2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
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
10 * $Logfile: /Freespace2/code/ac/ac_stubs.cpp $
15 * Stubs to allow compiling of AC project
18 * Revision 1.3 2002/06/09 04:41:15 relnev
19 * added copyright header
21 * Revision 1.2 2002/05/07 03:16:43 theoddone33
22 * The Great Newline Fix
24 * Revision 1.1.1.1 2002/05/03 03:28:11 root
28 * 7 6/21/99 10:24a Andsager
31 * 6 3/19/99 9:52a Dave
32 * Checkin to repair massive source safe crash. Also added support for
33 * pof-style nebulae, and some new weapons code.
35 * 5 2/17/99 2:17p Dave
38 * 4 1/08/99 2:08p Dave
39 * Fixed software mode for pofview.
41 * 3 1/06/99 2:24p Dave
44 * 2 10/23/98 6:03p Dave
46 * 1 10/23/98 5:04p Dave
48 * 1 10/23/98 4:32p Dave
50 * 6 6/23/98 2:52p Hoffoss
51 * Changed code so AC compiles once again.
53 * 5 7/20/97 6:59p Lawrance
54 * added new -i and -x switches
56 * 4 5/19/97 3:21p Lawrance
57 * add fps parm, version num to anim header
59 * 3 4/18/97 9:20a Lawrance
60 * added os_force_windowed() stub
62 * 2 2/19/97 9:26p Lawrance
63 * console version of converter working
72 void gr_palette_load(unsigned char*)
76 void os_force_windowed()
80 void gr_set_palette(char *, unsigned char *)
84 int tga_read_bitmap( char *, bitmap *) { return 0; };
85 int tga_read_header(char *, bitmap *, unsigned char *) { return 0; }
86 long fixdiv(long, long) { return 0; }
87 int game_cd_changed() { return 0; }
89 void freespace_menu_background() {}
91 int Pofview_running = 0;
92 int Fonttool_running = 0;
94 void game_stop_looped_sounds() {}
95 void game_enter_state(int, int){}
96 void game_leave_state(int, int){}
97 void game_do_state(int){}
98 int set_cdrom_path(int){return 0;}
99 int find_freespace_cd(char*){return 0;}
101 void game_process_event(int, int);
102 int Game_skill_level;
104 int game_check_key(){return 0;}
105 void game_stop_time(){}
106 void game_do_state_common(int, int){}
107 void game_start_time(){}
108 void game_set_frametime(int){}
110 int Game_time_compression;
112 int game_poll() {return 0;}
113 char *Game_current_mission_filename;
114 void game_process_event(int, int){}
115 void game_increase_skill_level(){}
118 int game_start_mission(){return 0;}
119 void game_level_close(){}
120 void game_whack_apply(float, float){}
121 void game_flash(float, float, float){}
122 int game_do_cd_check(char*){return 0;}
123 struct fs_builtin_mission *game_find_builtin_mission(const char*){return 0;}
124 int Game_do_state_should_skip;
125 int Show_target_weapons;
126 int Show_target_debug_info;
127 int Game_subspace_effect;
128 void game_load_palette(){}
129 void game_format_time(int, char*, int){}
130 int game_get_default_skill_level(){return 0;}
131 float Freespace_gamma;
132 void get_version_string(char*, const int){}
134 int Interface_framerate;
135 void game_set_view_clip(){}
137 int Game_weapons_tbl_valid;
138 int Game_ships_tbl_valid;
140 vector Dead_player_last_vel;
142 void game_shudder_apply(int, float){}
143 int game_hacked_data() {return 0;}
144 int game_single_step;
145 int last_single_step;
146 int Nebedit_running = 0;
147 void game_tst_mark(struct object*, struct ship*){}
148 int game_do_cd_mission_check(char*){return 0;}
149 time_t Player_multi_died_check;