]> icculus.org git repositories - taylor/freespace2.git/blob - src/freespace2/freespace.cpp
make loading screen and title screen work with emterpreter async
[taylor/freespace2.git] / src / freespace2 / freespace.cpp
1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell 
5  * or otherwise commercially exploit the source or things you created based on
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * Freespace main body
16  *
17  * $Log$
18  * Revision 1.40  2005/10/01 21:40:38  taylor
19  * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20  * make sure a global cmdline.cfg file works with OS X when built as an app
21  *
22  * Revision 1.39  2005/08/12 08:57:20  taylor
23  * don't show hardware S-RAM value on HUD in debug
24  * do show in use GL texture memory
25  * have an actual fade effect for the credits screen artwork
26  *
27  * Revision 1.38  2004/09/20 01:31:44  theoddone33
28  * GCC 3.4 fixes.
29  *
30  * Revision 1.37  2004/07/04 11:31:43  taylor
31  * amd64 support, compiler warning fixes, don't use software rendering
32  *
33  * Revision 1.36  2004/06/12 01:11:35  taylor
34  * x86 compile fixes for OSX patch
35  *
36  * Revision 1.35  2004/06/11 00:53:02  tigital
37  * OSX: .app name, casts for gcc
38  *
39  * Revision 1.34  2003/08/09 03:18:03  taylor
40  * fix tips popup not having any tips
41  *
42  * Revision 1.33  2003/08/03 15:57:00  taylor
43  * simpler mouse usage; default ini settings in os_init(); cleanup
44  *
45  * Revision 1.32  2003/06/19 11:51:41  taylor
46  * adjustments to memory leak fixes
47  *
48  * Revision 1.31  2003/06/11 18:30:32  taylor
49  * plug memory leaks
50  *
51  * Revision 1.30  2003/06/03 04:00:39  taylor
52  * Polish language support (Janusz Dziemidowicz)
53  *
54  * Revision 1.29  2003/05/25 02:30:42  taylor
55  * Freespace 1 support
56  *
57  * Revision 1.28  2003/05/18 03:55:30  taylor
58  * automatic language selection support
59  *
60  * Revision 1.27  2003/03/03 04:54:44  theoddone33
61  * Commit Taylor's ShowFPS fix
62  *
63  * Revision 1.26  2003/02/20 17:41:07  theoddone33
64  * Userdir patch from Taylor Richards
65  *
66  * Revision 1.25  2003/01/30 19:54:10  relnev
67  * ini config option for the frames per second counter (Taylor Richards)
68  *
69  * Revision 1.24  2002/08/31 01:39:13  theoddone33
70  * Speed up the renderer a tad
71  *
72  * Revision 1.23  2002/08/04 02:31:00  relnev
73  * make numlock not overlap with pause
74  *
75  * Revision 1.22  2002/08/02 23:07:03  relnev
76  * don't access the mouse in standalone mode
77  *
78  * Revision 1.21  2002/07/28 05:05:08  relnev
79  * removed some old stuff
80  *
81  * Revision 1.20  2002/07/24 00:20:41  relnev
82  * nothing interesting
83  *
84  * Revision 1.19  2002/06/17 06:33:08  relnev
85  * ryan's struct patch for gcc 2.95
86  *
87  * Revision 1.18  2002/06/16 04:46:33  relnev
88  * set up correct checksums for demo
89  *
90  * Revision 1.17  2002/06/09 04:41:17  relnev
91  * added copyright header
92  *
93  * Revision 1.16  2002/06/09 03:16:04  relnev
94  * added _splitpath.
95  *
96  * removed unneeded asm, old sdl 2d setup.
97  *
98  * fixed crash caused by opengl_get_region.
99  *
100  * Revision 1.15  2002/06/05 08:05:28  relnev
101  * stub/warning removal.
102  *
103  * reworked the sound code.
104  *
105  * Revision 1.14  2002/06/05 04:03:32  relnev
106  * finished cfilesystem.
107  *
108  * removed some old code.
109  *
110  * fixed mouse save off-by-one.
111  *
112  * sound cleanups.
113  *
114  * Revision 1.13  2002/06/02 04:26:34  relnev
115  * warning cleanup
116  *
117  * Revision 1.12  2002/06/02 00:31:35  relnev
118  * implemented osregistry
119  *
120  * Revision 1.11  2002/06/01 09:00:34  relnev
121  * silly debug memmanager
122  *
123  * Revision 1.10  2002/06/01 07:12:32  relnev
124  * a few NDEBUG updates.
125  *
126  * removed a few warnings.
127  *
128  * Revision 1.9  2002/05/31 03:05:59  relnev
129  * sane default
130  *
131  * Revision 1.8  2002/05/29 02:52:32  theoddone33
132  * Enable OpenGL renderer
133  *
134  * Revision 1.7  2002/05/28 08:52:03  relnev
135  * implemented two assembly stubs.
136  *
137  * cleaned up a few warnings.
138  *
139  * added a little demo hackery to make it progress a little farther.
140  *
141  * Revision 1.6  2002/05/28 06:28:20  theoddone33
142  * Filesystem mods, actually reads some data files now
143  *
144  * Revision 1.5  2002/05/28 04:07:28  theoddone33
145  * New graphics stubbing arrangement
146  *
147  * Revision 1.4  2002/05/27 22:46:52  theoddone33
148  * Remove more undefined symbols
149  *
150  * Revision 1.3  2002/05/26 23:31:18  relnev
151  * added a few files that needed to be compiled
152  *
153  * freespace.cpp: now compiles
154  *
155  * Revision 1.2  2002/05/07 03:16:44  theoddone33
156  * The Great Newline Fix
157  *
158  * Revision 1.1.1.1  2002/05/03 03:28:09  root
159  * Initial import.
160  *
161  * 
162  * 201   6/16/00 3:15p Jefff
163  * sim of the year dvd version changes, a few german soty localization
164  * fixes
165  * 
166  * 200   11/03/99 11:06a Jefff
167  * 1.2 checksums
168  * 
169  * 199   10/26/99 5:07p Jamest
170  * fixed jeffs dumb debug code
171  * 
172  * 198   10/25/99 5:53p Jefff
173  * call control_config_common_init() on startup
174  * 
175  * 197   10/14/99 10:18a Daveb
176  * Fixed incorrect CD checking problem on standalone server.
177  * 
178  * 196   10/13/99 9:22a Daveb
179  * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180  * related to movies. Fixed launcher spawning from PXO screen.
181  * 
182  * 195   10/06/99 11:05a Jefff
183  * new oem upsell 3 hotspot coords
184  * 
185  * 194   10/06/99 10:31a Jefff
186  * OEM updates
187  * 
188  * 193   10/01/99 9:10a Daveb
189  * V 1.1 PATCH
190  * 
191  * 192   9/15/99 4:57a Dave
192  * Updated ships.tbl checksum
193  * 
194  * 191   9/15/99 3:58a Dave
195  * Removed framerate warning at all times.
196  * 
197  * 190   9/15/99 3:16a Dave
198  * Remove mt-011.fs2 from the builtin mission list.
199  * 
200  * 189   9/15/99 1:45a Dave
201  * Don't init joystick on standalone. Fixed campaign mode on standalone.
202  * Fixed no-score-report problem in TvT
203  * 
204  * 188   9/14/99 6:08a Dave
205  * Updated (final) single, multi, and campaign list.
206  * 
207  * 187   9/14/99 3:26a Dave
208  * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209  * respawn-too-early problem. Made a few crash points safe.
210  * 
211  * 186   9/13/99 4:52p Dave
212  * RESPAWN FIX
213  * 
214  * 185   9/12/99 8:09p Dave
215  * Fixed problem where skip-training button would cause mission messages
216  * not to get paged out for the current mission.
217  * 
218  * 184   9/10/99 11:53a Dave
219  * Shutdown graphics before sound to eliminate apparent lockups when
220  * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
221  * 
222  * 183   9/09/99 11:40p Dave
223  * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224  * 2 end movies properly, based upon what the player did in the mission.
225  * 
226  * 182   9/08/99 10:29p Dave
227  * Make beam sound pausing and unpausing much safer.
228  * 
229  * 181   9/08/99 10:01p Dave
230  * Make sure game won't run in a drive's root directory. Make sure
231  * standalone routes suqad war messages properly to the host.
232  * 
233  * 180   9/08/99 3:22p Dave
234  * Updated builtin mission list.
235  * 
236  * 179   9/08/99 12:01p Jefff
237  * fixed Game_builtin_mission_list typo on Training-2.fs2
238  * 
239  * 178   9/08/99 9:48a Andsager
240  * Add force feedback for engine wash.
241  * 
242  * 177   9/07/99 4:01p Dave
243  * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244  * does everything properly (setting up address when binding). Remove
245  * black rectangle background from UI_INPUTBOX.
246  * 
247  * 176   9/13/99 2:40a Dave
248  * Comment in full 80 minute CD check for RELEASE_REAL builds.
249  * 
250  * 175   9/06/99 6:38p Dave
251  * Improved CD detection code.
252  * 
253  * 174   9/06/99 1:30a Dave
254  * Intermediate checkin. Started on enforcing CD-in-drive to play the
255  * game.
256  * 
257  * 173   9/06/99 1:16a Dave
258  * Make sure the user sees the intro movie.
259  * 
260  * 172   9/04/99 8:00p Dave
261  * Fixed up 1024 and 32 bit movie support.
262  * 
263  * 171   9/03/99 1:32a Dave
264  * CD checking by act. Added support to play 2 cutscenes in a row
265  * seamlessly. Fixed super low level cfile bug related to files in the
266  * root directory of a CD. Added cheat code to set campaign mission # in
267  * main hall.
268  * 
269  * 170   9/01/99 10:49p Dave
270  * Added nice SquadWar checkbox to the client join wait screen.
271  * 
272  * 169   9/01/99 10:14a Dave
273  * Pirate bob.
274  * 
275  * 168   8/29/99 4:51p Dave
276  * Fixed damaged checkin.
277  * 
278  * 167   8/29/99 4:18p Andsager
279  * New "burst" limit for friendly damage.  Also credit more damage done
280  * against large friendly ships.
281  * 
282  * 166   8/27/99 6:38p Alanl
283  * crush the blasted repeating messages bug
284  * 
285  * 164   8/26/99 9:09p Dave
286  * Force framerate check in everything but a RELEASE_REAL build.
287  * 
288  * 163   8/26/99 9:45a Dave
289  * First pass at easter eggs and cheats.
290  * 
291  * 162   8/24/99 8:55p Dave
292  * Make sure nondimming pixels work properly in tech menu.
293  * 
294  * 161   8/24/99 1:49a Dave
295  * Fixed client-side afterburner stuttering. Added checkbox for no version
296  * checking on PXO join. Made button info passing more friendly between
297  * client and server.
298  * 
299  * 160   8/22/99 5:53p Dave
300  * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301  * instead of ship designations for multiplayer players.
302  * 
303  * 159   8/22/99 1:19p Dave
304  * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305  * which d3d cards are detected.
306  * 
307  * 158   8/20/99 2:09p Dave
308  * PXO banner cycling.
309  * 
310  * 157   8/19/99 10:59a Dave
311  * Packet loss detection.
312  * 
313  * 156   8/19/99 10:12a Alanl
314  * preload mission-specific messages on machines greater than 48MB
315  * 
316  * 155   8/16/99 4:04p Dave
317  * Big honking checkin.
318  * 
319  * 154   8/11/99 5:54p Dave
320  * Fixed collision problem. Fixed standalone ghost problem.
321  * 
322  * 153   8/10/99 7:59p Jefff
323  * XSTR'ed some stuff
324  * 
325  * 152   8/10/99 6:54p Dave
326  * Mad optimizations. Added paging to the nebula effect.
327  * 
328  * 151   8/10/99 3:44p Jefff
329  * loads Intelligence information on startup
330  * 
331  * 150   8/09/99 3:47p Dave
332  * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333  * non-nebula missions.
334  * 
335  * 149   8/09/99 2:21p Andsager
336  * Fix patching from multiplayer direct to launcher update tab.
337  * 
338  * 148   8/09/99 10:36a Dave
339  * Version info for game.
340  * 
341  * 147   8/06/99 9:46p Dave
342  * Hopefully final changes for the demo.
343  * 
344  * 146   8/06/99 3:34p Andsager
345  * Make title version info "(D)" -> "D"  show up nicely
346  * 
347  * 145   8/06/99 2:59p Adamp
348  * Fixed NT launcher/update problem.
349  * 
350  * 144   8/06/99 1:52p Dave
351  * Bumped up MAX_BITMAPS for the demo.
352  * 
353  * 143   8/06/99 12:17p Andsager
354  * Demo: down to just 1 demo dog
355  * 
356  * 142   8/05/99 9:39p Dave
357  * Yet another new checksum.
358  * 
359  * 141   8/05/99 6:19p Dave
360  * New demo checksums.
361  * 
362  * 140   8/05/99 5:31p Andsager
363  * Up demo version 1.01
364  * 
365  * 139   8/05/99 4:22p Andsager
366  * No time limit on upsell screens.  Reverse order of display of upsell
367  * bitmaps.
368  * 
369  * 138   8/05/99 4:17p Dave
370  * Tweaks to client interpolation.
371  * 
372  * 137   8/05/99 3:52p Danw
373  * 
374  * 136   8/05/99 3:01p Danw
375  * 
376  * 135   8/05/99 2:43a Anoop
377  * removed duplicate definition.
378  * 
379  * 134   8/05/99 2:13a Dave
380  * Fixed build error.
381  * 
382  * 133   8/05/99 2:05a Dave
383  * Whee.
384  * 
385  * 132   8/05/99 1:22a Andsager
386  * fix upsell bug.
387  * 
388  * 131   8/04/99 9:51p Andsager
389  * Add title screen to demo
390  * 
391  * 130   8/04/99 6:47p Jefff
392  * fixed link error resulting from #ifdefs
393  * 
394  * 129   8/04/99 6:26p Dave
395  * Updated ship tbl checksum.
396  * 
397  * 128   8/04/99 5:40p Andsager
398  * Add multiple demo dogs
399  * 
400  * 127   8/04/99 5:36p Andsager
401  * Show upsell screens at end of demo campaign before returning to main
402  * hall.
403  * 
404  * 126   8/04/99 11:42a Danw
405  * tone down EAX reverb
406  * 
407  * 125   8/04/99 11:23a Dave
408  * Updated demo checksums.
409  * 
410  * 124   8/03/99 11:02p Dave
411  * Maybe fixed sync problems in multiplayer.
412  * 
413  * 123   8/03/99 6:21p Jefff
414  * minor text change
415  * 
416  * 122   8/03/99 3:44p Andsager
417  * Launch laucher if trying to run FS without first having configured
418  * system.
419  * 
420  * 121   8/03/99 12:45p Dave
421  * Update checksums.
422  * 
423  * 120   8/02/99 9:13p Dave
424  * Added popup tips.
425  * 
426  * 119   7/30/99 10:31p Dave
427  * Added comm menu to the configurable hud files.
428  * 
429  * 118   7/30/99 5:17p Andsager
430  * first fs2demo checksums
431  * 
432  * 117   7/29/99 3:09p Anoop
433  * 
434  * 116   7/29/99 12:05a Dave
435  * Nebula speed optimizations.
436  * 
437  * 115   7/27/99 8:59a Andsager
438  * Make major, minor version consistent for all builds.  Only show major
439  * and minor for launcher update window.
440  * 
441  * 114   7/26/99 5:50p Dave
442  * Revised ingame join. Better? We'll see....
443  * 
444  * 113   7/26/99 5:27p Andsager
445  * Add training mission as builtin to demo build
446  * 
447  * 112   7/24/99 1:54p Dave
448  * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
449  * missions.
450  * 
451  * 111   7/22/99 4:00p Dave
452  * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
453  * 
454  * 110   7/21/99 8:10p Dave
455  * First run of supernova effect.
456  * 
457  * 109   7/20/99 1:49p Dave
458  * Peter Drake build. Fixed some release build warnings.
459  * 
460  * 108   7/19/99 2:26p Andsager
461  * set demo multiplayer missions
462  * 
463  * 107   7/18/99 5:19p Dave
464  * Jump node icon. Fixed debris fogging. Framerate warning stuff.
465  * 
466  * 106   7/16/99 1:50p Dave
467  * 8 bit aabitmaps. yay.
468  * 
469  * 105   7/15/99 3:07p Dave
470  * 32 bit detection support. Mouse coord commandline.
471  * 
472  * 104   7/15/99 2:13p Dave
473  * Added 32 bit detection.
474  * 
475  * 103   7/15/99 9:20a Andsager
476  * FS2_DEMO initial checkin
477  * 
478  * 102   7/14/99 11:02a Dave
479  * Skill level default back to easy. Blech.
480  * 
481  * 101   7/09/99 5:54p Dave
482  * Seperated cruiser types into individual types. Added tons of new
483  * briefing icons. Campaign screen.
484  * 
485  * 100   7/08/99 4:43p Andsager
486  * New check for sparky_hi and print if not found.
487  * 
488  * 99    7/08/99 10:53a Dave
489  * New multiplayer interpolation scheme. Not 100% done yet, but still
490  * better than the old way.
491  * 
492  * 98    7/06/99 4:24p Dave
493  * Mid-level checkin. Starting on some potentially cool multiplayer
494  * smoothness crap.
495  * 
496  * 97    7/06/99 3:35p Andsager
497  * Allow movie to play before red alert mission.
498  * 
499  * 96    7/03/99 5:50p Dave
500  * Make rotated bitmaps draw properly in padlock views.
501  * 
502  * 95    7/02/99 9:55p Dave
503  * Player engine wash sound.
504  * 
505  * 94    7/02/99 4:30p Dave
506  * Much more sophisticated lightning support.
507  * 
508  * 93    6/29/99 7:52p Dave
509  * Put in exception handling in FS2.
510  * 
511  * 92    6/22/99 9:37p Dave
512  * Put in pof spewing.
513  * 
514  * 91    6/16/99 4:06p Dave
515  * New pilot info popup. Added new draw-bitmap-as-poly function.
516  * 
517  * 90    6/15/99 1:56p Andsager
518  * For release builds, allow start up in high res only with
519  * sparky_hi._fs2.vp
520  * 
521  * 89    6/15/99 9:34a Dave
522  * Fixed key checking in single threaded version of the stamp notification
523  * screen. 
524  * 
525  * 88    6/09/99 2:55p Andsager
526  * Allow multiple asteroid subtypes (of large, medium, small) and follow
527  * family.
528  * 
529  * 87    6/08/99 1:14a Dave
530  * Multi colored hud test.
531  * 
532  * 86    6/04/99 9:52a Dave
533  * Fixed some rendering problems.
534  * 
535  * 85    6/03/99 10:15p Dave
536  * Put in temporary main hall screen.
537  * 
538  * 84    6/02/99 6:18p Dave
539  * Fixed TNT lockup problems! Wheeeee!
540  * 
541  * 83    6/01/99 3:52p Dave
542  * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543  * dead popup, pxo find player popup, pxo private room popup.
544  * 
545  * 82    5/26/99 1:28p Jasenw
546  * changed coords for loading ani
547  * 
548  * 81    5/26/99 11:46a Dave
549  * Added ship-blasting lighting and made the randomization of lighting
550  * much more customizable.
551  * 
552  * 80    5/24/99 5:45p Dave
553  * Added detail levels to the nebula, with a decent speedup. Split nebula
554  * lightning into its own section.
555  * 
556  * 
557  */
558
559 #include <stdio.h>
560 #include <stdlib.h>
561 #include <time.h>
562
563 #include "pstypes.h"
564 #include "systemvars.h"
565 #include "key.h"
566 #include "vecmat.h"
567 #include "2d.h"
568 #include "3d.h"
569 #include "starfield.h"
570 #include "lighting.h"
571 #include "weapon.h"
572 #include "ship.h"
573 #include "palman.h"
574 #include "osapi.h"
575 #include "fireballs.h"
576 #include "debris.h"
577 #include "timer.h"
578 #include "fix.h"
579 #include "floating.h"
580 #include "gamesequence.h"
581 #include "radar.h"
582 #include "optionsmenu.h"
583 #include "playermenu.h"
584 #include "trainingmenu.h"
585 #include "techmenu.h"
586 #include "ai.h"
587 #include "hud.h"
588 #include "hudmessage.h"
589 #include "psnet.h"
590 #include "missiongoals.h"
591 #include "missionparse.h"
592 #include "bmpman.h"
593 #include "joy.h"
594 #include "joy_ff.h"
595 #include "multi.h"
596 #include "multiutil.h"
597 #include "multimsgs.h"
598 #include "multiui.h"
599 #include "multi_pxo.h"
600 #include "cfile.h"
601 #include "player.h"
602 #include "freespace.h"
603 #include "managepilot.h"
604 #include "sound.h"
605 #include "contexthelp.h"
606 #include "mouse.h"
607 #include "joy.h"
608 #include "missionbrief.h"
609 #include "missiondebrief.h"
610 #include "ui.h"
611 #include "missionshipchoice.h"
612 #include "model.h"
613 #include "hudconfig.h"
614 #include "controlsconfig.h"
615 #include "missionmessage.h"
616 #include "missiontraining.h"
617 #include "hudets.h"
618 #include "hudtarget.h"
619 #include "gamesnd.h"
620 #include "eventmusic.h"
621 #include "animplay.h"
622 #include "missionweaponchoice.h"
623 #include "missionlog.h"
624 #include "audiostr.h"
625 #include "hudlock.h"
626 #include "missioncampaign.h"
627 #include "credits.h"
628 #include "missionhotkey.h"
629 #include "objectsnd.h"
630 #include "cmeasure.h"
631 #include "ai.h"
632 #include "linklist.h"
633 #include "shockwave.h"
634 #include "afterburner.h"
635 #include "scoring.h"
636 #include "stats.h"
637 #include "cmdline.h"
638 #include "timer.h"
639 #include "stand_server.h"
640 #include "pcxutils.h"
641 #include "hudtargetbox.h"
642 #include "multi_xfer.h"
643 #include "hudescort.h"
644 #include "multiutil.h"
645 #include "sexp.h"
646 #include "medals.h"
647 #include "multiteamselect.h"
648 #include "shipfx.h"
649 #include "readyroom.h"
650 #include "mainhallmenu.h"
651 #include "multilag.h"
652 #include "trails.h"
653 #include "particle.h"
654 #include "popup.h"
655 #include "multi_ingame.h"
656 #include "snazzyui.h"
657 #include "asteroid.h"
658 #include "popupdead.h"
659 #include "multi_voice.h"
660 #include "missioncmdbrief.h"
661 #include "redalert.h"
662 #include "gameplayhelp.h"
663 #include "multilag.h"
664 #include "staticrand.h"
665 #include "multi_pmsg.h"
666 #include "levelpaging.h"
667 #include "observer.h"
668 #include "multi_pause.h"
669 #include "multi_endgame.h"
670 #include "cutscenes.h"
671 #include "multi_respawn.h"
672 #include "movie.h"
673 #include "multi_obj.h"
674 #include "multi_log.h"
675 #include "emp.h"
676 #include "localize.h"
677 #include "osregistry.h"
678 #include "barracks.h"
679 #include "missionpause.h"
680 #include "font.h"
681 #include "alphacolors.h"
682 #include "objcollide.h"
683 #include "flak.h"
684 #include "neb.h"
685 #include "neblightning.h"
686 #include "shipcontrails.h"
687 #include "awacs.h"
688 #include "beam.h"
689 #include "multi_dogfight.h"
690 #include "multi_rate.h"
691 #include "muzzleflash.h"
692 #include "encrypt.h"
693 #include "demo.h"
694 #include "version.h"
695 #include "mainhalltemp.h"
696 #include "exceptionhandler.h"
697 #include "supernova.h"
698 #include "hudshield.h"
699 // #include "names.h"
700 #include "shiphit.h"
701 #include "missionloopbrief.h"
702
703 #ifdef NDEBUG
704 #ifdef FRED
705 #error macro FRED is defined when trying to build release Fred.  Please undefine FRED macro in build settings
706 #endif
707 #endif
708
709 //      Revision history.
710 //      Full version:
711 //    1.00.04   5/26/98 MWA -- going final (12 pm)
712 //    1.00.03   5/26/98 MWA -- going final (3 am)
713 //    1.00.02   5/25/98 MWA -- going final
714 //    1.00.01   5/25/98 MWA -- going final
715 //              0.90            5/21/98 MWA -- getting ready for final.
716 //              0.10            4/9/98.  Set by MK.
717 //
718 //      Demo version: (obsolete since DEMO codebase split from tree)
719 //              0.03            4/10/98 AL.     Interplay rev
720 //              0.02            4/8/98  MK.     Increased when this system was modified.
721 //              0.01            4/7/98? AL.     First release to Interplay QA.
722 //
723 //      OEM version:
724 //              1.00            5/28/98 AL.     First release to Interplay QA.
725
726 void game_level_init(int seed = -1);
727 void game_post_level_init();
728 void game_do_frame();
729 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
730 void game_reset_time();
731 void game_show_framerate();                     // draws framerate in lower right corner
732
733 int Game_no_clear = 0;
734
735 int Pofview_running = 0;
736 int Nebedit_running = 0;
737 int Fonttool_running = 0;
738
739 typedef struct big_expl_flash {
740         float max_flash_intensity;      // max intensity
741         float cur_flash_intensity;      // cur intensity
742         int     flash_start;            // start time
743 } big_expl_flash;
744
745 #define FRAME_FILTER 16
746
747 #define DEFAULT_SKILL_LEVEL     1
748 int     Game_skill_level = DEFAULT_SKILL_LEVEL;
749
750 #define VIEWER_ZOOM_DEFAULT 0.75f                       //      Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
751 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
752
753 #define EXE_FNAME       ("fs2.exe")
754 #define LAUNCHER_FNAME  ("freespace2.exe")
755
756
757 // JAS: Code for warphole camera.
758 // Needs to be cleaned up.
759 vector Camera_pos = ZERO_VECTOR;
760 vector Camera_velocity = ZERO_VECTOR;
761 vector Camera_desired_velocity = ZERO_VECTOR;
762 matrix Camera_orient = IDENTITY_MATRIX;
763 float Camera_damping = 1.0f;
764 float Camera_time = 0.0f;
765 float Warpout_time = 0.0f;
766 int Warpout_forced = 0;         // Set if this is a forced warpout that cannot be cancelled.
767 int Warpout_sound = -1;
768 void camera_move();
769 int Use_joy_mouse = 0;
770 int Use_palette_flash = 1;
771 int Show_area_effect = 0;
772 object  *Last_view_target = NULL;
773
774 int dogfight_blown = 0;
775
776 int     frame_int = -1;
777 float frametimes[FRAME_FILTER];
778 float frametotal = 0.0f;
779 float flFrametime;
780
781 #ifdef RELEASE_REAL
782         int     Show_framerate = 0;
783 #else 
784         int     Show_framerate = 1;
785 #endif
786
787 int     Framerate_cap = 120;
788 int     Show_mem = 0;
789 int     Show_cpu = 0;
790 int     Show_target_debug_info = 0;
791 int     Show_target_weapons = 0;
792 int     Game_font = -1;
793
794 #ifndef NDEBUG
795 static int Show_player_pos = 0;         // debug console command to show player world pos on HUD
796 #endif
797
798 int Debug_octant = -1;
799
800 fix Game_time_compression = F1_0;
801
802 // if the ships.tbl the player has is valid
803 int Game_ships_tbl_valid = 0;
804
805 // if the weapons.tbl the player has is valid
806 int Game_weapons_tbl_valid = 0;
807
808 #ifndef NDEBUG
809 int Test_begin = 0;
810 extern int      Player_attacking_enabled;
811 int Show_net_stats;
812 #endif
813
814 int Pre_player_entry;
815
816 int     Fred_running = 0;
817 char Game_current_mission_filename[MAX_FILENAME_LEN];
818 int game_single_step = 0;
819 int last_single_step=0;
820
821 extern int MSG_WINDOW_X_START;  // used to position mission_time and shields output
822 extern int MSG_WINDOW_Y_START;
823 extern int MSG_WINDOW_HEIGHT;
824
825 int game_zbuffer = 1;
826 //static int Game_music_paused;
827 static int Game_paused;
828
829 int Game_level_seed;
830
831 #define EXPIRE_BAD_CHECKSUM                     1
832 #define EXPIRE_BAD_TIME                                 2
833
834 extern void ssm_init();
835 extern void ssm_level_init();
836 extern void ssm_process();
837
838 // static variable to contain the time this version was built
839 // commented out for now until
840 // I figure out how to get the username into the file
841 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
842
843 // defines and variables used for dumping frame for making trailers.
