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.
572 #include "systemvars.h"
577 #include "starfield.h"
578 #include "lighting.h"
583 #include "fireballs.h"
587 #include "floating.h"
588 #include "gamesequence.h"
590 #include "optionsmenu.h"
591 #include "playermenu.h"
592 #include "trainingmenu.h"
593 #include "techmenu.h"
596 #include "hudmessage.h"
598 #include "missiongoals.h"
599 #include "missionparse.h"
604 #include "multiutil.h"
605 #include "multimsgs.h"
609 #include "freespace.h"
610 #include "managepilot.h"
612 #include "contexthelp.h"
615 #include "missionbrief.h"
616 #include "missiondebrief.h"
618 #include "missionshipchoice.h"
620 #include "hudconfig.h"
621 #include "controlsconfig.h"
622 #include "missionmessage.h"
623 #include "missiontraining.h"
625 #include "hudtarget.h"
627 #include "eventmusic.h"
628 #include "animplay.h"
629 #include "missionweaponchoice.h"
630 #include "missionlog.h"
631 #include "audiostr.h"
633 #include "missioncampaign.h"
635 #include "missionhotkey.h"
636 #include "objectsnd.h"
637 #include "cmeasure.h"
639 #include "linklist.h"
640 #include "shockwave.h"
641 #include "afterburner.h"
646 #include "stand_gui.h"
647 #include "pcxutils.h"
648 #include "hudtargetbox.h"
649 #include "multi_xfer.h"
650 #include "hudescort.h"
651 #include "multiutil.h"
654 #include "multiteamselect.h"
656 #include "readyroom.h"
657 #include "mainhallmenu.h"
658 #include "multilag.h"
660 #include "particle.h"
662 #include "multi_ingame.h"
663 #include "snazzyui.h"
664 #include "asteroid.h"
665 #include "popupdead.h"
666 #include "multi_voice.h"
667 #include "missioncmdbrief.h"
668 #include "redalert.h"
669 #include "gameplayhelp.h"
670 #include "multilag.h"
671 #include "staticrand.h"
672 #include "multi_pmsg.h"
673 #include "levelpaging.h"
674 #include "observer.h"
675 #include "multi_pause.h"
676 #include "multi_endgame.h"
677 #include "cutscenes.h"
678 #include "multi_respawn.h"
680 #include "multi_obj.h"
681 #include "multi_log.h"
683 #include "localize.h"
684 #include "osregistry.h"
685 #include "barracks.h"
686 #include "missionpause.h"
688 #include "alphacolors.h"
689 #include "objcollide.h"
692 #include "neblightning.h"
693 #include "shipcontrails.h"
696 #include "multi_dogfight.h"
697 #include "multi_rate.h"
698 #include "muzzleflash.h"
702 #include "mainhalltemp.h"
703 #include "exceptionhandler.h"
704 #include "supernova.h"
705 #include "hudshield.h"
706 // #include "names.h"
708 #include "missionloopbrief.h"
712 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
718 // 1.00.04 5/26/98 MWA -- going final (12 pm)
719 // 1.00.03 5/26/98 MWA -- going final (3 am)
720 // 1.00.02 5/25/98 MWA -- going final
721 // 1.00.01 5/25/98 MWA -- going final
722 // 0.90 5/21/98 MWA -- getting ready for final.
723 // 0.10 4/9/98. Set by MK.
725 // Demo version: (obsolete since DEMO codebase split from tree)
726 // 0.03 4/10/98 AL. Interplay rev
727 // 0.02 4/8/98 MK. Increased when this system was modified.
728 // 0.01 4/7/98? AL. First release to Interplay QA.
731 // 1.00 5/28/98 AL. First release to Interplay QA.
733 void game_level_init(int seed = -1);
734 void game_post_level_init();
735 void game_do_frame();
736 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
737 void game_reset_time();
738 void game_show_framerate(); // draws framerate in lower right corner
740 int Game_no_clear = 0;
742 int Pofview_running = 0;
743 int Nebedit_running = 0;
744 int Fonttool_running = 0;
746 typedef struct big_expl_flash {
747 float max_flash_intensity; // max intensity
748 float cur_flash_intensity; // cur intensity
749 int flash_start; // start time
752 #define FRAME_FILTER 16
754 #define DEFAULT_SKILL_LEVEL 1
755 int Game_skill_level = DEFAULT_SKILL_LEVEL;
757 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
758 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
760 #define EXE_FNAME ("fs2.exe")
761 #define LAUNCHER_FNAME ("freespace2.exe")
764 // JAS: Code for warphole camera.
765 // Needs to be cleaned up.
766 vector Camera_pos = ZERO_VECTOR;
767 vector Camera_velocity = ZERO_VECTOR;
768 vector Camera_desired_velocity = ZERO_VECTOR;
769 matrix Camera_orient = IDENTITY_MATRIX;
770 float Camera_damping = 1.0f;
771 float Camera_time = 0.0f;
772 float Warpout_time = 0.0f;
773 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
774 int Warpout_sound = -1;
776 int Use_joy_mouse = 0;
777 int Use_palette_flash = 1;
779 int Use_fullscreen_at_startup = 0;
781 int Show_area_effect = 0;
782 object *Last_view_target = NULL;
784 int dogfight_blown = 0;
787 float frametimes[FRAME_FILTER];
788 float frametotal = 0.0f;
792 int Show_framerate = 0;
794 int Show_framerate = 1;
797 int Framerate_cap = 120;
800 int Show_target_debug_info = 0;
801 int Show_target_weapons = 0;
805 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
808 int Debug_octant = -1;
810 fix Game_time_compression = F1_0;
812 // if the ships.tbl the player has is valid
813 int Game_ships_tbl_valid = 0;
815 // if the weapons.tbl the player has is valid
816 int Game_weapons_tbl_valid = 0;
820 extern int Player_attacking_enabled;
824 int Pre_player_entry;
826 int Fred_running = 0;
827 char Game_current_mission_filename[MAX_FILENAME_LEN];
828 int game_single_step = 0;
829 int last_single_step=0;
831 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
832 extern int MSG_WINDOW_Y_START;
833 extern int MSG_WINDOW_HEIGHT;
835 int game_zbuffer = 1;
836 //static int Game_music_paused;
837 static int Game_paused;
841 #define EXPIRE_BAD_CHECKSUM 1
842 #define EXPIRE_BAD_TIME 2
844 extern void ssm_init();
845 extern void ssm_level_init();
846 extern void ssm_process();
848 // static variable to contain the time this version was built
849 // commented out for now until
850 // I figure out how to get the username into the file
851 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
853 // defines and variables used for dumping frame for making trailers.
855 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
856 int Debug_dump_trigger = 0;
857 int Debug_dump_frame_count;
858 int Debug_dump_frame_num = 0;
859 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
862 // amount of time to wait after the player has died before we display the death died popup
863 #define PLAYER_DIED_POPUP_WAIT 2500
864 int Player_died_popup_wait = -1;
865 time_t Player_multi_died_check = -1;
867 // builtin mission list stuff
869 int Game_builtin_mission_count = 6;
870 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
871 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
873 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
874 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
875 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
876 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
878 #elif defined(FS1_DEMO)
879 int Game_builtin_mission_count = 5;
880 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
881 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
882 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
883 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
884 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
885 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
887 #elif defined(PD_BUILD)
888 int Game_builtin_mission_count = 4;
889 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
890 { "sm1-01.fs2", (FSB_FROM_VOLITION) },
891 { "sm1-05.fs2", (FSB_FROM_VOLITION) },
892 { "sm1-01", (FSB_FROM_VOLITION) },
893 { "sm1-05", (FSB_FROM_VOLITION) },
895 #elif defined(MULTIPLAYER_BETA)
896 int Game_builtin_mission_count = 17;
897 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
899 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
900 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
901 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
902 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
903 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
904 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
905 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
906 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
907 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
908 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
909 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
910 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
911 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
912 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
913 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
914 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
915 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
917 #elif defined(OEM_BUILD)
918 int Game_builtin_mission_count = 17;
919 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
920 // oem version - act 1 only
921 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
924 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
930 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
931 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
932 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
933 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
934 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
935 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
936 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
937 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
938 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
939 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
941 #elif defined(MAKE_FS1)
942 int Game_builtin_mission_count = 125;
943 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
944 // single player campaign
945 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
948 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
949 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
957 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
960 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
961 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
969 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
972 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
974 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
975 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
976 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
977 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
978 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
980 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
983 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
984 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
985 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
988 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
989 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
990 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
991 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
992 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
995 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
996 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
998 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
999 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1000 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1001 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1002 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1003 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1004 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1005 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1006 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1007 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1008 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1009 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1010 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1011 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1012 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1013 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1014 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1015 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1016 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1018 // SilentThreat missions
1019 // Main SilentThreat campaign
1020 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1022 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1026 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1027 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1028 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1029 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1030 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1031 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1032 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1033 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1035 // SilentThreat Part 1 - multi-coop
1036 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1038 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1039 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1040 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1042 // SilentThreat Part 2 - multi-coop
1043 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1045 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1046 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1047 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1049 // SilentThreat Part 3 - multi-coop
1050 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1052 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1053 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1054 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1056 // SilentThreat Part 4 - multi-coop
1057 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1059 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1060 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1061 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1063 // multiplayer missions
1064 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1065 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1066 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1067 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1068 // user supplied missions
1069 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1070 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1071 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1072 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1073 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1074 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1075 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1076 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1077 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1078 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1079 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1080 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1081 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1082 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1083 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1084 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1085 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1086 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1087 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1088 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1089 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1090 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1091 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1092 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1093 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1094 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1095 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1096 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1097 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1098 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1099 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1100 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1103 int Game_builtin_mission_count = 92;
1104 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1105 // single player campaign
1106 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1109 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1119 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1127 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1130 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1131 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1139 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1146 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1147 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1148 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1149 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1150 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1151 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1152 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1153 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1155 // multiplayer missions
1158 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1159 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1160 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1163 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1164 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1165 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1166 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1169 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1170 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1171 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1172 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1173 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1174 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1175 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1176 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1177 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1178 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1179 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1180 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1181 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1182 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1183 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1184 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1185 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1186 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1187 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1188 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1189 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1190 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1191 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1192 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1193 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1194 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1195 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1196 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1199 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1200 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1201 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1202 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1203 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1204 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1205 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1206 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1207 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1208 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1211 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1212 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1213 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1214 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1215 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1220 // Internal function prototypes
1221 void game_maybe_draw_mouse(float frametime);
1222 void init_animating_pointer();
1223 void load_animating_pointer(const char *filename, int dx, int dy);
1224 void unload_animating_pointer();
1225 void game_do_training_checks();
1226 void game_shutdown(void);
1227 void game_show_event_debug(float frametime);
1228 void game_event_debug_init();
1230 void demo_upsell_show_screens();
1231 void game_start_subspace_ambient_sound();
1232 void game_stop_subspace_ambient_sound();
1233 void verify_ships_tbl();
1234 void verify_weapons_tbl();
1235 void display_title_screen();
1237 // loading background filenames
1238 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1239 "LoadingBG", // GR_640
1240 "2_LoadingBG" // GR_1024
1244 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1245 "Loading.ani", // GR_640
1246 "2_Loading.ani" // GR_1024
1249 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1250 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1258 #elif defined(OEM_BUILD)
1259 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1268 // How much RAM is on this machine. Set in WinMain
1269 static int Freespace_total_ram = 0;
1272 float Game_flash_red = 0.0f;
1273 float Game_flash_green = 0.0f;
1274 float Game_flash_blue = 0.0f;
1275 float Sun_spot = 0.0f;
1276 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1278 // game shudder stuff (in ms)
1279 int Game_shudder_time = -1;
1280 int Game_shudder_total = 0;
1281 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1284 sound_env Game_sound_env;
1285 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1286 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1288 int Game_sound_env_update_timestamp;
1290 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1293 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1295 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1299 // look through all existing builtin missions
1300 for(idx=0; idx<Game_builtin_mission_count; idx++){
1301 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1302 return &Game_builtin_mission_list[idx];
1310 int game_get_default_skill_level()
1312 return DEFAULT_SKILL_LEVEL;
1316 void game_flash_reset()
1318 Game_flash_red = 0.0f;
1319 Game_flash_green = 0.0f;
1320 Game_flash_blue = 0.0f;
1322 Big_expl_flash.max_flash_intensity = 0.0f;
1323 Big_expl_flash.cur_flash_intensity = 0.0f;
1324 Big_expl_flash.flash_start = 0;
1327 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1328 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1330 void game_framerate_check_init()
1332 // zero critical time
1333 Gf_critical_time = 0.0f;
1336 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1337 Gf_critical = 15.0f;
1339 Gf_critical = 25.0f;
1343 extern float Framerate;
1344 void game_framerate_check()
1348 // if the current framerate is above the critical level, add frametime
1349 if(Framerate >= Gf_critical){
1350 Gf_critical_time += flFrametime;
1353 if(!Show_framerate){
1357 // display if we're above the critical framerate
1358 if(Framerate < Gf_critical){
1359 gr_set_color_fast(&Color_bright_red);
1360 gr_string(200, y_start, "Framerate warning");
1365 // display our current pct of good frametime
1366 if(f2fl(Missiontime) >= 0.0f){
1367 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1370 gr_set_color_fast(&Color_bright_green);
1372 gr_set_color_fast(&Color_bright_red);
1375 gr_printf(200, y_start, "%d%%", (int)pct);
1380 // Adds a flash effect. These can be positive or negative.
1381 // The range will get capped at around -1 to 1, so stick
1382 // with a range like that.
1383 void game_flash( float r, float g, float b )
1385 Game_flash_red += r;
1386 Game_flash_green += g;
1387 Game_flash_blue += b;
1389 if ( Game_flash_red < -1.0f ) {
1390 Game_flash_red = -1.0f;
1391 } else if ( Game_flash_red > 1.0f ) {
1392 Game_flash_red = 1.0f;
1395 if ( Game_flash_green < -1.0f ) {
1396 Game_flash_green = -1.0f;
1397 } else if ( Game_flash_green > 1.0f ) {
1398 Game_flash_green = 1.0f;
1401 if ( Game_flash_blue < -1.0f ) {
1402 Game_flash_blue = -1.0f;
1403 } else if ( Game_flash_blue > 1.0f ) {
1404 Game_flash_blue = 1.0f;
1409 // Adds a flash for Big Ship explosions
1410 // cap range from 0 to 1
1411 void big_explosion_flash(float flash)
1413 Big_expl_flash.flash_start = timestamp(1);
1417 } else if (flash < 0.0f) {
1421 Big_expl_flash.max_flash_intensity = flash;
1422 Big_expl_flash.cur_flash_intensity = 0.0f;
1425 // Amount to diminish palette towards normal, per second.
1426 #define DIMINISH_RATE 0.75f
1427 #define SUN_DIMINISH_RATE 6.00f
1431 float sn_glare_scale = 1.7f;
1434 dc_get_arg(ARG_FLOAT);
1435 sn_glare_scale = Dc_arg_float;
1438 float Supernova_last_glare = 0.0f;
1439 void game_sunspot_process(float frametime)
1443 float Sun_spot_goal = 0.0f;
1446 sn_stage = supernova_active();
1448 // sunspot differently based on supernova stage
1450 // approaching. player still in control
1453 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1456 light_get_global_dir(&light_dir, 0);
1458 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1461 // scale it some more
1462 dot = dot * (0.5f + (pct * 0.5f));
1465 Sun_spot_goal += (dot * sn_glare_scale);
1468 // draw the sun glow
1469 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1470 // draw the glow for this sun
1471 stars_draw_sun_glow(0);
1474 Supernova_last_glare = Sun_spot_goal;
1477 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1480 Sun_spot_goal = 0.9f;
1481 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1483 if(Sun_spot_goal > 1.0f){
1484 Sun_spot_goal = 1.0f;
1487 Sun_spot_goal *= sn_glare_scale;
1488 Supernova_last_glare = Sun_spot_goal;
1491 // fade to white. display dead popup
1494 Supernova_last_glare += (2.0f * flFrametime);
1495 if(Supernova_last_glare > 2.0f){
1496 Supernova_last_glare = 2.0f;
1499 Sun_spot_goal = Supernova_last_glare;
1506 // check sunspots for all suns
1507 n_lights = light_get_global_count();
1510 for(idx=0; idx<n_lights; idx++){
1511 //(vector *eye_pos, matrix *eye_orient)
1512 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1515 light_get_global_dir(&light_dir, idx);
1517 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1519 Sun_spot_goal += (float)pow(dot,85.0f);
1521 // draw the glow for this sun
1522 stars_draw_sun_glow(idx);
1524 Sun_spot_goal = 0.0f;
1530 Sun_spot_goal = 0.0f;
1534 float dec_amount = frametime*SUN_DIMINISH_RATE;
1536 if ( Sun_spot < Sun_spot_goal ) {
1537 Sun_spot += dec_amount;
1538 if ( Sun_spot > Sun_spot_goal ) {
1539 Sun_spot = Sun_spot_goal;
1541 } else if ( Sun_spot > Sun_spot_goal ) {
1542 Sun_spot -= dec_amount;
1543 if ( Sun_spot < Sun_spot_goal ) {
1544 Sun_spot = Sun_spot_goal;
1550 // Call once a frame to diminish the
1551 // flash effect to 0.
1552 void game_flash_diminish(float frametime)
1554 float dec_amount = frametime*DIMINISH_RATE;
1556 if ( Game_flash_red > 0.0f ) {
1557 Game_flash_red -= dec_amount;
1558 if ( Game_flash_red < 0.0f )
1559 Game_flash_red = 0.0f;
1561 Game_flash_red += dec_amount;
1562 if ( Game_flash_red > 0.0f )
1563 Game_flash_red = 0.0f;
1566 if ( Game_flash_green > 0.0f ) {
1567 Game_flash_green -= dec_amount;
1568 if ( Game_flash_green < 0.0f )
1569 Game_flash_green = 0.0f;
1571 Game_flash_green += dec_amount;
1572 if ( Game_flash_green > 0.0f )
1573 Game_flash_green = 0.0f;
1576 if ( Game_flash_blue > 0.0f ) {
1577 Game_flash_blue -= dec_amount;
1578 if ( Game_flash_blue < 0.0f )
1579 Game_flash_blue = 0.0f;
1581 Game_flash_blue += dec_amount;
1582 if ( Game_flash_blue > 0.0f )
1583 Game_flash_blue = 0.0f;
1586 // update big_explosion_cur_flash
1587 #define TIME_UP 1500
1588 #define TIME_DOWN 2500
1589 int duration = TIME_UP + TIME_DOWN;
1590 int time = timestamp_until(Big_expl_flash.flash_start);
1591 if (time > -duration) {
1593 if (time < TIME_UP) {
1594 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1597 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1601 if ( Use_palette_flash ) {
1603 // static int or=0, og=0, ob=0;
1605 // Change the 200 to change the color range of colors.
