2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
18 * Revision 1.40 2005/10/01 21:40:38 taylor
19 * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20 * make sure a global cmdline.cfg file works with OS X when built as an app
22 * Revision 1.39 2005/08/12 08:57:20 taylor
23 * don't show hardware S-RAM value on HUD in debug
24 * do show in use GL texture memory
25 * have an actual fade effect for the credits screen artwork
27 * Revision 1.38 2004/09/20 01:31:44 theoddone33
30 * Revision 1.37 2004/07/04 11:31:43 taylor
31 * amd64 support, compiler warning fixes, don't use software rendering
33 * Revision 1.36 2004/06/12 01:11:35 taylor
34 * x86 compile fixes for OSX patch
36 * Revision 1.35 2004/06/11 00:53:02 tigital
37 * OSX: .app name, casts for gcc
39 * Revision 1.34 2003/08/09 03:18:03 taylor
40 * fix tips popup not having any tips
42 * Revision 1.33 2003/08/03 15:57:00 taylor
43 * simpler mouse usage; default ini settings in os_init(); cleanup
45 * Revision 1.32 2003/06/19 11:51:41 taylor
46 * adjustments to memory leak fixes
48 * Revision 1.31 2003/06/11 18:30:32 taylor
51 * Revision 1.30 2003/06/03 04:00:39 taylor
52 * Polish language support (Janusz Dziemidowicz)
54 * Revision 1.29 2003/05/25 02:30:42 taylor
57 * Revision 1.28 2003/05/18 03:55:30 taylor
58 * automatic language selection support
60 * Revision 1.27 2003/03/03 04:54:44 theoddone33
61 * Commit Taylor's ShowFPS fix
63 * Revision 1.26 2003/02/20 17:41:07 theoddone33
64 * Userdir patch from Taylor Richards
66 * Revision 1.25 2003/01/30 19:54:10 relnev
67 * ini config option for the frames per second counter (Taylor Richards)
69 * Revision 1.24 2002/08/31 01:39:13 theoddone33
70 * Speed up the renderer a tad
72 * Revision 1.23 2002/08/04 02:31:00 relnev
73 * make numlock not overlap with pause
75 * Revision 1.22 2002/08/02 23:07:03 relnev
76 * don't access the mouse in standalone mode
78 * Revision 1.21 2002/07/28 05:05:08 relnev
79 * removed some old stuff
81 * Revision 1.20 2002/07/24 00:20:41 relnev
84 * Revision 1.19 2002/06/17 06:33:08 relnev
85 * ryan's struct patch for gcc 2.95
87 * Revision 1.18 2002/06/16 04:46:33 relnev
88 * set up correct checksums for demo
90 * Revision 1.17 2002/06/09 04:41:17 relnev
91 * added copyright header
93 * Revision 1.16 2002/06/09 03:16:04 relnev
96 * removed unneeded asm, old sdl 2d setup.
98 * fixed crash caused by opengl_get_region.
100 * Revision 1.15 2002/06/05 08:05:28 relnev
101 * stub/warning removal.
103 * reworked the sound code.
105 * Revision 1.14 2002/06/05 04:03:32 relnev
106 * finished cfilesystem.
108 * removed some old code.
110 * fixed mouse save off-by-one.
114 * Revision 1.13 2002/06/02 04:26:34 relnev
117 * Revision 1.12 2002/06/02 00:31:35 relnev
118 * implemented osregistry
120 * Revision 1.11 2002/06/01 09:00:34 relnev
121 * silly debug memmanager
123 * Revision 1.10 2002/06/01 07:12:32 relnev
124 * a few NDEBUG updates.
126 * removed a few warnings.
128 * Revision 1.9 2002/05/31 03:05:59 relnev
131 * Revision 1.8 2002/05/29 02:52:32 theoddone33
132 * Enable OpenGL renderer
134 * Revision 1.7 2002/05/28 08:52:03 relnev
135 * implemented two assembly stubs.
137 * cleaned up a few warnings.
139 * added a little demo hackery to make it progress a little farther.
141 * Revision 1.6 2002/05/28 06:28:20 theoddone33
142 * Filesystem mods, actually reads some data files now
144 * Revision 1.5 2002/05/28 04:07:28 theoddone33
145 * New graphics stubbing arrangement
147 * Revision 1.4 2002/05/27 22:46:52 theoddone33
148 * Remove more undefined symbols
150 * Revision 1.3 2002/05/26 23:31:18 relnev
151 * added a few files that needed to be compiled
153 * freespace.cpp: now compiles
155 * Revision 1.2 2002/05/07 03:16:44 theoddone33
156 * The Great Newline Fix
158 * Revision 1.1.1.1 2002/05/03 03:28:09 root
162 * 201 6/16/00 3:15p Jefff
163 * sim of the year dvd version changes, a few german soty localization
166 * 200 11/03/99 11:06a Jefff
169 * 199 10/26/99 5:07p Jamest
170 * fixed jeffs dumb debug code
172 * 198 10/25/99 5:53p Jefff
173 * call control_config_common_init() on startup
175 * 197 10/14/99 10:18a Daveb
176 * Fixed incorrect CD checking problem on standalone server.
178 * 196 10/13/99 9:22a Daveb
179 * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180 * related to movies. Fixed launcher spawning from PXO screen.
182 * 195 10/06/99 11:05a Jefff
183 * new oem upsell 3 hotspot coords
185 * 194 10/06/99 10:31a Jefff
188 * 193 10/01/99 9:10a Daveb
191 * 192 9/15/99 4:57a Dave
192 * Updated ships.tbl checksum
194 * 191 9/15/99 3:58a Dave
195 * Removed framerate warning at all times.
197 * 190 9/15/99 3:16a Dave
198 * Remove mt-011.fs2 from the builtin mission list.
200 * 189 9/15/99 1:45a Dave
201 * Don't init joystick on standalone. Fixed campaign mode on standalone.
202 * Fixed no-score-report problem in TvT
204 * 188 9/14/99 6:08a Dave
205 * Updated (final) single, multi, and campaign list.
207 * 187 9/14/99 3:26a Dave
208 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209 * respawn-too-early problem. Made a few crash points safe.
211 * 186 9/13/99 4:52p Dave
214 * 185 9/12/99 8:09p Dave
215 * Fixed problem where skip-training button would cause mission messages
216 * not to get paged out for the current mission.
218 * 184 9/10/99 11:53a Dave
219 * Shutdown graphics before sound to eliminate apparent lockups when
220 * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
222 * 183 9/09/99 11:40p Dave
223 * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224 * 2 end movies properly, based upon what the player did in the mission.
226 * 182 9/08/99 10:29p Dave
227 * Make beam sound pausing and unpausing much safer.
229 * 181 9/08/99 10:01p Dave
230 * Make sure game won't run in a drive's root directory. Make sure
231 * standalone routes suqad war messages properly to the host.
233 * 180 9/08/99 3:22p Dave
234 * Updated builtin mission list.
236 * 179 9/08/99 12:01p Jefff
237 * fixed Game_builtin_mission_list typo on Training-2.fs2
239 * 178 9/08/99 9:48a Andsager
240 * Add force feedback for engine wash.
242 * 177 9/07/99 4:01p Dave
243 * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244 * does everything properly (setting up address when binding). Remove
245 * black rectangle background from UI_INPUTBOX.
247 * 176 9/13/99 2:40a Dave
248 * Comment in full 80 minute CD check for RELEASE_REAL builds.
250 * 175 9/06/99 6:38p Dave
251 * Improved CD detection code.
253 * 174 9/06/99 1:30a Dave
254 * Intermediate checkin. Started on enforcing CD-in-drive to play the
257 * 173 9/06/99 1:16a Dave
258 * Make sure the user sees the intro movie.
260 * 172 9/04/99 8:00p Dave
261 * Fixed up 1024 and 32 bit movie support.
263 * 171 9/03/99 1:32a Dave
264 * CD checking by act. Added support to play 2 cutscenes in a row
265 * seamlessly. Fixed super low level cfile bug related to files in the
266 * root directory of a CD. Added cheat code to set campaign mission # in
269 * 170 9/01/99 10:49p Dave
270 * Added nice SquadWar checkbox to the client join wait screen.
272 * 169 9/01/99 10:14a Dave
275 * 168 8/29/99 4:51p Dave
276 * Fixed damaged checkin.
278 * 167 8/29/99 4:18p Andsager
279 * New "burst" limit for friendly damage. Also credit more damage done
280 * against large friendly ships.
282 * 166 8/27/99 6:38p Alanl
283 * crush the blasted repeating messages bug
285 * 164 8/26/99 9:09p Dave
286 * Force framerate check in everything but a RELEASE_REAL build.
288 * 163 8/26/99 9:45a Dave
289 * First pass at easter eggs and cheats.
291 * 162 8/24/99 8:55p Dave
292 * Make sure nondimming pixels work properly in tech menu.
294 * 161 8/24/99 1:49a Dave
295 * Fixed client-side afterburner stuttering. Added checkbox for no version
296 * checking on PXO join. Made button info passing more friendly between
299 * 160 8/22/99 5:53p Dave
300 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301 * instead of ship designations for multiplayer players.
303 * 159 8/22/99 1:19p Dave
304 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305 * which d3d cards are detected.
307 * 158 8/20/99 2:09p Dave
308 * PXO banner cycling.
310 * 157 8/19/99 10:59a Dave
311 * Packet loss detection.
313 * 156 8/19/99 10:12a Alanl
314 * preload mission-specific messages on machines greater than 48MB
316 * 155 8/16/99 4:04p Dave
317 * Big honking checkin.
319 * 154 8/11/99 5:54p Dave
320 * Fixed collision problem. Fixed standalone ghost problem.
322 * 153 8/10/99 7:59p Jefff
325 * 152 8/10/99 6:54p Dave
326 * Mad optimizations. Added paging to the nebula effect.
328 * 151 8/10/99 3:44p Jefff
329 * loads Intelligence information on startup
331 * 150 8/09/99 3:47p Dave
332 * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333 * non-nebula missions.
335 * 149 8/09/99 2:21p Andsager
336 * Fix patching from multiplayer direct to launcher update tab.
338 * 148 8/09/99 10:36a Dave
339 * Version info for game.
341 * 147 8/06/99 9:46p Dave
342 * Hopefully final changes for the demo.
344 * 146 8/06/99 3:34p Andsager
345 * Make title version info "(D)" -> "D" show up nicely
347 * 145 8/06/99 2:59p Adamp
348 * Fixed NT launcher/update problem.
350 * 144 8/06/99 1:52p Dave
351 * Bumped up MAX_BITMAPS for the demo.
353 * 143 8/06/99 12:17p Andsager
354 * Demo: down to just 1 demo dog
356 * 142 8/05/99 9:39p Dave
357 * Yet another new checksum.
359 * 141 8/05/99 6:19p Dave
360 * New demo checksums.
362 * 140 8/05/99 5:31p Andsager
363 * Up demo version 1.01
365 * 139 8/05/99 4:22p Andsager
366 * No time limit on upsell screens. Reverse order of display of upsell
369 * 138 8/05/99 4:17p Dave
370 * Tweaks to client interpolation.
372 * 137 8/05/99 3:52p Danw
374 * 136 8/05/99 3:01p Danw
376 * 135 8/05/99 2:43a Anoop
377 * removed duplicate definition.
379 * 134 8/05/99 2:13a Dave
382 * 133 8/05/99 2:05a Dave
385 * 132 8/05/99 1:22a Andsager
388 * 131 8/04/99 9:51p Andsager
389 * Add title screen to demo
391 * 130 8/04/99 6:47p Jefff
392 * fixed link error resulting from #ifdefs
394 * 129 8/04/99 6:26p Dave
395 * Updated ship tbl checksum.
397 * 128 8/04/99 5:40p Andsager
398 * Add multiple demo dogs
400 * 127 8/04/99 5:36p Andsager
401 * Show upsell screens at end of demo campaign before returning to main
404 * 126 8/04/99 11:42a Danw
405 * tone down EAX reverb
407 * 125 8/04/99 11:23a Dave
408 * Updated demo checksums.
410 * 124 8/03/99 11:02p Dave
411 * Maybe fixed sync problems in multiplayer.
413 * 123 8/03/99 6:21p Jefff
416 * 122 8/03/99 3:44p Andsager
417 * Launch laucher if trying to run FS without first having configured
420 * 121 8/03/99 12:45p Dave
423 * 120 8/02/99 9:13p Dave
426 * 119 7/30/99 10:31p Dave
427 * Added comm menu to the configurable hud files.
429 * 118 7/30/99 5:17p Andsager
430 * first fs2demo checksums
432 * 117 7/29/99 3:09p Anoop
434 * 116 7/29/99 12:05a Dave
435 * Nebula speed optimizations.
437 * 115 7/27/99 8:59a Andsager
438 * Make major, minor version consistent for all builds. Only show major
439 * and minor for launcher update window.
441 * 114 7/26/99 5:50p Dave
442 * Revised ingame join. Better? We'll see....
444 * 113 7/26/99 5:27p Andsager
445 * Add training mission as builtin to demo build
447 * 112 7/24/99 1:54p Dave
448 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
451 * 111 7/22/99 4:00p Dave
452 * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
454 * 110 7/21/99 8:10p Dave
455 * First run of supernova effect.
457 * 109 7/20/99 1:49p Dave
458 * Peter Drake build. Fixed some release build warnings.
460 * 108 7/19/99 2:26p Andsager
461 * set demo multiplayer missions
463 * 107 7/18/99 5:19p Dave
464 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
466 * 106 7/16/99 1:50p Dave
467 * 8 bit aabitmaps. yay.
469 * 105 7/15/99 3:07p Dave
470 * 32 bit detection support. Mouse coord commandline.
472 * 104 7/15/99 2:13p Dave
473 * Added 32 bit detection.
475 * 103 7/15/99 9:20a Andsager
476 * FS2_DEMO initial checkin
478 * 102 7/14/99 11:02a Dave
479 * Skill level default back to easy. Blech.
481 * 101 7/09/99 5:54p Dave
482 * Seperated cruiser types into individual types. Added tons of new
483 * briefing icons. Campaign screen.
485 * 100 7/08/99 4:43p Andsager
486 * New check for sparky_hi and print if not found.
488 * 99 7/08/99 10:53a Dave
489 * New multiplayer interpolation scheme. Not 100% done yet, but still
490 * better than the old way.
492 * 98 7/06/99 4:24p Dave
493 * Mid-level checkin. Starting on some potentially cool multiplayer
496 * 97 7/06/99 3:35p Andsager
497 * Allow movie to play before red alert mission.
499 * 96 7/03/99 5:50p Dave
500 * Make rotated bitmaps draw properly in padlock views.
502 * 95 7/02/99 9:55p Dave
503 * Player engine wash sound.
505 * 94 7/02/99 4:30p Dave
506 * Much more sophisticated lightning support.
508 * 93 6/29/99 7:52p Dave
509 * Put in exception handling in FS2.
511 * 92 6/22/99 9:37p Dave
512 * Put in pof spewing.
514 * 91 6/16/99 4:06p Dave
515 * New pilot info popup. Added new draw-bitmap-as-poly function.
517 * 90 6/15/99 1:56p Andsager
518 * For release builds, allow start up in high res only with
521 * 89 6/15/99 9:34a Dave
522 * Fixed key checking in single threaded version of the stamp notification
525 * 88 6/09/99 2:55p Andsager
526 * Allow multiple asteroid subtypes (of large, medium, small) and follow
529 * 87 6/08/99 1:14a Dave
530 * Multi colored hud test.
532 * 86 6/04/99 9:52a Dave
533 * Fixed some rendering problems.
535 * 85 6/03/99 10:15p Dave
536 * Put in temporary main hall screen.
538 * 84 6/02/99 6:18p Dave
539 * Fixed TNT lockup problems! Wheeeee!
541 * 83 6/01/99 3:52p Dave
542 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543 * dead popup, pxo find player popup, pxo private room popup.
545 * 82 5/26/99 1:28p Jasenw
546 * changed coords for loading ani
548 * 81 5/26/99 11:46a Dave
549 * Added ship-blasting lighting and made the randomization of lighting
550 * much more customizable.
552 * 80 5/24/99 5:45p Dave
553 * Added detail levels to the nebula, with a decent speedup. Split nebula
554 * lightning into its own section.
564 #include "systemvars.h"
569 #include "starfield.h"
570 #include "lighting.h"
575 #include "fireballs.h"
579 #include "floating.h"
580 #include "gamesequence.h"
582 #include "optionsmenu.h"
583 #include "playermenu.h"
584 #include "trainingmenu.h"
585 #include "techmenu.h"
588 #include "hudmessage.h"
590 #include "missiongoals.h"
591 #include "missionparse.h"
596 #include "multiutil.h"
597 #include "multimsgs.h"
599 #include "multi_pxo.h"
602 #include "freespace.h"
603 #include "managepilot.h"
605 #include "contexthelp.h"
608 #include "missionbrief.h"
609 #include "missiondebrief.h"
611 #include "missionshipchoice.h"
613 #include "hudconfig.h"
614 #include "controlsconfig.h"
615 #include "missionmessage.h"
616 #include "missiontraining.h"
618 #include "hudtarget.h"
620 #include "eventmusic.h"
621 #include "animplay.h"
622 #include "missionweaponchoice.h"
623 #include "missionlog.h"
624 #include "audiostr.h"
626 #include "missioncampaign.h"
628 #include "missionhotkey.h"
629 #include "objectsnd.h"
630 #include "cmeasure.h"
632 #include "linklist.h"
633 #include "shockwave.h"
634 #include "afterburner.h"
639 #include "stand_server.h"
640 #include "pcxutils.h"
641 #include "hudtargetbox.h"
642 #include "multi_xfer.h"
643 #include "hudescort.h"
644 #include "multiutil.h"
647 #include "multiteamselect.h"
649 #include "readyroom.h"
650 #include "mainhallmenu.h"
651 #include "multilag.h"
653 #include "particle.h"
655 #include "multi_ingame.h"
656 #include "snazzyui.h"
657 #include "asteroid.h"
658 #include "popupdead.h"
659 #include "multi_voice.h"
660 #include "missioncmdbrief.h"
661 #include "redalert.h"
662 #include "gameplayhelp.h"
663 #include "multilag.h"
664 #include "staticrand.h"
665 #include "multi_pmsg.h"
666 #include "levelpaging.h"
667 #include "observer.h"
668 #include "multi_pause.h"
669 #include "multi_endgame.h"
670 #include "cutscenes.h"
671 #include "multi_respawn.h"
673 #include "multi_obj.h"
674 #include "multi_log.h"
676 #include "localize.h"
677 #include "osregistry.h"
678 #include "barracks.h"
679 #include "missionpause.h"
681 #include "alphacolors.h"
682 #include "objcollide.h"
685 #include "neblightning.h"
686 #include "shipcontrails.h"
689 #include "multi_dogfight.h"
690 #include "multi_rate.h"
691 #include "muzzleflash.h"
695 #include "mainhalltemp.h"
696 #include "exceptionhandler.h"
697 #include "supernova.h"
698 #include "hudshield.h"
699 // #include "names.h"
701 #include "missionloopbrief.h"
705 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
711 // 1.00.04 5/26/98 MWA -- going final (12 pm)
712 // 1.00.03 5/26/98 MWA -- going final (3 am)
713 // 1.00.02 5/25/98 MWA -- going final
714 // 1.00.01 5/25/98 MWA -- going final
715 // 0.90 5/21/98 MWA -- getting ready for final.
716 // 0.10 4/9/98. Set by MK.
718 // Demo version: (obsolete since DEMO codebase split from tree)
719 // 0.03 4/10/98 AL. Interplay rev
720 // 0.02 4/8/98 MK. Increased when this system was modified.
721 // 0.01 4/7/98? AL. First release to Interplay QA.
724 // 1.00 5/28/98 AL. First release to Interplay QA.
