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/Freespace2/FreeSpace.cpp $
18 * Revision 1.40 2005/10/01 21:40:38 taylor
19 * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20 * make sure a global cmdline.cfg file works with OS X when built as an app
22 * Revision 1.39 2005/08/12 08:57:20 taylor
23 * don't show hardware S-RAM value on HUD in debug
24 * do show in use GL texture memory
25 * have an actual fade effect for the credits screen artwork
27 * Revision 1.38 2004/09/20 01:31:44 theoddone33
30 * Revision 1.37 2004/07/04 11:31:43 taylor
31 * amd64 support, compiler warning fixes, don't use software rendering
33 * Revision 1.36 2004/06/12 01:11:35 taylor
34 * x86 compile fixes for OSX patch
36 * Revision 1.35 2004/06/11 00:53:02 tigital
37 * OSX: .app name, casts for gcc
39 * Revision 1.34 2003/08/09 03:18:03 taylor
40 * fix tips popup not having any tips
42 * Revision 1.33 2003/08/03 15:57:00 taylor
43 * simpler mouse usage; default ini settings in os_init(); cleanup
45 * Revision 1.32 2003/06/19 11:51:41 taylor
46 * adjustments to memory leak fixes
48 * Revision 1.31 2003/06/11 18:30:32 taylor
51 * Revision 1.30 2003/06/03 04:00:39 taylor
52 * Polish language support (Janusz Dziemidowicz)
54 * Revision 1.29 2003/05/25 02:30:42 taylor
57 * Revision 1.28 2003/05/18 03:55:30 taylor
58 * automatic language selection support
60 * Revision 1.27 2003/03/03 04:54:44 theoddone33
61 * Commit Taylor's ShowFPS fix
63 * Revision 1.26 2003/02/20 17:41:07 theoddone33
64 * Userdir patch from Taylor Richards
66 * Revision 1.25 2003/01/30 19:54:10 relnev
67 * ini config option for the frames per second counter (Taylor Richards)
69 * Revision 1.24 2002/08/31 01:39:13 theoddone33
70 * Speed up the renderer a tad
72 * Revision 1.23 2002/08/04 02:31:00 relnev
73 * make numlock not overlap with pause
75 * Revision 1.22 2002/08/02 23:07:03 relnev
76 * don't access the mouse in standalone mode
78 * Revision 1.21 2002/07/28 05:05:08 relnev
79 * removed some old stuff
81 * Revision 1.20 2002/07/24 00:20:41 relnev
84 * Revision 1.19 2002/06/17 06:33:08 relnev
85 * ryan's struct patch for gcc 2.95
87 * Revision 1.18 2002/06/16 04:46:33 relnev
88 * set up correct checksums for demo
90 * Revision 1.17 2002/06/09 04:41:17 relnev
91 * added copyright header
93 * Revision 1.16 2002/06/09 03:16:04 relnev
96 * removed unneeded asm, old sdl 2d setup.
98 * fixed crash caused by opengl_get_region.
100 * Revision 1.15 2002/06/05 08:05:28 relnev
101 * stub/warning removal.
103 * reworked the sound code.
105 * Revision 1.14 2002/06/05 04:03:32 relnev
106 * finished cfilesystem.
108 * removed some old code.
110 * fixed mouse save off-by-one.
114 * Revision 1.13 2002/06/02 04:26:34 relnev
117 * Revision 1.12 2002/06/02 00:31:35 relnev
118 * implemented osregistry
120 * Revision 1.11 2002/06/01 09:00:34 relnev
121 * silly debug memmanager
123 * Revision 1.10 2002/06/01 07:12:32 relnev
124 * a few NDEBUG updates.
126 * removed a few warnings.
128 * Revision 1.9 2002/05/31 03:05:59 relnev
131 * Revision 1.8 2002/05/29 02:52:32 theoddone33
132 * Enable OpenGL renderer
134 * Revision 1.7 2002/05/28 08:52:03 relnev
135 * implemented two assembly stubs.
137 * cleaned up a few warnings.
139 * added a little demo hackery to make it progress a little farther.
141 * Revision 1.6 2002/05/28 06:28:20 theoddone33
142 * Filesystem mods, actually reads some data files now
144 * Revision 1.5 2002/05/28 04:07:28 theoddone33
145 * New graphics stubbing arrangement
147 * Revision 1.4 2002/05/27 22:46:52 theoddone33
148 * Remove more undefined symbols
150 * Revision 1.3 2002/05/26 23:31:18 relnev
151 * added a few files that needed to be compiled
153 * freespace.cpp: now compiles
155 * Revision 1.2 2002/05/07 03:16:44 theoddone33
156 * The Great Newline Fix
158 * Revision 1.1.1.1 2002/05/03 03:28:09 root
162 * 201 6/16/00 3:15p Jefff
163 * sim of the year dvd version changes, a few german soty localization
166 * 200 11/03/99 11:06a Jefff
169 * 199 10/26/99 5:07p Jamest
170 * fixed jeffs dumb debug code
172 * 198 10/25/99 5:53p Jefff
173 * call control_config_common_init() on startup
175 * 197 10/14/99 10:18a Daveb
176 * Fixed incorrect CD checking problem on standalone server.
178 * 196 10/13/99 9:22a Daveb
179 * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180 * related to movies. Fixed launcher spawning from PXO screen.
182 * 195 10/06/99 11:05a Jefff
183 * new oem upsell 3 hotspot coords
185 * 194 10/06/99 10:31a Jefff
188 * 193 10/01/99 9:10a Daveb
191 * 192 9/15/99 4:57a Dave
192 * Updated ships.tbl checksum
194 * 191 9/15/99 3:58a Dave
195 * Removed framerate warning at all times.
197 * 190 9/15/99 3:16a Dave
198 * Remove mt-011.fs2 from the builtin mission list.
200 * 189 9/15/99 1:45a Dave
201 * Don't init joystick on standalone. Fixed campaign mode on standalone.
202 * Fixed no-score-report problem in TvT
204 * 188 9/14/99 6:08a Dave
205 * Updated (final) single, multi, and campaign list.
207 * 187 9/14/99 3:26a Dave
208 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209 * respawn-too-early problem. Made a few crash points safe.
211 * 186 9/13/99 4:52p Dave
214 * 185 9/12/99 8:09p Dave
215 * Fixed problem where skip-training button would cause mission messages
216 * not to get paged out for the current mission.
218 * 184 9/10/99 11:53a Dave
219 * Shutdown graphics before sound to eliminate apparent lockups when
220 * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
222 * 183 9/09/99 11:40p Dave
223 * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224 * 2 end movies properly, based upon what the player did in the mission.
226 * 182 9/08/99 10:29p Dave
227 * Make beam sound pausing and unpausing much safer.
229 * 181 9/08/99 10:01p Dave
230 * Make sure game won't run in a drive's root directory. Make sure
231 * standalone routes suqad war messages properly to the host.
233 * 180 9/08/99 3:22p Dave
234 * Updated builtin mission list.
236 * 179 9/08/99 12:01p Jefff
237 * fixed Game_builtin_mission_list typo on Training-2.fs2
239 * 178 9/08/99 9:48a Andsager
240 * Add force feedback for engine wash.
242 * 177 9/07/99 4:01p Dave
243 * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244 * does everything properly (setting up address when binding). Remove
245 * black rectangle background from UI_INPUTBOX.
247 * 176 9/13/99 2:40a Dave
248 * Comment in full 80 minute CD check for RELEASE_REAL builds.
250 * 175 9/06/99 6:38p Dave
251 * Improved CD detection code.
253 * 174 9/06/99 1:30a Dave
254 * Intermediate checkin. Started on enforcing CD-in-drive to play the
257 * 173 9/06/99 1:16a Dave
258 * Make sure the user sees the intro movie.
260 * 172 9/04/99 8:00p Dave
261 * Fixed up 1024 and 32 bit movie support.
263 * 171 9/03/99 1:32a Dave
264 * CD checking by act. Added support to play 2 cutscenes in a row
265 * seamlessly. Fixed super low level cfile bug related to files in the
266 * root directory of a CD. Added cheat code to set campaign mission # in
269 * 170 9/01/99 10:49p Dave
270 * Added nice SquadWar checkbox to the client join wait screen.
272 * 169 9/01/99 10:14a Dave
275 * 168 8/29/99 4:51p Dave
276 * Fixed damaged checkin.
278 * 167 8/29/99 4:18p Andsager
279 * New "burst" limit for friendly damage. Also credit more damage done
280 * against large friendly ships.
282 * 166 8/27/99 6:38p Alanl
283 * crush the blasted repeating messages bug
285 * 164 8/26/99 9:09p Dave
286 * Force framerate check in everything but a RELEASE_REAL build.
288 * 163 8/26/99 9:45a Dave
289 * First pass at easter eggs and cheats.
291 * 162 8/24/99 8:55p Dave
292 * Make sure nondimming pixels work properly in tech menu.
294 * 161 8/24/99 1:49a Dave
295 * Fixed client-side afterburner stuttering. Added checkbox for no version
296 * checking on PXO join. Made button info passing more friendly between
299 * 160 8/22/99 5:53p Dave
300 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301 * instead of ship designations for multiplayer players.
303 * 159 8/22/99 1:19p Dave
304 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305 * which d3d cards are detected.
307 * 158 8/20/99 2:09p Dave
308 * PXO banner cycling.
310 * 157 8/19/99 10:59a Dave
311 * Packet loss detection.
313 * 156 8/19/99 10:12a Alanl
314 * preload mission-specific messages on machines greater than 48MB
316 * 155 8/16/99 4:04p Dave
317 * Big honking checkin.
319 * 154 8/11/99 5:54p Dave
320 * Fixed collision problem. Fixed standalone ghost problem.
322 * 153 8/10/99 7:59p Jefff
325 * 152 8/10/99 6:54p Dave
326 * Mad optimizations. Added paging to the nebula effect.
328 * 151 8/10/99 3:44p Jefff
329 * loads Intelligence information on startup
331 * 150 8/09/99 3:47p Dave
332 * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333 * non-nebula missions.
335 * 149 8/09/99 2:21p Andsager
336 * Fix patching from multiplayer direct to launcher update tab.
338 * 148 8/09/99 10:36a Dave
339 * Version info for game.
341 * 147 8/06/99 9:46p Dave
342 * Hopefully final changes for the demo.
344 * 146 8/06/99 3:34p Andsager
345 * Make title version info "(D)" -> "D" show up nicely
347 * 145 8/06/99 2:59p Adamp
348 * Fixed NT launcher/update problem.
350 * 144 8/06/99 1:52p Dave
351 * Bumped up MAX_BITMAPS for the demo.
353 * 143 8/06/99 12:17p Andsager
354 * Demo: down to just 1 demo dog
356 * 142 8/05/99 9:39p Dave
357 * Yet another new checksum.
359 * 141 8/05/99 6:19p Dave
360 * New demo checksums.
362 * 140 8/05/99 5:31p Andsager
363 * Up demo version 1.01
365 * 139 8/05/99 4:22p Andsager
366 * No time limit on upsell screens. Reverse order of display of upsell
369 * 138 8/05/99 4:17p Dave
370 * Tweaks to client interpolation.
372 * 137 8/05/99 3:52p Danw
374 * 136 8/05/99 3:01p Danw
376 * 135 8/05/99 2:43a Anoop
377 * removed duplicate definition.
379 * 134 8/05/99 2:13a Dave
382 * 133 8/05/99 2:05a Dave
385 * 132 8/05/99 1:22a Andsager
388 * 131 8/04/99 9:51p Andsager
389 * Add title screen to demo
391 * 130 8/04/99 6:47p Jefff
392 * fixed link error resulting from #ifdefs
394 * 129 8/04/99 6:26p Dave
395 * Updated ship tbl checksum.
397 * 128 8/04/99 5:40p Andsager
398 * Add multiple demo dogs
400 * 127 8/04/99 5:36p Andsager
401 * Show upsell screens at end of demo campaign before returning to main
404 * 126 8/04/99 11:42a Danw
405 * tone down EAX reverb
407 * 125 8/04/99 11:23a Dave
408 * Updated demo checksums.
410 * 124 8/03/99 11:02p Dave
411 * Maybe fixed sync problems in multiplayer.
413 * 123 8/03/99 6:21p Jefff
416 * 122 8/03/99 3:44p Andsager
417 * Launch laucher if trying to run FS without first having configured
420 * 121 8/03/99 12:45p Dave
423 * 120 8/02/99 9:13p Dave
426 * 119 7/30/99 10:31p Dave
427 * Added comm menu to the configurable hud files.
429 * 118 7/30/99 5:17p Andsager
430 * first fs2demo checksums
432 * 117 7/29/99 3:09p Anoop
434 * 116 7/29/99 12:05a Dave
435 * Nebula speed optimizations.
437 * 115 7/27/99 8:59a Andsager
438 * Make major, minor version consistent for all builds. Only show major
439 * and minor for launcher update window.
441 * 114 7/26/99 5:50p Dave
442 * Revised ingame join. Better? We'll see....
444 * 113 7/26/99 5:27p Andsager
445 * Add training mission as builtin to demo build
447 * 112 7/24/99 1:54p Dave
448 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
451 * 111 7/22/99 4:00p Dave
452 * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
454 * 110 7/21/99 8:10p Dave
455 * First run of supernova effect.
457 * 109 7/20/99 1:49p Dave
458 * Peter Drake build. Fixed some release build warnings.
460 * 108 7/19/99 2:26p Andsager
461 * set demo multiplayer missions
463 * 107 7/18/99 5:19p Dave
464 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
466 * 106 7/16/99 1:50p Dave
467 * 8 bit aabitmaps. yay.
469 * 105 7/15/99 3:07p Dave
470 * 32 bit detection support. Mouse coord commandline.
472 * 104 7/15/99 2:13p Dave
473 * Added 32 bit detection.
475 * 103 7/15/99 9:20a Andsager
476 * FS2_DEMO initial checkin
478 * 102 7/14/99 11:02a Dave
479 * Skill level default back to easy. Blech.
481 * 101 7/09/99 5:54p Dave
482 * Seperated cruiser types into individual types. Added tons of new
483 * briefing icons. Campaign screen.
485 * 100 7/08/99 4:43p Andsager
486 * New check for sparky_hi and print if not found.
488 * 99 7/08/99 10:53a Dave
489 * New multiplayer interpolation scheme. Not 100% done yet, but still
490 * better than the old way.
492 * 98 7/06/99 4:24p Dave
493 * Mid-level checkin. Starting on some potentially cool multiplayer
496 * 97 7/06/99 3:35p Andsager
497 * Allow movie to play before red alert mission.
499 * 96 7/03/99 5:50p Dave
500 * Make rotated bitmaps draw properly in padlock views.
502 * 95 7/02/99 9:55p Dave
503 * Player engine wash sound.
505 * 94 7/02/99 4:30p Dave
506 * Much more sophisticated lightning support.
508 * 93 6/29/99 7:52p Dave
509 * Put in exception handling in FS2.
511 * 92 6/22/99 9:37p Dave
512 * Put in pof spewing.
514 * 91 6/16/99 4:06p Dave
515 * New pilot info popup. Added new draw-bitmap-as-poly function.
517 * 90 6/15/99 1:56p Andsager
518 * For release builds, allow start up in high res only with
521 * 89 6/15/99 9:34a Dave
522 * Fixed key checking in single threaded version of the stamp notification
525 * 88 6/09/99 2:55p Andsager
526 * Allow multiple asteroid subtypes (of large, medium, small) and follow
529 * 87 6/08/99 1:14a Dave
530 * Multi colored hud test.
532 * 86 6/04/99 9:52a Dave
533 * Fixed some rendering problems.
535 * 85 6/03/99 10:15p Dave
536 * Put in temporary main hall screen.
538 * 84 6/02/99 6:18p Dave
539 * Fixed TNT lockup problems! Wheeeee!
541 * 83 6/01/99 3:52p Dave
542 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543 * dead popup, pxo find player popup, pxo private room popup.
545 * 82 5/26/99 1:28p Jasenw
546 * changed coords for loading ani
548 * 81 5/26/99 11:46a Dave
549 * Added ship-blasting lighting and made the randomization of lighting
550 * much more customizable.
552 * 80 5/24/99 5:45p Dave
553 * Added detail levels to the nebula, with a decent speedup. Split nebula
554 * lightning into its own section.
564 #include "systemvars.h"
569 #include "starfield.h"
570 #include "lighting.h"
575 #include "fireballs.h"
579 #include "floating.h"
580 #include "gamesequence.h"
582 #include "optionsmenu.h"
583 #include "playermenu.h"
584 #include "trainingmenu.h"
585 #include "techmenu.h"
588 #include "hudmessage.h"
590 #include "missiongoals.h"
591 #include "missionparse.h"
596 #include "multiutil.h"
597 #include "multimsgs.h"
599 #include "multi_pxo.h"
602 #include "freespace.h"
603 #include "managepilot.h"
605 #include "contexthelp.h"
608 #include "missionbrief.h"
609 #include "missiondebrief.h"
611 #include "missionshipchoice.h"
613 #include "hudconfig.h"
614 #include "controlsconfig.h"
615 #include "missionmessage.h"
616 #include "missiontraining.h"
618 #include "hudtarget.h"
620 #include "eventmusic.h"
621 #include "animplay.h"
622 #include "missionweaponchoice.h"
623 #include "missionlog.h"
624 #include "audiostr.h"
626 #include "missioncampaign.h"
628 #include "missionhotkey.h"
629 #include "objectsnd.h"
630 #include "cmeasure.h"
632 #include "linklist.h"
633 #include "shockwave.h"
634 #include "afterburner.h"
639 #include "stand_server.h"
640 #include "pcxutils.h"
641 #include "hudtargetbox.h"
642 #include "multi_xfer.h"
643 #include "hudescort.h"
644 #include "multiutil.h"
647 #include "multiteamselect.h"
649 #include "readyroom.h"
650 #include "mainhallmenu.h"
651 #include "multilag.h"
653 #include "particle.h"
655 #include "multi_ingame.h"
656 #include "snazzyui.h"
657 #include "asteroid.h"
658 #include "popupdead.h"
659 #include "multi_voice.h"
660 #include "missioncmdbrief.h"
661 #include "redalert.h"
662 #include "gameplayhelp.h"
663 #include "multilag.h"
664 #include "staticrand.h"
665 #include "multi_pmsg.h"
666 #include "levelpaging.h"
667 #include "observer.h"
668 #include "multi_pause.h"
669 #include "multi_endgame.h"
670 #include "cutscenes.h"
671 #include "multi_respawn.h"
673 #include "multi_obj.h"
674 #include "multi_log.h"
676 #include "localize.h"
677 #include "osregistry.h"
678 #include "barracks.h"
679 #include "missionpause.h"
681 #include "alphacolors.h"
682 #include "objcollide.h"
685 #include "neblightning.h"
686 #include "shipcontrails.h"
689 #include "multi_dogfight.h"
690 #include "multi_rate.h"
691 #include "muzzleflash.h"
695 #include "mainhalltemp.h"
696 #include "exceptionhandler.h"
697 #include "supernova.h"
698 #include "hudshield.h"
699 // #include "names.h"
701 #include "missionloopbrief.h"
705 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
711 // 1.00.04 5/26/98 MWA -- going final (12 pm)
712 // 1.00.03 5/26/98 MWA -- going final (3 am)
713 // 1.00.02 5/25/98 MWA -- going final
714 // 1.00.01 5/25/98 MWA -- going final
715 // 0.90 5/21/98 MWA -- getting ready for final.
716 // 0.10 4/9/98. Set by MK.
718 // Demo version: (obsolete since DEMO codebase split from tree)
719 // 0.03 4/10/98 AL. Interplay rev
720 // 0.02 4/8/98 MK. Increased when this system was modified.
721 // 0.01 4/7/98? AL. First release to Interplay QA.
724 // 1.00 5/28/98 AL. First release to Interplay QA.
726 void game_level_init(int seed = -1);
727 void game_post_level_init();
728 void game_do_frame();
729 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
730 void game_reset_time();
731 void game_show_framerate(); // draws framerate in lower right corner
733 int Game_no_clear = 0;
735 int Pofview_running = 0;
736 int Nebedit_running = 0;
737 int Fonttool_running = 0;
739 typedef struct big_expl_flash {
740 float max_flash_intensity; // max intensity
741 float cur_flash_intensity; // cur intensity
742 int flash_start; // start time
745 #define FRAME_FILTER 16
747 #define DEFAULT_SKILL_LEVEL 1
748 int Game_skill_level = DEFAULT_SKILL_LEVEL;
750 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
751 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
753 #define EXE_FNAME ("fs2.exe")
754 #define LAUNCHER_FNAME ("freespace2.exe")
757 // JAS: Code for warphole camera.
758 // Needs to be cleaned up.
