2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
18 * Revision 1.40 2005/10/01 21:40:38 taylor
19 * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20 * make sure a global cmdline.cfg file works with OS X when built as an app
22 * Revision 1.39 2005/08/12 08:57:20 taylor
23 * don't show hardware S-RAM value on HUD in debug
24 * do show in use GL texture memory
25 * have an actual fade effect for the credits screen artwork
27 * Revision 1.38 2004/09/20 01:31:44 theoddone33
30 * Revision 1.37 2004/07/04 11:31:43 taylor
31 * amd64 support, compiler warning fixes, don't use software rendering
33 * Revision 1.36 2004/06/12 01:11:35 taylor
34 * x86 compile fixes for OSX patch
36 * Revision 1.35 2004/06/11 00:53:02 tigital
37 * OSX: .app name, casts for gcc
39 * Revision 1.34 2003/08/09 03:18:03 taylor
40 * fix tips popup not having any tips
42 * Revision 1.33 2003/08/03 15:57:00 taylor
43 * simpler mouse usage; default ini settings in os_init(); cleanup
45 * Revision 1.32 2003/06/19 11:51:41 taylor
46 * adjustments to memory leak fixes
48 * Revision 1.31 2003/06/11 18:30:32 taylor
51 * Revision 1.30 2003/06/03 04:00:39 taylor
52 * Polish language support (Janusz Dziemidowicz)
54 * Revision 1.29 2003/05/25 02:30:42 taylor
57 * Revision 1.28 2003/05/18 03:55:30 taylor
58 * automatic language selection support
60 * Revision 1.27 2003/03/03 04:54:44 theoddone33
61 * Commit Taylor's ShowFPS fix
63 * Revision 1.26 2003/02/20 17:41:07 theoddone33
64 * Userdir patch from Taylor Richards
66 * Revision 1.25 2003/01/30 19:54:10 relnev
67 * ini config option for the frames per second counter (Taylor Richards)
69 * Revision 1.24 2002/08/31 01:39:13 theoddone33
70 * Speed up the renderer a tad
72 * Revision 1.23 2002/08/04 02:31:00 relnev
73 * make numlock not overlap with pause
75 * Revision 1.22 2002/08/02 23:07:03 relnev
76 * don't access the mouse in standalone mode
78 * Revision 1.21 2002/07/28 05:05:08 relnev
79 * removed some old stuff
81 * Revision 1.20 2002/07/24 00:20:41 relnev
84 * Revision 1.19 2002/06/17 06:33:08 relnev
85 * ryan's struct patch for gcc 2.95
87 * Revision 1.18 2002/06/16 04:46:33 relnev
88 * set up correct checksums for demo
90 * Revision 1.17 2002/06/09 04:41:17 relnev
91 * added copyright header
93 * Revision 1.16 2002/06/09 03:16:04 relnev
96 * removed unneeded asm, old sdl 2d setup.
98 * fixed crash caused by opengl_get_region.
100 * Revision 1.15 2002/06/05 08:05:28 relnev
101 * stub/warning removal.
103 * reworked the sound code.
105 * Revision 1.14 2002/06/05 04:03:32 relnev
106 * finished cfilesystem.
108 * removed some old code.
110 * fixed mouse save off-by-one.
114 * Revision 1.13 2002/06/02 04:26:34 relnev
117 * Revision 1.12 2002/06/02 00:31:35 relnev
118 * implemented osregistry
120 * Revision 1.11 2002/06/01 09:00:34 relnev
121 * silly debug memmanager
123 * Revision 1.10 2002/06/01 07:12:32 relnev
124 * a few NDEBUG updates.
126 * removed a few warnings.
128 * Revision 1.9 2002/05/31 03:05:59 relnev
131 * Revision 1.8 2002/05/29 02:52:32 theoddone33
132 * Enable OpenGL renderer
134 * Revision 1.7 2002/05/28 08:52:03 relnev
135 * implemented two assembly stubs.
137 * cleaned up a few warnings.
139 * added a little demo hackery to make it progress a little farther.
141 * Revision 1.6 2002/05/28 06:28:20 theoddone33
142 * Filesystem mods, actually reads some data files now
144 * Revision 1.5 2002/05/28 04:07:28 theoddone33
145 * New graphics stubbing arrangement
147 * Revision 1.4 2002/05/27 22:46:52 theoddone33
148 * Remove more undefined symbols
150 * Revision 1.3 2002/05/26 23:31:18 relnev
151 * added a few files that needed to be compiled
153 * freespace.cpp: now compiles
155 * Revision 1.2 2002/05/07 03:16:44 theoddone33
156 * The Great Newline Fix
158 * Revision 1.1.1.1 2002/05/03 03:28:09 root
162 * 201 6/16/00 3:15p Jefff
163 * sim of the year dvd version changes, a few german soty localization
166 * 200 11/03/99 11:06a Jefff
169 * 199 10/26/99 5:07p Jamest
170 * fixed jeffs dumb debug code
172 * 198 10/25/99 5:53p Jefff
173 * call control_config_common_init() on startup
175 * 197 10/14/99 10:18a Daveb
176 * Fixed incorrect CD checking problem on standalone server.
178 * 196 10/13/99 9:22a Daveb
179 * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180 * related to movies. Fixed launcher spawning from PXO screen.
182 * 195 10/06/99 11:05a Jefff
183 * new oem upsell 3 hotspot coords
185 * 194 10/06/99 10:31a Jefff
188 * 193 10/01/99 9:10a Daveb
191 * 192 9/15/99 4:57a Dave
192 * Updated ships.tbl checksum
194 * 191 9/15/99 3:58a Dave
195 * Removed framerate warning at all times.
197 * 190 9/15/99 3:16a Dave
198 * Remove mt-011.fs2 from the builtin mission list.
200 * 189 9/15/99 1:45a Dave
201 * Don't init joystick on standalone. Fixed campaign mode on standalone.
202 * Fixed no-score-report problem in TvT
204 * 188 9/14/99 6:08a Dave
205 * Updated (final) single, multi, and campaign list.
207 * 187 9/14/99 3:26a Dave
208 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209 * respawn-too-early problem. Made a few crash points safe.
211 * 186 9/13/99 4:52p Dave
214 * 185 9/12/99 8:09p Dave
215 * Fixed problem where skip-training button would cause mission messages
216 * not to get paged out for the current mission.
218 * 184 9/10/99 11:53a Dave
219 * Shutdown graphics before sound to eliminate apparent lockups when
220 * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
222 * 183 9/09/99 11:40p Dave
223 * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224 * 2 end movies properly, based upon what the player did in the mission.
226 * 182 9/08/99 10:29p Dave
227 * Make beam sound pausing and unpausing much safer.
229 * 181 9/08/99 10:01p Dave
230 * Make sure game won't run in a drive's root directory. Make sure
231 * standalone routes suqad war messages properly to the host.
233 * 180 9/08/99 3:22p Dave
234 * Updated builtin mission list.
