]> git.mxchange.org Git - flightgear.git/blobdiff - src/Main/main.cxx
Added a specific "altas" format for output which includes a proprietary string
[flightgear.git] / src / Main / main.cxx
index 68535fc6dbebda37d415f8a9094726db0b38b5a6..419614ed303a4fff1afd412bb1d99adbe61cdcf4 100644 (file)
@@ -21,9 +21,6 @@
 // $Id$
 
 
-#define MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
-
-
 #ifdef HAVE_CONFIG_H
 #  include <config.h>
 #endif
 #endif
 
 #ifdef HAVE_SYS_STAT_H
-#  include <sys/stat.h> /* for stat() */
+#  include <sys/stat.h>                // for stat()
 #endif
 
 #ifdef HAVE_UNISTD_H
-#  include <unistd.h>    /* for stat() */
+#  include <unistd.h>          // for stat()
 #endif
 
-#include <plib/pu.h>                   // plib include
-#include <plib/ssg.h>          // plib include
+#include <plib/pu.h>
+#include <plib/ssg.h>
 
 #ifdef ENABLE_AUDIO_SUPPORT
-#  include <plib/sl.h>         // plib include
-#  include <plib/sm.h>         // plib include
+#  include <plib/sl.h>
+#  include <plib/sm.h>
 #endif
 
 #include <simgear/constants.h>  // for VERSION
 #include <simgear/debug/logstream.hxx>
-#include <simgear/math/fg_geodesy.hxx>
 #include <simgear/math/polar3d.hxx>
-#include <simgear/math/fg_random.h>
+#include <simgear/math/sg_random.h>
 #include <simgear/misc/fgpath.hxx>
+#include <simgear/sky/sky.hxx>
+#include <simgear/timing/sg_time.hxx>
+#include <simgear/timing/lowleveltime.h>
 
 #include <Include/general.hxx>
 
 #include <Aircraft/aircraft.hxx>
-#include <Ephemeris/ephemeris.hxx>
 
 #include <Autopilot/newauto.hxx>
 #include <Cockpit/cockpit.hxx>
 #include <Cockpit/radiostack.hxx>
 #include <Cockpit/steam.hxx>
-#include <FDM/UIUCModel/uiuc_aircraft.h>
+
 #include <FDM/UIUCModel/uiuc_aircraftdir.h>
 #include <GUI/gui.h>
+#include <GUI/sgVec3Slider.hxx>
 #include <Joystick/joystick.hxx>
 #ifdef FG_NETWORK_OLK
 #include <NetworkOLK/network.h>
 #endif
-#include <Objects/materialmgr.hxx>
 #include <Scenery/scenery.hxx>
 #include <Scenery/tilemgr.hxx>
-#include <Sky/sky.hxx>
 #include <Time/event.hxx>
-#include <Time/fg_time.hxx>
 #include <Time/fg_timer.hxx>
+#include <Time/light.hxx>
 #include <Time/sunpos.hxx>
+#include <Time/tmp.hxx>
+
+// begin - added Venky
+//    $$$ begin - added VS Renganathan
+#include <simgear/misc/fgstream.hxx>
+#include <FDM/flight.hxx>
+#include <FDM/ADA.hxx>
+void fgLoadDCS (void);
+void fgUpdateDCS (void);
+ssgSelector *ship_sel=NULL;
+// upto 32 instances of a same object can be loaded.
+ssgTransform *ship_pos[32];
+double obj_lat[32],obj_lon[32],obj_alt[32];
+int objc=0;
+//    $$$ end - added VS Renganathan
+// end - added Venky
 
 #ifndef FG_OLD_WEATHER
 #  include <WeatherCM/FGLocalWeatherDatabase.h>
 #  include <Weather/weather.hxx>
 #endif
 
+#include "version.h"
+
+#include "bfi.hxx"
 #include "fg_init.hxx"
 #include "fg_io.hxx"
+#include "globals.hxx"
 #include "keyboard.hxx"
-#include "options.hxx"
 #include "splash.hxx"
-#include "views.hxx"
 
-
-// -dw- use custom sioux settings so I can see output window
-#ifdef MACOS
-#  ifndef FG_NDEBUG
-#    include <sioux.h> // settings for output window
-#  endif
-#  include <console.h>
+#ifdef macintosh
+#  include <console.h>         // -dw- for command line dialog
 #endif
 
 
@@ -126,10 +136,13 @@ FGGeneral general;
 // our initializations out of the glutIdleLoop() so that we can get a
 // splash screen up and running right away.
 static int idle_state = 0;
-static int global_multi_loop;
+static long global_multi_loop;
+
+// attempt to avoid a large bounce at startup
+static bool initial_freeze = true;
 
-// Another hack
-int use_signals = 0;
+// forward declaration
+void fgReshape( int width, int height );
 
 // Global structures for the Audio library
 #ifdef ENABLE_AUDIO_SUPPORT
@@ -145,20 +158,28 @@ slSample *s2;
 // ssg variables
 ssgRoot *scene = NULL;
 ssgBranch *terrain = NULL;
-ssgSelector *penguin_sel = NULL;
-ssgTransform *penguin_pos = NULL;
+
+// aircraft model stuff
+ssgSelector *acmodel_selector = NULL;
+ssgTransform *acmodel_pos = NULL;
+ssgSelector *prop_selector = NULL;
+ssgSelector *flaps_selector = NULL;
+int acmodel_npropsettings;
+int acmodel_proprpms[4][2];  // different propeller settings
+
+ssgRoot *lighting = NULL;
+ssgBranch *ground = NULL;
+ssgBranch *airport = NULL;
 
 #ifdef FG_NETWORK_OLK
 ssgSelector *fgd_sel = NULL;
 ssgTransform *fgd_pos = NULL;
-//sgMat4 sgTUX;
 #endif
 
 // current fdm/position used for view
 FGInterface cur_view_fdm;
 
 // Sky structures
-FGEphemeris *ephem;
 SGSky *thesky;
 
 // hack
@@ -170,7 +191,7 @@ sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
   {  0.0f,  0.0f,  0.0f,  1.0f }
 } ;
 
-// The following defines flight gear options. Because glutlib will also
+// The following defines flightgear options. Because glutlib will also
 // want to parse its own options, those options must not be included here
 // or they will get parsed by the main program option parser. Hence case
 // is significant for any option added that might be in conflict with
@@ -197,25 +218,48 @@ ssgSimpleState *menus;
 
 void fgBuildRenderStates( void ) {
     default_state = new ssgSimpleState;
+    default_state->ref();
     default_state->disable( GL_TEXTURE_2D );
     default_state->enable( GL_CULL_FACE );
-    default_state->disable( GL_COLOR_MATERIAL );
+    default_state->enable( GL_COLOR_MATERIAL );
+    default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
+    default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+    default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
     default_state->disable( GL_BLEND );
     default_state->disable( GL_ALPHA_TEST );
     default_state->disable( GL_LIGHTING );
-    default_state->setMaterial( GL_AMBIENT_AND_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
 
     hud_and_panel = new ssgSimpleState;
+    hud_and_panel->ref();
     hud_and_panel->disable( GL_CULL_FACE );
     hud_and_panel->disable( GL_TEXTURE_2D );
     hud_and_panel->disable( GL_LIGHTING );
+    hud_and_panel->enable( GL_BLEND );
 
     menus = new ssgSimpleState;
+    menus->ref();
     menus->disable( GL_CULL_FACE );
     menus->disable( GL_TEXTURE_2D );
     menus->enable( GL_BLEND );
 }
 
+// fgFindNode -- a function that finds a named node in an ssg graph
+ssgEntity *fgFindNode( ssgEntity *node, const char *name ) {
+  if ( node->getName() != NULL && strcmp( name, node->getName() ) == 0 ) {
+    return node;
+  } else if ( node->isAKindOf( ssgTypeBranch() ) ) {
+    ssgEntity *kid = ((ssgBranch*)node)->getKid(0);
+    while (kid != NULL) {
+      ssgEntity *n = fgFindNode(kid, name);
+      if (n != NULL)
+       return n;
+
+      kid = ((ssgBranch*)node)->getNextKid();
+    }
+  }
+
+  return NULL;
+}
 
 // fgInitVisuals() -- Initialize various GL/view parameters
 void fgInitVisuals( void ) {
@@ -225,7 +269,7 @@ void fgInitVisuals( void ) {
 
 #ifndef GLUT_WRONG_VERSION
     // Go full screen if requested ...
-    if ( current_options.get_fullscreen() ) {
+    if ( fgGetBool("/sim/startup/fullscreen") ) {
        glutFullScreen();
     }
 #endif
@@ -244,14 +288,14 @@ void fgInitVisuals( void ) {
 
     // glFogi (GL_FOG_MODE, GL_LINEAR);
     glFogi (GL_FOG_MODE, GL_EXP2);
-    if ( (current_options.get_fog() == 1) || 
-        (current_options.get_shading() == 0) ) {
+    if ( (fgGetString("/sim/rendering/fog") == "disabled") || 
+        (!fgGetBool("/sim/rendering/shading"))) {
        // if fastest fog requested, or if flat shading force fastest
        glHint ( GL_FOG_HINT, GL_FASTEST );
-    } else if ( current_options.get_fog() == 2 ) {
+    } else if ( fgGetString("/sim/rendering/fog") == "nicest" ) {
        glHint ( GL_FOG_HINT, GL_NICEST );
     }
-    if ( current_options.get_wireframe() ) {
+    if ( fgGetBool("/sim/rendering/wireframe") ) {
        // draw wire frame
        glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
     }
@@ -268,17 +312,17 @@ void fgInitVisuals( void ) {
 
 // Update all Visuals (redraws anything graphics related)
 void fgRenderFrame( void ) {
+    // Update the BFI.
+    FGBFI::update();
+
     fgLIGHT *l = &cur_light_params;
-    FGTime *t = FGTime::cur_time_params;
-    // FGView *v = &current_view;
     static double last_visibility = -9999;
-    static bool in_puff = false;
-    static double puff_length = 0;
-    static double puff_progression = 0;
-    const double ramp_up = 0.15;
-    const double ramp_down = 0.15;
 
