 0;              //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2363         //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2364         Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2365
2366 #ifndef NDEBUG
2367         Use_fullscreen_at_startup = os_config_read_uint( NULL, NOX("ForceFullscreen"), 1 );
2368 #endif
2369
2370 #if defined (PLAT_UNIX) && defined(RELEASE_REAL)
2371         // show the FPS counter if the config file says so
2372         Show_framerate = os_config_read_uint( NULL, NOX("ShowFPS"), 0 );
2373 #endif
2374
2375 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2376         Asteroids_enabled = 1;          
2377 #endif
2378
2379 /////////////////////////////
2380 // SOUND INIT START
2381 /////////////////////////////
2382
2383         int use_eax = 0;
2384
2385         ptr = os_config_read_string(NULL, NOX("Soundcard"), NULL);
2386         mprintf(("soundcard = %s\n", ptr ? ptr : "<nothing>"));
2387         if (ptr) {
2388                 if (!SDL_strcasecmp(ptr, NOX("no sound"))) {
2389                         Cmdline_freespace_no_sound = 1;
2390                 } else if ( !SDL_strcasecmp(ptr, NOX("EAX")) || !SDL_strcasecmp(ptr, NOX("Aureal A3D")) ) {
2391                         use_eax = 1;
2392                 }
2393         }
2394
2395         if (!Is_standalone) {
2396                 snd_init(use_eax);
2397         }
2398 /////////////////////////////
2399 // SOUND INIT END
2400 /////////////////////////////
2401         
2402         ptr = os_config_read_string(NULL, NOX("Videocard"), NULL);
2403         if (ptr == NULL) {
2404 #ifndef PLAT_UNIX       
2405                 MessageBox((HWND)os_get_window(), XSTR("Please configure your system in the Launcher before running FS2.\n\n The Launcher will now be started!", 1446), XSTR("Attention!", 1447), MB_OK);
2406
2407                 // fire up the UpdateLauncher executable
2408                 STARTUPINFO si;
2409                 PROCESS_INFORMATION pi;
2410
2411                 memset( &si, 0, sizeof(STARTUPINFO) );
2412                 si.cb = sizeof(si);
2413
2414                 BOOL ret = CreateProcess(       LAUNCHER_FNAME, // pointer to name of executable module 
2415                                                                         NULL,                                                   // pointer to command line string
2416                                                                         NULL,                                                   // pointer to process security attributes 
2417                                                                         NULL,                                                   // pointer to thread security attributes 
2418                                                                         FALSE,                                                  // handle inheritance flag 
2419                                                                         CREATE_DEFAULT_ERROR_MODE,              // creation flags 
2420                                                                         NULL,                                                   // pointer to new environment block 
2421                                                                         NULL,   // pointer to current directory name 
2422                                                                         &si,    // pointer to STARTUPINFO 
2423                                                                         &pi     // pointer to PROCESS_INFORMATION  
2424                                                                 );                      
2425
2426                 // If the Launcher could not be started up, let the user know
2427                 if (!ret) {
2428                         MessageBox((HWND)os_get_window(), XSTR("The Launcher could not be restarted.", 1450), XSTR("Error", 1451), MB_OK);
2429                 }
2430 #else
2431                 STUB_FUNCTION;
2432 #endif          
2433                 exit(1);
2434         }
2435
2436         // check for hi res pack file 
2437         int has_sparky_hi = 0;
2438
2439         // check if sparky_hi exists -- access mode 0 means does file exist
2440 #ifndef MAKE_FS1 // shoudn't have it so don't check
2441         char sparky_path[MAX_PATH];
2442         SDL_snprintf(sparky_path, sizeof(sparky_path), "%s%s%s", Cfile_root_dir, DIR_SEPARATOR_STR, "sparky_hi_fs2.vp");
2443
2444         if ( access(sparky_path, 0) == 0 ) {
2445                 has_sparky_hi = 1;
2446         } else {
2447                 mprintf(("No sparky_hi_fs2.vp in directory %s\n", Cfile_root_dir));
2448         }
2449 #endif
2450
2451         if ( !Is_standalone && ptr && strstr(ptr, NOX("OpenGL")) ) {
2452                 if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){
2453                         gr_init(GR_1024, GR_OPENGL);
2454                 } else {
2455                         gr_init(GR_640, GR_OPENGL);
2456                 }
2457         } else {
2458                 STUB_FUNCTION;
2459                 Int3();
2460                 //gr_init(GR_640, GR_OPENGL);
2461         }
2462
2463         // Set the gamma
2464         ptr = os_config_read_string(NULL,NOX("Gamma"),NOX("1.80"));
2465         Freespace_gamma = (float)atof(ptr);
2466         if ( Freespace_gamma == 0.0f ) {
2467                 Freespace_gamma = 1.80f; 
2468         } else if ( Freespace_gamma < 0.1f ) {
2469                 Freespace_gamma = 0.1f;
2470         } else if ( Freespace_gamma > 5.0f ) {
2471                 Freespace_gamma = 5.0f;
2472         }
2473         char tmp_gamma_string[32];
2474         sprintf( tmp_gamma_string, NOX("%.2f"), Freespace_gamma );
2475         os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2476
2477         gr_set_gamma(Freespace_gamma);
2478
2479 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
2480         // add title screen
2481         if(!Is_standalone){
2482                 display_title_screen();
2483         }
2484 #endif
2485         
2486         // attempt to load up master tracker registry info (login and password)
2487         Multi_tracker_id = -1;          
2488
2489         // pxo login and password
2490         ptr = os_config_read_string(NOX("PXO"),NOX("Login"),NULL);
2491         if(ptr == NULL){
2492                 nprintf(("Network","Error reading in PXO login data\n"));
2493                 strcpy(Multi_tracker_login,"");
2494         } else {                
2495                 strcpy(Multi_tracker_login,ptr);
2496         }
2497         ptr = os_config_read_string(NOX("PXO"),NOX("Password"),NULL);
2498         if(ptr == NULL){                
2499                 nprintf(("Network","Error reading PXO password\n"));
2500                 strcpy(Multi_tracker_passwd,"");
2501         } else {                
2502                 strcpy(Multi_tracker_passwd,ptr);
2503         }       
2504
2505         // pxo squad name and password
2506         ptr = os_config_read_string(NOX("PXO"),NOX("SquadName"),NULL);
2507         if(ptr == NULL){
2508                 nprintf(("Network","Error reading in PXO squad name\n"));
2509                 strcpy(Multi_tracker_squad_name, "");
2510         } else {                
2511                 strcpy(Multi_tracker_squad_name, ptr);
2512         }
2513
2514         // If less than 48MB of RAM, use low memory model.
2515         if ( (Freespace_total_ram < 48) || Use_low_mem )        {
2516                 mprintf(( "Using normal memory settings...\n" ));
2517                 bm_set_low_mem(1);              // Use every other frame of bitmaps
2518         } else {
2519                 mprintf(( "Using high memory settings...\n" ));
2520                 bm_set_low_mem(0);              // Use all frames of bitmaps
2521         }
2522
2523         // load non-darkening pixel defs
2524         palman_load_pixels();
2525
2526         // hud shield icon stuff
2527         hud_shield_game_init();
2528
2529         control_config_common_init();                           // sets up localization stuff in the control config
2530         parse_rank_tbl();
2531         parse_medal_tbl();
2532         cutscene_init();
2533         key_init();
2534         mouse_init();
2535         gamesnd_parse_soundstbl();
2536         radar_init();
2537         gameseq_init();
2538         multi_init();   
2539
2540         // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2541         if(!Is_standalone){
2542                 joy_init();
2543         }
2544
2545         player_controls_init();
2546         model_init();   
2547
2548         //if(!Is_standalone){
2549                 event_music_init();
2550         //}     
2551
2552         obj_init();     
2553         mflash_game_init();     
2554         weapon_init();  
2555         ai_init();              
2556         ship_init();                                            // read in ships.tbl    
2557         player_init();  
2558         mission_campaign_init();                // load in the default campaign 
2559         anim_init();
2560 //      navmap_init();                                          // init the navigation map system
2561         context_help_init();                    
2562         techroom_intel_init();                  // parse species.tbl, load intel info   
2563         // initialize psnet
2564         psnet_init( Multi_options_g.protocol, Multi_options_g.port );                                           // initialize the networking code               
2565         init_animating_pointer();       
2566         asteroid_init();
2567         mission_brief_common_init();    // Mark all the briefing structures as empty.           
2568         gr_font_init();                                 // loads up all fonts           
2569
2570         neb2_init();                                            // fullneb stuff
2571         nebl_init();
2572         stars_init();
2573         ssm_init();     
2574         player_tips_init();                             // helpful tips
2575         beam_init();
2576         
2577         // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2578         pilot_load_pic_list();  
2579         pilot_load_squad_pic_list();
2580
2581         load_animating_pointer(NOX("cursor"), 0, 0);    
2582
2583         // initialize alpha colors
2584         alpha_colors_init();    
2585
2586         Viewer_mode = 0;
2587 //      Game_music_paused = 0;
2588         Game_paused = 0;
2589
2590 #ifndef PLAT_UNIX
2591         timeBeginPeriod(1);     
2592 #endif
2593
2594         nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2595         nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2596
2597         mprintf(("cfile_init() took %d\n", e1 - s1));
2598         // mprintf(("1000 cfopens() took %d\n", e2 - s2));      
2599 }
2600
2601 char transfer_text[128];
2602
2603 float   Start_time = 0.0f;
2604
2605 float Framerate = 0.0f;
2606
2607 float Timing_total = 0.0f;
2608 float Timing_render2 = 0.0f;
2609 float Timing_render3 = 0.0f;
2610 float Timing_flip = 0.0f;
2611 float Timing_clear = 0.0f;
2612
2613 MONITOR(NumPolysDrawn);
2614 MONITOR(NumPolys);
2615 MONITOR(NumVerts);
2616 MONITOR(BmpUsed);
2617 MONITOR(BmpNew);
2618
2619 void game_get_framerate()
2620 {       
2621         char text[128] = "";
2622
2623         if ( frame_int == -1 )  {
2624                 int i;
2625                 for (i=0; i<FRAME_FILTER; i++ ) {
2626                         frametimes[i] = 0.0f;
2627                 }
2628                 frametotal = 0.0f;
2629                 frame_int = 0;
2630         }
2631         frametotal -= frametimes[frame_int];
2632         frametotal += flFrametime;
2633         frametimes[frame_int] = flFrametime;
2634         frame_int = (frame_int + 1 ) % FRAME_FILTER;
2635
2636         if ( frametotal != 0.0 )        {
2637                 if ( Framecount >= FRAME_FILTER )
2638                         Framerate = FRAME_FILTER / frametotal;
2639                 else
2640                         Framerate = Framecount / frametotal;
2641                 sprintf( text, NOX("FPS: %.1f"), Framerate );
2642         } else {
2643                 sprintf( text, NOX("FPS: ?") );
2644         }
2645         Framecount++;
2646
2647         if (Show_framerate)     {
2648                 gr_set_color_fast(&HUD_color_debug);
2649                 gr_string( 570, 2, text );
2650         }
2651 }
2652
2653 void game_show_framerate()
2654 {       
2655         float   cur_time;
2656
2657         cur_time = f2fl(timer_get_approx_seconds());
2658         if (cur_time - Start_time > 30.0f) {
2659                 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2660                 Start_time += 1000.0f;
2661         }
2662
2663         //mprintf(( "%s\n", text ));
2664
2665 #ifndef NDEBUG
2666         if ( Debug_dump_frames )
2667                 return;
2668 #endif  
2669
2670         // possibly show control checking info
2671         control_check_indicate();
2672
2673 //      int bitmaps_used_this_frame, bitmaps_new_this_frame;
2674 //      bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2675 //      MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2676 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2677
2678 #ifndef NDEBUG
2679         if ( Show_cpu == 1 ) {
2680                 
2681                 int sx,sy,dy;
2682                 sx = 530;
2683                 sy = 15;
2684                 dy = gr_get_font_height() + 1;
2685
2686                 gr_set_color_fast(&HUD_color_debug);
2687
2688                 {
2689                         extern int Gr_textures_in;
2690                         gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2691                         sy += dy;
2692                 }
2693 //              gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2694 //              sy += dy;
2695                 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2696                 sy += dy;
2697                 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2698                 sy += dy;
2699                 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2700                 sy += dy;
2701                 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2702                 sy += dy;
2703
2704                 {
2705
2706                         extern int Num_pairs;           // Number of object pairs that were checked.
2707                         gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2708                         sy += dy;
2709
2710                         extern int Num_pairs_checked;   // What percent of object pairs were checked.
2711                         gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2712                         sy += dy;
2713                         Num_pairs_checked = 0;
2714
2715                 }
2716
2717                 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2718                 sy += dy;
2719
2720                 if ( Timing_total > 0.01f )     {
2721                         gr_printf(  sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2722                         sy += dy;
2723                         gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2724                         sy += dy;
2725                         gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2726                         sy += dy;
2727                         gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2728                         sy += dy;
2729                         gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2730                 }
2731         }
2732                 
2733         if ( Show_mem  ) {
2734                 
2735                 int sx,sy,dy;
2736                 sx = 530;
2737                 sy = 15;
2738                 dy = gr_get_font_height() + 1;
2739
2740                 gr_set_color_fast(&HUD_color_debug);
2741
2742                 {
2743                         extern int TotalRam;
2744                         gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2745                         sy += dy;
2746                 }       
2747
2748                 {
2749                         extern int Model_ram;
2750                         gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2751                         sy += dy;
2752                 }       
2753
2754                 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2755                 sy += dy;
2756                 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 );             // mem used to store game sound
2757                 sy += dy;
2758
2759                 {
2760                         extern int Gr_textures_in;
2761                         gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2762                 }
2763         }
2764
2765
2766         if ( Show_player_pos ) {
2767                 int sx, sy;
2768                 sx = 320;
2769                 sy = 100;
2770                 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));
2771         }
2772
2773         MONITOR_INC(NumPolys, modelstats_num_polys);
2774         MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2775         MONITOR_INC(NumVerts, modelstats_num_verts );
2776
2777         modelstats_num_polys = 0;
2778         modelstats_num_polys_drawn = 0;
2779         modelstats_num_verts = 0;
2780         modelstats_num_sortnorms = 0;
2781 #endif
2782 }
2783
2784 void game_show_standalone_framerate()
2785 {
2786         float frame_rate=30.0f;
2787         if ( frame_int == -1 )  {
2788                 int i;
2789                 for (i=0; i<FRAME_FILTER; i++ ) {
2790                         frametimes[i] = 0.0f;
2791                 }
2792                 frametotal = 0.0f;
2793                 frame_int = 0;
2794         }
2795         frametotal -= frametimes[frame_int];
2796         frametotal += flFrametime;
2797         frametimes[frame_int] = flFrametime;
2798         frame_int = (frame_int + 1 ) % FRAME_FILTER;
2799
2800         if ( frametotal != 0.0 )        {
2801                 if ( Framecount >= FRAME_FILTER ){
2802                         frame_rate = FRAME_FILTER / frametotal;
2803                 } else {
2804                         frame_rate = Framecount / frametotal;
2805                 }
2806         }
2807         std_set_standalone_fps(frame_rate);
2808         Framecount++;
2809 }
2810
2811 // function to show the time remaining in a mission.  Used only when the end-mission sexpression is used
2812 void game_show_time_left()
2813 {
2814         int diff;
2815
2816         // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2817         // mission should end (in fixed seconds).  There is code in missionparse.cpp which actually handles
2818         // checking how much time is left
2819
2820         if ( Mission_end_time == -1 ){
2821                 return;
2822         }
2823
2824         diff = f2i(Mission_end_time - Missiontime);
2825         // be sure to bash to 0.  diff could be negative on frame that we quit mission
2826         if ( diff < 0 ){
2827                 diff = 0;
2828         }
2829
2830         hud_set_default_color();
2831         gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2832 }
2833
2834 //========================================================================================
2835 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2836 //========================================================================================
2837
2838 #ifndef NDEBUG
2839
2840 DCF(ai_pause,"Pauses ai")
2841 {
2842         if ( Dc_command )       {       
2843                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2844                 if ( Dc_arg_type & ARG_TRUE )   ai_paused = 1;  
2845                 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;      
2846                 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;      
2847
2848                 if (ai_paused)  {       
2849                         obj_init_all_ships_physics();
2850                 }
2851         }       
2852         if ( Dc_help )  dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false.  If nothing passed, then toggles it.\n" );        
2853         if ( Dc_status )        dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );   
2854 }
2855
2856 DCF(single_step,"Single steps the game")
2857 {
2858         if ( Dc_command )       {       
2859                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2860                 if ( Dc_arg_type & ARG_TRUE )   game_single_step = 1;   
2861                 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;       
2862                 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;        
2863
2864                 last_single_step = 0;   // Make so single step waits a frame before stepping
2865
2866         }       
2867         if ( Dc_help )  dc_printf( "Usage: single_step [bool]\nSets single_step to true or false.  If nothing passed, then toggles it.\n" );    
2868         if ( Dc_status )        dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );  
2869 }
2870
2871 DCF_BOOL(physics_pause, physics_paused)
2872 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2873 DCF_BOOL(ai_firing, Ai_firing_enabled )
2874
2875 // Create some simple aliases to these commands...
2876 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2877 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2878 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2879 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2880 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2881 #endif
2882
2883 //========================================================================================
2884 //========================================================================================
2885
2886
2887 void game_training_pause_do()
2888 {
2889         int key;
2890
2891         key = game_check_key();
2892         if (key > 0){
2893                 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2894         }
2895
2896         gr_flip();
2897 }
2898
2899
2900 void game_increase_skill_level()
2901 {
2902         Game_skill_level++;
2903         if (Game_skill_level >= NUM_SKILL_LEVELS){
2904                 Game_skill_level = 0;
2905         }
2906 }
2907
2908 int     Player_died_time;
2909
2910 int View_percent = 100;
2911
2912
2913 DCF(view, "Sets the percent of the 3d view to render.")
2914 {
2915         if ( Dc_command ) {
2916                 dc_get_arg(ARG_INT);
2917                 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2918                         View_percent = Dc_arg_int;
2919                 } else {
2920                         dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2921                         Dc_help = 1;
2922                 }
2923         }
2924
2925         if ( Dc_help ) {
2926                 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2927         }
2928         
2929         if ( Dc_status ) {
2930                 dc_printf("View is set to %d%%\n", View_percent );
2931         }
2932 }
2933
2934
2935 // Set the clip region for the 3d rendering window
2936 void game_set_view_clip()
2937 {
2938         if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2939                 // Set the clip region for the letterbox "dead view"
2940                 int yborder = gr_screen.max_h/4;
2941
2942                 //      Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2943                 // J.S. I've changed my ways!! See the new "no constants" code!!!