1606 r = fl2i( Game_flash_red*128.0f );
1607 g = fl2i( Game_flash_green*128.0f );
1608 b = fl2i( Game_flash_blue*128.0f );
1610 if ( Sun_spot > 0.0f ) {
1611 r += fl2i(Sun_spot*128.0f);
1612 g += fl2i(Sun_spot*128.0f);
1613 b += fl2i(Sun_spot*128.0f);
1616 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1617 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1618 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1619 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1622 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1623 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1624 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1626 if ( (r!=0) || (g!=0) || (b!=0) ) {
1627 gr_flash( r, g, b );
1629 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1640 void game_level_close()
1642 // De-Initialize the game subsystems
1643 event_music_level_close();
1644 game_stop_looped_sounds();
1646 obj_snd_level_close(); // uninit object-linked persistant sounds
1647 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1648 anim_level_close(); // stop and clean up any anim instances
1649 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1650 shockwave_level_close();
1651 fireball_level_close();
1653 mission_event_shutdown();
1654 asteroid_level_close();
1655 flak_level_close(); // unload flak stuff
1656 neb2_level_close(); // shutdown gaseous nebula stuff
1659 mflash_level_close();
1660 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1662 audiostream_unpause_all();
1667 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1668 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1669 void game_level_init(int seed)
1671 // seed the random number generator
1673 // if no seed was passed, seed the generator either from the time value, or from the
1674 // netgame security flags -- ensures that all players in multiplayer game will have the
1675 // same randon number sequence (with static rand functions)
1676 if ( Game_mode & GM_NORMAL ) {
1677 Game_level_seed = (int)time(NULL);
1679 Game_level_seed = Netgame.security;
1682 // mwa 9/17/98 -- maybe this assert isn't needed????
1683 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1684 Game_level_seed = seed;
1686 srand( Game_level_seed );
1688 // semirand function needs to get re-initted every time in multiplayer
1689 if ( Game_mode & GM_MULTIPLAYER ){
1695 Key_normal_game = (Game_mode & GM_NORMAL);
1698 Game_shudder_time = -1;
1700 // Initialize the game subsystems
1701 // timestamp_reset(); // Must be inited before everything else
1703 game_reset_time(); // resets time, and resets saved time too
1705 obj_init(); // Must be inited before the other systems
1706 model_free_all(); // Free all existing models
1707 mission_brief_common_init(); // Free all existing briefing/debriefing text
1708 weapon_level_init();
1709 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1711 player_level_init();
1712 shipfx_flash_init(); // Init the ship gun flash system.
1713 game_flash_reset(); // Reset the flash effect
1714 particle_init(); // Reset the particle system
1718 shield_hit_init(); // Initialize system for showing shield hits
1719 radar_mission_init();
1720 mission_init_goals();
1723 obj_snd_level_init(); // init object-linked persistant sounds
1725 shockwave_level_init();
1726 afterburner_level_init();
1727 scoring_level_init( &Player->stats );
1729 asteroid_level_init();
1730 control_config_clear_used_status();
1731 collide_ship_ship_sounds_init();
1733 Pre_player_entry = 1; // Means the player has not yet entered.
1734 Entry_delay_time = 0; // Could get overwritten in mission read.
1735 fireball_preload(); // page in warphole bitmaps
1737 flak_level_init(); // initialize flak - bitmaps, etc
1738 ct_level_init(); // initialize ships contrails, etc
1739 awacs_level_init(); // initialize AWACS
1740 beam_level_init(); // initialize beam weapons
1741 mflash_level_init();
1743 supernova_level_init();
1745 // multiplayer dogfight hack
1748 shipfx_engine_wash_level_init();
1752 Last_view_target = NULL;
1757 // campaign wasn't ended
1758 Campaign_ended_in_mission = 0;
1761 // called when a mission is over -- does server specific stuff.
1762 void freespace_stop_mission()
1765 Game_mode &= ~GM_IN_MISSION;
1768 // called at frame interval to process networking stuff
1769 void game_do_networking()
1771 SDL_assert( Net_player != NULL );
1772 if (!(Game_mode & GM_MULTIPLAYER)){
1776 // see if this player should be reading/writing data. Bit is set when at join
1777 // screen onward until quits back to main menu.
1778 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1782 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1785 multi_pause_do_frame();
1790 // Loads the best palette for this level, based
1791 // on nebula color and hud color. You could just call palette_load_table with
1792 // the appropriate filename, but who wants to do that.
1793 void game_load_palette()
1795 char palette_filename[1024];
1797 // We only use 3 hud colors right now
1799 SDL_assert( HUD_config.main_color >= 0 );
1800 SDL_assert( HUD_config.main_color <= 2 );
1803 SDL_assert( Mission_palette >= 0 );
1804 SDL_assert( Mission_palette <= 98 );
1807 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1808 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), sizeof(palette_filename) );
1810 SDL_snprintf( palette_filename, sizeof(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1813 mprintf(( "Loading palette %s\n", palette_filename ));
1815 palette_load_table(palette_filename);
1817 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), sizeof(palette_filename) );
1819 mprintf(( "Loading palette %s\n", palette_filename ));
1823 void game_post_level_init()
1825 // Stuff which gets called after mission is loaded. Because player isn't created until
1826 // after mission loads, some things must get initted after the level loads
1828 model_level_post_init();
1831 hud_setup_escort_list();
1832 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1838 game_event_debug_init();
1841 training_mission_init();
1842 asteroid_create_all();
1844 game_framerate_check_init();
1848 // An estimate as to how high the count passed to game_loading_callback will go.
1849 // This is just a guess, it seems to always be about the same. The count is
1850 // proportional to the code being executed, not the time, so this works good
1851 // for a bar, assuming the code does about the same thing each time you
1852 // load a level. You can find this value by looking at the return value
1853 // of game_busy_callback(NULL), which I conveniently print out to the
1854 // debug output window with the '=== ENDING LOAD ==' stuff.
1855 //#define COUNT_ESTIMATE 3706
1856 #define COUNT_ESTIMATE 1111
1858 int Game_loading_callback_inited = 0;
1860 int Game_loading_background = -1;
1861 anim * Game_loading_ani = NULL;
1862 anim_instance *Game_loading_ani_instance;
1863 int Game_loading_frame=-1;
1865 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1867 #if defined(FS1_DEMO)
1869 #elif defined(MAKE_FS1)
1880 // This gets called 10x per second and count is the number of times
1881 // game_busy() has been called since the current callback function
1883 void game_loading_callback(int count)
1885 game_do_networking();
1887 SDL_assert( Game_loading_callback_inited==1 );
1888 SDL_assert( Game_loading_ani != NULL );
1890 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1891 if ( framenum > Game_loading_ani->total_frames-1 ) {
1892 framenum = Game_loading_ani->total_frames-1;
1893 } else if ( framenum < 0 ) {
1898 while ( Game_loading_frame < framenum ) {
1899 Game_loading_frame++;
1900 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1904 if ( cbitmap > -1 ) {
1905 if ( Game_loading_background > -1 ) {
1906 gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1910 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1911 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1912 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1914 bm_release(cbitmap);
1920 void game_loading_callback_init()
1922 SDL_assert( Game_loading_callback_inited==0 );
1924 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1926 common_set_interface_palette("InterfacePalette"); // set the interface palette
1930 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1931 SDL_assert( Game_loading_ani != NULL );
1932 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1933 SDL_assert( Game_loading_ani_instance != NULL );
1934 Game_loading_frame = -1;
1936 Game_loading_callback_inited = 1;
1938 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1943 void game_loading_callback_close()
1945 SDL_assert( Game_loading_callback_inited==1 );
1947 // Make sure bar shows all the way over.
1948 game_loading_callback(COUNT_ESTIMATE);
1950 int real_count = game_busy_callback( NULL );
1953 Game_loading_callback_inited = 0;
1956 mprintf(( "=================== ENDING LOAD ================\n" ));
1957 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1958 mprintf(( "================================================\n" ));
1960 // to remove warnings in release build
1964 free_anim_instance(Game_loading_ani_instance);
1965 Game_loading_ani_instance = NULL;
1966 anim_free(Game_loading_ani);
1967 Game_loading_ani = NULL;
1969 bm_release( Game_loading_background );
1970 common_free_interface_palette(); // restore game palette
1971 Game_loading_background = -1;
1973 gr_set_font( FONT1 );
1976 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1978 void game_maybe_update_sound_environment()
1980 // do nothing for now
1983 // Assign the sound environment for the game, based on the current mission
1985 void game_assign_sound_environment()
1988 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1989 Game_sound_env.id = SND_ENV_DRUGGED;
1990 Game_sound_env.volume = 0.800f;
1991 Game_sound_env.damping = 1.188f;
1992 Game_sound_env.decay = 6.392f;
1994 } else if (Num_asteroids > 30) {
1995 Game_sound_env.id = SND_ENV_AUDITORIUM;
1996 Game_sound_env.volume = 0.603f;
1997 Game_sound_env.damping = 0.5f;
1998 Game_sound_env.decay = 4.279f;
2001 Game_sound_env = Game_default_sound_env;
2005 Game_sound_env = Game_default_sound_env;
2006 Game_sound_env_update_timestamp = timestamp(1);
2009 // function which gets called before actually entering the mission. It is broken down into a funciton
2010 // since it will get called in one place from a single player game and from another place for
2011 // a multiplayer game
2012 void freespace_mission_load_stuff()
2014 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2015 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2016 if(!(Game_mode & GM_STANDALONE_SERVER)){
2018 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2020 game_loading_callback_init();
2022 event_music_level_init(); // preloads the first 2 seconds for each event music track
2025 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2028 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2031 ship_assign_sound_all(); // assign engine sounds to ships
2032 game_assign_sound_environment(); // assign the sound environment for this mission
2035 // call function in missionparse.cpp to fixup player/ai stuff.
2036 mission_parse_fixup_players();
2039 // Load in all the bitmaps for this level
2044 game_loading_callback_close();
2046 // the only thing we need to call on the standalone for now.
2048 // call function in missionparse.cpp to fixup player/ai stuff.
2049 mission_parse_fixup_players();
2051 // Load in all the bitmaps for this level
2056 time_t load_gl_init;
2057 time_t load_mission_load;
2058 time_t load_post_level_init;
2059 time_t load_mission_stuff;
2061 // tells the server to load the mission and initialize structures
2062 int game_start_mission()
2064 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2066 load_gl_init = time(NULL);
2068 load_gl_init = time(NULL) - load_gl_init;
2070 if (Game_mode & GM_MULTIPLAYER) {
2071 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2073 // clear multiplayer stats
2074 init_multiplayer_stats();
2077 load_mission_load = time(NULL);
2078 if (mission_load()) {
2079 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2080 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2081 gameseq_post_event(GS_EVENT_MAIN_MENU);
2083 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2088 load_mission_load = time(NULL) - load_mission_load;
2090 // If this is a red alert mission in campaign mode, bash wingman status
2091 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2092 red_alert_bash_wingman_status();
2095 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2096 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2097 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2099 game_load_palette();
2103 load_post_level_init = time(NULL);
2104 game_post_level_init();
2105 load_post_level_init = time(NULL) - load_post_level_init;
2109 void Do_model_timings_test();
2110 Do_model_timings_test();
2114 load_mission_stuff = time(NULL);
2115 freespace_mission_load_stuff();
2116 load_mission_stuff = time(NULL) - load_mission_stuff;
2121 int Interface_framerate = 0;
2124 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2125 DCF_BOOL( show_framerate, Show_framerate )
2126 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2127 DCF_BOOL( show_target_weapons, Show_target_weapons )
2128 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2129 DCF_BOOL( sound, Sound_enabled )
2130 DCF_BOOL( zbuffer, game_zbuffer )
2131 DCF_BOOL( shield_system, New_shield_system )
2132 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2133 DCF_BOOL( player_attacking, Player_attacking_enabled )
2134 DCF_BOOL( show_waypoints, Show_waypoints )
2135 DCF_BOOL( show_area_effect, Show_area_effect )
2136 DCF_BOOL( show_net_stats, Show_net_stats )
2137 DCF_BOOL( log, Log_debug_output_to_file )
2138 DCF_BOOL( training_msg_method, Training_msg_method )
2139 DCF_BOOL( show_player_pos, Show_player_pos )
2140 DCF_BOOL(i_framerate, Interface_framerate )
2142 DCF(show_mem,"Toggles showing mem usage")
2145 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2146 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2147 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2148 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2154 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2156 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2157 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2161 DCF(show_cpu,"Toggles showing cpu usage")
2164 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2165 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2166 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2167 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2173 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2175 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2176 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2183 // AL 4-8-98: always allow players to display their framerate
2186 DCF_BOOL( show_framerate, Show_framerate )
2193 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2196 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2197 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2198 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2199 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2201 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" );
2202 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2204 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2207 DCF(palette_flash,"Toggles palette flash effect on/off")
2210 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2211 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2212 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2213 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2215 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2216 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2219 int Use_low_mem = 0;
2221 DCF(low_mem,"Uses low memory settings regardless of RAM")
2224 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2225 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2226 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2227 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2229 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2230 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2232 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2238 DCF(force_fullscreen, "Forces game to startup in fullscreen mode")
2241 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2242 if ( Dc_arg_type & ARG_TRUE ) Use_fullscreen_at_startup = 1;
2243 else if ( Dc_arg_type & ARG_FALSE ) Use_fullscreen_at_startup = 0;
2244 else if ( Dc_arg_type & ARG_NONE ) Use_fullscreen_at_startup ^= 1;
2246 if ( Dc_help ) dc_printf( "Usage: force_fullscreen [bool]\nSets force_fullscreen to true or false. If nothing passed, then toggles it.\n" );
2247 if ( Dc_status ) dc_printf( "force_fullscreen is %s\n", (Use_fullscreen_at_startup?"TRUE":"FALSE") );
2248 os_config_write_uint( NULL, NOX("ForceFullscreen"), Use_fullscreen_at_startup );
2252 int Framerate_delay = 0;
2254 float Freespace_gamma = 1.8f;
2256 DCF(gamma,"Sets Gamma factor")
2259 dc_get_arg(ARG_FLOAT|ARG_NONE);
2260 if ( Dc_arg_type & ARG_FLOAT ) {
2261 Freespace_gamma = Dc_arg_float;
2263 dc_printf( "Gamma reset to 1.0f\n" );
2264 Freespace_gamma = 1.0f;
2266 if ( Freespace_gamma < 0.1f ) {
2267 Freespace_gamma = 0.1f;
2268 } else if ( Freespace_gamma > 5.0f ) {
2269 Freespace_gamma = 5.0f;
2271 gr_set_gamma(Freespace_gamma);
2273 char tmp_gamma_string[32];
2274 SDL_snprintf( tmp_gamma_string, sizeof(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2275 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2279 dc_printf( "Usage: gamma <float>\n" );
2280 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2281 Dc_status = 0; // don't print status if help is printed. Too messy.
2285 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2293 Game_current_mission_filename[0] = 0;
2295 // seed the random number generator
2296 Game_init_seed = (int)time(NULL);
2297 srand( Game_init_seed );
2299 Framerate_delay = 0;
2305 extern void bm_init();
2311 // Initialize the timer before the os
2317 //Initialize the libraries
2318 s1 = timer_get_milliseconds();
2319 if ( cfile_init() ) { // initialize before calling any cfopen stuff!!!
2322 e1 = timer_get_milliseconds();
2324 // time a bunch of cfopens
2326 s2 = timer_get_milliseconds();
2328 for(int idx=0; idx<10000; idx++){
2329 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2334 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2336 e2 = timer_get_milliseconds();
2339 if (Is_standalone) {
2340 std_init_standalone();
2342 os_init( Osreg_class_name, Osreg_app_name );
2343 os_set_title(Osreg_title);
2346 // initialize localization module. Make sure this is down AFTER initialzing OS.
2347 // int t1 = timer_get_milliseconds();
2348 lcl_init( detect_lang() );
2350 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2352 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2355 // verify that he has a valid weapons.tbl
2356 verify_weapons_tbl();
2358 // Output version numbers to registry for auto patching purposes
2359 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2360 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2361 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2363 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2364 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2365 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2368 Use_fullscreen_at_startup = os_config_read_uint( NULL, NOX("ForceFullscreen"), 1 );
2371 // show the FPS counter if the config file says so
2372 Show_framerate = os_config_read_uint( NULL, NOX("ShowFPS"), Show_framerate );
2374 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2375 Asteroids_enabled = 1;
2378 /////////////////////////////
2380 /////////////////////////////
2384 ptr = os_config_read_string(NULL, NOX("Soundcard"), NULL);
2385 mprintf(("soundcard = %s\n", ptr ? ptr : "<nothing>"));
2387 if (!SDL_strcasecmp(ptr, NOX("no sound"))) {
2388 Cmdline_freespace_no_sound = 1;
2389 } else if ( !SDL_strcasecmp(ptr, NOX("EAX")) || !SDL_strcasecmp(ptr, NOX("Aureal A3D")) ) {
2394 if (!Is_standalone) {
2397 /////////////////////////////
2399 /////////////////////////////
2401 if ( !Is_standalone ) {
2409 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
2412 display_title_screen();
2416 // attempt to load up master tracker registry info (login and password)
2417 Multi_tracker_id = -1;
2419 // pxo login and password
2420 ptr = os_config_read_string(NOX("PXO"),NOX("Login"),NULL);
2422 nprintf(("Network","Error reading in PXO login data\n"));
2423 SDL_strlcpy(Multi_tracker_login, "", sizeof(Multi_tracker_login));
2425 SDL_strlcpy(Multi_tracker_login, ptr, sizeof(Multi_tracker_login));
2427 ptr = os_config_read_string(NOX("PXO"),NOX("Password"),NULL);
2429 nprintf(("Network","Error reading PXO password\n"));
2430 SDL_strlcpy(Multi_tracker_passwd, "", sizeof(Multi_tracker_passwd));
2432 SDL_strlcpy(Multi_tracker_passwd, ptr, sizeof(Multi_tracker_passwd));
2435 // pxo squad name and password
2436 ptr = os_config_read_string(NOX("PXO"),NOX("SquadName"),NULL);
2438 nprintf(("Network","Error reading in PXO squad name\n"));
2439 SDL_strlcpy(Multi_tracker_squad_name, "", sizeof(Multi_tracker_squad_name));
2441 SDL_strlcpy(Multi_tracker_squad_name, ptr, sizeof(Multi_tracker_squad_name));
2444 // If less than 48MB of RAM, use low memory model.
