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add support for retail FS1 pilot files
[taylor/freespace2.git] / src / io / keycontrol.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/Io/KeyControl.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * Routines to read and deal with keyboard input.
16  *
17  * $Log$
18  * Revision 1.5  2003/05/25 02:30:42  taylor
19  * Freespace 1 support
20  *
21  * Revision 1.4  2002/07/28 05:05:08  relnev
22  * removed some old stuff
23  *
24  * Revision 1.3  2002/06/18 08:58:53  relnev
25  * last few struct changes
26  *
27  * Revision 1.2  2002/06/09 04:41:21  relnev
28  * added copyright header
29  *
30  * Revision 1.1.1.1  2002/05/03 03:28:09  root
31  * Initial import.
32  *
33  * 
34  * 47    9/09/99 11:40p Dave
35  * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
36  * 2 end movies properly, based upon what the player did in the mission.
37  * 
38  * 46    9/07/99 11:26p Andsager
39  * Fix "r" targeting key, making evaluate_ship_as_closest_target() and
40  * hud_target_live_turret() consider if turret is targeting player
41  * 
42  * 45    9/03/99 1:31a Dave
43  * CD checking by act. Added support to play 2 cutscenes in a row
44  * seamlessly. Fixed super low level cfile bug related to files in the
45  * root directory of a CD. Added cheat code to set campaign mission # in
46  * main hall.
47  * 
48  * 44    9/01/99 10:09a Dave
49  * Pirate bob.
50  * 
51  * 43    8/27/99 10:36a Dave
52  * Impose a 2% penalty for hitting the shield balance key.
53  * 
54  * 42    8/27/99 9:57a Dave
55  * Enabled standard cheat codes. Allow player to continue in a campaing
56  * after using cheat codes.
57  * 
58  * 41    8/26/99 9:45a Dave
59  * First pass at easter eggs and cheats.
60  * 
61  * 40    8/24/99 1:49a Dave
62  * Fixed client-side afterburner stuttering. Added checkbox for no version
63  * checking on PXO join. Made button info passing more friendly between
64  * client and server.
65  * 
66  * 39    8/22/99 5:53p Dave
67  * Scoring fixes. Added self destruct key. Put callsigns in the logfile
68  * instead of ship designations for multiplayer players.
69  * 
70  * 38    8/19/99 10:59a Dave
71  * Packet loss detection.
72  * 
73  * 37    8/18/99 12:09p Andsager
74  * Add debug if message has no anim for message.  Make messages come from
75  * wing leader.
76  * 
77  * 36    8/05/99 2:05a Dave
78  * Whee.
79  * 
80  * 35    8/01/99 12:39p Dave
81  * Added HUD contrast control key (for nebula).
82  * 
83  * 34    7/31/99 2:30p Dave
84  * Added nifty mission message debug viewing keys.
85  * 
86  * 33    7/21/99 8:10p Dave
87  * First run of supernova effect.
88  * 
89  * 32    7/15/99 4:09p Andsager
90  * Disable cheats for FS2_DEMO
91  * 
92  * 31    7/15/99 9:20a Andsager
93  * FS2_DEMO initial checkin
94  * 
95  * 30    7/07/99 3:32p Dave
96  * Oops. Forgot to remove this.
97  * 
98  * 29    7/02/99 4:31p Dave
99  * Much more sophisticated lightning support.
100  * 
101  * 28    6/10/99 3:43p Dave
102  * Do a better job of syncing text colors to HUD gauges.
103  * 
104  * 27    6/09/99 2:55p Andsager
105  * Allow multiple asteroid subtypes (of large, medium, small) and follow
106  * family.
107  * 
108  * 26    5/24/99 5:45p Dave
109  * Added detail levels to the nebula, with a decent speedup. Split nebula
110  * lightning into its own section.
111  * 
112  * 25    5/08/99 8:25p Dave
113  * Upped object pairs. First run of nebula lightning.
114  * 
115  * 24    5/05/99 9:02p Dave
116  * Fixed D3D aabitmap rendering. Spiffed up nebula effect a bit (added
117  * rotations, tweaked values, made bitmap selection more random). Fixed
118  * D3D beam weapon clipping problem. Added D3d frame dumping.
119  * 
120  * 23    5/03/99 9:07a Dave
121  * Pirate Bob. Changed beam test code a bit.
122  * 
123  * 22    4/21/99 6:15p Dave
124  * Did some serious housecleaning in the beam code. Made it ready to go
125  * for anti-fighter "pulse" weapons. Fixed collision pair creation. Added
126  * a handy macro for recalculating collision pairs for a given object.
127  * 
128  * 21    4/16/99 5:54p Dave
129  * Support for on/off style "stream" weapons. Real early support for
130  * target-painting lasers.
131  * 
132  * 20    3/31/99 8:24p Dave
133  * Beefed up all kinds of stuff, incluging beam weapons, nebula effects
134  * and background nebulae. Added per-ship non-dimming pixel colors.
135  * 
136  * 19    3/29/99 6:17p Dave
137  * More work on demo system. Got just about everything in except for
138  * blowing ships up, secondary weapons and player death/warpout.
139  * 
140  * 18    3/28/99 5:58p Dave
141  * Added early demo code. Make objects move. Nice and framerate
142  * independant, but not much else. Don't use yet unless you're me :)
143  * 
144  * 17    3/09/99 6:24p Dave
145  * More work on object update revamping. Identified several sources of
146  * unnecessary bandwidth.
147  * 
148  * 16    2/21/99 6:01p Dave
149  * Fixed standalone WSS packets. 
150  * 
151  * 15    2/21/99 1:48p Dave
152  * Some code for monitoring datarate for multiplayer in detail.
153  * 
154  * 14    1/21/99 2:06p Dave
155  * Final checkin for multiplayer testing.
156  * 
157  * 13    1/19/99 3:57p Andsager
158  * Round 2 of variables
159  * 
160  * 12    1/12/99 12:53a Dave
161  * More work on beam weapons - made collision detection very efficient -
162  * collide against all object types properly - made 3 movement types
163  * smooth. Put in test code to check for possible non-darkening pixels on
164  * object textures.
165  * 
166  * 11    1/08/99 2:08p Dave
167  * Fixed software rendering for pofview. Super early support for AWACS and
168  * beam weapons.
169  * 
170  * 10    12/06/98 2:36p Dave
171  * Drastically improved nebula fogging.
172  * 
173  * 9     12/04/98 3:37p Andsager
174  * Added comment out asteroid launcher
175  * 
176  * 8     11/19/98 4:19p Dave
177  * Put IPX sockets back in psnet. Consolidated all multiplayer config
178  * files into one.
179  * 
180  * 7     11/05/98 5:55p Dave
181  * Big pass at reducing #includes
182  * 
183  * 6     10/26/98 9:42a Dave
184  * Early flak gun support.
185  * 
186  * 5     10/20/98 1:39p Andsager
187  * Make so sparks follow animated ship submodels.  Modify
188  * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
189  * submodel_num.  Add submodel_num to multiplayer hit packet.
190  * 
191  * 4     10/13/98 9:28a Dave
192  * Started neatening up freespace.h. Many variables renamed and
193  * reorganized. Added AlphaColors.[h,cpp]
194  * 
195  * 3     10/09/98 2:57p Dave
196  * Starting splitting up OS stuff.
197  * 
198  * 2     10/07/98 10:53a Dave
199  * Initial checkin.
200  * 
201  * 1     10/07/98 10:49a Dave
202  * 
203  * 387   6/17/98 11:02a Lawrance
204  * show what cheat code is in the comment
205  * 
206  * 386   6/09/98 5:15p Lawrance
207  * French/German localization
208  * 
209  * 385   6/09/98 10:31a Hoffoss
210  * Created index numbers for all xstr() references.  Any new xstr() stuff
211  * added from here on out should be added to the end if the list.  The
212  * current list count can be found in FreeSpace.cpp (search for
213  * XSTR_SIZE).
214  * 
215  * 384   6/01/98 11:43a John
216  * JAS & MK:  Classified all strings for localization.
217  * 
218  * 383   5/24/98 1:46p Mike
219  * Final cheat codes.
220  * 
221  * 382   5/19/98 2:20p Mike
222  * Comment out nprintf().
223  * 
224  * 381   5/19/98 12:19p Mike
225  * Cheat codes!
226  * 
227  * 380   5/19/98 11:11a Lawrance
228  * Make 'G' only target hostiles
229  * 
230  * 379   5/18/98 11:00p Mike
231  * Adding support for cheat system.
232  * 
233  * 378   5/18/98 12:41a Allender
234  * fixed subsystem problems on clients (i.e. not reporting properly on
235  * damage indicator).  Fixed ingame join problem with respawns.  minor
236  * comm menu stuff
237  * 
238  * 377   5/17/98 1:43a Dave
239  * Eradicated chatbox problems. Remove speed match for observers. Put in
240  * help screens for PXO. Fix messaging and end mission privelges. Fixed
241  * team select screen bugs. Misc UI fixes.
242  * 
243  * 376   5/15/98 8:36p Lawrance
244  * Add 'target ship that last sent transmission' target key
245  * 
246  * 375   5/14/98 11:07a Lawrance
247  * Ensure looped sounds get stopped before stopping all channels
248  * 
249  * 374   5/12/98 11:59p Dave
250  * Put in some more functionality for Parallax Online.
251  * 
252  * 373   5/11/98 5:29p Hoffoss
253  * Added mouse button mapped to joystick button support.
254  * 
255  * 372   5/08/98 10:14a Lawrance
256  * Play sound when auto-targeting gets toggled.
257  * 
258  * 371   5/04/98 9:25a Allender
259  * don't allow time compression in multiplayer
260  * 
261  * 370   4/30/98 4:43p Allender
262  * trap player obj when changing dual fire status on ship
263  * 
264  * 369   4/30/98 4:16p Peter
265  * fixes for critical button functions when a player (client) ship is dead
266  * or dying
267  * 
268  * 368   4/27/98 9:03a Dave
269  * Fixed a multiplayer sequencing bug where paused players who were in the
270  * options screen got an SDL_assert when unpausing. Removed an optimiized
271  * build warning in keycontrol. 
272  * 
273  * 367   4/26/98 4:29p Lawrance
274  * Put back time compression keys... somehow they were trashed by a later
275  * checkin.
276  * 
277  * 366   4/25/98 5:36p Mike
278  * Prevent player warpout if engine < 10%.
279  * 
280  * $NoKeywords: $
281  */
282
283 #include "pstypes.h"
284 #include "linklist.h"
285 #include "key.h"
286 #include "joy.h"
287 #include "timer.h"
288 #include "ship.h"
289 #include "player.h"
290 #include "weapon.h"
291 #include "hud.h"
292 #include "contexthelp.h"
293 #include "gamesequence.h"
294 #include "osapi.h"
295 #include "missiongoals.h"
296 #include "hud.h"
297 #include "hudtarget.h"
298 #include "optionsmenu.h"
299 #include "freespace.h"
300 #include "controlsconfig.h"
301 #include "mouse.h"
302 #include "hudets.h"
303 #include "multi.h"
304 #include "multiutil.h"
305 #include "sound.h"
306 #include "gamesnd.h"
307 #include "bmpman.h"
308 #include "hudsquadmsg.h"
309 #include "eventmusic.h"
310 #include "animplay.h"
311 #include "freespace.h"
312 #include "cmeasure.h"
313 #include "missionhotkey.h"
314 #include "afterburner.h"
315 #include "missionparse.h"
316 #include "hudescort.h"
317 #include "hudshield.h"
318 #include "multiutil.h"
319 #include "multimsgs.h"
320 #include "keycontrol.h"
321 #include "shiphit.h"
322 #include "shipfx.h"
323 #include "hud.h"
324 #include "hudobserver.h"
325 #include "missionlog.h"
326 #include "hudtargetbox.h"
327 #include "popup.h"
328 #include "objcollide.h"
329 #include "hudconfig.h"
330 #include "missioncampaign.h"
331 #include "rtvoice.h"
332 #include "multi_respawn.h"
333 #include "multi_pmsg.h"
334 #include "crypt.h"
335 #include "ui.h"
336 #include "multi_pause.h"
337 #include "multi_observer.h"
338 #include "multi_endgame.h"
339 #include "beam.h"
340 #include "neblightning.h"
341 #include "supernova.h"
342 #include "missionmessage.h"
343 #include "mainhallmenu.h"
344 #include "aigoals.h"
345 #include "localize.h"
346
347 // --------------------------------------------------------------
348 // Global to file 
349 // --------------------------------------------------------------
350
351 // --------------------------------------------------------------
352 // Externals
353 // --------------------------------------------------------------
354 typedef struct asteroid_field {
355         vector  min_bound;                                              //      Minimum range of field.
356         vector  max_bound;                                              //      Maximum range of field.
357         vector  vel;                                                            //      Average asteroid moves at this velocity.
358         float           speed;                                                  // Average speed of field
359         int             num_initial_asteroids;          //      Number of asteroids at creation.
360 } asteroid_field;
361
362 #define CHEAT_BUFFER_LEN        20
363 #define CHEATSPOT                               (CHEAT_BUFFER_LEN - 1)
364
365 char CheatBuffer[CHEAT_BUFFER_LEN+1];
366
367 #if defined(FS2_DEMO)
368         const char *Cheat_code_demo = NOX("33BE^(8]C01(:=BHt");
369 #elif defined(MAKE_FS1)
370         const char *Cheat_code_gr = NOX("BNdEgDB\\s?0XD1?0)");          // de:www.volition-inc.com
371         const char *Cheat_code = NOX("E5B?(\"=H'5UTE$o%D");                     // www.volition-inc.com
372         const char *Cheat_code_movies = NOX("iC:1C06,'00SoXyY6");               // freespacestandsalone
373 #else
374         const char *Cheat_code = NOX("33BE^(8]C01(:=BHt");                                      // www.freespace2.com
375         const char *Cheat_code_fish = NOX("bDc9y+$;#AIDRoouM");                 // vasudanswuvfishes
376         const char *Cheat_code_headz = NOX("!;:::@>F7L?@@2:@A");                        // humanheadsinside.