2944                 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 ); 
2945         } else {
2946                 // Set the clip region for normal view
2947                 if ( View_percent >= 100 )      {
2948                         gr_reset_clip();
2949                 } else {
2950                         int xborder, yborder;
2951
2952                         if ( View_percent < 5 ) {
2953                                 View_percent = 5;
2954                         }
2955
2956                         float fp = i2fl(View_percent)/100.0f;
2957                         int fi = fl2i(fl_sqrt(fp)*100.0f);
2958                         if ( fi > 100 ) fi=100;
2959                         
2960                         xborder = ( gr_screen.max_w*(100-fi) )/200;
2961                         yborder = ( gr_screen.max_h*(100-fi) )/200;
2962
2963                         gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2964                 }
2965         }
2966 }
2967
2968
2969 void show_debug_stuff()
2970 {
2971         int     i;
2972         int     laser_count = 0, missile_count = 0;
2973
2974         for (i=0; i<MAX_OBJECTS; i++) {
2975                 if (Objects[i].type == OBJ_WEAPON){
2976                         if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2977                                 laser_count++;
2978                         } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2979                                 missile_count++;
2980                         }
2981                 }
2982         }
2983
2984         nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2985 }
2986
2987 extern int Tool_enabled;
2988 int tst = 0;
2989 int tst_time = 0;
2990 int tst_big = 0;
2991 vector tst_pos;
2992 int tst_bitmap = -1;
2993 float tst_x, tst_y;
2994 float tst_offset, tst_offset_total;
2995 int tst_mode;
2996 int tst_stamp;
2997 void game_tst_frame_pre()
2998 {
2999         // start tst
3000         if(tst == 3){
3001                 tst = 0;
3002
3003                 // screen position
3004                 vertex v;
3005                 g3_rotate_vertex(&v, &tst_pos);
3006                 g3_project_vertex(&v);  
3007         
3008                 // offscreen
3009                 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
3010                         return;
3011                 }       
3012
3013                 // big ship? always tst
3014                 if(tst_big){
3015                         // within 3000 meters
3016                         if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
3017                                 tst = 2;                                
3018                         }
3019                 } else {                        
3020                         // within 300 meters
3021                         if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
3022                                 tst = 2;                                
3023                         } 
3024                 }                       
3025         }
3026
3027 }
3028 void game_tst_frame()
3029 {
3030         int left = 0;
3031
3032         if(!Tool_enabled){
3033                 return;
3034         }
3035         
3036         // setup tst
3037         if(tst == 2){           
3038                 tst_time = time(NULL);
3039
3040                 // load the tst bitmap          
3041                 switch((int)frand_range(0.0f, 3.0)){
3042                 case 0:                 
3043                         tst_bitmap = bm_load("ig_jim");
3044                         left = 1;
3045                         mprintf(("TST 0\n"));
3046                         break;
3047
3048                 case 1:
3049                         tst_bitmap = bm_load("ig_kan");
3050                         left = 0;
3051                         mprintf(("TST 1\n"));
3052                         break;
3053
3054                 case 2:
3055                         tst_bitmap = bm_load("ig_jim");
3056                         left = 1;
3057                         mprintf(("TST 2\n"));
3058                         break;
3059                         
3060                 default:                        
3061                         tst_bitmap = bm_load("ig_kan");
3062                         left = 0;
3063                         mprintf(("TST 3\n"));
3064                         break;
3065                 }
3066
3067                 if(tst_bitmap < 0){
3068                         tst = 0;
3069                         return;
3070                 }               
3071
3072                 // get the tst bitmap dimensions
3073                 int w, h;
3074                 bm_get_info(tst_bitmap, &w, &h);
3075
3076                 // tst y
3077                 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
3078
3079                 snd_play(&Snds[SND_VASUDAN_BUP]);
3080
3081                 // tst x and direction
3082                 tst_mode = 0;
3083                 if(left){
3084                         tst_x = (float)-w;
3085                         tst_offset_total = (float)w;
3086                         tst_offset = (float)w;
3087                 } else {
3088                         tst_x = (float)gr_screen.max_w;
3089                         tst_offset_total = (float)-w;
3090                         tst_offset = (float)w;
3091                 }
3092
3093                 tst = 1;
3094         }
3095
3096         // run tst
3097         if(tst == 1){
3098                 float diff = (tst_offset_total / 0.5f) * flFrametime;
3099
3100                 // move the bitmap
3101                 if(tst_mode == 0){
3102                         tst_x += diff;
3103                         
3104                         tst_offset -= fl_abs(diff);
3105                 } else if(tst_mode == 2){
3106                         tst_x -= diff;
3107                         
3108                         tst_offset -= fl_abs(diff);
3109                 }
3110
3111                 // draw the bitmap
3112                 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
3113                 gr_bitmap((int)tst_x, (int)tst_y);
3114
3115                 if(tst_mode == 1){
3116                         if(timestamp_elapsed_safe(tst_stamp, 1100)){
3117                                 tst_mode = 2;
3118                         }
3119                 } else {
3120                         // if we passed the switch point
3121                         if(tst_offset <= 0.0f){
3122                                 // switch modes
3123                                 switch(tst_mode){
3124                                 case 0:
3125                                         tst_mode = 1;
3126                                         tst_stamp = timestamp(1000);
3127                                         tst_offset = fl_abs(tst_offset_total);
3128                                         break;                          
3129
3130                                 case 2:                         
3131                                         tst = 0;
3132                                         return;
3133                                 }
3134                         }                               
3135                 }
3136         }
3137 }
3138 void game_tst_mark(object *objp, ship *shipp)
3139 {
3140         ship_info *sip; 
3141
3142         if(!Tool_enabled){
3143                 return;
3144         }
3145
3146         // bogus
3147         if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3148                 return;
3149         }
3150         sip = &Ship_info[shipp->ship_info_index];
3151
3152         // already tst
3153         if(tst){
3154                 return;
3155         }
3156
3157         tst_pos = objp->pos;
3158         if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3159                 tst_big = 1;
3160         }
3161         tst = 3;
3162 }
3163
3164 extern void render_shields();
3165
3166 void player_repair_frame(float frametime)
3167 {
3168         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3169                 int idx;
3170                 for(idx=0;idx<MAX_PLAYERS;idx++){
3171                         net_player *np;
3172
3173                         np = &Net_players[idx];
3174
3175                         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)){
3176
3177                                 // don't rearm/repair if the player is dead or dying/departing
3178                                 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3179                                         ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3180                                 }
3181                         }
3182                 }
3183         }       
3184         if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3185                 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3186         }
3187 }
3188
3189
3190 #ifndef NDEBUG
3191 #define NUM_FRAMES_TEST         300
3192 #define NUM_MIXED_SOUNDS        16
3193 void do_timing_test(float flFrametime)
3194 {
3195         static int framecount = 0;
3196         static int test_running = 0;
3197         static float test_time = 0.0f;
3198
3199         static int snds[NUM_MIXED_SOUNDS];
3200         int i;
3201
3202         if ( test_running ) {
3203                 framecount++;
3204                 test_time += flFrametime;
3205                 if ( framecount >= NUM_FRAMES_TEST ) {
3206                         test_running = 0;
3207                         nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3208                         for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3209                                 snd_stop(snds[i]);
3210                 }
3211         }
3212
3213         if ( Test_begin == 1 ) {
3214                 framecount = 0;
3215                 test_running = 1;
3216                 test_time = 0.0f;
3217                 Test_begin = 0;
3218
3219                 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3220                         snds[i] = -1;
3221
3222                 // start looping digital sounds
3223                 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3224                         snds[i] = snd_play_looping( &Snds[i], 0.0f);
3225         }
3226         
3227
3228 }
3229 #endif
3230
3231 DCF(dcf_fov, "Change the field of view")
3232 {
3233         if ( Dc_command )       {
3234                 dc_get_arg(ARG_FLOAT|ARG_NONE);
3235                 if ( Dc_arg_type & ARG_NONE )   {
3236                         Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3237                         dc_printf( "Zoom factor reset\n" );
3238                 }
3239                 if ( Dc_arg_type & ARG_FLOAT )  {
3240                         if (Dc_arg_float < 0.25f) {
3241                                 Viewer_zoom = 0.25f;
3242                                 dc_printf("Zoom factor pinned at 0.25.\n");
3243                         } else if (Dc_arg_float > 1.25f) {
3244                                 Viewer_zoom = 1.25f;
3245                                 dc_printf("Zoom factor pinned at 1.25.\n");
3246                         } else {
3247                                 Viewer_zoom = Dc_arg_float;
3248                         }
3249                 }
3250         }
3251
3252         if ( Dc_help )  
3253                 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3254
3255         if ( Dc_status )                                
3256                 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3257 }
3258
3259
3260 DCF(framerate_cap, "Sets the framerate cap")
3261 {
3262         if ( Dc_command ) {
3263                 dc_get_arg(ARG_INT);
3264                 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3265                         Framerate_cap = Dc_arg_int;
3266                 } else {
3267                         dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3268                         Dc_help = 1;
3269                 }
3270         }
3271
3272         if ( Dc_help ) {
3273                 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3274                 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3275                 dc_printf("[n] must be from 1 to 120.\n");
3276         }
3277         
3278         if ( Dc_status ) {
3279                 if ( Framerate_cap )
3280                         dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3281                 else
3282                         dc_printf("There is no framerate cap currently active.\n");
3283         }
3284 }
3285
3286 #define MIN_DIST_TO_DEAD_CAMERA         50.0f
3287 int Show_viewing_from_self = 0;
3288
3289 void say_view_target()
3290 {
3291         object  *view_target;
3292
3293         if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3294                 view_target = &Objects[Player_ai->target_objnum];
3295         else
3296                 view_target = Player_obj;
3297
3298         if (Game_mode & GM_DEAD) {
3299                 if (Player_ai->target_objnum != -1)
3300                         view_target = &Objects[Player_ai->target_objnum];
3301         }
3302
3303         if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3304                 if (view_target != Player_obj){
3305
3306                         char *view_target_name = NULL;
3307                         switch(Objects[Player_ai->target_objnum].type) {
3308                         case OBJ_SHIP:
3309                                 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3310                                 break;
3311                         case OBJ_WEAPON:
3312                                 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3313                                 Viewer_mode &= ~VM_OTHER_SHIP;
3314                                 break;
3315                         case OBJ_JUMP_NODE: {
3316                                 char    jump_node_name[128];
3317                                 strcpy(jump_node_name, XSTR( "jump node", 184));
3318                                 view_target_name = jump_node_name;
3319                                 Viewer_mode &= ~VM_OTHER_SHIP;
3320                                 break;
3321                                 }
3322
3323                         default:
3324                                 Int3();
3325                                 break;
3326                         }
3327
3328                         if ( view_target_name ) {
3329                                 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3330                                 Show_viewing_from_self = 1;
3331                         }
3332                 } else {
3333                         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3334                                 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3335                                 Show_viewing_from_self = 1;
3336                         } else {
3337                                 if (Show_viewing_from_self)
3338                                         HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3339                         }
3340                 }
3341         }
3342
3343         Last_view_target = view_target;
3344 }
3345
3346
3347 float Game_hit_x = 0.0f;
3348 float Game_hit_y = 0.0f;
3349
3350 // Reset at the beginning of each frame
3351 void game_whack_reset()
3352 {
3353         Game_hit_x = 0.0f;
3354         Game_hit_y = 0.0f;
3355 }
3356
3357 // Apply a 2d whack to the player
3358 void game_whack_apply( float x, float y )
3359 {
3360         // Do some force feedback
3361         joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3362
3363         // Move the eye 
3364         Game_hit_x += x;
3365         Game_hit_y += y;
3366
3367 //      mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3368 }
3369
3370 // call to apply a "shudder"
3371 void game_shudder_apply(int time, float intensity)
3372 {
3373         Game_shudder_time = timestamp(time);
3374         Game_shudder_total = time;
3375         Game_shudder_intensity = intensity;
3376 }
3377
3378 #define FF_SCALE        10000
3379 void apply_hud_shake(matrix *eye_orient)
3380 {
3381         if (Viewer_obj == Player_obj) {
3382                 physics_info    *pi = &Player_obj->phys_info;
3383
3384                 angles  tangles;
3385
3386                 tangles.p = 0.0f;
3387                 tangles.h = 0.0f;
3388                 tangles.b = 0.0f;
3389
3390                 //      Make eye shake due to afterburner
3391                 if ( !timestamp_elapsed(pi->afterburner_decay) ) {                      
3392                         int             dtime;
3393
3394                         dtime = timestamp_until(pi->afterburner_decay);
3395                         
3396                         int r1 = myrand();
3397                         int r2 = myrand();
3398                         tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3399                         tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3400                 }
3401
3402                 // Make eye shake due to engine wash
3403                 extern int Wash_on;
3404                 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3405                         int r1 = myrand();
3406                         int r2 = myrand();
3407                         tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3408                         tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3409
3410                         // get the   intensity
3411                         float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3412
3413                         // vector rand_vec
3414                         vector rand_vec;
3415                         vm_vec_rand_vec_quick(&rand_vec);
3416
3417                         // play the effect
3418                         joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3419                 }
3420
3421         
3422                 // make hud shake due to shuddering
3423                 if(Game_shudder_time != -1){
3424                         // if the timestamp has elapsed
3425                         if(timestamp_elapsed(Game_shudder_time)){
3426                                 Game_shudder_time = -1;
3427                         } 
3428                         // otherwise apply some shudder
3429                         else {
3430                                 int dtime;
3431
3432                                 dtime = timestamp_until(Game_shudder_time);
3433                         
3434                                 int r1 = myrand();
3435                                 int r2 = myrand();
3436                                 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));
3437                                 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));
3438                         }
3439                 }
3440
3441                 matrix  tm, tm2;
3442                 vm_angles_2_matrix(&tm, &tangles);
3443                 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3444                 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3445                 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3446                 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3447                 *eye_orient = tm2;
3448         }
3449 }
3450
3451 extern void compute_slew_matrix(matrix *orient, angles *a);     // TODO: move code to proper place and extern in header file
3452
3453 //      Player's velocity just before he blew up.  Used to keep camera target moving.
3454 vector  Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3455
3456 //      Set eye_pos and eye_orient based on view mode.
3457 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3458 {
3459         vector  eye_dir;
3460
3461         static int last_Viewer_mode = 0;
3462         static int last_Game_mode = 0;
3463         static int last_Viewer_objnum = -1;
3464
3465         // This code is supposed to detect camera "cuts"... like going between
3466         // different views.
3467
3468         // determine if we need to regenerate the nebula
3469         if(     (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) ||                                                   // internal to external 
3470                         ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) ||                                                   // external to internal
3471                         (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) ||                                                 // non dead-view to dead-view
3472                         ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) ||                                                 // dead-view to non dead-view
3473                         (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) ||                                               // non warp-chase to warp-chase
3474                         ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) ||                                               // warp-chase to non warp-chase
3475                         (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) ||                                               // non other-ship to other-ship
3476                         ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) ||                                               // other-ship to non-other ship
3477                         ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum))             // other ship mode, but targets changes
3478                         ) {
3479
3480                 // regenerate the nebula
3481                 neb2_eye_changed();
3482         }               
3483
3484         if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) )       {
3485                 //mprintf(( "************** Camera cut! ************\n" ));
3486                 last_Viewer_mode = Viewer_mode;
3487                 last_Game_mode = Game_mode;
3488
3489                 // Camera moved.  Tell stars & debris to not do blurring.
3490                 stars_camera_cut();             
3491         }
3492
3493         say_view_target();
3494
3495         if ( Viewer_mode & VM_PADLOCK_ANY ) {
3496                 player_display_packlock_view();
3497         }
3498         
3499         game_set_view_clip();
3500
3501         if (Game_mode & GM_DEAD) {
3502                 vector  vec_to_deader, view_pos;
3503                 float           dist;
3504
3505                 Viewer_mode |= VM_DEAD_VIEW;
3506
3507                 if (Player_ai->target_objnum != -1) {
3508                         int view_from_player = 1;
3509
3510                         if (Viewer_mode & VM_OTHER_SHIP) {
3511                                 //      View from target.
3512                                 Viewer_obj = &Objects[Player_ai->target_objnum];
3513
3514                                 last_Viewer_objnum = Player_ai->target_objnum;
3515
3516                                 if ( Viewer_obj->type == OBJ_SHIP ) {
3517                                         ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3518                                         view_from_player = 0;
3519                                 }
3520                         } else {
3521                                 last_Viewer_objnum = -1;
3522                         }
3523
3524                         if ( view_from_player ) {
3525                                 //      View target from player ship.
3526                                 Viewer_obj = NULL;
3527                                 *eye_pos = Player_obj->pos;
3528                                 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3529                                 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3530                         }
3531                 } else {
3532                         dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3533                         
3534                         if (dist < MIN_DIST_TO_DEAD_CAMERA)
3535                                 dist += flFrametime * 16.0f;
3536
3537                         vm_vec_scale(&vec_to_deader, -dist);
3538                         vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3539                         
3540                         view_pos = Player_obj->pos;
3541
3542                         if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3543                                 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3544                                 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3545                                 Dead_player_last_vel = Player_obj->phys_info.vel;
3546                                 //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));
3547                         } else if (Player_ai->target_objnum != -1) {
3548                                 view_pos = Objects[Player_ai->target_objnum].pos;
3549                         } else {
3550                                 //      Make camera follow explosion, but gradually slow down.
3551                                 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3552                                 view_pos = Player_obj->pos;
3553                                 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3554                                 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3555                         }
3556
3557                         *eye_pos = Dead_camera_pos;
3558
3559                         vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3560
3561                         vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3562                         Viewer_obj = NULL;
3563                 }
3564         } 
3565
3566         // if supernova shockwave
3567         if(supernova_camera_cut()){
3568                 // no viewer obj
3569                 Viewer_obj = NULL;
3570
3571                 // call it dead view
3572                 Viewer_mode |= VM_DEAD_VIEW;
3573
3574                 // set eye pos and orient
3575                 supernova_set_view(eye_pos, eye_orient);
3576         } else {        
3577                 //      If already blown up, these other modes can override.
3578                 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3579                         Viewer_mode &= ~VM_DEAD_VIEW;
3580
3581                         Viewer_obj = Player_obj;
3582  
3583                         if (Viewer_mode & VM_OTHER_SHIP) {
3584                                 if (Player_ai->target_objnum != -1){
3585                                         Viewer_obj = &Objects[Player_ai->target_objnum];
3586                                         last_Viewer_objnum = Player_ai->target_objnum;
3587                                 } else {
3588                                         Viewer_mode &= ~VM_OTHER_SHIP;
3589                                         last_Viewer_objnum = -1;
3590                                 }
3591                         } else {
3592                                 last_Viewer_objnum = -1;
3593                         }
3594
3595                         if (Viewer_mode & VM_EXTERNAL) {
3596                                 matrix  tm, tm2;
3597
3598                                 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3599                                 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3600
3601                                 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3602
3603                                 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3604                                 vm_vec_normalize(&eye_dir);
3605                                 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3606                                 Viewer_obj = NULL;
3607
3608                                 //      Modify the orientation based on head orientation.
3609                                 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3610
3611                         } else if ( Viewer_mode & VM_CHASE ) {
3612                                 vector  move_dir;
3613
3614                                 if ( Viewer_obj->phys_info.speed < 0.1 )
3615                                         move_dir = Viewer_obj->orient.v.fvec;
3616                                 else {
3617                                         move_dir = Viewer_obj->phys_info.vel;
3618                                         vm_vec_normalize(&move_dir);
3619                                 }
3620
3621                                 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3622                                 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3623                                 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3624                                 vm_vec_normalize(&eye_dir);
3625
3626                                 // JAS: I added the following code because if you slew up using
3627                                 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3628                                 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3629                                 // call because the up and the forward vector are the same.   I fixed
3630                                 // it by adding in a fraction of the right vector all the time to the
3631                                 // up vector.
3632                                 vector tmp_up = Viewer_obj->orient.v.uvec;
3633                                 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3634
3635                                 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3636                                 Viewer_obj = NULL;
3637
3638                                 //      Modify the orientation based on head orientation.
3639                                 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3640                         } else if ( Viewer_mode & VM_WARP_CHASE ) {
3641                                         *eye_pos = Camera_pos;
3642
3643                                         ship * shipp = &Ships[Player_obj->instance];
3644
3645                                         vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3646                                         vm_vec_normalize(&eye_dir);
3647                                         vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3648                                         Viewer_obj = NULL;
3649                         } else {
3650                                 // get an eye position based upon the correct type of object
3651                                 switch(Viewer_obj->type){
3652                                 case OBJ_SHIP:
3653                                         // make a call to get the eye point for the player object
3654                                         ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3655                                         break;
3656                                 case OBJ_OBSERVER:
3657                                         // make a call to get the eye point for the player object
3658                                         observer_get_eye( eye_pos, eye_orient, Viewer_obj );                            
3659                                         break;
3660                                 default :
3661                                         Int3();
3662                                 }
3663
3664                                 #ifdef JOHNS_DEBUG_CODE
3665                                 john_debug_stuff(&eye_pos, &eye_orient);
3666                                 #endif
3667                         }
3668                 }
3669         }
3670
3671         apply_hud_shake(eye_orient);
3672
3673         // setup neb2 rendering
3674         neb2_render_setup(eye_pos, eye_orient);
3675 }
3676
3677 #ifndef NDEBUG
3678 extern void ai_debug_render_stuff();
3679 #endif
3680
3681 int Game_subspace_effect = 0;
3682 DCF_BOOL( subspace, Game_subspace_effect );
3683
3684 // Does everything needed to render a frame
3685 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3686 {
3687         int dont_offset;
3688
3689         g3_start_frame(game_zbuffer);
3690         g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3691
3692         // maybe offset the HUD (jitter stuff)
3693         dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3694         HUD_set_offsets(Viewer_obj, !dont_offset);
3695         
3696         // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array.  Have to
3697         // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3698         // must be done before ships are rendered
3699         if ( MULTIPLAYER_CLIENT ) {
3700                 shield_point_multi_setup();
3701         }
3702
3703         if ( Game_subspace_effect )     {
3704                 stars_draw(0,0,0,1);
3705         } else {
3706                 stars_draw(1,1,1,0);
3707         }
3708
3709         obj_render_all(obj_render);
3710         beam_render_all();                                              // render all beam weapons
3711         particle_render_all();                                  // render particles after everything else.
3712         trail_render_all();                                             // render missilie trails after everything else.        
3713         mflash_render_all();                                            // render all muzzle flashes    
3714
3715         //      Why do we not show the shield effect in these modes?  Seems ok.
3716         //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3717         render_shields();
3718         //}
3719
3720         // render nebula lightning
3721         nebl_render_all();
3722
3723         // render local player nebula
3724         neb2_render_player();   
3725
3726 #ifndef NDEBUG
3727         ai_debug_render_stuff();
3728 #endif
3729
3730 #ifndef RELEASE_REAL
3731         // game_framerate_check();
3732 #endif
3733
3734 #ifndef NDEBUG
3735         extern void snd_spew_debug_info();
3736         snd_spew_debug_info();
3737 #endif
3738
3739         //================ END OF 3D RENDERING STUFF ====================
3740
3741         hud_show_radar();
3742
3743         if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3744                 hud_maybe_clear_head_area();
3745                 anim_render_all(0, flFrametime);
3746         }
3747
3748         extern int Multi_display_netinfo;
3749         if(Multi_display_netinfo){
3750                 extern void multi_display_netinfo();
3751                 multi_display_netinfo();
3752         }       
3753
3754         game_tst_frame_pre();
3755
3756 #ifndef NDEBUG
3757         do_timing_test(flFrametime);
3758 #endif
3759
3760 #ifndef NDEBUG
3761         extern int OO_update_index;     
3762         multi_rate_display(OO_update_index, 375, 0);
3763 #endif
3764
3765 #ifndef NDEBUG
3766         // test
3767         extern void oo_display();
3768         oo_display();                   
3769 #endif
3770         
3771         g3_end_frame();
3772 }
3773
3774 //#define JOHNS_DEBUG_CODE      1
3775
3776 #ifdef JOHNS_DEBUG_CODE
3777 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3778 {
3779         //if ( key_pressed(SDLK_LSHIFT) )
3780         {
3781                 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3782                 if ( tsys )     {
3783                         model_subsystem *turret = tsys->system_info;
3784
3785                         if (turret->type == SUBSYSTEM_TURRET )  {
3786                                 vector v.fvec, v.uvec;
3787                                 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3788
3789                                 ship_model_start(tobj);
3790
3791                                 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3792                                 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3793                                 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3794                                 
3795                                 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3796
3797                                 ship_model_stop(tobj);
3798
3799                                 Viewer_obj = NULL;
3800                         }
3801                 }
3802
3803         }
3804 }
3805 #endif
3806
3807 // following function for dumping frames for purposes of building trailers.
3808 #ifndef NDEBUG
3809
3810 // function to toggle state of dumping every frame into PCX when playing the game
3811 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3812 {
3813         if ( Dc_command )       {
3814
3815                 if ( Debug_dump_frames == 0 )   {
3816                         // Turn it on
3817                         Debug_dump_frames = 15;
3818                         Debug_dump_trigger = 0;
3819                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3820                         dc_printf( "Frame dumping at 15 hz is now ON\n" );
3821                 } else {
3822                         // Turn it off
3823                         Debug_dump_frames = 0;
3824                         Debug_dump_trigger = 0;
3825                         gr_dump_frame_stop();
3826                         dc_printf( "Frame dumping is now OFF\n" );
3827                 }
3828                 
3829         }
3830 }
3831
3832 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3833 {
3834         if ( Dc_command )       {
3835
3836                 if ( Debug_dump_frames == 0 )   {
3837                         // Turn it on
3838                         Debug_dump_frames = 15;
3839                         Debug_dump_trigger = 1;
3840                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3841                         dc_printf( "Frame dumping at 15 hz is now ON\n" );
3842                 } else {
3843                         // Turn it off
3844                         Debug_dump_frames = 0;
3845                         Debug_dump_trigger = 0;
3846                         gr_dump_frame_stop();
3847                         dc_printf( "Frame dumping is now OFF\n" );
3848                 }
3849                 
3850         }
3851 }
3852
3853 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3854 {
3855         if ( Dc_command )       {
3856
3857                 if ( Debug_dump_frames == 0 )   {
3858                         // Turn it on
3859                         Debug_dump_frames = 30;
3860                         Debug_dump_trigger = 0;
3861                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3862                         dc_printf( "Frame dumping at 30 hz is now ON\n" );
3863                 } else {
3864                         // Turn it off
3865                         Debug_dump_frames = 0;
3866                         Debug_dump_trigger = 0;
3867                         gr_dump_frame_stop();
3868                         dc_printf( "Frame dumping is now OFF\n" );
3869                 }
3870                 
3871         }
3872 }
3873
3874 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3875 {
3876         if ( Dc_command )       {
3877
3878                 if ( Debug_dump_frames == 0 )   {
3879                         // Turn it on
3880                         Debug_dump_frames = 30;
3881                         Debug_dump_trigger = 1;
3882                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3883                         dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3884                 } else {
3885                         // Turn it off
3886                         Debug_dump_frames = 0;
3887                         Debug_dump_trigger = 0;
3888                         gr_dump_frame_stop();
3889                         dc_printf( "Triggered frame dumping is now OFF\n" );
3890                 }
3891                 
3892         }
3893 }
3894
3895 void game_maybe_dump_frame()
3896 {
3897         if ( !Debug_dump_frames ){
3898                 return;
3899         }
3900
3901         if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3902                 return;
3903         }
3904
3905         game_stop_time();
3906
3907         gr_dump_frame();
3908         Debug_dump_frame_num++;
3909
3910         game_start_time();
3911 }
3912 #endif
3913
3914 extern int Player_dead_state;
3915
3916 //      Flip the page and time how long it took.
