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don't do framerate control ourselves in emscripten builds
[taylor/freespace2.git] / src / freespace2 / freespace.cpp
1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell 
5  * or otherwise commercially exploit the source or things you created based on
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * Freespace main body
16  *
17  * $Log$
18  * Revision 1.40  2005/10/01 21:40:38  taylor
19  * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20  * make sure a global cmdline.cfg file works with OS X when built as an app
21  *
22  * Revision 1.39  2005/08/12 08:57:20  taylor
23  * don't show hardware S-RAM value on HUD in debug
24  * do show in use GL texture memory
25  * have an actual fade effect for the credits screen artwork
26  *
27  * Revision 1.38  2004/09/20 01:31:44  theoddone33
28  * GCC 3.4 fixes.
29  *
30  * Revision 1.37  2004/07/04 11:31:43  taylor
31  * amd64 support, compiler warning fixes, don't use software rendering
32  *
33  * Revision 1.36  2004/06/12 01:11:35  taylor
34  * x86 compile fixes for OSX patch
35  *
36  * Revision 1.35  2004/06/11 00:53:02  tigital
37  * OSX: .app name, casts for gcc
38  *
39  * Revision 1.34  2003/08/09 03:18:03  taylor
40  * fix tips popup not having any tips
41  *
42  * Revision 1.33  2003/08/03 15:57:00  taylor
43  * simpler mouse usage; default ini settings in os_init(); cleanup
44  *
45  * Revision 1.32  2003/06/19 11:51:41  taylor
46  * adjustments to memory leak fixes
47  *
48  * Revision 1.31  2003/06/11 18:30:32  taylor
49  * plug memory leaks
50  *
51  * Revision 1.30  2003/06/03 04:00:39  taylor
52  * Polish language support (Janusz Dziemidowicz)
53  *
54  * Revision 1.29  2003/05/25 02:30:42  taylor
55  * Freespace 1 support
56  *
57  * Revision 1.28  2003/05/18 03:55:30  taylor
58  * automatic language selection support
59  *
60  * Revision 1.27  2003/03/03 04:54:44  theoddone33
61  * Commit Taylor's ShowFPS fix
62  *
63  * Revision 1.26  2003/02/20 17:41:07  theoddone33
64  * Userdir patch from Taylor Richards
65  *
66  * Revision 1.25  2003/01/30 19:54:10  relnev
67  * ini config option for the frames per second counter (Taylor Richards)
68  *
69  * Revision 1.24  2002/08/31 01:39:13  theoddone33
70  * Speed up the renderer a tad
71  *
72  * Revision 1.23  2002/08/04 02:31:00  relnev
73  * make numlock not overlap with pause
74  *
75  * Revision 1.22  2002/08/02 23:07:03  relnev
76  * don't access the mouse in standalone mode
77  *
78  * Revision 1.21  2002/07/28 05:05:08  relnev
79  * removed some old stuff
80  *
81  * Revision 1.20  2002/07/24 00:20:41  relnev
82  * nothing interesting
83  *
84  * Revision 1.19  2002/06/17 06:33:08  relnev
85  * ryan's struct patch for gcc 2.95
86  *
87  * Revision 1.18  2002/06/16 04:46:33  relnev
88  * set up correct checksums for demo
89  *
90  * Revision 1.17  2002/06/09 04:41:17  relnev
91  * added copyright header
92  *
93  * Revision 1.16  2002/06/09 03:16:04  relnev
94  * added _splitpath.
95  *
96  * removed unneeded asm, old sdl 2d setup.
97  *
98  * fixed crash caused by opengl_get_region.
99  *
100  * Revision 1.15  2002/06/05 08:05:28  relnev
101  * stub/warning removal.
102  *
103  * reworked the sound code.
104  *
105  * Revision 1.14  2002/06/05 04:03:32  relnev
106  * finished cfilesystem.
107  *
108  * removed some old code.
109  *
110  * fixed mouse save off-by-one.
111  *
112  * sound cleanups.
113  *
114  * Revision 1.13  2002/06/02 04:26:34  relnev
115  * warning cleanup
116  *
117  * Revision 1.12  2002/06/02 00:31:35  relnev
118  * implemented osregistry
119  *
120  * Revision 1.11  2002/06/01 09:00:34  relnev
121  * silly debug memmanager
122  *
123  * Revision 1.10  2002/06/01 07:12:32  relnev
124  * a few NDEBUG updates.
125  *
126  * removed a few warnings.
127  *
128  * Revision 1.9  2002/05/31 03:05:59  relnev
129  * sane default
130  *
131  * Revision 1.8  2002/05/29 02:52:32  theoddone33
132  * Enable OpenGL renderer
133  *
134  * Revision 1.7  2002/05/28 08:52:03  relnev
135  * implemented two assembly stubs.
136  *
137  * cleaned up a few warnings.
138  *
139  * added a little demo hackery to make it progress a little farther.
140  *
141  * Revision 1.6  2002/05/28 06:28:20  theoddone33
142  * Filesystem mods, actually reads some data files now
143  *
144  * Revision 1.5  2002/05/28 04:07:28  theoddone33
145  * New graphics stubbing arrangement
146  *
147  * Revision 1.4  2002/05/27 22:46:52  theoddone33
148  * Remove more undefined symbols
149  *
150  * Revision 1.3  2002/05/26 23:31:18  relnev
151  * added a few files that needed to be compiled
152  *
153  * freespace.cpp: now compiles
154  *
155  * Revision 1.2  2002/05/07 03:16:44  theoddone33
156  * The Great Newline Fix
157  *
158  * Revision 1.1.1.1  2002/05/03 03:28:09  root
159  * Initial import.
160  *
161  * 
162  * 201   6/16/00 3:15p Jefff
163  * sim of the year dvd version changes, a few german soty localization
164  * fixes
165  * 
166  * 200   11/03/99 11:06a Jefff
167  * 1.2 checksums
168  * 
169  * 199   10/26/99 5:07p Jamest
170  * fixed jeffs dumb debug code
171  * 
172  * 198   10/25/99 5:53p Jefff
173  * call control_config_common_init() on startup
174  * 
175  * 197   10/14/99 10:18a Daveb
176  * Fixed incorrect CD checking problem on standalone server.
177  * 
178  * 196   10/13/99 9:22a Daveb
179  * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180  * related to movies. Fixed launcher spawning from PXO screen.
181  * 
182  * 195   10/06/99 11:05a Jefff
183  * new oem upsell 3 hotspot coords
184  * 
185  * 194   10/06/99 10:31a Jefff
186  * OEM updates
187  * 
188  * 193   10/01/99 9:10a Daveb
189  * V 1.1 PATCH
190  * 
191  * 192   9/15/99 4:57a Dave
192  * Updated ships.tbl checksum
193  * 
194  * 191   9/15/99 3:58a Dave
195  * Removed framerate warning at all times.
196  * 
197  * 190   9/15/99 3:16a Dave
198  * Remove mt-011.fs2 from the builtin mission list.
199  * 
200  * 189   9/15/99 1:45a Dave
201  * Don't init joystick on standalone. Fixed campaign mode on standalone.
202  * Fixed no-score-report problem in TvT
203  * 
204  * 188   9/14/99 6:08a Dave
205  * Updated (final) single, multi, and campaign list.
206  * 
207  * 187   9/14/99 3:26a Dave
208  * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209  * respawn-too-early problem. Made a few crash points safe.
210  * 
211  * 186   9/13/99 4:52p Dave
212  * RESPAWN FIX
213  * 
214  * 185   9/12/99 8:09p Dave
215  * Fixed problem where skip-training button would cause mission messages
216  * not to get paged out for the current mission.
217  * 
218  * 184   9/10/99 11:53a Dave
219  * Shutdown graphics before sound to eliminate apparent lockups when
220  * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
221  * 
222  * 183   9/09/99 11:40p Dave
223  * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224  * 2 end movies properly, based upon what the player did in the mission.
225  * 
226  * 182   9/08/99 10:29p Dave
227  * Make beam sound pausing and unpausing much safer.
228  * 
229  * 181   9/08/99 10:01p Dave
230  * Make sure game won't run in a drive's root directory. Make sure
231  * standalone routes suqad war messages properly to the host.
232  * 
233  * 180   9/08/99 3:22p Dave
234  * Updated builtin mission list.
235  * 
236  * 179   9/08/99 12:01p Jefff
237  * fixed Game_builtin_mission_list typo on Training-2.fs2
238  * 
239  * 178   9/08/99 9:48a Andsager
240  * Add force feedback for engine wash.
241  * 
242  * 177   9/07/99 4:01p Dave
243  * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244  * does everything properly (setting up address when binding). Remove
245  * black rectangle background from UI_INPUTBOX.
246  * 
247  * 176   9/13/99 2:40a Dave
248  * Comment in full 80 minute CD check for RELEASE_REAL builds.
249  * 
250  * 175   9/06/99 6:38p Dave
251  * Improved CD detection code.
252  * 
253  * 174   9/06/99 1:30a Dave
254  * Intermediate checkin. Started on enforcing CD-in-drive to play the
255  * game.
256  * 
257  * 173   9/06/99 1:16a Dave
258  * Make sure the user sees the intro movie.
259  * 
260  * 172   9/04/99 8:00p Dave
261  * Fixed up 1024 and 32 bit movie support.
262  * 
263  * 171   9/03/99 1:32a Dave
264  * CD checking by act. Added support to play 2 cutscenes in a row
265  * seamlessly. Fixed super low level cfile bug related to files in the
266  * root directory of a CD. Added cheat code to set campaign mission # in
267  * main hall.
268  * 
269  * 170   9/01/99 10:49p Dave
270  * Added nice SquadWar checkbox to the client join wait screen.
271  * 
272  * 169   9/01/99 10:14a Dave
273  * Pirate bob.
274  * 
275  * 168   8/29/99 4:51p Dave
276  * Fixed damaged checkin.
277  * 
278  * 167   8/29/99 4:18p Andsager
279  * New "burst" limit for friendly damage.  Also credit more damage done
280  * against large friendly ships.
281  * 
282  * 166   8/27/99 6:38p Alanl
283  * crush the blasted repeating messages bug
284  * 
285  * 164   8/26/99 9:09p Dave
286  * Force framerate check in everything but a RELEASE_REAL build.
287  * 
288  * 163   8/26/99 9:45a Dave
289  * First pass at easter eggs and cheats.
290  * 
291  * 162   8/24/99 8:55p Dave
292  * Make sure nondimming pixels work properly in tech menu.
293  * 
294  * 161   8/24/99 1:49a Dave
295  * Fixed client-side afterburner stuttering. Added checkbox for no version
296  * checking on PXO join. Made button info passing more friendly between
297  * client and server.
298  * 
299  * 160   8/22/99 5:53p Dave
300  * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301  * instead of ship designations for multiplayer players.
302  * 
303  * 159   8/22/99 1:19p Dave
304  * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305  * which d3d cards are detected.
306  * 
307  * 158   8/20/99 2:09p Dave
308  * PXO banner cycling.
309  * 
310  * 157   8/19/99 10:59a Dave
311  * Packet loss detection.
312  * 
313  * 156   8/19/99 10:12a Alanl
314  * preload mission-specific messages on machines greater than 48MB
315  * 
316  * 155   8/16/99 4:04p Dave
317  * Big honking checkin.
318  * 
319  * 154   8/11/99 5:54p Dave
320  * Fixed collision problem. Fixed standalone ghost problem.
321  * 
322  * 153   8/10/99 7:59p Jefff
323  * XSTR'ed some stuff
324  * 
325  * 152   8/10/99 6:54p Dave
326  * Mad optimizations. Added paging to the nebula effect.
327  * 
328  * 151   8/10/99 3:44p Jefff
329  * loads Intelligence information on startup
330  * 
331  * 150   8/09/99 3:47p Dave
332  * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333  * non-nebula missions.
334  * 
335  * 149   8/09/99 2:21p Andsager
336  * Fix patching from multiplayer direct to launcher update tab.
337  * 
338  * 148   8/09/99 10:36a Dave
339  * Version info for game.
340  * 
341  * 147   8/06/99 9:46p Dave
342  * Hopefully final changes for the demo.
343  * 
344  * 146   8/06/99 3:34p Andsager
345  * Make title version info "(D)" -> "D"  show up nicely
346  * 
347  * 145   8/06/99 2:59p Adamp
348  * Fixed NT launcher/update problem.
349  * 
350  * 144   8/06/99 1:52p Dave
351  * Bumped up MAX_BITMAPS for the demo.
352  * 
353  * 143   8/06/99 12:17p Andsager
354  * Demo: down to just 1 demo dog
355  * 
356  * 142   8/05/99 9:39p Dave
357  * Yet another new checksum.
358  * 
359  * 141   8/05/99 6:19p Dave
360  * New demo checksums.
361  * 
362  * 140   8/05/99 5:31p Andsager
363  * Up demo version 1.01
364  * 
365  * 139   8/05/99 4:22p Andsager
366  * No time limit on upsell screens.  Reverse order of display of upsell
367  * bitmaps.
368  * 
369  * 138   8/05/99 4:17p Dave
370  * Tweaks to client interpolation.
371  * 
372  * 137   8/05/99 3:52p Danw
373  * 
374  * 136   8/05/99 3:01p Danw
375  * 
376  * 135   8/05/99 2:43a Anoop
377  * removed duplicate definition.
378  * 
379  * 134   8/05/99 2:13a Dave
380  * Fixed build error.
381  * 
382  * 133   8/05/99 2:05a Dave
383  * Whee.
384  * 
385  * 132   8/05/99 1:22a Andsager
386  * fix upsell bug.
387  * 
388  * 131   8/04/99 9:51p Andsager
389  * Add title screen to demo
390  * 
391  * 130   8/04/99 6:47p Jefff
392  * fixed link error resulting from #ifdefs
393  * 
394  * 129   8/04/99 6:26p Dave
395  * Updated ship tbl checksum.
396  * 
397  * 128   8/04/99 5:40p Andsager
398  * Add multiple demo dogs
399  * 
400  * 127   8/04/99 5:36p Andsager
401  * Show upsell screens at end of demo campaign before returning to main
402  * hall.
403  * 
404  * 126   8/04/99 11:42a Danw
405  * tone down EAX reverb
406  * 
407  * 125   8/04/99 11:23a Dave
408  * Updated demo checksums.
409  * 
410  * 124   8/03/99 11:02p Dave
411  * Maybe fixed sync problems in multiplayer.
412  * 
413  * 123   8/03/99 6:21p Jefff
414  * minor text change
415  * 
416  * 122   8/03/99 3:44p Andsager
417  * Launch laucher if trying to run FS without first having configured
418  * system.
419  * 
420  * 121   8/03/99 12:45p Dave
421  * Update checksums.
422  * 
423  * 120   8/02/99 9:13p Dave
424  * Added popup tips.
425  * 
426  * 119   7/30/99 10:31p Dave
427  * Added comm menu to the configurable hud files.
428  * 
429  * 118   7/30/99 5:17p Andsager
430  * first fs2demo checksums
431  * 
432  * 117   7/29/99 3:09p Anoop
433  * 
434  * 116   7/29/99 12:05a Dave
435  * Nebula speed optimizations.
436  * 
437  * 115   7/27/99 8:59a Andsager
438  * Make major, minor version consistent for all builds.  Only show major
439  * and minor for launcher update window.
440  * 
441  * 114   7/26/99 5:50p Dave
442  * Revised ingame join. Better? We'll see....
443  * 
444  * 113   7/26/99 5:27p Andsager
445  * Add training mission as builtin to demo build
446  * 
447  * 112   7/24/99 1:54p Dave
448  * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
449  * missions.
450  * 
451  * 111   7/22/99 4:00p Dave
452  * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
453  * 
454  * 110   7/21/99 8:10p Dave
455  * First run of supernova effect.
456  * 
457  * 109   7/20/99 1:49p Dave
458  * Peter Drake build. Fixed some release build warnings.
459  * 
460  * 108   7/19/99 2:26p Andsager
461  * set demo multiplayer missions
462  * 
463  * 107   7/18/99 5:19p Dave
464  * Jump node icon. Fixed debris fogging. Framerate warning stuff.
465  * 
466  * 106   7/16/99 1:50p Dave
467  * 8 bit aabitmaps. yay.
468  * 
469  * 105   7/15/99 3:07p Dave
470  * 32 bit detection support. Mouse coord commandline.
471  * 
472  * 104   7/15/99 2:13p Dave
473  * Added 32 bit detection.
474  * 
475  * 103   7/15/99 9:20a Andsager
476  * FS2_DEMO initial checkin
477  * 
478  * 102   7/14/99 11:02a Dave
479  * Skill level default back to easy. Blech.
480  * 
481  * 101   7/09/99 5:54p Dave
482  * Seperated cruiser types into individual types. Added tons of new
483  * briefing icons. Campaign screen.
484  * 
485  * 100   7/08/99 4:43p Andsager
486  * New check for sparky_hi and print if not found.
487  * 
488  * 99    7/08/99 10:53a Dave
489  * New multiplayer interpolation scheme. Not 100% done yet, but still
490  * better than the old way.
491  * 
492  * 98    7/06/99 4:24p Dave
493  * Mid-level checkin. Starting on some potentially cool multiplayer
494  * smoothness crap.
495  * 
496  * 97    7/06/99 3:35p Andsager
497  * Allow movie to play before red alert mission.
498  * 
499  * 96    7/03/99 5:50p Dave
500  * Make rotated bitmaps draw properly in padlock views.
501  * 
502  * 95    7/02/99 9:55p Dave
503  * Player engine wash sound.
504  * 
505  * 94    7/02/99 4:30p Dave
506  * Much more sophisticated lightning support.
507  * 
508  * 93    6/29/99 7:52p Dave
509  * Put in exception handling in FS2.
510  * 
511  * 92    6/22/99 9:37p Dave
512  * Put in pof spewing.
513  * 
514  * 91    6/16/99 4:06p Dave
515  * New pilot info popup. Added new draw-bitmap-as-poly function.
516  * 
517  * 90    6/15/99 1:56p Andsager
518  * For release builds, allow start up in high res only with
519  * sparky_hi._fs2.vp
520  * 
521  * 89    6/15/99 9:34a Dave
522  * Fixed key checking in single threaded version of the stamp notification
523  * screen. 
524  * 
525  * 88    6/09/99 2:55p Andsager
526  * Allow multiple asteroid subtypes (of large, medium, small) and follow
527  * family.
528  * 
529  * 87    6/08/99 1:14a Dave
530  * Multi colored hud test.
531  * 
532  * 86    6/04/99 9:52a Dave
533  * Fixed some rendering problems.
534  * 
535  * 85    6/03/99 10:15p Dave
536  * Put in temporary main hall screen.
537  * 
538  * 84    6/02/99 6:18p Dave
539  * Fixed TNT lockup problems! Wheeeee!
540  * 
541  * 83    6/01/99 3:52p Dave
542  * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543  * dead popup, pxo find player popup, pxo private room popup.
544  * 
545  * 82    5/26/99 1:28p Jasenw
546  * changed coords for loading ani
547  * 
548  * 81    5/26/99 11:46a Dave
549  * Added ship-blasting lighting and made the randomization of lighting
550  * much more customizable.
551  * 
552  * 80    5/24/99 5:45p Dave
553  * Added detail levels to the nebula, with a decent speedup. Split nebula
554  * lightning into its own section.
555  * 
556  * 
557  */
558
559 #include <stdio.h>
560 #include <stdlib.h>
561 #include <time.h>
562
563 #include "pstypes.h"
564 #include "systemvars.h"
565 #include "key.h"
566 #include "vecmat.h"
567 #include "2d.h"
568 #include "3d.h"
569 #include "starfield.h"
570 #include "lighting.h"
571 #include "weapon.h"
572 #include "ship.h"
573 #include "palman.h"
574 #include "osapi.h"
575 #include "fireballs.h"
576 #include "debris.h"
577 #include "timer.h"
578 #include "fix.h"
579 #include "floating.h"
580 #include "gamesequence.h"
581 #include "radar.h"
582 #include "optionsmenu.h"
583 #include "playermenu.h"
584 #include "trainingmenu.h"
585 #include "techmenu.h"
586 #include "ai.h"
587 #include "hud.h"
588 #include "hudmessage.h"
589 #include "psnet.h"
590 #include "missiongoals.h"
591 #include "missionparse.h"
592 #include "bmpman.h"
593 #include "joy.h"
594 #include "joy_ff.h"
595 #include "multi.h"
596 #include "multiutil.h"
597 #include "multimsgs.h"
598 #include "multiui.h"
599 #include "multi_pxo.h"
600 #include "cfile.h"
601 #include "player.h"
602 #include "freespace.h"
603 #include "managepilot.h"
604 #include "sound.h"
605 #include "contexthelp.h"
606 #include "mouse.h"
607 #include "joy.h"
608 #include "missionbrief.h"
609 #include "missiondebrief.h"
610 #include "ui.h"
611 #include "missionshipchoice.h"
612 #include "model.h"
613 #include "hudconfig.h"
614 #include "controlsconfig.h"
615 #include "missionmessage.h"
616 #include "missiontraining.h"
617 #include "hudets.h"
618 #include "hudtarget.h"
619 #include "gamesnd.h"
620 #include "eventmusic.h"
621 #include "animplay.h"
622 #include "missionweaponchoice.h"
623 #include "missionlog.h"
624 #include "audiostr.h"
625 #include "hudlock.h"
626 #include "missioncampaign.h"
627 #include "credits.h"
628 #include "missionhotkey.h"
629 #include "objectsnd.h"
630 #include "cmeasure.h"
631 #include "ai.h"
632 #include "linklist.h"
633 #include "shockwave.h"
634 #include "afterburner.h"
635 #include "scoring.h"
636 #include "stats.h"
637 #include "cmdline.h"
638 #include "timer.h"
639 #include "stand_server.h"
640 #include "pcxutils.h"
641 #include "hudtargetbox.h"
642 #include "multi_xfer.h"
643 #include "hudescort.h"
644 #include "multiutil.h"
645 #include "sexp.h"
646 #include "medals.h"
647 #include "multiteamselect.h"
648 #include "shipfx.h"
649 #include "readyroom.h"
650 #include "mainhallmenu.h"
651 #include "multilag.h"
652 #include "trails.h"
653 #include "particle.h"
654 #include "popup.h"
655 #include "multi_ingame.h"
656 #include "snazzyui.h"
657 #include "asteroid.h"
658 #include "popupdead.h"
659 #include "multi_voice.h"
660 #include "missioncmdbrief.h"
661 #include "redalert.h"
662 #include "gameplayhelp.h"
663 #include "multilag.h"
664 #include "staticrand.h"
665 #include "multi_pmsg.h"
666 #include "levelpaging.h"
667 #include "observer.h"
668 #include "multi_pause.h"
669 #include "multi_endgame.h"
670 #include "cutscenes.h"
671 #include "multi_respawn.h"
672 #include "movie.h"
673 #include "multi_obj.h"
674 #include "multi_log.h"
675 #include "emp.h"
676 #include "localize.h"
677 #include "osregistry.h"
678 #include "barracks.h"
679 #include "missionpause.h"
680 #include "font.h"
681 #include "alphacolors.h"
682 #include "objcollide.h"
683 #include "flak.h"
684 #include "neb.h"
685 #include "neblightning.h"
686 #include "shipcontrails.h"
687 #include "awacs.h"
688 #include "beam.h"
689 #include "multi_dogfight.h"
690 #include "multi_rate.h"
691 #include "muzzleflash.h"
692 #include "encrypt.h"
693 #include "demo.h"
694 #include "version.h"
695 #include "mainhalltemp.h"
696 #include "exceptionhandler.h"
697 #include "supernova.h"
698 #include "hudshield.h"
699 // #include "names.h"
700 #include "shiphit.h"
701 #include "missionloopbrief.h"
702
703 #ifdef NDEBUG
704 #ifdef FRED
705 #error macro FRED is defined when trying to build release Fred.  Please undefine FRED macro in build settings
706 #endif
707 #endif
708
709 //      Revision history.
710 //      Full version:
711 //    1.00.04   5/26/98 MWA -- going final (12 pm)
712 //    1.00.03   5/26/98 MWA -- going final (3 am)
713 //    1.00.02   5/25/98 MWA -- going final
714 //    1.00.01   5/25/98 MWA -- going final
715 //              0.90            5/21/98 MWA -- getting ready for final.
716 //              0.10            4/9/98.  Set by MK.
717 //
718 //      Demo version: (obsolete since DEMO codebase split from tree)
719 //              0.03            4/10/98 AL.     Interplay rev
720 //              0.02            4/8/98  MK.     Increased when this system was modified.
721 //              0.01            4/7/98? AL.     First release to Interplay QA.
722 //
723 //      OEM version:
724 //              1.00            5/28/98 AL.     First release to Interplay QA.
725
726 void game_level_init(int seed = -1);
727 void game_post_level_init();
728 void game_do_frame();
729 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
730 void game_reset_time();
731 void game_show_framerate();                     // draws framerate in lower right corner
732
733 int Game_no_clear = 0;
734
735 int Pofview_running = 0;
736 int Nebedit_running = 0;
737 int Fonttool_running = 0;
738
739 typedef struct big_expl_flash {
740         float max_flash_intensity;      // max intensity
741         float cur_flash_intensity;      // cur intensity
742         int     flash_start;            // start time
743 } big_expl_flash;
744
745 #define FRAME_FILTER 16
746
747 #define DEFAULT_SKILL_LEVEL     1
748 int     Game_skill_level = DEFAULT_SKILL_LEVEL;
749
750 #define VIEWER_ZOOM_DEFAULT 0.75f                       //      Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
751 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
752
753 #define EXE_FNAME       ("fs2.exe")
754 #define LAUNCHER_FNAME  ("freespace2.exe")
755
756
757 // JAS: Code for warphole camera.
758 // Needs to be cleaned up.
759 vector Camera_pos = ZERO_VECTOR;
760 vector Camera_velocity = ZERO_VECTOR;
761 vector Camera_desired_velocity = ZERO_VECTOR;
762 matrix Camera_orient = IDENTITY_MATRIX;
763 float Camera_damping = 1.0f;
764 float Camera_time = 0.0f;
765 float Warpout_time = 0.0f;
766 int Warpout_forced = 0;         // Set if this is a forced warpout that cannot be cancelled.
767 int Warpout_sound = -1;
768 void camera_move();
769 int Use_joy_mouse = 0;
770 int Use_palette_flash = 1;
771 int Show_area_effect = 0;
772 object  *Last_view_target = NULL;
773
774 int dogfight_blown = 0;
775
776 int     frame_int = -1;
777 float frametimes[FRAME_FILTER];
778 float frametotal = 0.0f;
779 float flFrametime;
780
781 #ifdef RELEASE_REAL
782         int     Show_framerate = 0;
783 #else 
784         int     Show_framerate = 1;
785 #endif
786
787 int     Framerate_cap = 120;
788 int     Show_mem = 0;
789 int     Show_cpu = 0;
790 int     Show_target_debug_info = 0;
791 int     Show_target_weapons = 0;
792 int     Game_font = -1;
793
794 #ifndef NDEBUG
795 static int Show_player_pos = 0;         // debug console command to show player world pos on HUD
796 #endif
797
798 int Debug_octant = -1;
799
800 fix Game_time_compression = F1_0;
801
802 // if the ships.tbl the player has is valid
803 int Game_ships_tbl_valid = 0;
804
805 // if the weapons.tbl the player has is valid
806 int Game_weapons_tbl_valid = 0;
807
808 #ifndef NDEBUG
809 int Test_begin = 0;
810 extern int      Player_attacking_enabled;
811 int Show_net_stats;
812 #endif
813
814 int Pre_player_entry;
815
816 int     Fred_running = 0;
817 char Game_current_mission_filename[MAX_FILENAME_LEN];
818 int game_single_step = 0;
819 int last_single_step=0;
820
821 extern int MSG_WINDOW_X_START;  // used to position mission_time and shields output
822 extern int MSG_WINDOW_Y_START;
823 extern int MSG_WINDOW_HEIGHT;
824
825 int game_zbuffer = 1;
826 //static int Game_music_paused;
827 static int Game_paused;
828
829 int Game_level_seed;
830
831 #define EXPIRE_BAD_CHECKSUM                     1
832 #define EXPIRE_BAD_TIME                                 2
833
834 extern void ssm_init();
835 extern void ssm_level_init();
836 extern void ssm_process();
837
838 // static variable to contain the time this version was built
839 // commented out for now until
840 // I figure out how to get the username into the file
841 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
842
843 // defines and variables used for dumping frame for making trailers.