377         const char *Cheat_code_tooled = NOX("sipp-^rM@L!U^usjX");               // tooledworkedowned
378         const char *Cheat_code_pirate = NOX("MAP4YP[4=-2uC(yJ^");               // arrrrwalktheplank    
379         const char *Cheat_code_skip = NOX("7!ICkSI\"(8n3JesBP");                        // skipmemymissionyo
380 #endif
381                                                                                   // 666)6=N79+Z45=BE0e
382 int Tool_enabled = 0;
383
384         /*
385 #else 
386         // list of the cheat codes
387         //#ifdef INTERPLAYQA
388         // "DavidPerry" NOX("0!XZQ*K.pu");
389         // NOX("&BvWJe=a?$VP*=@2W,2Y"); // Super-secret 20 character string!
390         //NOX("STs`nHqW\\lv#KD_aCSWN"); //      solveditonceandforall (note double \\ as string contains \.
391         //XSTR:OFF
392         char *Cheat_code_in_game = NOX("///FES)P<A5=7CCB!n10"); //      www.volition-inc.com
393         char *Cheat_code_movies =  NOX("&BvWJe=a?$VP*=@2W,2Y"); // freespacestandsalone
394         char *Cheat_code_pirate = NOX("%,sPzoE>\\+_(Qs#+h-8o");                         // arrwalktheplankmatey
395         //XSTR:ON
396 #endif
397         */
398
399 int All_movies_enabled = 0;
400
401 //int Debug_allowed = 0;
402
403 //#endif
404
405 extern int AI_watch_object;
406 extern int Countermeasures_enabled;
407
408 extern fix Game_time_compression;
409
410 extern float do_subobj_hit_stuff(object *ship_obj, object *other_obj, vector *hitpos, float damage);
411
412 extern void mission_goal_mark_all_true( int type );
413
414 int Normal_key_set[] = {
415         TARGET_NEXT,
416         TARGET_PREV,
417         TARGET_NEXT_CLOSEST_HOSTILE,
418         TARGET_PREV_CLOSEST_HOSTILE,
419         TARGET_NEXT_CLOSEST_FRIENDLY,
420         TARGET_PREV_CLOSEST_FRIENDLY,
421         TARGET_TARGETS_TARGET,
422         TARGET_SHIP_IN_RETICLE,
423         TARGET_LAST_TRANMISSION_SENDER,
424         TARGET_CLOSEST_SHIP_ATTACKING_TARGET,
425         TARGET_CLOSEST_SHIP_ATTACKING_SELF,
426         STOP_TARGETING_SHIP,
427         TOGGLE_AUTO_TARGETING,
428         TARGET_SUBOBJECT_IN_RETICLE,
429         TARGET_PREV_SUBOBJECT,
430         TARGET_NEXT_SUBOBJECT,
431         STOP_TARGETING_SUBSYSTEM,
432
433         TARGET_NEXT_UNINSPECTED_CARGO,
434         TARGET_PREV_UNINSPECTED_CARGO,
435         TARGET_NEWEST_SHIP,
436         TARGET_NEXT_LIVE_TURRET,
437         TARGET_PREV_LIVE_TURRET,
438         TARGET_NEXT_BOMB,
439         TARGET_PREV_BOMB,
440
441         ATTACK_MESSAGE,
442         DISARM_MESSAGE,
443         DISABLE_MESSAGE,
444         ATTACK_SUBSYSTEM_MESSAGE,
445         CAPTURE_MESSAGE,
446         ENGAGE_MESSAGE,
447         FORM_MESSAGE,
448         PROTECT_MESSAGE,
449         COVER_MESSAGE,
450         WARP_MESSAGE,
451         REARM_MESSAGE,
452         IGNORE_MESSAGE,
453         SQUADMSG_MENU,
454
455         VIEW_CHASE,
456         VIEW_OTHER_SHIP,
457
458         SHOW_GOALS,
459         END_MISSION,
460
461         ADD_REMOVE_ESCORT,
462         ESCORT_CLEAR,
463         TARGET_NEXT_ESCORT_SHIP,
464
465         XFER_SHIELD,
466         XFER_LASER,
467         INCREASE_SHIELD,
468         INCREASE_WEAPON,
469         INCREASE_ENGINE,
470         DECREASE_SHIELD,
471         DECREASE_WEAPON,
472         DECREASE_ENGINE,
473         ETS_EQUALIZE,
474         SHIELD_EQUALIZE,
475         SHIELD_XFER_TOP,
476         SHIELD_XFER_BOTTOM,
477         SHIELD_XFER_RIGHT,
478         SHIELD_XFER_LEFT,
479
480         CYCLE_NEXT_PRIMARY,
481         CYCLE_PREV_PRIMARY,
482         CYCLE_SECONDARY,
483         CYCLE_NUM_MISSLES,
484         RADAR_RANGE_CYCLE,
485
486         MATCH_TARGET_SPEED,
487         TOGGLE_AUTO_MATCH_TARGET_SPEED,
488
489         VIEW_EXTERNAL,
490         VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK,
491         LAUNCH_COUNTERMEASURE,
492         ONE_THIRD_THROTTLE,
493         TWO_THIRDS_THROTTLE,
494         PLUS_5_PERCENT_THROTTLE,
495         MINUS_5_PERCENT_THROTTLE,
496         ZERO_THROTTLE,
497         MAX_THROTTLE,
498
499         TARGET_CLOSEST_REPAIR_SHIP,
500
501         MULTI_MESSAGE_ALL,
502         MULTI_MESSAGE_FRIENDLY,
503         MULTI_MESSAGE_HOSTILE,
504         MULTI_MESSAGE_TARGET,
505         MULTI_OBSERVER_ZOOM_TO,
506
507         TIME_SPEED_UP,
508         TIME_SLOW_DOWN,
509 #ifndef MAKE_FS1
510         TOGGLE_HUD_CONTRAST,
511
512         MULTI_TOGGLE_NETINFO,
513         MULTI_SELF_DESTRUCT
514 #endif
515 };
516
517 int Dead_key_set[] = {
518         TARGET_NEXT,
519         TARGET_PREV,
520         TARGET_NEXT_CLOSEST_HOSTILE,
521         TARGET_PREV_CLOSEST_HOSTILE,
522         TARGET_NEXT_CLOSEST_FRIENDLY,
523         TARGET_PREV_CLOSEST_FRIENDLY,
524         TARGET_TARGETS_TARGET,
525         TARGET_CLOSEST_SHIP_ATTACKING_TARGET,
526         STOP_TARGETING_SHIP,
527         TOGGLE_AUTO_TARGETING,
528         TARGET_SUBOBJECT_IN_RETICLE,
529         TARGET_PREV_SUBOBJECT,
530         TARGET_NEXT_SUBOBJECT,
531         STOP_TARGETING_SUBSYSTEM,
532         TARGET_NEWEST_SHIP,
533         TARGET_NEXT_LIVE_TURRET,
534         TARGET_PREV_LIVE_TURRET,
535         TARGET_NEXT_BOMB,
536         TARGET_PREV_BOMB,
537
538         VIEW_CHASE,
539         VIEW_OTHER_SHIP,
540
541         SHOW_GOALS,
542
543         ADD_REMOVE_ESCORT,
544         ESCORT_CLEAR,
545         TARGET_NEXT_ESCORT_SHIP,
546         TARGET_CLOSEST_REPAIR_SHIP,     
547
548         MULTI_MESSAGE_ALL,
549         MULTI_MESSAGE_FRIENDLY,
550         MULTI_MESSAGE_HOSTILE,
551         MULTI_MESSAGE_TARGET,
552         MULTI_OBSERVER_ZOOM_TO,
553
554         TIME_SPEED_UP,
555         TIME_SLOW_DOWN
556 };
557
558 int Critical_key_set[] = {              
559         CYCLE_SECONDARY,                        
560         CYCLE_NUM_MISSLES,                      
561         INCREASE_WEAPON,                        
562         DECREASE_WEAPON,        
563         INCREASE_SHIELD,                        
564         DECREASE_SHIELD,                        
565         INCREASE_ENGINE,                        
566         DECREASE_ENGINE,                        
567         ETS_EQUALIZE,
568         SHIELD_EQUALIZE,                        
569         SHIELD_XFER_TOP,                        
570         SHIELD_XFER_BOTTOM,                     
571         SHIELD_XFER_LEFT,                       
572         SHIELD_XFER_RIGHT,                      
573         XFER_SHIELD,                    
574         XFER_LASER,                     
575 };
576
577 int Non_critical_key_set[] = {
578         CYCLE_NEXT_PRIMARY,             
579         CYCLE_PREV_PRIMARY,                     
580         MATCH_TARGET_SPEED,                     
581         TOGGLE_AUTO_MATCH_TARGET_SPEED,                 
582         TARGET_NEXT,    
583         TARGET_PREV,                    
584         TARGET_NEXT_CLOSEST_HOSTILE,                    
585         TARGET_PREV_CLOSEST_HOSTILE,                    
586         TOGGLE_AUTO_TARGETING,                  
587         TARGET_NEXT_CLOSEST_FRIENDLY,                   
588         TARGET_PREV_CLOSEST_FRIENDLY,                   
589         TARGET_SHIP_IN_RETICLE,                 
590         TARGET_LAST_TRANMISSION_SENDER,
591         TARGET_CLOSEST_REPAIR_SHIP,                     
592         TARGET_CLOSEST_SHIP_ATTACKING_TARGET,                   
593         STOP_TARGETING_SHIP,                    
594         TARGET_CLOSEST_SHIP_ATTACKING_SELF,                     
595         TARGET_TARGETS_TARGET,                  
596         TARGET_SUBOBJECT_IN_RETICLE,                    
597         TARGET_PREV_SUBOBJECT,                  
598         TARGET_NEXT_SUBOBJECT,                  
599         STOP_TARGETING_SUBSYSTEM,
600         TARGET_NEXT_BOMB,
601         TARGET_PREV_BOMB,
602         TARGET_NEXT_UNINSPECTED_CARGO,
603         TARGET_PREV_UNINSPECTED_CARGO,
604         TARGET_NEWEST_SHIP,
605         TARGET_NEXT_LIVE_TURRET,
606         TARGET_PREV_LIVE_TURRET,
607         ATTACK_MESSAGE,
608         DISARM_MESSAGE,
609         DISABLE_MESSAGE,
610         ATTACK_SUBSYSTEM_MESSAGE,
611         CAPTURE_MESSAGE,
612         ENGAGE_MESSAGE,
613    FORM_MESSAGE,
614         PROTECT_MESSAGE,
615         COVER_MESSAGE,
616         WARP_MESSAGE,
617         IGNORE_MESSAGE,
618         REARM_MESSAGE,
619         VIEW_CHASE,
620         VIEW_EXTERNAL,
621         VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK,
622         VIEW_OTHER_SHIP,
623         RADAR_RANGE_CYCLE,
624         SQUADMSG_MENU,
625         SHOW_GOALS,
626         END_MISSION,
627         ADD_REMOVE_ESCORT,
628         ESCORT_CLEAR,
629         TARGET_NEXT_ESCORT_SHIP,        
630         MULTI_MESSAGE_ALL,
631         MULTI_MESSAGE_FRIENDLY,
632         MULTI_MESSAGE_HOSTILE,
633         MULTI_MESSAGE_TARGET,
634         MULTI_OBSERVER_ZOOM_TO,
635 #ifndef MAKE_FS1
636         TOGGLE_HUD_CONTRAST,
637
638         MULTI_TOGGLE_NETINFO,
639         MULTI_SELF_DESTRUCT
640 #endif
641 };
642
643
644 // set sizes of the key sets automatically
645 int Normal_key_set_size = sizeof(Normal_key_set) / sizeof(int);
646 int Dead_key_set_size = sizeof(Dead_key_set) / sizeof(int);
647 int Critical_key_set_size = sizeof(Critical_key_set) / sizeof(int);
648 int Non_critical_key_set_size = sizeof(Non_critical_key_set) / sizeof(int);
649
650 // --------------------------------------------------------------
651 // routine to process keys used only for debugging
652 // --------------------------------------------------------------
653 //#ifndef NDEBUG
654
655 void debug_cycle_player_ship(int delta)
656 {
657         if ( Player_obj == NULL )
658                 return;
659
660         int si_index = Ships[Player_obj->instance].ship_info_index;
661         int sanity = 0;
662         ship_info       *sip;
663         while ( TRUE ) {
664                 si_index += delta;
665                 if ( si_index > MAX_SHIP_TYPES ){
666                         si_index = 0;
667                 }
668                 if ( si_index < 0 ){
669                         si_index = MAX_SHIP_TYPES - 1;
670                 }
671                 sip = &Ship_info[si_index];
672                 if ( sip->flags & SIF_PLAYER_SHIP ){
673                         break;
674                 }
675
676                 // just in case
677                 sanity++;
678                 if ( sanity > MAX_SHIP_TYPES ){
679                         break;
680                 }
681         }
682
683         change_ship_type(Player_obj->instance, si_index);
684         HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Player ship changed to %s", 0), Ship_info[si_index].name);                 
685 }
686
687 // cycle targeted ship to next ship in that species
688 void debug_cycle_targeted_ship(int delta)
689 {
690         object          *objp;
691         ship_info       *sip;
692         int                     si_index, species;
693         char                    name[NAME_LENGTH];
694
695         if ( Player_ai->target_objnum == -1 )
696                 return;
697
698         objp = &Objects[Player_ai->target_objnum];
699         if ( objp->type != OBJ_SHIP )
700                 return;
701
702         si_index = Ships[objp->instance].ship_info_index;
703         SDL_assert(si_index != -1 );
704         species = Ship_info[si_index].species;
705
706         int sanity = 0;
707
708         while ( TRUE ) {
709                 si_index += delta;
710                 if ( si_index > MAX_SHIP_TYPES )
711                         si_index = 0;
712                 if ( si_index < 0 )
713                         si_index = MAX_SHIP_TYPES-1;
714
715         
716                 sip = &Ship_info[si_index];
717         
718                 // if it has test in the name, jump over it
719                 SDL_strlcpy(name, sip->name, SDL_arraysize(name));
720                 SDL_strlwr(name);
721                 if ( strstr(name,NOX("test")) != NULL )
722                         continue;
723
724                 if ( sip->species == species && (sip->flags & (SIF_FIGHTER | SIF_BOMBER | SIF_TRANSPORT) ) )
725                         break;
726
727                 // just in case
728                 sanity++;
729                 if ( sanity > MAX_SHIP_TYPES )
730                         break;
731         }
732
733         change_ship_type(objp->instance, si_index);
734         HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Changed player target to %s", 1), Ship_info[si_index].name);                       
735 }
736
737 void debug_max_secondary_weapons(object *objp)
738 {
739         int index;
740         ship *shipp = &Ships[objp->instance];
741         ship_info *sip = &Ship_info[shipp->ship_info_index];
742
743         for ( index = 0; index < MAX_SECONDARY_BANKS; index++ ) {
744                 shipp->weapons.secondary_bank_ammo[index] = sip->secondary_bank_ammo_capacity[index];
745         }
746 }
747
748 void debug_change_song(int delta)
749 {
750         char buf[256];
751         if ( event_music_next_soundtrack(delta) != -1 ) {
752                 event_music_get_soundtrack_name(buf, sizeof(buf));
753                 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Soundtrack changed to: %s", 2), buf);
754
755         } else {
756                 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Event music is not playing", 3));
757         }
758 }
759
760 //extern void set_global_ignore_object(int objnum);
761
762 extern void hud_target_asteroid();
763 extern int Framerate_delay;
764
765 extern void snd_stop_any_sound();
766
767 void process_debug_keys(int k)
768 {
769 #ifdef INTERPLAYQA
770         if ( !Debug_allowed )
771                 return;
772 #endif
773
774         // if ( (k & KEY_DEBUGGED) && (Game_mode & GM_RECORDING_DEMO) )
775                 // return;
776
777         switch (k) {
778                 case KEY_DEBUGGED + SDLK_h:
779                         hud_target_toggle_hidden_from_sensors();
780                         break;
781
782                 case KEY_DEBUGGED + SDLK_f:
783                         /*
784                         int i;
785                         for (i=0; i<NUM_HUD_GAUGES; i++) {
786                                 hud_gauge_start_flash(i);
787                         }
788                         */
789                         extern int wacky_scheme;
790                         if(wacky_scheme == 3){
791                                 wacky_scheme = 0;
792                         } else {
793                                 wacky_scheme++;
794                         }
795                         break;
796                 
797                 case KEY_DEBUGGED + KEY_ALTED + SDLK_f:
798                         Framerate_delay += 10;
799                         HUD_printf(XSTR( "Framerate delay increased to %i milliseconds per frame.", 4), Framerate_delay);
800                         break;
801
802                 case KEY_DEBUGGED + KEY_ALTED + KEY_SHIFTED + SDLK_f:
803                         Framerate_delay -= 10;
804                         if (Framerate_delay < 0)
805                                 Framerate_delay = 0;
806
807                         HUD_printf(XSTR( "Framerate delay decreased to %i milliseconds per frame.", 5), Framerate_delay);
808                         break;
809
810                 case KEY_DEBUGGED + SDLK_c:
811                 case KEY_DEBUGGED1 + SDLK_c:
812                         // hud_enemymsg_toggle();
813                         if(Player_obj->flags & OF_COLLIDES){
814                                 obj_set_flags(Player_obj, Player_obj->flags & ~(OF_COLLIDES));
815                                 HUD_sourced_printf(HUD_SOURCE_HIDDEN, "Player no longer collides");
816                         } else {
817                                 obj_set_flags(Player_obj, Player_obj->flags | OF_COLLIDES);
818                                 HUD_sourced_printf(HUD_SOURCE_HIDDEN, "Player collides");
819                         }
820                         break;
821
822                 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_c:
823                 case KEY_DEBUGGED1 + KEY_SHIFTED + SDLK_c:
824                         Countermeasures_enabled = !Countermeasures_enabled;
825                         HUD_printf(XSTR( "Countermeasure firing: %s", 6), Countermeasures_enabled ? XSTR( "ENABLED", 7) : XSTR( "DISABLED", 8));
826                         break;
827
828                 case KEY_DEBUGGED + SDLK_e:
829                         gameseq_post_event(GS_EVENT_EVENT_DEBUG);
830                         break;
831
832                 case KEY_DEBUGGED + SDLK_COMMA:
833                         if ( Game_time_compression > (F1_0/4) ){                // can't compress below 0.25
834                                 Game_time_compression /= 2;
835                         }
836                         break;
837                 case KEY_DEBUGGED + SDLK_PERIOD:
838                         if ( Game_time_compression < (F1_0*8) ){
839                                 Game_time_compression *= 2;
840                         }
841                         break;
842
843                 //      Kill! the currently targeted ship.