2445 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2446 mprintf(( "Using normal memory settings...\n" ));
2447 bm_set_low_mem(1); // Use every other frame of bitmaps
2449 mprintf(( "Using high memory settings...\n" ));
2450 bm_set_low_mem(0); // Use all frames of bitmaps
2453 // load non-darkening pixel defs
2454 palman_load_pixels();
2456 // hud shield icon stuff
2457 hud_shield_game_init();
2459 control_config_common_init(); // sets up localization stuff in the control config
2465 gamesnd_parse_soundstbl();
2470 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2475 player_controls_init();
2478 //if(!Is_standalone){
2486 ship_init(); // read in ships.tbl
2488 mission_campaign_init(); // load in the default campaign
2490 // navmap_init(); // init the navigation map system
2491 context_help_init();
2492 techroom_intel_init(); // parse species.tbl, load intel info
2494 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2495 init_animating_pointer();
2497 mission_brief_common_init(); // Mark all the briefing structures as empty.
2498 gr_font_init(); // loads up all fonts
2500 neb2_init(); // fullneb stuff
2504 player_tips_init(); // helpful tips
2507 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2508 pilot_load_pic_list();
2509 pilot_load_squad_pic_list();
2511 load_animating_pointer(NOX("cursor"), 0, 0);
2513 // initialize alpha colors
2514 alpha_colors_init();
2517 // Game_music_paused = 0;
2521 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2522 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2524 mprintf(("cfile_init() took %d\n", e1 - s1));
2525 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2528 char transfer_text[128];
2530 float Start_time = 0.0f;
2532 float Framerate = 0.0f;
2534 float Timing_total = 0.0f;
2535 float Timing_render2 = 0.0f;
2536 float Timing_render3 = 0.0f;
2537 float Timing_flip = 0.0f;
2538 float Timing_clear = 0.0f;
2540 MONITOR(NumPolysDrawn);
2546 void game_get_framerate()
2548 char text[128] = "";
2550 if ( frame_int == -1 ) {
2552 for (i=0; i<FRAME_FILTER; i++ ) {
2553 frametimes[i] = 0.0f;
2558 frametotal -= frametimes[frame_int];
2559 frametotal += flFrametime;
2560 frametimes[frame_int] = flFrametime;
2561 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2563 if ( frametotal != 0.0 ) {
2564 if ( Framecount >= FRAME_FILTER )
2565 Framerate = FRAME_FILTER / frametotal;
2567 Framerate = Framecount / frametotal;
2568 SDL_snprintf( text, sizeof(text), NOX("FPS: %.1f"), Framerate );
2570 SDL_snprintf( text, sizeof(text), NOX("FPS: ?") );
2574 if (Show_framerate) {
2575 gr_set_color_fast(&HUD_color_debug);
2576 gr_string( 570, 2, text );
2580 void game_show_framerate()
2584 cur_time = f2fl(timer_get_approx_seconds());
2585 if (cur_time - Start_time > 30.0f) {
2586 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2587 Start_time += 1000.0f;
2590 //mprintf(( "%s\n", text ));
2593 if ( Debug_dump_frames )
2597 // possibly show control checking info
2598 control_check_indicate();
2600 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2601 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2602 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2603 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2606 if ( Show_cpu == 1 ) {
2611 dy = gr_get_font_height() + 1;
2613 gr_set_color_fast(&HUD_color_debug);
2616 extern int Gr_textures_in;
2617 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2620 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2622 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2624 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2626 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2628 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2633 extern int Num_pairs; // Number of object pairs that were checked.
2634 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2637 extern int Num_pairs_checked; // What percent of object pairs were checked.
2638 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2640 Num_pairs_checked = 0;
2644 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2647 if ( Timing_total > 0.01f ) {
2648 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2650 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2652 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2654 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2656 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2665 dy = gr_get_font_height() + 1;
2667 gr_set_color_fast(&HUD_color_debug);
2670 extern int TotalRam;
2671 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2676 extern int Model_ram;
2677 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2681 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2683 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2687 extern int Gr_textures_in;
2688 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2693 if ( Show_player_pos ) {
2697 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));
2700 MONITOR_INC(NumPolys, modelstats_num_polys);
2701 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2702 MONITOR_INC(NumVerts, modelstats_num_verts );
2704 modelstats_num_polys = 0;
2705 modelstats_num_polys_drawn = 0;
2706 modelstats_num_verts = 0;
2707 modelstats_num_sortnorms = 0;
2711 void game_show_standalone_framerate()
2713 float frame_rate=30.0f;
2714 if ( frame_int == -1 ) {
2716 for (i=0; i<FRAME_FILTER; i++ ) {
2717 frametimes[i] = 0.0f;
2722 frametotal -= frametimes[frame_int];
2723 frametotal += flFrametime;
2724 frametimes[frame_int] = flFrametime;
2725 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2727 if ( frametotal != 0.0 ) {
2728 if ( Framecount >= FRAME_FILTER ){
2729 frame_rate = FRAME_FILTER / frametotal;
2731 frame_rate = Framecount / frametotal;
2734 std_set_standalone_fps(frame_rate);
2738 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2739 void game_show_time_left()
2743 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2744 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2745 // checking how much time is left
2747 if ( Mission_end_time == -1 ){
2751 diff = f2i(Mission_end_time - Missiontime);
2752 // be sure to bash to 0. diff could be negative on frame that we quit mission
2757 hud_set_default_color();
2758 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2761 //========================================================================================
2762 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2763 //========================================================================================
2767 DCF(ai_pause,"Pauses ai")
2770 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2771 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
2772 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
2773 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
2776 obj_init_all_ships_physics();
2779 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
2780 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
2783 DCF(single_step,"Single steps the game")
2786 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2787 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
2788 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
2789 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
2791 last_single_step = 0; // Make so single step waits a frame before stepping
2794 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
2795 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
2798 DCF_BOOL(physics_pause, physics_paused)
2799 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2800 DCF_BOOL(ai_firing, Ai_firing_enabled )
2802 // Create some simple aliases to these commands...
2803 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2804 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2805 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2806 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2807 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2810 //========================================================================================
2811 //========================================================================================
2814 void game_training_pause_do()
2818 key = game_check_key();
2820 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2827 void game_increase_skill_level()
2830 if (Game_skill_level >= NUM_SKILL_LEVELS){
2831 Game_skill_level = 0;
2835 int Player_died_time;
2837 int View_percent = 100;
2840 DCF(view, "Sets the percent of the 3d view to render.")
2843 dc_get_arg(ARG_INT);
2844 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2845 View_percent = Dc_arg_int;
2847 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2853 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2857 dc_printf("View is set to %d%%\n", View_percent );
2862 // Set the clip region for the 3d rendering window
2863 void game_set_view_clip()
2865 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2866 // Set the clip region for the letterbox "dead view"
2867 int yborder = gr_screen.max_h/4;
2869 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2870 // J.S. I've changed my ways!! See the new "no constants" code!!!
2871 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
2873 // Set the clip region for normal view
2874 if ( View_percent >= 100 ) {
2877 int xborder, yborder;
2879 if ( View_percent < 5 ) {
2883 float fp = i2fl(View_percent)/100.0f;
2884 int fi = fl2i(fl_sqrt(fp)*100.0f);
2885 if ( fi > 100 ) fi=100;
2887 xborder = ( gr_screen.max_w*(100-fi) )/200;
2888 yborder = ( gr_screen.max_h*(100-fi) )/200;
2890 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2896 void show_debug_stuff()
2899 int laser_count = 0, missile_count = 0;
2901 for (i=0; i<MAX_OBJECTS; i++) {
2902 if (Objects[i].type == OBJ_WEAPON){
2903 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2905 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2911 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2914 extern int Tool_enabled;
2916 time_t tst_time = 0;
2919 int tst_bitmap = -1;
2921 float tst_offset, tst_offset_total;
2924 void game_tst_frame_pre()
2932 g3_rotate_vertex(&v, &tst_pos);
2933 g3_project_vertex(&v);
2936 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2940 // big ship? always tst
2942 // within 3000 meters
2943 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2947 // within 300 meters
2948 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2955 void game_tst_frame()
2965 tst_time = time(NULL);
2967 // load the tst bitmap
2968 switch((int)frand_range(0.0f, 3.0)){
2970 tst_bitmap = bm_load("ig_jim");
2972 mprintf(("TST 0\n"));
2976 tst_bitmap = bm_load("ig_kan");
2978 mprintf(("TST 1\n"));
2982 tst_bitmap = bm_load("ig_jim");
2984 mprintf(("TST 2\n"));
2988 tst_bitmap = bm_load("ig_kan");
2990 mprintf(("TST 3\n"));
2999 // get the tst bitmap dimensions
3001 bm_get_info(tst_bitmap, &w, &h);
3004 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
3006 snd_play(&Snds[SND_VASUDAN_BUP]);
3008 // tst x and direction
3012 tst_offset_total = (float)w;
3013 tst_offset = (float)w;
3015 tst_x = (float)gr_screen.max_w;
3016 tst_offset_total = (float)-w;
3017 tst_offset = (float)w;
3025 float diff = (tst_offset_total / 0.5f) * flFrametime;
3031 tst_offset -= fl_abs(diff);
3032 } else if(tst_mode == 2){
3035 tst_offset -= fl_abs(diff);
3039 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
3040 gr_bitmap((int)tst_x, (int)tst_y);
3043 if(timestamp_elapsed_safe(tst_stamp, 1100)){
3047 // if we passed the switch point
3048 if(tst_offset <= 0.0f){
3053 tst_stamp = timestamp(1000);
3054 tst_offset = fl_abs(tst_offset_total);
3065 void game_tst_mark(object *objp, ship *shipp)
3074 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3077 sip = &Ship_info[shipp->ship_info_index];
3084 tst_pos = objp->pos;
3085 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3091 extern void render_shields();
3093 void player_repair_frame(float frametime)
3095 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3097 for(idx=0;idx<MAX_PLAYERS;idx++){
3100 np = &Net_players[idx];
3102 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)){
3104 // don't rearm/repair if the player is dead or dying/departing
3105 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3106 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3111 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3112 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3118 #define NUM_FRAMES_TEST 300
3119 #define NUM_MIXED_SOUNDS 16
3120 void do_timing_test(float flFrametime)
3122 static int framecount = 0;
3123 static int test_running = 0;
3124 static float test_time = 0.0f;
3126 static int snds[NUM_MIXED_SOUNDS];
3129 if ( test_running ) {
3131 test_time += flFrametime;
3132 if ( framecount >= NUM_FRAMES_TEST ) {
3134 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3135 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3140 if ( Test_begin == 1 ) {
3146 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3149 // start looping digital sounds
3150 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3151 snds[i] = snd_play_looping( &Snds[i], 0.0f);
3158 DCF(dcf_fov, "Change the field of view")
3161 dc_get_arg(ARG_FLOAT|ARG_NONE);
3162 if ( Dc_arg_type & ARG_NONE ) {
3163 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3164 dc_printf( "Zoom factor reset\n" );
3166 if ( Dc_arg_type & ARG_FLOAT ) {
3167 if (Dc_arg_float < 0.25f) {
3168 Viewer_zoom = 0.25f;
3169 dc_printf("Zoom factor pinned at 0.25.\n");
3170 } else if (Dc_arg_float > 1.25f) {
3171 Viewer_zoom = 1.25f;
3172 dc_printf("Zoom factor pinned at 1.25.\n");
3174 Viewer_zoom = Dc_arg_float;
3180 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3183 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3187 DCF(framerate_cap, "Sets the framerate cap")
3190 dc_get_arg(ARG_INT);
3191 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3192 Framerate_cap = Dc_arg_int;
3194 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3200 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3201 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3202 dc_printf("[n] must be from 1 to 120.\n");
3206 if ( Framerate_cap )
3207 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3209 dc_printf("There is no framerate cap currently active.\n");
3213 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3214 int Show_viewing_from_self = 0;
3216 void say_view_target()
3218 object *view_target;
3220 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3221 view_target = &Objects[Player_ai->target_objnum];
3223 view_target = Player_obj;
3225 if (Game_mode & GM_DEAD) {
3226 if (Player_ai->target_objnum != -1)
3227 view_target = &Objects[Player_ai->target_objnum];
3230 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3231 if (view_target != Player_obj){
3233 char *view_target_name = NULL;
3234 switch(Objects[Player_ai->target_objnum].type) {
3236 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3239 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3240 Viewer_mode &= ~VM_OTHER_SHIP;
3242 case OBJ_JUMP_NODE: {
3243 char jump_node_name[128];
3244 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), sizeof(jump_node_name));
3245 view_target_name = jump_node_name;
3246 Viewer_mode &= ~VM_OTHER_SHIP;
3255 if ( view_target_name ) {
3256 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3257 Show_viewing_from_self = 1;
3260 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3261 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3262 Show_viewing_from_self = 1;
3264 if (Show_viewing_from_self)
3265 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3270 Last_view_target = view_target;
3274 float Game_hit_x = 0.0f;
3275 float Game_hit_y = 0.0f;
3277 // Reset at the beginning of each frame
3278 void game_whack_reset()
3284 // Apply a 2d whack to the player
3285 void game_whack_apply( float x, float y )
3287 // Do some force feedback
3288 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3294 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3297 // call to apply a "shudder"
3298 void game_shudder_apply(int time, float intensity)
3300 Game_shudder_time = timestamp(time);
3301 Game_shudder_total = time;
3302 Game_shudder_intensity = intensity;
3305 #define FF_SCALE 10000
3306 void apply_hud_shake(matrix *eye_orient)
3308 if (Viewer_obj == Player_obj) {
3309 physics_info *pi = &Player_obj->phys_info;
3317 // Make eye shake due to afterburner
3318 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3321 dtime = timestamp_until(pi->afterburner_decay);
3325 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3326 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3329 // Make eye shake due to engine wash
3331 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3334 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3335 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3337 // get the intensity
3338 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3342 vm_vec_rand_vec_quick(&rand_vec);
3345 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3349 // make hud shake due to shuddering
3350 if(Game_shudder_time != -1){
3351 // if the timestamp has elapsed
3352 if(timestamp_elapsed(Game_shudder_time)){
3353 Game_shudder_time = -1;
3355 // otherwise apply some shudder
3359 dtime = timestamp_until(Game_shudder_time);
3363 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));
3364 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));
3369 vm_angles_2_matrix(&tm, &tangles);
3370 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3371 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3372 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3373 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3378 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3380 // Player's velocity just before he blew up. Used to keep camera target moving.
3381 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3383 // Set eye_pos and eye_orient based on view mode.
3384 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3388 static int last_Viewer_mode = 0;
3389 static int last_Game_mode = 0;
3390 static int last_Viewer_objnum = -1;
3392 // This code is supposed to detect camera "cuts"... like going between
3395 // determine if we need to regenerate the nebula
3396 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3397 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3398 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3399 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3400 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3401 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3402 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3403 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3404 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3407 // regenerate the nebula
3411 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3412 //mprintf(( "************** Camera cut! ************\n" ));
3413 last_Viewer_mode = Viewer_mode;
3414 last_Game_mode = Game_mode;
3416 // Camera moved. Tell stars & debris to not do blurring.
3422 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3423 player_display_packlock_view();
3426 game_set_view_clip();
3428 if (Game_mode & GM_DEAD) {
3429 vector vec_to_deader, view_pos;
3432 Viewer_mode |= VM_DEAD_VIEW;
3434 if (Player_ai->target_objnum != -1) {
3435 int view_from_player = 1;
3437 if (Viewer_mode & VM_OTHER_SHIP) {
3438 // View from target.
3439 Viewer_obj = &Objects[Player_ai->target_objnum];
3441 last_Viewer_objnum = Player_ai->target_objnum;
3443 if ( Viewer_obj->type == OBJ_SHIP ) {
3444 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3445 view_from_player = 0;
3448 last_Viewer_objnum = -1;
3451 if ( view_from_player ) {
3452 // View target from player ship.
3454 *eye_pos = Player_obj->pos;
3455 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3456 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3459 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3461 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3462 dist += flFrametime * 16.0f;
3464 vm_vec_scale(&vec_to_deader, -dist);
3465 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3467 view_pos = Player_obj->pos;
3469 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3470 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3471 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3472 Dead_player_last_vel = Player_obj->phys_info.vel;
3473 //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));
3474 } else if (Player_ai->target_objnum != -1) {
3475 view_pos = Objects[Player_ai->target_objnum].pos;
3477 // Make camera follow explosion, but gradually slow down.
3478 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3479 view_pos = Player_obj->pos;
3480 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3481 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3484 *eye_pos = Dead_camera_pos;
3486 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3488 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3493 // if supernova shockwave
3494 if(supernova_camera_cut()){
3498 // call it dead view
3499 Viewer_mode |= VM_DEAD_VIEW;
3501 // set eye pos and orient
3502 supernova_set_view(eye_pos, eye_orient);
3504 // If already blown up, these other modes can override.
3505 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3506 Viewer_mode &= ~VM_DEAD_VIEW;
3508 Viewer_obj = Player_obj;
3510 if (Viewer_mode & VM_OTHER_SHIP) {
3511 if (Player_ai->target_objnum != -1){
3512 Viewer_obj = &Objects[Player_ai->target_objnum];
3513 last_Viewer_objnum = Player_ai->target_objnum;
3515 Viewer_mode &= ~VM_OTHER_SHIP;
3516 last_Viewer_objnum = -1;
3519 last_Viewer_objnum = -1;
3522 if (Viewer_mode & VM_EXTERNAL) {
3525 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3526 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3528 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3530 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3531 vm_vec_normalize(&eye_dir);
3532 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3535 // Modify the orientation based on head orientation.