236 * 179 9/08/99 12:01p Jefff
237 * fixed Game_builtin_mission_list typo on Training-2.fs2
239 * 178 9/08/99 9:48a Andsager
240 * Add force feedback for engine wash.
242 * 177 9/07/99 4:01p Dave
243 * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244 * does everything properly (setting up address when binding). Remove
245 * black rectangle background from UI_INPUTBOX.
247 * 176 9/13/99 2:40a Dave
248 * Comment in full 80 minute CD check for RELEASE_REAL builds.
250 * 175 9/06/99 6:38p Dave
251 * Improved CD detection code.
253 * 174 9/06/99 1:30a Dave
254 * Intermediate checkin. Started on enforcing CD-in-drive to play the
257 * 173 9/06/99 1:16a Dave
258 * Make sure the user sees the intro movie.
260 * 172 9/04/99 8:00p Dave
261 * Fixed up 1024 and 32 bit movie support.
263 * 171 9/03/99 1:32a Dave
264 * CD checking by act. Added support to play 2 cutscenes in a row
265 * seamlessly. Fixed super low level cfile bug related to files in the
266 * root directory of a CD. Added cheat code to set campaign mission # in
269 * 170 9/01/99 10:49p Dave
270 * Added nice SquadWar checkbox to the client join wait screen.
272 * 169 9/01/99 10:14a Dave
275 * 168 8/29/99 4:51p Dave
276 * Fixed damaged checkin.
278 * 167 8/29/99 4:18p Andsager
279 * New "burst" limit for friendly damage. Also credit more damage done
280 * against large friendly ships.
282 * 166 8/27/99 6:38p Alanl
283 * crush the blasted repeating messages bug
285 * 164 8/26/99 9:09p Dave
286 * Force framerate check in everything but a RELEASE_REAL build.
288 * 163 8/26/99 9:45a Dave
289 * First pass at easter eggs and cheats.
291 * 162 8/24/99 8:55p Dave
292 * Make sure nondimming pixels work properly in tech menu.
294 * 161 8/24/99 1:49a Dave
295 * Fixed client-side afterburner stuttering. Added checkbox for no version
296 * checking on PXO join. Made button info passing more friendly between
299 * 160 8/22/99 5:53p Dave
300 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301 * instead of ship designations for multiplayer players.
303 * 159 8/22/99 1:19p Dave
304 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305 * which d3d cards are detected.
307 * 158 8/20/99 2:09p Dave
308 * PXO banner cycling.
310 * 157 8/19/99 10:59a Dave
311 * Packet loss detection.
313 * 156 8/19/99 10:12a Alanl
314 * preload mission-specific messages on machines greater than 48MB
316 * 155 8/16/99 4:04p Dave
317 * Big honking checkin.
319 * 154 8/11/99 5:54p Dave
320 * Fixed collision problem. Fixed standalone ghost problem.
322 * 153 8/10/99 7:59p Jefff
325 * 152 8/10/99 6:54p Dave
326 * Mad optimizations. Added paging to the nebula effect.
328 * 151 8/10/99 3:44p Jefff
329 * loads Intelligence information on startup
331 * 150 8/09/99 3:47p Dave
332 * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333 * non-nebula missions.
335 * 149 8/09/99 2:21p Andsager
336 * Fix patching from multiplayer direct to launcher update tab.
338 * 148 8/09/99 10:36a Dave
339 * Version info for game.
341 * 147 8/06/99 9:46p Dave
342 * Hopefully final changes for the demo.
344 * 146 8/06/99 3:34p Andsager
345 * Make title version info "(D)" -> "D" show up nicely
347 * 145 8/06/99 2:59p Adamp
348 * Fixed NT launcher/update problem.
350 * 144 8/06/99 1:52p Dave
351 * Bumped up MAX_BITMAPS for the demo.
353 * 143 8/06/99 12:17p Andsager
354 * Demo: down to just 1 demo dog
356 * 142 8/05/99 9:39p Dave
357 * Yet another new checksum.
359 * 141 8/05/99 6:19p Dave
360 * New demo checksums.
362 * 140 8/05/99 5:31p Andsager
363 * Up demo version 1.01
365 * 139 8/05/99 4:22p Andsager
366 * No time limit on upsell screens. Reverse order of display of upsell
369 * 138 8/05/99 4:17p Dave
370 * Tweaks to client interpolation.
372 * 137 8/05/99 3:52p Danw
374 * 136 8/05/99 3:01p Danw
376 * 135 8/05/99 2:43a Anoop
377 * removed duplicate definition.
379 * 134 8/05/99 2:13a Dave
382 * 133 8/05/99 2:05a Dave
385 * 132 8/05/99 1:22a Andsager
388 * 131 8/04/99 9:51p Andsager
389 * Add title screen to demo
391 * 130 8/04/99 6:47p Jefff
392 * fixed link error resulting from #ifdefs
394 * 129 8/04/99 6:26p Dave
395 * Updated ship tbl checksum.
397 * 128 8/04/99 5:40p Andsager
398 * Add multiple demo dogs
400 * 127 8/04/99 5:36p Andsager
401 * Show upsell screens at end of demo campaign before returning to main
404 * 126 8/04/99 11:42a Danw
405 * tone down EAX reverb
407 * 125 8/04/99 11:23a Dave
408 * Updated demo checksums.
410 * 124 8/03/99 11:02p Dave
411 * Maybe fixed sync problems in multiplayer.
413 * 123 8/03/99 6:21p Jefff
416 * 122 8/03/99 3:44p Andsager
417 * Launch laucher if trying to run FS without first having configured
420 * 121 8/03/99 12:45p Dave
423 * 120 8/02/99 9:13p Dave
426 * 119 7/30/99 10:31p Dave
427 * Added comm menu to the configurable hud files.
429 * 118 7/30/99 5:17p Andsager
430 * first fs2demo checksums
432 * 117 7/29/99 3:09p Anoop
434 * 116 7/29/99 12:05a Dave
435 * Nebula speed optimizations.
437 * 115 7/27/99 8:59a Andsager
438 * Make major, minor version consistent for all builds. Only show major
439 * and minor for launcher update window.
441 * 114 7/26/99 5:50p Dave
442 * Revised ingame join. Better? We'll see....
444 * 113 7/26/99 5:27p Andsager
445 * Add training mission as builtin to demo build
447 * 112 7/24/99 1:54p Dave
448 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
451 * 111 7/22/99 4:00p Dave
452 * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
454 * 110 7/21/99 8:10p Dave
455 * First run of supernova effect.
457 * 109 7/20/99 1:49p Dave
458 * Peter Drake build. Fixed some release build warnings.
460 * 108 7/19/99 2:26p Andsager
461 * set demo multiplayer missions
463 * 107 7/18/99 5:19p Dave
464 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
466 * 106 7/16/99 1:50p Dave
467 * 8 bit aabitmaps. yay.