759 vector Camera_pos = ZERO_VECTOR;
760 vector Camera_velocity = ZERO_VECTOR;
761 vector Camera_desired_velocity = ZERO_VECTOR;
762 matrix Camera_orient = IDENTITY_MATRIX;
763 float Camera_damping = 1.0f;
764 float Camera_time = 0.0f;
765 float Warpout_time = 0.0f;
766 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
767 int Warpout_sound = -1;
769 int Use_joy_mouse = 0;
770 int Use_palette_flash = 1;
771 int Show_area_effect = 0;
772 object *Last_view_target = NULL;
774 int dogfight_blown = 0;
777 float frametimes[FRAME_FILTER];
778 float frametotal = 0.0f;
782 int Show_framerate = 0;
784 int Show_framerate = 1;
787 int Framerate_cap = 120;
790 int Show_target_debug_info = 0;
791 int Show_target_weapons = 0;
795 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
798 int Debug_octant = -1;
800 fix Game_time_compression = F1_0;
802 // if the ships.tbl the player has is valid
803 int Game_ships_tbl_valid = 0;
805 // if the weapons.tbl the player has is valid
806 int Game_weapons_tbl_valid = 0;
810 extern int Player_attacking_enabled;
814 int Pre_player_entry;
816 int Fred_running = 0;
817 char Game_current_mission_filename[MAX_FILENAME_LEN];
818 int game_single_step = 0;
819 int last_single_step=0;
821 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
822 extern int MSG_WINDOW_Y_START;
823 extern int MSG_WINDOW_HEIGHT;
825 int game_zbuffer = 1;
826 //static int Game_music_paused;
827 static int Game_paused;
831 #define EXPIRE_BAD_CHECKSUM 1
832 #define EXPIRE_BAD_TIME 2
834 extern void ssm_init();
835 extern void ssm_level_init();
836 extern void ssm_process();
838 // static variable to contain the time this version was built
839 // commented out for now until
840 // I figure out how to get the username into the file
841 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
843 // defines and variables used for dumping frame for making trailers.
845 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
846 int Debug_dump_trigger = 0;
847 int Debug_dump_frame_count;
848 int Debug_dump_frame_num = 0;
849 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
852 // amount of time to wait after the player has died before we display the death died popup
853 #define PLAYER_DIED_POPUP_WAIT 2500
854 int Player_died_popup_wait = -1;
855 time_t Player_multi_died_check = -1;
857 // builtin mission list stuff
859 int Game_builtin_mission_count = 6;
860 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
861 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
862 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
863 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
864 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
865 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
866 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
868 #elif defined(FS1_DEMO)
869 int Game_builtin_mission_count = 5;
870 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
871 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
873 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
874 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
875 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
877 #elif defined(PD_BUILD)
878 int Game_builtin_mission_count = 4;
879 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
880 { "sm1-01.fs2", (FSB_FROM_VOLITION) },
881 { "sm1-05.fs2", (FSB_FROM_VOLITION) },
882 { "sm1-01", (FSB_FROM_VOLITION) },
883 { "sm1-05", (FSB_FROM_VOLITION) },
885 #elif defined(MULTIPLAYER_BETA)
886 int Game_builtin_mission_count = 17;
887 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
889 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
890 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
891 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
892 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
893 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
894 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
895 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
896 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
897 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
898 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
899 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
900 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
901 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
902 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
903 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
904 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
905 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
907 #elif defined(OEM_BUILD)
908 int Game_builtin_mission_count = 17;
909 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
910 // oem version - act 1 only
911 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
914 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
915 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
916 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
917 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
918 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
919 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
920 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
921 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
922 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
923 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
931 #elif defined(MAKE_FS1)
932 int Game_builtin_mission_count = 125;
933 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
934 // single player campaign
935 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
938 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
939 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
940 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
941 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
942 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
943 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
944 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
945 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
946 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
947 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
957 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
958 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
969 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
970 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
974 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
975 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
978 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
980 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
981 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
982 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
985 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
986 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
988 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
989 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
990 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
991 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
992 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
993 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
994 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
995 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
996 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
997 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
998 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
999 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1000 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1001 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1002 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1003 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1004 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1005 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1006 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1008 // SilentThreat missions
1009 // Main SilentThreat campaign
1010 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1012 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1013 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1014 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1015 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1016 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1017 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1018 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1019 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1020 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1021 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025 // SilentThreat Part 1 - multi-coop
1026 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1028 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1029 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1030 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1032 // SilentThreat Part 2 - multi-coop
1033 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1035 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1036 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1037 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1039 // SilentThreat Part 3 - multi-coop
1040 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1042 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1043 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1044 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1046 // SilentThreat Part 4 - multi-coop
1047 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1049 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1050 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1051 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1053 // multiplayer missions
1054 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1055 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1056 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1057 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1058 // user supplied missions
1059 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1060 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1061 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1062 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1063 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1064 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1065 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1066 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1067 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1068 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1069 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1070 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1071 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1072 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1073 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1074 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1075 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1076 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1077 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1078 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1079 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1080 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1081 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1082 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1083 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1084 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1085 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1086 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1087 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1088 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1089 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1090 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1093 int Game_builtin_mission_count = 92;
1094 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1095 // single player campaign
1096 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1099 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1100 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1101 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1102 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1103 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1104 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1105 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1106 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1107 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1108 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1127 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1128 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1139 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1140 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145 // multiplayer missions
1148 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1149 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1150 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1153 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1154 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1155 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1156 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1159 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1160 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1161 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1162 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1163 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1164 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1165 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1166 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1167 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1168 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1169 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1170 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1171 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1172 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1173 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1174 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1175 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1176 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1177 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1178 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1179 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1180 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1181 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1182 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1183 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1184 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1185 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1186 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1189 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1190 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1191 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1192 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1193 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1194 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1195 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1196 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1197 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1198 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1201 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1202 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1203 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1204 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1205 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1210 // Internal function prototypes
1211 void game_maybe_draw_mouse(float frametime);
1212 void init_animating_pointer();
1213 void load_animating_pointer(const char *filename, int dx, int dy);
1214 void unload_animating_pointer();
1215 void game_do_training_checks();
1216 void game_shutdown(void);
1217 void game_show_event_debug(float frametime);
1218 void game_event_debug_init();
1220 void demo_upsell_init();
1221 void demo_upsell_do();
1222 void demo_upsell_close();
1223 void game_start_subspace_ambient_sound();
1224 void game_stop_subspace_ambient_sound();
1225 void verify_ships_tbl();
1226 void verify_weapons_tbl();
1227 void display_title_screen();
1229 // loading background filenames
1230 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1231 "LoadingBG", // GR_640
1232 "2_LoadingBG" // GR_1024
1236 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1237 "Loading.ani", // GR_640
1238 "2_Loading.ani" // GR_1024
1241 #if defined(FS2_DEMO)
1242 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1246 #elif defined(OEM_BUILD)
1247 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1256 // How much RAM is on this machine. Set in WinMain
1257 static int Freespace_total_ram = 0;
1260 float Game_flash_red = 0.0f;
1261 float Game_flash_green = 0.0f;
1262 float Game_flash_blue = 0.0f;
1263 float Sun_spot = 0.0f;
1264 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1266 // game shudder stuff (in ms)
1267 int Game_shudder_time = -1;
1268 int Game_shudder_total = 0;
1269 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1272 sound_env Game_sound_env;
1273 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1274 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1276 int Game_sound_env_update_timestamp;
1278 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1281 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1283 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1287 // look through all existing builtin missions
1288 for(idx=0; idx<Game_builtin_mission_count; idx++){
1289 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1290 return &Game_builtin_mission_list[idx];
1298 int game_get_default_skill_level()
1300 return DEFAULT_SKILL_LEVEL;
1304 void game_flash_reset()
1306 Game_flash_red = 0.0f;
1307 Game_flash_green = 0.0f;
1308 Game_flash_blue = 0.0f;
1310 Big_expl_flash.max_flash_intensity = 0.0f;
1311 Big_expl_flash.cur_flash_intensity = 0.0f;
1312 Big_expl_flash.flash_start = 0;
1315 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1316 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1318 void game_framerate_check_init()
1320 // zero critical time
1321 Gf_critical_time = 0.0f;
1324 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1325 Gf_critical = 15.0f;
1327 Gf_critical = 25.0f;
1331 extern float Framerate;
1332 void game_framerate_check()
1336 // if the current framerate is above the critical level, add frametime
1337 if(Framerate >= Gf_critical){
1338 Gf_critical_time += flFrametime;
1341 if(!Show_framerate){
1345 // display if we're above the critical framerate
1346 if(Framerate < Gf_critical){
1347 gr_set_color_fast(&Color_bright_red);
1348 gr_string(200, y_start, "Framerate warning");
1353 // display our current pct of good frametime
1354 if(f2fl(Missiontime) >= 0.0f){
1355 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1358 gr_set_color_fast(&Color_bright_green);
1360 gr_set_color_fast(&Color_bright_red);
1363 gr_printf(200, y_start, "%d%%", (int)pct);
1368 // Adds a flash effect. These can be positive or negative.
1369 // The range will get capped at around -1 to 1, so stick
1370 // with a range like that.
1371 void game_flash( float r, float g, float b )
1373 Game_flash_red += r;
1374 Game_flash_green += g;
1375 Game_flash_blue += b;
1377 if ( Game_flash_red < -1.0f ) {
1378 Game_flash_red = -1.0f;
1379 } else if ( Game_flash_red > 1.0f ) {
1380 Game_flash_red = 1.0f;
1383 if ( Game_flash_green < -1.0f ) {
1384 Game_flash_green = -1.0f;
1385 } else if ( Game_flash_green > 1.0f ) {
1386 Game_flash_green = 1.0f;
1389 if ( Game_flash_blue < -1.0f ) {
1390 Game_flash_blue = -1.0f;
1391 } else if ( Game_flash_blue > 1.0f ) {
1392 Game_flash_blue = 1.0f;
1397 // Adds a flash for Big Ship explosions
1398 // cap range from 0 to 1
1399 void big_explosion_flash(float flash)
1401 Big_expl_flash.flash_start = timestamp(1);
1405 } else if (flash < 0.0f) {
1409 Big_expl_flash.max_flash_intensity = flash;
1410 Big_expl_flash.cur_flash_intensity = 0.0f;
1413 // Amount to diminish palette towards normal, per second.
1414 #define DIMINISH_RATE 0.75f
1415 #define SUN_DIMINISH_RATE 6.00f
1419 float sn_glare_scale = 1.7f;
1422 dc_get_arg(ARG_FLOAT);
1423 sn_glare_scale = Dc_arg_float;
1426 float Supernova_last_glare = 0.0f;
1427 void game_sunspot_process(float frametime)
1431 float Sun_spot_goal = 0.0f;
1434 sn_stage = supernova_active();
1436 // sunspot differently based on supernova stage
1438 // approaching. player still in control
1441 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1444 light_get_global_dir(&light_dir, 0);
1446 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1449 // scale it some more
1450 dot = dot * (0.5f + (pct * 0.5f));
1453 Sun_spot_goal += (dot * sn_glare_scale);
1456 // draw the sun glow
1457 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1458 // draw the glow for this sun
1459 stars_draw_sun_glow(0);
1462 Supernova_last_glare = Sun_spot_goal;
1465 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1468 Sun_spot_goal = 0.9f;
1469 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1471 if(Sun_spot_goal > 1.0f){
1472 Sun_spot_goal = 1.0f;
1475 Sun_spot_goal *= sn_glare_scale;
1476 Supernova_last_glare = Sun_spot_goal;
1479 // fade to white. display dead popup
1482 Supernova_last_glare += (2.0f * flFrametime);
1483 if(Supernova_last_glare > 2.0f){
1484 Supernova_last_glare = 2.0f;
1487 Sun_spot_goal = Supernova_last_glare;
1494 // check sunspots for all suns
1495 n_lights = light_get_global_count();
1498 for(idx=0; idx<n_lights; idx++){
1499 //(vector *eye_pos, matrix *eye_orient)
1500 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1503 light_get_global_dir(&light_dir, idx);
1505 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1507 Sun_spot_goal += (float)pow(dot,85.0f);
1509 // draw the glow for this sun
1510 stars_draw_sun_glow(idx);
1512 Sun_spot_goal = 0.0f;
1518 Sun_spot_goal = 0.0f;
1522 float dec_amount = frametime*SUN_DIMINISH_RATE;
1524 if ( Sun_spot < Sun_spot_goal ) {
1525 Sun_spot += dec_amount;
1526 if ( Sun_spot > Sun_spot_goal ) {
1527 Sun_spot = Sun_spot_goal;
1529 } else if ( Sun_spot > Sun_spot_goal ) {
1530 Sun_spot -= dec_amount;
1531 if ( Sun_spot < Sun_spot_goal ) {
1532 Sun_spot = Sun_spot_goal;
1538 // Call once a frame to diminish the
1539 // flash effect to 0.
1540 void game_flash_diminish(float frametime)
1542 float dec_amount = frametime*DIMINISH_RATE;
1544 if ( Game_flash_red > 0.0f ) {
1545 Game_flash_red -= dec_amount;
1546 if ( Game_flash_red < 0.0f )
1547 Game_flash_red = 0.0f;
1549 Game_flash_red += dec_amount;
1550 if ( Game_flash_red > 0.0f )
1551 Game_flash_red = 0.0f;
1554 if ( Game_flash_green > 0.0f ) {
1555 Game_flash_green -= dec_amount;
1556 if ( Game_flash_green < 0.0f )
1557 Game_flash_green = 0.0f;
1559 Game_flash_green += dec_amount;
1560 if ( Game_flash_green > 0.0f )
1561 Game_flash_green = 0.0f;
1564 if ( Game_flash_blue > 0.0f ) {
1565 Game_flash_blue -= dec_amount;
1566 if ( Game_flash_blue < 0.0f )
1567 Game_flash_blue = 0.0f;
1569 Game_flash_blue += dec_amount;
1570 if ( Game_flash_blue > 0.0f )
1571 Game_flash_blue = 0.0f;
1574 // update big_explosion_cur_flash
1575 #define TIME_UP 1500
1576 #define TIME_DOWN 2500
1577 int duration = TIME_UP + TIME_DOWN;
1578 int time = timestamp_until(Big_expl_flash.flash_start);
1579 if (time > -duration) {
1581 if (time < TIME_UP) {
1582 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1585 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1589 if ( Use_palette_flash ) {
1591 // static int or=0, og=0, ob=0;
1593 // Change the 200 to change the color range of colors.
1594 r = fl2i( Game_flash_red*128.0f );
1595 g = fl2i( Game_flash_green*128.0f );
1596 b = fl2i( Game_flash_blue*128.0f );
1598 if ( Sun_spot > 0.0f ) {
1599 r += fl2i(Sun_spot*128.0f);
1600 g += fl2i(Sun_spot*128.0f);
1601 b += fl2i(Sun_spot*128.0f);
1604 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1605 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1606 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1607 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1610 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1611 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1612 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1614 if ( (r!=0) || (g!=0) || (b!=0) ) {
1615 gr_flash( r, g, b );
1617 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1628 void game_level_close()
1630 // De-Initialize the game subsystems
1631 event_music_level_close();
1632 game_stop_looped_sounds();
1634 obj_snd_level_close(); // uninit object-linked persistant sounds
1635 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1636 anim_level_close(); // stop and clean up any anim instances
1637 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1638 shockwave_level_close();
1639 fireball_level_close();
1641 mission_event_shutdown();
1642 asteroid_level_close();
1643 flak_level_close(); // unload flak stuff
1644 neb2_level_close(); // shutdown gaseous nebula stuff
1647 mflash_level_close();
1648 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1650 audiostream_unpause_all();
1655 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1656 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1657 void game_level_init(int seed)
1659 // seed the random number generator
1661 // if no seed was passed, seed the generator either from the time value, or from the
1662 // netgame security flags -- ensures that all players in multiplayer game will have the
1663 // same randon number sequence (with static rand functions)
1664 if ( Game_mode & GM_NORMAL ) {
1665 Game_level_seed = (int)time(NULL);
1667 Game_level_seed = Netgame.security;
1670 // mwa 9/17/98 -- maybe this assert isn't needed????
1671 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1672 Game_level_seed = seed;
1674 srand( Game_level_seed );
1676 // semirand function needs to get re-initted every time in multiplayer
1677 if ( Game_mode & GM_MULTIPLAYER ){
1683 Key_normal_game = (Game_mode & GM_NORMAL);
1686 Game_shudder_time = -1;
1688 // Initialize the game subsystems
1689 // timestamp_reset(); // Must be inited before everything else
1691 game_reset_time(); // resets time, and resets saved time too
1693 obj_init(); // Must be inited before the other systems
1694 model_free_all(); // Free all existing models
1695 mission_brief_common_init(); // Free all existing briefing/debriefing text
1696 weapon_level_init();
1697 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1699 player_level_init();
1700 shipfx_flash_init(); // Init the ship gun flash system.
1701 game_flash_reset(); // Reset the flash effect
1702 particle_init(); // Reset the particle system
1706 shield_hit_init(); // Initialize system for showing shield hits
1707 radar_mission_init();
1708 mission_init_goals();
1711 obj_snd_level_init(); // init object-linked persistant sounds
1713 shockwave_level_init();
1714 afterburner_level_init();
1715 scoring_level_init( &Player->stats );
1717 asteroid_level_init();
1718 control_config_clear_used_status();
1719 collide_ship_ship_sounds_init();
1721 Pre_player_entry = 1; // Means the player has not yet entered.
1722 Entry_delay_time = 0; // Could get overwritten in mission read.
1723 fireball_preload(); // page in warphole bitmaps
1725 flak_level_init(); // initialize flak - bitmaps, etc
1726 ct_level_init(); // initialize ships contrails, etc
1727 awacs_level_init(); // initialize AWACS
1728 beam_level_init(); // initialize beam weapons
1729 mflash_level_init();
1731 supernova_level_init();
1733 // multiplayer dogfight hack
1736 shipfx_engine_wash_level_init();
1740 Last_view_target = NULL;
1745 // campaign wasn't ended
1746 Campaign_ended_in_mission = 0;
1749 // called when a mission is over -- does server specific stuff.
1750 void freespace_stop_mission()
1753 Game_mode &= ~GM_IN_MISSION;
1756 // called at frame interval to process networking stuff
1757 void game_do_networking()
1759 SDL_assert( Net_player != NULL );
1760 if (!(Game_mode & GM_MULTIPLAYER)){
1764 // see if this player should be reading/writing data. Bit is set when at join
1765 // screen onward until quits back to main menu.
1766 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1770 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1773 multi_pause_do_frame();
1778 // Loads the best palette for this level, based
1779 // on nebula color and hud color. You could just call palette_load_table with
1780 // the appropriate filename, but who wants to do that.
1781 void game_load_palette()
1783 char palette_filename[1024];
1785 // We only use 3 hud colors right now
1787 SDL_assert( HUD_config.main_color >= 0 );
1788 SDL_assert( HUD_config.main_color <= 2 );
1791 SDL_assert( Mission_palette >= 0 );
1792 SDL_assert( Mission_palette <= 98 );
1795 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1796 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1798 SDL_snprintf( palette_filename, SDL_arraysize(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1801 mprintf(( "Loading palette %s\n", palette_filename ));
1803 palette_load_table(palette_filename);
1805 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1807 mprintf(( "Loading palette %s\n", palette_filename ));
1811 void game_post_level_init()
1813 // Stuff which gets called after mission is loaded. Because player isn't created until
1814 // after mission loads, some things must get initted after the level loads
1816 model_level_post_init();
1819 hud_setup_escort_list();
1820 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1826 game_event_debug_init();
1829 training_mission_init();
1830 asteroid_create_all();
1832 game_framerate_check_init();
1836 // An estimate as to how high the count passed to game_loading_callback will go.
1837 // This is just a guess, it seems to always be about the same. The count is
1838 // proportional to the code being executed, not the time, so this works good
1839 // for a bar, assuming the code does about the same thing each time you
1840 // load a level. You can find this value by looking at the return value
1841 // of game_busy_callback(NULL), which I conveniently print out to the
1842 // debug output window with the '=== ENDING LOAD ==' stuff.