3536 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3538 } else if ( Viewer_mode & VM_CHASE ) {
3541 if ( Viewer_obj->phys_info.speed < 0.1 )
3542 move_dir = Viewer_obj->orient.v.fvec;
3544 move_dir = Viewer_obj->phys_info.vel;
3545 vm_vec_normalize(&move_dir);
3548 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3549 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3550 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3551 vm_vec_normalize(&eye_dir);
3553 // JAS: I added the following code because if you slew up using
3554 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3555 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3556 // call because the up and the forward vector are the same. I fixed
3557 // it by adding in a fraction of the right vector all the time to the
3559 vector tmp_up = Viewer_obj->orient.v.uvec;
3560 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3562 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3565 // Modify the orientation based on head orientation.
3566 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3567 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3568 *eye_pos = Camera_pos;
3570 ship * shipp = &Ships[Player_obj->instance];
3572 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3573 vm_vec_normalize(&eye_dir);
3574 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3577 // get an eye position based upon the correct type of object
3578 switch(Viewer_obj->type){
3580 // make a call to get the eye point for the player object
3581 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3584 // make a call to get the eye point for the player object
3585 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3591 #ifdef JOHNS_DEBUG_CODE
3592 john_debug_stuff(&eye_pos, &eye_orient);
3598 apply_hud_shake(eye_orient);
3600 // setup neb2 rendering
3601 neb2_render_setup(eye_pos, eye_orient);
3605 extern void ai_debug_render_stuff();
3608 int Game_subspace_effect = 0;
3609 DCF_BOOL( subspace, Game_subspace_effect );
3611 // Does everything needed to render a frame
3612 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3616 g3_start_frame(game_zbuffer);
3617 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3619 // maybe offset the HUD (jitter stuff)
3620 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3621 HUD_set_offsets(Viewer_obj, !dont_offset);
3623 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3624 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3625 // must be done before ships are rendered
3626 if ( MULTIPLAYER_CLIENT ) {
3627 shield_point_multi_setup();
3630 if ( Game_subspace_effect ) {
3631 stars_draw(0,0,0,1);
3633 stars_draw(1,1,1,0);
3636 obj_render_all(obj_render);
3637 beam_render_all(); // render all beam weapons
3638 particle_render_all(); // render particles after everything else.
3639 trail_render_all(); // render missilie trails after everything else.
3640 mflash_render_all(); // render all muzzle flashes
3642 // Why do we not show the shield effect in these modes? Seems ok.
3643 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3647 // render nebula lightning
3650 // render local player nebula
3651 neb2_render_player();
3654 ai_debug_render_stuff();
3657 #ifndef RELEASE_REAL
3658 // game_framerate_check();
3662 extern void snd_spew_debug_info();
3663 snd_spew_debug_info();
3666 //================ END OF 3D RENDERING STUFF ====================
3670 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3671 hud_maybe_clear_head_area();
3672 anim_render_all(0, flFrametime);
3675 extern int Multi_display_netinfo;
3676 if(Multi_display_netinfo){
3677 extern void multi_display_netinfo();
3678 multi_display_netinfo();
3681 game_tst_frame_pre();
3684 do_timing_test(flFrametime);
3688 extern int OO_update_index;
3689 multi_rate_display(OO_update_index, 375, 0);
3694 extern void oo_display();
3701 //#define JOHNS_DEBUG_CODE 1
3703 #ifdef JOHNS_DEBUG_CODE
3704 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3706 //if ( key_pressed(SDLK_LSHIFT) )
3708 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3710 model_subsystem *turret = tsys->system_info;
3712 if (turret->type == SUBSYSTEM_TURRET ) {
3713 vector v.fvec, v.uvec;
3714 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3716 ship_model_start(tobj);
3718 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3719 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3720 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3722 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3724 ship_model_stop(tobj);
3734 // following function for dumping frames for purposes of building trailers.
3737 // function to toggle state of dumping every frame into PCX when playing the game
3738 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3742 if ( Debug_dump_frames == 0 ) {
3744 Debug_dump_frames = 15;
3745 Debug_dump_trigger = 0;
3746 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3747 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3750 Debug_dump_frames = 0;
3751 Debug_dump_trigger = 0;
3752 gr_dump_frame_stop();
3753 dc_printf( "Frame dumping is now OFF\n" );
3759 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3763 if ( Debug_dump_frames == 0 ) {
3765 Debug_dump_frames = 15;
3766 Debug_dump_trigger = 1;
3767 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3768 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3771 Debug_dump_frames = 0;
3772 Debug_dump_trigger = 0;
3773 gr_dump_frame_stop();
3774 dc_printf( "Frame dumping is now OFF\n" );
3780 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3784 if ( Debug_dump_frames == 0 ) {
3786 Debug_dump_frames = 30;
3787 Debug_dump_trigger = 0;
3788 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3789 dc_printf( "Frame dumping at 30 hz is now ON\n" );
3792 Debug_dump_frames = 0;
3793 Debug_dump_trigger = 0;
3794 gr_dump_frame_stop();
3795 dc_printf( "Frame dumping is now OFF\n" );
3801 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3805 if ( Debug_dump_frames == 0 ) {
3807 Debug_dump_frames = 30;
3808 Debug_dump_trigger = 1;
3809 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3810 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3813 Debug_dump_frames = 0;
3814 Debug_dump_trigger = 0;
3815 gr_dump_frame_stop();
3816 dc_printf( "Triggered frame dumping is now OFF\n" );
3822 void game_maybe_dump_frame()
3824 if ( !Debug_dump_frames ){
3828 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3835 Debug_dump_frame_num++;
3841 extern int Player_dead_state;
3843 // Flip the page and time how long it took.
3844 void game_flip_page_and_time_it()
3849 t1 = timer_get_fixed_seconds();
3851 t2 = timer_get_fixed_seconds();
3854 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3855 SDL_snprintf( transfer_text, sizeof(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3862 void game_simulation_frame()
3864 // blow ships up in multiplayer dogfight
3865 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){
3866 // blow up all non-player ships
3867 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3870 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3872 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)){
3873 moveup = GET_NEXT(moveup);
3876 shipp = &Ships[Objects[moveup->objnum].instance];
3877 sip = &Ship_info[shipp->ship_info_index];
3879 // only blow up small ships
3880 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
3881 // function to simply explode a ship where it is currently at
3882 ship_self_destruct( &Objects[moveup->objnum] );
3885 moveup = GET_NEXT(moveup);
3891 // process AWACS stuff - do this first thing
3894 // single player, set Player hits_this_frame to 0
3895 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3896 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
3897 Player->damage_this_burst = max(Player->damage_this_burst, 0.0f);
3901 supernova_process();
3902 if(supernova_active() >= 5){
3906 // fire targeting lasers now so that
3907 // 1 - created this frame
3908 // 2 - collide this frame
3909 // 3 - render this frame
3910 // 4 - ignored and deleted next frame
3911 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3913 ship_process_targeting_lasers();
3915 // do this here so that it works for multiplayer
3917 // get viewer direction
3918 int viewer_direction = PHYSICS_VIEWER_REAR;
3920 if(Viewer_mode == 0){
3921 viewer_direction = PHYSICS_VIEWER_FRONT;
3923 if(Viewer_mode & VM_PADLOCK_UP){
3924 viewer_direction = PHYSICS_VIEWER_UP;
3926 else if(Viewer_mode & VM_PADLOCK_REAR){
3927 viewer_direction = PHYSICS_VIEWER_REAR;
3929 else if(Viewer_mode & VM_PADLOCK_LEFT){
3930 viewer_direction = PHYSICS_VIEWER_LEFT;
3932 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3933 viewer_direction = PHYSICS_VIEWER_RIGHT;
3936 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3938 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3941 #define VM_PADLOCK_UP (1 << 7)
3942 #define VM_PADLOCK_REAR (1 << 8)
3943 #define VM_PADLOCK_LEFT (1 << 9)
3944 #define VM_PADLOCK_RIGHT (1 << 10)
3946 // evaluate mission departures and arrivals before we process all objects.
3947 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3949 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3950 // ships/wing packets.
3951 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3952 mission_parse_eval_stuff();
3955 // if we're an observer, move ourselves seperately from the standard physics
3956 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
3957 obj_observer_move(flFrametime);
3960 // move all the objects now
3961 obj_move_all(flFrametime);
3963 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
3964 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
3965 // ship_check_cargo_all();
3966 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3967 mission_eval_goals();
3971 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
3972 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3973 training_check_objectives();
3976 // do all interpolation now
3977 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
3978 // client side processing of warping in effect stages
3979 multi_do_client_warp(flFrametime);
3981 // client side movement of an observer
3982 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
3983 obj_observer_move(flFrametime);
3986 // move all objects - does interpolation now as well
3987 obj_move_all(flFrametime);
3990 // only process the message queue when the player is "in" the game
3991 if ( !Pre_player_entry ){
3992 message_queue_process(); // process any messages send to the player
3995 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3996 message_maybe_distort(); // maybe distort incoming message if comms damaged
3997 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
3998 player_process_pending_praise(); // maybe send off a delayed praise message to the player
3999 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
4002 if(!(Game_mode & GM_STANDALONE_SERVER)){
4003 // process some stuff every frame (before frame is rendered)
4004 emp_process_local();
4006 hud_update_frame(); // update hud systems
4008 if (!physics_paused) {
4009 // Move particle system
4010 particle_move_all(flFrametime);
4012 // Move missile trails
4013 trail_move_all(flFrametime);
4015 // process muzzle flashes
4016 mflash_process_all();
4018 // Flash the gun flashes
4019 shipfx_flash_do_frame(flFrametime);
4021 shockwave_move_all(flFrametime); // update all the shockwaves
4024 // subspace missile strikes
4027 obj_snd_do_frame(); // update the object-linked persistant sounds
4028 game_maybe_update_sound_environment();
4029 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
4031 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
4033 if ( Game_subspace_effect ) {
4034 game_start_subspace_ambient_sound();
4040 // Maybe render and process the dead-popup
4041 void game_maybe_do_dead_popup(float frametime)
4043 if ( popupdead_is_active() ) {
4045 int choice = popupdead_do_frame(frametime);
4047 if ( Game_mode & GM_NORMAL ) {
4050 gameseq_post_event(GS_EVENT_ENTER_GAME);
4054 gameseq_post_event(GS_EVENT_END_GAME);
4058 gameseq_post_event(GS_EVENT_START_GAME);
4061 // this should only happen during a red alert mission
4064 SDL_assert(The_mission.red_alert);
4065 if(!The_mission.red_alert){
4066 gameseq_post_event(GS_EVENT_START_GAME);
4070 // choose the previous mission
4071 mission_campaign_previous_mission();
4073 gameseq_post_event(GS_EVENT_START_GAME);
4083 case POPUPDEAD_DO_MAIN_HALL:
4084 multi_quit_game(PROMPT_NONE,-1);
4087 case POPUPDEAD_DO_RESPAWN:
4088 multi_respawn_normal();
4089 event_music_player_respawn();
4092 case POPUPDEAD_DO_OBSERVER:
4093 multi_respawn_observer();
4094 event_music_player_respawn_as_observer();
4103 if ( leave_popup ) {
4109 // returns true if player is actually in a game_play stats
4110 int game_actually_playing()
4114 state = gameseq_get_state();
4115 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4121 // Draw the 2D HUD gauges
4122 void game_render_hud_2d()
4124 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4128 HUD_render_2d(flFrametime);
4132 // Draw the 3D-dependant HUD gauges
4133 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4135 g3_start_frame(0); // 0 = turn zbuffering off
4136 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4138 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4139 HUD_render_3d(flFrametime);
4143 game_sunspot_process(flFrametime);
4145 // Diminish the palette effect
4146 game_flash_diminish(flFrametime);
4154 int actually_playing;
4155 fix total_time1, total_time2;
4156 fix render2_time1=0, render2_time2=0;
4157 fix render3_time1=0, render3_time2=0;
4158 fix flip_time1=0, flip_time2=0;
4159 fix clear_time1=0, clear_time2=0;
4165 if (Framerate_delay) {
4166 int start_time = timer_get_milliseconds();
4167 while (timer_get_milliseconds() < start_time + Framerate_delay)
4173 demo_do_frame_start();
4175 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4180 // start timing frame
4181 timing_frame_start();
4183 total_time1 = timer_get_fixed_seconds();
4185 // var to hold which state we are in
4186 actually_playing = game_actually_playing();
4188 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4189 if (!(Game_mode & GM_STANDALONE_SERVER)){
4190 SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4194 if (Missiontime > Entry_delay_time){
4195 Pre_player_entry = 0;
4197 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4200 // Note: These are done even before the player enters, else buffers can overflow.
4201 if (! (Game_mode & GM_STANDALONE_SERVER)){
4205 shield_frame_init();
4207 if ( Player->control_mode != PCM_NORMAL )
4210 if ( !Pre_player_entry && actually_playing ) {
4211 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4213 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4214 game_process_keys();
4216 // don't read flying controls if we're playing a demo back
4217 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4218 read_player_controls( Player_obj, flFrametime);
4222 // if we're not the master, we may have to send the server-critical ship status button_info bits
4223 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4224 multi_maybe_send_ship_status();
4229 // Reset the whack stuff
4232 // These two lines must be outside of Pre_player_entry code,
4233 // otherwise too many lights are added.
4236 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4240 game_simulation_frame();
4242 // if not actually in a game play state, then return. This condition could only be true in
4243 // a multiplayer game.
4244 if ( !actually_playing ) {
4245 SDL_assert( Game_mode & GM_MULTIPLAYER );
4249 if (!Pre_player_entry) {
4250 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4251 clear_time1 = timer_get_fixed_seconds();
4252 // clear the screen to black
4254 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4258 clear_time2 = timer_get_fixed_seconds();
4259 render3_time1 = timer_get_fixed_seconds();
4260 game_render_frame_setup(&eye_pos, &eye_orient);
4261 game_render_frame( &eye_pos, &eye_orient );
4263 // save the eye position and orientation
4264 if ( Game_mode & GM_MULTIPLAYER ) {
4265 Net_player->s_info.eye_pos = eye_pos;
4266 Net_player->s_info.eye_orient = eye_orient;
4269 hud_show_target_model();
4271 // check to see if we should display the death died popup
4272 if(Game_mode & GM_DEAD_BLEW_UP){
4273 if(Game_mode & GM_MULTIPLAYER){
4274 // catch the situation where we're supposed to be warping out on this transition
4275 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4276 gameseq_post_event(GS_EVENT_DEBRIEF);
4277 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4278 Player_died_popup_wait = -1;
4282 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4283 Player_died_popup_wait = -1;
4289 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4290 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4291 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4292 if(!popupdead_is_active()){
4296 Player_multi_died_check = -1;
4300 render3_time2 = timer_get_fixed_seconds();
4301 render2_time1 = timer_get_fixed_seconds();
4304 game_get_framerate();
4305 game_show_framerate();
4307 game_show_time_left();
4309 // Draw the 2D HUD gauges
4310 if(supernova_active() < 3){
4311 game_render_hud_2d();
4314 game_set_view_clip();
4316 // Draw 3D HUD gauges
4317 game_render_hud_3d(&eye_pos, &eye_orient);
4321 render2_time2 = timer_get_fixed_seconds();
4323 // maybe render and process the dead popup
4324 game_maybe_do_dead_popup(flFrametime);
4326 // start timing frame
4327 timing_frame_stop();
4328 // timing_display(30, 10);
4330 // If a regular popup is active, don't flip (popup code flips)
4331 if( !popup_running_state() ){
4332 flip_time1 = timer_get_fixed_seconds();
4333 game_flip_page_and_time_it();
4334 flip_time2 = timer_get_fixed_seconds();
4338 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4341 game_show_standalone_framerate();
4345 game_do_training_checks();
4348 // process lightning (nebula only)
4351 total_time2 = timer_get_fixed_seconds();
4353 // Got some timing numbers
4354 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4355 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4356 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4357 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4358 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4361 demo_do_frame_end();
4363 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4369 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4370 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4371 // died. This resulted in screwed up death sequences.
4373 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4374 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4375 static int timer_paused=0;
4376 #if defined(TIMER_TEST) && !defined(NDEBUG)
4377 static int stop_count,start_count;
4378 static int time_stopped,time_started;
4380 int saved_timestamp_ticker = -1;
4382 void game_reset_time()
4384 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4388 // Last_time = timer_get_fixed_seconds();
4394 void game_stop_time()
4396 if (timer_paused==0) {
4398 time = timer_get_fixed_seconds();
4399 // Save how much time progressed so far in the frame so we can
4400 // use it when we unpause.
4401 Last_delta_time = time - Last_time;
4403 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4404 if (Last_delta_time < 0) {
4405 #if defined(TIMER_TEST) && !defined(NDEBUG)
4406 Int3(); //get Matt!!!!
4408 Last_delta_time = 0;
4410 #if defined(TIMER_TEST) && !defined(NDEBUG)
4411 time_stopped = time;
4414 // Stop the timer_tick stuff...
4415 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4416 saved_timestamp_ticker = timestamp_ticker;
4420 #if defined(TIMER_TEST) && !defined(NDEBUG)
4425 void game_start_time()
4428 SDL_assert(timer_paused >= 0);
4429 if (timer_paused==0) {
4431 time = timer_get_fixed_seconds();
4432 #if defined(TIMER_TEST) && !defined(NDEBUG)
4434 Int3(); //get Matt!!!!
4437 // Take current time, and set it backwards to account for time
4438 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4439 // will be correct when it goes to calculate the frametime next
4441 Last_time = time - Last_delta_time;
4442 #if defined(TIMER_TEST) && !defined(NDEBUG)
4443 time_started = time;
4446 // Restore the timer_tick stuff...
4447 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4448 SDL_assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4449 timestamp_ticker = saved_timestamp_ticker;
4450 saved_timestamp_ticker = -1;
4453 #if defined(TIMER_TEST) && !defined(NDEBUG)
4459 void game_set_frametime(int state)
4462 float frame_cap_diff;
4464 thistime = timer_get_fixed_seconds();
4466 if ( Last_time == 0 )
4467 Frametime = F1_0 / 30;
4469 Frametime = thistime - Last_time;
4471 // Frametime = F1_0 / 30;
4473 fix debug_frametime = Frametime; // Just used to display frametime.