844 #ifndef NDEBUG
845 int Debug_dump_frames = 0;                      // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
846 int Debug_dump_trigger = 0;
847 int Debug_dump_frame_count;
848 int Debug_dump_frame_num = 0;
849 #define DUMP_BUFFER_NUM_FRAMES  1                       // store every 15 frames
850 #endif
851
852 // amount of time to wait after the player has died before we display the death died popup
853 #define PLAYER_DIED_POPUP_WAIT          2500
854 int Player_died_popup_wait = -1;
855 time_t Player_multi_died_check = -1;
856
857 // builtin mission list stuff
858 #ifdef FS2_DEMO
859         int Game_builtin_mission_count = 6;
860         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
861                 { "SPDemo-01.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
862                 { "SPDemo-02.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
863                 { "DemoTrain.fs2",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
864                 { "Demo.fc2",                                           (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
865                 { "MPDemo-01.fs2",                              (FSB_FROM_VOLITION | FSB_MULTI) },
866                 { "Demo-DOG-01.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI) },
867         };
868 #elif defined(FS1_DEMO)
869         int Game_builtin_mission_count = 5;
870         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
871                 { "btmdemo.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872                 { "demo.fsc",                                   (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
873                 { "demo01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
874                 { "demo02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
875                 { "demo02b.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
876         };
877 #elif defined(PD_BUILD)
878         int Game_builtin_mission_count = 4;
879         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
880                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION) },
881                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION) },
882                 { "sm1-01",                                                     (FSB_FROM_VOLITION) },
883                 { "sm1-05",                                                     (FSB_FROM_VOLITION) },
884         };
885 #elif defined(MULTIPLAYER_BETA)
886         int Game_builtin_mission_count = 17;
887         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
888                 // multiplayer beta
889                 { "md-01.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
890                 { "md-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
891                 { "md-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
892                 { "md-04.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
893                 { "md-05.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
894                 { "md-06.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
895                 { "md-07.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
896                 { "mt-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
897                 { "mt-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
898                 { "m-03.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
899                 { "m-04.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
900                 { "m-05.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
901                 { "templar-01.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
902                 { "templar-02.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
903                 { "templar-03a.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
904                 { "templar-04a.fs2",                            (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
905                 { "templar.fc2",                                        (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
906         };
907 #elif defined(OEM_BUILD)
908         int Game_builtin_mission_count = 17;
909         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
910                 // oem version - act 1 only
911                 { "freespace2oem.fc2",                  (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
912                         
913                 // act 1
914                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
915                 { "sm1-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
916                 { "sm1-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
917                 { "sm1-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
918                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
919                 { "sm1-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
920                 { "sm1-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
921                 { "sm1-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
922                 { "sm1-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
923                 { "sm1-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924                 { "training-1.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925                 { "training-2.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926                 { "training-3.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927                 { "tsm-104.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928                 { "tsm-105.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929                 { "tsm-106.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
930         };
931 #elif defined(MAKE_FS1) 
932         int Game_builtin_mission_count = 125;
933         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
934                 // single player campaign
935                 { "freespace.fsc",                              (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
936
937                 // act 1
938                 { "sm1-01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
939                 { "sm1-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
940                 { "sm1-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
941                 { "sm1-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
942                 { "sm1-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
943                 { "sm1-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
944                 { "sm1-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
945                 { "sm1-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
946                 { "sm1-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
947                 { "sm1-10a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
948
949                 // act 2
950                 { "sm2-01a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951                 { "sm2-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952                 { "sm2-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953                 { "sm2-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954                 { "sm2-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955                 { "sm2-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956                 { "sm2-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
957                 { "sm2-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
958                 { "sm2-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959                 { "sm2-10a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
960
961                 // act 3
962                 { "sm3-01a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963                 { "sm3-02a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964                 { "sm3-03a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965                 { "sm3-04a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966                 { "sm3-05a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967                 { "sm3-06a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968                 { "sm3-07a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
969                 { "sm3-08a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
970                 { "sm3-09a.fsm",                                (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
971
972                 // gauntlet
973                 { "t-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
974                 { "v-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
975                 { "s-gauntlet.fsm",                             (FSB_FROM_VOLITION | FSB_MULTI) },
976
977                 // training
978                 { "btm-01.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979                 { "btm-02.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
980                 { "btm-03.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
981                 { "btm-04.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
982                 { "btm-05.fsm",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
983
984                 // multiplayer
985                 { "m-hope.fsc",                                 (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
986                 { "m-altair.fsc",                               (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
987
988                 { "m-v-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
989                 { "m-va.fsm",                                   (FSB_FROM_VOLITION | FSB_MULTI) },
990                 { "m-unstoppable.fsm",                  (FSB_FROM_VOLITION | FSB_MULTI) },
991                 { "m-t-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
992                 { "m-s-gauntlet.fsm",                   (FSB_FROM_VOLITION | FSB_MULTI) },
993                 { "m-rescue.fsm",                               (FSB_FROM_VOLITION | FSB_MULTI) },
994                 { "m-pain.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
995                 { "m-orecovery.fsm",                    (FSB_FROM_VOLITION | FSB_MULTI) },
996                 { "mm3-01a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
997                 { "mm3-02a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
998                 { "mm3-03a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
999                 { "mm3-04a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1000                 { "mm3-05a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1001                 { "mm3-06a.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1002                 { "m-guardduty.fsm",                    (FSB_FROM_VOLITION | FSB_MULTI) },
1003                 { "m-gate.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1004                 { "m-duel.fsm",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1005                 { "m-convoyassault.fsm",                (FSB_FROM_VOLITION | FSB_MULTI) },
1006                 { "m-clash.fsm",                                (FSB_FROM_VOLITION | FSB_MULTI) },
1007
1008         // SilentThreat missions
1009                 // Main SilentThreat campaign
1010                 { "SilentThreat.fsc",                   (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1011
1012                 { "md-01.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1013                 { "md-02.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1014                 { "md-03.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1015                 { "md-04.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1016                 { "md-05.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1017                 { "md-06.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1018                 { "md-07.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1019                 { "md-08.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1020                 { "md-09.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1021                 { "md-10.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022                 { "md-11.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023                 { "md-12.fsm",                                  (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024
1025                 // SilentThreat Part 1 - multi-coop
1026                 { "ST-Part1.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1027
1028                 { "stmm-01.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1029                 { "stmm-02.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1030                 { "stmm-03.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1031
1032                 // SilentThreat Part 2 - multi-coop
1033                 { "ST-Part2.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1034
1035                 { "stmm-04.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1036                 { "stmm-05.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1037                 { "stmm-06.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1038
1039                 // SilentThreat Part 3 - multi-coop
1040                 { "ST-Part3.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1041
1042                 { "stmm-07.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1043                 { "stmm-08.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1044                 { "stmm-09.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1045
1046                 // SilentThreat Part 4 - multi-coop
1047                 { "ST-Part4.fsc",                               (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1048
1049                 { "stmm-10.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1050                 { "stmm-11.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1051                 { "stmm-12.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1052
1053                 // multiplayer missions
1054                 { "mdmm-01.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1055                 { "mdmm-02.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1056                 { "mdmm-03.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1057                 { "mdmm-04.fsm",                                (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1058                 // user supplied missions
1059                 { "mdu-02.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1060                 { "mdu-03.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1061                 { "mdu-04.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1062                 { "mdu-05.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1063                 { "mdu-06.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1064                 { "mdu-07.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1065                 { "mdu-08.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1066                 { "mdu-09.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1067                 { "mdu-10.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1068                 { "mdu-11.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1069                 { "mdu-12.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1070                 { "mdu-13.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1071                 { "mdu-14.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1072                 { "mdu-15.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1073                 { "mdu-16.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1074                 { "mdu-17.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1075                 { "mdu-18.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1076                 { "mdu-19.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1077                 { "mdu-20.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1078                 { "mdu-21.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1079                 { "mdu-22.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1080                 { "mdu-23.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1081                 { "mdu-24.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1082                 { "mdu-25.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1083                 { "mdu-26.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1084                 { "mdu-27.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1085                 { "mdu-28.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1086                 { "mdu-29.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1087                 { "mdu-30.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1088                 { "mdu-31.fsm",                                 (FSB_FROM_MDISK | FSB_MULTI) },
1089                 { "mdumm-01.fsm",                               (FSB_FROM_MDISK | FSB_MULTI) },
1090                 { "mdumm-02.fsm",                               (FSB_FROM_MDISK | FSB_MULTI) },
1091         };
1092 #else
1093         int Game_builtin_mission_count = 92;
1094         fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1095                 // single player campaign
1096                 { "freespace2.fc2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1097                         
1098                 // act 1
1099                 { "sm1-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1100                 { "sm1-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1101                 { "sm1-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1102                 { "sm1-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1103                 { "sm1-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1104                 { "sm1-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1105                 { "sm1-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1106                 { "sm1-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1107                 { "sm1-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1108                 { "sm1-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109                 { "loop1-1.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110                 { "loop1-2.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111                 { "loop1-3.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112                 { "training-1.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113                 { "training-2.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114                 { "training-3.fs2",                             (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115                 { "tsm-104.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116                 { "tsm-105.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117                 { "tsm-106.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118
1119                 // act 2
1120                 { "sm2-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121                 { "sm2-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122                 { "sm2-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123                 { "sm2-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124                 { "sm2-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125                 { "sm2-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126                 { "sm2-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1127                 { "sm2-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1128                 { "sm2-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129                 { "sm2-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1130
1131                 // act 3
1132                 { "sm3-01.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133                 { "sm3-02.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134                 { "sm3-03.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135                 { "sm3-04.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136                 { "sm3-05.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137                 { "sm3-06.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138                 { "sm3-07.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1139                 { "sm3-08.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1140                 { "sm3-09.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141                 { "sm3-10.fs2",                                 (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142                 { "loop2-1.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143                 { "loop2-2.fs2",                                        (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144
1145                 // multiplayer missions
1146
1147                 // gauntlet
1148                 { "g-shi.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1149                 { "g-ter.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1150                 { "g-vas.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1151
1152                 // coop
1153                 { "m-01.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1154                 { "m-02.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1155                 { "m-03.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1156                 { "m-04.fs2",                                           (FSB_FROM_VOLITION | FSB_MULTI) },
1157
1158                 // dogfight
1159                 { "mdh-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1160                 { "mdh-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1161                 { "mdh-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1162                 { "mdh-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1163                 { "mdh-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1164                 { "mdh-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1165                 { "mdh-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1166                 { "mdh-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1167                 { "mdh-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1168                 { "mdl-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1169                 { "mdl-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1170                 { "mdl-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1171                 { "mdl-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1172                 { "mdl-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1173                 { "mdl-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1174                 { "mdl-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1175                 { "mdl-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1176                 { "mdl-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1177                 { "mdm-01.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1178                 { "mdm-02.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1179                 { "mdm-03.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1180                 { "mdm-04.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1181                 { "mdm-05.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1182                 { "mdm-06.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1183                 { "mdm-07.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1184                 { "mdm-08.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1185                 { "mdm-09.fs2",                                 (FSB_FROM_VOLITION | FSB_MULTI) },
1186                 { "osdog.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1187
1188                 // TvT          
1189                 { "mt-01.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1190                 { "mt-02.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1191                 { "mt-03.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1192                 { "mt-04.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1193                 { "mt-05.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1194                 { "mt-06.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1195                 { "mt-07.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1196                 { "mt-08.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1197                 { "mt-09.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1198                 { "mt-10.fs2",                                          (FSB_FROM_VOLITION | FSB_MULTI) },
1199
1200                 // campaign
1201                 { "templar.fc2",                                (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1202                 { "templar-01.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1203                 { "templar-02.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1204                 { "templar-03.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1205                 { "templar-04.fs2",                             (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1206         };
1207 #endif
1208
1209
1210 // Internal function prototypes
1211 void game_maybe_draw_mouse(float frametime);
1212 void init_animating_pointer();
1213 void load_animating_pointer(const char *filename, int dx, int dy);
1214 void unload_animating_pointer();
1215 void game_do_training_checks();
1216 void game_shutdown(void);
1217 void game_show_event_debug(float frametime);
1218 void game_event_debug_init();
1219 void game_frame();
1220 void demo_upsell_init();
1221 void demo_upsell_do();
1222 void demo_upsell_close();
1223 void game_start_subspace_ambient_sound();
1224 void game_stop_subspace_ambient_sound();
1225 void verify_ships_tbl();
1226 void verify_weapons_tbl();
1227 #if defined(FS2_DEMO) || defined(OEM_BUILD)
1228 extern "C" void display_title_screen();
1229 #endif
1230
1231 // loading background filenames
1232 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1233         "LoadingBG",            // GR_640
1234         "2_LoadingBG"           // GR_1024
1235 };
1236
1237
1238 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1239         "Loading.ani",          // GR_640
1240         "2_Loading.ani"         // GR_1024
1241 };
1242
1243 #if defined(FS2_DEMO)
1244 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1245         "PreLoad",
1246         "2_PreLoad"
1247 };
1248 #elif defined(OEM_BUILD)
1249 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1250         "OEMPreLoad",
1251         "2_OEMPreLoad"
1252 };
1253 #endif
1254
1255 // auto-lang stuff
1256 int detect_lang();
1257
1258 // How much RAM is on this machine. Set in WinMain
1259 static int Freespace_total_ram = 0;
1260
1261 // game flash stuff
1262 float Game_flash_red = 0.0f;
1263 float Game_flash_green = 0.0f;
1264 float Game_flash_blue = 0.0f;
1265 float Sun_spot = 0.0f;
1266 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1267
1268 // game shudder stuff (in ms)
1269 int Game_shudder_time = -1;
1270 int Game_shudder_total = 0;
1271 float Game_shudder_intensity = 0.0f;                    // should be between 0.0 and 100.0
1272
1273 // EAX stuff
1274 sound_env Game_sound_env;
1275 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1276 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1277
1278 int Game_sound_env_update_timestamp;
1279
1280 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1281
1282
1283 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1284
1285 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1286 {
1287         int idx;
1288
1289         // look through all existing builtin missions
1290         for(idx=0; idx<Game_builtin_mission_count; idx++){
1291                 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1292                         return &Game_builtin_mission_list[idx];
1293                 }
1294         }
1295
1296         // didn't find it
1297         return NULL;
1298 }
1299
1300 int game_get_default_skill_level()
1301 {
1302         return DEFAULT_SKILL_LEVEL;
1303 }
1304
1305 // Resets the flash
1306 void game_flash_reset()
1307 {
1308         Game_flash_red = 0.0f;
1309         Game_flash_green = 0.0f;
1310         Game_flash_blue = 0.0f;
1311         Sun_spot = 0.0f;
1312         Big_expl_flash.max_flash_intensity = 0.0f;
1313         Big_expl_flash.cur_flash_intensity = 0.0f;
1314         Big_expl_flash.flash_start = 0;
1315 }
1316
1317 float Gf_critical = -1.0f;                                      // framerate we should be above on the average for this mission
1318 float Gf_critical_time = 0.0f;                  // how much time we've been at the critical framerate
1319
1320 void game_framerate_check_init()
1321 {
1322         // zero critical time
1323         Gf_critical_time = 0.0f;
1324                 
1325         // nebula missions
1326         if(The_mission.flags & MISSION_FLAG_FULLNEB){
1327                 Gf_critical = 15.0f;
1328         } else {
1329                 Gf_critical = 25.0f;
1330         }
1331 }
1332
1333 extern float Framerate;
1334 void game_framerate_check()
1335 {
1336         int y_start = 100;
1337         
1338         // if the current framerate is above the critical level, add frametime
1339         if(Framerate >= Gf_critical){
1340                 Gf_critical_time += flFrametime;
1341         }       
1342
1343         if(!Show_framerate){
1344                 return;
1345         }
1346
1347         // display if we're above the critical framerate
1348         if(Framerate < Gf_critical){
1349                 gr_set_color_fast(&Color_bright_red);
1350                 gr_string(200, y_start, "Framerate warning");
1351
1352                 y_start += 10;
1353         }
1354
1355         // display our current pct of good frametime
1356         if(f2fl(Missiontime) >= 0.0f){
1357                 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1358
1359                 if(pct >= 85.0f){
1360                         gr_set_color_fast(&Color_bright_green);
1361                 } else {
1362                         gr_set_color_fast(&Color_bright_red);
1363                 }
1364
1365                 gr_printf(200, y_start, "%d%%", (int)pct);
1366         }
1367 }
1368
1369
1370 // Adds a flash effect.  These can be positive or negative.
1371 // The range will get capped at around -1 to 1, so stick 
1372 // with a range like that.
1373 void game_flash( float r, float g, float b )
1374 {
1375         Game_flash_red += r;
1376         Game_flash_green += g;
1377         Game_flash_blue += b;
1378
1379         if ( Game_flash_red < -1.0f )   {
1380                 Game_flash_red = -1.0f;
1381         } else if ( Game_flash_red > 1.0f )     {
1382                 Game_flash_red = 1.0f;
1383         }
1384
1385         if ( Game_flash_green < -1.0f ) {
1386                 Game_flash_green = -1.0f;
1387         } else if ( Game_flash_green > 1.0f )   {
1388                 Game_flash_green = 1.0f;
1389         }
1390
1391         if ( Game_flash_blue < -1.0f )  {
1392                 Game_flash_blue = -1.0f;
1393         } else if ( Game_flash_blue > 1.0f )    {
1394                 Game_flash_blue = 1.0f;
1395         }
1396
1397 }
1398
1399 // Adds a flash for Big Ship explosions
1400 // cap range from 0 to 1
1401 void big_explosion_flash(float flash)
1402 {
1403         Big_expl_flash.flash_start = timestamp(1);
1404
1405         if (flash > 1.0f) {
1406                 flash = 1.0f;
1407         } else if (flash < 0.0f) {
1408                 flash = 0.0f;
1409         }
1410
1411         Big_expl_flash.max_flash_intensity = flash;
1412         Big_expl_flash.cur_flash_intensity = 0.0f;
1413 }
1414
1415 //      Amount to diminish palette towards normal, per second.
1416 #define DIMINISH_RATE   0.75f
1417 #define SUN_DIMINISH_RATE       6.00f
1418
1419 int Sun_drew = 0;
1420
1421 float sn_glare_scale = 1.7f;
1422 DCF(sn_glare, "")
1423 {
1424         dc_get_arg(ARG_FLOAT);
1425         sn_glare_scale = Dc_arg_float;
1426 }
1427
1428 float Supernova_last_glare = 0.0f;
1429 void game_sunspot_process(float frametime)
1430 {
1431         int n_lights, idx;
1432         int sn_stage;
1433         float Sun_spot_goal = 0.0f;
1434
1435         // supernova
1436         sn_stage = supernova_active();
1437         if(sn_stage){           
1438                 // sunspot differently based on supernova stage
1439                 switch(sn_stage){
1440                 // approaching. player still in control
1441                 case 1:                 
1442                         float pct;
1443                         pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1444
1445                         vector light_dir;                               
1446                         light_get_global_dir(&light_dir, 0);
1447                         float dot;
1448                         dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1449                         
1450                         if(dot >= 0.0f){
1451                                 // scale it some more
1452                                 dot = dot * (0.5f + (pct * 0.5f));
1453                                 dot += 0.05f;                                   
1454
1455                                 Sun_spot_goal += (dot * sn_glare_scale);
1456                         }
1457
1458                         // draw the sun glow
1459                         if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) )    {
1460                                 // draw the glow for this sun
1461                                 stars_draw_sun_glow(0); 
1462                         }
1463
1464                         Supernova_last_glare = Sun_spot_goal;
1465                         break;
1466
1467                 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1468                 case 2:                                         
1469                 case 3:
1470                         Sun_spot_goal = 0.9f;
1471                         Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1472
1473                         if(Sun_spot_goal > 1.0f){
1474                                 Sun_spot_goal = 1.0f;
1475                         }
1476
1477                         Sun_spot_goal *= sn_glare_scale;
1478                         Supernova_last_glare = Sun_spot_goal;
1479                         break;          
1480
1481                 // fade to white. display dead popup
1482                 case 4:
1483                 case 5:
1484                         Supernova_last_glare += (2.0f * flFrametime);
1485                         if(Supernova_last_glare > 2.0f){
1486                                 Supernova_last_glare = 2.0f;
1487                         }
1488
1489                         Sun_spot_goal = Supernova_last_glare;
1490                         break;
1491                 }
1492         
1493                 Sun_drew = 0;                           
1494         } else {
1495                 if ( Sun_drew ) {
1496                         // check sunspots for all suns
1497                         n_lights = light_get_global_count();
1498
1499                         // check
1500                         for(idx=0; idx<n_lights; idx++){
1501                                 //(vector *eye_pos, matrix *eye_orient)
1502                                 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) )  {
1503
1504                                         vector light_dir;                               
1505                                         light_get_global_dir(&light_dir, idx);
1506
1507                                         float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1508
1509                                         Sun_spot_goal += (float)pow(dot,85.0f);
1510
1511                                         // draw the glow for this sun
1512                                         stars_draw_sun_glow(idx);                               
1513                                 } else {
1514                                         Sun_spot_goal = 0.0f;
1515                                 }
1516                         }
1517
1518                         Sun_drew = 0;
1519                 } else {
1520                         Sun_spot_goal = 0.0f;
1521                 }
1522         }
1523
1524         float dec_amount = frametime*SUN_DIMINISH_RATE;
1525
1526         if ( Sun_spot < Sun_spot_goal ) {
1527                 Sun_spot += dec_amount;
1528                 if ( Sun_spot > Sun_spot_goal ) {
1529                         Sun_spot = Sun_spot_goal;
1530                 }
1531         } else if ( Sun_spot > Sun_spot_goal )  {
1532                 Sun_spot -= dec_amount;
1533                 if ( Sun_spot < Sun_spot_goal ) {
1534                         Sun_spot = Sun_spot_goal;
1535                 }
1536         }
1537 }
1538
1539
1540 // Call once a frame to diminish the
1541 // flash effect to 0.
1542 void game_flash_diminish(float frametime)
1543 {
1544         float dec_amount = frametime*DIMINISH_RATE;
1545
1546         if ( Game_flash_red > 0.0f ) {
1547                 Game_flash_red -= dec_amount;           
1548                 if ( Game_flash_red < 0.0f )
1549                         Game_flash_red = 0.0f;
1550         } else {
1551                 Game_flash_red += dec_amount;           
1552                 if ( Game_flash_red > 0.0f )
1553                         Game_flash_red = 0.0f;
1554         } 
1555
1556         if ( Game_flash_green > 0.0f ) {
1557                 Game_flash_green -= dec_amount;         
1558                 if ( Game_flash_green < 0.0f )
1559                         Game_flash_green = 0.0f;
1560         } else {
1561                 Game_flash_green += dec_amount;         
1562                 if ( Game_flash_green > 0.0f )
1563                         Game_flash_green = 0.0f;
1564         } 
1565
1566         if ( Game_flash_blue > 0.0f ) {
1567                 Game_flash_blue -= dec_amount;          
1568                 if ( Game_flash_blue < 0.0f )
1569                         Game_flash_blue = 0.0f;
1570         } else {
1571                 Game_flash_blue += dec_amount;          
1572                 if ( Game_flash_blue > 0.0f )
1573                         Game_flash_blue = 0.0f;
1574         } 
1575
1576         // update big_explosion_cur_flash
1577 #define TIME_UP         1500
1578 #define TIME_DOWN       2500
1579         int duration = TIME_UP + TIME_DOWN;
1580         int time = timestamp_until(Big_expl_flash.flash_start);
1581         if (time > -duration) {
1582                 time = -time;
1583                 if (time < TIME_UP) {
1584                         Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1585                 } else {
1586                         time -= TIME_UP;
1587                         Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1588                 }
1589         }
1590         
1591         if ( Use_palette_flash )        {
1592                 int r,g,b;
1593 //              static int or=0, og=0, ob=0;
1594
1595                 // Change the 200 to change the color range of colors.
1596                 r = fl2i( Game_flash_red*128.0f );  
1597                 g = fl2i( Game_flash_green*128.0f );   
1598                 b = fl2i( Game_flash_blue*128.0f );  
1599
1600                 if ( Sun_spot > 0.0f )  {
1601                         r += fl2i(Sun_spot*128.0f);
1602                         g += fl2i(Sun_spot*128.0f);
1603                         b += fl2i(Sun_spot*128.0f);
1604                 }
1605
1606                 if ( Big_expl_flash.cur_flash_intensity  > 0.0f ) {
1607                         r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1608                         g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1609                         b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1610                 }
1611
1612                 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1613                 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1614                 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1615
1616                 if ( (r!=0) || (g!=0) || (b!=0) ) {
1617                         gr_flash( r, g, b );
1618
1619                         //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1620
1621 //                      or = r;
1622 //                      og = g;
1623 //                      ob = b;
1624                 }
1625         }
1626         
1627 }
1628
1629
1630 void game_level_close()
1631 {
1632         // De-Initialize the game subsystems
1633         event_music_level_close();
1634         game_stop_looped_sounds();
1635         snd_stop_all();
1636         obj_snd_level_close();                                  // uninit object-linked persistant sounds
1637         gamesnd_unload_gameplay_sounds();       // unload gameplay sounds from memory
1638         anim_level_close();                                             // stop and clean up any anim instances
1639         message_mission_shutdown();                             // called after anim_level_close() to make sure anim instances are free
1640         shockwave_level_close();
1641         fireball_level_close(); 
1642         shield_hit_close();
1643         mission_event_shutdown();
1644         asteroid_level_close();
1645         flak_level_close();                                             // unload flak stuff
1646         neb2_level_close();                                             // shutdown gaseous nebula stuff
1647         ct_level_close();
1648         beam_level_close();
1649         mflash_level_close();
1650         mission_brief_common_reset();                   // close out parsed briefing/mission stuff
1651
1652         audiostream_unpause_all();
1653         Game_paused = 0;
1654 }
1655
1656
1657 // intializes game stuff and loads the mission.  Returns 0 on failure, 1 on success
1658 // input: seed =>       DEFAULT PARAMETER (value -1).  Only set by demo playback code.
1659 void game_level_init(int seed)
1660 {
1661         // seed the random number generator
1662         if ( seed == -1 ) {
1663                 // if no seed was passed, seed the generator either from the time value, or from the
1664                 // netgame security flags -- ensures that all players in multiplayer game will have the
1665                 // same randon number sequence (with static rand functions)
1666                 if ( Game_mode & GM_NORMAL ) {
1667                         Game_level_seed = (int)time(NULL);
1668                 } else {
1669                         Game_level_seed = Netgame.security;
1670                 }
1671         } else {
1672                 // mwa 9/17/98 -- maybe this assert isn't needed????
1673                 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1674                 Game_level_seed = seed;
1675         }
1676         srand( Game_level_seed );
1677
1678         // semirand function needs to get re-initted every time in multiplayer
1679         if ( Game_mode & GM_MULTIPLAYER ){
1680                 init_semirand();
1681         }
1682
1683         Framecount = 0;
1684
1685         Key_normal_game = (Game_mode & GM_NORMAL);
1686         Cheats_enabled = 0;
1687
1688         Game_shudder_time = -1;
1689
1690         // Initialize the game subsystems
1691 //      timestamp_reset();                      // Must be inited before everything else
1692         if(!Is_standalone){
1693                 game_reset_time();                      // resets time, and resets saved time too
1694         }
1695         obj_init();                                             // Must be inited before the other systems
1696         model_free_all();                               // Free all existing models
1697         mission_brief_common_init();            // Free all existing briefing/debriefing text
1698         weapon_level_init();
1699         ai_level_init();                                //      Call this before ship_init() because it reads ai.tbl.
1700         ship_level_init();
1701         player_level_init();    
1702         shipfx_flash_init();                    // Init the ship gun flash system.
1703         game_flash_reset();                     // Reset the flash effect
1704         particle_init();                                // Reset the particle system
1705         fireball_init();
1706         debris_init();
1707         cmeasure_init();
1708         shield_hit_init();                              //      Initialize system for showing shield hits
1709         radar_mission_init();
1710         mission_init_goals();
1711         mission_log_init();
1712         messages_init();
1713         obj_snd_level_init();                                   // init object-linked persistant sounds
1714         anim_level_init();
1715         shockwave_level_init();
1716         afterburner_level_init();
1717         scoring_level_init( &Player->stats );
1718         key_level_init();
1719         asteroid_level_init();
1720         control_config_clear_used_status();
1721         collide_ship_ship_sounds_init();
1722         Missiontime = 0;
1723         Pre_player_entry = 1;                   //      Means the player has not yet entered.
1724         Entry_delay_time = 0;                   //      Could get overwritten in mission read.
1725         fireball_preload();                             //      page in warphole bitmaps
1726         observer_init();
1727         flak_level_init();                              // initialize flak - bitmaps, etc
1728         ct_level_init();                                        // initialize ships contrails, etc
1729         awacs_level_init();                             // initialize AWACS
1730         beam_level_init();                              // initialize beam weapons
1731         mflash_level_init();
1732         ssm_level_init();       
1733         supernova_level_init();
1734
1735         // multiplayer dogfight hack
1736         dogfight_blown = 0;
1737
1738         shipfx_engine_wash_level_init();
1739
1740         nebl_level_init();
1741
1742         Last_view_target = NULL;
1743         Game_paused = 0;
1744
1745         Game_no_clear = 0;
1746
1747         // campaign wasn't ended
1748         Campaign_ended_in_mission = 0;
1749 }
1750
1751 // called when a mission is over -- does server specific stuff.
1752 void freespace_stop_mission()
1753 {       
1754         game_level_close();
1755         Game_mode &= ~GM_IN_MISSION;
1756 }
1757
1758 // called at frame interval to process networking stuff
1759 void game_do_networking()
1760 {
1761         SDL_assert( Net_player != NULL );
1762         if (!(Game_mode & GM_MULTIPLAYER)){
1763                 return;
1764         }
1765
1766         // see if this player should be reading/writing data.  Bit is set when at join
1767         // screen onward until quits back to main menu.
1768         if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1769                 return;
1770         }
1771
1772         if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1773                 multi_do_frame();
1774         } else {
1775                 multi_pause_do_frame();
1776         }       
1777 }
1778
1779
1780 // Loads the best palette for this level, based
1781 // on nebula color and hud color.  You could just call palette_load_table with
1782 // the appropriate filename, but who wants to do that.
1783 void game_load_palette()
1784 {
1785         char palette_filename[1024];
1786
1787         // We only use 3 hud colors right now
1788 #ifdef MAKE_FS1
1789         SDL_assert( HUD_config.main_color >= 0 );
1790         SDL_assert( HUD_config.main_color <= 2 );
1791 #endif
1792
1793         SDL_assert( Mission_palette >= 0 );
1794         SDL_assert( Mission_palette <= 98 );
1795
1796 #ifdef MAKE_FS1
1797         if ( The_mission.flags & MISSION_FLAG_SUBSPACE )        {
1798                 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1799         } else {
1800                 SDL_snprintf( palette_filename, SDL_arraysize(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1801         }
1802
1803         mprintf(( "Loading palette %s\n", palette_filename ));
1804
1805         palette_load_table(palette_filename);
1806 #else
1807         SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1808
1809         mprintf(( "Loading palette %s\n", palette_filename ));
1810 #endif
1811 }
1812
1813 void game_post_level_init()
1814 {
1815         // Stuff which gets called after mission is loaded.  Because player isn't created until
1816         // after mission loads, some things must get initted after the level loads
1817
1818         model_level_post_init();
1819
1820         HUD_init();
1821         hud_setup_escort_list();
1822         mission_hotkey_set_defaults();  // set up the default hotkeys (from mission file)
1823
1824         stars_level_init();     
1825         neb2_level_init();              
1826
1827 #ifndef NDEBUG
1828         game_event_debug_init();
1829 #endif
1830
1831         training_mission_init();
1832         asteroid_create_all();
1833         
1834         game_framerate_check_init();
1835 }
1836
1837
1838 // An estimate as to how high the count passed to game_loading_callback will go.
1839 // This is just a guess, it seems to always be about the same.   The count is
1840 // proportional to the code being executed, not the time, so this works good
1841 // for a bar, assuming the code does about the same thing each time you
1842 // load a level.   You can find this value by looking at the return value
1843 // of game_busy_callback(NULL), which I conveniently print out to the
1844 // debug output window with the '=== ENDING LOAD ==' stuff.   
1845 //#define COUNT_ESTIMATE 3706
1846 #define COUNT_ESTIMATE 1111
1847
1848 int Game_loading_callback_inited = 0;
1849
1850 int Game_loading_background = -1;
1851 anim * Game_loading_ani = NULL;
1852 anim_instance   *Game_loading_ani_instance;
1853 int Game_loading_frame=-1;
1854 int Game_loading_ani_bitmap = -1;
1855
1856 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1857         {
1858 #if defined(FS1_DEMO)
1859                 133, 337
1860 #elif defined(MAKE_FS1)
1861                 118, 316
1862 #else
1863                 63, 316  // GR_640
1864 #endif
1865         },
1866         {
1867                 101, 505        // GR_1024
1868         }
1869 };
1870
1871 // This gets called 10x per second and count is the number of times 
1872 // game_busy() has been called since the current callback function
1873 // was set.
1874 extern "C"
1875 void game_loading_callback(int count)
1876 {       
1877         game_do_networking();
1878
1879         SDL_assert( Game_loading_callback_inited==1 );
1880         SDL_assert( Game_loading_ani != NULL );
1881
1882         int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1883         if ( framenum > Game_loading_ani->total_frames-1 )      {
1884                 framenum = Game_loading_ani->total_frames-1;
1885         } else if ( framenum < 0 )      {
1886                 framenum = 0;
1887         }
1888
1889         int cbitmap = -1;
1890         while ( Game_loading_frame < framenum ) {
1891                 Game_loading_frame++;
1892                 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1893         }
1894
1895         if (cbitmap > -1) {
1896                 if (Game_loading_ani_bitmap > -1) {
1897                         bm_release(Game_loading_ani_bitmap);
1898                 }
1899
1900                 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame ,  Game_loading_ani->total_frames, cbitmap ));
1901                 Game_loading_ani_bitmap = cbitmap;
1902         }
1903
1904         if (Game_loading_background > -1) {
1905                 gr_set_bitmap(Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1906                 gr_bitmap(0, 0);
1907         } else {
1908                 gr_clear();
1909         }
1910
1911         if (Game_loading_ani_bitmap > -1) {
1912                 gr_set_bitmap(Game_loading_ani_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1913                 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0], Game_loading_ani_coords[gr_screen.res][1]);
1914         }
1915
1916         gr_flip();
1917
1918 #ifdef __EMSCRIPTEN__
1919         emscripten_sleep(10);
1920 #endif
1921 }
1922
1923 void game_loading_callback_init()
1924 {
1925         SDL_assert( Game_loading_callback_inited==0 );
1926
1927         Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1928 #ifdef MAKE_FS1
1929         common_set_interface_palette("InterfacePalette");  // set the interface palette
1930 #endif
1931
1932
1933         Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1934         SDL_assert( Game_loading_ani != NULL );
1935         Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1936         SDL_assert( Game_loading_ani_instance != NULL );
1937         Game_loading_frame = -1;
1938         Game_loading_ani_bitmap = -1;
1939
1940         Game_loading_callback_inited = 1;
1941         Mouse_hidden = 1;
1942         game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 ); 
1943
1944
1945 }
1946
1947 extern "C"
1948 void game_loading_callback_close()
1949 {
1950         SDL_assert( Game_loading_callback_inited==1 );
1951
1952         // Make sure bar shows all the way over.