844 #ifndef NDEBUG
845 int Debug_dump_frames = 0;                      // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
846 int Debug_dump_trigger = 0;
847 int Debug_dump_frame_count;
848 int Debug_dump_frame_num = 0;
849 #define DUMP_BUFFER_NUM_FRAMES  1                       // store every 15 frames
850 #endif
851
852 // amount of time to wait after the player has died before we display the death died popup
853 #define PLAYER_DIED_POPUP_WAIT          2500
854 int Player_died_popup_wait = -1;
855 time_t Player_multi_died_check = -1;
856
857 // builtin mission list stuff
858 #ifdef FS2_DEMO
859         int Game_builtin_mission_count = 6;
860         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
861                 { "SPDemo-01.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
862                 { "SPDemo-02.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
863                 { "DemoTrain.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
864                 { "Demo.fc2",                                           (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
865                 { "MPDemo-01.fs2",                              (FSB_FROM_VOLITION | FSB_MULTI) },
866                 { "Demo-DOG-01.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI) },
867         };
868 #elif defined(FS1_DEMO)
869         int Game_builtin_mission_count = 5;
870         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
871                 { "btmdemo.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872                 { "demo.fsc",                                   (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
873                 { "demo01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
874                 { "demo02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
875                 { "demo02b.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
876         };
877 #elif defined(PD_BUILD)
878         int Game_builtin_mission_count = 4;
879         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
880                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION) },
881                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION) },
882                 { "sm1-01",                                                     (FSB_FROM_VOLITION) },
883                 { "sm1-05",                                                     (FSB_FROM_VOLITION) },
884         };
885 #elif defined(MULTIPLAYER_BETA)
886         int Game_builtin_mission_count = 17;
887         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
888                 // multiplayer beta
889                 { "md-01.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
890                 { "md-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
891                 { "md-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
892                 { "md-04.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
893                 { "md-05.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
894                 { "md-06.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
895                 { "md-07.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
896                 { "mt-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
897                 { "mt-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
898                 { "m-03.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
899                 { "m-04.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
900                 { "m-05.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
901                 { "templar-01.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
902                 { "templar-02.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
903                 { "templar-03a.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
904                 { "templar-04a.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
905                 { "templar.fc2",                                        (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
906         };
907 #elif defined(OEM_BUILD)
908         int Game_builtin_mission_count = 17;
909         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
910                 // oem version - act 1 only
911                 { "freespace2oem.fc2",                  (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
912                         
913                 // act 1
914                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
915                 { "sm1-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
916                 { "sm1-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
917                 { "sm1-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
918                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
919                 { "sm1-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
920                 { "sm1-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
921                 { "sm1-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
922                 { "sm1-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
923                 { "sm1-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924                 { "training-1.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925                 { "training-2.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926                 { "training-3.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927                 { "tsm-104.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928                 { "tsm-105.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929                 { "tsm-106.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
930         };
931 #elif defined(MAKE_FS1) 
932         int Game_builtin_mission_count = 125;
933         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
934                 // single player campaign
935                 { "freespace.fsc",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
936
937                 // act 1
938                 { "sm1-01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
939                 { "sm1-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
940                 { "sm1-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
941                 { "sm1-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
942                 { "sm1-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
943                 { "sm1-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
944                 { "sm1-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
945                 { "sm1-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
946                 { "sm1-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
947                 { "sm1-10a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
948
949                 // act 2
950                 { "sm2-01a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951                 { "sm2-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952                 { "sm2-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953                 { "sm2-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954                 { "sm2-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955                 { "sm2-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956                 { "sm2-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
957                 { "sm2-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
958                 { "sm2-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959                 { "sm2-10a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
960
961                 // act 3
962                 { "sm3-01a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963                 { "sm3-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964                 { "sm3-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965                 { "sm3-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966                 { "sm3-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967                 { "sm3-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968                 { "sm3-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
969                 { "sm3-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
970                 { "sm3-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
971
972                 // gauntlet
973                 { "t-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
974                 { "v-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
975                 { "s-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
976
977                 // training
978                 { "btm-01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979                 { "btm-02.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
980                 { "btm-03.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
981                 { "btm-04.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
982                 { "btm-05.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
983
984                 // multiplayer
985                 { "m-hope.fsc",                                 (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
986                 { "m-altair.fsc",                               (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
987
988                 { "m-v-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
989                 { "m-va.fsm",                                   (FSB_FROM_VOLITION | FSB_MULTI) },
990                 { "m-unstoppable.fsm",                  (FSB_FROM_VOLITION | FSB_MULTI) },
991                 { "m-t-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
992                 { "m-s-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
993                 { "m-rescue.fsm",                               (FSB_FROM_VOLITION | FSB_MULTI) },
994                 { "m-pain.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
995                 { "m-orecovery.fsm",                    (FSB_FROM_VOLITION | FSB_MULTI) },
996                 { "mm3-01a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
997                 { "mm3-02a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
998                 { "mm3-03a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
999                 { "mm3-04a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1000                 { "mm3-05a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1001                 { "mm3-06a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1002                 { "m-guardduty.fsm",                    (FSB_FROM_VOLITION | FSB_MULTI) },
1003                 { "m-gate.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1004                 { "m-duel.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1005                 { "m-convoyassault.fsm",                (FSB_FROM_VOLITION | FSB_MULTI) },
1006                 { "m-clash.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1007
1008         // SilentThreat missions
1009                 // Main SilentThreat campaign
1010                 { "SilentThreat.fsc",                   (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1011
1012                 { "md-01.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1013                 { "md-02.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1014                 { "md-03.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1015                 { "md-04.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1016                 { "md-05.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1017                 { "md-06.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1018                 { "md-07.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1019                 { "md-08.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1020                 { "md-09.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1021                 { "md-10.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022                 { "md-11.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023                 { "md-12.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024
1025                 // SilentThreat Part 1 - multi-coop
1026                 { "ST-Part1.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1027
1028                 { "stmm-01.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1029                 { "stmm-02.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1030                 { "stmm-03.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1031
1032                 // SilentThreat Part 2 - multi-coop
1033                 { "ST-Part2.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1034
1035                 { "stmm-04.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1036                 { "stmm-05.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1037                 { "stmm-06.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1038
1039                 // SilentThreat Part 3 - multi-coop
1040                 { "ST-Part3.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1041
1042                 { "stmm-07.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1043                 { "stmm-08.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1044                 { "stmm-09.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1045
1046                 // SilentThreat Part 4 - multi-coop
1047                 { "ST-Part4.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1048
1049                 { "stmm-10.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1050                 { "stmm-11.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1051                 { "stmm-12.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1052
1053                 // multiplayer missions
1054                 { "mdmm-01.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1055                 { "mdmm-02.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1056                 { "mdmm-03.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1057                 { "mdmm-04.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1058                 // user supplied missions
1059                 { "mdu-02.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1060                 { "mdu-03.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1061                 { "mdu-04.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1062                 { "mdu-05.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1063                 { "mdu-06.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1064                 { "mdu-07.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1065                 { "mdu-08.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1066                 { "mdu-09.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1067                 { "mdu-10.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1068                 { "mdu-11.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1069                 { "mdu-12.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1070                 { "mdu-13.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1071                 { "mdu-14.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1072                 { "mdu-15.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1073                 { "mdu-16.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1074                 { "mdu-17.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1075                 { "mdu-18.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1076                 { "mdu-19.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1077                 { "mdu-20.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1078                 { "mdu-21.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1079                 { "mdu-22.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1080                 { "mdu-23.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1081                 { "mdu-24.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1082                 { "mdu-25.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1083                 { "mdu-26.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1084                 { "mdu-27.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1085                 { "mdu-28.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1086                 { "mdu-29.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1087                 { "mdu-30.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1088                 { "mdu-31.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1089                 { "mdumm-01.fsm",                               (FSB_FROM_MDISK | FSB_MULTI) },
1090                 { "mdumm-02.fsm",                               (FSB_FROM_MDISK | FSB_MULTI) },
1091         };
1092 #else
1093         int Game_builtin_mission_count = 92;
1094         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1095                 // single player campaign
1096                 { "freespace2.fc2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1097                         
1098                 // act 1
1099                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1100                 { "sm1-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1101                 { "sm1-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1102                 { "sm1-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1103                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1104                 { "sm1-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1105                 { "sm1-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1106                 { "sm1-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1107                 { "sm1-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1108                 { "sm1-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109                 { "loop1-1.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110                 { "loop1-2.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111                 { "loop1-3.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112                 { "training-1.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113                 { "training-2.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114                 { "training-3.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115                 { "tsm-104.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116                 { "tsm-105.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117                 { "tsm-106.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118
1119                 // act 2
1120                 { "sm2-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121                 { "sm2-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122                 { "sm2-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123                 { "sm2-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124                 { "sm2-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125                 { "sm2-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126                 { "sm2-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1127                 { "sm2-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1128                 { "sm2-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129                 { "sm2-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1130
1131                 // act 3
1132                 { "sm3-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133                 { "sm3-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134                 { "sm3-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135                 { "sm3-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136                 { "sm3-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137                 { "sm3-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138                 { "sm3-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1139                 { "sm3-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1140                 { "sm3-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141                 { "sm3-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142                 { "loop2-1.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143                 { "loop2-2.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144
1145                 // multiplayer missions
1146
1147                 // gauntlet
1148                 { "g-shi.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1149                 { "g-ter.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1150                 { "g-vas.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1151
1152                 // coop
1153                 { "m-01.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1154                 { "m-02.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1155                 { "m-03.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1156                 { "m-04.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1157
1158                 // dogfight
1159                 { "mdh-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1160                 { "mdh-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1161                 { "mdh-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1162                 { "mdh-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1163                 { "mdh-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1164                 { "mdh-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1165                 { "mdh-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1166                 { "mdh-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1167                 { "mdh-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1168                 { "mdl-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1169                 { "mdl-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1170                 { "mdl-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1171                 { "mdl-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1172                 { "mdl-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1173                 { "mdl-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1174                 { "mdl-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1175                 { "mdl-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1176                 { "mdl-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1177                 { "mdm-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1178                 { "mdm-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1179                 { "mdm-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1180                 { "mdm-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1181                 { "mdm-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1182                 { "mdm-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1183                 { "mdm-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1184                 { "mdm-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1185                 { "mdm-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1186                 { "osdog.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1187
1188                 // TvT          
1189                 { "mt-01.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1190                 { "mt-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1191                 { "mt-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1192                 { "mt-04.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1193                 { "mt-05.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1194                 { "mt-06.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1195                 { "mt-07.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1196                 { "mt-08.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1197                 { "mt-09.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1198                 { "mt-10.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1199
1200                 // campaign
1201                 { "templar.fc2",                                (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1202                 { "templar-01.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1203                 { "templar-02.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1204                 { "templar-03.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1205                 { "templar-04.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1206         };
1207 #endif
1208
1209
1210 // Internal function prototypes
1211 void game_maybe_draw_mouse(float frametime);
1212 void init_animating_pointer();
1213 void load_animating_pointer(const char *filename, int dx, int dy);
1214 void unload_animating_pointer();
1215 void game_do_training_checks();
1216 void game_shutdown(void);
1217 void game_show_event_debug(float frametime);
1218 void game_event_debug_init();
1219 void game_frame();
1220 void demo_upsell_init();
1221 void demo_upsell_do();
1222 void demo_upsell_close();
1223 void game_start_subspace_ambient_sound();
1224 void game_stop_subspace_ambient_sound();
1225 void verify_ships_tbl();
1226 void verify_weapons_tbl();
1227 #if defined(FS2_DEMO) || defined(OEM_BUILD)
1228 extern "C" void display_title_screen();
1229 #endif
1230
1231 // loading background filenames
1232 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1233         "LoadingBG",            // GR_640
1234         "2_LoadingBG"           // GR_1024
1235 };
1236
1237
1238 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1239         "Loading.ani",          // GR_640
1240         "2_Loading.ani"         // GR_1024
1241 };
1242
1243 #if defined(FS2_DEMO)
1244 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1245         "PreLoad",
1246         "2_PreLoad"
1247 };
1248 #elif defined(OEM_BUILD)
1249 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1250         "OEMPreLoad",
1251         "2_OEMPreLoad"
1252 };
1253 #endif
1254
1255 // auto-lang stuff
1256 int detect_lang();
1257
1258 // How much RAM is on this machine. Set in WinMain
1259 static int Freespace_total_ram = 0;
1260
1261 // game flash stuff
1262 float Game_flash_red = 0.0f;
1263 float Game_flash_green = 0.0f;
1264 float Game_flash_blue = 0.0f;
1265 float Sun_spot = 0.0f;
1266 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1267
1268 // game shudder stuff (in ms)
1269 int Game_shudder_time = -1;
1270 int Game_shudder_total = 0;
1271 float Game_shudder_intensity = 0.0f;                    // should be between 0.0 and 100.0
1272
1273 // EAX stuff
1274 sound_env Game_sound_env;
1275 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1276 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1277
1278 int Game_sound_env_update_timestamp;
1279
1280 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1281
1282
1283 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1284
1285 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1286 {
1287         int idx;
1288
1289         // look through all existing builtin missions
1290         for(idx=0; idx<Game_builtin_mission_count; idx++){
1291                 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1292                         return &Game_builtin_mission_list[idx];
1293                 }
1294         }
1295
1296         // didn't find it
1297         return NULL;
1298 }
1299
1300 int game_get_default_skill_level()
1301 {
1302         return DEFAULT_SKILL_LEVEL;
1303 }
1304
1305 // Resets the flash
1306 void game_flash_reset()
1307 {
1308         Game_flash_red = 0.0f;
1309         Game_flash_green = 0.0f;
1310         Game_flash_blue = 0.0f;
1311         Sun_spot = 0.0f;
1312         Big_expl_flash.max_flash_intensity = 0.0f;
1313         Big_expl_flash.cur_flash_intensity = 0.0f;
1314         Big_expl_flash.flash_start = 0;
1315 }
1316
1317 float Gf_critical = -1.0f;                                      // framerate we should be above on the average for this mission
1318 float Gf_critical_time = 0.0f;                  // how much time we've been at the critical framerate
1319
1320 void game_framerate_check_init()
1321 {
1322         // zero critical time
1323         Gf_critical_time = 0.0f;
1324                 
1325         // nebula missions
1326         if(The_mission.flags & MISSION_FLAG_FULLNEB){
1327                 Gf_critical = 15.0f;
1328         } else {
1329                 Gf_critical = 25.0f;
1330         }
1331 }
1332
1333 extern float Framerate;
1334 void game_framerate_check()
1335 {
1336         int y_start = 100;
1337         
1338         // if the current framerate is above the critical level, add frametime
1339         if(Framerate >= Gf_critical){
1340                 Gf_critical_time += flFrametime;
1341         }       
1342
1343         if(!Show_framerate){
1344                 return;
1345         }
1346
1347         // display if we're above the critical framerate
1348         if(Framerate < Gf_critical){
1349                 gr_set_color_fast(&Color_bright_red);
1350                 gr_string(200, y_start, "Framerate warning");
1351
1352                 y_start += 10;
1353         }
1354
1355         // display our current pct of good frametime
1356         if(f2fl(Missiontime) >= 0.0f){
1357                 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1358
1359                 if(pct >= 85.0f){
1360                         gr_set_color_fast(&Color_bright_green);
1361                 } else {
1362                         gr_set_color_fast(&Color_bright_red);
1363                 }
1364
1365                 gr_printf(200, y_start, "%d%%", (int)pct);
1366         }
1367 }
1368
1369
1370 // Adds a flash effect.  These can be positive or negative.
1371 // The range will get capped at around -1 to 1, so stick 
1372 // with a range like that.
1373 void game_flash( float r, float g, float b )
1374 {
1375         Game_flash_red += r;
1376         Game_flash_green += g;
1377         Game_flash_blue += b;
1378
1379         if ( Game_flash_red < -1.0f )   {
1380                 Game_flash_red = -1.0f;
1381         } else if ( Game_flash_red > 1.0f )     {
1382                 Game_flash_red = 1.0f;
1383         }
1384
1385         if ( Game_flash_green < -1.0f ) {
1386                 Game_flash_green = -1.0f;
1387         } else if ( Game_flash_green > 1.0f )   {
1388                 Game_flash_green = 1.0f;
1389         }
1390
1391         if ( Game_flash_blue < -1.0f )  {
1392                 Game_flash_blue = -1.0f;
1393         } else if ( Game_flash_blue > 1.0f )    {
1394                 Game_flash_blue = 1.0f;
1395         }
1396
1397 }
1398
1399 // Adds a flash for Big Ship explosions
1400 // cap range from 0 to 1
1401 void big_explosion_flash(float flash)
1402 {
1403         Big_expl_flash.flash_start = timestamp(1);
1404
1405         if (flash > 1.0f) {
1406                 flash = 1.0f;
1407         } else if (flash < 0.0f) {
1408                 flash = 0.0f;
1409         }
1410
1411         Big_expl_flash.max_flash_intensity = flash;
1412         Big_expl_flash.cur_flash_intensity = 0.0f;
1413 }
1414
1415 //      Amount to diminish palette towards normal, per second.
1416 #define DIMINISH_RATE   0.75f
1417 #define SUN_DIMINISH_RATE       6.00f
1418
1419 int Sun_drew = 0;
1420
1421 float sn_glare_scale = 1.7f;
1422 DCF(sn_glare, "")
1423 {
1424         dc_get_arg(ARG_FLOAT);
1425         sn_glare_scale = Dc_arg_float;
1426 }
1427
1428 float Supernova_last_glare = 0.0f;
1429 void game_sunspot_process(float frametime)
1430 {
1431         int n_lights, idx;
1432         int sn_stage;
1433         float Sun_spot_goal = 0.0f;
1434
1435         // supernova
1436         sn_stage = supernova_active();
1437         if(sn_stage){           
1438                 // sunspot differently based on supernova stage
1439                 switch(sn_stage){
1440                 // approaching. player still in control
1441                 case 1:                 
1442                         float pct;
1443                         pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1444
1445                         vector light_dir;                               
1446                         light_get_global_dir(&light_dir, 0);
1447                         float dot;
1448                         dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1449                         
1450                         if(dot >= 0.0f){
1451                                 // scale it some more
1452                                 dot = dot * (0.5f + (pct * 0.5f));
1453                                 dot += 0.05f;                                   
1454
1455                                 Sun_spot_goal += (dot * sn_glare_scale);
1456                         }
1457
1458                         // draw the sun glow
1459                         if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) )    {
1460                                 // draw the glow for this sun
1461                                 stars_draw_sun_glow(0); 
1462                         }
1463
1464                         Supernova_last_glare = Sun_spot_goal;
1465                         break;
1466
1467                 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1468                 case 2:                                         
1469                 case 3:
1470                         Sun_spot_goal = 0.9f;
1471                         Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1472
1473                         if(Sun_spot_goal > 1.0f){
1474                                 Sun_spot_goal = 1.0f;
1475                         }
1476
1477                         Sun_spot_goal *= sn_glare_scale;
1478                         Supernova_last_glare = Sun_spot_goal;
1479                         break;          
1480
1481                 // fade to white. display dead popup
1482                 case 4:
1483                 case 5:
1484                         Supernova_last_glare += (2.0f * flFrametime);
1485                         if(Supernova_last_glare > 2.0f){
1486                                 Supernova_last_glare = 2.0f;
1487                         }
1488
1489                         Sun_spot_goal = Supernova_last_glare;
1490                         break;
1491                 }
1492         
1493                 Sun_drew = 0;                           
1494         } else {
1495                 if ( Sun_drew ) {
1496                         // check sunspots for all suns
1497                         n_lights = light_get_global_count();
1498
1499                         // check
1500                         for(idx=0; idx<n_lights; idx++){
1501                                 //(vector *eye_pos, matrix *eye_orient)
1502                                 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) )  {
1503
1504                                         vector light_dir;                               
1505                                         light_get_global_dir(&light_dir, idx);
1506
1507                                         float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1508
1509                                         Sun_spot_goal += (float)pow(dot,85.0f);
1510
1511                                         // draw the glow for this sun
1512                                         stars_draw_sun_glow(idx);                               
1513                                 } else {
1514                                         Sun_spot_goal = 0.0f;
1515                                 }
1516                         }
1517
1518                         Sun_drew = 0;
1519                 } else {
1520                         Sun_spot_goal = 0.0f;
1521                 }
1522         }
1523
1524         float dec_amount = frametime*SUN_DIMINISH_RATE;
1525
1526         if ( Sun_spot < Sun_spot_goal ) {
1527                 Sun_spot += dec_amount;
1528                 if ( Sun_spot > Sun_spot_goal ) {
1529                         Sun_spot = Sun_spot_goal;
1530                 }
1531         } else if ( Sun_spot > Sun_spot_goal )  {
1532                 Sun_spot -= dec_amount;
1533                 if ( Sun_spot < Sun_spot_goal ) {
1534                         Sun_spot = Sun_spot_goal;
1535                 }
1536         }
1537 }
1538
1539
1540 // Call once a frame to diminish the
1541 // flash effect to 0.
1542 void game_flash_diminish(float frametime)
1543 {
1544         float dec_amount = frametime*DIMINISH_RATE;
1545
1546         if ( Game_flash_red > 0.0f ) {
1547                 Game_flash_red -= dec_amount;           
1548                 if ( Game_flash_red < 0.0f )
1549                         Game_flash_red = 0.0f;
1550         } else {
1551                 Game_flash_red += dec_amount;           
1552                 if ( Game_flash_red > 0.0f )
1553                         Game_flash_red = 0.0f;
1554         } 
1555
1556         if ( Game_flash_green > 0.0f ) {
1557                 Game_flash_green -= dec_amount;         
1558                 if ( Game_flash_green < 0.0f )
1559                         Game_flash_green = 0.0f;
1560         } else {
1561                 Game_flash_green += dec_amount;         
1562                 if ( Game_flash_green > 0.0f )
1563                         Game_flash_green = 0.0f;
1564         } 
1565
1566         if ( Game_flash_blue > 0.0f ) {
1567                 Game_flash_blue -= dec_amount;          
1568                 if ( Game_flash_blue < 0.0f )
1569                         Game_flash_blue = 0.0f;
1570         } else {
1571                 Game_flash_blue += dec_amount;          
1572                 if ( Game_flash_blue > 0.0f )
1573                         Game_flash_blue = 0.0f;
1574         } 
1575
1576         // update big_explosion_cur_flash
1577 #define TIME_UP         1500
1578 #define TIME_DOWN       2500
1579         int duration = TIME_UP + TIME_DOWN;
1580         int time = timestamp_until(Big_expl_flash.flash_start);
1581         if (time > -duration) {
1582                 time = -time;
1583                 if (time < TIME_UP) {
1584                         Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1585                 } else {
1586                         time -= TIME_UP;
1587                         Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1588                 }
1589         }
1590         
1591         if ( Use_palette_flash )        {
1592                 int r,g,b;
1593 //              static int or=0, og=0, ob=0;
1594
1595                 // Change the 200 to change the color range of colors.
1596                 r = fl2i( Game_flash_red*128.0f );  
1597                 g = fl2i( Game_flash_green*128.0f );   
1598                 b = fl2i( Game_flash_blue*128.0f );  
1599
1600                 if ( Sun_spot > 0.0f )  {
1601                         r += fl2i(Sun_spot*128.0f);
1602                         g += fl2i(Sun_spot*128.0f);
1603                         b += fl2i(Sun_spot*128.0f);
1604                 }
1605
1606                 if ( Big_expl_flash.cur_flash_intensity  > 0.0f ) {
1607                         r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1608                         g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1609                         b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1610                 }
1611
1612                 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1613                 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1614                 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1615
1616                 if ( (r!=0) || (g!=0) || (b!=0) ) {
1617                         gr_flash( r, g, b );
1618
1619                         //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1620
1621 //                      or = r;
1622 //                      og = g;
1623 //                      ob = b;
1624                 }
1625         }
1626         
1627 }
1628
1629
1630 void game_level_close()
1631 {
1632         // De-Initialize the game subsystems
1633         event_music_level_close();
1634         game_stop_looped_sounds();
1635         snd_stop_all();
1636         obj_snd_level_close();                                  // uninit object-linked persistant sounds
1637         gamesnd_unload_gameplay_sounds();       // unload gameplay sounds from memory
1638         anim_level_close();                                             // stop and clean up any anim instances
1639         message_mission_shutdown();                             // called after anim_level_close() to make sure anim instances are free
1640         shockwave_level_close();
1641         fireball_level_close(); 
1642         shield_hit_close();
1643         mission_event_shutdown();
1644         asteroid_level_close();
1645         flak_level_close();                                             // unload flak stuff
1646         neb2_level_close();                                             // shutdown gaseous nebula stuff
1647         ct_level_close();
1648         beam_level_close();
1649         mflash_level_close();
1650         mission_brief_common_reset();                   // close out parsed briefing/mission stuff
1651
1652         audiostream_unpause_all();
1653         Game_paused = 0;
1654 }
1655
1656
1657 // intializes game stuff and loads the mission.  Returns 0 on failure, 1 on success
1658 // input: seed =>       DEFAULT PARAMETER (value -1).  Only set by demo playback code.
1659 void game_level_init(int seed)
1660 {
1661         // seed the random number generator
1662         if ( seed == -1 ) {
1663                 // if no seed was passed, seed the generator either from the time value, or from the
1664                 // netgame security flags -- ensures that all players in multiplayer game will have the
1665                 // same randon number sequence (with static rand functions)
1666                 if ( Game_mode & GM_NORMAL ) {
1667                         Game_level_seed = (int)time(NULL);
1668                 } else {
1669                         Game_level_seed = Netgame.security;
1670                 }
1671         } else {
1672                 // mwa 9/17/98 -- maybe this assert isn't needed????
1673                 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1674                 Game_level_seed = seed;
1675         }
1676         srand( Game_level_seed );
1677
1678         // semirand function needs to get re-initted every time in multiplayer
1679         if ( Game_mode & GM_MULTIPLAYER ){
1680                 init_semirand();
1681         }
1682
1683         Framecount = 0;
1684
1685         Key_normal_game = (Game_mode & GM_NORMAL);
1686         Cheats_enabled = 0;
1687
1688         Game_shudder_time = -1;
1689
1690         // Initialize the game subsystems
1691 //      timestamp_reset();                      // Must be inited before everything else
1692         if(!Is_standalone){
1693                 game_reset_time();                      // resets time, and resets saved time too
1694         }
1695         obj_init();                                             // Must be inited before the other systems
1696         model_free_all();                               // Free all existing models
1697         mission_brief_common_init();            // Free all existing briefing/debriefing text
1698         weapon_level_init();
1699         ai_level_init();                                //      Call this before ship_init() because it reads ai.tbl.
1700         ship_level_init();
1701         player_level_init();    
1702         shipfx_flash_init();                    // Init the ship gun flash system.
1703         game_flash_reset();                     // Reset the flash effect
1704         particle_init();                                // Reset the particle system
1705         fireball_init();
1706         debris_init();
1707         cmeasure_init();
1708         shield_hit_init();                              //      Initialize system for showing shield hits
1709         radar_mission_init();
1710         mission_init_goals();
1711         mission_log_init();
1712         messages_init();
1713         obj_snd_level_init();                                   // init object-linked persistant sounds
1714         anim_level_init();
1715         shockwave_level_init();
1716         afterburner_level_init();
1717         scoring_level_init( &Player->stats );
1718         key_level_init();
1719         asteroid_level_init();
1720         control_config_clear_used_status();
1721         collide_ship_ship_sounds_init();
1722         Missiontime = 0;
1723         Pre_player_entry = 1;                   //      Means the player has not yet entered.
1724         Entry_delay_time = 0;                   //      Could get overwritten in mission read.
1725         fireball_preload();                             //      page in warphole bitmaps
1726         observer_init();
1727         flak_level_init();                              // initialize flak - bitmaps, etc
1728         ct_level_init();                                        // initialize ships contrails, etc
1729         awacs_level_init();                             // initialize AWACS
1730         beam_level_init();                              // initialize beam weapons
1731         mflash_level_init();
1732         ssm_level_init();       
1733         supernova_level_init();
1734
1735         // multiplayer dogfight hack
1736         dogfight_blown = 0;
1737
1738         shipfx_engine_wash_level_init();
1739
1740         nebl_level_init();
1741
1742         Last_view_target = NULL;
1743         Game_paused = 0;
1744
1745         Game_no_clear = 0;
1746
1747         // campaign wasn't ended
1748         Campaign_ended_in_mission = 0;
1749 }
1750
1751 // called when a mission is over -- does server specific stuff.
1752 void freespace_stop_mission()
1753 {       
1754         game_level_close();
1755         Game_mode &= ~GM_IN_MISSION;
1756 }
1757
1758 // called at frame interval to process networking stuff
1759 void game_do_networking()
1760 {
1761         SDL_assert( Net_player != NULL );
1762         if (!(Game_mode & GM_MULTIPLAYER)){
1763                 return;
1764         }
1765
1766         // see if this player should be reading/writing data.  Bit is set when at join
1767         // screen onward until quits back to main menu.
1768         if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1769                 return;
1770         }
1771
1772         if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1773                 multi_do_frame();
1774         } else {
1775                 multi_pause_do_frame();
1776         }       
1777 }
1778
1779
1780 // Loads the best palette for this level, based
1781 // on nebula color and hud color.  You could just call palette_load_table with
1782 // the appropriate filename, but who wants to do that.
1783 void game_load_palette()
1784 {
1785         char palette_filename[1024];
1786
1787         // We only use 3 hud colors right now
1788 #ifdef MAKE_FS1
1789         SDL_assert( HUD_config.main_color >= 0 );
1790         SDL_assert( HUD_config.main_color <= 2 );
1791 #endif
1792
1793         SDL_assert( Mission_palette >= 0 );
1794         SDL_assert( Mission_palette <= 98 );
1795
1796 #ifdef MAKE_FS1
1797         if ( The_mission.flags & MISSION_FLAG_SUBSPACE )        {
1798                 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1799         } else {
1800                 SDL_snprintf( palette_filename, SDL_arraysize(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1801         }
1802
1803         mprintf(( "Loading palette %s\n", palette_filename ));
1804
1805         palette_load_table(palette_filename);
1806 #else
1807         SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1808
1809         mprintf(( "Loading palette %s\n", palette_filename ));
1810 #endif
1811 }
1812
1813 void game_post_level_init()
1814 {
1815         // Stuff which gets called after mission is loaded.  Because player isn't created until
1816         // after mission loads, some things must get initted after the level loads
1817
1818         model_level_post_init();
1819
1820         HUD_init();
1821         hud_setup_escort_list();
1822         mission_hotkey_set_defaults();  // set up the default hotkeys (from mission file)
1823
1824         stars_level_init();     
1825         neb2_level_init();              
1826
1827 #ifndef NDEBUG
1828         game_event_debug_init();
1829 #endif
1830
1831         training_mission_init();
1832         asteroid_create_all();
1833         
1834         game_framerate_check_init();
1835 }
1836
1837
1838 // An estimate as to how high the count passed to game_loading_callback will go.
1839 // This is just a guess, it seems to always be about the same.   The count is
1840 // proportional to the code being executed, not the time, so this works good
1841 // for a bar, assuming the code does about the same thing each time you
1842 // load a level.   You can find this value by looking at the return value
1843 // of game_busy_callback(NULL), which I conveniently print out to the
1844 // debug output window with the '=== ENDING LOAD ==' stuff.   
1845 //#define COUNT_ESTIMATE 3706
1846 #define COUNT_ESTIMATE 1111
1847
1848 int Game_loading_callback_inited = 0;
1849
1850 int Game_loading_background = -1;
1851 anim * Game_loading_ani = NULL;
1852 anim_instance   *Game_loading_ani_instance;
1853 int Game_loading_frame=-1;
1854 int Game_loading_ani_bitmap = -1;
1855
1856 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1857         {
1858 #if defined(FS1_DEMO)
1859                 133, 337
1860 #elif defined(MAKE_FS1)
1861                 118, 316
1862 #else
1863                 63, 316  // GR_640
1864 #endif
1865         },
1866         {
1867                 101, 505        // GR_1024
1868         }
1869 };
1870
1871 // This gets called 10x per second and count is the number of times 
1872 // game_busy() has been called since the current callback function
1873 // was set.
1874 extern "C"
1875 void game_loading_callback(int count)
1876 {       
1877         game_do_networking();
1878
1879         SDL_assert( Game_loading_callback_inited==1 );
1880         SDL_assert( Game_loading_ani != NULL );
1881
1882         int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1883         if ( framenum > Game_loading_ani->total_frames-1 )      {
1884                 framenum = Game_loading_ani->total_frames-1;
1885         } else if ( framenum < 0 )      {
1886                 framenum = 0;
1887         }
1888
1889         int cbitmap = -1;
1890         while ( Game_loading_frame < framenum ) {
1891                 Game_loading_frame++;
1892                 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1893         }
1894
1895         if (cbitmap > -1) {
1896                 if (Game_loading_ani_bitmap > -1) {
1897                         bm_release(Game_loading_ani_bitmap);
1898                 }
1899
1900                 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame ,  Game_loading_ani->total_frames, cbitmap ));
1901                 Game_loading_ani_bitmap = cbitmap;
1902         }
1903
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         } else {
1908                 gr_clear();
1909         }
1910
1911         if (Game_loading_ani_bitmap > -1) {
1912                 gr_set_bitmap(Game_loading_ani_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1913                 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0], Game_loading_ani_coords[gr_screen.res][1]);
1914         }
1915
1916         gr_flip();
1917
1918 #ifdef __EMSCRIPTEN__
1919         emscripten_sleep(10);
1920 #endif
1921 }
1922
1923 void game_loading_callback_init()
1924 {
1925         SDL_assert( Game_loading_callback_inited==0 );
1926
1927         Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1928 #ifdef MAKE_FS1
1929         common_set_interface_palette("InterfacePalette");  // set the interface palette
1930 #endif
1931
1932
1933         Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1934         SDL_assert( Game_loading_ani != NULL );
1935         Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1936         SDL_assert( Game_loading_ani_instance != NULL );
1937         Game_loading_frame = -1;
1938         Game_loading_ani_bitmap = -1;
1939
1940         Game_loading_callback_inited = 1;
1941         Mouse_hidden = 1;
1942         game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 ); 
1943
1944
1945 }
1946
1947 extern "C"
1948 void game_loading_callback_close()
1949 {
1950         SDL_assert( Game_loading_callback_inited==1 );
1951
1952         // Make sure bar shows all the way over.