4475 // If player hasn't entered mission yet, make frame take 1/4 second.
4476 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4479 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4481 fix frame_speed = F1_0 / Debug_dump_frames;
4483 if (Frametime > frame_speed ){
4484 nprintf(("warning","slow frame: %x\n",Frametime));
4487 thistime = timer_get_fixed_seconds();
4488 Frametime = thistime - Last_time;
4489 } while (Frametime < frame_speed );
4491 Frametime = frame_speed;
4495 SDL_assert( Framerate_cap > 0 );
4497 // Cap the framerate so it doesn't get too high.
4501 cap = F1_0/Framerate_cap;
4502 if (Frametime < cap) {
4503 thistime = cap - Frametime;
4504 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4505 SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4507 thistime = timer_get_fixed_seconds();
4511 if((Game_mode & GM_STANDALONE_SERVER) &&
4512 (f2fl(Frametime) < (1.0f/(float)Multi_options_g.std_framecap))){
4514 frame_cap_diff = (1.0f/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4515 SDL_Delay( fl2i(frame_cap_diff * 1000.0f) );
4517 thistime += fl2f((frame_cap_diff));
4519 Frametime = thistime - Last_time;
4522 // If framerate is too low, cap it.
4523 if (Frametime > MAX_FRAMETIME) {
4525 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4527 // to remove warnings in release build
4528 debug_frametime = fl2f(flFrametime);
4530 Frametime = MAX_FRAMETIME;
4533 Frametime = fixmul(Frametime, Game_time_compression);
4535 Last_time = thistime;
4536 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4538 flFrametime = f2fl(Frametime);
4539 //if(!(Game_mode & GM_PLAYING_DEMO)){
4540 timestamp_inc(flFrametime);
4542 /* if ((Framecount > 0) && (Framecount < 10)) {
4543 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4548 // This is called from game_do_frame(), and from navmap_do_frame()
4549 void game_update_missiontime()
4551 // TODO JAS: Put in if and move this into game_set_frametime,
4552 // fix navmap to call game_stop/start_time
4553 //if ( !timer_paused )
4554 Missiontime += Frametime;
4557 void game_do_frame()
4559 game_set_frametime(GS_STATE_GAME_PLAY);
4560 game_update_missiontime();
4562 if (Game_mode & GM_STANDALONE_SERVER) {
4563 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4566 if ( game_single_step && (last_single_step == game_single_step) ) {
4567 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4568 while( key_checkch() == 0 )
4570 os_set_title( XSTR( "FreeSpace", 171) );
4571 Last_time = timer_get_fixed_seconds();
4574 last_single_step = game_single_step;
4576 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4577 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4581 Keep_mouse_centered = 0;
4582 monitor_update(); // Update monitor variables
4585 void multi_maybe_do_frame()
4587 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4592 int Joymouse_button_status = 0;
4594 // Flush all input devices
4602 Joymouse_button_status = 0;
4604 //mprintf(("Game flush!\n" ));
4607 // function for multiplayer only which calls game_do_state_common() when running the
4609 void game_do_dc_networking()
4611 SDL_assert( Game_mode & GM_MULTIPLAYER );
4613 game_do_state_common( gameseq_get_state() );
4616 // Call this whenever in a loop, or when you need to check for a keystroke.
4617 int game_check_key()
4623 // convert keypad enter to normal enter
4624 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4625 k = (k & ~KEY_MASK) | SDLK_RETURN;
4630 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4632 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4633 static int Demo_show_trailer_timestamp = 0;
4635 void demo_reset_trailer_timer()
4637 Demo_show_trailer_timestamp = timer_get_milliseconds();
4640 void demo_maybe_show_trailer(int k)
4643 // if key pressed, reset demo trailer timer
4645 demo_reset_trailer_timer();
4649 // if mouse moved, reset demo trailer timer
4652 mouse_get_delta(&dx, &dy);
4653 if ( (dx > 0) || (dy > 0) ) {
4654 demo_reset_trailer_timer();
4658 // if joystick has moved, reset demo trailer timer
4661 joy_get_delta(&dx, &dy);
4662 if ( (dx > 0) || (dy > 0) ) {
4663 demo_reset_trailer_timer();
4667 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4668 // the low-level code. Ugly, I know... but was the simplest and most
4671 // if 30 seconds since last demo trailer time reset, launch movie
4672 if ( os_foreground() ) {
4673 int now = timer_get_milliseconds();
4674 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4675 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4677 movie_play( NOX("fstrailer2.mve") );
4678 demo_reset_trailer_timer();
4686 // same as game_check_key(), except this is used while actually in the game. Since there
4687 // generally are differences between game control keys and general UI keys, makes sense to
4688 // have seperate functions for each case. If you are not checking a game control while in a
4689 // mission, you should probably be using game_check_key() instead.
4694 if (!os_foreground()) {
4699 // If we're in a single player game, pause it.
4700 if (!(Game_mode & GM_MULTIPLAYER)){
4701 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4702 game_process_pause_key();
4709 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4710 demo_maybe_show_trailer(k);
4713 // Move the mouse cursor with the joystick.
4714 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4715 // Move the mouse cursor with the joystick
4719 joy_get_pos( &jx, &jy, &jz, &jr );
4721 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4722 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4725 mouse_get_real_pos( &mx, &my );
4726 mouse_set_pos( mx+dx, my+dy );
4731 m = mouse_down(MOUSE_LEFT_BUTTON);
4733 if ( j != Joymouse_button_status ) {
4734 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4735 Joymouse_button_status = j;
4737 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4738 } else if ( (!j) && (m) ) {
4739 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4744 // if we should be ignoring keys because of some multiplayer situations
4745 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4749 // If a popup is running, don't process all the Fn keys
4750 if( popup_active() ) {
4754 state = gameseq_get_state();
4756 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
4759 case KEY_DEBUGGED + SDLK_BACKSPACE:
4764 launch_context_help();
4769 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4771 // don't allow f2 while warping out in multiplayer
4772 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4777 case GS_STATE_INITIAL_PLAYER_SELECT:
4778 case GS_STATE_OPTIONS_MENU:
4779 case GS_STATE_HUD_CONFIG:
4780 case GS_STATE_CONTROL_CONFIG:
4781 case GS_STATE_DEATH_DIED:
4782 case GS_STATE_DEATH_BLEW_UP:
4783 case GS_STATE_VIEW_MEDALS:
4787 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4794 // hotkey selection screen -- only valid from briefing and beyond.
4796 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4797 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) ) {
4798 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4804 case KEY_DEBUGGED + SDLK_F3:
4805 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4808 case KEY_DEBUGGED + SDLK_F4:
4809 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4813 if(Game_mode & GM_MULTIPLAYER){
4814 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4815 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4819 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4820 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4826 case SDLK_ESCAPE | KEY_SHIFTED:
4827 // make sure to quit properly out of multiplayer
4828 if(Game_mode & GM_MULTIPLAYER){
4829 multi_quit_game(PROMPT_NONE);
4832 gameseq_post_event( GS_EVENT_QUIT_GAME );
4837 case KEY_DEBUGGED + SDLK_p:
4840 case SDLK_PRINTSCREEN:
4842 static int counter = 0;
4847 SDL_snprintf( tmp_name, sizeof(tmp_name), NOX("screen%02d"), counter );
4849 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4850 gr_print_screen(tmp_name);
4858 case KEY_SHIFTED | SDLK_RETURN: {
4860 #if !defined(NDEBUG)
4862 if ( Game_mode & GM_NORMAL ){
4866 // if we're in multiplayer mode, do some special networking
4867 if(Game_mode & GM_MULTIPLAYER){
4868 debug_console(game_do_dc_networking);
4875 if ( Game_mode & GM_NORMAL )
4889 gameseq_post_event(GS_EVENT_QUIT_GAME);
4892 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4895 void camera_set_position( vector *pos )
4900 void camera_set_orient( matrix *orient )
4902 Camera_orient = *orient;
4905 void camera_set_velocity( vector *vel, int instantaneous )
4907 Camera_desired_velocity.xyz.x = 0.0f;
4908 Camera_desired_velocity.xyz.y = 0.0f;
4909 Camera_desired_velocity.xyz.z = 0.0f;
4911 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4912 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4913 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4915 if ( instantaneous ) {
4916 Camera_velocity = Camera_desired_velocity;
4924 vector new_vel, delta_pos;
4926 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4927 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4928 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4930 Camera_velocity = new_vel;
4932 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4934 vm_vec_add2( &Camera_pos, &delta_pos );
4936 float ot = Camera_time+0.0f;
4938 Camera_time += flFrametime;
4940 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
4943 tmp.xyz.z = 4.739f; // always go this fast forward.
4945 // pick x and y velocities so they are always on a
4946 // circle with a 25 m radius.
4948 float tmp_angle = frand()*PI2;
4950 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4951 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4953 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4955 //mprintf(( "Changing velocity!\n" ));
4956 camera_set_velocity( &tmp, 0 );
4959 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
4960 vector tmp = ZERO_VECTOR;
4961 camera_set_velocity( &tmp, 0 );
4966 void end_demo_campaign_do()
4968 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4969 // show upsell screens
4970 demo_upsell_show_screens();
4971 #elif defined(OEM_BUILD)
4972 // show oem upsell screens
4973 oem_upsell_show_screens();
4976 // drop into main hall
4977 gameseq_post_event( GS_EVENT_MAIN_MENU );
4980 // All code to process events. This is the only place
4981 // that you should change the state of the game.
4982 void game_process_event( int current_state, int event )
4984 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
4987 case GS_EVENT_SIMULATOR_ROOM:
4988 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
4991 case GS_EVENT_MAIN_MENU:
4992 gameseq_set_state(GS_STATE_MAIN_MENU);
4995 case GS_EVENT_OPTIONS_MENU:
4996 gameseq_push_state( GS_STATE_OPTIONS_MENU );
4999 case GS_EVENT_BARRACKS_MENU:
5000 gameseq_set_state(GS_STATE_BARRACKS_MENU);
5003 case GS_EVENT_TECH_MENU:
5004 gameseq_set_state(GS_STATE_TECH_MENU);
5007 case GS_EVENT_TRAINING_MENU:
5008 gameseq_set_state(GS_STATE_TRAINING_MENU);
5011 case GS_EVENT_START_GAME:
5012 Select_default_ship = 0;
5013 Player_multi_died_check = -1;
5014 gameseq_set_state(GS_STATE_CMD_BRIEF);
5017 case GS_EVENT_START_BRIEFING:
5018 gameseq_set_state(GS_STATE_BRIEFING);
5021 case GS_EVENT_DEBRIEF:
5022 // did we end the campaign in the main freespace 2 single player campaign?
5024 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
5026 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
5028 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
5030 gameseq_set_state(GS_STATE_DEBRIEF);
5033 Player_multi_died_check = -1;
5036 case GS_EVENT_SHIP_SELECTION:
5037 gameseq_set_state( GS_STATE_SHIP_SELECT );
5040 case GS_EVENT_WEAPON_SELECTION:
5041 gameseq_set_state( GS_STATE_WEAPON_SELECT );
5044 case GS_EVENT_ENTER_GAME:
5046 // maybe start recording a demo
5048 demo_start_record("test.fsd");
5052 if (Game_mode & GM_MULTIPLAYER) {
5053 // if we're respawning, make sure we change the view mode so that the hud shows up
5054 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5058 gameseq_set_state(GS_STATE_GAME_PLAY);
5060 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5063 Player_multi_died_check = -1;
5065 // clear multiplayer button info
5066 extern button_info Multi_ship_status_bi;
5067 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5069 Start_time = f2fl(timer_get_approx_seconds());
5071 mprintf(("Entering game at time = %7.3f\n", Start_time));
5075 case GS_EVENT_START_GAME_QUICK:
5076 Select_default_ship = 1;
5077 gameseq_post_event(GS_EVENT_ENTER_GAME);
5081 case GS_EVENT_END_GAME:
5082 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5083 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5084 gameseq_set_state(GS_STATE_MAIN_MENU);
5089 Player_multi_died_check = -1;
5092 case GS_EVENT_QUIT_GAME:
5093 main_hall_stop_music();
5094 main_hall_stop_ambient();
5095 gameseq_set_state(GS_STATE_QUIT_GAME);
5097 Player_multi_died_check = -1;
5100 case GS_EVENT_GAMEPLAY_HELP:
5101 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5104 case GS_EVENT_PAUSE_GAME:
5105 gameseq_push_state(GS_STATE_GAME_PAUSED);
5108 case GS_EVENT_DEBUG_PAUSE_GAME:
5109 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5112 case GS_EVENT_TRAINING_PAUSE:
5113 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5116 case GS_EVENT_PREVIOUS_STATE:
5117 gameseq_pop_state();
5120 case GS_EVENT_TOGGLE_FULLSCREEN:
5121 gr_toggle_fullscreen();
5124 case GS_EVENT_TOGGLE_GLIDE:
5127 case GS_EVENT_LOAD_MISSION_MENU:
5130 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5131 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5134 case GS_EVENT_HUD_CONFIG:
5135 gameseq_push_state( GS_STATE_HUD_CONFIG );
5138 case GS_EVENT_CONTROL_CONFIG:
5139 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5142 case GS_EVENT_DEATH_DIED:
5143 gameseq_set_state( GS_STATE_DEATH_DIED );
5146 case GS_EVENT_DEATH_BLEW_UP:
5147 if ( current_state == GS_STATE_DEATH_DIED ) {
5148 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5149 event_music_player_death();
5151 // multiplayer clients set their extra check here
5152 if(Game_mode & GM_MULTIPLAYER){
5153 // set the multi died absolute last chance check
5154 Player_multi_died_check = time(NULL);
5157 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5161 case GS_EVENT_NEW_CAMPAIGN:
5162 if (!mission_load_up_campaign()){
5163 readyroom_continue_campaign();
5166 Player_multi_died_check = -1;
5169 case GS_EVENT_CAMPAIGN_CHEAT:
5170 if (!mission_load_up_campaign()){
5172 // bash campaign value
5173 extern char Main_hall_campaign_cheat[512];
5176 // look for the mission
5177 for(idx=0; idx<Campaign.num_missions; idx++){
5178 if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5179 Campaign.next_mission = idx;
5180 Campaign.prev_mission = idx - 1;
5187 readyroom_continue_campaign();
5190 Player_multi_died_check = -1;
5193 case GS_EVENT_CAMPAIGN_ROOM:
5194 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5197 case GS_EVENT_CMD_BRIEF:
5198 gameseq_set_state(GS_STATE_CMD_BRIEF);
5201 case GS_EVENT_RED_ALERT:
5202 gameseq_set_state(GS_STATE_RED_ALERT);
5205 case GS_EVENT_CREDITS:
5206 gameseq_set_state( GS_STATE_CREDITS );
5209 case GS_EVENT_VIEW_MEDALS:
5210 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5213 case GS_EVENT_SHOW_GOALS:
5214 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5217 case GS_EVENT_HOTKEY_SCREEN:
5218 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5221 // multiplayer stuff follow these comments
5223 case GS_EVENT_MULTI_JOIN_GAME:
5224 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5227 case GS_EVENT_MULTI_HOST_SETUP:
5228 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5231 case GS_EVENT_MULTI_CLIENT_SETUP:
5232 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5235 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5236 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5239 case GS_EVENT_MULTI_STD_WAIT:
5240 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5243 case GS_EVENT_STANDALONE_MAIN:
5244 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5247 case GS_EVENT_MULTI_PAUSE:
5248 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5251 case GS_EVENT_INGAME_PRE_JOIN:
5252 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5255 case GS_EVENT_EVENT_DEBUG:
5256 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5259 // Start a warpout where player automatically goes 70 no matter what
5260 // and can't cancel out of it.
5261 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5262 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5264 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5265 Player->saved_viewer_mode = Viewer_mode;
5266 Player->control_mode = PCM_WARPOUT_STAGE1;
5267 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5268 Warpout_time = 0.0f; // Start timer!
5271 case GS_EVENT_PLAYER_WARPOUT_START:
5272 if ( Player->control_mode != PCM_NORMAL ) {
5273 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5275 Player->saved_viewer_mode = Viewer_mode;
5276 Player->control_mode = PCM_WARPOUT_STAGE1;
5277 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5278 Warpout_time = 0.0f; // Start timer!
5279 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5283 case GS_EVENT_PLAYER_WARPOUT_STOP:
5284 if ( Player->control_mode != PCM_NORMAL ) {
5285 if ( !Warpout_forced ) { // cannot cancel forced warpout
5286 Player->control_mode = PCM_NORMAL;
5287 Viewer_mode = Player->saved_viewer_mode;
5288 hud_subspace_notify_abort();
5289 mprintf(( "Player put back to normal mode.\n" ));
5290 if ( Warpout_sound > -1 ) {
5291 snd_stop( Warpout_sound );
5298 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5299 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5300 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5301 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5303 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5304 shipfx_warpout_start( Player_obj );
5305 Player->control_mode = PCM_WARPOUT_STAGE2;
5306 Player->saved_viewer_mode = Viewer_mode;
5307 Viewer_mode |= VM_WARP_CHASE;
5309 vector tmp = Player_obj->pos;
5311 ship_get_eye( &tmp, &tmp_m, Player_obj );
5312 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5313 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5314 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5316 camera_set_position( &tmp );
5317 camera_set_orient( &Player_obj->orient );
5318 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5320 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5321 camera_set_velocity( &tmp_vel, 1);
5325 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5326 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5327 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5328 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5330 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5331 Player->control_mode = PCM_WARPOUT_STAGE3;
5335 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5336 mprintf(( "Player warped out. Going to debriefing!\n" ));
5337 Player->control_mode = PCM_NORMAL;
5338 Viewer_mode = Player->saved_viewer_mode;
5341 // we have a special debriefing screen for multiplayer furballs
5342 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5343 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5345 // do the normal debriefing for all other situations
5347 gameseq_post_event(GS_EVENT_DEBRIEF);
5351 case GS_EVENT_STANDALONE_POSTGAME:
5352 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5355 case GS_EVENT_INITIAL_PLAYER_SELECT:
5356 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5359 case GS_EVENT_GAME_INIT:
5360 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5361 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5363 // see if the command line option has been set to use the last pilot, and act acoordingly
5364 if( player_select_get_last_pilot() ) {
5365 // always enter the main menu -- do the automatic network startup stuff elsewhere
5366 // so that we still have valid checks for networking modes, etc.