3917 void game_flip_page_and_time_it()
3918 {       
3919 #ifndef NDEBUG
3920         fix t1, t2,d;
3921         int t;
3922         t1 = timer_get_fixed_seconds();
3923         gr_flip();
3924         t2 = timer_get_fixed_seconds();
3925         d = t2 - t1;
3926         if (d != 0) {
3927                 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3928                 sprintf( transfer_text, NOX("%d MB/s"), fixmuldiv(t,65,d) );
3929         }
3930 #else
3931         gr_flip ();
3932 #endif
3933 }
3934
3935 void game_simulation_frame()
3936 {
3937         // blow ships up in multiplayer dogfight
3938         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){
3939                 // blow up all non-player ships
3940                 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3941                 ship *shipp;
3942                 ship_info *sip;
3943                 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3944                         // bogus
3945                         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)){
3946                                 moveup = GET_NEXT(moveup);
3947                                 continue;
3948                         }
3949                         shipp = &Ships[Objects[moveup->objnum].instance];
3950                         sip = &Ship_info[shipp->ship_info_index];
3951
3952                         // only blow up small ships                     
3953                         if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){                                                      
3954                                 // function to simply explode a ship where it is currently at
3955                                 ship_self_destruct( &Objects[moveup->objnum] );                                 
3956                         }
3957
3958                         moveup = GET_NEXT(moveup);
3959                 }
3960
3961                 dogfight_blown = 1;
3962         }
3963
3964         // process AWACS stuff - do this first thing
3965         awacs_process();
3966
3967         // single player, set Player hits_this_frame to 0
3968         if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3969                 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE  / (0.001f * BURST_DURATION));
3970                 Player->damage_this_burst = max(Player->damage_this_burst, 0.0f);
3971         }
3972
3973         // supernova
3974         supernova_process();
3975         if(supernova_active() >= 5){
3976                 return;
3977         }
3978
3979         // fire targeting lasers now so that 
3980         // 1 - created this frame
3981         // 2 - collide this frame
3982         // 3 - render this frame
3983         // 4 - ignored and deleted next frame
3984         // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3985         // frame
3986         ship_process_targeting_lasers();        
3987
3988         // do this here so that it works for multiplayer
3989         if ( Viewer_obj ) {
3990                 // get viewer direction
3991                 int viewer_direction = PHYSICS_VIEWER_REAR;
3992
3993                 if(Viewer_mode == 0){
3994                         viewer_direction = PHYSICS_VIEWER_FRONT;
3995                 }
3996                 if(Viewer_mode & VM_PADLOCK_UP){
3997                         viewer_direction = PHYSICS_VIEWER_UP;
3998                 }
3999                 else if(Viewer_mode & VM_PADLOCK_REAR){
4000                         viewer_direction = PHYSICS_VIEWER_REAR;
4001                 } 
4002                 else if(Viewer_mode & VM_PADLOCK_LEFT){
4003                         viewer_direction = PHYSICS_VIEWER_LEFT;
4004                 } 
4005                 else if(Viewer_mode & VM_PADLOCK_RIGHT){
4006                         viewer_direction = PHYSICS_VIEWER_RIGHT;
4007                 }
4008
4009                 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
4010         } else {
4011                 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
4012         }
4013
4014 #define VM_PADLOCK_UP                                   (1 << 7)
4015 #define VM_PADLOCK_REAR                         (1 << 8)
4016 #define VM_PADLOCK_LEFT                         (1 << 9)
4017 #define VM_PADLOCK_RIGHT                                (1 << 10)
4018                 
4019         // evaluate mission departures and arrivals before we process all objects.
4020         if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
4021
4022                 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
4023                 // ships/wing packets.
4024                 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
4025                         mission_parse_eval_stuff();
4026                 }
4027
4028                 // if we're an observer, move ourselves seperately from the standard physics
4029                 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
4030                         obj_observer_move(flFrametime);
4031                 }
4032                 
4033                 // move all the objects now
4034                 obj_move_all(flFrametime);
4035
4036                 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
4037                 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
4038                 //      ship_check_cargo_all();
4039                 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4040                         mission_eval_goals();
4041                 }
4042         }
4043
4044         // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
4045         if(!(Game_mode & GM_DEMO_PLAYBACK)){
4046                 training_check_objectives();
4047         }
4048         
4049         // do all interpolation now
4050         if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
4051                 // client side processing of warping in effect stages
4052                 multi_do_client_warp(flFrametime);     
4053         
4054                 // client side movement of an observer
4055                 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
4056                         obj_observer_move(flFrametime);   
4057                 }
4058
4059                 // move all objects - does interpolation now as well
4060                 obj_move_all(flFrametime);
4061         }
4062
4063         // only process the message queue when the player is "in" the game
4064         if ( !Pre_player_entry ){
4065                 message_queue_process();                                // process any messages send to the player
4066         }
4067
4068         if(!(Game_mode & GM_DEMO_PLAYBACK)){
4069                 message_maybe_distort();                                // maybe distort incoming message if comms damaged
4070                 player_repair_frame(flFrametime);       //      AI objects get repaired in ai_process, called from move code...deal with player.
4071                 player_process_pending_praise();                // maybe send off a delayed praise message to the player
4072                 player_maybe_play_all_alone_msg();      // mabye tell the player he is all alone        
4073         }
4074
4075         if(!(Game_mode & GM_STANDALONE_SERVER)){                
4076                 // process some stuff every frame (before frame is rendered)
4077                 emp_process_local();
4078
4079                 hud_update_frame();                                             // update hud systems
4080
4081                 if (!physics_paused)    {
4082                         // Move particle system
4083                         particle_move_all(flFrametime); 
4084
4085                         // Move missile trails
4086                         trail_move_all(flFrametime);            
4087
4088                         // process muzzle flashes
4089                         mflash_process_all();
4090
4091                         // Flash the gun flashes
4092                         shipfx_flash_do_frame(flFrametime);                     
4093
4094                         shockwave_move_all(flFrametime);        // update all the shockwaves
4095                 }
4096
4097                 // subspace missile strikes
4098                 ssm_process();
4099
4100                 obj_snd_do_frame();                                             // update the object-linked persistant sounds
4101                 game_maybe_update_sound_environment();
4102                 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
4103
4104 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
4105 #ifndef NDEBUG
4106                 if ( Game_subspace_effect ) {
4107                         game_start_subspace_ambient_sound();
4108                 }
4109 #endif
4110         }               
4111 }
4112
4113 // Maybe render and process the dead-popup
4114 void game_maybe_do_dead_popup(float frametime)
4115 {
4116         if ( popupdead_is_active() ) {
4117                 int leave_popup=1;
4118                 int choice = popupdead_do_frame(frametime);
4119
4120                 if ( Game_mode & GM_NORMAL ) {
4121                         switch(choice) {
4122                         case 0:
4123                                 gameseq_post_event(GS_EVENT_ENTER_GAME);
4124                                 break;
4125
4126                         case 1:
4127                                 gameseq_post_event(GS_EVENT_END_GAME);
4128                                 break;
4129
4130                         case 2:
4131                                 gameseq_post_event(GS_EVENT_START_GAME);
4132                                 break;
4133
4134                         // this should only happen during a red alert mission
4135                         case 3:                         
4136                                 // bogus?
4137                                 SDL_assert(The_mission.red_alert);
4138                                 if(!The_mission.red_alert){
4139                                         gameseq_post_event(GS_EVENT_START_GAME);
4140                                         break;
4141                                 }
4142                                 
4143                                 // choose the previous mission
4144                                 mission_campaign_previous_mission();
4145
4146                                 gameseq_post_event(GS_EVENT_START_GAME);
4147                                 break;
4148
4149                         default:
4150                                 leave_popup=0;
4151                                 break;
4152                         }
4153                 } else {
4154                         switch( choice ) {
4155
4156                         case POPUPDEAD_DO_MAIN_HALL:
4157                                 multi_quit_game(PROMPT_NONE,-1);
4158                                 break;
4159
4160                         case POPUPDEAD_DO_RESPAWN:                              
4161                                 multi_respawn_normal();
4162                                 event_music_player_respawn();
4163                                 break;
4164
4165                         case POPUPDEAD_DO_OBSERVER:
4166                                 multi_respawn_observer();
4167                                 event_music_player_respawn_as_observer();
4168                                 break;
4169
4170                         default:
4171                                 leave_popup = 0;
4172                                 break;
4173                         }
4174                 }
4175
4176                 if ( leave_popup ) {
4177                         popupdead_close();
4178                 }
4179         }
4180 }
4181
4182 // returns true if player is actually in a game_play stats
4183 int game_actually_playing()
4184 {
4185         int state;
4186
4187         state = gameseq_get_state();
4188         if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4189                 return 0;
4190         else
4191                 return 1;
4192 }
4193
4194 // Draw the 2D HUD gauges
4195 void game_render_hud_2d()
4196 {
4197         if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4198                 return;
4199         }
4200         
4201         HUD_render_2d(flFrametime);
4202         gr_reset_clip();
4203 }
4204
4205 // Draw the 3D-dependant HUD gauges
4206 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4207 {
4208         g3_start_frame(0);              // 0 = turn zbuffering off
4209         g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4210
4211         if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4212                 HUD_render_3d(flFrametime);
4213         }
4214
4215         // Do the sunspot
4216         game_sunspot_process(flFrametime);
4217
4218         // Diminish the palette effect
4219         game_flash_diminish(flFrametime);
4220
4221         g3_end_frame();
4222 }
4223
4224
4225 void game_frame()
4226 {
4227         int actually_playing;
4228         fix total_time1, total_time2;
4229         fix render2_time1=0, render2_time2=0;
4230         fix render3_time1=0, render3_time2=0;
4231         fix flip_time1=0, flip_time2=0;
4232         fix clear_time1=0, clear_time2=0;
4233         
4234         vector eye_pos;
4235         matrix eye_orient;
4236
4237 #ifndef NDEBUG
4238         if (Framerate_delay) {
4239                 int     start_time = timer_get_milliseconds();
4240                 while (timer_get_milliseconds() < start_time + Framerate_delay)
4241                         ;
4242         }
4243 #endif
4244
4245 #ifdef DEMO_SYSTEM
4246         demo_do_frame_start();
4247         if(Demo_error){
4248                 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4249                 demo_close();
4250         }
4251 #endif
4252         
4253         // start timing frame
4254         timing_frame_start();
4255
4256         total_time1 = timer_get_fixed_seconds();
4257
4258         // var to hold which state we are in
4259         actually_playing = game_actually_playing();
4260         
4261         if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4262                 if (!(Game_mode & GM_STANDALONE_SERVER)){
4263                         SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4264                 }
4265         }
4266
4267         if (Missiontime > Entry_delay_time){
4268                 Pre_player_entry = 0;
4269         } else {
4270                 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4271         }
4272
4273         //      Note: These are done even before the player enters, else buffers can overflow.
4274         if (! (Game_mode & GM_STANDALONE_SERVER)){
4275                 radar_frame_init();
4276         }
4277
4278         shield_frame_init();
4279
4280         if ( Player->control_mode != PCM_NORMAL )
4281                 camera_move();
4282
4283         if ( !Pre_player_entry && actually_playing ) {                          
4284                 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4285
4286                         if( (!popup_running_state()) && (!popupdead_is_active()) ){
4287                                 game_process_keys();
4288
4289                                 // don't read flying controls if we're playing a demo back
4290                                 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4291                                         read_player_controls( Player_obj, flFrametime);
4292                                 }
4293                         }
4294                         
4295                         // if we're not the master, we may have to send the server-critical ship status button_info bits
4296                         if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4297                                 multi_maybe_send_ship_status();
4298                         }
4299                 }
4300         }
4301
4302         // Reset the whack stuff
4303         game_whack_reset();
4304
4305         // These two lines must be outside of Pre_player_entry code,
4306         // otherwise too many lights are added.
4307         light_reset();
4308
4309         if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4310                 return;
4311         }
4312         
4313         game_simulation_frame();        
4314
4315         // if not actually in a game play state, then return.  This condition could only be true in 
4316         // a multiplayer game.
4317         if ( !actually_playing ) {
4318                 SDL_assert( Game_mode & GM_MULTIPLAYER );
4319                 return;
4320         }
4321
4322         if (!Pre_player_entry) {
4323                 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4324                         clear_time1 = timer_get_fixed_seconds();
4325                         // clear the screen to black
4326                         gr_reset_clip();
4327                         if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4328                                 gr_clear();
4329                         }
4330
4331                         clear_time2 = timer_get_fixed_seconds();
4332                         render3_time1 = timer_get_fixed_seconds();
4333                         game_render_frame_setup(&eye_pos, &eye_orient);
4334                         game_render_frame( &eye_pos, &eye_orient );
4335
4336                         // save the eye position and orientation
4337                         if ( Game_mode & GM_MULTIPLAYER ) {
4338                                 Net_player->s_info.eye_pos = eye_pos;
4339                                 Net_player->s_info.eye_orient = eye_orient;
4340                         }
4341
4342                         hud_show_target_model();
4343
4344                         // check to see if we should display the death died popup
4345                         if(Game_mode & GM_DEAD_BLEW_UP){                                
4346                                 if(Game_mode & GM_MULTIPLAYER){
4347                                         // catch the situation where we're supposed to be warping out on this transition
4348                                         if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4349                                                 gameseq_post_event(GS_EVENT_DEBRIEF);
4350                                         } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4351                                                 Player_died_popup_wait = -1;
4352                                                 popupdead_start();
4353                                         }
4354                                 } else {
4355                                         if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4356                                                 Player_died_popup_wait = -1;
4357                                                 popupdead_start();
4358                                         }
4359                                 }
4360                         }
4361
4362                         // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4363                         if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4364                                 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4365                                         if(!popupdead_is_active()){
4366                                                 popupdead_start();
4367                                         }
4368
4369                                         Player_multi_died_check = -1;
4370                                 }
4371                         }
4372         
4373                         render3_time2 = timer_get_fixed_seconds();
4374                         render2_time1 = timer_get_fixed_seconds();
4375
4376                         gr_reset_clip();
4377                         game_get_framerate();
4378                         game_show_framerate();          
4379
4380                         game_show_time_left();
4381
4382                         // Draw the 2D HUD gauges
4383                         if(supernova_active() < 3){
4384                                 game_render_hud_2d();
4385                         }
4386
4387                         game_set_view_clip();
4388
4389                         // Draw 3D HUD gauges                   
4390                         game_render_hud_3d(&eye_pos, &eye_orient);                                                                      
4391
4392                         game_tst_frame();
4393
4394                         render2_time2 = timer_get_fixed_seconds();
4395
4396                         // maybe render and process the dead popup
4397                         game_maybe_do_dead_popup(flFrametime);
4398
4399                         // start timing frame
4400                         timing_frame_stop();
4401                         // timing_display(30, 10);                      
4402
4403                         // If a regular popup is active, don't flip (popup code flips)
4404                         if( !popup_running_state() ){
4405                                 flip_time1 = timer_get_fixed_seconds();
4406                                 game_flip_page_and_time_it();
4407                                 flip_time2 = timer_get_fixed_seconds();
4408                         }
4409
4410 #ifndef NDEBUG
4411                         game_maybe_dump_frame();                        // used to dump pcx files for building trailers
4412 #endif          
4413                 } else {
4414                         game_show_standalone_framerate();
4415                 }
4416         }
4417
4418         game_do_training_checks();
4419         asteroid_frame();
4420
4421         // process lightning (nebula only)
4422         nebl_process();
4423
4424         total_time2 = timer_get_fixed_seconds();
4425
4426         // Got some timing numbers
4427         Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4428         Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4429         Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4430         Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4431         Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4432
4433 #ifdef DEMO_SYSTEM
4434         demo_do_frame_end();
4435         if(Demo_error){
4436                 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4437                 demo_close();
4438         }
4439 #endif
4440 }
4441
4442 #define MAX_FRAMETIME   (F1_0/4)                // Frametime gets saturated at this.  Changed by MK on 11/1/97.
4443                                                                                                 //      Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4444                                                                                                 //      died.  This resulted in screwed up death sequences.
4445
4446 fix Last_time = 0;                                              // The absolute time of game at end of last frame (beginning of this frame)
4447 fix Last_delta_time = 0;                                // While game is paused, this keeps track of how much elapsed in the frame before paused.
4448 static int timer_paused=0;
4449 #if defined(TIMER_TEST) && !defined(NDEBUG)
4450 static int stop_count,start_count;
4451 static int time_stopped,time_started;
4452 #endif
4453 int saved_timestamp_ticker = -1;
4454
4455 void game_reset_time()
4456 {
4457         if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4458                 return ;
4459         }
4460         
4461         //      Last_time = timer_get_fixed_seconds();
4462         game_start_time();
4463         timestamp_reset();
4464         game_stop_time();
4465 }
4466
4467 void game_stop_time()
4468 {
4469         if (timer_paused==0) {
4470                 fix time;
4471                 time = timer_get_fixed_seconds();
4472                 // Save how much time progressed so far in the frame so we can
4473                 // use it when we unpause.
4474                 Last_delta_time = time - Last_time;             
4475
4476                 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4477                 if (Last_delta_time < 0) {
4478                         #if defined(TIMER_TEST) && !defined(NDEBUG)
4479                         Int3();         //get Matt!!!!
4480                         #endif
4481                         Last_delta_time = 0;
4482                 }
4483                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4484                 time_stopped = time;
4485                 #endif
4486
4487                 // Stop the timer_tick stuff...
4488                 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4489                 saved_timestamp_ticker = timestamp_ticker;
4490         }
4491         timer_paused++;
4492
4493         #if defined(TIMER_TEST) && !defined(NDEBUG)
4494         stop_count++;
4495         #endif
4496 }
4497
4498 void game_start_time()
4499 {
4500         timer_paused--;
4501         SDL_assert(timer_paused >= 0);
4502         if (timer_paused==0) {
4503                 fix time;
4504                 time = timer_get_fixed_seconds();
4505                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4506                 if (Last_time < 0)
4507                         Int3();         //get Matt!!!!
4508                 }
4509                 #endif
4510                 // Take current time, and set it backwards to account for time  
4511                 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4512                 // will be correct when it goes to calculate the frametime next
4513                 // frame.
4514                 Last_time = time - Last_delta_time;             
4515                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4516                 time_started = time;
4517                 #endif
4518
4519                 // Restore the timer_tick stuff...
4520                 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4521                 SDL_assert( saved_timestamp_ticker > -1 );              // Called out of order, get JAS
4522                 timestamp_ticker = saved_timestamp_ticker;
4523                 saved_timestamp_ticker = -1;
4524         }
4525
4526         #if defined(TIMER_TEST) && !defined(NDEBUG)
4527         start_count++;
4528         #endif
4529 }
4530
4531
4532 void game_set_frametime(int state)
4533 {
4534         fix thistime;
4535         float frame_cap_diff;
4536
4537         thistime = timer_get_fixed_seconds();
4538
4539         if ( Last_time == 0 )   
4540                 Frametime = F1_0 / 30;
4541         else
4542                 Frametime = thistime - Last_time;
4543
4544 //      Frametime = F1_0 / 30;
4545
4546         fix     debug_frametime = Frametime;    //      Just used to display frametime.
4547
4548         //      If player hasn't entered mission yet, make frame take 1/4 second.
4549         if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4550                 Frametime = F1_0/4;
4551 #ifndef NDEBUG
4552         else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) {                                // note link to above if!!!!!
4553         
4554                 fix frame_speed = F1_0 / Debug_dump_frames;
4555
4556                 if (Frametime > frame_speed ){
4557                         nprintf(("warning","slow frame: %x\n",Frametime));
4558                 } else {                        
4559                         do {
4560                                 thistime = timer_get_fixed_seconds();
4561                                 Frametime = thistime - Last_time;
4562                         } while (Frametime < frame_speed );                     
4563                 }
4564                 Frametime = frame_speed;
4565         }
4566 #endif
4567
4568         SDL_assert( Framerate_cap > 0 );
4569
4570         // Cap the framerate so it doesn't get too high.
4571         {
4572                 fix cap;
4573
4574                 cap = F1_0/Framerate_cap;
4575                 if (Frametime < cap) {
4576                         thistime = cap - Frametime;
4577                         //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4578                         SDL_Delay( (f2fl(thistime) * 1000.0f) );
4579                         Frametime = cap;
4580                         thistime = timer_get_fixed_seconds();
4581                 }
4582         }
4583
4584         if((Game_mode & GM_STANDALONE_SERVER) && 
4585                 (f2fl(Frametime) < ((float)1.0/(float)Multi_options_g.std_framecap))){
4586
4587                 frame_cap_diff = ((float)1.0/(float)Multi_options_g.std_framecap) - f2fl(Frametime);            
4588                 SDL_Delay((frame_cap_diff*1000));
4589                 
4590                 thistime += fl2f((frame_cap_diff));             
4591
4592                 Frametime = thistime - Last_time;
4593    }
4594
4595         // If framerate is too low, cap it.