469 * 105 7/15/99 3:07p Dave
470 * 32 bit detection support. Mouse coord commandline.
472 * 104 7/15/99 2:13p Dave
473 * Added 32 bit detection.
475 * 103 7/15/99 9:20a Andsager
476 * FS2_DEMO initial checkin
478 * 102 7/14/99 11:02a Dave
479 * Skill level default back to easy. Blech.
481 * 101 7/09/99 5:54p Dave
482 * Seperated cruiser types into individual types. Added tons of new
483 * briefing icons. Campaign screen.
485 * 100 7/08/99 4:43p Andsager
486 * New check for sparky_hi and print if not found.
488 * 99 7/08/99 10:53a Dave
489 * New multiplayer interpolation scheme. Not 100% done yet, but still
490 * better than the old way.
492 * 98 7/06/99 4:24p Dave
493 * Mid-level checkin. Starting on some potentially cool multiplayer
496 * 97 7/06/99 3:35p Andsager
497 * Allow movie to play before red alert mission.
499 * 96 7/03/99 5:50p Dave
500 * Make rotated bitmaps draw properly in padlock views.
502 * 95 7/02/99 9:55p Dave
503 * Player engine wash sound.
505 * 94 7/02/99 4:30p Dave
506 * Much more sophisticated lightning support.
508 * 93 6/29/99 7:52p Dave
509 * Put in exception handling in FS2.
511 * 92 6/22/99 9:37p Dave
512 * Put in pof spewing.
514 * 91 6/16/99 4:06p Dave
515 * New pilot info popup. Added new draw-bitmap-as-poly function.
517 * 90 6/15/99 1:56p Andsager
518 * For release builds, allow start up in high res only with
521 * 89 6/15/99 9:34a Dave
522 * Fixed key checking in single threaded version of the stamp notification
525 * 88 6/09/99 2:55p Andsager
526 * Allow multiple asteroid subtypes (of large, medium, small) and follow
529 * 87 6/08/99 1:14a Dave
530 * Multi colored hud test.
532 * 86 6/04/99 9:52a Dave
533 * Fixed some rendering problems.
535 * 85 6/03/99 10:15p Dave
536 * Put in temporary main hall screen.
538 * 84 6/02/99 6:18p Dave
539 * Fixed TNT lockup problems! Wheeeee!
541 * 83 6/01/99 3:52p Dave
542 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543 * dead popup, pxo find player popup, pxo private room popup.
545 * 82 5/26/99 1:28p Jasenw
546 * changed coords for loading ani
548 * 81 5/26/99 11:46a Dave
549 * Added ship-blasting lighting and made the randomization of lighting
550 * much more customizable.
552 * 80 5/24/99 5:45p Dave
553 * Added detail levels to the nebula, with a decent speedup. Split nebula
554 * lightning into its own section.
572 #include "systemvars.h"
577 #include "starfield.h"
578 #include "lighting.h"
583 #include "fireballs.h"
587 #include "floating.h"
588 #include "gamesequence.h"
590 #include "optionsmenu.h"
591 #include "playermenu.h"
592 #include "trainingmenu.h"
593 #include "techmenu.h"
596 #include "hudmessage.h"
598 #include "missiongoals.h"
599 #include "missionparse.h"
604 #include "multiutil.h"
605 #include "multimsgs.h"
609 #include "freespace.h"
610 #include "managepilot.h"
612 #include "contexthelp.h"
615 #include "missionbrief.h"
616 #include "missiondebrief.h"
618 #include "missionshipchoice.h"
620 #include "hudconfig.h"
621 #include "controlsconfig.h"
622 #include "missionmessage.h"
623 #include "missiontraining.h"
625 #include "hudtarget.h"
627 #include "eventmusic.h"
628 #include "animplay.h"
629 #include "missionweaponchoice.h"
630 #include "missionlog.h"
631 #include "audiostr.h"
633 #include "missioncampaign.h"
635 #include "missionhotkey.h"
636 #include "objectsnd.h"
637 #include "cmeasure.h"
639 #include "linklist.h"
640 #include "shockwave.h"
641 #include "afterburner.h"
646 #include "stand_gui.h"
647 #include "pcxutils.h"
648 #include "hudtargetbox.h"
649 #include "multi_xfer.h"
650 #include "hudescort.h"
651 #include "multiutil.h"
654 #include "multiteamselect.h"
656 #include "readyroom.h"
657 #include "mainhallmenu.h"
658 #include "multilag.h"
660 #include "particle.h"
662 #include "multi_ingame.h"
663 #include "snazzyui.h"
664 #include "asteroid.h"
665 #include "popupdead.h"
666 #include "multi_voice.h"
667 #include "missioncmdbrief.h"
668 #include "redalert.h"
669 #include "gameplayhelp.h"
670 #include "multilag.h"
671 #include "staticrand.h"
672 #include "multi_pmsg.h"
673 #include "levelpaging.h"
674 #include "observer.h"
675 #include "multi_pause.h"
676 #include "multi_endgame.h"
677 #include "cutscenes.h"
678 #include "multi_respawn.h"
680 #include "multi_obj.h"
681 #include "multi_log.h"
683 #include "localize.h"
684 #include "osregistry.h"
685 #include "barracks.h"
686 #include "missionpause.h"
688 #include "alphacolors.h"
689 #include "objcollide.h"
692 #include "neblightning.h"
693 #include "shipcontrails.h"
696 #include "multi_dogfight.h"
697 #include "multi_rate.h"
698 #include "muzzleflash.h"
702 #include "mainhalltemp.h"
703 #include "exceptionhandler.h"
704 #include "supernova.h"
705 #include "hudshield.h"
706 // #include "names.h"
708 #include "missionloopbrief.h"
712 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
718 // 1.00.04 5/26/98 MWA -- going final (12 pm)
719 // 1.00.03 5/26/98 MWA -- going final (3 am)
720 // 1.00.02 5/25/98 MWA -- going final
721 // 1.00.01 5/25/98 MWA -- going final
722 // 0.90 5/21/98 MWA -- getting ready for final.
723 // 0.10 4/9/98. Set by MK.
725 // Demo version: (obsolete since DEMO codebase split from tree)
726 // 0.03 4/10/98 AL. Interplay rev
727 // 0.02 4/8/98 MK. Increased when this system was modified.
728 // 0.01 4/7/98? AL. First release to Interplay QA.
731 // 1.00 5/28/98 AL. First release to Interplay QA.
733 void game_level_init(int seed = -1);
734 void game_post_level_init();
735 void game_do_frame();
736 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
737 void game_reset_time();
738 void game_show_framerate(); // draws framerate in lower right corner
740 int Game_no_clear = 0;
742 int Pofview_running = 0;
743 int Nebedit_running = 0;
745 typedef struct big_expl_flash {
746 float max_flash_intensity; // max intensity
747 float cur_flash_intensity; // cur intensity
748 int flash_start; // start time
751 #define FRAME_FILTER 16
753 #define DEFAULT_SKILL_LEVEL 1
754 int Game_skill_level = DEFAULT_SKILL_LEVEL;
756 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
757 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
759 #define EXE_FNAME ("fs2.exe")
760 #define LAUNCHER_FNAME ("freespace2.exe")
763 // JAS: Code for warphole camera.