1953         game_loading_callback(COUNT_ESTIMATE);
1954
1955 #ifndef NDEBUG
1956         int real_count = game_busy_callback( NULL );
1957
1958         mprintf(( "=================== ENDING LOAD ================\n" ));
1959         mprintf(( "Real count = %d,  Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1960         mprintf(( "================================================\n" ));
1961 #else
1962         game_busy_callback( NULL );
1963 #endif
1964
1965         Mouse_hidden = 0;
1966
1967         Game_loading_callback_inited = 0;
1968
1969         free_anim_instance(Game_loading_ani_instance);
1970         Game_loading_ani_instance = NULL;
1971         anim_free(Game_loading_ani);
1972         Game_loading_ani = NULL;
1973
1974         if (Game_loading_ani_bitmap > -1) {
1975                 bm_release(Game_loading_ani_bitmap);
1976                 Game_loading_ani_bitmap = -1;
1977         }
1978
1979         if (Game_loading_background > -1) {
1980                 bm_release(Game_loading_background);
1981                 Game_loading_background = -1;
1982         }
1983
1984         common_free_interface_palette();                // restore game palette
1985
1986
1987         gr_set_font( FONT1 );
1988 }
1989
1990 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1991 //
1992 void game_maybe_update_sound_environment()
1993 {
1994         // do nothing for now
1995 }
1996
1997 // Assign the sound environment for the game, based on the current mission
1998 //
1999 void game_assign_sound_environment()
2000 {
2001 #ifdef MAKE_FS1
2002         if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
2003                 Game_sound_env.id = SND_ENV_DRUGGED;
2004                 Game_sound_env.volume = 0.800f;
2005                 Game_sound_env.damping = 1.188f;
2006                 Game_sound_env.decay = 6.392f;
2007 #ifndef FS1_DEMO
2008         } else if (Num_asteroids > 30) {
2009                 Game_sound_env.id = SND_ENV_AUDITORIUM;
2010                 Game_sound_env.volume = 0.603f;
2011                 Game_sound_env.damping = 0.5f;
2012                 Game_sound_env.decay = 4.279f;
2013 #endif
2014         } else {
2015                 Game_sound_env = Game_default_sound_env;
2016         }
2017 #else
2018         Game_sound_env = Game_default_sound_env;
2019 #endif
2020
2021         Game_sound_env_update_timestamp = timestamp(1);
2022 }
2023
2024 // function which gets called before actually entering the mission.  It is broken down into a funciton
2025 // since it will get called in one place from a single player game and from another place for
2026 // a multiplayer game
2027 extern "C"
2028 void freespace_mission_load_stuff()
2029 {
2030         // called if we're not on a freespace dedicated (non rendering, no pilot) server
2031         // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2032         if(!(Game_mode & GM_STANDALONE_SERVER)){        
2033         
2034                 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2035
2036                 game_loading_callback_init();
2037                 
2038                 event_music_level_init();       // preloads the first 2 seconds for each event music track
2039                 game_busy();
2040
2041                 gamesnd_unload_interface_sounds();              // unload interface sounds from memory
2042                 game_busy();
2043
2044                 gamesnd_preload_common_sounds();                        // load in sounds that are expected to play
2045                 game_busy();
2046
2047                 ship_assign_sound_all();        // assign engine sounds to ships
2048                 game_assign_sound_environment();         // assign the sound environment for this mission
2049                 game_busy();
2050
2051                 // call function in missionparse.cpp to fixup player/ai stuff.
2052                 mission_parse_fixup_players();
2053                 game_busy();
2054
2055                 // Load in all the bitmaps for this level
2056                 level_page_in();
2057
2058                 game_busy();
2059
2060                 game_loading_callback_close();  
2061         } 
2062         // the only thing we need to call on the standalone for now.
2063         else {
2064                 // call function in missionparse.cpp to fixup player/ai stuff.
2065                 mission_parse_fixup_players();
2066
2067                 // Load in all the bitmaps for this level
2068                 level_page_in();
2069         }
2070 }
2071
2072 time_t load_gl_init;
2073 time_t load_mission_load;
2074 time_t load_post_level_init;
2075 time_t load_mission_stuff;
2076
2077 // tells the server to load the mission and initialize structures
2078 extern "C"
2079 int game_start_mission()
2080 {       
2081         mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2082         
2083         load_gl_init = time(NULL);
2084         game_level_init();
2085         load_gl_init = time(NULL) - load_gl_init;
2086         
2087         if (Game_mode & GM_MULTIPLAYER) {
2088                 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2089
2090                 // clear multiplayer stats
2091                 init_multiplayer_stats();
2092         }
2093
2094         load_mission_load = time(NULL);
2095         if (mission_load()) {
2096                 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2097                         popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2098                         gameseq_post_event(GS_EVENT_MAIN_MENU);
2099                 } else {
2100                         multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2101                 }
2102
2103                 return 0;
2104         }
2105         load_mission_load = time(NULL) - load_mission_load;
2106
2107         // If this is a red alert mission in campaign mode, bash wingman status
2108         if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2109                 red_alert_bash_wingman_status();
2110         }
2111
2112         // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2113         if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2114                 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2115 #ifdef MAKE_FS1
2116                 game_load_palette();
2117 #endif
2118         }
2119
2120         load_post_level_init = time(NULL);
2121         game_post_level_init();
2122         load_post_level_init = time(NULL) - load_post_level_init;
2123
2124         #ifndef NDEBUG
2125         {
2126                 void Do_model_timings_test();
2127                 Do_model_timings_test();        
2128         }
2129         #endif
2130
2131         load_mission_stuff = time(NULL);
2132         freespace_mission_load_stuff();
2133         load_mission_stuff = time(NULL) - load_mission_stuff;
2134
2135         return 1;
2136 }
2137
2138 int Interface_framerate = 0;
2139 #ifndef NDEBUG
2140
2141 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2142 DCF_BOOL( show_framerate, Show_framerate )
2143 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2144 DCF_BOOL( show_target_weapons, Show_target_weapons )
2145 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2146 DCF_BOOL( sound, Sound_enabled )
2147 DCF_BOOL( zbuffer, game_zbuffer )
2148 DCF_BOOL( shield_system, New_shield_system )
2149 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2150 DCF_BOOL( player_attacking, Player_attacking_enabled )
2151 DCF_BOOL( show_waypoints, Show_waypoints )
2152 DCF_BOOL( show_area_effect, Show_area_effect )
2153 DCF_BOOL( show_net_stats, Show_net_stats )
2154 DCF_BOOL( log, Log_debug_output_to_file )
2155 DCF_BOOL( training_msg_method, Training_msg_method )
2156 DCF_BOOL( show_player_pos, Show_player_pos )
2157 DCF_BOOL(i_framerate, Interface_framerate )
2158
2159 DCF(show_mem,"Toggles showing mem usage")
2160 {
2161         if ( Dc_command )       {       
2162                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2163                 if ( Dc_arg_type & ARG_TRUE )   Show_mem = 1;   
2164                 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;       
2165                 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;       
2166
2167                 if ( Show_mem ) {
2168                         Show_cpu = 0;
2169                 }
2170         }       
2171         if ( Dc_help )  dc_printf( "Usage: Show_mem\nSets show_mem to true or false.  If nothing passed, then toggles it.\n" ); 
2172         if ( Dc_status )        {
2173                 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );     
2174                 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );     
2175         }
2176 }
2177
2178 DCF(show_cpu,"Toggles showing cpu usage")
2179 {
2180         if ( Dc_command )       {       
2181                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2182                 if ( Dc_arg_type & ARG_TRUE )   Show_cpu = 1;   
2183                 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;       
2184                 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;       
2185
2186                 if ( Show_cpu ) {
2187                         Show_mem = 0;
2188                 }
2189         }       
2190         if ( Dc_help )  dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false.  If nothing passed, then toggles it.\n" ); 
2191         if ( Dc_status )        {
2192                 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );     
2193                 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );     
2194
2195         }
2196 }
2197
2198 #else
2199
2200         // AL 4-8-98: always allow players to display their framerate
2201
2202         #ifdef FS2_DEMO
2203                 DCF_BOOL( show_framerate, Show_framerate )
2204         #endif
2205
2206 #endif  // NDEBUG
2207
2208                         int Game_init_seed;
2209
2210 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2211 {
2212         if ( Dc_command )       {       
2213                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2214                 if ( Dc_arg_type & ARG_TRUE )   Use_joy_mouse = 1;      
2215                 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;  
2216                 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;  
2217         }       
2218         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" );        
2219         if ( Dc_status )        dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );   
2220
2221         os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2222 }
2223
2224 DCF(palette_flash,"Toggles palette flash effect on/off")
2225 {
2226         if ( Dc_command )       {       
2227                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2228                 if ( Dc_arg_type & ARG_TRUE )   Use_palette_flash = 1;  
2229                 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;      
2230                 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;      
2231         }       
2232         if ( Dc_help )  dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false.  If nothing passed, then toggles it.\n" );        
2233         if ( Dc_status )        dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );       
2234 }
2235
2236 int Use_low_mem = 0;
2237
2238 DCF(low_mem,"Uses low memory settings regardless of RAM")
2239 {
2240         if ( Dc_command )       {       
2241                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2242                 if ( Dc_arg_type & ARG_TRUE )   Use_low_mem = 1;        
2243                 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;    
2244                 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;    
2245         }       
2246         if ( Dc_help )  dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false.  If nothing passed, then toggles it.\n" );    
2247         if ( Dc_status )        dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );   
2248
2249         os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2250 }
2251
2252
2253 int     Framerate_delay = 0;
2254
2255 float Freespace_gamma = 1.8f;
2256
2257 DCF(gamma,"Sets Gamma factor")
2258 {
2259         if ( Dc_command )       {
2260                 dc_get_arg(ARG_FLOAT|ARG_NONE);
2261                 if ( Dc_arg_type & ARG_FLOAT )  {
2262                         Freespace_gamma = Dc_arg_float;
2263                 } else {
2264                         dc_printf( "Gamma reset to 1.0f\n" );
2265                         Freespace_gamma = 1.0f;
2266                 }
2267                 if ( Freespace_gamma < 0.1f )   {
2268                         Freespace_gamma = 0.1f;
2269                 } else if ( Freespace_gamma > 5.0f )    {
2270                         Freespace_gamma = 5.0f;
2271                 }
2272                 gr_set_gamma(Freespace_gamma);
2273
2274                 char tmp_gamma_string[32];
2275                 SDL_snprintf( tmp_gamma_string, SDL_arraysize(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2276                 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2277         }
2278
2279         if ( Dc_help )  {
2280                 dc_printf( "Usage: gamma <float>\n" );
2281                 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2282                 Dc_status = 0;  // don't print status if help is printed.  Too messy.
2283         }
2284
2285         if ( Dc_status )        {
2286                 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2287         }
2288 }
2289
2290 extern void bm_init();
2291
2292 extern "C"
2293 void game_init()
2294 {
2295         Game_current_mission_filename[0] = 0;
2296
2297         // seed the random number generator
2298         Game_init_seed = (int)time(NULL);
2299         srand( Game_init_seed );
2300
2301         Framerate_delay = 0;
2302
2303         #ifndef NDEBUG
2304         load_filter_info();
2305         #endif
2306
2307         bm_init();
2308
2309         // encrypt stuff
2310         encrypt_init();
2311
2312         // Initialize the timer before the os
2313         timer_init();
2314
2315 #ifndef NDEBUG
2316         int s1, e1;
2317         // int s2, e2;
2318
2319         //Initialize the libraries
2320         s1 = timer_get_milliseconds();
2321 #endif
2322
2323         if ( cfile_init() ) {                   // initialize before calling any cfopen stuff!!!
2324                 exit(1);
2325         }
2326
2327 #ifndef NDEBUG
2328         e1 = timer_get_milliseconds();
2329 #endif
2330
2331         // time a bunch of cfopens      
2332         /*
2333         s2 = timer_get_milliseconds();  
2334         CFILE *whee;
2335         for(int idx=0; idx<10000; idx++){
2336                 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2337                 if(whee != NULL){
2338                         cfclose(whee);
2339                 }
2340                 whee = NULL;
2341                 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2342         }
2343         e2 = timer_get_milliseconds();  
2344         */
2345
2346         os_init( Osreg_class_name, Osreg_app_name );
2347         os_set_title(Osreg_title);
2348
2349         // initialize localization module. Make sure this is down AFTER initialzing OS.
2350 //      int t1 = timer_get_milliseconds();
2351         lcl_init( detect_lang() );
2352         lcl_xstr_init();
2353 //      mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2354
2355         // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2356         verify_ships_tbl();
2357
2358         // verify that he has a valid weapons.tbl
2359         verify_weapons_tbl();
2360
2361         // Output version numbers to registry for auto patching purposes
2362         os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2363         os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2364         os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2365
2366         Use_joy_mouse = 0;              //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2367         //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2368         Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2369
2370         // show the FPS counter if the config file says so
2371         Show_framerate = os_config_read_uint( "Video", "ShowFPS", Show_framerate );
2372
2373 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2374         Asteroids_enabled = 1;          
2375 #endif
2376
2377 /////////////////////////////
2378 // SOUND INIT START
2379 /////////////////////////////
2380
2381         if (!Is_standalone) {
2382                 snd_init();
2383         }
2384
2385 /////////////////////////////
2386 // SOUND INIT END
2387 /////////////////////////////
2388
2389
2390         gr_init();
2391
2392         os_set_icon();
2393
2394 #if defined(FS2_DEMO) || defined(OEM_BUILD)
2395         // add title screen
2396         if(!Is_standalone){
2397                 display_title_screen();
2398         }
2399 #endif
2400
2401         // If less than 48MB of RAM, use low memory model.
2402         if ( (Freespace_total_ram < 48) || Use_low_mem )        {
2403                 mprintf(( "Using normal memory settings...\n" ));
2404                 bm_set_low_mem(1);              // Use every other frame of bitmaps
2405         } else {
2406                 mprintf(( "Using high memory settings...\n" ));
2407                 bm_set_low_mem(0);              // Use all frames of bitmaps
2408         }
2409
2410         // load non-darkening pixel defs
2411         palman_load_pixels();
2412
2413         // hud shield icon stuff
2414         hud_shield_game_init();
2415
2416         control_config_common_init();                           // sets up localization stuff in the control config
2417         parse_rank_tbl();
2418         parse_medal_tbl();
2419         cutscene_init();
2420         key_init();
2421         mouse_init();
2422         gamesnd_parse_soundstbl();
2423         radar_init();
2424         gameseq_init();
2425         multi_init();   
2426
2427         // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2428         if(!Is_standalone){
2429                 joy_init();
2430         }
2431
2432         player_controls_init();
2433         model_init();   
2434
2435         //if(!Is_standalone){
2436                 event_music_init();
2437         //}     
2438
2439         obj_init();     
2440         mflash_game_init();     
2441         weapon_init();  
2442         ai_init();              
2443         ship_init();                                            // read in ships.tbl    
2444         player_init();  
2445         mission_campaign_init();                // load in the default campaign 
2446         anim_init();
2447 //      navmap_init();                                          // init the navigation map system
2448         context_help_init();                    
2449         techroom_intel_init();                  // parse species.tbl, load intel info   
2450         // initialize psnet
2451         psnet_init( Multi_options_g.protocol, Multi_options_g.port );                                           // initialize the networking code               
2452         init_animating_pointer();       
2453         asteroid_init();
2454         mission_brief_common_init();    // Mark all the briefing structures as empty.           
2455         gr_font_init();                                 // loads up all fonts           
2456
2457         neb2_init();                                            // fullneb stuff
2458         nebl_init();
2459         stars_init();
2460         ssm_init();     
2461         player_tips_init();                             // helpful tips
2462         beam_init();
2463         
2464         // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2465         pilot_load_pic_list();  
2466         pilot_load_squad_pic_list();
2467
2468         load_animating_pointer(NOX("cursor"), 0, 0);    
2469
2470         // initialize alpha colors
2471         alpha_colors_init();    
2472
2473         Viewer_mode = 0;
2474 //      Game_music_paused = 0;
2475         Game_paused = 0;
2476
2477         if (Is_standalone) {
2478                 std_init_standalone();
2479         }
2480
2481         nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2482         nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2483
2484         mprintf(("cfile_init() took %d\n", e1 - s1));
2485         // mprintf(("1000 cfopens() took %d\n", e2 - s2));      
2486 }
2487
2488 char transfer_text[128];
2489
2490 float   Start_time = 0.0f;
2491
2492 float Framerate = 0.0f;
2493
2494 float Timing_total = 0.0f;
2495 float Timing_render2 = 0.0f;
2496 float Timing_render3 = 0.0f;
2497 float Timing_flip = 0.0f;
2498 float Timing_clear = 0.0f;
2499
2500 MONITOR(NumPolysDrawn);
2501 MONITOR(NumPolys);
2502 MONITOR(NumVerts);
2503 MONITOR(BmpUsed);
2504 MONITOR(BmpNew);
2505
2506 void game_get_framerate()
2507 {       
2508         char text[128] = "";
2509
2510         if ( frame_int == -1 )  {
2511                 int i;
2512                 for (i=0; i<FRAME_FILTER; i++ ) {
2513                         frametimes[i] = 0.0f;
2514                 }
2515                 frametotal = 0.0f;
2516                 frame_int = 0;
2517         }
2518         frametotal -= frametimes[frame_int];
2519         frametotal += flFrametime;
2520         frametimes[frame_int] = flFrametime;
2521         frame_int = (frame_int + 1 ) % FRAME_FILTER;
2522
2523         if ( frametotal != 0.0 )        {
2524                 if ( Framecount >= FRAME_FILTER )
2525                         Framerate = FRAME_FILTER / frametotal;
2526                 else
2527                         Framerate = Framecount / frametotal;
2528                 SDL_snprintf( text, SDL_arraysize(text), NOX("FPS: %.1f"), Framerate );
2529         } else {
2530                 SDL_snprintf( text, SDL_arraysize(text), NOX("FPS: ?") );
2531         }
2532         Framecount++;
2533
2534         if (Show_framerate)     {
2535                 gr_set_color_fast(&HUD_color_debug);
2536                 gr_string( 570, 2, text );
2537         }
2538 }
2539
2540 void game_show_framerate()
2541 {       
2542         float   cur_time;
2543
2544         cur_time = f2fl(timer_get_approx_seconds());
2545         if (cur_time - Start_time > 30.0f) {
2546                 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2547                 Start_time += 1000.0f;
2548         }
2549
2550         //mprintf(( "%s\n", text ));
2551
2552 #ifndef NDEBUG
2553         if ( Debug_dump_frames )
2554                 return;
2555 #endif  
2556
2557         // possibly show control checking info
2558         control_check_indicate();
2559
2560 //      int bitmaps_used_this_frame, bitmaps_new_this_frame;
2561 //      bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2562 //      MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2563 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2564
2565 #ifndef NDEBUG
2566         if ( Show_cpu == 1 ) {
2567                 
2568                 int sx,sy,dy;
2569                 sx = 530;
2570                 sy = 15;
2571                 dy = gr_get_font_height() + 1;
2572
2573                 gr_set_color_fast(&HUD_color_debug);
2574
2575                 {
2576                         extern int Gr_textures_in;
2577                         gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2578                         sy += dy;
2579                 }
2580 //              gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2581 //              sy += dy;
2582                 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2583                 sy += dy;
2584                 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2585                 sy += dy;
2586                 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2587                 sy += dy;
2588                 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2589                 sy += dy;
2590
2591                 {
2592
2593                         extern int Num_pairs;           // Number of object pairs that were checked.
2594                         gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2595                         sy += dy;
2596
2597                         extern int Num_pairs_checked;   // What percent of object pairs were checked.
2598                         gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2599                         sy += dy;
2600                         Num_pairs_checked = 0;
2601
2602                 }
2603
2604                 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2605                 sy += dy;
2606
2607                 if ( Timing_total > 0.01f )     {
2608                         gr_printf(  sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2609                         sy += dy;
2610                         gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2611                         sy += dy;
2612                         gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2613                         sy += dy;
2614                         gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2615                         sy += dy;
2616                         gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2617                 }
2618         }
2619                 
2620         if ( Show_mem  ) {
2621                 
2622                 int sx,sy,dy;
2623                 sx = 530;
2624                 sy = 15;
2625                 dy = gr_get_font_height() + 1;
2626
2627                 gr_set_color_fast(&HUD_color_debug);
2628
2629                 {
2630                         extern int TotalRam;
2631                         gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2632                         sy += dy;
2633                 }       
2634
2635                 {
2636                         extern int Model_ram;
2637                         gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2638                         sy += dy;
2639                 }       
2640
2641                 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2642                 sy += dy;
2643                 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 );             // mem used to store game sound
2644                 sy += dy;
2645
2646                 {
2647                         extern int Gr_textures_in;
2648                         gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2649                 }
2650         }
2651
2652
2653         if ( Show_player_pos ) {
2654                 int sx, sy;
2655                 sx = 320;
2656                 sy = 100;
2657                 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));
2658         }
2659
2660         MONITOR_INC(NumPolys, modelstats_num_polys);
2661         MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2662         MONITOR_INC(NumVerts, modelstats_num_verts );
2663
2664         modelstats_num_polys = 0;
2665         modelstats_num_polys_drawn = 0;
2666         modelstats_num_verts = 0;
2667         modelstats_num_sortnorms = 0;
2668 #endif
2669 }
2670
2671 void game_show_standalone_framerate()
2672 {
2673         float frame_rate=30.0f;
2674         if ( frame_int == -1 )  {
2675                 int i;
2676                 for (i=0; i<FRAME_FILTER; i++ ) {
2677                         frametimes[i] = 0.0f;
2678                 }
2679                 frametotal = 0.0f;
2680                 frame_int = 0;
2681         }
2682         frametotal -= frametimes[frame_int];
2683         frametotal += flFrametime;
2684         frametimes[frame_int] = flFrametime;
2685         frame_int = (frame_int + 1 ) % FRAME_FILTER;
2686
2687         if ( frametotal != 0.0 )        {
2688                 if ( Framecount >= FRAME_FILTER ){
2689                         frame_rate = FRAME_FILTER / frametotal;
2690                 } else {
2691                         frame_rate = Framecount / frametotal;
2692                 }
2693         }
2694         std_set_standalone_fps(frame_rate);
2695         Framecount++;
2696 }
2697
2698 // function to show the time remaining in a mission.  Used only when the end-mission sexpression is used
2699 void game_show_time_left()
2700 {
2701         int diff;
2702
2703         // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2704         // mission should end (in fixed seconds).  There is code in missionparse.cpp which actually handles
2705         // checking how much time is left
2706
2707         if ( Mission_end_time == -1 ){
2708                 return;
2709         }
2710
2711         diff = f2i(Mission_end_time - Missiontime);
2712         // be sure to bash to 0.  diff could be negative on frame that we quit mission
2713         if ( diff < 0 ){
2714                 diff = 0;
2715         }
2716
2717         hud_set_default_color();
2718         gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2719 }
2720
2721 //========================================================================================
2722 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2723 //========================================================================================
2724
2725 #ifndef NDEBUG
2726
2727 DCF(ai_pause,"Pauses ai")
2728 {
2729         if ( Dc_command )       {       
2730                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2731                 if ( Dc_arg_type & ARG_TRUE )   ai_paused = 1;  
2732                 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;      
2733                 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;      
2734
2735                 if (ai_paused)  {       
2736                         obj_init_all_ships_physics();
2737                 }
2738         }       
2739         if ( Dc_help )  dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false.  If nothing passed, then toggles it.\n" );        
2740         if ( Dc_status )        dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );   
2741 }
2742
2743 DCF(single_step,"Single steps the game")
2744 {
2745         if ( Dc_command )       {       
2746                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2747                 if ( Dc_arg_type & ARG_TRUE )   game_single_step = 1;   
2748                 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;       
2749                 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;        
2750
2751                 last_single_step = 0;   // Make so single step waits a frame before stepping
2752
2753         }       
2754         if ( Dc_help )  dc_printf( "Usage: single_step [bool]\nSets single_step to true or false.  If nothing passed, then toggles it.\n" );    
2755         if ( Dc_status )        dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );  
2756 }
2757
2758 DCF_BOOL(physics_pause, physics_paused)
2759 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2760 DCF_BOOL(ai_firing, Ai_firing_enabled )
2761
2762 // Create some simple aliases to these commands...
2763 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2764 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2765 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2766 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2767 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2768 #endif
2769
2770 //========================================================================================
2771 //========================================================================================
2772
2773
2774 void game_training_pause_do()
2775 {
2776         int key;
2777
2778         key = game_check_key();
2779         if (key > 0){
2780                 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2781         }
2782
2783         gr_flip();
2784 }
2785
2786
2787 void game_increase_skill_level()
2788 {
2789         Game_skill_level++;
2790         if (Game_skill_level >= NUM_SKILL_LEVELS){
2791                 Game_skill_level = 0;
2792         }
2793 }
2794
2795 int     Player_died_time;
2796
2797 int View_percent = 100;
2798
2799
2800 DCF(view, "Sets the percent of the 3d view to render.")
2801 {
2802         if ( Dc_command ) {
2803                 dc_get_arg(ARG_INT);
2804                 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2805                         View_percent = Dc_arg_int;
2806                 } else {
2807                         dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2808                         Dc_help = 1;
2809                 }
2810         }
2811
2812         if ( Dc_help ) {
2813                 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2814         }
2815         
2816         if ( Dc_status ) {
2817                 dc_printf("View is set to %d%%\n", View_percent );
2818         }
2819 }
2820
2821
2822 // Set the clip region for the 3d rendering window
2823 void game_set_view_clip()
2824 {
2825         if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2826                 // Set the clip region for the letterbox "dead view"
2827                 int yborder = gr_screen.max_h/4;
2828
2829                 //      Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2830                 // J.S. I've changed my ways!! See the new "no constants" code!!!