-    double angle;
+    static GLfloat fog_exp_density;
+    static GLfloat fog_exp2_density;
+    static GLfloat fog_exp2_punch_through;
+    
+    // double angle;
     // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
     // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
     // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
@@ -287,7 +331,7 @@ void fgRenderFrame( void ) {
     
     if ( idle_state != 1000 ) {
        // still initializing, draw the splash screen
-       if ( current_options.get_splash_screen() == 1 ) {
+       if ( fgGetBool("/sim/startup/splash-screen") ) {
            fgSplashUpdate(0.0);
        }
     } else {
@@ -302,23 +346,109 @@ void fgRenderFrame( void ) {
        // timerText -> setLabel (ctime (&t->cur_time));
        // end of hack
 
-       // update view volume parameters
-       // cout << "before pilot_view update" << endl;
-       pilot_view.UpdateViewParams(*cur_fdm_state);
-       // cout << "after pilot_view update" << endl;
-       current_view.UpdateViewParams(cur_view_fdm);
+       // calculate our current position in cartesian space
+       scenery.center = scenery.next_center;
+       // printf("scenery center = %.2f %.2f %.2f\n", scenery.center.x(),
+       //        scenery.center.y(), scenery.center.z());
+
+       FGViewerRPH *pilot_view =
+           (FGViewerRPH *)globals->get_viewmgr()->get_view( 0 );
+
+       pilot_view->set_geod_view_pos( cur_fdm_state->get_Longitude(), 
+                                      cur_fdm_state->get_Lat_geocentric(), 
+                                      cur_fdm_state->get_Altitude() *
+                                      FEET_TO_METER );
+       pilot_view->set_sea_level_radius( cur_fdm_state->
+                                         get_Sea_level_radius() *
+                                         FEET_TO_METER ); 
+       pilot_view->set_rph( cur_fdm_state->get_Phi(),
+                            cur_fdm_state->get_Theta(),
+                            cur_fdm_state->get_Psi() );
+
+       FGViewerLookAt *chase_view =
+           (FGViewerLookAt *)globals->get_viewmgr()->get_view( 1 );
+
+       sgVec3 po;              // chase view pilot_offset
+       sgVec3 wup;             // chase view world up
+       sgSetVec3( po, 0.0, 0.0, 50.0 );
+       sgCopyVec3( wup, pilot_view->get_world_up() );
+       sgMat4 CXFM;            // chase view + pilot offset xform
+       sgMakeRotMat4( CXFM,
+                      chase_view->get_view_offset() * RAD_TO_DEG -
+                      cur_fdm_state->get_Psi() * RAD_TO_DEG,
+                      wup );
+       sgVec3 npo;             // new pilot offset after rotation
+        sgVec3 *pPO = PilotOffsetGet();
+       sgXformVec3( po, *pPO, pilot_view->get_UP() );
+       sgXformVec3( npo, po, CXFM );
+
+       chase_view->set_geod_view_pos( cur_fdm_state->get_Longitude(), 
+                                      cur_fdm_state->get_Lat_geocentric(), 
+                                      cur_fdm_state->get_Altitude() *
+                                      FEET_TO_METER );
+       chase_view->set_sea_level_radius( cur_fdm_state->
+                                         get_Sea_level_radius() *
+                                         FEET_TO_METER );
+       chase_view->set_pilot_offset( npo[0], npo[1], npo[2] );
+       chase_view->set_view_forward( pilot_view->get_view_pos() ); 
+       chase_view->set_view_up( wup );
+
+#if 0
+       sgMat4 rph;
+       sgCopyMat4( rph, pilot_view->get_VIEW() );
+       cout << "RPH Matrix = " << endl;
+       int i, j;
+       for ( i = 0; i < 4; i++ ) {
+           for ( j = 0; j < 4; j++ ) {
+               printf("%10.4f ", rph[i][j]);
+           }
+           cout << endl;
+       }
+
+       sgMat4 la;
+       sgCopyMat4( la, chase_view->get_VIEW() );
+       cout << "LookAt Matrix = " << endl;
+       for ( i = 0; i < 4; i++ ) {
+           for ( j = 0; j < 4; j++ ) {
+               printf("%10.4f ", la[i][j]);
+           }
+           cout << endl;
+       }
+#endif
+
+       // update view port
+       fgReshape( fgGetInt("/sim/startup/xsize"),
+                  fgGetInt("/sim/startup/ysize") );
+
+#if 0
+       // swing and a miss
+
+       if ( ! fgPanelVisible() ) {
+           xglViewport( 0, 0 ,
+                        (GLint)(fgGetInt("/sim/startup/xsize")),
+                        (GLint)(fgGetInt("/sim/startup/ysize")) );
+       } else {
+           int view_h =
+               int( (current_panel->getViewHeight() -
+                     current_panel->getYOffset())
+                    * (fgGetInt("/sim/startup/ysize") / 768.0) );
+           glViewport( 0, 
+                       (GLint)(fgGetInt("/sim/startup/ysize") - view_h),
+                       (GLint)(fgGetInt("/sim/startup/xsize")),
+                       (GLint)(view_h) );
+       }
+#endif
 
        // set the sun position
        glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
 
        clear_mask = GL_DEPTH_BUFFER_BIT;
-       if ( current_options.get_wireframe() ) {
+       if ( fgGetBool("/sim/rendering/wireframe") ) {
            clear_mask |= GL_COLOR_BUFFER_BIT;
        }
-       if ( current_options.get_panel_status() ) {
-           // we can't clear the screen when the panel is active
-       } else if ( current_options.get_skyblend() ) {
-           if ( current_options.get_textures() ) {
+
+       if ( fgGetBool("/sim/rendering/skyblend") ) {
+           if ( fgGetBool("/sim/rendering/textures") ) {
                // glClearColor(black[0], black[1], black[2], black[3]);
                glClearColor(l->adj_fog_color[0], l->adj_fog_color[1], 
                             l->adj_fog_color[2], l->adj_fog_color[3]);
@@ -335,37 +465,49 @@ void fgRenderFrame( void ) {
 
        // I really should create a derived ssg node or use a call
        // back or something so that I can draw the sky within the
-       // ssgCullandDraw() function, but for now I just mimic what
+       // ssgCullAndDraw() function, but for now I just mimic what
        // ssg does to set up the model view matrix
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
-       ssgSetCamera( current_view.VIEW );
-
-       /*
-       sgMat4 vm_tmp, view_mat;
-       sgTransposeNegateMat4 ( vm_tmp, current_view.VIEW ) ;
-       sgCopyMat4( view_mat, copy_of_ssgOpenGLAxisSwapMatrix ) ;
-       sgPreMultMat4( view_mat, vm_tmp ) ;
-       glLoadMatrixf( (float *)view_mat );
-       */
+       ssgSetCamera( (sgVec4 *)globals->get_current_view()->get_VIEW() );
 
        // set the opengl state to known default values
        default_state->force();
 
-       // draw sky dome
-       if ( current_options.get_skyblend() ) {
-           sgVec3 view_pos;
-           sgSetVec3( view_pos,
-                      current_view.get_view_pos().x(),
-                      current_view.get_view_pos().y(),
-                      current_view.get_view_pos().z() );
+       // update fog params if visibility has changed
+#ifndef FG_OLD_WEATHER
+       thesky->set_visibility( WeatherDatabase->getWeatherVisibility() );
+#else
+       thesky->set_visibility( current_weather.get_visibility() );
+#endif
+
+       thesky->modify_vis( cur_fdm_state->get_Altitude() * FEET_TO_METER,
+                           ( global_multi_loop * 
+                             fgGetInt("/sim/speed-up") ) /
+                           (double)fgGetInt("/sim/model-hz") );
+
+       double actual_visibility = thesky->get_visibility();
+       // cout << "actual visibility = " << actual_visibility << endl;
+
+       if ( actual_visibility != last_visibility ) {
+           last_visibility = actual_visibility;
+
+           // cout << "----> updating fog params" << endl;
+               
+           // for GL_FOG_EXP
+           fog_exp_density = -log(0.01 / actual_visibility);
+    
+           // for GL_FOG_EXP2
+           fog_exp2_density = sqrt( -log(0.01) ) / actual_visibility;
+           fog_exp2_punch_through = sqrt( -log(0.01) ) / 
+               ( actual_visibility * 1.5 );
+       }
 
-           sgVec3 zero_elev;
-           sgSetVec3( zero_elev,
-                      current_view.get_cur_zero_elev().x(),
-                      current_view.get_cur_zero_elev().y(),
-                      current_view.get_cur_zero_elev().z() );
+       // Set correct opengl fog density
+       glFogf (GL_FOG_DENSITY, fog_exp2_density);
 
+       // update the sky dome
+       if ( fgGetBool("/sim/rendering/skyblend") ) {
            /* cout << "thesky->repaint() sky_color = "
                 << cur_light_params.sky_color[0] << " "
                 << cur_light_params.sky_color[1] << " "
@@ -383,8 +525,10 @@ void fgRenderFrame( void ) {
                             cur_light_params.adj_fog_color,
                             cur_light_params.sun_angle,
                             cur_light_params.moon_angle,
-                            ephem->getNumPlanets(), ephem->getPlanets(),
-                            ephem->getNumStars(), ephem->getStars() );
+                            globals->get_ephem()->getNumPlanets(),
+                            globals->get_ephem()->getPlanets(),
+                            globals->get_ephem()->getNumStars(),
+                            globals->get_ephem()->getStars() );
  