844                 case KEY_DEBUGGED + SDLK_k:
845                 case KEY_DEBUGGED1 + SDLK_k:
846                         if (Player_ai->target_objnum != -1) {
847                                 object  *objp = &Objects[Player_ai->target_objnum];
848
849                                 switch (objp->type) {
850                                 case OBJ_SHIP:
851                                         ship_apply_local_damage( objp, Player_obj, &objp->pos, 100000.0f, MISS_SHIELDS, CREATE_SPARKS);
852                                         ship_apply_local_damage( objp, Player_obj, &objp->pos, 1.0f, MISS_SHIELDS, CREATE_SPARKS);
853                                         break;
854                                 case OBJ_WEAPON:
855                                         Weapons[objp->instance].lifeleft = 0.01f;
856                                         break;
857                                 }
858                         }
859
860                         break;
861                 
862                 // play the next mission message
863                 case KEY_DEBUGGED + SDLK_v:
864                         extern int Message_debug_index;
865                         extern int Num_messages_playing;
866                         // stop any other messages
867                         if(Num_messages_playing){
868                                 message_kill_all(1);
869                         }
870
871                         // next message
872                         if(Message_debug_index >= Num_messages - 1){
873                                 Message_debug_index = Num_builtin_messages;
874                         } else {
875                                 Message_debug_index++;
876                         }
877                         
878                         // play the message
879                         message_send_unique_to_player( Messages[Message_debug_index].name, Message_waves[Messages[Message_debug_index].wave_info.index].name, MESSAGE_SOURCE_SPECIAL, MESSAGE_PRIORITY_HIGH, 0, 0 );                    
880                         if (Messages[Message_debug_index].avi_info.index == -1) {
881                                 HUD_printf("No anim set for message \"%s\"; None will play!", Messages[Message_debug_index].name);
882                         }
883                         break;
884
885                 // play the previous mission message
886                 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_v:
887                         extern int Message_debug_index;
888                         extern int Num_messages_playing;
889                         // stop any other messages
890                         if(Num_messages_playing){
891                                 message_kill_all(1);
892                         }
893
894                         // go maybe go down one
895                         if(Message_debug_index == Num_builtin_messages - 1){
896                                 Message_debug_index = Num_builtin_messages;
897                         } else if(Message_debug_index > Num_builtin_messages){
898                                 Message_debug_index--;
899                         }
900                         
901                         // play the message
902                         message_send_unique_to_player( Messages[Message_debug_index].name, Message_waves[Messages[Message_debug_index].wave_info.index].name, MESSAGE_SOURCE_SPECIAL, MESSAGE_PRIORITY_HIGH, 0, 0 );
903                         if (Messages[Message_debug_index].avi_info.index == -1) {
904                                 HUD_printf("No avi associated with this message; None will play!");
905                         }
906                         break;
907
908                 // reset to the beginning of mission messages
909                 case KEY_DEBUGGED + KEY_ALTED + SDLK_v:
910                         extern int Message_debug_index;
911                         Message_debug_index = Num_builtin_messages - 1;
912                         HUD_printf("Resetting to first mission message");
913                         break;
914
915                 //      Kill! the currently targeted ship.
916                 case KEY_DEBUGGED + KEY_ALTED + KEY_SHIFTED + SDLK_k:
917                 case KEY_DEBUGGED1 + KEY_ALTED + KEY_SHIFTED + SDLK_k:
918                         if (Player_ai->target_objnum != -1) {
919                                 object  *objp = &Objects[Player_ai->target_objnum];
920
921                                 if (objp->type == OBJ_SHIP) {
922                                         ship_apply_local_damage( objp, Player_obj, &objp->pos, Ship_info[Ships[objp->instance].ship_info_index].initial_hull_strength * 0.1f + 10.0f, MISS_SHIELDS, CREATE_SPARKS);
923                                 }
924                         }
925                         break;
926
927                         //      Kill the currently targeted subsystem.
928                 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_k:
929                 case KEY_DEBUGGED1 + KEY_SHIFTED + SDLK_k:
930                         if ((Player_ai->target_objnum != -1) && (Player_ai->targeted_subsys != NULL)) {
931                                 object  *objp = &Objects[Player_ai->target_objnum];
932                                 if ( objp->type == OBJ_SHIP ) {
933                                         ship            *sp = &Ships[objp->instance];
934                                         vector  g_subobj_pos;
935
936                                         get_subsystem_world_pos(objp, Player_ai->targeted_subsys, &g_subobj_pos);
937
938                                         do_subobj_hit_stuff(objp, Player_obj, &g_subobj_pos, (float) -Player_ai->targeted_subsys->system_info->type); //100.0f);
939
940                                         if ( sp->subsys_info[SUBSYSTEM_ENGINE].current_hits <= 0.0f ) {
941                                                 mission_log_add_entry(LOG_SHIP_DISABLED, sp->ship_name, NULL );
942                                                 sp->flags |= SF_DISABLED;                               // add the disabled flag
943                                         }
944
945                                         if ( sp->subsys_info[SUBSYSTEM_TURRET].current_hits <= 0.0f ) {
946                                                 mission_log_add_entry(LOG_SHIP_DISARMED, sp->ship_name, NULL );
947                                                 // sp->flags |= SF_DISARMED;                            // add the disarmed flag
948                                         }
949                                 }
950                         }
951                         break;
952
953                 case KEY_DEBUGGED + KEY_ALTED + SDLK_k:
954                 case KEY_DEBUGGED1 + KEY_ALTED + SDLK_k:
955                         {
956                                 float   shield, integrity;
957                                 vector  pos, randvec;
958
959                                 vm_vec_rand_vec_quick(&randvec);
960                                 vm_vec_scale_add(&pos, &Player_obj->pos, &randvec, Player_obj->radius);
961                         ship_apply_local_damage(Player_obj, Player_obj, &pos, 25.0f, MISS_SHIELDS, CREATE_SPARKS);
962                         hud_get_target_strength(Player_obj, &shield, &integrity);
963                         HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "You knocked yourself down to %7.3f percent hull.\n", 9), 100.0f * integrity);
964                         break;
965                         }
966                         
967                 //      Whack down the player's shield and hull by a little more than 50%
968                 //      Select next object to be viewed by AI.