4596         if (Frametime > MAX_FRAMETIME)  {
4597 #ifndef NDEBUG
4598                 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4599 #else 
4600                 // to remove warnings in release build
4601                 debug_frametime = fl2f(flFrametime);
4602 #endif
4603                 Frametime = MAX_FRAMETIME;
4604         }
4605
4606         Frametime = fixmul(Frametime, Game_time_compression);
4607
4608         Last_time = thistime;
4609         //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4610
4611         flFrametime = f2fl(Frametime);
4612         //if(!(Game_mode & GM_PLAYING_DEMO)){
4613         timestamp_inc(flFrametime);
4614
4615 /*      if ((Framecount > 0) && (Framecount < 10)) {
4616                 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4617         }
4618 */
4619 }
4620
4621 // This is called from game_do_frame(), and from navmap_do_frame() 
4622 void game_update_missiontime()
4623 {
4624         // TODO JAS: Put in if and move this into game_set_frametime, 
4625         // fix navmap to call game_stop/start_time
4626         //if ( !timer_paused )  
4627                 Missiontime += Frametime;
4628 }
4629
4630 void game_do_frame()
4631 {       
4632         game_set_frametime(GS_STATE_GAME_PLAY);
4633         game_update_missiontime();
4634
4635         if (Game_mode & GM_STANDALONE_SERVER) {
4636                 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4637         }
4638
4639         if ( game_single_step && (last_single_step == game_single_step) ) {
4640                 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4641                 while( key_checkch() == 0 )
4642                         SDL_Delay(10);
4643                 os_set_title( XSTR( "FreeSpace", 171) );
4644                 Last_time = timer_get_fixed_seconds();
4645         }
4646
4647         last_single_step = game_single_step;
4648
4649         if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4650                 Keep_mouse_centered = 1;  // force mouse to center of our window (so we don't hit movement limits)
4651         }
4652         game_frame();
4653
4654         Keep_mouse_centered = 0;
4655         monitor_update();                       // Update monitor variables
4656 }
4657
4658 void multi_maybe_do_frame()
4659 {
4660         if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4661                 game_do_frame(); 
4662         }
4663 }
4664
4665 int Joymouse_button_status = 0;
4666
4667 // Flush all input devices
4668 void game_flush()
4669 {
4670         key_flush();
4671         mouse_flush();
4672         joy_flush();
4673         snazzy_flush();
4674
4675         Joymouse_button_status = 0;
4676
4677         //mprintf(("Game flush!\n" ));
4678 }
4679
4680 // function for multiplayer only which calls game_do_state_common() when running the
4681 // debug console
4682 void game_do_dc_networking()
4683 {
4684         SDL_assert( Game_mode & GM_MULTIPLAYER );
4685
4686         game_do_state_common( gameseq_get_state() );
4687 }
4688
4689 // Call this whenever in a loop, or when you need to check for a keystroke.
4690 int game_check_key()
4691 {
4692         int k;
4693
4694         k = game_poll();
4695
4696         // convert keypad enter to normal enter
4697         if ((k & KEY_MASK) == SDLK_KP_ENTER)
4698                 k = (k & ~KEY_MASK) | SDLK_RETURN;
4699
4700         return k;
4701 }
4702
4703 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4704
4705 #define DEMO_TRAILER_TIMEOUT_MS         45000                   // 45 seconds of no input, play trailer
4706 static int Demo_show_trailer_timestamp = 0;
4707
4708 void demo_reset_trailer_timer()
4709 {
4710         Demo_show_trailer_timestamp = timer_get_milliseconds();
4711 }
4712
4713 void demo_maybe_show_trailer(int k)
4714 {
4715         /*
4716         // if key pressed, reset demo trailer timer
4717         if ( k > 0 ) {
4718                 demo_reset_trailer_timer();
4719                 return;
4720         }
4721
4722         // if mouse moved, reset demo trailer timer
4723         int dx = 0, dy = 0;
4724
4725         mouse_get_delta(&dx, &dy);
4726         if ( (dx > 0) || (dy > 0) ) {
4727                 demo_reset_trailer_timer();
4728                 return;
4729         }
4730
4731         // if joystick has moved, reset demo trailer timer
4732         dx = 0;
4733         dy = 0;
4734         joy_get_delta(&dx, &dy);
4735         if ( (dx > 0) || (dy > 0) ) {
4736                 demo_reset_trailer_timer();
4737                 return;
4738         }
4739
4740         // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4741         //       the low-level code.  Ugly, I know... but was the simplest and most
4742         //       robust solution.
4743                 
4744         // if 30 seconds since last demo trailer time reset, launch movie
4745         if ( os_foreground() ) {
4746                 int now = timer_get_milliseconds();
4747                 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4748 //              if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4749                         // play movie here
4750                         movie_play( NOX("fstrailer2.mve") );
4751                         demo_reset_trailer_timer();
4752                 }
4753         }
4754         */
4755 }
4756
4757 #endif
4758
4759 // same as game_check_key(), except this is used while actually in the game.  Since there
4760 // generally are differences between game control keys and general UI keys, makes sense to
4761 // have seperate functions for each case.  If you are not checking a game control while in a
4762 // mission, you should probably be using game_check_key() instead.
4763 int game_poll()
4764 {
4765         int k, state;
4766
4767         if (!os_foreground()) {         
4768                 game_stop_time();
4769                 SDL_Delay(100);
4770                 game_start_time();
4771
4772                 // If we're in a single player game, pause it.
4773                 if (!(Game_mode & GM_MULTIPLAYER)){
4774                         if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) )     {
4775                                 game_process_pause_key();
4776                         }
4777                 }
4778         }
4779
4780    k = key_inkey();
4781
4782 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4783         demo_maybe_show_trailer(k);
4784 #endif
4785
4786         // Move the mouse cursor with the joystick.
4787         if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) )     {
4788                 // Move the mouse cursor with the joystick
4789                 int mx, my, dx, dy;
4790                 int jx, jy, jz, jr;
4791
4792                 joy_get_pos( &jx, &jy, &jz, &jr );
4793
4794                 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4795                 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4796
4797                 if ( dx || dy ) {
4798                         mouse_get_real_pos( &mx, &my );
4799                         mouse_set_pos( mx+dx, my+dy );
4800                 }
4801
4802                 int j, m;
4803                 j = joy_down(0);
4804                 m = mouse_down(MOUSE_LEFT_BUTTON);
4805
4806                 if ( j != Joymouse_button_status )      {
4807                         //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4808                         Joymouse_button_status = j;
4809                         if ( j && (!m) )        {
4810                                 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4811                         } else if ( (!j) && (m) )       {
4812                                 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4813                         }
4814                 }
4815         }
4816
4817         // if we should be ignoring keys because of some multiplayer situations
4818         if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4819                 return 0;
4820         }
4821
4822         // If a popup is running, don't process all the Fn keys
4823         if( popup_active() ) {
4824                 return k;
4825         }
4826
4827         state = gameseq_get_state();
4828
4829 //      if ( k ) nprintf(( "General", "Key = %x\n", k ));
4830
4831         switch (k) {
4832                 case KEY_DEBUGGED + SDLK_BACKSPACE:
4833                         Int3();
4834                         break;
4835
4836                 case SDLK_F1:
4837                         launch_context_help();
4838                         k = 0;
4839                         break;
4840
4841                 case SDLK_F2:
4842 //                      if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4843
4844                         // don't allow f2 while warping out in multiplayer      
4845                         if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4846                                 break;
4847                         }
4848
4849                         switch (state) {
4850                                 case GS_STATE_INITIAL_PLAYER_SELECT:
4851                                 case GS_STATE_OPTIONS_MENU:
4852                                 case GS_STATE_HUD_CONFIG:
4853                                 case GS_STATE_CONTROL_CONFIG:
4854                                 case GS_STATE_DEATH_DIED:
4855                                 case GS_STATE_DEATH_BLEW_UP:            
4856                                 case GS_STATE_VIEW_MEDALS:
4857                                         break;
4858
4859                                 default:
4860                                         gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4861                                         k = 0;
4862                                         break;
4863                         }
4864
4865                         break;
4866
4867                         // hotkey selection screen -- only valid from briefing and beyond.
4868                 case SDLK_F3:
4869 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4870                                 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) ) {
4871                                         gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4872                                         k = 0;
4873                                 }
4874 #endif
4875                         break;
4876
4877                 case KEY_DEBUGGED + SDLK_F3:
4878                         gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4879                         break;
4880
4881                 case KEY_DEBUGGED + SDLK_F4:
4882                         gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4883                         break;
4884                 
4885                 case SDLK_F4:
4886                         if(Game_mode & GM_MULTIPLAYER){
4887                                 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4888                                         gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4889                                         k = 0;
4890                                 } 
4891                         } else {
4892                                 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4893                                         gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4894                                         k = 0;
4895                                 }
4896                         }
4897                         break;
4898
4899                 case SDLK_ESCAPE | KEY_SHIFTED:
4900                         // make sure to quit properly out of multiplayer
4901                         if(Game_mode & GM_MULTIPLAYER){
4902                                 multi_quit_game(PROMPT_NONE);
4903                         }
4904
4905                         gameseq_post_event( GS_EVENT_QUIT_GAME );
4906                         k = 0;
4907
4908                         break;
4909
4910                 case KEY_DEBUGGED + SDLK_p:
4911                         break;                  
4912
4913                 case SDLK_PRINTSCREEN:
4914                         {
4915                                 static int counter = 0;
4916                                 char tmp_name[127];
4917
4918                                 game_stop_time();
4919
4920                                 sprintf( tmp_name, NOX("screen%02d"), counter );
4921                                 counter++;
4922                                 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4923                                 gr_print_screen(tmp_name);
4924
4925                                 game_start_time();
4926                         }
4927
4928                         k = 0;
4929                         break;
4930
4931                 case KEY_SHIFTED | SDLK_RETURN: {
4932
4933 #if !defined(NDEBUG)
4934
4935                         if ( Game_mode & GM_NORMAL ){
4936                                 game_stop_time();
4937                         }
4938
4939                         // if we're in multiplayer mode, do some special networking
4940                         if(Game_mode & GM_MULTIPLAYER){
4941                                 debug_console(game_do_dc_networking);
4942                         } else {                                
4943                                 debug_console();
4944                         }
4945
4946                         game_flush();
4947
4948                         if ( Game_mode & GM_NORMAL )
4949                                 game_start_time();
4950
4951 #endif
4952
4953                         break;
4954                 }
4955         }
4956
4957         return k;
4958 }
4959
4960 void os_close()
4961 {
4962         gameseq_post_event(GS_EVENT_QUIT_GAME);
4963 }
4964
4965 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4966
4967
4968 void camera_set_position( vector *pos )
4969 {
4970         Camera_pos = *pos;
4971 }
4972
4973 void camera_set_orient( matrix *orient )
4974 {
4975         Camera_orient = *orient;
4976 }
4977
4978 void camera_set_velocity( vector *vel, int instantaneous )
4979 {
4980         Camera_desired_velocity.xyz.x = 0.0f;
4981         Camera_desired_velocity.xyz.y = 0.0f;
4982         Camera_desired_velocity.xyz.z = 0.0f;
4983
4984         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4985         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4986         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4987
4988         if ( instantaneous )    {
4989                 Camera_velocity = Camera_desired_velocity;
4990         }
4991
4992 }
4993
4994 //
4995 void camera_move()
4996 {
4997         vector new_vel, delta_pos;
4998
4999         apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
5000         apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
5001         apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
5002
5003         Camera_velocity = new_vel;
5004
5005 //      mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
5006
5007         vm_vec_add2( &Camera_pos, &delta_pos );
5008
5009         float ot = Camera_time+0.0f;
5010
5011         Camera_time += flFrametime;
5012
5013         if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) )       {
5014                 vector tmp;
5015                 
5016                 tmp.xyz.z = 4.739f;             // always go this fast forward.
5017
5018                 // pick x and y velocities so they are always on a 
5019                 // circle with a 25 m radius.
5020
5021                 float tmp_angle = frand()*PI2;
5022         
5023                 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
5024                 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
5025
5026                 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
5027
5028                 //mprintf(( "Changing velocity!\n" ));
5029                 camera_set_velocity( &tmp, 0 );
5030         }
5031
5032         if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) )  {
5033                 vector tmp = ZERO_VECTOR;
5034                 camera_set_velocity( &tmp, 0 );
5035         }
5036         
5037 }
5038
5039 void end_demo_campaign_do()
5040 {
5041 #if defined(FS2_DEMO) || defined(FS1_DEMO)
5042         // show upsell screens
5043         demo_upsell_show_screens();
5044 #elif defined(OEM_BUILD)
5045         // show oem upsell screens
5046         oem_upsell_show_screens();
5047 #endif
5048
5049         // drop into main hall
5050         gameseq_post_event( GS_EVENT_MAIN_MENU );
5051 }
5052
5053 // All code to process events.   This is the only place
5054 // that you should change the state of the game.
5055 void game_process_event( int current_state, int event )
5056 {
5057         mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
5058
5059         switch (event) {
5060                 case GS_EVENT_SIMULATOR_ROOM:
5061                         gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
5062                         break;
5063
5064                 case GS_EVENT_MAIN_MENU:
5065                         gameseq_set_state(GS_STATE_MAIN_MENU);          
5066                         break;
5067
5068                 case GS_EVENT_OPTIONS_MENU:
5069                         gameseq_push_state( GS_STATE_OPTIONS_MENU );
5070                         break;
5071
5072                 case GS_EVENT_BARRACKS_MENU:
5073                         gameseq_set_state(GS_STATE_BARRACKS_MENU);              
5074                         break;
5075
5076                 case GS_EVENT_TECH_MENU:
5077                         gameseq_set_state(GS_STATE_TECH_MENU);          
5078                         break;
5079
5080                 case GS_EVENT_TRAINING_MENU:
5081                         gameseq_set_state(GS_STATE_TRAINING_MENU);              
5082                         break;
5083
5084                 case GS_EVENT_START_GAME:
5085                         Select_default_ship = 0;                        
5086                         Player_multi_died_check = -1;
5087                         gameseq_set_state(GS_STATE_CMD_BRIEF);
5088                         break;
5089
5090                 case GS_EVENT_START_BRIEFING:
5091                         gameseq_set_state(GS_STATE_BRIEFING);           
5092                         break;
5093
5094                 case GS_EVENT_DEBRIEF:
5095                         // did we end the campaign in the main freespace 2 single player campaign?
5096 #ifdef MAKE_FS1
5097                         if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
5098 #else
5099                         if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
5100 #endif
5101                                 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
5102                         } else {
5103                                 gameseq_set_state(GS_STATE_DEBRIEF);            
5104                         }
5105
5106                         Player_multi_died_check = -1;
5107                         break;
5108
5109                 case GS_EVENT_SHIP_SELECTION:
5110                         gameseq_set_state( GS_STATE_SHIP_SELECT );
5111                         break;
5112
5113                 case GS_EVENT_WEAPON_SELECTION:
5114                         gameseq_set_state( GS_STATE_WEAPON_SELECT );
5115                         break;
5116
5117                 case GS_EVENT_ENTER_GAME:               
5118 #ifdef DEMO_SYSTEM
5119                         // maybe start recording a demo
5120                         if(Demo_make){
5121                                 demo_start_record("test.fsd");
5122                         }
5123 #endif
5124
5125                         if (Game_mode & GM_MULTIPLAYER) {
5126                                 // if we're respawning, make sure we change the view mode so that the hud shows up
5127                                 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5128                                         Viewer_mode = 0;
5129                                 }
5130
5131                                 gameseq_set_state(GS_STATE_GAME_PLAY);
5132                         } else {
5133                                 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5134                         }
5135
5136                         Player_multi_died_check = -1;
5137
5138                         // clear multiplayer button info                        
5139                         extern button_info Multi_ship_status_bi;
5140                         memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5141
5142                         Start_time = f2fl(timer_get_approx_seconds());
5143                         //Framecount = 0;
5144                         mprintf(("Entering game at time = %7.3f\n", Start_time));
5145                         break;
5146
5147
5148                 case GS_EVENT_START_GAME_QUICK:
5149                         Select_default_ship = 1;
5150                         gameseq_post_event(GS_EVENT_ENTER_GAME);
5151                         break;
5152
5153
5154                 case GS_EVENT_END_GAME:
5155                         if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5156                                 (current_state == GS_STATE_DEATH_BLEW_UP) ||    (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5157                                         gameseq_set_state(GS_STATE_MAIN_MENU);
5158
5159                         } else
5160                                 Int3();
5161
5162                         Player_multi_died_check = -1;
5163                         break;
5164
5165                 case GS_EVENT_QUIT_GAME:
5166                         main_hall_stop_music();
5167                         main_hall_stop_ambient();
5168                         gameseq_set_state(GS_STATE_QUIT_GAME);
5169
5170                         Player_multi_died_check = -1;
5171                         break;
5172
5173                 case GS_EVENT_GAMEPLAY_HELP:
5174                         gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5175                         break;
5176
5177                 case GS_EVENT_PAUSE_GAME:
5178                         gameseq_push_state(GS_STATE_GAME_PAUSED);
5179                         break;
5180
5181                 case GS_EVENT_DEBUG_PAUSE_GAME:
5182                         gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5183                         break;
5184
5185                 case GS_EVENT_TRAINING_PAUSE:
5186                         gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5187                         break;
5188
5189                 case GS_EVENT_PREVIOUS_STATE:
5190                         gameseq_pop_state();
5191                         break;
5192
5193                 case GS_EVENT_TOGGLE_FULLSCREEN:
5194                         gr_toggle_fullscreen();
5195                         break;
5196
5197                 case GS_EVENT_TOGGLE_GLIDE:
5198                         break;                                          
5199  
5200                 case GS_EVENT_LOAD_MISSION_MENU:
5201                         gameseq_set_state(GS_STATE_LOAD_MISSION_MENU);
5202                         break;
5203
5204                 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5205                         gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5206                         break;
5207
5208                 case GS_EVENT_HUD_CONFIG:
5209                         gameseq_push_state( GS_STATE_HUD_CONFIG );
5210                         break;
5211
5212                 case GS_EVENT_CONTROL_CONFIG:
5213                         gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5214                         break;  
5215
5216                 case GS_EVENT_DEATH_DIED:
5217                         gameseq_set_state( GS_STATE_DEATH_DIED );
5218                         break;
5219
5220                 case GS_EVENT_DEATH_BLEW_UP:
5221                         if (  current_state == GS_STATE_DEATH_DIED )    {
5222                                 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5223                                 event_music_player_death();
5224
5225                                 // multiplayer clients set their extra check here
5226                                 if(Game_mode & GM_MULTIPLAYER){
5227                                         // set the multi died absolute last chance check                                        
5228                                         Player_multi_died_check = time(NULL);
5229                                 }                                       
5230                         } else {
5231                                 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5232                         }
5233                         break;
5234
5235                 case GS_EVENT_NEW_CAMPAIGN:
5236                         if (!mission_load_up_campaign()){
5237                                 readyroom_continue_campaign();
5238                         }
5239
5240                         Player_multi_died_check = -1;
5241                         break;
5242
5243                 case GS_EVENT_CAMPAIGN_CHEAT:
5244                         if (!mission_load_up_campaign()){
5245                                 /*
5246                                 // bash campaign value
5247                                 extern char Main_hall_campaign_cheat[512];
5248                                 int idx;
5249                                 
5250                                 // look for the mission
5251                                 for(idx=0; idx<Campaign.num_missions; idx++){
5252                                         if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5253                                                 Campaign.next_mission = idx;
5254                                                 Campaign.prev_mission = idx - 1;
5255                                                 break;
5256                                         }
5257                                 }
5258                                 */
5259
5260                                 // continue
5261                                 readyroom_continue_campaign();
5262                         }
5263
5264                         Player_multi_died_check = -1;
5265                         break;
5266
5267                 case GS_EVENT_CAMPAIGN_ROOM:
5268                         gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5269                         break;
5270
5271                 case GS_EVENT_CMD_BRIEF:
5272                         gameseq_set_state(GS_STATE_CMD_BRIEF);
5273                         break;
5274
5275                 case GS_EVENT_RED_ALERT:
5276                         gameseq_set_state(GS_STATE_RED_ALERT);
5277                         break;
5278
5279                 case GS_EVENT_CREDITS:
5280                         gameseq_set_state( GS_STATE_CREDITS );
5281                         break;
5282
5283                 case GS_EVENT_VIEW_MEDALS:
5284                         gameseq_push_state( GS_STATE_VIEW_MEDALS );
5285                         break;
5286
5287                 case GS_EVENT_SHOW_GOALS:
5288                         gameseq_push_state( GS_STATE_SHOW_GOALS );      // use push_state() since we might get to this screen through a variety of states
5289                         break;
5290
5291                 case GS_EVENT_HOTKEY_SCREEN:
5292                         gameseq_push_state( GS_STATE_HOTKEY_SCREEN );   // use push_state() since we might get to this screen through a variety of states
5293                         break;
5294                 
5295         // multiplayer stuff follow these comments
5296
5297                 case GS_EVENT_MULTI_JOIN_GAME:
5298                         gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5299                         break;
5300
5301                 case GS_EVENT_MULTI_HOST_SETUP:
5302                         gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5303                         break;
5304
5305                 case GS_EVENT_MULTI_CLIENT_SETUP:
5306                         gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5307                         break;
5308
5309                 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5310                         gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5311                         break;
5312
5313                 case GS_EVENT_MULTI_STD_WAIT:
5314                         gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5315                         break;
5316
5317                 case GS_EVENT_STANDALONE_MAIN:
5318                         gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5319                         break;   
5320
5321                 case GS_EVENT_MULTI_PAUSE:
5322                         gameseq_push_state( GS_STATE_MULTI_PAUSED );
5323                         break;                  
5324
5325                 case GS_EVENT_INGAME_PRE_JOIN:
5326                         gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5327                         break;
5328                 
5329                 case GS_EVENT_EVENT_DEBUG:
5330                         gameseq_push_state(GS_STATE_EVENT_DEBUG);
5331                         break;
5332
5333                 // Start a warpout where player automatically goes 70 no matter what
5334                 // and can't cancel out of it.
5335                 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5336                         Warpout_forced = 1;                                                     // If non-zero, bash the player to speed and go through effect
5337
5338                         // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5339                         Player->saved_viewer_mode = Viewer_mode;
5340                         Player->control_mode = PCM_WARPOUT_STAGE1;
5341                         Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5342                         Warpout_time = 0.0f;                    // Start timer!
5343                         break;
5344
5345                 case GS_EVENT_PLAYER_WARPOUT_START:
5346                         if ( Player->control_mode != PCM_NORMAL )       {
5347                                 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5348                         } else {
5349                                 Player->saved_viewer_mode = Viewer_mode;
5350                                 Player->control_mode = PCM_WARPOUT_STAGE1;
5351                                 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5352                                 Warpout_time = 0.0f;                    // Start timer!