726 void game_level_init(int seed = -1);
727 void game_post_level_init();
728 void game_do_frame();
729 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
730 void game_reset_time();
731 void game_show_framerate(); // draws framerate in lower right corner
733 int Game_no_clear = 0;
735 int Pofview_running = 0;
736 int Nebedit_running = 0;
737 int Fonttool_running = 0;
739 typedef struct big_expl_flash {
740 float max_flash_intensity; // max intensity
741 float cur_flash_intensity; // cur intensity
742 int flash_start; // start time
745 #define FRAME_FILTER 16
747 #define DEFAULT_SKILL_LEVEL 1
748 int Game_skill_level = DEFAULT_SKILL_LEVEL;
750 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
751 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
753 #define EXE_FNAME ("fs2.exe")
754 #define LAUNCHER_FNAME ("freespace2.exe")
757 // JAS: Code for warphole camera.
758 // Needs to be cleaned up.
759 vector Camera_pos = ZERO_VECTOR;
760 vector Camera_velocity = ZERO_VECTOR;
761 vector Camera_desired_velocity = ZERO_VECTOR;
762 matrix Camera_orient = IDENTITY_MATRIX;
763 float Camera_damping = 1.0f;
764 float Camera_time = 0.0f;
765 float Warpout_time = 0.0f;
766 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
767 int Warpout_sound = -1;
769 int Use_joy_mouse = 0;
770 int Use_palette_flash = 1;
771 int Show_area_effect = 0;
772 object *Last_view_target = NULL;
774 int dogfight_blown = 0;
777 float frametimes[FRAME_FILTER];
778 float frametotal = 0.0f;
782 int Show_framerate = 0;
784 int Show_framerate = 1;
787 int Framerate_cap = 120;
790 int Show_target_debug_info = 0;
791 int Show_target_weapons = 0;
795 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
798 int Debug_octant = -1;
800 fix Game_time_compression = F1_0;
802 // if the ships.tbl the player has is valid
803 int Game_ships_tbl_valid = 0;
805 // if the weapons.tbl the player has is valid
806 int Game_weapons_tbl_valid = 0;
810 extern int Player_attacking_enabled;
814 int Pre_player_entry;
816 int Fred_running = 0;
817 char Game_current_mission_filename[MAX_FILENAME_LEN];
818 int game_single_step = 0;
819 int last_single_step=0;
821 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
822 extern int MSG_WINDOW_Y_START;
823 extern int MSG_WINDOW_HEIGHT;
825 int game_zbuffer = 1;
826 //static int Game_music_paused;
827 static int Game_paused;
831 #define EXPIRE_BAD_CHECKSUM 1
832 #define EXPIRE_BAD_TIME 2
834 extern void ssm_init();
835 extern void ssm_level_init();
836 extern void ssm_process();
838 // static variable to contain the time this version was built
839 // commented out for now until
840 // I figure out how to get the username into the file
841 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
843 // defines and variables used for dumping frame for making trailers.
845 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
846 int Debug_dump_trigger = 0;
847 int Debug_dump_frame_count;
848 int Debug_dump_frame_num = 0;
849 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
852 // amount of time to wait after the player has died before we display the death died popup
853 #define PLAYER_DIED_POPUP_WAIT 2500
854 int Player_died_popup_wait = -1;
855 time_t Player_multi_died_check = -1;
857 // builtin mission list stuff
859 int Game_builtin_mission_count = 6;
860 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
861 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
862 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
863 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
864 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
865 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
866 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
868 #elif defined(FS1_DEMO)
869 int Game_builtin_mission_count = 5;
870 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
871 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
873 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
874 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
875 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
877 #elif defined(PD_BUILD)
878 int Game_builtin_mission_count = 4;
879 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
880 { "sm1-01.fs2", (FSB_FROM_VOLITION) },
881 { "sm1-05.fs2", (FSB_FROM_VOLITION) },
882 { "sm1-01", (FSB_FROM_VOLITION) },
883 { "sm1-05", (FSB_FROM_VOLITION) },
885 #elif defined(MULTIPLAYER_BETA)
886 int Game_builtin_mission_count = 17;
887 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
889 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
890 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
891 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
892 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
893 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
894 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
895 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
896 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
897 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
898 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
899 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
900 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
901 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
902 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
903 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
904 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
905 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
907 #elif defined(OEM_BUILD)
908 int Game_builtin_mission_count = 17;
909 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
910 // oem version - act 1 only
911 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
914 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
915 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
916 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
917 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
918 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
919 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
920 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
921 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
922 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
923 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
931 #elif defined(MAKE_FS1)
932 int Game_builtin_mission_count = 125;
933 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
934 // single player campaign
935 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
938 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
939 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
940 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
941 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
942 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
943 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
944 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
945 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
946 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
947 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
957 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
958 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
969 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
970 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
974 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
975 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
978 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
980 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
981 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
982 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
985 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
986 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
988 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
989 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
990 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
991 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
992 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
993 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
994 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
995 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
996 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
997 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
998 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
999 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1000 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1001 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1002 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1003 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1004 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1005 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1006 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1008 // SilentThreat missions
1009 // Main SilentThreat campaign
1010 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1012 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1013 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1014 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1015 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1016 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1017 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1018 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1019 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1020 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1021 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025 // SilentThreat Part 1 - multi-coop
1026 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1028 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1029 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1030 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1032 // SilentThreat Part 2 - multi-coop
1033 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1035 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1036 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1037 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1039 // SilentThreat Part 3 - multi-coop
1040 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1042 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1043 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1044 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1046 // SilentThreat Part 4 - multi-coop
1047 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1049 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1050 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1051 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1053 // multiplayer missions
1054 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1055 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1056 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1057 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1058 // user supplied missions
1059 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1060 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1061 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1062 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1063 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1064 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1065 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1066 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1067 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1068 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1069 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1070 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1071 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1072 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1073 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1074 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1075 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1076 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1077 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1078 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1079 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1080 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1081 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1082 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1083 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1084 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1085 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1086 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1087 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1088 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1089 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1090 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1093 int Game_builtin_mission_count = 92;
1094 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1095 // single player campaign
1096 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1099 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1100 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1101 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1102 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1103 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1104 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1105 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1106 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1107 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1108 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1127 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1128 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1139 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1140 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145 // multiplayer missions
1148 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1149 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1150 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1153 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1154 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1155 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1156 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1159 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1160 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1161 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1162 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1163 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1164 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1165 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1166 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1167 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1168 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1169 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1170 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1171 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1172 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1173 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1174 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1175 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1176 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1177 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1178 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1179 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1180 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1181 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1182 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1183 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1184 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1185 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1186 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1189 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1190 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1191 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1192 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1193 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1194 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1195 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1196 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1197 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1198 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1201 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1202 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1203 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1204 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1205 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1210 // Internal function prototypes
1211 void game_maybe_draw_mouse(float frametime);
1212 void init_animating_pointer();
1213 void load_animating_pointer(const char *filename, int dx, int dy);
1214 void unload_animating_pointer();
1215 void game_do_training_checks();
1216 void game_shutdown(void);
1217 void game_show_event_debug(float frametime);
1218 void game_event_debug_init();
1220 void demo_upsell_show_screens();
1221 void game_start_subspace_ambient_sound();
1222 void game_stop_subspace_ambient_sound();
1223 void verify_ships_tbl();
1224 void verify_weapons_tbl();
1225 void display_title_screen();
1227 // loading background filenames
1228 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1229 "LoadingBG", // GR_640
1230 "2_LoadingBG" // GR_1024
1234 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1235 "Loading.ani", // GR_640
1236 "2_Loading.ani" // GR_1024
1239 #if defined(FS2_DEMO)
1240 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1244 #elif defined(OEM_BUILD)
1245 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1254 // How much RAM is on this machine. Set in WinMain
1255 static int Freespace_total_ram = 0;
1258 float Game_flash_red = 0.0f;
1259 float Game_flash_green = 0.0f;
1260 float Game_flash_blue = 0.0f;
1261 float Sun_spot = 0.0f;
1262 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1264 // game shudder stuff (in ms)
1265 int Game_shudder_time = -1;
1266 int Game_shudder_total = 0;
1267 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1270 sound_env Game_sound_env;
1271 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1272 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1274 int Game_sound_env_update_timestamp;
1276 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1279 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1281 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1285 // look through all existing builtin missions
1286 for(idx=0; idx<Game_builtin_mission_count; idx++){
1287 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1288 return &Game_builtin_mission_list[idx];
1296 int game_get_default_skill_level()
1298 return DEFAULT_SKILL_LEVEL;
1302 void game_flash_reset()
1304 Game_flash_red = 0.0f;
1305 Game_flash_green = 0.0f;
1306 Game_flash_blue = 0.0f;
1308 Big_expl_flash.max_flash_intensity = 0.0f;
1309 Big_expl_flash.cur_flash_intensity = 0.0f;
1310 Big_expl_flash.flash_start = 0;
1313 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1314 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1316 void game_framerate_check_init()
1318 // zero critical time
1319 Gf_critical_time = 0.0f;
1322 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1323 Gf_critical = 15.0f;
1325 Gf_critical = 25.0f;
1329 extern float Framerate;
1330 void game_framerate_check()
1334 // if the current framerate is above the critical level, add frametime
1335 if(Framerate >= Gf_critical){
1336 Gf_critical_time += flFrametime;
1339 if(!Show_framerate){
1343 // display if we're above the critical framerate
1344 if(Framerate < Gf_critical){
1345 gr_set_color_fast(&Color_bright_red);
1346 gr_string(200, y_start, "Framerate warning");
1351 // display our current pct of good frametime
1352 if(f2fl(Missiontime) >= 0.0f){
1353 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1356 gr_set_color_fast(&Color_bright_green);
1358 gr_set_color_fast(&Color_bright_red);
1361 gr_printf(200, y_start, "%d%%", (int)pct);
1366 // Adds a flash effect. These can be positive or negative.
1367 // The range will get capped at around -1 to 1, so stick
1368 // with a range like that.
1369 void game_flash( float r, float g, float b )
1371 Game_flash_red += r;
1372 Game_flash_green += g;
1373 Game_flash_blue += b;
1375 if ( Game_flash_red < -1.0f ) {
1376 Game_flash_red = -1.0f;
1377 } else if ( Game_flash_red > 1.0f ) {
1378 Game_flash_red = 1.0f;
1381 if ( Game_flash_green < -1.0f ) {
1382 Game_flash_green = -1.0f;
1383 } else if ( Game_flash_green > 1.0f ) {
1384 Game_flash_green = 1.0f;
1387 if ( Game_flash_blue < -1.0f ) {
1388 Game_flash_blue = -1.0f;
1389 } else if ( Game_flash_blue > 1.0f ) {
1390 Game_flash_blue = 1.0f;
1395 // Adds a flash for Big Ship explosions
1396 // cap range from 0 to 1
1397 void big_explosion_flash(float flash)
1399 Big_expl_flash.flash_start = timestamp(1);
1403 } else if (flash < 0.0f) {
1407 Big_expl_flash.max_flash_intensity = flash;
1408 Big_expl_flash.cur_flash_intensity = 0.0f;
1411 // Amount to diminish palette towards normal, per second.
1412 #define DIMINISH_RATE 0.75f
1413 #define SUN_DIMINISH_RATE 6.00f
1417 float sn_glare_scale = 1.7f;
1420 dc_get_arg(ARG_FLOAT);
1421 sn_glare_scale = Dc_arg_float;
1424 float Supernova_last_glare = 0.0f;
1425 void game_sunspot_process(float frametime)
1429 float Sun_spot_goal = 0.0f;
1432 sn_stage = supernova_active();
1434 // sunspot differently based on supernova stage
1436 // approaching. player still in control
1439 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1442 light_get_global_dir(&light_dir, 0);
1444 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1447 // scale it some more
1448 dot = dot * (0.5f + (pct * 0.5f));
1451 Sun_spot_goal += (dot * sn_glare_scale);
1454 // draw the sun glow
1455 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1456 // draw the glow for this sun
1457 stars_draw_sun_glow(0);
1460 Supernova_last_glare = Sun_spot_goal;
1463 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1466 Sun_spot_goal = 0.9f;
1467 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1469 if(Sun_spot_goal > 1.0f){
1470 Sun_spot_goal = 1.0f;
1473 Sun_spot_goal *= sn_glare_scale;
1474 Supernova_last_glare = Sun_spot_goal;
1477 // fade to white. display dead popup
1480 Supernova_last_glare += (2.0f * flFrametime);
1481 if(Supernova_last_glare > 2.0f){
1482 Supernova_last_glare = 2.0f;
1485 Sun_spot_goal = Supernova_last_glare;
1492 // check sunspots for all suns
1493 n_lights = light_get_global_count();
1496 for(idx=0; idx<n_lights; idx++){
1497 //(vector *eye_pos, matrix *eye_orient)
1498 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1501 light_get_global_dir(&light_dir, idx);
1503 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1505 Sun_spot_goal += (float)pow(dot,85.0f);
1507 // draw the glow for this sun
1508 stars_draw_sun_glow(idx);
1510 Sun_spot_goal = 0.0f;
1516 Sun_spot_goal = 0.0f;
1520 float dec_amount = frametime*SUN_DIMINISH_RATE;
1522 if ( Sun_spot < Sun_spot_goal ) {
1523 Sun_spot += dec_amount;
1524 if ( Sun_spot > Sun_spot_goal ) {
1525 Sun_spot = Sun_spot_goal;
1527 } else if ( Sun_spot > Sun_spot_goal ) {
1528 Sun_spot -= dec_amount;
1529 if ( Sun_spot < Sun_spot_goal ) {
1530 Sun_spot = Sun_spot_goal;
1536 // Call once a frame to diminish the
1537 // flash effect to 0.
1538 void game_flash_diminish(float frametime)
1540 float dec_amount = frametime*DIMINISH_RATE;
1542 if ( Game_flash_red > 0.0f ) {
1543 Game_flash_red -= dec_amount;
1544 if ( Game_flash_red < 0.0f )
1545 Game_flash_red = 0.0f;
1547 Game_flash_red += dec_amount;
1548 if ( Game_flash_red > 0.0f )
1549 Game_flash_red = 0.0f;
1552 if ( Game_flash_green > 0.0f ) {
1553 Game_flash_green -= dec_amount;
1554 if ( Game_flash_green < 0.0f )
1555 Game_flash_green = 0.0f;
1557 Game_flash_green += dec_amount;
1558 if ( Game_flash_green > 0.0f )
1559 Game_flash_green = 0.0f;
1562 if ( Game_flash_blue > 0.0f ) {
1563 Game_flash_blue -= dec_amount;
1564 if ( Game_flash_blue < 0.0f )
1565 Game_flash_blue = 0.0f;
1567 Game_flash_blue += dec_amount;
1568 if ( Game_flash_blue > 0.0f )
1569 Game_flash_blue = 0.0f;
1572 // update big_explosion_cur_flash
1573 #define TIME_UP 1500
1574 #define TIME_DOWN 2500
1575 int duration = TIME_UP + TIME_DOWN;
1576 int time = timestamp_until(Big_expl_flash.flash_start);
1577 if (time > -duration) {
1579 if (time < TIME_UP) {
1580 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1583 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1587 if ( Use_palette_flash ) {
1589 // static int or=0, og=0, ob=0;
1591 // Change the 200 to change the color range of colors.
1592 r = fl2i( Game_flash_red*128.0f );
1593 g = fl2i( Game_flash_green*128.0f );
1594 b = fl2i( Game_flash_blue*128.0f );
1596 if ( Sun_spot > 0.0f ) {
1597 r += fl2i(Sun_spot*128.0f);
1598 g += fl2i(Sun_spot*128.0f);
1599 b += fl2i(Sun_spot*128.0f);
1602 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1603 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1604 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1605 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1608 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1609 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1610 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1612 if ( (r!=0) || (g!=0) || (b!=0) ) {
1613 gr_flash( r, g, b );
1615 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1626 void game_level_close()
1628 // De-Initialize the game subsystems
1629 event_music_level_close();
1630 game_stop_looped_sounds();
1632 obj_snd_level_close(); // uninit object-linked persistant sounds
1633 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1634 anim_level_close(); // stop and clean up any anim instances
1635 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1636 shockwave_level_close();
1637 fireball_level_close();
1639 mission_event_shutdown();
1640 asteroid_level_close();
1641 flak_level_close(); // unload flak stuff
1642 neb2_level_close(); // shutdown gaseous nebula stuff
1645 mflash_level_close();
1646 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1648 audiostream_unpause_all();
1653 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1654 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1655 void game_level_init(int seed)
1657 // seed the random number generator
1659 // if no seed was passed, seed the generator either from the time value, or from the
1660 // netgame security flags -- ensures that all players in multiplayer game will have the
1661 // same randon number sequence (with static rand functions)
1662 if ( Game_mode & GM_NORMAL ) {
1663 Game_level_seed = (int)time(NULL);
1665 Game_level_seed = Netgame.security;
1668 // mwa 9/17/98 -- maybe this assert isn't needed????
1669 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1670 Game_level_seed = seed;
1672 srand( Game_level_seed );
1674 // semirand function needs to get re-initted every time in multiplayer
1675 if ( Game_mode & GM_MULTIPLAYER ){
1681 Key_normal_game = (Game_mode & GM_NORMAL);
1684 Game_shudder_time = -1;
1686 // Initialize the game subsystems
1687 // timestamp_reset(); // Must be inited before everything else
1689 game_reset_time(); // resets time, and resets saved time too
1691 obj_init(); // Must be inited before the other systems
1692 model_free_all(); // Free all existing models
1693 mission_brief_common_init(); // Free all existing briefing/debriefing text
1694 weapon_level_init();
1695 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1697 player_level_init();
1698 shipfx_flash_init(); // Init the ship gun flash system.
1699 game_flash_reset(); // Reset the flash effect
1700 particle_init(); // Reset the particle system
1704 shield_hit_init(); // Initialize system for showing shield hits
1705 radar_mission_init();
1706 mission_init_goals();
1709 obj_snd_level_init(); // init object-linked persistant sounds
1711 shockwave_level_init();
1712 afterburner_level_init();
1713 scoring_level_init( &Player->stats );
1715 asteroid_level_init();
1716 control_config_clear_used_status();
1717 collide_ship_ship_sounds_init();
1719 Pre_player_entry = 1; // Means the player has not yet entered.
1720 Entry_delay_time = 0; // Could get overwritten in mission read.
1721 fireball_preload(); // page in warphole bitmaps
1723 flak_level_init(); // initialize flak - bitmaps, etc
1724 ct_level_init(); // initialize ships contrails, etc
1725 awacs_level_init(); // initialize AWACS
1726 beam_level_init(); // initialize beam weapons
1727 mflash_level_init();
1729 supernova_level_init();
1731 // multiplayer dogfight hack
1734 shipfx_engine_wash_level_init();
1738 Last_view_target = NULL;
1743 // campaign wasn't ended
1744 Campaign_ended_in_mission = 0;
1747 // called when a mission is over -- does server specific stuff.
1748 void freespace_stop_mission()
1751 Game_mode &= ~GM_IN_MISSION;
1754 // called at frame interval to process networking stuff
1755 void game_do_networking()
1757 SDL_assert( Net_player != NULL );
1758 if (!(Game_mode & GM_MULTIPLAYER)){
1762 // see if this player should be reading/writing data. Bit is set when at join
1763 // screen onward until quits back to main menu.
1764 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1768 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1771 multi_pause_do_frame();
1776 // Loads the best palette for this level, based
1777 // on nebula color and hud color. You could just call palette_load_table with
1778 // the appropriate filename, but who wants to do that.
1779 void game_load_palette()
1781 char palette_filename[1024];
1783 // We only use 3 hud colors right now
1785 SDL_assert( HUD_config.main_color >= 0 );
1786 SDL_assert( HUD_config.main_color <= 2 );
1789 SDL_assert( Mission_palette >= 0 );
1790 SDL_assert( Mission_palette <= 98 );
1793 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1794 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1796 SDL_snprintf( palette_filename, SDL_arraysize(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1799 mprintf(( "Loading palette %s\n", palette_filename ));
1801 palette_load_table(palette_filename);
1803 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1805 mprintf(( "Loading palette %s\n", palette_filename ));
1809 void game_post_level_init()
1811 // Stuff which gets called after mission is loaded. Because player isn't created until
1812 // after mission loads, some things must get initted after the level loads
1814 model_level_post_init();
1817 hud_setup_escort_list();
1818 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1824 game_event_debug_init();
1827 training_mission_init();
1828 asteroid_create_all();
1830 game_framerate_check_init();
1834 // An estimate as to how high the count passed to game_loading_callback will go.