2831                 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 ); 
2832         } else {
2833                 // Set the clip region for normal view
2834                 if ( View_percent >= 100 )      {
2835                         gr_reset_clip();
2836                 } else {
2837                         int xborder, yborder;
2838
2839                         if ( View_percent < 5 ) {
2840                                 View_percent = 5;
2841                         }
2842
2843                         float fp = i2fl(View_percent)/100.0f;
2844                         int fi = fl2i(fl_sqrt(fp)*100.0f);
2845                         if ( fi > 100 ) fi=100;
2846                         
2847                         xborder = ( gr_screen.max_w*(100-fi) )/200;
2848                         yborder = ( gr_screen.max_h*(100-fi) )/200;
2849
2850                         gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2851                 }
2852         }
2853 }
2854
2855
2856 void show_debug_stuff()
2857 {
2858         int     i;
2859         int     laser_count = 0, missile_count = 0;
2860
2861         for (i=0; i<MAX_OBJECTS; i++) {
2862                 if (Objects[i].type == OBJ_WEAPON){
2863                         if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2864                                 laser_count++;
2865                         } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2866                                 missile_count++;
2867                         }
2868                 }
2869         }
2870
2871         nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2872 }
2873
2874 extern int Tool_enabled;
2875 int tst = 0;
2876 time_t tst_time = 0;
2877 int tst_big = 0;
2878 vector tst_pos;
2879 int tst_bitmap = -1;
2880 float tst_x, tst_y;
2881 float tst_offset, tst_offset_total;
2882 int tst_mode;
2883 int tst_stamp;
2884 void game_tst_frame_pre()
2885 {
2886         // start tst
2887         if(tst == 3){
2888                 tst = 0;
2889
2890                 // screen position
2891                 vertex v;
2892                 g3_rotate_vertex(&v, &tst_pos);
2893                 g3_project_vertex(&v);  
2894         
2895                 // offscreen
2896                 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2897                         return;
2898                 }       
2899
2900                 // big ship? always tst
2901                 if(tst_big){
2902                         // within 3000 meters
2903                         if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2904                                 tst = 2;                                
2905                         }
2906                 } else {                        
2907                         // within 300 meters
2908                         if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2909                                 tst = 2;                                
2910                         } 
2911                 }                       
2912         }
2913
2914 }
2915 void game_tst_frame()
2916 {
2917         int left = 0;
2918
2919         if(!Tool_enabled){
2920                 return;
2921         }
2922         
2923         // setup tst
2924         if(tst == 2){           
2925                 tst_time = time(NULL);
2926
2927                 // load the tst bitmap          
2928                 switch((int)frand_range(0.0f, 3.0)){
2929                 case 0:                 
2930                         tst_bitmap = bm_load("ig_jim");
2931                         left = 1;
2932                         mprintf(("TST 0\n"));
2933                         break;
2934
2935                 case 1:
2936                         tst_bitmap = bm_load("ig_kan");
2937                         left = 0;
2938                         mprintf(("TST 1\n"));
2939                         break;
2940
2941                 case 2:
2942                         tst_bitmap = bm_load("ig_jim");
2943                         left = 1;
2944                         mprintf(("TST 2\n"));
2945                         break;
2946                         
2947                 default:                        
2948                         tst_bitmap = bm_load("ig_kan");
2949                         left = 0;
2950                         mprintf(("TST 3\n"));
2951                         break;
2952                 }
2953
2954                 if(tst_bitmap < 0){
2955                         tst = 0;
2956                         return;
2957                 }               
2958
2959                 // get the tst bitmap dimensions
2960                 int w, h;
2961                 bm_get_info(tst_bitmap, &w, &h);
2962
2963                 // tst y
2964                 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
2965
2966                 snd_play(&Snds[SND_VASUDAN_BUP]);
2967
2968                 // tst x and direction
2969                 tst_mode = 0;
2970                 if(left){
2971                         tst_x = (float)-w;
2972                         tst_offset_total = (float)w;
2973                         tst_offset = (float)w;
2974                 } else {
2975                         tst_x = (float)gr_screen.max_w;
2976                         tst_offset_total = (float)-w;
2977                         tst_offset = (float)w;
2978                 }
2979
2980                 tst = 1;
2981         }
2982
2983         // run tst
2984         if(tst == 1){
2985                 float diff = (tst_offset_total / 0.5f) * flFrametime;
2986
2987                 // move the bitmap
2988                 if(tst_mode == 0){
2989                         tst_x += diff;
2990                         
2991                         tst_offset -= fl_abs(diff);
2992                 } else if(tst_mode == 2){
2993                         tst_x -= diff;
2994                         
2995                         tst_offset -= fl_abs(diff);
2996                 }
2997
2998                 // draw the bitmap
2999                 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
3000                 gr_bitmap((int)tst_x, (int)tst_y);
3001
3002                 if(tst_mode == 1){
3003                         if(timestamp_elapsed_safe(tst_stamp, 1100)){
3004                                 tst_mode = 2;
3005                         }
3006                 } else {
3007                         // if we passed the switch point
3008                         if(tst_offset <= 0.0f){
3009                                 // switch modes
3010                                 switch(tst_mode){
3011                                 case 0:
3012                                         tst_mode = 1;
3013                                         tst_stamp = timestamp(1000);
3014                                         tst_offset = fl_abs(tst_offset_total);
3015                                         break;                          
3016
3017                                 case 2:                         
3018                                         tst = 0;
3019                                         return;
3020                                 }
3021                         }                               
3022                 }
3023         }
3024 }
3025 void game_tst_mark(object *objp, ship *shipp)
3026 {
3027         ship_info *sip; 
3028
3029         if(!Tool_enabled){
3030                 return;
3031         }
3032
3033         // bogus
3034         if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3035                 return;
3036         }
3037         sip = &Ship_info[shipp->ship_info_index];
3038
3039         // already tst
3040         if(tst){
3041                 return;
3042         }
3043
3044         tst_pos = objp->pos;
3045         if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3046                 tst_big = 1;
3047         }
3048         tst = 3;
3049 }
3050
3051 extern void render_shields();
3052
3053 void player_repair_frame(float frametime)
3054 {
3055         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3056                 int idx;
3057                 for(idx=0;idx<MAX_PLAYERS;idx++){
3058                         net_player *np;
3059
3060                         np = &Net_players[idx];
3061
3062                         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)){
3063
3064                                 // don't rearm/repair if the player is dead or dying/departing
3065                                 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3066                                         ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3067                                 }
3068                         }
3069                 }
3070         }       
3071         if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3072                 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3073         }
3074 }
3075
3076
3077 #ifndef NDEBUG
3078 #define NUM_FRAMES_TEST         300
3079 #define NUM_MIXED_SOUNDS        16
3080 void do_timing_test(float frametime)
3081 {
3082         static int framecount = 0;
3083         static int test_running = 0;
3084         static float test_time = 0.0f;
3085
3086         static int snds[NUM_MIXED_SOUNDS];
3087         int i;
3088
3089         if ( test_running ) {
3090                 framecount++;
3091                 test_time += frametime;
3092                 if ( framecount >= NUM_FRAMES_TEST ) {
3093                         test_running = 0;
3094                         nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3095                         for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3096                                 snd_stop(snds[i]);
3097                 }
3098         }
3099
3100         if ( Test_begin == 1 ) {
3101                 framecount = 0;
3102                 test_running = 1;
3103                 test_time = 0.0f;
3104                 Test_begin = 0;
3105
3106                 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3107                         snds[i] = -1;
3108
3109                 // start looping digital sounds
3110                 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3111                         snds[i] = snd_play_looping( &Snds[i], 0.0f);
3112         }
3113         
3114
3115 }
3116 #endif
3117
3118 DCF(dcf_fov, "Change the field of view")
3119 {
3120         if ( Dc_command )       {
3121                 dc_get_arg(ARG_FLOAT|ARG_NONE);
3122                 if ( Dc_arg_type & ARG_NONE )   {
3123                         Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3124                         dc_printf( "Zoom factor reset\n" );
3125                 }
3126                 if ( Dc_arg_type & ARG_FLOAT )  {
3127                         if (Dc_arg_float < 0.25f) {
3128                                 Viewer_zoom = 0.25f;
3129                                 dc_printf("Zoom factor pinned at 0.25.\n");
3130                         } else if (Dc_arg_float > 1.25f) {
3131                                 Viewer_zoom = 1.25f;
3132                                 dc_printf("Zoom factor pinned at 1.25.\n");
3133                         } else {
3134                                 Viewer_zoom = Dc_arg_float;
3135                         }
3136                 }
3137         }
3138
3139         if ( Dc_help )  
3140                 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3141
3142         if ( Dc_status )                                
3143                 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3144 }
3145
3146
3147 DCF(framerate_cap, "Sets the framerate cap")
3148 {
3149         if ( Dc_command ) {
3150                 dc_get_arg(ARG_INT);
3151                 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3152                         Framerate_cap = Dc_arg_int;
3153                 } else {
3154                         dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3155                         Dc_help = 1;
3156                 }
3157         }
3158
3159         if ( Dc_help ) {
3160                 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3161                 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3162                 dc_printf("[n] must be from 1 to 120.\n");
3163         }
3164         
3165         if ( Dc_status ) {
3166                 if ( Framerate_cap )
3167                         dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3168                 else
3169                         dc_printf("There is no framerate cap currently active.\n");
3170         }
3171 }
3172
3173 #define MIN_DIST_TO_DEAD_CAMERA         50.0f
3174 int Show_viewing_from_self = 0;
3175
3176 void say_view_target()
3177 {
3178         object  *view_target;
3179
3180         if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3181                 view_target = &Objects[Player_ai->target_objnum];
3182         else
3183                 view_target = Player_obj;
3184
3185         if (Game_mode & GM_DEAD) {
3186                 if (Player_ai->target_objnum != -1)
3187                         view_target = &Objects[Player_ai->target_objnum];
3188         }
3189
3190         if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3191                 if (view_target != Player_obj){
3192
3193                         char *view_target_name = NULL;
3194                         switch(Objects[Player_ai->target_objnum].type) {
3195                         case OBJ_SHIP:
3196                                 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3197                                 break;
3198                         case OBJ_WEAPON:
3199                                 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3200                                 Viewer_mode &= ~VM_OTHER_SHIP;
3201                                 break;
3202                         case OBJ_JUMP_NODE: {
3203                                 char    jump_node_name[128];
3204                                 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), SDL_arraysize(jump_node_name));
3205                                 view_target_name = jump_node_name;
3206                                 Viewer_mode &= ~VM_OTHER_SHIP;
3207                                 break;
3208                                 }
3209
3210                         default:
3211                                 Int3();
3212                                 break;
3213                         }
3214
3215                         if ( view_target_name ) {
3216                                 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3217                                 Show_viewing_from_self = 1;
3218                         }
3219                 } else {
3220                         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3221                                 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3222                                 Show_viewing_from_self = 1;
3223                         } else {
3224                                 if (Show_viewing_from_self)
3225                                         HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3226                         }
3227                 }
3228         }
3229
3230         Last_view_target = view_target;
3231 }
3232
3233
3234 float Game_hit_x = 0.0f;
3235 float Game_hit_y = 0.0f;
3236
3237 // Reset at the beginning of each frame
3238 void game_whack_reset()
3239 {
3240         Game_hit_x = 0.0f;
3241         Game_hit_y = 0.0f;
3242 }
3243
3244 // Apply a 2d whack to the player
3245 void game_whack_apply( float x, float y )
3246 {
3247         // Do some force feedback
3248         joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3249
3250         // Move the eye 
3251         Game_hit_x += x;
3252         Game_hit_y += y;
3253
3254 //      mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3255 }
3256
3257 // call to apply a "shudder"
3258 void game_shudder_apply(int time, float intensity)
3259 {
3260         Game_shudder_time = timestamp(time);
3261         Game_shudder_total = time;
3262         Game_shudder_intensity = intensity;
3263 }
3264
3265 #define FF_SCALE        10000
3266 void apply_hud_shake(matrix *eye_orient)
3267 {
3268         if (Viewer_obj == Player_obj) {
3269                 physics_info    *pi = &Player_obj->phys_info;
3270
3271                 angles  tangles;
3272
3273                 tangles.p = 0.0f;
3274                 tangles.h = 0.0f;
3275                 tangles.b = 0.0f;
3276
3277                 //      Make eye shake due to afterburner
3278                 if ( !timestamp_elapsed(pi->afterburner_decay) ) {                      
3279                         int             dtime;
3280
3281                         dtime = timestamp_until(pi->afterburner_decay);
3282                         
3283                         int r1 = myrand();
3284                         int r2 = myrand();
3285                         tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3286                         tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3287                 }
3288
3289                 // Make eye shake due to engine wash
3290                 extern int Wash_on;
3291                 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3292                         int r1 = myrand();
3293                         int r2 = myrand();
3294                         tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3295                         tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3296
3297                         // get the   intensity
3298                         float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3299
3300                         // vector rand_vec
3301                         vector rand_vec;
3302                         vm_vec_rand_vec_quick(&rand_vec);
3303
3304                         // play the effect
3305                         joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3306                 }
3307
3308         
3309                 // make hud shake due to shuddering
3310                 if(Game_shudder_time != -1){
3311                         // if the timestamp has elapsed
3312                         if(timestamp_elapsed(Game_shudder_time)){
3313                                 Game_shudder_time = -1;
3314                         } 
3315                         // otherwise apply some shudder
3316                         else {
3317                                 int dtime;
3318
3319                                 dtime = timestamp_until(Game_shudder_time);
3320                         
3321                                 int r1 = myrand();
3322                                 int r2 = myrand();
3323                                 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));
3324                                 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));
3325                         }
3326                 }
3327
3328                 matrix  tm, tm2;
3329                 vm_angles_2_matrix(&tm, &tangles);
3330                 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3331                 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3332                 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3333                 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3334                 *eye_orient = tm2;
3335         }
3336 }
3337
3338 extern void compute_slew_matrix(matrix *orient, angles *a);     // TODO: move code to proper place and extern in header file
3339
3340 //      Player's velocity just before he blew up.  Used to keep camera target moving.
3341 vector  Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3342
3343 //      Set eye_pos and eye_orient based on view mode.
3344 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3345 {
3346         vector  eye_dir;
3347
3348         static int last_Viewer_mode = 0;
3349         static int last_Game_mode = 0;
3350         static int last_Viewer_objnum = -1;
3351
3352         // This code is supposed to detect camera "cuts"... like going between
3353         // different views.
3354
3355         // determine if we need to regenerate the nebula
3356         if(     (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) ||                                                   // internal to external 
3357                         ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) ||                                                   // external to internal
3358                         (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) ||                                                 // non dead-view to dead-view
3359                         ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) ||                                                 // dead-view to non dead-view
3360                         (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) ||                                               // non warp-chase to warp-chase
3361                         ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) ||                                               // warp-chase to non warp-chase
3362                         (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) ||                                               // non other-ship to other-ship
3363                         ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) ||                                               // other-ship to non-other ship
3364                         ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum))             // other ship mode, but targets changes
3365                         ) {
3366
3367                 // regenerate the nebula
3368                 neb2_eye_changed();
3369         }               
3370
3371         if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) )       {
3372                 //mprintf(( "************** Camera cut! ************\n" ));
3373                 last_Viewer_mode = Viewer_mode;
3374                 last_Game_mode = Game_mode;
3375
3376                 // Camera moved.  Tell stars & debris to not do blurring.
3377                 stars_camera_cut();             
3378         }
3379
3380         say_view_target();
3381
3382         if ( Viewer_mode & VM_PADLOCK_ANY ) {
3383                 player_display_packlock_view();
3384         }
3385         
3386         game_set_view_clip();
3387
3388         if (Game_mode & GM_DEAD) {
3389                 vector  vec_to_deader, view_pos;
3390                 float           dist;
3391
3392                 Viewer_mode |= VM_DEAD_VIEW;
3393
3394                 if (Player_ai->target_objnum != -1) {
3395                         int view_from_player = 1;
3396
3397                         if (Viewer_mode & VM_OTHER_SHIP) {
3398                                 //      View from target.
3399                                 Viewer_obj = &Objects[Player_ai->target_objnum];
3400
3401                                 last_Viewer_objnum = Player_ai->target_objnum;
3402
3403                                 if ( Viewer_obj->type == OBJ_SHIP ) {
3404                                         ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3405                                         view_from_player = 0;
3406                                 }
3407                         } else {
3408                                 last_Viewer_objnum = -1;
3409                         }
3410
3411                         if ( view_from_player ) {
3412                                 //      View target from player ship.
3413                                 Viewer_obj = NULL;
3414                                 *eye_pos = Player_obj->pos;
3415                                 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3416                                 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3417                         }
3418                 } else {
3419                         dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3420                         
3421                         if (dist < MIN_DIST_TO_DEAD_CAMERA)
3422                                 dist += flFrametime * 16.0f;
3423
3424                         vm_vec_scale(&vec_to_deader, -dist);
3425                         vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3426                         
3427                         view_pos = Player_obj->pos;
3428
3429                         if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3430                                 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3431                                 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3432                                 Dead_player_last_vel = Player_obj->phys_info.vel;
3433                                 //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));
3434                         } else if (Player_ai->target_objnum != -1) {
3435                                 view_pos = Objects[Player_ai->target_objnum].pos;
3436                         } else {
3437                                 //      Make camera follow explosion, but gradually slow down.
3438                                 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3439                                 view_pos = Player_obj->pos;
3440                                 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3441                                 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, SDL_min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3442                         }
3443
3444                         *eye_pos = Dead_camera_pos;
3445
3446                         vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3447
3448                         vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3449                         Viewer_obj = NULL;
3450                 }
3451         } 
3452
3453         // if supernova shockwave
3454         if(supernova_camera_cut()){
3455                 // no viewer obj
3456                 Viewer_obj = NULL;
3457
3458                 // call it dead view
3459                 Viewer_mode |= VM_DEAD_VIEW;
3460
3461                 // set eye pos and orient
3462                 supernova_set_view(eye_pos, eye_orient);
3463         } else {        
3464                 //      If already blown up, these other modes can override.
3465                 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3466                         Viewer_mode &= ~VM_DEAD_VIEW;
3467
3468                         Viewer_obj = Player_obj;
3469  
3470                         if (Viewer_mode & VM_OTHER_SHIP) {
3471                                 if (Player_ai->target_objnum != -1){
3472                                         Viewer_obj = &Objects[Player_ai->target_objnum];
3473                                         last_Viewer_objnum = Player_ai->target_objnum;
3474                                 } else {
3475                                         Viewer_mode &= ~VM_OTHER_SHIP;
3476                                         last_Viewer_objnum = -1;
3477                                 }
3478                         } else {
3479                                 last_Viewer_objnum = -1;
3480                         }
3481
3482                         if (Viewer_mode & VM_EXTERNAL) {
3483                                 matrix  tm, tm2;
3484
3485                                 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3486                                 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3487
3488                                 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3489
3490                                 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3491                                 vm_vec_normalize(&eye_dir);
3492                                 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3493                                 Viewer_obj = NULL;
3494
3495                                 //      Modify the orientation based on head orientation.
3496                                 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3497
3498                         } else if ( Viewer_mode & VM_CHASE ) {
3499                                 vector  move_dir;
3500
3501                                 if ( Viewer_obj->phys_info.speed < 0.1 )
3502                                         move_dir = Viewer_obj->orient.v.fvec;
3503                                 else {
3504                                         move_dir = Viewer_obj->phys_info.vel;
3505                                         vm_vec_normalize(&move_dir);
3506                                 }
3507
3508                                 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3509                                 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3510                                 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3511                                 vm_vec_normalize(&eye_dir);
3512
3513                                 // JAS: I added the following code because if you slew up using
3514                                 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3515                                 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3516                                 // call because the up and the forward vector are the same.   I fixed
3517                                 // it by adding in a fraction of the right vector all the time to the
3518                                 // up vector.
3519                                 vector tmp_up = Viewer_obj->orient.v.uvec;
3520                                 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3521
3522                                 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3523                                 Viewer_obj = NULL;
3524
3525                                 //      Modify the orientation based on head orientation.
3526                                 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3527                         } else if ( Viewer_mode & VM_WARP_CHASE ) {
3528                                         *eye_pos = Camera_pos;
3529
3530                                         ship * shipp = &Ships[Player_obj->instance];
3531
3532                                         vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3533                                         vm_vec_normalize(&eye_dir);
3534                                         vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3535                                         Viewer_obj = NULL;
3536                         } else {
3537                                 // get an eye position based upon the correct type of object
3538                                 switch(Viewer_obj->type){
3539                                 case OBJ_SHIP:
3540                                         // make a call to get the eye point for the player object
3541                                         ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3542                                         break;
3543                                 case OBJ_OBSERVER:
3544                                         // make a call to get the eye point for the player object
3545                                         observer_get_eye( eye_pos, eye_orient, Viewer_obj );                            
3546                                         break;
3547                                 default :
3548                                         Int3();
3549                                 }
3550
3551                                 #ifdef JOHNS_DEBUG_CODE
3552                                 john_debug_stuff(&eye_pos, &eye_orient);
3553                                 #endif
3554                         }
3555                 }
3556         }
3557
3558         apply_hud_shake(eye_orient);
3559
3560         // setup neb2 rendering
3561         neb2_render_setup(eye_pos, eye_orient);
3562 }
3563
3564 #ifndef NDEBUG
3565 extern void ai_debug_render_stuff();
3566 #endif
3567
3568 int Game_subspace_effect = 0;
3569 DCF_BOOL( subspace, Game_subspace_effect );
3570
3571 // Does everything needed to render a frame
3572 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3573 {
3574         int dont_offset;
3575
3576         g3_start_frame(game_zbuffer);
3577         g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3578
3579         // maybe offset the HUD (jitter stuff)
3580         dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3581         HUD_set_offsets(Viewer_obj, !dont_offset);
3582         
3583         // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array.  Have to
3584         // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3585         // must be done before ships are rendered
3586         if ( MULTIPLAYER_CLIENT ) {
3587                 shield_point_multi_setup();
3588         }
3589
3590         if ( Game_subspace_effect )     {
3591                 stars_draw(0,0,0,1);
3592         } else {
3593                 stars_draw(1,1,1,0);
3594         }
3595
3596         obj_render_all(obj_render);
3597         beam_render_all();                                              // render all beam weapons
3598         particle_render_all();                                  // render particles after everything else.
3599         trail_render_all();                                             // render missilie trails after everything else.        
3600         mflash_render_all();                                            // render all muzzle flashes    
3601
3602         //      Why do we not show the shield effect in these modes?  Seems ok.
3603         //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3604         render_shields();
3605         //}
3606
3607         // render nebula lightning
3608         nebl_render_all();
3609
3610         // render local player nebula
3611         neb2_render_player();   
3612
3613 #ifndef NDEBUG
3614         ai_debug_render_stuff();
3615 #endif
3616
3617 #ifndef RELEASE_REAL
3618         // game_framerate_check();
3619 #endif
3620
3621 #ifndef NDEBUG
3622         extern void snd_spew_debug_info();
3623         snd_spew_debug_info();
3624 #endif
3625
3626         //================ END OF 3D RENDERING STUFF ====================
3627
3628         hud_show_radar();
3629
3630         if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3631                 hud_maybe_clear_head_area();
3632                 anim_render_all(0, flFrametime);
3633         }
3634
3635         extern int Multi_display_netinfo;
3636         if(Multi_display_netinfo){
3637                 extern void multi_display_netinfo();
3638                 multi_display_netinfo();
3639         }       
3640
3641         game_tst_frame_pre();
3642
3643 #ifndef NDEBUG
3644         do_timing_test(flFrametime);
3645 #endif
3646
3647 #ifndef NDEBUG
3648         extern int OO_update_index;     
3649         multi_rate_display(OO_update_index, 375, 0);
3650 #endif
3651
3652 #ifndef NDEBUG
3653         // test
3654         extern void oo_display();
3655         oo_display();                   
3656 #endif
3657         
3658         g3_end_frame();
3659 }
3660
3661 //#define JOHNS_DEBUG_CODE      1
3662
3663 #ifdef JOHNS_DEBUG_CODE
3664 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3665 {
3666         //if ( key_pressed(SDLK_LSHIFT) )
3667         {
3668                 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3669                 if ( tsys )     {
3670                         model_subsystem *turret = tsys->system_info;
3671
3672                         if (turret->type == SUBSYSTEM_TURRET )  {
3673                                 vector v.fvec, v.uvec;
3674                                 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3675
3676                                 ship_model_start(tobj);
3677
3678                                 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3679                                 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3680                                 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3681                                 
3682                                 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3683
3684                                 ship_model_stop(tobj);
3685
3686                                 Viewer_obj = NULL;
3687                         }
3688                 }
3689
3690         }
3691 }
3692 #endif
3693
3694 // following function for dumping frames for purposes of building trailers.
3695 #ifndef NDEBUG
3696
3697 // function to toggle state of dumping every frame into PCX when playing the game
3698 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3699 {
3700         if ( Dc_command )       {
3701
3702                 if ( Debug_dump_frames == 0 )   {
3703                         // Turn it on
3704                         Debug_dump_frames = 15;
3705                         Debug_dump_trigger = 0;
3706                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3707                         dc_printf( "Frame dumping at 15 hz is now ON\n" );
3708                 } else {
3709                         // Turn it off
3710                         Debug_dump_frames = 0;
3711                         Debug_dump_trigger = 0;
3712                         gr_dump_frame_stop();
3713                         dc_printf( "Frame dumping is now OFF\n" );
3714                 }
3715                 
3716         }
3717 }
3718
3719 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3720 {
3721         if ( Dc_command )       {
3722
3723                 if ( Debug_dump_frames == 0 )   {
3724                         // Turn it on
3725                         Debug_dump_frames = 15;
3726                         Debug_dump_trigger = 1;
3727                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3728                         dc_printf( "Frame dumping at 15 hz is now ON\n" );
3729                 } else {
3730                         // Turn it off
3731                         Debug_dump_frames = 0;
3732                         Debug_dump_trigger = 0;
3733                         gr_dump_frame_stop();
3734                         dc_printf( "Frame dumping is now OFF\n" );
3735                 }
3736                 
3737         }
3738 }
3739
3740 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3741 {
3742         if ( Dc_command )       {
3743
3744                 if ( Debug_dump_frames == 0 )   {
3745                         // Turn it on
3746                         Debug_dump_frames = 30;
3747                         Debug_dump_trigger = 0;
3748                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3749                         dc_printf( "Frame dumping at 30 hz is now ON\n" );
3750                 } else {
3751                         // Turn it off
3752                         Debug_dump_frames = 0;
3753                         Debug_dump_trigger = 0;
3754                         gr_dump_frame_stop();
3755                         dc_printf( "Frame dumping is now OFF\n" );
3756                 }
3757                 
3758         }
3759 }
3760
3761 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3762 {
3763         if ( Dc_command )       {
3764
3765                 if ( Debug_dump_frames == 0 )   {
3766                         // Turn it on
3767                         Debug_dump_frames = 30;
3768                         Debug_dump_trigger = 1;
3769                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3770                         dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3771                 } else {
3772                         // Turn it off
3773                         Debug_dump_frames = 0;
3774                         Debug_dump_trigger = 0;
3775                         gr_dump_frame_stop();
3776                         dc_printf( "Triggered frame dumping is now OFF\n" );
3777                 }
3778                 
3779         }
3780 }
3781
3782 void game_maybe_dump_frame()
3783 {
3784         if ( !Debug_dump_frames ){
3785                 return;
3786         }
3787
3788         if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3789                 return;
3790         }
3791
3792         game_stop_time();
3793
3794         gr_dump_frame();
3795         Debug_dump_frame_num++;
3796
3797         game_start_time();
3798 }
3799 #endif
3800
3801 extern int Player_dead_state;
3802
3803 //      Flip the page and time how long it took.
3804 void game_flip_page_and_time_it()
3805 {       
3806 #ifndef NDEBUG
3807         fix t1, t2,d;
3808         int t;
3809         t1 = timer_get_fixed_seconds();
3810         gr_flip();
3811         t2 = timer_get_fixed_seconds();
3812         d = t2 - t1;
3813         if (d != 0) {
3814                 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3815                 SDL_snprintf( transfer_text, SDL_arraysize(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3816         }
3817 #else
3818         gr_flip ();
3819 #endif
3820 }
3821
3822 void game_simulation_frame()
3823 {
3824         // blow ships up in multiplayer dogfight
3825         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){
3826                 // blow up all non-player ships
3827                 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3828                 ship *shipp;
3829                 ship_info *sip;
3830                 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3831                         // bogus
3832                         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)){
3833                                 moveup = GET_NEXT(moveup);
3834                                 continue;
3835                         }
3836                         shipp = &Ships[Objects[moveup->objnum].instance];
3837                         sip = &Ship_info[shipp->ship_info_index];
3838
3839                         // only blow up small ships                     
3840                         if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){                                                      
3841                                 // function to simply explode a ship where it is currently at
3842                                 ship_self_destruct( &Objects[moveup->objnum] );                                 
3843                         }
3844
3845                         moveup = GET_NEXT(moveup);
3846                 }
3847
3848                 dogfight_blown = 1;
3849         }
3850
3851         // process AWACS stuff - do this first thing
3852         awacs_process();
3853
3854         // single player, set Player hits_this_frame to 0
3855         if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3856                 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE  / (0.001f * BURST_DURATION));
3857                 Player->damage_this_burst = SDL_max(Player->damage_this_burst, 0.0f);
3858         }
3859
3860         // supernova
3861         supernova_process();
3862         if(supernova_active() >= 5){
3863                 return;
3864         }
3865
3866         // fire targeting lasers now so that 
3867         // 1 - created this frame
3868         // 2 - collide this frame
3869         // 3 - render this frame
3870         // 4 - ignored and deleted next frame
3871         // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3872         // frame
3873         ship_process_targeting_lasers();        
3874
3875         // do this here so that it works for multiplayer
3876         if ( Viewer_obj ) {
3877                 // get viewer direction
3878                 int viewer_direction = PHYSICS_VIEWER_REAR;
3879
3880                 if(Viewer_mode == 0){
3881                         viewer_direction = PHYSICS_VIEWER_FRONT;
3882                 }
3883                 if(Viewer_mode & VM_PADLOCK_UP){
3884                         viewer_direction = PHYSICS_VIEWER_UP;
3885                 }
3886                 else if(Viewer_mode & VM_PADLOCK_REAR){
3887                         viewer_direction = PHYSICS_VIEWER_REAR;
3888                 } 
3889                 else if(Viewer_mode & VM_PADLOCK_LEFT){
3890                         viewer_direction = PHYSICS_VIEWER_LEFT;
3891                 } 
3892                 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3893                         viewer_direction = PHYSICS_VIEWER_RIGHT;
3894                 }
3895
3896                 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3897         } else {
3898                 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3899         }
3900
3901 #define VM_PADLOCK_UP                                   (1 << 7)
3902 #define VM_PADLOCK_REAR                         (1 << 8)
3903 #define VM_PADLOCK_LEFT                         (1 << 9)
3904 #define VM_PADLOCK_RIGHT                                (1 << 10)
3905                 
3906         // evaluate mission departures and arrivals before we process all objects.
3907         if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3908
3909                 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3910                 // ships/wing packets.
3911                 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3912                         mission_parse_eval_stuff();
3913                 }
3914
3915                 // if we're an observer, move ourselves seperately from the standard physics
3916                 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
3917                         obj_observer_move(flFrametime);
3918                 }
3919                 
3920                 // move all the objects now
3921                 obj_move_all(flFrametime);
3922
3923                 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
3924                 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
3925                 //      ship_check_cargo_all();
3926                 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3927                         mission_eval_goals();
3928                 }
3929         }
3930
3931         // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
3932         if(!(Game_mode & GM_DEMO_PLAYBACK)){
3933                 training_check_objectives();
3934         }
3935         
3936         // do all interpolation now
3937         if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
3938                 // client side processing of warping in effect stages
3939                 multi_do_client_warp(flFrametime);     
3940         
3941                 // client side movement of an observer
3942                 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
3943                         obj_observer_move(flFrametime);   
3944                 }
3945
3946                 // move all objects - does interpolation now as well
3947                 obj_move_all(flFrametime);
3948         }
3949
3950         // only process the message queue when the player is "in" the game
3951         if ( !Pre_player_entry ){
3952                 message_queue_process();                                // process any messages send to the player
3953         }
3954
3955         if(!(Game_mode & GM_DEMO_PLAYBACK)){
3956                 message_maybe_distort();                                // maybe distort incoming message if comms damaged
3957                 player_repair_frame(flFrametime);       //      AI objects get repaired in ai_process, called from move code...deal with player.
3958                 player_process_pending_praise();                // maybe send off a delayed praise message to the player
3959                 player_maybe_play_all_alone_msg();      // mabye tell the player he is all alone        
3960         }
3961
3962         if(!(Game_mode & GM_STANDALONE_SERVER)){                
3963                 // process some stuff every frame (before frame is rendered)
3964                 emp_process_local();
3965
3966                 hud_update_frame();                                             // update hud systems
3967
3968                 if (!physics_paused)    {
3969                         // Move particle system
3970                         particle_move_all(flFrametime); 
3971
3972                         // Move missile trails
3973                         trail_move_all(flFrametime);            
3974
3975                         // process muzzle flashes
3976                         mflash_process_all();
3977
3978                         // Flash the gun flashes
3979                         shipfx_flash_do_frame(flFrametime);                     
3980
3981                         shockwave_move_all(flFrametime);        // update all the shockwaves
3982                 }
3983
3984                 // subspace missile strikes
3985                 ssm_process();
3986
3987                 obj_snd_do_frame();                                             // update the object-linked persistant sounds
3988                 game_maybe_update_sound_environment();
3989                 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
3990
3991 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
3992 #ifndef NDEBUG
3993                 if ( Game_subspace_effect ) {
3994                         game_start_subspace_ambient_sound();
3995                 }
3996 #endif
3997         }               
3998 }
3999
4000 // Maybe render and process the dead-popup
4001 void game_maybe_do_dead_popup(float frametime)
4002 {
4003         if ( popupdead_is_active() ) {
4004                 int leave_popup=1;
4005                 int choice = popupdead_do_frame(frametime);
4006
4007                 if ( Game_mode & GM_NORMAL ) {
4008                         switch(choice) {
4009                         case 0:
4010                                 gameseq_post_event(GS_EVENT_ENTER_GAME);
4011                                 break;
4012
4013                         case 1:
4014                                 gameseq_post_event(GS_EVENT_END_GAME);
4015                                 break;
4016
4017                         case 2:
4018                                 gameseq_post_event(GS_EVENT_START_GAME);
4019                                 break;
4020
4021                         // this should only happen during a red alert mission
4022                         case 3:                         
4023                                 // bogus?
4024                                 SDL_assert(The_mission.red_alert);
4025                                 if(!The_mission.red_alert){
4026                                         gameseq_post_event(GS_EVENT_START_GAME);
4027                                         break;
4028                                 }
4029                                 
4030                                 // choose the previous mission
4031                                 mission_campaign_previous_mission();
4032
4033                                 gameseq_post_event(GS_EVENT_START_GAME);
4034                                 break;
4035
4036                         default:
4037                                 leave_popup=0;
4038                                 break;
4039                         }
4040                 } else {
4041                         switch( choice ) {
4042
4043                         case POPUPDEAD_DO_MAIN_HALL:
4044                                 multi_quit_game(PROMPT_NONE,-1);
4045                                 break;
4046
4047                         case POPUPDEAD_DO_RESPAWN:                              
4048                                 multi_respawn_normal();
4049                                 event_music_player_respawn();
4050                                 break;
4051
4052                         case POPUPDEAD_DO_OBSERVER:
4053                                 multi_respawn_observer();
4054                                 event_music_player_respawn_as_observer();
4055                                 break;
4056
4057                         default:
4058                                 leave_popup = 0;
4059                                 break;
4060                         }
4061                 }
4062
4063                 if ( leave_popup ) {
4064                         popupdead_close();
4065                 }
4066         }
4067 }
4068
4069 // returns true if player is actually in a game_play stats
4070 int game_actually_playing()
4071 {
4072         int state;
4073
4074         state = gameseq_get_state();
4075         if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4076                 return 0;
4077         else
4078                 return 1;
4079 }
4080
4081 // Draw the 2D HUD gauges
4082 void game_render_hud_2d()
4083 {
4084         if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4085                 return;
4086         }
4087         
4088         HUD_render_2d(flFrametime);
4089         gr_reset_clip();
4090 }
4091
4092 // Draw the 3D-dependant HUD gauges
4093 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4094 {
4095         g3_start_frame(0);              // 0 = turn zbuffering off
4096         g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4097
4098         if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4099                 HUD_render_3d(flFrametime);
4100         }
4101
4102         // Do the sunspot
4103         game_sunspot_process(flFrametime);
4104
4105         // Diminish the palette effect
4106         game_flash_diminish(flFrametime);
4107
4108         g3_end_frame();
4109 }
4110
4111
4112 void game_frame()
4113 {
4114         int actually_playing;
4115         fix total_time1, total_time2;
4116         fix render2_time1=0, render2_time2=0;
4117         fix render3_time1=0, render3_time2=0;
4118         fix flip_time1=0, flip_time2=0;
4119         fix clear_time1=0, clear_time2=0;
4120         
4121         vector eye_pos;
4122         matrix eye_orient;
4123
4124 #ifndef NDEBUG
4125         if (Framerate_delay) {
4126                 int     start_time = timer_get_milliseconds();
4127                 while (timer_get_milliseconds() < start_time + Framerate_delay)
4128                         ;
4129         }
4130 #endif
4131
4132 #ifdef DEMO_SYSTEM
4133         demo_do_frame_start();
4134         if(Demo_error){
4135                 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4136                 demo_close();
4137         }
4138 #endif
4139         
4140         // start timing frame
4141         timing_frame_start();
4142
4143         total_time1 = timer_get_fixed_seconds();
4144
4145         // var to hold which state we are in
4146         actually_playing = game_actually_playing();
4147         
4148         if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4149                 if (!(Game_mode & GM_STANDALONE_SERVER)){
4150                         SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4151                 }
4152         }
4153
4154         if (Missiontime > Entry_delay_time){
4155                 Pre_player_entry = 0;
4156         } else {
4157                 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4158         }
4159
4160         //      Note: These are done even before the player enters, else buffers can overflow.