5353                                 Warpout_forced = 0;                             // If non-zero, bash the player to speed and go through effect
5354                         }
5355                         break;
5356
5357                 case GS_EVENT_PLAYER_WARPOUT_STOP:
5358                         if ( Player->control_mode != PCM_NORMAL )       {
5359                                 if ( !Warpout_forced )  {               // cannot cancel forced warpout
5360                                         Player->control_mode = PCM_NORMAL;
5361                                         Viewer_mode = Player->saved_viewer_mode;
5362                                         hud_subspace_notify_abort();
5363                                         mprintf(( "Player put back to normal mode.\n" ));
5364                                         if ( Warpout_sound > -1 )       {
5365                                                 snd_stop( Warpout_sound );
5366                                                 Warpout_sound = -1;
5367                                         }
5368                                 }
5369                         }
5370                         break;
5371
5372                 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1:               // player ship got up to speed
5373                         if ( Player->control_mode != PCM_WARPOUT_STAGE1 )       {
5374                                 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5375                                 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5376                         } else {
5377                                 mprintf(( "Hit target speed.  Starting warp effect and moving to stage 2!\n" ));
5378                                 shipfx_warpout_start( Player_obj );
5379                                 Player->control_mode = PCM_WARPOUT_STAGE2;
5380                                 Player->saved_viewer_mode = Viewer_mode;
5381                                 Viewer_mode |= VM_WARP_CHASE;
5382                                 
5383                                 vector tmp = Player_obj->pos;
5384                                 matrix tmp_m;
5385                                 ship_get_eye( &tmp, &tmp_m, Player_obj );
5386                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5387                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5388                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5389                                 Camera_time = 0.0f;
5390                                 camera_set_position( &tmp );
5391                                 camera_set_orient( &Player_obj->orient );
5392                                 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5393
5394                                 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5395                                 camera_set_velocity( &tmp_vel, 1);
5396                         }
5397                         break;
5398
5399                 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2:               // player ship got into the warp effect
5400                         if ( Player->control_mode != PCM_WARPOUT_STAGE2 )       {
5401                                 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5402                                 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5403                         } else {
5404                                 mprintf(( "Hit warp effect.  Moving to stage 3!\n" ));
5405                                 Player->control_mode = PCM_WARPOUT_STAGE3;
5406                         }
5407                         break;
5408
5409                 case GS_EVENT_PLAYER_WARPOUT_DONE:      // player ship got through the warp effect
5410                         mprintf(( "Player warped out.  Going to debriefing!\n" ));
5411                         Player->control_mode = PCM_NORMAL;
5412                         Viewer_mode = Player->saved_viewer_mode;
5413                         Warpout_sound = -1;
5414
5415                         // we have a special debriefing screen for multiplayer furballs
5416                         if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5417                                 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5418                         }
5419                         // do the normal debriefing for all other situations
5420                         else {
5421                                 gameseq_post_event(GS_EVENT_DEBRIEF);
5422                         }
5423                         break;
5424
5425                 case GS_EVENT_STANDALONE_POSTGAME:
5426                         gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5427                         break;
5428
5429                 case GS_EVENT_INITIAL_PLAYER_SELECT:
5430                         gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5431                         break;
5432
5433                 case GS_EVENT_GAME_INIT:
5434 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5435                         gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5436 #else                   
5437                         // see if the command line option has been set to use the last pilot, and act acoordingly
5438                         if( player_select_get_last_pilot() ) {                                                          
5439                                 // always enter the main menu -- do the automatic network startup stuff elsewhere
5440                                 // so that we still have valid checks for networking modes, etc.
5441                                 gameseq_set_state(GS_STATE_MAIN_MENU);
5442                         } else {
5443                                 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5444                         }
5445 #endif
5446                         break;
5447
5448                 case GS_EVENT_MULTI_MISSION_SYNC:
5449                         gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5450                         break;          
5451
5452                 case GS_EVENT_MULTI_START_GAME:
5453                         gameseq_set_state(GS_STATE_MULTI_START_GAME);
5454                         break;
5455
5456                 case GS_EVENT_MULTI_HOST_OPTIONS:
5457                         gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5458                         break;
5459
5460                 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5461                         gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5462                         break;
5463
5464                 case GS_EVENT_TEAM_SELECT:
5465                         gameseq_set_state(GS_STATE_TEAM_SELECT);
5466                         break;
5467
5468                 case GS_EVENT_END_CAMPAIGN:                     
5469                         gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5470                         break;          
5471
5472                 case GS_EVENT_END_DEMO:
5473                         gameseq_set_state(GS_STATE_END_DEMO);
5474                         break;
5475
5476                 case GS_EVENT_LOOP_BRIEF:
5477                         gameseq_set_state(GS_STATE_LOOP_BRIEF);
5478                         break;
5479
5480                 default:
5481                         Int3();
5482                         break;
5483         }
5484 }
5485
5486 // Called when a state is being left.
5487 // The current state is still at old_state, but as soon as
5488 // this function leaves, then the current state will become
5489 // new state.     You should never try to change the state
5490 // in here... if you think you need to, you probably really
5491 // need to post an event, not change the state.
5492 void game_leave_state( int old_state, int new_state )
5493 {
5494         int end_mission = 1;
5495
5496         switch (new_state) {
5497                 case GS_STATE_GAME_PAUSED:
5498                 case GS_STATE_DEBUG_PAUSED:
5499                 case GS_STATE_OPTIONS_MENU:
5500                 case GS_STATE_CONTROL_CONFIG:           
5501                 case GS_STATE_MISSION_LOG_SCROLLBACK:
5502                 case GS_STATE_DEATH_DIED:
5503                 case GS_STATE_SHOW_GOALS:
5504                 case GS_STATE_HOTKEY_SCREEN:            
5505                 case GS_STATE_MULTI_PAUSED:
5506                 case GS_STATE_TRAINING_PAUSED:
5507                 case GS_STATE_EVENT_DEBUG:                              
5508                 case GS_STATE_GAMEPLAY_HELP:
5509                         end_mission = 0;  // these events shouldn't end a mission
5510                         break;
5511         }
5512
5513         switch (old_state) {
5514                 case GS_STATE_BRIEFING:
5515                         brief_stop_voices();
5516                         if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5517                                   && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5518                                   && (new_state != GS_STATE_TEAM_SELECT) ){
5519                                 common_select_close();
5520                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5521                                         freespace_stop_mission();       
5522                                 }
5523                         }
5524                         
5525                         // COMMAND LINE OPTION
5526                         if (Cmdline_multi_stream_chat_to_file){
5527                                 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5528                                 cfclose(Multi_chat_stream);
5529                         }
5530                         break;
5531
5532                 case GS_STATE_DEBRIEF:
5533                         if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5534                                 debrief_close();                                
5535                         }
5536                         break;
5537
5538                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5539                         multi_df_debrief_close();
5540                         break;
5541
5542                 case GS_STATE_LOAD_MISSION_MENU:
5543                         mission_load_menu_close();
5544                         break;
5545
5546                 case GS_STATE_SIMULATOR_ROOM:
5547                         sim_room_close();
5548                         break;
5549
5550                 case GS_STATE_CAMPAIGN_ROOM:
5551                         campaign_room_close();
5552                         break;
5553
5554                 case GS_STATE_CMD_BRIEF:
5555                         if (new_state == GS_STATE_OPTIONS_MENU) {
5556                                 cmd_brief_hold();
5557
5558                         } else {
5559                                 cmd_brief_close();
5560                                 if (new_state == GS_STATE_MAIN_MENU)
5561                                         freespace_stop_mission();       
5562                         }
5563
5564                         break;
5565
5566                 case GS_STATE_RED_ALERT:
5567                         red_alert_close();
5568                         break;
5569
5570                 case GS_STATE_SHIP_SELECT:
5571                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5572                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5573                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5574                                 common_select_close();
5575                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5576                                         freespace_stop_mission();       
5577                                 }
5578                         }
5579                         break;
5580
5581                 case GS_STATE_WEAPON_SELECT:
5582                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5583                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5584                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5585                                 common_select_close();
5586                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5587                                         freespace_stop_mission();       
5588                                 }
5589                         }
5590                         break;
5591
5592                 case GS_STATE_TEAM_SELECT:
5593                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5594                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5595                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5596                                 common_select_close();
5597                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5598                                         freespace_stop_mission();       
5599                                 }
5600                         }                                       
5601                         break;
5602
5603                 case GS_STATE_MAIN_MENU:
5604 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5605                         mht_close();
5606 #else
5607                         main_hall_close();
5608 #endif
5609                         break;
5610
5611                 case GS_STATE_OPTIONS_MENU:
5612                         //game_start_time();
5613                         if(new_state == GS_STATE_MULTI_JOIN_GAME){
5614                                 multi_join_clear_game_list();
5615                         }
5616                         options_menu_close();
5617                         break;
5618
5619                 case GS_STATE_BARRACKS_MENU:
5620                         if(new_state != GS_STATE_VIEW_MEDALS){
5621                                 barracks_close();
5622                         }
5623                         break;
5624
5625                 case GS_STATE_MISSION_LOG_SCROLLBACK:
5626                         hud_scrollback_close();
5627                         break;
5628
5629                 case GS_STATE_TRAINING_MENU:
5630                         training_menu_close();
5631                         break;
5632
5633                 case GS_STATE_GAME_PLAY:
5634                         if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5635                                 player_save_target_and_weapon_link_prefs();
5636                                 game_stop_looped_sounds();
5637                         }
5638
5639                         sound_env_disable();
5640                         joy_ff_stop_effects();
5641
5642                         // stop game time under certain conditions
5643                         if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5644                                 game_stop_time();
5645                         }
5646
5647                         if (end_mission) {
5648                         // shut down any recording or playing demos
5649 #ifdef DEMO_SYSTEM
5650                                 demo_close();
5651 #endif
5652
5653                                 // when in multiplayer and going back to the main menu, send a leave game packet
5654                                 // right away (before calling stop mission).  stop_mission was taking to long to
5655                                 // close mission down and I want people to get notified ASAP.
5656                                 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5657                                         multi_quit_game(PROMPT_NONE);
5658                                 }
5659
5660                                 freespace_stop_mission();                       
5661                                 Game_time_compression = F1_0;
5662                         }
5663                         break;
5664
5665                 case GS_STATE_TECH_MENU:
5666                         techroom_close();
5667                         break;
5668
5669                 case GS_STATE_TRAINING_PAUSED:
5670                         Training_num_lines = 0;
5671                         // fall through to GS_STATE_GAME_PAUSED
5672
5673                 case GS_STATE_GAME_PAUSED:
5674                         game_start_time();
5675                         if ( end_mission ) {
5676                                 pause_close(0);
5677                         }
5678                         break;
5679
5680                 case GS_STATE_DEBUG_PAUSED:
5681                         #ifndef NDEBUG
5682                                 game_start_time();
5683                                 pause_debug_close();
5684                         #endif
5685                         break;
5686
5687                 case GS_STATE_HUD_CONFIG:
5688                         hud_config_close();
5689                         break;
5690
5691                 // join/start a game
5692                 case GS_STATE_MULTI_JOIN_GAME:
5693                         if(new_state != GS_STATE_OPTIONS_MENU){
5694                                 multi_join_game_close();
5695                         }
5696                         break;
5697
5698                 case GS_STATE_MULTI_HOST_SETUP:
5699                 case GS_STATE_MULTI_CLIENT_SETUP:
5700                         // if this is just the host going into the options screen, don't do anything
5701                         if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5702                                 break;
5703                         }
5704
5705                         // close down the proper state
5706                         if(old_state == GS_STATE_MULTI_HOST_SETUP){
5707                                 multi_create_game_close();
5708                         } else {
5709                                 multi_game_client_setup_close();
5710                         }
5711
5712                         // COMMAND LINE OPTION
5713                         if (Cmdline_multi_stream_chat_to_file){
5714                                 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5715                                         cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5716                                         cfclose(Multi_chat_stream);
5717                                 }
5718                         }                       
5719                         break;
5720
5721                 case GS_STATE_CONTROL_CONFIG:
5722                         control_config_close();
5723                         break;
5724
5725                 case GS_STATE_DEATH_DIED:
5726                         Game_mode &= ~GM_DEAD_DIED;
5727                         
5728                         // early end while respawning or blowing up in a multiplayer game
5729                         if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5730                                 game_stop_time();
5731                                 freespace_stop_mission();
5732                         }
5733                         break;
5734
5735                 case GS_STATE_DEATH_BLEW_UP:
5736                         Game_mode &= ~GM_DEAD_BLEW_UP;
5737
5738                         // for single player, we might reload mission, etc.  For multiplayer, look at my new state
5739                         // to determine if I should do anything.
5740                         if ( !(Game_mode & GM_MULTIPLAYER) ) {
5741                                 if ( end_mission ){
5742                                         freespace_stop_mission();
5743                                 }
5744                         } else {
5745                                 // if we are not respawing as an observer or as a player, our new state will not
5746                                 // be gameplay state.
5747                                 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5748                                         game_stop_time();                                                                       // hasn't been called yet!!
5749                                         freespace_stop_mission();
5750                                 }
5751                         }
5752                         break;
5753
5754
5755                 case GS_STATE_CREDITS:
5756                         credits_close();
5757                         break;
5758
5759                 case GS_STATE_VIEW_MEDALS:
5760                         medal_main_close();
5761                         break;
5762
5763                 case GS_STATE_SHOW_GOALS:
5764                         mission_show_goals_close();
5765                         break;
5766
5767                 case GS_STATE_HOTKEY_SCREEN:
5768                         if ( new_state != GS_STATE_OPTIONS_MENU ) {
5769                                 mission_hotkey_close();
5770                         }
5771                         break;
5772
5773                 case GS_STATE_MULTI_MISSION_SYNC:
5774                         // if we're moving into the options menu, don't do anything
5775                         if(new_state == GS_STATE_OPTIONS_MENU){
5776                                 break;
5777                         }
5778
5779                         SDL_assert( Game_mode & GM_MULTIPLAYER );
5780                         multi_sync_close();
5781                         if ( new_state == GS_STATE_GAME_PLAY ){
5782                                 // palette_restore_palette();
5783
5784                                 // change a couple of flags to indicate our state!!!
5785                                 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5786                                 send_netplayer_update_packet();
5787
5788                                 // set the game mode
5789                                 Game_mode |= GM_IN_MISSION;
5790                         }                       
5791                         break;          
5792    
5793                 case GS_STATE_VIEW_CUTSCENES:
5794                         cutscenes_screen_close();
5795                         break;
5796
5797                 case GS_STATE_MULTI_STD_WAIT:
5798                         multi_standalone_wait_close();
5799                         break;
5800
5801                 case GS_STATE_STANDALONE_MAIN:                  
5802                         standalone_main_close();
5803                         if(new_state == GS_STATE_MULTI_STD_WAIT){               
5804                                 init_multiplayer_stats();                                                                               
5805                         }                       
5806                         break;
5807
5808                 case GS_STATE_MULTI_PAUSED:
5809                         // if ( end_mission ){
5810                                 pause_close(1);
5811                         // }
5812                         break;                  
5813
5814                 case GS_STATE_INGAME_PRE_JOIN:
5815                         multi_ingame_select_close();
5816                         break;
5817
5818                 case GS_STATE_STANDALONE_POSTGAME:
5819                         multi_standalone_postgame_close();
5820                         break;
5821
5822                 case GS_STATE_INITIAL_PLAYER_SELECT:                    
5823                         player_select_close();                  
5824                         break;          
5825
5826                 case GS_STATE_MULTI_START_GAME:
5827                         multi_start_game_close();
5828                         break;
5829
5830                 case GS_STATE_MULTI_HOST_OPTIONS:
5831                         multi_host_options_close();
5832                         break;                          
5833
5834                 case GS_STATE_END_OF_CAMPAIGN:
5835                         mission_campaign_end_close();
5836                         break;
5837
5838                 case GS_STATE_LOOP_BRIEF:
5839                         loop_brief_close();
5840                         break;
5841         }
5842 }
5843
5844 // Called when a state is being entered.
5845 // The current state is set to the state we're entering at
5846 // this point, and old_state is set to the state we're coming
5847 // from.    You should never try to change the state
5848 // in here... if you think you need to, you probably really
5849 // need to post an event, not change the state.
5850
5851 void game_enter_state( int old_state, int new_state )
5852 {
5853         switch (new_state) {
5854                 case GS_STATE_MAIN_MENU:                                
5855                         // in multiplayer mode, be sure that we are not doing networking anymore.
5856                         if ( Game_mode & GM_MULTIPLAYER ) {
5857                                 SDL_assert( Net_player != NULL );
5858                                 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5859                         }
5860
5861                         Game_time_compression = F1_0;
5862         
5863                         // determine which ship this guy is currently based on
5864 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5865                         mht_init();
5866 #else
5867                         if (Player->on_bastion) {
5868                                 main_hall_init(1);
5869                         } else {
5870                                 main_hall_init(0);
5871                         }
5872 #endif
5873                         break;
5874
5875                 case GS_STATE_BRIEFING:
5876                         main_hall_stop_music();
5877                         main_hall_stop_ambient();
5878                         
5879                         if (Game_mode & GM_NORMAL) {
5880                                 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5881                                 // MWA: or from options or hotkey screens
5882                                 // JH: or if the command brief state already did this
5883                                 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5884                                         && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5885                                         && (old_state != GS_STATE_CMD_BRIEF) ) {
5886                                         if ( !game_start_mission() )                    // this should put us into a new state on failure!
5887                                                 break;
5888                                 }
5889                         }
5890                         // maybe play a movie before the briefing.  don't play if entering briefing screen from ship or weapon select.
5891                         if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5892                                 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5893
5894                         Game_time_compression = F1_0;
5895
5896                         if ( red_alert_mission() ) {
5897                                 gameseq_post_event(GS_EVENT_RED_ALERT);
5898                         } else {
5899                                 brief_init();
5900                         }
5901
5902                         break;
5903
5904                 case GS_STATE_DEBRIEF:
5905                         game_stop_looped_sounds();
5906                         mission_goal_fail_incomplete();                         // fail all incomplete goals before entering debriefing
5907                         if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5908                                 debrief_init();
5909                         }
5910                         break;
5911
5912                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5913                         multi_df_debrief_init();
5914                         break;
5915
5916                 case GS_STATE_LOAD_MISSION_MENU:
5917                         mission_load_menu_init();
5918                         break;
5919
5920                 case GS_STATE_SIMULATOR_ROOM:
5921                         sim_room_init();
5922                         break;
5923
5924                 case GS_STATE_CAMPAIGN_ROOM:
5925                         campaign_room_init();
5926                         break;
5927
5928                 case GS_STATE_RED_ALERT:
5929                         mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5930                         red_alert_init();
5931                         break;
5932
5933                 case GS_STATE_CMD_BRIEF: {
5934                         int team_num = 0;  // team number used as index for which cmd brief to use.
5935
5936                         if (old_state == GS_STATE_OPTIONS_MENU) {
5937                                 cmd_brief_unhold();
5938
5939                         } else {
5940                                 main_hall_stop_music();
5941                                 main_hall_stop_ambient();
5942
5943                                 if (Game_mode & GM_NORMAL) {
5944                                         // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5945                                         // MWA: or from options or hotkey screens
5946                                         // JH: or if the command brief state already did this
5947                                         if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5948                                                 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5949                                                 if ( !game_start_mission() )                    // this should put us into a new state on failure!
5950                                                         break;
5951                                         }
5952                                 }
5953
5954                                 // maybe play a movie before the briefing.  don't play if entering briefing screen from ship or weapon select.
5955                                 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5956                                         mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5957
5958                                 cmd_brief_init(team_num);
5959                         }
5960
5961                         break;
5962                 }
5963
5964                 case GS_STATE_SHIP_SELECT:
5965                         ship_select_init();
5966                         break;
5967
5968                 case GS_STATE_WEAPON_SELECT:
5969                         weapon_select_init();
5970                         break;
5971
5972                 case GS_STATE_TEAM_SELECT:              
5973                         multi_ts_init();
5974                         break;
5975
5976                 case GS_STATE_GAME_PAUSED:
5977                         game_stop_time();
5978                         pause_init(0);
5979                         break;
5980
5981                 case GS_STATE_DEBUG_PAUSED:
5982         //              game_stop_time();
5983         //              os_set_title("FreeSpace - PAUSED");
5984         //              break;
5985         //
5986                 case GS_STATE_TRAINING_PAUSED:
5987                         #ifndef NDEBUG
5988                                 game_stop_time();
5989                                 pause_debug_init();
5990                         #endif
5991                         break;
5992
5993                 case GS_STATE_OPTIONS_MENU:
5994                         //game_stop_time();
5995                         options_menu_init();
5996                         break;
5997  
5998                 case GS_STATE_GAME_PLAY:
5999                         // coming from the gameplay state or the main menu, we might need to load the mission
6000                         if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
6001                                 if ( !game_start_mission() )            // this should put us into a new state.
6002                                         // Failed!!!
6003                                         break;
6004                         }
6005
6006                         // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
6007                         // case of quick start), then do bitmap loads, etc  Don't do any of the loading stuff
6008                         // if we are in multiplayer -- this stuff is all handled in the multi-wait section
6009                         if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
6010                                 (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)) ) {
6011                                         // JAS: Used to do all paging here.