764 // Needs to be cleaned up.
765 vector Camera_pos = ZERO_VECTOR;
766 vector Camera_velocity = ZERO_VECTOR;
767 vector Camera_desired_velocity = ZERO_VECTOR;
768 matrix Camera_orient = IDENTITY_MATRIX;
769 float Camera_damping = 1.0f;
770 float Camera_time = 0.0f;
771 float Warpout_time = 0.0f;
772 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
773 int Warpout_sound = -1;
775 int Use_joy_mouse = 0;
776 int Use_palette_flash = 1;
778 int Use_fullscreen_at_startup = 0;
780 int Show_area_effect = 0;
781 object *Last_view_target = NULL;
783 int dogfight_blown = 0;
786 float frametimes[FRAME_FILTER];
787 float frametotal = 0.0f;
791 int Show_framerate = 0;
793 int Show_framerate = 1;
796 int Framerate_cap = 120;
799 int Show_target_debug_info = 0;
800 int Show_target_weapons = 0;
804 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
807 int Debug_octant = -1;
809 fix Game_time_compression = F1_0;
811 // if the ships.tbl the player has is valid
812 int Game_ships_tbl_valid = 0;
814 // if the weapons.tbl the player has is valid
815 int Game_weapons_tbl_valid = 0;
819 extern int Player_attacking_enabled;
823 int Pre_player_entry;
825 int Fred_running = 0;
826 char Game_current_mission_filename[MAX_FILENAME_LEN];
827 int game_single_step = 0;
828 int last_single_step=0;
830 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
831 extern int MSG_WINDOW_Y_START;
832 extern int MSG_WINDOW_HEIGHT;
834 int game_zbuffer = 1;
835 //static int Game_music_paused;
836 static int Game_paused;
840 #define EXPIRE_BAD_CHECKSUM 1
841 #define EXPIRE_BAD_TIME 2
843 extern void ssm_init();
844 extern void ssm_level_init();
845 extern void ssm_process();
847 // static variable to contain the time this version was built
848 // commented out for now until
849 // I figure out how to get the username into the file
850 //LOCAL char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
852 // defines and variables used for dumping frame for making trailers.
854 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
855 int Debug_dump_trigger = 0;
856 int Debug_dump_frame_count;
857 int Debug_dump_frame_num = 0;
858 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
861 // amount of time to wait after the player has died before we display the death died popup
862 #define PLAYER_DIED_POPUP_WAIT 2500
863 int Player_died_popup_wait = -1;
864 int Player_multi_died_check = -1;
866 // builtin mission list stuff
868 int Game_builtin_mission_count = 6;
869 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
870 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
871 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
873 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
874 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
875 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
877 #elif defined(FS1_DEMO)
878 int Game_builtin_mission_count = 5;
879 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
880 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
881 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
882 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
883 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
884 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
886 #elif defined(PD_BUILD)
887 int Game_builtin_mission_count = 4;
888 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
889 { "sm1-01.fs2", (FSB_FROM_VOLITION) },
890 { "sm1-05.fs2", (FSB_FROM_VOLITION) },
891 { "sm1-01", (FSB_FROM_VOLITION) },
892 { "sm1-05", (FSB_FROM_VOLITION) },
894 #elif defined(MULTIPLAYER_BETA)
895 int Game_builtin_mission_count = 17;
896 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
898 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
899 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
900 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
901 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
902 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
903 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
904 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
905 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
906 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
907 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
908 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
909 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
910 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
911 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
912 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
913 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
914 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
916 #elif defined(OEM_BUILD)
917 int Game_builtin_mission_count = 17;
918 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
919 // oem version - act 1 only
920 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
923 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
930 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
931 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
932 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
933 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
934 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
935 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
936 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
937 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
938 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
940 #elif defined(MAKE_FS1)
941 int Game_builtin_mission_count = 125;
942 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
943 // single player campaign
944 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
947 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
948 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
949 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
960 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
961 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
971 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
972 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
974 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
975 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
976 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
977 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
978 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
982 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
983 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
984 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
987 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
988 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
989 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
990 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
991 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
994 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
995 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
997 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
998 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
999 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1000 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1001 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1002 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1003 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1004 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1005 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1006 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1007 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1008 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1009 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1010 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1011 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1012 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1013 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1014 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1015 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1017 // SilentThreat missions
1018 // Main SilentThreat campaign
1019 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1021 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1026 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1027 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1028 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1029 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1030 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1031 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1032 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1034 // SilentThreat Part 1 - multi-coop
1035 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1037 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1038 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1039 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1041 // SilentThreat Part 2 - multi-coop
1042 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1044 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1045 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1046 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1048 // SilentThreat Part 3 - multi-coop
1049 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1051 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1052 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1053 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1055 // SilentThreat Part 4 - multi-coop
1056 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1058 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1059 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1060 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1062 // multiplayer missions
1063 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1064 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1065 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1066 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1067 // user supplied missions
1068 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1069 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1070 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1071 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1072 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1073 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1074 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1075 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1076 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1077 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1078 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1079 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1080 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1081 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1082 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1083 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1084 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1085 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1086 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1087 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1088 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1089 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1090 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1091 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1092 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1093 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1094 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1095 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1096 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1097 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1098 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1099 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1102 int Game_builtin_mission_count = 92;