4161         if (! (Game_mode & GM_STANDALONE_SERVER)){
4162                 radar_frame_init();
4163         }
4164
4165         shield_frame_init();
4166
4167         if ( Player->control_mode != PCM_NORMAL )
4168                 camera_move();
4169
4170         if ( !Pre_player_entry && actually_playing ) {                          
4171                 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4172
4173                         if( (!popup_running_state()) && (!popupdead_is_active()) ){
4174                                 game_process_keys();
4175
4176                                 // don't read flying controls if we're playing a demo back
4177                                 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4178                                         read_player_controls( Player_obj, flFrametime);
4179                                 }
4180                         }
4181                         
4182                         // if we're not the master, we may have to send the server-critical ship status button_info bits
4183                         if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4184                                 multi_maybe_send_ship_status();
4185                         }
4186                 }
4187         }
4188
4189         // Reset the whack stuff
4190         game_whack_reset();
4191
4192         // These two lines must be outside of Pre_player_entry code,
4193         // otherwise too many lights are added.
4194         light_reset();
4195
4196         if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4197                 return;
4198         }
4199         
4200         game_simulation_frame();        
4201
4202         // if not actually in a game play state, then return.  This condition could only be true in 
4203         // a multiplayer game.
4204         if ( !actually_playing ) {
4205                 SDL_assert( Game_mode & GM_MULTIPLAYER );
4206                 return;
4207         }
4208
4209         if (!Pre_player_entry) {
4210                 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4211                         clear_time1 = timer_get_fixed_seconds();
4212                         // clear the screen to black
4213                         gr_reset_clip();
4214                         if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4215                                 gr_clear();
4216                         }
4217
4218                         clear_time2 = timer_get_fixed_seconds();
4219                         render3_time1 = timer_get_fixed_seconds();
4220                         game_render_frame_setup(&eye_pos, &eye_orient);
4221                         game_render_frame( &eye_pos, &eye_orient );
4222
4223                         // save the eye position and orientation
4224                         if ( Game_mode & GM_MULTIPLAYER ) {
4225                                 Net_player->s_info.eye_pos = eye_pos;
4226                                 Net_player->s_info.eye_orient = eye_orient;
4227                         }
4228
4229                         hud_show_target_model();
4230
4231                         // check to see if we should display the death died popup
4232                         if(Game_mode & GM_DEAD_BLEW_UP){                                
4233                                 if(Game_mode & GM_MULTIPLAYER){
4234                                         // catch the situation where we're supposed to be warping out on this transition
4235                                         if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4236                                                 gameseq_post_event(GS_EVENT_DEBRIEF);
4237                                         } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4238                                                 Player_died_popup_wait = -1;
4239                                                 popupdead_start();
4240                                         }
4241                                 } else {
4242                                         if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4243                                                 Player_died_popup_wait = -1;
4244                                                 popupdead_start();
4245                                         }
4246                                 }
4247                         }
4248
4249                         // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4250                         if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4251                                 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4252                                         if(!popupdead_is_active()){
4253                                                 popupdead_start();
4254                                         }
4255
4256                                         Player_multi_died_check = -1;
4257                                 }
4258                         }
4259         
4260                         render3_time2 = timer_get_fixed_seconds();
4261                         render2_time1 = timer_get_fixed_seconds();
4262
4263                         gr_reset_clip();
4264                         game_get_framerate();
4265                         game_show_framerate();          
4266
4267                         game_show_time_left();
4268
4269                         // Draw the 2D HUD gauges
4270                         if(supernova_active() < 3){
4271                                 game_render_hud_2d();
4272                         }
4273
4274                         game_set_view_clip();
4275
4276                         // Draw 3D HUD gauges                   
4277                         game_render_hud_3d(&eye_pos, &eye_orient);                                                                      
4278
4279                         game_tst_frame();
4280
4281                         render2_time2 = timer_get_fixed_seconds();
4282
4283                         // maybe render and process the dead popup
4284                         game_maybe_do_dead_popup(flFrametime);
4285
4286                         // start timing frame
4287                         timing_frame_stop();
4288                         // timing_display(30, 10);                      
4289
4290                         // If a regular popup is active, don't flip (popup code flips)
4291                         if( !popup_running_state() ){
4292                                 flip_time1 = timer_get_fixed_seconds();
4293                                 game_flip_page_and_time_it();
4294                                 flip_time2 = timer_get_fixed_seconds();
4295                         }
4296
4297 #ifndef NDEBUG
4298                         game_maybe_dump_frame();                        // used to dump pcx files for building trailers
4299 #endif          
4300                 } else {
4301                         game_show_standalone_framerate();
4302                 }
4303         }
4304
4305         game_do_training_checks();
4306         asteroid_frame();
4307
4308         // process lightning (nebula only)
4309         nebl_process();
4310
4311         total_time2 = timer_get_fixed_seconds();
4312
4313         // Got some timing numbers
4314         Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4315         Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4316         Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4317         Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4318         Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4319
4320 #ifdef DEMO_SYSTEM
4321         demo_do_frame_end();
4322         if(Demo_error){
4323                 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4324                 demo_close();
4325         }
4326 #endif
4327 }
4328
4329 #define MAX_FRAMETIME   (F1_0/4)                // Frametime gets saturated at this.  Changed by MK on 11/1/97.
4330                                                                                                 //      Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4331                                                                                                 //      died.  This resulted in screwed up death sequences.
4332
4333 fix Last_time = 0;                                              // The absolute time of game at end of last frame (beginning of this frame)
4334 fix Last_delta_time = 0;                                // While game is paused, this keeps track of how much elapsed in the frame before paused.
4335 static int timer_paused=0;
4336 #if defined(TIMER_TEST) && !defined(NDEBUG)
4337 static int stop_count,start_count;
4338 static int time_stopped,time_started;
4339 #endif
4340 int saved_timestamp_ticker = -1;
4341
4342 void game_reset_time()
4343 {
4344         if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4345                 return ;
4346         }
4347         
4348         //      Last_time = timer_get_fixed_seconds();
4349         game_start_time();
4350         timestamp_reset();
4351         game_stop_time();
4352 }
4353
4354 void game_stop_time()
4355 {
4356         if (timer_paused==0) {
4357                 fix time;
4358                 time = timer_get_fixed_seconds();
4359                 // Save how much time progressed so far in the frame so we can
4360                 // use it when we unpause.
4361                 Last_delta_time = time - Last_time;             
4362
4363                 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4364                 if (Last_delta_time < 0) {
4365                         #if defined(TIMER_TEST) && !defined(NDEBUG)
4366                         Int3();         //get Matt!!!!
4367                         #endif
4368                         Last_delta_time = 0;
4369                 }
4370                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4371                 time_stopped = time;
4372                 #endif
4373
4374                 // Stop the timer_tick stuff...
4375                 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4376                 saved_timestamp_ticker = timestamp_ticker;
4377         }
4378         timer_paused++;
4379
4380         #if defined(TIMER_TEST) && !defined(NDEBUG)
4381         stop_count++;
4382         #endif
4383 }
4384
4385 void game_start_time()
4386 {
4387         timer_paused--;
4388         SDL_assert(timer_paused >= 0);
4389         if (timer_paused==0) {
4390                 fix time;
4391                 time = timer_get_fixed_seconds();
4392                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4393                 if (Last_time < 0)
4394                         Int3();         //get Matt!!!!
4395                 }
4396                 #endif
4397                 // Take current time, and set it backwards to account for time  
4398                 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4399                 // will be correct when it goes to calculate the frametime next
4400                 // frame.
4401                 Last_time = time - Last_delta_time;             
4402                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4403                 time_started = time;
4404                 #endif
4405
4406                 // Restore the timer_tick stuff...
4407                 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4408                 SDL_assert( saved_timestamp_ticker > -1 );              // Called out of order, get JAS
4409                 timestamp_ticker = saved_timestamp_ticker;
4410                 saved_timestamp_ticker = -1;
4411         }
4412
4413         #if defined(TIMER_TEST) && !defined(NDEBUG)
4414         start_count++;
4415         #endif
4416 }
4417
4418
4419 void game_set_frametime(int state)
4420 {
4421         fix thistime = timer_get_fixed_seconds();
4422         int frame_cap = 60;
4423
4424         if ( Last_time == 0 )   
4425                 Frametime = F1_0 / 30;
4426         else
4427                 Frametime = thistime - Last_time;
4428
4429 //      Frametime = F1_0 / 30;
4430
4431 #ifndef NDEBUG
4432         fix     debug_frametime = Frametime;    //      Just used to display frametime.
4433 #endif
4434
4435         //      If player hasn't entered mission yet, make frame take 1/4 second.
4436         if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4437                 Frametime = F1_0/4;
4438 #ifndef NDEBUG
4439         else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) {                                // note link to above if!!!!!
4440         
4441                 fix frame_speed = F1_0 / Debug_dump_frames;
4442
4443                 if (Frametime > frame_speed ){
4444                         nprintf(("warning","slow frame: %x\n",Frametime));
4445                 } else {                        
4446                         do {
4447                                 thistime = timer_get_fixed_seconds();
4448                                 Frametime = thistime - Last_time;
4449                         } while (Frametime < frame_speed );                     
4450                 }
4451                 Frametime = frame_speed;
4452         }
4453 #endif
4454
4455         if (Game_mode & GM_STANDALONE_SERVER) {
4456                 // if we are just sitting idle then set fps to 10, otherwise jump up to
4457                 // full speed
4458                 if (state == GS_STATE_STANDALONE_MAIN) {
4459                         frame_cap = 10;
4460                 } else {
4461                         frame_cap = Multi_options_g.std_framecap;
4462                 }
4463         } else {
4464                 frame_cap = Framerate_cap;
4465         }
4466
4467         SDL_assert( frame_cap > 0 );
4468
4469 #ifndef __EMSCRIPTEN__
4470         float frame_cap_diff;
4471
4472         // Cap the framerate so it doesn't get too high.
4473         {
4474                 fix cap;
4475
4476                 cap = F1_0/frame_cap;
4477                 if (Frametime < cap) {
4478                         thistime = cap - Frametime;
4479                         //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4480                         SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4481                         Frametime = cap;
4482                         thistime = timer_get_fixed_seconds();
4483                 }
4484         }
4485 #endif
4486
4487         // If framerate is too low, cap it.
4488         if (Frametime > MAX_FRAMETIME)  {
4489 #ifndef NDEBUG
4490                 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4491 #endif
4492                 Frametime = MAX_FRAMETIME;
4493         }
4494
4495         Frametime = fixmul(Frametime, Game_time_compression);
4496
4497         Last_time = thistime;
4498         //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4499
4500         flFrametime = f2fl(Frametime);
4501         //if(!(Game_mode & GM_PLAYING_DEMO)){
4502         timestamp_inc(flFrametime);
4503
4504 /*      if ((Framecount > 0) && (Framecount < 10)) {
4505                 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4506         }
4507 */
4508 }
4509
4510 // This is called from game_do_frame(), and from navmap_do_frame() 
4511 void game_update_missiontime()
4512 {
4513         // TODO JAS: Put in if and move this into game_set_frametime, 
4514         // fix navmap to call game_stop/start_time
4515         //if ( !timer_paused )  
4516                 Missiontime += Frametime;
4517 }
4518
4519 void game_do_frame()
4520 {       
4521         game_set_frametime(GS_STATE_GAME_PLAY);
4522         game_update_missiontime();
4523
4524         if (Game_mode & GM_STANDALONE_SERVER) {
4525                 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4526         }
4527
4528         if ( game_single_step && (last_single_step == game_single_step) ) {
4529                 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4530                 while( key_checkch() == 0 )
4531                         SDL_Delay(10);
4532                 os_set_title( XSTR( "FreeSpace", 171) );
4533                 Last_time = timer_get_fixed_seconds();
4534         }
4535
4536         last_single_step = game_single_step;
4537
4538         if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4539                 Keep_mouse_centered = 1;  // force mouse to center of our window (so we don't hit movement limits)
4540         }
4541         game_frame();
4542
4543         Keep_mouse_centered = 0;
4544         monitor_update();                       // Update monitor variables
4545 }
4546
4547 void multi_maybe_do_frame()
4548 {
4549         if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4550                 game_do_frame(); 
4551         }
4552 }
4553
4554 int Joymouse_button_status = 0;
4555
4556 // Flush all input devices
4557 void game_flush()
4558 {
4559         key_flush();
4560         mouse_flush();
4561         joy_flush();
4562         snazzy_flush();
4563
4564         Joymouse_button_status = 0;
4565
4566         //mprintf(("Game flush!\n" ));
4567 }
4568
4569 // function for multiplayer only which calls game_do_state_common() when running the
4570 // debug console
4571 void game_do_dc_networking()
4572 {
4573         SDL_assert( Game_mode & GM_MULTIPLAYER );
4574
4575         game_do_state_common( gameseq_get_state() );
4576 }
4577
4578 // Call this whenever in a loop, or when you need to check for a keystroke.
4579 int game_check_key()
4580 {
4581         int k;
4582
4583         k = game_poll();
4584
4585         // convert keypad enter to normal enter
4586         if ((k & KEY_MASK) == SDLK_KP_ENTER)
4587                 k = (k & ~KEY_MASK) | SDLK_RETURN;
4588
4589         return k;
4590 }
4591
4592 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4593
4594 #define DEMO_TRAILER_TIMEOUT_MS         45000                   // 45 seconds of no input, play trailer
4595 static int Demo_show_trailer_timestamp = 0;
4596
4597 void demo_reset_trailer_timer()
4598 {
4599         Demo_show_trailer_timestamp = timer_get_milliseconds();
4600 }
4601
4602 void demo_maybe_show_trailer(int k)
4603 {
4604         /*
4605         // if key pressed, reset demo trailer timer
4606         if ( k > 0 ) {
4607                 demo_reset_trailer_timer();
4608                 return;
4609         }
4610
4611         // if mouse moved, reset demo trailer timer
4612         int dx = 0, dy = 0;
4613
4614         mouse_get_delta(&dx, &dy);
4615         if ( (dx > 0) || (dy > 0) ) {
4616                 demo_reset_trailer_timer();
4617                 return;
4618         }
4619
4620         // if joystick has moved, reset demo trailer timer
4621         dx = 0;
4622         dy = 0;
4623         joy_get_delta(&dx, &dy);
4624         if ( (dx > 0) || (dy > 0) ) {
4625                 demo_reset_trailer_timer();
4626                 return;
4627         }
4628
4629         // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4630         //       the low-level code.  Ugly, I know... but was the simplest and most
4631         //       robust solution.
4632                 
4633         // if 30 seconds since last demo trailer time reset, launch movie
4634         if ( os_foreground() ) {
4635                 int now = timer_get_milliseconds();
4636                 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4637 //              if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4638                         // play movie here
4639                         movie_play( NOX("fstrailer2.mve") );
4640                         demo_reset_trailer_timer();
4641                 }
4642         }
4643         */
4644 }
4645
4646 #endif
4647
4648 // same as game_check_key(), except this is used while actually in the game.  Since there
4649 // generally are differences between game control keys and general UI keys, makes sense to
4650 // have seperate functions for each case.  If you are not checking a game control while in a
4651 // mission, you should probably be using game_check_key() instead.
4652 int game_poll()
4653 {
4654         int k, state;
4655
4656         if (!os_foreground()) {         
4657                 game_stop_time();
4658                 SDL_Delay(100);
4659                 game_start_time();
4660
4661                 // If we're in a single player game, pause it.
4662                 if (!(Game_mode & GM_MULTIPLAYER)){
4663                         if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) )     {
4664                                 game_process_pause_key();
4665                         }
4666                 }
4667         }
4668
4669    k = key_inkey();
4670
4671 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4672         demo_maybe_show_trailer(k);
4673 #endif
4674
4675         // Move the mouse cursor with the joystick.
4676         if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) )     {
4677                 // Move the mouse cursor with the joystick
4678                 int mx, my, dx, dy;
4679                 int jx, jy, jz, jr;
4680
4681                 joy_get_pos( &jx, &jy, &jz, &jr );
4682
4683                 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4684                 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4685
4686                 if ( dx || dy ) {
4687                         mouse_get_real_pos( &mx, &my );
4688                         mouse_set_pos( mx+dx, my+dy );
4689                 }
4690
4691                 int j, m;
4692                 j = joy_down(0);
4693                 m = mouse_down(MOUSE_LEFT_BUTTON);
4694
4695                 if ( j != Joymouse_button_status )      {
4696                         //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4697                         Joymouse_button_status = j;
4698                         if ( j && (!m) )        {
4699                                 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4700                         } else if ( (!j) && (m) )       {
4701                                 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4702                         }
4703                 }
4704         }
4705
4706         // if we should be ignoring keys because of some multiplayer situations
4707         if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4708                 return 0;
4709         }
4710
4711         // If a popup is running, don't process all the Fn keys
4712         if( popup_active() ) {
4713                 return k;
4714         }
4715
4716         state = gameseq_get_state();
4717
4718 //      if ( k ) nprintf(( "General", "Key = %x\n", k ));
4719
4720         switch (k) {
4721                 case KEY_DEBUGGED + SDLK_BACKSPACE:
4722                         Int3();
4723                         break;
4724
4725                 case SDLK_F1:
4726                         launch_context_help();
4727                         k = 0;
4728                         break;
4729
4730                 case SDLK_F2:
4731 //                      if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4732
4733                         // don't allow f2 while warping out in multiplayer      
4734                         if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4735                                 break;
4736                         }
4737
4738                         switch (state) {
4739                                 case GS_STATE_INITIAL_PLAYER_SELECT:
4740                                 case GS_STATE_OPTIONS_MENU:
4741                                 case GS_STATE_HUD_CONFIG:
4742                                 case GS_STATE_CONTROL_CONFIG:
4743                                 case GS_STATE_DEATH_DIED:
4744                                 case GS_STATE_DEATH_BLEW_UP:            
4745                                 case GS_STATE_VIEW_MEDALS:
4746                                         break;
4747
4748                                 default:
4749                                         gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4750                                         k = 0;
4751                                         break;
4752                         }
4753
4754                         break;
4755
4756                         // hotkey selection screen -- only valid from briefing and beyond.
4757                 case SDLK_F3:
4758 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4759                                 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) ) {
4760                                         gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4761                                         k = 0;
4762                                 }
4763 #endif
4764                         break;
4765
4766                 case KEY_DEBUGGED + SDLK_F3:
4767                         gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4768                         break;
4769
4770                 case KEY_DEBUGGED + SDLK_F4:
4771                         gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4772                         break;
4773
4774                 case SDLK_F4:
4775                         if(Game_mode & GM_MULTIPLAYER){
4776                                 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4777                                         gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4778                                         k = 0;
4779                                 } 
4780                         } else {
4781                                 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4782                                         gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4783                                         k = 0;
4784                                 }
4785                         }
4786                         break;
4787
4788                 case SDLK_ESCAPE | KEY_SHIFTED:
4789                         // make sure to quit properly out of multiplayer
4790                         if(Game_mode & GM_MULTIPLAYER){
4791                                 multi_quit_game(PROMPT_NONE);
4792                         }
4793
4794                         gameseq_post_event( GS_EVENT_QUIT_GAME );
4795                         k = 0;
4796
4797                         break;
4798
4799                 case KEY_DEBUGGED + SDLK_p:
4800                         break;                  
4801
4802                 case SDLK_PRINTSCREEN:
4803                         {
4804                                 static int counter = 0;
4805                                 char tmp_name[127];
4806
4807                                 game_stop_time();
4808
4809                                 SDL_snprintf( tmp_name, SDL_arraysize(tmp_name), NOX("screen%02d"), counter );
4810                                 counter++;
4811                                 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4812                                 gr_print_screen(tmp_name);
4813
4814                                 game_start_time();
4815                         }
4816
4817                         k = 0;
4818                         break;
4819
4820                 case KEY_SHIFTED | SDLK_RETURN: {
4821
4822 #if !defined(NDEBUG)
4823
4824                         if ( Game_mode & GM_NORMAL ){
4825                                 game_stop_time();
4826                         }
4827
4828                         // if we're in multiplayer mode, do some special networking
4829                         if(Game_mode & GM_MULTIPLAYER){
4830                                 debug_console(game_do_dc_networking);
4831                         } else {                                
4832                                 debug_console();
4833                         }
4834
4835                         game_flush();
4836
4837                         if ( Game_mode & GM_NORMAL )
4838                                 game_start_time();
4839
4840 #endif
4841
4842                         break;
4843                 }
4844         }
4845
4846         return k;
4847 }
4848
4849 void os_close()
4850 {
4851         gameseq_post_event(GS_EVENT_QUIT_GAME);
4852 }
4853
4854 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4855
4856
4857 void camera_set_position( vector *pos )
4858 {
4859         Camera_pos = *pos;
4860 }
4861
4862 void camera_set_orient( matrix *orient )
4863 {
4864         Camera_orient = *orient;
4865 }
4866
4867 void camera_set_velocity( vector *vel, int instantaneous )
4868 {
4869         Camera_desired_velocity.xyz.x = 0.0f;
4870         Camera_desired_velocity.xyz.y = 0.0f;
4871         Camera_desired_velocity.xyz.z = 0.0f;
4872
4873         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4874         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4875         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4876
4877         if ( instantaneous )    {
4878                 Camera_velocity = Camera_desired_velocity;
4879         }
4880
4881 }
4882
4883 //
4884 void camera_move()
4885 {
4886         vector new_vel, delta_pos;
4887
4888         apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4889         apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4890         apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4891
4892         Camera_velocity = new_vel;
4893
4894 //      mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4895
4896         vm_vec_add2( &Camera_pos, &delta_pos );
4897
4898         float ot = Camera_time+0.0f;
4899
4900         Camera_time += flFrametime;
4901
4902         if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) )       {
4903                 vector tmp;
4904                 
4905                 tmp.xyz.z = 4.739f;             // always go this fast forward.
4906
4907                 // pick x and y velocities so they are always on a 
4908                 // circle with a 25 m radius.
4909
4910                 float tmp_angle = frand()*PI2;
4911         
4912                 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4913                 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4914
4915                 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4916
4917                 //mprintf(( "Changing velocity!\n" ));
4918                 camera_set_velocity( &tmp, 0 );
4919         }
4920
4921         if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) )  {
4922                 vector tmp = ZERO_VECTOR;
4923                 camera_set_velocity( &tmp, 0 );
4924         }
4925         
4926 }
4927
4928 void end_demo_campaign_do()
4929 {
4930         // go to upsell screens, which should drop back to the main hall
4931         gameseq_post_event(GS_EVENT_DEMO_UPSELL);
4932 }
4933
4934 // All code to process events.   This is the only place
4935 // that you should change the state of the game.
4936 extern "C"
4937 void game_process_event( int current_state, int event )
4938 {
4939         mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
4940
4941         switch (event) {
4942                 case GS_EVENT_SIMULATOR_ROOM:
4943                         gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
4944                         break;
4945
4946                 case GS_EVENT_MAIN_MENU:
4947                         gameseq_set_state(GS_STATE_MAIN_MENU);          
4948                         break;
4949
4950                 case GS_EVENT_OPTIONS_MENU:
4951                         gameseq_push_state( GS_STATE_OPTIONS_MENU );
4952                         break;
4953
4954                 case GS_EVENT_BARRACKS_MENU:
4955                         gameseq_set_state(GS_STATE_BARRACKS_MENU);              
4956                         break;
4957
4958                 case GS_EVENT_TECH_MENU:
4959                         gameseq_set_state(GS_STATE_TECH_MENU);          
4960                         break;
4961
4962                 case GS_EVENT_TRAINING_MENU:
4963                         gameseq_set_state(GS_STATE_TRAINING_MENU);              
4964                         break;
4965
4966                 case GS_EVENT_START_GAME:
4967                         Select_default_ship = 0;                        
4968                         Player_multi_died_check = -1;
4969                         gameseq_set_state(GS_STATE_CMD_BRIEF);
4970                         break;
4971
4972                 case GS_EVENT_START_BRIEFING:
4973                         gameseq_set_state(GS_STATE_BRIEFING);           
4974                         break;
4975
4976                 case GS_EVENT_DEBRIEF:
4977                         // did we end the campaign in the main freespace 2 single player campaign?
4978 #ifdef MAKE_FS1
4979                         if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
4980 #else
4981                         if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
4982 #endif
4983                                 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
4984                         } else {
4985                                 gameseq_set_state(GS_STATE_DEBRIEF);            
4986                         }
4987
4988                         Player_multi_died_check = -1;
4989                         break;
4990
4991                 case GS_EVENT_SHIP_SELECTION:
4992                         gameseq_set_state( GS_STATE_SHIP_SELECT );
4993                         break;
4994
4995                 case GS_EVENT_WEAPON_SELECTION:
4996                         gameseq_set_state( GS_STATE_WEAPON_SELECT );
4997                         break;
4998
4999                 case GS_EVENT_ENTER_GAME:               
5000 #ifdef DEMO_SYSTEM
5001                         // maybe start recording a demo
5002                         if(Demo_make){
5003                                 demo_start_record("test.fsd");
5004                         }
5005 #endif
5006
5007                         if (Game_mode & GM_MULTIPLAYER) {
5008                                 // if we're respawning, make sure we change the view mode so that the hud shows up
5009                                 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5010                                         Viewer_mode = 0;
5011                                 }
5012
5013                                 gameseq_set_state(GS_STATE_GAME_PLAY);
5014                         } else {
5015                                 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5016                         }
5017
5018                         Player_multi_died_check = -1;
5019
5020                         // clear multiplayer button info                        
5021                         extern button_info Multi_ship_status_bi;
5022                         memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5023
5024                         Start_time = f2fl(timer_get_approx_seconds());
5025                         //Framecount = 0;
5026                         mprintf(("Entering game at time = %7.3f\n", Start_time));
5027                         break;
5028
5029
5030                 case GS_EVENT_START_GAME_QUICK:
5031                         Select_default_ship = 1;
5032                         gameseq_post_event(GS_EVENT_ENTER_GAME);
5033                         break;
5034
5035
5036                 case GS_EVENT_END_GAME:
5037                         if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5038                                 (current_state == GS_STATE_DEATH_BLEW_UP) ||    (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5039                                         gameseq_set_state(GS_STATE_MAIN_MENU);
5040
5041                         } else
5042                                 Int3();
5043
5044                         Player_multi_died_check = -1;
5045                         break;
5046
5047                 case GS_EVENT_QUIT_GAME:
5048                         main_hall_stop_music();
5049                         main_hall_stop_ambient();
5050
5051 #if defined(FS2_DEMO) || defined(FS1_DEMO)
5052                         if (current_state == GS_STATE_DEMO_UPSELL) {
5053                                 gameseq_set_state(GS_STATE_QUIT_GAME);
5054                         } else {
5055                                 gameseq_set_state(GS_STATE_DEMO_UPSELL);
5056                         }
5057 #else
5058                         gameseq_set_state(GS_STATE_QUIT_GAME);
5059 #endif
5060
5061                         Player_multi_died_check = -1;
5062                         break;
5063
5064                 case GS_EVENT_GAMEPLAY_HELP:
5065                         gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5066                         break;
5067
5068                 case GS_EVENT_PAUSE_GAME:
5069                         gameseq_push_state(GS_STATE_GAME_PAUSED);
5070                         break;
5071
5072                 case GS_EVENT_DEBUG_PAUSE_GAME:
5073                         gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5074                         break;
5075
5076                 case GS_EVENT_TRAINING_PAUSE:
5077                         gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5078                         break;
5079
5080                 case GS_EVENT_PREVIOUS_STATE:
5081                         gameseq_pop_state();
5082                         break;
5083
5084                 case GS_EVENT_TOGGLE_FULLSCREEN:
5085                         gr_toggle_fullscreen();
5086                         break;
5087
5088                 case GS_EVENT_TOGGLE_GLIDE:
5089                         break;                                          
5090  
5091                 case GS_EVENT_LOAD_MISSION_MENU:
5092                         break;
5093
5094                 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5095                         gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5096                         break;
5097
5098                 case GS_EVENT_HUD_CONFIG:
5099                         gameseq_push_state( GS_STATE_HUD_CONFIG );
5100                         break;
5101
5102                 case GS_EVENT_CONTROL_CONFIG:
5103                         gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5104                         break;  
5105
5106                 case GS_EVENT_DEATH_DIED:
5107                         gameseq_set_state( GS_STATE_DEATH_DIED );
5108                         break;
5109
5110                 case GS_EVENT_DEATH_BLEW_UP:
5111                         if (  current_state == GS_STATE_DEATH_DIED )    {
5112                                 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5113                                 event_music_player_death();
5114
5115                                 // multiplayer clients set their extra check here
5116                                 if(Game_mode & GM_MULTIPLAYER){
5117                                         // set the multi died absolute last chance check                                        
5118                                         Player_multi_died_check = time(NULL);
5119                                 }                                       
5120                         } else {
5121                                 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5122                         }
5123                         break;
5124
5125                 case GS_EVENT_NEW_CAMPAIGN:
5126                         if (!mission_load_up_campaign()){
5127                                 readyroom_continue_campaign();
5128                         }
5129
5130                         Player_multi_died_check = -1;
5131                         break;
5132
5133                 case GS_EVENT_CAMPAIGN_CHEAT:
5134                         if (!mission_load_up_campaign()){
5135                                 /*
5136                                 // bash campaign value
5137                                 extern char Main_hall_campaign_cheat[512];
5138                                 int idx;
5139                                 
5140                                 // look for the mission
5141                                 for(idx=0; idx<Campaign.num_missions; idx++){
5142                                         if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5143                                                 Campaign.next_mission = idx;
5144                                                 Campaign.prev_mission = idx - 1;
5145                                                 break;
5146                                         }
5147                                 }
5148                                 */
5149
5150                                 // continue
5151                                 readyroom_continue_campaign();
5152                         }
5153
5154                         Player_multi_died_check = -1;
5155                         break;
5156
5157                 case GS_EVENT_CAMPAIGN_ROOM:
5158                         gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5159                         break;
5160
5161                 case GS_EVENT_CMD_BRIEF:
5162                         gameseq_set_state(GS_STATE_CMD_BRIEF);
5163                         break;
5164
5165                 case GS_EVENT_RED_ALERT:
5166                         gameseq_set_state(GS_STATE_RED_ALERT);
5167                         break;
5168
5169                 case GS_EVENT_CREDITS:
5170                         gameseq_set_state( GS_STATE_CREDITS );
5171                         break;
5172
5173                 case GS_EVENT_VIEW_MEDALS:
5174                         gameseq_push_state( GS_STATE_VIEW_MEDALS );
5175                         break;
5176
5177                 case GS_EVENT_SHOW_GOALS:
5178                         gameseq_push_state( GS_STATE_SHOW_GOALS );      // use push_state() since we might get to this screen through a variety of states
5179                         break;
5180
5181                 case GS_EVENT_HOTKEY_SCREEN:
5182                         gameseq_push_state( GS_STATE_HOTKEY_SCREEN );   // use push_state() since we might get to this screen through a variety of states
5183                         break;
5184                 
5185         // multiplayer stuff follow these comments
5186
5187                 case GS_EVENT_PXO:
5188                         gameseq_set_state(GS_STATE_PXO);
5189                         break;
5190
5191                 case GS_EVENT_PXO_HELP:
5192                         gameseq_set_state(GS_STATE_PXO_HELP);
5193                         break;
5194
5195                 case GS_EVENT_MULTI_JOIN_GAME:
5196                         gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5197                         break;
5198
5199                 case GS_EVENT_MULTI_HOST_SETUP:
5200                         gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5201                         break;
5202
5203                 case GS_EVENT_MULTI_CLIENT_SETUP:
5204                         gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5205                         break;
5206
5207                 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5208                         gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5209                         break;
5210
5211                 case GS_EVENT_MULTI_STD_WAIT:
5212                         gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5213                         break;
5214
5215                 case GS_EVENT_STANDALONE_MAIN:
5216                         gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5217                         break;   
5218
5219                 case GS_EVENT_MULTI_PAUSE:
5220                         gameseq_push_state( GS_STATE_MULTI_PAUSED );
5221                         break;                  
5222
5223                 case GS_EVENT_INGAME_PRE_JOIN:
5224                         gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5225                         break;
5226                 
5227                 case GS_EVENT_EVENT_DEBUG:
5228                         gameseq_push_state(GS_STATE_EVENT_DEBUG);
5229                         break;
5230
5231                 // Start a warpout where player automatically goes 70 no matter what
5232                 // and can't cancel out of it.