1843 //#define COUNT_ESTIMATE 3706
1844 #define COUNT_ESTIMATE 1111
1846 int Game_loading_callback_inited = 0;
1848 int Game_loading_background = -1;
1849 anim * Game_loading_ani = NULL;
1850 anim_instance *Game_loading_ani_instance;
1851 int Game_loading_frame=-1;
1853 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1855 #if defined(FS1_DEMO)
1857 #elif defined(MAKE_FS1)
1868 // This gets called 10x per second and count is the number of times
1869 // game_busy() has been called since the current callback function
1871 void game_loading_callback(int count)
1873 game_do_networking();
1875 SDL_assert( Game_loading_callback_inited==1 );
1876 SDL_assert( Game_loading_ani != NULL );
1878 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1879 if ( framenum > Game_loading_ani->total_frames-1 ) {
1880 framenum = Game_loading_ani->total_frames-1;
1881 } else if ( framenum < 0 ) {
1886 while ( Game_loading_frame < framenum ) {
1887 Game_loading_frame++;
1888 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1892 if ( cbitmap > -1 ) {
1893 if ( Game_loading_background > -1 ) {
1894 gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1898 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1899 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1900 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1902 bm_release(cbitmap);
1908 void game_loading_callback_init()
1910 SDL_assert( Game_loading_callback_inited==0 );
1912 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1914 common_set_interface_palette("InterfacePalette"); // set the interface palette
1918 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1919 SDL_assert( Game_loading_ani != NULL );
1920 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1921 SDL_assert( Game_loading_ani_instance != NULL );
1922 Game_loading_frame = -1;
1924 Game_loading_callback_inited = 1;
1926 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1931 void game_loading_callback_close()
1933 SDL_assert( Game_loading_callback_inited==1 );
1935 // Make sure bar shows all the way over.
1936 game_loading_callback(COUNT_ESTIMATE);
1939 int real_count = game_busy_callback( NULL );
1941 mprintf(( "=================== ENDING LOAD ================\n" ));
1942 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1943 mprintf(( "================================================\n" ));
1945 game_busy_callback( NULL );
1950 Game_loading_callback_inited = 0;
1952 free_anim_instance(Game_loading_ani_instance);
1953 Game_loading_ani_instance = NULL;
1954 anim_free(Game_loading_ani);
1955 Game_loading_ani = NULL;
1957 bm_release( Game_loading_background );
1958 common_free_interface_palette(); // restore game palette
1959 Game_loading_background = -1;
1961 gr_set_font( FONT1 );
1964 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1966 void game_maybe_update_sound_environment()
1968 // do nothing for now
1971 // Assign the sound environment for the game, based on the current mission
1973 void game_assign_sound_environment()
1976 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1977 Game_sound_env.id = SND_ENV_DRUGGED;
1978 Game_sound_env.volume = 0.800f;
1979 Game_sound_env.damping = 1.188f;
1980 Game_sound_env.decay = 6.392f;
1982 } else if (Num_asteroids > 30) {
1983 Game_sound_env.id = SND_ENV_AUDITORIUM;
1984 Game_sound_env.volume = 0.603f;
1985 Game_sound_env.damping = 0.5f;
1986 Game_sound_env.decay = 4.279f;
1989 Game_sound_env = Game_default_sound_env;
1992 Game_sound_env = Game_default_sound_env;
1995 Game_sound_env_update_timestamp = timestamp(1);
1998 // function which gets called before actually entering the mission. It is broken down into a funciton
1999 // since it will get called in one place from a single player game and from another place for
2000 // a multiplayer game
2001 void freespace_mission_load_stuff()
2003 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2004 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2005 if(!(Game_mode & GM_STANDALONE_SERVER)){
2007 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2009 game_loading_callback_init();
2011 event_music_level_init(); // preloads the first 2 seconds for each event music track
2014 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2017 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2020 ship_assign_sound_all(); // assign engine sounds to ships
2021 game_assign_sound_environment(); // assign the sound environment for this mission
2024 // call function in missionparse.cpp to fixup player/ai stuff.
2025 mission_parse_fixup_players();
2028 // Load in all the bitmaps for this level
2033 game_loading_callback_close();
2035 // the only thing we need to call on the standalone for now.
2037 // call function in missionparse.cpp to fixup player/ai stuff.
2038 mission_parse_fixup_players();
2040 // Load in all the bitmaps for this level
2045 time_t load_gl_init;
2046 time_t load_mission_load;
2047 time_t load_post_level_init;
2048 time_t load_mission_stuff;
2050 // tells the server to load the mission and initialize structures
2051 int game_start_mission()
2053 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2055 load_gl_init = time(NULL);
2057 load_gl_init = time(NULL) - load_gl_init;
2059 if (Game_mode & GM_MULTIPLAYER) {
2060 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2062 // clear multiplayer stats
2063 init_multiplayer_stats();
2066 load_mission_load = time(NULL);
2067 if (mission_load()) {
2068 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2069 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2070 gameseq_post_event(GS_EVENT_MAIN_MENU);
2072 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2077 load_mission_load = time(NULL) - load_mission_load;
2079 // If this is a red alert mission in campaign mode, bash wingman status
2080 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2081 red_alert_bash_wingman_status();
2084 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2085 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2086 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2088 game_load_palette();
2092 load_post_level_init = time(NULL);
2093 game_post_level_init();
2094 load_post_level_init = time(NULL) - load_post_level_init;
2098 void Do_model_timings_test();
2099 Do_model_timings_test();
2103 load_mission_stuff = time(NULL);
2104 freespace_mission_load_stuff();
2105 load_mission_stuff = time(NULL) - load_mission_stuff;
2110 int Interface_framerate = 0;
2113 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2114 DCF_BOOL( show_framerate, Show_framerate )
2115 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2116 DCF_BOOL( show_target_weapons, Show_target_weapons )
2117 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2118 DCF_BOOL( sound, Sound_enabled )
2119 DCF_BOOL( zbuffer, game_zbuffer )
2120 DCF_BOOL( shield_system, New_shield_system )
2121 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2122 DCF_BOOL( player_attacking, Player_attacking_enabled )
2123 DCF_BOOL( show_waypoints, Show_waypoints )
2124 DCF_BOOL( show_area_effect, Show_area_effect )
2125 DCF_BOOL( show_net_stats, Show_net_stats )
2126 DCF_BOOL( log, Log_debug_output_to_file )
2127 DCF_BOOL( training_msg_method, Training_msg_method )
2128 DCF_BOOL( show_player_pos, Show_player_pos )
2129 DCF_BOOL(i_framerate, Interface_framerate )
2131 DCF(show_mem,"Toggles showing mem usage")
2134 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2135 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2136 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2137 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2143 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2145 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2146 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2150 DCF(show_cpu,"Toggles showing cpu usage")
2153 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2154 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2155 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2156 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2162 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2164 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2165 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2172 // AL 4-8-98: always allow players to display their framerate
2175 DCF_BOOL( show_framerate, Show_framerate )
2182 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2185 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2186 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2187 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2188 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2190 if ( Dc_help ) dc_printf( "Usage: use_joy_mouse [bool]\nSets use_joy_mouse to true or false. If nothing passed, then toggles it.\n" );
2191 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2193 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2196 DCF(palette_flash,"Toggles palette flash effect on/off")
2199 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2200 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2201 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2202 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2204 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2205 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2208 int Use_low_mem = 0;
2210 DCF(low_mem,"Uses low memory settings regardless of RAM")
2213 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2214 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2215 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2216 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2218 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2219 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2221 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2225 int Framerate_delay = 0;
2227 float Freespace_gamma = 1.8f;
2229 DCF(gamma,"Sets Gamma factor")
2232 dc_get_arg(ARG_FLOAT|ARG_NONE);
2233 if ( Dc_arg_type & ARG_FLOAT ) {
2234 Freespace_gamma = Dc_arg_float;
2236 dc_printf( "Gamma reset to 1.0f\n" );
2237 Freespace_gamma = 1.0f;
2239 if ( Freespace_gamma < 0.1f ) {
2240 Freespace_gamma = 0.1f;
2241 } else if ( Freespace_gamma > 5.0f ) {
2242 Freespace_gamma = 5.0f;
2244 gr_set_gamma(Freespace_gamma);
2246 char tmp_gamma_string[32];
2247 SDL_snprintf( tmp_gamma_string, SDL_arraysize(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2248 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2252 dc_printf( "Usage: gamma <float>\n" );
2253 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2254 Dc_status = 0; // don't print status if help is printed. Too messy.
2258 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2264 Game_current_mission_filename[0] = 0;
2266 // seed the random number generator
2267 Game_init_seed = (int)time(NULL);
2268 srand( Game_init_seed );
2270 Framerate_delay = 0;
2276 extern void bm_init();
2282 // Initialize the timer before the os
2289 //Initialize the libraries
2290 s1 = timer_get_milliseconds();
2293 if ( cfile_init() ) { // initialize before calling any cfopen stuff!!!
2298 e1 = timer_get_milliseconds();
2301 // time a bunch of cfopens
2303 s2 = timer_get_milliseconds();
2305 for(int idx=0; idx<10000; idx++){
2306 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2311 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2313 e2 = timer_get_milliseconds();
2316 os_init( Osreg_class_name, Osreg_app_name );
2317 os_set_title(Osreg_title);
2319 // initialize localization module. Make sure this is down AFTER initialzing OS.
2320 // int t1 = timer_get_milliseconds();
2321 lcl_init( detect_lang() );
2323 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2325 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2328 // verify that he has a valid weapons.tbl
2329 verify_weapons_tbl();
2331 // Output version numbers to registry for auto patching purposes
2332 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2333 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2334 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2336 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2337 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2338 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2340 // show the FPS counter if the config file says so
2341 Show_framerate = os_config_read_uint( "Video", "ShowFPS", Show_framerate );
2343 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2344 Asteroids_enabled = 1;
2347 /////////////////////////////
2349 /////////////////////////////
2351 if (!Is_standalone) {
2355 /////////////////////////////
2357 /////////////////////////////
2364 #if defined(FS2_DEMO) || defined(OEM_BUILD)
2367 display_title_screen();
2371 // If less than 48MB of RAM, use low memory model.
2372 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2373 mprintf(( "Using normal memory settings...\n" ));
2374 bm_set_low_mem(1); // Use every other frame of bitmaps
2376 mprintf(( "Using high memory settings...\n" ));
2377 bm_set_low_mem(0); // Use all frames of bitmaps
2380 // load non-darkening pixel defs
2381 palman_load_pixels();
2383 // hud shield icon stuff
2384 hud_shield_game_init();
2386 control_config_common_init(); // sets up localization stuff in the control config
2392 gamesnd_parse_soundstbl();
2397 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2402 player_controls_init();
2405 //if(!Is_standalone){
2413 ship_init(); // read in ships.tbl
2415 mission_campaign_init(); // load in the default campaign
2417 // navmap_init(); // init the navigation map system
2418 context_help_init();
2419 techroom_intel_init(); // parse species.tbl, load intel info
2421 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2422 init_animating_pointer();
2424 mission_brief_common_init(); // Mark all the briefing structures as empty.
2425 gr_font_init(); // loads up all fonts
2427 neb2_init(); // fullneb stuff
2431 player_tips_init(); // helpful tips
2434 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2435 pilot_load_pic_list();
2436 pilot_load_squad_pic_list();
2438 load_animating_pointer(NOX("cursor"), 0, 0);
2440 // initialize alpha colors
2441 alpha_colors_init();
2444 // Game_music_paused = 0;
2447 if (Is_standalone) {
2448 std_init_standalone();
2451 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2452 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2454 mprintf(("cfile_init() took %d\n", e1 - s1));
2455 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2458 char transfer_text[128];
2460 float Start_time = 0.0f;
2462 float Framerate = 0.0f;
2464 float Timing_total = 0.0f;
2465 float Timing_render2 = 0.0f;
2466 float Timing_render3 = 0.0f;
2467 float Timing_flip = 0.0f;
2468 float Timing_clear = 0.0f;
2470 MONITOR(NumPolysDrawn);
2476 void game_get_framerate()
2478 if ( frame_int == -1 ) {
2480 for (i=0; i<FRAME_FILTER; i++ ) {
2481 frametimes[i] = 0.0f;
2486 frametotal -= frametimes[frame_int];
2487 frametotal += flFrametime;
2488 frametimes[frame_int] = flFrametime;
2489 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2491 if ( frametotal != 0.0 ) {
2492 if ( Framecount >= FRAME_FILTER )
2493 Framerate = FRAME_FILTER / frametotal;
2495 Framerate = Framecount / frametotal;
2499 if (Show_framerate) {
2500 gr_set_color_fast(&HUD_color_debug);
2501 gr_printf(570, 2, NOX("FPS: %.1f"), Framerate);
2505 void game_show_framerate()
2509 cur_time = f2fl(timer_get_approx_seconds());
2510 if (cur_time - Start_time > 30.0f) {
2511 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2512 Start_time += 1000.0f;
2515 //mprintf(( "%s\n", text ));
2518 if ( Debug_dump_frames )
2522 // possibly show control checking info
2523 control_check_indicate();
2525 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2526 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2527 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2528 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2531 if ( Show_cpu == 1 ) {
2536 dy = gr_get_font_height() + 1;
2538 gr_set_color_fast(&HUD_color_debug);
2541 extern int Gr_textures_in;
2542 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2545 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2547 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2549 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2551 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2553 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2558 extern int Num_pairs; // Number of object pairs that were checked.
2559 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2562 extern int Num_pairs_checked; // What percent of object pairs were checked.
2563 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2565 Num_pairs_checked = 0;
2569 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2572 if ( Timing_total > 0.01f ) {
2573 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2575 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2577 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2579 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2581 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2590 dy = gr_get_font_height() + 1;
2592 gr_set_color_fast(&HUD_color_debug);
2595 extern int TotalRam;
2596 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2601 extern int Model_ram;
2602 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2606 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2608 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2612 extern int Gr_textures_in;
2613 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2618 if ( Show_player_pos ) {
2622 gr_printf(sx, sy, NOX("Player Pos: (%d,%d,%d)"), fl2i(Player_obj->pos.xyz.x), fl2i(Player_obj->pos.xyz.y), fl2i(Player_obj->pos.xyz.z));
2625 MONITOR_INC(NumPolys, modelstats_num_polys);
2626 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2627 MONITOR_INC(NumVerts, modelstats_num_verts );
2629 modelstats_num_polys = 0;
2630 modelstats_num_polys_drawn = 0;
2631 modelstats_num_verts = 0;
2632 modelstats_num_sortnorms = 0;
2636 void game_show_standalone_framerate()
2638 float frame_rate=30.0f;
2639 if ( frame_int == -1 ) {
2641 for (i=0; i<FRAME_FILTER; i++ ) {
2642 frametimes[i] = 0.0f;
2647 frametotal -= frametimes[frame_int];
2648 frametotal += flFrametime;
2649 frametimes[frame_int] = flFrametime;
2650 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2652 if ( frametotal != 0.0 ) {
2653 if ( Framecount >= FRAME_FILTER ){
2654 frame_rate = FRAME_FILTER / frametotal;
2656 frame_rate = Framecount / frametotal;
2659 std_set_standalone_fps(frame_rate);
2663 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2664 void game_show_time_left()
2668 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2669 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2670 // checking how much time is left
2672 if ( Mission_end_time == -1 ){
2676 diff = f2i(Mission_end_time - Missiontime);
2677 // be sure to bash to 0. diff could be negative on frame that we quit mission
2682 hud_set_default_color();
2683 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2686 //========================================================================================
2687 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2688 //========================================================================================
2692 DCF(ai_pause,"Pauses ai")
2695 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2696 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
2697 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
2698 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
2701 obj_init_all_ships_physics();
2704 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
2705 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
2708 DCF(single_step,"Single steps the game")
2711 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2712 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
2713 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
2714 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
2716 last_single_step = 0; // Make so single step waits a frame before stepping
2719 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
2720 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
2723 DCF_BOOL(physics_pause, physics_paused)
2724 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2725 DCF_BOOL(ai_firing, Ai_firing_enabled )
2727 // Create some simple aliases to these commands...
2728 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2729 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2730 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2731 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2732 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2735 //========================================================================================
2736 //========================================================================================
2739 void game_training_pause_do()
2743 key = game_check_key();
2745 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2752 void game_increase_skill_level()
2755 if (Game_skill_level >= NUM_SKILL_LEVELS){
2756 Game_skill_level = 0;
2760 int Player_died_time;
2762 int View_percent = 100;
2765 DCF(view, "Sets the percent of the 3d view to render.")
2768 dc_get_arg(ARG_INT);
2769 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2770 View_percent = Dc_arg_int;
2772 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2778 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2782 dc_printf("View is set to %d%%\n", View_percent );
2787 // Set the clip region for the 3d rendering window
2788 void game_set_view_clip()
2790 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2791 // Set the clip region for the letterbox "dead view"
2792 int yborder = gr_screen.max_h/4;
2794 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2795 // J.S. I've changed my ways!! See the new "no constants" code!!!
2796 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
2798 // Set the clip region for normal view
2799 if ( View_percent >= 100 ) {
2802 int xborder, yborder;
2804 if ( View_percent < 5 ) {
2808 float fp = i2fl(View_percent)/100.0f;
2809 int fi = fl2i(fl_sqrt(fp)*100.0f);
2810 if ( fi > 100 ) fi=100;
2812 xborder = ( gr_screen.max_w*(100-fi) )/200;
2813 yborder = ( gr_screen.max_h*(100-fi) )/200;
2815 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2821 void show_debug_stuff()
2824 int laser_count = 0, missile_count = 0;
2826 for (i=0; i<MAX_OBJECTS; i++) {
2827 if (Objects[i].type == OBJ_WEAPON){
2828 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2830 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2836 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2839 extern int Tool_enabled;
2841 time_t tst_time = 0;
2844 int tst_bitmap = -1;
2846 float tst_offset, tst_offset_total;
2849 void game_tst_frame_pre()
2857 g3_rotate_vertex(&v, &tst_pos);
2858 g3_project_vertex(&v);
2861 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2865 // big ship? always tst
2867 // within 3000 meters
2868 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2872 // within 300 meters
2873 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2880 void game_tst_frame()
2890 tst_time = time(NULL);
2892 // load the tst bitmap
2893 switch((int)frand_range(0.0f, 3.0)){
2895 tst_bitmap = bm_load("ig_jim");
2897 mprintf(("TST 0\n"));
2901 tst_bitmap = bm_load("ig_kan");
2903 mprintf(("TST 1\n"));
2907 tst_bitmap = bm_load("ig_jim");
2909 mprintf(("TST 2\n"));
2913 tst_bitmap = bm_load("ig_kan");
2915 mprintf(("TST 3\n"));
2924 // get the tst bitmap dimensions
2926 bm_get_info(tst_bitmap, &w, &h);
2929 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
2931 snd_play(&Snds[SND_VASUDAN_BUP]);
2933 // tst x and direction
2937 tst_offset_total = (float)w;
2938 tst_offset = (float)w;
2940 tst_x = (float)gr_screen.max_w;
2941 tst_offset_total = (float)-w;
2942 tst_offset = (float)w;
2950 float diff = (tst_offset_total / 0.5f) * flFrametime;
2956 tst_offset -= fl_abs(diff);
2957 } else if(tst_mode == 2){
2960 tst_offset -= fl_abs(diff);
2964 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2965 gr_bitmap((int)tst_x, (int)tst_y);
2968 if(timestamp_elapsed_safe(tst_stamp, 1100)){
2972 // if we passed the switch point
2973 if(tst_offset <= 0.0f){
2978 tst_stamp = timestamp(1000);
2979 tst_offset = fl_abs(tst_offset_total);
2990 void game_tst_mark(object *objp, ship *shipp)
2999 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3002 sip = &Ship_info[shipp->ship_info_index];
3009 tst_pos = objp->pos;
3010 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3016 extern void render_shields();
3018 void player_repair_frame(float frametime)
3020 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3022 for(idx=0;idx<MAX_PLAYERS;idx++){
3025 np = &Net_players[idx];
3027 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != NULL) && (Net_player->player_id != Net_players[idx].player_id) && (Net_players[idx].player != NULL) && (Net_players[idx].player->objnum >= 0) && (Net_players[idx].player->objnum < MAX_OBJECTS)){
3029 // don't rearm/repair if the player is dead or dying/departing
3030 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3031 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3036 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3037 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3043 #define NUM_FRAMES_TEST 300
3044 #define NUM_MIXED_SOUNDS 16
3045 void do_timing_test(float frametime)
3047 static int framecount = 0;
3048 static int test_running = 0;
3049 static float test_time = 0.0f;
3051 static int snds[NUM_MIXED_SOUNDS];
3054 if ( test_running ) {
3056 test_time += frametime;
3057 if ( framecount >= NUM_FRAMES_TEST ) {
3059 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3060 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3065 if ( Test_begin == 1 ) {
3071 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3074 // start looping digital sounds
3075 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3076 snds[i] = snd_play_looping( &Snds[i], 0.0f);
3083 DCF(dcf_fov, "Change the field of view")
3086 dc_get_arg(ARG_FLOAT|ARG_NONE);
3087 if ( Dc_arg_type & ARG_NONE ) {
3088 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3089 dc_printf( "Zoom factor reset\n" );
3091 if ( Dc_arg_type & ARG_FLOAT ) {
3092 if (Dc_arg_float < 0.25f) {
3093 Viewer_zoom = 0.25f;
3094 dc_printf("Zoom factor pinned at 0.25.\n");
3095 } else if (Dc_arg_float > 1.25f) {
3096 Viewer_zoom = 1.25f;
3097 dc_printf("Zoom factor pinned at 1.25.\n");
3099 Viewer_zoom = Dc_arg_float;
3105 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3108 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3112 DCF(framerate_cap, "Sets the framerate cap")
3115 dc_get_arg(ARG_INT);
3116 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3117 Framerate_cap = Dc_arg_int;
3119 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3125 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3126 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3127 dc_printf("[n] must be from 1 to 120.\n");
3131 if ( Framerate_cap )
3132 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3134 dc_printf("There is no framerate cap currently active.\n");
3138 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3139 int Show_viewing_from_self = 0;
3141 void say_view_target()
3143 object *view_target;
3145 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3146 view_target = &Objects[Player_ai->target_objnum];
3148 view_target = Player_obj;
3150 if (Game_mode & GM_DEAD) {
3151 if (Player_ai->target_objnum != -1)
3152 view_target = &Objects[Player_ai->target_objnum];
3155 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3156 if (view_target != Player_obj){
3158 char *view_target_name = NULL;
3159 switch(Objects[Player_ai->target_objnum].type) {
3161 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3164 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3165 Viewer_mode &= ~VM_OTHER_SHIP;
3167 case OBJ_JUMP_NODE: {
3168 char jump_node_name[128];
3169 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), SDL_arraysize(jump_node_name));
3170 view_target_name = jump_node_name;
3171 Viewer_mode &= ~VM_OTHER_SHIP;
3180 if ( view_target_name ) {
3181 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3182 Show_viewing_from_self = 1;
3185 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3186 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3187 Show_viewing_from_self = 1;
3189 if (Show_viewing_from_self)
3190 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3195 Last_view_target = view_target;
3199 float Game_hit_x = 0.0f;
3200 float Game_hit_y = 0.0f;
3202 // Reset at the beginning of each frame
3203 void game_whack_reset()
3209 // Apply a 2d whack to the player
3210 void game_whack_apply( float x, float y )
3212 // Do some force feedback
3213 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3219 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3222 // call to apply a "shudder"
3223 void game_shudder_apply(int time, float intensity)
3225 Game_shudder_time = timestamp(time);
3226 Game_shudder_total = time;
3227 Game_shudder_intensity = intensity;
3230 #define FF_SCALE 10000
3231 void apply_hud_shake(matrix *eye_orient)
3233 if (Viewer_obj == Player_obj) {
3234 physics_info *pi = &Player_obj->phys_info;
3242 // Make eye shake due to afterburner
3243 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3246 dtime = timestamp_until(pi->afterburner_decay);
3250 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3251 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3254 // Make eye shake due to engine wash
3256 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3259 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3260 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3262 // get the intensity
3263 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3267 vm_vec_rand_vec_quick(&rand_vec);
3270 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3274 // make hud shake due to shuddering
3275 if(Game_shudder_time != -1){
3276 // if the timestamp has elapsed
3277 if(timestamp_elapsed(Game_shudder_time)){
3278 Game_shudder_time = -1;
3280 // otherwise apply some shudder
3284 dtime = timestamp_until(Game_shudder_time);
3288 tangles.p += (Game_shudder_intensity / 200.0f) * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/(float)Game_shudder_total));
3289 tangles.h += (Game_shudder_intensity / 200.0f) * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/(float)Game_shudder_total));
3294 vm_angles_2_matrix(&tm, &tangles);
3295 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3296 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3297 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3298 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3303 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3305 // Player's velocity just before he blew up. Used to keep camera target moving.