1835 // This is just a guess, it seems to always be about the same. The count is
1836 // proportional to the code being executed, not the time, so this works good
1837 // for a bar, assuming the code does about the same thing each time you
1838 // load a level. You can find this value by looking at the return value
1839 // of game_busy_callback(NULL), which I conveniently print out to the
1840 // debug output window with the '=== ENDING LOAD ==' stuff.
1841 //#define COUNT_ESTIMATE 3706
1842 #define COUNT_ESTIMATE 1111
1844 int Game_loading_callback_inited = 0;
1846 int Game_loading_background = -1;
1847 anim * Game_loading_ani = NULL;
1848 anim_instance *Game_loading_ani_instance;
1849 int Game_loading_frame=-1;
1851 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1853 #if defined(FS1_DEMO)
1855 #elif defined(MAKE_FS1)
1866 // This gets called 10x per second and count is the number of times
1867 // game_busy() has been called since the current callback function
1869 void game_loading_callback(int count)
1871 game_do_networking();
1873 SDL_assert( Game_loading_callback_inited==1 );
1874 SDL_assert( Game_loading_ani != NULL );
1876 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1877 if ( framenum > Game_loading_ani->total_frames-1 ) {
1878 framenum = Game_loading_ani->total_frames-1;
1879 } else if ( framenum < 0 ) {
1884 while ( Game_loading_frame < framenum ) {
1885 Game_loading_frame++;
1886 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1890 if ( cbitmap > -1 ) {
1891 if ( Game_loading_background > -1 ) {
1892 gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1896 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1897 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1898 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1900 bm_release(cbitmap);
1906 void game_loading_callback_init()
1908 SDL_assert( Game_loading_callback_inited==0 );
1910 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1912 common_set_interface_palette("InterfacePalette"); // set the interface palette
1916 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1917 SDL_assert( Game_loading_ani != NULL );
1918 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1919 SDL_assert( Game_loading_ani_instance != NULL );
1920 Game_loading_frame = -1;
1922 Game_loading_callback_inited = 1;
1924 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1929 void game_loading_callback_close()
1931 SDL_assert( Game_loading_callback_inited==1 );
1933 // Make sure bar shows all the way over.
1934 game_loading_callback(COUNT_ESTIMATE);
1937 int real_count = game_busy_callback( NULL );
1939 mprintf(( "=================== ENDING LOAD ================\n" ));
1940 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1941 mprintf(( "================================================\n" ));
1943 game_busy_callback( NULL );
1948 Game_loading_callback_inited = 0;
1950 free_anim_instance(Game_loading_ani_instance);
1951 Game_loading_ani_instance = NULL;
1952 anim_free(Game_loading_ani);
1953 Game_loading_ani = NULL;
1955 bm_release( Game_loading_background );
1956 common_free_interface_palette(); // restore game palette
1957 Game_loading_background = -1;
1959 gr_set_font( FONT1 );
1962 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1964 void game_maybe_update_sound_environment()
1966 // do nothing for now
1969 // Assign the sound environment for the game, based on the current mission
1971 void game_assign_sound_environment()
1974 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1975 Game_sound_env.id = SND_ENV_DRUGGED;
1976 Game_sound_env.volume = 0.800f;
1977 Game_sound_env.damping = 1.188f;
1978 Game_sound_env.decay = 6.392f;
1980 } else if (Num_asteroids > 30) {
1981 Game_sound_env.id = SND_ENV_AUDITORIUM;
1982 Game_sound_env.volume = 0.603f;
1983 Game_sound_env.damping = 0.5f;
1984 Game_sound_env.decay = 4.279f;
1987 Game_sound_env = Game_default_sound_env;
1990 Game_sound_env = Game_default_sound_env;
1993 Game_sound_env_update_timestamp = timestamp(1);
1996 // function which gets called before actually entering the mission. It is broken down into a funciton
1997 // since it will get called in one place from a single player game and from another place for
1998 // a multiplayer game
1999 void freespace_mission_load_stuff()
2001 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2002 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2003 if(!(Game_mode & GM_STANDALONE_SERVER)){
2005 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2007 game_loading_callback_init();
2009 event_music_level_init(); // preloads the first 2 seconds for each event music track
2012 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2015 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2018 ship_assign_sound_all(); // assign engine sounds to ships
2019 game_assign_sound_environment(); // assign the sound environment for this mission
2022 // call function in missionparse.cpp to fixup player/ai stuff.
2023 mission_parse_fixup_players();
2026 // Load in all the bitmaps for this level
2031 game_loading_callback_close();
2033 // the only thing we need to call on the standalone for now.
2035 // call function in missionparse.cpp to fixup player/ai stuff.
2036 mission_parse_fixup_players();
2038 // Load in all the bitmaps for this level
2043 time_t load_gl_init;
2044 time_t load_mission_load;
2045 time_t load_post_level_init;
2046 time_t load_mission_stuff;
2048 // tells the server to load the mission and initialize structures
2049 int game_start_mission()
2051 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2053 load_gl_init = time(NULL);
2055 load_gl_init = time(NULL) - load_gl_init;
2057 if (Game_mode & GM_MULTIPLAYER) {
2058 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2060 // clear multiplayer stats
2061 init_multiplayer_stats();
2064 load_mission_load = time(NULL);
2065 if (mission_load()) {
2066 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2067 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2068 gameseq_post_event(GS_EVENT_MAIN_MENU);
2070 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2075 load_mission_load = time(NULL) - load_mission_load;
2077 // If this is a red alert mission in campaign mode, bash wingman status
2078 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2079 red_alert_bash_wingman_status();
2082 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2083 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2084 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2086 game_load_palette();
2090 load_post_level_init = time(NULL);
2091 game_post_level_init();
2092 load_post_level_init = time(NULL) - load_post_level_init;
2096 void Do_model_timings_test();
2097 Do_model_timings_test();
2101 load_mission_stuff = time(NULL);
2102 freespace_mission_load_stuff();
2103 load_mission_stuff = time(NULL) - load_mission_stuff;
2108 int Interface_framerate = 0;
2111 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2112 DCF_BOOL( show_framerate, Show_framerate )
2113 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2114 DCF_BOOL( show_target_weapons, Show_target_weapons )
2115 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2116 DCF_BOOL( sound, Sound_enabled )
2117 DCF_BOOL( zbuffer, game_zbuffer )
2118 DCF_BOOL( shield_system, New_shield_system )
2119 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2120 DCF_BOOL( player_attacking, Player_attacking_enabled )
2121 DCF_BOOL( show_waypoints, Show_waypoints )
2122 DCF_BOOL( show_area_effect, Show_area_effect )
2123 DCF_BOOL( show_net_stats, Show_net_stats )
2124 DCF_BOOL( log, Log_debug_output_to_file )
2125 DCF_BOOL( training_msg_method, Training_msg_method )
2126 DCF_BOOL( show_player_pos, Show_player_pos )
2127 DCF_BOOL(i_framerate, Interface_framerate )
2129 DCF(show_mem,"Toggles showing mem usage")
2132 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2133 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2134 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2135 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2141 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2143 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2144 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2148 DCF(show_cpu,"Toggles showing cpu usage")
2151 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2152 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2153 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2154 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2160 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2162 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2163 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2170 // AL 4-8-98: always allow players to display their framerate
2173 DCF_BOOL( show_framerate, Show_framerate )
2180 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2183 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2184 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2185 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2186 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2188 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" );
2189 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2191 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2194 DCF(palette_flash,"Toggles palette flash effect on/off")
2197 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2198 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2199 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2200 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2202 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2203 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2206 int Use_low_mem = 0;
2208 DCF(low_mem,"Uses low memory settings regardless of RAM")
2211 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2212 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2213 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2214 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2216 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2217 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2219 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2223 int Framerate_delay = 0;
2225 float Freespace_gamma = 1.8f;
2227 DCF(gamma,"Sets Gamma factor")
2230 dc_get_arg(ARG_FLOAT|ARG_NONE);
2231 if ( Dc_arg_type & ARG_FLOAT ) {
2232 Freespace_gamma = Dc_arg_float;
2234 dc_printf( "Gamma reset to 1.0f\n" );
2235 Freespace_gamma = 1.0f;
2237 if ( Freespace_gamma < 0.1f ) {
2238 Freespace_gamma = 0.1f;
2239 } else if ( Freespace_gamma > 5.0f ) {
2240 Freespace_gamma = 5.0f;
2242 gr_set_gamma(Freespace_gamma);
2244 char tmp_gamma_string[32];
2245 SDL_snprintf( tmp_gamma_string, SDL_arraysize(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2246 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2250 dc_printf( "Usage: gamma <float>\n" );
2251 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2252 Dc_status = 0; // don't print status if help is printed. Too messy.
2256 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2262 Game_current_mission_filename[0] = 0;
2264 // seed the random number generator
2265 Game_init_seed = (int)time(NULL);
2266 srand( Game_init_seed );
2268 Framerate_delay = 0;
2274 extern void bm_init();
2280 // Initialize the timer before the os
2287 //Initialize the libraries
2288 s1 = timer_get_milliseconds();
2291 if ( cfile_init() ) { // initialize before calling any cfopen stuff!!!
2296 e1 = timer_get_milliseconds();
2299 // time a bunch of cfopens
2301 s2 = timer_get_milliseconds();
2303 for(int idx=0; idx<10000; idx++){
2304 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2309 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2311 e2 = timer_get_milliseconds();
2314 os_init( Osreg_class_name, Osreg_app_name );
2315 os_set_title(Osreg_title);
2317 // initialize localization module. Make sure this is down AFTER initialzing OS.
2318 // int t1 = timer_get_milliseconds();
2319 lcl_init( detect_lang() );
2321 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2323 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2326 // verify that he has a valid weapons.tbl
2327 verify_weapons_tbl();
2329 // Output version numbers to registry for auto patching purposes
2330 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2331 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2332 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2334 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2335 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2336 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2338 // show the FPS counter if the config file says so
2339 Show_framerate = os_config_read_uint( "Video", "ShowFPS", Show_framerate );
2341 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2342 Asteroids_enabled = 1;
2345 /////////////////////////////
2347 /////////////////////////////
2349 if (!Is_standalone) {
2353 /////////////////////////////
2355 /////////////////////////////
2361 #if defined(FS2_DEMO) || defined(OEM_BUILD)
2364 display_title_screen();
2368 // If less than 48MB of RAM, use low memory model.
2369 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2370 mprintf(( "Using normal memory settings...\n" ));
2371 bm_set_low_mem(1); // Use every other frame of bitmaps
2373 mprintf(( "Using high memory settings...\n" ));
2374 bm_set_low_mem(0); // Use all frames of bitmaps
2377 // load non-darkening pixel defs
2378 palman_load_pixels();
2380 // hud shield icon stuff
2381 hud_shield_game_init();
2383 control_config_common_init(); // sets up localization stuff in the control config
2389 gamesnd_parse_soundstbl();
2394 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2399 player_controls_init();
2402 //if(!Is_standalone){
2410 ship_init(); // read in ships.tbl
2412 mission_campaign_init(); // load in the default campaign
2414 // navmap_init(); // init the navigation map system
2415 context_help_init();
2416 techroom_intel_init(); // parse species.tbl, load intel info
2418 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2419 init_animating_pointer();
2421 mission_brief_common_init(); // Mark all the briefing structures as empty.
2422 gr_font_init(); // loads up all fonts
2424 neb2_init(); // fullneb stuff
2428 player_tips_init(); // helpful tips
2431 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2432 pilot_load_pic_list();
2433 pilot_load_squad_pic_list();
2435 load_animating_pointer(NOX("cursor"), 0, 0);
2437 // initialize alpha colors
2438 alpha_colors_init();
2441 // Game_music_paused = 0;
2444 if (Is_standalone) {
2445 std_init_standalone();
2448 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2449 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2451 mprintf(("cfile_init() took %d\n", e1 - s1));
2452 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2455 char transfer_text[128];
2457 float Start_time = 0.0f;
2459 float Framerate = 0.0f;
2461 float Timing_total = 0.0f;
2462 float Timing_render2 = 0.0f;
2463 float Timing_render3 = 0.0f;
2464 float Timing_flip = 0.0f;
2465 float Timing_clear = 0.0f;
2467 MONITOR(NumPolysDrawn);
2473 void game_get_framerate()
2475 char text[128] = "";
2477 if ( frame_int == -1 ) {
2479 for (i=0; i<FRAME_FILTER; i++ ) {
2480 frametimes[i] = 0.0f;
2485 frametotal -= frametimes[frame_int];
2486 frametotal += flFrametime;
2487 frametimes[frame_int] = flFrametime;
2488 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2490 if ( frametotal != 0.0 ) {
2491 if ( Framecount >= FRAME_FILTER )
2492 Framerate = FRAME_FILTER / frametotal;
2494 Framerate = Framecount / frametotal;
2495 SDL_snprintf( text, SDL_arraysize(text), NOX("FPS: %.1f"), Framerate );
2497 SDL_snprintf( text, SDL_arraysize(text), NOX("FPS: ?") );
2501 if (Show_framerate) {
2502 gr_set_color_fast(&HUD_color_debug);
2503 gr_string( 570, 2, text );
2507 void game_show_framerate()
2511 cur_time = f2fl(timer_get_approx_seconds());
2512 if (cur_time - Start_time > 30.0f) {
2513 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2514 Start_time += 1000.0f;
2517 //mprintf(( "%s\n", text ));
2520 if ( Debug_dump_frames )
2524 // possibly show control checking info
2525 control_check_indicate();
2527 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2528 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2529 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2530 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2533 if ( Show_cpu == 1 ) {
2538 dy = gr_get_font_height() + 1;
2540 gr_set_color_fast(&HUD_color_debug);
2543 extern int Gr_textures_in;
2544 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2547 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2549 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2551 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2553 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2555 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2560 extern int Num_pairs; // Number of object pairs that were checked.
2561 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2564 extern int Num_pairs_checked; // What percent of object pairs were checked.
2565 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2567 Num_pairs_checked = 0;
2571 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2574 if ( Timing_total > 0.01f ) {
2575 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2577 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2579 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2581 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2583 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2592 dy = gr_get_font_height() + 1;
2594 gr_set_color_fast(&HUD_color_debug);
2597 extern int TotalRam;
2598 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2603 extern int Model_ram;
2604 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2608 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2610 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2614 extern int Gr_textures_in;
2615 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2620 if ( Show_player_pos ) {
2624 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));
2627 MONITOR_INC(NumPolys, modelstats_num_polys);
2628 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2629 MONITOR_INC(NumVerts, modelstats_num_verts );
2631 modelstats_num_polys = 0;
2632 modelstats_num_polys_drawn = 0;
2633 modelstats_num_verts = 0;
2634 modelstats_num_sortnorms = 0;
2638 void game_show_standalone_framerate()
2640 float frame_rate=30.0f;
2641 if ( frame_int == -1 ) {
2643 for (i=0; i<FRAME_FILTER; i++ ) {
2644 frametimes[i] = 0.0f;
2649 frametotal -= frametimes[frame_int];
2650 frametotal += flFrametime;
2651 frametimes[frame_int] = flFrametime;
2652 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2654 if ( frametotal != 0.0 ) {
2655 if ( Framecount >= FRAME_FILTER ){
2656 frame_rate = FRAME_FILTER / frametotal;
2658 frame_rate = Framecount / frametotal;
2661 std_set_standalone_fps(frame_rate);
2665 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2666 void game_show_time_left()
2670 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2671 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2672 // checking how much time is left
2674 if ( Mission_end_time == -1 ){
2678 diff = f2i(Mission_end_time - Missiontime);
2679 // be sure to bash to 0. diff could be negative on frame that we quit mission
2684 hud_set_default_color();
2685 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2688 //========================================================================================
2689 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2690 //========================================================================================
2694 DCF(ai_pause,"Pauses ai")
2697 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2698 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
2699 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
2700 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
2703 obj_init_all_ships_physics();
2706 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
2707 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
2710 DCF(single_step,"Single steps the game")
2713 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2714 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
2715 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
2716 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
2718 last_single_step = 0; // Make so single step waits a frame before stepping
2721 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
2722 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
2725 DCF_BOOL(physics_pause, physics_paused)
2726 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2727 DCF_BOOL(ai_firing, Ai_firing_enabled )
2729 // Create some simple aliases to these commands...
2730 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2731 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2732 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2733 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2734 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2737 //========================================================================================
2738 //========================================================================================
2741 void game_training_pause_do()
2745 key = game_check_key();
2747 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2754 void game_increase_skill_level()
2757 if (Game_skill_level >= NUM_SKILL_LEVELS){
2758 Game_skill_level = 0;
2762 int Player_died_time;
2764 int View_percent = 100;
2767 DCF(view, "Sets the percent of the 3d view to render.")
2770 dc_get_arg(ARG_INT);
2771 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2772 View_percent = Dc_arg_int;
2774 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2780 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2784 dc_printf("View is set to %d%%\n", View_percent );
2789 // Set the clip region for the 3d rendering window
2790 void game_set_view_clip()
2792 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2793 // Set the clip region for the letterbox "dead view"
2794 int yborder = gr_screen.max_h/4;
2796 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2797 // J.S. I've changed my ways!! See the new "no constants" code!!!
