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