969                 case KEY_DEBUGGED + SDLK_i:
970                 case KEY_DEBUGGED1 + SDLK_i:
971                         Player_obj->flags ^= OF_INVULNERABLE;
972                         HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "You are %s", 10), Player_obj->flags & OF_INVULNERABLE ? XSTR( "now INVULNERABLE!", 11) : XSTR( "no longer invulnerable...", 12));
973                         break;
974
975                 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_i:
976                 case KEY_DEBUGGED1 + KEY_SHIFTED + SDLK_i:
977                         if (Player_ai->target_objnum != -1) {
978                                 object  *objp = &Objects[Player_ai->target_objnum];
979
980                                 objp->flags ^= OF_INVULNERABLE;
981                                 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Player's target [%s] is %s", 13), Ships[objp->instance].ship_name, objp->flags & OF_INVULNERABLE ? XSTR( "now INVULNERABLE!", 11) : XSTR( "no longer invulnerable...", 12));
982                         }
983                         break;
984 /*
985                 case KEY_DEBUGGED + KEY_ALTED + SDLK_i:
986                         if (Player_ai->target_objnum != -1)
987                                 set_global_ignore_object(Player_ai->target_objnum);
988                         break;
989 */
990
991                 case KEY_DEBUGGED + SDLK_n:
992                         AI_watch_object++;
993                         HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Spewing debug info about object #%d", 14), AI_watch_object);
994                         break;
995
996                 case KEY_DEBUGGED + SDLK_o:
997 #ifdef MAKE_FS1
998                 case KEY_DEBUGGED1 + SDLK_o:
999 #endif
1000                         toggle_player_object();
1001                         break;                          
1002
1003                 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_o:
1004                         extern int Debug_octant;
1005                         if(Debug_octant == 7){
1006                                 Debug_octant = -1;
1007                         } else {
1008                                 Debug_octant++;
1009                         }
1010                         nprintf(("General", "Debug_octant == %d\n", Debug_octant));
1011                         break;
1012
1013                 case KEY_DEBUGGED + SDLK_p:
1014                         supernova_start(20);
1015                         break;
1016
1017                 case KEY_DEBUGGED + SDLK_w:
1018                 case KEY_DEBUGGED1 + SDLK_w:
1019                 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_w:
1020                 case KEY_DEBUGGED1 + KEY_SHIFTED + SDLK_w:
1021                         // temp code for testing purposes, toggles weapon energy cheat
1022                         Weapon_energy_cheat = !Weapon_energy_cheat;
1023                         if (Weapon_energy_cheat) {
1024                                 if (k & KEY_SHIFTED)
1025                                         HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Weapon energy and missile count will always be at full ALL SHIPS!", 15));
1026                                 else
1027                                         HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Weapon energy and missile count will always be at full for player", 16));
1028
1029                                 debug_max_secondary_weapons(Player_obj);
1030                                 if (k & KEY_SHIFTED) {
1031                                         object  *objp;
1032
1033                                         for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) )
1034                                                 if (objp->type == OBJ_SHIP)
1035                                                         debug_max_secondary_weapons(objp);
1036                                 }
1037
1038                         } else
1039                                 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Normal weapon energy system / missile count restored", 17));
1040
1041                         break;
1042
1043                 case KEY_DEBUGGED + SDLK_g:
1044 #ifdef MAKE_FS1
1045                 case KEY_DEBUGGED1 + SDLK_g:
1046 #endif
1047                         mission_goal_mark_all_true( PRIMARY_GOAL );
1048                         break;
1049
1050                 case KEY_DEBUGGED + SDLK_g + KEY_SHIFTED:
1051 #ifdef MAKE_FS1
1052                 case KEY_DEBUGGED1 + SDLK_g + KEY_SHIFTED:
1053 #endif
1054                         mission_goal_mark_all_true( SECONDARY_GOAL );
1055                         break;
1056
1057                 case KEY_DEBUGGED + SDLK_g + KEY_ALTED:
1058 #ifdef MAKE_FS1
1059                 case KEY_DEBUGGED1 + SDLK_g + KEY_ALTED:
1060 #endif
1061                         mission_goal_mark_all_true( BONUS_GOAL );
1062                         break;
1063
1064                 case KEY_DEBUGGED + SDLK_9: {
1065                 case KEY_DEBUGGED1 + SDLK_9:
1066                         ship* shipp;
1067
1068                         shipp = &Ships[Player_obj->instance];
1069                         shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank]++;
1070                         if ( shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank] >= Num_weapon_types )
1071                                 shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank] = First_secondary_index;
1072
1073                         HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Secondary Weapon forced to %s", 18), Weapon_info[shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank]].name);
1074                         break;
1075                 }
1076
1077 #ifdef MAKE_FS1
1078                 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_9: {
1079                 case KEY_DEBUGGED1 + KEY_SHIFTED + SDLK_9:
1080                         ship* shipp;
1081
1082                         shipp = &Ships[Player_obj->instance];
1083                         shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank]--;
1084                         if ( shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank] < 0)
1085                                 shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank] = Num_weapon_types - 1;
1086
1087                         HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Secondary Weapon forced to %s", 18), Weapon_info[shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank]].name);
1088                         break;
1089                 }
1090 #endif
1091
1092 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
1093                 case KEY_DEBUGGED + SDLK_u: {
1094                 case KEY_DEBUGGED1 + SDLK_u:
1095                         // launch asteroid
1096                         extern asteroid_field Asteroid_field;
1097                         object *asteroid_create(asteroid_field *asfieldp, int asteroid_type, int subtype);
1098                         object *objp = asteroid_create(&Asteroid_field, 0, 0);
1099                         vector vel;
1100                         vm_vec_copy_scale(&vel, &Player_obj->orient.v.fvec, 50.0f);
1101                         objp->phys_info.vel = vel;
1102                         objp->phys_info.desired_vel = vel;
1103                         objp->pos = Player_obj->pos;
1104                         //mission_goal_mark_all_true( PRIMARY_GOAL );
1105                         break;
1106                 }
1107 #endif
1108
1109                 case KEY_DEBUGGED + SDLK_0: {
1110                 case KEY_DEBUGGED1 + SDLK_0:
1111                         ship* shipp;
1112
1113                         shipp = &Ships[Player_obj->instance];
1114                         shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]++;
1115                         if ( shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] >= First_secondary_index )
1116                                 shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] = 0;
1117
1118                         HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Primary Weapon forced to %s", 19), Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].name);
1119                         break;
1120                 }
1121
1122                 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_0: {
1123                 case KEY_DEBUGGED1 + KEY_SHIFTED + SDLK_0:
1124                         ship* shipp;
1125
1126                         shipp = &Ships[Player_obj->instance];
1127                         shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]--;
1128                         if ( shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] < 0)
1129                                 shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] = First_secondary_index-1 ;
1130
1131                         HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Primary Weapon forced to %s", 19), Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].name);
1132                         break;
1133                 }
1134
1135                 case KEY_DEBUGGED + SDLK_j: {
1136                         int new_pattern = event_music_return_current_pattern();
1137
1138                         new_pattern++;
1139                         if ( new_pattern >= MAX_PATTERNS )
1140                                 new_pattern = 0;
1141
1142                         event_music_change_pattern(new_pattern);
1143                         break;
1144                 }
1145
1146                 case KEY_DEBUGGED + SDLK_m: {
1147                         if ( Event_music_enabled ) {
1148                                 event_music_disable();
1149                                 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Event music disabled", 20));
1150
1151                         } else {
1152                                 event_music_enable();
1153                                 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Event music enabled", 21));
1154                         }
1155
1156                         break;
1157                 }
1158
1159                 case KEY_DEBUGGED + SDLK_r: {
1160                 // case KEY_DEBUGGED1 + SDLK_r:
1161                         if (Player_ai->target_objnum != -1)
1162                                 ai_issue_rearm_request(&Objects[Player_ai->target_objnum]);
1163                         else
1164                                 ai_issue_rearm_request(Player_obj);
1165
1166                         break;
1167                 }
1168
1169                 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_UP:
1170                         Game_detail_level++;
1171                         HUD_printf( XSTR( "Detail level set to %+d\n", 22), Game_detail_level );
1172                         break;
1173
1174                 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_DOWN:
1175                         Game_detail_level--;
1176                         HUD_printf( XSTR( "Detail level set to %+d\n", 22), Game_detail_level );
1177                         break;
1178
1179 #ifndef NDEBUG
1180                 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_t:       {
1181                         extern int Test_begin;
1182
1183                         if ( Test_begin == 1 )
1184                                 break;
1185
1186                         Test_begin = 1;
1187                         HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Frame Rate test started", 23));
1188
1189                         break;
1190                 }
1191 #endif
1192                 case KEY_DEBUGGED + SDLK_d:
1193                         extern int OO_update_index;                     
1194
1195                         if(MULTIPLAYER_MASTER){
1196                                 do {
1197                                         OO_update_index++;
1198                                 } while((OO_update_index < (MAX_PLAYERS-1)) && !MULTI_CONNECTED(Net_players[OO_update_index]));
1199                                 if(OO_update_index >= MAX_PLAYERS-1){
1200                                         OO_update_index = -1;
1201                                 }                       
1202                         } else {
1203                                 if(OO_update_index < 0){
1204                                         OO_update_index = MY_NET_PLAYER_NUM;
1205                                 } else {
1206                                         OO_update_index = -1;
1207                                 }
1208                         }
1209                         break;
1210
1211                 // change player ship to next flyable type
1212                 case KEY_DEBUGGED + SDLK_RIGHT:
1213                         debug_cycle_player_ship(1);
1214                         break;
1215
1216                 // change player ship to previous flyable ship
1217                 case KEY_DEBUGGED + SDLK_LEFT:
1218                         debug_cycle_player_ship(-1);
1219                         break;
1220                 
1221                 // cycle target to ship
1222                 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_RIGHT:
1223                         debug_cycle_targeted_ship(1);
1224                         break;
1225
1226                 // cycle target to previous ship
1227                 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_LEFT:
1228                         debug_cycle_targeted_ship(-1);
1229                         break;
1230
1231                 // change species of the targeted ship
1232                 case KEY_DEBUGGED + SDLK_s: {
1233                         if ( Player_ai->target_objnum < 0 )
1234                                 break;
1235
1236                         object          *objp;
1237                         ship_info       *sip;
1238
1239                         objp = &Objects[Player_ai->target_objnum];
1240                         if ( objp->type != OBJ_SHIP )
1241                                 return;
1242
1243                         sip = &Ship_info[Ships[objp->instance].ship_info_index];
1244                         sip->species++;
1245                         if ( sip->species > SPECIES_SHIVAN )
1246                                 sip->species = 0;
1247
1248                         HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Species of target changed to: %s", 24), Species_names[sip->species]);
1249                         break;
1250                 }
1251                         
1252                 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_s:
1253                         game_increase_skill_level();
1254                         HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Skill level set to %s.", 25), Skill_level_names(Game_skill_level));
1255                         break;
1256
1257                 // kill all missiles
1258                 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_1:
1259                         beam_test(1);
1260                         break;                          
1261                 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_2:
1262                         beam_test(2);
1263                         break;          
1264                 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_3:
1265                         beam_test(3);
1266                         break;                          
1267                 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_4:
1268                         beam_test(4);
1269                         break;          
1270                 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_5:
1271                         beam_test(5);
1272                         break;                          
1273                 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_6:
1274                         beam_test(6);
1275                         break;          
1276                 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_7:
1277                         beam_test(7);
1278                         break;                          
1279                 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_8:
1280                         beam_test(8);
1281                         break;          
1282 #ifndef MAKE_FS1
1283                 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_9:
1284                         beam_test(9);
1285                         break;                          
1286 #endif
1287
1288                 case KEY_DEBUGGED + KEY_CTRLED + SDLK_1:
1289                         beam_test_new(1);
1290                         break;                          
1291                 case KEY_DEBUGGED + KEY_CTRLED + SDLK_2:
1292                         beam_test_new(2);
1293                         break;          
1294                 case KEY_DEBUGGED + KEY_CTRLED + SDLK_3:
1295                         beam_test_new(3);
1296                         break;
1297                                         
1298                 case KEY_DEBUGGED + SDLK_t: {
1299                         char buf[256];
1300                         event_music_get_info(buf, sizeof(buf));
1301                         HUD_sourced_printf(HUD_SOURCE_HIDDEN, buf);
1302                         break;
1303                 }
1304
1305                 case KEY_DEBUGGED + SDLK_UP:
1306                         debug_change_song(1);
1307                         break;
1308
1309                 case KEY_DEBUGGED + SDLK_DOWN:
1310                         debug_change_song(-1);
1311                         break;
1312
1313                 case SDLK_KP_MINUS: {
1314                         int init_flag = 0;
1315
1316                         if ( key_pressed(SDLK_1) )      {
1317                                 init_flag = 1;
1318                                 HUD_color_red -= 4;
1319                         } 
1320
1321                         if ( key_pressed(SDLK_2) )      {
1322                                 init_flag = 1;
1323                                 HUD_color_green -= 4;
1324                         } 
1325
1326                         if ( key_pressed(SDLK_3) )      {
1327                                 init_flag = 1;
1328                                 HUD_color_blue -= 4;
1329                         } 
1330
1331                         if (init_flag)
1332                                 HUD_init_colors();
1333
1334                         break;
1335                 }
1336                 
1337                 case KEY_DEBUGGED + SDLK_y:
1338                         /*
1339                         // blast a debug lightning bolt in front of the player
1340                         vector start, strike;
1341                         
1342                         vm_vec_scale_add(&start, &Player_obj->pos, &Player_obj->orient.fvec, 300.0f);
1343                         vm_vec_scale_add2(&start, &Player_obj->orient.rvec, -300.0f);
1344                         vm_vec_scale_add(&strike, &start, &Player_obj->orient.rvec, 600.0f);
1345                         nebl_bolt(DEBUG_BOLT, &start, &strike);
1346                         */
1347                         extern int tst;
1348                         tst = 2;
1349                         break;
1350
1351                 case SDLK_KP_PLUS: {
1352                         int init_flag = 0;
1353
1354                         if ( key_pressed(SDLK_1) )      {
1355                                 init_flag = 1;
1356                                 HUD_color_red += 4;
1357                         } 
1358
1359                         if ( key_pressed(SDLK_2) )      {
1360                                 init_flag = 1;
1361                                 HUD_color_green += 4;
1362                         } 
1363
1364                         if ( key_pressed(SDLK_3) )      {
1365                                 init_flag = 1;
1366                                 HUD_color_blue += 4;
1367                         } 
1368
1369                         if (init_flag)
1370                                 HUD_init_colors();
1371
1372                         break;
1373                 }
1374         }       // end switch
1375
1376 }
1377 //#endif
1378
1379 void ppsk_hotkeys(int k)
1380 {
1381
1382 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
1383
1384         // use k to check for keys that can have Shift,Ctrl,Alt,Del status
1385         int hotkey_set;
1386
1387 #ifndef NDEBUG
1388         k &= ~KEY_DEBUGGED;                     // since hitting F11 will set this bit
1389 #endif
1390
1391         switch (k) {
1392                 case SDLK_F5:
1393                 case SDLK_F6:
1394                 case SDLK_F7:
1395                 case SDLK_F8:
1396                 case SDLK_F9:
1397                 case SDLK_F10:
1398                 case SDLK_F11:
1399                 case SDLK_F12:
1400                         hotkey_set = mission_hotkey_get_set_num(k);
1401                         if ( !(Players[Player_num].flags & PLAYER_FLAGS_MSG_MODE) )
1402                                 hud_target_hotkey_select( hotkey_set );
1403                         else
1404                                 hud_squadmsg_hotkey_select( hotkey_set );
1405
1406                         break;
1407
1408                 case SDLK_F5 + KEY_SHIFTED:
1409                 case SDLK_F6 + KEY_SHIFTED:
1410                 case SDLK_F7 + KEY_SHIFTED:
1411                 case SDLK_F8 + KEY_SHIFTED:
1412                 case SDLK_F9 + KEY_SHIFTED:
1413                 case SDLK_F10 + KEY_SHIFTED:
1414                 case SDLK_F11 + KEY_SHIFTED:
1415                 case SDLK_F12 + KEY_SHIFTED:
1416                         hotkey_set = mission_hotkey_get_set_num(k&(~KEY_SHIFTED));
1417                         mprintf(("Adding to set %d\n", hotkey_set+1));
1418                         if ( Player_ai->target_objnum == -1)
1419                                 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No target to add/remove from set %d.", 26), hotkey_set+1);
1420                         else  {
1421                                 hud_target_hotkey_add_remove( hotkey_set, &Objects[Player_ai->target_objnum], HOTKEY_USER_ADDED);
1422                                 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "%s added to set %d. (F%d)", 27), Ships[Objects[Player_ai->target_objnum].instance].ship_name, hotkey_set, 4+hotkey_set+1);
1423                         }
1424
1425                         break;
1426
1427                 case SDLK_F5 + KEY_SHIFTED + KEY_ALTED:
1428                 case SDLK_F6 + KEY_SHIFTED + KEY_ALTED:
1429                 case SDLK_F7 + KEY_SHIFTED + KEY_ALTED:
1430                 case SDLK_F8 + KEY_SHIFTED + KEY_ALTED:
1431                 case SDLK_F9 + KEY_SHIFTED + KEY_ALTED:
1432                 case SDLK_F10 + KEY_SHIFTED + KEY_ALTED:
1433                 case SDLK_F11 + KEY_SHIFTED + KEY_ALTED:
1434                 case SDLK_F12 + KEY_SHIFTED + KEY_ALTED:
1435                         hotkey_set = mission_hotkey_get_set_num(k & ~(KEY_SHIFTED+KEY_ALTED));
1436                         hud_target_hotkey_clear( hotkey_set );
1437                         break;
1438
1439                 case KEY_SHIFTED + SDLK_MINUS:
1440                         if ( HUD_color_alpha > HUD_COLOR_ALPHA_USER_MIN )       {
1441                                 HUD_color_alpha--;
1442                                 HUD_init_colors();
1443                         }
1444                         break;
1445 /*              case KEY_SHIFTED + SDLK_u:
1446                         {
1447                         object *debris_create(object *source_obj, int model_num, int submodel_num, vector *pos, vector *exp_center, int hull_flag, float exp_force);
1448
1449                         object *temp = debris_create(Player_obj, Ships[0].modelnum, model_get(Ships[0].modelnum)->debris_objects[0], &Player_obj->pos, &Player_obj->pos, 1, 1.0f);
1450                         if (temp) {
1451                                 temp->hull_strength = 5000.0f;
1452                                 int objnum = temp - Objects;
1453                                 vm_vec_copy_scale(&Objects[objnum].phys_info.vel, &Player_obj->orient.fvec, 30.0f);
1454                         }
1455                         }
1456                         break;
1457 */
1458
1459                 case KEY_SHIFTED + SDLK_EQUALS:
1460                         if ( HUD_color_alpha < HUD_COLOR_ALPHA_USER_MAX ) {
1461                                 HUD_color_alpha++;
1462                                 HUD_init_colors();
1463                         }
1464                         break;
1465         }       // end switch
1466
1467 #endif
1468
1469 }
1470
1471 // check keypress 'key' against a set of valid controls and mark the match in the
1472 // player's button info bitfield.  Also checks joystick controls in the set.