            /* cout << "thesky->reposition( view_pos = " << view_pos[0] << " "
                 << view_pos[1] << " " << view_pos[2] << endl;
@@ -393,124 +537,39 @@ void fgRenderFrame( void ) {
                 << " lon = " << cur_fdm_state->get_Longitude()
                 << " lat = " << cur_fdm_state->get_Latitude() << endl;
            cout << "    sun_rot = " << cur_light_params.sun_rotation
-                << " gst = " << FGTime::cur_time_params->getGst() << endl;
-           cout << "    sun ra = " << ephem->getSunRightAscension()
-                << " sun dec = " << ephem->getSunDeclination() 
-                << " moon ra = " << ephem->getMoonRightAscension()
-                << " moon dec = " << ephem->getMoonDeclination() << endl; */
-
-           thesky->reposition( view_pos, zero_elev, 
+                << " gst = " << SGTime::cur_time_params->getGst() << endl;
+           cout << "    sun ra = " << globals->get_ephem()->getSunRightAscension()
+                << " sun dec = " << globals->get_ephem()->getSunDeclination() 
+                << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
+                << " moon dec = " << globals->get_ephem()->getMoonDeclination() << endl; */
+
+           thesky->reposition( globals->get_current_view()->get_view_pos(),
+                               globals->get_current_view()->get_zero_elev(),
+                               globals->get_current_view()->get_world_up(),
                                cur_fdm_state->get_Longitude(),
                                cur_fdm_state->get_Latitude(),
+                               cur_fdm_state->get_Altitude() * FEET_TO_METER,
                                cur_light_params.sun_rotation,
-                               FGTime::cur_time_params->getGst(),
-                               ephem->getSunRightAscension(),
-                               ephem->getSunDeclination(), 50000.0,
-                               ephem->getMoonRightAscension(),
-                               ephem->getMoonDeclination(), 50000.0 );
+                               globals->get_time_params()->getGst(),
+                               globals->get_ephem()->getSunRightAscension(),
+                               globals->get_ephem()->getSunDeclination(),
+                               50000.0,
+                               globals->get_ephem()->getMoonRightAscension(),
+                               globals->get_ephem()->getMoonDeclination(),
+                               50000.0 );
        }
 
        glEnable( GL_DEPTH_TEST );
-       if ( current_options.get_fog() > 0 ) {
+       if ( fgGetString("/sim/rendering/fog") != "disabled" ) {
            glEnable( GL_FOG );
            glFogi( GL_FOG_MODE, GL_EXP2 );
            glFogfv( GL_FOG_COLOR, l->adj_fog_color );
        }
 
-       // update fog params if visibility has changed
-#ifndef FG_OLD_WEATHER
-       double cur_visibility = WeatherDatabase->getWeatherVisibility();
-#else
-       double cur_visibility = current_weather.get_visibility();
-#endif
-       double actual_visibility = cur_visibility;
-
-       if ( current_options.get_clouds() ) {
-           double diff = fabs( cur_fdm_state->get_Altitude() * FEET_TO_METER -
-                               current_options.get_clouds_asl() );
-           // cout << "altitude diff = " << diff << endl;
-           if ( diff < 75 ) {
-               if ( ! in_puff ) {
-                   // calc chance of entering cloud puff
-                   double rnd = fg_random();
-                   double chance = rnd * rnd * rnd;
-                   if ( chance > 0.95 /* * (diff - 25) / 50.0 */ ) {
-                       in_puff = true;
-                       do {
-                           puff_length = fg_random() * 2.0; // up to 2 seconds
-                       } while ( puff_length <= 0.0 );
-                       puff_progression = 0.0;
-                   }
-               }
-
-               actual_visibility = cur_visibility * (diff - 25) / 50.0;
-
-               if ( in_puff ) {
-                   // modify actual_visibility based on puff envelope
-
-                   if ( puff_progression <= ramp_up ) {
-                       double x = FG_PI_2 * puff_progression / ramp_up;
-                       double factor = 1.0 - sin( x );
-                       actual_visibility = actual_visibility * factor;
-                   } else if ( puff_progression >= ramp_up + puff_length ) {
-                       double x = FG_PI_2 * 
-                           (puff_progression - (ramp_up + puff_length)) /
-                           ramp_down;
-                       double factor = sin( x );
-                       actual_visibility = actual_visibility * factor;
-                   } else {
-                       actual_visibility = 0.0;
-                   }
-
-                   /* cout << "len = " << puff_length
-                        << "  x = " << x 
-                        << "  factor = " << factor
-                        << "  actual_visibility = " << actual_visibility 
-                        << endl; */
-
-                   puff_progression += ( global_multi_loop * 
-                                         current_options.get_speed_up() ) /
-                       (double)current_options.get_model_hz();
-
-                   /* cout << "gml = " << global_multi_loop 
-                        << "  speed up = " << current_options.get_speed_up()
-                        << "  hz = " << current_options.get_model_hz() << endl;
-                        */ 
-
-                   if ( puff_progression > puff_length + ramp_up + ramp_down) {
-                       in_puff = false; 
-                   }
-               }
-
-               // never let visibility drop below zero
-               if ( actual_visibility < 0 ) {
-                   actual_visibility = 0;
-               }
-           }
-       }
-
-       // cout << "actual visibility = " << actual_visibility << endl;
-
-       if ( actual_visibility != last_visibility ) {
-           last_visibility = actual_visibility;
-
-           // cout << "----> updating fog params" << endl;
-               
-           GLfloat fog_exp_density;
-           GLfloat fog_exp2_density;
-    
-           // for GL_FOG_EXP
-           fog_exp_density = -log(0.01 / actual_visibility);
-    
-           // for GL_FOG_EXP2
-           fog_exp2_density = sqrt( -log(0.01) ) / actual_visibility;
-    
-           // Set correct opengl fog density
-           glFogf (GL_FOG_DENSITY, fog_exp2_density);
-       }
        // set lighting parameters
-       glLightfv( GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
+       GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
+       glLightModelfv( GL_LIGHT_MODEL_AMBIENT, l->scene_ambient );
+       glLightfv( GL_LIGHT0, GL_AMBIENT, black );
        glLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
        // glLightfv(GL_LIGHT0, GL_SPECULAR, white );
 
@@ -530,8 +589,8 @@ void fgRenderFrame( void ) {
 
        // glMatrixMode( GL_PROJECTION );
        // glLoadIdentity();
-       float fov = current_options.get_fov();
-       ssgSetFOV(fov * current_view.get_win_ratio(), fov);
+       float fov = globals->get_current_view()->get_fov();
+       ssgSetFOV(fov, fov * globals->get_current_view()->get_win_ratio());
 
        double agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER
            - scenery.cur_elev;
@@ -545,26 +604,18 @@ void fgRenderFrame( void ) {
            ssgSetNearFar( 0.5f, 120000.0f );
        }
 
-       if ( current_options.get_view_mode() == 
-            fgOPTIONS::FG_VIEW_PILOT )
-        {
-           // disable TuX
-           penguin_sel->select(0);
-       } else if ( current_options.get_view_mode() == 
-                   fgOPTIONS::FG_VIEW_FOLLOW )
-        {
-           // select view matrix from front of view matrix queue
-           // FGMat4Wrapper tmp = current_view.follow.front();
-           // sgCopyMat4( sgVIEW, tmp.m );
-
-           // enable TuX and set up his position and orientation
-           penguin_sel->select(1);
+       if ( globals->get_viewmgr()->get_current() == 0 ) {
+           // disable aircraft model
+           acmodel_selector->select(0);
+       } else { 
+           // enable aircraft model and set up its position and orientation
+           acmodel_selector->select(1);
+
+           FGViewerRPH *pilot_view =
+               (FGViewerRPH *)globals->get_viewmgr()->get_view( 0 );
 
            sgMat4 sgTRANS;
-           sgMakeTransMat4( sgTRANS, 
-                            pilot_view.view_pos.x(),
-                            pilot_view.view_pos.y(),
-                            pilot_view.view_pos.z() );
+           sgMakeTransMat4( sgTRANS, pilot_view->get_view_pos() );
 
            sgVec3 ownship_up;
            sgSetVec3( ownship_up, 0.0, 0.0, 1.0);
@@ -580,16 +631,36 @@ void fgRenderFrame( void ) {
            // sgTUX = ( sgROT * pilot_view.VIEW_ROT ) * sgTRANS
            sgMat4 sgTUX;
            sgCopyMat4( sgTUX, sgROT );
-           sgPostMultMat4( sgTUX, pilot_view.VIEW_ROT );
+           sgPostMultMat4( sgTUX, pilot_view->get_VIEW_ROT() );
            sgPostMultMat4( sgTUX, sgTRANS );
        
            sgCoord tuxpos;
            sgSetCoord( &tuxpos, sgTUX );
-           penguin_pos->setTransform( &tuxpos );
+           acmodel_pos->setTransform( &tuxpos );
+
+           // set up moving parts
+           if (flaps_selector != NULL) {
+             flaps_selector->select( (controls.get_flaps() > 0.5f) ? 1 : 2 );
+           }
+
+           if (prop_selector != NULL) {
+             int propsel_mask = 0;
+             for (int i = 0; i < acmodel_npropsettings; i++) {
+               if (FGBFI::getRPM() >= acmodel_proprpms[i][0] &&
+                   FGBFI::getRPM() <= acmodel_proprpms[i][1]) {
+                 propsel_mask |= 1 << i;
+               }
+             }
+             prop_selector->select(propsel_mask);
+           }
        }
 
+       // $$$ begin - added VS Renganthan 17 Oct 2K
+       fgUpdateDCS();
+       // $$$ end - added VS Renganthan 17 Oct 2K
+
 # ifdef FG_NETWORK_OLK
-       if ( current_options.get_network_olk() ) {
+       if ( fgGetBool("/sim/networking/network-olk") ) {
            sgCoord fgdpos;
            other = head->next;             /* put listpointer to start  */
            while ( other != tail) {        /* display all except myself */
@@ -609,33 +680,48 @@ void fgRenderFrame( void ) {
        }
 # endif
 
-       // ssgSetCamera( current_view.VIEW );
-
        // position tile nodes and update range selectors
        global_tile_mgr.prep_ssg_nodes();
 
-       // force the default state so ssg can get back on track if
-       // we've changed things elsewhere
-       FGMaterialSlot m_slot;
-       FGMaterialSlot *m_ptr = &m_slot;
-       if ( material_mgr.find( "Default", m_ptr ) ) {
-           m_ptr->get_state()->force();
+       if ( fgGetBool("/sim/rendering/skyblend") ) {
+           // draw the sky backdrop
+           thesky->preDraw();
        }
 