1953         game_loading_callback(COUNT_ESTIMATE);
1954
1955 #ifndef NDEBUG
1956         int real_count = game_busy_callback( NULL );
1957
1958         mprintf(( "=================== ENDING LOAD ================\n" ));
1959         mprintf(( "Real count = %d,  Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1960         mprintf(( "================================================\n" ));
1961 #else
1962         game_busy_callback( NULL );
1963 #endif
1964
1965         Mouse_hidden = 0;
1966
1967         Game_loading_callback_inited = 0;
1968
1969         free_anim_instance(Game_loading_ani_instance);
1970         Game_loading_ani_instance = NULL;
1971         anim_free(Game_loading_ani);
1972         Game_loading_ani = NULL;
1973
1974         if (Game_loading_ani_bitmap > -1) {
1975                 bm_release(Game_loading_ani_bitmap);
1976                 Game_loading_ani_bitmap = -1;
1977         }
1978
1979         if (Game_loading_background > -1) {
1980                 bm_release(Game_loading_background);
1981                 Game_loading_background = -1;
1982         }
1983
1984         common_free_interface_palette();                // restore game palette
1985
1986
1987         gr_set_font( FONT1 );
1988 }
1989
1990 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1991 //
1992 void game_maybe_update_sound_environment()
1993 {
1994         // do nothing for now
1995 }
1996
1997 // Assign the sound environment for the game, based on the current mission
1998 //
1999 void game_assign_sound_environment()
2000 {
2001 #ifdef MAKE_FS1
2002         if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
2003                 Game_sound_env.id = SND_ENV_DRUGGED;
2004                 Game_sound_env.volume = 0.800f;
2005                 Game_sound_env.damping = 1.188f;
2006                 Game_sound_env.decay = 6.392f;
2007 #ifndef FS1_DEMO
2008         } else if (Num_asteroids > 30) {
2009                 Game_sound_env.id = SND_ENV_AUDITORIUM;
2010                 Game_sound_env.volume = 0.603f;
2011                 Game_sound_env.damping = 0.5f;
2012                 Game_sound_env.decay = 4.279f;
2013 #endif
2014         } else {
2015                 Game_sound_env = Game_default_sound_env;
2016         }
2017 #else
2018         Game_sound_env = Game_default_sound_env;
2019 #endif
2020
2021         Game_sound_env_update_timestamp = timestamp(1);
2022 }
2023
2024 // function which gets called before actually entering the mission.  It is broken down into a funciton
2025 // since it will get called in one place from a single player game and from another place for
2026 // a multiplayer game
2027 extern "C"
2028 void freespace_mission_load_stuff()
2029 {
2030         // called if we're not on a freespace dedicated (non rendering, no pilot) server
2031         // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2032         if(!(Game_mode & GM_STANDALONE_SERVER)){        
2033         
2034                 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2035
2036                 game_loading_callback_init();
2037                 
2038                 event_music_level_init();       // preloads the first 2 seconds for each event music track
2039                 game_busy();
2040
2041                 gamesnd_unload_interface_sounds();              // unload interface sounds from memory
2042                 game_busy();
2043
2044                 gamesnd_preload_common_sounds();                        // load in sounds that are expected to play
2045                 game_busy();
2046
2047                 ship_assign_sound_all();        // assign engine sounds to ships
2048                 game_assign_sound_environment();         // assign the sound environment for this mission
2049                 game_busy();
2050
2051                 // call function in missionparse.cpp to fixup player/ai stuff.
2052                 mission_parse_fixup_players();
2053                 game_busy();
2054
2055                 // Load in all the bitmaps for this level
2056                 level_page_in();
2057
2058                 game_busy();
2059
2060                 game_loading_callback_close();  
2061         } 
2062         // the only thing we need to call on the standalone for now.
2063         else {
2064                 // call function in missionparse.cpp to fixup player/ai stuff.
2065                 mission_parse_fixup_players();
2066
2067                 // Load in all the bitmaps for this level
2068                 level_page_in();
2069         }
2070 }
2071
2072 time_t load_gl_init;
2073 time_t load_mission_load;
2074 time_t load_post_level_init;
2075 time_t load_mission_stuff;
2076
2077 // tells the server to load the mission and initialize structures
2078 extern "C"
2079 int game_start_mission()
2080 {       
2081         mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2082         
2083         load_gl_init = time(NULL);
2084         game_level_init();
2085         load_gl_init = time(NULL) - load_gl_init;
2086         
2087         if (Game_mode & GM_MULTIPLAYER) {
2088                 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2089
2090                 // clear multiplayer stats
2091                 init_multiplayer_stats();
2092         }
2093
2094         load_mission_load = time(NULL);
2095         if (mission_load()) {
2096                 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2097                         popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2098                         gameseq_post_event(GS_EVENT_MAIN_MENU);
2099                 } else {
2100                         multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2101                 }
2102
2103                 return 0;
2104         }
2105         load_mission_load = time(NULL) - load_mission_load;
2106
2107         // If this is a red alert mission in campaign mode, bash wingman status
2108         if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2109                 red_alert_bash_wingman_status();
2110         }
2111
2112         // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2113         if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2114                 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2115 #ifdef MAKE_FS1
2116                 game_load_palette();
2117 #endif
2118         }
2119
2120         load_post_level_init = time(NULL);
2121         game_post_level_init();
2122         load_post_level_init = time(NULL) - load_post_level_init;
2123
2124         #ifndef NDEBUG
2125         {
2126                 void Do_model_timings_test();
2127                 Do_model_timings_test();        
2128         }
2129         #endif
2130
2131         load_mission_stuff = time(NULL);
2132         freespace_mission_load_stuff();
2133         load_mission_stuff = time(NULL) - load_mission_stuff;
2134
2135         return 1;
2136 }
2137
2138 int Interface_framerate = 0;
2139 #ifndef NDEBUG
2140
2141 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2142 DCF_BOOL( show_framerate, Show_framerate )
2143 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2144 DCF_BOOL( show_target_weapons, Show_target_weapons )
2145 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2146 DCF_BOOL( sound, Sound_enabled )
2147 DCF_BOOL( zbuffer, game_zbuffer )
2148 DCF_BOOL( shield_system, New_shield_system )
2149 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2150 DCF_BOOL( player_attacking, Player_attacking_enabled )
2151 DCF_BOOL( show_waypoints, Show_waypoints )
2152 DCF_BOOL( show_area_effect, Show_area_effect )
2153 DCF_BOOL( show_net_stats, Show_net_stats )
2154 DCF_BOOL( log, Log_debug_output_to_file )
2155 DCF_BOOL( training_msg_method, Training_msg_method )
2156 DCF_BOOL( show_player_pos, Show_player_pos )
2157 DCF_BOOL(i_framerate, Interface_framerate )
2158
2159 DCF(show_mem,"Toggles showing mem usage")
2160 {
2161         if ( Dc_command )       {       
2162                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2163                 if ( Dc_arg_type & ARG_TRUE )   Show_mem = 1;   
2164                 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;       
2165                 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;       
2166
2167                 if ( Show_mem ) {
2168                         Show_cpu = 0;
2169                 }
2170         }       
2171         if ( Dc_help )  dc_printf( "Usage: Show_mem\nSets show_mem to true or false.  If nothing passed, then toggles it.\n" ); 
2172         if ( Dc_status )        {
2173                 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );     
2174                 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );     
2175         }
2176 }
2177
2178 DCF(show_cpu,"Toggles showing cpu usage")
2179 {
2180         if ( Dc_command )       {       
2181                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2182                 if ( Dc_arg_type & ARG_TRUE )   Show_cpu = 1;   
2183                 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;       
2184                 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;       
2185
2186                 if ( Show_cpu ) {
2187                         Show_mem = 0;
2188                 }
2189         }       
2190         if ( Dc_help )  dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false.  If nothing passed, then toggles it.\n" ); 
2191         if ( Dc_status )        {
2192                 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );     
2193                 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );     
2194
2195         }
2196 }
2197
2198 #else
2199
2200         // AL 4-8-98: always allow players to display their framerate
2201
2202         #ifdef FS2_DEMO
2203                 DCF_BOOL( show_framerate, Show_framerate )
2204         #endif
2205
2206 #endif  // NDEBUG
2207
2208                         int Game_init_seed;
2209
2210 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2211 {
2212         if ( Dc_command )       {       
2213                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2214                 if ( Dc_arg_type & ARG_TRUE )   Use_joy_mouse = 1;      
2215                 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;  
2216                 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;  
2217         }       
2218         if ( Dc_help )  dc_printf( "Usage: use_joy_mouse [bool]\nSets use_joy_mouse to true or false.  If nothing passed, then toggles it.\n" );        
2219         if ( Dc_status )        dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );   
2220
2221         os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2222 }
2223
2224 DCF(palette_flash,"Toggles palette flash effect on/off")
2225 {
2226         if ( Dc_command )       {       
2227                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2228                 if ( Dc_arg_type & ARG_TRUE )   Use_palette_flash = 1;  
2229                 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;      
2230                 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;      
2231         }       
2232         if ( Dc_help )  dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false.  If nothing passed, then toggles it.\n" );        
2233         if ( Dc_status )        dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );       
2234 }
2235
2236 int Use_low_mem = 0;
2237
2238 DCF(low_mem,"Uses low memory settings regardless of RAM")
2239 {
2240         if ( Dc_command )       {       
2241                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2242                 if ( Dc_arg_type & ARG_TRUE )   Use_low_mem = 1;        
2243                 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;    
2244                 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;    
2245         }       
2246         if ( Dc_help )  dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false.  If nothing passed, then toggles it.\n" );    
2247         if ( Dc_status )        dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );   
2248
2249         os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2250 }
2251
2252
2253 int     Framerate_delay = 0;
2254
2255 float Freespace_gamma = 1.8f;
2256
2257 DCF(gamma,"Sets Gamma factor")
2258 {
2259         if ( Dc_command )       {
2260                 dc_get_arg(ARG_FLOAT|ARG_NONE);
2261                 if ( Dc_arg_type & ARG_FLOAT )  {
2262                         Freespace_gamma = Dc_arg_float;
2263                 } else {
2264                         dc_printf( "Gamma reset to 1.0f\n" );
2265                         Freespace_gamma = 1.0f;
2266                 }
2267                 if ( Freespace_gamma < 0.1f )   {
2268                         Freespace_gamma = 0.1f;
2269                 } else if ( Freespace_gamma > 5.0f )    {
2270                         Freespace_gamma = 5.0f;
2271                 }
2272                 gr_set_gamma(Freespace_gamma);
2273
2274                 char tmp_gamma_string[32];
2275                 SDL_snprintf( tmp_gamma_string, SDL_arraysize(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2276                 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2277         }
2278
2279         if ( Dc_help )  {
2280                 dc_printf( "Usage: gamma <float>\n" );
2281                 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2282                 Dc_status = 0;  // don't print status if help is printed.  Too messy.
2283         }
2284
2285         if ( Dc_status )        {
2286                 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2287         }
2288 }
2289
2290 extern void bm_init();
2291
2292 extern "C"
2293 void game_init()
2294 {
2295         Game_current_mission_filename[0] = 0;
2296
2297         // seed the random number generator
2298         Game_init_seed = (int)time(NULL);
2299         srand( Game_init_seed );
2300
2301         Framerate_delay = 0;
2302
2303         #ifndef NDEBUG
2304         load_filter_info();
2305         #endif
2306
2307         bm_init();
2308
2309         // encrypt stuff
2310         encrypt_init();
2311
2312         // Initialize the timer before the os
2313         timer_init();
2314
2315 #ifndef NDEBUG
2316         int s1, e1;
2317         // int s2, e2;
2318
2319         //Initialize the libraries
2320         s1 = timer_get_milliseconds();
2321 #endif
2322
2323         if ( cfile_init() ) {                   // initialize before calling any cfopen stuff!!!
2324                 exit(1);
2325         }
2326
2327 #ifndef NDEBUG
2328         e1 = timer_get_milliseconds();
2329 #endif
2330
2331         // time a bunch of cfopens      
2332         /*
2333         s2 = timer_get_milliseconds();  
2334         CFILE *whee;
2335         for(int idx=0; idx<10000; idx++){
2336                 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2337                 if(whee != NULL){
2338                         cfclose(whee);
2339                 }
2340                 whee = NULL;
2341                 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2342         }
2343         e2 = timer_get_milliseconds();  
2344         */
2345
2346         os_init( Osreg_class_name, Osreg_app_name );
2347         os_set_title(Osreg_title);
2348
2349         // initialize localization module. Make sure this is down AFTER initialzing OS.
2350 //      int t1 = timer_get_milliseconds();
2351         lcl_init( detect_lang() );
2352         lcl_xstr_init();
2353 //      mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2354
2355         // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2356         verify_ships_tbl();
2357
2358         // verify that he has a valid weapons.tbl
2359         verify_weapons_tbl();
2360
2361         // Output version numbers to registry for auto patching purposes
2362         os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2363         os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2364         os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2365
2366         Use_joy_mouse = 0;              //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2367         //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2368         Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2369
2370         // show the FPS counter if the config file says so
2371         Show_framerate = os_config_read_uint( "Video", "ShowFPS", Show_framerate );
2372
2373 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2374         Asteroids_enabled = 1;          
2375 #endif
2376
2377 /////////////////////////////
2378 // SOUND INIT START
2379 /////////////////////////////
2380
2381         if (!Is_standalone) {
2382                 snd_init();
2383         }
2384
2385 /////////////////////////////
2386 // SOUND INIT END
2387 /////////////////////////////
2388
2389
2390         gr_init();
2391
2392         os_set_icon();
2393
2394 #if defined(FS2_DEMO) || defined(OEM_BUILD)
2395         // add title screen
2396         if(!Is_standalone){
2397                 display_title_screen();
2398         }
2399 #endif
2400
2401         // If less than 48MB of RAM, use low memory model.
2402         if ( (Freespace_total_ram < 48) || Use_low_mem )        {
2403                 mprintf(( "Using normal memory settings...\n" ));
2404                 bm_set_low_mem(1);              // Use every other frame of bitmaps
2405         } else {
2406                 mprintf(( "Using high memory settings...\n" ));
2407                 bm_set_low_mem(0);              // Use all frames of bitmaps
2408         }
2409
2410         // load non-darkening pixel defs
2411         palman_load_pixels();
2412
2413         // hud shield icon stuff
2414         hud_shield_game_init();
2415
2416         control_config_common_init();                           // sets up localization stuff in the control config
2417         parse_rank_tbl();
2418         parse_medal_tbl();
2419         cutscene_init();
2420         key_init();
2421         mouse_init();
2422         gamesnd_parse_soundstbl();
2423         radar_init();
2424         gameseq_init();
2425         multi_init();   
2426
2427         // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2428         if(!Is_standalone){
2429                 joy_init();
2430         }
2431
2432         player_controls_init();
2433         model_init();   
2434
2435         //if(!Is_standalone){
2436                 event_music_init();
2437         //}     
2438
2439         obj_init();     
2440         mflash_game_init();     
2441         weapon_init();  
2442         ai_init();              
2443         ship_init();                                            // read in ships.tbl    
2444         player_init();  
2445         mission_campaign_init();                // load in the default campaign 
2446         anim_init();
2447 //      navmap_init();                                          // init the navigation map system
2448         context_help_init();                    
2449         techroom_intel_init();                  // parse species.tbl, load intel info   
2450         // initialize psnet
2451         psnet_init( Multi_options_g.protocol, Multi_options_g.port );                                           // initialize the networking code               
2452         init_animating_pointer();       
2453         asteroid_init();
2454         mission_brief_common_init();    // Mark all the briefing structures as empty.           
2455         gr_font_init();                                 // loads up all fonts           
2456
2457         neb2_init();                                            // fullneb stuff
2458         nebl_init();
2459         stars_init();
2460         ssm_init();     
2461         player_tips_init();                             // helpful tips
2462         beam_init();
2463         
2464         // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2465         pilot_load_pic_list();  
2466         pilot_load_squad_pic_list();
2467
2468         load_animating_pointer(NOX("cursor"), 0, 0);    
2469
2470         // initialize alpha colors
2471         alpha_colors_init();    
2472
2473         Viewer_mode = 0;
2474 //      Game_music_paused = 0;
2475         Game_paused = 0;
2476
2477         if (Is_standalone) {
2478                 std_init_standalone();
2479         }
2480
2481         nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2482         nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2483
2484         mprintf(("cfile_init() took %d\n", e1 - s1));
2485         // mprintf(("1000 cfopens() took %d\n", e2 - s2));      
2486 }
2487
2488 char transfer_text[128];
2489
2490 float   Start_time = 0.0f;
2491
2492 float Framerate = 0.0f;
2493
2494 float Timing_total = 0.0f;
2495 float Timing_render2 = 0.0f;
2496 float Timing_render3 = 0.0f;
2497 float Timing_flip = 0.0f;
2498 float Timing_clear = 0.0f;
2499
2500 MONITOR(NumPolysDrawn);
2501 MONITOR(NumPolys);
2502 MONITOR(NumVerts);
2503 MONITOR(BmpUsed);
2504 MONITOR(BmpNew);
2505
2506 void game_get_framerate()
2507 {
2508         if ( frame_int == -1 )  {
2509                 int i;
2510                 for (i=0; i<FRAME_FILTER; i++ ) {
2511                         frametimes[i] = 0.0f;
2512                 }
2513                 frametotal = 0.0f;
2514                 frame_int = 0;
2515         }
2516         frametotal -= frametimes[frame_int];
2517         frametotal += flFrametime;
2518         frametimes[frame_int] = flFrametime;
2519         frame_int = (frame_int + 1 ) % FRAME_FILTER;
2520
2521         if ( frametotal != 0.0 )        {
2522                 if ( Framecount >= FRAME_FILTER )
2523                         Framerate = FRAME_FILTER / frametotal;
2524                 else
2525                         Framerate = Framecount / frametotal;
2526         }
2527         Framecount++;
2528
2529         if (Show_framerate)     {
2530                 gr_set_color_fast(&HUD_color_debug);
2531                 gr_printf(570, 2, NOX("FPS: %.1f"), Framerate);
2532         }
2533 }
2534
2535 void game_show_framerate()
2536 {       
2537         float   cur_time;
2538
2539         cur_time = f2fl(timer_get_approx_seconds());
2540         if (cur_time - Start_time > 30.0f) {
2541                 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2542                 Start_time += 1000.0f;
2543         }
2544
2545         //mprintf(( "%s\n", text ));
2546
2547 #ifndef NDEBUG
2548         if ( Debug_dump_frames )
2549                 return;
2550 #endif  
2551
2552         // possibly show control checking info
2553         control_check_indicate();
2554
2555 //      int bitmaps_used_this_frame, bitmaps_new_this_frame;
2556 //      bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2557 //      MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2558 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2559
2560 #ifndef NDEBUG
2561         if ( Show_cpu == 1 ) {
2562                 
2563                 int sx,sy,dy;
2564                 sx = 530;
2565                 sy = 15;
2566                 dy = gr_get_font_height() + 1;
2567
2568                 gr_set_color_fast(&HUD_color_debug);
2569
2570                 {
2571                         extern int Gr_textures_in;
2572                         gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2573                         sy += dy;
2574                 }
2575 //              gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2576 //              sy += dy;
2577                 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2578                 sy += dy;
2579                 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2580                 sy += dy;
2581                 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2582                 sy += dy;
2583                 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2584                 sy += dy;
2585
2586                 {
2587
2588                         extern int Num_pairs;           // Number of object pairs that were checked.
2589                         gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2590                         sy += dy;
2591
2592                         extern int Num_pairs_checked;   // What percent of object pairs were checked.
2593                         gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2594                         sy += dy;
2595                         Num_pairs_checked = 0;
2596
2597                 }
2598
2599                 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2600                 sy += dy;
2601
2602                 if ( Timing_total > 0.01f )     {
2603                         gr_printf(  sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2604                         sy += dy;
2605                         gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2606                         sy += dy;
2607                         gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2608                         sy += dy;
2609                         gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2610                         sy += dy;
2611                         gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2612                 }
2613         }
2614                 
2615         if ( Show_mem  ) {
2616                 
2617                 int sx,sy,dy;
2618                 sx = 530;
2619                 sy = 15;
2620                 dy = gr_get_font_height() + 1;
2621
2622                 gr_set_color_fast(&HUD_color_debug);
2623
2624                 {
2625                         extern int TotalRam;
2626                         gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2627                         sy += dy;
2628                 }       
2629
2630                 {
2631                         extern int Model_ram;
2632                         gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2633                         sy += dy;
2634                 }       
2635
2636                 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2637                 sy += dy;
2638                 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 );             // mem used to store game sound
2639                 sy += dy;
2640
2641                 {
2642                         extern int Gr_textures_in;
2643                         gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2644                 }
2645         }
2646
2647
2648         if ( Show_player_pos ) {
2649                 int sx, sy;
2650                 sx = 320;
2651                 sy = 100;
2652                 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));
2653         }
2654
2655         MONITOR_INC(NumPolys, modelstats_num_polys);
2656         MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2657         MONITOR_INC(NumVerts, modelstats_num_verts );
2658
2659         modelstats_num_polys = 0;
2660         modelstats_num_polys_drawn = 0;
2661         modelstats_num_verts = 0;
2662         modelstats_num_sortnorms = 0;
2663 #endif
2664 }
2665
2666 void game_show_standalone_framerate()
2667 {
2668         float frame_rate=30.0f;
2669         if ( frame_int == -1 )  {
2670                 int i;
2671                 for (i=0; i<FRAME_FILTER; i++ ) {
2672                         frametimes[i] = 0.0f;
2673                 }
2674                 frametotal = 0.0f;
2675                 frame_int = 0;
2676         }
2677         frametotal -= frametimes[frame_int];
2678         frametotal += flFrametime;
2679         frametimes[frame_int] = flFrametime;
2680         frame_int = (frame_int + 1 ) % FRAME_FILTER;
2681
2682         if ( frametotal != 0.0 )        {
2683                 if ( Framecount >= FRAME_FILTER ){
2684                         frame_rate = FRAME_FILTER / frametotal;
2685                 } else {
2686                         frame_rate = Framecount / frametotal;
2687                 }
2688         }
2689         std_set_standalone_fps(frame_rate);
2690         Framecount++;
2691 }
2692
2693 // function to show the time remaining in a mission.  Used only when the end-mission sexpression is used
2694 void game_show_time_left()
2695 {
2696         int diff;
2697
2698         // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2699         // mission should end (in fixed seconds).  There is code in missionparse.cpp which actually handles
2700         // checking how much time is left
2701
2702         if ( Mission_end_time == -1 ){
2703                 return;
2704         }
2705
2706         diff = f2i(Mission_end_time - Missiontime);
2707         // be sure to bash to 0.  diff could be negative on frame that we quit mission
2708         if ( diff < 0 ){
2709                 diff = 0;
2710         }
2711
2712         hud_set_default_color();
2713         gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2714 }
2715
2716 //========================================================================================
2717 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2718 //========================================================================================
2719
2720 #ifndef NDEBUG
2721
2722 DCF(ai_pause,"Pauses ai")
2723 {
2724         if ( Dc_command )       {       
2725                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2726                 if ( Dc_arg_type & ARG_TRUE )   ai_paused = 1;  
2727                 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;      
2728                 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;      
2729
2730                 if (ai_paused)  {       
2731                         obj_init_all_ships_physics();
2732                 }
2733         }       
2734         if ( Dc_help )  dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false.  If nothing passed, then toggles it.\n" );        
2735         if ( Dc_status )        dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );   
2736 }
2737
2738 DCF(single_step,"Single steps the game")
2739 {
2740         if ( Dc_command )       {       
2741                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
2742                 if ( Dc_arg_type & ARG_TRUE )   game_single_step = 1;   
2743                 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;       
2744                 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;        
2745
2746                 last_single_step = 0;   // Make so single step waits a frame before stepping
2747
2748         }       
2749         if ( Dc_help )  dc_printf( "Usage: single_step [bool]\nSets single_step to true or false.  If nothing passed, then toggles it.\n" );    
2750         if ( Dc_status )        dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );  
2751 }
2752
2753 DCF_BOOL(physics_pause, physics_paused)
2754 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2755 DCF_BOOL(ai_firing, Ai_firing_enabled )
2756
2757 // Create some simple aliases to these commands...
2758 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2759 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2760 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2761 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2762 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2763 #endif
2764
2765 //========================================================================================
2766 //========================================================================================
2767
2768
2769 void game_training_pause_do()
2770 {
2771         int key;
2772
2773         key = game_check_key();
2774         if (key > 0){
2775                 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2776         }
2777
2778         gr_flip();
2779 }
2780
2781
2782 void game_increase_skill_level()
2783 {
2784         Game_skill_level++;
2785         if (Game_skill_level >= NUM_SKILL_LEVELS){
2786                 Game_skill_level = 0;
2787         }
2788 }
2789
2790 int     Player_died_time;
2791
2792 int View_percent = 100;
2793
2794
2795 DCF(view, "Sets the percent of the 3d view to render.")
2796 {
2797         if ( Dc_command ) {
2798                 dc_get_arg(ARG_INT);
2799                 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2800                         View_percent = Dc_arg_int;
2801                 } else {
2802                         dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2803                         Dc_help = 1;
2804                 }
2805         }
2806
2807         if ( Dc_help ) {
2808                 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2809         }
2810         
2811         if ( Dc_status ) {
2812                 dc_printf("View is set to %d%%\n", View_percent );
2813         }
2814 }
2815
2816
2817 // Set the clip region for the 3d rendering window
2818 void game_set_view_clip()
2819 {
2820         if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2821                 // Set the clip region for the letterbox "dead view"
2822                 int yborder = gr_screen.max_h/4;
2823
2824                 //      Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2825                 // J.S. I've changed my ways!! See the new "no constants" code!!!