1473 //
1474 // key = scancode (plus modifiers).
1475 // count = total size of the list
1476 // list = list of Control_config struct action indices to check for
1477 void process_set_of_keys(int key, int count, int *list)
1478 {
1479         int i;
1480
1481         for (i=0; i<count; i++)
1482                 if (check_control(list[i], key))
1483                         button_info_set(&Player->bi, list[i]);
1484 }
1485
1486 // routine to process keys used for player ship stuff (*not* ship movement).
1487 void process_player_ship_keys(int k)
1488 {
1489         int masked_k;
1490
1491         masked_k = k & ~KEY_CTRLED;     // take out CTRL modifier only  
1492
1493         // moved this line to beginning of function since hotkeys now encompass
1494         // F5 - F12.  We can return after using F11 as a hotkey.
1495         ppsk_hotkeys(masked_k);
1496         if (key_pressed(KEY_DEBUG_KEY)){
1497                 return;
1498         }
1499
1500         // if we're in supernova mode. do nothing
1501         if(Player->control_mode == PCM_SUPERNOVA){
1502                 return;
1503         }
1504
1505         // pass the key to the squadmate messaging code.  If the messaging code took the key, then return
1506         // from here immediately since we don't want to do further key processing.
1507         if ( hud_squadmsg_read_key(k) )
1508                 return;
1509
1510         if ( Player->control_mode == PCM_NORMAL )       {
1511                 //      The following things are not legal to do while dead.
1512                 if ( !(Game_mode & GM_DEAD) ) {
1513                         process_set_of_keys(masked_k, Normal_key_set_size, Normal_key_set);
1514                 } else  {
1515                         process_set_of_keys(masked_k, Dead_key_set_size, Dead_key_set);
1516                 }
1517         } else {
1518
1519         }
1520 }
1521
1522 // Handler for when player hits 'ESC' during the game
1523 void game_do_end_mission_popup()
1524 {
1525         int     pf_flags, choice;
1526 //      char    savegame_filename[_MAX_FNAME];
1527
1528         // do the multiplayer version of this
1529         if(Game_mode & GM_MULTIPLAYER){
1530                 multi_quit_game(PROMPT_ALL);
1531         } else {
1532
1533                 // single player version....
1534                 // do housekeeping things.
1535                 game_stop_time();
1536                 game_stop_looped_sounds();
1537                 snd_stop_all();
1538
1539                 pf_flags = PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON;
1540                 choice = popup(pf_flags, 3, POPUP_NO, XSTR( "&Yes, Quit", 28), XSTR( "Yes, &Restart", 29), XSTR( "Do you really want to end the mission?", 30));
1541
1542                 switch (choice) {
1543                 case 1:
1544                         // save the game before quitting if in campaign mode
1545                         // MWA -- 3/26/98 -- no more save/restore!!!!
1546 /*
1547                         if ( Game_mode & GM_CAMPAIGN_MODE ) {
1548                                 memset(savegame_filename, 0, _MAX_FNAME);
1549                                 mission_campaign_savefile_generate_root(savegame_filename);
1550                                 strcat(savegame_filename, NOX("svg"));
1551                                 if ( state_save_all(savegame_filename) ) {
1552                                         Int3(); // could not save this game
1553                                 }
1554                         }
1555 */
1556                         gameseq_post_event(GS_EVENT_END_GAME);
1557                         break;
1558
1559                 case 2:
1560                         gameseq_post_event(GS_EVENT_ENTER_GAME);
1561                         break;
1562
1563                 default:
1564                         break;  // do nothing
1565                 }
1566
1567                 game_start_time();
1568                 game_flush();
1569         }
1570 }
1571
1572 // handle pause keypress
1573 void game_process_pause_key()
1574 {
1575         // special processing for multiplayer
1576         if (Game_mode & GM_MULTIPLAYER) {                                                       
1577                 if(Multi_pause_status){
1578                         multi_pause_request(0);
1579                 } else {
1580                         multi_pause_request(1);
1581                 }               
1582         } else {
1583                 gameseq_post_event( GS_EVENT_PAUSE_GAME );
1584         }
1585 }
1586
1587 #define WITHIN_BBOX()   do { \
1588         float scale = 2.0f; \
1589         polymodel *pm = model_get(s_check->modelnum); \
1590         collided = 0; \
1591         if(pm != NULL){ \
1592                 vector temp = new_obj->pos; \
1593                 vector gpos; \
1594                 vm_vec_sub2(&temp, &hit_check->pos); \
1595                 vm_vec_rotate(&gpos, &temp, &hit_check->orient); \
1596                 if((gpos.xyz.x >= pm->mins.xyz.x * scale) && (gpos.xyz.y >= pm->mins.xyz.y * scale) && (gpos.xyz.z >= pm->mins.xyz.z * scale) && (gpos.xyz.x <= pm->maxs.xyz.x * scale) && (gpos.xyz.y <= pm->maxs.xyz.y * scale) && (gpos.xyz.z <= pm->maxs.xyz.z * scale)) { \
1597                         collided = 1; \
1598                 } \
1599         } \
1600 } while(0)
1601
1602 #define MOVE_AWAY_BBOX() do { \
1603         polymodel *pm = model_get(s_check->modelnum); \
1604         if(pm != NULL){ \
1605                 switch((int)frand_range(0.0f, 3.9f)){ \
1606                 case 0: \
1607                         new_obj->pos.xyz.x += 200.0f; \
1608                         break; \
1609                 case 1: \
1610                         new_obj->pos.xyz.x -= 200.0f; \
1611                         break; \
1612                 case 2: \
1613                         new_obj->pos.xyz.y += 200.0f; \
1614                         break; \
1615                 case 3: \
1616                         new_obj->pos.xyz.y -= 200.0f; \
1617                         break; \
1618                 default : \
1619                         new_obj->pos.xyz.z -= 200.0f; \
1620                         break; \
1621                 } \
1622         } \
1623 } while(0)
1624
1625 // process cheat codes
1626 void game_process_cheats(int k)
1627 {
1628         int i;
1629         char *cryptstring;
1630
1631         if ( k == 0 ){
1632                 return;
1633         }
1634
1635         // no cheats in multiplayer, ever
1636         if(Game_mode & GM_MULTIPLAYER){
1637                 Cheats_enabled = 0;
1638                 return;
1639         }
1640
1641         k = key_get_text_input();
1642
1643         if ( (k < 0) || (k > 255) ) {
1644                 return;
1645         }
1646
1647         for (i = 0; i < CHEAT_BUFFER_LEN; i++){
1648                 CheatBuffer[i]=CheatBuffer[i+1];
1649         }
1650
1651         CheatBuffer[CHEATSPOT]=(char)k;
1652
1653         cryptstring=jcrypt(&CheatBuffer[CHEAT_BUFFER_LEN - CRYPT_STRING_LENGTH]);               
1654
1655 #if defined(FS2_DEMO)
1656         if ( !strcmp(Cheat_code_demo, cryptstring) ) {
1657                 HUD_printf(XSTR( "Cheats enabled.", 31));
1658                 Cheats_enabled = 1;
1659                 if (Player->flags & PLAYER_FLAGS_MSG_MODE){
1660                         hud_squadmsg_toggle();
1661                 }
1662         }
1663         
1664 #else
1665
1666 #ifdef MAKE_FS1
1667         // two possible cheat codes for FS1, German and English
1668         if (Lcl_gr) {
1669                 if( !strcmp(Cheat_code_gr, cryptstring) && !(Game_mode & GM_MULTIPLAYER)){
1670                         Cheats_enabled = 1;
1671                         HUD_printf("Cheats enabled");
1672                 }
1673         } else {
1674                 if( !strcmp(Cheat_code, cryptstring) && !(Game_mode & GM_MULTIPLAYER)){
1675                         Cheats_enabled = 1;
1676                         HUD_printf("Cheats enabled");
1677                 }
1678         }
1679 #else
1680         if( !strcmp(Cheat_code, cryptstring) && !(Game_mode & GM_MULTIPLAYER)){
1681                 Cheats_enabled = 1;
1682                 HUD_printf("Cheats enabled");
1683         }
1684 #endif
1685
1686 #ifndef MAKE_FS1
1687         if( !strcmp(Cheat_code_fish, cryptstring) ){
1688                 // only enable in the main hall
1689                 if((gameseq_get_state() == GS_STATE_MAIN_MENU) && (main_hall_id() == 1)){
1690                         extern void fishtank_start();
1691                         fishtank_start();
1692                 }
1693         }
1694         if( !strcmp(Cheat_code_headz, cryptstring) ){
1695                 main_hall_vasudan_funny();
1696         }
1697         if( !strcmp(Cheat_code_skip, cryptstring) && (gameseq_get_state() == GS_STATE_MAIN_MENU)){
1698                 extern void main_hall_campaign_cheat();
1699                 main_hall_campaign_cheat();
1700         }
1701         if( !strcmp(Cheat_code_tooled, cryptstring) && (Game_mode & GM_IN_MISSION)){
1702                 Tool_enabled = 1;
1703                 HUD_printf("Prepare to be taken to school");
1704         }
1705         if( !strcmp(Cheat_code_pirate, cryptstring) && (Game_mode & GM_IN_MISSION) && (Player_obj != NULL)){
1706                 HUD_printf(NOX("Walk the plank"));
1707                 
1708                 for(int idx=0; idx<1; idx++){
1709                         vector add = Player_obj->pos;
1710                         add.xyz.x += frand_range(-700.0f, 700.0f);
1711                         add.xyz.y += frand_range(-700.0f, 700.0f);
1712                         add.xyz.z += frand_range(-700.0f, 700.0f);
1713
1714                         int objnum = ship_create(&vmd_identity_matrix, &add, Num_ship_types - 1);
1715
1716                         if(objnum >= 0){
1717                                 int collided;
1718                                 ship_obj *moveup;
1719                                 object *hit_check;
1720                                 ship *s_check;
1721                                 object *new_obj = &Objects[objnum];
1722
1723                                 // place him
1724                                 // now make sure we're not colliding with anyone                
1725                                 do {
1726                                         collided = 0;
1727                                         moveup = GET_FIRST(&Ship_obj_list);
1728                                         while(moveup!=END_OF_LIST(&Ship_obj_list)){
1729                                                 // don't check the new_obj itself!!
1730                                                 if(moveup->objnum != objnum){
1731                                                         hit_check = &Objects[moveup->objnum];
1732                                                         SDL_assert(hit_check->type == OBJ_SHIP);
1733                                                         SDL_assert(hit_check->instance >= 0);
1734                                                         if((hit_check->type != OBJ_SHIP) || (hit_check->instance < 0)){
1735                                                                 continue;
1736                                                         }
1737                                                         s_check = &Ships[hit_check->instance];
1738                                                         
1739                                                         // just to make sure we don't get any strange magnitude errors
1740                                                         if(vm_vec_same(&hit_check->pos, &Objects[objnum].pos)){
1741                                                                 Objects[objnum].pos.xyz.x += 1.0f;
1742                                                         }
1743                                                         
1744                                                         WITHIN_BBOX();                          
1745                                                         if(collided){                                           
1746                                                                 MOVE_AWAY_BBOX();
1747                                                                 break;
1748                                                         } 
1749                                                         collided = 0;
1750                                                 }
1751                                                 moveup = GET_NEXT(moveup);
1752                                         }
1753                                 } while(collided);                                      
1754                         
1755                                 // warpin
1756                                 shipfx_warpin_start(&Objects[objnum]);
1757
1758                                 // tell him to attack                           
1759                                 // ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_CHASE_ANY, SM_ATTACK, NULL, &Ai_info[Ships[Objects[objnum].instance].ai_index] );
1760                         }
1761                 }
1762         }
1763 #endif  // !MAKE_FS1
1764 #endif
1765
1766 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
1767         if ( !strcmp(Cheat_code_movies, cryptstring) ) {
1768                 HUD_printf(XSTR( "All movies available in Tech Room", 32));
1769                 All_movies_enabled = 1;
1770                 if (Player->flags & PLAYER_FLAGS_MSG_MODE){
1771                         hud_squadmsg_toggle();
1772                 }
1773         }
1774 #endif
1775
1776 /*
1777 //#ifdef INTERPLAYQA
1778         if ( !strcmp(Cheat_code_in_game, cryptstring) ) {
1779                 HUD_printf(XSTR( "Cheats enabled.", 31));
1780                 Cheats_enabled = 1;
1781                 if (Player->flags & PLAYER_FLAGS_MSG_MODE){
1782                         hud_squadmsg_toggle();
1783                 }
1784         } else if ( !strcmp(Cheat_code_movies, cryptstring) ) {
1785                 HUD_printf(XSTR( "All movies available in Tech Room", 32));
1786                 All_movies_enabled = 1;
1787                 if (Player->flags & PLAYER_FLAGS_MSG_MODE){
1788                         hud_squadmsg_toggle();
1789                 }
1790         } else if( !strcmp(Cheat_code_pirate, cryptstring) ){
1791                 HUD_printf(NOX("Walk the plank"));
1792                 
1793                 for(int idx=0; idx<1; idx++){
1794                         vector add;
1795                         add.x = frand_range(-1000.0f, 1000.0f);
1796                         add.y = frand_range(-1000.0f, 1000.0f);
1797                         add.z = frand_range(-1000.0f, 1000.0f);
1798
1799                         int objnum = ship_create(&vmd_identity_matrix, &add, Num_ship_types - 1);                       
1800
1801                         if(objnum >= 0){
1802                                 shipfx_warpin_start(&Objects[objnum]);
1803                         }
1804                 }
1805         }
1806 #endif
1807         */
1808 }
1809
1810 void game_process_keys()
1811 {
1812         int k;
1813
1814         button_info_clear(&Player->bi); // clear out the button info struct for the player
1815    do {
1816                 k = game_poll();                
1817         
1818                 // AL 12-10-97: Scan for keys used to leave the dead state      (don't process any)
1819                 // DB 1-13-98 : New popup code will run the game do state, so we must skip 
1820                 //              all key processing in this function, since everything should be run through the popup dialog
1821                 if ( Game_mode & GM_DEAD_BLEW_UP ) {
1822                         continue;
1823                 }
1824
1825                 game_process_cheats( k );
1826
1827                 // mwa -- 4/5/97 Moved these two function calls before the switch statement.  I don't think
1828                 // that this has adverse affect on anything and is acutally desireable because of the
1829                 // ESC key being used to quit any HUD message/input mode that might be currently in use
1830                 process_player_ship_keys(k);
1831
1832 //              #ifndef NDEBUG
1833                 process_debug_keys(k);          //      Note, also processed for cheats.