1103 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1104 // single player campaign
1105 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1108 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1119 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1130 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1131 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1146 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1147 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1148 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1149 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1150 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1151 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1152 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1154 // multiplayer missions
1157 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1158 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1159 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1162 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1163 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1164 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1165 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1168 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1169 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1170 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1171 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1172 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1173 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1174 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1175 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1176 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1177 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1178 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1179 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1180 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1181 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1182 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1183 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1184 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1185 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1186 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1187 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1188 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1189 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1190 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1191 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1192 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1193 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1194 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1195 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1198 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1199 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1200 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1201 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1202 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1203 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1204 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1205 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1206 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1207 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1210 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1211 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1212 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1213 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1214 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1219 // Internal function prototypes
1220 void game_maybe_draw_mouse(float frametime);
1221 void init_animating_pointer();
1222 void load_animating_pointer(const char *filename, int dx, int dy);
1223 void unload_animating_pointer();
1224 void game_do_training_checks();
1225 void game_shutdown(void);
1226 void game_show_event_debug(float frametime);
1227 void game_event_debug_init();
1229 void demo_upsell_show_screens();
1230 void game_start_subspace_ambient_sound();
1231 void game_stop_subspace_ambient_sound();
1232 void verify_ships_tbl();
1233 void verify_weapons_tbl();
1234 void display_title_screen();
1236 // loading background filenames
1237 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1238 "LoadingBG", // GR_640
1239 "2_LoadingBG" // GR_1024
1243 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1244 "Loading.ani", // GR_640
1245 "2_Loading.ani" // GR_1024
1248 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1249 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1257 #elif defined(OEM_BUILD)
1258 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1267 // How much RAM is on this machine. Set in WinMain
1268 static int Freespace_total_ram = 0;
1271 float Game_flash_red = 0.0f;
1272 float Game_flash_green = 0.0f;
1273 float Game_flash_blue = 0.0f;
1274 float Sun_spot = 0.0f;
1275 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1277 // game shudder stuff (in ms)
1278 int Game_shudder_time = -1;
1279 int Game_shudder_total = 0;
1280 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1283 sound_env Game_sound_env;
1284 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1285 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1287 int Game_sound_env_update_timestamp;
1289 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1292 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1294 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1298 // look through all existing builtin missions
1299 for(idx=0; idx<Game_builtin_mission_count; idx++){
1300 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1301 return &Game_builtin_mission_list[idx];
1309 int game_get_default_skill_level()
1311 return DEFAULT_SKILL_LEVEL;
1315 void game_flash_reset()
1317 Game_flash_red = 0.0f;
1318 Game_flash_green = 0.0f;
1319 Game_flash_blue = 0.0f;
1321 Big_expl_flash.max_flash_intensity = 0.0f;
1322 Big_expl_flash.cur_flash_intensity = 0.0f;
1323 Big_expl_flash.flash_start = 0;
1326 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1327 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1329 void game_framerate_check_init()
1331 // zero critical time
1332 Gf_critical_time = 0.0f;
1335 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1336 Gf_critical = 15.0f;
1338 Gf_critical = 25.0f;
1342 extern float Framerate;
1343 void game_framerate_check()
1347 // if the current framerate is above the critical level, add frametime
1348 if(Framerate >= Gf_critical){
1349 Gf_critical_time += flFrametime;
1352 if(!Show_framerate){
1356 // display if we're above the critical framerate
1357 if(Framerate < Gf_critical){
1358 gr_set_color_fast(&Color_bright_red);
1359 gr_string(200, y_start, "Framerate warning");
1364 // display our current pct of good frametime
1365 if(f2fl(Missiontime) >= 0.0f){
1366 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1369 gr_set_color_fast(&Color_bright_green);
1371 gr_set_color_fast(&Color_bright_red);
1374 gr_printf(200, y_start, "%d%%", (int)pct);
1381 // Adds a flash effect. These can be positive or negative.
1382 // The range will get capped at around -1 to 1, so stick
1383 // with a range like that.
1384 void game_flash( float r, float g, float b )
1386 Game_flash_red += r;
1387 Game_flash_green += g;
1388 Game_flash_blue += b;
1390 if ( Game_flash_red < -1.0f ) {
1391 Game_flash_red = -1.0f;
1392 } else if ( Game_flash_red > 1.0f ) {
1393 Game_flash_red = 1.0f;
1396 if ( Game_flash_green < -1.0f ) {
1397 Game_flash_green = -1.0f;
1398 } else if ( Game_flash_green > 1.0f ) {
1399 Game_flash_green = 1.0f;
1402 if ( Game_flash_blue < -1.0f ) {
1403 Game_flash_blue = -1.0f;
1404 } else if ( Game_flash_blue > 1.0f ) {
1405 Game_flash_blue = 1.0f;
1410 // Adds a flash for Big Ship explosions
1411 // cap range from 0 to 1
1412 void big_explosion_flash(float flash)
1414 Big_expl_flash.flash_start = timestamp(1);
1418 } else if (flash < 0.0f) {
1422 Big_expl_flash.max_flash_intensity = flash;
1423 Big_expl_flash.cur_flash_intensity = 0.0f;
1426 // Amount to diminish palette towards normal, per second.
1427 #define DIMINISH_RATE 0.75f
1428 #define SUN_DIMINISH_RATE 6.00f
1432 float sn_glare_scale = 1.7f;
1435 dc_get_arg(ARG_FLOAT);
1436 sn_glare_scale = Dc_arg_float;
1439 float Supernova_last_glare = 0.0f;
1440 void game_sunspot_process(float frametime)
1444 float Sun_spot_goal = 0.0f;
1447 sn_stage = supernova_active();
1449 // sunspot differently based on supernova stage
1451 // approaching. player still in control
1454 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1457 light_get_global_dir(&light_dir, 0);
1459 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1462 // scale it some more
1463 dot = dot * (0.5f + (pct * 0.5f));
1466 Sun_spot_goal += (dot * sn_glare_scale);
1469 // draw the sun glow
1470 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1471 // draw the glow for this sun
1472 stars_draw_sun_glow(0);
1475 Supernova_last_glare = Sun_spot_goal;
1478 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1481 Sun_spot_goal = 0.9f;
1482 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1484 if(Sun_spot_goal > 1.0f){
1485 Sun_spot_goal = 1.0f;
1488 Sun_spot_goal *= sn_glare_scale;
1489 Supernova_last_glare = Sun_spot_goal;
1492 // fade to white. display dead popup
1495 Supernova_last_glare += (2.0f * flFrametime);
1496 if(Supernova_last_glare > 2.0f){
1497 Supernova_last_glare = 2.0f;
1500 Sun_spot_goal = Supernova_last_glare;
1507 // check sunspots for all suns
1508 n_lights = light_get_global_count();
1511 for(idx=0; idx<n_lights; idx++){
1512 //(vector *eye_pos, matrix *eye_orient)
1513 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1516 light_get_global_dir(&light_dir, idx);
1518 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1520 Sun_spot_goal += (float)pow(dot,85.0f);
1522 // draw the glow for this sun
1523 stars_draw_sun_glow(idx);
1525 Sun_spot_goal = 0.0f;
1531 Sun_spot_goal = 0.0f;
1535 float dec_amount = frametime*SUN_DIMINISH_RATE;
1537 if ( Sun_spot < Sun_spot_goal ) {
1538 Sun_spot += dec_amount;
1539 if ( Sun_spot > Sun_spot_goal ) {
1540 Sun_spot = Sun_spot_goal;
1542 } else if ( Sun_spot > Sun_spot_goal ) {
1543 Sun_spot -= dec_amount;
1544 if ( Sun_spot < Sun_spot_goal ) {
1545 Sun_spot = Sun_spot_goal;
1551 // Call once a frame to diminish the
1552 // flash effect to 0.