        // draw the ssg scene
+       glEnable( GL_DEPTH_TEST );
        ssgCullAndDraw( scene );
 
+       // change state for lighting here
+
+       // draw lighting
+       // Set punch through fog density
+       glFogf (GL_FOG_DENSITY, fog_exp2_punch_through);
+
+       ssgCullAndDraw( lighting );
+
+       if ( fgGetBool("/sim/rendering/skyblend") ) {
+           // draw the sky cloud layers
+           thesky->postDraw( cur_fdm_state->get_Altitude() * FEET_TO_METER );
+       }
 
        // display HUD && Panel
        glDisable( GL_FOG );
        glDisable( GL_DEPTH_TEST );
        // glDisable( GL_CULL_FACE );
        // glDisable( GL_TEXTURE_2D );
+
+       // update the controls subsystem
+       controls.update();
+
        hud_and_panel->apply();
        fgCockpitUpdate();
 
+       // update the panel subsystem
+       if (current_panel != 0)
+         current_panel->update();
+
        // We can do translucent menus, so why not. :-)
-       // glEnable ( GL_BLEND ) ;
        menus->apply();
        glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
        puDisplay();
@@ -649,87 +735,101 @@ void fgRenderFrame( void ) {
 
 
 // Update internal time dependent calculations (i.e. flight model)
-void fgUpdateTimeDepCalcs(int multi_loop, int remainder) {
-    static fdm_state_list fdm_list;
-    // FGInterface fdm_state;
+void fgUpdateTimeDepCalcs() {
+    static bool inited = false;
+
     fgLIGHT *l = &cur_light_params;
-    FGTime *t = FGTime::cur_time_params;
-    // FGView *v = &current_view;
     int i;
 
-    // update the flight model
-    if ( multi_loop < 0 ) {
-       multi_loop = 1;
-    }
+    long multi_loop = 1;
+
+    if ( !globals->get_freeze() && !initial_freeze ) {
+       // conceptually, this could be done for each fdm instance ...
+
+       if ( !inited ) {
+           cur_fdm_state->stamp();
+           inited = true;
+       }
 
-    if ( !t->getPause() ) {
-       // run Autopilot system
-       current_autopilot->run();
-
-       // printf("updating flight model x %d\n", multi_loop);
-       /* fgFDMUpdate( current_options.get_flight_model(), 
-                    fdm_state, 
-                    multi_loop * current_options.get_speed_up(),
-                    remainder ); */
-       cur_fdm_state->update( multi_loop * current_options.get_speed_up() );
-       FGSteam::update( multi_loop * current_options.get_speed_up() );
+       SGTimeStamp current;
+       current.stamp();
+       long elapsed = current - cur_fdm_state->get_time_stamp();
+       cur_fdm_state->set_time_stamp( current );
+       elapsed += cur_fdm_state->get_remainder();
+       // cout << "elapsed = " << elapsed << endl;
+       // cout << "dt = " << cur_fdm_state->get_delta_t() << endl;
+       multi_loop = (long)(((double)elapsed * 0.000001) /
+                              cur_fdm_state->get_delta_t() );
+       cur_fdm_state->set_multi_loop( multi_loop );
+       long remainder = elapsed - ( (multi_loop*1000000) *
+                                    cur_fdm_state->get_delta_t() );
+       cur_fdm_state->set_remainder( remainder );
+       // cout << "remainder = " << remainder << endl;
+
+       // chop max interations to something reasonable if the sim was
+       // delayed for an excesive amount of time
+       if ( multi_loop > 2.0 / cur_fdm_state->get_delta_t() ) {
+           multi_loop = (int)(2.0 / cur_fdm_state->get_delta_t());
+           cur_fdm_state->set_remainder( 0 );
+       }
+
+       // cout << "multi_loop = " << multi_loop << endl;
+       for ( i = 0; i < multi_loop * fgGetInt("/sim/speed-up"); ++i ) {
+           // run Autopilot system
+           current_autopilot->run();
+
+           // update autopilot
+           cur_fdm_state->update( 1 );
+       }
+       FGSteam::update( multi_loop * fgGetInt("/sim/speed-up") );
     } else {
-       // fgFDMUpdate( current_options.get_flight_model(), 
-       //              fdm_state, 0, remainder );
        cur_fdm_state->update( 0 );
        FGSteam::update( 0 );
-    }
 
-    fdm_list.push_back( *cur_fdm_state );
-    while ( fdm_list.size() > 15 ) {
-       fdm_list.pop_front();
+       if ( global_tile_mgr.queue_size() == 0 ) {
+           initial_freeze = false;
+       }
     }
 
-    if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_PILOT ) {
+    if ( fgGetString("/sim/view-mode") == "pilot" ) {
        cur_view_fdm = *cur_fdm_state;
        // do nothing
-    } else if ( current_options.get_view_mode() == fgOPTIONS::FG_VIEW_FOLLOW ) {
-       cur_view_fdm = fdm_list.front();
     }
 
     // update the view angle
+    FGViewer *v = globals->get_current_view();
     for ( i = 0; i < multi_loop; i++ ) {
-       if ( fabs(current_view.get_goal_view_offset() - 
-                 current_view.get_view_offset()) < 0.05 )
-       {
-           current_view.set_view_offset( current_view.get_goal_view_offset() );
+       if ( fabs(v->get_goal_view_offset() - v->get_view_offset()) < 0.05 ) {
+           v->set_view_offset( v->get_goal_view_offset() );
            break;
        } else {
-           // move current_view.view_offset towards current_view.goal_view_offset
-           if ( current_view.get_goal_view_offset() > 
-                current_view.get_view_offset() )
+           // move current_view.view_offset towards
+           // current_view.goal_view_offset
+           if ( v->get_goal_view_offset() > v->get_view_offset() )
             {
-               if ( current_view.get_goal_view_offset() - 
-                    current_view.get_view_offset() < FG_PI )
-                {
-                   current_view.inc_view_offset( 0.01 );
+               if ( v->get_goal_view_offset() - v->get_view_offset() < FG_PI ){
+                   v->inc_view_offset( 0.01 );
                } else {
-                   current_view.inc_view_offset( -0.01 );
+                   v->inc_view_offset( -0.01 );
                }
            } else {
-               if ( current_view.get_view_offset() - 
-                    current_view.get_goal_view_offset() < FG_PI )
-                {
-                   current_view.inc_view_offset( -0.01 );
+               if ( v->get_view_offset() - v->get_goal_view_offset() < FG_PI ){
+                   v->inc_view_offset( -0.01 );
                } else {
-                   current_view.inc_view_offset( 0.01 );
+                   v->inc_view_offset( 0.01 );
                }
            }
-           if ( current_view.get_view_offset() > FG_2PI ) {
-               current_view.inc_view_offset( -FG_2PI );
-           } else if ( current_view.get_view_offset() < 0 ) {
-               current_view.inc_view_offset( FG_2PI );
+           if ( v->get_view_offset() > FG_2PI ) {
+               v->inc_view_offset( -FG_2PI );
+           } else if ( v->get_view_offset() < 0 ) {
+               v->inc_view_offset( FG_2PI );
            }
        }
     }
 
     double tmp = -(l->sun_rotation + FG_PI) 
-       - (cur_fdm_state->get_Psi() - current_view.get_view_offset() );
+       - (cur_fdm_state->get_Psi() -
+          globals->get_current_view()->get_view_offset() );
     while ( tmp < 0.0 ) {
        tmp += FG_2PI;
     }
@@ -742,12 +842,12 @@ void fgUpdateTimeDepCalcs(int multi_loop, int remainder) {
     l->UpdateAdjFog();
 
     // Update solar system
-    ephem->update( t, cur_fdm_state->get_Latitude() );
+    globals->get_ephem()->update( globals->get_time_params()->getMjd(),
+                                 globals->get_time_params()->getLst(),
+                                 cur_fdm_state->get_Latitude() );
 
     // Update radio stack model
-    current_radiostack->update( cur_fdm_state->get_Longitude(),
-                               cur_fdm_state->get_Latitude(),
-                               cur_fdm_state->get_Altitude() * FEET_TO_METER );
+    current_radiostack->update();
 }
 
 
@@ -755,7 +855,7 @@ void fgInitTimeDepCalcs( void ) {
     // initialize timer
 
     // #ifdef HAVE_SETITIMER
-    //   fgTimerInit( 1.0 / current_options.get_model_hz(), 
+    //   fgTimerInit( 1.0 / fgGetInt("/sim/model-hz"), 
     //                fgUpdateTimeDepCalcs );
     // #endif HAVE_SETITIMER
 }
@@ -768,7 +868,6 @@ static const double alt_adjust_m = alt_adjust_ft * FEET_TO_METER;
 // What should we do when we have nothing else to do?  Let's get ready
 // for the next move and update the display?
 static void fgMainLoop( void ) {
-    FGTime *t;
     static long remainder = 0;
     long elapsed;
 #ifdef FANCY_FRAME_COUNTER
@@ -779,13 +878,13 @@ static void fgMainLoop( void ) {
     static int frames = 0;
 #endif // FANCY_FRAME_COUNTER
 
-    t = FGTime::cur_time_params;
+    SGTime *t = globals->get_time_params();
 
     FG_LOG( FG_ALL, FG_DEBUG, "Running Main Loop");
     FG_LOG( FG_ALL, FG_DEBUG, "======= ==== ====");
 
 #ifdef FG_NETWORK_OLK
-    if ( current_options.get_network_olk() ) {
+    if ( fgGetBool("/sim/networking/network-olk") ) {
        if ( net_is_registered == 0 ) {      // We first have to reg. to fgd
            // printf("FGD: Netupdate\n");
            fgd_send_com( "A", FGFS_host);   // Send Mat4 data
@@ -796,7 +895,8 @@ static void fgMainLoop( void ) {
 