1834 //              #endif          
1835
1836                 switch (k) {
1837                         case 0:
1838                                 // No key
1839                                 break;
1840                         
1841                         case SDLK_ESCAPE:
1842                                 if ( Player->control_mode != PCM_NORMAL )       {
1843                                         if ( Player->control_mode == PCM_WARPOUT_STAGE1 )       {
1844                                                 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
1845                                         } else {
1846                                                 // too late to abort warp out!
1847                                         }
1848                                 } else {
1849                                         // let the ESC key break out of messaging mode
1850                                         if ( Players[Player_num].flags & PLAYER_FLAGS_MSG_MODE ) {
1851                                                 hud_squadmsg_toggle();
1852                                                 break;
1853                                         }
1854
1855                                         // if in external view or chase view, go back to cockpit view
1856                                         if ( Viewer_mode & (VM_EXTERNAL|VM_CHASE|VM_OTHER_SHIP) ) {
1857                                                 Viewer_mode &= ~(VM_EXTERNAL|VM_CHASE|VM_OTHER_SHIP);
1858                                                 break;
1859                                         }
1860
1861                                         if (!(Game_mode & GM_DEAD_DIED))
1862                                                 game_do_end_mission_popup();
1863
1864                                 }
1865                                 break;
1866
1867                         case SDLK_y:
1868                                 break;
1869
1870                         case SDLK_n:
1871                                 break;                  
1872
1873                         case KEY_ALTED + KEY_SHIFTED+SDLK_j:
1874                                 // treat the current joystick position as the center position
1875                                 joy_set_cen();
1876                                 break;
1877
1878                         case KEY_DEBUGGED | SDLK_PAUSE:
1879                                 gameseq_post_event( GS_EVENT_DEBUG_PAUSE_GAME );
1880                                 break;
1881
1882                         case SDLK_PAUSE:
1883                                 game_process_pause_key();
1884                                 break;
1885                 } // end switch
1886         } while (k);
1887
1888         button_info_do(&Player->bi);    // call functions based on status of button_info bit vectors
1889 }
1890
1891 int button_function_critical(int n, net_player *p = NULL)
1892 {
1893         object *objp;
1894         player *pl;
1895         net_player *npl;
1896         int at_self;    // flag indicating the object is local (for hud messages, etc)
1897
1898         SDL_assert(n >= 0);
1899    
1900         // multiplayer clients should leave critical button bits alone and pass them to the server instead
1901         if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)) {
1902                 // if this flag is set, we should apply the button itself (came from the server)
1903                 if (!Multi_button_info_ok){
1904                         return 0;
1905                 }
1906         }
1907
1908         // in single player mode make sure we're using the player object and the player himself, otherwise use the object and
1909         // player pertaining to the passed net_player
1910         npl = NULL;
1911         if (p == NULL) {
1912                 objp = Player_obj;
1913                 pl = Player;
1914                 if(Game_mode & GM_MULTIPLAYER){
1915                         npl = Net_player;
1916
1917                         // if we're the server in multiplayer and we're an observer, don't process our own critical button functions
1918                         if((Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
1919                                 return 0;
1920                         }
1921                 }
1922                 at_self = 1;
1923         } else {
1924                 objp = &Objects[p->player->objnum];
1925                 pl = p->player;
1926                 npl = p;
1927                 at_self = 0;
1928
1929                 if ( NETPLAYER_IS_DEAD(npl) || (Ships[Objects[pl->objnum].instance].flags & SF_DYING) )
1930                         return 0;
1931         }
1932         
1933         switch (n) {                            
1934                 // cycle to next secondary weapon
1935                 case CYCLE_SECONDARY:
1936                         if(at_self)
1937                                 control_used(CYCLE_SECONDARY);
1938                         
1939                         hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
1940                         if (ship_select_next_secondary(objp)) {
1941                                 ship* shipp = &Ships[objp->instance];
1942                                 if ( timestamp_elapsed(shipp->weapons.next_secondary_fire_stamp[shipp->weapons.current_secondary_bank]) ) {
1943                                         shipp->weapons.next_secondary_fire_stamp[shipp->weapons.current_secondary_bank] = timestamp(250);       //      1/4 second delay until can fire
1944                                 }
1945
1946                                 // multiplayer server should maintain bank/link status here
1947                                 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1948                                         SDL_assert(npl != NULL);
1949                                         multi_server_update_player_weapons(npl,shipp);                                                                          
1950                                 }                                       
1951                         }                       
1952                         break;
1953
1954                 // cycle number of missiles
1955                 case CYCLE_NUM_MISSLES:
1956                         if(at_self)
1957                                 control_used(CYCLE_NUM_MISSLES);
1958
1959                         if ( objp == Player_obj ) {
1960                                 if ( Player_ship->weapons.num_secondary_banks <= 0 ) {
1961                                         HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has no secondary weapons", 33));
1962                                         gamesnd_play_iface(SND_GENERAL_FAIL);
1963                                         break;
1964                                 }
1965                         }
1966                                         
1967                         if ( Ships[objp->instance].flags & SF_SECONDARY_DUAL_FIRE ) {           
1968                                 Ships[objp->instance].flags &= ~SF_SECONDARY_DUAL_FIRE;
1969                                 if(at_self) {
1970                                         HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Secondary weapon set to normal fire mode", 34));
1971                                         snd_play( &Snds[SND_SECONDARY_CYCLE] );
1972                                         hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
1973                                 }
1974                         } else {
1975                                 Ships[objp->instance].flags |= SF_SECONDARY_DUAL_FIRE;
1976                                 if(at_self) {
1977                                         HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Secondary weapon set to dual fire mode", 35));
1978                                         snd_play( &Snds[SND_SECONDARY_CYCLE] );
1979                                         hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
1980                                 }
1981                         }
1982
1983                         // multiplayer server should maintain bank/link status here
1984                         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1985                                 SDL_assert(npl != NULL);
1986                                 multi_server_update_player_weapons(npl,&Ships[objp->instance]);                                                                         
1987                         }                                       
1988                         break;
1989
1990                 // increase weapon recharge rate
1991                 case INCREASE_WEAPON:
1992                         if(at_self)
1993                                 control_used(INCREASE_WEAPON);
1994                         increase_recharge_rate(objp, WEAPONS);
1995
1996                         // multiplayer server should maintain bank/link status here
1997                         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1998                                 SDL_assert(npl != NULL);
1999                                 multi_server_update_player_weapons(npl,&Ships[objp->instance]);                                                                         
2000                         }                                       
2001                         break;
2002
2003                 // decrease weapon recharge rate
2004                 case DECREASE_WEAPON:
2005                         if(at_self)
2006                                 control_used(DECREASE_WEAPON);
2007                         decrease_recharge_rate(objp, WEAPONS);
2008
2009                         // multiplayer server should maintain bank/link status here
2010                         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2011                                 SDL_assert(npl != NULL);
2012                                 multi_server_update_player_weapons(npl,&Ships[objp->instance]);                                                                         
2013                         }                                                               
2014                         break;
2015
2016                 // increase shield recharge rate
2017                 case INCREASE_SHIELD:
2018                         if(at_self)
2019                                 control_used(INCREASE_SHIELD);
2020                         increase_recharge_rate(objp, SHIELDS);
2021
2022                         // multiplayer server should maintain bank/link status here
2023                         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2024                                 SDL_assert(npl != NULL);
2025                                 multi_server_update_player_weapons(npl,&Ships[objp->instance]);                                                                         
2026                         }                                                               
2027                         break;
2028
2029                 // decrease shield recharge rate
2030                 case DECREASE_SHIELD:
2031                         if(at_self)
2032                                 control_used(DECREASE_SHIELD);
2033                         decrease_recharge_rate(objp, SHIELDS);
2034
2035                         // multiplayer server should maintain bank/link status here
2036                         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2037                                 SDL_assert(npl != NULL);
2038                                 multi_server_update_player_weapons(npl,&Ships[objp->instance]);                                                                         
2039                         }                                                               
2040                         break;
2041
2042                 // increase energy to engines
2043                 case INCREASE_ENGINE:
2044                         if(at_self)
2045                                 control_used(INCREASE_ENGINE);
2046                         increase_recharge_rate(objp, ENGINES);
2047
2048                         // multiplayer server should maintain bank/link status here
2049                         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2050                                 SDL_assert(npl != NULL);
2051                                 multi_server_update_player_weapons(npl,&Ships[objp->instance]);                                                                         
2052                         }                                                       
2053                         break;
2054
2055                 // decrease energy to engines
2056                 case DECREASE_ENGINE:
2057                         if(at_self)
2058                         control_used(DECREASE_ENGINE);
2059                         decrease_recharge_rate(objp, ENGINES);
2060
2061                         // multiplayer server should maintain bank/link status here
2062                         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2063                                 SDL_assert(npl != NULL);
2064                                 multi_server_update_player_weapons(npl,&Ships[objp->instance]);                                                                         
2065                         }                                                                               
2066                         break;
2067
2068                 // equalize recharge rates
2069                 case ETS_EQUALIZE:
2070                         if (at_self) {
2071                         control_used(ETS_EQUALIZE);
2072                         }
2073
2074                         set_default_recharge_rates(objp);
2075                         snd_play( &Snds[SND_ENERGY_TRANS] );
2076                         // multiplayer server should maintain bank/link status here
2077                         if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2078                                 SDL_assert(npl != NULL);
2079                                 multi_server_update_player_weapons(npl,&Ships[objp->instance]);                                                                         
2080                         }                                                                               
2081                         break;
2082
2083                 // equalize shield energy to all quadrants
2084                 case SHIELD_EQUALIZE:
2085                         if(at_self){
2086                                 control_used(SHIELD_EQUALIZE);
2087                         }
2088                         hud_shield_equalize(objp, pl);
2089                         break;
2090
2091                 // transfer shield energy to front
2092                 case SHIELD_XFER_TOP:
2093                         if(at_self){
2094                         control_used(SHIELD_XFER_TOP);
2095                         }
2096                         hud_augment_shield_quadrant(objp, 1);
2097                         break;
2098
2099                 // transfer shield energy to rear
2100                 case SHIELD_XFER_BOTTOM:
2101                         if(at_self)
2102                                 control_used(SHIELD_XFER_BOTTOM);
2103                         hud_augment_shield_quadrant(objp, 2);
2104                         break;
2105
2106                 // transfer shield energy to left
2107                 case SHIELD_XFER_LEFT:
2108                         if(at_self)
2109                                 control_used(SHIELD_XFER_LEFT);
2110                         hud_augment_shield_quadrant(objp, 3);
2111                         break;
2112                         
2113                 // transfer shield energy to right
2114                 case SHIELD_XFER_RIGHT:
2115                         if(at_self)
2116                                 control_used(SHIELD_XFER_RIGHT);
2117                         hud_augment_shield_quadrant(objp, 0);
2118                         break;
2119
2120                 // transfer energy to shield from weapons
2121                 case XFER_SHIELD:
2122                         if(at_self)
2123                                 control_used(XFER_SHIELD);
2124                         transfer_energy_to_shields(objp);
2125                         break;
2126
2127                 // transfer energy to weapons from shield
2128                 case XFER_LASER:
2129                         if(at_self)
2130                                 control_used(XFER_LASER);
2131                         transfer_energy_to_weapons(objp);
2132                         break;
2133
2134                 // following are not handled here, but we need to bypass the Int3()
2135                 case LAUNCH_COUNTERMEASURE:
2136                 case VIEW_SLEW:
2137                 case VIEW_EXTERNAL:
2138                 case VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK:
2139                 case ONE_THIRD_THROTTLE:
2140                 case TWO_THIRDS_THROTTLE:
2141                 case MINUS_5_PERCENT_THROTTLE:
2142                 case PLUS_5_PERCENT_THROTTLE:
2143                 case ZERO_THROTTLE:
2144                 case MAX_THROTTLE:
2145                         return 0;
2146
2147                 default :
2148                         Int3(); // bad bad bad
2149                         break;
2150         }
2151
2152         return 1;
2153 }
2154
2155 // return !0 if the action is allowed, otherwise return 0
2156 int button_allowed(int n)
2157 {
2158         if ( hud_disabled() ) {
2159                 switch (n) {
2160                 case SHOW_GOALS:
2161                 case END_MISSION:
2162                 case CYCLE_NEXT_PRIMARY:
2163                 case CYCLE_PREV_PRIMARY:
2164                 case CYCLE_SECONDARY:
2165                 case ONE_THIRD_THROTTLE:
2166                 case TWO_THIRDS_THROTTLE:
2167                 case PLUS_5_PERCENT_THROTTLE:
2168                 case MINUS_5_PERCENT_THROTTLE:
2169                 case ZERO_THROTTLE:
2170                 case MAX_THROTTLE:
2171                         return 1;
2172                 default:
2173                         return 0;
2174                 }
2175         }
2176
2177         return 1;
2178 }
2179
2180 // execute function corresponding to action n
2181 // basically, these are actions which don't affect demo playback at all
2182 int button_function_demo_valid(int n)
2183 {
2184         // by default, we'll return "not processed". ret will get set to 1, if this is one of the keys which is always allowed, even in demo
2185         // playback.
2186         int ret = 0;
2187
2188         //      No keys, not even targeting keys, when player in death roll.  He can press keys after he blows up.