1553 void game_flash_diminish(float frametime)
1555 float dec_amount = frametime*DIMINISH_RATE;
1557 if ( Game_flash_red > 0.0f ) {
1558 Game_flash_red -= dec_amount;
1559 if ( Game_flash_red < 0.0f )
1560 Game_flash_red = 0.0f;
1562 Game_flash_red += dec_amount;
1563 if ( Game_flash_red > 0.0f )
1564 Game_flash_red = 0.0f;
1567 if ( Game_flash_green > 0.0f ) {
1568 Game_flash_green -= dec_amount;
1569 if ( Game_flash_green < 0.0f )
1570 Game_flash_green = 0.0f;
1572 Game_flash_green += dec_amount;
1573 if ( Game_flash_green > 0.0f )
1574 Game_flash_green = 0.0f;
1577 if ( Game_flash_blue > 0.0f ) {
1578 Game_flash_blue -= dec_amount;
1579 if ( Game_flash_blue < 0.0f )
1580 Game_flash_blue = 0.0f;
1582 Game_flash_blue += dec_amount;
1583 if ( Game_flash_blue > 0.0f )
1584 Game_flash_blue = 0.0f;
1587 // update big_explosion_cur_flash
1588 #define TIME_UP 1500
1589 #define TIME_DOWN 2500
1590 int duration = TIME_UP + TIME_DOWN;
1591 int time = timestamp_until(Big_expl_flash.flash_start);
1592 if (time > -duration) {
1594 if (time < TIME_UP) {
1595 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1598 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1602 if ( Use_palette_flash ) {
1604 // static int or=0, og=0, ob=0;
1606 // Change the 200 to change the color range of colors.
1607 r = fl2i( Game_flash_red*128.0f );
1608 g = fl2i( Game_flash_green*128.0f );
1609 b = fl2i( Game_flash_blue*128.0f );
1611 if ( Sun_spot > 0.0f ) {
1612 r += fl2i(Sun_spot*128.0f);
1613 g += fl2i(Sun_spot*128.0f);
1614 b += fl2i(Sun_spot*128.0f);
1617 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1618 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1619 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1620 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1623 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1624 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1625 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1627 if ( (r!=0) || (g!=0) || (b!=0) ) {
1628 gr_flash( r, g, b );
1630 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1641 void game_level_close()
1643 // De-Initialize the game subsystems
1644 event_music_level_close();
1645 game_stop_looped_sounds();
1647 obj_snd_level_close(); // uninit object-linked persistant sounds
1648 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1649 anim_level_close(); // stop and clean up any anim instances
1650 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1651 shockwave_level_close();
1652 fireball_level_close();
1654 mission_event_shutdown();
1655 asteroid_level_close();
1656 flak_level_close(); // unload flak stuff
1657 neb2_level_close(); // shutdown gaseous nebula stuff
1660 mflash_level_close();
1661 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1663 audiostream_unpause_all();
1668 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1669 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1670 void game_level_init(int seed)
1672 // seed the random number generator
1674 // if no seed was passed, seed the generator either from the time value, or from the
1675 // netgame security flags -- ensures that all players in multiplayer game will have the
1676 // same randon number sequence (with static rand functions)
1677 if ( Game_mode & GM_NORMAL ) {
1678 Game_level_seed = time(NULL);
1680 Game_level_seed = Netgame.security;
1683 // mwa 9/17/98 -- maybe this assert isn't needed????
1684 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1685 Game_level_seed = seed;
1687 srand( Game_level_seed );
1689 // semirand function needs to get re-initted every time in multiplayer
1690 if ( Game_mode & GM_MULTIPLAYER ){
1696 Key_normal_game = (Game_mode & GM_NORMAL);
1699 Game_shudder_time = -1;
1701 // Initialize the game subsystems
1702 // timestamp_reset(); // Must be inited before everything else
1704 game_reset_time(); // resets time, and resets saved time too
1706 obj_init(); // Must be inited before the other systems
1707 model_free_all(); // Free all existing models
1708 mission_brief_common_init(); // Free all existing briefing/debriefing text
1709 weapon_level_init();
1710 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1712 player_level_init();
1713 shipfx_flash_init(); // Init the ship gun flash system.
1714 game_flash_reset(); // Reset the flash effect
1715 particle_init(); // Reset the particle system
1719 shield_hit_init(); // Initialize system for showing shield hits
1720 radar_mission_init();
1721 mission_init_goals();
1724 obj_snd_level_init(); // init object-linked persistant sounds
1726 shockwave_level_init();
1727 afterburner_level_init();
1728 scoring_level_init( &Player->stats );
1730 asteroid_level_init();
1731 control_config_clear_used_status();
1732 collide_ship_ship_sounds_init();
1734 Pre_player_entry = 1; // Means the player has not yet entered.
1735 Entry_delay_time = 0; // Could get overwritten in mission read.
1736 fireball_preload(); // page in warphole bitmaps
1738 flak_level_init(); // initialize flak - bitmaps, etc
1739 ct_level_init(); // initialize ships contrails, etc
1740 awacs_level_init(); // initialize AWACS
1741 beam_level_init(); // initialize beam weapons
1742 mflash_level_init();
1744 supernova_level_init();
1746 // multiplayer dogfight hack
1749 shipfx_engine_wash_level_init();
1753 Last_view_target = NULL;
1758 // campaign wasn't ended
1759 Campaign_ended_in_mission = 0;
1762 // called when a mission is over -- does server specific stuff.
1763 void freespace_stop_mission()
1766 Game_mode &= ~GM_IN_MISSION;
1769 // called at frame interval to process networking stuff
1770 void game_do_networking()
1772 SDL_assert( Net_player != NULL );
1773 if (!(Game_mode & GM_MULTIPLAYER)){
1777 // see if this player should be reading/writing data. Bit is set when at join
1778 // screen onward until quits back to main menu.
1779 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1783 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1786 multi_pause_do_frame();
1791 // Loads the best palette for this level, based
1792 // on nebula color and hud color. You could just call palette_load_table with
1793 // the appropriate filename, but who wants to do that.
1794 void game_load_palette()
1796 char palette_filename[1024];
1798 // We only use 3 hud colors right now
1800 SDL_assert( HUD_config.main_color >= 0 );
1801 SDL_assert( HUD_config.main_color <= 2 );
1804 SDL_assert( Mission_palette >= 0 );
1805 SDL_assert( Mission_palette <= 98 );
1808 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1809 strcpy( palette_filename, NOX("gamepalette-subspace") );
1811 sprintf( palette_filename, NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1814 mprintf(( "Loading palette %s\n", palette_filename ));
1816 palette_load_table(palette_filename);
1818 strcpy( palette_filename, NOX("gamepalette-subspace") );
1820 mprintf(( "Loading palette %s\n", palette_filename ));
1824 void game_post_level_init()
1826 // Stuff which gets called after mission is loaded. Because player isn't created until
1827 // after mission loads, some things must get initted after the level loads
1829 model_level_post_init();
1832 hud_setup_escort_list();
1833 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1839 game_event_debug_init();
1842 training_mission_init();
1843 asteroid_create_all();
1845 game_framerate_check_init();
1849 // An estimate as to how high the count passed to game_loading_callback will go.
1850 // This is just a guess, it seems to always be about the same. The count is
1851 // proportional to the code being executed, not the time, so this works good
1852 // for a bar, assuming the code does about the same thing each time you
1853 // load a level. You can find this value by looking at the return value
1854 // of game_busy_callback(NULL), which I conveniently print out to the
1855 // debug output window with the '=== ENDING LOAD ==' stuff.