5367 gameseq_set_state(GS_STATE_MAIN_MENU);
5369 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5374 case GS_EVENT_MULTI_MISSION_SYNC:
5375 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5378 case GS_EVENT_MULTI_START_GAME:
5379 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5382 case GS_EVENT_MULTI_HOST_OPTIONS:
5383 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5386 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5387 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5390 case GS_EVENT_TEAM_SELECT:
5391 gameseq_set_state(GS_STATE_TEAM_SELECT);
5394 case GS_EVENT_END_CAMPAIGN:
5395 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5398 case GS_EVENT_END_DEMO:
5399 gameseq_set_state(GS_STATE_END_DEMO);
5402 case GS_EVENT_LOOP_BRIEF:
5403 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5412 // Called when a state is being left.
5413 // The current state is still at old_state, but as soon as
5414 // this function leaves, then the current state will become
5415 // new state. You should never try to change the state
5416 // in here... if you think you need to, you probably really
5417 // need to post an event, not change the state.
5418 void game_leave_state( int old_state, int new_state )
5420 int end_mission = 1;
5422 switch (new_state) {
5423 case GS_STATE_GAME_PAUSED:
5424 case GS_STATE_DEBUG_PAUSED:
5425 case GS_STATE_OPTIONS_MENU:
5426 case GS_STATE_CONTROL_CONFIG:
5427 case GS_STATE_MISSION_LOG_SCROLLBACK:
5428 case GS_STATE_DEATH_DIED:
5429 case GS_STATE_SHOW_GOALS:
5430 case GS_STATE_HOTKEY_SCREEN:
5431 case GS_STATE_MULTI_PAUSED:
5432 case GS_STATE_TRAINING_PAUSED:
5433 case GS_STATE_EVENT_DEBUG:
5434 case GS_STATE_GAMEPLAY_HELP:
5435 end_mission = 0; // these events shouldn't end a mission
5439 switch (old_state) {
5440 case GS_STATE_BRIEFING:
5441 brief_stop_voices();
5442 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5443 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5444 && (new_state != GS_STATE_TEAM_SELECT) ){
5445 common_select_close();
5446 if ( new_state == GS_STATE_MAIN_MENU ) {
5447 freespace_stop_mission();
5451 // COMMAND LINE OPTION
5452 if (Cmdline_multi_stream_chat_to_file){
5453 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5454 cfclose(Multi_chat_stream);
5458 case GS_STATE_DEBRIEF:
5459 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5464 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5465 multi_df_debrief_close();
5468 case GS_STATE_LOAD_MISSION_MENU:
5471 case GS_STATE_SIMULATOR_ROOM:
5475 case GS_STATE_CAMPAIGN_ROOM:
5476 campaign_room_close();
5479 case GS_STATE_CMD_BRIEF:
5480 if (new_state == GS_STATE_OPTIONS_MENU) {
5485 if (new_state == GS_STATE_MAIN_MENU)
5486 freespace_stop_mission();
5491 case GS_STATE_RED_ALERT:
5495 case GS_STATE_SHIP_SELECT:
5496 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5497 new_state != GS_STATE_HOTKEY_SCREEN &&
5498 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5499 common_select_close();
5500 if ( new_state == GS_STATE_MAIN_MENU ) {
5501 freespace_stop_mission();
5506 case GS_STATE_WEAPON_SELECT:
5507 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5508 new_state != GS_STATE_HOTKEY_SCREEN &&
5509 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5510 common_select_close();
5511 if ( new_state == GS_STATE_MAIN_MENU ) {
5512 freespace_stop_mission();
5517 case GS_STATE_TEAM_SELECT:
5518 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5519 new_state != GS_STATE_HOTKEY_SCREEN &&
5520 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5521 common_select_close();
5522 if ( new_state == GS_STATE_MAIN_MENU ) {
5523 freespace_stop_mission();
5528 case GS_STATE_MAIN_MENU:
5529 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5536 case GS_STATE_OPTIONS_MENU:
5537 //game_start_time();
5538 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5539 multi_join_clear_game_list();
5541 options_menu_close();
5544 case GS_STATE_BARRACKS_MENU:
5545 if(new_state != GS_STATE_VIEW_MEDALS){
5550 case GS_STATE_MISSION_LOG_SCROLLBACK:
5551 hud_scrollback_close();
5554 case GS_STATE_TRAINING_MENU:
5555 training_menu_close();
5558 case GS_STATE_GAME_PLAY:
5559 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5560 player_save_target_and_weapon_link_prefs();
5561 game_stop_looped_sounds();
5564 sound_env_disable();
5565 joy_ff_stop_effects();
5567 // stop game time under certain conditions
5568 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5573 // shut down any recording or playing demos
5578 // when in multiplayer and going back to the main menu, send a leave game packet
5579 // right away (before calling stop mission). stop_mission was taking to long to
5580 // close mission down and I want people to get notified ASAP.
5581 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5582 multi_quit_game(PROMPT_NONE);
5585 freespace_stop_mission();
5586 Game_time_compression = F1_0;
5590 case GS_STATE_TECH_MENU:
5594 case GS_STATE_TRAINING_PAUSED:
5595 Training_num_lines = 0;
5596 // fall through to GS_STATE_GAME_PAUSED
5598 case GS_STATE_GAME_PAUSED:
5600 if ( end_mission ) {
5605 case GS_STATE_DEBUG_PAUSED:
5608 pause_debug_close();
5612 case GS_STATE_HUD_CONFIG:
5616 // join/start a game
5617 case GS_STATE_MULTI_JOIN_GAME:
5618 if(new_state != GS_STATE_OPTIONS_MENU){
5619 multi_join_game_close();
5623 case GS_STATE_MULTI_HOST_SETUP:
5624 case GS_STATE_MULTI_CLIENT_SETUP:
5625 // if this is just the host going into the options screen, don't do anything
5626 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5630 // close down the proper state
5631 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5632 multi_create_game_close();
5634 multi_game_client_setup_close();
5637 // COMMAND LINE OPTION
5638 if (Cmdline_multi_stream_chat_to_file){
5639 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5640 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5641 cfclose(Multi_chat_stream);
5646 case GS_STATE_CONTROL_CONFIG:
5647 control_config_close();
5650 case GS_STATE_DEATH_DIED:
5651 Game_mode &= ~GM_DEAD_DIED;
5653 // early end while respawning or blowing up in a multiplayer game
5654 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5656 freespace_stop_mission();
5660 case GS_STATE_DEATH_BLEW_UP:
5661 Game_mode &= ~GM_DEAD_BLEW_UP;
5663 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5664 // to determine if I should do anything.
5665 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5667 freespace_stop_mission();
5670 // if we are not respawing as an observer or as a player, our new state will not
5671 // be gameplay state.
5672 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5673 game_stop_time(); // hasn't been called yet!!
5674 freespace_stop_mission();
5680 case GS_STATE_CREDITS:
5684 case GS_STATE_VIEW_MEDALS:
5688 case GS_STATE_SHOW_GOALS:
5689 mission_show_goals_close();
5692 case GS_STATE_HOTKEY_SCREEN:
5693 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5694 mission_hotkey_close();
5698 case GS_STATE_MULTI_MISSION_SYNC:
5699 // if we're moving into the options menu, don't do anything
5700 if(new_state == GS_STATE_OPTIONS_MENU){
5704 SDL_assert( Game_mode & GM_MULTIPLAYER );
5706 if ( new_state == GS_STATE_GAME_PLAY ){
5707 // palette_restore_palette();
5709 // change a couple of flags to indicate our state!!!
5710 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5711 send_netplayer_update_packet();
5713 // set the game mode
5714 Game_mode |= GM_IN_MISSION;
5718 case GS_STATE_VIEW_CUTSCENES:
5719 cutscenes_screen_close();
5722 case GS_STATE_MULTI_STD_WAIT:
5723 multi_standalone_wait_close();
5726 case GS_STATE_STANDALONE_MAIN:
5727 standalone_main_close();
5728 if(new_state == GS_STATE_MULTI_STD_WAIT){
5729 init_multiplayer_stats();
5733 case GS_STATE_MULTI_PAUSED:
5734 // if ( end_mission ){
5739 case GS_STATE_INGAME_PRE_JOIN:
5740 multi_ingame_select_close();
5743 case GS_STATE_STANDALONE_POSTGAME:
5744 multi_standalone_postgame_close();
5747 case GS_STATE_INITIAL_PLAYER_SELECT:
5748 player_select_close();
5751 case GS_STATE_MULTI_START_GAME:
5752 multi_start_game_close();
5755 case GS_STATE_MULTI_HOST_OPTIONS:
5756 multi_host_options_close();
5759 case GS_STATE_END_OF_CAMPAIGN:
5760 mission_campaign_end_close();
5763 case GS_STATE_LOOP_BRIEF:
5769 // Called when a state is being entered.
5770 // The current state is set to the state we're entering at
5771 // this point, and old_state is set to the state we're coming
5772 // from. You should never try to change the state
5773 // in here... if you think you need to, you probably really
5774 // need to post an event, not change the state.
5776 void game_enter_state( int old_state, int new_state )
5778 switch (new_state) {
5779 case GS_STATE_MAIN_MENU:
5780 // in multiplayer mode, be sure that we are not doing networking anymore.
5781 if ( Game_mode & GM_MULTIPLAYER ) {
5782 SDL_assert( Net_player != NULL );
5783 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5786 Game_time_compression = F1_0;
5788 // determine which ship this guy is currently based on
5789 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5792 if (Player->on_bastion) {
5800 case GS_STATE_BRIEFING:
5801 main_hall_stop_music();
5802 main_hall_stop_ambient();
5804 if (Game_mode & GM_NORMAL) {
5805 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5806 // MWA: or from options or hotkey screens
5807 // JH: or if the command brief state already did this
5808 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5809 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5810 && (old_state != GS_STATE_CMD_BRIEF) ) {
5811 if ( !game_start_mission() ) // this should put us into a new state on failure!
5815 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5816 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5817 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5819 Game_time_compression = F1_0;
5821 if ( red_alert_mission() ) {
5822 gameseq_post_event(GS_EVENT_RED_ALERT);
5829 case GS_STATE_DEBRIEF:
5830 game_stop_looped_sounds();
5831 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
5832 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5837 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5838 multi_df_debrief_init();
5841 case GS_STATE_LOAD_MISSION_MENU:
5844 case GS_STATE_SIMULATOR_ROOM:
5848 case GS_STATE_CAMPAIGN_ROOM:
5849 campaign_room_init();
5852 case GS_STATE_RED_ALERT:
5853 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5857 case GS_STATE_CMD_BRIEF: {
5858 int team_num = 0; // team number used as index for which cmd brief to use.
5860 if (old_state == GS_STATE_OPTIONS_MENU) {
5864 main_hall_stop_music();
5865 main_hall_stop_ambient();
5867 if (Game_mode & GM_NORMAL) {
5868 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5869 // MWA: or from options or hotkey screens
5870 // JH: or if the command brief state already did this
5871 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5872 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5873 if ( !game_start_mission() ) // this should put us into a new state on failure!
5878 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5879 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5880 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5882 cmd_brief_init(team_num);
5888 case GS_STATE_SHIP_SELECT:
5892 case GS_STATE_WEAPON_SELECT:
5893 weapon_select_init();
5896 case GS_STATE_TEAM_SELECT:
5900 case GS_STATE_GAME_PAUSED:
5905 case GS_STATE_DEBUG_PAUSED:
5906 // game_stop_time();
5907 // os_set_title("FreeSpace - PAUSED");
5910 case GS_STATE_TRAINING_PAUSED:
5917 case GS_STATE_OPTIONS_MENU:
5919 options_menu_init();
5922 case GS_STATE_GAME_PLAY:
5923 // coming from the gameplay state or the main menu, we might need to load the mission
5924 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5925 if ( !game_start_mission() ) // this should put us into a new state.
5930 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5931 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
5932 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5933 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5934 (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)) ) {
5935 // JAS: Used to do all paging here.
5939 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5943 main_hall_stop_music();
5944 main_hall_stop_ambient();
5945 event_music_first_pattern(); // start the first pattern
5948 // special code that restores player ship selection and weapons loadout when doing a quick start
5949 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
5950 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5951 wss_direct_restore_loadout();
5955 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5956 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
5957 event_music_first_pattern(); // start the first pattern
5960 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
5961 event_music_first_pattern(); // start the first pattern
5963 player_restore_target_and_weapon_link_prefs();
5965 Game_mode |= GM_IN_MISSION;
5968 // required to truely make mouse deltas zeroed in debug mouse code
5969 void mouse_force_pos(int x, int y);
5970 if (!Is_standalone) {
5971 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
5977 // only start time if in single player, or coming from multi wait state
5980 (Game_mode & GM_NORMAL) &&
5981 (old_state != GS_STATE_VIEW_CUTSCENES)
5983 (Game_mode & GM_MULTIPLAYER) && (
5984 (old_state == GS_STATE_MULTI_PAUSED) ||
5985 (old_state == GS_STATE_MULTI_MISSION_SYNC)
5991 // when coming from the multi paused state, reset the timestamps
5992 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
5993 multi_reset_timestamps();
5996 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
5997 // initialize all object update details
5998 multi_oo_gameplay_init();
6001 // under certain circumstances, the server should reset the object update rate limiting stuff
6002 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
6003 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
6005 // reinitialize the rate limiting system for all clients
6006 multi_oo_rate_init_all();
6009 // multiplayer clients should always re-initialize their control info rate limiting system
6010 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
6011 multi_oo_rate_init_all();
6015 if(Game_mode & GM_MULTIPLAYER){
6016 multi_ping_reset_players();
6019 Game_subspace_effect = 0;
6020 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
6021 Game_subspace_effect = 1;
6022 if( !(Game_mode & GM_STANDALONE_SERVER) ){
6023 game_start_subspace_ambient_sound();
6027 sound_env_set(&Game_sound_env);
6028 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
6030 // clear multiplayer button info i
6031 extern button_info Multi_ship_status_bi;
6032 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
6035 case GS_STATE_HUD_CONFIG:
6039 case GS_STATE_MULTI_JOIN_GAME:
6040 multi_join_clear_game_list();
6042 if (old_state != GS_STATE_OPTIONS_MENU) {
6043 multi_join_game_init();
6048 case GS_STATE_MULTI_HOST_SETUP:
6049 // don't reinitialize if we're coming back from the host options screen
6050 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6051 multi_create_game_init();
6056 case GS_STATE_MULTI_CLIENT_SETUP:
6057 if (old_state != GS_STATE_OPTIONS_MENU) {
6058 multi_game_client_setup_init();
6063 case GS_STATE_CONTROL_CONFIG:
6064 control_config_init();
6067 case GS_STATE_TECH_MENU:
6071 case GS_STATE_BARRACKS_MENU:
6072 if(old_state != GS_STATE_VIEW_MEDALS){
6077 case GS_STATE_MISSION_LOG_SCROLLBACK:
6078 hud_scrollback_init();
6081 case GS_STATE_DEATH_DIED:
6082 Player_died_time = timestamp(10);
6084 if(!(Game_mode & GM_MULTIPLAYER)){
6085 player_show_death_message();
6087 Game_mode |= GM_DEAD_DIED;
6090 case GS_STATE_DEATH_BLEW_UP:
6091 if ( !popupdead_is_active() ) {
6092 Player_ai->target_objnum = -1;
6095 // stop any local EMP effect
6098 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6099 Game_mode |= GM_DEAD_BLEW_UP;
6100 Show_viewing_from_self = 0;
6102 // timestamp how long we should wait before displaying the died popup
6103 if ( !popupdead_is_active() ) {
6104 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6108 case GS_STATE_GAMEPLAY_HELP:
6109 gameplay_help_init();
6112 case GS_STATE_CREDITS:
6113 main_hall_stop_music();
6114 main_hall_stop_ambient();
6118 case GS_STATE_VIEW_MEDALS:
6119 medal_main_init(Player);
6122 case GS_STATE_SHOW_GOALS:
6123 mission_show_goals_init();
6126 case GS_STATE_HOTKEY_SCREEN:
6127 mission_hotkey_init();
6130 case GS_STATE_MULTI_MISSION_SYNC:
6131 // if we're coming from the options screen, don't do any
6132 if(old_state == GS_STATE_OPTIONS_MENU){
6136 switch(Multi_sync_mode){
6137 case MULTI_SYNC_PRE_BRIEFING:
6138 // if moving from game forming to the team select state
6141 case MULTI_SYNC_POST_BRIEFING:
6142 // if moving from briefing into the mission itself
6145 // tell everyone that we're now loading data
6146 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6147 send_netplayer_update_packet();
6149 // JAS: Used to do all paging here!!!!
6151 Net_player->state = NETPLAYER_STATE_WAITING;
6152 send_netplayer_update_packet();
6154 Game_time_compression = F1_0;
6156 case MULTI_SYNC_INGAME:
6162 case GS_STATE_VIEW_CUTSCENES:
6163 cutscenes_screen_init();
6166 case GS_STATE_MULTI_STD_WAIT:
6167 multi_standalone_wait_init();
6170 case GS_STATE_STANDALONE_MAIN:
6171 // don't initialize if we're coming from one of these 2 states unless there are no
6172 // players left (reset situation)
6173 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6174 standalone_main_init();
6178 case GS_STATE_MULTI_PAUSED:
6182 case GS_STATE_INGAME_PRE_JOIN:
6183 multi_ingame_select_init();
6186 case GS_STATE_STANDALONE_POSTGAME:
6187 multi_standalone_postgame_init();
6190 case GS_STATE_INITIAL_PLAYER_SELECT:
6191 player_select_init();
6194 case GS_STATE_MULTI_START_GAME:
6195 multi_start_game_init();
6198 case GS_STATE_MULTI_HOST_OPTIONS:
6199 multi_host_options_init();
6202 case GS_STATE_END_OF_CAMPAIGN:
6203 mission_campaign_end_init();
6206 case GS_STATE_LOOP_BRIEF:
6213 // do stuff that may need to be done regardless of state
6214 void game_do_state_common(int state,int no_networking)
6216 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6217 snd_do_frame(); // update sound system
6218 event_music_do_frame(); // music needs to play across many states
6220 multi_log_process();
6222 if (no_networking) {
6226 // maybe do a multiplayer frame based on game mode and state type
6227 if (Game_mode & GM_MULTIPLAYER) {
6229 case GS_STATE_OPTIONS_MENU:
6230 case GS_STATE_GAMEPLAY_HELP:
6231 case GS_STATE_HOTKEY_SCREEN:
6232 case GS_STATE_HUD_CONFIG:
6233 case GS_STATE_CONTROL_CONFIG:
6234 case GS_STATE_MISSION_LOG_SCROLLBACK:
6235 case GS_STATE_SHOW_GOALS:
6236 case GS_STATE_VIEW_CUTSCENES:
6237 case GS_STATE_EVENT_DEBUG:
6238 multi_maybe_do_frame();
6242 game_do_networking();
6246 // Called once a frame.