2826                 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 ); 
2827         } else {
2828                 // Set the clip region for normal view
2829                 if ( View_percent >= 100 )      {
2830                         gr_reset_clip();
2831                 } else {
2832                         int xborder, yborder;
2833
2834                         if ( View_percent < 5 ) {
2835                                 View_percent = 5;
2836                         }
2837
2838                         float fp = i2fl(View_percent)/100.0f;
2839                         int fi = fl2i(fl_sqrt(fp)*100.0f);
2840                         if ( fi > 100 ) fi=100;
2841                         
2842                         xborder = ( gr_screen.max_w*(100-fi) )/200;
2843                         yborder = ( gr_screen.max_h*(100-fi) )/200;
2844
2845                         gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2846                 }
2847         }
2848 }
2849
2850
2851 void show_debug_stuff()
2852 {
2853         int     i;
2854         int     laser_count = 0, missile_count = 0;
2855
2856         for (i=0; i<MAX_OBJECTS; i++) {
2857                 if (Objects[i].type == OBJ_WEAPON){
2858                         if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2859                                 laser_count++;
2860                         } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2861                                 missile_count++;
2862                         }
2863                 }
2864         }
2865
2866         nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2867 }
2868
2869 extern int Tool_enabled;
2870 int tst = 0;
2871 time_t tst_time = 0;
2872 int tst_big = 0;
2873 vector tst_pos;
2874 int tst_bitmap = -1;
2875 float tst_x, tst_y;
2876 float tst_offset, tst_offset_total;
2877 int tst_mode;
2878 int tst_stamp;
2879 void game_tst_frame_pre()
2880 {
2881         // start tst
2882         if(tst == 3){
2883                 tst = 0;
2884
2885                 // screen position
2886                 vertex v;
2887                 g3_rotate_vertex(&v, &tst_pos);
2888                 g3_project_vertex(&v);  
2889         
2890                 // offscreen
2891                 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2892                         return;
2893                 }       
2894
2895                 // big ship? always tst
2896                 if(tst_big){
2897                         // within 3000 meters
2898                         if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2899                                 tst = 2;                                
2900                         }
2901                 } else {                        
2902                         // within 300 meters
2903                         if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2904                                 tst = 2;                                
2905                         } 
2906                 }                       
2907         }
2908
2909 }
2910 void game_tst_frame()
2911 {
2912         int left = 0;
2913
2914         if(!Tool_enabled){
2915                 return;
2916         }
2917         
2918         // setup tst
2919         if(tst == 2){           
2920                 tst_time = time(NULL);
2921
2922                 // load the tst bitmap          
2923                 switch((int)frand_range(0.0f, 3.0)){
2924                 case 0:                 
2925                         tst_bitmap = bm_load("ig_jim");
2926                         left = 1;
2927                         mprintf(("TST 0\n"));
2928                         break;
2929
2930                 case 1:
2931                         tst_bitmap = bm_load("ig_kan");
2932                         left = 0;
2933                         mprintf(("TST 1\n"));
2934                         break;
2935
2936                 case 2:
2937                         tst_bitmap = bm_load("ig_jim");
2938                         left = 1;
2939                         mprintf(("TST 2\n"));
2940                         break;
2941                         
2942                 default:                        
2943                         tst_bitmap = bm_load("ig_kan");
2944                         left = 0;
2945                         mprintf(("TST 3\n"));
2946                         break;
2947                 }
2948
2949                 if(tst_bitmap < 0){
2950                         tst = 0;
2951                         return;
2952                 }               
2953
2954                 // get the tst bitmap dimensions
2955                 int w, h;
2956                 bm_get_info(tst_bitmap, &w, &h);
2957
2958                 // tst y
2959                 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
2960
2961                 snd_play(&Snds[SND_VASUDAN_BUP]);
2962
2963                 // tst x and direction
2964                 tst_mode = 0;
2965                 if(left){
2966                         tst_x = (float)-w;
2967                         tst_offset_total = (float)w;
2968                         tst_offset = (float)w;
2969                 } else {
2970                         tst_x = (float)gr_screen.max_w;
2971                         tst_offset_total = (float)-w;
2972                         tst_offset = (float)w;
2973                 }
2974
2975                 tst = 1;
2976         }
2977
2978         // run tst
2979         if(tst == 1){
2980                 float diff = (tst_offset_total / 0.5f) * flFrametime;
2981
2982                 // move the bitmap
2983                 if(tst_mode == 0){
2984                         tst_x += diff;
2985                         
2986                         tst_offset -= fl_abs(diff);
2987                 } else if(tst_mode == 2){
2988                         tst_x -= diff;
2989                         
2990                         tst_offset -= fl_abs(diff);
2991                 }
2992
2993                 // draw the bitmap
2994                 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2995                 gr_bitmap((int)tst_x, (int)tst_y);
2996
2997                 if(tst_mode == 1){
2998                         if(timestamp_elapsed_safe(tst_stamp, 1100)){
2999                                 tst_mode = 2;
3000                         }
3001                 } else {
3002                         // if we passed the switch point
3003                         if(tst_offset <= 0.0f){
3004                                 // switch modes
3005                                 switch(tst_mode){
3006                                 case 0:
3007                                         tst_mode = 1;
3008                                         tst_stamp = timestamp(1000);
3009                                         tst_offset = fl_abs(tst_offset_total);
3010                                         break;                          
3011
3012                                 case 2:                         
3013                                         tst = 0;
3014                                         return;
3015                                 }
3016                         }                               
3017                 }
3018         }
3019 }
3020 void game_tst_mark(object *objp, ship *shipp)
3021 {
3022         ship_info *sip; 
3023
3024         if(!Tool_enabled){
3025                 return;
3026         }
3027
3028         // bogus
3029         if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3030                 return;
3031         }
3032         sip = &Ship_info[shipp->ship_info_index];
3033
3034         // already tst
3035         if(tst){
3036                 return;
3037         }
3038
3039         tst_pos = objp->pos;
3040         if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3041                 tst_big = 1;
3042         }
3043         tst = 3;
3044 }
3045
3046 extern void render_shields();
3047
3048 void player_repair_frame(float frametime)
3049 {
3050         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3051                 int idx;
3052                 for(idx=0;idx<MAX_PLAYERS;idx++){
3053                         net_player *np;
3054
3055                         np = &Net_players[idx];
3056
3057                         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)){
3058
3059                                 // don't rearm/repair if the player is dead or dying/departing
3060                                 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3061                                         ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3062                                 }
3063                         }
3064                 }
3065         }       
3066         if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3067                 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3068         }
3069 }
3070
3071
3072 #ifndef NDEBUG
3073 #define NUM_FRAMES_TEST         300
3074 #define NUM_MIXED_SOUNDS        16
3075 void do_timing_test(float frametime)
3076 {
3077         static int framecount = 0;
3078         static int test_running = 0;
3079         static float test_time = 0.0f;
3080
3081         static int snds[NUM_MIXED_SOUNDS];
3082         int i;
3083
3084         if ( test_running ) {
3085                 framecount++;
3086                 test_time += frametime;
3087                 if ( framecount >= NUM_FRAMES_TEST ) {
3088                         test_running = 0;
3089                         nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3090                         for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3091                                 snd_stop(snds[i]);
3092                 }
3093         }
3094
3095         if ( Test_begin == 1 ) {
3096                 framecount = 0;
3097                 test_running = 1;
3098                 test_time = 0.0f;
3099                 Test_begin = 0;
3100
3101                 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3102                         snds[i] = -1;
3103
3104                 // start looping digital sounds
3105                 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3106                         snds[i] = snd_play_looping( &Snds[i], 0.0f);
3107         }
3108         
3109
3110 }
3111 #endif
3112
3113 DCF(dcf_fov, "Change the field of view")
3114 {
3115         if ( Dc_command )       {
3116                 dc_get_arg(ARG_FLOAT|ARG_NONE);
3117                 if ( Dc_arg_type & ARG_NONE )   {
3118                         Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3119                         dc_printf( "Zoom factor reset\n" );
3120                 }
3121                 if ( Dc_arg_type & ARG_FLOAT )  {
3122                         if (Dc_arg_float < 0.25f) {
3123                                 Viewer_zoom = 0.25f;
3124                                 dc_printf("Zoom factor pinned at 0.25.\n");
3125                         } else if (Dc_arg_float > 1.25f) {
3126                                 Viewer_zoom = 1.25f;
3127                                 dc_printf("Zoom factor pinned at 1.25.\n");
3128                         } else {
3129                                 Viewer_zoom = Dc_arg_float;
3130                         }
3131                 }
3132         }
3133
3134         if ( Dc_help )  
3135                 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3136
3137         if ( Dc_status )                                
3138                 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3139 }
3140
3141
3142 DCF(framerate_cap, "Sets the framerate cap")
3143 {
3144         if ( Dc_command ) {
3145                 dc_get_arg(ARG_INT);
3146                 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3147                         Framerate_cap = Dc_arg_int;
3148                 } else {
3149                         dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3150                         Dc_help = 1;
3151                 }
3152         }
3153
3154         if ( Dc_help ) {
3155                 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3156                 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3157                 dc_printf("[n] must be from 1 to 120.\n");
3158         }
3159         
3160         if ( Dc_status ) {
3161                 if ( Framerate_cap )
3162                         dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3163                 else
3164                         dc_printf("There is no framerate cap currently active.\n");
3165         }
3166 }
3167
3168 #define MIN_DIST_TO_DEAD_CAMERA         50.0f
3169 int Show_viewing_from_self = 0;
3170
3171 void say_view_target()
3172 {
3173         object  *view_target;
3174
3175         if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3176                 view_target = &Objects[Player_ai->target_objnum];
3177         else
3178                 view_target = Player_obj;
3179
3180         if (Game_mode & GM_DEAD) {
3181                 if (Player_ai->target_objnum != -1)
3182                         view_target = &Objects[Player_ai->target_objnum];
3183         }
3184
3185         if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3186                 if (view_target != Player_obj){
3187
3188                         char *view_target_name = NULL;
3189                         switch(Objects[Player_ai->target_objnum].type) {
3190                         case OBJ_SHIP:
3191                                 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3192                                 break;
3193                         case OBJ_WEAPON:
3194                                 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3195                                 Viewer_mode &= ~VM_OTHER_SHIP;
3196                                 break;
3197                         case OBJ_JUMP_NODE: {
3198                                 char    jump_node_name[128];
3199                                 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), SDL_arraysize(jump_node_name));
3200                                 view_target_name = jump_node_name;
3201                                 Viewer_mode &= ~VM_OTHER_SHIP;
3202                                 break;
3203                                 }
3204
3205                         default:
3206                                 Int3();
3207                                 break;
3208                         }
3209
3210                         if ( view_target_name ) {
3211                                 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3212                                 Show_viewing_from_self = 1;
3213                         }
3214                 } else {
3215                         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3216                                 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3217                                 Show_viewing_from_self = 1;
3218                         } else {
3219                                 if (Show_viewing_from_self)
3220                                         HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3221                         }
3222                 }
3223         }
3224
3225         Last_view_target = view_target;
3226 }
3227
3228
3229 float Game_hit_x = 0.0f;
3230 float Game_hit_y = 0.0f;
3231
3232 // Reset at the beginning of each frame
3233 void game_whack_reset()
3234 {
3235         Game_hit_x = 0.0f;
3236         Game_hit_y = 0.0f;
3237 }
3238
3239 // Apply a 2d whack to the player
3240 void game_whack_apply( float x, float y )
3241 {
3242         // Do some force feedback
3243         joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3244
3245         // Move the eye 
3246         Game_hit_x += x;
3247         Game_hit_y += y;
3248
3249 //      mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3250 }
3251
3252 // call to apply a "shudder"
3253 void game_shudder_apply(int time, float intensity)
3254 {
3255         Game_shudder_time = timestamp(time);
3256         Game_shudder_total = time;
3257         Game_shudder_intensity = intensity;
3258 }
3259
3260 #define FF_SCALE        10000
3261 void apply_hud_shake(matrix *eye_orient)
3262 {
3263         if (Viewer_obj == Player_obj) {
3264                 physics_info    *pi = &Player_obj->phys_info;
3265
3266                 angles  tangles;
3267
3268                 tangles.p = 0.0f;
3269                 tangles.h = 0.0f;
3270                 tangles.b = 0.0f;
3271
3272                 //      Make eye shake due to afterburner
3273                 if ( !timestamp_elapsed(pi->afterburner_decay) ) {                      
3274                         int             dtime;
3275
3276                         dtime = timestamp_until(pi->afterburner_decay);
3277                         
3278                         int r1 = myrand();
3279                         int r2 = myrand();
3280                         tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3281                         tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3282                 }
3283
3284                 // Make eye shake due to engine wash
3285                 extern int Wash_on;
3286                 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3287                         int r1 = myrand();
3288                         int r2 = myrand();
3289                         tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3290                         tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3291
3292                         // get the   intensity
3293                         float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3294
3295                         // vector rand_vec
3296                         vector rand_vec;
3297                         vm_vec_rand_vec_quick(&rand_vec);
3298
3299                         // play the effect
3300                         joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3301                 }
3302
3303         
3304                 // make hud shake due to shuddering
3305                 if(Game_shudder_time != -1){
3306                         // if the timestamp has elapsed
3307                         if(timestamp_elapsed(Game_shudder_time)){
3308                                 Game_shudder_time = -1;
3309                         } 
3310                         // otherwise apply some shudder
3311                         else {
3312                                 int dtime;
3313
3314                                 dtime = timestamp_until(Game_shudder_time);
3315                         
3316                                 int r1 = myrand();
3317                                 int r2 = myrand();
3318                                 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));
3319                                 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));
3320                         }
3321                 }
3322
3323                 matrix  tm, tm2;
3324                 vm_angles_2_matrix(&tm, &tangles);
3325                 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3326                 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3327                 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3328                 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3329                 *eye_orient = tm2;
3330         }
3331 }
3332
3333 extern void compute_slew_matrix(matrix *orient, angles *a);     // TODO: move code to proper place and extern in header file
3334
3335 //      Player's velocity just before he blew up.  Used to keep camera target moving.
3336 vector  Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3337
3338 //      Set eye_pos and eye_orient based on view mode.
3339 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3340 {
3341         vector  eye_dir;
3342
3343         static int last_Viewer_mode = 0;
3344         static int last_Game_mode = 0;
3345         static int last_Viewer_objnum = -1;
3346
3347         // This code is supposed to detect camera "cuts"... like going between
3348         // different views.
3349
3350         // determine if we need to regenerate the nebula
3351         if(     (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) ||                                                   // internal to external 
3352                         ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) ||                                                   // external to internal
3353                         (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) ||                                                 // non dead-view to dead-view
3354                         ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) ||                                                 // dead-view to non dead-view
3355                         (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) ||                                               // non warp-chase to warp-chase
3356                         ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) ||                                               // warp-chase to non warp-chase
3357                         (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) ||                                               // non other-ship to other-ship
3358                         ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) ||                                               // other-ship to non-other ship
3359                         ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum))             // other ship mode, but targets changes
3360                         ) {
3361
3362                 // regenerate the nebula
3363                 neb2_eye_changed();
3364         }               
3365
3366         if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) )       {
3367                 //mprintf(( "************** Camera cut! ************\n" ));
3368                 last_Viewer_mode = Viewer_mode;
3369                 last_Game_mode = Game_mode;
3370
3371                 // Camera moved.  Tell stars & debris to not do blurring.
3372                 stars_camera_cut();             
3373         }
3374
3375         say_view_target();
3376
3377         if ( Viewer_mode & VM_PADLOCK_ANY ) {
3378                 player_display_packlock_view();
3379         }
3380         
3381         game_set_view_clip();
3382
3383         if (Game_mode & GM_DEAD) {
3384                 vector  vec_to_deader, view_pos;
3385                 float           dist;
3386
3387                 Viewer_mode |= VM_DEAD_VIEW;
3388
3389                 if (Player_ai->target_objnum != -1) {
3390                         int view_from_player = 1;
3391
3392                         if (Viewer_mode & VM_OTHER_SHIP) {
3393                                 //      View from target.
3394                                 Viewer_obj = &Objects[Player_ai->target_objnum];
3395
3396                                 last_Viewer_objnum = Player_ai->target_objnum;
3397
3398                                 if ( Viewer_obj->type == OBJ_SHIP ) {
3399                                         ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3400                                         view_from_player = 0;
3401                                 }
3402                         } else {
3403                                 last_Viewer_objnum = -1;
3404                         }
3405
3406                         if ( view_from_player ) {
3407                                 //      View target from player ship.
3408                                 Viewer_obj = NULL;
3409                                 *eye_pos = Player_obj->pos;
3410                                 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3411                                 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3412                         }
3413                 } else {
3414                         dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3415                         
3416                         if (dist < MIN_DIST_TO_DEAD_CAMERA)
3417                                 dist += flFrametime * 16.0f;
3418
3419                         vm_vec_scale(&vec_to_deader, -dist);
3420                         vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3421                         
3422                         view_pos = Player_obj->pos;
3423
3424                         if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3425                                 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3426                                 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3427                                 Dead_player_last_vel = Player_obj->phys_info.vel;
3428                                 //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));
3429                         } else if (Player_ai->target_objnum != -1) {
3430                                 view_pos = Objects[Player_ai->target_objnum].pos;
3431                         } else {
3432                                 //      Make camera follow explosion, but gradually slow down.
3433                                 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3434                                 view_pos = Player_obj->pos;
3435                                 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3436                                 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, SDL_min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3437                         }
3438
3439                         *eye_pos = Dead_camera_pos;
3440
3441                         vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3442
3443                         vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3444                         Viewer_obj = NULL;
3445                 }
3446         } 
3447
3448         // if supernova shockwave
3449         if(supernova_camera_cut()){
3450                 // no viewer obj
3451                 Viewer_obj = NULL;
3452
3453                 // call it dead view
3454                 Viewer_mode |= VM_DEAD_VIEW;
3455
3456                 // set eye pos and orient
3457                 supernova_set_view(eye_pos, eye_orient);
3458         } else {        
3459                 //      If already blown up, these other modes can override.
3460                 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3461                         Viewer_mode &= ~VM_DEAD_VIEW;
3462
3463                         Viewer_obj = Player_obj;
3464  
3465                         if (Viewer_mode & VM_OTHER_SHIP) {
3466                                 if (Player_ai->target_objnum != -1){
3467                                         Viewer_obj = &Objects[Player_ai->target_objnum];
3468                                         last_Viewer_objnum = Player_ai->target_objnum;
3469                                 } else {
3470                                         Viewer_mode &= ~VM_OTHER_SHIP;
3471                                         last_Viewer_objnum = -1;
3472                                 }
3473                         } else {
3474                                 last_Viewer_objnum = -1;
3475                         }
3476
3477                         if (Viewer_mode & VM_EXTERNAL) {
3478                                 matrix  tm, tm2;
3479
3480                                 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3481                                 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3482
3483                                 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3484
3485                                 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3486                                 vm_vec_normalize(&eye_dir);
3487                                 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3488                                 Viewer_obj = NULL;
3489
3490                                 //      Modify the orientation based on head orientation.
3491                                 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3492
3493                         } else if ( Viewer_mode & VM_CHASE ) {
3494                                 vector  move_dir;
3495
3496                                 if ( Viewer_obj->phys_info.speed < 0.1 )
3497                                         move_dir = Viewer_obj->orient.v.fvec;
3498                                 else {
3499                                         move_dir = Viewer_obj->phys_info.vel;
3500                                         vm_vec_normalize(&move_dir);
3501                                 }
3502
3503                                 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3504                                 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3505                                 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3506                                 vm_vec_normalize(&eye_dir);
3507
3508                                 // JAS: I added the following code because if you slew up using
3509                                 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3510                                 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3511                                 // call because the up and the forward vector are the same.   I fixed
3512                                 // it by adding in a fraction of the right vector all the time to the
3513                                 // up vector.
3514                                 vector tmp_up = Viewer_obj->orient.v.uvec;
3515                                 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3516
3517                                 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3518                                 Viewer_obj = NULL;
3519
3520                                 //      Modify the orientation based on head orientation.
3521                                 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3522                         } else if ( Viewer_mode & VM_WARP_CHASE ) {
3523                                         *eye_pos = Camera_pos;
3524
3525                                         ship * shipp = &Ships[Player_obj->instance];
3526
3527                                         vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3528                                         vm_vec_normalize(&eye_dir);
3529                                         vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3530                                         Viewer_obj = NULL;
3531                         } else {
3532                                 // get an eye position based upon the correct type of object
3533                                 switch(Viewer_obj->type){
3534                                 case OBJ_SHIP:
3535                                         // make a call to get the eye point for the player object
3536                                         ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3537                                         break;
3538                                 case OBJ_OBSERVER:
3539                                         // make a call to get the eye point for the player object
3540                                         observer_get_eye( eye_pos, eye_orient, Viewer_obj );                            
3541                                         break;
3542                                 default :
3543                                         Int3();
3544                                 }
3545
3546                                 #ifdef JOHNS_DEBUG_CODE
3547                                 john_debug_stuff(&eye_pos, &eye_orient);
3548                                 #endif
3549                         }
3550                 }
3551         }
3552
3553         apply_hud_shake(eye_orient);
3554
3555         // setup neb2 rendering
3556         neb2_render_setup(eye_pos, eye_orient);
3557 }
3558
3559 #ifndef NDEBUG
3560 extern void ai_debug_render_stuff();
3561 #endif
3562
3563 int Game_subspace_effect = 0;
3564 DCF_BOOL( subspace, Game_subspace_effect );
3565
3566 // Does everything needed to render a frame
3567 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3568 {
3569         int dont_offset;
3570
3571         g3_start_frame(game_zbuffer);
3572         g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3573
3574         // maybe offset the HUD (jitter stuff)
3575         dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3576         HUD_set_offsets(Viewer_obj, !dont_offset);
3577         
3578         // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array.  Have to
3579         // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3580         // must be done before ships are rendered
3581         if ( MULTIPLAYER_CLIENT ) {
3582                 shield_point_multi_setup();
3583         }
3584
3585         if ( Game_subspace_effect )     {
3586                 stars_draw(0,0,0,1);
3587         } else {
3588                 stars_draw(1,1,1,0);
3589         }
3590
3591         obj_render_all(obj_render);
3592         beam_render_all();                                              // render all beam weapons
3593         particle_render_all();                                  // render particles after everything else.
3594         trail_render_all();                                             // render missilie trails after everything else.        
3595         mflash_render_all();                                            // render all muzzle flashes    
3596
3597         //      Why do we not show the shield effect in these modes?  Seems ok.
3598         //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3599         render_shields();
3600         //}
3601
3602         // render nebula lightning
3603         nebl_render_all();
3604
3605         // render local player nebula
3606         neb2_render_player();   
3607
3608 #ifndef NDEBUG
3609         ai_debug_render_stuff();
3610 #endif
3611
3612 #ifndef RELEASE_REAL
3613         // game_framerate_check();
3614 #endif
3615
3616 #ifndef NDEBUG
3617         extern void snd_spew_debug_info();
3618         snd_spew_debug_info();
3619 #endif
3620
3621         //================ END OF 3D RENDERING STUFF ====================
3622
3623         hud_show_radar();
3624
3625         if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3626                 hud_maybe_clear_head_area();
3627                 anim_render_all(0, flFrametime);
3628         }
3629
3630         extern int Multi_display_netinfo;
3631         if(Multi_display_netinfo){
3632                 extern void multi_display_netinfo();
3633                 multi_display_netinfo();
3634         }       
3635
3636         game_tst_frame_pre();
3637
3638 #ifndef NDEBUG
3639         do_timing_test(flFrametime);
3640 #endif
3641
3642 #ifndef NDEBUG
3643         extern int OO_update_index;     
3644         multi_rate_display(OO_update_index, 375, 0);
3645 #endif
3646
3647 #ifndef NDEBUG
3648         // test
3649         extern void oo_display();
3650         oo_display();                   
3651 #endif
3652         
3653         g3_end_frame();
3654 }
3655
3656 //#define JOHNS_DEBUG_CODE      1
3657
3658 #ifdef JOHNS_DEBUG_CODE
3659 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3660 {
3661         //if ( key_pressed(SDLK_LSHIFT) )
3662         {
3663                 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3664                 if ( tsys )     {
3665                         model_subsystem *turret = tsys->system_info;
3666
3667                         if (turret->type == SUBSYSTEM_TURRET )  {
3668                                 vector v.fvec, v.uvec;
3669                                 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3670
3671                                 ship_model_start(tobj);
3672
3673                                 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3674                                 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3675                                 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3676                                 
3677                                 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3678
3679                                 ship_model_stop(tobj);
3680
3681                                 Viewer_obj = NULL;
3682                         }
3683                 }
3684
3685         }
3686 }
3687 #endif
3688
3689 // following function for dumping frames for purposes of building trailers.
3690 #ifndef NDEBUG
3691
3692 // function to toggle state of dumping every frame into PCX when playing the game
3693 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3694 {
3695         if ( Dc_command )       {
3696
3697                 if ( Debug_dump_frames == 0 )   {
3698                         // Turn it on
3699                         Debug_dump_frames = 15;
3700                         Debug_dump_trigger = 0;
3701                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3702                         dc_printf( "Frame dumping at 15 hz is now ON\n" );
3703                 } else {
3704                         // Turn it off
3705                         Debug_dump_frames = 0;
3706                         Debug_dump_trigger = 0;
3707                         gr_dump_frame_stop();
3708                         dc_printf( "Frame dumping is now OFF\n" );
3709                 }
3710                 
3711         }
3712 }
3713
3714 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3715 {
3716         if ( Dc_command )       {
3717
3718                 if ( Debug_dump_frames == 0 )   {
3719                         // Turn it on
3720                         Debug_dump_frames = 15;
3721                         Debug_dump_trigger = 1;
3722                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3723                         dc_printf( "Frame dumping at 15 hz is now ON\n" );
3724                 } else {
3725                         // Turn it off
3726                         Debug_dump_frames = 0;
3727                         Debug_dump_trigger = 0;
3728                         gr_dump_frame_stop();
3729                         dc_printf( "Frame dumping is now OFF\n" );
3730                 }
3731                 
3732         }
3733 }
3734
3735 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3736 {
3737         if ( Dc_command )       {
3738
3739                 if ( Debug_dump_frames == 0 )   {
3740                         // Turn it on
3741                         Debug_dump_frames = 30;
3742                         Debug_dump_trigger = 0;
3743                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3744                         dc_printf( "Frame dumping at 30 hz is now ON\n" );
3745                 } else {
3746                         // Turn it off
3747                         Debug_dump_frames = 0;
3748                         Debug_dump_trigger = 0;
3749                         gr_dump_frame_stop();
3750                         dc_printf( "Frame dumping is now OFF\n" );
3751                 }
3752                 
3753         }
3754 }
3755
3756 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3757 {
3758         if ( Dc_command )       {
3759
3760                 if ( Debug_dump_frames == 0 )   {
3761                         // Turn it on
3762                         Debug_dump_frames = 30;
3763                         Debug_dump_trigger = 1;
3764                         gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3765                         dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3766                 } else {
3767                         // Turn it off
3768                         Debug_dump_frames = 0;
3769                         Debug_dump_trigger = 0;
3770                         gr_dump_frame_stop();
3771                         dc_printf( "Triggered frame dumping is now OFF\n" );
3772                 }
3773                 
3774         }
3775 }
3776
3777 void game_maybe_dump_frame()
3778 {
3779         if ( !Debug_dump_frames ){
3780                 return;
3781         }
3782
3783         if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3784                 return;
3785         }
3786
3787         game_stop_time();
3788
3789         gr_dump_frame();
3790         Debug_dump_frame_num++;
3791
3792         game_start_time();
3793 }
3794 #endif
3795
3796 extern int Player_dead_state;
3797
3798 //      Flip the page and time how long it took.
3799 void game_flip_page_and_time_it()
3800 {       
3801 #ifndef NDEBUG
3802         fix t1, t2,d;
3803         int t;
3804         t1 = timer_get_fixed_seconds();
3805         gr_flip();
3806         t2 = timer_get_fixed_seconds();
3807         d = t2 - t1;
3808         if (d != 0) {
3809                 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3810                 SDL_snprintf( transfer_text, SDL_arraysize(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3811         }
3812 #else
3813         gr_flip ();
3814 #endif
3815 }
3816
3817 void game_simulation_frame()
3818 {
3819         // blow ships up in multiplayer dogfight
3820         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){
3821                 // blow up all non-player ships
3822                 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3823                 ship *shipp;
3824                 ship_info *sip;
3825                 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3826                         // bogus
3827                         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)){
3828                                 moveup = GET_NEXT(moveup);
3829                                 continue;
3830                         }
3831                         shipp = &Ships[Objects[moveup->objnum].instance];
3832                         sip = &Ship_info[shipp->ship_info_index];
3833
3834                         // only blow up small ships                     
3835                         if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){                                                      
3836                                 // function to simply explode a ship where it is currently at
3837                                 ship_self_destruct( &Objects[moveup->objnum] );                                 
3838                         }
3839
3840                         moveup = GET_NEXT(moveup);
3841                 }
3842
3843                 dogfight_blown = 1;
3844         }
3845
3846         // process AWACS stuff - do this first thing
3847         awacs_process();
3848
3849         // single player, set Player hits_this_frame to 0
3850         if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3851                 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE  / (0.001f * BURST_DURATION));
3852                 Player->damage_this_burst = SDL_max(Player->damage_this_burst, 0.0f);
3853         }
3854
3855         // supernova
3856         supernova_process();
3857         if(supernova_active() >= 5){
3858                 return;
3859         }
3860
3861         // fire targeting lasers now so that 
3862         // 1 - created this frame
3863         // 2 - collide this frame
3864         // 3 - render this frame
3865         // 4 - ignored and deleted next frame
3866         // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3867         // frame
3868         ship_process_targeting_lasers();        
3869
3870         // do this here so that it works for multiplayer
3871         if ( Viewer_obj ) {
3872                 // get viewer direction
3873                 int viewer_direction = PHYSICS_VIEWER_REAR;
3874
3875                 if(Viewer_mode == 0){
3876                         viewer_direction = PHYSICS_VIEWER_FRONT;
3877                 }
3878                 if(Viewer_mode & VM_PADLOCK_UP){
3879                         viewer_direction = PHYSICS_VIEWER_UP;
3880                 }
3881                 else if(Viewer_mode & VM_PADLOCK_REAR){
3882                         viewer_direction = PHYSICS_VIEWER_REAR;
3883                 } 
3884                 else if(Viewer_mode & VM_PADLOCK_LEFT){
3885                         viewer_direction = PHYSICS_VIEWER_LEFT;
3886                 } 
3887                 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3888                         viewer_direction = PHYSICS_VIEWER_RIGHT;
3889                 }
3890
3891                 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3892         } else {
3893                 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3894         }
3895
3896 #define VM_PADLOCK_UP                                   (1 << 7)
3897 #define VM_PADLOCK_REAR                         (1 << 8)
3898 #define VM_PADLOCK_LEFT                         (1 << 9)
3899 #define VM_PADLOCK_RIGHT                                (1 << 10)
3900                 
3901         // evaluate mission departures and arrivals before we process all objects.
3902         if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3903
3904                 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3905                 // ships/wing packets.
3906                 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3907                         mission_parse_eval_stuff();
3908                 }
3909
3910                 // if we're an observer, move ourselves seperately from the standard physics
3911                 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
3912                         obj_observer_move(flFrametime);
3913                 }
3914                 
3915                 // move all the objects now
3916                 obj_move_all(flFrametime);
3917
3918                 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
3919                 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
3920                 //      ship_check_cargo_all();
3921                 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3922                         mission_eval_goals();
3923                 }
3924         }
3925
3926         // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
3927         if(!(Game_mode & GM_DEMO_PLAYBACK)){
3928                 training_check_objectives();
3929         }
3930         
3931         // do all interpolation now
3932         if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
3933                 // client side processing of warping in effect stages
3934                 multi_do_client_warp(flFrametime);     
3935         
3936                 // client side movement of an observer
3937                 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
3938                         obj_observer_move(flFrametime);   
3939                 }
3940
3941                 // move all objects - does interpolation now as well
3942                 obj_move_all(flFrametime);
3943         }
3944
3945         // only process the message queue when the player is "in" the game
3946         if ( !Pre_player_entry ){
3947                 message_queue_process();                                // process any messages send to the player
3948         }
3949
3950         if(!(Game_mode & GM_DEMO_PLAYBACK)){
3951                 message_maybe_distort();                                // maybe distort incoming message if comms damaged
3952                 player_repair_frame(flFrametime);       //      AI objects get repaired in ai_process, called from move code...deal with player.
3953                 player_process_pending_praise();                // maybe send off a delayed praise message to the player
3954                 player_maybe_play_all_alone_msg();      // mabye tell the player he is all alone        
3955         }
3956
3957         if(!(Game_mode & GM_STANDALONE_SERVER)){                
3958                 // process some stuff every frame (before frame is rendered)
3959                 emp_process_local();
3960
3961                 hud_update_frame();                                             // update hud systems
3962
3963                 if (!physics_paused)    {
3964                         // Move particle system
3965                         particle_move_all(flFrametime); 
3966
3967                         // Move missile trails
3968                         trail_move_all(flFrametime);            
3969
3970                         // process muzzle flashes
3971                         mflash_process_all();
3972
3973                         // Flash the gun flashes
3974                         shipfx_flash_do_frame(flFrametime);                     
3975
3976                         shockwave_move_all(flFrametime);        // update all the shockwaves
3977                 }
3978
3979                 // subspace missile strikes
3980                 ssm_process();
3981
3982                 obj_snd_do_frame();                                             // update the object-linked persistant sounds
3983                 game_maybe_update_sound_environment();
3984                 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
3985
3986 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
3987 #ifndef NDEBUG
3988                 if ( Game_subspace_effect ) {
3989                         game_start_subspace_ambient_sound();
3990                 }
3991 #endif
3992         }               
3993 }
3994
3995 // Maybe render and process the dead-popup
3996 void game_maybe_do_dead_popup(float frametime)
3997 {
3998         if ( popupdead_is_active() ) {
3999                 int leave_popup=1;
4000                 int choice = popupdead_do_frame(frametime);
4001
4002                 if ( Game_mode & GM_NORMAL ) {
4003                         switch(choice) {
4004                         case 0:
4005                                 gameseq_post_event(GS_EVENT_ENTER_GAME);
4006                                 break;
4007
4008                         case 1:
4009                                 gameseq_post_event(GS_EVENT_END_GAME);
4010                                 break;
4011
4012                         case 2:
4013                                 gameseq_post_event(GS_EVENT_START_GAME);
4014                                 break;
4015
4016                         // this should only happen during a red alert mission
4017                         case 3:                         
4018                                 // bogus?
4019                                 SDL_assert(The_mission.red_alert);
4020                                 if(!The_mission.red_alert){
4021                                         gameseq_post_event(GS_EVENT_START_GAME);
4022                                         break;
4023                                 }
4024                                 
4025                                 // choose the previous mission
4026                                 mission_campaign_previous_mission();
4027
4028                                 gameseq_post_event(GS_EVENT_START_GAME);
4029                                 break;
4030
4031                         default:
4032                                 leave_popup=0;
4033                                 break;
4034                         }
4035                 } else {
4036                         switch( choice ) {
4037
4038                         case POPUPDEAD_DO_MAIN_HALL:
4039                                 multi_quit_game(PROMPT_NONE,-1);
4040                                 break;
4041
4042                         case POPUPDEAD_DO_RESPAWN:                              
4043                                 multi_respawn_normal();
4044                                 event_music_player_respawn();
4045                                 break;
4046
4047                         case POPUPDEAD_DO_OBSERVER:
4048                                 multi_respawn_observer();
4049                                 event_music_player_respawn_as_observer();
4050                                 break;
4051
4052                         default:
4053                                 leave_popup = 0;
4054                                 break;
4055                         }
4056                 }
4057
4058                 if ( leave_popup ) {
4059                         popupdead_close();
4060                 }
4061         }
4062 }
4063
4064 // returns true if player is actually in a game_play stats
4065 int game_actually_playing()
4066 {
4067         int state;
4068
4069         state = gameseq_get_state();
4070         if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4071                 return 0;
4072         else
4073                 return 1;
4074 }
4075
4076 // Draw the 2D HUD gauges
4077 void game_render_hud_2d()
4078 {
4079         if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4080                 return;
4081         }
4082         
4083         HUD_render_2d(flFrametime);
4084         gr_reset_clip();
4085 }
4086
4087 // Draw the 3D-dependant HUD gauges
4088 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4089 {
4090         g3_start_frame(0);              // 0 = turn zbuffering off
4091         g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4092
4093         if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4094                 HUD_render_3d(flFrametime);
4095         }
4096
4097         // Do the sunspot
4098         game_sunspot_process(flFrametime);
4099
4100         // Diminish the palette effect
4101         game_flash_diminish(flFrametime);
4102
4103         g3_end_frame();
4104 }
4105
4106
4107 void game_frame()
4108 {
4109         int actually_playing;
4110         fix total_time1, total_time2;
4111         fix render2_time1=0, render2_time2=0;
4112         fix render3_time1=0, render3_time2=0;
4113         fix flip_time1=0, flip_time2=0;
4114         fix clear_time1=0, clear_time2=0;
4115         
4116         vector eye_pos;
4117         matrix eye_orient;
4118
4119 #ifndef NDEBUG
4120         if (Framerate_delay) {
4121                 int     start_time = timer_get_milliseconds();
4122                 while (timer_get_milliseconds() < start_time + Framerate_delay)
4123                         ;
4124         }
4125 #endif
4126
4127 #ifdef DEMO_SYSTEM
4128         demo_do_frame_start();
4129         if(Demo_error){
4130                 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4131                 demo_close();
4132         }
4133 #endif
4134         
4135         // start timing frame
4136         timing_frame_start();
4137
4138         total_time1 = timer_get_fixed_seconds();
4139
4140         // var to hold which state we are in
4141         actually_playing = game_actually_playing();
4142         
4143         if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4144                 if (!(Game_mode & GM_STANDALONE_SERVER)){
4145                         SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4146                 }
4147         }
4148
4149         if (Missiontime > Entry_delay_time){
4150                 Pre_player_entry = 0;
4151         } else {
4152                 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4153         }
4154
4155         //      Note: These are done even before the player enters, else buffers can overflow.