1856 //#define COUNT_ESTIMATE 3706
1857 #define COUNT_ESTIMATE 1111
1859 int Game_loading_callback_inited = 0;
1861 int Game_loading_background = -1;
1862 anim * Game_loading_ani = NULL;
1863 anim_instance *Game_loading_ani_instance;
1864 int Game_loading_frame=-1;
1866 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1868 #if defined(FS1_DEMO)
1870 #elif defined(MAKE_FS1)
1881 // This gets called 10x per second and count is the number of times
1882 // game_busy() has been called since the current callback function
1884 void game_loading_callback(int count)
1886 game_do_networking();
1888 SDL_assert( Game_loading_callback_inited==1 );
1889 SDL_assert( Game_loading_ani != NULL );
1891 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1892 if ( framenum > Game_loading_ani->total_frames-1 ) {
1893 framenum = Game_loading_ani->total_frames-1;
1894 } else if ( framenum < 0 ) {
1899 while ( Game_loading_frame < framenum ) {
1900 Game_loading_frame++;
1901 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1905 if ( cbitmap > -1 ) {
1906 if ( Game_loading_background > -1 ) {
1907 gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1911 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1912 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1913 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1915 bm_release(cbitmap);
1921 void game_loading_callback_init()
1923 SDL_assert( Game_loading_callback_inited==0 );
1925 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1927 common_set_interface_palette("InterfacePalette"); // set the interface palette
1931 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1932 SDL_assert( Game_loading_ani != NULL );
1933 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1934 SDL_assert( Game_loading_ani_instance != NULL );
1935 Game_loading_frame = -1;
1937 Game_loading_callback_inited = 1;
1939 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1944 void game_loading_callback_close()
1946 SDL_assert( Game_loading_callback_inited==1 );
1948 // Make sure bar shows all the way over.
1949 game_loading_callback(COUNT_ESTIMATE);
1951 int real_count = game_busy_callback( NULL );
1954 Game_loading_callback_inited = 0;
1957 mprintf(( "=================== ENDING LOAD ================\n" ));
1958 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1959 mprintf(( "================================================\n" ));
1961 // to remove warnings in release build
1965 free_anim_instance(Game_loading_ani_instance);
1966 Game_loading_ani_instance = NULL;
1967 anim_free(Game_loading_ani);
1968 Game_loading_ani = NULL;
1970 bm_release( Game_loading_background );
1971 common_free_interface_palette(); // restore game palette
1972 Game_loading_background = -1;
1974 gr_set_font( FONT1 );
1977 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1979 void game_maybe_update_sound_environment()
1981 // do nothing for now
1984 // Assign the sound environment for the game, based on the current mission
1986 void game_assign_sound_environment()
1989 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1990 Game_sound_env.id = SND_ENV_DRUGGED;
1991 Game_sound_env.volume = 0.800f;
1992 Game_sound_env.damping = 1.188f;
1993 Game_sound_env.decay = 6.392f;
1995 } else if (Num_asteroids > 30) {
1996 Game_sound_env.id = SND_ENV_AUDITORIUM;
1997 Game_sound_env.volume = 0.603f;
1998 Game_sound_env.damping = 0.5f;
1999 Game_sound_env.decay = 4.279f;
2002 Game_sound_env = Game_default_sound_env;
2006 Game_sound_env = Game_default_sound_env;
2007 Game_sound_env_update_timestamp = timestamp(1);
2010 // function which gets called before actually entering the mission. It is broken down into a funciton
2011 // since it will get called in one place from a single player game and from another place for
2012 // a multiplayer game
2013 void freespace_mission_load_stuff()
2015 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2016 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2017 if(!(Game_mode & GM_STANDALONE_SERVER)){
2019 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2021 game_loading_callback_init();
2023 event_music_level_init(); // preloads the first 2 seconds for each event music track
2026 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2029 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2032 ship_assign_sound_all(); // assign engine sounds to ships
2033 game_assign_sound_environment(); // assign the sound environment for this mission
2036 // call function in missionparse.cpp to fixup player/ai stuff.
2037 mission_parse_fixup_players();
2040 // Load in all the bitmaps for this level
2045 game_loading_callback_close();
2047 // the only thing we need to call on the standalone for now.
2049 // call function in missionparse.cpp to fixup player/ai stuff.
2050 mission_parse_fixup_players();
2052 // Load in all the bitmaps for this level
2058 uint load_mission_load;
2059 uint load_post_level_init;
2060 uint load_mission_stuff;
2062 // tells the server to load the mission and initialize structures
2063 int game_start_mission()
2065 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2067 load_gl_init = time(NULL);
2069 load_gl_init = time(NULL) - load_gl_init;
2071 if (Game_mode & GM_MULTIPLAYER) {
2072 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2074 // clear multiplayer stats
2075 init_multiplayer_stats();
2078 load_mission_load = time(NULL);
2079 if (mission_load()) {
2080 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2081 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2082 gameseq_post_event(GS_EVENT_MAIN_MENU);
2084 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2089 load_mission_load = time(NULL) - load_mission_load;
2091 // If this is a red alert mission in campaign mode, bash wingman status
2092 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2093 red_alert_bash_wingman_status();
2096 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2097 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2098 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2100 game_load_palette();
2104 load_post_level_init = time(NULL);
2105 game_post_level_init();
2106 load_post_level_init = time(NULL) - load_post_level_init;
2110 void Do_model_timings_test();
2111 Do_model_timings_test();
2115 load_mission_stuff = time(NULL);
2116 freespace_mission_load_stuff();
2117 load_mission_stuff = time(NULL) - load_mission_stuff;
2122 int Interface_framerate = 0;
2125 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2126 DCF_BOOL( show_framerate, Show_framerate )
2127 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2128 DCF_BOOL( show_target_weapons, Show_target_weapons )
2129 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2130 DCF_BOOL( sound, Sound_enabled )
2131 DCF_BOOL( zbuffer, game_zbuffer )
2132 DCF_BOOL( shield_system, New_shield_system )
2133 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2134 DCF_BOOL( player_attacking, Player_attacking_enabled )
2135 DCF_BOOL( show_waypoints, Show_waypoints )
2136 DCF_BOOL( show_area_effect, Show_area_effect )
2137 DCF_BOOL( show_net_stats, Show_net_stats )
2138 DCF_BOOL( log, Log_debug_output_to_file )
2139 DCF_BOOL( training_msg_method, Training_msg_method )
2140 DCF_BOOL( show_player_pos, Show_player_pos )
2141 DCF_BOOL(i_framerate, Interface_framerate )
2143 DCF(show_mem,"Toggles showing mem usage")
2146 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2147 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2148 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2149 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2155 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2157 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2158 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2162 DCF(show_cpu,"Toggles showing cpu usage")