6247 // You should never try to change the state
6248 // in here... if you think you need to, you probably really
6249 // need to post an event, not change the state.
6250 int Game_do_state_should_skip = 0;
6251 void game_do_state(int state)
6253 // always lets the do_state_common() function determine if the state should be skipped
6254 Game_do_state_should_skip = 0;
6256 // legal to set the should skip state anywhere in this function
6257 game_do_state_common(state); // do stuff that may need to be done regardless of state
6259 if(Game_do_state_should_skip){
6264 case GS_STATE_MAIN_MENU:
6265 game_set_frametime(GS_STATE_MAIN_MENU);
6266 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6269 main_hall_do(flFrametime);
6273 case GS_STATE_OPTIONS_MENU:
6274 game_set_frametime(GS_STATE_OPTIONS_MENU);
6275 options_menu_do_frame(flFrametime);
6278 case GS_STATE_BARRACKS_MENU:
6279 game_set_frametime(GS_STATE_BARRACKS_MENU);
6280 barracks_do_frame(flFrametime);
6283 case GS_STATE_TRAINING_MENU:
6284 game_set_frametime(GS_STATE_TRAINING_MENU);
6285 training_menu_do_frame(flFrametime);
6288 case GS_STATE_TECH_MENU:
6289 game_set_frametime(GS_STATE_TECH_MENU);
6290 techroom_do_frame(flFrametime);
6293 case GS_STATE_GAMEPLAY_HELP:
6294 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6295 gameplay_help_do_frame(flFrametime);
6298 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6302 case GS_STATE_GAME_PAUSED:
6306 case GS_STATE_DEBUG_PAUSED:
6308 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6313 case GS_STATE_TRAINING_PAUSED:
6314 game_training_pause_do();
6317 case GS_STATE_LOAD_MISSION_MENU:
6321 case GS_STATE_BRIEFING:
6322 game_set_frametime(GS_STATE_BRIEFING);
6323 brief_do_frame(flFrametime);
6326 case GS_STATE_DEBRIEF:
6327 game_set_frametime(GS_STATE_DEBRIEF);
6328 debrief_do_frame(flFrametime);
6331 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6332 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6333 multi_df_debrief_do();
6336 case GS_STATE_SHIP_SELECT:
6337 game_set_frametime(GS_STATE_SHIP_SELECT);
6338 ship_select_do(flFrametime);
6341 case GS_STATE_WEAPON_SELECT:
6342 game_set_frametime(GS_STATE_WEAPON_SELECT);
6343 weapon_select_do(flFrametime);
6346 case GS_STATE_MISSION_LOG_SCROLLBACK:
6347 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6348 hud_scrollback_do_frame(flFrametime);
6351 case GS_STATE_HUD_CONFIG:
6352 game_set_frametime(GS_STATE_HUD_CONFIG);
6353 hud_config_do_frame(flFrametime);
6356 case GS_STATE_MULTI_JOIN_GAME:
6357 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6358 multi_join_game_do_frame();
6361 case GS_STATE_MULTI_HOST_SETUP:
6362 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6363 multi_create_game_do();
6366 case GS_STATE_MULTI_CLIENT_SETUP:
6367 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6368 multi_game_client_setup_do_frame();
6371 case GS_STATE_CONTROL_CONFIG:
6372 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6373 control_config_do_frame(flFrametime);
6376 case GS_STATE_DEATH_DIED:
6380 case GS_STATE_DEATH_BLEW_UP:
6384 case GS_STATE_SIMULATOR_ROOM:
6385 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6386 sim_room_do_frame(flFrametime);
6389 case GS_STATE_CAMPAIGN_ROOM:
6390 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6391 campaign_room_do_frame(flFrametime);
6394 case GS_STATE_RED_ALERT:
6395 game_set_frametime(GS_STATE_RED_ALERT);
6396 red_alert_do_frame(flFrametime);
6399 case GS_STATE_CMD_BRIEF:
6400 game_set_frametime(GS_STATE_CMD_BRIEF);
6401 cmd_brief_do_frame(flFrametime);
6404 case GS_STATE_CREDITS:
6405 game_set_frametime(GS_STATE_CREDITS);
6406 credits_do_frame(flFrametime);
6409 case GS_STATE_VIEW_MEDALS:
6410 game_set_frametime(GS_STATE_VIEW_MEDALS);
6414 case GS_STATE_SHOW_GOALS:
6415 game_set_frametime(GS_STATE_SHOW_GOALS);
6416 mission_show_goals_do_frame(flFrametime);
6419 case GS_STATE_HOTKEY_SCREEN:
6420 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6421 mission_hotkey_do_frame(flFrametime);
6424 case GS_STATE_VIEW_CUTSCENES:
6425 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6426 cutscenes_screen_do_frame();
6429 case GS_STATE_MULTI_STD_WAIT:
6430 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6431 multi_standalone_wait_do();
6434 case GS_STATE_STANDALONE_MAIN:
6435 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6436 standalone_main_do();
6439 case GS_STATE_MULTI_PAUSED:
6440 game_set_frametime(GS_STATE_MULTI_PAUSED);
6444 case GS_STATE_TEAM_SELECT:
6445 game_set_frametime(GS_STATE_TEAM_SELECT);
6449 case GS_STATE_INGAME_PRE_JOIN:
6450 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6451 multi_ingame_select_do();
6454 case GS_STATE_EVENT_DEBUG:
6456 game_set_frametime(GS_STATE_EVENT_DEBUG);
6457 game_show_event_debug(flFrametime);
6461 case GS_STATE_STANDALONE_POSTGAME:
6462 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6463 multi_standalone_postgame_do();
6466 case GS_STATE_INITIAL_PLAYER_SELECT:
6467 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6471 case GS_STATE_MULTI_MISSION_SYNC:
6472 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6476 case GS_STATE_MULTI_START_GAME:
6477 game_set_frametime(GS_STATE_MULTI_START_GAME);
6478 multi_start_game_do();
6481 case GS_STATE_MULTI_HOST_OPTIONS:
6482 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6483 multi_host_options_do();
6486 case GS_STATE_END_OF_CAMPAIGN:
6487 mission_campaign_end_do();
6490 case GS_STATE_END_DEMO:
6491 game_set_frametime(GS_STATE_END_DEMO);
6492 end_demo_campaign_do();
6495 case GS_STATE_LOOP_BRIEF:
6496 game_set_frametime(GS_STATE_LOOP_BRIEF);
6500 } // end switch(gs_current_state)
6504 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6505 int game_do_ram_check(int ram_in_mbytes)
6507 if ( ram_in_mbytes < 30 ) {
6508 int allowed_to_run = 1;
6509 if ( ram_in_mbytes < 25 ) {
6515 if ( allowed_to_run ) {
6516 SDL_MessageBoxData mboxd;
6517 SDL_MessageBoxButtonData mboxbuttons[2];
6520 // not a translated string, but it's too long and smartdrv isn't
6521 // really a thing for any OS we now support :p
6522 // 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);
6523 SDL_snprintf( tmp, sizeof(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);
6525 mboxbuttons[0].buttonid = 0;
6526 mboxbuttons[0].text = XSTR("Ok", 503);
6527 mboxbuttons[0].flags = 0;
6529 mboxbuttons[1].buttonid = 1;
6530 mboxbuttons[1].text = XSTR("Cancel", 504);
6531 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6533 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6534 mboxd.title = XSTR( "Not Enough RAM", 194);
6535 mboxd.message = tmp;
6536 mboxd.numbuttons = 2;
6537 mboxd.buttons = mboxbuttons;
6538 mboxd.window = NULL;
6539 mboxd.colorScheme = NULL;
6541 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6543 if ( msgbox_rval == 1 ) {
6547 // not a translated string, but it's too long and smartdrv isn't
6548 // really a thing for any OS we now support :p
6549 // 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);
6550 SDL_snprintf( tmp, sizeof(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);
6552 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6561 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6562 // If so, copy it over and remove the update directory.
6563 void game_maybe_update_launcher(char *exe_dir)
6568 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6572 int sub_total_destroyed = 0;
6576 // get the total for all his children
6577 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6578 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6581 // find the # of faces for this _individual_ object
6582 total = submodel_get_num_polys(model_num, sm);
6583 if(strstr(pm->submodel[sm].name, "-destroyed")){
6584 sub_total_destroyed = total;
6588 SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6591 *out_total += total + sub_total;
6592 *out_destroyed_total += sub_total_destroyed;
6595 #define BAIL() do { int idx; for(idx=0; idx<num_files; idx++){ if(pof_list[idx] != NULL){free(pof_list[idx]); pof_list[idx] = NULL;}} return;} while(0);
6596 void game_spew_pof_info()
6598 char *pof_list[1000];
6601 int idx, model_num, i, j;
6603 int total, root_total, model_total, destroyed_total, counted;
6607 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6609 // spew info on all the pofs
6615 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6620 for(idx=0; idx<num_files; idx++, counted++){
6621 SDL_snprintf(str, sizeof(str), "%s.pof", pof_list[idx]);
6622 model_num = model_load(str, 0, NULL);
6624 pm = model_get(model_num);
6626 // if we have a real model
6631 // go through and print all raw submodels
6632 cfputs("RAW\n", out);
6635 for (i=0; i<pm->n_models; i++) {
6636 total = submodel_get_num_polys(model_num, i);
6638 model_total += total;
6639 SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6642 SDL_snprintf(str, sizeof(str), "Model total %d\n", model_total);
6645 // now go through and do it by LOD
6646 cfputs("BY LOD\n\n", out);
6647 for(i=0; i<pm->n_detail_levels; i++){
6648 SDL_snprintf(str, sizeof(str), "LOD %d\n", i);
6652 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6654 destroyed_total = 0;
6655 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6656 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6659 SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6662 SDL_snprintf(str, sizeof(str), "TOTAL: %d\n", total + root_total);
6664 SDL_snprintf(str, sizeof(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6666 SDL_snprintf(str, sizeof(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6669 cfputs("------------------------------------------------------------------------\n\n", out);
6673 if(counted >= MAX_POLYGON_MODELS - 5){
6686 game_spew_pof_info();
6689 int game_main(const char *szCmdLine)
6693 // Find out how much RAM is on this machine
6694 Freespace_total_ram = SDL_GetSystemRAM();
6696 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6700 if (!vm_init(24*1024*1024)) {
6701 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);
6705 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6707 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);
6716 extern void windebug_memwatch_init();
6717 windebug_memwatch_init();
6725 int cpu_cores = SDL_GetCPUCount();
6726 int le = (SDL_BYTEORDER == SDL_LIL_ENDIAN);
6728 mprintf(("Platform: %s\n", SDL_GetPlatform()));
6729 mprintf(("CPU: %d %s\n", cpu_cores, (cpu_cores == 1) ? "core" : "cores"));
6730 mprintf(("Memory: %dMB\n", Freespace_total_ram));
6731 mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, le ? "little" : "big"));
6733 parse_cmdline(szCmdLine);
6735 mprintf(("--------------------------------------------------------------------------------\n"));
6737 #ifdef STANDALONE_ONLY_BUILD
6739 nprintf(("Network", "Standalone running"));
6742 nprintf(("Network", "Standalone running"));
6749 // maybe spew pof stuff
6750 if(Cmdline_spew_pof_info){
6751 game_spew_pof_info();
6756 // non-demo, non-standalone, play the intro movie
6758 if ( !Is_standalone ) {
6760 // release -- movies always play
6763 // 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
6764 movie_play( NOX("intro.mve") );
6766 // debug version, movie will only play with -showmovies
6767 #elif !defined(NDEBUG)
6769 movie_play( NOX("intro.mve") );
6772 if ( Cmdline_show_movies )
6773 movie_play( NOX("intro.mve") );
6782 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6784 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
6788 // only important for non THREADED mode
6791 state = gameseq_process_events();
6792 if ( state == GS_STATE_QUIT_GAME ){
6797 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6799 demo_upsell_show_screens();
6801 #elif defined(OEM_BUILD)
6802 // show upsell screens on exit
6803 oem_upsell_show_screens();
6810 // launcher the fslauncher program on exit
6811 void game_launch_launcher_on_exit()
6819 // This function is called when FreeSpace terminates normally.
6821 void game_shutdown(void)
6823 // don't ever flip a page on the standalone!
6824 if(!(Game_mode & GM_STANDALONE_SERVER)){
6830 // if the player has left the "player select" screen and quit the game without actually choosing
6831 // a player, Player will be NULL, in which case we shouldn't write the player file out!
6832 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6836 // load up common multiplayer icons
6837 multi_unload_common_icons();
6839 shockwave_close(); // release any memory used by shockwave system
6840 fireball_close(); // free fireball system
6841 ship_close(); // free any memory that was allocated for the ships
6842 weapon_close(); // free any memory that was allocated for the weapons
6843 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6844 unload_animating_pointer();// frees the frames used for the animating mouse pointer
6845 bm_unload_all(); // free bitmaps
6846 mission_campaign_close(); // close out the campaign stuff
6847 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
6848 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
6850 #ifdef MULTI_USE_LAG
6854 // the menu close functions will unload the bitmaps if they were displayed during the game
6855 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6858 context_help_close(); // close out help system
6859 training_menu_close();
6860 lcl_close(); // be sure localization is closed out
6863 // free left-over memory from parsed tables
6864 cutscene_tbl_close();
6866 scoring_tbl_close();
6867 player_tips_close();
6869 extern void joy_close();
6872 audiostream_close();
6874 event_music_close();
6878 // HACKITY HACK HACK
6879 // if this flag is set, we should be firing up the launcher when exiting freespace
6880 extern int Multi_update_fireup_launcher_on_exit;
6881 if(Multi_update_fireup_launcher_on_exit){
6882 game_launch_launcher_on_exit();
6886 // game_stop_looped_sounds()
6888 // This function will call the appropriate stop looped sound functions for those
6889 // modules which use looping sounds. It is not enough just to stop a looping sound
6890 // at the DirectSound level, the game is keeping track of looping sounds, and this
6891 // function is used to inform the game that looping sounds are being halted.