6012
6013                                         #ifndef NDEBUG
6014                                         //XSTR:OFF
6015                                                 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
6016                                         //XSTR:ON
6017                                         #endif
6018
6019                                         main_hall_stop_music();
6020                                         main_hall_stop_ambient();
6021                                         event_music_first_pattern();    // start the first pattern
6022                         }
6023
6024                         // special code that restores player ship selection and weapons loadout when doing a quick start
6025                         if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP)  || (old_state == GS_STATE_GAME_PLAY)) ) {
6026                                 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
6027                                         wss_direct_restore_loadout();
6028                                 }
6029                         }
6030
6031                         // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
6032                         if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
6033                                 event_music_first_pattern();    // start the first pattern
6034                         }
6035
6036                         if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
6037                                 event_music_first_pattern();    // start the first pattern
6038                         }                       
6039                         player_restore_target_and_weapon_link_prefs();
6040
6041                         Game_mode |= GM_IN_MISSION;
6042
6043 #ifndef NDEBUG
6044                         // required to truely make mouse deltas zeroed in debug mouse code
6045 void mouse_force_pos(int x, int y);
6046                         if (!Is_standalone) {
6047                                 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
6048                         }
6049 #endif
6050
6051                         game_flush();
6052
6053                         // only start time if in single player, or coming from multi wait state
6054                         if (
6055                                         (
6056                                                 (Game_mode & GM_NORMAL) && 
6057                                                 (old_state != GS_STATE_VIEW_CUTSCENES)
6058                                         ) || (
6059                                                 (Game_mode & GM_MULTIPLAYER) && (
6060                                                         (old_state == GS_STATE_MULTI_PAUSED) ||
6061                                                         (old_state == GS_STATE_MULTI_MISSION_SYNC)
6062                                                 )
6063                                         )
6064                                 )
6065                                         game_start_time();
6066
6067                         // when coming from the multi paused state, reset the timestamps
6068                         if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
6069                                 multi_reset_timestamps();
6070                         }
6071
6072                         if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
6073                                 // initialize all object update details
6074                                 multi_oo_gameplay_init();
6075                         }
6076         
6077                         // under certain circumstances, the server should reset the object update rate limiting stuff
6078                         if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
6079                                  ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
6080                                 
6081                                 // reinitialize the rate limiting system for all clients
6082                                 multi_oo_rate_init_all();
6083                         }
6084
6085                         // multiplayer clients should always re-initialize their control info rate limiting system                      
6086                         if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
6087                                 multi_oo_rate_init_all();
6088                         }
6089                         
6090                         // reset ping times
6091                         if(Game_mode & GM_MULTIPLAYER){
6092                                 multi_ping_reset_players();
6093                         }
6094
6095                         Game_subspace_effect = 0;
6096                         if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
6097                                 Game_subspace_effect = 1;
6098                                 if( !(Game_mode & GM_STANDALONE_SERVER) ){      
6099                                         game_start_subspace_ambient_sound();
6100                                 }
6101                         }
6102
6103                         sound_env_set(&Game_sound_env);
6104                         joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
6105
6106                         // clear multiplayer button info                        i
6107                         extern button_info Multi_ship_status_bi;
6108                         memset(&Multi_ship_status_bi, 0, sizeof(button_info));
6109                         break;
6110
6111                 case GS_STATE_HUD_CONFIG:
6112                         hud_config_init();
6113                         break;
6114
6115                 case GS_STATE_MULTI_JOIN_GAME:
6116                         multi_join_clear_game_list();
6117
6118                         if (old_state != GS_STATE_OPTIONS_MENU) {
6119                                 multi_join_game_init();
6120                         }
6121
6122                         break;
6123
6124                 case GS_STATE_MULTI_HOST_SETUP:         
6125                         // don't reinitialize if we're coming back from the host options screen
6126                         if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6127                                 multi_create_game_init();
6128                         }
6129
6130                         break;
6131
6132                 case GS_STATE_MULTI_CLIENT_SETUP:               
6133                         if (old_state != GS_STATE_OPTIONS_MENU) {
6134                                 multi_game_client_setup_init();
6135                         }
6136
6137                         break;
6138
6139                 case GS_STATE_CONTROL_CONFIG:
6140                         control_config_init();
6141                         break;
6142
6143                 case GS_STATE_TECH_MENU:
6144                         techroom_init();
6145                         break;
6146
6147                 case GS_STATE_BARRACKS_MENU:
6148                         if(old_state != GS_STATE_VIEW_MEDALS){
6149                                 barracks_init();
6150                         }
6151                         break;
6152
6153                 case GS_STATE_MISSION_LOG_SCROLLBACK:
6154                         hud_scrollback_init();
6155                         break;
6156
6157                 case GS_STATE_DEATH_DIED:
6158                         Player_died_time = timestamp(10);
6159
6160                         if(!(Game_mode & GM_MULTIPLAYER)){
6161                                 player_show_death_message();
6162                         }
6163                         Game_mode |= GM_DEAD_DIED;
6164                         break;
6165
6166                 case GS_STATE_DEATH_BLEW_UP:
6167                         if ( !popupdead_is_active() ) {
6168                                 Player_ai->target_objnum = -1;
6169                         }
6170
6171                         // stop any local EMP effect
6172                         emp_stop_local();
6173
6174                         Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING;      //      Prevent immediate switch to a hostile ship.
6175                         Game_mode |= GM_DEAD_BLEW_UP;           
6176                         Show_viewing_from_self = 0;
6177
6178                         // timestamp how long we should wait before displaying the died popup
6179                         if ( !popupdead_is_active() ) {
6180                                 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6181                         }
6182                         break;
6183
6184                 case GS_STATE_GAMEPLAY_HELP:
6185                         gameplay_help_init();
6186                         break;
6187
6188                 case GS_STATE_CREDITS:
6189                         main_hall_stop_music();
6190                         main_hall_stop_ambient();
6191                         credits_init();
6192                         break;
6193
6194                 case GS_STATE_VIEW_MEDALS:
6195                         medal_main_init(Player);
6196                         break;
6197
6198                 case GS_STATE_SHOW_GOALS:
6199                         mission_show_goals_init();
6200                         break;
6201
6202                 case GS_STATE_HOTKEY_SCREEN:
6203                         mission_hotkey_init();
6204                         break;
6205
6206                 case GS_STATE_MULTI_MISSION_SYNC:
6207                         // if we're coming from the options screen, don't do any
6208                         if(old_state == GS_STATE_OPTIONS_MENU){
6209                                 break;
6210                         }
6211
6212                         switch(Multi_sync_mode){
6213                         case MULTI_SYNC_PRE_BRIEFING:
6214                                 // if moving from game forming to the team select state                                         
6215                                 multi_sync_init();                      
6216                                 break;
6217                         case MULTI_SYNC_POST_BRIEFING:
6218                                 // if moving from briefing into the mission itself                      
6219                                 multi_sync_init();
6220                         
6221                                 // tell everyone that we're now loading data
6222                                 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6223                                 send_netplayer_update_packet();
6224
6225                                 // JAS: Used to do all paging here!!!!
6226                                                                 
6227                                 Net_player->state = NETPLAYER_STATE_WAITING;                    
6228                                 send_netplayer_update_packet();                         
6229                                 Missiontime = 0;
6230                                 Game_time_compression = F1_0;
6231                                 break;
6232                         case MULTI_SYNC_INGAME:
6233                                 multi_sync_init();
6234                                 break;
6235                         }
6236                         break;          
6237    
6238                 case GS_STATE_VIEW_CUTSCENES:
6239                         cutscenes_screen_init();
6240                         break;
6241
6242                 case GS_STATE_MULTI_STD_WAIT:
6243                         multi_standalone_wait_init();
6244                         break;
6245
6246                 case GS_STATE_STANDALONE_MAIN:
6247                         // don't initialize if we're coming from one of these 2 states unless there are no 
6248                         // players left (reset situation)
6249                         if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6250                                 standalone_main_init();
6251                         }
6252                         break;  
6253
6254                 case GS_STATE_MULTI_PAUSED:
6255                         pause_init(1);
6256                         break;
6257                 
6258                 case GS_STATE_INGAME_PRE_JOIN:
6259                         multi_ingame_select_init();
6260                         break;
6261
6262                 case GS_STATE_STANDALONE_POSTGAME:
6263                         multi_standalone_postgame_init();
6264                         break;
6265
6266                 case GS_STATE_INITIAL_PLAYER_SELECT:
6267                         player_select_init();
6268                         break;          
6269
6270                 case GS_STATE_MULTI_START_GAME:
6271                         multi_start_game_init();
6272                         break;
6273
6274                 case GS_STATE_MULTI_HOST_OPTIONS:
6275                         multi_host_options_init();
6276                         break;          
6277
6278                 case GS_STATE_END_OF_CAMPAIGN:
6279                         mission_campaign_end_init();
6280                         break;          
6281
6282                 case GS_STATE_LOOP_BRIEF:
6283                         loop_brief_init();
6284                         break;
6285
6286         } // end switch
6287 }
6288
6289 // do stuff that may need to be done regardless of state
6290 void game_do_state_common(int state,int no_networking)
6291 {
6292         game_maybe_draw_mouse(flFrametime);             // determine if to draw the mouse this frame
6293         snd_do_frame();                                                         // update sound system
6294         event_music_do_frame();                                         // music needs to play across many states
6295
6296         multi_log_process();    
6297
6298         if (no_networking) {
6299                 return;
6300         }
6301
6302         // maybe do a multiplayer frame based on game mode and state type       
6303         if (Game_mode & GM_MULTIPLAYER) {
6304                 switch (state) {
6305                         case GS_STATE_OPTIONS_MENU:
6306                         case GS_STATE_GAMEPLAY_HELP:
6307                         case GS_STATE_HOTKEY_SCREEN:
6308                         case GS_STATE_HUD_CONFIG:
6309                         case GS_STATE_CONTROL_CONFIG:
6310                         case GS_STATE_MISSION_LOG_SCROLLBACK:
6311                         case GS_STATE_SHOW_GOALS:
6312                         case GS_STATE_VIEW_CUTSCENES:
6313                         case GS_STATE_EVENT_DEBUG:
6314                                 multi_maybe_do_frame();
6315                                 break;
6316                 }
6317                 
6318                 game_do_networking();
6319         }
6320 }
6321
6322 // Called once a frame.
6323 // You should never try to change the state
6324 // in here... if you think you need to, you probably really
6325 // need to post an event, not change the state.
6326 int Game_do_state_should_skip = 0;
6327 void game_do_state(int state)
6328 {
6329         // always lets the do_state_common() function determine if the state should be skipped
6330         Game_do_state_should_skip = 0;
6331         
6332         // legal to set the should skip state anywhere in this function
6333         game_do_state_common(state);    // do stuff that may need to be done regardless of state
6334
6335         if(Game_do_state_should_skip){
6336                 return;
6337         }
6338         
6339         switch (state) {
6340                 case GS_STATE_MAIN_MENU:
6341                         game_set_frametime(GS_STATE_MAIN_MENU);
6342 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6343                         mht_do();
6344 #else
6345                         main_hall_do(flFrametime);
6346 #endif
6347                         break;
6348
6349                 case GS_STATE_OPTIONS_MENU:
6350                         game_set_frametime(GS_STATE_OPTIONS_MENU);
6351                         options_menu_do_frame(flFrametime);
6352                         break;
6353
6354                 case GS_STATE_BARRACKS_MENU:
6355                         game_set_frametime(GS_STATE_BARRACKS_MENU);
6356                         barracks_do_frame(flFrametime);
6357                         break;
6358
6359                 case GS_STATE_TRAINING_MENU:
6360                         game_set_frametime(GS_STATE_TRAINING_MENU);
6361                         training_menu_do_frame(flFrametime);
6362                         break;
6363
6364                 case GS_STATE_TECH_MENU:
6365                         game_set_frametime(GS_STATE_TECH_MENU);
6366                         techroom_do_frame(flFrametime);
6367                         break;
6368
6369                 case GS_STATE_GAMEPLAY_HELP:
6370                         game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6371                         gameplay_help_do_frame(flFrametime);
6372                         break;
6373
6374                 case GS_STATE_GAME_PLAY:        // do stuff that should be done during gameplay
6375                         game_do_frame();
6376                         break;
6377
6378                 case GS_STATE_GAME_PAUSED:
6379                         pause_do(0);
6380                         break;
6381
6382                 case GS_STATE_DEBUG_PAUSED:
6383                         #ifndef NDEBUG
6384                                 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6385                                 pause_debug_do();
6386                         #endif
6387                         break;
6388
6389                 case GS_STATE_TRAINING_PAUSED:
6390                         game_training_pause_do();
6391                         break;
6392
6393                 case GS_STATE_LOAD_MISSION_MENU:
6394                         game_set_frametime(GS_STATE_LOAD_MISSION_MENU);
6395                         mission_load_menu_do();
6396                         break;
6397                 
6398                 case GS_STATE_BRIEFING:
6399                         game_set_frametime(GS_STATE_BRIEFING);
6400                         brief_do_frame(flFrametime);
6401                         break;
6402
6403                 case GS_STATE_DEBRIEF:
6404                         game_set_frametime(GS_STATE_DEBRIEF);
6405                         debrief_do_frame(flFrametime);
6406                         break;
6407
6408                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6409                         game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6410                         multi_df_debrief_do();
6411                         break;
6412
6413                 case GS_STATE_SHIP_SELECT:
6414                         game_set_frametime(GS_STATE_SHIP_SELECT);
6415                         ship_select_do(flFrametime);
6416                         break;
6417
6418                 case GS_STATE_WEAPON_SELECT:
6419                         game_set_frametime(GS_STATE_WEAPON_SELECT);
6420                         weapon_select_do(flFrametime);
6421                         break;
6422
6423                 case GS_STATE_MISSION_LOG_SCROLLBACK:
6424                         game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6425                         hud_scrollback_do_frame(flFrametime);
6426                         break;
6427
6428                 case GS_STATE_HUD_CONFIG:
6429                         game_set_frametime(GS_STATE_HUD_CONFIG);
6430                         hud_config_do_frame(flFrametime);
6431                         break;
6432
6433                 case GS_STATE_MULTI_JOIN_GAME:
6434                         game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6435                         multi_join_game_do_frame();
6436                         break;
6437
6438                 case GS_STATE_MULTI_HOST_SETUP:
6439                         game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6440                         multi_create_game_do();
6441                         break;
6442
6443                 case GS_STATE_MULTI_CLIENT_SETUP:
6444                         game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6445                         multi_game_client_setup_do_frame();
6446                         break;
6447
6448                 case GS_STATE_CONTROL_CONFIG:
6449                         game_set_frametime(GS_STATE_CONTROL_CONFIG);
6450                         control_config_do_frame(flFrametime);
6451                         break;  
6452
6453                 case GS_STATE_DEATH_DIED:
6454                         game_do_frame();                        
6455                         break;
6456
6457                 case GS_STATE_DEATH_BLEW_UP:
6458                         game_do_frame();
6459                         break;
6460
6461                 case GS_STATE_SIMULATOR_ROOM:
6462                         game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6463                         sim_room_do_frame(flFrametime);
6464                         break;
6465
6466                 case GS_STATE_CAMPAIGN_ROOM:
6467                         game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6468                         campaign_room_do_frame(flFrametime);
6469                         break;
6470
6471                 case GS_STATE_RED_ALERT:
6472                         game_set_frametime(GS_STATE_RED_ALERT);
6473                         red_alert_do_frame(flFrametime);
6474                         break;
6475
6476                 case GS_STATE_CMD_BRIEF:
6477                         game_set_frametime(GS_STATE_CMD_BRIEF);
6478                         cmd_brief_do_frame(flFrametime);
6479                         break;
6480
6481                 case GS_STATE_CREDITS:
6482                         game_set_frametime(GS_STATE_CREDITS);
6483                         credits_do_frame(flFrametime);
6484                         break;
6485
6486                 case GS_STATE_VIEW_MEDALS:
6487                         game_set_frametime(GS_STATE_VIEW_MEDALS);
6488                         medal_main_do();
6489                         break;
6490
6491                 case GS_STATE_SHOW_GOALS:
6492                         game_set_frametime(GS_STATE_SHOW_GOALS);
6493                         mission_show_goals_do_frame(flFrametime);
6494                         break;
6495
6496                 case GS_STATE_HOTKEY_SCREEN:
6497                         game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6498                         mission_hotkey_do_frame(flFrametime);
6499                         break;  
6500    
6501                 case GS_STATE_VIEW_CUTSCENES:
6502                         game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6503                         cutscenes_screen_do_frame();
6504                         break;
6505
6506                 case GS_STATE_MULTI_STD_WAIT:
6507                         game_set_frametime(GS_STATE_STANDALONE_MAIN);
6508                         multi_standalone_wait_do();
6509                         break;
6510
6511                 case GS_STATE_STANDALONE_MAIN:
6512                         game_set_frametime(GS_STATE_STANDALONE_MAIN);
6513                         standalone_main_do();
6514                         break;  
6515
6516                 case GS_STATE_MULTI_PAUSED:
6517                         game_set_frametime(GS_STATE_MULTI_PAUSED);
6518                         pause_do(1);
6519                         break;
6520
6521                 case GS_STATE_TEAM_SELECT:
6522                         game_set_frametime(GS_STATE_TEAM_SELECT);
6523                         multi_ts_do();
6524                         break;
6525
6526                 case GS_STATE_INGAME_PRE_JOIN:
6527                         game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6528                         multi_ingame_select_do();
6529                         break;
6530
6531                 case GS_STATE_EVENT_DEBUG:
6532         #ifndef NDEBUG
6533                         game_set_frametime(GS_STATE_EVENT_DEBUG);
6534                         game_show_event_debug(flFrametime);
6535         #endif
6536                         break;
6537
6538                 case GS_STATE_STANDALONE_POSTGAME:
6539                         game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6540                         multi_standalone_postgame_do();
6541                         break;
6542
6543                 case GS_STATE_INITIAL_PLAYER_SELECT:
6544                         game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6545                         player_select_do();
6546                         break;
6547
6548                 case GS_STATE_MULTI_MISSION_SYNC:
6549                         game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6550                         multi_sync_do();
6551                         break;          
6552
6553                 case GS_STATE_MULTI_START_GAME:
6554                         game_set_frametime(GS_STATE_MULTI_START_GAME);
6555                         multi_start_game_do();
6556                         break;
6557                 
6558                 case GS_STATE_MULTI_HOST_OPTIONS:
6559                         game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6560                         multi_host_options_do();
6561                         break;          
6562
6563                 case GS_STATE_END_OF_CAMPAIGN:
6564                         mission_campaign_end_do();
6565                         break;          
6566
6567                 case GS_STATE_END_DEMO:
6568                         game_set_frametime(GS_STATE_END_DEMO);
6569                         end_demo_campaign_do();
6570                         break;
6571
6572                 case GS_STATE_LOOP_BRIEF:
6573                         game_set_frametime(GS_STATE_LOOP_BRIEF);
6574                         loop_brief_do();
6575                         break;
6576
6577    } // end switch(gs_current_state)
6578 }
6579
6580
6581 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6582 int game_do_ram_check(int ram_in_mbytes)
6583 {
6584         if ( ram_in_mbytes < 30 ) {
6585                 int allowed_to_run = 1;
6586                 if ( ram_in_mbytes < 25 ) {
6587                         allowed_to_run = 0;
6588                 }
6589
6590                 char tmp[1024];
6591
6592                 if ( allowed_to_run ) {
6593                         SDL_MessageBoxData mboxd;
6594                         SDL_MessageBoxButtonData mboxbuttons[2];
6595                         int msgbox_rval;
6596
6597                         // not a translated string, but it's too long and smartdrv isn't
6598                         // really a thing for any OS we now support :p
6599                 //      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);
6600                         sprintf( tmp, "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n\nPress 'OK' to continue running with less than the minimum required memory.\n", ram_in_mbytes);
6601
6602                         mboxbuttons[0].buttonid = 0;
6603                         mboxbuttons[0].text = XSTR("Ok", 503);
6604                         mboxbuttons[0].flags = 0;
6605
6606                         mboxbuttons[1].buttonid = 1;
6607                         mboxbuttons[1].text = XSTR("Cancel", 504);
6608                         mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6609
6610                         mboxd.flags = SDL_MESSAGEBOX_ERROR;
6611                         mboxd.title = XSTR( "Not Enough RAM", 194);
6612                         mboxd.message = tmp;
6613                         mboxd.numbuttons = 2;
6614                         mboxd.buttons = mboxbuttons;
6615                         mboxd.window = NULL;
6616                         mboxd.colorScheme = NULL;
6617
6618                         SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6619
6620                         if ( msgbox_rval == 1 ) {
6621                                 return -1;
6622                         }
6623                 } else {
6624                         // not a translated string, but it's too long and smartdrv isn't
6625                         // really a thing for any OS we now support :p
6626                 //      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);
6627                         sprintf( tmp, "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n", ram_in_mbytes);
6628
6629                         SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6630
6631                         return -1;
6632                 }
6633         }
6634
6635         return 0;
6636 }
6637
6638 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6639 // If so, copy it over and remove the update directory.