4156         if (! (Game_mode & GM_STANDALONE_SERVER)){
4157                 radar_frame_init();
4158         }
4159
4160         shield_frame_init();
4161
4162         if ( Player->control_mode != PCM_NORMAL )
4163                 camera_move();
4164
4165         if ( !Pre_player_entry && actually_playing ) {                          
4166                 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4167
4168                         if( (!popup_running_state()) && (!popupdead_is_active()) ){
4169                                 game_process_keys();
4170
4171                                 // don't read flying controls if we're playing a demo back
4172                                 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4173                                         read_player_controls( Player_obj, flFrametime);
4174                                 }
4175                         }
4176                         
4177                         // if we're not the master, we may have to send the server-critical ship status button_info bits
4178                         if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4179                                 multi_maybe_send_ship_status();
4180                         }
4181                 }
4182         }
4183
4184         // Reset the whack stuff
4185         game_whack_reset();
4186
4187         // These two lines must be outside of Pre_player_entry code,
4188         // otherwise too many lights are added.
4189         light_reset();
4190
4191         if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4192                 return;
4193         }
4194         
4195         game_simulation_frame();        
4196
4197         // if not actually in a game play state, then return.  This condition could only be true in 
4198         // a multiplayer game.
4199         if ( !actually_playing ) {
4200                 SDL_assert( Game_mode & GM_MULTIPLAYER );
4201                 return;
4202         }
4203
4204         if (!Pre_player_entry) {
4205                 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4206                         clear_time1 = timer_get_fixed_seconds();
4207                         // clear the screen to black
4208                         gr_reset_clip();
4209                         if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4210                                 gr_clear();
4211                         }
4212
4213                         clear_time2 = timer_get_fixed_seconds();
4214                         render3_time1 = timer_get_fixed_seconds();
4215                         game_render_frame_setup(&eye_pos, &eye_orient);
4216                         game_render_frame( &eye_pos, &eye_orient );
4217
4218                         // save the eye position and orientation
4219                         if ( Game_mode & GM_MULTIPLAYER ) {
4220                                 Net_player->s_info.eye_pos = eye_pos;
4221                                 Net_player->s_info.eye_orient = eye_orient;
4222                         }
4223
4224                         hud_show_target_model();
4225
4226                         // check to see if we should display the death died popup
4227                         if(Game_mode & GM_DEAD_BLEW_UP){                                
4228                                 if(Game_mode & GM_MULTIPLAYER){
4229                                         // catch the situation where we're supposed to be warping out on this transition
4230                                         if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4231                                                 gameseq_post_event(GS_EVENT_DEBRIEF);
4232                                         } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4233                                                 Player_died_popup_wait = -1;
4234                                                 popupdead_start();
4235                                         }
4236                                 } else {
4237                                         if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4238                                                 Player_died_popup_wait = -1;
4239                                                 popupdead_start();
4240                                         }
4241                                 }
4242                         }
4243
4244                         // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4245                         if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4246                                 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4247                                         if(!popupdead_is_active()){
4248                                                 popupdead_start();
4249                                         }
4250
4251                                         Player_multi_died_check = -1;
4252                                 }
4253                         }
4254         
4255                         render3_time2 = timer_get_fixed_seconds();
4256                         render2_time1 = timer_get_fixed_seconds();
4257
4258                         gr_reset_clip();
4259                         game_get_framerate();
4260                         game_show_framerate();          
4261
4262                         game_show_time_left();
4263
4264                         // Draw the 2D HUD gauges
4265                         if(supernova_active() < 3){
4266                                 game_render_hud_2d();
4267                         }
4268
4269                         game_set_view_clip();
4270
4271                         // Draw 3D HUD gauges                   
4272                         game_render_hud_3d(&eye_pos, &eye_orient);                                                                      
4273
4274                         game_tst_frame();
4275
4276                         render2_time2 = timer_get_fixed_seconds();
4277
4278                         // maybe render and process the dead popup
4279                         game_maybe_do_dead_popup(flFrametime);
4280
4281                         // start timing frame
4282                         timing_frame_stop();
4283                         // timing_display(30, 10);                      
4284
4285                         // If a regular popup is active, don't flip (popup code flips)
4286                         if( !popup_running_state() ){
4287                                 flip_time1 = timer_get_fixed_seconds();
4288                                 game_flip_page_and_time_it();
4289                                 flip_time2 = timer_get_fixed_seconds();
4290                         }
4291
4292 #ifndef NDEBUG
4293                         game_maybe_dump_frame();                        // used to dump pcx files for building trailers
4294 #endif          
4295                 } else {
4296                         game_show_standalone_framerate();
4297                 }
4298         }
4299
4300         game_do_training_checks();
4301         asteroid_frame();
4302
4303         // process lightning (nebula only)
4304         nebl_process();
4305
4306         total_time2 = timer_get_fixed_seconds();
4307
4308         // Got some timing numbers
4309         Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4310         Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4311         Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4312         Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4313         Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4314
4315 #ifdef DEMO_SYSTEM
4316         demo_do_frame_end();
4317         if(Demo_error){
4318                 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4319                 demo_close();
4320         }
4321 #endif
4322 }
4323
4324 #define MAX_FRAMETIME   (F1_0/4)                // Frametime gets saturated at this.  Changed by MK on 11/1/97.
4325                                                                                                 //      Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4326                                                                                                 //      died.  This resulted in screwed up death sequences.
4327
4328 fix Last_time = 0;                                              // The absolute time of game at end of last frame (beginning of this frame)
4329 fix Last_delta_time = 0;                                // While game is paused, this keeps track of how much elapsed in the frame before paused.
4330 static int timer_paused=0;
4331 #if defined(TIMER_TEST) && !defined(NDEBUG)
4332 static int stop_count,start_count;
4333 static int time_stopped,time_started;
4334 #endif
4335 int saved_timestamp_ticker = -1;
4336
4337 void game_reset_time()
4338 {
4339         if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4340                 return ;
4341         }
4342         
4343         //      Last_time = timer_get_fixed_seconds();
4344         game_start_time();
4345         timestamp_reset();
4346         game_stop_time();
4347 }
4348
4349 void game_stop_time()
4350 {
4351         if (timer_paused==0) {
4352                 fix time;
4353                 time = timer_get_fixed_seconds();
4354                 // Save how much time progressed so far in the frame so we can
4355                 // use it when we unpause.
4356                 Last_delta_time = time - Last_time;             
4357
4358                 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4359                 if (Last_delta_time < 0) {
4360                         #if defined(TIMER_TEST) && !defined(NDEBUG)
4361                         Int3();         //get Matt!!!!
4362                         #endif
4363                         Last_delta_time = 0;
4364                 }
4365                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4366                 time_stopped = time;
4367                 #endif
4368
4369                 // Stop the timer_tick stuff...
4370                 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4371                 saved_timestamp_ticker = timestamp_ticker;
4372         }
4373         timer_paused++;
4374
4375         #if defined(TIMER_TEST) && !defined(NDEBUG)
4376         stop_count++;
4377         #endif
4378 }
4379
4380 void game_start_time()
4381 {
4382         timer_paused--;
4383         SDL_assert(timer_paused >= 0);
4384         if (timer_paused==0) {
4385                 fix time;
4386                 time = timer_get_fixed_seconds();
4387                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4388                 if (Last_time < 0)
4389                         Int3();         //get Matt!!!!
4390                 }
4391                 #endif
4392                 // Take current time, and set it backwards to account for time  
4393                 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4394                 // will be correct when it goes to calculate the frametime next
4395                 // frame.
4396                 Last_time = time - Last_delta_time;             
4397                 #if defined(TIMER_TEST) && !defined(NDEBUG)
4398                 time_started = time;
4399                 #endif
4400
4401                 // Restore the timer_tick stuff...
4402                 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4403                 SDL_assert( saved_timestamp_ticker > -1 );              // Called out of order, get JAS
4404                 timestamp_ticker = saved_timestamp_ticker;
4405                 saved_timestamp_ticker = -1;
4406         }
4407
4408         #if defined(TIMER_TEST) && !defined(NDEBUG)
4409         start_count++;
4410         #endif
4411 }
4412
4413
4414 void game_set_frametime(int state)
4415 {
4416         fix thistime;
4417         int frame_cap = 60;
4418
4419         thistime = timer_get_fixed_seconds();
4420
4421         if ( Last_time == 0 )   
4422                 Frametime = F1_0 / 30;
4423         else
4424                 Frametime = thistime - Last_time;
4425
4426 //      Frametime = F1_0 / 30;
4427
4428 #ifndef NDEBUG
4429         fix     debug_frametime = Frametime;    //      Just used to display frametime.
4430 #endif
4431
4432         //      If player hasn't entered mission yet, make frame take 1/4 second.
4433         if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4434                 Frametime = F1_0/4;
4435 #ifndef NDEBUG
4436         else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) {                                // note link to above if!!!!!
4437         
4438                 fix frame_speed = F1_0 / Debug_dump_frames;
4439
4440                 if (Frametime > frame_speed ){
4441                         nprintf(("warning","slow frame: %x\n",Frametime));
4442                 } else {                        
4443                         do {
4444                                 thistime = timer_get_fixed_seconds();
4445                                 Frametime = thistime - Last_time;
4446                         } while (Frametime < frame_speed );                     
4447                 }
4448                 Frametime = frame_speed;
4449         }
4450 #endif
4451
4452         if (Game_mode & GM_STANDALONE_SERVER) {
4453                 // if we are just sitting idle then set fps to 10, otherwise jump up to
4454                 // full speed
4455                 if (state == GS_STATE_STANDALONE_MAIN) {
4456                         frame_cap = 10;
4457                 } else {
4458                         frame_cap = Multi_options_g.std_framecap;
4459                 }
4460         } else {
4461                 frame_cap = Framerate_cap;
4462         }
4463
4464         SDL_assert( frame_cap > 0 );
4465
4466         // Cap the framerate so it doesn't get too high.
4467         {
4468                 fix cap;
4469
4470                 cap = F1_0/frame_cap;
4471                 if (Frametime < cap) {
4472                         thistime = cap - Frametime;
4473                         //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4474                         SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4475                         Frametime = cap;
4476                         thistime = timer_get_fixed_seconds();
4477                 }
4478         }
4479
4480         // If framerate is too low, cap it.
4481         if (Frametime > MAX_FRAMETIME)  {
4482 #ifndef NDEBUG
4483                 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4484 #endif
4485                 Frametime = MAX_FRAMETIME;
4486         }
4487
4488         Frametime = fixmul(Frametime, Game_time_compression);
4489
4490         Last_time = thistime;
4491         //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4492
4493         flFrametime = f2fl(Frametime);
4494         //if(!(Game_mode & GM_PLAYING_DEMO)){
4495         timestamp_inc(flFrametime);
4496
4497 /*      if ((Framecount > 0) && (Framecount < 10)) {
4498                 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4499         }
4500 */
4501 }
4502
4503 // This is called from game_do_frame(), and from navmap_do_frame() 
4504 void game_update_missiontime()
4505 {
4506         // TODO JAS: Put in if and move this into game_set_frametime, 
4507         // fix navmap to call game_stop/start_time
4508         //if ( !timer_paused )  
4509                 Missiontime += Frametime;
4510 }
4511
4512 void game_do_frame()
4513 {       
4514         game_set_frametime(GS_STATE_GAME_PLAY);
4515         game_update_missiontime();
4516
4517         if (Game_mode & GM_STANDALONE_SERVER) {
4518                 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4519         }
4520
4521         if ( game_single_step && (last_single_step == game_single_step) ) {
4522                 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4523                 while( key_checkch() == 0 )
4524                         SDL_Delay(10);
4525                 os_set_title( XSTR( "FreeSpace", 171) );
4526                 Last_time = timer_get_fixed_seconds();
4527         }
4528
4529         last_single_step = game_single_step;
4530
4531         if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4532                 Keep_mouse_centered = 1;  // force mouse to center of our window (so we don't hit movement limits)
4533         }
4534         game_frame();
4535
4536         Keep_mouse_centered = 0;
4537         monitor_update();                       // Update monitor variables
4538 }
4539
4540 void multi_maybe_do_frame()
4541 {
4542         if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4543                 game_do_frame(); 
4544         }
4545 }
4546
4547 int Joymouse_button_status = 0;
4548
4549 // Flush all input devices
4550 void game_flush()
4551 {
4552         key_flush();
4553         mouse_flush();
4554         joy_flush();
4555         snazzy_flush();
4556
4557         Joymouse_button_status = 0;
4558
4559         //mprintf(("Game flush!\n" ));
4560 }
4561
4562 // function for multiplayer only which calls game_do_state_common() when running the
4563 // debug console
4564 void game_do_dc_networking()
4565 {
4566         SDL_assert( Game_mode & GM_MULTIPLAYER );
4567
4568         game_do_state_common( gameseq_get_state() );
4569 }
4570
4571 // Call this whenever in a loop, or when you need to check for a keystroke.
4572 int game_check_key()
4573 {
4574         int k;
4575
4576         k = game_poll();
4577
4578         // convert keypad enter to normal enter
4579         if ((k & KEY_MASK) == SDLK_KP_ENTER)
4580                 k = (k & ~KEY_MASK) | SDLK_RETURN;
4581
4582         return k;
4583 }
4584
4585 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4586
4587 #define DEMO_TRAILER_TIMEOUT_MS         45000                   // 45 seconds of no input, play trailer
4588 static int Demo_show_trailer_timestamp = 0;
4589
4590 void demo_reset_trailer_timer()
4591 {
4592         Demo_show_trailer_timestamp = timer_get_milliseconds();
4593 }
4594
4595 void demo_maybe_show_trailer(int k)
4596 {
4597         /*
4598         // if key pressed, reset demo trailer timer
4599         if ( k > 0 ) {
4600                 demo_reset_trailer_timer();
4601                 return;
4602         }
4603
4604         // if mouse moved, reset demo trailer timer
4605         int dx = 0, dy = 0;
4606
4607         mouse_get_delta(&dx, &dy);
4608         if ( (dx > 0) || (dy > 0) ) {
4609                 demo_reset_trailer_timer();
4610                 return;
4611         }
4612
4613         // if joystick has moved, reset demo trailer timer
4614         dx = 0;
4615         dy = 0;
4616         joy_get_delta(&dx, &dy);
4617         if ( (dx > 0) || (dy > 0) ) {
4618                 demo_reset_trailer_timer();
4619                 return;
4620         }
4621
4622         // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4623         //       the low-level code.  Ugly, I know... but was the simplest and most
4624         //       robust solution.
4625                 
4626         // if 30 seconds since last demo trailer time reset, launch movie
4627         if ( os_foreground() ) {
4628                 int now = timer_get_milliseconds();
4629                 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4630 //              if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4631                         // play movie here
4632                         movie_play( NOX("fstrailer2.mve") );
4633                         demo_reset_trailer_timer();
4634                 }
4635         }
4636         */
4637 }
4638
4639 #endif
4640
4641 // same as game_check_key(), except this is used while actually in the game.  Since there
4642 // generally are differences between game control keys and general UI keys, makes sense to
4643 // have seperate functions for each case.  If you are not checking a game control while in a
4644 // mission, you should probably be using game_check_key() instead.
4645 int game_poll()
4646 {
4647         int k, state;
4648
4649         if (!os_foreground()) {         
4650                 game_stop_time();
4651                 SDL_Delay(100);
4652                 game_start_time();
4653
4654                 // If we're in a single player game, pause it.
4655                 if (!(Game_mode & GM_MULTIPLAYER)){
4656                         if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) )     {
4657                                 game_process_pause_key();
4658                         }
4659                 }
4660         }
4661
4662    k = key_inkey();
4663
4664 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4665         demo_maybe_show_trailer(k);
4666 #endif
4667
4668         // Move the mouse cursor with the joystick.
4669         if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) )     {
4670                 // Move the mouse cursor with the joystick
4671                 int mx, my, dx, dy;
4672                 int jx, jy, jz, jr;
4673
4674                 joy_get_pos( &jx, &jy, &jz, &jr );
4675
4676                 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4677                 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4678
4679                 if ( dx || dy ) {
4680                         mouse_get_real_pos( &mx, &my );
4681                         mouse_set_pos( mx+dx, my+dy );
4682                 }
4683
4684                 int j, m;
4685                 j = joy_down(0);
4686                 m = mouse_down(MOUSE_LEFT_BUTTON);
4687
4688                 if ( j != Joymouse_button_status )      {
4689                         //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4690                         Joymouse_button_status = j;
4691                         if ( j && (!m) )        {
4692                                 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4693                         } else if ( (!j) && (m) )       {
4694                                 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4695                         }
4696                 }
4697         }
4698
4699         // if we should be ignoring keys because of some multiplayer situations
4700         if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4701                 return 0;
4702         }
4703
4704         // If a popup is running, don't process all the Fn keys
4705         if( popup_active() ) {
4706                 return k;
4707         }
4708
4709         state = gameseq_get_state();
4710
4711 //      if ( k ) nprintf(( "General", "Key = %x\n", k ));
4712
4713         switch (k) {
4714                 case KEY_DEBUGGED + SDLK_BACKSPACE:
4715                         Int3();
4716                         break;
4717
4718                 case SDLK_F1:
4719                         launch_context_help();
4720                         k = 0;
4721                         break;
4722
4723                 case SDLK_F2:
4724 //                      if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4725
4726                         // don't allow f2 while warping out in multiplayer      
4727                         if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4728                                 break;
4729                         }
4730
4731                         switch (state) {
4732                                 case GS_STATE_INITIAL_PLAYER_SELECT:
4733                                 case GS_STATE_OPTIONS_MENU:
4734                                 case GS_STATE_HUD_CONFIG:
4735                                 case GS_STATE_CONTROL_CONFIG:
4736                                 case GS_STATE_DEATH_DIED:
4737                                 case GS_STATE_DEATH_BLEW_UP:            
4738                                 case GS_STATE_VIEW_MEDALS:
4739                                         break;
4740
4741                                 default:
4742                                         gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4743                                         k = 0;
4744                                         break;
4745                         }
4746
4747                         break;
4748
4749                         // hotkey selection screen -- only valid from briefing and beyond.
4750                 case SDLK_F3:
4751 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4752                                 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) ) {
4753                                         gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4754                                         k = 0;
4755                                 }
4756 #endif
4757                         break;
4758
4759                 case KEY_DEBUGGED + SDLK_F3:
4760                         gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4761                         break;
4762
4763                 case KEY_DEBUGGED + SDLK_F4:
4764                         gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4765                         break;
4766
4767                 case SDLK_F4:
4768                         if(Game_mode & GM_MULTIPLAYER){
4769                                 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4770                                         gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4771                                         k = 0;
4772                                 } 
4773                         } else {
4774                                 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4775                                         gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4776                                         k = 0;
4777                                 }
4778                         }
4779                         break;
4780
4781                 case SDLK_ESCAPE | KEY_SHIFTED:
4782                         // make sure to quit properly out of multiplayer
4783                         if(Game_mode & GM_MULTIPLAYER){
4784                                 multi_quit_game(PROMPT_NONE);
4785                         }
4786
4787                         gameseq_post_event( GS_EVENT_QUIT_GAME );
4788                         k = 0;
4789
4790                         break;
4791
4792                 case KEY_DEBUGGED + SDLK_p:
4793                         break;                  
4794
4795                 case SDLK_PRINTSCREEN:
4796                         {
4797                                 static int counter = 0;
4798                                 char tmp_name[127];
4799
4800                                 game_stop_time();
4801
4802                                 SDL_snprintf( tmp_name, SDL_arraysize(tmp_name), NOX("screen%02d"), counter );
4803                                 counter++;
4804                                 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4805                                 gr_print_screen(tmp_name);
4806
4807                                 game_start_time();
4808                         }
4809
4810                         k = 0;
4811                         break;
4812
4813                 case KEY_SHIFTED | SDLK_RETURN: {
4814
4815 #if !defined(NDEBUG)
4816
4817                         if ( Game_mode & GM_NORMAL ){
4818                                 game_stop_time();
4819                         }
4820
4821                         // if we're in multiplayer mode, do some special networking
4822                         if(Game_mode & GM_MULTIPLAYER){
4823                                 debug_console(game_do_dc_networking);
4824                         } else {                                
4825                                 debug_console();
4826                         }
4827
4828                         game_flush();
4829
4830                         if ( Game_mode & GM_NORMAL )
4831                                 game_start_time();
4832
4833 #endif
4834
4835                         break;
4836                 }
4837         }
4838
4839         return k;
4840 }
4841
4842 void os_close()
4843 {
4844         gameseq_post_event(GS_EVENT_QUIT_GAME);
4845 }
4846
4847 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4848
4849
4850 void camera_set_position( vector *pos )
4851 {
4852         Camera_pos = *pos;
4853 }
4854
4855 void camera_set_orient( matrix *orient )
4856 {
4857         Camera_orient = *orient;
4858 }
4859
4860 void camera_set_velocity( vector *vel, int instantaneous )
4861 {
4862         Camera_desired_velocity.xyz.x = 0.0f;
4863         Camera_desired_velocity.xyz.y = 0.0f;
4864         Camera_desired_velocity.xyz.z = 0.0f;
4865
4866         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4867         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4868         vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4869
4870         if ( instantaneous )    {
4871                 Camera_velocity = Camera_desired_velocity;
4872         }
4873
4874 }
4875
4876 //
4877 void camera_move()
4878 {
4879         vector new_vel, delta_pos;
4880
4881         apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4882         apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4883         apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4884
4885         Camera_velocity = new_vel;
4886
4887 //      mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4888
4889         vm_vec_add2( &Camera_pos, &delta_pos );
4890
4891         float ot = Camera_time+0.0f;
4892
4893         Camera_time += flFrametime;
4894
4895         if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) )       {
4896                 vector tmp;
4897                 
4898                 tmp.xyz.z = 4.739f;             // always go this fast forward.
4899
4900                 // pick x and y velocities so they are always on a 
4901                 // circle with a 25 m radius.
4902
4903                 float tmp_angle = frand()*PI2;
4904         
4905                 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4906                 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4907
4908                 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4909
4910                 //mprintf(( "Changing velocity!\n" ));
4911                 camera_set_velocity( &tmp, 0 );
4912         }
4913
4914         if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) )  {
4915                 vector tmp = ZERO_VECTOR;
4916                 camera_set_velocity( &tmp, 0 );
4917         }
4918         
4919 }
4920
4921 void end_demo_campaign_do()
4922 {
4923         // go to upsell screens, which should drop back to the main hall
4924         gameseq_post_event(GS_EVENT_DEMO_UPSELL);
4925 }
4926
4927 // All code to process events.   This is the only place
4928 // that you should change the state of the game.
4929 extern "C"
4930 void game_process_event( int current_state, int event )
4931 {
4932         mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
4933
4934         switch (event) {
4935                 case GS_EVENT_SIMULATOR_ROOM:
4936                         gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
4937                         break;
4938
4939                 case GS_EVENT_MAIN_MENU:
4940                         gameseq_set_state(GS_STATE_MAIN_MENU);          
4941                         break;
4942
4943                 case GS_EVENT_OPTIONS_MENU:
4944                         gameseq_push_state( GS_STATE_OPTIONS_MENU );
4945                         break;
4946
4947                 case GS_EVENT_BARRACKS_MENU:
4948                         gameseq_set_state(GS_STATE_BARRACKS_MENU);              
4949                         break;
4950
4951                 case GS_EVENT_TECH_MENU:
4952                         gameseq_set_state(GS_STATE_TECH_MENU);          
4953                         break;
4954
4955                 case GS_EVENT_TRAINING_MENU:
4956                         gameseq_set_state(GS_STATE_TRAINING_MENU);              
4957                         break;
4958
4959                 case GS_EVENT_START_GAME:
4960                         Select_default_ship = 0;                        
4961                         Player_multi_died_check = -1;
4962                         gameseq_set_state(GS_STATE_CMD_BRIEF);
4963                         break;
4964
4965                 case GS_EVENT_START_BRIEFING:
4966                         gameseq_set_state(GS_STATE_BRIEFING);           
4967                         break;
4968
4969                 case GS_EVENT_DEBRIEF:
4970                         // did we end the campaign in the main freespace 2 single player campaign?
4971 #ifdef MAKE_FS1
4972                         if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
4973 #else
4974                         if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
4975 #endif
4976                                 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
4977                         } else {
4978                                 gameseq_set_state(GS_STATE_DEBRIEF);            
4979                         }
4980
4981                         Player_multi_died_check = -1;
4982                         break;
4983
4984                 case GS_EVENT_SHIP_SELECTION:
4985                         gameseq_set_state( GS_STATE_SHIP_SELECT );
4986                         break;
4987
4988                 case GS_EVENT_WEAPON_SELECTION:
4989                         gameseq_set_state( GS_STATE_WEAPON_SELECT );
4990                         break;
4991
4992                 case GS_EVENT_ENTER_GAME:               
4993 #ifdef DEMO_SYSTEM
4994                         // maybe start recording a demo
4995                         if(Demo_make){
4996                                 demo_start_record("test.fsd");
4997                         }
4998 #endif
4999
5000                         if (Game_mode & GM_MULTIPLAYER) {
5001                                 // if we're respawning, make sure we change the view mode so that the hud shows up
5002                                 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5003                                         Viewer_mode = 0;
5004                                 }
5005
5006                                 gameseq_set_state(GS_STATE_GAME_PLAY);
5007                         } else {
5008                                 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5009                         }
5010
5011                         Player_multi_died_check = -1;
5012
5013                         // clear multiplayer button info                        
5014                         extern button_info Multi_ship_status_bi;
5015                         memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5016
5017                         Start_time = f2fl(timer_get_approx_seconds());
5018                         //Framecount = 0;
5019                         mprintf(("Entering game at time = %7.3f\n", Start_time));
5020                         break;
5021
5022
5023                 case GS_EVENT_START_GAME_QUICK:
5024                         Select_default_ship = 1;
5025                         gameseq_post_event(GS_EVENT_ENTER_GAME);
5026                         break;
5027
5028
5029                 case GS_EVENT_END_GAME:
5030                         if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5031                                 (current_state == GS_STATE_DEATH_BLEW_UP) ||    (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5032                                         gameseq_set_state(GS_STATE_MAIN_MENU);
5033
5034                         } else
5035                                 Int3();
5036
5037                         Player_multi_died_check = -1;
5038                         break;
5039
5040                 case GS_EVENT_QUIT_GAME:
5041                         main_hall_stop_music();
5042                         main_hall_stop_ambient();
5043
5044 #if defined(FS2_DEMO) || defined(FS1_DEMO)
5045                         if (current_state == GS_STATE_DEMO_UPSELL) {
5046                                 gameseq_set_state(GS_STATE_QUIT_GAME);
5047                         } else {
5048                                 gameseq_set_state(GS_STATE_DEMO_UPSELL);
5049                         }
5050 #else
5051                         gameseq_set_state(GS_STATE_QUIT_GAME);
5052 #endif
5053
5054                         Player_multi_died_check = -1;
5055                         break;
5056
5057                 case GS_EVENT_GAMEPLAY_HELP:
5058                         gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5059                         break;
5060
5061                 case GS_EVENT_PAUSE_GAME:
5062                         gameseq_push_state(GS_STATE_GAME_PAUSED);
5063                         break;
5064
5065                 case GS_EVENT_DEBUG_PAUSE_GAME:
5066                         gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5067                         break;
5068
5069                 case GS_EVENT_TRAINING_PAUSE:
5070                         gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5071                         break;
5072
5073                 case GS_EVENT_PREVIOUS_STATE:
5074                         gameseq_pop_state();
5075                         break;
5076
5077                 case GS_EVENT_TOGGLE_FULLSCREEN:
5078                         gr_toggle_fullscreen();
5079                         break;
5080
5081                 case GS_EVENT_TOGGLE_GLIDE:
5082                         break;                                          
5083  
5084                 case GS_EVENT_LOAD_MISSION_MENU:
5085                         break;
5086
5087                 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5088                         gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5089                         break;
5090
5091                 case GS_EVENT_HUD_CONFIG:
5092                         gameseq_push_state( GS_STATE_HUD_CONFIG );
5093                         break;
5094
5095                 case GS_EVENT_CONTROL_CONFIG:
5096                         gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5097                         break;  
5098
5099                 case GS_EVENT_DEATH_DIED:
5100                         gameseq_set_state( GS_STATE_DEATH_DIED );
5101                         break;
5102
5103                 case GS_EVENT_DEATH_BLEW_UP:
5104                         if (  current_state == GS_STATE_DEATH_DIED )    {
5105                                 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5106                                 event_music_player_death();
5107
5108                                 // multiplayer clients set their extra check here
5109                                 if(Game_mode & GM_MULTIPLAYER){
5110                                         // set the multi died absolute last chance check                                        
5111                                         Player_multi_died_check = time(NULL);
5112                                 }                                       
5113                         } else {
5114                                 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5115                         }
5116                         break;
5117
5118                 case GS_EVENT_NEW_CAMPAIGN:
5119                         if (!mission_load_up_campaign()){
5120                                 readyroom_continue_campaign();
5121                         }
5122
5123                         Player_multi_died_check = -1;
5124                         break;
5125
5126                 case GS_EVENT_CAMPAIGN_CHEAT:
5127                         if (!mission_load_up_campaign()){
5128                                 /*
5129                                 // bash campaign value
5130                                 extern char Main_hall_campaign_cheat[512];
5131                                 int idx;
5132                                 
5133                                 // look for the mission
5134                                 for(idx=0; idx<Campaign.num_missions; idx++){
5135                                         if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5136                                                 Campaign.next_mission = idx;
5137                                                 Campaign.prev_mission = idx - 1;
5138                                                 break;
5139                                         }
5140                                 }
5141                                 */
5142
5143                                 // continue
5144                                 readyroom_continue_campaign();
5145                         }
5146
5147                         Player_multi_died_check = -1;
5148                         break;
5149
5150                 case GS_EVENT_CAMPAIGN_ROOM:
5151                         gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5152                         break;
5153
5154                 case GS_EVENT_CMD_BRIEF:
5155                         gameseq_set_state(GS_STATE_CMD_BRIEF);
5156                         break;
5157
5158                 case GS_EVENT_RED_ALERT:
5159                         gameseq_set_state(GS_STATE_RED_ALERT);
5160                         break;
5161
5162                 case GS_EVENT_CREDITS:
5163                         gameseq_set_state( GS_STATE_CREDITS );
5164                         break;
5165
5166                 case GS_EVENT_VIEW_MEDALS:
5167                         gameseq_push_state( GS_STATE_VIEW_MEDALS );
5168                         break;
5169
5170                 case GS_EVENT_SHOW_GOALS:
5171                         gameseq_push_state( GS_STATE_SHOW_GOALS );      // use push_state() since we might get to this screen through a variety of states
5172                         break;
5173
5174                 case GS_EVENT_HOTKEY_SCREEN:
5175                         gameseq_push_state( GS_STATE_HOTKEY_SCREEN );   // use push_state() since we might get to this screen through a variety of states
5176                         break;
5177                 
5178         // multiplayer stuff follow these comments
5179
5180                 case GS_EVENT_PXO:
5181                         gameseq_set_state(GS_STATE_PXO);
5182                         break;
5183
5184                 case GS_EVENT_PXO_HELP:
5185                         gameseq_set_state(GS_STATE_PXO_HELP);
5186                         break;
5187
5188                 case GS_EVENT_MULTI_JOIN_GAME:
5189                         gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5190                         break;
5191
5192                 case GS_EVENT_MULTI_HOST_SETUP:
5193                         gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5194                         break;
5195
5196                 case GS_EVENT_MULTI_CLIENT_SETUP:
5197                         gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5198                         break;
5199
5200                 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5201                         gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5202                         break;
5203
5204                 case GS_EVENT_MULTI_STD_WAIT:
5205                         gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5206                         break;
5207
5208                 case GS_EVENT_STANDALONE_MAIN:
5209                         gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5210                         break;   
5211
5212                 case GS_EVENT_MULTI_PAUSE:
5213                         gameseq_push_state( GS_STATE_MULTI_PAUSED );
5214                         break;                  
5215
5216                 case GS_EVENT_INGAME_PRE_JOIN:
5217                         gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5218                         break;
5219                 
5220                 case GS_EVENT_EVENT_DEBUG:
5221                         gameseq_push_state(GS_STATE_EVENT_DEBUG);
5222                         break;
5223
5224                 // Start a warpout where player automatically goes 70 no matter what
5225                 // and can't cancel out of it.