2798 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
2800 // Set the clip region for normal view
2801 if ( View_percent >= 100 ) {
2804 int xborder, yborder;
2806 if ( View_percent < 5 ) {
2810 float fp = i2fl(View_percent)/100.0f;
2811 int fi = fl2i(fl_sqrt(fp)*100.0f);
2812 if ( fi > 100 ) fi=100;
2814 xborder = ( gr_screen.max_w*(100-fi) )/200;
2815 yborder = ( gr_screen.max_h*(100-fi) )/200;
2817 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2823 void show_debug_stuff()
2826 int laser_count = 0, missile_count = 0;
2828 for (i=0; i<MAX_OBJECTS; i++) {
2829 if (Objects[i].type == OBJ_WEAPON){
2830 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2832 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2838 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2841 extern int Tool_enabled;
2843 time_t tst_time = 0;
2846 int tst_bitmap = -1;
2848 float tst_offset, tst_offset_total;
2851 void game_tst_frame_pre()
2859 g3_rotate_vertex(&v, &tst_pos);
2860 g3_project_vertex(&v);
2863 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2867 // big ship? always tst
2869 // within 3000 meters
2870 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2874 // within 300 meters
2875 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2882 void game_tst_frame()
2892 tst_time = time(NULL);
2894 // load the tst bitmap
2895 switch((int)frand_range(0.0f, 3.0)){
2897 tst_bitmap = bm_load("ig_jim");
2899 mprintf(("TST 0\n"));
2903 tst_bitmap = bm_load("ig_kan");
2905 mprintf(("TST 1\n"));
2909 tst_bitmap = bm_load("ig_jim");
2911 mprintf(("TST 2\n"));
2915 tst_bitmap = bm_load("ig_kan");
2917 mprintf(("TST 3\n"));
2926 // get the tst bitmap dimensions
2928 bm_get_info(tst_bitmap, &w, &h);
2931 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
2933 snd_play(&Snds[SND_VASUDAN_BUP]);
2935 // tst x and direction
2939 tst_offset_total = (float)w;
2940 tst_offset = (float)w;
2942 tst_x = (float)gr_screen.max_w;
2943 tst_offset_total = (float)-w;
2944 tst_offset = (float)w;
2952 float diff = (tst_offset_total / 0.5f) * flFrametime;
2958 tst_offset -= fl_abs(diff);
2959 } else if(tst_mode == 2){
2962 tst_offset -= fl_abs(diff);
2966 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2967 gr_bitmap((int)tst_x, (int)tst_y);
2970 if(timestamp_elapsed_safe(tst_stamp, 1100)){
2974 // if we passed the switch point
2975 if(tst_offset <= 0.0f){
2980 tst_stamp = timestamp(1000);
2981 tst_offset = fl_abs(tst_offset_total);
2992 void game_tst_mark(object *objp, ship *shipp)
3001 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3004 sip = &Ship_info[shipp->ship_info_index];
3011 tst_pos = objp->pos;
3012 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3018 extern void render_shields();
3020 void player_repair_frame(float frametime)
3022 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3024 for(idx=0;idx<MAX_PLAYERS;idx++){
3027 np = &Net_players[idx];
3029 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)){
3031 // don't rearm/repair if the player is dead or dying/departing
3032 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3033 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3038 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3039 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3045 #define NUM_FRAMES_TEST 300
3046 #define NUM_MIXED_SOUNDS 16
3047 void do_timing_test(float frametime)
3049 static int framecount = 0;
3050 static int test_running = 0;
3051 static float test_time = 0.0f;
3053 static int snds[NUM_MIXED_SOUNDS];
3056 if ( test_running ) {
3058 test_time += frametime;
3059 if ( framecount >= NUM_FRAMES_TEST ) {
3061 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3062 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3067 if ( Test_begin == 1 ) {
3073 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3076 // start looping digital sounds
3077 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3078 snds[i] = snd_play_looping( &Snds[i], 0.0f);
3085 DCF(dcf_fov, "Change the field of view")
3088 dc_get_arg(ARG_FLOAT|ARG_NONE);
3089 if ( Dc_arg_type & ARG_NONE ) {
3090 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3091 dc_printf( "Zoom factor reset\n" );
3093 if ( Dc_arg_type & ARG_FLOAT ) {
3094 if (Dc_arg_float < 0.25f) {
3095 Viewer_zoom = 0.25f;
3096 dc_printf("Zoom factor pinned at 0.25.\n");
3097 } else if (Dc_arg_float > 1.25f) {
3098 Viewer_zoom = 1.25f;
3099 dc_printf("Zoom factor pinned at 1.25.\n");
3101 Viewer_zoom = Dc_arg_float;
3107 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3110 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3114 DCF(framerate_cap, "Sets the framerate cap")
3117 dc_get_arg(ARG_INT);
3118 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3119 Framerate_cap = Dc_arg_int;
3121 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3127 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3128 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3129 dc_printf("[n] must be from 1 to 120.\n");
3133 if ( Framerate_cap )
3134 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3136 dc_printf("There is no framerate cap currently active.\n");
3140 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3141 int Show_viewing_from_self = 0;
3143 void say_view_target()
3145 object *view_target;
3147 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3148 view_target = &Objects[Player_ai->target_objnum];
3150 view_target = Player_obj;
3152 if (Game_mode & GM_DEAD) {
3153 if (Player_ai->target_objnum != -1)
3154 view_target = &Objects[Player_ai->target_objnum];
3157 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3158 if (view_target != Player_obj){
3160 char *view_target_name = NULL;
3161 switch(Objects[Player_ai->target_objnum].type) {
3163 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3166 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3167 Viewer_mode &= ~VM_OTHER_SHIP;
3169 case OBJ_JUMP_NODE: {
3170 char jump_node_name[128];
3171 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), SDL_arraysize(jump_node_name));
3172 view_target_name = jump_node_name;
3173 Viewer_mode &= ~VM_OTHER_SHIP;
3182 if ( view_target_name ) {
3183 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3184 Show_viewing_from_self = 1;
3187 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3188 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3189 Show_viewing_from_self = 1;
3191 if (Show_viewing_from_self)
3192 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3197 Last_view_target = view_target;
3201 float Game_hit_x = 0.0f;
3202 float Game_hit_y = 0.0f;
3204 // Reset at the beginning of each frame
3205 void game_whack_reset()
3211 // Apply a 2d whack to the player
3212 void game_whack_apply( float x, float y )
3214 // Do some force feedback
3215 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3221 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3224 // call to apply a "shudder"
3225 void game_shudder_apply(int time, float intensity)
3227 Game_shudder_time = timestamp(time);
3228 Game_shudder_total = time;
3229 Game_shudder_intensity = intensity;
3232 #define FF_SCALE 10000
3233 void apply_hud_shake(matrix *eye_orient)
3235 if (Viewer_obj == Player_obj) {
3236 physics_info *pi = &Player_obj->phys_info;
3244 // Make eye shake due to afterburner
3245 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3248 dtime = timestamp_until(pi->afterburner_decay);
3252 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3253 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3256 // Make eye shake due to engine wash
3258 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3261 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3262 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3264 // get the intensity
3265 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3269 vm_vec_rand_vec_quick(&rand_vec);
3272 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3276 // make hud shake due to shuddering
3277 if(Game_shudder_time != -1){
3278 // if the timestamp has elapsed
3279 if(timestamp_elapsed(Game_shudder_time)){
3280 Game_shudder_time = -1;
3282 // otherwise apply some shudder
3286 dtime = timestamp_until(Game_shudder_time);
3290 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));
3291 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));
3296 vm_angles_2_matrix(&tm, &tangles);
3297 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3298 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3299 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3300 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3305 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3307 // Player's velocity just before he blew up. Used to keep camera target moving.
3308 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3310 // Set eye_pos and eye_orient based on view mode.
3311 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3315 static int last_Viewer_mode = 0;
3316 static int last_Game_mode = 0;
3317 static int last_Viewer_objnum = -1;
3319 // This code is supposed to detect camera "cuts"... like going between
3322 // determine if we need to regenerate the nebula
3323 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3324 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3325 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3326 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3327 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3328 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3329 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3330 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3331 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3334 // regenerate the nebula
3338 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3339 //mprintf(( "************** Camera cut! ************\n" ));
3340 last_Viewer_mode = Viewer_mode;
3341 last_Game_mode = Game_mode;
3343 // Camera moved. Tell stars & debris to not do blurring.
3349 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3350 player_display_packlock_view();
3353 game_set_view_clip();
3355 if (Game_mode & GM_DEAD) {
3356 vector vec_to_deader, view_pos;
3359 Viewer_mode |= VM_DEAD_VIEW;
3361 if (Player_ai->target_objnum != -1) {
3362 int view_from_player = 1;
3364 if (Viewer_mode & VM_OTHER_SHIP) {
3365 // View from target.
3366 Viewer_obj = &Objects[Player_ai->target_objnum];
3368 last_Viewer_objnum = Player_ai->target_objnum;
3370 if ( Viewer_obj->type == OBJ_SHIP ) {
3371 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3372 view_from_player = 0;
3375 last_Viewer_objnum = -1;
3378 if ( view_from_player ) {
3379 // View target from player ship.
3381 *eye_pos = Player_obj->pos;
3382 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3383 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3386 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3388 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3389 dist += flFrametime * 16.0f;
3391 vm_vec_scale(&vec_to_deader, -dist);
3392 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3394 view_pos = Player_obj->pos;
3396 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3397 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3398 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3399 Dead_player_last_vel = Player_obj->phys_info.vel;
3400 //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));
3401 } else if (Player_ai->target_objnum != -1) {
3402 view_pos = Objects[Player_ai->target_objnum].pos;
3404 // Make camera follow explosion, but gradually slow down.
3405 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3406 view_pos = Player_obj->pos;
3407 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3408 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, SDL_min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3411 *eye_pos = Dead_camera_pos;
3413 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3415 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3420 // if supernova shockwave
3421 if(supernova_camera_cut()){
3425 // call it dead view
3426 Viewer_mode |= VM_DEAD_VIEW;
3428 // set eye pos and orient
3429 supernova_set_view(eye_pos, eye_orient);
3431 // If already blown up, these other modes can override.
3432 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3433 Viewer_mode &= ~VM_DEAD_VIEW;
3435 Viewer_obj = Player_obj;
3437 if (Viewer_mode & VM_OTHER_SHIP) {
3438 if (Player_ai->target_objnum != -1){
3439 Viewer_obj = &Objects[Player_ai->target_objnum];
3440 last_Viewer_objnum = Player_ai->target_objnum;
3442 Viewer_mode &= ~VM_OTHER_SHIP;
3443 last_Viewer_objnum = -1;
3446 last_Viewer_objnum = -1;
3449 if (Viewer_mode & VM_EXTERNAL) {
3452 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3453 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3455 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3457 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3458 vm_vec_normalize(&eye_dir);
3459 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3462 // Modify the orientation based on head orientation.
3463 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3465 } else if ( Viewer_mode & VM_CHASE ) {
3468 if ( Viewer_obj->phys_info.speed < 0.1 )
3469 move_dir = Viewer_obj->orient.v.fvec;
3471 move_dir = Viewer_obj->phys_info.vel;
3472 vm_vec_normalize(&move_dir);
3475 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3476 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3477 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3478 vm_vec_normalize(&eye_dir);
3480 // JAS: I added the following code because if you slew up using
3481 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3482 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3483 // call because the up and the forward vector are the same. I fixed
3484 // it by adding in a fraction of the right vector all the time to the
3486 vector tmp_up = Viewer_obj->orient.v.uvec;
3487 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3489 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3492 // Modify the orientation based on head orientation.
3493 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3494 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3495 *eye_pos = Camera_pos;
3497 ship * shipp = &Ships[Player_obj->instance];
3499 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3500 vm_vec_normalize(&eye_dir);
3501 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3504 // get an eye position based upon the correct type of object
3505 switch(Viewer_obj->type){
3507 // make a call to get the eye point for the player object
3508 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3511 // make a call to get the eye point for the player object
3512 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3518 #ifdef JOHNS_DEBUG_CODE
3519 john_debug_stuff(&eye_pos, &eye_orient);
3525 apply_hud_shake(eye_orient);
3527 // setup neb2 rendering
3528 neb2_render_setup(eye_pos, eye_orient);
3532 extern void ai_debug_render_stuff();
3535 int Game_subspace_effect = 0;
3536 DCF_BOOL( subspace, Game_subspace_effect );
3538 // Does everything needed to render a frame
3539 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3543 g3_start_frame(game_zbuffer);
3544 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3546 // maybe offset the HUD (jitter stuff)
3547 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3548 HUD_set_offsets(Viewer_obj, !dont_offset);
3550 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3551 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3552 // must be done before ships are rendered
3553 if ( MULTIPLAYER_CLIENT ) {
3554 shield_point_multi_setup();
3557 if ( Game_subspace_effect ) {
3558 stars_draw(0,0,0,1);
3560 stars_draw(1,1,1,0);
3563 obj_render_all(obj_render);
3564 beam_render_all(); // render all beam weapons
3565 particle_render_all(); // render particles after everything else.
3566 trail_render_all(); // render missilie trails after everything else.
3567 mflash_render_all(); // render all muzzle flashes
3569 // Why do we not show the shield effect in these modes? Seems ok.
3570 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3574 // render nebula lightning
3577 // render local player nebula
3578 neb2_render_player();
3581 ai_debug_render_stuff();
3584 #ifndef RELEASE_REAL
3585 // game_framerate_check();
3589 extern void snd_spew_debug_info();
3590 snd_spew_debug_info();
3593 //================ END OF 3D RENDERING STUFF ====================
3597 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3598 hud_maybe_clear_head_area();
3599 anim_render_all(0, flFrametime);
3602 extern int Multi_display_netinfo;
3603 if(Multi_display_netinfo){
3604 extern void multi_display_netinfo();
3605 multi_display_netinfo();
3608 game_tst_frame_pre();
3611 do_timing_test(flFrametime);
3615 extern int OO_update_index;
3616 multi_rate_display(OO_update_index, 375, 0);
3621 extern void oo_display();
3628 //#define JOHNS_DEBUG_CODE 1
3630 #ifdef JOHNS_DEBUG_CODE
3631 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3633 //if ( key_pressed(SDLK_LSHIFT) )
3635 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3637 model_subsystem *turret = tsys->system_info;
3639 if (turret->type == SUBSYSTEM_TURRET ) {
3640 vector v.fvec, v.uvec;
3641 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3643 ship_model_start(tobj);
3645 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3646 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3647 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3649 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3651 ship_model_stop(tobj);
3661 // following function for dumping frames for purposes of building trailers.
3664 // function to toggle state of dumping every frame into PCX when playing the game
3665 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3669 if ( Debug_dump_frames == 0 ) {
3671 Debug_dump_frames = 15;
3672 Debug_dump_trigger = 0;
3673 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3674 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3677 Debug_dump_frames = 0;
3678 Debug_dump_trigger = 0;
3679 gr_dump_frame_stop();
3680 dc_printf( "Frame dumping is now OFF\n" );
3686 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3690 if ( Debug_dump_frames == 0 ) {
3692 Debug_dump_frames = 15;
3693 Debug_dump_trigger = 1;
3694 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3695 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3698 Debug_dump_frames = 0;
3699 Debug_dump_trigger = 0;
3700 gr_dump_frame_stop();
3701 dc_printf( "Frame dumping is now OFF\n" );
3707 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3711 if ( Debug_dump_frames == 0 ) {
3713 Debug_dump_frames = 30;
3714 Debug_dump_trigger = 0;
3715 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3716 dc_printf( "Frame dumping at 30 hz is now ON\n" );
3719 Debug_dump_frames = 0;
3720 Debug_dump_trigger = 0;
3721 gr_dump_frame_stop();
3722 dc_printf( "Frame dumping is now OFF\n" );
3728 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3732 if ( Debug_dump_frames == 0 ) {
3734 Debug_dump_frames = 30;
3735 Debug_dump_trigger = 1;
3736 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3737 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3740 Debug_dump_frames = 0;
3741 Debug_dump_trigger = 0;
3742 gr_dump_frame_stop();
3743 dc_printf( "Triggered frame dumping is now OFF\n" );
3749 void game_maybe_dump_frame()
3751 if ( !Debug_dump_frames ){
3755 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3762 Debug_dump_frame_num++;
3768 extern int Player_dead_state;
3770 // Flip the page and time how long it took.
3771 void game_flip_page_and_time_it()
3776 t1 = timer_get_fixed_seconds();
3778 t2 = timer_get_fixed_seconds();
3781 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3782 SDL_snprintf( transfer_text, SDL_arraysize(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3789 void game_simulation_frame()
3791 // blow ships up in multiplayer dogfight
3792 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){
3793 // blow up all non-player ships
3794 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3797 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3799 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)){
3800 moveup = GET_NEXT(moveup);
3803 shipp = &Ships[Objects[moveup->objnum].instance];
3804 sip = &Ship_info[shipp->ship_info_index];
3806 // only blow up small ships
3807 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
3808 // function to simply explode a ship where it is currently at
3809 ship_self_destruct( &Objects[moveup->objnum] );
3812 moveup = GET_NEXT(moveup);
3818 // process AWACS stuff - do this first thing
3821 // single player, set Player hits_this_frame to 0
3822 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3823 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
3824 Player->damage_this_burst = SDL_max(Player->damage_this_burst, 0.0f);
3828 supernova_process();
3829 if(supernova_active() >= 5){
3833 // fire targeting lasers now so that
3834 // 1 - created this frame
3835 // 2 - collide this frame
3836 // 3 - render this frame
3837 // 4 - ignored and deleted next frame
3838 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3840 ship_process_targeting_lasers();
3842 // do this here so that it works for multiplayer
3844 // get viewer direction
3845 int viewer_direction = PHYSICS_VIEWER_REAR;
3847 if(Viewer_mode == 0){
3848 viewer_direction = PHYSICS_VIEWER_FRONT;
3850 if(Viewer_mode & VM_PADLOCK_UP){
3851 viewer_direction = PHYSICS_VIEWER_UP;
3853 else if(Viewer_mode & VM_PADLOCK_REAR){
3854 viewer_direction = PHYSICS_VIEWER_REAR;
3856 else if(Viewer_mode & VM_PADLOCK_LEFT){
3857 viewer_direction = PHYSICS_VIEWER_LEFT;
3859 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3860 viewer_direction = PHYSICS_VIEWER_RIGHT;
3863 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3865 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3868 #define VM_PADLOCK_UP (1 << 7)
3869 #define VM_PADLOCK_REAR (1 << 8)
3870 #define VM_PADLOCK_LEFT (1 << 9)
3871 #define VM_PADLOCK_RIGHT (1 << 10)
3873 // evaluate mission departures and arrivals before we process all objects.
3874 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3876 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3877 // ships/wing packets.
3878 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3879 mission_parse_eval_stuff();
3882 // if we're an observer, move ourselves seperately from the standard physics
3883 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
3884 obj_observer_move(flFrametime);
3887 // move all the objects now
3888 obj_move_all(flFrametime);
3890 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
3891 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
3892 // ship_check_cargo_all();
3893 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3894 mission_eval_goals();
3898 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
3899 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3900 training_check_objectives();
3903 // do all interpolation now
3904 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
3905 // client side processing of warping in effect stages
3906 multi_do_client_warp(flFrametime);
3908 // client side movement of an observer
3909 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
3910 obj_observer_move(flFrametime);
3913 // move all objects - does interpolation now as well
3914 obj_move_all(flFrametime);
3917 // only process the message queue when the player is "in" the game
3918 if ( !Pre_player_entry ){
3919 message_queue_process(); // process any messages send to the player
3922 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3923 message_maybe_distort(); // maybe distort incoming message if comms damaged
3924 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
3925 player_process_pending_praise(); // maybe send off a delayed praise message to the player
3926 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
3929 if(!(Game_mode & GM_STANDALONE_SERVER)){
3930 // process some stuff every frame (before frame is rendered)
3931 emp_process_local();
3933 hud_update_frame(); // update hud systems
3935 if (!physics_paused) {
3936 // Move particle system
3937 particle_move_all(flFrametime);
3939 // Move missile trails
3940 trail_move_all(flFrametime);
3942 // process muzzle flashes
3943 mflash_process_all();
3945 // Flash the gun flashes
3946 shipfx_flash_do_frame(flFrametime);
3948 shockwave_move_all(flFrametime); // update all the shockwaves
3951 // subspace missile strikes
3954 obj_snd_do_frame(); // update the object-linked persistant sounds
3955 game_maybe_update_sound_environment();
3956 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
3958 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
3960 if ( Game_subspace_effect ) {
3961 game_start_subspace_ambient_sound();
3967 // Maybe render and process the dead-popup
3968 void game_maybe_do_dead_popup(float frametime)
3970 if ( popupdead_is_active() ) {
3972 int choice = popupdead_do_frame(frametime);
3974 if ( Game_mode & GM_NORMAL ) {
3977 gameseq_post_event(GS_EVENT_ENTER_GAME);
3981 gameseq_post_event(GS_EVENT_END_GAME);
3985 gameseq_post_event(GS_EVENT_START_GAME);
3988 // this should only happen during a red alert mission
3991 SDL_assert(The_mission.red_alert);
3992 if(!The_mission.red_alert){
3993 gameseq_post_event(GS_EVENT_START_GAME);
3997 // choose the previous mission
3998 mission_campaign_previous_mission();
4000 gameseq_post_event(GS_EVENT_START_GAME);
4010 case POPUPDEAD_DO_MAIN_HALL:
4011 multi_quit_game(PROMPT_NONE,-1);
4014 case POPUPDEAD_DO_RESPAWN:
4015 multi_respawn_normal();
4016 event_music_player_respawn();
4019 case POPUPDEAD_DO_OBSERVER:
4020 multi_respawn_observer();
4021 event_music_player_respawn_as_observer();
4030 if ( leave_popup ) {
4036 // returns true if player is actually in a game_play stats
4037 int game_actually_playing()
4041 state = gameseq_get_state();
4042 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4048 // Draw the 2D HUD gauges
4049 void game_render_hud_2d()
4051 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4055 HUD_render_2d(flFrametime);
4059 // Draw the 3D-dependant HUD gauges
4060 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4062 g3_start_frame(0); // 0 = turn zbuffering off
4063 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4065 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4066 HUD_render_3d(flFrametime);
4070 game_sunspot_process(flFrametime);
4072 // Diminish the palette effect
4073 game_flash_diminish(flFrametime);
4081 int actually_playing;
4082 fix total_time1, total_time2;
4083 fix render2_time1=0, render2_time2=0;
4084 fix render3_time1=0, render3_time2=0;
4085 fix flip_time1=0, flip_time2=0;
4086 fix clear_time1=0, clear_time2=0;
4092 if (Framerate_delay) {
4093 int start_time = timer_get_milliseconds();
4094 while (timer_get_milliseconds() < start_time + Framerate_delay)
4100 demo_do_frame_start();
4102 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4107 // start timing frame
4108 timing_frame_start();
4110 total_time1 = timer_get_fixed_seconds();
4112 // var to hold which state we are in
4113 actually_playing = game_actually_playing();
4115 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4116 if (!(Game_mode & GM_STANDALONE_SERVER)){
4117 SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4121 if (Missiontime > Entry_delay_time){
4122 Pre_player_entry = 0;
4124 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4127 // Note: These are done even before the player enters, else buffers can overflow.