3306 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3308 // Set eye_pos and eye_orient based on view mode.
3309 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3313 static int last_Viewer_mode = 0;
3314 static int last_Game_mode = 0;
3315 static int last_Viewer_objnum = -1;
3317 // This code is supposed to detect camera "cuts"... like going between
3320 // determine if we need to regenerate the nebula
3321 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3322 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3323 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3324 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3325 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3326 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3327 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3328 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3329 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3332 // regenerate the nebula
3336 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3337 //mprintf(( "************** Camera cut! ************\n" ));
3338 last_Viewer_mode = Viewer_mode;
3339 last_Game_mode = Game_mode;
3341 // Camera moved. Tell stars & debris to not do blurring.
3347 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3348 player_display_packlock_view();
3351 game_set_view_clip();
3353 if (Game_mode & GM_DEAD) {
3354 vector vec_to_deader, view_pos;
3357 Viewer_mode |= VM_DEAD_VIEW;
3359 if (Player_ai->target_objnum != -1) {
3360 int view_from_player = 1;
3362 if (Viewer_mode & VM_OTHER_SHIP) {
3363 // View from target.
3364 Viewer_obj = &Objects[Player_ai->target_objnum];
3366 last_Viewer_objnum = Player_ai->target_objnum;
3368 if ( Viewer_obj->type == OBJ_SHIP ) {
3369 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3370 view_from_player = 0;
3373 last_Viewer_objnum = -1;
3376 if ( view_from_player ) {
3377 // View target from player ship.
3379 *eye_pos = Player_obj->pos;
3380 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3381 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3384 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3386 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3387 dist += flFrametime * 16.0f;
3389 vm_vec_scale(&vec_to_deader, -dist);
3390 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3392 view_pos = Player_obj->pos;
3394 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3395 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3396 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3397 Dead_player_last_vel = Player_obj->phys_info.vel;
3398 //nprintf(("AI", "Player death roll vel = %7.3f %7.3f %7.3f\n", Player_obj->phys_info.vel.xyz.x, Player_obj->phys_info.vel.xyz.y, Player_obj->phys_info.vel.xyz.z));
3399 } else if (Player_ai->target_objnum != -1) {
3400 view_pos = Objects[Player_ai->target_objnum].pos;
3402 // Make camera follow explosion, but gradually slow down.
3403 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3404 view_pos = Player_obj->pos;
3405 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3406 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, SDL_min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3409 *eye_pos = Dead_camera_pos;
3411 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3413 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3418 // if supernova shockwave
3419 if(supernova_camera_cut()){
3423 // call it dead view
3424 Viewer_mode |= VM_DEAD_VIEW;
3426 // set eye pos and orient
3427 supernova_set_view(eye_pos, eye_orient);
3429 // If already blown up, these other modes can override.
3430 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3431 Viewer_mode &= ~VM_DEAD_VIEW;
3433 Viewer_obj = Player_obj;
3435 if (Viewer_mode & VM_OTHER_SHIP) {
3436 if (Player_ai->target_objnum != -1){
3437 Viewer_obj = &Objects[Player_ai->target_objnum];
3438 last_Viewer_objnum = Player_ai->target_objnum;
3440 Viewer_mode &= ~VM_OTHER_SHIP;
3441 last_Viewer_objnum = -1;
3444 last_Viewer_objnum = -1;
3447 if (Viewer_mode & VM_EXTERNAL) {
3450 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3451 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3453 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3455 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3456 vm_vec_normalize(&eye_dir);
3457 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3460 // Modify the orientation based on head orientation.
3461 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3463 } else if ( Viewer_mode & VM_CHASE ) {
3466 if ( Viewer_obj->phys_info.speed < 0.1 )
3467 move_dir = Viewer_obj->orient.v.fvec;
3469 move_dir = Viewer_obj->phys_info.vel;
3470 vm_vec_normalize(&move_dir);
3473 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3474 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3475 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3476 vm_vec_normalize(&eye_dir);
3478 // JAS: I added the following code because if you slew up using
3479 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3480 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3481 // call because the up and the forward vector are the same. I fixed
3482 // it by adding in a fraction of the right vector all the time to the
3484 vector tmp_up = Viewer_obj->orient.v.uvec;
3485 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3487 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3490 // Modify the orientation based on head orientation.
3491 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3492 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3493 *eye_pos = Camera_pos;
3495 ship * shipp = &Ships[Player_obj->instance];
3497 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3498 vm_vec_normalize(&eye_dir);
3499 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3502 // get an eye position based upon the correct type of object
3503 switch(Viewer_obj->type){
3505 // make a call to get the eye point for the player object
3506 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3509 // make a call to get the eye point for the player object
3510 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3516 #ifdef JOHNS_DEBUG_CODE
3517 john_debug_stuff(&eye_pos, &eye_orient);
3523 apply_hud_shake(eye_orient);
3525 // setup neb2 rendering
3526 neb2_render_setup(eye_pos, eye_orient);
3530 extern void ai_debug_render_stuff();
3533 int Game_subspace_effect = 0;
3534 DCF_BOOL( subspace, Game_subspace_effect );
3536 // Does everything needed to render a frame
3537 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3541 g3_start_frame(game_zbuffer);
3542 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3544 // maybe offset the HUD (jitter stuff)
3545 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3546 HUD_set_offsets(Viewer_obj, !dont_offset);
3548 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3549 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3550 // must be done before ships are rendered
3551 if ( MULTIPLAYER_CLIENT ) {
3552 shield_point_multi_setup();
3555 if ( Game_subspace_effect ) {
3556 stars_draw(0,0,0,1);
3558 stars_draw(1,1,1,0);
3561 obj_render_all(obj_render);
3562 beam_render_all(); // render all beam weapons
3563 particle_render_all(); // render particles after everything else.
3564 trail_render_all(); // render missilie trails after everything else.
3565 mflash_render_all(); // render all muzzle flashes
3567 // Why do we not show the shield effect in these modes? Seems ok.
3568 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3572 // render nebula lightning
3575 // render local player nebula
3576 neb2_render_player();
3579 ai_debug_render_stuff();
3582 #ifndef RELEASE_REAL
3583 // game_framerate_check();
3587 extern void snd_spew_debug_info();
3588 snd_spew_debug_info();
3591 //================ END OF 3D RENDERING STUFF ====================
3595 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3596 hud_maybe_clear_head_area();
3597 anim_render_all(0, flFrametime);
3600 extern int Multi_display_netinfo;
3601 if(Multi_display_netinfo){
3602 extern void multi_display_netinfo();
3603 multi_display_netinfo();
3606 game_tst_frame_pre();
3609 do_timing_test(flFrametime);
3613 extern int OO_update_index;
3614 multi_rate_display(OO_update_index, 375, 0);
3619 extern void oo_display();
3626 //#define JOHNS_DEBUG_CODE 1
3628 #ifdef JOHNS_DEBUG_CODE
3629 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3631 //if ( key_pressed(SDLK_LSHIFT) )
3633 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3635 model_subsystem *turret = tsys->system_info;
3637 if (turret->type == SUBSYSTEM_TURRET ) {
3638 vector v.fvec, v.uvec;
3639 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3641 ship_model_start(tobj);
3643 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3644 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3645 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3647 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3649 ship_model_stop(tobj);
3659 // following function for dumping frames for purposes of building trailers.
3662 // function to toggle state of dumping every frame into PCX when playing the game
3663 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3667 if ( Debug_dump_frames == 0 ) {
3669 Debug_dump_frames = 15;
3670 Debug_dump_trigger = 0;
3671 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3672 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3675 Debug_dump_frames = 0;
3676 Debug_dump_trigger = 0;
3677 gr_dump_frame_stop();
3678 dc_printf( "Frame dumping is now OFF\n" );
3684 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3688 if ( Debug_dump_frames == 0 ) {
3690 Debug_dump_frames = 15;
3691 Debug_dump_trigger = 1;
3692 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3693 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3696 Debug_dump_frames = 0;
3697 Debug_dump_trigger = 0;
3698 gr_dump_frame_stop();
3699 dc_printf( "Frame dumping is now OFF\n" );
3705 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3709 if ( Debug_dump_frames == 0 ) {
3711 Debug_dump_frames = 30;
3712 Debug_dump_trigger = 0;
3713 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3714 dc_printf( "Frame dumping at 30 hz is now ON\n" );
3717 Debug_dump_frames = 0;
3718 Debug_dump_trigger = 0;
3719 gr_dump_frame_stop();
3720 dc_printf( "Frame dumping is now OFF\n" );
3726 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3730 if ( Debug_dump_frames == 0 ) {
3732 Debug_dump_frames = 30;
3733 Debug_dump_trigger = 1;
3734 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3735 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3738 Debug_dump_frames = 0;
3739 Debug_dump_trigger = 0;
3740 gr_dump_frame_stop();
3741 dc_printf( "Triggered frame dumping is now OFF\n" );
3747 void game_maybe_dump_frame()
3749 if ( !Debug_dump_frames ){
3753 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3760 Debug_dump_frame_num++;
3766 extern int Player_dead_state;
3768 // Flip the page and time how long it took.
3769 void game_flip_page_and_time_it()
3774 t1 = timer_get_fixed_seconds();
3776 t2 = timer_get_fixed_seconds();
3779 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3780 SDL_snprintf( transfer_text, SDL_arraysize(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3787 void game_simulation_frame()
3789 // blow ships up in multiplayer dogfight
3790 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (f2fl(Missiontime) >= 2.0f) && !dogfight_blown){
3791 // blow up all non-player ships
3792 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3795 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3797 if((moveup->objnum < 0) || (moveup->objnum >= MAX_OBJECTS) || (Objects[moveup->objnum].type != OBJ_SHIP) || (Objects[moveup->objnum].instance < 0) || (Objects[moveup->objnum].instance >= MAX_SHIPS) || (Ships[Objects[moveup->objnum].instance].ship_info_index < 0) || (Ships[Objects[moveup->objnum].instance].ship_info_index >= Num_ship_types)){
3798 moveup = GET_NEXT(moveup);
3801 shipp = &Ships[Objects[moveup->objnum].instance];
3802 sip = &Ship_info[shipp->ship_info_index];
3804 // only blow up small ships
3805 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
3806 // function to simply explode a ship where it is currently at
3807 ship_self_destruct( &Objects[moveup->objnum] );
3810 moveup = GET_NEXT(moveup);
3816 // process AWACS stuff - do this first thing
3819 // single player, set Player hits_this_frame to 0
3820 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3821 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
3822 Player->damage_this_burst = SDL_max(Player->damage_this_burst, 0.0f);
3826 supernova_process();
3827 if(supernova_active() >= 5){
3831 // fire targeting lasers now so that
3832 // 1 - created this frame
3833 // 2 - collide this frame
3834 // 3 - render this frame
3835 // 4 - ignored and deleted next frame
3836 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3838 ship_process_targeting_lasers();
3840 // do this here so that it works for multiplayer
3842 // get viewer direction
3843 int viewer_direction = PHYSICS_VIEWER_REAR;
3845 if(Viewer_mode == 0){
3846 viewer_direction = PHYSICS_VIEWER_FRONT;
3848 if(Viewer_mode & VM_PADLOCK_UP){
3849 viewer_direction = PHYSICS_VIEWER_UP;
3851 else if(Viewer_mode & VM_PADLOCK_REAR){
3852 viewer_direction = PHYSICS_VIEWER_REAR;
3854 else if(Viewer_mode & VM_PADLOCK_LEFT){
3855 viewer_direction = PHYSICS_VIEWER_LEFT;
3857 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3858 viewer_direction = PHYSICS_VIEWER_RIGHT;
3861 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3863 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3866 #define VM_PADLOCK_UP (1 << 7)
3867 #define VM_PADLOCK_REAR (1 << 8)
3868 #define VM_PADLOCK_LEFT (1 << 9)
3869 #define VM_PADLOCK_RIGHT (1 << 10)
3871 // evaluate mission departures and arrivals before we process all objects.
3872 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3874 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3875 // ships/wing packets.
3876 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3877 mission_parse_eval_stuff();
3880 // if we're an observer, move ourselves seperately from the standard physics
3881 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
3882 obj_observer_move(flFrametime);
3885 // move all the objects now
3886 obj_move_all(flFrametime);
3888 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
3889 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
3890 // ship_check_cargo_all();
3891 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3892 mission_eval_goals();
3896 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
3897 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3898 training_check_objectives();
3901 // do all interpolation now
3902 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
3903 // client side processing of warping in effect stages
3904 multi_do_client_warp(flFrametime);
3906 // client side movement of an observer
3907 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
3908 obj_observer_move(flFrametime);
3911 // move all objects - does interpolation now as well
3912 obj_move_all(flFrametime);
3915 // only process the message queue when the player is "in" the game
3916 if ( !Pre_player_entry ){
3917 message_queue_process(); // process any messages send to the player
3920 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3921 message_maybe_distort(); // maybe distort incoming message if comms damaged
3922 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
3923 player_process_pending_praise(); // maybe send off a delayed praise message to the player
3924 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
3927 if(!(Game_mode & GM_STANDALONE_SERVER)){
3928 // process some stuff every frame (before frame is rendered)
3929 emp_process_local();
3931 hud_update_frame(); // update hud systems
3933 if (!physics_paused) {
3934 // Move particle system
3935 particle_move_all(flFrametime);
3937 // Move missile trails
3938 trail_move_all(flFrametime);
3940 // process muzzle flashes
3941 mflash_process_all();
3943 // Flash the gun flashes
3944 shipfx_flash_do_frame(flFrametime);
3946 shockwave_move_all(flFrametime); // update all the shockwaves
3949 // subspace missile strikes
3952 obj_snd_do_frame(); // update the object-linked persistant sounds
3953 game_maybe_update_sound_environment();
3954 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
3956 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
3958 if ( Game_subspace_effect ) {
3959 game_start_subspace_ambient_sound();
3965 // Maybe render and process the dead-popup
3966 void game_maybe_do_dead_popup(float frametime)
3968 if ( popupdead_is_active() ) {
3970 int choice = popupdead_do_frame(frametime);
3972 if ( Game_mode & GM_NORMAL ) {
3975 gameseq_post_event(GS_EVENT_ENTER_GAME);
3979 gameseq_post_event(GS_EVENT_END_GAME);
3983 gameseq_post_event(GS_EVENT_START_GAME);
3986 // this should only happen during a red alert mission
3989 SDL_assert(The_mission.red_alert);
3990 if(!The_mission.red_alert){
3991 gameseq_post_event(GS_EVENT_START_GAME);
3995 // choose the previous mission
3996 mission_campaign_previous_mission();
3998 gameseq_post_event(GS_EVENT_START_GAME);
4008 case POPUPDEAD_DO_MAIN_HALL:
4009 multi_quit_game(PROMPT_NONE,-1);
4012 case POPUPDEAD_DO_RESPAWN:
4013 multi_respawn_normal();
4014 event_music_player_respawn();
4017 case POPUPDEAD_DO_OBSERVER:
4018 multi_respawn_observer();
4019 event_music_player_respawn_as_observer();
4028 if ( leave_popup ) {
4034 // returns true if player is actually in a game_play stats
4035 int game_actually_playing()
4039 state = gameseq_get_state();
4040 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4046 // Draw the 2D HUD gauges
4047 void game_render_hud_2d()
4049 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4053 HUD_render_2d(flFrametime);
4057 // Draw the 3D-dependant HUD gauges
4058 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4060 g3_start_frame(0); // 0 = turn zbuffering off
4061 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4063 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4064 HUD_render_3d(flFrametime);
4068 game_sunspot_process(flFrametime);
4070 // Diminish the palette effect
4071 game_flash_diminish(flFrametime);
4079 int actually_playing;
4080 fix total_time1, total_time2;
4081 fix render2_time1=0, render2_time2=0;
4082 fix render3_time1=0, render3_time2=0;
4083 fix flip_time1=0, flip_time2=0;
4084 fix clear_time1=0, clear_time2=0;
4090 if (Framerate_delay) {
4091 int start_time = timer_get_milliseconds();
4092 while (timer_get_milliseconds() < start_time + Framerate_delay)
4098 demo_do_frame_start();
4100 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4105 // start timing frame
4106 timing_frame_start();
4108 total_time1 = timer_get_fixed_seconds();
4110 // var to hold which state we are in
4111 actually_playing = game_actually_playing();
4113 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4114 if (!(Game_mode & GM_STANDALONE_SERVER)){
4115 SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4119 if (Missiontime > Entry_delay_time){
4120 Pre_player_entry = 0;
4122 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4125 // Note: These are done even before the player enters, else buffers can overflow.
4126 if (! (Game_mode & GM_STANDALONE_SERVER)){
4130 shield_frame_init();
4132 if ( Player->control_mode != PCM_NORMAL )
4135 if ( !Pre_player_entry && actually_playing ) {
4136 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4138 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4139 game_process_keys();
4141 // don't read flying controls if we're playing a demo back
4142 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4143 read_player_controls( Player_obj, flFrametime);
4147 // if we're not the master, we may have to send the server-critical ship status button_info bits
4148 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4149 multi_maybe_send_ship_status();
4154 // Reset the whack stuff
4157 // These two lines must be outside of Pre_player_entry code,
4158 // otherwise too many lights are added.