5233                 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5234                         Warpout_forced = 1;                                                     // If non-zero, bash the player to speed and go through effect
5235
5236                         // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5237                         Player->saved_viewer_mode = Viewer_mode;
5238                         Player->control_mode = PCM_WARPOUT_STAGE1;
5239                         Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5240                         Warpout_time = 0.0f;                    // Start timer!
5241                         break;
5242
5243                 case GS_EVENT_PLAYER_WARPOUT_START:
5244                         if ( Player->control_mode != PCM_NORMAL )       {
5245                                 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5246                         } else {
5247                                 Player->saved_viewer_mode = Viewer_mode;
5248                                 Player->control_mode = PCM_WARPOUT_STAGE1;
5249                                 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5250                                 Warpout_time = 0.0f;                    // Start timer!
5251                                 Warpout_forced = 0;                             // If non-zero, bash the player to speed and go through effect
5252                         }
5253                         break;
5254
5255                 case GS_EVENT_PLAYER_WARPOUT_STOP:
5256                         if ( Player->control_mode != PCM_NORMAL )       {
5257                                 if ( !Warpout_forced )  {               // cannot cancel forced warpout
5258                                         Player->control_mode = PCM_NORMAL;
5259                                         Viewer_mode = Player->saved_viewer_mode;
5260                                         hud_subspace_notify_abort();
5261                                         mprintf(( "Player put back to normal mode.\n" ));
5262                                         if ( Warpout_sound > -1 )       {
5263                                                 snd_stop( Warpout_sound );
5264                                                 Warpout_sound = -1;
5265                                         }
5266                                 }
5267                         }
5268                         break;
5269
5270                 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1:               // player ship got up to speed
5271                         if ( Player->control_mode != PCM_WARPOUT_STAGE1 )       {
5272                                 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5273                                 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5274                         } else {
5275                                 mprintf(( "Hit target speed.  Starting warp effect and moving to stage 2!\n" ));
5276                                 shipfx_warpout_start( Player_obj );
5277                                 Player->control_mode = PCM_WARPOUT_STAGE2;
5278                                 Player->saved_viewer_mode = Viewer_mode;
5279                                 Viewer_mode |= VM_WARP_CHASE;
5280                                 
5281                                 vector tmp = Player_obj->pos;
5282                                 matrix tmp_m;
5283                                 ship_get_eye( &tmp, &tmp_m, Player_obj );
5284                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5285                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5286                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5287                                 Camera_time = 0.0f;
5288                                 camera_set_position( &tmp );
5289                                 camera_set_orient( &Player_obj->orient );
5290                                 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5291
5292                                 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5293                                 camera_set_velocity( &tmp_vel, 1);
5294                         }
5295                         break;
5296
5297                 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2:               // player ship got into the warp effect
5298                         if ( Player->control_mode != PCM_WARPOUT_STAGE2 )       {
5299                                 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5300                                 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5301                         } else {
5302                                 mprintf(( "Hit warp effect.  Moving to stage 3!\n" ));
5303                                 Player->control_mode = PCM_WARPOUT_STAGE3;
5304                         }
5305                         break;
5306
5307                 case GS_EVENT_PLAYER_WARPOUT_DONE:      // player ship got through the warp effect
5308                         mprintf(( "Player warped out.  Going to debriefing!\n" ));
5309                         Player->control_mode = PCM_NORMAL;
5310                         Viewer_mode = Player->saved_viewer_mode;
5311                         Warpout_sound = -1;
5312
5313                         // we have a special debriefing screen for multiplayer furballs
5314                         if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5315                                 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5316                         }
5317                         // do the normal debriefing for all other situations
5318                         else {
5319                                 gameseq_post_event(GS_EVENT_DEBRIEF);
5320                         }
5321                         break;
5322
5323                 case GS_EVENT_STANDALONE_POSTGAME:
5324                         gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5325                         break;
5326
5327                 case GS_EVENT_INITIAL_PLAYER_SELECT:
5328                         gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5329                         break;
5330
5331                 case GS_EVENT_GAME_INIT:
5332 #ifdef __EMSCRIPTEN__
5333                         // keep looping through until the persistent storage has sync'd
5334                         if (emscripten_run_script_int("Module.syncdone") == 0) {
5335                                 // this event got popped, so add it back into the queue
5336                                 gameseq_post_event(GS_EVENT_GAME_INIT);
5337                                 break;
5338                         }
5339 #endif
5340 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5341                         gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5342 #else                   
5343                         // see if the command line option has been set to use the last pilot, and act acoordingly
5344                         if( player_select_get_last_pilot() ) {                                                          
5345                                 // always enter the main menu -- do the automatic network startup stuff elsewhere
5346                                 // so that we still have valid checks for networking modes, etc.
5347                                 gameseq_set_state(GS_STATE_MAIN_MENU);
5348                         } else {
5349                                 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5350                         }
5351 #endif
5352                         break;
5353
5354                 case GS_EVENT_MULTI_MISSION_SYNC:
5355                         gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5356                         break;          
5357
5358                 case GS_EVENT_MULTI_START_GAME:
5359                         gameseq_set_state(GS_STATE_MULTI_START_GAME);
5360                         break;
5361
5362                 case GS_EVENT_MULTI_HOST_OPTIONS:
5363                         gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5364                         break;
5365
5366                 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5367                         gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5368                         break;
5369
5370                 case GS_EVENT_TEAM_SELECT:
5371                         gameseq_set_state(GS_STATE_TEAM_SELECT);
5372                         break;
5373
5374                 case GS_EVENT_END_CAMPAIGN:                     
5375                         gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5376                         break;          
5377
5378                 case GS_EVENT_END_DEMO:
5379                         gameseq_set_state(GS_STATE_END_DEMO);
5380                         break;
5381
5382                 case GS_EVENT_LOOP_BRIEF:
5383                         gameseq_set_state(GS_STATE_LOOP_BRIEF);
5384                         break;
5385
5386                 case GS_EVENT_DEMO_UPSELL:
5387                         gameseq_set_state(GS_STATE_DEMO_UPSELL);
5388                         break;
5389
5390                 default:
5391                         Int3();
5392                         break;
5393         }
5394 }
5395
5396 // Called when a state is being left.
5397 // The current state is still at old_state, but as soon as
5398 // this function leaves, then the current state will become
5399 // new state.     You should never try to change the state
5400 // in here... if you think you need to, you probably really
5401 // need to post an event, not change the state.
5402 void game_leave_state( int old_state, int new_state )
5403 {
5404         int end_mission = 1;
5405
5406         switch (new_state) {
5407                 case GS_STATE_GAME_PAUSED:
5408                 case GS_STATE_DEBUG_PAUSED:
5409                 case GS_STATE_OPTIONS_MENU:
5410                 case GS_STATE_CONTROL_CONFIG:           
5411                 case GS_STATE_MISSION_LOG_SCROLLBACK:
5412                 case GS_STATE_DEATH_DIED:
5413                 case GS_STATE_SHOW_GOALS:
5414                 case GS_STATE_HOTKEY_SCREEN:            
5415                 case GS_STATE_MULTI_PAUSED:
5416                 case GS_STATE_TRAINING_PAUSED:
5417                 case GS_STATE_EVENT_DEBUG:                              
5418                 case GS_STATE_GAMEPLAY_HELP:
5419                         end_mission = 0;  // these events shouldn't end a mission
5420                         break;
5421         }
5422
5423         switch (old_state) {
5424                 case GS_STATE_BRIEFING:
5425                         brief_stop_voices();
5426                         if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5427                                   && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5428                                   && (new_state != GS_STATE_TEAM_SELECT) ){
5429                                 common_select_close();
5430                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5431                                         freespace_stop_mission();       
5432                                 }
5433                         }
5434                         
5435                         // COMMAND LINE OPTION
5436                         if (Cmdline_multi_stream_chat_to_file){
5437                                 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5438                                 cfclose(Multi_chat_stream);
5439                         }
5440                         break;
5441
5442                 case GS_STATE_DEBRIEF:
5443                         if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5444                                 debrief_close();                                
5445                         }
5446                         break;
5447
5448                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5449                         multi_df_debrief_close();
5450                         break;
5451
5452                 case GS_STATE_LOAD_MISSION_MENU:
5453                         break;
5454
5455                 case GS_STATE_SIMULATOR_ROOM:
5456                         sim_room_close();
5457                         break;
5458
5459                 case GS_STATE_CAMPAIGN_ROOM:
5460                         campaign_room_close();
5461                         break;
5462
5463                 case GS_STATE_CMD_BRIEF:
5464                         if (new_state == GS_STATE_OPTIONS_MENU) {
5465                                 cmd_brief_hold();
5466
5467                         } else {
5468                                 cmd_brief_close();
5469                                 if (new_state == GS_STATE_MAIN_MENU)
5470                                         freespace_stop_mission();       
5471                         }
5472
5473                         break;
5474
5475                 case GS_STATE_RED_ALERT:
5476                         red_alert_close();
5477                         break;
5478
5479                 case GS_STATE_SHIP_SELECT:
5480                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5481                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5482                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5483                                 common_select_close();
5484                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5485                                         freespace_stop_mission();       
5486                                 }
5487                         }
5488                         break;
5489
5490                 case GS_STATE_WEAPON_SELECT:
5491                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5492                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5493                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5494                                 common_select_close();
5495                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5496                                         freespace_stop_mission();       
5497                                 }
5498                         }
5499                         break;
5500
5501                 case GS_STATE_TEAM_SELECT:
5502                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5503                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5504                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5505                                 common_select_close();
5506                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5507                                         freespace_stop_mission();       
5508                                 }
5509                         }                                       
5510                         break;
5511
5512                 case GS_STATE_MAIN_MENU:
5513 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5514                         mht_close();
5515 #else
5516                         main_hall_close();
5517 #endif
5518                         break;
5519
5520                 case GS_STATE_OPTIONS_MENU:
5521                         //game_start_time();
5522                         if(new_state == GS_STATE_MULTI_JOIN_GAME){
5523                                 multi_join_clear_game_list();
5524                         }
5525                         options_menu_close();
5526                         break;
5527
5528                 case GS_STATE_BARRACKS_MENU:
5529                         if(new_state != GS_STATE_VIEW_MEDALS){
5530                                 barracks_close();
5531                         }
5532                         break;
5533
5534                 case GS_STATE_MISSION_LOG_SCROLLBACK:
5535                         hud_scrollback_close();
5536                         break;
5537
5538                 case GS_STATE_TRAINING_MENU:
5539                         training_menu_close();
5540                         break;
5541
5542                 case GS_STATE_GAME_PLAY:
5543                         if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5544                                 player_save_target_and_weapon_link_prefs();
5545                                 game_stop_looped_sounds();
5546                         }
5547
5548                         sound_env_disable();
5549                         joy_ff_stop_effects();
5550
5551                         // stop game time under certain conditions
5552                         if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5553                                 game_stop_time();
5554                         }
5555
5556                         if (end_mission) {
5557                         // shut down any recording or playing demos
5558 #ifdef DEMO_SYSTEM
5559                                 demo_close();
5560 #endif
5561
5562                                 // when in multiplayer and going back to the main menu, send a leave game packet
5563                                 // right away (before calling stop mission).  stop_mission was taking to long to
5564                                 // close mission down and I want people to get notified ASAP.
5565                                 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5566                                         multi_quit_game(PROMPT_NONE);
5567                                 }
5568
5569                                 freespace_stop_mission();                       
5570                                 Game_time_compression = F1_0;
5571                         }
5572                         break;
5573
5574                 case GS_STATE_TECH_MENU:
5575                         techroom_close();
5576                         break;
5577
5578                 case GS_STATE_TRAINING_PAUSED:
5579                         Training_num_lines = 0;
5580                         // fall through to GS_STATE_GAME_PAUSED
5581
5582                 case GS_STATE_GAME_PAUSED:
5583                         game_start_time();
5584                         if ( end_mission ) {
5585                                 pause_close(0);
5586                         }
5587                         break;
5588
5589                 case GS_STATE_DEBUG_PAUSED:
5590                         #ifndef NDEBUG
5591                                 game_start_time();
5592                                 pause_debug_close();
5593                         #endif
5594                         break;
5595
5596                 case GS_STATE_HUD_CONFIG:
5597                         hud_config_close();
5598                         break;
5599
5600                 // join/start a game
5601                 case GS_STATE_MULTI_JOIN_GAME:
5602                         if(new_state != GS_STATE_OPTIONS_MENU){
5603                                 multi_join_game_close();
5604                         }
5605                         break;
5606
5607                 case GS_STATE_MULTI_HOST_SETUP:
5608                 case GS_STATE_MULTI_CLIENT_SETUP:
5609                         // if this is just the host going into the options screen, don't do anything
5610                         if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5611                                 break;
5612                         }
5613
5614                         // close down the proper state
5615                         if(old_state == GS_STATE_MULTI_HOST_SETUP){
5616                                 multi_create_game_close();
5617                         } else {
5618                                 multi_game_client_setup_close();
5619                         }
5620
5621                         // COMMAND LINE OPTION
5622                         if (Cmdline_multi_stream_chat_to_file){
5623                                 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5624                                         cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5625                                         cfclose(Multi_chat_stream);
5626                                 }
5627                         }                       
5628                         break;
5629
5630                 case GS_STATE_CONTROL_CONFIG:
5631                         control_config_close();
5632                         break;
5633
5634                 case GS_STATE_DEATH_DIED:
5635                         Game_mode &= ~GM_DEAD_DIED;
5636                         
5637                         // early end while respawning or blowing up in a multiplayer game
5638                         if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5639                                 game_stop_time();
5640                                 freespace_stop_mission();
5641                         }
5642                         break;
5643
5644                 case GS_STATE_DEATH_BLEW_UP:
5645                         Game_mode &= ~GM_DEAD_BLEW_UP;
5646
5647                         // for single player, we might reload mission, etc.  For multiplayer, look at my new state
5648                         // to determine if I should do anything.
5649                         if ( !(Game_mode & GM_MULTIPLAYER) ) {
5650                                 if ( end_mission ){
5651                                         freespace_stop_mission();
5652                                 }
5653                         } else {
5654                                 // if we are not respawing as an observer or as a player, our new state will not
5655                                 // be gameplay state.
5656                                 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5657                                         game_stop_time();                                                                       // hasn't been called yet!!
5658                                         freespace_stop_mission();
5659                                 }
5660                         }
5661                         break;
5662
5663
5664                 case GS_STATE_CREDITS:
5665                         credits_close();
5666                         break;
5667
5668                 case GS_STATE_VIEW_MEDALS:
5669                         medal_main_close();
5670                         break;
5671
5672                 case GS_STATE_SHOW_GOALS:
5673                         mission_show_goals_close();
5674                         break;
5675
5676                 case GS_STATE_HOTKEY_SCREEN:
5677                         if ( new_state != GS_STATE_OPTIONS_MENU ) {
5678                                 mission_hotkey_close();
5679                         }
5680                         break;
5681
5682                 case GS_STATE_MULTI_MISSION_SYNC:
5683                         // if we're moving into the options menu, don't do anything
5684                         if(new_state == GS_STATE_OPTIONS_MENU){
5685                                 break;
5686                         }
5687
5688                         SDL_assert( Game_mode & GM_MULTIPLAYER );
5689                         multi_sync_close();
5690                         if ( new_state == GS_STATE_GAME_PLAY ){
5691                                 // palette_restore_palette();
5692
5693                                 // change a couple of flags to indicate our state!!!
5694                                 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5695                                 send_netplayer_update_packet();
5696
5697                                 // set the game mode
5698                                 Game_mode |= GM_IN_MISSION;
5699                         }                       
5700                         break;          
5701    
5702                 case GS_STATE_VIEW_CUTSCENES:
5703                         cutscenes_screen_close();
5704                         break;
5705
5706                 case GS_STATE_MULTI_STD_WAIT:
5707                         multi_standalone_wait_close();
5708                         break;
5709
5710                 case GS_STATE_STANDALONE_MAIN:                  
5711                         standalone_main_close();
5712                         if(new_state == GS_STATE_MULTI_STD_WAIT){               
5713                                 init_multiplayer_stats();                                                                               
5714                         }                       
5715                         break;
5716
5717                 case GS_STATE_MULTI_PAUSED:
5718                         // if ( end_mission ){
5719                                 pause_close(1);
5720                         // }
5721                         break;                  
5722
5723                 case GS_STATE_INGAME_PRE_JOIN:
5724                         multi_ingame_select_close();
5725                         break;
5726
5727                 case GS_STATE_STANDALONE_POSTGAME:
5728                         multi_standalone_postgame_close();
5729                         break;
5730
5731                 case GS_STATE_INITIAL_PLAYER_SELECT:                    
5732                         player_select_close();                  
5733                         break;          
5734
5735                 case GS_STATE_MULTI_START_GAME:
5736                         multi_start_game_close();
5737                         break;
5738
5739                 case GS_STATE_MULTI_HOST_OPTIONS:
5740                         multi_host_options_close();
5741                         break;                          
5742
5743                 case GS_STATE_END_OF_CAMPAIGN:
5744                         mission_campaign_end_close();
5745                         break;
5746
5747                 case GS_STATE_LOOP_BRIEF:
5748                         loop_brief_close();
5749                         break;
5750
5751                 case GS_STATE_PXO:
5752                         if (new_state != GS_STATE_PXO_HELP) {
5753                                 multi_pxo_close();
5754                         }
5755                         break;
5756
5757                 case GS_STATE_PXO_HELP:
5758                         multi_pxo_help_close();
5759                         break;
5760
5761                 case GS_STATE_DEMO_UPSELL:
5762                         demo_upsell_close();
5763                         break;
5764         }
5765 }
5766
5767 // Called when a state is being entered.
5768 // The current state is set to the state we're entering at
5769 // this point, and old_state is set to the state we're coming
5770 // from.    You should never try to change the state
5771 // in here... if you think you need to, you probably really
5772 // need to post an event, not change the state.
5773 extern "C"
5774 void game_enter_state( int old_state, int new_state )
5775 {
5776         switch (new_state) {
5777                 case GS_STATE_MAIN_MENU:                                
5778                         // in multiplayer mode, be sure that we are not doing networking anymore.
5779                         if ( Game_mode & GM_MULTIPLAYER ) {
5780                                 SDL_assert( Net_player != NULL );
5781                                 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5782                         }
5783
5784                         Game_time_compression = F1_0;
5785         
5786                         // determine which ship this guy is currently based on
5787 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5788                         mht_init();
5789 #else
5790                         if (Player->on_bastion) {
5791                                 main_hall_init(1);
5792                         } else {
5793                                 main_hall_init(0);
5794                         }
5795 #endif
5796                         break;
5797
5798                 case GS_STATE_BRIEFING:
5799                         main_hall_stop_music();
5800                         main_hall_stop_ambient();
5801                         
5802                         if (Game_mode & GM_NORMAL) {
5803                                 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5804                                 // MWA: or from options or hotkey screens
5805                                 // JH: or if the command brief state already did this
5806                                 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5807                                         && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5808                                         && (old_state != GS_STATE_CMD_BRIEF) ) {
5809                                         if ( !game_start_mission() )                    // this should put us into a new state on failure!
5810                                                 break;
5811                                 }
5812                         }
5813                         // maybe play a movie before the briefing.  don't play if entering briefing screen from ship or weapon select.
5814                         if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5815                                 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5816
5817                         Game_time_compression = F1_0;
5818
5819                         if ( red_alert_mission() ) {
5820                                 gameseq_post_event(GS_EVENT_RED_ALERT);
5821                         } else {
5822                                 brief_init();
5823                         }
5824
5825                         break;
5826
5827                 case GS_STATE_DEBRIEF:
5828                         game_stop_looped_sounds();
5829                         mission_goal_fail_incomplete();                         // fail all incomplete goals before entering debriefing
5830                         if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5831                                 debrief_init();
5832                         }
5833                         break;
5834
5835                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5836                         multi_df_debrief_init();
5837                         break;
5838
5839                 case GS_STATE_LOAD_MISSION_MENU:
5840                         break;
5841
5842                 case GS_STATE_SIMULATOR_ROOM:
5843                         sim_room_init();
5844                         break;
5845
5846                 case GS_STATE_CAMPAIGN_ROOM:
5847                         campaign_room_init();
5848                         break;
5849
5850                 case GS_STATE_RED_ALERT:
5851                         mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5852                         red_alert_init();
5853                         break;
5854
5855                 case GS_STATE_CMD_BRIEF: {
5856                         int team_num = 0;  // team number used as index for which cmd brief to use.
5857
5858                         if (old_state == GS_STATE_OPTIONS_MENU) {
5859                                 cmd_brief_unhold();
5860
5861                         } else {
5862                                 main_hall_stop_music();
5863                                 main_hall_stop_ambient();
5864
5865                                 if (Game_mode & GM_NORMAL) {
5866                                         // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5867                                         // MWA: or from options or hotkey screens
5868                                         // JH: or if the command brief state already did this
5869                                         if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5870                                                 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5871                                                 if ( !game_start_mission() )                    // this should put us into a new state on failure!
5872                                                         break;
5873                                         }
5874                                 }
5875
5876                                 // maybe play a movie before the briefing.  don't play if entering briefing screen from ship or weapon select.
5877                                 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5878                                         mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5879
5880                                 cmd_brief_init(team_num);
5881                         }
5882
5883                         break;
5884                 }
5885
5886                 case GS_STATE_SHIP_SELECT:
5887                         ship_select_init();
5888                         break;
5889
5890                 case GS_STATE_WEAPON_SELECT:
5891                         weapon_select_init();
5892                         break;
5893
5894                 case GS_STATE_TEAM_SELECT:              
5895                         multi_ts_init();
5896                         break;
5897
5898                 case GS_STATE_GAME_PAUSED:
5899                         game_stop_time();
5900                         pause_init(0);
5901                         break;
5902
5903                 case GS_STATE_DEBUG_PAUSED:
5904         //              game_stop_time();
5905         //              os_set_title("FreeSpace - PAUSED");
5906         //              break;
5907         //
5908                 case GS_STATE_TRAINING_PAUSED:
5909                         #ifndef NDEBUG
5910                                 game_stop_time();
5911                                 pause_debug_init();
5912                         #endif
5913                         break;
5914
5915                 case GS_STATE_OPTIONS_MENU:
5916                         //game_stop_time();
5917                         options_menu_init();
5918                         break;
5919  
5920                 case GS_STATE_GAME_PLAY:
5921                         // coming from the gameplay state or the main menu, we might need to load the mission
5922                         if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5923                                 if ( !game_start_mission() )            // this should put us into a new state.
5924                                         // Failed!!!
5925                                         break;
5926                         }
5927
5928                         // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5929                         // case of quick start), then do bitmap loads, etc  Don't do any of the loading stuff
5930                         // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5931                         if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5932                                 (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)) ) {
5933                                         // JAS: Used to do all paging here.
5934
5935                                         #ifndef NDEBUG
5936                                         //XSTR:OFF
5937                                                 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5938                                         //XSTR:ON
5939                                         #endif
5940
5941                                         main_hall_stop_music();
5942                                         main_hall_stop_ambient();
5943                                         event_music_first_pattern();    // start the first pattern
5944                         }
5945
5946                         // special code that restores player ship selection and weapons loadout when doing a quick start
5947                         if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP)  || (old_state == GS_STATE_GAME_PLAY)) ) {
5948                                 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5949                                         wss_direct_restore_loadout();
5950                                 }
5951                         }
5952
5953                         // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5954                         if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
5955                                 event_music_first_pattern();    // start the first pattern
5956                         }
5957
5958                         if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
5959                                 event_music_first_pattern();    // start the first pattern
5960                         }                       
5961                         player_restore_target_and_weapon_link_prefs();
5962
5963                         Game_mode |= GM_IN_MISSION;
5964
5965 #ifndef NDEBUG
5966                         // required to truely make mouse deltas zeroed in debug mouse code
5967                         if (!Is_standalone) {
5968                                 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
5969                         }
5970 #endif
5971
5972                         game_flush();
5973
5974                         // only start time if in single player, or coming from multi wait state
5975                         if (
5976                                         (
5977                                                 (Game_mode & GM_NORMAL) && 
5978                                                 (old_state != GS_STATE_VIEW_CUTSCENES)
5979                                         ) || (
5980                                                 (Game_mode & GM_MULTIPLAYER) && (
5981                                                         (old_state == GS_STATE_MULTI_PAUSED) ||
5982                                                         (old_state == GS_STATE_MULTI_MISSION_SYNC)
5983                                                 )
5984                                         )
5985                                 )
5986                                         game_start_time();
5987
5988                         // when coming from the multi paused state, reset the timestamps
5989                         if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
5990                                 multi_reset_timestamps();
5991                         }
5992
5993                         if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
5994                                 // initialize all object update details
5995                                 multi_oo_gameplay_init();
5996                         }
5997         
5998                         // under certain circumstances, the server should reset the object update rate limiting stuff
5999                         if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
6000                                  ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
6001                                 
6002                                 // reinitialize the rate limiting system for all clients
6003                                 multi_oo_rate_init_all();
6004                         }
6005
6006                         // multiplayer clients should always re-initialize their control info rate limiting system                      
6007                         if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
6008                                 multi_oo_rate_init_all();
6009                         }
6010                         
6011                         // reset ping times
6012                         if(Game_mode & GM_MULTIPLAYER){
6013                                 multi_ping_reset_players();
6014                         }
6015
6016                         Game_subspace_effect = 0;
6017                         if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
6018                                 Game_subspace_effect = 1;
6019                                 if( !(Game_mode & GM_STANDALONE_SERVER) ){      
6020                                         game_start_subspace_ambient_sound();
6021                                 }
6022                         }
6023
6024                         sound_env_set(&Game_sound_env);
6025                         joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
6026
6027                         // clear multiplayer button info                        i
6028                         extern button_info Multi_ship_status_bi;
6029                         memset(&Multi_ship_status_bi, 0, sizeof(button_info));
6030                         break;
6031
6032                 case GS_STATE_HUD_CONFIG:
6033                         hud_config_init();
6034                         break;
6035
6036                 case GS_STATE_MULTI_JOIN_GAME:
6037                         multi_join_clear_game_list();
6038
6039                         if (old_state != GS_STATE_OPTIONS_MENU) {
6040                                 multi_join_game_init();
6041                         }
6042
6043                         break;
6044
6045                 case GS_STATE_MULTI_HOST_SETUP:         
6046                         // don't reinitialize if we're coming back from the host options screen
6047                         if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6048                                 multi_create_game_init();
6049                         }
6050
6051                         break;
6052
6053                 case GS_STATE_MULTI_CLIENT_SETUP:               
6054                         if (old_state != GS_STATE_OPTIONS_MENU) {
6055                                 multi_game_client_setup_init();
6056                         }
6057
6058                         break;
6059
6060                 case GS_STATE_CONTROL_CONFIG:
6061                         control_config_init();
6062                         break;
6063
6064                 case GS_STATE_TECH_MENU:
6065                         techroom_init();
6066                         break;
6067
6068                 case GS_STATE_BARRACKS_MENU:
6069                         if(old_state != GS_STATE_VIEW_MEDALS){
6070                                 barracks_init();
6071                         }
6072                         break;
6073
6074                 case GS_STATE_MISSION_LOG_SCROLLBACK:
6075                         hud_scrollback_init();
6076                         break;
6077
6078                 case GS_STATE_DEATH_DIED:
6079                         Player_died_time = timestamp(10);
6080
6081                         if(!(Game_mode & GM_MULTIPLAYER)){
6082                                 player_show_death_message();
6083                         }
6084                         Game_mode |= GM_DEAD_DIED;
6085                         break;
6086
6087                 case GS_STATE_DEATH_BLEW_UP:
6088                         if ( !popupdead_is_active() ) {
6089                                 Player_ai->target_objnum = -1;
6090                         }
6091
6092                         // stop any local EMP effect
6093                         emp_stop_local();
6094
6095                         Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING;      //      Prevent immediate switch to a hostile ship.
6096                         Game_mode |= GM_DEAD_BLEW_UP;           
6097                         Show_viewing_from_self = 0;
6098
6099                         // timestamp how long we should wait before displaying the died popup
6100                         if ( !popupdead_is_active() ) {
6101                                 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6102                         }
6103                         break;
6104
6105                 case GS_STATE_GAMEPLAY_HELP:
6106                         gameplay_help_init();
6107                         break;
6108
6109                 case GS_STATE_CREDITS:
6110                         main_hall_stop_music();
6111                         main_hall_stop_ambient();
6112                         credits_init();
6113                         break;
6114
6115                 case GS_STATE_VIEW_MEDALS:
6116                         medal_main_init(Player);
6117                         break;
6118
6119                 case GS_STATE_SHOW_GOALS:
6120                         mission_show_goals_init();
6121                         break;
6122
6123                 case GS_STATE_HOTKEY_SCREEN:
6124                         mission_hotkey_init();
6125                         break;
6126
6127                 case GS_STATE_MULTI_MISSION_SYNC:
6128                         // if we're coming from the options screen, don't do any
6129                         if(old_state == GS_STATE_OPTIONS_MENU){
6130                                 break;
6131                         }
6132
6133                         switch(Multi_sync_mode){
6134                         case MULTI_SYNC_PRE_BRIEFING:
6135                                 // if moving from game forming to the team select state                                         
6136                                 multi_sync_init();                      
6137                                 break;
6138                         case MULTI_SYNC_POST_BRIEFING:
6139                                 // if moving from briefing into the mission itself                      
6140                                 multi_sync_init();
6141                         
6142                                 // tell everyone that we're now loading data
6143                                 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6144                                 send_netplayer_update_packet();
6145
6146                                 // JAS: Used to do all paging here!!!!