4128 if (! (Game_mode & GM_STANDALONE_SERVER)){
4132 shield_frame_init();
4134 if ( Player->control_mode != PCM_NORMAL )
4137 if ( !Pre_player_entry && actually_playing ) {
4138 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4140 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4141 game_process_keys();
4143 // don't read flying controls if we're playing a demo back
4144 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4145 read_player_controls( Player_obj, flFrametime);
4149 // if we're not the master, we may have to send the server-critical ship status button_info bits
4150 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4151 multi_maybe_send_ship_status();
4156 // Reset the whack stuff
4159 // These two lines must be outside of Pre_player_entry code,
4160 // otherwise too many lights are added.
4163 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4167 game_simulation_frame();
4169 // if not actually in a game play state, then return. This condition could only be true in
4170 // a multiplayer game.
4171 if ( !actually_playing ) {
4172 SDL_assert( Game_mode & GM_MULTIPLAYER );
4176 if (!Pre_player_entry) {
4177 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4178 clear_time1 = timer_get_fixed_seconds();
4179 // clear the screen to black
4181 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4185 clear_time2 = timer_get_fixed_seconds();
4186 render3_time1 = timer_get_fixed_seconds();
4187 game_render_frame_setup(&eye_pos, &eye_orient);
4188 game_render_frame( &eye_pos, &eye_orient );
4190 // save the eye position and orientation
4191 if ( Game_mode & GM_MULTIPLAYER ) {
4192 Net_player->s_info.eye_pos = eye_pos;
4193 Net_player->s_info.eye_orient = eye_orient;
4196 hud_show_target_model();
4198 // check to see if we should display the death died popup
4199 if(Game_mode & GM_DEAD_BLEW_UP){
4200 if(Game_mode & GM_MULTIPLAYER){
4201 // catch the situation where we're supposed to be warping out on this transition
4202 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4203 gameseq_post_event(GS_EVENT_DEBRIEF);
4204 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4205 Player_died_popup_wait = -1;
4209 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4210 Player_died_popup_wait = -1;
4216 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4217 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4218 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4219 if(!popupdead_is_active()){
4223 Player_multi_died_check = -1;
4227 render3_time2 = timer_get_fixed_seconds();
4228 render2_time1 = timer_get_fixed_seconds();
4231 game_get_framerate();
4232 game_show_framerate();
4234 game_show_time_left();
4236 // Draw the 2D HUD gauges
4237 if(supernova_active() < 3){
4238 game_render_hud_2d();
4241 game_set_view_clip();
4243 // Draw 3D HUD gauges
4244 game_render_hud_3d(&eye_pos, &eye_orient);
4248 render2_time2 = timer_get_fixed_seconds();
4250 // maybe render and process the dead popup
4251 game_maybe_do_dead_popup(flFrametime);
4253 // start timing frame
4254 timing_frame_stop();
4255 // timing_display(30, 10);
4257 // If a regular popup is active, don't flip (popup code flips)
4258 if( !popup_running_state() ){
4259 flip_time1 = timer_get_fixed_seconds();
4260 game_flip_page_and_time_it();
4261 flip_time2 = timer_get_fixed_seconds();
4265 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4268 game_show_standalone_framerate();
4272 game_do_training_checks();
4275 // process lightning (nebula only)
4278 total_time2 = timer_get_fixed_seconds();
4280 // Got some timing numbers
4281 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4282 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4283 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4284 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4285 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4288 demo_do_frame_end();
4290 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4296 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4297 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4298 // died. This resulted in screwed up death sequences.
4300 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4301 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4302 static int timer_paused=0;
4303 #if defined(TIMER_TEST) && !defined(NDEBUG)
4304 static int stop_count,start_count;
4305 static int time_stopped,time_started;
4307 int saved_timestamp_ticker = -1;
4309 void game_reset_time()
4311 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4315 // Last_time = timer_get_fixed_seconds();
4321 void game_stop_time()
4323 if (timer_paused==0) {
4325 time = timer_get_fixed_seconds();
4326 // Save how much time progressed so far in the frame so we can
4327 // use it when we unpause.
4328 Last_delta_time = time - Last_time;
4330 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4331 if (Last_delta_time < 0) {
4332 #if defined(TIMER_TEST) && !defined(NDEBUG)
4333 Int3(); //get Matt!!!!
4335 Last_delta_time = 0;
4337 #if defined(TIMER_TEST) && !defined(NDEBUG)
4338 time_stopped = time;
4341 // Stop the timer_tick stuff...
4342 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4343 saved_timestamp_ticker = timestamp_ticker;
4347 #if defined(TIMER_TEST) && !defined(NDEBUG)
4352 void game_start_time()
4355 SDL_assert(timer_paused >= 0);
4356 if (timer_paused==0) {
4358 time = timer_get_fixed_seconds();
4359 #if defined(TIMER_TEST) && !defined(NDEBUG)
4361 Int3(); //get Matt!!!!
4364 // Take current time, and set it backwards to account for time
4365 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4366 // will be correct when it goes to calculate the frametime next
4368 Last_time = time - Last_delta_time;
4369 #if defined(TIMER_TEST) && !defined(NDEBUG)
4370 time_started = time;
4373 // Restore the timer_tick stuff...
4374 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4375 SDL_assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4376 timestamp_ticker = saved_timestamp_ticker;
4377 saved_timestamp_ticker = -1;
4380 #if defined(TIMER_TEST) && !defined(NDEBUG)
4386 void game_set_frametime(int state)
4389 float frame_cap_diff;
4391 thistime = timer_get_fixed_seconds();
4393 if ( Last_time == 0 )
4394 Frametime = F1_0 / 30;
4396 Frametime = thistime - Last_time;
4398 // Frametime = F1_0 / 30;
4401 fix debug_frametime = Frametime; // Just used to display frametime.
4404 // If player hasn't entered mission yet, make frame take 1/4 second.
4405 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4408 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4410 fix frame_speed = F1_0 / Debug_dump_frames;
4412 if (Frametime > frame_speed ){
4413 nprintf(("warning","slow frame: %x\n",Frametime));
4416 thistime = timer_get_fixed_seconds();
4417 Frametime = thistime - Last_time;
4418 } while (Frametime < frame_speed );
4420 Frametime = frame_speed;
4424 SDL_assert( Framerate_cap > 0 );
4426 // Cap the framerate so it doesn't get too high.
4430 cap = F1_0/Framerate_cap;
4431 if (Frametime < cap) {
4432 thistime = cap - Frametime;
4433 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4434 SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4436 thistime = timer_get_fixed_seconds();
4440 if((Game_mode & GM_STANDALONE_SERVER) &&
4441 (f2fl(Frametime) < (1.0f/(float)Multi_options_g.std_framecap))){
4443 frame_cap_diff = (1.0f/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4444 SDL_Delay( fl2i(frame_cap_diff * 1000.0f) );
4446 thistime += fl2f((frame_cap_diff));
4448 Frametime = thistime - Last_time;
4451 // If framerate is too low, cap it.
4452 if (Frametime > MAX_FRAMETIME) {
4454 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4456 Frametime = MAX_FRAMETIME;
4459 Frametime = fixmul(Frametime, Game_time_compression);
4461 Last_time = thistime;
4462 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4464 flFrametime = f2fl(Frametime);
4465 //if(!(Game_mode & GM_PLAYING_DEMO)){
4466 timestamp_inc(flFrametime);
4468 /* if ((Framecount > 0) && (Framecount < 10)) {
4469 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4474 // This is called from game_do_frame(), and from navmap_do_frame()
4475 void game_update_missiontime()
4477 // TODO JAS: Put in if and move this into game_set_frametime,
4478 // fix navmap to call game_stop/start_time
4479 //if ( !timer_paused )
4480 Missiontime += Frametime;
4483 void game_do_frame()
4485 game_set_frametime(GS_STATE_GAME_PLAY);
4486 game_update_missiontime();
4488 if (Game_mode & GM_STANDALONE_SERVER) {
4489 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4492 if ( game_single_step && (last_single_step == game_single_step) ) {
4493 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4494 while( key_checkch() == 0 )
4496 os_set_title( XSTR( "FreeSpace", 171) );
4497 Last_time = timer_get_fixed_seconds();
4500 last_single_step = game_single_step;
4502 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4503 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4507 Keep_mouse_centered = 0;
4508 monitor_update(); // Update monitor variables
4511 void multi_maybe_do_frame()
4513 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4518 int Joymouse_button_status = 0;
4520 // Flush all input devices
4528 Joymouse_button_status = 0;
4530 //mprintf(("Game flush!\n" ));
4533 // function for multiplayer only which calls game_do_state_common() when running the
4535 void game_do_dc_networking()
4537 SDL_assert( Game_mode & GM_MULTIPLAYER );
4539 game_do_state_common( gameseq_get_state() );
4542 // Call this whenever in a loop, or when you need to check for a keystroke.
4543 int game_check_key()
4549 // convert keypad enter to normal enter
4550 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4551 k = (k & ~KEY_MASK) | SDLK_RETURN;
4556 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4558 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4559 static int Demo_show_trailer_timestamp = 0;
4561 void demo_reset_trailer_timer()
4563 Demo_show_trailer_timestamp = timer_get_milliseconds();
4566 void demo_maybe_show_trailer(int k)
4569 // if key pressed, reset demo trailer timer
4571 demo_reset_trailer_timer();
4575 // if mouse moved, reset demo trailer timer
4578 mouse_get_delta(&dx, &dy);
4579 if ( (dx > 0) || (dy > 0) ) {
4580 demo_reset_trailer_timer();
4584 // if joystick has moved, reset demo trailer timer
4587 joy_get_delta(&dx, &dy);
4588 if ( (dx > 0) || (dy > 0) ) {
4589 demo_reset_trailer_timer();
4593 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4594 // the low-level code. Ugly, I know... but was the simplest and most
4597 // if 30 seconds since last demo trailer time reset, launch movie
4598 if ( os_foreground() ) {
4599 int now = timer_get_milliseconds();
4600 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4601 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4603 movie_play( NOX("fstrailer2.mve") );
4604 demo_reset_trailer_timer();
4612 // same as game_check_key(), except this is used while actually in the game. Since there
4613 // generally are differences between game control keys and general UI keys, makes sense to
4614 // have seperate functions for each case. If you are not checking a game control while in a
4615 // mission, you should probably be using game_check_key() instead.
4620 if (!os_foreground()) {
4625 // If we're in a single player game, pause it.
4626 if (!(Game_mode & GM_MULTIPLAYER)){
4627 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4628 game_process_pause_key();
4635 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4636 demo_maybe_show_trailer(k);
4639 // Move the mouse cursor with the joystick.
4640 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4641 // Move the mouse cursor with the joystick
4645 joy_get_pos( &jx, &jy, &jz, &jr );
4647 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4648 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4651 mouse_get_real_pos( &mx, &my );
4652 mouse_set_pos( mx+dx, my+dy );
4657 m = mouse_down(MOUSE_LEFT_BUTTON);
4659 if ( j != Joymouse_button_status ) {
4660 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4661 Joymouse_button_status = j;
4663 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4664 } else if ( (!j) && (m) ) {
4665 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4670 // if we should be ignoring keys because of some multiplayer situations
4671 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4675 // If a popup is running, don't process all the Fn keys
4676 if( popup_active() ) {
4680 state = gameseq_get_state();
4682 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
4685 case KEY_DEBUGGED + SDLK_BACKSPACE:
4690 launch_context_help();
4695 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4697 // don't allow f2 while warping out in multiplayer
4698 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4703 case GS_STATE_INITIAL_PLAYER_SELECT:
4704 case GS_STATE_OPTIONS_MENU:
4705 case GS_STATE_HUD_CONFIG:
4706 case GS_STATE_CONTROL_CONFIG:
4707 case GS_STATE_DEATH_DIED:
4708 case GS_STATE_DEATH_BLEW_UP:
4709 case GS_STATE_VIEW_MEDALS:
4713 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4720 // hotkey selection screen -- only valid from briefing and beyond.
4722 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4723 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) ) {
4724 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4730 case KEY_DEBUGGED + SDLK_F3:
4731 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4734 case KEY_DEBUGGED + SDLK_F4:
4735 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4739 if(Game_mode & GM_MULTIPLAYER){
4740 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4741 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4745 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4746 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4752 case SDLK_ESCAPE | KEY_SHIFTED:
4753 // make sure to quit properly out of multiplayer
4754 if(Game_mode & GM_MULTIPLAYER){
4755 multi_quit_game(PROMPT_NONE);
4758 gameseq_post_event( GS_EVENT_QUIT_GAME );
4763 case KEY_DEBUGGED + SDLK_p:
4766 case SDLK_PRINTSCREEN:
4768 static int counter = 0;
4773 SDL_snprintf( tmp_name, SDL_arraysize(tmp_name), NOX("screen%02d"), counter );
4775 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4776 gr_print_screen(tmp_name);
4784 case KEY_SHIFTED | SDLK_RETURN: {
4786 #if !defined(NDEBUG)
4788 if ( Game_mode & GM_NORMAL ){
4792 // if we're in multiplayer mode, do some special networking
4793 if(Game_mode & GM_MULTIPLAYER){
4794 debug_console(game_do_dc_networking);
4801 if ( Game_mode & GM_NORMAL )
4815 gameseq_post_event(GS_EVENT_QUIT_GAME);
4818 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4821 void camera_set_position( vector *pos )
4826 void camera_set_orient( matrix *orient )
4828 Camera_orient = *orient;
4831 void camera_set_velocity( vector *vel, int instantaneous )
4833 Camera_desired_velocity.xyz.x = 0.0f;
4834 Camera_desired_velocity.xyz.y = 0.0f;
4835 Camera_desired_velocity.xyz.z = 0.0f;
4837 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4838 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4839 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4841 if ( instantaneous ) {
4842 Camera_velocity = Camera_desired_velocity;
4850 vector new_vel, delta_pos;
4852 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4853 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4854 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4856 Camera_velocity = new_vel;
4858 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4860 vm_vec_add2( &Camera_pos, &delta_pos );
4862 float ot = Camera_time+0.0f;
4864 Camera_time += flFrametime;
4866 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
4869 tmp.xyz.z = 4.739f; // always go this fast forward.
4871 // pick x and y velocities so they are always on a
4872 // circle with a 25 m radius.
4874 float tmp_angle = frand()*PI2;
4876 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4877 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4879 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4881 //mprintf(( "Changing velocity!\n" ));
4882 camera_set_velocity( &tmp, 0 );
4885 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
4886 vector tmp = ZERO_VECTOR;
4887 camera_set_velocity( &tmp, 0 );
4892 void end_demo_campaign_do()
4894 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4895 // show upsell screens
4896 demo_upsell_show_screens();
4897 #elif defined(OEM_BUILD)
4898 // show oem upsell screens
4899 oem_upsell_show_screens();
4902 // drop into main hall
4903 gameseq_post_event( GS_EVENT_MAIN_MENU );
4906 // All code to process events. This is the only place
4907 // that you should change the state of the game.
4908 void game_process_event( int current_state, int event )
4910 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
4913 case GS_EVENT_SIMULATOR_ROOM:
4914 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
4917 case GS_EVENT_MAIN_MENU:
4918 gameseq_set_state(GS_STATE_MAIN_MENU);
4921 case GS_EVENT_OPTIONS_MENU:
4922 gameseq_push_state( GS_STATE_OPTIONS_MENU );
4925 case GS_EVENT_BARRACKS_MENU:
4926 gameseq_set_state(GS_STATE_BARRACKS_MENU);
4929 case GS_EVENT_TECH_MENU:
4930 gameseq_set_state(GS_STATE_TECH_MENU);
4933 case GS_EVENT_TRAINING_MENU:
4934 gameseq_set_state(GS_STATE_TRAINING_MENU);
4937 case GS_EVENT_START_GAME:
4938 Select_default_ship = 0;
4939 Player_multi_died_check = -1;
4940 gameseq_set_state(GS_STATE_CMD_BRIEF);
4943 case GS_EVENT_START_BRIEFING:
4944 gameseq_set_state(GS_STATE_BRIEFING);
4947 case GS_EVENT_DEBRIEF:
4948 // did we end the campaign in the main freespace 2 single player campaign?
4950 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
4952 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
4954 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
4956 gameseq_set_state(GS_STATE_DEBRIEF);
4959 Player_multi_died_check = -1;
4962 case GS_EVENT_SHIP_SELECTION:
4963 gameseq_set_state( GS_STATE_SHIP_SELECT );
4966 case GS_EVENT_WEAPON_SELECTION:
4967 gameseq_set_state( GS_STATE_WEAPON_SELECT );
4970 case GS_EVENT_ENTER_GAME:
4972 // maybe start recording a demo
4974 demo_start_record("test.fsd");
4978 if (Game_mode & GM_MULTIPLAYER) {
4979 // if we're respawning, make sure we change the view mode so that the hud shows up
4980 if (current_state == GS_STATE_DEATH_BLEW_UP) {
4984 gameseq_set_state(GS_STATE_GAME_PLAY);
4986 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
4989 Player_multi_died_check = -1;
4991 // clear multiplayer button info
4992 extern button_info Multi_ship_status_bi;
4993 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
4995 Start_time = f2fl(timer_get_approx_seconds());
4997 mprintf(("Entering game at time = %7.3f\n", Start_time));
5001 case GS_EVENT_START_GAME_QUICK:
5002 Select_default_ship = 1;
5003 gameseq_post_event(GS_EVENT_ENTER_GAME);
5007 case GS_EVENT_END_GAME:
5008 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5009 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5010 gameseq_set_state(GS_STATE_MAIN_MENU);
5015 Player_multi_died_check = -1;
5018 case GS_EVENT_QUIT_GAME:
5019 main_hall_stop_music();
5020 main_hall_stop_ambient();
5021 gameseq_set_state(GS_STATE_QUIT_GAME);
5023 Player_multi_died_check = -1;
5026 case GS_EVENT_GAMEPLAY_HELP:
5027 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5030 case GS_EVENT_PAUSE_GAME:
5031 gameseq_push_state(GS_STATE_GAME_PAUSED);
5034 case GS_EVENT_DEBUG_PAUSE_GAME:
5035 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5038 case GS_EVENT_TRAINING_PAUSE:
5039 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5042 case GS_EVENT_PREVIOUS_STATE:
5043 gameseq_pop_state();
5046 case GS_EVENT_TOGGLE_FULLSCREEN:
5047 gr_toggle_fullscreen();
5050 case GS_EVENT_TOGGLE_GLIDE:
5053 case GS_EVENT_LOAD_MISSION_MENU:
5056 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5057 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5060 case GS_EVENT_HUD_CONFIG:
5061 gameseq_push_state( GS_STATE_HUD_CONFIG );
5064 case GS_EVENT_CONTROL_CONFIG:
5065 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5068 case GS_EVENT_DEATH_DIED:
5069 gameseq_set_state( GS_STATE_DEATH_DIED );
5072 case GS_EVENT_DEATH_BLEW_UP:
5073 if ( current_state == GS_STATE_DEATH_DIED ) {
5074 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5075 event_music_player_death();
5077 // multiplayer clients set their extra check here
5078 if(Game_mode & GM_MULTIPLAYER){
5079 // set the multi died absolute last chance check
5080 Player_multi_died_check = time(NULL);
5083 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5087 case GS_EVENT_NEW_CAMPAIGN:
5088 if (!mission_load_up_campaign()){
5089 readyroom_continue_campaign();
5092 Player_multi_died_check = -1;
5095 case GS_EVENT_CAMPAIGN_CHEAT:
5096 if (!mission_load_up_campaign()){
5098 // bash campaign value
5099 extern char Main_hall_campaign_cheat[512];
5102 // look for the mission
5103 for(idx=0; idx<Campaign.num_missions; idx++){
5104 if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5105 Campaign.next_mission = idx;
5106 Campaign.prev_mission = idx - 1;
5113 readyroom_continue_campaign();
5116 Player_multi_died_check = -1;
5119 case GS_EVENT_CAMPAIGN_ROOM:
5120 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5123 case GS_EVENT_CMD_BRIEF:
5124 gameseq_set_state(GS_STATE_CMD_BRIEF);
5127 case GS_EVENT_RED_ALERT:
5128 gameseq_set_state(GS_STATE_RED_ALERT);
5131 case GS_EVENT_CREDITS:
5132 gameseq_set_state( GS_STATE_CREDITS );
5135 case GS_EVENT_VIEW_MEDALS:
5136 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5139 case GS_EVENT_SHOW_GOALS:
5140 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5143 case GS_EVENT_HOTKEY_SCREEN:
5144 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5147 // multiplayer stuff follow these comments
5150 gameseq_set_state(GS_STATE_PXO);
5153 case GS_EVENT_PXO_HELP:
5154 gameseq_set_state(GS_STATE_PXO_HELP);
5157 case GS_EVENT_MULTI_JOIN_GAME:
5158 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5161 case GS_EVENT_MULTI_HOST_SETUP:
5162 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5165 case GS_EVENT_MULTI_CLIENT_SETUP:
5166 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5169 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5170 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5173 case GS_EVENT_MULTI_STD_WAIT:
5174 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5177 case GS_EVENT_STANDALONE_MAIN:
5178 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5181 case GS_EVENT_MULTI_PAUSE:
5182 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5185 case GS_EVENT_INGAME_PRE_JOIN:
5186 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5189 case GS_EVENT_EVENT_DEBUG:
5190 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5193 // Start a warpout where player automatically goes 70 no matter what
5194 // and can't cancel out of it.