6893 void game_stop_looped_sounds()
6895 hud_stop_looped_locking_sounds();
6896 hud_stop_looped_engine_sounds();
6897 afterburner_stop_sounds();
6898 player_stop_looped_sounds();
6899 obj_snd_stop_all(); // stop all object-linked persistant sounds
6900 game_stop_subspace_ambient_sound();
6901 snd_stop(Radar_static_looping);
6902 Radar_static_looping = -1;
6903 snd_stop(Target_static_looping);
6904 shipfx_stop_engine_wash_sound();
6905 Target_static_looping = -1;
6908 //////////////////////////////////////////////////////////////////////////
6910 // Code for supporting an animating mouse pointer
6913 //////////////////////////////////////////////////////////////////////////
6915 typedef struct animating_obj
6924 static animating_obj Animating_mouse;
6926 // ----------------------------------------------------------------------------
6927 // init_animating_pointer()
6929 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6930 // gets properly initialized
6932 void init_animating_pointer()
6934 Animating_mouse.first_frame = -1;
6935 Animating_mouse.num_frames = 0;
6936 Animating_mouse.current_frame = -1;
6937 Animating_mouse.time = 0.0f;
6938 Animating_mouse.elapsed_time = 0.0f;
6941 // ----------------------------------------------------------------------------
6942 // load_animating_pointer()
6944 // Called at game init to load in the frames for the animating mouse pointer
6946 // input: filename => filename of animation file that holds the animation
6948 void load_animating_pointer(const char *filename, int dx, int dy)
6953 init_animating_pointer();
6955 am = &Animating_mouse;
6956 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
6957 if ( am->first_frame == -1 )
6958 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
6959 am->current_frame = 0;
6960 am->time = am->num_frames / i2fl(fps);
6963 // ----------------------------------------------------------------------------
6964 // unload_animating_pointer()
6966 // Called at game shutdown to free the memory used to store the animation frames
6968 void unload_animating_pointer()
6973 am = &Animating_mouse;
6974 for ( i = 0; i < am->num_frames; i++ ) {
6975 SDL_assert( (am->first_frame+i) >= 0 );
6976 bm_release(am->first_frame + i);
6979 am->first_frame = -1;
6981 am->current_frame = -1;
6984 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
6985 void game_render_mouse(float frametime)
6990 // if animating cursor exists, play the next frame
6991 am = &Animating_mouse;
6992 if ( am->first_frame != -1 ) {
6993 mouse_get_pos(&mx, &my);
6994 am->elapsed_time += frametime;
6995 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
6996 if ( am->current_frame >= am->num_frames ) {
6997 am->current_frame = 0;
6998 am->elapsed_time = 0.0f;
7000 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
7004 // ----------------------------------------------------------------------------
7005 // game_maybe_draw_mouse()
7007 // determines whether to draw the mouse pointer at all, and what frame of
7008 // animation to use if the mouse is animating
7010 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
7012 // input: frametime => elapsed frame time in seconds since last call
7014 void game_maybe_draw_mouse(float frametime)
7018 game_state = gameseq_get_state();
7020 switch ( game_state ) {
7021 case GS_STATE_GAME_PAUSED:
7022 // case GS_STATE_MULTI_PAUSED:
7023 case GS_STATE_GAME_PLAY:
7024 case GS_STATE_DEATH_DIED:
7025 case GS_STATE_DEATH_BLEW_UP:
7026 if ( popup_active() || popupdead_is_active() ) {
7038 if ( !Mouse_hidden )
7039 game_render_mouse(frametime);
7043 void game_do_training_checks()
7047 waypoint_list *wplp;
7049 if (Training_context & TRAINING_CONTEXT_SPEED) {
7050 s = (int) Player_obj->phys_info.fspeed;
7051 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7052 if (!Training_context_speed_set) {
7053 Training_context_speed_set = 1;
7054 Training_context_speed_timestamp = timestamp();
7058 Training_context_speed_set = 0;
7061 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7062 wplp = &Waypoint_lists[Training_context_path];
7063 if (wplp->count > Training_context_goal_waypoint) {
7064 i = Training_context_goal_waypoint;
7066 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7067 if (d <= Training_context_distance) {
7068 Training_context_at_waypoint = i;
7069 if (Training_context_goal_waypoint == i) {
7070 Training_context_goal_waypoint++;
7071 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7078 if (i == wplp->count)
7081 } while (i != Training_context_goal_waypoint);
7085 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7086 Players_target = Player_ai->target_objnum;
7087 Players_targeted_subsys = Player_ai->targeted_subsys;
7088 Players_target_timestamp = timestamp();
7092 /////////// Following is for event debug view screen
7096 #define EVENT_DEBUG_MAX 5000
7097 #define EVENT_DEBUG_EVENT 0x8000
7099 int Event_debug_index[EVENT_DEBUG_MAX];
7102 void game_add_event_debug_index(int n, int indent)
7104 if (ED_count < EVENT_DEBUG_MAX)
7105 Event_debug_index[ED_count++] = n | (indent << 16);
7108 void game_add_event_debug_sexp(int n, int indent)
7113 if (Sexp_nodes[n].first >= 0) {
7114 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7115 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7119 game_add_event_debug_index(n, indent);
7120 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7121 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7123 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7126 void game_event_debug_init()
7131 for (e=0; e<Num_mission_events; e++) {
7132 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7133 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7137 void game_show_event_debug(float frametime)
7141 int font_height, font_width;
7143 static int scroll_offset = 0;
7145 k = game_check_key();
7151 if (scroll_offset < 0)
7161 scroll_offset -= 20;
7162 if (scroll_offset < 0)
7167 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7171 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7177 gr_set_color_fast(&Color_bright);
7179 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7181 gr_set_color_fast(&Color_normal);
7183 gr_get_string_size(&font_width, &font_height, NOX("test"));
7184 y_max = gr_screen.max_h - font_height - 5;
7188 while (k < ED_count) {
7189 if (y_index > y_max)
7192 z = Event_debug_index[k];
7193 if (z & EVENT_DEBUG_EVENT) {
7195 SDL_snprintf(buf, sizeof(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7196 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7197 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7198 Mission_events[z].repeat_count, Mission_events[z].interval);
7206 SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, sizeof(buf));
7207 switch (Sexp_nodes[z & 0x7fff].value) {
7209 SDL_strlcat(buf, NOX(" (True)"), sizeof(buf));
7213 SDL_strlcat(buf, NOX(" (False)"), sizeof(buf));
7216 case SEXP_KNOWN_TRUE:
7217 SDL_strlcat(buf, NOX(" (Always true)"), sizeof(buf));
7220 case SEXP_KNOWN_FALSE:
7221 SDL_strlcat(buf, NOX(" (Always false)"), sizeof(buf));
7224 case SEXP_CANT_EVAL:
7225 SDL_strlcat(buf, NOX(" (Can't eval)"), sizeof(buf));
7229 case SEXP_NAN_FOREVER:
7230 SDL_strlcat(buf, NOX(" (Not a number)"), sizeof(buf));
7235 gr_printf(10, y_index, buf);
7236 y_index += font_height;
7249 int Tmap_num_too_big = 0;
7250 int Num_models_needing_splitting = 0;
7252 void Time_model( int modelnum )
7254 // mprintf(( "Timing ship '%s'\n", si->name ));
7256 vector eye_pos, model_pos;
7257 matrix eye_orient, model_orient;
7259 polymodel *pm = model_get( modelnum );
7261 int l = strlen(pm->filename);
7263 if ( (l == '/') || (l=='\\') || (l==':')) {
7269 char *pof_file = &pm->filename[l];
7271 int model_needs_splitting = 0;
7273 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7275 for (i=0; i<pm->n_textures; i++ ) {
7276 char filename[1024];
7279 int bmp_num = pm->original_textures[i];
7280 if ( bmp_num > -1 ) {
7281 bm_get_palette(pm->original_textures[i], pal, filename, sizeof(filename) );
7283 bm_get_info( pm->original_textures[i],&w, &h );
7286 if ( (w > 512) || (h > 512) ) {
7287 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7289 model_needs_splitting++;
7292 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7296 if ( model_needs_splitting ) {
7297 Num_models_needing_splitting++;
7299 eye_orient = model_orient = vmd_identity_matrix;
7300 eye_pos = model_pos = vmd_zero_vector;
7302 eye_pos.xyz.z = -pm->rad*2.0f;
7304 vector eye_to_model;
7306 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7307 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7309 fix t1 = timer_get_fixed_seconds();
7312 ta.p = ta.b = ta.h = 0.0f;
7315 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7317 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7319 modelstats_num_polys = modelstats_num_verts = 0;
7321 while( ta.h < PI2 ) {
7324 vm_angles_2_matrix(&m1, &ta );
7325 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7332 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7334 model_clear_instance( modelnum );
7335 model_set_detail_level(0); // use highest detail level
7336 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7344 int k = key_inkey();
7345 if ( k == SDLK_ESCAPE ) {
7350 fix t2 = timer_get_fixed_seconds();
7352 if (framecount < 1) {
7356 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7357 //bitmaps_used_this_frame /= framecount;
7359 modelstats_num_polys /= framecount;
7360 modelstats_num_verts /= framecount;
7362 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7363 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 );
7365 // 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 );
7371 int Time_models = 0;
7372 DCF_BOOL( time_models, Time_models );
7374 void Do_model_timings_test()
7378 if ( !Time_models ) return;
7380 mprintf(( "Timing models!\n" ));
7384 ubyte model_used[MAX_POLYGON_MODELS];
7385 int model_id[MAX_POLYGON_MODELS];
7386 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7391 for (i=0; i<Num_ship_types; i++ ) {
7392 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7394 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7395 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7398 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7399 if ( !Texture_fp ) return;
7401 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7402 if ( !Time_fp ) return;
7404 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7405 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7407 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7408 if ( model_used[i] ) {
7409 Time_model( model_id[i] );
7413 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7414 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7423 // Call this function when you want to inform the player that a feature is not
7424 // enabled in the DEMO version of FreSpace
7425 void game_feature_not_in_demo_popup()
7427 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7430 // format the specified time (fixed point) into a nice string
7431 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7434 int hours,minutes,seconds;
7436 mtime = f2fl(m_time);
7438 // get the hours, minutes and seconds
7439 hours = (int)(mtime / 3600.0f);
7441 mtime -= (3600.0f * (float)hours);
7443 seconds = (int)mtime%60;
7444 minutes = (int)mtime/60;
7447 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7449 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7453 // Stuff version string in *str.
7454 void get_version_string(char *str, const int str_len)
7457 if ( FS_VERSION_BUILD == 0 ) {
7458 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7460 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7463 #if defined (FS2_DEMO) || defined(FS1_DEMO)
7464 SDL_strlcat(str, " D", str_len);
7465 #elif defined (OEM_BUILD)
7466 SDL_strlcat(str, " (OEM)", str_len);
7472 char myname[_MAX_PATH];
7473 int namelen, major, minor, build, waste;
7474 unsigned int buf_size;
7480 // Find my EXE file name
7481 hMod = GetModuleHandle(NULL);
7482 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7484 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7485 infop = (char *)malloc(version_size);
7486 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7488 // get the product version
7489 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7490 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7492 sprintf(str,"Dv%d.%02d",major, minor);
7494 sprintf(str,"v%d.%02d",major, minor);
7499 void get_version_string_short(char *str, const int str_len)
7501 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7504 // ----------------------------------------------------------------
7506 // OEM UPSELL SCREENS BEGIN
7508 // ----------------------------------------------------------------
7509 #if defined(OEM_BUILD)
7511 #define NUM_OEM_UPSELL_SCREENS 3
7512 #define OEM_UPSELL_SCREEN_DELAY 10000
7514 static int Oem_upsell_bitmaps_loaded = 0;
7515 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7516 static int Oem_upsell_screen_number = 0;
7517 static int Oem_upsell_show_next_bitmap_time;
7520 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
7533 static int Oem_normal_cursor = -1;
7534 static int Oem_web_cursor = -1;
7535 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
7536 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7538 void oem_upsell_next_screen()
7540 Oem_upsell_screen_number++;
7541 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7542 // extra long delay, mouse shown on last upsell
7543 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7547 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7551 void oem_upsell_load_bitmaps()
7555 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7556 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7560 void oem_upsell_unload_bitmaps()
7564 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7565 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7566 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7571 Oem_upsell_bitmaps_loaded = 0;
7574 // clickable hotspot on 3rd OEM upsell screen
7575 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7577 28, 350, 287, 96 // x, y, w, h
7580 45, 561, 460, 152 // x, y, w, h
7584 void oem_upsell_show_screens()
7586 int current_time, k;
7589 if ( !Oem_upsell_bitmaps_loaded ) {
7590 oem_upsell_load_bitmaps();
7591 Oem_upsell_bitmaps_loaded = 1;
7594 // may use upsell screens more than once
7595 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7596 Oem_upsell_screen_number = 0;
7602 int nframes; // used to pass, not really needed (should be 1)
7603 Oem_normal_cursor = gr_get_cursor_bitmap();
7604 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7605 SDL_assert(Oem_web_cursor >= 0);
7606 if (Oem_web_cursor < 0) {
7607 Oem_web_cursor = Oem_normal_cursor;
7612 //oem_reset_trailer_timer();
7614 current_time = timer_get_milliseconds();
7619 // advance screen on keypress or timeout
7620 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7621 oem_upsell_next_screen();
7624 // check if we are done
7625 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7626 Oem_upsell_screen_number--;
7629 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7634 // show me the upsell
7635 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
7636 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7640 // if this is the 3rd upsell, make it clickable, d00d
7641 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7643 int button_state = mouse_get_pos(&mx, &my);
7644 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])
7645 && (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]) )
7648 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7651 if (button_state & MOUSE_LEFT_BUTTON) {
7653 multi_pxo_url(OEM_UPSELL_URL);
7657 // switch cursor back to normal one
7658 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7663 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7673 oem_upsell_unload_bitmaps();
7675 // switch cursor back to normal one
7676 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7680 #endif // defined(OEM_BUILD)
7681 // ----------------------------------------------------------------
7683 // OEM UPSELL SCREENS END
7685 // ----------------------------------------------------------------
7689 // ----------------------------------------------------------------
7691 // DEMO UPSELL SCREENS BEGIN
7693 // ----------------------------------------------------------------
7695 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7698 #define NUM_DEMO_UPSELL_SCREENS 2
7700 #define NUM_DEMO_UPSELL_SCREENS 4
7702 #define DEMO_UPSELL_SCREEN_DELAY 3000
7704 static int Demo_upsell_bitmaps_loaded = 0;
7705 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7706 static int Demo_upsell_screen_number = 0;
7707 static int Demo_upsell_show_next_bitmap_time;
7710 static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7736 void demo_upsell_next_screen()
7738 Demo_upsell_screen_number++;
7739 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7740 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7742 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7746 void demo_upsell_load_bitmaps()
7750 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7751 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7755 void demo_upsell_unload_bitmaps()
7759 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7760 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7761 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7766 Demo_upsell_bitmaps_loaded = 0;
7769 void demo_upsell_show_screens()
7771 int current_time, k;
7774 if ( !Demo_upsell_bitmaps_loaded ) {
7775 demo_upsell_load_bitmaps();
7776 Demo_upsell_bitmaps_loaded = 1;
7779 // may use upsell screens more than once
7780 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7781 Demo_upsell_screen_number = 0;
7788 demo_reset_trailer_timer();
7790 current_time = timer_get_milliseconds();
7797 // don't time out, wait for keypress
7799 if ( current_time > Demo_upsell_show_next_bitmap_time ) {
7800 demo_upsell_next_screen();
7805 demo_upsell_next_screen();
7808 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7809 Demo_upsell_screen_number--;
7812 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7817 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
7818 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7823 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7833 demo_upsell_unload_bitmaps();
7838 // ----------------------------------------------------------------
7840 // DEMO UPSELL SCREENS END
7842 // ----------------------------------------------------------------
7845 // ----------------------------------------------------------------
7847 // Subspace Ambient Sound START
7849 // ----------------------------------------------------------------
7851 static int Subspace_ambient_left_channel = -1;
7852 static int Subspace_ambient_right_channel = -1;
7855 void game_start_subspace_ambient_sound()
7857 if ( Subspace_ambient_left_channel < 0 ) {
7858 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7861 if ( Subspace_ambient_right_channel < 0 ) {
7862 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7866 void game_stop_subspace_ambient_sound()
7868 if ( Subspace_ambient_left_channel >= 0 ) {
7869 snd_stop(Subspace_ambient_left_channel);
7870 Subspace_ambient_left_channel = -1;
7873 if ( Subspace_ambient_right_channel >= 0 ) {
7874 snd_stop(Subspace_ambient_right_channel);
7875 Subspace_ambient_right_channel = -1;
7879 // ----------------------------------------------------------------
7881 // Subspace Ambient Sound END
7883 // ----------------------------------------------------------------
7885 // ----------------------------------------------------------------
7887 // Language Autodetection stuff
7890 // this layout order must match Lcl_languages in localize.cpp in order for the
7891 // correct language to be detected
7892 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7894 1366105450, // English
7896 589986744, // English
7898 -1132430286, // German
7900 -1131728960, // Polish
7903 // default setting is "-1" to use config file with English as fall back
7904 // DO NOT change the default setting here or something uncouth might happen
7905 // in the localization code
7911 // try and open the file to verify
7912 CFILE *detect = cfopen("font01.vf", "rb");
7914 // will use default setting if something went wrong
7919 // get the long checksum of the file
7921 cfseek(detect, 0, SEEK_SET);
7922 cf_chksum_long(detect, &file_checksum);
7926 // now compare the checksum/filesize against known #'s
7927 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
7928 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
7933 // notify if a match was not found, include detected checksum
7934 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
7935 printf("Using default language...\n\n");
7941 // End Auto Lang stuff
7943 // ----------------------------------------------------------------
7945 // ----------------------------------------------------------------
7946 // SHIPS TBL VERIFICATION STUFF
7949 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
7950 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
7951 #define NUM_SHIPS_TBL_CHECKSUMS 3
7953 #define NUM_SHIPS_TBL_CHECKSUMS 1
7957 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7958 1696074201, // FS2 demo
7961 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7962 1603375034, // FS1 DEMO
7965 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7966 -129679197, // FS1 Full 1.06 (US)
7967 7762567, // FS1 SilentThreat
7968 1555372475 // FS1 Full 1.06 (German)
7972 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7973 -463907578, // US - beta 1
7974 1696074201, // FS2 demo
7977 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7978 // -1022810006, // 1.0 FULL
7979 -1254285366 // 1.2 FULL (German)
7983 void verify_ships_tbl()
7987 Game_ships_tbl_valid = 1;
7993 // detect if the packfile exists
7994 CFILE *detect = cfopen("ships.tbl", "rb");
7995 Game_ships_tbl_valid = 0;
7999 Game_ships_tbl_valid = 0;
8003 // get the long checksum of the file
8005 cfseek(detect, 0, SEEK_SET);
8006 cf_chksum_long(detect, &file_checksum);
8010 // now compare the checksum/filesize against known #'s
8011 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
8012 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
8013 Game_ships_tbl_valid = 1;
8020 DCF(shipspew, "display the checksum for the current ships.tbl")
8023 CFILE *detect = cfopen("ships.tbl", "rb");
8024 // get the long checksum of the file
8026 cfseek(detect, 0, SEEK_SET);
8027 cf_chksum_long(detect, &file_checksum);
8030 dc_printf("%d", file_checksum);
8033 // ----------------------------------------------------------------
8034 // WEAPONS TBL VERIFICATION STUFF
8037 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8038 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8039 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8041 #define NUM_WEAPONS_TBL_CHECKSUMS 1
8045 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8046 -266420030, // demo 1
8049 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8050 -1246928725, // FS1 DEMO
8053 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8054 -834598107, // FS1 1.06 Full (US)
8055 -1652231417, // FS1 SilentThreat
8056 720209793 // FS1 1.06 Full (German)
8060 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8061 141718090, // US - beta 1
8062 -266420030, // demo 1
8065 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8066 // 399297860, // 1.0 FULL
8067 -553984927 // 1.2 FULL (german)
8071 void verify_weapons_tbl()
8075 Game_weapons_tbl_valid = 1;
8081 // detect if the packfile exists
8082 CFILE *detect = cfopen("weapons.tbl", "rb");
8083 Game_weapons_tbl_valid = 0;
8087 Game_weapons_tbl_valid = 0;
8091 // get the long checksum of the file
8093 cfseek(detect, 0, SEEK_SET);
8094 cf_chksum_long(detect, &file_checksum);
8098 // now compare the checksum/filesize against known #'s
8099 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8100 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8101 Game_weapons_tbl_valid = 1;
8108 DCF(wepspew, "display the checksum for the current weapons.tbl")
8111 CFILE *detect = cfopen("weapons.tbl", "rb");
8112 // get the long checksum of the file
8114 cfseek(detect, 0, SEEK_SET);
8115 cf_chksum_long(detect, &file_checksum);
8118 dc_printf("%d", file_checksum);
8121 // if the game is running using hacked data
8122 int game_hacked_data()
8125 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8133 void display_title_screen()
8135 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
8136 ///int title_bitmap;
8139 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8140 if (title_bitmap == -1) {
8145 gr_set_bitmap(title_bitmap);
8153 bm_unload(title_bitmap);
8154 #endif // FS2_DEMO || OEM_BUILD || FS1_DEMO
8157 // return true if the game is running with "low memory", which is less than 48MB
8158 bool game_using_low_mem()
8160 if (Use_low_mem == 0) {