5226                 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5227                         Warpout_forced = 1;                                                     // If non-zero, bash the player to speed and go through effect
5228
5229                         // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5230                         Player->saved_viewer_mode = Viewer_mode;
5231                         Player->control_mode = PCM_WARPOUT_STAGE1;
5232                         Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5233                         Warpout_time = 0.0f;                    // Start timer!
5234                         break;
5235
5236                 case GS_EVENT_PLAYER_WARPOUT_START:
5237                         if ( Player->control_mode != PCM_NORMAL )       {
5238                                 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5239                         } else {
5240                                 Player->saved_viewer_mode = Viewer_mode;
5241                                 Player->control_mode = PCM_WARPOUT_STAGE1;
5242                                 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5243                                 Warpout_time = 0.0f;                    // Start timer!
5244                                 Warpout_forced = 0;                             // If non-zero, bash the player to speed and go through effect
5245                         }
5246                         break;
5247
5248                 case GS_EVENT_PLAYER_WARPOUT_STOP:
5249                         if ( Player->control_mode != PCM_NORMAL )       {
5250                                 if ( !Warpout_forced )  {               // cannot cancel forced warpout
5251                                         Player->control_mode = PCM_NORMAL;
5252                                         Viewer_mode = Player->saved_viewer_mode;
5253                                         hud_subspace_notify_abort();
5254                                         mprintf(( "Player put back to normal mode.\n" ));
5255                                         if ( Warpout_sound > -1 )       {
5256                                                 snd_stop( Warpout_sound );
5257                                                 Warpout_sound = -1;
5258                                         }
5259                                 }
5260                         }
5261                         break;
5262
5263                 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1:               // player ship got up to speed
5264                         if ( Player->control_mode != PCM_WARPOUT_STAGE1 )       {
5265                                 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5266                                 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5267                         } else {
5268                                 mprintf(( "Hit target speed.  Starting warp effect and moving to stage 2!\n" ));
5269                                 shipfx_warpout_start( Player_obj );
5270                                 Player->control_mode = PCM_WARPOUT_STAGE2;
5271                                 Player->saved_viewer_mode = Viewer_mode;
5272                                 Viewer_mode |= VM_WARP_CHASE;
5273                                 
5274                                 vector tmp = Player_obj->pos;
5275                                 matrix tmp_m;
5276                                 ship_get_eye( &tmp, &tmp_m, Player_obj );
5277                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5278                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5279                                 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5280                                 Camera_time = 0.0f;
5281                                 camera_set_position( &tmp );
5282                                 camera_set_orient( &Player_obj->orient );
5283                                 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5284
5285                                 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5286                                 camera_set_velocity( &tmp_vel, 1);
5287                         }
5288                         break;
5289
5290                 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2:               // player ship got into the warp effect
5291                         if ( Player->control_mode != PCM_WARPOUT_STAGE2 )       {
5292                                 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5293                                 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5294                         } else {
5295                                 mprintf(( "Hit warp effect.  Moving to stage 3!\n" ));
5296                                 Player->control_mode = PCM_WARPOUT_STAGE3;
5297                         }
5298                         break;
5299
5300                 case GS_EVENT_PLAYER_WARPOUT_DONE:      // player ship got through the warp effect
5301                         mprintf(( "Player warped out.  Going to debriefing!\n" ));
5302                         Player->control_mode = PCM_NORMAL;
5303                         Viewer_mode = Player->saved_viewer_mode;
5304                         Warpout_sound = -1;
5305
5306                         // we have a special debriefing screen for multiplayer furballs
5307                         if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5308                                 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5309                         }
5310                         // do the normal debriefing for all other situations
5311                         else {
5312                                 gameseq_post_event(GS_EVENT_DEBRIEF);
5313                         }
5314                         break;
5315
5316                 case GS_EVENT_STANDALONE_POSTGAME:
5317                         gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5318                         break;
5319
5320                 case GS_EVENT_INITIAL_PLAYER_SELECT:
5321                         gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5322                         break;
5323
5324                 case GS_EVENT_GAME_INIT:
5325 #ifdef __EMSCRIPTEN__
5326                         // keep looping through until the persistent storage has sync'd
5327                         if (emscripten_run_script_int("Module.syncdone") == 0) {
5328                                 // this event got popped, so add it back into the queue
5329                                 gameseq_post_event(GS_EVENT_GAME_INIT);
5330                                 break;
5331                         }
5332 #endif
5333 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5334                         gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5335 #else                   
5336                         // see if the command line option has been set to use the last pilot, and act acoordingly
5337                         if( player_select_get_last_pilot() ) {                                                          
5338                                 // always enter the main menu -- do the automatic network startup stuff elsewhere
5339                                 // so that we still have valid checks for networking modes, etc.
5340                                 gameseq_set_state(GS_STATE_MAIN_MENU);
5341                         } else {
5342                                 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5343                         }
5344 #endif
5345                         break;
5346
5347                 case GS_EVENT_MULTI_MISSION_SYNC:
5348                         gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5349                         break;          
5350
5351                 case GS_EVENT_MULTI_START_GAME:
5352                         gameseq_set_state(GS_STATE_MULTI_START_GAME);
5353                         break;
5354
5355                 case GS_EVENT_MULTI_HOST_OPTIONS:
5356                         gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5357                         break;
5358
5359                 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5360                         gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5361                         break;
5362
5363                 case GS_EVENT_TEAM_SELECT:
5364                         gameseq_set_state(GS_STATE_TEAM_SELECT);
5365                         break;
5366
5367                 case GS_EVENT_END_CAMPAIGN:                     
5368                         gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5369                         break;          
5370
5371                 case GS_EVENT_END_DEMO:
5372                         gameseq_set_state(GS_STATE_END_DEMO);
5373                         break;
5374
5375                 case GS_EVENT_LOOP_BRIEF:
5376                         gameseq_set_state(GS_STATE_LOOP_BRIEF);
5377                         break;
5378
5379                 case GS_EVENT_DEMO_UPSELL:
5380                         gameseq_set_state(GS_STATE_DEMO_UPSELL);
5381                         break;
5382
5383                 default:
5384                         Int3();
5385                         break;
5386         }
5387 }
5388
5389 // Called when a state is being left.
5390 // The current state is still at old_state, but as soon as
5391 // this function leaves, then the current state will become
5392 // new state.     You should never try to change the state
5393 // in here... if you think you need to, you probably really
5394 // need to post an event, not change the state.
5395 void game_leave_state( int old_state, int new_state )
5396 {
5397         int end_mission = 1;
5398
5399         switch (new_state) {
5400                 case GS_STATE_GAME_PAUSED:
5401                 case GS_STATE_DEBUG_PAUSED:
5402                 case GS_STATE_OPTIONS_MENU:
5403                 case GS_STATE_CONTROL_CONFIG:           
5404                 case GS_STATE_MISSION_LOG_SCROLLBACK:
5405                 case GS_STATE_DEATH_DIED:
5406                 case GS_STATE_SHOW_GOALS:
5407                 case GS_STATE_HOTKEY_SCREEN:            
5408                 case GS_STATE_MULTI_PAUSED:
5409                 case GS_STATE_TRAINING_PAUSED:
5410                 case GS_STATE_EVENT_DEBUG:                              
5411                 case GS_STATE_GAMEPLAY_HELP:
5412                         end_mission = 0;  // these events shouldn't end a mission
5413                         break;
5414         }
5415
5416         switch (old_state) {
5417                 case GS_STATE_BRIEFING:
5418                         brief_stop_voices();
5419                         if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5420                                   && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5421                                   && (new_state != GS_STATE_TEAM_SELECT) ){
5422                                 common_select_close();
5423                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5424                                         freespace_stop_mission();       
5425                                 }
5426                         }
5427                         
5428                         // COMMAND LINE OPTION
5429                         if (Cmdline_multi_stream_chat_to_file){
5430                                 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5431                                 cfclose(Multi_chat_stream);
5432                         }
5433                         break;
5434
5435                 case GS_STATE_DEBRIEF:
5436                         if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5437                                 debrief_close();                                
5438                         }
5439                         break;
5440
5441                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5442                         multi_df_debrief_close();
5443                         break;
5444
5445                 case GS_STATE_LOAD_MISSION_MENU:
5446                         break;
5447
5448                 case GS_STATE_SIMULATOR_ROOM:
5449                         sim_room_close();
5450                         break;
5451
5452                 case GS_STATE_CAMPAIGN_ROOM:
5453                         campaign_room_close();
5454                         break;
5455
5456                 case GS_STATE_CMD_BRIEF:
5457                         if (new_state == GS_STATE_OPTIONS_MENU) {
5458                                 cmd_brief_hold();
5459
5460                         } else {
5461                                 cmd_brief_close();
5462                                 if (new_state == GS_STATE_MAIN_MENU)
5463                                         freespace_stop_mission();       
5464                         }
5465
5466                         break;
5467
5468                 case GS_STATE_RED_ALERT:
5469                         red_alert_close();
5470                         break;
5471
5472                 case GS_STATE_SHIP_SELECT:
5473                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5474                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5475                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5476                                 common_select_close();
5477                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5478                                         freespace_stop_mission();       
5479                                 }
5480                         }
5481                         break;
5482
5483                 case GS_STATE_WEAPON_SELECT:
5484                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5485                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5486                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5487                                 common_select_close();
5488                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5489                                         freespace_stop_mission();       
5490                                 }
5491                         }
5492                         break;
5493
5494                 case GS_STATE_TEAM_SELECT:
5495                         if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5496                                   new_state != GS_STATE_HOTKEY_SCREEN &&
5497                                   new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5498                                 common_select_close();
5499                                 if ( new_state == GS_STATE_MAIN_MENU ) {
5500                                         freespace_stop_mission();       
5501                                 }
5502                         }                                       
5503                         break;
5504
5505                 case GS_STATE_MAIN_MENU:
5506 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5507                         mht_close();
5508 #else
5509                         main_hall_close();
5510 #endif
5511                         break;
5512
5513                 case GS_STATE_OPTIONS_MENU:
5514                         //game_start_time();
5515                         if(new_state == GS_STATE_MULTI_JOIN_GAME){
5516                                 multi_join_clear_game_list();
5517                         }
5518                         options_menu_close();
5519                         break;
5520
5521                 case GS_STATE_BARRACKS_MENU:
5522                         if(new_state != GS_STATE_VIEW_MEDALS){
5523                                 barracks_close();
5524                         }
5525                         break;
5526
5527                 case GS_STATE_MISSION_LOG_SCROLLBACK:
5528                         hud_scrollback_close();
5529                         break;
5530
5531                 case GS_STATE_TRAINING_MENU:
5532                         training_menu_close();
5533                         break;
5534
5535                 case GS_STATE_GAME_PLAY:
5536                         if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5537                                 player_save_target_and_weapon_link_prefs();
5538                                 game_stop_looped_sounds();
5539                         }
5540
5541                         sound_env_disable();
5542                         joy_ff_stop_effects();
5543
5544                         // stop game time under certain conditions
5545                         if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5546                                 game_stop_time();
5547                         }
5548
5549                         if (end_mission) {
5550                         // shut down any recording or playing demos
5551 #ifdef DEMO_SYSTEM
5552                                 demo_close();
5553 #endif
5554
5555                                 // when in multiplayer and going back to the main menu, send a leave game packet
5556                                 // right away (before calling stop mission).  stop_mission was taking to long to
5557                                 // close mission down and I want people to get notified ASAP.
5558                                 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5559                                         multi_quit_game(PROMPT_NONE);
5560                                 }
5561
5562                                 freespace_stop_mission();                       
5563                                 Game_time_compression = F1_0;
5564                         }
5565                         break;
5566
5567                 case GS_STATE_TECH_MENU:
5568                         techroom_close();
5569                         break;
5570
5571                 case GS_STATE_TRAINING_PAUSED:
5572                         Training_num_lines = 0;
5573                         // fall through to GS_STATE_GAME_PAUSED
5574
5575                 case GS_STATE_GAME_PAUSED:
5576                         game_start_time();
5577                         if (end_mission) {
5578                                 pause_close(0);
5579                         }
5580                         break;
5581
5582                 case GS_STATE_DEBUG_PAUSED:
5583                         #ifndef NDEBUG
5584                                 game_start_time();
5585                                 pause_debug_close();
5586                         #endif
5587                         break;
5588
5589                 case GS_STATE_HUD_CONFIG:
5590                         hud_config_close();
5591                         break;
5592
5593                 // join/start a game
5594                 case GS_STATE_MULTI_JOIN_GAME:
5595                         if(new_state != GS_STATE_OPTIONS_MENU){
5596                                 multi_join_game_close();
5597                         }
5598                         break;
5599
5600                 case GS_STATE_MULTI_HOST_SETUP:
5601                 case GS_STATE_MULTI_CLIENT_SETUP:
5602                         // if this is just the host going into the options screen, don't do anything
5603                         if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5604                                 break;
5605                         }
5606
5607                         // close down the proper state
5608                         if(old_state == GS_STATE_MULTI_HOST_SETUP){
5609                                 multi_create_game_close();
5610                         } else {
5611                                 multi_game_client_setup_close();
5612                         }
5613
5614                         // COMMAND LINE OPTION
5615                         if (Cmdline_multi_stream_chat_to_file){
5616                                 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5617                                         cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5618                                         cfclose(Multi_chat_stream);
5619                                 }
5620                         }                       
5621                         break;
5622
5623                 case GS_STATE_CONTROL_CONFIG:
5624                         control_config_close();
5625                         break;
5626
5627                 case GS_STATE_DEATH_DIED:
5628                         Game_mode &= ~GM_DEAD_DIED;
5629                         
5630                         // early end while respawning or blowing up in a multiplayer game
5631                         if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5632                                 game_stop_time();
5633                                 freespace_stop_mission();
5634                         }
5635                         break;
5636
5637                 case GS_STATE_DEATH_BLEW_UP:
5638                         Game_mode &= ~GM_DEAD_BLEW_UP;
5639
5640                         // for single player, we might reload mission, etc.  For multiplayer, look at my new state
5641                         // to determine if I should do anything.
5642                         if ( !(Game_mode & GM_MULTIPLAYER) ) {
5643                                 if ( end_mission ){
5644                                         freespace_stop_mission();
5645                                 }
5646                         } else {
5647                                 // if we are not respawing as an observer or as a player, our new state will not
5648                                 // be gameplay state.
5649                                 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5650                                         game_stop_time();                                                                       // hasn't been called yet!!
5651                                         freespace_stop_mission();
5652                                 }
5653                         }
5654                         break;
5655
5656
5657                 case GS_STATE_CREDITS:
5658                         credits_close();
5659                         break;
5660
5661                 case GS_STATE_VIEW_MEDALS:
5662                         medal_main_close();
5663                         break;
5664
5665                 case GS_STATE_SHOW_GOALS:
5666                         mission_show_goals_close();
5667                         break;
5668
5669                 case GS_STATE_HOTKEY_SCREEN:
5670                         if ( new_state != GS_STATE_OPTIONS_MENU ) {
5671                                 mission_hotkey_close();
5672                         }
5673                         break;
5674
5675                 case GS_STATE_MULTI_MISSION_SYNC:
5676                         // if we're moving into the options menu, don't do anything
5677                         if(new_state == GS_STATE_OPTIONS_MENU){
5678                                 break;
5679                         }
5680
5681                         SDL_assert( Game_mode & GM_MULTIPLAYER );
5682                         multi_sync_close();
5683                         if ( new_state == GS_STATE_GAME_PLAY ){
5684                                 // palette_restore_palette();
5685
5686                                 // change a couple of flags to indicate our state!!!
5687                                 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5688                                 send_netplayer_update_packet();
5689
5690                                 // set the game mode
5691                                 Game_mode |= GM_IN_MISSION;
5692                         }                       
5693                         break;          
5694    
5695                 case GS_STATE_VIEW_CUTSCENES:
5696                         cutscenes_screen_close();
5697                         break;
5698
5699                 case GS_STATE_MULTI_STD_WAIT:
5700                         multi_standalone_wait_close();
5701                         break;
5702
5703                 case GS_STATE_STANDALONE_MAIN:                  
5704                         standalone_main_close();
5705                         if(new_state == GS_STATE_MULTI_STD_WAIT){               
5706                                 init_multiplayer_stats();                                                                               
5707                         }                       
5708                         break;
5709
5710                 case GS_STATE_MULTI_PAUSED:
5711                         // if ( end_mission ){
5712                                 pause_close(1);
5713                         // }
5714                         break;                  
5715
5716                 case GS_STATE_INGAME_PRE_JOIN:
5717                         multi_ingame_select_close();
5718                         break;
5719
5720                 case GS_STATE_STANDALONE_POSTGAME:
5721                         multi_standalone_postgame_close();
5722                         break;
5723
5724                 case GS_STATE_INITIAL_PLAYER_SELECT:                    
5725                         player_select_close();                  
5726                         break;          
5727
5728                 case GS_STATE_MULTI_START_GAME:
5729                         multi_start_game_close();
5730                         break;
5731
5732                 case GS_STATE_MULTI_HOST_OPTIONS:
5733                         multi_host_options_close();
5734                         break;                          
5735
5736                 case GS_STATE_END_OF_CAMPAIGN:
5737                         mission_campaign_end_close();
5738                         break;
5739
5740                 case GS_STATE_LOOP_BRIEF:
5741                         loop_brief_close();
5742                         break;
5743
5744                 case GS_STATE_PXO:
5745                         if (new_state != GS_STATE_PXO_HELP) {
5746                                 multi_pxo_close();
5747                         }
5748                         break;
5749
5750                 case GS_STATE_PXO_HELP:
5751                         multi_pxo_help_close();
5752                         break;
5753
5754                 case GS_STATE_DEMO_UPSELL:
5755                         demo_upsell_close();
5756                         break;
5757         }
5758 }
5759
5760 // Called when a state is being entered.
5761 // The current state is set to the state we're entering at
5762 // this point, and old_state is set to the state we're coming
5763 // from.    You should never try to change the state
5764 // in here... if you think you need to, you probably really
5765 // need to post an event, not change the state.
5766 extern "C"
5767 void game_enter_state( int old_state, int new_state )
5768 {
5769         switch (new_state) {
5770                 case GS_STATE_MAIN_MENU:                                
5771                         // in multiplayer mode, be sure that we are not doing networking anymore.
5772                         if ( Game_mode & GM_MULTIPLAYER ) {
5773                                 SDL_assert( Net_player != NULL );
5774                                 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5775                         }
5776
5777                         Game_time_compression = F1_0;
5778         
5779                         // determine which ship this guy is currently based on
5780 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5781                         mht_init();
5782 #else
5783                         if (Player->on_bastion) {
5784                                 main_hall_init(1);
5785                         } else {
5786                                 main_hall_init(0);
5787                         }
5788 #endif
5789                         break;
5790
5791                 case GS_STATE_BRIEFING:
5792                         main_hall_stop_music();
5793                         main_hall_stop_ambient();
5794                         
5795                         if (Game_mode & GM_NORMAL) {
5796                                 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5797                                 // MWA: or from options or hotkey screens
5798                                 // JH: or if the command brief state already did this
5799                                 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5800                                         && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5801                                         && (old_state != GS_STATE_CMD_BRIEF) ) {
5802                                         if ( !game_start_mission() )                    // this should put us into a new state on failure!
5803                                                 break;
5804                                 }
5805                         }
5806                         // maybe play a movie before the briefing.  don't play if entering briefing screen from ship or weapon select.
5807                         if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5808                                 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5809
5810                         Game_time_compression = F1_0;
5811
5812                         if ( red_alert_mission() ) {
5813                                 gameseq_post_event(GS_EVENT_RED_ALERT);
5814                         } else {
5815                                 brief_init();
5816                         }
5817
5818                         break;
5819
5820                 case GS_STATE_DEBRIEF:
5821                         game_stop_looped_sounds();
5822                         mission_goal_fail_incomplete();                         // fail all incomplete goals before entering debriefing
5823                         if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5824                                 debrief_init();
5825                         }
5826                         break;
5827
5828                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5829                         multi_df_debrief_init();
5830                         break;
5831
5832                 case GS_STATE_LOAD_MISSION_MENU:
5833                         break;
5834
5835                 case GS_STATE_SIMULATOR_ROOM:
5836                         sim_room_init();
5837                         break;
5838
5839                 case GS_STATE_CAMPAIGN_ROOM:
5840                         campaign_room_init();
5841                         break;
5842
5843                 case GS_STATE_RED_ALERT:
5844                         mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5845                         red_alert_init();
5846                         break;
5847
5848                 case GS_STATE_CMD_BRIEF: {
5849                         int team_num = 0;  // team number used as index for which cmd brief to use.
5850
5851                         if (old_state == GS_STATE_OPTIONS_MENU) {
5852                                 cmd_brief_unhold();
5853
5854                         } else {
5855                                 main_hall_stop_music();
5856                                 main_hall_stop_ambient();
5857
5858                                 if (Game_mode & GM_NORMAL) {
5859                                         // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5860                                         // MWA: or from options or hotkey screens
5861                                         // JH: or if the command brief state already did this
5862                                         if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5863                                                 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5864                                                 if ( !game_start_mission() )                    // this should put us into a new state on failure!
5865                                                         break;
5866                                         }
5867                                 }
5868
5869                                 // maybe play a movie before the briefing.  don't play if entering briefing screen from ship or weapon select.
5870                                 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5871                                         mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5872
5873                                 cmd_brief_init(team_num);
5874                         }
5875
5876                         break;
5877                 }
5878
5879                 case GS_STATE_SHIP_SELECT:
5880                         ship_select_init();
5881                         break;
5882
5883                 case GS_STATE_WEAPON_SELECT:
5884                         weapon_select_init();
5885                         break;
5886
5887                 case GS_STATE_TEAM_SELECT:              
5888                         multi_ts_init();
5889                         break;
5890
5891                 case GS_STATE_GAME_PAUSED:
5892                         game_stop_time();
5893                         pause_init(0);
5894                         break;
5895
5896                 case GS_STATE_DEBUG_PAUSED:
5897         //              game_stop_time();
5898         //              os_set_title("FreeSpace - PAUSED");
5899         //              break;
5900         //
5901                 case GS_STATE_TRAINING_PAUSED:
5902                         #ifndef NDEBUG
5903                                 game_stop_time();
5904                                 pause_debug_init();
5905                         #endif
5906                         break;
5907
5908                 case GS_STATE_OPTIONS_MENU:
5909                         //game_stop_time();
5910                         options_menu_init();
5911                         break;
5912  
5913                 case GS_STATE_GAME_PLAY:
5914                         // coming from the gameplay state or the main menu, we might need to load the mission
5915                         if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5916                                 if ( !game_start_mission() )            // this should put us into a new state.
5917                                         // Failed!!!
5918                                         break;
5919                         }
5920
5921                         // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5922                         // case of quick start), then do bitmap loads, etc  Don't do any of the loading stuff
5923                         // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5924                         if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5925                                 (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)) ) {
5926                                         // JAS: Used to do all paging here.
5927
5928                                         #ifndef NDEBUG
5929                                         //XSTR:OFF
5930                                                 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5931                                         //XSTR:ON
5932                                         #endif
5933
5934                                         main_hall_stop_music();
5935                                         main_hall_stop_ambient();
5936                                         event_music_first_pattern();    // start the first pattern
5937                         }
5938
5939                         // special code that restores player ship selection and weapons loadout when doing a quick start
5940                         if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP)  || (old_state == GS_STATE_GAME_PLAY)) ) {
5941                                 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5942                                         wss_direct_restore_loadout();
5943                                 }
5944                         }
5945
5946                         // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5947                         if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
5948                                 event_music_first_pattern();    // start the first pattern
5949                         }
5950
5951                         if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
5952                                 event_music_first_pattern();    // start the first pattern
5953                         }                       
5954                         player_restore_target_and_weapon_link_prefs();
5955
5956                         Game_mode |= GM_IN_MISSION;
5957
5958 #ifndef NDEBUG
5959                         // required to truely make mouse deltas zeroed in debug mouse code
5960                         if (!Is_standalone) {
5961                                 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
5962                         }
5963 #endif
5964
5965                         game_flush();
5966
5967                         // only start time if in single player, or coming from multi wait state
5968                         if (
5969                                         (
5970                                                 (Game_mode & GM_NORMAL) && 
5971                                                 (old_state != GS_STATE_VIEW_CUTSCENES)
5972                                         ) || (
5973                                                 (Game_mode & GM_MULTIPLAYER) && (
5974                                                         (old_state == GS_STATE_MULTI_PAUSED) ||
5975                                                         (old_state == GS_STATE_MULTI_MISSION_SYNC)
5976                                                 )
5977                                         )
5978                                 )
5979                                         game_start_time();
5980
5981                         // when coming from the multi paused state, reset the timestamps
5982                         if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
5983                                 multi_reset_timestamps();
5984                         }
5985
5986                         if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
5987                                 // initialize all object update details
5988                                 multi_oo_gameplay_init();
5989                         }
5990         
5991                         // under certain circumstances, the server should reset the object update rate limiting stuff
5992                         if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
5993                                  ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
5994                                 
5995                                 // reinitialize the rate limiting system for all clients
5996                                 multi_oo_rate_init_all();
5997                         }
5998
5999                         // multiplayer clients should always re-initialize their control info rate limiting system                      
6000                         if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
6001                                 multi_oo_rate_init_all();
6002                         }
6003                         
6004                         // reset ping times
6005                         if(Game_mode & GM_MULTIPLAYER){
6006                                 multi_ping_reset_players();
6007                         }
6008
6009                         Game_subspace_effect = 0;
6010                         if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
6011                                 Game_subspace_effect = 1;
6012                                 if( !(Game_mode & GM_STANDALONE_SERVER) ){      
6013                                         game_start_subspace_ambient_sound();
6014                                 }
6015                         }
6016
6017                         sound_env_set(&Game_sound_env);
6018                         joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
6019
6020                         // clear multiplayer button info                        i
6021                         extern button_info Multi_ship_status_bi;
6022                         memset(&Multi_ship_status_bi, 0, sizeof(button_info));
6023                         break;
6024
6025                 case GS_STATE_HUD_CONFIG:
6026                         hud_config_init();
6027                         break;
6028
6029                 case GS_STATE_MULTI_JOIN_GAME:
6030                         multi_join_clear_game_list();
6031
6032                         if (old_state != GS_STATE_OPTIONS_MENU) {
6033                                 multi_join_game_init();
6034                         }
6035
6036                         break;
6037
6038                 case GS_STATE_MULTI_HOST_SETUP:         
6039                         // don't reinitialize if we're coming back from the host options screen
6040                         if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6041                                 multi_create_game_init();
6042                         }
6043
6044                         break;
6045
6046                 case GS_STATE_MULTI_CLIENT_SETUP:               
6047                         if (old_state != GS_STATE_OPTIONS_MENU) {
6048                                 multi_game_client_setup_init();
6049                         }
6050
6051                         break;
6052
6053                 case GS_STATE_CONTROL_CONFIG:
6054                         control_config_init();
6055                         break;
6056
6057                 case GS_STATE_TECH_MENU:
6058                         techroom_init();
6059                         break;
6060
6061                 case GS_STATE_BARRACKS_MENU:
6062                         if(old_state != GS_STATE_VIEW_MEDALS){
6063                                 barracks_init();
6064                         }
6065                         break;
6066
6067                 case GS_STATE_MISSION_LOG_SCROLLBACK:
6068                         hud_scrollback_init();
6069                         break;
6070
6071                 case GS_STATE_DEATH_DIED:
6072                         Player_died_time = timestamp(10);
6073
6074                         if(!(Game_mode & GM_MULTIPLAYER)){
6075                                 player_show_death_message();
6076                         }
6077                         Game_mode |= GM_DEAD_DIED;
6078                         break;
6079
6080                 case GS_STATE_DEATH_BLEW_UP:
6081                         if ( !popupdead_is_active() ) {
6082                                 Player_ai->target_objnum = -1;
6083                         }
6084
6085                         // stop any local EMP effect
6086                         emp_stop_local();
6087
6088                         Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING;      //      Prevent immediate switch to a hostile ship.
6089                         Game_mode |= GM_DEAD_BLEW_UP;           
6090                         Show_viewing_from_self = 0;
6091
6092                         // timestamp how long we should wait before displaying the died popup
6093                         if ( !popupdead_is_active() ) {
6094                                 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6095                         }
6096                         break;
6097
6098                 case GS_STATE_GAMEPLAY_HELP:
6099                         gameplay_help_init();
6100                         break;
6101
6102                 case GS_STATE_CREDITS:
6103                         main_hall_stop_music();
6104                         main_hall_stop_ambient();
6105                         credits_init();
6106                         break;
6107
6108                 case GS_STATE_VIEW_MEDALS:
6109                         medal_main_init(Player);
6110                         break;
6111
6112                 case GS_STATE_SHOW_GOALS:
6113                         mission_show_goals_init();
6114                         break;
6115
6116                 case GS_STATE_HOTKEY_SCREEN:
6117                         mission_hotkey_init();
6118                         break;
6119
6120                 case GS_STATE_MULTI_MISSION_SYNC:
6121                         // if we're coming from the options screen, don't do any
6122                         if(old_state == GS_STATE_OPTIONS_MENU){
6123                                 break;
6124                         }
6125
6126                         switch(Multi_sync_mode){
6127                         case MULTI_SYNC_PRE_BRIEFING:
6128                                 // if moving from game forming to the team select state                                         
6129                                 multi_sync_init();                      
6130                                 break;
6131                         case MULTI_SYNC_POST_BRIEFING:
6132                                 // if moving from briefing into the mission itself                      
6133                                 multi_sync_init();
6134                         
6135                                 // tell everyone that we're now loading data
6136                                 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6137                                 send_netplayer_update_packet();
6138
6139                                 // JAS: Used to do all paging here!!!!