4161 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4165 game_simulation_frame();
4167 // if not actually in a game play state, then return. This condition could only be true in
4168 // a multiplayer game.
4169 if ( !actually_playing ) {
4170 SDL_assert( Game_mode & GM_MULTIPLAYER );
4174 if (!Pre_player_entry) {
4175 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4176 clear_time1 = timer_get_fixed_seconds();
4177 // clear the screen to black
4179 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4183 clear_time2 = timer_get_fixed_seconds();
4184 render3_time1 = timer_get_fixed_seconds();
4185 game_render_frame_setup(&eye_pos, &eye_orient);
4186 game_render_frame( &eye_pos, &eye_orient );
4188 // save the eye position and orientation
4189 if ( Game_mode & GM_MULTIPLAYER ) {
4190 Net_player->s_info.eye_pos = eye_pos;
4191 Net_player->s_info.eye_orient = eye_orient;
4194 hud_show_target_model();
4196 // check to see if we should display the death died popup
4197 if(Game_mode & GM_DEAD_BLEW_UP){
4198 if(Game_mode & GM_MULTIPLAYER){
4199 // catch the situation where we're supposed to be warping out on this transition
4200 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4201 gameseq_post_event(GS_EVENT_DEBRIEF);
4202 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4203 Player_died_popup_wait = -1;
4207 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4208 Player_died_popup_wait = -1;
4214 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4215 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4216 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4217 if(!popupdead_is_active()){
4221 Player_multi_died_check = -1;
4225 render3_time2 = timer_get_fixed_seconds();
4226 render2_time1 = timer_get_fixed_seconds();
4229 game_get_framerate();
4230 game_show_framerate();
4232 game_show_time_left();
4234 // Draw the 2D HUD gauges
4235 if(supernova_active() < 3){
4236 game_render_hud_2d();
4239 game_set_view_clip();
4241 // Draw 3D HUD gauges
4242 game_render_hud_3d(&eye_pos, &eye_orient);
4246 render2_time2 = timer_get_fixed_seconds();
4248 // maybe render and process the dead popup
4249 game_maybe_do_dead_popup(flFrametime);
4251 // start timing frame
4252 timing_frame_stop();
4253 // timing_display(30, 10);
4255 // If a regular popup is active, don't flip (popup code flips)
4256 if( !popup_running_state() ){
4257 flip_time1 = timer_get_fixed_seconds();
4258 game_flip_page_and_time_it();
4259 flip_time2 = timer_get_fixed_seconds();
4263 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4266 game_show_standalone_framerate();
4270 game_do_training_checks();
4273 // process lightning (nebula only)
4276 total_time2 = timer_get_fixed_seconds();
4278 // Got some timing numbers
4279 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4280 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4281 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4282 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4283 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4286 demo_do_frame_end();
4288 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4294 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4295 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4296 // died. This resulted in screwed up death sequences.
4298 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4299 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4300 static int timer_paused=0;
4301 #if defined(TIMER_TEST) && !defined(NDEBUG)
4302 static int stop_count,start_count;
4303 static int time_stopped,time_started;
4305 int saved_timestamp_ticker = -1;
4307 void game_reset_time()
4309 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4313 // Last_time = timer_get_fixed_seconds();
4319 void game_stop_time()
4321 if (timer_paused==0) {
4323 time = timer_get_fixed_seconds();
4324 // Save how much time progressed so far in the frame so we can
4325 // use it when we unpause.
4326 Last_delta_time = time - Last_time;
4328 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4329 if (Last_delta_time < 0) {
4330 #if defined(TIMER_TEST) && !defined(NDEBUG)
4331 Int3(); //get Matt!!!!
4333 Last_delta_time = 0;
4335 #if defined(TIMER_TEST) && !defined(NDEBUG)
4336 time_stopped = time;
4339 // Stop the timer_tick stuff...
4340 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4341 saved_timestamp_ticker = timestamp_ticker;
4345 #if defined(TIMER_TEST) && !defined(NDEBUG)
4350 void game_start_time()
4353 SDL_assert(timer_paused >= 0);
4354 if (timer_paused==0) {
4356 time = timer_get_fixed_seconds();
4357 #if defined(TIMER_TEST) && !defined(NDEBUG)
4359 Int3(); //get Matt!!!!
4362 // Take current time, and set it backwards to account for time
4363 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4364 // will be correct when it goes to calculate the frametime next
4366 Last_time = time - Last_delta_time;
4367 #if defined(TIMER_TEST) && !defined(NDEBUG)
4368 time_started = time;
4371 // Restore the timer_tick stuff...
4372 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4373 SDL_assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4374 timestamp_ticker = saved_timestamp_ticker;
4375 saved_timestamp_ticker = -1;
4378 #if defined(TIMER_TEST) && !defined(NDEBUG)
4384 void game_set_frametime(int state)
4389 thistime = timer_get_fixed_seconds();
4391 if ( Last_time == 0 )
4392 Frametime = F1_0 / 30;
4394 Frametime = thistime - Last_time;
4396 // Frametime = F1_0 / 30;
4399 fix debug_frametime = Frametime; // Just used to display frametime.
4402 // If player hasn't entered mission yet, make frame take 1/4 second.
4403 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4406 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4408 fix frame_speed = F1_0 / Debug_dump_frames;
4410 if (Frametime > frame_speed ){
4411 nprintf(("warning","slow frame: %x\n",Frametime));
4414 thistime = timer_get_fixed_seconds();
4415 Frametime = thistime - Last_time;
4416 } while (Frametime < frame_speed );
4418 Frametime = frame_speed;
4422 if (Game_mode & GM_STANDALONE_SERVER) {
4423 // if we are just sitting idle then set fps to 10, otherwise jump up to
4425 if (state == GS_STATE_STANDALONE_MAIN) {
4428 frame_cap = Multi_options_g.std_framecap;
4431 frame_cap = Framerate_cap;
4434 SDL_assert( frame_cap > 0 );
4436 // Cap the framerate so it doesn't get too high.
4440 cap = F1_0/frame_cap;
4441 if (Frametime < cap) {
4442 thistime = cap - Frametime;
4443 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4444 SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4446 thistime = timer_get_fixed_seconds();
4450 // If framerate is too low, cap it.
4451 if (Frametime > MAX_FRAMETIME) {
4453 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4455 Frametime = MAX_FRAMETIME;
4458 Frametime = fixmul(Frametime, Game_time_compression);
4460 Last_time = thistime;
4461 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4463 flFrametime = f2fl(Frametime);
4464 //if(!(Game_mode & GM_PLAYING_DEMO)){
4465 timestamp_inc(flFrametime);
4467 /* if ((Framecount > 0) && (Framecount < 10)) {
4468 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4473 // This is called from game_do_frame(), and from navmap_do_frame()
4474 void game_update_missiontime()
4476 // TODO JAS: Put in if and move this into game_set_frametime,
4477 // fix navmap to call game_stop/start_time
4478 //if ( !timer_paused )
4479 Missiontime += Frametime;
4482 void game_do_frame()
4484 game_set_frametime(GS_STATE_GAME_PLAY);
4485 game_update_missiontime();
4487 if (Game_mode & GM_STANDALONE_SERVER) {
4488 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4491 if ( game_single_step && (last_single_step == game_single_step) ) {
4492 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4493 while( key_checkch() == 0 )
4495 os_set_title( XSTR( "FreeSpace", 171) );
4496 Last_time = timer_get_fixed_seconds();
4499 last_single_step = game_single_step;
4501 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4502 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4506 Keep_mouse_centered = 0;
4507 monitor_update(); // Update monitor variables
4510 void multi_maybe_do_frame()
4512 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4517 int Joymouse_button_status = 0;
4519 // Flush all input devices
4527 Joymouse_button_status = 0;
4529 //mprintf(("Game flush!\n" ));
4532 // function for multiplayer only which calls game_do_state_common() when running the
4534 void game_do_dc_networking()
4536 SDL_assert( Game_mode & GM_MULTIPLAYER );
4538 game_do_state_common( gameseq_get_state() );
4541 // Call this whenever in a loop, or when you need to check for a keystroke.
4542 int game_check_key()
4548 // convert keypad enter to normal enter
4549 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4550 k = (k & ~KEY_MASK) | SDLK_RETURN;
4555 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4557 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4558 static int Demo_show_trailer_timestamp = 0;
4560 void demo_reset_trailer_timer()
4562 Demo_show_trailer_timestamp = timer_get_milliseconds();
4565 void demo_maybe_show_trailer(int k)
4568 // if key pressed, reset demo trailer timer
4570 demo_reset_trailer_timer();
4574 // if mouse moved, reset demo trailer timer
4577 mouse_get_delta(&dx, &dy);
4578 if ( (dx > 0) || (dy > 0) ) {
4579 demo_reset_trailer_timer();
4583 // if joystick has moved, reset demo trailer timer
4586 joy_get_delta(&dx, &dy);
4587 if ( (dx > 0) || (dy > 0) ) {
4588 demo_reset_trailer_timer();
4592 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4593 // the low-level code. Ugly, I know... but was the simplest and most
4596 // if 30 seconds since last demo trailer time reset, launch movie
4597 if ( os_foreground() ) {
4598 int now = timer_get_milliseconds();
4599 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4600 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4602 movie_play( NOX("fstrailer2.mve") );
4603 demo_reset_trailer_timer();
4611 // same as game_check_key(), except this is used while actually in the game. Since there
4612 // generally are differences between game control keys and general UI keys, makes sense to
4613 // have seperate functions for each case. If you are not checking a game control while in a
4614 // mission, you should probably be using game_check_key() instead.
4619 if (!os_foreground()) {
4624 // If we're in a single player game, pause it.
4625 if (!(Game_mode & GM_MULTIPLAYER)){
4626 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4627 game_process_pause_key();
4634 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4635 demo_maybe_show_trailer(k);
4638 // Move the mouse cursor with the joystick.
4639 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4640 // Move the mouse cursor with the joystick
4644 joy_get_pos( &jx, &jy, &jz, &jr );
4646 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4647 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4650 mouse_get_real_pos( &mx, &my );
4651 mouse_set_pos( mx+dx, my+dy );
4656 m = mouse_down(MOUSE_LEFT_BUTTON);
4658 if ( j != Joymouse_button_status ) {
4659 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4660 Joymouse_button_status = j;
4662 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4663 } else if ( (!j) && (m) ) {
4664 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4669 // if we should be ignoring keys because of some multiplayer situations
4670 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4674 // If a popup is running, don't process all the Fn keys
4675 if( popup_active() ) {
4679 state = gameseq_get_state();
4681 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
4684 case KEY_DEBUGGED + SDLK_BACKSPACE:
4689 launch_context_help();
4694 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4696 // don't allow f2 while warping out in multiplayer
4697 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4702 case GS_STATE_INITIAL_PLAYER_SELECT:
4703 case GS_STATE_OPTIONS_MENU:
4704 case GS_STATE_HUD_CONFIG:
4705 case GS_STATE_CONTROL_CONFIG:
4706 case GS_STATE_DEATH_DIED:
4707 case GS_STATE_DEATH_BLEW_UP:
4708 case GS_STATE_VIEW_MEDALS:
4712 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4719 // hotkey selection screen -- only valid from briefing and beyond.
4721 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4722 if ( (state == GS_STATE_TEAM_SELECT) || (state == GS_STATE_BRIEFING) || (state == GS_STATE_SHIP_SELECT) || (state == GS_STATE_WEAPON_SELECT) || (state == GS_STATE_GAME_PLAY) || (state == GS_STATE_GAME_PAUSED) ) {
4723 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4729 case KEY_DEBUGGED + SDLK_F3:
4730 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4733 case KEY_DEBUGGED + SDLK_F4:
4734 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4738 if(Game_mode & GM_MULTIPLAYER){
4739 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4740 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4744 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4745 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4751 case SDLK_ESCAPE | KEY_SHIFTED:
4752 // make sure to quit properly out of multiplayer
4753 if(Game_mode & GM_MULTIPLAYER){
4754 multi_quit_game(PROMPT_NONE);
4757 gameseq_post_event( GS_EVENT_QUIT_GAME );
4762 case KEY_DEBUGGED + SDLK_p:
4765 case SDLK_PRINTSCREEN:
4767 static int counter = 0;
4772 SDL_snprintf( tmp_name, SDL_arraysize(tmp_name), NOX("screen%02d"), counter );
4774 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4775 gr_print_screen(tmp_name);
4783 case KEY_SHIFTED | SDLK_RETURN: {
4785 #if !defined(NDEBUG)
4787 if ( Game_mode & GM_NORMAL ){
4791 // if we're in multiplayer mode, do some special networking
4792 if(Game_mode & GM_MULTIPLAYER){
4793 debug_console(game_do_dc_networking);
4800 if ( Game_mode & GM_NORMAL )
4814 gameseq_post_event(GS_EVENT_QUIT_GAME);
4817 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4820 void camera_set_position( vector *pos )
4825 void camera_set_orient( matrix *orient )
4827 Camera_orient = *orient;
4830 void camera_set_velocity( vector *vel, int instantaneous )
4832 Camera_desired_velocity.xyz.x = 0.0f;
4833 Camera_desired_velocity.xyz.y = 0.0f;
4834 Camera_desired_velocity.xyz.z = 0.0f;
4836 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4837 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4838 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4840 if ( instantaneous ) {
4841 Camera_velocity = Camera_desired_velocity;
4849 vector new_vel, delta_pos;
4851 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4852 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4853 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4855 Camera_velocity = new_vel;
4857 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4859 vm_vec_add2( &Camera_pos, &delta_pos );
4861 float ot = Camera_time+0.0f;
4863 Camera_time += flFrametime;
4865 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
4868 tmp.xyz.z = 4.739f; // always go this fast forward.
4870 // pick x and y velocities so they are always on a
4871 // circle with a 25 m radius.
4873 float tmp_angle = frand()*PI2;
4875 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4876 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4878 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4880 //mprintf(( "Changing velocity!\n" ));
4881 camera_set_velocity( &tmp, 0 );
4884 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
4885 vector tmp = ZERO_VECTOR;
4886 camera_set_velocity( &tmp, 0 );
4891 void end_demo_campaign_do()
4893 // go to upsell screens, which should drop back to the main hall
4894 gameseq_post_event(GS_EVENT_DEMO_UPSELL);
4897 // All code to process events. This is the only place
4898 // that you should change the state of the game.
4899 void game_process_event( int current_state, int event )
4901 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
4904 case GS_EVENT_SIMULATOR_ROOM:
4905 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
4908 case GS_EVENT_MAIN_MENU:
4909 gameseq_set_state(GS_STATE_MAIN_MENU);
4912 case GS_EVENT_OPTIONS_MENU:
4913 gameseq_push_state( GS_STATE_OPTIONS_MENU );
4916 case GS_EVENT_BARRACKS_MENU:
4917 gameseq_set_state(GS_STATE_BARRACKS_MENU);
4920 case GS_EVENT_TECH_MENU:
4921 gameseq_set_state(GS_STATE_TECH_MENU);
4924 case GS_EVENT_TRAINING_MENU:
4925 gameseq_set_state(GS_STATE_TRAINING_MENU);
4928 case GS_EVENT_START_GAME:
4929 Select_default_ship = 0;
4930 Player_multi_died_check = -1;
4931 gameseq_set_state(GS_STATE_CMD_BRIEF);
4934 case GS_EVENT_START_BRIEFING:
4935 gameseq_set_state(GS_STATE_BRIEFING);
4938 case GS_EVENT_DEBRIEF:
4939 // did we end the campaign in the main freespace 2 single player campaign?
4941 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
4943 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
4945 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
4947 gameseq_set_state(GS_STATE_DEBRIEF);
4950 Player_multi_died_check = -1;
4953 case GS_EVENT_SHIP_SELECTION:
4954 gameseq_set_state( GS_STATE_SHIP_SELECT );
4957 case GS_EVENT_WEAPON_SELECTION:
4958 gameseq_set_state( GS_STATE_WEAPON_SELECT );
4961 case GS_EVENT_ENTER_GAME:
4963 // maybe start recording a demo
4965 demo_start_record("test.fsd");
4969 if (Game_mode & GM_MULTIPLAYER) {
4970 // if we're respawning, make sure we change the view mode so that the hud shows up
4971 if (current_state == GS_STATE_DEATH_BLEW_UP) {
4975 gameseq_set_state(GS_STATE_GAME_PLAY);
4977 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
4980 Player_multi_died_check = -1;
4982 // clear multiplayer button info
4983 extern button_info Multi_ship_status_bi;
4984 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
4986 Start_time = f2fl(timer_get_approx_seconds());
4988 mprintf(("Entering game at time = %7.3f\n", Start_time));
4992 case GS_EVENT_START_GAME_QUICK:
4993 Select_default_ship = 1;
4994 gameseq_post_event(GS_EVENT_ENTER_GAME);
4998 case GS_EVENT_END_GAME:
4999 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5000 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5001 gameseq_set_state(GS_STATE_MAIN_MENU);
5006 Player_multi_died_check = -1;
5009 case GS_EVENT_QUIT_GAME:
5010 main_hall_stop_music();
5011 main_hall_stop_ambient();
5013 #if defined(FS2_DEMO) || defined(FS1_DEMO)
5014 if (current_state == GS_STATE_DEMO_UPSELL) {
5015 gameseq_set_state(GS_STATE_QUIT_GAME);
5017 gameseq_set_state(GS_STATE_DEMO_UPSELL);
5020 gameseq_set_state(GS_STATE_QUIT_GAME);
5023 Player_multi_died_check = -1;
5026 case GS_EVENT_GAMEPLAY_HELP:
5027 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5030 case GS_EVENT_PAUSE_GAME:
5031 gameseq_push_state(GS_STATE_GAME_PAUSED);
5034 case GS_EVENT_DEBUG_PAUSE_GAME:
5035 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5038 case GS_EVENT_TRAINING_PAUSE:
5039 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5042 case GS_EVENT_PREVIOUS_STATE:
5043 gameseq_pop_state();
5046 case GS_EVENT_TOGGLE_FULLSCREEN:
5047 gr_toggle_fullscreen();
5050 case GS_EVENT_TOGGLE_GLIDE:
5053 case GS_EVENT_LOAD_MISSION_MENU:
5056 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5057 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5060 case GS_EVENT_HUD_CONFIG:
5061 gameseq_push_state( GS_STATE_HUD_CONFIG );
5064 case GS_EVENT_CONTROL_CONFIG:
5065 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5068 case GS_EVENT_DEATH_DIED:
5069 gameseq_set_state( GS_STATE_DEATH_DIED );
5072 case GS_EVENT_DEATH_BLEW_UP:
5073 if ( current_state == GS_STATE_DEATH_DIED ) {
5074 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5075 event_music_player_death();
5077 // multiplayer clients set their extra check here
5078 if(Game_mode & GM_MULTIPLAYER){
5079 // set the multi died absolute last chance check
5080 Player_multi_died_check = time(NULL);
5083 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5087 case GS_EVENT_NEW_CAMPAIGN:
5088 if (!mission_load_up_campaign()){
5089 readyroom_continue_campaign();
5092 Player_multi_died_check = -1;
5095 case GS_EVENT_CAMPAIGN_CHEAT:
5096 if (!mission_load_up_campaign()){
5098 // bash campaign value
5099 extern char Main_hall_campaign_cheat[512];
5102 // look for the mission
5103 for(idx=0; idx<Campaign.num_missions; idx++){
5104 if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5105 Campaign.next_mission = idx;
5106 Campaign.prev_mission = idx - 1;
5113 readyroom_continue_campaign();
5116 Player_multi_died_check = -1;
5119 case GS_EVENT_CAMPAIGN_ROOM:
5120 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5123 case GS_EVENT_CMD_BRIEF:
5124 gameseq_set_state(GS_STATE_CMD_BRIEF);
5127 case GS_EVENT_RED_ALERT:
5128 gameseq_set_state(GS_STATE_RED_ALERT);
5131 case GS_EVENT_CREDITS:
5132 gameseq_set_state( GS_STATE_CREDITS );
5135 case GS_EVENT_VIEW_MEDALS:
5136 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5139 case GS_EVENT_SHOW_GOALS:
5140 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5143 case GS_EVENT_HOTKEY_SCREEN:
5144 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5147 // multiplayer stuff follow these comments
5150 gameseq_set_state(GS_STATE_PXO);
5153 case GS_EVENT_PXO_HELP:
5154 gameseq_set_state(GS_STATE_PXO_HELP);
5157 case GS_EVENT_MULTI_JOIN_GAME:
5158 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5161 case GS_EVENT_MULTI_HOST_SETUP:
5162 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5165 case GS_EVENT_MULTI_CLIENT_SETUP:
5166 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5169 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5170 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5173 case GS_EVENT_MULTI_STD_WAIT:
5174 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5177 case GS_EVENT_STANDALONE_MAIN:
5178 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5181 case GS_EVENT_MULTI_PAUSE:
5182 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5185 case GS_EVENT_INGAME_PRE_JOIN:
5186 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5189 case GS_EVENT_EVENT_DEBUG:
5190 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5193 // Start a warpout where player automatically goes 70 no matter what
5194 // and can't cancel out of it.