6147                                                                 
6148                                 Net_player->state = NETPLAYER_STATE_WAITING;                    
6149                                 send_netplayer_update_packet();                         
6150                                 Missiontime = 0;
6151                                 Game_time_compression = F1_0;
6152                                 break;
6153                         case MULTI_SYNC_INGAME:
6154                                 multi_sync_init();
6155                                 break;
6156                         }
6157                         break;          
6158    
6159                 case GS_STATE_VIEW_CUTSCENES:
6160                         cutscenes_screen_init();
6161                         break;
6162
6163                 case GS_STATE_MULTI_STD_WAIT:
6164                         multi_standalone_wait_init();
6165                         break;
6166
6167                 case GS_STATE_STANDALONE_MAIN:
6168                         // don't initialize if we're coming from one of these 2 states unless there are no 
6169                         // players left (reset situation)
6170                         if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6171                                 standalone_main_init();
6172                         }
6173                         break;  
6174
6175                 case GS_STATE_MULTI_PAUSED:
6176                         pause_init(1);
6177                         break;
6178                 
6179                 case GS_STATE_INGAME_PRE_JOIN:
6180                         multi_ingame_select_init();
6181                         break;
6182
6183                 case GS_STATE_STANDALONE_POSTGAME:
6184                         multi_standalone_postgame_init();
6185                         break;
6186
6187                 case GS_STATE_INITIAL_PLAYER_SELECT:
6188                         player_select_init();
6189                         break;          
6190
6191                 case GS_STATE_MULTI_START_GAME:
6192                         multi_start_game_init();
6193                         break;
6194
6195                 case GS_STATE_MULTI_HOST_OPTIONS:
6196                         multi_host_options_init();
6197                         break;          
6198
6199                 case GS_STATE_END_OF_CAMPAIGN:
6200                         mission_campaign_end_init();
6201                         break;          
6202
6203                 case GS_STATE_LOOP_BRIEF:
6204                         loop_brief_init();
6205                         break;
6206
6207                 case GS_STATE_PXO:
6208                         if (old_state != GS_STATE_PXO_HELP) {
6209                                 STUB_FUNCTION;
6210                                 // TODO: use_last_channel?
6211
6212                                 multi_pxo_init(0);
6213                         }
6214                         break;
6215
6216                 case GS_STATE_PXO_HELP:
6217                         multi_pxo_help_init();
6218                         break;
6219
6220                 case GS_STATE_DEMO_UPSELL:
6221                         demo_upsell_init();
6222                         break;
6223
6224         } // end switch
6225 }
6226
6227 // do stuff that may need to be done regardless of state
6228 void game_do_state_common(int state,int no_networking)
6229 {
6230         game_maybe_draw_mouse(flFrametime);             // determine if to draw the mouse this frame
6231         snd_do_frame();                                                         // update sound system
6232         event_music_do_frame();                                         // music needs to play across many states
6233
6234         multi_log_process();    
6235
6236         // bail if state is invalid
6237         if (state == 0) {
6238                 Game_do_state_should_skip = 1;
6239                 return;
6240         }
6241
6242         if (no_networking) {
6243                 return;
6244         }
6245
6246         // maybe do a multiplayer frame based on game mode and state type       
6247         if (Game_mode & GM_MULTIPLAYER) {
6248                 switch (state) {
6249                         case GS_STATE_OPTIONS_MENU:
6250                         case GS_STATE_GAMEPLAY_HELP:
6251                         case GS_STATE_HOTKEY_SCREEN:
6252                         case GS_STATE_HUD_CONFIG:
6253                         case GS_STATE_CONTROL_CONFIG:
6254                         case GS_STATE_MISSION_LOG_SCROLLBACK:
6255                         case GS_STATE_SHOW_GOALS:
6256                         case GS_STATE_VIEW_CUTSCENES:
6257                         case GS_STATE_EVENT_DEBUG:
6258                                 multi_maybe_do_frame();
6259                                 break;
6260                 }
6261                 
6262                 game_do_networking();
6263         }
6264 }
6265
6266 // Called once a frame.
6267 // You should never try to change the state
6268 // in here... if you think you need to, you probably really
6269 // need to post an event, not change the state.
6270 int Game_do_state_should_skip = 0;
6271 void game_do_state(int state)
6272 {
6273         // always lets the do_state_common() function determine if the state should be skipped
6274         Game_do_state_should_skip = 0;
6275         
6276         // legal to set the should skip state anywhere in this function
6277         game_do_state_common(state);    // do stuff that may need to be done regardless of state
6278
6279         if(Game_do_state_should_skip){
6280                 return;
6281         }
6282         
6283         switch (state) {
6284                 case GS_STATE_MAIN_MENU:
6285                         game_set_frametime(GS_STATE_MAIN_MENU);
6286 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6287                         mht_do();
6288 #else
6289                         main_hall_do(flFrametime);
6290 #endif
6291                         break;
6292
6293                 case GS_STATE_OPTIONS_MENU:
6294                         game_set_frametime(GS_STATE_OPTIONS_MENU);
6295                         options_menu_do_frame(flFrametime);
6296                         break;
6297
6298                 case GS_STATE_BARRACKS_MENU:
6299                         game_set_frametime(GS_STATE_BARRACKS_MENU);
6300                         barracks_do_frame(flFrametime);
6301                         break;
6302
6303                 case GS_STATE_TRAINING_MENU:
6304                         game_set_frametime(GS_STATE_TRAINING_MENU);
6305                         training_menu_do_frame(flFrametime);
6306                         break;
6307
6308                 case GS_STATE_TECH_MENU:
6309                         game_set_frametime(GS_STATE_TECH_MENU);
6310                         techroom_do_frame(flFrametime);
6311                         break;
6312
6313                 case GS_STATE_GAMEPLAY_HELP:
6314                         game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6315                         gameplay_help_do_frame(flFrametime);
6316                         break;
6317
6318                 case GS_STATE_GAME_PLAY:        // do stuff that should be done during gameplay
6319                         game_do_frame();
6320                         break;
6321
6322                 case GS_STATE_GAME_PAUSED:
6323                         pause_do(0);
6324                         break;
6325
6326                 case GS_STATE_DEBUG_PAUSED:
6327                         #ifndef NDEBUG
6328                                 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6329                                 pause_debug_do();
6330                         #endif
6331                         break;
6332
6333                 case GS_STATE_TRAINING_PAUSED:
6334                         game_training_pause_do();
6335                         break;
6336
6337                 case GS_STATE_LOAD_MISSION_MENU:
6338                         Int3();
6339                         break;
6340                 
6341                 case GS_STATE_BRIEFING:
6342                         game_set_frametime(GS_STATE_BRIEFING);
6343                         brief_do_frame(flFrametime);
6344                         break;
6345
6346                 case GS_STATE_DEBRIEF:
6347                         game_set_frametime(GS_STATE_DEBRIEF);
6348                         debrief_do_frame(flFrametime);
6349                         break;
6350
6351                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6352                         game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6353                         multi_df_debrief_do();
6354                         break;
6355
6356                 case GS_STATE_SHIP_SELECT:
6357                         game_set_frametime(GS_STATE_SHIP_SELECT);
6358                         ship_select_do(flFrametime);
6359                         break;
6360
6361                 case GS_STATE_WEAPON_SELECT:
6362                         game_set_frametime(GS_STATE_WEAPON_SELECT);
6363                         weapon_select_do(flFrametime);
6364                         break;
6365
6366                 case GS_STATE_MISSION_LOG_SCROLLBACK:
6367                         game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6368                         hud_scrollback_do_frame(flFrametime);
6369                         break;
6370
6371                 case GS_STATE_HUD_CONFIG:
6372                         game_set_frametime(GS_STATE_HUD_CONFIG);
6373                         hud_config_do_frame(flFrametime);
6374                         break;
6375
6376                 case GS_STATE_MULTI_JOIN_GAME:
6377                         game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6378                         multi_join_game_do_frame();
6379                         break;
6380
6381                 case GS_STATE_MULTI_HOST_SETUP:
6382                         game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6383                         multi_create_game_do();
6384                         break;
6385
6386                 case GS_STATE_MULTI_CLIENT_SETUP:
6387                         game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6388                         multi_game_client_setup_do_frame();
6389                         break;
6390
6391                 case GS_STATE_CONTROL_CONFIG:
6392                         game_set_frametime(GS_STATE_CONTROL_CONFIG);
6393                         control_config_do_frame(flFrametime);
6394                         break;  
6395
6396                 case GS_STATE_DEATH_DIED:
6397                         game_do_frame();                        
6398                         break;
6399
6400                 case GS_STATE_DEATH_BLEW_UP:
6401                         game_do_frame();
6402                         break;
6403
6404                 case GS_STATE_SIMULATOR_ROOM:
6405                         game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6406                         sim_room_do_frame(flFrametime);
6407                         break;
6408
6409                 case GS_STATE_CAMPAIGN_ROOM:
6410                         game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6411                         campaign_room_do_frame(flFrametime);
6412                         break;
6413
6414                 case GS_STATE_RED_ALERT:
6415                         game_set_frametime(GS_STATE_RED_ALERT);
6416                         red_alert_do_frame(flFrametime);
6417                         break;
6418
6419                 case GS_STATE_CMD_BRIEF:
6420                         game_set_frametime(GS_STATE_CMD_BRIEF);
6421                         cmd_brief_do_frame(flFrametime);
6422                         break;
6423
6424                 case GS_STATE_CREDITS:
6425                         game_set_frametime(GS_STATE_CREDITS);
6426                         credits_do_frame(flFrametime);
6427                         break;
6428
6429                 case GS_STATE_VIEW_MEDALS:
6430                         game_set_frametime(GS_STATE_VIEW_MEDALS);
6431                         medal_main_do();
6432                         break;
6433
6434                 case GS_STATE_SHOW_GOALS:
6435                         game_set_frametime(GS_STATE_SHOW_GOALS);
6436                         mission_show_goals_do_frame(flFrametime);
6437                         break;
6438
6439                 case GS_STATE_HOTKEY_SCREEN:
6440                         game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6441                         mission_hotkey_do_frame(flFrametime);
6442                         break;  
6443    
6444                 case GS_STATE_VIEW_CUTSCENES:
6445                         game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6446                         cutscenes_screen_do_frame();
6447                         break;
6448
6449                 case GS_STATE_MULTI_STD_WAIT:
6450                         game_set_frametime(GS_STATE_STANDALONE_MAIN);
6451                         multi_standalone_wait_do();
6452                         break;
6453
6454                 case GS_STATE_STANDALONE_MAIN:
6455                         game_set_frametime(GS_STATE_STANDALONE_MAIN);
6456                         standalone_main_do();
6457                         break;  
6458
6459                 case GS_STATE_MULTI_PAUSED:
6460                         game_set_frametime(GS_STATE_MULTI_PAUSED);
6461                         pause_do(1);
6462                         break;
6463
6464                 case GS_STATE_TEAM_SELECT:
6465                         game_set_frametime(GS_STATE_TEAM_SELECT);
6466                         multi_ts_do();
6467                         break;
6468
6469                 case GS_STATE_INGAME_PRE_JOIN:
6470                         game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6471                         multi_ingame_select_do();
6472                         break;
6473
6474                 case GS_STATE_EVENT_DEBUG:
6475         #ifndef NDEBUG
6476                         game_set_frametime(GS_STATE_EVENT_DEBUG);
6477                         game_show_event_debug(flFrametime);
6478         #endif
6479                         break;
6480
6481                 case GS_STATE_STANDALONE_POSTGAME:
6482                         game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6483                         multi_standalone_postgame_do();
6484                         break;
6485
6486                 case GS_STATE_INITIAL_PLAYER_SELECT:
6487                         game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6488                         player_select_do();
6489                         break;
6490
6491                 case GS_STATE_MULTI_MISSION_SYNC:
6492                         game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6493                         multi_sync_do();
6494                         break;          
6495
6496                 case GS_STATE_MULTI_START_GAME:
6497                         game_set_frametime(GS_STATE_MULTI_START_GAME);
6498                         multi_start_game_do();
6499                         break;
6500                 
6501                 case GS_STATE_MULTI_HOST_OPTIONS:
6502                         game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6503                         multi_host_options_do();
6504                         break;          
6505
6506                 case GS_STATE_END_OF_CAMPAIGN:
6507                         mission_campaign_end_do();
6508                         break;          
6509
6510                 case GS_STATE_END_DEMO:
6511                         game_set_frametime(GS_STATE_END_DEMO);
6512                         end_demo_campaign_do();
6513                         break;
6514
6515                 case GS_STATE_LOOP_BRIEF:
6516                         game_set_frametime(GS_STATE_LOOP_BRIEF);
6517                         loop_brief_do();
6518                         break;
6519
6520                 case GS_STATE_PXO:
6521                         game_set_frametime(GS_STATE_PXO);
6522                         multi_pxo_do();
6523                         break;
6524
6525                 case GS_STATE_PXO_HELP:
6526                         game_set_frametime(GS_STATE_PXO_HELP);
6527                         multi_pxo_help_do();
6528                         break;
6529
6530                 case GS_STATE_DEMO_UPSELL:
6531                         game_set_frametime(GS_STATE_DEMO_UPSELL);
6532                         demo_upsell_do();
6533                         break;
6534
6535    } // end switch(gs_current_state)
6536 }
6537
6538
6539 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6540 int game_do_ram_check(int ram_in_mbytes)
6541 {
6542         if ( ram_in_mbytes < 30 ) {
6543                 int allowed_to_run = 1;
6544                 if ( ram_in_mbytes < 25 ) {
6545                         allowed_to_run = 0;
6546                 }
6547
6548                 char tmp[1024];
6549
6550                 if ( allowed_to_run ) {
6551                         SDL_MessageBoxData mboxd;
6552                         SDL_MessageBoxButtonData mboxbuttons[2];
6553                         int msgbox_rval;
6554
6555                         // not a translated string, but it's too long and smartdrv isn't
6556                         // really a thing for any OS we now support :p
6557                 //      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);
6558                         SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n\nPress 'OK' to continue running with less than the minimum required memory.\n", ram_in_mbytes);
6559
6560                         mboxbuttons[0].buttonid = 0;
6561                         mboxbuttons[0].text = XSTR("Ok", 503);
6562                         mboxbuttons[0].flags = 0;
6563
6564                         mboxbuttons[1].buttonid = 1;
6565                         mboxbuttons[1].text = XSTR("Cancel", 504);
6566                         mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6567
6568                         mboxd.flags = SDL_MESSAGEBOX_ERROR;
6569                         mboxd.title = XSTR( "Not Enough RAM", 194);
6570                         mboxd.message = tmp;
6571                         mboxd.numbuttons = 2;
6572                         mboxd.buttons = mboxbuttons;
6573                         mboxd.window = NULL;
6574                         mboxd.colorScheme = NULL;
6575
6576                         SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6577
6578                         if ( msgbox_rval == 1 ) {
6579                                 return -1;
6580                         }
6581                 } else {
6582                         // not a translated string, but it's too long and smartdrv isn't
6583                         // really a thing for any OS we now support :p
6584                 //      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);
6585                         SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n", ram_in_mbytes);
6586
6587                         SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6588
6589                         return -1;
6590                 }
6591         }
6592
6593         return 0;
6594 }
6595
6596 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6597 // If so, copy it over and remove the update directory.
6598 void game_maybe_update_launcher(char *exe_dir)
6599 {
6600         STUB_FUNCTION;
6601 }
6602
6603 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6604 {
6605         int i;
6606         int sub_total = 0;
6607         int sub_total_destroyed = 0;
6608         int total = 0;
6609         char str[255] = "";             
6610         
6611         // get the total for all his children
6612         for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling )   {
6613                 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6614         }       
6615
6616         // find the # of faces for this _individual_ object     
6617         total = submodel_get_num_polys(model_num, sm);
6618         if(strstr(pm->submodel[sm].name, "-destroyed")){
6619                 sub_total_destroyed = total;
6620         }
6621         
6622         // write out total
6623         SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6624         cfputs(str, out);               
6625
6626         *out_total += total + sub_total;
6627         *out_destroyed_total += sub_total_destroyed;
6628 }
6629
6630 #define BAIL()                  do { int x; for(x=0; x<num_files; x++){ if(pof_list[x] != NULL){free(pof_list[x]); pof_list[x] = NULL;}} return;} while(0);
6631 void game_spew_pof_info()
6632 {
6633         char *pof_list[1000];
6634         int num_files;  
6635         CFILE *out;
6636         int idx, model_num, i, j;
6637         polymodel *pm;
6638         int total, root_total, model_total, destroyed_total, counted;
6639         char str[255] = "";
6640
6641         // get file list
6642         num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6643
6644         // spew info on all the pofs
6645         if(!num_files){
6646                 return;
6647         }
6648
6649         // go
6650         out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6651         if(out == NULL){
6652                 BAIL();
6653         }       
6654         counted = 0;    
6655         for(idx=0; idx<num_files; idx++, counted++){
6656                 SDL_snprintf(str, SDL_arraysize(str), "%s.pof", pof_list[idx]);
6657                 model_num = model_load(str, 0, NULL);
6658                 if(model_num >= 0){
6659                         pm = model_get(model_num);
6660
6661                         // if we have a real model
6662                         if(pm != NULL){                         
6663                                 cfputs(str, out);
6664                                 cfputs("\n", out);
6665                                 
6666                                 // go through and print all raw submodels
6667                                 cfputs("RAW\n", out);
6668                                 total = 0;
6669                                 model_total = 0;                                
6670                                 for (i=0; i<pm->n_models; i++)  {                                       
6671                                         total = submodel_get_num_polys(model_num, i);                                   
6672                                         
6673                                         model_total += total;
6674                                         SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6675                                         cfputs(str, out);
6676                                 }                               
6677                                 SDL_snprintf(str, SDL_arraysize(str), "Model total %d\n", model_total);
6678                                 cfputs(str, out);                               
6679
6680                                 // now go through and do it by LOD
6681                                 cfputs("BY LOD\n\n", out);                              
6682                                 for(i=0; i<pm->n_detail_levels; i++){
6683                                         SDL_snprintf(str, SDL_arraysize(str), "LOD %d\n", i);
6684                                         cfputs(str, out);
6685
6686                                         // submodels
6687                                         root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6688                                         total = 0;
6689                                         destroyed_total = 0;
6690                                         for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling )        {
6691                                                 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6692                                         }
6693
6694                                         SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6695                                         cfputs(str, out);
6696
6697                                         SDL_snprintf(str, SDL_arraysize(str), "TOTAL: %d\n", total + root_total);
6698                                         cfputs(str, out);
6699                                         SDL_snprintf(str, SDL_arraysize(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6700                                         cfputs(str, out);
6701                                         SDL_snprintf(str, SDL_arraysize(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6702                                         cfputs(str, out);
6703                                 }                               
6704                                 cfputs("------------------------------------------------------------------------\n\n", out);                            
6705                         }
6706                 }
6707
6708                 if(counted >= MAX_POLYGON_MODELS - 5){
6709                         model_free_all();
6710                         counted = 0;
6711                 }
6712         }
6713
6714         cfclose(out);
6715         model_free_all();
6716         BAIL();
6717 }
6718
6719 DCF(pofspew, "")
6720 {
6721         game_spew_pof_info();
6722 }
6723
6724 static bool game_loop()
6725 {
6726         if ( popup_active() ) {
6727                 popup_do_frame();
6728                 return true;
6729         }
6730
6731         os_poll();
6732
6733         if (gameseq_process_events() == GS_STATE_QUIT_GAME) {
6734                 return false;
6735         }
6736
6737         return true;
6738 }
6739
6740 #ifdef __EMSCRIPTEN__
6741 extern "C"
6742 void game_loop_caller()
6743 {
6744         if ( !game_loop() ) {
6745                 game_shutdown();
6746         }
6747 }
6748 #endif
6749
6750 extern "C"
6751 int game_main(const char *szCmdLine)
6752 {
6753         // Find out how much RAM is on this machine
6754 #ifdef __EMSCRIPTEN__
6755         Freespace_total_ram = EM_ASM_INT(return TOTAL_MEMORY) / (1024 * 1024);
6756 #else
6757         Freespace_total_ram = SDL_GetSystemRAM();
6758 #endif
6759
6760         if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6761                 return 1;
6762         }
6763
6764         if (!vm_init(24*1024*1024)) {
6765                 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);
6766                 return 1;
6767         }
6768
6769         char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6770         if (!tmp_mem) {
6771                 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);
6772                 return 1;
6773         }
6774
6775         free(tmp_mem);
6776         tmp_mem = NULL;
6777
6778         #ifndef NDEBUG                          
6779         {
6780                 extern void windebug_memwatch_init();
6781                 windebug_memwatch_init();
6782         }
6783         #endif
6784
6785 #ifndef NDEBUG
6786         outwnd_init(1);
6787 #endif
6788
6789         mprintf(("Platform: %s\n", SDL_GetPlatform()));
6790         mprintf(("CPU: %d %s\n", SDL_GetCPUCount(), (SDL_GetCPUCount() == 1) ? "core" : "cores"));
6791         mprintf(("Memory: %dMB\n", Freespace_total_ram));
6792         mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? "little" : "big"));
6793
6794 #ifdef GIT_INFO
6795         mprintf(("Build ID: %s~%s:%s", GIT_COMMIT_DATE, GIT_BRANCH, GIT_COMMIT_HASH));
6796 #ifdef GIT_TAG
6797         mprintf((" (%s)", GIT_TAG));
6798 #endif
6799         mprintf(("\n"));
6800 #endif
6801
6802         parse_cmdline(szCmdLine);
6803
6804         mprintf(("--------------------------------------------------------------------------------\n"));
6805
6806 #ifdef STANDALONE_ONLY_BUILD
6807         Is_standalone = 1;
6808         nprintf(("Network", "Standalone running"));
6809 #else
6810         if (Is_standalone){
6811                 nprintf(("Network", "Standalone running"));
6812         }
6813 #endif
6814
6815         game_init();
6816         game_stop_time();
6817
6818         // maybe spew pof stuff
6819         if(Cmdline_spew_pof_info){
6820                 game_spew_pof_info();
6821                 game_shutdown();
6822                 return 0;
6823         }
6824
6825         // non-demo, non-standalone, play the intro movie
6826 #ifndef DEMO
6827         if ( !Is_standalone ) {
6828
6829                 // release -- movies always play
6830 #if defined(NDEBUG)
6831
6832                 // 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
6833                 movie_play( NOX("intro.mve") );
6834
6835                 // debug version, movie will only play with -showmovies
6836 #elif !defined(NDEBUG)
6837
6838                 movie_play( NOX("intro.mve") );
6839 /*
6840 #ifndef NDEBUG
6841                 if ( Cmdline_show_movies )
6842                         movie_play( NOX("intro.mve") );
6843 #endif
6844 */
6845 #endif // NDEBUG
6846         }
6847
6848 #endif // DEMO
6849
6850         if (Is_standalone){
6851                 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6852         } else {
6853                 gameseq_post_event(GS_EVENT_GAME_INIT);         // start the game rolling -- check for default pilot, or go to the pilot select screen
6854         }
6855
6856 #ifdef __EMSCRIPTEN__
6857         emscripten_set_main_loop(game_loop_caller, 0, 1);
6858 #else
6859         while ( game_loop() ) { /* nothing */ }
6860 #endif
6861
6862         game_shutdown();
6863         return 0;
6864 }
6865
6866 // launcher the fslauncher program on exit
6867 void game_launch_launcher_on_exit()
6868 {
6869         STUB_FUNCTION;
6870 }
6871
6872
6873 // game_shutdown()
6874 //
6875 // This function is called when FreeSpace terminates normally.  
6876 //
6877 void game_shutdown(void)
6878 {
6879         // don't ever flip a page on the standalone!
6880         if(!(Game_mode & GM_STANDALONE_SERVER)){
6881                 gr_reset_clip();
6882                 gr_clear();
6883                 gr_flip();
6884         }
6885
6886    // if the player has left the "player select" screen and quit the game without actually choosing
6887         // a player, Player will be NULL, in which case we shouldn't write the player file out!
6888         if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6889                 write_pilot_file();
6890         }
6891
6892         // load up common multiplayer icons
6893         multi_unload_common_icons();
6894         
6895         shockwave_close();                      // release any memory used by shockwave system  
6896         fireball_close();                               // free fireball system
6897         ship_close();                                   // free any memory that was allocated for the ships
6898         weapon_close();                                 // free any memory that was allocated for the weapons
6899         hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6900         unload_animating_pointer();// frees the frames used for the animating mouse pointer
6901         bm_unload_all();                                // free bitmaps
6902         mission_campaign_close();       // close out the campaign stuff
6903         mission_campaign_shutdown();    // get anything that mission_campaign_close can't do
6904         multi_voice_close();                    // close down multiplayer voice (including freeing buffers, etc)
6905         multi_log_close();
6906 #ifdef MULTI_USE_LAG
6907         multi_lag_close();
6908 #endif
6909
6910         // the menu close functions will unload the bitmaps if they were displayed during the game
6911 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6912         main_hall_close();
6913 #endif
6914         context_help_close();           // close out help system
6915         training_menu_close();
6916         lcl_close();                            // be sure localization is closed out
6917         gr_close();
6918
6919         // free left-over memory from parsed tables
6920         cutscene_tbl_close();
6921         medal_tbl_close();
6922         scoring_tbl_close();
6923         player_tips_close();
6924
6925         extern void joy_close();
6926         joy_close();
6927
6928         audiostream_close();
6929         snd_close();
6930         event_music_close();
6931         psnet_close();
6932         os_cleanup();
6933
6934 #ifdef __EMSCRIPTEN__
6935         // sync files to persistent storage
6936         EM_ASM(
6937                 FS.syncfs(function(err) {
6938                         assert(!err);
6939                 });
6940         );
6941 #endif
6942
6943         // HACKITY HACK HACK
6944         // if this flag is set, we should be firing up the launcher when exiting freespace
6945         extern int Multi_update_fireup_launcher_on_exit;
6946         if(Multi_update_fireup_launcher_on_exit){
6947                 game_launch_launcher_on_exit();
6948         }
6949 }
6950
6951 // game_stop_looped_sounds()
6952 //
6953 // This function will call the appropriate stop looped sound functions for those
6954 // modules which use looping sounds.  It is not enough just to stop a looping sound
6955 // at the DirectSound level, the game is keeping track of looping sounds, and this
6956 // function is used to inform the game that looping sounds are being halted.
6957 //
6958 void game_stop_looped_sounds()
6959 {
6960         hud_stop_looped_locking_sounds();
6961         hud_stop_looped_engine_sounds();
6962         afterburner_stop_sounds();
6963         player_stop_looped_sounds();
6964         obj_snd_stop_all();             // stop all object-linked persistant sounds
6965         game_stop_subspace_ambient_sound();
6966         snd_stop(Radar_static_looping);
6967         Radar_static_looping = -1;
6968         snd_stop(Target_static_looping);
6969         shipfx_stop_engine_wash_sound();
6970         Target_static_looping = -1;
6971 }
6972
6973 //////////////////////////////////////////////////////////////////////////
6974 //
6975 // Code for supporting an animating mouse pointer
6976 //
6977 //
6978 //////////////////////////////////////////////////////////////////////////
6979
6980 typedef struct animating_obj
6981 {
6982         int     first_frame;
6983         int     num_frames;
6984         int     current_frame;
6985         float time;
6986         float elapsed_time;
6987 } animating_obj;
6988
6989 static animating_obj Animating_mouse;
6990
6991 // ----------------------------------------------------------------------------
6992 // init_animating_pointer()
6993 //
6994 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6995 // gets properly initialized
6996 //
6997 void init_animating_pointer()
6998 {
6999         Animating_mouse.first_frame     = -1;
7000         Animating_mouse.num_frames              = 0;
7001         Animating_mouse.current_frame   = -1;
7002         Animating_mouse.time                            = 0.0f;
7003         Animating_mouse.elapsed_time    = 0.0f;
7004 }
7005
7006 // ----------------------------------------------------------------------------
7007 // load_animating_pointer()
7008 //
7009 // Called at game init to load in the frames for the animating mouse pointer
7010 //
7011 // input:       filename        =>      filename of animation file that holds the animation
7012 // 
7013 void load_animating_pointer(const char *filename, int dx, int dy)
7014 {
7015         int                             fps;
7016         animating_obj *am;
7017
7018         init_animating_pointer();
7019
7020         am = &Animating_mouse;
7021         am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
7022         if ( am->first_frame == -1 ) 
7023                 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
7024         am->current_frame = 0;
7025         am->time = am->num_frames / i2fl(fps);
7026 }
7027
7028 // ----------------------------------------------------------------------------
7029 // unload_animating_pointer()
7030 //
7031 // Called at game shutdown to free the memory used to store the animation frames
7032 //
7033 void unload_animating_pointer()
7034 {
7035         int                             i;
7036         animating_obj   *am;
7037
7038         am = &Animating_mouse;
7039         for ( i = 0; i < am->num_frames; i++ ) {
7040                 SDL_assert( (am->first_frame+i) >= 0 );
7041                 bm_release(am->first_frame + i);
7042         }
7043
7044         am->first_frame = -1;
7045         am->num_frames          = 0;
7046         am->current_frame = -1;
7047 }
7048
7049 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
7050 void game_render_mouse(float frametime)
7051 {
7052         int                             mx, my;
7053         animating_obj   *am;
7054
7055         // if animating cursor exists, play the next frame
7056         am = &Animating_mouse;
7057         if ( am->first_frame != -1 ) {
7058                 mouse_get_pos(&mx, &my);
7059                 am->elapsed_time += frametime;
7060                 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
7061                 if ( am->current_frame >= am->num_frames ) {
7062                         am->current_frame = 0;
7063                         am->elapsed_time = 0.0f;
7064                 }
7065                 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
7066         }
7067 }
7068
7069 // ----------------------------------------------------------------------------
7070 // game_maybe_draw_mouse()
7071 //
7072 // determines whether to draw the mouse pointer at all, and what frame of
7073 // animation to use if the mouse is animating
7074 //
7075 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
7076 //
7077 // input:       frametime => elapsed frame time in seconds since last call
7078 //
7079 void game_maybe_draw_mouse(float frametime)
7080 {
7081         int game_state;
7082
7083         game_state = gameseq_get_state();
7084
7085         switch ( game_state ) {
7086                 case GS_STATE_GAME_PAUSED:
7087                 // case GS_STATE_MULTI_PAUSED:
7088                 case GS_STATE_GAME_PLAY:
7089                 case GS_STATE_DEATH_DIED:
7090                 case GS_STATE_DEATH_BLEW_UP:
7091                         if ( popup_active() || popupdead_is_active() ) {
7092                                 Mouse_hidden = 0;
7093                         } else {
7094                                 Mouse_hidden = 1;       
7095                         }
7096                         break;
7097
7098                 default:
7099                         Mouse_hidden = 0;
7100                         break;
7101         }       // end switch
7102
7103         if ( !Mouse_hidden ) 
7104                 game_render_mouse(frametime);
7105
7106 }
7107
7108 void game_do_training_checks()
7109 {
7110         int i, s;
7111         float d;
7112         waypoint_list *wplp;
7113
7114         if (Training_context & TRAINING_CONTEXT_SPEED) {
7115                 s = (int) Player_obj->phys_info.fspeed;
7116                 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7117                         if (!Training_context_speed_set) {
7118                                 Training_context_speed_set = 1;
7119                                 Training_context_speed_timestamp = timestamp();
7120                         }
7121
7122                 } else
7123                         Training_context_speed_set = 0;
7124         }
7125
7126         if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7127                 wplp = &Waypoint_lists[Training_context_path];
7128                 if (wplp->count > Training_context_goal_waypoint) {
7129                         i = Training_context_goal_waypoint;
7130                         do {
7131                                 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7132                                 if (d <= Training_context_distance) {
7133                                         Training_context_at_waypoint = i;
7134                                         if (Training_context_goal_waypoint == i) {
7135                                                 Training_context_goal_waypoint++;
7136                                                 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7137                                         }
7138
7139                                         break;
7140                                 }
7141
7142                                 i++;
7143                                 if (i == wplp->count)
7144                                         i = 0;
7145
7146                         } while (i != Training_context_goal_waypoint);
7147                 }
7148         }
7149
7150         if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7151                 Players_target = Player_ai->target_objnum;
7152                 Players_targeted_subsys = Player_ai->targeted_subsys;
7153                 Players_target_timestamp = timestamp();
7154         }
7155 }
7156
7157 /////////// Following is for event debug view screen
7158
7159 #ifndef NDEBUG
7160
7161 #define EVENT_DEBUG_MAX 5000
7162 #define EVENT_DEBUG_EVENT 0x8000
7163
7164 int Event_debug_index[EVENT_DEBUG_MAX];
7165 int ED_count;
7166
7167 void game_add_event_debug_index(int n, int indent)
7168 {
7169         if (ED_count < EVENT_DEBUG_MAX)
7170                 Event_debug_index[ED_count++] = n | (indent << 16);
7171 }
7172
7173 void game_add_event_debug_sexp(int n, int indent)
7174 {
7175         if (n < 0)
7176                 return;
7177
7178         if (Sexp_nodes[n].first >= 0) {
7179                 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7180                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7181                 return;
7182         }
7183
7184         game_add_event_debug_index(n, indent);
7185         if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7186                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7187         else
7188                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7189 }
7190
7191 void game_event_debug_init()
7192 {
7193         int e;
7194
7195         ED_count = 0;
7196         for (e=0; e<Num_mission_events; e++) {
7197                 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7198                 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7199         }
7200 }
7201
7202 void game_show_event_debug(float frametime) 
7203 {
7204         char buf[256];
7205         int i, k, z;
7206         int font_height, font_width;    
7207         int y_index, y_max;
7208         static int scroll_offset = 0;
7209         
7210         k = game_check_key();
7211         if (k)
7212                 switch (k) {
7213                         case SDLK_UP:
7214                         case SDLK_KP_8:
7215                                 scroll_offset--;
7216                                 if (scroll_offset < 0)
7217                                         scroll_offset = 0;
7218                                 break;
7219
7220                         case SDLK_DOWN:
7221                         case SDLK_KP_2:
7222                                 scroll_offset++;
7223                                 break;
7224
7225                         case SDLK_PAGEUP:
7226                                 scroll_offset -= 20;
7227                                 if (scroll_offset < 0)
7228                                         scroll_offset = 0;
7229                                 break;
7230
7231                         case SDLK_PAGEDOWN:
7232                                 scroll_offset += 20;    // not font-independent, hard-coded since I counted the lines!