5195 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5196 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5198 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5199 Player->saved_viewer_mode = Viewer_mode;
5200 Player->control_mode = PCM_WARPOUT_STAGE1;
5201 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5202 Warpout_time = 0.0f; // Start timer!
5205 case GS_EVENT_PLAYER_WARPOUT_START:
5206 if ( Player->control_mode != PCM_NORMAL ) {
5207 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5209 Player->saved_viewer_mode = Viewer_mode;
5210 Player->control_mode = PCM_WARPOUT_STAGE1;
5211 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5212 Warpout_time = 0.0f; // Start timer!
5213 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5217 case GS_EVENT_PLAYER_WARPOUT_STOP:
5218 if ( Player->control_mode != PCM_NORMAL ) {
5219 if ( !Warpout_forced ) { // cannot cancel forced warpout
5220 Player->control_mode = PCM_NORMAL;
5221 Viewer_mode = Player->saved_viewer_mode;
5222 hud_subspace_notify_abort();
5223 mprintf(( "Player put back to normal mode.\n" ));
5224 if ( Warpout_sound > -1 ) {
5225 snd_stop( Warpout_sound );
5232 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5233 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5234 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5235 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5237 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5238 shipfx_warpout_start( Player_obj );
5239 Player->control_mode = PCM_WARPOUT_STAGE2;
5240 Player->saved_viewer_mode = Viewer_mode;
5241 Viewer_mode |= VM_WARP_CHASE;
5243 vector tmp = Player_obj->pos;
5245 ship_get_eye( &tmp, &tmp_m, Player_obj );
5246 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5247 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5248 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5250 camera_set_position( &tmp );
5251 camera_set_orient( &Player_obj->orient );
5252 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5254 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5255 camera_set_velocity( &tmp_vel, 1);
5259 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5260 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5261 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5262 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5264 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5265 Player->control_mode = PCM_WARPOUT_STAGE3;
5269 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5270 mprintf(( "Player warped out. Going to debriefing!\n" ));
5271 Player->control_mode = PCM_NORMAL;
5272 Viewer_mode = Player->saved_viewer_mode;
5275 // we have a special debriefing screen for multiplayer furballs
5276 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5277 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5279 // do the normal debriefing for all other situations
5281 gameseq_post_event(GS_EVENT_DEBRIEF);
5285 case GS_EVENT_STANDALONE_POSTGAME:
5286 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5289 case GS_EVENT_INITIAL_PLAYER_SELECT:
5290 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5293 case GS_EVENT_GAME_INIT:
5294 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5295 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5297 // see if the command line option has been set to use the last pilot, and act acoordingly
5298 if( player_select_get_last_pilot() ) {
5299 // always enter the main menu -- do the automatic network startup stuff elsewhere
5300 // so that we still have valid checks for networking modes, etc.
5301 gameseq_set_state(GS_STATE_MAIN_MENU);
5303 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5308 case GS_EVENT_MULTI_MISSION_SYNC:
5309 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5312 case GS_EVENT_MULTI_START_GAME:
5313 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5316 case GS_EVENT_MULTI_HOST_OPTIONS:
5317 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5320 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5321 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5324 case GS_EVENT_TEAM_SELECT:
5325 gameseq_set_state(GS_STATE_TEAM_SELECT);
5328 case GS_EVENT_END_CAMPAIGN:
5329 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5332 case GS_EVENT_END_DEMO:
5333 gameseq_set_state(GS_STATE_END_DEMO);
5336 case GS_EVENT_LOOP_BRIEF:
5337 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5346 // Called when a state is being left.
5347 // The current state is still at old_state, but as soon as
5348 // this function leaves, then the current state will become
5349 // new state. You should never try to change the state
5350 // in here... if you think you need to, you probably really
5351 // need to post an event, not change the state.
5352 void game_leave_state( int old_state, int new_state )
5354 int end_mission = 1;
5356 switch (new_state) {
5357 case GS_STATE_GAME_PAUSED:
5358 case GS_STATE_DEBUG_PAUSED:
5359 case GS_STATE_OPTIONS_MENU:
5360 case GS_STATE_CONTROL_CONFIG:
5361 case GS_STATE_MISSION_LOG_SCROLLBACK:
5362 case GS_STATE_DEATH_DIED:
5363 case GS_STATE_SHOW_GOALS:
5364 case GS_STATE_HOTKEY_SCREEN:
5365 case GS_STATE_MULTI_PAUSED:
5366 case GS_STATE_TRAINING_PAUSED:
5367 case GS_STATE_EVENT_DEBUG:
5368 case GS_STATE_GAMEPLAY_HELP:
5369 end_mission = 0; // these events shouldn't end a mission
5373 switch (old_state) {
5374 case GS_STATE_BRIEFING:
5375 brief_stop_voices();
5376 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5377 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5378 && (new_state != GS_STATE_TEAM_SELECT) ){
5379 common_select_close();
5380 if ( new_state == GS_STATE_MAIN_MENU ) {
5381 freespace_stop_mission();
5385 // COMMAND LINE OPTION
5386 if (Cmdline_multi_stream_chat_to_file){
5387 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5388 cfclose(Multi_chat_stream);
5392 case GS_STATE_DEBRIEF:
5393 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5398 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5399 multi_df_debrief_close();
5402 case GS_STATE_LOAD_MISSION_MENU:
5405 case GS_STATE_SIMULATOR_ROOM:
5409 case GS_STATE_CAMPAIGN_ROOM:
5410 campaign_room_close();
5413 case GS_STATE_CMD_BRIEF:
5414 if (new_state == GS_STATE_OPTIONS_MENU) {
5419 if (new_state == GS_STATE_MAIN_MENU)
5420 freespace_stop_mission();
5425 case GS_STATE_RED_ALERT:
5429 case GS_STATE_SHIP_SELECT:
5430 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5431 new_state != GS_STATE_HOTKEY_SCREEN &&
5432 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5433 common_select_close();
5434 if ( new_state == GS_STATE_MAIN_MENU ) {
5435 freespace_stop_mission();
5440 case GS_STATE_WEAPON_SELECT:
5441 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5442 new_state != GS_STATE_HOTKEY_SCREEN &&
5443 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5444 common_select_close();
5445 if ( new_state == GS_STATE_MAIN_MENU ) {
5446 freespace_stop_mission();
5451 case GS_STATE_TEAM_SELECT:
5452 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5453 new_state != GS_STATE_HOTKEY_SCREEN &&
5454 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5455 common_select_close();
5456 if ( new_state == GS_STATE_MAIN_MENU ) {
5457 freespace_stop_mission();
5462 case GS_STATE_MAIN_MENU:
5463 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5470 case GS_STATE_OPTIONS_MENU:
5471 //game_start_time();
5472 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5473 multi_join_clear_game_list();
5475 options_menu_close();
5478 case GS_STATE_BARRACKS_MENU:
5479 if(new_state != GS_STATE_VIEW_MEDALS){
5484 case GS_STATE_MISSION_LOG_SCROLLBACK:
5485 hud_scrollback_close();
5488 case GS_STATE_TRAINING_MENU:
5489 training_menu_close();
5492 case GS_STATE_GAME_PLAY:
5493 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5494 player_save_target_and_weapon_link_prefs();
5495 game_stop_looped_sounds();
5498 sound_env_disable();
5499 joy_ff_stop_effects();
5501 // stop game time under certain conditions
5502 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5507 // shut down any recording or playing demos
5512 // when in multiplayer and going back to the main menu, send a leave game packet
5513 // right away (before calling stop mission). stop_mission was taking to long to
5514 // close mission down and I want people to get notified ASAP.
5515 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5516 multi_quit_game(PROMPT_NONE);
5519 freespace_stop_mission();
5520 Game_time_compression = F1_0;
5524 case GS_STATE_TECH_MENU:
5528 case GS_STATE_TRAINING_PAUSED:
5529 Training_num_lines = 0;
5530 // fall through to GS_STATE_GAME_PAUSED
5532 case GS_STATE_GAME_PAUSED:
5534 if ( end_mission ) {
5539 case GS_STATE_DEBUG_PAUSED:
5542 pause_debug_close();
5546 case GS_STATE_HUD_CONFIG:
5550 // join/start a game
5551 case GS_STATE_MULTI_JOIN_GAME:
5552 if(new_state != GS_STATE_OPTIONS_MENU){
5553 multi_join_game_close();
5557 case GS_STATE_MULTI_HOST_SETUP:
5558 case GS_STATE_MULTI_CLIENT_SETUP:
5559 // if this is just the host going into the options screen, don't do anything
5560 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5564 // close down the proper state
5565 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5566 multi_create_game_close();
5568 multi_game_client_setup_close();
5571 // COMMAND LINE OPTION
5572 if (Cmdline_multi_stream_chat_to_file){
5573 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5574 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5575 cfclose(Multi_chat_stream);
5580 case GS_STATE_CONTROL_CONFIG:
5581 control_config_close();
5584 case GS_STATE_DEATH_DIED:
5585 Game_mode &= ~GM_DEAD_DIED;
5587 // early end while respawning or blowing up in a multiplayer game
5588 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5590 freespace_stop_mission();
5594 case GS_STATE_DEATH_BLEW_UP:
5595 Game_mode &= ~GM_DEAD_BLEW_UP;
5597 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5598 // to determine if I should do anything.
5599 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5601 freespace_stop_mission();
5604 // if we are not respawing as an observer or as a player, our new state will not
5605 // be gameplay state.
5606 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5607 game_stop_time(); // hasn't been called yet!!
5608 freespace_stop_mission();
5614 case GS_STATE_CREDITS:
5618 case GS_STATE_VIEW_MEDALS:
5622 case GS_STATE_SHOW_GOALS:
5623 mission_show_goals_close();
5626 case GS_STATE_HOTKEY_SCREEN:
5627 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5628 mission_hotkey_close();
5632 case GS_STATE_MULTI_MISSION_SYNC:
5633 // if we're moving into the options menu, don't do anything
5634 if(new_state == GS_STATE_OPTIONS_MENU){
5638 SDL_assert( Game_mode & GM_MULTIPLAYER );
5640 if ( new_state == GS_STATE_GAME_PLAY ){
5641 // palette_restore_palette();
5643 // change a couple of flags to indicate our state!!!
5644 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5645 send_netplayer_update_packet();
5647 // set the game mode
5648 Game_mode |= GM_IN_MISSION;
5652 case GS_STATE_VIEW_CUTSCENES:
5653 cutscenes_screen_close();
5656 case GS_STATE_MULTI_STD_WAIT:
5657 multi_standalone_wait_close();
5660 case GS_STATE_STANDALONE_MAIN:
5661 standalone_main_close();
5662 if(new_state == GS_STATE_MULTI_STD_WAIT){
5663 init_multiplayer_stats();
5667 case GS_STATE_MULTI_PAUSED:
5668 // if ( end_mission ){
5673 case GS_STATE_INGAME_PRE_JOIN:
5674 multi_ingame_select_close();
5677 case GS_STATE_STANDALONE_POSTGAME:
5678 multi_standalone_postgame_close();
5681 case GS_STATE_INITIAL_PLAYER_SELECT:
5682 player_select_close();
5685 case GS_STATE_MULTI_START_GAME:
5686 multi_start_game_close();
5689 case GS_STATE_MULTI_HOST_OPTIONS:
5690 multi_host_options_close();
5693 case GS_STATE_END_OF_CAMPAIGN:
5694 mission_campaign_end_close();
5697 case GS_STATE_LOOP_BRIEF:
5702 if (new_state != GS_STATE_PXO_HELP) {
5707 case GS_STATE_PXO_HELP:
5708 multi_pxo_help_close();
5713 // Called when a state is being entered.
5714 // The current state is set to the state we're entering at
5715 // this point, and old_state is set to the state we're coming
5716 // from. You should never try to change the state
5717 // in here... if you think you need to, you probably really
5718 // need to post an event, not change the state.
5720 void game_enter_state( int old_state, int new_state )
5722 switch (new_state) {
5723 case GS_STATE_MAIN_MENU:
5724 // in multiplayer mode, be sure that we are not doing networking anymore.
5725 if ( Game_mode & GM_MULTIPLAYER ) {
5726 SDL_assert( Net_player != NULL );
5727 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5730 Game_time_compression = F1_0;
5732 // determine which ship this guy is currently based on
5733 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5736 if (Player->on_bastion) {
5744 case GS_STATE_BRIEFING:
5745 main_hall_stop_music();
5746 main_hall_stop_ambient();
5748 if (Game_mode & GM_NORMAL) {
5749 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5750 // MWA: or from options or hotkey screens
5751 // JH: or if the command brief state already did this
5752 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5753 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5754 && (old_state != GS_STATE_CMD_BRIEF) ) {
5755 if ( !game_start_mission() ) // this should put us into a new state on failure!
5759 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5760 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5761 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5763 Game_time_compression = F1_0;
5765 if ( red_alert_mission() ) {
5766 gameseq_post_event(GS_EVENT_RED_ALERT);
5773 case GS_STATE_DEBRIEF:
5774 game_stop_looped_sounds();
5775 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
5776 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5781 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5782 multi_df_debrief_init();
5785 case GS_STATE_LOAD_MISSION_MENU:
5788 case GS_STATE_SIMULATOR_ROOM:
5792 case GS_STATE_CAMPAIGN_ROOM:
5793 campaign_room_init();
5796 case GS_STATE_RED_ALERT:
5797 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5801 case GS_STATE_CMD_BRIEF: {
5802 int team_num = 0; // team number used as index for which cmd brief to use.
5804 if (old_state == GS_STATE_OPTIONS_MENU) {
5808 main_hall_stop_music();
5809 main_hall_stop_ambient();
5811 if (Game_mode & GM_NORMAL) {
5812 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5813 // MWA: or from options or hotkey screens
5814 // JH: or if the command brief state already did this
5815 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5816 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5817 if ( !game_start_mission() ) // this should put us into a new state on failure!
5822 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5823 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5824 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5826 cmd_brief_init(team_num);
5832 case GS_STATE_SHIP_SELECT:
5836 case GS_STATE_WEAPON_SELECT:
5837 weapon_select_init();
5840 case GS_STATE_TEAM_SELECT:
5844 case GS_STATE_GAME_PAUSED:
5849 case GS_STATE_DEBUG_PAUSED:
5850 // game_stop_time();
5851 // os_set_title("FreeSpace - PAUSED");
5854 case GS_STATE_TRAINING_PAUSED:
5861 case GS_STATE_OPTIONS_MENU:
5863 options_menu_init();
5866 case GS_STATE_GAME_PLAY:
5867 // coming from the gameplay state or the main menu, we might need to load the mission
5868 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5869 if ( !game_start_mission() ) // this should put us into a new state.
5874 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5875 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
5876 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5877 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5878 (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)) ) {
5879 // JAS: Used to do all paging here.
5883 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5887 main_hall_stop_music();
5888 main_hall_stop_ambient();
5889 event_music_first_pattern(); // start the first pattern
5892 // special code that restores player ship selection and weapons loadout when doing a quick start
5893 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
5894 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5895 wss_direct_restore_loadout();
5899 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5900 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
5901 event_music_first_pattern(); // start the first pattern
5904 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
5905 event_music_first_pattern(); // start the first pattern
5907 player_restore_target_and_weapon_link_prefs();
5909 Game_mode |= GM_IN_MISSION;
5912 // required to truely make mouse deltas zeroed in debug mouse code
5913 void mouse_force_pos(int x, int y);
5914 if (!Is_standalone) {
5915 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
5921 // only start time if in single player, or coming from multi wait state
5924 (Game_mode & GM_NORMAL) &&
5925 (old_state != GS_STATE_VIEW_CUTSCENES)
5927 (Game_mode & GM_MULTIPLAYER) && (
5928 (old_state == GS_STATE_MULTI_PAUSED) ||
5929 (old_state == GS_STATE_MULTI_MISSION_SYNC)
5935 // when coming from the multi paused state, reset the timestamps
5936 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
5937 multi_reset_timestamps();
5940 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
5941 // initialize all object update details
5942 multi_oo_gameplay_init();
5945 // under certain circumstances, the server should reset the object update rate limiting stuff
5946 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
5947 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
5949 // reinitialize the rate limiting system for all clients
5950 multi_oo_rate_init_all();
5953 // multiplayer clients should always re-initialize their control info rate limiting system
5954 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
5955 multi_oo_rate_init_all();
5959 if(Game_mode & GM_MULTIPLAYER){
5960 multi_ping_reset_players();
5963 Game_subspace_effect = 0;
5964 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
5965 Game_subspace_effect = 1;
5966 if( !(Game_mode & GM_STANDALONE_SERVER) ){
5967 game_start_subspace_ambient_sound();
5971 sound_env_set(&Game_sound_env);
5972 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
5974 // clear multiplayer button info i
5975 extern button_info Multi_ship_status_bi;
5976 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5979 case GS_STATE_HUD_CONFIG:
5983 case GS_STATE_MULTI_JOIN_GAME:
5984 multi_join_clear_game_list();
5986 if (old_state != GS_STATE_OPTIONS_MENU) {
5987 multi_join_game_init();
5992 case GS_STATE_MULTI_HOST_SETUP:
5993 // don't reinitialize if we're coming back from the host options screen
5994 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
5995 multi_create_game_init();
6000 case GS_STATE_MULTI_CLIENT_SETUP:
6001 if (old_state != GS_STATE_OPTIONS_MENU) {
6002 multi_game_client_setup_init();
6007 case GS_STATE_CONTROL_CONFIG:
6008 control_config_init();
6011 case GS_STATE_TECH_MENU:
6015 case GS_STATE_BARRACKS_MENU:
6016 if(old_state != GS_STATE_VIEW_MEDALS){
6021 case GS_STATE_MISSION_LOG_SCROLLBACK:
6022 hud_scrollback_init();
6025 case GS_STATE_DEATH_DIED:
6026 Player_died_time = timestamp(10);
6028 if(!(Game_mode & GM_MULTIPLAYER)){
6029 player_show_death_message();
6031 Game_mode |= GM_DEAD_DIED;
6034 case GS_STATE_DEATH_BLEW_UP:
6035 if ( !popupdead_is_active() ) {
6036 Player_ai->target_objnum = -1;
6039 // stop any local EMP effect
6042 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6043 Game_mode |= GM_DEAD_BLEW_UP;
6044 Show_viewing_from_self = 0;
6046 // timestamp how long we should wait before displaying the died popup
6047 if ( !popupdead_is_active() ) {
6048 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6052 case GS_STATE_GAMEPLAY_HELP:
6053 gameplay_help_init();
6056 case GS_STATE_CREDITS:
6057 main_hall_stop_music();
6058 main_hall_stop_ambient();
6062 case GS_STATE_VIEW_MEDALS:
6063 medal_main_init(Player);
6066 case GS_STATE_SHOW_GOALS:
6067 mission_show_goals_init();
6070 case GS_STATE_HOTKEY_SCREEN:
6071 mission_hotkey_init();
6074 case GS_STATE_MULTI_MISSION_SYNC:
6075 // if we're coming from the options screen, don't do any
6076 if(old_state == GS_STATE_OPTIONS_MENU){
6080 switch(Multi_sync_mode){
6081 case MULTI_SYNC_PRE_BRIEFING:
6082 // if moving from game forming to the team select state
6085 case MULTI_SYNC_POST_BRIEFING:
6086 // if moving from briefing into the mission itself
6089 // tell everyone that we're now loading data
6090 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6091 send_netplayer_update_packet();
6093 // JAS: Used to do all paging here!!!!