6140                                                                 
6141                                 Net_player->state = NETPLAYER_STATE_WAITING;                    
6142                                 send_netplayer_update_packet();                         
6143                                 Missiontime = 0;
6144                                 Game_time_compression = F1_0;
6145                                 break;
6146                         case MULTI_SYNC_INGAME:
6147                                 multi_sync_init();
6148                                 break;
6149                         }
6150                         break;          
6151    
6152                 case GS_STATE_VIEW_CUTSCENES:
6153                         cutscenes_screen_init();
6154                         break;
6155
6156                 case GS_STATE_MULTI_STD_WAIT:
6157                         multi_standalone_wait_init();
6158                         break;
6159
6160                 case GS_STATE_STANDALONE_MAIN:
6161                         // don't initialize if we're coming from one of these 2 states unless there are no 
6162                         // players left (reset situation)
6163                         if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6164                                 standalone_main_init();
6165                         }
6166                         break;  
6167
6168                 case GS_STATE_MULTI_PAUSED:
6169                         pause_init(1);
6170                         break;
6171                 
6172                 case GS_STATE_INGAME_PRE_JOIN:
6173                         multi_ingame_select_init();
6174                         break;
6175
6176                 case GS_STATE_STANDALONE_POSTGAME:
6177                         multi_standalone_postgame_init();
6178                         break;
6179
6180                 case GS_STATE_INITIAL_PLAYER_SELECT:
6181                         player_select_init();
6182                         break;          
6183
6184                 case GS_STATE_MULTI_START_GAME:
6185                         multi_start_game_init();
6186                         break;
6187
6188                 case GS_STATE_MULTI_HOST_OPTIONS:
6189                         multi_host_options_init();
6190                         break;          
6191
6192                 case GS_STATE_END_OF_CAMPAIGN:
6193                         mission_campaign_end_init();
6194                         break;          
6195
6196                 case GS_STATE_LOOP_BRIEF:
6197                         loop_brief_init();
6198                         break;
6199
6200                 case GS_STATE_PXO:
6201                         if (old_state != GS_STATE_PXO_HELP) {
6202                                 STUB_FUNCTION;
6203                                 // TODO: use_last_channel?
6204
6205                                 multi_pxo_init(0);
6206                         }
6207                         break;
6208
6209                 case GS_STATE_PXO_HELP:
6210                         multi_pxo_help_init();
6211                         break;
6212
6213                 case GS_STATE_DEMO_UPSELL:
6214                         demo_upsell_init();
6215                         break;
6216
6217         } // end switch
6218 }
6219
6220 // do stuff that may need to be done regardless of state
6221 void game_do_state_common(int state,int no_networking)
6222 {
6223         game_maybe_draw_mouse(flFrametime);             // determine if to draw the mouse this frame
6224         snd_do_frame();                                                         // update sound system
6225         event_music_do_frame();                                         // music needs to play across many states
6226
6227         multi_log_process();    
6228
6229         // bail if state is invalid
6230         if (state == 0) {
6231                 Game_do_state_should_skip = 1;
6232                 return;
6233         }
6234
6235         if (no_networking) {
6236                 return;
6237         }
6238
6239         // maybe do a multiplayer frame based on game mode and state type       
6240         if (Game_mode & GM_MULTIPLAYER) {
6241                 switch (state) {
6242                         case GS_STATE_OPTIONS_MENU:
6243                         case GS_STATE_GAMEPLAY_HELP:
6244                         case GS_STATE_HOTKEY_SCREEN:
6245                         case GS_STATE_HUD_CONFIG:
6246                         case GS_STATE_CONTROL_CONFIG:
6247                         case GS_STATE_MISSION_LOG_SCROLLBACK:
6248                         case GS_STATE_SHOW_GOALS:
6249                         case GS_STATE_VIEW_CUTSCENES:
6250                         case GS_STATE_EVENT_DEBUG:
6251                                 multi_maybe_do_frame();
6252                                 break;
6253                 }
6254                 
6255                 game_do_networking();
6256         }
6257 }
6258
6259 // Called once a frame.
6260 // You should never try to change the state
6261 // in here... if you think you need to, you probably really
6262 // need to post an event, not change the state.
6263 int Game_do_state_should_skip = 0;
6264 void game_do_state(int state)
6265 {
6266         // always lets the do_state_common() function determine if the state should be skipped
6267         Game_do_state_should_skip = 0;
6268         
6269         // legal to set the should skip state anywhere in this function
6270         game_do_state_common(state);    // do stuff that may need to be done regardless of state
6271
6272         if(Game_do_state_should_skip){
6273                 return;
6274         }
6275         
6276         switch (state) {
6277                 case GS_STATE_MAIN_MENU:
6278                         game_set_frametime(GS_STATE_MAIN_MENU);
6279 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6280                         mht_do();
6281 #else
6282                         main_hall_do(flFrametime);
6283 #endif
6284                         break;
6285
6286                 case GS_STATE_OPTIONS_MENU:
6287                         game_set_frametime(GS_STATE_OPTIONS_MENU);
6288                         options_menu_do_frame(flFrametime);
6289                         break;
6290
6291                 case GS_STATE_BARRACKS_MENU:
6292                         game_set_frametime(GS_STATE_BARRACKS_MENU);
6293                         barracks_do_frame(flFrametime);
6294                         break;
6295
6296                 case GS_STATE_TRAINING_MENU:
6297                         game_set_frametime(GS_STATE_TRAINING_MENU);
6298                         training_menu_do_frame(flFrametime);
6299                         break;
6300
6301                 case GS_STATE_TECH_MENU:
6302                         game_set_frametime(GS_STATE_TECH_MENU);
6303                         techroom_do_frame(flFrametime);
6304                         break;
6305
6306                 case GS_STATE_GAMEPLAY_HELP:
6307                         game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6308                         gameplay_help_do_frame(flFrametime);
6309                         break;
6310
6311                 case GS_STATE_GAME_PLAY:        // do stuff that should be done during gameplay
6312                         game_do_frame();
6313                         break;
6314
6315                 case GS_STATE_GAME_PAUSED:
6316                         pause_do(0);
6317                         break;
6318
6319                 case GS_STATE_DEBUG_PAUSED:
6320                         #ifndef NDEBUG
6321                                 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6322                                 pause_debug_do();
6323                         #endif
6324                         break;
6325
6326                 case GS_STATE_TRAINING_PAUSED:
6327                         game_training_pause_do();
6328                         break;
6329
6330                 case GS_STATE_LOAD_MISSION_MENU:
6331                         Int3();
6332                         break;
6333                 
6334                 case GS_STATE_BRIEFING:
6335                         game_set_frametime(GS_STATE_BRIEFING);
6336                         brief_do_frame(flFrametime);
6337                         break;
6338
6339                 case GS_STATE_DEBRIEF:
6340                         game_set_frametime(GS_STATE_DEBRIEF);
6341                         debrief_do_frame(flFrametime);
6342                         break;
6343
6344                 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6345                         game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6346                         multi_df_debrief_do();
6347                         break;
6348
6349                 case GS_STATE_SHIP_SELECT:
6350                         game_set_frametime(GS_STATE_SHIP_SELECT);
6351                         ship_select_do(flFrametime);
6352                         break;
6353
6354                 case GS_STATE_WEAPON_SELECT:
6355                         game_set_frametime(GS_STATE_WEAPON_SELECT);
6356                         weapon_select_do(flFrametime);
6357                         break;
6358
6359                 case GS_STATE_MISSION_LOG_SCROLLBACK:
6360                         game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6361                         hud_scrollback_do_frame(flFrametime);
6362                         break;
6363
6364                 case GS_STATE_HUD_CONFIG:
6365                         game_set_frametime(GS_STATE_HUD_CONFIG);
6366                         hud_config_do_frame(flFrametime);
6367                         break;
6368
6369                 case GS_STATE_MULTI_JOIN_GAME:
6370                         game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6371                         multi_join_game_do_frame();
6372                         break;
6373
6374                 case GS_STATE_MULTI_HOST_SETUP:
6375                         game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6376                         multi_create_game_do();
6377                         break;
6378
6379                 case GS_STATE_MULTI_CLIENT_SETUP:
6380                         game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6381                         multi_game_client_setup_do_frame();
6382                         break;
6383
6384                 case GS_STATE_CONTROL_CONFIG:
6385                         game_set_frametime(GS_STATE_CONTROL_CONFIG);
6386                         control_config_do_frame(flFrametime);
6387                         break;  
6388
6389                 case GS_STATE_DEATH_DIED:
6390                         game_do_frame();                        
6391                         break;
6392
6393                 case GS_STATE_DEATH_BLEW_UP:
6394                         game_do_frame();
6395                         break;
6396
6397                 case GS_STATE_SIMULATOR_ROOM:
6398                         game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6399                         sim_room_do_frame(flFrametime);
6400                         break;
6401
6402                 case GS_STATE_CAMPAIGN_ROOM:
6403                         game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6404                         campaign_room_do_frame(flFrametime);
6405                         break;
6406
6407                 case GS_STATE_RED_ALERT:
6408                         game_set_frametime(GS_STATE_RED_ALERT);
6409                         red_alert_do_frame(flFrametime);
6410                         break;
6411
6412                 case GS_STATE_CMD_BRIEF:
6413                         game_set_frametime(GS_STATE_CMD_BRIEF);
6414                         cmd_brief_do_frame(flFrametime);
6415                         break;
6416
6417                 case GS_STATE_CREDITS:
6418                         game_set_frametime(GS_STATE_CREDITS);
6419                         credits_do_frame(flFrametime);
6420                         break;
6421
6422                 case GS_STATE_VIEW_MEDALS:
6423                         game_set_frametime(GS_STATE_VIEW_MEDALS);
6424                         medal_main_do();
6425                         break;
6426
6427                 case GS_STATE_SHOW_GOALS:
6428                         game_set_frametime(GS_STATE_SHOW_GOALS);
6429                         mission_show_goals_do_frame(flFrametime);
6430                         break;
6431
6432                 case GS_STATE_HOTKEY_SCREEN:
6433                         game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6434                         mission_hotkey_do_frame(flFrametime);
6435                         break;  
6436    
6437                 case GS_STATE_VIEW_CUTSCENES:
6438                         game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6439                         cutscenes_screen_do_frame();
6440                         break;
6441
6442                 case GS_STATE_MULTI_STD_WAIT:
6443                         game_set_frametime(GS_STATE_STANDALONE_MAIN);
6444                         multi_standalone_wait_do();
6445                         break;
6446
6447                 case GS_STATE_STANDALONE_MAIN:
6448                         game_set_frametime(GS_STATE_STANDALONE_MAIN);
6449                         standalone_main_do();
6450                         break;  
6451
6452                 case GS_STATE_MULTI_PAUSED:
6453                         game_set_frametime(GS_STATE_MULTI_PAUSED);
6454                         pause_do(1);
6455                         break;
6456
6457                 case GS_STATE_TEAM_SELECT:
6458                         game_set_frametime(GS_STATE_TEAM_SELECT);
6459                         multi_ts_do();
6460                         break;
6461
6462                 case GS_STATE_INGAME_PRE_JOIN:
6463                         game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6464                         multi_ingame_select_do();
6465                         break;
6466
6467                 case GS_STATE_EVENT_DEBUG:
6468         #ifndef NDEBUG
6469                         game_set_frametime(GS_STATE_EVENT_DEBUG);
6470                         game_show_event_debug(flFrametime);
6471         #endif
6472                         break;
6473
6474                 case GS_STATE_STANDALONE_POSTGAME:
6475                         game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6476                         multi_standalone_postgame_do();
6477                         break;
6478
6479                 case GS_STATE_INITIAL_PLAYER_SELECT:
6480                         game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6481                         player_select_do();
6482                         break;
6483
6484                 case GS_STATE_MULTI_MISSION_SYNC:
6485                         game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6486                         multi_sync_do();
6487                         break;          
6488
6489                 case GS_STATE_MULTI_START_GAME:
6490                         game_set_frametime(GS_STATE_MULTI_START_GAME);
6491                         multi_start_game_do();
6492                         break;
6493                 
6494                 case GS_STATE_MULTI_HOST_OPTIONS:
6495                         game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6496                         multi_host_options_do();
6497                         break;          
6498
6499                 case GS_STATE_END_OF_CAMPAIGN:
6500                         mission_campaign_end_do();
6501                         break;          
6502
6503                 case GS_STATE_END_DEMO:
6504                         game_set_frametime(GS_STATE_END_DEMO);
6505                         end_demo_campaign_do();
6506                         break;
6507
6508                 case GS_STATE_LOOP_BRIEF:
6509                         game_set_frametime(GS_STATE_LOOP_BRIEF);
6510                         loop_brief_do();
6511                         break;
6512
6513                 case GS_STATE_PXO:
6514                         game_set_frametime(GS_STATE_PXO);
6515                         multi_pxo_do();
6516                         break;
6517
6518                 case GS_STATE_PXO_HELP:
6519                         game_set_frametime(GS_STATE_PXO_HELP);
6520                         multi_pxo_help_do();
6521                         break;
6522
6523                 case GS_STATE_DEMO_UPSELL:
6524                         game_set_frametime(GS_STATE_DEMO_UPSELL);
6525                         demo_upsell_do();
6526                         break;
6527
6528    } // end switch(gs_current_state)
6529 }
6530
6531
6532 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6533 int game_do_ram_check(int ram_in_mbytes)
6534 {
6535         if ( ram_in_mbytes < 30 ) {
6536                 int allowed_to_run = 1;
6537                 if ( ram_in_mbytes < 25 ) {
6538                         allowed_to_run = 0;
6539                 }
6540
6541                 char tmp[1024];
6542
6543                 if ( allowed_to_run ) {
6544                         SDL_MessageBoxData mboxd;
6545                         SDL_MessageBoxButtonData mboxbuttons[2];
6546                         int msgbox_rval;
6547
6548                         // not a translated string, but it's too long and smartdrv isn't
6549                         // really a thing for any OS we now support :p
6550                 //      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);
6551                         SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n\nPress 'OK' to continue running with less than the minimum required memory.\n", ram_in_mbytes);
6552
6553                         mboxbuttons[0].buttonid = 0;
6554                         mboxbuttons[0].text = XSTR("Ok", 503);
6555                         mboxbuttons[0].flags = 0;
6556
6557                         mboxbuttons[1].buttonid = 1;
6558                         mboxbuttons[1].text = XSTR("Cancel", 504);
6559                         mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6560
6561                         mboxd.flags = SDL_MESSAGEBOX_ERROR;
6562                         mboxd.title = XSTR( "Not Enough RAM", 194);
6563                         mboxd.message = tmp;
6564                         mboxd.numbuttons = 2;
6565                         mboxd.buttons = mboxbuttons;
6566                         mboxd.window = NULL;
6567                         mboxd.colorScheme = NULL;
6568
6569                         SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6570
6571                         if ( msgbox_rval == 1 ) {
6572                                 return -1;
6573                         }
6574                 } else {
6575                         // not a translated string, but it's too long and smartdrv isn't
6576                         // really a thing for any OS we now support :p
6577                 //      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);
6578                         SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n", ram_in_mbytes);
6579
6580                         SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6581
6582                         return -1;
6583                 }
6584         }
6585
6586         return 0;
6587 }
6588
6589 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6590 // If so, copy it over and remove the update directory.
6591 void game_maybe_update_launcher(char *exe_dir)
6592 {
6593         STUB_FUNCTION;
6594 }
6595
6596 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6597 {
6598         int i;
6599         int sub_total = 0;
6600         int sub_total_destroyed = 0;
6601         int total = 0;
6602         char str[255] = "";             
6603         
6604         // get the total for all his children
6605         for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling )   {
6606                 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6607         }       
6608
6609         // find the # of faces for this _individual_ object     
6610         total = submodel_get_num_polys(model_num, sm);
6611         if(strstr(pm->submodel[sm].name, "-destroyed")){
6612                 sub_total_destroyed = total;
6613         }
6614         
6615         // write out total
6616         SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6617         cfputs(str, out);               
6618
6619         *out_total += total + sub_total;
6620         *out_destroyed_total += sub_total_destroyed;
6621 }
6622
6623 #define BAIL()                  do { int x; for(x=0; x<num_files; x++){ if(pof_list[x] != NULL){free(pof_list[x]); pof_list[x] = NULL;}} return;} while(0);
6624 void game_spew_pof_info()
6625 {
6626         char *pof_list[1000];
6627         int num_files;  
6628         CFILE *out;
6629         int idx, model_num, i, j;
6630         polymodel *pm;
6631         int total, root_total, model_total, destroyed_total, counted;
6632         char str[255] = "";
6633
6634         // get file list
6635         num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6636
6637         // spew info on all the pofs
6638         if(!num_files){
6639                 return;
6640         }
6641
6642         // go
6643         out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6644         if(out == NULL){
6645                 BAIL();
6646         }       
6647         counted = 0;    
6648         for(idx=0; idx<num_files; idx++, counted++){
6649                 SDL_snprintf(str, SDL_arraysize(str), "%s.pof", pof_list[idx]);
6650                 model_num = model_load(str, 0, NULL);
6651                 if(model_num >= 0){
6652                         pm = model_get(model_num);
6653
6654                         // if we have a real model
6655                         if(pm != NULL){                         
6656                                 cfputs(str, out);
6657                                 cfputs("\n", out);
6658                                 
6659                                 // go through and print all raw submodels
6660                                 cfputs("RAW\n", out);
6661                                 total = 0;
6662                                 model_total = 0;                                
6663                                 for (i=0; i<pm->n_models; i++)  {                                       
6664                                         total = submodel_get_num_polys(model_num, i);                                   
6665                                         
6666                                         model_total += total;
6667                                         SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6668                                         cfputs(str, out);
6669                                 }                               
6670                                 SDL_snprintf(str, SDL_arraysize(str), "Model total %d\n", model_total);
6671                                 cfputs(str, out);                               
6672
6673                                 // now go through and do it by LOD
6674                                 cfputs("BY LOD\n\n", out);                              
6675                                 for(i=0; i<pm->n_detail_levels; i++){
6676                                         SDL_snprintf(str, SDL_arraysize(str), "LOD %d\n", i);
6677                                         cfputs(str, out);
6678
6679                                         // submodels
6680                                         root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6681                                         total = 0;
6682                                         destroyed_total = 0;
6683                                         for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling )        {
6684                                                 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6685                                         }
6686
6687                                         SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6688                                         cfputs(str, out);
6689
6690                                         SDL_snprintf(str, SDL_arraysize(str), "TOTAL: %d\n", total + root_total);
6691                                         cfputs(str, out);
6692                                         SDL_snprintf(str, SDL_arraysize(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6693                                         cfputs(str, out);
6694                                         SDL_snprintf(str, SDL_arraysize(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6695                                         cfputs(str, out);
6696                                 }                               
6697                                 cfputs("------------------------------------------------------------------------\n\n", out);                            
6698                         }
6699                 }
6700
6701                 if(counted >= MAX_POLYGON_MODELS - 5){
6702                         model_free_all();
6703                         counted = 0;
6704                 }
6705         }
6706
6707         cfclose(out);
6708         model_free_all();
6709         BAIL();
6710 }
6711
6712 DCF(pofspew, "")
6713 {
6714         game_spew_pof_info();
6715 }
6716
6717 static bool game_loop()
6718 {
6719         if ( popup_active() ) {
6720                 popup_do_frame();
6721                 return true;
6722         }
6723
6724         os_poll();
6725
6726         if (gameseq_process_events() == GS_STATE_QUIT_GAME) {
6727                 return false;
6728         }
6729
6730         return true;
6731 }
6732
6733 #ifdef __EMSCRIPTEN__
6734 extern "C"
6735 void game_loop_caller()
6736 {
6737         if ( !game_loop() ) {
6738                 game_shutdown();
6739         }
6740 }
6741 #endif
6742
6743 extern "C"
6744 int game_main(const char *szCmdLine)
6745 {
6746         // Find out how much RAM is on this machine
6747 #ifdef __EMSCRIPTEN__
6748         Freespace_total_ram = EM_ASM_INT(return TOTAL_MEMORY) / (1024 * 1024);
6749 #else
6750         Freespace_total_ram = SDL_GetSystemRAM();
6751 #endif
6752
6753         if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6754                 return 1;
6755         }
6756
6757         if (!vm_init(24*1024*1024)) {
6758                 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);
6759                 return 1;
6760         }
6761
6762         char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6763         if (!tmp_mem) {
6764                 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);
6765                 return 1;
6766         }
6767
6768         free(tmp_mem);
6769         tmp_mem = NULL;
6770
6771         #ifndef NDEBUG                          
6772         {
6773                 extern void windebug_memwatch_init();
6774                 windebug_memwatch_init();
6775         }
6776         #endif
6777
6778 #ifndef NDEBUG
6779         outwnd_init(1);
6780 #endif
6781
6782         mprintf(("Platform: %s\n", SDL_GetPlatform()));
6783         mprintf(("CPU: %d %s\n", SDL_GetCPUCount(), (SDL_GetCPUCount() == 1) ? "core" : "cores"));
6784         mprintf(("Memory: %dMB\n", Freespace_total_ram));
6785         mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? "little" : "big"));
6786
6787 #ifdef GIT_INFO
6788         mprintf(("Build ID: %s~%s:%s", GIT_COMMIT_DATE, GIT_BRANCH, GIT_COMMIT_HASH));
6789 #ifdef GIT_TAG
6790         mprintf((" (%s)", GIT_TAG));
6791 #endif
6792         mprintf(("\n"));
6793 #endif
6794
6795         parse_cmdline(szCmdLine);
6796
6797         mprintf(("--------------------------------------------------------------------------------\n"));
6798
6799 #ifdef STANDALONE_ONLY_BUILD
6800         Is_standalone = 1;
6801         nprintf(("Network", "Standalone running"));
6802 #else
6803         if (Is_standalone){
6804                 nprintf(("Network", "Standalone running"));
6805         }
6806 #endif
6807
6808         game_init();
6809         game_stop_time();
6810
6811         // maybe spew pof stuff
6812         if(Cmdline_spew_pof_info){
6813                 game_spew_pof_info();
6814                 game_shutdown();
6815                 return 0;
6816         }
6817
6818         // non-demo, non-standalone, play the intro movie
6819 #ifndef DEMO
6820         if ( !Is_standalone ) {
6821
6822                 // release -- movies always play
6823 #if defined(NDEBUG)
6824
6825                 // 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
6826                 movie_play( NOX("intro.mve") );
6827
6828                 // debug version, movie will only play with -showmovies
6829 #elif !defined(NDEBUG)
6830
6831                 movie_play( NOX("intro.mve") );
6832 /*
6833 #ifndef NDEBUG
6834                 if ( Cmdline_show_movies )
6835                         movie_play( NOX("intro.mve") );
6836 #endif
6837 */
6838 #endif // NDEBUG
6839         }
6840
6841 #endif // DEMO
6842
6843         if (Is_standalone){
6844                 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6845         } else {
6846                 gameseq_post_event(GS_EVENT_GAME_INIT);         // start the game rolling -- check for default pilot, or go to the pilot select screen
6847         }
6848
6849 #ifdef __EMSCRIPTEN__
6850         emscripten_set_main_loop(game_loop_caller, 0, 1);
6851 #else
6852         while ( game_loop() ) { /* nothing */ }
6853 #endif
6854
6855         game_shutdown();
6856         return 0;
6857 }
6858
6859 // launcher the fslauncher program on exit
6860 void game_launch_launcher_on_exit()
6861 {
6862         STUB_FUNCTION;
6863 }
6864
6865
6866 // game_shutdown()
6867 //
6868 // This function is called when FreeSpace terminates normally.  
6869 //
6870 void game_shutdown(void)
6871 {
6872         // don't ever flip a page on the standalone!
6873         if(!(Game_mode & GM_STANDALONE_SERVER)){
6874                 gr_reset_clip();
6875                 gr_clear();
6876                 gr_flip();
6877         }
6878
6879    // if the player has left the "player select" screen and quit the game without actually choosing
6880         // a player, Player will be NULL, in which case we shouldn't write the player file out!
6881         if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6882                 write_pilot_file();
6883         }
6884
6885         // load up common multiplayer icons
6886         multi_unload_common_icons();
6887         
6888         shockwave_close();                      // release any memory used by shockwave system  
6889         fireball_close();                               // free fireball system
6890         ship_close();                                   // free any memory that was allocated for the ships
6891         weapon_close();                                 // free any memory that was allocated for the weapons
6892         hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6893         unload_animating_pointer();// frees the frames used for the animating mouse pointer
6894         bm_unload_all();                                // free bitmaps
6895         mission_campaign_close();       // close out the campaign stuff
6896         mission_campaign_shutdown();    // get anything that mission_campaign_close can't do
6897         multi_voice_close();                    // close down multiplayer voice (including freeing buffers, etc)
6898         multi_log_close();
6899 #ifdef MULTI_USE_LAG
6900         multi_lag_close();
6901 #endif
6902
6903         // the menu close functions will unload the bitmaps if they were displayed during the game
6904 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6905         main_hall_close();
6906 #endif
6907         context_help_close();           // close out help system
6908         training_menu_close();
6909         lcl_close();                            // be sure localization is closed out
6910         gr_close();
6911
6912         // free left-over memory from parsed tables
6913         cutscene_tbl_close();
6914         medal_tbl_close();
6915         scoring_tbl_close();
6916         player_tips_close();
6917
6918         extern void joy_close();
6919         joy_close();
6920
6921         audiostream_close();
6922         snd_close();
6923         event_music_close();
6924         psnet_close();
6925         os_cleanup();
6926
6927 #ifdef __EMSCRIPTEN__
6928         // sync files to persistent storage
6929         EM_ASM(
6930                 FS.syncfs(function(err) {
6931                         assert(!err);
6932                 });
6933         );
6934 #endif
6935
6936         // HACKITY HACK HACK
6937         // if this flag is set, we should be firing up the launcher when exiting freespace
6938         extern int Multi_update_fireup_launcher_on_exit;
6939         if(Multi_update_fireup_launcher_on_exit){
6940                 game_launch_launcher_on_exit();
6941         }
6942 }
6943
6944 // game_stop_looped_sounds()
6945 //
6946 // This function will call the appropriate stop looped sound functions for those
6947 // modules which use looping sounds.  It is not enough just to stop a looping sound
6948 // at the DirectSound level, the game is keeping track of looping sounds, and this
6949 // function is used to inform the game that looping sounds are being halted.
6950 //
6951 void game_stop_looped_sounds()
6952 {
6953         hud_stop_looped_locking_sounds();
6954         hud_stop_looped_engine_sounds();
6955         afterburner_stop_sounds();
6956         player_stop_looped_sounds();
6957         obj_snd_stop_all();             // stop all object-linked persistant sounds
6958         game_stop_subspace_ambient_sound();
6959         snd_stop(Radar_static_looping);
6960         Radar_static_looping = -1;
6961         snd_stop(Target_static_looping);
6962         shipfx_stop_engine_wash_sound();
6963         Target_static_looping = -1;
6964 }
6965
6966 //////////////////////////////////////////////////////////////////////////
6967 //
6968 // Code for supporting an animating mouse pointer
6969 //
6970 //
6971 //////////////////////////////////////////////////////////////////////////
6972
6973 typedef struct animating_obj
6974 {
6975         int     first_frame;
6976         int     num_frames;
6977         int     current_frame;
6978         float time;
6979         float elapsed_time;
6980 } animating_obj;
6981
6982 static animating_obj Animating_mouse;
6983
6984 // ----------------------------------------------------------------------------
6985 // init_animating_pointer()
6986 //
6987 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6988 // gets properly initialized
6989 //
6990 void init_animating_pointer()
6991 {
6992         Animating_mouse.first_frame     = -1;
6993         Animating_mouse.num_frames              = 0;
6994         Animating_mouse.current_frame   = -1;
6995         Animating_mouse.time                            = 0.0f;
6996         Animating_mouse.elapsed_time    = 0.0f;
6997 }
6998
6999 // ----------------------------------------------------------------------------
7000 // load_animating_pointer()
7001 //
7002 // Called at game init to load in the frames for the animating mouse pointer
7003 //
7004 // input:       filename        =>      filename of animation file that holds the animation
7005 // 
7006 void load_animating_pointer(const char *filename, int dx, int dy)
7007 {
7008         int                             fps;
7009         animating_obj *am;
7010
7011         init_animating_pointer();
7012
7013         am = &Animating_mouse;
7014         am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
7015         if ( am->first_frame == -1 ) 
7016                 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
7017         am->current_frame = 0;
7018         am->time = am->num_frames / i2fl(fps);
7019 }
7020
7021 // ----------------------------------------------------------------------------
7022 // unload_animating_pointer()
7023 //
7024 // Called at game shutdown to free the memory used to store the animation frames
7025 //
7026 void unload_animating_pointer()
7027 {
7028         int                             i;
7029         animating_obj   *am;
7030
7031         am = &Animating_mouse;
7032         for ( i = 0; i < am->num_frames; i++ ) {
7033                 SDL_assert( (am->first_frame+i) >= 0 );
7034                 bm_release(am->first_frame + i);
7035         }
7036
7037         am->first_frame = -1;
7038         am->num_frames          = 0;
7039         am->current_frame = -1;
7040 }
7041
7042 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
7043 void game_render_mouse(float frametime)
7044 {
7045         int                             mx, my;
7046         animating_obj   *am;
7047
7048         // if animating cursor exists, play the next frame
7049         am = &Animating_mouse;
7050         if ( am->first_frame != -1 ) {
7051                 mouse_get_pos(&mx, &my);
7052                 am->elapsed_time += frametime;
7053                 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
7054                 if ( am->current_frame >= am->num_frames ) {
7055                         am->current_frame = 0;
7056                         am->elapsed_time = 0.0f;
7057                 }
7058                 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
7059         }
7060 }
7061
7062 // ----------------------------------------------------------------------------
7063 // game_maybe_draw_mouse()
7064 //
7065 // determines whether to draw the mouse pointer at all, and what frame of
7066 // animation to use if the mouse is animating
7067 //
7068 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
7069 //
7070 // input:       frametime => elapsed frame time in seconds since last call
7071 //
7072 void game_maybe_draw_mouse(float frametime)
7073 {
7074         int game_state;
7075
7076         game_state = gameseq_get_state();
7077
7078         switch ( game_state ) {
7079                 case GS_STATE_GAME_PAUSED:
7080                 // case GS_STATE_MULTI_PAUSED:
7081                 case GS_STATE_GAME_PLAY:
7082                 case GS_STATE_DEATH_DIED:
7083                 case GS_STATE_DEATH_BLEW_UP:
7084                         if ( popup_active() || popupdead_is_active() ) {
7085                                 Mouse_hidden = 0;
7086                         } else {
7087                                 Mouse_hidden = 1;       
7088                         }
7089                         break;
7090
7091                 default:
7092                         Mouse_hidden = 0;
7093                         break;
7094         }       // end switch
7095
7096         if ( !Mouse_hidden ) 
7097                 game_render_mouse(frametime);
7098
7099 }
7100
7101 void game_do_training_checks()
7102 {
7103         int i, s;
7104         float d;
7105         waypoint_list *wplp;
7106
7107         if (Training_context & TRAINING_CONTEXT_SPEED) {
7108                 s = (int) Player_obj->phys_info.fspeed;
7109                 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7110                         if (!Training_context_speed_set) {
7111                                 Training_context_speed_set = 1;
7112                                 Training_context_speed_timestamp = timestamp();
7113                         }
7114
7115                 } else
7116                         Training_context_speed_set = 0;
7117         }
7118
7119         if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7120                 wplp = &Waypoint_lists[Training_context_path];
7121                 if (wplp->count > Training_context_goal_waypoint) {
7122                         i = Training_context_goal_waypoint;
7123                         do {
7124                                 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7125                                 if (d <= Training_context_distance) {
7126                                         Training_context_at_waypoint = i;
7127                                         if (Training_context_goal_waypoint == i) {
7128                                                 Training_context_goal_waypoint++;
7129                                                 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7130                                         }
7131
7132                                         break;
7133                                 }
7134
7135                                 i++;
7136                                 if (i == wplp->count)
7137                                         i = 0;
7138
7139                         } while (i != Training_context_goal_waypoint);
7140                 }
7141         }
7142
7143         if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7144                 Players_target = Player_ai->target_objnum;
7145                 Players_targeted_subsys = Player_ai->targeted_subsys;
7146                 Players_target_timestamp = timestamp();
7147         }
7148 }
7149
7150 /////////// Following is for event debug view screen
7151
7152 #ifndef NDEBUG
7153
7154 #define EVENT_DEBUG_MAX 5000
7155 #define EVENT_DEBUG_EVENT 0x8000
7156
7157 int Event_debug_index[EVENT_DEBUG_MAX];
7158 int ED_count;
7159
7160 void game_add_event_debug_index(int n, int indent)
7161 {
7162         if (ED_count < EVENT_DEBUG_MAX)
7163                 Event_debug_index[ED_count++] = n | (indent << 16);
7164 }
7165
7166 void game_add_event_debug_sexp(int n, int indent)
7167 {
7168         if (n < 0)
7169                 return;
7170
7171         if (Sexp_nodes[n].first >= 0) {
7172                 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7173                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7174                 return;
7175         }
7176
7177         game_add_event_debug_index(n, indent);
7178         if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7179                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7180         else
7181                 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7182 }
7183
7184 void game_event_debug_init()
7185 {
7186         int e;
7187
7188         ED_count = 0;
7189         for (e=0; e<Num_mission_events; e++) {
7190                 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7191                 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7192         }
7193 }
7194
7195 void game_show_event_debug(float frametime) 
7196 {
7197         char buf[256];
7198         int i, k, z;
7199         int font_height, font_width;    
7200         int y_index, y_max;
7201         static int scroll_offset = 0;
7202         
7203         k = game_check_key();
7204         if (k)
7205                 switch (k) {
7206                         case SDLK_UP:
7207                         case SDLK_KP_8:
7208                                 scroll_offset--;
7209                                 if (scroll_offset < 0)
7210                                         scroll_offset = 0;
7211                                 break;
7212
7213                         case SDLK_DOWN:
7214                         case SDLK_KP_2:
7215                                 scroll_offset++;
7216                                 break;
7217
7218                         case SDLK_PAGEUP:
7219                                 scroll_offset -= 20;
7220                                 if (scroll_offset < 0)
7221                                         scroll_offset = 0;
7222                                 break;
7223
7224                         case SDLK_PAGEDOWN:
7225                                 scroll_offset += 20;    // not font-independent, hard-coded since I counted the lines!