6640 void game_maybe_update_launcher(char *exe_dir)
6641 {
6642 #ifndef PLAT_UNIX
6643         char src_filename[MAX_PATH];
6644         char dest_filename[MAX_PATH];
6645
6646         strcpy(src_filename, exe_dir);
6647         strcat(src_filename, NOX("\\update\\freespace.exe"));
6648
6649         strcpy(dest_filename, exe_dir);
6650         strcat(dest_filename, NOX("\\freespace.exe"));
6651
6652         // see if src_filename exists
6653         FILE *fp;
6654         fp = fopen(src_filename, "rb");
6655         if ( !fp ) {
6656                 return;
6657         }
6658         fclose(fp);
6659
6660         SetFileAttributes(dest_filename, FILE_ATTRIBUTE_NORMAL);
6661
6662         // copy updated freespace.exe to freespace exe dir
6663         if ( CopyFile(src_filename, dest_filename, 0) == 0 ) {
6664                 MessageBox( NULL, XSTR("Unable to copy freespace.exe from update directory to installed directory.  You should copy freespace.exe from the update directory (located in your FreeSpace install directory) to your install directory", 988), NULL, MB_OK|MB_TASKMODAL|MB_SETFOREGROUND );
6665                 return;
6666         }
6667
6668         // delete the file in the update directory
6669         DeleteFile(src_filename);
6670
6671         // safe to assume directory is empty, since freespace.exe should only be the file ever in the update dir
6672         char update_dir[MAX_PATH];
6673         strcpy(update_dir, exe_dir);
6674         strcat(update_dir, NOX("\\update"));
6675         RemoveDirectory(update_dir);
6676 #else
6677         STUB_FUNCTION;
6678 #endif  
6679 }
6680
6681 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6682 {
6683         int i;
6684         int sub_total = 0;
6685         int sub_total_destroyed = 0;
6686         int total = 0;
6687         char str[255] = "";             
6688         
6689         // get the total for all his children
6690         for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling )   {
6691                 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6692         }       
6693
6694         // find the # of faces for this _individual_ object     
6695         total = submodel_get_num_polys(model_num, sm);
6696         if(strstr(pm->submodel[sm].name, "-destroyed")){
6697                 sub_total_destroyed = total;
6698         }
6699         
6700         // write out total
6701         sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6702         cfputs(str, out);               
6703
6704         *out_total += total + sub_total;
6705         *out_destroyed_total += sub_total_destroyed;
6706 }
6707
6708 #define BAIL()                  do { int idx; for(idx=0; idx<num_files; idx++){ if(pof_list[idx] != NULL){free(pof_list[idx]); pof_list[idx] = NULL;}} return;} while(0);
6709 void game_spew_pof_info()
6710 {
6711         char *pof_list[1000];
6712         int num_files;  
6713         CFILE *out;
6714         int idx, model_num, i, j;
6715         polymodel *pm;
6716         int total, root_total, model_total, destroyed_total, counted;
6717         char str[255] = "";
6718
6719         // get file list
6720         num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6721
6722         // spew info on all the pofs
6723         if(!num_files){
6724                 return;
6725         }
6726
6727         // go
6728         out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6729         if(out == NULL){
6730                 BAIL();
6731         }       
6732         counted = 0;    
6733         for(idx=0; idx<num_files; idx++, counted++){
6734                 sprintf(str, "%s.pof", pof_list[idx]);
6735                 model_num = model_load(str, 0, NULL);
6736                 if(model_num >= 0){
6737                         pm = model_get(model_num);
6738
6739                         // if we have a real model
6740                         if(pm != NULL){                         
6741                                 cfputs(str, out);
6742                                 cfputs("\n", out);
6743                                 
6744                                 // go through and print all raw submodels
6745                                 cfputs("RAW\n", out);
6746                                 total = 0;
6747                                 model_total = 0;                                
6748                                 for (i=0; i<pm->n_models; i++)  {                                       
6749                                         total = submodel_get_num_polys(model_num, i);                                   
6750                                         
6751                                         model_total += total;
6752                                         sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6753                                         cfputs(str, out);
6754                                 }                               
6755                                 sprintf(str, "Model total %d\n", model_total);                          
6756                                 cfputs(str, out);                               
6757
6758                                 // now go through and do it by LOD
6759                                 cfputs("BY LOD\n\n", out);                              
6760                                 for(i=0; i<pm->n_detail_levels; i++){
6761                                         sprintf(str, "LOD %d\n", i);
6762                                         cfputs(str, out);
6763
6764                                         // submodels
6765                                         root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6766                                         total = 0;
6767                                         destroyed_total = 0;
6768                                         for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling )        {
6769                                                 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6770                                         }
6771
6772                                         sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6773                                         cfputs(str, out);
6774
6775                                         sprintf(str, "TOTAL: %d\n", total + root_total);                                        
6776                                         cfputs(str, out);
6777                                         sprintf(str, "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6778                                         cfputs(str, out);
6779                                         sprintf(str, "TOTAL destroyed faces %d\n\n", destroyed_total);
6780                                         cfputs(str, out);
6781                                 }                               
6782                                 cfputs("------------------------------------------------------------------------\n\n", out);                            
6783                         }
6784                 }
6785
6786                 if(counted >= MAX_POLYGON_MODELS - 5){
6787                         model_free_all();
6788                         counted = 0;
6789                 }
6790         }
6791
6792         cfclose(out);
6793         model_free_all();
6794         BAIL();
6795 }
6796
6797 DCF(pofspew, "")
6798 {
6799         game_spew_pof_info();
6800 }
6801
6802 int game_main(const char *szCmdLine)
6803 {
6804         int state;
6805
6806         // Find out how much RAM is on this machine
6807         Freespace_total_ram = SDL_GetSystemRAM();
6808
6809         if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6810                 return 0;
6811         }
6812
6813         if (!vm_init(24*1024*1024)) {
6814                 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);
6815                 return 0;
6816         }
6817
6818         char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6819         if (!tmp_mem) {
6820                 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);
6821                 return 0;
6822         }
6823
6824         free(tmp_mem);
6825         tmp_mem = NULL;
6826
6827         #ifndef NDEBUG                          
6828         {
6829                 extern void windebug_memwatch_init();
6830                 windebug_memwatch_init();
6831         }
6832         #endif
6833
6834 #ifndef NDEBUG
6835         outwnd_init(1);
6836 #endif
6837
6838         int cpu_cores = SDL_GetCPUCount();
6839         int le = (SDL_BYTEORDER == SDL_LIL_ENDIAN);
6840
6841         mprintf(("Platform: %s\n", SDL_GetPlatform()));
6842         mprintf(("CPU: %d %s\n", cpu_cores, (cpu_cores == 1) ? "core" : "cores"));
6843         mprintf(("Memory: %dMB\n", Freespace_total_ram));
6844         mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, le ? "little" : "big"));
6845
6846         parse_cmdline(szCmdLine);       
6847
6848         mprintf(("--------------------------------------------------------------------------------\n"));
6849
6850 #ifdef STANDALONE_ONLY_BUILD
6851         Is_standalone = 1;
6852         nprintf(("Network", "Standalone running"));
6853 #else
6854         if (Is_standalone){
6855                 nprintf(("Network", "Standalone running"));
6856         }
6857 #endif
6858
6859         game_init();
6860         game_stop_time();
6861
6862         // maybe spew pof stuff
6863         if(Cmdline_spew_pof_info){
6864                 game_spew_pof_info();
6865                 game_shutdown();
6866                 return 1;
6867         }
6868
6869         // non-demo, non-standalone, play the intro movie
6870 #ifndef DEMO
6871         if ( !Is_standalone ) {
6872
6873                 // release -- movies always play
6874 #if defined(NDEBUG)
6875
6876                 // 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
6877                 movie_play( NOX("intro.mve") );
6878
6879                 // debug version, movie will only play with -showmovies
6880 #elif !defined(NDEBUG)
6881
6882                 movie_play( NOX("intro.mve") );
6883 /*
6884 #ifndef NDEBUG
6885                 if ( Cmdline_show_movies )
6886                         movie_play( NOX("intro.mve") );
6887 #endif
6888 */
6889 #endif // NDEBUG
6890         }
6891
6892 #endif // DEMO
6893
6894         if (Is_standalone){
6895                 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6896         } else {
6897                 gameseq_post_event(GS_EVENT_GAME_INIT);         // start the game rolling -- check for default pilot, or go to the pilot select screen
6898         }
6899
6900         while (1) {
6901                 // only important for non THREADED mode
6902                 os_poll();
6903
6904                 state = gameseq_process_events();
6905                 if ( state == GS_STATE_QUIT_GAME ){
6906                         break;
6907                 }
6908         } 
6909
6910 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6911         if(!Is_standalone){
6912                 demo_upsell_show_screens();
6913         }
6914 #elif defined(OEM_BUILD)
6915         // show upsell screens on exit
6916         oem_upsell_show_screens();
6917 #endif
6918
6919         game_shutdown();
6920         return 1;
6921 }
6922
6923 // launcher the fslauncher program on exit
6924 void game_launch_launcher_on_exit()
6925 {
6926 #ifndef PLAT_UNIX
6927         STARTUPINFO si;
6928         PROCESS_INFORMATION pi;
6929         char cmd_line[2048];
6930         char original_path[1024] = "";
6931         
6932         memset( &si, 0, sizeof(STARTUPINFO) );
6933         si.cb = sizeof(si);
6934
6935         // directory
6936         _getcwd(original_path, 1023);
6937
6938         // set up command line
6939         strcpy(cmd_line, original_path);
6940         strcat(cmd_line, "\\");
6941         strcat(cmd_line, LAUNCHER_FNAME);
6942         strcat(cmd_line, " -straight_to_update");               
6943
6944         BOOL ret = CreateProcess(       NULL,                                                                   // pointer to name of executable module 
6945                                                                                 cmd_line,                                                       // pointer to command line string
6946                                                                                 NULL,                                                                   // pointer to process security attributes 
6947                                                                                 NULL,                                                                   // pointer to thread security attributes 
6948                                                                                 FALSE,                                                          // handle inheritance flag 
6949                                                                                 CREATE_DEFAULT_ERROR_MODE,              // creation flags 
6950                                                                                 NULL,                                                                   // pointer to new environment block 
6951                                                                                 NULL,                                                                   // pointer to current directory name 
6952                                                                                 &si,                                                                    // pointer to STARTUPINFO 
6953                                                                                 &pi                                                                     // pointer to PROCESS_INFORMATION  
6954                                                                                 );                      
6955         // to eliminate build warnings
6956         ret;
6957 #else
6958         STUB_FUNCTION;
6959 #endif          
6960 }
6961
6962
6963 // game_shutdown()
6964 //
6965 // This function is called when FreeSpace terminates normally.  
6966 //
6967 void game_shutdown(void)
6968 {
6969 #ifndef PLAT_UNIX
6970         timeEndPeriod(1);
6971 #endif
6972
6973         // don't ever flip a page on the standalone!
6974         if(!(Game_mode & GM_STANDALONE_SERVER)){
6975                 gr_reset_clip();
6976                 gr_clear();
6977                 gr_flip();
6978         }
6979
6980    // if the player has left the "player select" screen and quit the game without actually choosing
6981         // a player, Player will be NULL, in which case we shouldn't write the player file out!
6982         if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6983                 write_pilot_file();
6984         }
6985
6986         // load up common multiplayer icons
6987         multi_unload_common_icons();
6988         
6989         shockwave_close();                      // release any memory used by shockwave system  
6990         fireball_close();                               // free fireball system
6991         ship_close();                                   // free any memory that was allocated for the ships
6992         weapon_close();                                 // free any memory that was allocated for the weapons
6993         hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6994         unload_animating_pointer();// frees the frames used for the animating mouse pointer
6995         bm_unload_all();                                // free bitmaps
6996         mission_campaign_close();       // close out the campaign stuff
6997         mission_campaign_shutdown();    // get anything that mission_campaign_close can't do
6998         multi_voice_close();                    // close down multiplayer voice (including freeing buffers, etc)
6999         multi_log_close();
7000 #ifdef MULTI_USE_LAG
7001         multi_lag_close();
7002 #endif
7003
7004         // the menu close functions will unload the bitmaps if they were displayed during the game
7005 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
7006         main_hall_close();
7007 #endif
7008         context_help_close();           // close out help system
7009         training_menu_close();
7010         lcl_close();                            // be sure localization is closed out
7011         gr_close();
7012
7013         // free left-over memory from parsed tables
7014         cutscene_tbl_close();
7015         medal_tbl_close();
7016         scoring_tbl_close();
7017         player_tips_close();
7018
7019         extern void joy_close();
7020         joy_close();
7021
7022         audiostream_close();
7023         snd_close();
7024         event_music_close();
7025         psnet_close();
7026         os_cleanup();
7027
7028         // HACKITY HACK HACK
7029         // if this flag is set, we should be firing up the launcher when exiting freespace
7030         extern int Multi_update_fireup_launcher_on_exit;
7031         if(Multi_update_fireup_launcher_on_exit){
7032                 game_launch_launcher_on_exit();
7033         }
7034 }
7035
7036 // game_stop_looped_sounds()
7037 //
7038 // This function will call the appropriate stop looped sound functions for those
7039 // modules which use looping sounds.  It is not enough just to stop a looping sound
7040 // at the DirectSound level, the game is keeping track of looping sounds, and this
7041 // function is used to inform the game that looping sounds are being halted.
7042 //
7043 void game_stop_looped_sounds()
7044 {
7045         hud_stop_looped_locking_sounds();
7046         hud_stop_looped_engine_sounds();
7047         afterburner_stop_sounds();
7048         player_stop_looped_sounds();
7049         obj_snd_stop_all();             // stop all object-linked persistant sounds
7050         game_stop_subspace_ambient_sound();
7051         snd_stop(Radar_static_looping);
7052         Radar_static_looping = -1;
7053         snd_stop(Target_static_looping);
7054         shipfx_stop_engine_wash_sound();
7055         Target_static_looping = -1;
7056 }
7057
7058 //////////////////////////////////////////////////////////////////////////
7059 //
7060 // Code for supporting an animating mouse pointer
7061 //
7062 //
7063 //////////////////////////////////////////////////////////////////////////
7064
7065 typedef struct animating_obj
7066 {
7067         int     first_frame;
7068         int     num_frames;
7069         int     current_frame;
7070         float time;
7071         float elapsed_time;
7072 } animating_obj;
7073
7074 static animating_obj Animating_mouse;
7075
7076 // ----------------------------------------------------------------------------
7077 // init_animating_pointer()
7078 //
7079 // Called by load_animating_pointer() to ensure the Animating_mouse struct
7080 // gets properly initialized
7081 //
7082 void init_animating_pointer()
7083 {
7084         Animating_mouse.first_frame     = -1;
7085         Animating_mouse.num_frames              = 0;
7086         Animating_mouse.current_frame   = -1;
7087         Animating_mouse.time                            = 0.0f;
7088         Animating_mouse.elapsed_time    = 0.0f;
7089 }
7090
7091 // ----------------------------------------------------------------------------
7092 // load_animating_pointer()
7093 //
7094 // Called at game init to load in the frames for the animating mouse pointer
7095 //
7096 // input:       filename        =>      filename of animation file that holds the animation
7097 // 
7098 void load_animating_pointer(const char *filename, int dx, int dy)
7099 {
7100         int                             fps;
7101         animating_obj *am;
7102
7103         init_animating_pointer();
7104
7105         am = &Animating_mouse;
7106         am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
7107         if ( am->first_frame == -1 ) 
7108                 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
7109         am->current_frame = 0;
7110         am->time = am->num_frames / i2fl(fps);
7111 }
7112
7113 // ----------------------------------------------------------------------------
7114 // unload_animating_pointer()
7115 //
7116 // Called at game shutdown to free the memory used to store the animation frames
7117 //
7118 void unload_animating_pointer()
7119 {
7120         int                             i;
7121         animating_obj   *am;
7122
7123         am = &Animating_mouse;
7124         for ( i = 0; i < am->num_frames; i++ ) {
7125                 SDL_assert( (am->first_frame+i) >= 0 );
7126                 bm_release(am->first_frame + i);
7127         }
7128
7129         am->first_frame = -1;
7130         am->num_frames          = 0;
7131         am->current_frame = -1;
7132 }
7133
7134 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
7135 void game_render_mouse(float frametime)
7136 {
7137         int                             mx, my;
7138         animating_obj   *am;
7139
7140         // if animating cursor exists, play the next frame
7141         am = &Animating_mouse;
7142         if ( am->first_frame != -1 ) {
7143                 mouse_get_pos(&mx, &my);
7144                 am->elapsed_time += frametime;
7145                 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
7146                 if ( am->current_frame >= am->num_frames ) {
7147                         am->current_frame = 0;
7148                         am->elapsed_time = 0.0f;
7149                 }
7150                 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
7151         }
7152 }
7153
7154 // ----------------------------------------------------------------------------
7155 // game_maybe_draw_mouse()
7156 //
7157 // determines whether to draw the mouse pointer at all, and what frame of
7158 // animation to use if the mouse is animating
7159 //
7160 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
7161 //
7162 // input:       frametime => elapsed frame time in seconds since last call
7163 //
7164 void game_maybe_draw_mouse(float frametime)
7165 {
7166         int game_state;
7167
7168         game_state = gameseq_get_state();
7169
7170         switch ( game_state ) {
7171                 case GS_STATE_GAME_PAUSED:
7172                 // case GS_STATE_MULTI_PAUSED:
7173                 case GS_STATE_GAME_PLAY:
7174                 case GS_STATE_DEATH_DIED:
7175                 case GS_STATE_DEATH_BLEW_UP:
7176                         if ( popup_active() || popupdead_is_active() ) {
7177                                 Mouse_hidden = 0;
7178                         } else {
7179                                 Mouse_hidden = 1;       
7180                         }
7181                         break;
7182
7183                 default:
7184                         Mouse_hidden = 0;
7185                         break;
7186         }       // end switch
7187
7188         if ( !Mouse_hidden ) 
7189                 game_render_mouse(frametime);
7190
7191 }
7192
7193 void game_do_training_checks()
7194 {
7195         int i, s;
7196         float d;
7197         waypoint_list *wplp;
7198
7199         if (Training_context & TRAINING_CONTEXT_SPEED) {
7200                 s = (int) Player_obj->phys_info.fspeed;
7201                 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7202                         if (!Training_context_speed_set) {
7203                                 Training_context_speed_set = 1;
7204                                 Training_context_speed_timestamp = timestamp();
7205                         }
7206
7207                 } else
7208                         Training_context_speed_set = 0;
7209         }
7210
7211         if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7212                 wplp = &Waypoint_lists[Training_context_path];
7213                 if (wplp->count > Training_context_goal_waypoint) {
7214                         i = Training_context_goal_waypoint;
7215                         do {
7216                                 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7217                                 if (d <= Training_context_distance) {
7218                                         Training_context_at_waypoint = i;
7219                                         if (Training_context_goal_waypoint == i) {
7220                                                 Training_context_goal_waypoint++;
7221                                                 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7222                                         }
7223
7224                                         break;
7225                                 }
7226
7227                                 i++;
7228                                 if (i == wplp->count)
7229                                         i = 0;
7230
7231                         } while (i != Training_context_goal_waypoint);
7232                 }
7233         }
7234
7235         if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7236                 Players_target = Player_ai->target_objnum;
7237                 Players_targeted_subsys = Player_ai->targeted_subsys;
7238                 Players_target_timestamp = timestamp();
7239         }
7240 }
7241
7242 /////////// Following is for event debug view screen
7243
7244 #ifndef NDEBUG
7245
7246 #define EVENT_DEBUG_MAX 5000
7247 #define EVENT_DEBUG_EVENT 0x8000
7248
7249 int Event_debug_index[EVENT_DEBUG_MAX];
7250 int ED_count;
7251
7252 void game_add_event_debug_index(int n, int indent)
7253 {
7254         if (ED_count < EVENT_DEBUG_MAX)
7255                 Event_debug_index[ED_count++] = n | (indent << 16);
7256 }
7257
7258 void game_add_event_debug_sexp(int n, int indent)
7259 {
7260         if (n < 0)
7261                 return;
7262
7263         if (Sexp_nodes[n].first >= 0) {
7264                 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7265                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7266                 return;
7267         }
7268
7269         game_add_event_debug_index(n, indent);
7270         if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7271                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7272         else
7273                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7274 }
7275
7276 void game_event_debug_init()
7277 {
7278         int e;
7279
7280         ED_count = 0;
7281         for (e=0; e<Num_mission_events; e++) {
7282                 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7283                 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7284         }
7285 }
7286
7287 void game_show_event_debug(float frametime) 
7288 {
7289         char buf[256];
7290         int i, k, z;
7291         int font_height, font_width;    
7292         int y_index, y_max;
7293         static int scroll_offset = 0;
7294         
7295         k = game_check_key();
7296         if (k)
7297                 switch (k) {
7298                         case SDLK_UP:
7299                         case SDLK_KP_8:
7300                                 scroll_offset--;
7301                                 if (scroll_offset < 0)
7302                                         scroll_offset = 0;
7303                                 break;
7304
7305                         case SDLK_DOWN:
7306                         case SDLK_KP_2:
7307                                 scroll_offset++;
7308                                 break;
7309
7310                         case SDLK_PAGEUP:
7311                                 scroll_offset -= 20;
7312                                 if (scroll_offset < 0)
7313                                         scroll_offset = 0;
7314                                 break;
7315
7316                         case SDLK_PAGEDOWN:
7317                                 scroll_offset += 20;    // not font-independent, hard-coded since I counted the lines!
7318                                 break;
7319
7320                         default:
7321                                 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7322                                 key_flush();
7323                                 break;
7324                 } // end switch
7325
7326         gr_clear();
7327         gr_set_color_fast(&Color_bright);
7328         gr_set_font(FONT1);
7329         gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7330
7331         gr_set_color_fast(&Color_normal);
7332         gr_set_font(FONT1);
7333         gr_get_string_size(&font_width, &font_height, NOX("test"));
7334         y_max = gr_screen.max_h - font_height - 5;
7335         y_index = 45;
7336
7337         k = scroll_offset;
7338         while (k < ED_count) {
7339                 if (y_index > y_max)
7340                         break;
7341
7342                 z = Event_debug_index[k];
7343                 if (z & EVENT_DEBUG_EVENT) {
7344                         z &= 0x7fff;
7345                         sprintf(buf, NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7346                                 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7347                                 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7348                                 Mission_events[z].repeat_count, Mission_events[z].interval);
7349
7350                 } else {
7351                         i = (z >> 16) * 3;
7352                         buf[i] = 0;
7353                         while (i--)
7354                                 buf[i] = ' ';
7355
7356                         strcat(buf, Sexp_nodes[z & 0x7fff].text);
7357                         switch (Sexp_nodes[z & 0x7fff].value) {
7358                                 case SEXP_TRUE:
7359                                         strcat(buf, NOX(" (True)"));
7360                                         break;
7361
7362                                 case SEXP_FALSE:
7363                                         strcat(buf, NOX(" (False)"));
7364                                         break;
7365
7366                                 case SEXP_KNOWN_TRUE:
7367                                         strcat(buf, NOX(" (Always true)"));
7368                                         break;
7369
7370                                 case SEXP_KNOWN_FALSE:
7371                                         strcat(buf, NOX(" (Always false)"));
7372                                         break;
7373
7374                                 case SEXP_CANT_EVAL:
7375                                         strcat(buf, NOX(" (Can't eval)"));
7376                                         break;
7377
7378                                 case SEXP_NAN:
7379                                 case SEXP_NAN_FOREVER:
7380                                         strcat(buf, NOX(" (Not a number)"));
7381                                         break;
7382                         }
7383                 }
7384
7385                 gr_printf(10, y_index, buf);
7386                 y_index += font_height;
7387                 k++;
7388         }
7389
7390         gr_flip();
7391 }
7392
7393 #endif // NDEBUG
7394
7395 #ifndef NDEBUG
7396 FILE * Time_fp;
7397 FILE * Texture_fp;
7398
7399 int Tmap_num_too_big = 0;
7400 int Num_models_needing_splitting = 0;
7401
7402 void Time_model( int modelnum )
7403 {
7404 //      mprintf(( "Timing ship '%s'\n", si->name ));
7405
7406         vector eye_pos, model_pos;
7407         matrix eye_orient, model_orient;
7408
7409         polymodel *pm = model_get( modelnum );
7410
7411         int l = strlen(pm->filename);
7412         while( (l>0) )  {
7413                 if ( (l == '/') || (l=='\\') || (l==':'))       {
7414                         l++;
7415                         break;
7416                 }
7417                 l--;
7418         }
7419         char *pof_file = &pm->filename[l];
7420
7421         int model_needs_splitting = 0;
7422
7423         //fprintf( Texture_fp, "Model: %s\n", pof_file );
7424         int i;
7425         for (i=0; i<pm->n_textures; i++ )       {
7426                 char filename[1024];
7427                 ubyte pal[768];
7428
7429                 int bmp_num = pm->original_textures[i];
7430                 if ( bmp_num > -1 )     {
7431                         bm_get_palette(pm->original_textures[i], pal, filename );               
7432                         int w,h;
7433                         bm_get_info( pm->original_textures[i],&w, &h );
7434
7435
7436                         if ( (w > 512) || (h > 512) )   {
7437                                 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7438                                 Tmap_num_too_big++;
7439                                 model_needs_splitting++;
7440                         }
7441                 } else {
7442                         //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7443                 }
7444         }
7445
7446         if ( model_needs_splitting )    {
7447                 Num_models_needing_splitting++;
7448         }
7449         eye_orient = model_orient = vmd_identity_matrix;
7450         eye_pos = model_pos = vmd_zero_vector;
7451
7452         eye_pos.xyz.z = -pm->rad*2.0f;
7453
7454         vector eye_to_model;
7455
7456         vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7457         vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7458
7459         fix t1 = timer_get_fixed_seconds();
7460
7461         angles ta;
7462         ta.p = ta.b = ta.h = 0.0f; 
7463         int framecount = 0;
7464
7465         int bitmaps_used_this_frame, bitmaps_new_this_frame;
7466                 
7467         bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7468
7469         modelstats_num_polys = modelstats_num_verts = 0;
7470
7471         while( ta.h < PI2 )     {
7472
7473                 matrix m1;
7474                 vm_angles_2_matrix(&m1, &ta );
7475                 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7476
7477                 gr_reset_clip();
7478 //              gr_clear();
7479
7480                 g3_start_frame(1);
7481
7482                 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );       
7483
7484                 model_clear_instance( modelnum );
7485                 model_set_detail_level(0);              // use highest detail level
7486                 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL);     //|MR_NO_POLYS );
7487
7488                 g3_end_frame();
7489 //              gr_flip();
7490
7491                 framecount++;
7492                 ta.h += 0.1f;
7493
7494                 int k = key_inkey();
7495                 if ( k == SDLK_ESCAPE ) {
7496                         exit(1);
7497                 }
7498         }
7499
7500         fix t2 = timer_get_fixed_seconds();
7501
7502         if (framecount < 1) {
7503                 return;
7504         }
7505
7506         bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7507         //bitmaps_used_this_frame /= framecount;
7508
7509         modelstats_num_polys /= framecount;
7510         modelstats_num_verts /= framecount;
7511
7512         mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7513         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 );
7514
7515 //      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 );
7516
7517                 
7518 //      key_getch();
7519 }
7520
7521 int Time_models = 0;
7522 DCF_BOOL( time_models, Time_models );
7523
7524 void Do_model_timings_test()
7525 {
7526         
7527
7528         if ( !Time_models ) return;
7529
7530         mprintf(( "Timing models!\n" ));
7531
7532         int i;
7533
7534         ubyte model_used[MAX_POLYGON_MODELS];
7535         int model_id[MAX_POLYGON_MODELS];
7536         for (i=0; i<MAX_POLYGON_MODELS; i++ )   {
7537                 model_used[i] = 0;
7538         }
7539         
7540         // Load them all
7541         for (i=0; i<Num_ship_types; i++ )       {
7542                 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7543
7544                 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7545                 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7546         }
7547
7548         Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7549         if ( !Texture_fp ) return;
7550
7551         Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7552         if ( !Time_fp ) return;
7553
7554         fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7555 //      fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7556         
7557         for (i=0; i<MAX_POLYGON_MODELS; i++ )   {
7558                 if ( model_used[i] )    {
7559                         Time_model( model_id[i] );
7560                 }
7561         }
7562         
7563         fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7564         fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7565         
7566         fclose(Time_fp);
7567         fclose(Texture_fp);
7568
7569         exit(1);
7570 }
7571 #endif
7572
7573 // Call this function when you want to inform the player that a feature is not
7574 // enabled in the DEMO version of FreSpace
7575 void game_feature_not_in_demo_popup()
7576 {
7577         popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7578 }
7579
7580 // format the specified time (fixed point) into a nice string
7581 void game_format_time(fix m_time,char *time_str)
7582 {
7583         float mtime;
7584         int hours,minutes,seconds;
7585         char tmp[10];
7586
7587         mtime = f2fl(m_time);           
7588
7589         // get the hours, minutes and seconds   
7590         hours = (int)(mtime / 3600.0f);
7591         if(hours > 0){
7592                 mtime -= (3600.0f * (float)hours);
7593         }
7594         seconds = (int)mtime%60;
7595         minutes = (int)mtime/60;                        
7596
7597         // print the hour if necessary
7598         if(hours > 0){          
7599                 sprintf(time_str,XSTR( "%d:", 201),hours);
7600                 // if there are less than 10 minutes, print a leading 0
7601                 if(minutes < 10){
7602                         strcpy(tmp,NOX("0"));
7603                         strcat(time_str,tmp);
7604                 }               
7605         }       
7606         
7607         // print the minutes
7608         if(hours){
7609                 sprintf(tmp,XSTR( "%d:", 201),minutes);
7610                 strcat(time_str,tmp);
7611         } else {
7612                 sprintf(time_str,XSTR( "%d:", 201),minutes);
7613         }
7614
7615         // print the seconds
7616         if(seconds < 10){
7617                 strcpy(tmp,NOX("0"));
7618                 strcat(time_str,tmp);
7619         } 
7620         sprintf(tmp,"%d",seconds);
7621         strcat(time_str,tmp);
7622 }
7623
7624 //      Stuff version string in *str.