5195 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5196 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5198 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5199 Player->saved_viewer_mode = Viewer_mode;
5200 Player->control_mode = PCM_WARPOUT_STAGE1;
5201 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5202 Warpout_time = 0.0f; // Start timer!
5205 case GS_EVENT_PLAYER_WARPOUT_START:
5206 if ( Player->control_mode != PCM_NORMAL ) {
5207 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5209 Player->saved_viewer_mode = Viewer_mode;
5210 Player->control_mode = PCM_WARPOUT_STAGE1;
5211 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5212 Warpout_time = 0.0f; // Start timer!
5213 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5217 case GS_EVENT_PLAYER_WARPOUT_STOP:
5218 if ( Player->control_mode != PCM_NORMAL ) {
5219 if ( !Warpout_forced ) { // cannot cancel forced warpout
5220 Player->control_mode = PCM_NORMAL;
5221 Viewer_mode = Player->saved_viewer_mode;
5222 hud_subspace_notify_abort();
5223 mprintf(( "Player put back to normal mode.\n" ));
5224 if ( Warpout_sound > -1 ) {
5225 snd_stop( Warpout_sound );
5232 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5233 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5234 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5235 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5237 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5238 shipfx_warpout_start( Player_obj );
5239 Player->control_mode = PCM_WARPOUT_STAGE2;
5240 Player->saved_viewer_mode = Viewer_mode;
5241 Viewer_mode |= VM_WARP_CHASE;
5243 vector tmp = Player_obj->pos;
5245 ship_get_eye( &tmp, &tmp_m, Player_obj );
5246 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5247 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5248 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5250 camera_set_position( &tmp );
5251 camera_set_orient( &Player_obj->orient );
5252 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5254 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5255 camera_set_velocity( &tmp_vel, 1);
5259 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5260 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5261 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5262 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5264 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5265 Player->control_mode = PCM_WARPOUT_STAGE3;
5269 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5270 mprintf(( "Player warped out. Going to debriefing!\n" ));
5271 Player->control_mode = PCM_NORMAL;
5272 Viewer_mode = Player->saved_viewer_mode;
5275 // we have a special debriefing screen for multiplayer furballs
5276 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5277 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5279 // do the normal debriefing for all other situations
5281 gameseq_post_event(GS_EVENT_DEBRIEF);
5285 case GS_EVENT_STANDALONE_POSTGAME:
5286 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5289 case GS_EVENT_INITIAL_PLAYER_SELECT:
5290 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5293 case GS_EVENT_GAME_INIT:
5294 #ifdef __EMSCRIPTEN__
5295 // keep looping through until the persistent storage has sync'd
5296 if (emscripten_run_script_int("Module.syncdone") == 0) {
5297 // this event got popped, so add it back into the queue
5298 gameseq_post_event(GS_EVENT_GAME_INIT);
5302 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5303 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5305 // see if the command line option has been set to use the last pilot, and act acoordingly
5306 if( player_select_get_last_pilot() ) {
5307 // always enter the main menu -- do the automatic network startup stuff elsewhere
5308 // so that we still have valid checks for networking modes, etc.
5309 gameseq_set_state(GS_STATE_MAIN_MENU);
5311 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5316 case GS_EVENT_MULTI_MISSION_SYNC:
5317 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5320 case GS_EVENT_MULTI_START_GAME:
5321 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5324 case GS_EVENT_MULTI_HOST_OPTIONS:
5325 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5328 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5329 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5332 case GS_EVENT_TEAM_SELECT:
5333 gameseq_set_state(GS_STATE_TEAM_SELECT);
5336 case GS_EVENT_END_CAMPAIGN:
5337 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5340 case GS_EVENT_END_DEMO:
5341 gameseq_set_state(GS_STATE_END_DEMO);
5344 case GS_EVENT_LOOP_BRIEF:
5345 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5348 case GS_EVENT_DEMO_UPSELL:
5349 gameseq_set_state(GS_STATE_DEMO_UPSELL);
5358 // Called when a state is being left.
5359 // The current state is still at old_state, but as soon as
5360 // this function leaves, then the current state will become
5361 // new state. You should never try to change the state
5362 // in here... if you think you need to, you probably really
5363 // need to post an event, not change the state.
5364 void game_leave_state( int old_state, int new_state )
5366 int end_mission = 1;
5368 switch (new_state) {
5369 case GS_STATE_GAME_PAUSED:
5370 case GS_STATE_DEBUG_PAUSED:
5371 case GS_STATE_OPTIONS_MENU:
5372 case GS_STATE_CONTROL_CONFIG:
5373 case GS_STATE_MISSION_LOG_SCROLLBACK:
5374 case GS_STATE_DEATH_DIED:
5375 case GS_STATE_SHOW_GOALS:
5376 case GS_STATE_HOTKEY_SCREEN:
5377 case GS_STATE_MULTI_PAUSED:
5378 case GS_STATE_TRAINING_PAUSED:
5379 case GS_STATE_EVENT_DEBUG:
5380 case GS_STATE_GAMEPLAY_HELP:
5381 end_mission = 0; // these events shouldn't end a mission
5385 switch (old_state) {
5386 case GS_STATE_BRIEFING:
5387 brief_stop_voices();
5388 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5389 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5390 && (new_state != GS_STATE_TEAM_SELECT) ){
5391 common_select_close();
5392 if ( new_state == GS_STATE_MAIN_MENU ) {
5393 freespace_stop_mission();
5397 // COMMAND LINE OPTION
5398 if (Cmdline_multi_stream_chat_to_file){
5399 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5400 cfclose(Multi_chat_stream);
5404 case GS_STATE_DEBRIEF:
5405 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5410 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5411 multi_df_debrief_close();
5414 case GS_STATE_LOAD_MISSION_MENU:
5417 case GS_STATE_SIMULATOR_ROOM:
5421 case GS_STATE_CAMPAIGN_ROOM:
5422 campaign_room_close();
5425 case GS_STATE_CMD_BRIEF:
5426 if (new_state == GS_STATE_OPTIONS_MENU) {
5431 if (new_state == GS_STATE_MAIN_MENU)
5432 freespace_stop_mission();
5437 case GS_STATE_RED_ALERT:
5441 case GS_STATE_SHIP_SELECT:
5442 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5443 new_state != GS_STATE_HOTKEY_SCREEN &&
5444 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5445 common_select_close();
5446 if ( new_state == GS_STATE_MAIN_MENU ) {
5447 freespace_stop_mission();
5452 case GS_STATE_WEAPON_SELECT:
5453 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5454 new_state != GS_STATE_HOTKEY_SCREEN &&
5455 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5456 common_select_close();
5457 if ( new_state == GS_STATE_MAIN_MENU ) {
5458 freespace_stop_mission();
5463 case GS_STATE_TEAM_SELECT:
5464 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5465 new_state != GS_STATE_HOTKEY_SCREEN &&
5466 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5467 common_select_close();
5468 if ( new_state == GS_STATE_MAIN_MENU ) {
5469 freespace_stop_mission();
5474 case GS_STATE_MAIN_MENU:
5475 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5482 case GS_STATE_OPTIONS_MENU:
5483 //game_start_time();
5484 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5485 multi_join_clear_game_list();
5487 options_menu_close();
5490 case GS_STATE_BARRACKS_MENU:
5491 if(new_state != GS_STATE_VIEW_MEDALS){
5496 case GS_STATE_MISSION_LOG_SCROLLBACK:
5497 hud_scrollback_close();
5500 case GS_STATE_TRAINING_MENU:
5501 training_menu_close();
5504 case GS_STATE_GAME_PLAY:
5505 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5506 player_save_target_and_weapon_link_prefs();
5507 game_stop_looped_sounds();
5510 sound_env_disable();
5511 joy_ff_stop_effects();
5513 // stop game time under certain conditions
5514 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5519 // shut down any recording or playing demos
5524 // when in multiplayer and going back to the main menu, send a leave game packet
5525 // right away (before calling stop mission). stop_mission was taking to long to
5526 // close mission down and I want people to get notified ASAP.
5527 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5528 multi_quit_game(PROMPT_NONE);
5531 freespace_stop_mission();
5532 Game_time_compression = F1_0;
5536 case GS_STATE_TECH_MENU:
5540 case GS_STATE_TRAINING_PAUSED:
5541 Training_num_lines = 0;
5542 // fall through to GS_STATE_GAME_PAUSED
5544 case GS_STATE_GAME_PAUSED:
5551 case GS_STATE_DEBUG_PAUSED:
5554 pause_debug_close();
5558 case GS_STATE_HUD_CONFIG:
5562 // join/start a game
5563 case GS_STATE_MULTI_JOIN_GAME:
5564 if(new_state != GS_STATE_OPTIONS_MENU){
5565 multi_join_game_close();
5569 case GS_STATE_MULTI_HOST_SETUP:
5570 case GS_STATE_MULTI_CLIENT_SETUP:
5571 // if this is just the host going into the options screen, don't do anything
5572 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5576 // close down the proper state
5577 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5578 multi_create_game_close();
5580 multi_game_client_setup_close();
5583 // COMMAND LINE OPTION
5584 if (Cmdline_multi_stream_chat_to_file){
5585 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5586 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5587 cfclose(Multi_chat_stream);
5592 case GS_STATE_CONTROL_CONFIG:
5593 control_config_close();
5596 case GS_STATE_DEATH_DIED:
5597 Game_mode &= ~GM_DEAD_DIED;
5599 // early end while respawning or blowing up in a multiplayer game
5600 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5602 freespace_stop_mission();
5606 case GS_STATE_DEATH_BLEW_UP:
5607 Game_mode &= ~GM_DEAD_BLEW_UP;
5609 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5610 // to determine if I should do anything.
5611 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5613 freespace_stop_mission();
5616 // if we are not respawing as an observer or as a player, our new state will not
5617 // be gameplay state.
5618 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5619 game_stop_time(); // hasn't been called yet!!
5620 freespace_stop_mission();
5626 case GS_STATE_CREDITS:
5630 case GS_STATE_VIEW_MEDALS:
5634 case GS_STATE_SHOW_GOALS:
5635 mission_show_goals_close();
5638 case GS_STATE_HOTKEY_SCREEN:
5639 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5640 mission_hotkey_close();
5644 case GS_STATE_MULTI_MISSION_SYNC:
5645 // if we're moving into the options menu, don't do anything
5646 if(new_state == GS_STATE_OPTIONS_MENU){
5650 SDL_assert( Game_mode & GM_MULTIPLAYER );
5652 if ( new_state == GS_STATE_GAME_PLAY ){
5653 // palette_restore_palette();
5655 // change a couple of flags to indicate our state!!!
5656 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5657 send_netplayer_update_packet();
5659 // set the game mode
5660 Game_mode |= GM_IN_MISSION;
5664 case GS_STATE_VIEW_CUTSCENES:
5665 cutscenes_screen_close();
5668 case GS_STATE_MULTI_STD_WAIT:
5669 multi_standalone_wait_close();
5672 case GS_STATE_STANDALONE_MAIN:
5673 standalone_main_close();
5674 if(new_state == GS_STATE_MULTI_STD_WAIT){
5675 init_multiplayer_stats();
5679 case GS_STATE_MULTI_PAUSED:
5680 // if ( end_mission ){
5685 case GS_STATE_INGAME_PRE_JOIN:
5686 multi_ingame_select_close();
5689 case GS_STATE_STANDALONE_POSTGAME:
5690 multi_standalone_postgame_close();
5693 case GS_STATE_INITIAL_PLAYER_SELECT:
5694 player_select_close();
5697 case GS_STATE_MULTI_START_GAME:
5698 multi_start_game_close();
5701 case GS_STATE_MULTI_HOST_OPTIONS:
5702 multi_host_options_close();
5705 case GS_STATE_END_OF_CAMPAIGN:
5706 mission_campaign_end_close();
5709 case GS_STATE_LOOP_BRIEF:
5714 if (new_state != GS_STATE_PXO_HELP) {
5719 case GS_STATE_PXO_HELP:
5720 multi_pxo_help_close();
5723 case GS_STATE_DEMO_UPSELL:
5724 demo_upsell_close();
5729 // Called when a state is being entered.
5730 // The current state is set to the state we're entering at
5731 // this point, and old_state is set to the state we're coming
5732 // from. You should never try to change the state
5733 // in here... if you think you need to, you probably really
5734 // need to post an event, not change the state.
5736 void game_enter_state( int old_state, int new_state )
5738 switch (new_state) {
5739 case GS_STATE_MAIN_MENU:
5740 // in multiplayer mode, be sure that we are not doing networking anymore.
5741 if ( Game_mode & GM_MULTIPLAYER ) {
5742 SDL_assert( Net_player != NULL );
5743 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5746 Game_time_compression = F1_0;
5748 // determine which ship this guy is currently based on
5749 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5752 if (Player->on_bastion) {
5760 case GS_STATE_BRIEFING:
5761 main_hall_stop_music();
5762 main_hall_stop_ambient();
5764 if (Game_mode & GM_NORMAL) {
5765 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5766 // MWA: or from options or hotkey screens
5767 // JH: or if the command brief state already did this
5768 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5769 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5770 && (old_state != GS_STATE_CMD_BRIEF) ) {
5771 if ( !game_start_mission() ) // this should put us into a new state on failure!
5775 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5776 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5777 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5779 Game_time_compression = F1_0;
5781 if ( red_alert_mission() ) {
5782 gameseq_post_event(GS_EVENT_RED_ALERT);
5789 case GS_STATE_DEBRIEF:
5790 game_stop_looped_sounds();
5791 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
5792 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5797 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5798 multi_df_debrief_init();
5801 case GS_STATE_LOAD_MISSION_MENU:
5804 case GS_STATE_SIMULATOR_ROOM:
5808 case GS_STATE_CAMPAIGN_ROOM:
5809 campaign_room_init();
5812 case GS_STATE_RED_ALERT:
5813 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5817 case GS_STATE_CMD_BRIEF: {
5818 int team_num = 0; // team number used as index for which cmd brief to use.
5820 if (old_state == GS_STATE_OPTIONS_MENU) {
5824 main_hall_stop_music();
5825 main_hall_stop_ambient();
5827 if (Game_mode & GM_NORMAL) {
5828 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5829 // MWA: or from options or hotkey screens
5830 // JH: or if the command brief state already did this
5831 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5832 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5833 if ( !game_start_mission() ) // this should put us into a new state on failure!
5838 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5839 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5840 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5842 cmd_brief_init(team_num);
5848 case GS_STATE_SHIP_SELECT:
5852 case GS_STATE_WEAPON_SELECT:
5853 weapon_select_init();
5856 case GS_STATE_TEAM_SELECT:
5860 case GS_STATE_GAME_PAUSED:
5865 case GS_STATE_DEBUG_PAUSED:
5866 // game_stop_time();
5867 // os_set_title("FreeSpace - PAUSED");
5870 case GS_STATE_TRAINING_PAUSED:
5877 case GS_STATE_OPTIONS_MENU:
5879 options_menu_init();
5882 case GS_STATE_GAME_PLAY:
5883 // coming from the gameplay state or the main menu, we might need to load the mission
5884 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5885 if ( !game_start_mission() ) // this should put us into a new state.
5890 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5891 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
5892 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5893 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5894 (old_state == GS_STATE_WEAPON_SELECT) || (old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_MULTI_STD_WAIT) || (old_state == GS_STATE_SIMULATOR_ROOM)) ) {
5895 // JAS: Used to do all paging here.
5899 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5903 main_hall_stop_music();
5904 main_hall_stop_ambient();
5905 event_music_first_pattern(); // start the first pattern
5908 // special code that restores player ship selection and weapons loadout when doing a quick start
5909 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
5910 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5911 wss_direct_restore_loadout();
5915 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5916 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
5917 event_music_first_pattern(); // start the first pattern
5920 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
5921 event_music_first_pattern(); // start the first pattern
5923 player_restore_target_and_weapon_link_prefs();
5925 Game_mode |= GM_IN_MISSION;
5928 // required to truely make mouse deltas zeroed in debug mouse code
5929 void mouse_force_pos(int x, int y);
5930 if (!Is_standalone) {
5931 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
5937 // only start time if in single player, or coming from multi wait state
5940 (Game_mode & GM_NORMAL) &&
5941 (old_state != GS_STATE_VIEW_CUTSCENES)
5943 (Game_mode & GM_MULTIPLAYER) && (
5944 (old_state == GS_STATE_MULTI_PAUSED) ||
5945 (old_state == GS_STATE_MULTI_MISSION_SYNC)
5951 // when coming from the multi paused state, reset the timestamps
5952 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
5953 multi_reset_timestamps();
5956 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
5957 // initialize all object update details
5958 multi_oo_gameplay_init();
5961 // under certain circumstances, the server should reset the object update rate limiting stuff
5962 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
5963 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
5965 // reinitialize the rate limiting system for all clients
5966 multi_oo_rate_init_all();
5969 // multiplayer clients should always re-initialize their control info rate limiting system
5970 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
5971 multi_oo_rate_init_all();
5975 if(Game_mode & GM_MULTIPLAYER){
5976 multi_ping_reset_players();
5979 Game_subspace_effect = 0;
5980 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
5981 Game_subspace_effect = 1;
5982 if( !(Game_mode & GM_STANDALONE_SERVER) ){
5983 game_start_subspace_ambient_sound();
5987 sound_env_set(&Game_sound_env);
5988 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
5990 // clear multiplayer button info i
5991 extern button_info Multi_ship_status_bi;
5992 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5995 case GS_STATE_HUD_CONFIG:
5999 case GS_STATE_MULTI_JOIN_GAME:
6000 multi_join_clear_game_list();
6002 if (old_state != GS_STATE_OPTIONS_MENU) {
6003 multi_join_game_init();
6008 case GS_STATE_MULTI_HOST_SETUP:
6009 // don't reinitialize if we're coming back from the host options screen
6010 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6011 multi_create_game_init();
6016 case GS_STATE_MULTI_CLIENT_SETUP:
6017 if (old_state != GS_STATE_OPTIONS_MENU) {
6018 multi_game_client_setup_init();
6023 case GS_STATE_CONTROL_CONFIG:
6024 control_config_init();
6027 case GS_STATE_TECH_MENU:
6031 case GS_STATE_BARRACKS_MENU:
6032 if(old_state != GS_STATE_VIEW_MEDALS){
6037 case GS_STATE_MISSION_LOG_SCROLLBACK:
6038 hud_scrollback_init();
6041 case GS_STATE_DEATH_DIED:
6042 Player_died_time = timestamp(10);
6044 if(!(Game_mode & GM_MULTIPLAYER)){
6045 player_show_death_message();
6047 Game_mode |= GM_DEAD_DIED;
6050 case GS_STATE_DEATH_BLEW_UP:
6051 if ( !popupdead_is_active() ) {
6052 Player_ai->target_objnum = -1;
6055 // stop any local EMP effect
6058 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6059 Game_mode |= GM_DEAD_BLEW_UP;
6060 Show_viewing_from_self = 0;
6062 // timestamp how long we should wait before displaying the died popup
6063 if ( !popupdead_is_active() ) {
6064 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6068 case GS_STATE_GAMEPLAY_HELP:
6069 gameplay_help_init();
6072 case GS_STATE_CREDITS:
6073 main_hall_stop_music();
6074 main_hall_stop_ambient();
6078 case GS_STATE_VIEW_MEDALS:
6079 medal_main_init(Player);
6082 case GS_STATE_SHOW_GOALS:
6083 mission_show_goals_init();
6086 case GS_STATE_HOTKEY_SCREEN:
6087 mission_hotkey_init();
6090 case GS_STATE_MULTI_MISSION_SYNC:
6091 // if we're coming from the options screen, don't do any
6092 if(old_state == GS_STATE_OPTIONS_MENU){
6096 switch(Multi_sync_mode){
6097 case MULTI_SYNC_PRE_BRIEFING:
6098 // if moving from game forming to the team select state
6101 case MULTI_SYNC_POST_BRIEFING:
6102 // if moving from briefing into the mission itself
6105 // tell everyone that we're now loading data
6106 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6107 send_netplayer_update_packet();
6109 // JAS: Used to do all paging here!!!!
