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