 #if defined( ENABLE_PLIB_JOYSTICK )
     // Read joystick and update control settings
-    if ( current_options.get_control_mode() == fgOPTIONS::FG_JOYSTICK ) {
+    if ( fgGetString("/sim/control-mode") == "joystick" )
+    {
        fgJoystickRead();
     }
 #elif defined( ENABLE_GLUT_JOYSTICK )
@@ -825,15 +925,14 @@ static void fgMainLoop( void ) {
                   cur_fdm_state->get_Altitude() * FEET_TO_METER,
                   scenery.cur_elev + alt_adjust_m - 3.0,
                   scenery.cur_elev + alt_adjust_m );
-           fgFDMForceAltitude( current_options.get_flight_model(), 
+           fgFDMForceAltitude( fgGetString("/sim/flight-model"), 
                                scenery.cur_elev + alt_adjust_m );
 
            FG_LOG( FG_ALL, FG_DEBUG, 
                    "<*> resetting altitude to " 
-                   << cur_fdm_state->get_Altitude() * FEET_TO_METER << " meters" );
+                   << cur_fdm_state->get_Altitude() * FEET_TO_METER
+                   << " meters" );
        }
-       fgFDMSetGroundElevation( current_options.get_flight_model(),
-                                scenery.cur_elev );  // meters
     }
 
     /* printf("Adjustment - ground = %.2f  runway = %.2f  alt = %.2f\n",
@@ -842,9 +941,23 @@ static void fgMainLoop( void ) {
           cur_fdm_state->get_Altitude() * FEET_TO_METER); */
 
     // update "time"
+    if ( globals->get_warp_delta() != 0 ) {
+       globals->inc_warp( globals->get_warp_delta() );
+    }
+
     t->update( cur_fdm_state->get_Longitude(),
               cur_fdm_state->get_Latitude(),
-              cur_fdm_state->get_Altitude()* FEET_TO_METER );
+              globals->get_warp() );
+
+    if ( globals->get_warp_delta() != 0 ) {
+       fgUpdateSkyAndLightingParams();
+    }
+
+    // update magvar model
+    globals->get_mag()->update( cur_fdm_state->get_Longitude(),
+                               cur_fdm_state->get_Latitude(),
+                               cur_fdm_state->get_Altitude()* FEET_TO_METER,
+                               globals->get_time_params()->getJD() );
 
     // Get elapsed time (in usec) for this past frame
     elapsed = fgGetTimeInterval();
@@ -883,100 +996,94 @@ static void fgMainLoop( void ) {
 #endif
 
     // Run flight model
-    if ( ! use_signals ) {
-       // Calculate model iterations needed for next frame
-       elapsed += remainder;
-
-       global_multi_loop = (int)(((double)elapsed * 0.000001) * 
-                          current_options.get_model_hz());
-       remainder = elapsed - ( (global_multi_loop*1000000) / 
-                               current_options.get_model_hz() );
-       FG_LOG( FG_ALL, FG_DEBUG, 
-               "Model iterations needed = " << global_multi_loop
-               << ", new remainder = " << remainder );
+
+    // Calculate model iterations needed for next frame
+    elapsed += remainder;
+
+    global_multi_loop = (long)(((double)elapsed * 0.000001) * 
+                             fgGetInt("/sim/model-hz"));
+    remainder = elapsed - ( (global_multi_loop*1000000) / 
+                           fgGetInt("/sim/model-hz") );
+    FG_LOG( FG_ALL, FG_DEBUG, 
+           "Model iterations needed = " << global_multi_loop
+           << ", new remainder = " << remainder );
        
-       // flight model
-       if ( global_multi_loop > 0 ) {
-           fgUpdateTimeDepCalcs(global_multi_loop, remainder);
-       } else {
-           FG_LOG( FG_ALL, FG_DEBUG, 
-                   "Elapsed time is zero ... we're zinging" );
-       }
+    // chop max interations to something reasonable if the sim was
+    // delayed for an excesive amount of time
+    if ( global_multi_loop > 2.0 * fgGetInt("/sim/model-hz") ) {
+       global_multi_loop = (int)(2.0 * fgGetInt("/sim/model-hz") );
+       remainder = 0;
+    }
+
+    // flight model
+    if ( global_multi_loop > 0 ) {
+       fgUpdateTimeDepCalcs();
+    } else {
+       FG_LOG( FG_ALL, FG_DEBUG, 
+               "Elapsed time is zero ... we're zinging" );
     }
 
-#if ! defined( MACOS )
+#if ! defined( macintosh )
     // Do any I/O channel work that might need to be done
     fgIOProcess();
 #endif
 
     // see if we need to load any new scenery tiles
-    global_tile_mgr.update();
+    global_tile_mgr.update( cur_fdm_state->get_Longitude() * RAD_TO_DEG,
+                           cur_fdm_state->get_Latitude() * RAD_TO_DEG );
 
     // Process/manage pending events
     global_events.Process();
 
     // Run audio scheduler
 #ifdef ENABLE_AUDIO_SUPPORT
-    if ( current_options.get_sound() && !audio_sched->not_working() ) {
-
-#   ifdef MICHAEL_JOHNSON_EXPERIMENTAL_ENGINE_AUDIO
-
-       // note: all these factors are relative to the sample.  our
-       // sample format should really contain a conversion factor so
-       // that we can get prop speed right for arbitrary samples.
-       // Note that for normal-size props, there is a point at which
-       // the prop tips approach the speed of sound; that is a pretty
-       // strong limit to how fast the prop can go.
-
-       // multiplication factor is prime pitch control; add some log
-       // component for verisimilitude
-
-       double pitch = log((controls.get_throttle(0) * 14.0) + 1.0);
-       //fprintf(stderr, "pitch1: %f ", pitch);
-       if (controls.get_throttle(0) > 0.0 || cur_fdm_state->v_rel_wind > 40.0) {
-           //fprintf(stderr, "rel_wind: %f ", cur_fdm_state->v_rel_wind);
-           // only add relative wind and AoA if prop is moving
-           // or we're really flying at idle throttle
-           if (pitch < 5.4) {  // this needs tuning
-               // prop tips not breaking sound barrier
-               pitch += log(cur_fdm_state->v_rel_wind + 0.8)/2;
+    if ( fgGetBool("/sim/sound") && !audio_sched->not_working() ) {
+
+       if ( fgGetString("/sim/aircraft") == "c172" ) {
+           // pitch corresponds to rpm
+           // volume corresponds to manifold pressure
+
+           double rpm_factor;
+           if ( cur_fdm_state->get_engine(0) != NULL ) {
+               rpm_factor = cur_fdm_state->get_engine(0)->get_RPM() / 2500.0;
            } else {
-               // prop tips breaking sound barrier
-               pitch += log(cur_fdm_state->v_rel_wind + 0.8)/10;
+               rpm_factor = 1.0;
            }
-           //fprintf(stderr, "pitch2: %f ", pitch);
-           //fprintf(stderr, "AoA: %f ", FG_Gamma_vert_rad);
-
-           // Angle of Attack next... -x^3(e^x) is my best guess Just
-           // need to calculate some reasonable scaling factor and
-           // then clamp it on the positive aoa (neg adj) side
-           double aoa = cur_fdm_state->get_Gamma_vert_rad() * 2.2;
-           double tmp = 3.0;
-           double aoa_adj = pow(-aoa, tmp) * pow(M_E, aoa);
-           if (aoa_adj < -0.8) aoa_adj = -0.8;
-           pitch += aoa_adj;
-           //fprintf(stderr, "pitch3: %f ", pitch);
+           // cout << "rpm = " << cur_fdm_state->get_engine(0)->get_RPM()
+           //      << endl;
 
+           double pitch = 0.3 + rpm_factor * 3.0;
+       
            // don't run at absurdly slow rates -- not realistic
            // and sounds bad to boot.  :-)
-           if (pitch < 0.8) pitch = 0.8;
-       }
-       //fprintf(stderr, "pitch4: %f\n", pitch);
-
-       double volume = controls.get_throttle(0) * 1.15 + 0.3 +
-           log(cur_fdm_state->v_rel_wind + 1.0)/14.0;
-       // fprintf(stderr, "volume: %f\n", volume);
-
-       pitch_envelope.setStep  ( 0, 0.01, pitch );
-       volume_envelope.setStep ( 0, 0.01, volume );
+           if (pitch < 0.7) { pitch = 0.7; }
+           if (pitch > 5.0) { pitch = 5.0; }
+           // cout << "pitch = " << pitch << endl;
+
+           double mp_factor;
+           if ( cur_fdm_state->get_engine(0) != NULL ) {
+               mp_factor = 
+                   cur_fdm_state->get_engine(0)->get_Manifold_Pressure() / 100;
+           } else {
+               mp_factor = 0.3;
+           }
+           /* cout << "mp = " 
+                << cur_fdm_state->get_engine(0)->get_Manifold_Pressure()
+                << endl; */
 
-#   else
+           double volume = 0.3 + mp_factor;
 
-       double param = controls.get_throttle( 0 ) * 2.0 + 1.0;
-       pitch_envelope.setStep  ( 0, 0.01, param );
-       volume_envelope.setStep ( 0, 0.01, param );
+           if ( volume < 0.3 ) { volume = 0.3; }
+           if ( volume > 1.0 ) { volume = 1.0; }
+           // cout << "volume = " << volume << endl;
 
-#   endif // experimental throttle patch
+           pitch_envelope.setStep  ( 0, 0.01, pitch );
+           volume_envelope.setStep ( 0, 0.01, volume );
+       } else {
+           double param = controls.get_throttle( 0 ) * 2.0 + 1.0;
+           pitch_envelope.setStep  ( 0, 0.01, param );
+           volume_envelope.setStep ( 0, 0.01, param );
+       }
 
        audio_sched -> update();
     }
@@ -1002,7 +1109,7 @@ static void fgIdleFunction ( void ) {
 
     if ( idle_state == 0 ) {
        // Initialize the splash screen right away
-       if ( current_options.get_splash_screen() ) {
+       if ( fgGetBool("/sim/startup/splash-screen") ) {
            fgSplashInit();
        }
        