6111 Net_player->state = NETPLAYER_STATE_WAITING;
6112 send_netplayer_update_packet();
6114 Game_time_compression = F1_0;
6116 case MULTI_SYNC_INGAME:
6122 case GS_STATE_VIEW_CUTSCENES:
6123 cutscenes_screen_init();
6126 case GS_STATE_MULTI_STD_WAIT:
6127 multi_standalone_wait_init();
6130 case GS_STATE_STANDALONE_MAIN:
6131 // don't initialize if we're coming from one of these 2 states unless there are no
6132 // players left (reset situation)
6133 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6134 standalone_main_init();
6138 case GS_STATE_MULTI_PAUSED:
6142 case GS_STATE_INGAME_PRE_JOIN:
6143 multi_ingame_select_init();
6146 case GS_STATE_STANDALONE_POSTGAME:
6147 multi_standalone_postgame_init();
6150 case GS_STATE_INITIAL_PLAYER_SELECT:
6151 player_select_init();
6154 case GS_STATE_MULTI_START_GAME:
6155 multi_start_game_init();
6158 case GS_STATE_MULTI_HOST_OPTIONS:
6159 multi_host_options_init();
6162 case GS_STATE_END_OF_CAMPAIGN:
6163 mission_campaign_end_init();
6166 case GS_STATE_LOOP_BRIEF:
6171 if (old_state != GS_STATE_PXO_HELP) {
6173 // TODO: use_last_channel?
6179 case GS_STATE_PXO_HELP:
6180 multi_pxo_help_init();
6183 case GS_STATE_DEMO_UPSELL:
6190 // do stuff that may need to be done regardless of state
6191 void game_do_state_common(int state,int no_networking)
6193 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6194 snd_do_frame(); // update sound system
6195 event_music_do_frame(); // music needs to play across many states
6197 multi_log_process();
6199 // bail if state is invalid
6201 Game_do_state_should_skip = 1;
6205 if (no_networking) {
6209 // maybe do a multiplayer frame based on game mode and state type
6210 if (Game_mode & GM_MULTIPLAYER) {
6212 case GS_STATE_OPTIONS_MENU:
6213 case GS_STATE_GAMEPLAY_HELP:
6214 case GS_STATE_HOTKEY_SCREEN:
6215 case GS_STATE_HUD_CONFIG:
6216 case GS_STATE_CONTROL_CONFIG:
6217 case GS_STATE_MISSION_LOG_SCROLLBACK:
6218 case GS_STATE_SHOW_GOALS:
6219 case GS_STATE_VIEW_CUTSCENES:
6220 case GS_STATE_EVENT_DEBUG:
6221 multi_maybe_do_frame();
6225 game_do_networking();
6229 // Called once a frame.
6230 // You should never try to change the state
6231 // in here... if you think you need to, you probably really
6232 // need to post an event, not change the state.
6233 int Game_do_state_should_skip = 0;
6234 void game_do_state(int state)
6236 // always lets the do_state_common() function determine if the state should be skipped
6237 Game_do_state_should_skip = 0;
6239 // legal to set the should skip state anywhere in this function
6240 game_do_state_common(state); // do stuff that may need to be done regardless of state
6242 if(Game_do_state_should_skip){
6247 case GS_STATE_MAIN_MENU:
6248 game_set_frametime(GS_STATE_MAIN_MENU);
6249 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6252 main_hall_do(flFrametime);
6256 case GS_STATE_OPTIONS_MENU:
6257 game_set_frametime(GS_STATE_OPTIONS_MENU);
6258 options_menu_do_frame(flFrametime);
6261 case GS_STATE_BARRACKS_MENU:
6262 game_set_frametime(GS_STATE_BARRACKS_MENU);
6263 barracks_do_frame(flFrametime);
6266 case GS_STATE_TRAINING_MENU:
6267 game_set_frametime(GS_STATE_TRAINING_MENU);
6268 training_menu_do_frame(flFrametime);
6271 case GS_STATE_TECH_MENU:
6272 game_set_frametime(GS_STATE_TECH_MENU);
6273 techroom_do_frame(flFrametime);
6276 case GS_STATE_GAMEPLAY_HELP:
6277 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6278 gameplay_help_do_frame(flFrametime);
6281 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6285 case GS_STATE_GAME_PAUSED:
6289 case GS_STATE_DEBUG_PAUSED:
6291 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6296 case GS_STATE_TRAINING_PAUSED:
6297 game_training_pause_do();
6300 case GS_STATE_LOAD_MISSION_MENU:
6304 case GS_STATE_BRIEFING:
6305 game_set_frametime(GS_STATE_BRIEFING);
6306 brief_do_frame(flFrametime);
6309 case GS_STATE_DEBRIEF:
6310 game_set_frametime(GS_STATE_DEBRIEF);
6311 debrief_do_frame(flFrametime);
6314 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6315 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6316 multi_df_debrief_do();
6319 case GS_STATE_SHIP_SELECT:
6320 game_set_frametime(GS_STATE_SHIP_SELECT);
6321 ship_select_do(flFrametime);
6324 case GS_STATE_WEAPON_SELECT:
6325 game_set_frametime(GS_STATE_WEAPON_SELECT);
6326 weapon_select_do(flFrametime);
6329 case GS_STATE_MISSION_LOG_SCROLLBACK:
6330 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6331 hud_scrollback_do_frame(flFrametime);
6334 case GS_STATE_HUD_CONFIG:
6335 game_set_frametime(GS_STATE_HUD_CONFIG);
6336 hud_config_do_frame(flFrametime);
6339 case GS_STATE_MULTI_JOIN_GAME:
6340 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6341 multi_join_game_do_frame();
6344 case GS_STATE_MULTI_HOST_SETUP:
6345 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6346 multi_create_game_do();
6349 case GS_STATE_MULTI_CLIENT_SETUP:
6350 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6351 multi_game_client_setup_do_frame();
6354 case GS_STATE_CONTROL_CONFIG:
6355 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6356 control_config_do_frame(flFrametime);
6359 case GS_STATE_DEATH_DIED:
6363 case GS_STATE_DEATH_BLEW_UP:
6367 case GS_STATE_SIMULATOR_ROOM:
6368 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6369 sim_room_do_frame(flFrametime);
6372 case GS_STATE_CAMPAIGN_ROOM:
6373 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6374 campaign_room_do_frame(flFrametime);
6377 case GS_STATE_RED_ALERT:
6378 game_set_frametime(GS_STATE_RED_ALERT);
6379 red_alert_do_frame(flFrametime);
6382 case GS_STATE_CMD_BRIEF:
6383 game_set_frametime(GS_STATE_CMD_BRIEF);
6384 cmd_brief_do_frame(flFrametime);
6387 case GS_STATE_CREDITS:
6388 game_set_frametime(GS_STATE_CREDITS);
6389 credits_do_frame(flFrametime);
6392 case GS_STATE_VIEW_MEDALS:
6393 game_set_frametime(GS_STATE_VIEW_MEDALS);
6397 case GS_STATE_SHOW_GOALS:
6398 game_set_frametime(GS_STATE_SHOW_GOALS);
6399 mission_show_goals_do_frame(flFrametime);
6402 case GS_STATE_HOTKEY_SCREEN:
6403 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6404 mission_hotkey_do_frame(flFrametime);
6407 case GS_STATE_VIEW_CUTSCENES:
6408 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6409 cutscenes_screen_do_frame();
6412 case GS_STATE_MULTI_STD_WAIT:
6413 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6414 multi_standalone_wait_do();
6417 case GS_STATE_STANDALONE_MAIN:
6418 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6419 standalone_main_do();
6422 case GS_STATE_MULTI_PAUSED:
6423 game_set_frametime(GS_STATE_MULTI_PAUSED);
6427 case GS_STATE_TEAM_SELECT:
6428 game_set_frametime(GS_STATE_TEAM_SELECT);
6432 case GS_STATE_INGAME_PRE_JOIN:
6433 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6434 multi_ingame_select_do();
6437 case GS_STATE_EVENT_DEBUG:
6439 game_set_frametime(GS_STATE_EVENT_DEBUG);
6440 game_show_event_debug(flFrametime);
6444 case GS_STATE_STANDALONE_POSTGAME:
6445 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6446 multi_standalone_postgame_do();
6449 case GS_STATE_INITIAL_PLAYER_SELECT:
6450 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6454 case GS_STATE_MULTI_MISSION_SYNC:
6455 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6459 case GS_STATE_MULTI_START_GAME:
6460 game_set_frametime(GS_STATE_MULTI_START_GAME);
6461 multi_start_game_do();
6464 case GS_STATE_MULTI_HOST_OPTIONS:
6465 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6466 multi_host_options_do();
6469 case GS_STATE_END_OF_CAMPAIGN:
6470 mission_campaign_end_do();
6473 case GS_STATE_END_DEMO:
6474 game_set_frametime(GS_STATE_END_DEMO);
6475 end_demo_campaign_do();
6478 case GS_STATE_LOOP_BRIEF:
6479 game_set_frametime(GS_STATE_LOOP_BRIEF);
6484 game_set_frametime(GS_STATE_PXO);
6488 case GS_STATE_PXO_HELP:
6489 game_set_frametime(GS_STATE_PXO_HELP);
6490 multi_pxo_help_do();
6493 case GS_STATE_DEMO_UPSELL:
6494 game_set_frametime(GS_STATE_DEMO_UPSELL);
6498 } // end switch(gs_current_state)
6502 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6503 int game_do_ram_check(int ram_in_mbytes)
6505 if ( ram_in_mbytes < 30 ) {
6506 int allowed_to_run = 1;
6507 if ( ram_in_mbytes < 25 ) {
6513 if ( allowed_to_run ) {
6514 SDL_MessageBoxData mboxd;
6515 SDL_MessageBoxButtonData mboxbuttons[2];
6518 // not a translated string, but it's too long and smartdrv isn't
6519 // really a thing for any OS we now support :p
6520 // sprintf( tmp, XSTR( "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run. If you think you have more than %dMB of physical memory, ensure that you aren't running SmartDrive (SMARTDRV.EXE). Any memory allocated to SmartDrive is not usable by applications\n\nPress 'OK' to continue running with less than the minimum required memory\n", 193), ram_in_mbytes, ram_in_mbytes);
6521 SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n\nPress 'OK' to continue running with less than the minimum required memory.\n", ram_in_mbytes);
6523 mboxbuttons[0].buttonid = 0;
6524 mboxbuttons[0].text = XSTR("Ok", 503);
6525 mboxbuttons[0].flags = 0;
6527 mboxbuttons[1].buttonid = 1;
6528 mboxbuttons[1].text = XSTR("Cancel", 504);
6529 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6531 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6532 mboxd.title = XSTR( "Not Enough RAM", 194);
6533 mboxd.message = tmp;
6534 mboxd.numbuttons = 2;
6535 mboxd.buttons = mboxbuttons;
6536 mboxd.window = NULL;
6537 mboxd.colorScheme = NULL;
6539 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6541 if ( msgbox_rval == 1 ) {
6545 // not a translated string, but it's too long and smartdrv isn't
6546 // really a thing for any OS we now support :p
6547 // sprintf( tmp, XSTR( "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run. If you think you have more than %dMB of physical memory, ensure that you aren't running SmartDrive (SMARTDRV.EXE). Any memory allocated to SmartDrive is not usable by applications\n", 195), ram_in_mbytes, ram_in_mbytes);
6548 SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n", ram_in_mbytes);
6550 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6559 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6560 // If so, copy it over and remove the update directory.
6561 void game_maybe_update_launcher(char *exe_dir)
6566 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6570 int sub_total_destroyed = 0;
6574 // get the total for all his children
6575 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6576 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6579 // find the # of faces for this _individual_ object
6580 total = submodel_get_num_polys(model_num, sm);
6581 if(strstr(pm->submodel[sm].name, "-destroyed")){
6582 sub_total_destroyed = total;
6586 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6589 *out_total += total + sub_total;
6590 *out_destroyed_total += sub_total_destroyed;
6593 #define BAIL() do { int x; for(x=0; x<num_files; x++){ if(pof_list[x] != NULL){free(pof_list[x]); pof_list[x] = NULL;}} return;} while(0);
6594 void game_spew_pof_info()
6596 char *pof_list[1000];
6599 int idx, model_num, i, j;
6601 int total, root_total, model_total, destroyed_total, counted;
6605 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6607 // spew info on all the pofs
6613 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6618 for(idx=0; idx<num_files; idx++, counted++){
6619 SDL_snprintf(str, SDL_arraysize(str), "%s.pof", pof_list[idx]);
6620 model_num = model_load(str, 0, NULL);
6622 pm = model_get(model_num);
6624 // if we have a real model
6629 // go through and print all raw submodels
6630 cfputs("RAW\n", out);
6633 for (i=0; i<pm->n_models; i++) {
6634 total = submodel_get_num_polys(model_num, i);
6636 model_total += total;
6637 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6640 SDL_snprintf(str, SDL_arraysize(str), "Model total %d\n", model_total);
6643 // now go through and do it by LOD
6644 cfputs("BY LOD\n\n", out);
6645 for(i=0; i<pm->n_detail_levels; i++){
6646 SDL_snprintf(str, SDL_arraysize(str), "LOD %d\n", i);
6650 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6652 destroyed_total = 0;
6653 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6654 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6657 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6660 SDL_snprintf(str, SDL_arraysize(str), "TOTAL: %d\n", total + root_total);
6662 SDL_snprintf(str, SDL_arraysize(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6664 SDL_snprintf(str, SDL_arraysize(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6667 cfputs("------------------------------------------------------------------------\n\n", out);
6671 if(counted >= MAX_POLYGON_MODELS - 5){
6684 game_spew_pof_info();
6687 static bool game_loop()
6689 if ( popup_active() ) {
6696 if (gameseq_process_events() == GS_STATE_QUIT_GAME) {
6703 #ifdef __EMSCRIPTEN__
6704 static void game_loop_caller()
6706 if ( !game_loop() ) {
6707 emscripten_log(EM_LOG_CONSOLE, "got quit game!");
6709 //emscripten_cancel_main_loop();
6714 int game_main(const char *szCmdLine)
6716 // Find out how much RAM is on this machine
6717 #ifdef __EMSCRIPTEN__
6718 Freespace_total_ram = EM_ASM_INT(return TOTAL_MEMORY) / (1024 * 1024);
6720 Freespace_total_ram = SDL_GetSystemRAM();
6723 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6727 if (!vm_init(24*1024*1024)) {
6728 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough Memory", 199), XSTR( "Not enough memory to run Freespace.\r\nTry closing down some other applications.\r\n", 198), NULL);
6732 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6734 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough Memory", 199), XSTR( "Not enough memory to run Freespace.\r\nTry closing down some other applications.\r\n", 198), NULL);
6743 extern void windebug_memwatch_init();
6744 windebug_memwatch_init();
6752 mprintf(("Platform: %s\n", SDL_GetPlatform()));
6753 mprintf(("CPU: %d %s\n", SDL_GetCPUCount(), (SDL_GetCPUCount() == 1) ? "core" : "cores"));
6754 mprintf(("Memory: %dMB\n", Freespace_total_ram));
6755 mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? "little" : "big"));
6758 mprintf(("Build ID: %s~%s:%s", GIT_COMMIT_DATE, GIT_BRANCH, GIT_COMMIT_HASH));
6760 mprintf((" (%s)", GIT_TAG));
6765 parse_cmdline(szCmdLine);
6767 mprintf(("--------------------------------------------------------------------------------\n"));
6769 #ifdef STANDALONE_ONLY_BUILD
6771 nprintf(("Network", "Standalone running"));
6774 nprintf(("Network", "Standalone running"));
6781 // maybe spew pof stuff
6782 if(Cmdline_spew_pof_info){
6783 game_spew_pof_info();
6788 // non-demo, non-standalone, play the intro movie
6790 if ( !Is_standalone ) {
6792 // release -- movies always play
6795 // in RELEASE_REAL builds make the user stick in CD2 if there are no pilots on disk so that we guarantee he plays the movie
6796 movie_play( NOX("intro.mve") );
6798 // debug version, movie will only play with -showmovies
6799 #elif !defined(NDEBUG)
6801 movie_play( NOX("intro.mve") );
6804 if ( Cmdline_show_movies )
6805 movie_play( NOX("intro.mve") );
6814 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6816 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
6819 #ifdef __EMSCRIPTEN__
6820 emscripten_set_main_loop(game_loop_caller, 0, 1);
6822 while ( game_loop() ) { /* nothing */ }
6829 // launcher the fslauncher program on exit
6830 void game_launch_launcher_on_exit()
6838 // This function is called when FreeSpace terminates normally.
6840 void game_shutdown(void)
6842 // don't ever flip a page on the standalone!
6843 if(!(Game_mode & GM_STANDALONE_SERVER)){
6849 // if the player has left the "player select" screen and quit the game without actually choosing
6850 // a player, Player will be NULL, in which case we shouldn't write the player file out!
6851 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6855 // load up common multiplayer icons
6856 multi_unload_common_icons();
6858 shockwave_close(); // release any memory used by shockwave system
6859 fireball_close(); // free fireball system
6860 ship_close(); // free any memory that was allocated for the ships
6861 weapon_close(); // free any memory that was allocated for the weapons
6862 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6863 unload_animating_pointer();// frees the frames used for the animating mouse pointer
6864 bm_unload_all(); // free bitmaps
6865 mission_campaign_close(); // close out the campaign stuff
6866 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
6867 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
6869 #ifdef MULTI_USE_LAG
6873 // the menu close functions will unload the bitmaps if they were displayed during the game
6874 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6877 context_help_close(); // close out help system
6878 training_menu_close();
6879 lcl_close(); // be sure localization is closed out
6882 // free left-over memory from parsed tables
6883 cutscene_tbl_close();
6885 scoring_tbl_close();
6886 player_tips_close();
6888 extern void joy_close();
6891 audiostream_close();
6893 event_music_close();
6897 #ifdef __EMSCRIPTEN__
6898 // sync files to persistent storage
6900 FS.syncfs(function(err) {
6906 // HACKITY HACK HACK
6907 // if this flag is set, we should be firing up the launcher when exiting freespace
6908 extern int Multi_update_fireup_launcher_on_exit;
6909 if(Multi_update_fireup_launcher_on_exit){
6910 game_launch_launcher_on_exit();
6914 // game_stop_looped_sounds()
6916 // This function will call the appropriate stop looped sound functions for those
6917 // modules which use looping sounds. It is not enough just to stop a looping sound
6918 // at the DirectSound level, the game is keeping track of looping sounds, and this
6919 // function is used to inform the game that looping sounds are being halted.