6095 Net_player->state = NETPLAYER_STATE_WAITING;
6096 send_netplayer_update_packet();
6098 Game_time_compression = F1_0;
6100 case MULTI_SYNC_INGAME:
6106 case GS_STATE_VIEW_CUTSCENES:
6107 cutscenes_screen_init();
6110 case GS_STATE_MULTI_STD_WAIT:
6111 multi_standalone_wait_init();
6114 case GS_STATE_STANDALONE_MAIN:
6115 // don't initialize if we're coming from one of these 2 states unless there are no
6116 // players left (reset situation)
6117 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6118 standalone_main_init();
6122 case GS_STATE_MULTI_PAUSED:
6126 case GS_STATE_INGAME_PRE_JOIN:
6127 multi_ingame_select_init();
6130 case GS_STATE_STANDALONE_POSTGAME:
6131 multi_standalone_postgame_init();
6134 case GS_STATE_INITIAL_PLAYER_SELECT:
6135 player_select_init();
6138 case GS_STATE_MULTI_START_GAME:
6139 multi_start_game_init();
6142 case GS_STATE_MULTI_HOST_OPTIONS:
6143 multi_host_options_init();
6146 case GS_STATE_END_OF_CAMPAIGN:
6147 mission_campaign_end_init();
6150 case GS_STATE_LOOP_BRIEF:
6155 if (old_state != GS_STATE_PXO_HELP) {
6157 // TODO: use_last_channel?
6163 case GS_STATE_PXO_HELP:
6164 multi_pxo_help_init();
6170 // do stuff that may need to be done regardless of state
6171 void game_do_state_common(int state,int no_networking)
6173 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6174 snd_do_frame(); // update sound system
6175 event_music_do_frame(); // music needs to play across many states
6177 multi_log_process();
6179 if (no_networking) {
6183 // maybe do a multiplayer frame based on game mode and state type
6184 if (Game_mode & GM_MULTIPLAYER) {
6186 case GS_STATE_OPTIONS_MENU:
6187 case GS_STATE_GAMEPLAY_HELP:
6188 case GS_STATE_HOTKEY_SCREEN:
6189 case GS_STATE_HUD_CONFIG:
6190 case GS_STATE_CONTROL_CONFIG:
6191 case GS_STATE_MISSION_LOG_SCROLLBACK:
6192 case GS_STATE_SHOW_GOALS:
6193 case GS_STATE_VIEW_CUTSCENES:
6194 case GS_STATE_EVENT_DEBUG:
6195 multi_maybe_do_frame();
6199 game_do_networking();
6203 // Called once a frame.
6204 // You should never try to change the state
6205 // in here... if you think you need to, you probably really
6206 // need to post an event, not change the state.
6207 int Game_do_state_should_skip = 0;
6208 void game_do_state(int state)
6210 // always lets the do_state_common() function determine if the state should be skipped
6211 Game_do_state_should_skip = 0;
6213 // legal to set the should skip state anywhere in this function
6214 game_do_state_common(state); // do stuff that may need to be done regardless of state
6216 if(Game_do_state_should_skip){
6221 case GS_STATE_MAIN_MENU:
6222 game_set_frametime(GS_STATE_MAIN_MENU);
6223 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6226 main_hall_do(flFrametime);
6230 case GS_STATE_OPTIONS_MENU:
6231 game_set_frametime(GS_STATE_OPTIONS_MENU);
6232 options_menu_do_frame(flFrametime);
6235 case GS_STATE_BARRACKS_MENU:
6236 game_set_frametime(GS_STATE_BARRACKS_MENU);
6237 barracks_do_frame(flFrametime);
6240 case GS_STATE_TRAINING_MENU:
6241 game_set_frametime(GS_STATE_TRAINING_MENU);
6242 training_menu_do_frame(flFrametime);
6245 case GS_STATE_TECH_MENU:
6246 game_set_frametime(GS_STATE_TECH_MENU);
6247 techroom_do_frame(flFrametime);
6250 case GS_STATE_GAMEPLAY_HELP:
6251 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6252 gameplay_help_do_frame(flFrametime);
6255 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6259 case GS_STATE_GAME_PAUSED:
6263 case GS_STATE_DEBUG_PAUSED:
6265 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6270 case GS_STATE_TRAINING_PAUSED:
6271 game_training_pause_do();
6274 case GS_STATE_LOAD_MISSION_MENU:
6278 case GS_STATE_BRIEFING:
6279 game_set_frametime(GS_STATE_BRIEFING);
6280 brief_do_frame(flFrametime);
6283 case GS_STATE_DEBRIEF:
6284 game_set_frametime(GS_STATE_DEBRIEF);
6285 debrief_do_frame(flFrametime);
6288 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6289 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6290 multi_df_debrief_do();
6293 case GS_STATE_SHIP_SELECT:
6294 game_set_frametime(GS_STATE_SHIP_SELECT);
6295 ship_select_do(flFrametime);
6298 case GS_STATE_WEAPON_SELECT:
6299 game_set_frametime(GS_STATE_WEAPON_SELECT);
6300 weapon_select_do(flFrametime);
6303 case GS_STATE_MISSION_LOG_SCROLLBACK:
6304 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6305 hud_scrollback_do_frame(flFrametime);
6308 case GS_STATE_HUD_CONFIG:
6309 game_set_frametime(GS_STATE_HUD_CONFIG);
6310 hud_config_do_frame(flFrametime);
6313 case GS_STATE_MULTI_JOIN_GAME:
6314 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6315 multi_join_game_do_frame();
6318 case GS_STATE_MULTI_HOST_SETUP:
6319 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6320 multi_create_game_do();
6323 case GS_STATE_MULTI_CLIENT_SETUP:
6324 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6325 multi_game_client_setup_do_frame();
6328 case GS_STATE_CONTROL_CONFIG:
6329 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6330 control_config_do_frame(flFrametime);
6333 case GS_STATE_DEATH_DIED:
6337 case GS_STATE_DEATH_BLEW_UP:
6341 case GS_STATE_SIMULATOR_ROOM:
6342 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6343 sim_room_do_frame(flFrametime);
6346 case GS_STATE_CAMPAIGN_ROOM:
6347 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6348 campaign_room_do_frame(flFrametime);
6351 case GS_STATE_RED_ALERT:
6352 game_set_frametime(GS_STATE_RED_ALERT);
6353 red_alert_do_frame(flFrametime);
6356 case GS_STATE_CMD_BRIEF:
6357 game_set_frametime(GS_STATE_CMD_BRIEF);
6358 cmd_brief_do_frame(flFrametime);
6361 case GS_STATE_CREDITS:
6362 game_set_frametime(GS_STATE_CREDITS);
6363 credits_do_frame(flFrametime);
6366 case GS_STATE_VIEW_MEDALS:
6367 game_set_frametime(GS_STATE_VIEW_MEDALS);
6371 case GS_STATE_SHOW_GOALS:
6372 game_set_frametime(GS_STATE_SHOW_GOALS);
6373 mission_show_goals_do_frame(flFrametime);
6376 case GS_STATE_HOTKEY_SCREEN:
6377 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6378 mission_hotkey_do_frame(flFrametime);
6381 case GS_STATE_VIEW_CUTSCENES:
6382 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6383 cutscenes_screen_do_frame();
6386 case GS_STATE_MULTI_STD_WAIT:
6387 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6388 multi_standalone_wait_do();
6391 case GS_STATE_STANDALONE_MAIN:
6392 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6393 standalone_main_do();
6396 case GS_STATE_MULTI_PAUSED:
6397 game_set_frametime(GS_STATE_MULTI_PAUSED);
6401 case GS_STATE_TEAM_SELECT:
6402 game_set_frametime(GS_STATE_TEAM_SELECT);
6406 case GS_STATE_INGAME_PRE_JOIN:
6407 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6408 multi_ingame_select_do();
6411 case GS_STATE_EVENT_DEBUG:
6413 game_set_frametime(GS_STATE_EVENT_DEBUG);
6414 game_show_event_debug(flFrametime);
6418 case GS_STATE_STANDALONE_POSTGAME:
6419 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6420 multi_standalone_postgame_do();
6423 case GS_STATE_INITIAL_PLAYER_SELECT:
6424 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6428 case GS_STATE_MULTI_MISSION_SYNC:
6429 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6433 case GS_STATE_MULTI_START_GAME:
6434 game_set_frametime(GS_STATE_MULTI_START_GAME);
6435 multi_start_game_do();
6438 case GS_STATE_MULTI_HOST_OPTIONS:
6439 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6440 multi_host_options_do();
6443 case GS_STATE_END_OF_CAMPAIGN:
6444 mission_campaign_end_do();
6447 case GS_STATE_END_DEMO:
6448 game_set_frametime(GS_STATE_END_DEMO);
6449 end_demo_campaign_do();
6452 case GS_STATE_LOOP_BRIEF:
6453 game_set_frametime(GS_STATE_LOOP_BRIEF);
6458 game_set_frametime(GS_STATE_PXO);
6462 case GS_STATE_PXO_HELP:
6463 game_set_frametime(GS_STATE_PXO_HELP);
6464 multi_pxo_help_do();
6467 } // end switch(gs_current_state)
6471 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6472 int game_do_ram_check(int ram_in_mbytes)
6474 if ( ram_in_mbytes < 30 ) {
6475 int allowed_to_run = 1;
6476 if ( ram_in_mbytes < 25 ) {
6482 if ( allowed_to_run ) {
6483 SDL_MessageBoxData mboxd;
6484 SDL_MessageBoxButtonData mboxbuttons[2];
6487 // not a translated string, but it's too long and smartdrv isn't
6488 // really a thing for any OS we now support :p
6489 // 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);
6490 SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n\nPress 'OK' to continue running with less than the minimum required memory.\n", ram_in_mbytes);
6492 mboxbuttons[0].buttonid = 0;
6493 mboxbuttons[0].text = XSTR("Ok", 503);
6494 mboxbuttons[0].flags = 0;
6496 mboxbuttons[1].buttonid = 1;
6497 mboxbuttons[1].text = XSTR("Cancel", 504);
6498 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6500 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6501 mboxd.title = XSTR( "Not Enough RAM", 194);
6502 mboxd.message = tmp;
6503 mboxd.numbuttons = 2;
6504 mboxd.buttons = mboxbuttons;
6505 mboxd.window = NULL;
6506 mboxd.colorScheme = NULL;
6508 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6510 if ( msgbox_rval == 1 ) {
6514 // not a translated string, but it's too long and smartdrv isn't
6515 // really a thing for any OS we now support :p
6516 // 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);
6517 SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n", ram_in_mbytes);
6519 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6528 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6529 // If so, copy it over and remove the update directory.
6530 void game_maybe_update_launcher(char *exe_dir)
6535 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6539 int sub_total_destroyed = 0;
6543 // get the total for all his children
6544 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6545 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6548 // find the # of faces for this _individual_ object
6549 total = submodel_get_num_polys(model_num, sm);
6550 if(strstr(pm->submodel[sm].name, "-destroyed")){
6551 sub_total_destroyed = total;
6555 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6558 *out_total += total + sub_total;
6559 *out_destroyed_total += sub_total_destroyed;
6562 #define BAIL() do { int x; for(x=0; x<num_files; x++){ if(pof_list[x] != NULL){free(pof_list[x]); pof_list[x] = NULL;}} return;} while(0);
6563 void game_spew_pof_info()
6565 char *pof_list[1000];
6568 int idx, model_num, i, j;
6570 int total, root_total, model_total, destroyed_total, counted;
6574 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6576 // spew info on all the pofs
6582 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6587 for(idx=0; idx<num_files; idx++, counted++){
6588 SDL_snprintf(str, SDL_arraysize(str), "%s.pof", pof_list[idx]);
6589 model_num = model_load(str, 0, NULL);
6591 pm = model_get(model_num);
6593 // if we have a real model
6598 // go through and print all raw submodels
6599 cfputs("RAW\n", out);
6602 for (i=0; i<pm->n_models; i++) {
6603 total = submodel_get_num_polys(model_num, i);
6605 model_total += total;
6606 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6609 SDL_snprintf(str, SDL_arraysize(str), "Model total %d\n", model_total);
6612 // now go through and do it by LOD
6613 cfputs("BY LOD\n\n", out);
6614 for(i=0; i<pm->n_detail_levels; i++){
6615 SDL_snprintf(str, SDL_arraysize(str), "LOD %d\n", i);
6619 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6621 destroyed_total = 0;
6622 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6623 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6626 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6629 SDL_snprintf(str, SDL_arraysize(str), "TOTAL: %d\n", total + root_total);
6631 SDL_snprintf(str, SDL_arraysize(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6633 SDL_snprintf(str, SDL_arraysize(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6636 cfputs("------------------------------------------------------------------------\n\n", out);
6640 if(counted >= MAX_POLYGON_MODELS - 5){
6653 game_spew_pof_info();
6656 int game_main(const char *szCmdLine)
6660 // Find out how much RAM is on this machine
6661 Freespace_total_ram = SDL_GetSystemRAM();
6663 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6667 if (!vm_init(24*1024*1024)) {
6668 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);
6672 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6674 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);
6683 extern void windebug_memwatch_init();
6684 windebug_memwatch_init();
6692 mprintf(("Platform: %s\n", SDL_GetPlatform()));
6693 mprintf(("CPU: %d %s\n", SDL_GetCPUCount(), (SDL_GetCPUCount() == 1) ? "core" : "cores"));
6694 mprintf(("Memory: %dMB\n", Freespace_total_ram));
6695 mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? "little" : "big"));
6697 parse_cmdline(szCmdLine);
6699 mprintf(("--------------------------------------------------------------------------------\n"));
6701 #ifdef STANDALONE_ONLY_BUILD
6703 nprintf(("Network", "Standalone running"));
6706 nprintf(("Network", "Standalone running"));
6713 // maybe spew pof stuff
6714 if(Cmdline_spew_pof_info){
6715 game_spew_pof_info();
6720 // non-demo, non-standalone, play the intro movie
6722 if ( !Is_standalone ) {
6724 // release -- movies always play
6727 // 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
6728 movie_play( NOX("intro.mve") );
6730 // debug version, movie will only play with -showmovies
6731 #elif !defined(NDEBUG)
6733 movie_play( NOX("intro.mve") );
6736 if ( Cmdline_show_movies )
6737 movie_play( NOX("intro.mve") );
6746 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6748 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
6752 // only important for non THREADED mode
6755 state = gameseq_process_events();
6756 if ( state == GS_STATE_QUIT_GAME ){
6761 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6763 demo_upsell_show_screens();
6765 #elif defined(OEM_BUILD)
6766 // show upsell screens on exit
6767 oem_upsell_show_screens();
6774 // launcher the fslauncher program on exit
6775 void game_launch_launcher_on_exit()
6783 // This function is called when FreeSpace terminates normally.
6785 void game_shutdown(void)
6787 // don't ever flip a page on the standalone!
6788 if(!(Game_mode & GM_STANDALONE_SERVER)){
6794 // if the player has left the "player select" screen and quit the game without actually choosing
6795 // a player, Player will be NULL, in which case we shouldn't write the player file out!
6796 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6800 // load up common multiplayer icons
6801 multi_unload_common_icons();
6803 shockwave_close(); // release any memory used by shockwave system
6804 fireball_close(); // free fireball system
6805 ship_close(); // free any memory that was allocated for the ships
6806 weapon_close(); // free any memory that was allocated for the weapons
6807 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6808 unload_animating_pointer();// frees the frames used for the animating mouse pointer
6809 bm_unload_all(); // free bitmaps
6810 mission_campaign_close(); // close out the campaign stuff
6811 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
6812 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
6814 #ifdef MULTI_USE_LAG
6818 // the menu close functions will unload the bitmaps if they were displayed during the game
6819 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6822 context_help_close(); // close out help system
6823 training_menu_close();
6824 lcl_close(); // be sure localization is closed out
6827 // free left-over memory from parsed tables
6828 cutscene_tbl_close();
6830 scoring_tbl_close();
6831 player_tips_close();
6833 extern void joy_close();
6836 audiostream_close();
6838 event_music_close();
6842 // HACKITY HACK HACK
6843 // if this flag is set, we should be firing up the launcher when exiting freespace
6844 extern int Multi_update_fireup_launcher_on_exit;
6845 if(Multi_update_fireup_launcher_on_exit){
6846 game_launch_launcher_on_exit();
6850 // game_stop_looped_sounds()
6852 // This function will call the appropriate stop looped sound functions for those
6853 // modules which use looping sounds. It is not enough just to stop a looping sound
6854 // at the DirectSound level, the game is keeping track of looping sounds, and this
6855 // function is used to inform the game that looping sounds are being halted.