@@ -1010,9 +1117,9 @@ static void fgIdleFunction ( void ) {
     } else if ( idle_state == 1 ) {
        // Start the intro music
 #if !defined(WIN32)
-       if ( current_options.get_intro_music() ) {
+       if ( fgGetBool("/sim/startup/intro-music") ) {
            string lockfile = "/tmp/mpg123.running";
-           FGPath mp3file( current_options.get_fg_root() );
+           FGPath mp3file( globals->get_fg_root() );
            mp3file.append( "Sounds/intro.mp3" );
 
            string command = "(touch " + lockfile + "; mpg123 "
@@ -1039,7 +1146,7 @@ static void fgIdleFunction ( void ) {
     } else if ( idle_state == 3 ) {
        // This is the top level init routine which calls all the
        // other subsystem initialization routines.  If you are adding
-       // a subsystem to flight gear, its initialization call should
+       // a subsystem to flightgear, its initialization call should
        // located in this routine.
        if( !fgInitSubsystems()) {
            FG_LOG( FG_GENERAL, FG_ALERT,
@@ -1052,12 +1159,6 @@ static void fgIdleFunction ( void ) {
        // setup OpenGL view parameters
        fgInitVisuals();
 
-       if ( use_signals ) {
-           // init timer routines, signals, etc.  Arrange for an alarm
-           // signal to be generated, etc.
-           fgInitTimeDepCalcs();
-       }
-
        idle_state++;
     } else if ( idle_state == 5 ) {
 
@@ -1067,7 +1168,7 @@ static void fgIdleFunction ( void ) {
 #ifdef ENABLE_AUDIO_SUPPORT
 
 #if !defined(WIN32)
-       if ( current_options.get_intro_music() ) {
+       if ( fgGetBool("/sim/startup/intro-music") ) {
            // Let's wait for mpg123 to finish
            string lockfile = "/tmp/mpg123.running";
            struct stat stat_buf;
@@ -1083,13 +1184,13 @@ static void fgIdleFunction ( void ) {
        }
 #endif // WIN32
 
-       if ( current_options.get_sound() ) {
+       if ( fgGetBool("/sim/sound") ) {
            audio_sched = new slScheduler ( 8000 );
            audio_mixer = new smMixer;
            audio_mixer -> setMasterVolume ( 80 ) ;  /* 80% of max volume. */
            audio_sched -> setSafetyMargin ( 1.0 ) ;
 
-           FGPath slfile( current_options.get_fg_root() );
+           FGPath slfile( globals->get_fg_root() );
            slfile.append( "Sounds/wasp.wav" );
 
            s1 = new slSample ( (char *)slfile.c_str() );
@@ -1123,6 +1224,10 @@ static void fgIdleFunction ( void ) {
 
        // sleep(1);
        idle_state = 1000;
+
+       cout << "Panel visible = " << fgPanelVisible() << endl;
+       fgReshape( fgGetInt("/sim/startup/xsize"),
+                  fgGetInt("/sim/startup/ysize") );
     } 
 
     if ( idle_state == 1000 ) {
@@ -1131,7 +1236,7 @@ static void fgIdleFunction ( void ) {
 
        fgMainLoop();
     } else {
-       if ( current_options.get_splash_screen() == 1 ) {
+       if ( fgGetBool("/sim/startup/splash-screen") ) {
            fgSplashUpdate(0.0);
        }
     }
@@ -1140,42 +1245,45 @@ static void fgIdleFunction ( void ) {
 // options.cxx needs to see this for toggle_panel()
 // Handle new window size or exposure
 void fgReshape( int width, int height ) {
-    if ( ! current_options.get_panel_status() ) {
-       current_view.set_win_ratio( (GLfloat) width / (GLfloat) height );
+    // for all views
+    for ( int i = 0; i < globals->get_viewmgr()->size(); ++i ) {
+       if ( ! fgPanelVisible() || idle_state != 1000 ) {
+           globals->get_viewmgr()->get_view(i)->
+               set_win_ratio( (float)height / (float)width );
+       } else {
+           int view_h =
+               int((current_panel->getViewHeight() -
+                    current_panel->getYOffset())
+                   * (height / 768.0)) + 1;
+           globals->get_viewmgr()->get_view(i)->
+               set_win_ratio( (float)view_h / (float)width );
+       }
+    }
+
+    if ( ! fgPanelVisible() || idle_state != 1000 ) {
        glViewport(0, 0 , (GLint)(width), (GLint)(height) );
     } else {
-       current_view.set_win_ratio( (GLfloat) width / 
-                                   ((GLfloat) (height)*0.4232) );
-       glViewport(0, (GLint)((height)*0.5768), (GLint)(width), 
-                   (GLint)((height)*0.4232) );
+        int view_h =
+           int((current_panel->getViewHeight() - current_panel->getYOffset())
+               * (height / 768.0)) + 1;
+       glViewport(0, (GLint)(height - view_h),
+                  (GLint)(width), (GLint)(view_h) );
     }
 
-    current_view.set_winWidth( width );
-    current_view.set_winHeight( height );
-    current_view.force_update_fov_math();
-
-    // set these fov to be the same as in fgRenderFrame()
-    float x_fov = current_options.get_fov();
-    float y_fov = x_fov * 1.0 / current_view.get_win_ratio();
-    ssgSetFOV( x_fov, y_fov );
+    fgSetInt("/sim/startup/xsize", width);
+    fgSetInt("/sim/startup/ysize", height);
 
-    glViewport ( 0, 0, width, height );
-    float fov = current_options.get_fov();
-    ssgSetFOV(fov * current_view.get_win_ratio(), fov);
+    float fov = globals->get_current_view()->get_fov();
+    ssgSetFOV(fov, fov * globals->get_current_view()->get_win_ratio());
 
-    if ( idle_state == 1000 ) {
-       // yes we've finished all our initializations and are running
-       // the main loop, so this will now work without seg faulting
-       // the system.
-       current_view.UpdateViewParams(cur_view_fdm);
-    }
+    fgHUDReshape();
 }
 
 
 // Initialize GLUT and define a main window
 int fgGlutInit( int *argc, char **argv ) {
 
-#if !defined( MACOS )
+#if !defined( macintosh )
     // GLUT will extract all glut specific options so later on we only
     // need wory about our own.
     glutInit(argc, argv);
@@ -1185,23 +1293,25 @@ int fgGlutInit( int *argc, char **argv ) {
     glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
 
     FG_LOG( FG_GENERAL, FG_INFO, "Opening a window: " <<
-           current_options.get_xsize() << "x" << current_options.get_ysize() );
+           fgGetInt("/sim/startup/xsize") << "x"
+           << fgGetInt("/sim/startup/ysize") );
 
     // Define initial window size
-    glutInitWindowSize( current_options.get_xsize(),
-                        current_options.get_ysize() );
+    glutInitWindowSize( fgGetInt("/sim/startup/xsize"),
+                       fgGetInt("/sim/startup/ysize") );
 
     // Initialize windows
-    if ( current_options.get_game_mode() == 0 ) {
+    if ( !fgGetBool("/sim/startup/game-mode")) {
        // Open the regular window
-       glutCreateWindow("Flight Gear");
+       glutCreateWindow("FlightGear");
 #ifndef GLUT_WRONG_VERSION
     } else {
        // Open the cool new 'game mode' window
        char game_mode_str[256];
-       sprintf( game_mode_str, "width=%d height=%d bpp=32",
-                current_options.get_xsize(),
-                current_options.get_ysize() );
+       sprintf( game_mode_str, "width=%d height=%d bpp=%d",
+                fgGetInt("/sim/startup/xsize"),
+                fgGetInt("/sim/startup/ysize"),
+                fgGetInt("/sim/rendering/bits-per-pixel"));
 
        FG_LOG( FG_GENERAL, FG_INFO, 
                "game mode params = " << game_mode_str );
@@ -1216,46 +1326,18 @@ int fgGlutInit( int *argc, char **argv ) {
     general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
     general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
     general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
+    FG_LOG( FG_GENERAL, FG_INFO, general.get_glRenderer() );
 
-    FG_LOG ( FG_GENERAL, FG_INFO, general.get_glRenderer() );
+    GLint tmp;
+    glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
+    general.set_glMaxTexSize( tmp );
+    FG_LOG ( FG_GENERAL, FG_INFO, "Max texture size = " << tmp );
 
-#if 0
-    // try to determine if we should adjust the initial default
-    // display resolution.  The options class defaults (is
-    // initialized) to 640x480.
-    string renderer = general.glRenderer;
-
-    // currently we only know how to deal with Mesa/Glide/Voodoo cards
-    if ( renderer.find( "Glide" ) != string::npos ) {
-       FG_LOG( FG_GENERAL, FG_INFO, "Detected a Glide driver" );
-       if ( renderer.find( "FB/8" ) != string::npos ) {
-           // probably a voodoo-2
-           if ( renderer.find( "TMU/SLI" ) != string::npos ) {
-               // probably two SLI'd Voodoo-2's
-               current_options.set_xsize( 1024 );
-               current_options.set_ysize( 768 );
-               FG_LOG( FG_GENERAL, FG_INFO,
-                       "It looks like you have two sli'd voodoo-2's." << endl
-                       << "upgrading your win resolution to 1024 x 768" );
-               glutReshapeWindow(1024, 768);
-           } else {
-               // probably a single non-SLI'd Voodoo-2
-               current_options.set_xsize( 800 );
-               current_options.set_ysize( 600 );
-               FG_LOG( FG_GENERAL, FG_INFO,
-                       "It looks like you have a voodoo-2." << endl
-                       << "upgrading your win resolution to 800 x 600" );
-               glutReshapeWindow(800, 600);
-           }
-       } else if ( renderer.find( "FB/2" ) != string::npos ) {
-           // probably a voodoo-1, stick with the default
-       }
-    } else {
-       // we have no special knowledge of this card, stick with the default
-    }
-#endif
+    glGetIntegerv( GL_DEPTH_BITS, &tmp );
+    general.set_glDepthBits( tmp );
+    FG_LOG ( FG_GENERAL, FG_INFO, "Depth buffer bits = " << tmp );
 