6921 void game_stop_looped_sounds()
6923 hud_stop_looped_locking_sounds();
6924 hud_stop_looped_engine_sounds();
6925 afterburner_stop_sounds();
6926 player_stop_looped_sounds();
6927 obj_snd_stop_all(); // stop all object-linked persistant sounds
6928 game_stop_subspace_ambient_sound();
6929 snd_stop(Radar_static_looping);
6930 Radar_static_looping = -1;
6931 snd_stop(Target_static_looping);
6932 shipfx_stop_engine_wash_sound();
6933 Target_static_looping = -1;
6936 //////////////////////////////////////////////////////////////////////////
6938 // Code for supporting an animating mouse pointer
6941 //////////////////////////////////////////////////////////////////////////
6943 typedef struct animating_obj
6952 static animating_obj Animating_mouse;
6954 // ----------------------------------------------------------------------------
6955 // init_animating_pointer()
6957 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6958 // gets properly initialized
6960 void init_animating_pointer()
6962 Animating_mouse.first_frame = -1;
6963 Animating_mouse.num_frames = 0;
6964 Animating_mouse.current_frame = -1;
6965 Animating_mouse.time = 0.0f;
6966 Animating_mouse.elapsed_time = 0.0f;
6969 // ----------------------------------------------------------------------------
6970 // load_animating_pointer()
6972 // Called at game init to load in the frames for the animating mouse pointer
6974 // input: filename => filename of animation file that holds the animation
6976 void load_animating_pointer(const char *filename, int dx, int dy)
6981 init_animating_pointer();
6983 am = &Animating_mouse;
6984 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
6985 if ( am->first_frame == -1 )
6986 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
6987 am->current_frame = 0;
6988 am->time = am->num_frames / i2fl(fps);
6991 // ----------------------------------------------------------------------------
6992 // unload_animating_pointer()
6994 // Called at game shutdown to free the memory used to store the animation frames
6996 void unload_animating_pointer()
7001 am = &Animating_mouse;
7002 for ( i = 0; i < am->num_frames; i++ ) {
7003 SDL_assert( (am->first_frame+i) >= 0 );
7004 bm_release(am->first_frame + i);
7007 am->first_frame = -1;
7009 am->current_frame = -1;
7012 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
7013 void game_render_mouse(float frametime)
7018 // if animating cursor exists, play the next frame
7019 am = &Animating_mouse;
7020 if ( am->first_frame != -1 ) {
7021 mouse_get_pos(&mx, &my);
7022 am->elapsed_time += frametime;
7023 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
7024 if ( am->current_frame >= am->num_frames ) {
7025 am->current_frame = 0;
7026 am->elapsed_time = 0.0f;
7028 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
7032 // ----------------------------------------------------------------------------
7033 // game_maybe_draw_mouse()
7035 // determines whether to draw the mouse pointer at all, and what frame of
7036 // animation to use if the mouse is animating
7038 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
7040 // input: frametime => elapsed frame time in seconds since last call
7042 void game_maybe_draw_mouse(float frametime)
7046 game_state = gameseq_get_state();
7048 switch ( game_state ) {
7049 case GS_STATE_GAME_PAUSED:
7050 // case GS_STATE_MULTI_PAUSED:
7051 case GS_STATE_GAME_PLAY:
7052 case GS_STATE_DEATH_DIED:
7053 case GS_STATE_DEATH_BLEW_UP:
7054 if ( popup_active() || popupdead_is_active() ) {
7066 if ( !Mouse_hidden )
7067 game_render_mouse(frametime);
7071 void game_do_training_checks()
7075 waypoint_list *wplp;
7077 if (Training_context & TRAINING_CONTEXT_SPEED) {
7078 s = (int) Player_obj->phys_info.fspeed;
7079 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7080 if (!Training_context_speed_set) {
7081 Training_context_speed_set = 1;
7082 Training_context_speed_timestamp = timestamp();
7086 Training_context_speed_set = 0;
7089 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7090 wplp = &Waypoint_lists[Training_context_path];
7091 if (wplp->count > Training_context_goal_waypoint) {
7092 i = Training_context_goal_waypoint;
7094 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7095 if (d <= Training_context_distance) {
7096 Training_context_at_waypoint = i;
7097 if (Training_context_goal_waypoint == i) {
7098 Training_context_goal_waypoint++;
7099 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7106 if (i == wplp->count)
7109 } while (i != Training_context_goal_waypoint);
7113 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7114 Players_target = Player_ai->target_objnum;
7115 Players_targeted_subsys = Player_ai->targeted_subsys;
7116 Players_target_timestamp = timestamp();
7120 /////////// Following is for event debug view screen
7124 #define EVENT_DEBUG_MAX 5000
7125 #define EVENT_DEBUG_EVENT 0x8000
7127 int Event_debug_index[EVENT_DEBUG_MAX];
7130 void game_add_event_debug_index(int n, int indent)
7132 if (ED_count < EVENT_DEBUG_MAX)
7133 Event_debug_index[ED_count++] = n | (indent << 16);
7136 void game_add_event_debug_sexp(int n, int indent)
7141 if (Sexp_nodes[n].first >= 0) {
7142 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7143 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7147 game_add_event_debug_index(n, indent);
7148 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7149 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7151 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7154 void game_event_debug_init()
7159 for (e=0; e<Num_mission_events; e++) {
7160 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7161 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7165 void game_show_event_debug(float frametime)
7169 int font_height, font_width;
7171 static int scroll_offset = 0;
7173 k = game_check_key();
7179 if (scroll_offset < 0)
7189 scroll_offset -= 20;
7190 if (scroll_offset < 0)
7195 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7199 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7205 gr_set_color_fast(&Color_bright);
7207 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7209 gr_set_color_fast(&Color_normal);
7211 gr_get_string_size(&font_width, &font_height, NOX("test"));
7212 y_max = gr_screen.max_h - font_height - 5;
7216 while (k < ED_count) {
7217 if (y_index > y_max)
7220 z = Event_debug_index[k];
7221 if (z & EVENT_DEBUG_EVENT) {
7223 SDL_snprintf(buf, SDL_arraysize(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7224 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7225 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7226 Mission_events[z].repeat_count, Mission_events[z].interval);
7234 SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, SDL_arraysize(buf));
7235 switch (Sexp_nodes[z & 0x7fff].value) {
7237 SDL_strlcat(buf, NOX(" (True)"), SDL_arraysize(buf));
7241 SDL_strlcat(buf, NOX(" (False)"), SDL_arraysize(buf));
7244 case SEXP_KNOWN_TRUE:
7245 SDL_strlcat(buf, NOX(" (Always true)"), SDL_arraysize(buf));
7248 case SEXP_KNOWN_FALSE:
7249 SDL_strlcat(buf, NOX(" (Always false)"), SDL_arraysize(buf));
7252 case SEXP_CANT_EVAL:
7253 SDL_strlcat(buf, NOX(" (Can't eval)"), SDL_arraysize(buf));
7257 case SEXP_NAN_FOREVER:
7258 SDL_strlcat(buf, NOX(" (Not a number)"), SDL_arraysize(buf));
7263 gr_printf(10, y_index, buf);
7264 y_index += font_height;
7277 int Tmap_num_too_big = 0;
7278 int Num_models_needing_splitting = 0;
7280 void Time_model( int modelnum )
7282 // mprintf(( "Timing ship '%s'\n", si->name ));
7284 vector eye_pos, model_pos;
7285 matrix eye_orient, model_orient;
7287 polymodel *pm = model_get( modelnum );
7289 int l = strlen(pm->filename);
7291 if ( (l == '/') || (l=='\\') || (l==':')) {
7297 char *pof_file = &pm->filename[l];
7299 int model_needs_splitting = 0;
7301 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7303 for (i=0; i<pm->n_textures; i++ ) {
7304 char filename[1024];
7307 int bmp_num = pm->original_textures[i];
7308 if ( bmp_num > -1 ) {
7309 bm_get_palette(pm->original_textures[i], pal, filename, SDL_arraysize(filename) );
7311 bm_get_info( pm->original_textures[i],&w, &h );
7314 if ( (w > 512) || (h > 512) ) {
7315 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7317 model_needs_splitting++;
7320 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7324 if ( model_needs_splitting ) {
7325 Num_models_needing_splitting++;
7327 eye_orient = model_orient = vmd_identity_matrix;
7328 eye_pos = model_pos = vmd_zero_vector;
7330 eye_pos.xyz.z = -pm->rad*2.0f;
7332 vector eye_to_model;
7334 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7335 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7337 fix t1 = timer_get_fixed_seconds();
7340 ta.p = ta.b = ta.h = 0.0f;
7343 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7345 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7347 modelstats_num_polys = modelstats_num_verts = 0;
7349 while( ta.h < PI2 ) {
7352 vm_angles_2_matrix(&m1, &ta );
7353 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7360 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7362 model_clear_instance( modelnum );
7363 model_set_detail_level(0); // use highest detail level
7364 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7372 int k = key_inkey();
7373 if ( k == SDLK_ESCAPE ) {
7378 fix t2 = timer_get_fixed_seconds();
7380 if (framecount < 1) {
7384 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7385 //bitmaps_used_this_frame /= framecount;
7387 modelstats_num_polys /= framecount;
7388 modelstats_num_verts /= framecount;
7390 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7391 fprintf( Time_fp, "\"%s\"\t%.0f\t%d\t%d\t%d\n", pof_file, i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts );
7393 // fprintf( Time_fp, "%.0f\t%d\t%d\t%d\n", i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts );
7399 int Time_models = 0;
7400 DCF_BOOL( time_models, Time_models );
7402 void Do_model_timings_test()
7406 if ( !Time_models ) return;
7408 mprintf(( "Timing models!\n" ));
7412 ubyte model_used[MAX_POLYGON_MODELS];
7413 int model_id[MAX_POLYGON_MODELS];
7414 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7419 for (i=0; i<Num_ship_types; i++ ) {
7420 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7422 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7423 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7426 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7427 if ( !Texture_fp ) return;
7429 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7430 if ( !Time_fp ) return;
7432 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7433 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7435 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7436 if ( model_used[i] ) {
7437 Time_model( model_id[i] );
7441 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7442 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7451 // Call this function when you want to inform the player that a feature is not
7452 // enabled in the DEMO version of FreSpace
7453 void game_feature_not_in_demo_popup()
7455 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7458 // format the specified time (fixed point) into a nice string
7459 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7462 int hours,minutes,seconds;
7464 mtime = f2fl(m_time);
7466 // get the hours, minutes and seconds
7467 hours = (int)(mtime / 3600.0f);
7469 mtime -= (3600.0f * (float)hours);
7471 seconds = (int)mtime%60;
7472 minutes = (int)mtime/60;
7475 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7477 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7481 // Stuff version string in *str.
7482 void get_version_string(char *str, const int str_len)
7486 SDL_snprintf(str, str_len, "Dv%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7487 #if !defined(NDEBUG) && defined(GIT_INFO)
7488 SDL_strlcat(str, "~" GIT_COMMIT_HASH, str_len);
7493 if ( FS_VERSION_BUILD == 0 ) {
7494 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7496 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7499 #if !defined(NDEBUG) && defined(GIT_INFO)
7500 SDL_strlcat(str, "~" GIT_COMMIT_HASH, str_len);
7503 #if defined (FS2_DEMO)
7504 SDL_strlcat(str, " D", str_len);
7505 #elif defined (OEM_BUILD)
7506 SDL_strlcat(str, " (OEM)", str_len);
7512 char myname[_MAX_PATH];
7513 int namelen, major, minor, build, waste;
7514 unsigned int buf_size;
7520 // Find my EXE file name
7521 hMod = GetModuleHandle(NULL);
7522 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7524 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7525 infop = (char *)malloc(version_size);
7526 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7528 // get the product version
7529 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7530 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7532 sprintf(str,"Dv%d.%02d",major, minor);
7534 sprintf(str,"v%d.%02d",major, minor);
7539 void get_version_string_short(char *str, const int str_len)
7541 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7544 // ----------------------------------------------------------------
7546 // OEM UPSELL SCREENS BEGIN
7548 // ----------------------------------------------------------------
7549 #if defined(OEM_BUILD)
7551 #define NUM_OEM_UPSELL_SCREENS 3
7552 #define OEM_UPSELL_SCREEN_DELAY 10000
7554 static int Oem_upsell_bitmaps_loaded = 0;
7555 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7556 static int Oem_upsell_screen_number = 0;
7557 static int Oem_upsell_show_next_bitmap_time;
7560 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
7573 static int Oem_normal_cursor = -1;
7574 static int Oem_web_cursor = -1;
7575 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
7576 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7578 void oem_upsell_next_screen()
7580 Oem_upsell_screen_number++;
7581 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7582 // extra long delay, mouse shown on last upsell
7583 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7587 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7591 void oem_upsell_load_bitmaps()
7595 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7596 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7600 void oem_upsell_unload_bitmaps()
7604 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7605 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7606 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7611 Oem_upsell_bitmaps_loaded = 0;
7614 // clickable hotspot on 3rd OEM upsell screen
7615 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7617 28, 350, 287, 96 // x, y, w, h
7620 45, 561, 460, 152 // x, y, w, h
7624 void oem_upsell_show_screens()
7626 int current_time, k;
7629 if ( !Oem_upsell_bitmaps_loaded ) {
7630 oem_upsell_load_bitmaps();
7631 Oem_upsell_bitmaps_loaded = 1;
7634 // may use upsell screens more than once
7635 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7636 Oem_upsell_screen_number = 0;
7642 int nframes; // used to pass, not really needed (should be 1)
7643 Oem_normal_cursor = gr_get_cursor_bitmap();
7644 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7645 SDL_assert(Oem_web_cursor >= 0);
7646 if (Oem_web_cursor < 0) {
7647 Oem_web_cursor = Oem_normal_cursor;
7652 //oem_reset_trailer_timer();
7654 current_time = timer_get_milliseconds();
7659 // advance screen on keypress or timeout
7660 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7661 oem_upsell_next_screen();
7664 // check if we are done
7665 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7666 Oem_upsell_screen_number--;
7669 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7674 // show me the upsell
7675 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
7676 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7680 // if this is the 3rd upsell, make it clickable, d00d
7681 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7683 int button_state = mouse_get_pos(&mx, &my);
7684 if ( (mx >= Oem_upsell3_button_coords[gr_screen.res][0]) && (mx <= Oem_upsell3_button_coords[gr_screen.res][0] + Oem_upsell3_button_coords[gr_screen.res][2])
7685 && (my >= Oem_upsell3_button_coords[gr_screen.res][1]) && (my <= Oem_upsell3_button_coords[gr_screen.res][1] + Oem_upsell3_button_coords[gr_screen.res][3]) )
7688 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7691 if (button_state & MOUSE_LEFT_BUTTON) {
7693 multi_pxo_url(OEM_UPSELL_URL);
7697 // switch cursor back to normal one
7698 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7703 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7713 oem_upsell_unload_bitmaps();
7715 // switch cursor back to normal one
7716 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7720 #endif // defined(OEM_BUILD)
7721 // ----------------------------------------------------------------
7723 // OEM UPSELL SCREENS END
7725 // ----------------------------------------------------------------
7729 // ----------------------------------------------------------------
7731 // DEMO UPSELL SCREENS BEGIN
7733 // ----------------------------------------------------------------
7735 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7738 #define NUM_DEMO_UPSELL_SCREENS 4
7739 #define DEMO_UPSELL_SCREEN_DELAY 15000
7741 #define NUM_DEMO_UPSELL_SCREENS 2
7742 #define DEMO_UPSELL_SCREEN_DELAY 3000
7746 static int Demo_upsell_bitmaps_loaded = 0;
7747 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7748 static int Demo_upsell_screen_number = 0;
7749 static int Demo_upsell_show_next_bitmap_time;
7752 static const char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7778 void demo_upsell_next_screen()
7780 Demo_upsell_screen_number++;
7781 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7782 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7784 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7788 void demo_upsell_load_bitmaps()
7792 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7793 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7797 void demo_upsell_unload_bitmaps()
7801 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7802 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7803 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7808 Demo_upsell_bitmaps_loaded = 0;
7811 void demo_upsell_init()
7813 if ( !Demo_upsell_bitmaps_loaded ) {
7814 demo_upsell_load_bitmaps();
7815 Demo_upsell_bitmaps_loaded = 1;
7818 // may use upsell screens more than once
7819 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7820 Demo_upsell_screen_number = 0;
7826 void demo_upsell_close()
7829 demo_upsell_unload_bitmaps();
7832 void demo_upsell_do()
7836 demo_reset_trailer_timer();
7840 int k = key_inkey();
7843 if ( timer_get_milliseconds() > Demo_upsell_show_next_bitmap_time ) {
7844 demo_upsell_next_screen();
7850 demo_upsell_next_screen();
7853 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7854 Demo_upsell_screen_number--;
7857 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7862 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
7863 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7868 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7871 gameseq_post_event(GS_EVENT_QUIT_GAME);
7873 gameseq_post_event(GS_EVENT_MAIN_MENU);
7882 // ----------------------------------------------------------------
7884 // DEMO UPSELL SCREENS END
7886 // ----------------------------------------------------------------
7889 // ----------------------------------------------------------------
7891 // Subspace Ambient Sound START
7893 // ----------------------------------------------------------------
7895 static int Subspace_ambient_left_channel = -1;
7896 static int Subspace_ambient_right_channel = -1;
7899 void game_start_subspace_ambient_sound()
7901 if ( Subspace_ambient_left_channel < 0 ) {
7902 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7905 if ( Subspace_ambient_right_channel < 0 ) {
7906 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7910 void game_stop_subspace_ambient_sound()
7912 if ( Subspace_ambient_left_channel >= 0 ) {
7913 snd_stop(Subspace_ambient_left_channel);
7914 Subspace_ambient_left_channel = -1;
7917 if ( Subspace_ambient_right_channel >= 0 ) {
7918 snd_stop(Subspace_ambient_right_channel);
7919 Subspace_ambient_right_channel = -1;
7923 // ----------------------------------------------------------------
7925 // Subspace Ambient Sound END
7927 // ----------------------------------------------------------------
7929 // ----------------------------------------------------------------
7931 // Language Autodetection stuff
7934 // this layout order must match Lcl_languages in localize.cpp in order for the
7935 // correct language to be detected
7936 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7938 1366105450, // English
7940 589986744, // English
7942 -1132430286, // German
7944 -1131728960, // Polish
7947 // default setting is "-1" to use config file with English as fall back
7948 // DO NOT change the default setting here or something uncouth might happen
7949 // in the localization code
7955 // try and open the file to verify
7956 CFILE *detect = cfopen("font01.vf", "rb");
7958 // will use default setting if something went wrong
7963 // get the long checksum of the file
7965 cfseek(detect, 0, SEEK_SET);
7966 cf_chksum_long(detect, &file_checksum);
7970 // now compare the checksum/filesize against known #'s
7971 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
7972 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
7977 // notify if a match was not found, include detected checksum
7978 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
7979 printf("Using default language...\n\n");
7985 // End Auto Lang stuff
7987 // ----------------------------------------------------------------
7989 // ----------------------------------------------------------------
7990 // SHIPS TBL VERIFICATION STUFF
7993 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
7994 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
7995 #define NUM_SHIPS_TBL_CHECKSUMS 3
7997 #define NUM_SHIPS_TBL_CHECKSUMS 1
8000 #if defined(FS2_DEMO)
8001 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8002 1696074201, // FS2 demo
8004 #elif defined(FS1_DEMO)
8005 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8006 1603375034, // FS1 DEMO
8008 #elif defined(MAKE_FS1)
8009 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8010 -129679197, // FS1 Full 1.06 (US)
8011 7762567, // FS1 SilentThreat
8012 1555372475 // FS1 Full 1.06 (German)
8016 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8017 -463907578, // US - beta 1
8018 1696074201, // FS2 demo
8021 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8022 // -1022810006, // 1.0 FULL
8023 -1254285366 // 1.2 FULL (German)
8027 void verify_ships_tbl()
8031 Game_ships_tbl_valid = 1;
8037 // detect if the packfile exists
8038 CFILE *detect = cfopen("ships.tbl", "rb");
8039 Game_ships_tbl_valid = 0;
8043 Game_ships_tbl_valid = 0;
8047 // get the long checksum of the file
8049 cfseek(detect, 0, SEEK_SET);
8050 cf_chksum_long(detect, &file_checksum);
8054 // now compare the checksum/filesize against known #'s
8055 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
8056 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
8057 Game_ships_tbl_valid = 1;
8064 DCF(shipspew, "display the checksum for the current ships.tbl")
8067 CFILE *detect = cfopen("ships.tbl", "rb");
8068 // get the long checksum of the file
8070 cfseek(detect, 0, SEEK_SET);
8071 cf_chksum_long(detect, &file_checksum);
8074 dc_printf("%d", file_checksum);
8077 // ----------------------------------------------------------------
8078 // WEAPONS TBL VERIFICATION STUFF
8081 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8082 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8083 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8085 #define NUM_WEAPONS_TBL_CHECKSUMS 1
8088 #if defined(FS2_DEMO)
8089 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8090 -266420030, // demo 1
8092 #elif defined(FS1_DEMO)
8093 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8094 -1246928725, // FS1 DEMO
8096 #elif defined(MAKE_FS1)
8097 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8098 -834598107, // FS1 1.06 Full (US)
8099 -1652231417, // FS1 SilentThreat
8100 720209793 // FS1 1.06 Full (German)
8104 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8105 141718090, // US - beta 1
8106 -266420030, // demo 1
8109 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8110 // 399297860, // 1.0 FULL
8111 -553984927 // 1.2 FULL (german)
8115 void verify_weapons_tbl()
8119 Game_weapons_tbl_valid = 1;
8125 // detect if the packfile exists
8126 CFILE *detect = cfopen("weapons.tbl", "rb");
8127 Game_weapons_tbl_valid = 0;
8131 Game_weapons_tbl_valid = 0;
8135 // get the long checksum of the file
8137 cfseek(detect, 0, SEEK_SET);
8138 cf_chksum_long(detect, &file_checksum);
8142 // now compare the checksum/filesize against known #'s
8143 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8144 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8145 Game_weapons_tbl_valid = 1;
8152 DCF(wepspew, "display the checksum for the current weapons.tbl")
8155 CFILE *detect = cfopen("weapons.tbl", "rb");
8156 // get the long checksum of the file
8158 cfseek(detect, 0, SEEK_SET);
8159 cf_chksum_long(detect, &file_checksum);
8162 dc_printf("%d", file_checksum);
8165 // if the game is running using hacked data
8166 int game_hacked_data()
8169 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8177 void display_title_screen()
8179 #if defined(FS2_DEMO) || defined(OEM_BUILD)
8180 ///int title_bitmap;
8183 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8184 if (title_bitmap == -1) {
8189 gr_set_bitmap(title_bitmap);
8197 // give it some time on screen
8200 bm_unload(title_bitmap);
8201 #endif // FS2_DEMO || OEM_BUILD
8204 // return true if the game is running with "low memory", which is less than 48MB
8205 bool game_using_low_mem()
8207 if (Use_low_mem == 0) {