6857 void game_stop_looped_sounds()
6859 hud_stop_looped_locking_sounds();
6860 hud_stop_looped_engine_sounds();
6861 afterburner_stop_sounds();
6862 player_stop_looped_sounds();
6863 obj_snd_stop_all(); // stop all object-linked persistant sounds
6864 game_stop_subspace_ambient_sound();
6865 snd_stop(Radar_static_looping);
6866 Radar_static_looping = -1;
6867 snd_stop(Target_static_looping);
6868 shipfx_stop_engine_wash_sound();
6869 Target_static_looping = -1;
6872 //////////////////////////////////////////////////////////////////////////
6874 // Code for supporting an animating mouse pointer
6877 //////////////////////////////////////////////////////////////////////////
6879 typedef struct animating_obj
6888 static animating_obj Animating_mouse;
6890 // ----------------------------------------------------------------------------
6891 // init_animating_pointer()
6893 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6894 // gets properly initialized
6896 void init_animating_pointer()
6898 Animating_mouse.first_frame = -1;
6899 Animating_mouse.num_frames = 0;
6900 Animating_mouse.current_frame = -1;
6901 Animating_mouse.time = 0.0f;
6902 Animating_mouse.elapsed_time = 0.0f;
6905 // ----------------------------------------------------------------------------
6906 // load_animating_pointer()
6908 // Called at game init to load in the frames for the animating mouse pointer
6910 // input: filename => filename of animation file that holds the animation
6912 void load_animating_pointer(const char *filename, int dx, int dy)
6917 init_animating_pointer();
6919 am = &Animating_mouse;
6920 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
6921 if ( am->first_frame == -1 )
6922 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
6923 am->current_frame = 0;
6924 am->time = am->num_frames / i2fl(fps);
6927 // ----------------------------------------------------------------------------
6928 // unload_animating_pointer()
6930 // Called at game shutdown to free the memory used to store the animation frames
6932 void unload_animating_pointer()
6937 am = &Animating_mouse;
6938 for ( i = 0; i < am->num_frames; i++ ) {
6939 SDL_assert( (am->first_frame+i) >= 0 );
6940 bm_release(am->first_frame + i);
6943 am->first_frame = -1;
6945 am->current_frame = -1;
6948 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
6949 void game_render_mouse(float frametime)
6954 // if animating cursor exists, play the next frame
6955 am = &Animating_mouse;
6956 if ( am->first_frame != -1 ) {
6957 mouse_get_pos(&mx, &my);
6958 am->elapsed_time += frametime;
6959 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
6960 if ( am->current_frame >= am->num_frames ) {
6961 am->current_frame = 0;
6962 am->elapsed_time = 0.0f;
6964 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
6968 // ----------------------------------------------------------------------------
6969 // game_maybe_draw_mouse()
6971 // determines whether to draw the mouse pointer at all, and what frame of
6972 // animation to use if the mouse is animating
6974 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
6976 // input: frametime => elapsed frame time in seconds since last call
6978 void game_maybe_draw_mouse(float frametime)
6982 game_state = gameseq_get_state();
6984 switch ( game_state ) {
6985 case GS_STATE_GAME_PAUSED:
6986 // case GS_STATE_MULTI_PAUSED:
6987 case GS_STATE_GAME_PLAY:
6988 case GS_STATE_DEATH_DIED:
6989 case GS_STATE_DEATH_BLEW_UP:
6990 if ( popup_active() || popupdead_is_active() ) {
7002 if ( !Mouse_hidden )
7003 game_render_mouse(frametime);
7007 void game_do_training_checks()
7011 waypoint_list *wplp;
7013 if (Training_context & TRAINING_CONTEXT_SPEED) {
7014 s = (int) Player_obj->phys_info.fspeed;
7015 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7016 if (!Training_context_speed_set) {
7017 Training_context_speed_set = 1;
7018 Training_context_speed_timestamp = timestamp();
7022 Training_context_speed_set = 0;
7025 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7026 wplp = &Waypoint_lists[Training_context_path];
7027 if (wplp->count > Training_context_goal_waypoint) {
7028 i = Training_context_goal_waypoint;
7030 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7031 if (d <= Training_context_distance) {
7032 Training_context_at_waypoint = i;
7033 if (Training_context_goal_waypoint == i) {
7034 Training_context_goal_waypoint++;
7035 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7042 if (i == wplp->count)
7045 } while (i != Training_context_goal_waypoint);
7049 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7050 Players_target = Player_ai->target_objnum;
7051 Players_targeted_subsys = Player_ai->targeted_subsys;
7052 Players_target_timestamp = timestamp();
7056 /////////// Following is for event debug view screen
7060 #define EVENT_DEBUG_MAX 5000
7061 #define EVENT_DEBUG_EVENT 0x8000
7063 int Event_debug_index[EVENT_DEBUG_MAX];
7066 void game_add_event_debug_index(int n, int indent)
7068 if (ED_count < EVENT_DEBUG_MAX)
7069 Event_debug_index[ED_count++] = n | (indent << 16);
7072 void game_add_event_debug_sexp(int n, int indent)
7077 if (Sexp_nodes[n].first >= 0) {
7078 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7079 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7083 game_add_event_debug_index(n, indent);
7084 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7085 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7087 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7090 void game_event_debug_init()
7095 for (e=0; e<Num_mission_events; e++) {
7096 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7097 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7101 void game_show_event_debug(float frametime)
7105 int font_height, font_width;
7107 static int scroll_offset = 0;
7109 k = game_check_key();
7115 if (scroll_offset < 0)
7125 scroll_offset -= 20;
7126 if (scroll_offset < 0)
7131 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7135 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7141 gr_set_color_fast(&Color_bright);
7143 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7145 gr_set_color_fast(&Color_normal);
7147 gr_get_string_size(&font_width, &font_height, NOX("test"));
7148 y_max = gr_screen.max_h - font_height - 5;
7152 while (k < ED_count) {
7153 if (y_index > y_max)
7156 z = Event_debug_index[k];
7157 if (z & EVENT_DEBUG_EVENT) {
7159 SDL_snprintf(buf, SDL_arraysize(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7160 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7161 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7162 Mission_events[z].repeat_count, Mission_events[z].interval);
7170 SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, SDL_arraysize(buf));
7171 switch (Sexp_nodes[z & 0x7fff].value) {
7173 SDL_strlcat(buf, NOX(" (True)"), SDL_arraysize(buf));
7177 SDL_strlcat(buf, NOX(" (False)"), SDL_arraysize(buf));
7180 case SEXP_KNOWN_TRUE:
7181 SDL_strlcat(buf, NOX(" (Always true)"), SDL_arraysize(buf));
7184 case SEXP_KNOWN_FALSE:
7185 SDL_strlcat(buf, NOX(" (Always false)"), SDL_arraysize(buf));
7188 case SEXP_CANT_EVAL:
7189 SDL_strlcat(buf, NOX(" (Can't eval)"), SDL_arraysize(buf));
7193 case SEXP_NAN_FOREVER:
7194 SDL_strlcat(buf, NOX(" (Not a number)"), SDL_arraysize(buf));
7199 gr_printf(10, y_index, buf);
7200 y_index += font_height;
7213 int Tmap_num_too_big = 0;
7214 int Num_models_needing_splitting = 0;
7216 void Time_model( int modelnum )
7218 // mprintf(( "Timing ship '%s'\n", si->name ));
7220 vector eye_pos, model_pos;
7221 matrix eye_orient, model_orient;
7223 polymodel *pm = model_get( modelnum );
7225 int l = strlen(pm->filename);
7227 if ( (l == '/') || (l=='\\') || (l==':')) {
7233 char *pof_file = &pm->filename[l];
7235 int model_needs_splitting = 0;
7237 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7239 for (i=0; i<pm->n_textures; i++ ) {
7240 char filename[1024];
7243 int bmp_num = pm->original_textures[i];
7244 if ( bmp_num > -1 ) {
7245 bm_get_palette(pm->original_textures[i], pal, filename, SDL_arraysize(filename) );
7247 bm_get_info( pm->original_textures[i],&w, &h );
7250 if ( (w > 512) || (h > 512) ) {
7251 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7253 model_needs_splitting++;
7256 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7260 if ( model_needs_splitting ) {
7261 Num_models_needing_splitting++;
7263 eye_orient = model_orient = vmd_identity_matrix;
7264 eye_pos = model_pos = vmd_zero_vector;
7266 eye_pos.xyz.z = -pm->rad*2.0f;
7268 vector eye_to_model;
7270 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7271 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7273 fix t1 = timer_get_fixed_seconds();
7276 ta.p = ta.b = ta.h = 0.0f;
7279 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7281 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7283 modelstats_num_polys = modelstats_num_verts = 0;
7285 while( ta.h < PI2 ) {
7288 vm_angles_2_matrix(&m1, &ta );
7289 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7296 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7298 model_clear_instance( modelnum );
7299 model_set_detail_level(0); // use highest detail level
7300 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7308 int k = key_inkey();
7309 if ( k == SDLK_ESCAPE ) {
7314 fix t2 = timer_get_fixed_seconds();
7316 if (framecount < 1) {
7320 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7321 //bitmaps_used_this_frame /= framecount;
7323 modelstats_num_polys /= framecount;
7324 modelstats_num_verts /= framecount;
7326 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7327 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 );
7329 // 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 );
7335 int Time_models = 0;
7336 DCF_BOOL( time_models, Time_models );
7338 void Do_model_timings_test()
7342 if ( !Time_models ) return;
7344 mprintf(( "Timing models!\n" ));
7348 ubyte model_used[MAX_POLYGON_MODELS];
7349 int model_id[MAX_POLYGON_MODELS];
7350 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7355 for (i=0; i<Num_ship_types; i++ ) {
7356 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7358 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7359 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7362 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7363 if ( !Texture_fp ) return;
7365 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7366 if ( !Time_fp ) return;
7368 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7369 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7371 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7372 if ( model_used[i] ) {
7373 Time_model( model_id[i] );
7377 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7378 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7387 // Call this function when you want to inform the player that a feature is not
7388 // enabled in the DEMO version of FreSpace
7389 void game_feature_not_in_demo_popup()
7391 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7394 // format the specified time (fixed point) into a nice string
7395 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7398 int hours,minutes,seconds;
7400 mtime = f2fl(m_time);
7402 // get the hours, minutes and seconds
7403 hours = (int)(mtime / 3600.0f);
7405 mtime -= (3600.0f * (float)hours);
7407 seconds = (int)mtime%60;
7408 minutes = (int)mtime/60;
7411 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7413 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7417 // Stuff version string in *str.
7418 void get_version_string(char *str, const int str_len)
7422 SDL_snprintf(str, str_len, "Dv%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7423 #if !defined(NDEBUG) && defined(GIT_INFO)
7424 SDL_strlcat(str, "~" GIT_COMMIT_HASH, str_len);
7429 if ( FS_VERSION_BUILD == 0 ) {
7430 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7432 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7435 #if !defined(NDEBUG) && defined(GIT_INFO)
7436 SDL_strlcat(str, "~" GIT_COMMIT_HASH, str_len);
7439 #if defined (FS2_DEMO)
7440 SDL_strlcat(str, " D", str_len);
7441 #elif defined (OEM_BUILD)
7442 SDL_strlcat(str, " (OEM)", str_len);
7448 char myname[_MAX_PATH];
7449 int namelen, major, minor, build, waste;
7450 unsigned int buf_size;
7456 // Find my EXE file name
7457 hMod = GetModuleHandle(NULL);
7458 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7460 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7461 infop = (char *)malloc(version_size);
7462 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7464 // get the product version
7465 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7466 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7468 sprintf(str,"Dv%d.%02d",major, minor);
7470 sprintf(str,"v%d.%02d",major, minor);
7475 void get_version_string_short(char *str, const int str_len)
7477 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7480 // ----------------------------------------------------------------
7482 // OEM UPSELL SCREENS BEGIN
7484 // ----------------------------------------------------------------
7485 #if defined(OEM_BUILD)
7487 #define NUM_OEM_UPSELL_SCREENS 3
7488 #define OEM_UPSELL_SCREEN_DELAY 10000
7490 static int Oem_upsell_bitmaps_loaded = 0;
7491 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7492 static int Oem_upsell_screen_number = 0;
7493 static int Oem_upsell_show_next_bitmap_time;
7496 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
7509 static int Oem_normal_cursor = -1;
7510 static int Oem_web_cursor = -1;
7511 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
7512 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7514 void oem_upsell_next_screen()
7516 Oem_upsell_screen_number++;
7517 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7518 // extra long delay, mouse shown on last upsell
7519 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7523 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7527 void oem_upsell_load_bitmaps()
7531 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7532 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7536 void oem_upsell_unload_bitmaps()
7540 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7541 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7542 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7547 Oem_upsell_bitmaps_loaded = 0;
7550 // clickable hotspot on 3rd OEM upsell screen
7551 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7553 28, 350, 287, 96 // x, y, w, h
7556 45, 561, 460, 152 // x, y, w, h
7560 void oem_upsell_show_screens()
7562 int current_time, k;
7565 if ( !Oem_upsell_bitmaps_loaded ) {
7566 oem_upsell_load_bitmaps();
7567 Oem_upsell_bitmaps_loaded = 1;
7570 // may use upsell screens more than once
7571 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7572 Oem_upsell_screen_number = 0;
7578 int nframes; // used to pass, not really needed (should be 1)
7579 Oem_normal_cursor = gr_get_cursor_bitmap();
7580 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7581 SDL_assert(Oem_web_cursor >= 0);
7582 if (Oem_web_cursor < 0) {
7583 Oem_web_cursor = Oem_normal_cursor;
7588 //oem_reset_trailer_timer();
7590 current_time = timer_get_milliseconds();
7595 // advance screen on keypress or timeout
7596 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7597 oem_upsell_next_screen();
7600 // check if we are done
7601 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7602 Oem_upsell_screen_number--;
7605 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7610 // show me the upsell
7611 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
7612 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7616 // if this is the 3rd upsell, make it clickable, d00d
7617 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7619 int button_state = mouse_get_pos(&mx, &my);
7620 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])
7621 && (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]) )
7624 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7627 if (button_state & MOUSE_LEFT_BUTTON) {
7629 multi_pxo_url(OEM_UPSELL_URL);
7633 // switch cursor back to normal one
7634 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7639 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7649 oem_upsell_unload_bitmaps();
7651 // switch cursor back to normal one
7652 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7656 #endif // defined(OEM_BUILD)
7657 // ----------------------------------------------------------------
7659 // OEM UPSELL SCREENS END
7661 // ----------------------------------------------------------------
7665 // ----------------------------------------------------------------
7667 // DEMO UPSELL SCREENS BEGIN
7669 // ----------------------------------------------------------------
7671 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7674 #define NUM_DEMO_UPSELL_SCREENS 4
7675 #define DEMO_UPSELL_SCREEN_DELAY 15000
7677 #define NUM_DEMO_UPSELL_SCREENS 2
7678 #define DEMO_UPSELL_SCREEN_DELAY 3000
7682 static int Demo_upsell_bitmaps_loaded = 0;
7683 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7684 static int Demo_upsell_screen_number = 0;
7685 static int Demo_upsell_show_next_bitmap_time;
7688 static const char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7714 void demo_upsell_next_screen()
7716 Demo_upsell_screen_number++;
7717 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7718 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7720 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7724 void demo_upsell_load_bitmaps()
7728 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7729 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7733 void demo_upsell_unload_bitmaps()
7737 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7738 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7739 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7744 Demo_upsell_bitmaps_loaded = 0;
7747 void demo_upsell_show_screens()
7752 if ( !Demo_upsell_bitmaps_loaded ) {
7753 demo_upsell_load_bitmaps();
7754 Demo_upsell_bitmaps_loaded = 1;
7757 // may use upsell screens more than once
7758 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7759 Demo_upsell_screen_number = 0;
7766 demo_reset_trailer_timer();
7774 if ( timer_get_milliseconds() > Demo_upsell_show_next_bitmap_time ) {
7775 demo_upsell_next_screen();
7781 demo_upsell_next_screen();
7784 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7785 Demo_upsell_screen_number--;
7788 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7793 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
7794 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7799 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7809 demo_upsell_unload_bitmaps();
7814 // ----------------------------------------------------------------
7816 // DEMO UPSELL SCREENS END
7818 // ----------------------------------------------------------------
7821 // ----------------------------------------------------------------
7823 // Subspace Ambient Sound START
7825 // ----------------------------------------------------------------
7827 static int Subspace_ambient_left_channel = -1;
7828 static int Subspace_ambient_right_channel = -1;
7831 void game_start_subspace_ambient_sound()
7833 if ( Subspace_ambient_left_channel < 0 ) {
7834 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7837 if ( Subspace_ambient_right_channel < 0 ) {
7838 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7842 void game_stop_subspace_ambient_sound()
7844 if ( Subspace_ambient_left_channel >= 0 ) {
7845 snd_stop(Subspace_ambient_left_channel);
7846 Subspace_ambient_left_channel = -1;
7849 if ( Subspace_ambient_right_channel >= 0 ) {
7850 snd_stop(Subspace_ambient_right_channel);
7851 Subspace_ambient_right_channel = -1;
7855 // ----------------------------------------------------------------
7857 // Subspace Ambient Sound END
7859 // ----------------------------------------------------------------
7861 // ----------------------------------------------------------------
7863 // Language Autodetection stuff
7866 // this layout order must match Lcl_languages in localize.cpp in order for the
7867 // correct language to be detected
7868 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7870 1366105450, // English
7872 589986744, // English
7874 -1132430286, // German
7876 -1131728960, // Polish
7879 // default setting is "-1" to use config file with English as fall back
7880 // DO NOT change the default setting here or something uncouth might happen
7881 // in the localization code
7887 // try and open the file to verify
7888 CFILE *detect = cfopen("font01.vf", "rb");
7890 // will use default setting if something went wrong
7895 // get the long checksum of the file
7897 cfseek(detect, 0, SEEK_SET);
7898 cf_chksum_long(detect, &file_checksum);
7902 // now compare the checksum/filesize against known #'s
7903 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
7904 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
7909 // notify if a match was not found, include detected checksum
7910 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
7911 printf("Using default language...\n\n");
7917 // End Auto Lang stuff
7919 // ----------------------------------------------------------------
7921 // ----------------------------------------------------------------
7922 // SHIPS TBL VERIFICATION STUFF
7925 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
7926 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
7927 #define NUM_SHIPS_TBL_CHECKSUMS 3
7929 #define NUM_SHIPS_TBL_CHECKSUMS 1
7932 #if defined(FS2_DEMO)
7933 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7934 1696074201, // FS2 demo
7936 #elif defined(FS1_DEMO)
7937 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7938 1603375034, // FS1 DEMO
7940 #elif defined(MAKE_FS1)
7941 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7942 -129679197, // FS1 Full 1.06 (US)
7943 7762567, // FS1 SilentThreat
7944 1555372475 // FS1 Full 1.06 (German)
7948 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7949 -463907578, // US - beta 1
7950 1696074201, // FS2 demo
7953 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7954 // -1022810006, // 1.0 FULL
7955 -1254285366 // 1.2 FULL (German)
7959 void verify_ships_tbl()
7963 Game_ships_tbl_valid = 1;
7969 // detect if the packfile exists
7970 CFILE *detect = cfopen("ships.tbl", "rb");
7971 Game_ships_tbl_valid = 0;
7975 Game_ships_tbl_valid = 0;
7979 // get the long checksum of the file
7981 cfseek(detect, 0, SEEK_SET);
7982 cf_chksum_long(detect, &file_checksum);
7986 // now compare the checksum/filesize against known #'s
7987 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
7988 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
7989 Game_ships_tbl_valid = 1;
7996 DCF(shipspew, "display the checksum for the current ships.tbl")
7999 CFILE *detect = cfopen("ships.tbl", "rb");
8000 // get the long checksum of the file
8002 cfseek(detect, 0, SEEK_SET);
8003 cf_chksum_long(detect, &file_checksum);
8006 dc_printf("%d", file_checksum);
8009 // ----------------------------------------------------------------
8010 // WEAPONS TBL VERIFICATION STUFF
8013 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8014 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8015 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8017 #define NUM_WEAPONS_TBL_CHECKSUMS 1
8020 #if defined(FS2_DEMO)
8021 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8022 -266420030, // demo 1
8024 #elif defined(FS1_DEMO)
8025 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8026 -1246928725, // FS1 DEMO
8028 #elif defined(MAKE_FS1)
8029 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8030 -834598107, // FS1 1.06 Full (US)
8031 -1652231417, // FS1 SilentThreat
8032 720209793 // FS1 1.06 Full (German)
8036 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8037 141718090, // US - beta 1
8038 -266420030, // demo 1
8041 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8042 // 399297860, // 1.0 FULL
8043 -553984927 // 1.2 FULL (german)
8047 void verify_weapons_tbl()
8051 Game_weapons_tbl_valid = 1;
8057 // detect if the packfile exists
8058 CFILE *detect = cfopen("weapons.tbl", "rb");
8059 Game_weapons_tbl_valid = 0;
8063 Game_weapons_tbl_valid = 0;
8067 // get the long checksum of the file
8069 cfseek(detect, 0, SEEK_SET);
8070 cf_chksum_long(detect, &file_checksum);
8074 // now compare the checksum/filesize against known #'s
8075 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8076 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8077 Game_weapons_tbl_valid = 1;
8084 DCF(wepspew, "display the checksum for the current weapons.tbl")
8087 CFILE *detect = cfopen("weapons.tbl", "rb");
8088 // get the long checksum of the file
8090 cfseek(detect, 0, SEEK_SET);
8091 cf_chksum_long(detect, &file_checksum);
8094 dc_printf("%d", file_checksum);
8097 // if the game is running using hacked data
8098 int game_hacked_data()
8101 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8109 void display_title_screen()
8111 #if defined(FS2_DEMO) || defined(OEM_BUILD)
8112 ///int title_bitmap;
8115 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8116 if (title_bitmap == -1) {
8121 gr_set_bitmap(title_bitmap);
8129 // give it some time on screen
8132 bm_unload(title_bitmap);
8133 #endif // FS2_DEMO || OEM_BUILD
8136 // return true if the game is running with "low memory", which is less than 48MB
8137 bool game_using_low_mem()
8139 if (Use_low_mem == 0) {