7226                                 break;
7227
7228                         default:
7229                                 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7230                                 key_flush();
7231                                 break;
7232                 } // end switch
7233
7234         gr_clear();
7235         gr_set_color_fast(&Color_bright);
7236         gr_set_font(FONT1);
7237         gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7238
7239         gr_set_color_fast(&Color_normal);
7240         gr_set_font(FONT1);
7241         gr_get_string_size(&font_width, &font_height, NOX("test"));
7242         y_max = gr_screen.max_h - font_height - 5;
7243         y_index = 45;
7244
7245         k = scroll_offset;
7246         while (k < ED_count) {
7247                 if (y_index > y_max)
7248                         break;
7249
7250                 z = Event_debug_index[k];
7251                 if (z & EVENT_DEBUG_EVENT) {
7252                         z &= 0x7fff;
7253                         SDL_snprintf(buf, SDL_arraysize(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7254                                 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7255                                 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7256                                 Mission_events[z].repeat_count, Mission_events[z].interval);
7257
7258                 } else {
7259                         i = (z >> 16) * 3;
7260                         buf[i] = 0;
7261                         while (i--)
7262                                 buf[i] = ' ';
7263
7264                         SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, SDL_arraysize(buf));
7265                         switch (Sexp_nodes[z & 0x7fff].value) {
7266                                 case SEXP_TRUE:
7267                                         SDL_strlcat(buf, NOX(" (True)"), SDL_arraysize(buf));
7268                                         break;
7269
7270                                 case SEXP_FALSE:
7271                                         SDL_strlcat(buf, NOX(" (False)"), SDL_arraysize(buf));
7272                                         break;
7273
7274                                 case SEXP_KNOWN_TRUE:
7275                                         SDL_strlcat(buf, NOX(" (Always true)"), SDL_arraysize(buf));
7276                                         break;
7277
7278                                 case SEXP_KNOWN_FALSE:
7279                                         SDL_strlcat(buf, NOX(" (Always false)"), SDL_arraysize(buf));
7280                                         break;
7281
7282                                 case SEXP_CANT_EVAL:
7283                                         SDL_strlcat(buf, NOX(" (Can't eval)"), SDL_arraysize(buf));
7284                                         break;
7285
7286                                 case SEXP_NAN:
7287                                 case SEXP_NAN_FOREVER:
7288                                         SDL_strlcat(buf, NOX(" (Not a number)"), SDL_arraysize(buf));
7289                                         break;
7290                         }
7291                 }
7292
7293                 gr_printf(10, y_index, buf);
7294                 y_index += font_height;
7295                 k++;
7296         }
7297
7298         gr_flip();
7299 }
7300
7301 #endif // NDEBUG
7302
7303 #ifndef NDEBUG
7304 FILE * Time_fp;
7305 FILE * Texture_fp;
7306
7307 int Tmap_num_too_big = 0;
7308 int Num_models_needing_splitting = 0;
7309
7310 void Time_model( int modelnum )
7311 {
7312 //      mprintf(( "Timing ship '%s'\n", si->name ));
7313
7314         vector eye_pos, model_pos;
7315         matrix eye_orient, model_orient;
7316
7317         polymodel *pm = model_get( modelnum );
7318
7319         int l = strlen(pm->filename);
7320         while( (l>0) )  {
7321                 if ( (l == '/') || (l=='\\') || (l==':'))       {
7322                         l++;
7323                         break;
7324                 }
7325                 l--;
7326         }
7327         char *pof_file = &pm->filename[l];
7328
7329         int model_needs_splitting = 0;
7330
7331         //fprintf( Texture_fp, "Model: %s\n", pof_file );
7332         int i;
7333         for (i=0; i<pm->n_textures; i++ )       {
7334                 char filename[1024];
7335                 ubyte pal[768];
7336
7337                 int bmp_num = pm->original_textures[i];
7338                 if ( bmp_num > -1 )     {
7339                         bm_get_palette(pm->original_textures[i], pal, filename, SDL_arraysize(filename) );
7340                         int w,h;
7341                         bm_get_info( pm->original_textures[i],&w, &h );
7342
7343
7344                         if ( (w > 512) || (h > 512) )   {
7345                                 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7346                                 Tmap_num_too_big++;
7347                                 model_needs_splitting++;
7348                         }
7349                 } else {
7350                         //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7351                 }
7352         }
7353
7354         if ( model_needs_splitting )    {
7355                 Num_models_needing_splitting++;
7356         }
7357         eye_orient = model_orient = vmd_identity_matrix;
7358         eye_pos = model_pos = vmd_zero_vector;
7359
7360         eye_pos.xyz.z = -pm->rad*2.0f;
7361
7362         vector eye_to_model;
7363
7364         vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7365         vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7366
7367         fix t1 = timer_get_fixed_seconds();
7368
7369         angles ta;
7370         ta.p = ta.b = ta.h = 0.0f; 
7371         int framecount = 0;
7372
7373         int bitmaps_used_this_frame, bitmaps_new_this_frame;
7374                 
7375         bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7376
7377         modelstats_num_polys = modelstats_num_verts = 0;
7378
7379         while( ta.h < PI2 )     {
7380
7381                 matrix m1;
7382                 vm_angles_2_matrix(&m1, &ta );
7383                 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7384
7385                 gr_reset_clip();
7386 //              gr_clear();
7387
7388                 g3_start_frame(1);
7389
7390                 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );       
7391
7392                 model_clear_instance( modelnum );
7393                 model_set_detail_level(0);              // use highest detail level
7394                 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL);     //|MR_NO_POLYS );
7395
7396                 g3_end_frame();
7397 //              gr_flip();
7398
7399                 framecount++;
7400                 ta.h += 0.1f;
7401
7402                 int k = key_inkey();
7403                 if ( k == SDLK_ESCAPE ) {
7404                         exit(1);
7405                 }
7406         }
7407
7408         fix t2 = timer_get_fixed_seconds();
7409
7410         if (framecount < 1) {
7411                 return;
7412         }
7413
7414         bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7415         //bitmaps_used_this_frame /= framecount;
7416
7417         modelstats_num_polys /= framecount;
7418         modelstats_num_verts /= framecount;
7419
7420         mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7421         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 );
7422
7423 //      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 );
7424
7425                 
7426 //      key_getch();
7427 }
7428
7429 int Time_models = 0;
7430 DCF_BOOL( time_models, Time_models );
7431
7432 void Do_model_timings_test()
7433 {
7434         
7435
7436         if ( !Time_models ) return;
7437
7438         mprintf(( "Timing models!\n" ));
7439
7440         int i;
7441
7442         ubyte model_used[MAX_POLYGON_MODELS];
7443         int model_id[MAX_POLYGON_MODELS];
7444         for (i=0; i<MAX_POLYGON_MODELS; i++ )   {
7445                 model_used[i] = 0;
7446         }
7447         
7448         // Load them all
7449         for (i=0; i<Num_ship_types; i++ )       {
7450                 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7451
7452                 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7453                 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7454         }
7455
7456         Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7457         if ( !Texture_fp ) return;
7458
7459         Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7460         if ( !Time_fp ) return;
7461
7462         fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7463 //      fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7464         
7465         for (i=0; i<MAX_POLYGON_MODELS; i++ )   {
7466                 if ( model_used[i] )    {
7467                         Time_model( model_id[i] );
7468                 }
7469         }
7470         
7471         fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7472         fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7473         
7474         fclose(Time_fp);
7475         fclose(Texture_fp);
7476
7477         exit(1);
7478 }
7479 #endif
7480
7481 // Call this function when you want to inform the player that a feature is not
7482 // enabled in the DEMO version of FreSpace
7483 void game_feature_not_in_demo_popup()
7484 {
7485         popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7486 }
7487
7488 // format the specified time (fixed point) into a nice string
7489 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7490 {
7491         float mtime;
7492         int hours,minutes,seconds;
7493
7494         mtime = f2fl(m_time);           
7495
7496         // get the hours, minutes and seconds   
7497         hours = (int)(mtime / 3600.0f);
7498         if(hours > 0){
7499                 mtime -= (3600.0f * (float)hours);
7500         }
7501         seconds = (int)mtime%60;
7502         minutes = (int)mtime/60;                        
7503
7504         if (hours > 0) {
7505                 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7506         } else {
7507                 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7508         }
7509 }
7510
7511 //      Stuff version string in *str.
7512 void get_version_string(char *str, const int str_len)
7513 {
7514 //XSTR:OFF
7515 #ifdef FS1_DEMO
7516         SDL_snprintf(str, str_len, "Dv%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7517 #if !defined(NDEBUG) && defined(GIT_INFO)
7518         SDL_strlcat(str, "~" GIT_COMMIT_HASH, str_len);
7519 #endif
7520         return;
7521 #endif
7522
7523         if ( FS_VERSION_BUILD == 0 ) {
7524                 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7525         } else {
7526                 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7527         }
7528
7529 #if !defined(NDEBUG) && defined(GIT_INFO)
7530         SDL_strlcat(str, "~" GIT_COMMIT_HASH, str_len);
7531 #endif
7532
7533 #if defined (FS2_DEMO)
7534         SDL_strlcat(str, " D", str_len);
7535 #elif defined (OEM_BUILD)
7536         SDL_strlcat(str, " (OEM)", str_len);
7537 #endif
7538 //XSTR:ON
7539         /*
7540         HMODULE hMod;
7541         DWORD bogus_handle;
7542         char myname[_MAX_PATH];
7543         int namelen, major, minor, build, waste;
7544         unsigned int buf_size;
7545         DWORD version_size;
7546         char *infop;
7547         VOID *bufp;
7548         BOOL result;
7549
7550         // Find my EXE file name
7551         hMod = GetModuleHandle(NULL);
7552         namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7553
7554         version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7555         infop = (char *)malloc(version_size);
7556         result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7557
7558         // get the product version
7559         result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7560         sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7561 #ifdef DEMO
7562         sprintf(str,"Dv%d.%02d",major, minor);
7563 #else
7564         sprintf(str,"v%d.%02d",major, minor);
7565 #endif
7566         */
7567 }
7568
7569 void get_version_string_short(char *str, const int str_len)
7570 {
7571         SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7572 }
7573
7574 // ----------------------------------------------------------------
7575 //
7576 // OEM UPSELL SCREENS BEGIN
7577 //
7578 // ----------------------------------------------------------------
7579 #if defined(OEM_BUILD)
7580
7581 #define NUM_OEM_UPSELL_SCREENS                          3
7582 #define OEM_UPSELL_SCREEN_DELAY                         10000
7583
7584 static int Oem_upsell_bitmaps_loaded = 0;
7585 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7586 static int Oem_upsell_screen_number = 0;
7587 static int Oem_upsell_show_next_bitmap_time;
7588
7589 //XSTR:OFF
7590 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] = 
7591 {
7592         {       "OEMUpSell02",
7593                 "OEMUpSell01",
7594                 "OEMUpSell03",
7595         },
7596         {       "2_OEMUpSell02",
7597                 "2_OEMUpSell01",
7598                 "2_OEMUpSell03",
7599         },
7600 };
7601 //XSTR:ON
7602
7603 static int Oem_normal_cursor = -1;
7604 static int Oem_web_cursor = -1;
7605 //#define OEM_UPSELL_URL                "http://www.interplay-store.com/"
7606 #define OEM_UPSELL_URL          "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7607
7608 void oem_upsell_next_screen()
7609 {
7610         Oem_upsell_screen_number++;
7611         if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7612                 // extra long delay, mouse shown on last upsell
7613                 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7614                 Mouse_hidden = 0;
7615
7616         } else {
7617                 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7618         }
7619 }
7620
7621 void oem_upsell_load_bitmaps()
7622 {
7623         int i;
7624
7625         for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7626                 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7627         }
7628 }
7629
7630 void oem_upsell_unload_bitmaps()
7631 {
7632         int i;
7633
7634         for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7635                 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7636                         bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7637                 }
7638         }
7639
7640         // unloaded
7641         Oem_upsell_bitmaps_loaded = 0;
7642 }
7643
7644 // clickable hotspot on 3rd OEM upsell screen
7645 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7646         {       // GR_640
7647                 28, 350, 287, 96                                        // x, y, w, h
7648         },
7649         {       // GR_1024
7650                 45, 561, 460, 152                                       // x, y, w, h
7651         }
7652 };
7653
7654 void oem_upsell_show_screens()
7655 {
7656         int current_time, k;
7657         int done = 0;
7658
7659         if ( !Oem_upsell_bitmaps_loaded ) {
7660                 oem_upsell_load_bitmaps();
7661                 Oem_upsell_bitmaps_loaded = 1;
7662         }
7663
7664         // may use upsell screens more than once
7665         Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7666         Oem_upsell_screen_number = 0;
7667         
7668         key_flush();
7669         Mouse_hidden = 1;
7670
7671         // set up cursors
7672         int nframes;                                            // used to pass, not really needed (should be 1)
7673         Oem_normal_cursor = gr_get_cursor_bitmap();
7674         Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7675         SDL_assert(Oem_web_cursor >= 0);
7676         if (Oem_web_cursor < 0) {
7677                 Oem_web_cursor = Oem_normal_cursor;
7678         }
7679
7680         while(!done) {
7681
7682                 //oem_reset_trailer_timer();
7683
7684                 current_time = timer_get_milliseconds();
7685
7686                 os_poll();
7687                 k = key_inkey();
7688
7689                 // advance screen on keypress or timeout
7690                 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7691                         oem_upsell_next_screen();
7692                 }
7693
7694                 // check if we are done
7695                 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7696                         Oem_upsell_screen_number--;
7697                         done = 1;
7698                 } else {
7699                         if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7700                                 done = 1;
7701                         }
7702                 }
7703
7704                 // show me the upsell
7705                 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {               
7706                         gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7707                         gr_bitmap(0,0);
7708                 }
7709
7710                 // if this is the 3rd upsell, make it clickable, d00d
7711                 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7712                         int mx, my;
7713                         int button_state = mouse_get_pos(&mx, &my);
7714                         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])
7715                                 && (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]) )
7716                         {
7717                                 // switch cursors
7718                                 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7719
7720                                 // check for clicks
7721                                 if (button_state & MOUSE_LEFT_BUTTON) {
7722                                         // launch URL
7723                                         multi_pxo_url(OEM_UPSELL_URL);
7724                                         done = 1;
7725                                 } 
7726                         } else {
7727                                 // switch cursor back to normal one
7728                                 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7729                         }
7730                 }
7731
7732                 if ( done ) {
7733                         if (gameseq_get_state() != GS_STATE_END_DEMO) {
7734                                 gr_fade_out(0);
7735                                 SDL_Delay(300);
7736                         }
7737                 }
7738
7739                 gr_flip();
7740         }
7741
7742         // unload bitmap
7743         oem_upsell_unload_bitmaps();
7744
7745         // switch cursor back to normal one
7746         gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7747
7748 }
7749
7750 #endif // defined(OEM_BUILD)
7751 // ----------------------------------------------------------------
7752 //
7753 // OEM UPSELL SCREENS END
7754 //
7755 // ----------------------------------------------------------------
7756
7757
7758
7759 // ----------------------------------------------------------------
7760 //
7761 // DEMO UPSELL SCREENS BEGIN
7762 //
7763 // ----------------------------------------------------------------
7764
7765 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7766
7767 #ifdef FS1_DEMO
7768 #define NUM_DEMO_UPSELL_SCREENS                         4
7769 #define DEMO_UPSELL_SCREEN_DELAY                        15000
7770 #else
7771 #define NUM_DEMO_UPSELL_SCREENS                         2
7772 #define DEMO_UPSELL_SCREEN_DELAY                        3000
7773 #endif
7774
7775
7776 static int Demo_upsell_bitmaps_loaded = 0;
7777 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7778 static int Demo_upsell_screen_number = 0;
7779 static int Demo_upsell_show_next_bitmap_time;
7780
7781 //XSTR:OFF
7782 static const char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7783 {
7784 #ifdef FS1_DEMO
7785         {       "DemoUpsell1",
7786                 "DemoUpsell2",
7787                 "DemoUpsell3",
7788                 "DemoUpsell4"
7789         },
7790         {       "DemoUpsell1",
7791                 "DemoUpsell2",
7792                 "DemoUpsell3",
7793                 "DemoUpsell4"
7794         },
7795 #else
7796         {       "UpSell02",
7797                 "UpSell01",
7798         },
7799         {       "2_UpSell02",
7800                 "2_UpSell01",
7801         },
7802 #endif
7803         // "DemoUpsell3",
7804         // "DemoUpsell4",
7805 };
7806 //XSTR:ON
7807
7808 void demo_upsell_next_screen()
7809 {
7810         Demo_upsell_screen_number++;
7811         if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7812                 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7813         } else {
7814                 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7815         }
7816 }
7817
7818 void demo_upsell_load_bitmaps()
7819 {
7820         int i;
7821
7822         for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7823                 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7824         }
7825 }
7826
7827 void demo_upsell_unload_bitmaps()
7828 {
7829         int i;
7830
7831         for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7832                 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7833                         bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7834                 }
7835         }
7836
7837         // unloaded
7838         Demo_upsell_bitmaps_loaded = 0;
7839 }
7840
7841 void demo_upsell_init()
7842 {
7843         if ( !Demo_upsell_bitmaps_loaded ) {
7844                 demo_upsell_load_bitmaps();
7845                 Demo_upsell_bitmaps_loaded = 1;
7846         }
7847
7848         // may use upsell screens more than once
7849         Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7850         Demo_upsell_screen_number = 0;
7851
7852         key_flush();
7853         Mouse_hidden = 1;
7854 }
7855
7856 void demo_upsell_close()
7857 {
7858         // unload bitmap
7859         demo_upsell_unload_bitmaps();
7860 }
7861
7862 void demo_upsell_do()
7863 {
7864         int done = 0;
7865
7866         demo_reset_trailer_timer();
7867
7868         os_poll();
7869
7870         int k = key_inkey();
7871
7872 #ifdef FS1_DEMO
7873         if ( timer_get_milliseconds() > Demo_upsell_show_next_bitmap_time ) {
7874                 demo_upsell_next_screen();
7875                 k = 0;
7876         }
7877 #endif
7878
7879         if ( k > 0 ) {
7880                 demo_upsell_next_screen();
7881         }
7882
7883         if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7884                 Demo_upsell_screen_number--;
7885                 done = 1;
7886         } else {
7887                 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7888                         done = 1;
7889                 }
7890         }
7891
7892         if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
7893                 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7894                 gr_bitmap(0,0);
7895         }
7896
7897         if ( done ) {
7898                 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7899                         gr_fade_out(0);
7900                         SDL_Delay(300);
7901                         gameseq_post_event(GS_EVENT_QUIT_GAME);
7902                 } else {
7903                         gameseq_post_event(GS_EVENT_MAIN_MENU);
7904                 }
7905         }
7906
7907         gr_flip();
7908 }
7909
7910 #endif // DEMO
7911
7912 // ----------------------------------------------------------------
7913 //
7914 // DEMO UPSELL SCREENS END
7915 //
7916 // ----------------------------------------------------------------
7917
7918
7919 // ----------------------------------------------------------------
7920 //
7921 // Subspace Ambient Sound START
7922 //
7923 // ----------------------------------------------------------------
7924
7925 static int Subspace_ambient_left_channel = -1;
7926 static int Subspace_ambient_right_channel = -1;
7927
7928 // 
7929 void game_start_subspace_ambient_sound()
7930 {
7931         if ( Subspace_ambient_left_channel < 0 ) {
7932                 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7933         }
7934
7935         if ( Subspace_ambient_right_channel < 0 ) {
7936                 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7937         }
7938 }
7939
7940 void game_stop_subspace_ambient_sound()
7941 {
7942         if ( Subspace_ambient_left_channel >= 0 ) {
7943                 snd_stop(Subspace_ambient_left_channel);
7944                 Subspace_ambient_left_channel = -1;
7945         }
7946
7947         if ( Subspace_ambient_right_channel >= 0 ) {
7948                 snd_stop(Subspace_ambient_right_channel);
7949                 Subspace_ambient_right_channel = -1;
7950         }
7951 }
7952
7953 // ----------------------------------------------------------------
7954 //
7955 // Subspace Ambient Sound END
7956 //
7957 // ----------------------------------------------------------------
7958
7959 // ----------------------------------------------------------------
7960 //
7961 // Language Autodetection stuff
7962 //
7963
7964 // this layout order must match Lcl_languages in localize.cpp in order for the
7965 // correct language to be detected
7966 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7967 #ifdef MAKE_FS1
7968         1366105450,                             // English
7969 #else
7970         589986744,                              // English
7971 #endif
7972         -1132430286,                    // German
7973         0,                                              // French
7974         -1131728960,                                    // Polish
7975 };
7976
7977 // default setting is "-1" to use config file with English as fall back
7978 // DO NOT change the default setting here or something uncouth might happen
7979 // in the localization code
7980 int detect_lang()
7981 {
7982         uint file_checksum;             
7983         int idx;
7984
7985         // try and open the file to verify
7986         CFILE *detect = cfopen("font01.vf", "rb");
7987         
7988         // will use default setting if something went wrong
7989         if (!detect) {
7990                 return -1;
7991         }       
7992
7993         // get the long checksum of the file
7994         file_checksum = 0;
7995         cfseek(detect, 0, SEEK_SET);    
7996         cf_chksum_long(detect, &file_checksum);
7997         cfclose(detect);
7998         detect = NULL;  
7999
8000         // now compare the checksum/filesize against known #'s
8001         for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
8002                 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
8003                         return idx;
8004                 }
8005         }
8006
8007         // notify if a match was not found, include detected checksum
8008         printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
8009         printf("Using default language...\n\n");
8010         
8011         return -1;
8012 }
8013
8014 //
8015 // End Auto Lang stuff
8016 //
8017 // ----------------------------------------------------------------
8018
8019 // ----------------------------------------------------------------
8020 // SHIPS TBL VERIFICATION STUFF
8021 //
8022
8023 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8024 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8025         #define NUM_SHIPS_TBL_CHECKSUMS         3
8026 #else
8027         #define NUM_SHIPS_TBL_CHECKSUMS         1
8028 #endif
8029
8030 #if defined(FS2_DEMO)
8031 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8032         1696074201,                                             // FS2 demo
8033 };
8034 #elif defined(FS1_DEMO)
8035 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8036         1603375034,                                             // FS1 DEMO
8037 };
8038 #elif defined(MAKE_FS1)
8039 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8040         -129679197,                                             // FS1 Full 1.06 (US)
8041         7762567,                                                // FS1 SilentThreat
8042         1555372475                                              // FS1 Full 1.06 (German)
8043 };
8044 #else
8045 /*
8046 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8047         -463907578,                                             // US - beta 1
8048         1696074201,                                             // FS2 demo
8049 };
8050 */
8051 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8052 //      -1022810006,                                    // 1.0 FULL
8053         -1254285366                                             // 1.2 FULL (German)
8054 };
8055 #endif
8056
8057 void verify_ships_tbl()
8058 {       
8059         /*
8060 #ifdef NDEBUG
8061         Game_ships_tbl_valid = 1;
8062 #else
8063         */
8064         uint file_checksum;             
8065         int idx;
8066
8067         // detect if the packfile exists
8068         CFILE *detect = cfopen("ships.tbl", "rb");
8069         Game_ships_tbl_valid = 0;        
8070         
8071         // not mission-disk
8072         if(!detect){
8073                 Game_ships_tbl_valid = 0;
8074                 return;
8075         }       
8076
8077         // get the long checksum of the file
8078         file_checksum = 0;
8079         cfseek(detect, 0, SEEK_SET);    
8080         cf_chksum_long(detect, &file_checksum);
8081         cfclose(detect);
8082         detect = NULL;  
8083
8084         // now compare the checksum/filesize against known #'s
8085         for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
8086                 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
8087                         Game_ships_tbl_valid = 1;
8088                         return;
8089                 }
8090         }
8091 // #endif
8092 }
8093
8094 DCF(shipspew, "display the checksum for the current ships.tbl")
8095 {
8096         uint file_checksum;
8097         CFILE *detect = cfopen("ships.tbl", "rb");
8098         // get the long checksum of the file
8099         file_checksum = 0;
8100         cfseek(detect, 0, SEEK_SET);    
8101         cf_chksum_long(detect, &file_checksum);
8102         cfclose(detect);
8103
8104         dc_printf("%d", file_checksum);
8105 }
8106
8107 // ----------------------------------------------------------------
8108 // WEAPONS TBL VERIFICATION STUFF
8109 //
8110
8111 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8112 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8113         #define NUM_WEAPONS_TBL_CHECKSUMS               3
8114 #else
8115         #define NUM_WEAPONS_TBL_CHECKSUMS               1
8116 #endif
8117
8118 #if defined(FS2_DEMO)
8119 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8120         -266420030,                             // demo 1
8121 };
8122 #elif defined(FS1_DEMO)
8123 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8124         -1246928725,                    // FS1 DEMO
8125 };
8126 #elif defined(MAKE_FS1)
8127 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8128         -834598107,                             // FS1 1.06 Full (US)
8129         -1652231417,                    // FS1 SilentThreat
8130         720209793                               // FS1 1.06 Full (German)
8131 };
8132 #else
8133 /*
8134 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8135         141718090,                              // US - beta 1
8136         -266420030,                             // demo 1
8137 };
8138 */
8139 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8140 //      399297860,                              // 1.0 FULL     
8141         -553984927                              // 1.2 FULL (german)
8142 };
8143 #endif
8144
8145 void verify_weapons_tbl()
8146 {       
8147         /*
8148 #ifdef NDEBUG
8149         Game_weapons_tbl_valid = 1;
8150 #else
8151         */
8152         uint file_checksum;
8153         int idx;
8154
8155         // detect if the packfile exists
8156         CFILE *detect = cfopen("weapons.tbl", "rb");
8157         Game_weapons_tbl_valid = 0;      
8158         
8159         // not mission-disk
8160         if(!detect){
8161                 Game_weapons_tbl_valid = 0;
8162                 return;
8163         }       
8164
8165         // get the long checksum of the file
8166         file_checksum = 0;
8167         cfseek(detect, 0, SEEK_SET);    
8168         cf_chksum_long(detect, &file_checksum);
8169         cfclose(detect);
8170         detect = NULL;  
8171
8172         // now compare the checksum/filesize against known #'s
8173         for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8174                 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8175                         Game_weapons_tbl_valid = 1;
8176                         return;
8177                 }
8178         }
8179 // #endif
8180 }
8181
8182 DCF(wepspew, "display the checksum for the current weapons.tbl")
8183 {
8184         uint file_checksum;
8185         CFILE *detect = cfopen("weapons.tbl", "rb");
8186         // get the long checksum of the file
8187         file_checksum = 0;
8188         cfseek(detect, 0, SEEK_SET);    
8189         cf_chksum_long(detect, &file_checksum);
8190         cfclose(detect);
8191
8192         dc_printf("%d", file_checksum);
8193 }
8194
8195 // if the game is running using hacked data
8196 int game_hacked_data()
8197 {
8198         // hacked!
8199         if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8200                 return 1;
8201         }
8202
8203         // not hacked
8204         return 0;
8205 }
8206
8207 #if defined(FS2_DEMO) || defined(OEM_BUILD)
8208 extern "C"
8209 void display_title_screen()
8210 {
8211         // load bitmap
8212         int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8213         if (title_bitmap == -1) {
8214                 return;
8215         }
8216
8217         // set
8218         gr_set_bitmap(title_bitmap);
8219
8220         // draw
8221         gr_bitmap(0, 0);
8222
8223         // flip
8224         gr_flip();
8225
8226         // give it some time on screen
8227 #ifdef __EMSCRIPTEN__
8228         emscripten_sleep(1000);
8229 #else
8230         SDL_Delay(1000);
8231 #endif
8232
8233         bm_unload(title_bitmap);
8234 }
8235 #endif  // FS2_DEMO || OEM_BUILD
8236
8237 // return true if the game is running with "low memory", which is less than 48MB
8238 bool game_using_low_mem()
8239 {
8240         if (Use_low_mem == 0) {
8241                 return false;
8242         } else {
8243                 return true;
8244         }
8245 }