2189         if (Game_mode & GM_DEAD_DIED){
2190                 return 0;
2191         }
2192
2193         // any of these buttons are valid
2194         switch(n){
2195         case VIEW_CHASE:
2196                 control_used(VIEW_CHASE);
2197                 Viewer_mode ^= VM_CHASE;
2198                 if ( Viewer_mode & VM_CHASE ) {
2199                         Viewer_mode &= ~VM_EXTERNAL;
2200                 }
2201                 ret = 1;
2202                 break;
2203
2204         case VIEW_EXTERNAL:
2205                 control_used(VIEW_EXTERNAL);
2206                 Viewer_mode ^= VM_EXTERNAL;
2207                 Viewer_mode &= ~VM_EXTERNAL_CAMERA_LOCKED;      // reset camera lock when leave/entering external view
2208                 if ( Viewer_mode & VM_EXTERNAL ) {
2209                         Viewer_mode &= ~VM_CHASE;
2210                 }
2211                 ret = 1;
2212                 break;
2213
2214         case VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK:
2215                 control_used(VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK);
2216                 if ( Viewer_mode & VM_EXTERNAL ) {
2217                 Viewer_mode ^= VM_EXTERNAL_CAMERA_LOCKED;
2218                 if ( Viewer_mode & VM_EXTERNAL_CAMERA_LOCKED ) {
2219                         HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "External camera is locked, controls will move ship", 36));
2220                         } else {
2221                                 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "External camera is free, controls will move the camera, not the ship", 37));
2222                         }
2223                 }
2224                 ret = 1;
2225                 break;
2226
2227         case VIEW_OTHER_SHIP:
2228                 control_used(VIEW_OTHER_SHIP);
2229                 if ( Player_ai->target_objnum < 0 ) {
2230                         snd_play( &Snds[SND_TARGET_FAIL] );
2231                 } else {
2232                         if ( Objects[Player_ai->target_objnum].type != OBJ_SHIP )  {
2233                                 snd_play( &Snds[SND_TARGET_FAIL] );
2234                         } else {
2235                                 Viewer_mode ^= VM_OTHER_SHIP;
2236                         }
2237                 }
2238                 ret = 1;
2239                 break;
2240
2241         case TIME_SLOW_DOWN:
2242                 if ( Game_mode & GM_NORMAL ) {
2243                         if ( Game_time_compression > F1_0) {
2244                                 Game_time_compression /= 2;
2245                         } else {
2246                                 gamesnd_play_error_beep();
2247                         }
2248                 } else {
2249                         gamesnd_play_error_beep();
2250                 }
2251                 ret = 1;
2252                 break;
2253
2254         case TIME_SPEED_UP:
2255                 if ( Game_mode & GM_NORMAL ) {
2256                         if ( Game_time_compression < (F1_0*4) ) {
2257                                 Game_time_compression *= 2;
2258                         } else {
2259                                 gamesnd_play_error_beep();
2260                         }
2261                 } else {
2262                         gamesnd_play_error_beep();
2263                 }
2264                 ret = 1;
2265                 break;
2266         }
2267
2268         // done
2269         return ret;
2270 }
2271
2272 // execute function corresponding to action n (BUTTON_ #define from KeyControl.h)
2273 int button_function(int n)
2274 {
2275         SDL_assert(n >= 0);
2276
2277         if ( !button_allowed(n) ) {
2278                 return 0;
2279         }
2280
2281         //      No keys, not even targeting keys, when player in death roll.  He can press keys after he blows up.
2282         if (Game_mode & GM_DEAD_DIED){
2283                 return 0;
2284         }
2285                 
2286         switch (n) {
2287                 // cycle to next primary weapon
2288                 case CYCLE_NEXT_PRIMARY:                        
2289                         // bogus?
2290                         if((Player_obj == NULL) || (Player_ship == NULL)){
2291                                 break;
2292                         }
2293
2294                         hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
2295                         if (ship_select_next_primary(Player_obj, CYCLE_PRIMARY_NEXT)) {
2296                                 ship* shipp = Player_ship;
2297                                 shipp->weapons.next_primary_fire_stamp[shipp->weapons.current_primary_bank] = timestamp(250);   //      1/4 second delay until can fire                         
2298                                 // multiplayer server should maintain bank/link status here
2299                                 // if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2300 //                                      SDL_assert(npl != NULL);
2301 //                                      multi_server_update_player_weapons(npl,shipp);                                                                          
2302 //                              }                                       
2303                         }                       
2304                         break;
2305
2306                 // cycle to previous primary weapon
2307                 case CYCLE_PREV_PRIMARY:                        
2308                         // bogus?
2309                         if((Player_obj == NULL) || (Player_ship == NULL)){
2310                                 break;
2311                         }
2312
2313                         hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
2314                         if (ship_select_next_primary(Player_obj, CYCLE_PRIMARY_PREV)) {
2315                                 ship* shipp = Player_ship;
2316                                 shipp->weapons.next_primary_fire_stamp[shipp->weapons.current_primary_bank] = timestamp(250);   //      1/4 second delay until can fire
2317
2318                                 // multiplayer server should maintain bank/link status here
2319                                 // if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2320                                         // SDL_assert(npl != NULL);
2321                                         // multi_server_update_player_weapons(npl,shipp);                                                                               
2322                                 // }                                    
2323                         }                       
2324                         break;
2325
2326                 // cycle to next secondary weapon
2327                 case CYCLE_SECONDARY:
2328                         return button_function_critical(CYCLE_SECONDARY);
2329                         break;
2330
2331                 // cycle number of missiles fired from secondary bank
2332                 case CYCLE_NUM_MISSLES:
2333          return button_function_critical(CYCLE_NUM_MISSLES);                    
2334                         break;
2335
2336                 // undefined in multiplayer for clients right now
2337                 // match target speed
2338                 case MATCH_TARGET_SPEED:                        
2339                         control_used(MATCH_TARGET_SPEED);
2340                         // If player is auto-matching, break auto-match speed
2341                         if ( Player->flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
2342                                 Player->flags &= ~PLAYER_FLAGS_AUTO_MATCH_SPEED;
2343                         }
2344                         player_match_target_speed();                                            
2345                         break;
2346
2347                 // undefined in multiplayer for clients right now
2348                 // toggle auto-match target speed
2349                 case TOGGLE_AUTO_MATCH_TARGET_SPEED:
2350                         // multiplayer observers can't match target speed
2351                         if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && ((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)) ){
2352                                 break;
2353                         }
2354         
2355                         Player->flags ^= PLAYER_FLAGS_AUTO_MATCH_SPEED;                 
2356                         control_used(TOGGLE_AUTO_MATCH_TARGET_SPEED);
2357                         hud_gauge_popup_start(HUD_AUTO_SPEED);
2358                         if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
2359                                 snd_play(&Snds[SND_SHIELD_XFER_OK], 1.0f);
2360 //                              HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Auto match target speed activated", -1));
2361                                 if ( !Player->flags & PLAYER_FLAGS_MATCH_TARGET ) {
2362                                         player_match_target_speed();
2363                                 }
2364                         }
2365                         else {
2366 //                              HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Auto match target deactivated", -1));
2367                                 snd_play(&Snds[SND_SHIELD_XFER_OK], 1.0f);
2368                                 player_match_target_speed();
2369                         }                       
2370                         break;
2371
2372                 // target next
2373                 case TARGET_NEXT:
2374                         control_used(TARGET_NEXT);                      
2375                         if ( hud_sensors_ok(Player_ship) ) {
2376                                 hud_target_next();
2377                         }
2378                         break;
2379
2380                 // target previous
2381                 case TARGET_PREV:
2382                         control_used(TARGET_PREV);                      
2383                         if ( hud_sensors_ok(Player_ship) ) {
2384                                 hud_target_prev();                      
2385                         }
2386                         break;
2387
2388                 // target the next hostile target
2389                 case TARGET_NEXT_CLOSEST_HOSTILE:
2390                         control_used(TARGET_NEXT_CLOSEST_HOSTILE);                      
2391                         if (hud_sensors_ok(Player_ship)){
2392                                 hud_target_next_list();
2393                         }                       
2394                         break;
2395
2396                 // target the previous closest hostile 
2397                 case TARGET_PREV_CLOSEST_HOSTILE:
2398                         control_used(TARGET_PREV_CLOSEST_HOSTILE);                      
2399                         if (hud_sensors_ok(Player_ship)){
2400                                 hud_target_next_list(1,0);
2401                         }
2402                         break;
2403
2404                 // toggle auto-targeting
2405                 case TOGGLE_AUTO_TARGETING:
2406                         control_used(TOGGLE_AUTO_TARGETING);
2407                         hud_gauge_popup_start(HUD_AUTO_TARGET);
2408                         Players[Player_num].flags ^= PLAYER_FLAGS_AUTO_TARGETING;
2409                         if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_TARGETING ) {
2410                                 if (hud_sensors_ok(Player_ship)) {
2411                                         hud_target_closest(opposing_team_mask(Player_ship->team), -1, FALSE, TRUE );
2412                                         snd_play(&Snds[SND_SHIELD_XFER_OK], 1.0f);
2413 //                                      HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Auto targeting activated", -1));
2414                                 } else {
2415                                         Players[Player_num].flags ^= PLAYER_FLAGS_AUTO_TARGETING;
2416                                 }
2417                         } else {
2418                                 snd_play(&Snds[SND_SHIELD_XFER_OK], 1.0f);
2419 //                              HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Auto targeting deactivated", -1));
2420                         }
2421                         break;
2422
2423                 // target the next friendly ship
2424                 case TARGET_NEXT_CLOSEST_FRIENDLY:
2425                         control_used(TARGET_NEXT_CLOSEST_FRIENDLY);                     
2426                         if (hud_sensors_ok(Player_ship)){
2427                                 hud_target_next_list(0);
2428                         }
2429                         break;
2430
2431                 // target the closest friendly ship
2432                 case TARGET_PREV_CLOSEST_FRIENDLY:
2433                         control_used(TARGET_PREV_CLOSEST_FRIENDLY);                     
2434                         if (hud_sensors_ok(Player_ship)) {
2435                                 hud_target_next_list(0,0);
2436                         }
2437                         break;
2438
2439                 // target ship closest to center of reticle
2440                 case TARGET_SHIP_IN_RETICLE:
2441                         control_used(TARGET_SHIP_IN_RETICLE);                   
2442                         if (hud_sensors_ok(Player_ship)){
2443                                 hud_target_in_reticle_new();
2444                         }
2445                         break;
2446
2447                 case TARGET_LAST_TRANMISSION_SENDER:
2448                         control_used(TARGET_LAST_TRANMISSION_SENDER);
2449                         if ( hud_sensors_ok(Player_ship)) {
2450                                 hud_target_last_transmit();
2451                         }
2452                         break;
2453
2454                 // target the closest repair ship
2455                 case TARGET_CLOSEST_REPAIR_SHIP:
2456                         control_used(TARGET_CLOSEST_REPAIR_SHIP);
2457                         // AL: Try to find the closest repair ship coming to repair the player... if no support
2458                         //               ships are coming to rearm the player, just try for the closest repair ship
2459                         if ( hud_target_closest_repair_ship(OBJ_INDEX(Player_obj)) == 0 ) {
2460                                 if ( hud_target_closest_repair_ship() == 0 ) {
2461                                         snd_play(&Snds[SND_TARGET_FAIL]);
2462                                 }
2463                         }
2464                         break;
2465
2466                 // target the closest ship attacking current target
2467                 case TARGET_CLOSEST_SHIP_ATTACKING_TARGET:
2468                         control_used(TARGET_CLOSEST_SHIP_ATTACKING_TARGET);
2469                         if (hud_sensors_ok(Player_ship)){
2470                                 hud_target_closest(opposing_team_mask(Player_ship->team), Player_ai->target_objnum);
2471                         }
2472                         break;
2473
2474                 // stop targeting ship
2475                 case STOP_TARGETING_SHIP:
2476                         control_used(STOP_TARGETING_SHIP);
2477                         hud_cease_targeting();
2478                         break;
2479
2480                 // target closest ship that is attacking player
2481                 case TARGET_CLOSEST_SHIP_ATTACKING_SELF:
2482                         control_used(TARGET_CLOSEST_SHIP_ATTACKING_SELF);
2483                         if (hud_sensors_ok(Player_ship)){
2484                                 hud_target_closest(opposing_team_mask(Player_ship->team), OBJ_INDEX(Player_obj), TRUE, 0, 1);
2485                         }
2486                         break;
2487
2488                 // target your target's target
2489                 case TARGET_TARGETS_TARGET:
2490                         control_used(TARGET_TARGETS_TARGET);
2491                         if (hud_sensors_ok(Player_ship)){
2492                                 hud_target_targets_target();
2493                         }
2494                         break;
2495
2496                 // target ships subsystem in reticle
2497                 case TARGET_SUBOBJECT_IN_RETICLE:
2498                         control_used(TARGET_SUBOBJECT_IN_RETICLE);
2499                         if (hud_sensors_ok(Player_ship)){
2500                                 hud_target_subsystem_in_reticle();
2501                         }
2502                         break;
2503
2504                 case TARGET_PREV_SUBOBJECT:
2505                         control_used(TARGET_PREV_SUBOBJECT);
2506                         if (hud_sensors_ok(Player_ship)){
2507                                 hud_target_prev_subobject();
2508                         }
2509                         break;
2510
2511                 // target next subsystem on current target
2512                 case TARGET_NEXT_SUBOBJECT:
2513                         control_used(TARGET_NEXT_SUBOBJECT);
2514                         if (hud_sensors_ok(Player_ship)){
2515                                 hud_target_next_subobject();
2516                         }
2517                         break;
2518
2519                 // stop targeting subsystems on ship
2520                 case STOP_TARGETING_SUBSYSTEM:
2521                         control_used(STOP_TARGETING_SUBSYSTEM);
2522                         hud_cease_subsystem_targeting();
2523                         break;
2524                         
2525                 case TARGET_NEXT_BOMB:
2526                         control_used(TARGET_NEXT_BOMB);
2527                         hud_target_missile(Player_obj, 1);
2528                         break;
2529
2530                 case TARGET_PREV_BOMB:
2531                         control_used(TARGET_PREV_BOMB);
2532                         hud_target_missile(Player_obj, 0);
2533                         break;
2534
2535                 case TARGET_NEXT_UNINSPECTED_CARGO:
2536                         hud_target_uninspected_object(1);
2537                         break;
2538
2539                 case TARGET_PREV_UNINSPECTED_CARGO:
2540                         hud_target_uninspected_object(0);
2541                         break;
2542
2543                 case TARGET_NEWEST_SHIP:
2544                         hud_target_newest_ship();
2545                         break;
2546
2547                 case TARGET_NEXT_LIVE_TURRET:
2548                         hud_target_live_turret(1);
2549                         break;
2550
2551                 case TARGET_PREV_LIVE_TURRET:
2552                         hud_target_live_turret(0);
2553                         break;
2554
2555                 // wingman message: attack current target
2556                 case ATTACK_MESSAGE:
2557                         control_used(ATTACK_MESSAGE);
2558                         hud_squadmsg_shortcut( ATTACK_TARGET_ITEM );
2559                         break;
2560
2561                 // wingman message: disarm current target
2562                 case DISARM_MESSAGE:
2563                         control_used(DISARM_MESSAGE);
2564                         hud_squadmsg_shortcut( DISARM_TARGET_ITEM );
2565                         break;
2566
2567                 // wingman message: disable current target
2568                 case DISABLE_MESSAGE:
2569                         control_used(DISABLE_MESSAGE);
2570                         hud_squadmsg_shortcut( DISABLE_TARGET_ITEM );
2571                         break;
2572
2573                 // wingman message: disable current target
2574                 case ATTACK_SUBSYSTEM_MESSAGE:
2575                         control_used(ATTACK_SUBSYSTEM_MESSAGE);
2576                         hud_squadmsg_shortcut( DISABLE_SUBSYSTEM_ITEM );
2577                         break;
2578
2579                 // wingman message: capture current target
2580                 case CAPTURE_MESSAGE:
2581                         control_used(CAPTURE_MESSAGE);
2582                         hud_squadmsg_shortcut( CAPTURE_TARGET_ITEM );
2583                         break;
2584
2585                 // wingman message: engage enemy
2586                 case ENGAGE_MESSAGE:
2587                 control_used(ENGAGE_MESSAGE);
2588                         hud_squadmsg_shortcut( ENGAGE_ENEMY_ITEM );
2589                         break;
2590
2591                 // wingman message: form on my wing
2592                 case FORM_MESSAGE:
2593                         control_used(FORM_MESSAGE);
2594                         hud_squadmsg_shortcut( FORMATION_ITEM );
2595                         break;
2596
2597                 // wingman message: protect current target
2598                 case PROTECT_MESSAGE:
2599                         control_used(PROTECT_MESSAGE);
2600                         hud_squadmsg_shortcut( PROTECT_TARGET_ITEM );
2601                         break;
2602
2603                 // wingman message: cover me
2604                 case COVER_MESSAGE:
2605                         control_used(COVER_MESSAGE);
2606                         hud_squadmsg_shortcut( COVER_ME_ITEM );
2607                         break;
2608                 
2609                 // wingman message: warp out
2610                 case WARP_MESSAGE:
2611                         control_used(WARP_MESSAGE);
2612                         hud_squadmsg_shortcut( DEPART_ITEM );
2613                         break;
2614
2615                 case IGNORE_MESSAGE:
2616                         control_used(IGNORE_MESSAGE);
2617                         hud_squadmsg_shortcut( IGNORE_TARGET_ITEM );
2618                         break;
2619
2620                 // rearm message
2621                 case REARM_MESSAGE:
2622                         control_used(REARM_MESSAGE);
2623                         hud_squadmsg_rearm_shortcut();
2624                         break;
2625
2626                 // cycle to next radar range
2627                 case RADAR_RANGE_CYCLE:
2628                         control_used(RADAR_RANGE_CYCLE);
2629                         HUD_config.rp_dist++;
2630                         if ( HUD_config.rp_dist >= RR_MAX_RANGES )
2631                                 HUD_config.rp_dist = 0;
2632
2633                         HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Radar range set to %s", 38), Radar_range_text(HUD_config.rp_dist));
2634                         break;
2635
2636                 // toggle the squadmate messaging menu
2637                 case SQUADMSG_MENU:
2638                         control_used(SQUADMSG_MENU);
2639                         hud_squadmsg_toggle();                          // leave the details to the messaging code!!!