7233                                 break;
7234
7235                         default:
7236                                 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7237                                 key_flush();
7238                                 break;
7239                 } // end switch
7240
7241         gr_clear();
7242         gr_set_color_fast(&Color_bright);
7243         gr_set_font(FONT1);
7244         gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7245
7246         gr_set_color_fast(&Color_normal);
7247         gr_set_font(FONT1);
7248         gr_get_string_size(&font_width, &font_height, NOX("test"));
7249         y_max = gr_screen.max_h - font_height - 5;
7250         y_index = 45;
7251
7252         k = scroll_offset;
7253         while (k < ED_count) {
7254                 if (y_index > y_max)
7255                         break;
7256
7257                 z = Event_debug_index[k];
7258                 if (z & EVENT_DEBUG_EVENT) {
7259                         z &= 0x7fff;
7260                         SDL_snprintf(buf, SDL_arraysize(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7261                                 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7262                                 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7263                                 Mission_events[z].repeat_count, Mission_events[z].interval);
7264
7265                 } else {
7266                         i = (z >> 16) * 3;
7267                         buf[i] = 0;
7268                         while (i--)
7269                                 buf[i] = ' ';
7270
7271                         SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, SDL_arraysize(buf));
7272                         switch (Sexp_nodes[z & 0x7fff].value) {
7273                                 case SEXP_TRUE:
7274                                         SDL_strlcat(buf, NOX(" (True)"), SDL_arraysize(buf));
7275                                         break;
7276
7277                                 case SEXP_FALSE:
7278                                         SDL_strlcat(buf, NOX(" (False)"), SDL_arraysize(buf));
7279                                         break;
7280
7281                                 case SEXP_KNOWN_TRUE:
7282                                         SDL_strlcat(buf, NOX(" (Always true)"), SDL_arraysize(buf));
7283                                         break;
7284
7285                                 case SEXP_KNOWN_FALSE:
7286                                         SDL_strlcat(buf, NOX(" (Always false)"), SDL_arraysize(buf));
7287                                         break;
7288
7289                                 case SEXP_CANT_EVAL:
7290                                         SDL_strlcat(buf, NOX(" (Can't eval)"), SDL_arraysize(buf));
7291                                         break;
7292
7293                                 case SEXP_NAN:
7294                                 case SEXP_NAN_FOREVER:
7295                                         SDL_strlcat(buf, NOX(" (Not a number)"), SDL_arraysize(buf));
7296                                         break;
7297                         }
7298                 }
7299
7300                 gr_printf(10, y_index, buf);
7301                 y_index += font_height;
7302                 k++;
7303         }
7304
7305         gr_flip();
7306 }
7307
7308 #endif // NDEBUG
7309
7310 #ifndef NDEBUG
7311 FILE * Time_fp;
7312 FILE * Texture_fp;
7313
7314 int Tmap_num_too_big = 0;
7315 int Num_models_needing_splitting = 0;
7316
7317 void Time_model( int modelnum )
7318 {
7319 //      mprintf(( "Timing ship '%s'\n", si->name ));
7320
7321         vector eye_pos, model_pos;
7322         matrix eye_orient, model_orient;
7323
7324         polymodel *pm = model_get( modelnum );
7325
7326         int l = strlen(pm->filename);
7327         while( (l>0) )  {
7328                 if ( (l == '/') || (l=='\\') || (l==':'))       {
7329                         l++;
7330                         break;
7331                 }
7332                 l--;
7333         }
7334         char *pof_file = &pm->filename[l];
7335
7336         int model_needs_splitting = 0;
7337
7338         //fprintf( Texture_fp, "Model: %s\n", pof_file );
7339         int i;
7340         for (i=0; i<pm->n_textures; i++ )       {
7341                 char filename[1024];
7342                 ubyte pal[768];
7343
7344                 int bmp_num = pm->original_textures[i];
7345                 if ( bmp_num > -1 )     {
7346                         bm_get_palette(pm->original_textures[i], pal, filename, SDL_arraysize(filename) );
7347                         int w,h;
7348                         bm_get_info( pm->original_textures[i],&w, &h );
7349
7350
7351                         if ( (w > 512) || (h > 512) )   {
7352                                 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7353                                 Tmap_num_too_big++;
7354                                 model_needs_splitting++;
7355                         }
7356                 } else {
7357                         //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7358                 }
7359         }
7360
7361         if ( model_needs_splitting )    {
7362                 Num_models_needing_splitting++;
7363         }
7364         eye_orient = model_orient = vmd_identity_matrix;
7365         eye_pos = model_pos = vmd_zero_vector;
7366
7367         eye_pos.xyz.z = -pm->rad*2.0f;
7368
7369         vector eye_to_model;
7370
7371         vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7372         vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7373
7374         fix t1 = timer_get_fixed_seconds();
7375
7376         angles ta;
7377         ta.p = ta.b = ta.h = 0.0f; 
7378         int framecount = 0;
7379
7380         int bitmaps_used_this_frame, bitmaps_new_this_frame;
7381                 
7382         bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7383
7384         modelstats_num_polys = modelstats_num_verts = 0;
7385
7386         while( ta.h < PI2 )     {
7387
7388                 matrix m1;
7389                 vm_angles_2_matrix(&m1, &ta );
7390                 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7391
7392                 gr_reset_clip();
7393 //              gr_clear();
7394
7395                 g3_start_frame(1);
7396
7397                 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );       
7398
7399                 model_clear_instance( modelnum );
7400                 model_set_detail_level(0);              // use highest detail level
7401                 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL);     //|MR_NO_POLYS );
7402
7403                 g3_end_frame();
7404 //              gr_flip();
7405
7406                 framecount++;
7407                 ta.h += 0.1f;
7408
7409                 int k = key_inkey();
7410                 if ( k == SDLK_ESCAPE ) {
7411                         exit(1);
7412                 }
7413         }
7414
7415         fix t2 = timer_get_fixed_seconds();
7416
7417         if (framecount < 1) {
7418                 return;
7419         }
7420
7421         bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7422         //bitmaps_used_this_frame /= framecount;
7423
7424         modelstats_num_polys /= framecount;
7425         modelstats_num_verts /= framecount;
7426
7427         mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7428         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 );
7429
7430 //      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 );
7431
7432                 
7433 //      key_getch();
7434 }
7435
7436 int Time_models = 0;
7437 DCF_BOOL( time_models, Time_models );
7438
7439 void Do_model_timings_test()
7440 {
7441         
7442
7443         if ( !Time_models ) return;
7444
7445         mprintf(( "Timing models!\n" ));
7446
7447         int i;
7448
7449         ubyte model_used[MAX_POLYGON_MODELS];
7450         int model_id[MAX_POLYGON_MODELS];
7451         for (i=0; i<MAX_POLYGON_MODELS; i++ )   {
7452                 model_used[i] = 0;
7453         }
7454         
7455         // Load them all
7456         for (i=0; i<Num_ship_types; i++ )       {
7457                 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7458
7459                 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7460                 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7461         }
7462
7463         Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7464         if ( !Texture_fp ) return;
7465
7466         Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7467         if ( !Time_fp ) return;
7468
7469         fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7470 //      fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7471         
7472         for (i=0; i<MAX_POLYGON_MODELS; i++ )   {
7473                 if ( model_used[i] )    {
7474                         Time_model( model_id[i] );
7475                 }
7476         }
7477         
7478         fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7479         fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7480         
7481         fclose(Time_fp);
7482         fclose(Texture_fp);
7483
7484         exit(1);
7485 }
7486 #endif
7487
7488 // Call this function when you want to inform the player that a feature is not
7489 // enabled in the DEMO version of FreSpace
7490 void game_feature_not_in_demo_popup()
7491 {
7492         popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7493 }
7494
7495 // format the specified time (fixed point) into a nice string
7496 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7497 {
7498         float mtime;
7499         int hours,minutes,seconds;
7500
7501         mtime = f2fl(m_time);           
7502
7503         // get the hours, minutes and seconds   
7504         hours = (int)(mtime / 3600.0f);
7505         if(hours > 0){
7506                 mtime -= (3600.0f * (float)hours);
7507         }
7508         seconds = (int)mtime%60;
7509         minutes = (int)mtime/60;                        
7510
7511         if (hours > 0) {
7512                 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7513         } else {
7514                 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7515         }
7516 }
7517
7518 //      Stuff version string in *str.
7519 void get_version_string(char *str, const int str_len)
7520 {
7521 //XSTR:OFF
7522 #ifdef FS1_DEMO
7523         SDL_snprintf(str, str_len, "Dv%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7524 #if !defined(NDEBUG) && defined(GIT_INFO)
7525         SDL_strlcat(str, "~" GIT_COMMIT_HASH, str_len);
7526 #endif
7527         return;
7528 #endif
7529
7530         if ( FS_VERSION_BUILD == 0 ) {
7531                 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7532         } else {
7533                 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7534         }
7535
7536 #if !defined(NDEBUG) && defined(GIT_INFO)
7537         SDL_strlcat(str, "~" GIT_COMMIT_HASH, str_len);
7538 #endif
7539
7540 #if defined (FS2_DEMO)
7541         SDL_strlcat(str, " D", str_len);
7542 #elif defined (OEM_BUILD)
7543         SDL_strlcat(str, " (OEM)", str_len);
7544 #endif
7545 //XSTR:ON
7546         /*
7547         HMODULE hMod;
7548         DWORD bogus_handle;
7549         char myname[_MAX_PATH];
7550         int namelen, major, minor, build, waste;
7551         unsigned int buf_size;
7552         DWORD version_size;
7553         char *infop;
7554         VOID *bufp;
7555         BOOL result;
7556
7557         // Find my EXE file name
7558         hMod = GetModuleHandle(NULL);
7559         namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7560
7561         version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7562         infop = (char *)malloc(version_size);
7563         result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7564
7565         // get the product version
7566         result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7567         sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7568 #ifdef DEMO
7569         sprintf(str,"Dv%d.%02d",major, minor);
7570 #else
7571         sprintf(str,"v%d.%02d",major, minor);
7572 #endif
7573         */
7574 }
7575
7576 void get_version_string_short(char *str, const int str_len)
7577 {
7578         SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7579 }
7580
7581 // ----------------------------------------------------------------
7582 //
7583 // OEM UPSELL SCREENS BEGIN
7584 //
7585 // ----------------------------------------------------------------
7586 #if defined(OEM_BUILD)
7587
7588 #define NUM_OEM_UPSELL_SCREENS                          3
7589 #define OEM_UPSELL_SCREEN_DELAY                         10000
7590
7591 static int Oem_upsell_bitmaps_loaded = 0;
7592 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7593 static int Oem_upsell_screen_number = 0;
7594 static int Oem_upsell_show_next_bitmap_time;
7595
7596 //XSTR:OFF
7597 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] = 
7598 {
7599         {       "OEMUpSell02",
7600                 "OEMUpSell01",
7601                 "OEMUpSell03",
7602         },
7603         {       "2_OEMUpSell02",
7604                 "2_OEMUpSell01",
7605                 "2_OEMUpSell03",
7606         },
7607 };
7608 //XSTR:ON
7609
7610 static int Oem_normal_cursor = -1;
7611 static int Oem_web_cursor = -1;
7612 //#define OEM_UPSELL_URL                "http://www.interplay-store.com/"
7613 #define OEM_UPSELL_URL          "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7614
7615 void oem_upsell_next_screen()
7616 {
7617         Oem_upsell_screen_number++;
7618         if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7619                 // extra long delay, mouse shown on last upsell
7620                 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7621                 Mouse_hidden = 0;
7622
7623         } else {
7624                 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7625         }
7626 }
7627
7628 void oem_upsell_load_bitmaps()
7629 {
7630         int i;
7631
7632         for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7633                 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7634         }
7635 }
7636
7637 void oem_upsell_unload_bitmaps()
7638 {
7639         int i;
7640
7641         for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7642                 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7643                         bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7644                 }
7645         }
7646
7647         // unloaded
7648         Oem_upsell_bitmaps_loaded = 0;
7649 }
7650
7651 // clickable hotspot on 3rd OEM upsell screen
7652 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7653         {       // GR_640
7654                 28, 350, 287, 96                                        // x, y, w, h
7655         },
7656         {       // GR_1024
7657                 45, 561, 460, 152                                       // x, y, w, h
7658         }
7659 };
7660
7661 void oem_upsell_show_screens()
7662 {
7663         int current_time, k;
7664         int done = 0;
7665
7666         if ( !Oem_upsell_bitmaps_loaded ) {
7667                 oem_upsell_load_bitmaps();
7668                 Oem_upsell_bitmaps_loaded = 1;
7669         }
7670
7671         // may use upsell screens more than once
7672         Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7673         Oem_upsell_screen_number = 0;
7674         
7675         key_flush();
7676         Mouse_hidden = 1;
7677
7678         // set up cursors
7679         int nframes;                                            // used to pass, not really needed (should be 1)
7680         Oem_normal_cursor = gr_get_cursor_bitmap();
7681         Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7682         SDL_assert(Oem_web_cursor >= 0);
7683         if (Oem_web_cursor < 0) {
7684                 Oem_web_cursor = Oem_normal_cursor;
7685         }
7686
7687         while(!done) {
7688
7689                 //oem_reset_trailer_timer();
7690
7691                 current_time = timer_get_milliseconds();
7692
7693                 os_poll();
7694                 k = key_inkey();
7695
7696                 // advance screen on keypress or timeout
7697                 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7698                         oem_upsell_next_screen();
7699                 }
7700
7701                 // check if we are done
7702                 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7703                         Oem_upsell_screen_number--;
7704                         done = 1;
7705                 } else {
7706                         if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7707                                 done = 1;
7708                         }
7709                 }
7710
7711                 // show me the upsell
7712                 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {               
7713                         gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7714                         gr_bitmap(0,0);
7715                 }
7716
7717                 // if this is the 3rd upsell, make it clickable, d00d
7718                 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7719                         int mx, my;
7720                         int button_state = mouse_get_pos(&mx, &my);
7721                         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])
7722                                 && (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]) )
7723                         {
7724                                 // switch cursors
7725                                 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7726
7727                                 // check for clicks
7728                                 if (button_state & MOUSE_LEFT_BUTTON) {
7729                                         // launch URL
7730                                         multi_pxo_url(OEM_UPSELL_URL);
7731                                         done = 1;
7732                                 } 
7733                         } else {
7734                                 // switch cursor back to normal one
7735                                 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7736                         }
7737                 }
7738
7739                 if ( done ) {
7740                         if (gameseq_get_state() != GS_STATE_END_DEMO) {
7741                                 gr_fade_out(0);
7742                                 SDL_Delay(300);
7743                         }
7744                 }
7745
7746                 gr_flip();
7747         }
7748
7749         // unload bitmap
7750         oem_upsell_unload_bitmaps();
7751
7752         // switch cursor back to normal one
7753         gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7754
7755 }
7756
7757 #endif // defined(OEM_BUILD)
7758 // ----------------------------------------------------------------
7759 //
7760 // OEM UPSELL SCREENS END
7761 //
7762 // ----------------------------------------------------------------
7763
7764
7765
7766 // ----------------------------------------------------------------
7767 //
7768 // DEMO UPSELL SCREENS BEGIN
7769 //
7770 // ----------------------------------------------------------------
7771
7772 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7773
7774 #ifdef FS1_DEMO
7775 #define NUM_DEMO_UPSELL_SCREENS                         4
7776 #define DEMO_UPSELL_SCREEN_DELAY                        15000
7777 #else
7778 #define NUM_DEMO_UPSELL_SCREENS                         2
7779 #define DEMO_UPSELL_SCREEN_DELAY                        3000
7780 #endif
7781
7782
7783 static int Demo_upsell_bitmaps_loaded = 0;
7784 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7785 static int Demo_upsell_screen_number = 0;
7786 static int Demo_upsell_show_next_bitmap_time;
7787
7788 //XSTR:OFF
7789 static const char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7790 {
7791 #ifdef FS1_DEMO
7792         {       "DemoUpsell1",
7793                 "DemoUpsell2",
7794                 "DemoUpsell3",
7795                 "DemoUpsell4"
7796         },
7797         {       "DemoUpsell1",
7798                 "DemoUpsell2",
7799                 "DemoUpsell3",
7800                 "DemoUpsell4"
7801         },
7802 #else
7803         {       "UpSell02",
7804                 "UpSell01",
7805         },
7806         {       "2_UpSell02",
7807                 "2_UpSell01",
7808         },
7809 #endif
7810         // "DemoUpsell3",
7811         // "DemoUpsell4",
7812 };
7813 //XSTR:ON
7814
7815 void demo_upsell_next_screen()
7816 {
7817         Demo_upsell_screen_number++;
7818         if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7819                 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7820         } else {
7821                 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7822         }
7823 }
7824
7825 void demo_upsell_load_bitmaps()
7826 {
7827         int i;
7828
7829         for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7830                 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7831         }
7832 }
7833
7834 void demo_upsell_unload_bitmaps()
7835 {
7836         int i;
7837
7838         for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7839                 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7840                         bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7841                 }
7842         }
7843
7844         // unloaded
7845         Demo_upsell_bitmaps_loaded = 0;
7846 }
7847
7848 void demo_upsell_init()
7849 {
7850         if ( !Demo_upsell_bitmaps_loaded ) {
7851                 demo_upsell_load_bitmaps();
7852                 Demo_upsell_bitmaps_loaded = 1;
7853         }
7854
7855         // may use upsell screens more than once
7856         Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7857         Demo_upsell_screen_number = 0;
7858
7859         key_flush();
7860         Mouse_hidden = 1;
7861 }
7862
7863 void demo_upsell_close()
7864 {
7865         // unload bitmap
7866         demo_upsell_unload_bitmaps();
7867 }
7868
7869 void demo_upsell_do()
7870 {
7871         int done = 0;
7872
7873         demo_reset_trailer_timer();
7874
7875         os_poll();
7876
7877         int k = key_inkey();
7878
7879 #ifdef FS1_DEMO
7880         if ( timer_get_milliseconds() > Demo_upsell_show_next_bitmap_time ) {
7881                 demo_upsell_next_screen();
7882                 k = 0;
7883         }
7884 #endif
7885
7886         if ( k > 0 ) {
7887                 demo_upsell_next_screen();
7888         }
7889
7890         if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7891                 Demo_upsell_screen_number--;
7892                 done = 1;
7893         } else {
7894                 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7895                         done = 1;
7896                 }
7897         }
7898
7899         if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
7900                 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7901                 gr_bitmap(0,0);
7902         }
7903
7904         if ( done ) {
7905                 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7906                         gr_fade_out(0);
7907                         SDL_Delay(300);
7908                         gameseq_post_event(GS_EVENT_QUIT_GAME);
7909                 } else {
7910                         gameseq_post_event(GS_EVENT_MAIN_MENU);
7911                 }
7912         }
7913
7914         gr_flip();
7915 }
7916
7917 #endif // DEMO
7918
7919 // ----------------------------------------------------------------
7920 //
7921 // DEMO UPSELL SCREENS END
7922 //
7923 // ----------------------------------------------------------------
7924
7925
7926 // ----------------------------------------------------------------
7927 //
7928 // Subspace Ambient Sound START
7929 //
7930 // ----------------------------------------------------------------
7931
7932 static int Subspace_ambient_left_channel = -1;
7933 static int Subspace_ambient_right_channel = -1;
7934
7935 // 
7936 void game_start_subspace_ambient_sound()
7937 {
7938         if ( Subspace_ambient_left_channel < 0 ) {
7939                 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7940         }
7941
7942         if ( Subspace_ambient_right_channel < 0 ) {
7943                 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7944         }
7945 }
7946
7947 void game_stop_subspace_ambient_sound()
7948 {
7949         if ( Subspace_ambient_left_channel >= 0 ) {
7950                 snd_stop(Subspace_ambient_left_channel);
7951                 Subspace_ambient_left_channel = -1;
7952         }
7953
7954         if ( Subspace_ambient_right_channel >= 0 ) {
7955                 snd_stop(Subspace_ambient_right_channel);
7956                 Subspace_ambient_right_channel = -1;
7957         }
7958 }
7959
7960 // ----------------------------------------------------------------
7961 //
7962 // Subspace Ambient Sound END
7963 //
7964 // ----------------------------------------------------------------
7965
7966 // ----------------------------------------------------------------
7967 //
7968 // Language Autodetection stuff
7969 //
7970
7971 // this layout order must match Lcl_languages in localize.cpp in order for the
7972 // correct language to be detected
7973 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7974 #ifdef MAKE_FS1
7975         1366105450,                             // English
7976 #else
7977         589986744,                              // English
7978 #endif
7979         -1132430286,                    // German
7980         0,                                              // French
7981         -1131728960,                                    // Polish
7982 };
7983
7984 // default setting is "-1" to use config file with English as fall back
7985 // DO NOT change the default setting here or something uncouth might happen
7986 // in the localization code
7987 int detect_lang()
7988 {
7989         uint file_checksum;             
7990         int idx;
7991
7992         // try and open the file to verify
7993         CFILE *detect = cfopen("font01.vf", "rb");
7994         
7995         // will use default setting if something went wrong
7996         if (!detect) {
7997                 return -1;
7998         }       
7999
8000         // get the long checksum of the file
8001         file_checksum = 0;
8002         cfseek(detect, 0, SEEK_SET);    
8003         cf_chksum_long(detect, &file_checksum);
8004         cfclose(detect);
8005         detect = NULL;  
8006
8007         // now compare the checksum/filesize against known #'s
8008         for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
8009                 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
8010                         return idx;
8011                 }
8012         }
8013
8014         // notify if a match was not found, include detected checksum
8015         printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
8016         printf("Using default language...\n\n");
8017         
8018         return -1;
8019 }
8020
8021 //
8022 // End Auto Lang stuff
8023 //
8024 // ----------------------------------------------------------------
8025
8026 // ----------------------------------------------------------------
8027 // SHIPS TBL VERIFICATION STUFF
8028 //
8029
8030 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8031 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8032         #define NUM_SHIPS_TBL_CHECKSUMS         3
8033 #else
8034         #define NUM_SHIPS_TBL_CHECKSUMS         1
8035 #endif
8036
8037 #if defined(FS2_DEMO)
8038 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8039         1696074201,                                             // FS2 demo
8040 };
8041 #elif defined(FS1_DEMO)
8042 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8043         1603375034,                                             // FS1 DEMO
8044 };
8045 #elif defined(MAKE_FS1)
8046 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8047         -129679197,                                             // FS1 Full 1.06 (US)
8048         7762567,                                                // FS1 SilentThreat
8049         1555372475                                              // FS1 Full 1.06 (German)
8050 };
8051 #else
8052 /*
8053 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8054         -463907578,                                             // US - beta 1
8055         1696074201,                                             // FS2 demo
8056 };
8057 */
8058 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8059 //      -1022810006,                                    // 1.0 FULL
8060         -1254285366                                             // 1.2 FULL (German)
8061 };
8062 #endif
8063
8064 void verify_ships_tbl()
8065 {       
8066         /*
8067 #ifdef NDEBUG
8068         Game_ships_tbl_valid = 1;
8069 #else
8070         */
8071         uint file_checksum;             
8072         int idx;
8073
8074         // detect if the packfile exists
8075         CFILE *detect = cfopen("ships.tbl", "rb");
8076         Game_ships_tbl_valid = 0;        
8077         
8078         // not mission-disk
8079         if(!detect){
8080                 Game_ships_tbl_valid = 0;
8081                 return;
8082         }       
8083
8084         // get the long checksum of the file
8085         file_checksum = 0;
8086         cfseek(detect, 0, SEEK_SET);    
8087         cf_chksum_long(detect, &file_checksum);
8088         cfclose(detect);
8089         detect = NULL;  
8090
8091         // now compare the checksum/filesize against known #'s
8092         for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
8093                 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
8094                         Game_ships_tbl_valid = 1;
8095                         return;
8096                 }
8097         }
8098 // #endif
8099 }
8100
8101 DCF(shipspew, "display the checksum for the current ships.tbl")
8102 {
8103         uint file_checksum;
8104         CFILE *detect = cfopen("ships.tbl", "rb");
8105         // get the long checksum of the file
8106         file_checksum = 0;
8107         cfseek(detect, 0, SEEK_SET);    
8108         cf_chksum_long(detect, &file_checksum);
8109         cfclose(detect);
8110
8111         dc_printf("%d", file_checksum);
8112 }
8113
8114 // ----------------------------------------------------------------
8115 // WEAPONS TBL VERIFICATION STUFF
8116 //
8117
8118 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8119 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8120         #define NUM_WEAPONS_TBL_CHECKSUMS               3
8121 #else
8122         #define NUM_WEAPONS_TBL_CHECKSUMS               1
8123 #endif
8124
8125 #if defined(FS2_DEMO)
8126 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8127         -266420030,                             // demo 1
8128 };
8129 #elif defined(FS1_DEMO)
8130 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8131         -1246928725,                    // FS1 DEMO
8132 };
8133 #elif defined(MAKE_FS1)
8134 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8135         -834598107,                             // FS1 1.06 Full (US)
8136         -1652231417,                    // FS1 SilentThreat
8137         720209793                               // FS1 1.06 Full (German)
8138 };
8139 #else
8140 /*
8141 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8142         141718090,                              // US - beta 1
8143         -266420030,                             // demo 1
8144 };
8145 */
8146 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8147 //      399297860,                              // 1.0 FULL     
8148         -553984927                              // 1.2 FULL (german)
8149 };
8150 #endif
8151
8152 void verify_weapons_tbl()
8153 {       
8154         /*
8155 #ifdef NDEBUG
8156         Game_weapons_tbl_valid = 1;
8157 #else
8158         */
8159         uint file_checksum;
8160         int idx;
8161
8162         // detect if the packfile exists
8163         CFILE *detect = cfopen("weapons.tbl", "rb");
8164         Game_weapons_tbl_valid = 0;      
8165         
8166         // not mission-disk
8167         if(!detect){
8168                 Game_weapons_tbl_valid = 0;
8169                 return;
8170         }       
8171
8172         // get the long checksum of the file
8173         file_checksum = 0;
8174         cfseek(detect, 0, SEEK_SET);    
8175         cf_chksum_long(detect, &file_checksum);
8176         cfclose(detect);
8177         detect = NULL;  
8178
8179         // now compare the checksum/filesize against known #'s
8180         for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8181                 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8182                         Game_weapons_tbl_valid = 1;
8183                         return;
8184                 }
8185         }
8186 // #endif
8187 }
8188
8189 DCF(wepspew, "display the checksum for the current weapons.tbl")
8190 {
8191         uint file_checksum;
8192         CFILE *detect = cfopen("weapons.tbl", "rb");
8193         // get the long checksum of the file
8194         file_checksum = 0;
8195         cfseek(detect, 0, SEEK_SET);    
8196         cf_chksum_long(detect, &file_checksum);
8197         cfclose(detect);
8198
8199         dc_printf("%d", file_checksum);
8200 }
8201
8202 // if the game is running using hacked data
8203 int game_hacked_data()
8204 {
8205         // hacked!
8206         if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8207                 return 1;
8208         }
8209
8210         // not hacked
8211         return 0;
8212 }
8213
8214 #if defined(FS2_DEMO) || defined(OEM_BUILD)
8215 extern "C"
8216 void display_title_screen()
8217 {
8218         // load bitmap
8219         int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8220         if (title_bitmap == -1) {
8221                 return;
8222         }
8223
8224         // set
8225         gr_set_bitmap(title_bitmap);
8226
8227         // draw
8228         gr_bitmap(0, 0);
8229
8230         // flip
8231         gr_flip();
8232
8233         // give it some time on screen
8234 #ifdef __EMSCRIPTEN__
8235         emscripten_sleep(1000);
8236 #else
8237         SDL_Delay(1000);
8238 #endif
8239
8240         bm_unload(title_bitmap);
8241 }
8242 #endif  // FS2_DEMO || OEM_BUILD
8243
8244 // return true if the game is running with "low memory", which is less than 48MB
8245 bool game_using_low_mem()
8246 {
8247         if (Use_low_mem == 0) {
8248                 return false;
8249         } else {
8250                 return true;
8251         }
8252 }