-    return(1);
+    return 1;
 }
 
 
@@ -1287,7 +1369,7 @@ int fgGlutInitEvents( void ) {
 // Main ...
 int main( int argc, char **argv ) {
 
-#if defined( MACOS )
+#if defined( macintosh )
     freopen ("stdout.txt", "w", stdout );
     freopen ("stderr.txt", "w", stderr );
     argc = ccommand( &argv );
@@ -1300,16 +1382,49 @@ int main( int argc, char **argv ) {
     // set default log levels
     fglog().setLogLevels( FG_ALL, FG_INFO );
 
-    FG_LOG( FG_GENERAL, FG_INFO, "Flight Gear:  Version " << VERSION << endl );
+    string version;
+#ifdef FLIGHTGEAR_VERSION
+    version = FLIGHTGEAR_VERSION;
+#else
+    version = "unknown version";
+#endif
+    FG_LOG( FG_GENERAL, FG_INFO, "FlightGear:  Version "
+           << version << endl );
+
+    // Allocate global data structures.  This needs to happen before
+    // we parse command line options
+
+    SGPropertyNode *props = new SGPropertyNode;
+    globals = new FGGlobals;
+    globals->set_props( props );
 
     // seed the random number generater
-    fg_srandom();
+    sg_srandom_time();
 
-    // AIRCRAFT defined in uiuc_aircraft.h
-    // AIRCRAFTDIR defined in uiuc_aircraftdir.h
-    aircraft_ = new AIRCRAFT;
-    aircraftdir_ = new AIRCRAFTDIR;
-    aircraft_dir = ""; // Initialize the Aircraft directory to "" (UIUC)
+    SGRoute *route = new SGRoute;
+    globals->set_route( route );
+
+    FGViewMgr *viewmgr = new FGViewMgr;
+    globals->set_viewmgr( viewmgr );
+
+    FGViewerRPH *pv = new FGViewerRPH;
+    globals->get_viewmgr()->add_view( pv );
+
+    FGViewerLookAt *chase = new FGViewerLookAt;
+    globals->get_viewmgr()->add_view( chase );
+
+    string_list *col = new string_list;
+    globals->set_channel_options_list( col );
+
+    // set current view to 0 (first) which is our main pilot view
+    globals->set_current_view( globals->get_viewmgr()->get_view( 0 ) );
+
+    // Scan the config file(s) and command line options to see if
+    // fg_root was specified (ignore all other options for now)
+    fgInitFGRoot(argc, argv);
+
+    // Initialize the Aircraft directory to "" (UIUC)
+    aircraft_dir = "";
 
     // Load the configuration parameters
     if ( !fgInitConfig(argc, argv) ) {
@@ -1339,13 +1454,58 @@ int main( int argc, char **argv ) {
     // fonts !!!
     guiInit();
 
+    // set current_options lon/lat if an airport id is specified
+    // cout << "3. airport_id = " << fgGetString("/sim/startup/airport-id") << endl;
+    if ( fgGetString("/sim/startup/airport-id").length() ) {
+       // fgSetPosFromAirportID( fgGetString("/sim/startup/airport-id") );
+       fgSetPosFromAirportIDandHdg( fgGetString("/sim/startup/airport-id"),
+                                    fgGetDouble("/orientation/heading") );
+    }
+
     // Initialize time
-    FGTime::cur_time_params = new FGTime();
-    // FGTime::cur_time_params->init( cur_fdm_state->get_Longitude(), 
-    //                                cur_fdm_state->get_Latitude() );
-    // FGTime::cur_time_params->update( cur_fdm_state->get_Longitude() );
-    FGTime::cur_time_params->init( 0.0, 0.0 );
-    FGTime::cur_time_params->update( 0.0, 0.0, 0.0 );
+    FGPath zone( globals->get_fg_root() );
+    zone.append( "Timezone" );
+    SGTime *t = new SGTime( fgGetDouble("/position/longitude") * DEG_TO_RAD,
+                           fgGetDouble("/position/latitude") * DEG_TO_RAD,
+                           zone.str() );
+
+    // Handle potential user specified time offsets
+    time_t cur_time = t->get_cur_time();
+    time_t currGMT = sgTimeGetGMT( gmtime(&cur_time) );
+    time_t systemLocalTime = sgTimeGetGMT( localtime(&cur_time) );
+    time_t aircraftLocalTime = 
+       sgTimeGetGMT( fgLocaltime(&cur_time, t->get_zonename() ) );
+
+    // Okay, we now have six possible scenarios
+    int offset = fgGetInt("/sim/startup/time-offset");
+    const string &offset_type = fgGetString("/sim/startup/time-offset-type");
+    if (offset_type == "system-offset") {
+       globals->set_warp( offset );
+    } else if (offset_type == "gmt-offset") {
+       globals->set_warp( offset - (currGMT - systemLocalTime) );
+    } else if (offset_type == "latitude-offset") {
+       globals->set_warp( offset - (aircraftLocalTime - systemLocalTime) );
+    } else if (offset_type == "system") {
+       globals->set_warp( offset - cur_time );
+    } else if (offset_type == "gmt") {
+       globals->set_warp( offset - currGMT );
+    } else if (offset_type == "latitude") {
+       globals->set_warp( offset - (aircraftLocalTime - systemLocalTime) - 
+                          cur_time ); 
+    } else {
+        FG_LOG( FG_GENERAL, FG_ALERT,
+               "Unsupported offset type " << offset_type );
+       exit( -1 );
+    }
+
+    FG_LOG( FG_GENERAL, FG_INFO, "After time init, warp = " 
+           << globals->get_warp() );
+
+    globals->set_warp_delta( 0 );
+
+    t->update( 0.0, 0.0, globals->get_warp() );
+
+    globals->set_time_params( t );
 
     // Do some quick general initializations
     if( !fgInitGeneral()) {
@@ -1354,67 +1514,137 @@ int main( int argc, char **argv ) {
        exit(-1);
     }
 
-    //
-    // some ssg test stuff (requires data from the plib source
-    // distribution) specifically from the ssg tux example
-    //
-
-    FGPath modelpath( current_options.get_fg_root() );
-    modelpath.append( "Models" );
-    modelpath.append( "Geometry" );
-  
-    FGPath texturepath( current_options.get_fg_root() );
-    texturepath.append( "Models" );
-    texturepath.append( "Textures" );
-  
+    FGPath modelpath( globals->get_fg_root() );
     ssgModelPath( (char *)modelpath.c_str() );
-    ssgTexturePath( (char *)texturepath.c_str() );
-
+  
     // Scene graph root
     scene = new ssgRoot;
     scene->setName( "Scene" );
 
+    lighting = new ssgRoot;
+    lighting->setName( "Lighting" );
+
     // Initialize the sky
-    FGPath ephem_data_path( current_options.get_fg_root() );
+    FGPath ephem_data_path( globals->get_fg_root() );
     ephem_data_path.append( "Astro" );
-    ephem = new FGEphemeris( ephem_data_path.c_str() );
-    ephem->update( FGTime::cur_time_params, 0.0 );
+    SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
+    ephem->update( globals->get_time_params()->getMjd(),
+                  globals->get_time_params()->getLst(),
+                  0.0 );
+    globals->set_ephem( ephem );
 
-    FGPath sky_tex_path( current_options.get_fg_root() );
+    FGPath sky_tex_path( globals->get_fg_root() );
     sky_tex_path.append( "Textures" );
     sky_tex_path.append( "Sky" );
     thesky = new SGSky;
     thesky->texture_path( sky_tex_path.str() );
 
-    ssgBranch *sky = thesky->build( 550.0, 550.0,
-                                   ephem->getNumPlanets(), 
-                                   ephem->getPlanets(), 60000.0,
-                                   ephem->getNumStars(),
-                                   ephem->getStars(), 60000.0 );
-    scene->addKid( sky );
+    thesky->build( 550.0, 550.0,
+                  globals->get_ephem()->getNumPlanets(), 
+                  globals->get_ephem()->getPlanets(), 60000.0,
+                  globals->get_ephem()->getNumStars(),
+                  globals->get_ephem()->getStars(), 60000.0 );
+
+    if ( fgGetBool("/environment/clouds/status") ) {
+       thesky->add_cloud_layer( 2600.0, 200.0, 50.0, 40000.0,
+                                SG_CLOUD_MOSTLY_SUNNY );
+       thesky->add_cloud_layer( 6000.0, 20.0, 10.0, 40000.0,
+                                SG_CLOUD_CIRRUS );
+       // thesky->add_cloud_layer( 1000.0, 200.0, 50.0,
+       //                          SG_CLOUD_MOSTLY_SUNNY );
+       // thesky->add_cloud_layer( 1800.0, 400.0, 100.0, SG_CLOUD_OVERCAST );
+       // thesky->add_cloud_layer( 5000.0, 20.0, 10.0, SG_CLOUD_CIRRUS );
+    }
+
+    // Initialize MagVar model
+    SGMagVar *magvar = new SGMagVar();
+    globals->set_mag( magvar );
 
     // Terrain branch
     terrain = new ssgBranch;
     terrain->setName( "Terrain" );
     scene->addKid( terrain );
 