7625 void get_version_string(char *str)
7626 {
7627 //XSTR:OFF
7628 if ( FS_VERSION_BUILD == 0 ) {
7629         sprintf(str,"v%d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR);
7630 } else {
7631         sprintf(str,"v%d.%02d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7632 }
7633
7634 #if defined (FS2_DEMO) || defined(FS1_DEMO)
7635         strcat(str, " D");
7636 #elif defined (OEM_BUILD)
7637         strcat(str, " (OEM)");
7638 #endif
7639 //XSTR:ON
7640         /*
7641         HMODULE hMod;
7642         DWORD bogus_handle;
7643         char myname[_MAX_PATH];
7644         int namelen, major, minor, build, waste;
7645         unsigned int buf_size;
7646         DWORD version_size;
7647         char *infop;
7648         VOID *bufp;
7649         BOOL result;
7650
7651         // Find my EXE file name
7652         hMod = GetModuleHandle(NULL);
7653         namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7654
7655         version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7656         infop = (char *)malloc(version_size);
7657         result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7658
7659         // get the product version
7660         result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7661         sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7662 #ifdef DEMO
7663         sprintf(str,"Dv%d.%02d",major, minor);
7664 #else
7665         sprintf(str,"v%d.%02d",major, minor);
7666 #endif
7667         */
7668 }
7669
7670 void get_version_string_short(char *str)
7671 {
7672         sprintf(str,"v%d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR);
7673 }
7674
7675 // ----------------------------------------------------------------
7676 //
7677 // OEM UPSELL SCREENS BEGIN
7678 //
7679 // ----------------------------------------------------------------
7680 #if defined(OEM_BUILD)
7681
7682 #define NUM_OEM_UPSELL_SCREENS                          3
7683 #define OEM_UPSELL_SCREEN_DELAY                         10000
7684
7685 static int Oem_upsell_bitmaps_loaded = 0;
7686 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7687 static int Oem_upsell_screen_number = 0;
7688 static int Oem_upsell_show_next_bitmap_time;
7689
7690 //XSTR:OFF
7691 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] = 
7692 {
7693         {       "OEMUpSell02",
7694                 "OEMUpSell01",
7695                 "OEMUpSell03",
7696         },
7697         {       "2_OEMUpSell02",
7698                 "2_OEMUpSell01",
7699                 "2_OEMUpSell03",
7700         },
7701 };
7702 //XSTR:ON
7703
7704 static int Oem_normal_cursor = -1;
7705 static int Oem_web_cursor = -1;
7706 //#define OEM_UPSELL_URL                "http://www.interplay-store.com/"
7707 #define OEM_UPSELL_URL          "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7708
7709 void oem_upsell_next_screen()
7710 {
7711         Oem_upsell_screen_number++;
7712         if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7713                 // extra long delay, mouse shown on last upsell
7714                 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7715                 Mouse_hidden = 0;
7716
7717         } else {
7718                 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7719         }
7720 }
7721
7722 void oem_upsell_load_bitmaps()
7723 {
7724         int i;
7725
7726         for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7727                 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7728         }
7729 }
7730
7731 void oem_upsell_unload_bitmaps()
7732 {
7733         int i;
7734
7735         for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7736                 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7737                         bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7738                 }
7739         }
7740
7741         // unloaded
7742         Oem_upsell_bitmaps_loaded = 0;
7743 }
7744
7745 // clickable hotspot on 3rd OEM upsell screen
7746 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7747         {       // GR_640
7748                 28, 350, 287, 96                                        // x, y, w, h
7749         },
7750         {       // GR_1024
7751                 45, 561, 460, 152                                       // x, y, w, h
7752         }
7753 };
7754
7755 void oem_upsell_show_screens()
7756 {
7757         int current_time, k;
7758         int done = 0;
7759
7760         if ( !Oem_upsell_bitmaps_loaded ) {
7761                 oem_upsell_load_bitmaps();
7762                 Oem_upsell_bitmaps_loaded = 1;
7763         }
7764
7765         // may use upsell screens more than once
7766         Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7767         Oem_upsell_screen_number = 0;
7768         
7769         key_flush();
7770         Mouse_hidden = 1;
7771
7772         // set up cursors
7773         int nframes;                                            // used to pass, not really needed (should be 1)
7774         Oem_normal_cursor = gr_get_cursor_bitmap();
7775         Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7776         SDL_assert(Oem_web_cursor >= 0);
7777         if (Oem_web_cursor < 0) {
7778                 Oem_web_cursor = Oem_normal_cursor;
7779         }
7780
7781         while(!done) {
7782
7783                 //oem_reset_trailer_timer();
7784
7785                 current_time = timer_get_milliseconds();
7786
7787                 os_poll();
7788                 k = key_inkey();
7789
7790                 // advance screen on keypress or timeout
7791                 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7792                         oem_upsell_next_screen();
7793                 }
7794
7795                 // check if we are done
7796                 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7797                         Oem_upsell_screen_number--;
7798                         done = 1;
7799                 } else {
7800                         if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7801                                 done = 1;
7802                         }
7803                 }
7804
7805                 // show me the upsell
7806                 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {               
7807                         gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7808                         gr_bitmap(0,0);
7809                 }
7810
7811                 // if this is the 3rd upsell, make it clickable, d00d
7812                 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7813                         int mx, my;
7814                         int button_state = mouse_get_pos(&mx, &my);
7815                         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])
7816                                 && (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]) )
7817                         {
7818                                 // switch cursors
7819                                 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7820
7821                                 // check for clicks
7822                                 if (button_state & MOUSE_LEFT_BUTTON) {
7823                                         // launch URL
7824                                         multi_pxo_url(OEM_UPSELL_URL);
7825                                         done = 1;
7826                                 } 
7827                         } else {
7828                                 // switch cursor back to normal one
7829                                 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7830                         }
7831                 }
7832
7833                 if ( done ) {
7834                         if (gameseq_get_state() != GS_STATE_END_DEMO) {
7835                                 gr_fade_out(0);
7836                                 SDL_Delay(300);
7837                         }
7838                 }
7839
7840                 gr_flip();
7841         }
7842
7843         // unload bitmap
7844         oem_upsell_unload_bitmaps();
7845
7846         // switch cursor back to normal one
7847         gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7848
7849 }
7850
7851 #endif // defined(OEM_BUILD)
7852 // ----------------------------------------------------------------
7853 //
7854 // OEM UPSELL SCREENS END
7855 //
7856 // ----------------------------------------------------------------
7857
7858
7859
7860 // ----------------------------------------------------------------
7861 //
7862 // DEMO UPSELL SCREENS BEGIN
7863 //
7864 // ----------------------------------------------------------------
7865
7866 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7867
7868 #ifdef FS2_DEMO
7869 #define NUM_DEMO_UPSELL_SCREENS                         2
7870 #elif FS1_DEMO
7871 #define NUM_DEMO_UPSELL_SCREENS                         4
7872 #endif
7873 #define DEMO_UPSELL_SCREEN_DELAY                                3000
7874
7875 static int Demo_upsell_bitmaps_loaded = 0;
7876 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7877 static int Demo_upsell_screen_number = 0;
7878 static int Demo_upsell_show_next_bitmap_time;
7879
7880 //XSTR:OFF
7881 static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] = 
7882 {
7883 #ifdef FS1_DEMO
7884         {       "DemoUpsell1",
7885                 "DemoUpsell2",
7886                 "DemoUpsell3",
7887                 "DemoUpsell4"
7888         },
7889         {       "DemoUpsell1",
7890                 "DemoUpsell2",
7891                 "DemoUpsell3",
7892                 "DemoUpsell4"
7893         },
7894 #else
7895         {       "UpSell02",
7896                 "UpSell01",
7897         },
7898         {       "2_UpSell02",
7899                 "2_UpSell01",
7900         },
7901 #endif
7902         // "DemoUpsell3",
7903         // "DemoUpsell4",
7904 };
7905 //XSTR:ON
7906
7907 void demo_upsell_next_screen()
7908 {
7909         Demo_upsell_screen_number++;
7910         if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7911                 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7912         } else {
7913                 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7914         }
7915 }
7916
7917 void demo_upsell_load_bitmaps()
7918 {
7919         int i;
7920
7921         for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7922                 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7923         }
7924 }
7925
7926 void demo_upsell_unload_bitmaps()
7927 {
7928         int i;
7929
7930         for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7931                 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7932                         bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7933                 }
7934         }
7935
7936         // unloaded
7937         Demo_upsell_bitmaps_loaded = 0;
7938 }
7939
7940 void demo_upsell_show_screens()
7941 {
7942         int current_time, k;
7943         int done = 0;
7944
7945         if ( !Demo_upsell_bitmaps_loaded ) {
7946                 demo_upsell_load_bitmaps();
7947                 Demo_upsell_bitmaps_loaded = 1;
7948         }
7949
7950         // may use upsell screens more than once
7951         Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7952         Demo_upsell_screen_number = 0;
7953         
7954         key_flush();
7955         Mouse_hidden = 1;
7956
7957         while(!done) {
7958
7959                 demo_reset_trailer_timer();
7960
7961                 current_time = timer_get_milliseconds();
7962
7963 // #ifndef THREADED
7964                 os_poll();
7965 // #endif
7966                 k = key_inkey();
7967
7968                 // don't time out, wait for keypress
7969                 /*
7970                 if ( current_time > Demo_upsell_show_next_bitmap_time ) {
7971                         demo_upsell_next_screen();
7972                         k = 0;
7973                 }*/
7974
7975                 if ( k > 0 ) {
7976                         demo_upsell_next_screen();
7977                 }
7978
7979                 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7980                         Demo_upsell_screen_number--;
7981                         done = 1;
7982                 } else {
7983                         if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7984                                 done = 1;
7985                         }
7986                 }
7987
7988                 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {             
7989                         gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7990                         gr_bitmap(0,0);
7991                 }
7992
7993                 if ( done ) {
7994                         if (gameseq_get_state() != GS_STATE_END_DEMO) {
7995                                 gr_fade_out(0);
7996                                 SDL_Delay(300);
7997                         }
7998                 }
7999
8000                 gr_flip();
8001         }
8002
8003         // unload bitmap
8004         demo_upsell_unload_bitmaps();
8005 }
8006
8007 #endif // DEMO
8008
8009 // ----------------------------------------------------------------
8010 //
8011 // DEMO UPSELL SCREENS END
8012 //
8013 // ----------------------------------------------------------------
8014
8015
8016 // ----------------------------------------------------------------
8017 //
8018 // Subspace Ambient Sound START
8019 //
8020 // ----------------------------------------------------------------
8021
8022 static int Subspace_ambient_left_channel = -1;
8023 static int Subspace_ambient_right_channel = -1;
8024
8025 // 
8026 void game_start_subspace_ambient_sound()
8027 {
8028         if ( Subspace_ambient_left_channel < 0 ) {
8029                 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
8030         }
8031
8032         if ( Subspace_ambient_right_channel < 0 ) {
8033                 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
8034         }
8035 }
8036
8037 void game_stop_subspace_ambient_sound()
8038 {
8039         if ( Subspace_ambient_left_channel >= 0 ) {
8040                 snd_stop(Subspace_ambient_left_channel);
8041                 Subspace_ambient_left_channel = -1;
8042         }
8043
8044         if ( Subspace_ambient_right_channel >= 0 ) {
8045                 snd_stop(Subspace_ambient_right_channel);
8046                 Subspace_ambient_right_channel = -1;
8047         }
8048 }
8049
8050 // ----------------------------------------------------------------
8051 //
8052 // Subspace Ambient Sound END
8053 //
8054 // ----------------------------------------------------------------
8055
8056 // ----------------------------------------------------------------
8057 //
8058 // Language Autodetection stuff
8059 //
8060
8061 // this layout order must match Lcl_languages in localize.cpp in order for the
8062 // correct language to be detected
8063 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
8064 #ifdef MAKE_FS1
8065         1366105450,                             // English
8066 #else
8067         589986744,                              // English
8068 #endif
8069         -1132430286,                    // German
8070         0,                                              // French
8071         -1131728960,                                    // Polish
8072 };
8073
8074 // default setting is "-1" to use config file with English as fall back
8075 // DO NOT change the default setting here or something uncouth might happen
8076 // in the localization code
8077 int detect_lang()
8078 {
8079         uint file_checksum;             
8080         int idx;
8081
8082         // try and open the file to verify
8083         CFILE *detect = cfopen("font01.vf", "rb");
8084         
8085         // will use default setting if something went wrong
8086         if (!detect) {
8087                 return -1;
8088         }       
8089
8090         // get the long checksum of the file
8091         file_checksum = 0;
8092         cfseek(detect, 0, SEEK_SET);    
8093         cf_chksum_long(detect, &file_checksum);
8094         cfclose(detect);
8095         detect = NULL;  
8096
8097         // now compare the checksum/filesize against known #'s
8098         for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
8099                 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
8100                         return idx;
8101                 }
8102         }
8103
8104         // notify if a match was not found, include detected checksum
8105         printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
8106         printf("Using default language...\n\n");
8107         
8108         return -1;
8109 }
8110
8111 //
8112 // End Auto Lang stuff
8113 //
8114 // ----------------------------------------------------------------
8115
8116 // ----------------------------------------------------------------
8117 // SHIPS TBL VERIFICATION STUFF
8118 //
8119
8120 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8121 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8122         #define NUM_SHIPS_TBL_CHECKSUMS         3
8123 #else
8124         #define NUM_SHIPS_TBL_CHECKSUMS         1
8125 #endif
8126
8127 #ifdef FS2_DEMO
8128 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8129         1696074201,                                             // FS2 demo
8130 };
8131 #elif FS1_DEMO
8132 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8133         1603375034,                                             // FS1 DEMO
8134 };
8135 #elif MAKE_FS1
8136 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8137         -129679197,                                             // FS1 Full 1.06 (US)
8138         7762567,                                                // FS1 SilentThreat
8139         1555372475                                              // FS1 Full 1.06 (German)
8140 };
8141 #else
8142 /*
8143 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8144         -463907578,                                             // US - beta 1
8145         1696074201,                                             // FS2 demo
8146 };
8147 */
8148 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8149 //      -1022810006,                                    // 1.0 FULL
8150         -1254285366                                             // 1.2 FULL (German)
8151 };
8152 #endif
8153
8154 void verify_ships_tbl()
8155 {       
8156         /*
8157 #ifdef NDEBUG
8158         Game_ships_tbl_valid = 1;
8159 #else
8160         */
8161         uint file_checksum;             
8162         int idx;
8163
8164         // detect if the packfile exists
8165         CFILE *detect = cfopen("ships.tbl", "rb");
8166         Game_ships_tbl_valid = 0;        
8167         
8168         // not mission-disk
8169         if(!detect){
8170                 Game_ships_tbl_valid = 0;
8171                 return;
8172         }       
8173
8174         // get the long checksum of the file
8175         file_checksum = 0;
8176         cfseek(detect, 0, SEEK_SET);    
8177         cf_chksum_long(detect, &file_checksum);
8178         cfclose(detect);
8179         detect = NULL;  
8180
8181         // now compare the checksum/filesize against known #'s
8182         for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
8183                 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
8184                         Game_ships_tbl_valid = 1;
8185                         return;
8186                 }
8187         }
8188 // #endif
8189 }
8190
8191 DCF(shipspew, "display the checksum for the current ships.tbl")
8192 {
8193         uint file_checksum;
8194         CFILE *detect = cfopen("ships.tbl", "rb");
8195         // get the long checksum of the file
8196         file_checksum = 0;
8197         cfseek(detect, 0, SEEK_SET);    
8198         cf_chksum_long(detect, &file_checksum);
8199         cfclose(detect);
8200
8201         dc_printf("%d", file_checksum);
8202 }
8203
8204 // ----------------------------------------------------------------
8205 // WEAPONS TBL VERIFICATION STUFF
8206 //
8207
8208 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8209 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8210         #define NUM_WEAPONS_TBL_CHECKSUMS               3
8211 #else
8212         #define NUM_WEAPONS_TBL_CHECKSUMS               1
8213 #endif
8214
8215 #ifdef FS2_DEMO
8216 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8217         -266420030,                             // demo 1
8218 };
8219 #elif FS1_DEMO
8220 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8221         -1246928725,                    // FS1 DEMO
8222 };
8223 #elif MAKE_FS1
8224 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8225         -834598107,                             // FS1 1.06 Full (US)
8226         -1652231417,                    // FS1 SilentThreat
8227         720209793                               // FS1 1.06 Full (German)
8228 };
8229 #else
8230 /*
8231 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8232         141718090,                              // US - beta 1
8233         -266420030,                             // demo 1
8234 };
8235 */
8236 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8237 //      399297860,                              // 1.0 FULL     
8238         -553984927                              // 1.2 FULL (german)
8239 };
8240 #endif
8241
8242 void verify_weapons_tbl()
8243 {       
8244         /*
8245 #ifdef NDEBUG
8246         Game_weapons_tbl_valid = 1;
8247 #else
8248         */
8249         uint file_checksum;
8250         int idx;
8251
8252         // detect if the packfile exists
8253         CFILE *detect = cfopen("weapons.tbl", "rb");
8254         Game_weapons_tbl_valid = 0;      
8255         
8256         // not mission-disk
8257         if(!detect){
8258                 Game_weapons_tbl_valid = 0;
8259                 return;
8260         }       
8261
8262         // get the long checksum of the file
8263         file_checksum = 0;
8264         cfseek(detect, 0, SEEK_SET);    
8265         cf_chksum_long(detect, &file_checksum);
8266         cfclose(detect);
8267         detect = NULL;  
8268
8269         // now compare the checksum/filesize against known #'s
8270         for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8271                 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8272                         Game_weapons_tbl_valid = 1;
8273                         return;
8274                 }
8275         }
8276 // #endif
8277 }
8278
8279 DCF(wepspew, "display the checksum for the current weapons.tbl")
8280 {
8281         uint file_checksum;
8282         CFILE *detect = cfopen("weapons.tbl", "rb");
8283         // get the long checksum of the file
8284         file_checksum = 0;
8285         cfseek(detect, 0, SEEK_SET);    
8286         cf_chksum_long(detect, &file_checksum);
8287         cfclose(detect);
8288
8289         dc_printf("%d", file_checksum);
8290 }
8291
8292 // if the game is running using hacked data
8293 int game_hacked_data()
8294 {
8295         // hacked!
8296         if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8297                 return 1;
8298         }
8299
8300         // not hacked
8301         return 0;
8302 }
8303
8304 void display_title_screen()
8305 {
8306 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
8307         ///int title_bitmap;
8308
8309         // load bitmap
8310         int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8311         if (title_bitmap == -1) {
8312                 return;
8313         }
8314
8315         // set
8316         gr_set_bitmap(title_bitmap);
8317
8318         // draw
8319         gr_bitmap(0, 0);
8320
8321         // flip
8322         gr_flip();
8323
8324         bm_unload(title_bitmap);
8325 #endif  // FS2_DEMO || OEM_BUILD || FS1_DEMO
8326 }
8327
8328 // return true if the game is running with "low memory", which is less than 48MB
8329 bool game_using_low_mem()
8330 {
8331         if (Use_low_mem == 0) {
8332                 return false;
8333         } else {
8334                 return true;
8335         }
8336 }