2640                         break;
2641
2642                 // show the mission goals screen
2643                 case SHOW_GOALS:
2644                         control_used(SHOW_GOALS);
2645                         gameseq_post_event( GS_EVENT_SHOW_GOALS );
2646                         break;
2647
2648                 // end the mission
2649                 case END_MISSION:
2650                         // in multiplayer, all end mission requests should go through the server
2651                         if(Game_mode & GM_MULTIPLAYER){                         
2652                                 multi_handle_end_mission_request();
2653                                 break;
2654                         }
2655
2656                         control_used(END_MISSION);
2657                         
2658                         if (collide_predict_large_ship(Player_obj, 200.0f)) {
2659                                 gamesnd_play_iface(SND_GENERAL_FAIL);
2660                                 HUD_printf(XSTR( "** WARNING ** Collision danger.  Warpout not activated.", 39));
2661                         } else if (ship_get_subsystem_strength( Player_ship, SUBSYSTEM_ENGINE ) < 0.1f) {
2662                                 gamesnd_play_iface(SND_GENERAL_FAIL);
2663                                 HUD_printf(XSTR( "Engine failure.  Cannot engage warp drive.", 40));
2664                         } else {
2665                                 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_START );
2666                         }                       
2667                         break;
2668
2669                 case ADD_REMOVE_ESCORT:
2670                         if ( Player_ai->target_objnum >= 0 ) {
2671                                 control_used(ADD_REMOVE_ESCORT);
2672                                 hud_add_remove_ship_escort(Player_ai->target_objnum);
2673                         }
2674                         break;
2675
2676                 case ESCORT_CLEAR:
2677                         control_used(ESCORT_CLEAR);
2678                         hud_escort_clear_all();
2679                         break;
2680
2681                 case TARGET_NEXT_ESCORT_SHIP:
2682                         control_used(TARGET_NEXT_ESCORT_SHIP);
2683                         hud_escort_target_next();
2684                         break;
2685
2686                 // increase weapon recharge rate
2687                 case INCREASE_WEAPON:
2688                         hud_gauge_popup_start(HUD_ETS_GAUGE);
2689                         return button_function_critical(INCREASE_WEAPON);
2690                         break;
2691
2692                 // decrease weapon recharge rate
2693                 case DECREASE_WEAPON:
2694                         hud_gauge_popup_start(HUD_ETS_GAUGE);
2695                         return button_function_critical(DECREASE_WEAPON);
2696                         break;
2697
2698                 // increase shield recharge rate
2699                 case INCREASE_SHIELD:
2700                         hud_gauge_popup_start(HUD_ETS_GAUGE);
2701                         return button_function_critical(INCREASE_SHIELD);
2702                         break;
2703
2704                 // decrease shield recharge rate
2705                 case DECREASE_SHIELD:
2706                         hud_gauge_popup_start(HUD_ETS_GAUGE);
2707                         return button_function_critical(DECREASE_SHIELD);
2708                         break;
2709
2710                 // increase energy to engines
2711                 case INCREASE_ENGINE:
2712                         hud_gauge_popup_start(HUD_ETS_GAUGE);
2713                         return button_function_critical(INCREASE_ENGINE);
2714                         break;
2715
2716                 // decrease energy to engines
2717                 case DECREASE_ENGINE:
2718                         hud_gauge_popup_start(HUD_ETS_GAUGE);
2719                         return button_function_critical(DECREASE_ENGINE);
2720                         break;
2721
2722                 case ETS_EQUALIZE:
2723                         hud_gauge_popup_start(HUD_ETS_GAUGE);
2724                         return button_function_critical(ETS_EQUALIZE);
2725                         break;
2726
2727                 // equalize shield energy to all quadrants
2728                 case SHIELD_EQUALIZE:
2729                         return button_function_critical(SHIELD_EQUALIZE);
2730                         break;
2731
2732                 // transfer shield energy to front
2733                 case SHIELD_XFER_TOP:
2734          return button_function_critical(SHIELD_XFER_TOP);
2735                         break;
2736
2737                 // transfer shield energy to rear
2738                 case SHIELD_XFER_BOTTOM:
2739                         return button_function_critical(SHIELD_XFER_BOTTOM);
2740                         break;
2741
2742                 // transfer shield energy to left
2743                 case SHIELD_XFER_LEFT:
2744                         return button_function_critical(SHIELD_XFER_LEFT);
2745                         break;
2746                 
2747                 // transfer shield energy to right
2748                 case SHIELD_XFER_RIGHT:
2749                         return button_function_critical(SHIELD_XFER_RIGHT);
2750                         break;
2751
2752                 // transfer energy to shield from weapons
2753                 case XFER_SHIELD:
2754                         return button_function_critical(XFER_SHIELD);
2755                         break;
2756
2757                 // transfer energy to weapons from shield
2758                 case XFER_LASER:
2759                         return button_function_critical(XFER_LASER);
2760                         break;
2761
2762                 // message all netplayers button
2763                 case MULTI_MESSAGE_ALL:
2764                         multi_msg_key_down(MULTI_MSG_ALL);
2765                         break;
2766
2767                 // message all friendlies button
2768                 case MULTI_MESSAGE_FRIENDLY:
2769                         multi_msg_key_down(MULTI_MSG_FRIENDLY);
2770                         break;
2771
2772                 // message all hostiles button
2773                 case MULTI_MESSAGE_HOSTILE:
2774                         multi_msg_key_down(MULTI_MSG_HOSTILE);
2775                         break;
2776
2777                 // message targeted ship (if player)
2778                 case MULTI_MESSAGE_TARGET:
2779                         multi_msg_key_down(MULTI_MSG_TARGET);
2780                         break;
2781
2782                 // if i'm an observer, zoom to my targeted object
2783                 case MULTI_OBSERVER_ZOOM_TO:
2784                         multi_obs_zoom_to_target();
2785                         break;          
2786 #ifndef MAKE_FS1
2787                 // toggle between high and low HUD contrast
2788                 case TOGGLE_HUD_CONTRAST:
2789                         gamesnd_play_iface(SND_USER_SELECT);
2790                         hud_toggle_contrast();
2791                         break;
2792
2793                 // toggle network info
2794                 case MULTI_TOGGLE_NETINFO:
2795                         extern int Multi_display_netinfo;
2796                         Multi_display_netinfo = !Multi_display_netinfo;
2797                         break;
2798
2799                 // self destruct (multiplayer only)
2800                 case MULTI_SELF_DESTRUCT:
2801                         if(!(Game_mode & GM_MULTIPLAYER)){
2802                                 break;
2803                         }
2804
2805                         // bogus netplayer
2806                         if((Net_player == NULL) || (Net_player->player == NULL)){
2807                                 break;
2808                         }
2809
2810                         // blow myself up, if I'm the server
2811                         if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
2812                                 if((Net_player->player->objnum >= 0) && (Net_player->player->objnum < MAX_OBJECTS) && 
2813                                         (Objects[Net_player->player->objnum].type == OBJ_SHIP) && (Objects[Net_player->player->objnum].instance >= 0) && (Objects[Net_player->player->objnum].instance < MAX_SHIPS)){
2814
2815                                         ship_self_destruct(&Objects[Net_player->player->objnum]);
2816                                 }
2817                         }
2818                         // otherwise send a packet to the server
2819                         else {
2820                                 send_self_destruct_packet();
2821                         }
2822                         break;
2823 #endif
2824                 // following are not handled here, but we need to bypass the Int3()
2825                 case LAUNCH_COUNTERMEASURE:
2826                 case VIEW_SLEW:
2827                 case ONE_THIRD_THROTTLE:
2828                 case TWO_THIRDS_THROTTLE:
2829                 case MINUS_5_PERCENT_THROTTLE:
2830                 case PLUS_5_PERCENT_THROTTLE:
2831                 case ZERO_THROTTLE:
2832                 case MAX_THROTTLE:
2833                         return 0;
2834
2835                 default:
2836                         Int3();
2837                         break;
2838         } // end switch
2839
2840         return 1;
2841 }
2842
2843 // Call functions for when buttons are pressed
2844 void button_info_do(button_info *bi)
2845 {
2846         int i, j;
2847
2848         for (i=0; i<NUM_BUTTON_FIELDS; i++) {
2849                 if ( bi->status[i] == 0 ){
2850                         continue;
2851                 }
2852
2853                 // at least one bit is set in the status integer
2854                 for (j=0; j<32; j++) {
2855
2856                         // check if the bit is set. If button_function returns 1 (implying the action was taken), then unset the bit
2857                         if ( bi->status[i] & (1 << j) ) {
2858                                 // always process buttons which are valid for demo playback
2859                                 if(button_function_demo_valid(32 * i + j)){
2860                                         bi->status[i] &= ~(1 << j);
2861                                 }
2862                                 // other buttons
2863                                 else {
2864                                         // if we're in demo playback, always clear the bits
2865                                         if(Game_mode & GM_DEMO_PLAYBACK){
2866                                                 bi->status[i] &= ~(1 << j);
2867                                         }
2868                                         // otherwise check as normal
2869                                         else if (button_function(32 * i + j)) {
2870                                                 bi->status[i] &= ~(1 << j);                                     
2871                                         }
2872                                 }
2873                         }
2874                 }
2875         }
2876 }
2877
2878
2879 // set the bit for the corresponding action n (BUTTON_ #define from KeyControl.h)
2880 void button_info_set(button_info *bi, int n)
2881 {
2882         int field_num, bit_num;
2883         
2884         field_num = n / 32;
2885         bit_num = n % 32;
2886
2887         bi->status[field_num] |= (1 << bit_num);        
2888 }
2889
2890 // unset the bit for the corresponding action n (BUTTON_ #define from KeyControl.h)
2891 void button_info_unset(button_info *bi, int n)
2892 {
2893         int field_num, bit_num;
2894         
2895         field_num = n / 32;
2896         bit_num = n % 32;
2897
2898         bi->status[field_num] &= ~(1 << bit_num);       
2899 }
2900
2901 int button_info_query(button_info *bi, int n)
2902 {
2903         return bi->status[n / 32] & (1 << (n % 32));
2904 }
2905
2906 // clear out the button_info struct
2907 void button_info_clear(button_info *bi)
2908 {
2909         int i;
2910
2911         for (i=0; i<NUM_BUTTON_FIELDS; i++) {
2912                 bi->status[i] = 0;
2913         }
2914 }
2915
2916 // strip out all noncritical keys from the button info struct
2917 void button_strip_noncritical_keys(button_info *bi)
2918 {
2919         int idx;
2920
2921         // clear out all noncritical keys
2922         for(idx=0;idx<Non_critical_key_set_size;idx++){
2923                 button_info_unset(bi,Non_critical_key_set[idx]);
2924         }
2925 }