+    // Lighting
+    ground = new ssgBranch;
+    ground->setName( "Ground Lighting" );
+    lighting->addKid( ground );
+
+    airport = new ssgBranch;
+    airport->setName( "Airport Lighting" );
+    lighting->addKid( airport );
+
     // temporary visible aircraft "own ship"
-    penguin_sel = new ssgSelector;
-    penguin_pos = new ssgTransform;
-    // ssgBranch *tux_obj = ssgMakeSphere( 10.0, 10, 10 );
-    ssgEntity *tux_obj = ssgLoadAC( "glider.ac" );
-    // ssgEntity *tux_obj = ssgLoadAC( "Tower1x.ac" );
-
-    penguin_pos->addKid( tux_obj );
-    penguin_sel->addKid( penguin_pos );
-    ssgFlatten( tux_obj );
-    ssgStripify( penguin_sel );
-    penguin_sel->clrTraversalMaskBits( SSGTRAV_HOT );
-    scene->addKid( penguin_sel );
+    acmodel_selector = new ssgSelector;
+    acmodel_pos = new ssgTransform;
+
+    string acmodel_path =
+       fgGetString("/sim/model/path", "Models/Geometry/glider.ac");
+
+    string full_model = globals->get_fg_root() + "/"
+       + acmodel_path;
+    int pos = full_model.rfind("/");
+    
+    FGPath texturepath( full_model.substr(0, pos) );
+    cout << "Texture path = " << texturepath.str() << endl;
+    ssgTexturePath( (char *)texturepath.c_str() );
+
+    ssgEntity *acmodel_obj = ssgLoad((char *)(acmodel_path.c_str()));
+
+    // find moving parts (if this is an MDL model)
+    flaps_selector = (ssgSelector*)fgFindNode( acmodel_obj, "FLAPS" );
+    prop_selector  = (ssgSelector*)fgFindNode( acmodel_obj, "PROP"  );
+
+    acmodel_npropsettings = 0;
+    if (prop_selector != NULL) {
+      for (ssgEntity* kid = prop_selector->getKid(0); kid != NULL;
+          kid = prop_selector->getNextKid()) {
+       int prop_low, prop_high;
+       if ( sscanf(kid->getName(), "PROP_%d_%d", 
+                   &prop_low, &prop_high) == 2 ) {
+         prop_low  = (int)((float)prop_low  * (5000.0f / 32767.0f));
+         prop_high = (int)((float)prop_high * (5000.0f / 32767.0f));
+         acmodel_proprpms[acmodel_npropsettings][0] = prop_low ;
+         acmodel_proprpms[acmodel_npropsettings][1] = prop_high;
+         acmodel_npropsettings++;
+
+         FG_LOG( FG_GENERAL, FG_INFO, "PROPELLER SETTING " << prop_low <<
+                 " " << prop_high );
+       }
+      }
+    }
+
+    // align the model properly for FGFS
+    ssgTransform *acmodel_align = new ssgTransform;
+    acmodel_align->addKid(acmodel_obj);
+    sgMat4 rot_matrix;
+    sgMat4 off_matrix;
+    sgMat4 res_matrix;
+    float h_rot = fgGetFloat("/sim/model/h-rotation", 0.0);
+    float p_rot = fgGetFloat("/sim/model/p-rotation", 0.0);
+    float r_rot = fgGetFloat("/sim/model/r-rotation", 0.0);
+    float x_off = fgGetFloat("/sim/model/x-offset", 0.0);
+    float y_off = fgGetFloat("/sim/model/y-offset", 0.0);
+    float z_off = fgGetFloat("/sim/model/z-offset", 0.0);
+    sgMakeRotMat4(rot_matrix, h_rot, p_rot, r_rot);
+    sgMakeTransMat4(off_matrix, x_off, y_off, z_off);
+    sgMultMat4(res_matrix, off_matrix, rot_matrix);
+    acmodel_align->setTransform(res_matrix);
+
+    acmodel_pos->addKid( acmodel_align );
+    acmodel_selector->addKid( acmodel_pos );
+    //ssgFlatten( acmodel_obj );
+    //ssgStripify( acmodel_selector );
+    acmodel_selector->clrTraversalMaskBits( SSGTRAV_HOT );
+    scene->addKid( acmodel_selector );
+
+    // $$$ begin - added VS Renganthan 17 Oct 2K
+    fgLoadDCS();
+    // $$$ end - added VS Renganthan 17 Oct 2K
 
 #ifdef FG_NETWORK_OLK
     // Do the network intialization
-    if ( current_options.get_network_olk() ) {
+    if ( fgGetBool("/sim/networking/network-olk") ) {
        printf("Multipilot mode %s\n", fg_net_init( scene ) );
     }
 #endif
@@ -1429,3 +1659,156 @@ int main( int argc, char **argv ) {
     // etc.
     return 0;
 }
+
+
+// $$$ end - added VS Renganathan, 15 Oct 2K
+//         - added Venky         , 12 Nov 2K
+
+void fgLoadDCS(void) {
+
+    ssgEntity *ship_obj = NULL;
+    // double bz[3];
+    // int j=0;
+    char obj_filename[25];
+
+    for (int k=0;k<32;k++)
+    {
+        ship_pos[k]=NULL;
+    }
+
+    FGPath tile_path( globals->get_fg_root());
+    tile_path.append( "Scenery" );
+    tile_path.append( "Objects.txt" );
+    fg_gzifstream in( tile_path.str() );
+    if ( ! in.is_open() ) {
+       FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << tile_path.str() );
+    }
+
+    FGPath modelpath( globals->get_fg_root() );
+    modelpath.append( "Models" );
+    modelpath.append( "Geometry" );
+  
+    FGPath texturepath( globals->get_fg_root() );
+    texturepath.append( "Models" );
+    texturepath.append( "Textures" );
+    ssgModelPath( (char *)modelpath.c_str() );
+    ssgTexturePath( (char *)texturepath.c_str() );
+
+    ship_sel = new ssgSelector;
+
+    char c;
+    while ( ! in.eof() ) 
+    {
+       in >> ::skipws;
+       if ( in.get( c ) && c == '#' )
+       { 
+            in >> skipeol;
+       }
+       else 
+       { 
+               in.putback(c);
+               in >> obj_filename >> obj_lat[objc] >> obj_lon[objc] >> obj_alt[objc];
+/*             cout << endl << obj_filename << " " << obj_lat[objc] << " " << obj_lon[objc] <<  " " << obj_alt[objc] << endl;
+               int chj=getchar();*/
+                
+             obj_lon[objc] *=DEG_TO_RAD;
+       obj_lat[objc] *=DEG_TO_RAD;
+    
+            ship_pos[objc] = new ssgTransform;
+       
+       
+               // type "repeat" in objects.txt to load one more instance of the last object.
+
+               if ( strcmp(obj_filename,"repeat") != 0)
+                  ship_obj = ssgLoadOBJ( obj_filename );
+      
+             if ( ship_obj != NULL ) 
+            {
+                       ship_pos[objc]->addKid( ship_obj ); // add object to transform node
+                       ship_sel->addKid( ship_pos[objc] ); // add transform node to selector
+                       }
+               else
+                       FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << obj_filename );
+            
+       if (in.eof()) break;
+            objc++;
+         }
+     } // while
+
+    ship_sel->clrTraversalMaskBits( SSGTRAV_HOT );
+    scene->addKid( ship_sel ); //add selector node to root node
+    return;
+ }
+
+
+void fgUpdateDCS (void) {
+
+    // double eye_lat,eye_lon,eye_alt;
+    // static double obj_head;
+    double sl_radius,obj_latgc;
+    // float nresultmat[4][4];
+    // sgMat4 Trans,rothead,rotlon,rot180,rotlat,resultmat1,resultmat2,resultmat3;
+    double bz[3];
+
+    // Instantaneous Geodetic Lat/Lon/Alt of moving object
+    FGADA *fdm = (FGADA *)current_aircraft.fdm_state;
+    
+    // Deck should be the first object in objects.txt in case of fdm=ada
+
+    if (fgGetString("/sim/flight-model") == "ada")
+    {
+      obj_lon[0] = fdm->get_aux5()*DEG_TO_RAD;
+      obj_lat[0] = fdm->get_aux6()*DEG_TO_RAD;
+      obj_alt[0] = fdm->get_aux7();
+    }
+    
+    for (int m=0; m<=objc; m++)
+    {
+       //cout << endl <<  obj_lat[m]*RAD_TO_DEG << " " << obj_lon[m]*RAD_TO_DEG << " " << obj_alt[m] << " " << objc << endl;
+       //int v=getchar();
+
+        //Geodetic to Geocentric angles for rotation
+       sgGeodToGeoc(obj_lat[m],obj_alt[m],&sl_radius,&obj_latgc);
+
+        //moving object gbs-posn in cartesian coords
+        Point3D obj_posn = Point3D( obj_lon[m],obj_lat[m],obj_alt[m]);
+        Point3D obj_pos = sgGeodToCart( obj_posn );
+
+        // Translate moving object w.r.t eye
+        Point3D Objtrans = obj_pos-scenery.center;
+        bz[0]=Objtrans.x();
+        bz[1]=Objtrans.y();
+        bz[2]=Objtrans.z();
+
+       // rotate dynamic objects for lat,lon & alt and other motion about its axes
+       
+       sgMat4 sgTRANS;
+       sgMakeTransMat4( sgTRANS, bz[0],bz[1],bz[2]);
+
+       sgVec3 ship_fwd,ship_rt,ship_up;
+       sgSetVec3( ship_fwd, 1.0, 0.0, 0.0);//east,roll
+       sgSetVec3( ship_rt, 0.0, 1.0, 0.0);//up,pitch
+       sgSetVec3( ship_up, 0.0, 0.0, 1.0); //north,yaw
+
+       sgMat4 sgROT_lon, sgROT_lat, sgROT_hdg;
+       sgMakeRotMat4( sgROT_lon, obj_lon[m]*RAD_TO_DEG, ship_up );
+       sgMakeRotMat4( sgROT_lat, 90-obj_latgc*RAD_TO_DEG, ship_rt );
+       sgMakeRotMat4( sgROT_hdg, 180.0, ship_up );
+       
+       sgMat4 sgTUX;
+       sgCopyMat4( sgTUX, sgROT_hdg );
+       sgPostMultMat4( sgTUX, sgROT_lat );
+       sgPostMultMat4( sgTUX, sgROT_lon );
+       sgPostMultMat4( sgTUX, sgTRANS );
+
+       sgCoord shippos;
+       sgSetCoord(&shippos, sgTUX );
+       ship_pos[m]->setTransform( &shippos );
+    }
+   if ( ship_sel != NULL ) 
+       ship_sel->select(0xFFFFFFFF);
+  }
+
+// $$$ end - added VS Renganathan, 15 Oct 2K
+//           added Venky         , 12 Nov 2K