2165 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2166 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2167 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2168 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2174 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2176 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2177 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2184 // AL 4-8-98: always allow players to display their framerate
2187 DCF_BOOL( show_framerate, Show_framerate )
2194 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2197 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2198 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2199 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2200 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2202 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" );
2203 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2205 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2208 DCF(palette_flash,"Toggles palette flash effect on/off")
2211 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2212 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2213 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2214 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2216 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2217 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2220 int Use_low_mem = 0;
2222 DCF(low_mem,"Uses low memory settings regardless of RAM")
2225 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2226 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2227 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2228 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2230 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2231 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2233 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2239 DCF(force_fullscreen, "Forces game to startup in fullscreen mode")
2242 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2243 if ( Dc_arg_type & ARG_TRUE ) Use_fullscreen_at_startup = 1;
2244 else if ( Dc_arg_type & ARG_FALSE ) Use_fullscreen_at_startup = 0;
2245 else if ( Dc_arg_type & ARG_NONE ) Use_fullscreen_at_startup ^= 1;
2247 if ( Dc_help ) dc_printf( "Usage: force_fullscreen [bool]\nSets force_fullscreen to true or false. If nothing passed, then toggles it.\n" );
2248 if ( Dc_status ) dc_printf( "force_fullscreen is %s\n", (Use_fullscreen_at_startup?"TRUE":"FALSE") );
2249 os_config_write_uint( NULL, NOX("ForceFullscreen"), Use_fullscreen_at_startup );
2253 int Framerate_delay = 0;
2255 float Freespace_gamma = 1.0f;
2257 DCF(gamma,"Sets Gamma factor")
2260 dc_get_arg(ARG_FLOAT|ARG_NONE);
2261 if ( Dc_arg_type & ARG_FLOAT ) {
2262 Freespace_gamma = Dc_arg_float;
2264 dc_printf( "Gamma reset to 1.0f\n" );
2265 Freespace_gamma = 1.0f;
2267 if ( Freespace_gamma < 0.1f ) {
2268 Freespace_gamma = 0.1f;
2269 } else if ( Freespace_gamma > 5.0f ) {
2270 Freespace_gamma = 5.0f;
2272 gr_set_gamma(Freespace_gamma);
2274 char tmp_gamma_string[32];
2275 sprintf( tmp_gamma_string, NOX("%.2f"), Freespace_gamma );
2276 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2280 dc_printf( "Usage: gamma <float>\n" );
2281 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2282 Dc_status = 0; // don't print status if help is printed. Too messy.
2286 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2294 Game_current_mission_filename[0] = 0;
2296 // seed the random number generator
2297 Game_init_seed = time(NULL);
2298 srand( Game_init_seed );
2300 Framerate_delay = 0;
2306 extern void bm_init();
2312 // Initialize the timer before the os
2318 //Initialize the libraries
2319 s1 = timer_get_milliseconds();
2320 if ( cfile_init() ) { // initialize before calling any cfopen stuff!!!
2323 e1 = timer_get_milliseconds();
2325 // time a bunch of cfopens
2327 s2 = timer_get_milliseconds();
2329 for(int idx=0; idx<10000; idx++){
2330 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2335 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2337 e2 = timer_get_milliseconds();
2340 if (Is_standalone) {
2341 std_init_standalone();
2343 os_init( Osreg_class_name, Osreg_app_name );
2344 os_set_title(Osreg_title);
2347 // initialize localization module. Make sure this is down AFTER initialzing OS.
2348 // int t1 = timer_get_milliseconds();
2349 lcl_init( detect_lang() );
2351 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2353 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2356 // verify that he has a valid weapons.tbl
2357 verify_weapons_tbl();
2359 // Output version numbers to registry for auto patching purposes
2360 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2361 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2362 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2364 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2365 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2366 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2369 Use_fullscreen_at_startup = os_config_read_uint( NULL, NOX("ForceFullscreen"), 1 );
2372 #if defined (PLAT_UNIX) && defined(RELEASE_REAL)
2373 // show the FPS counter if the config file says so
2374 Show_framerate = os_config_read_uint( NULL, NOX("ShowFPS"), 0 );
2377 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2378 Asteroids_enabled = 1;
2381 /////////////////////////////
2383 /////////////////////////////
2387 ptr = os_config_read_string(NULL, NOX("Soundcard"), NULL);
2388 mprintf(("soundcard = %s\n", ptr ? ptr : "<nothing>"));
2390 if (!SDL_strcasecmp(ptr, NOX("no sound"))) {
2391 Cmdline_freespace_no_sound = 1;
2392 } else if ( !SDL_strcasecmp(ptr, NOX("EAX")) || !SDL_strcasecmp(ptr, NOX("Aureal A3D")) ) {
2397 if (!Is_standalone) {
2400 /////////////////////////////
2402 /////////////////////////////
2404 ptr = os_config_read_string(NULL, NOX("Videocard"), NULL);
2407 MessageBox((HWND)os_get_window(), XSTR("Please configure your system in the Launcher before running FS2.\n\n The Launcher will now be started!", 1446), XSTR("Attention!", 1447), MB_OK);
2409 // fire up the UpdateLauncher executable
2411 PROCESS_INFORMATION pi;
2413 memset( &si, 0, sizeof(STARTUPINFO) );
2416 BOOL ret = CreateProcess( LAUNCHER_FNAME, // pointer to name of executable module
2417 NULL, // pointer to command line string
2418 NULL, // pointer to process security attributes
2419 NULL, // pointer to thread security attributes
2420 FALSE, // handle inheritance flag
2421 CREATE_DEFAULT_ERROR_MODE, // creation flags
2422 NULL, // pointer to new environment block
2423 NULL, // pointer to current directory name
2424 &si, // pointer to STARTUPINFO
2425 &pi // pointer to PROCESS_INFORMATION
2428 // If the Launcher could not be started up, let the user know
2430 MessageBox((HWND)os_get_window(), XSTR("The Launcher could not be restarted.", 1450), XSTR("Error", 1451), MB_OK);
2438 // check for hi res pack file
2439 int has_sparky_hi = 0;
2441 // check if sparky_hi exists -- access mode 0 means does file exist
2442 #ifndef MAKE_FS1 // shoudn't have it so don't check
2445 if ( _access("sparky_hi_fs2.vp", 0) == 0) {
2448 mprintf(("No sparky_hi_fs2.vp in directory %s\n", dir));
2452 if ( !Is_standalone && ptr && strstr(ptr, NOX("OpenGL")) ) {
2453 if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){
2454 gr_init(GR_1024, GR_OPENGL);
2456 gr_init(GR_640, GR_OPENGL);
2461 //gr_init(GR_640, GR_OPENGL);
2465 ptr = os_config_read_string(NULL,NOX("Gamma"),NOX("1.80"));
2466 Freespace_gamma = (float)atof(ptr);
2467 if ( Freespace_gamma == 0.0f ) {
2468 Freespace_gamma = 1.80f;
2469 } else if ( Freespace_gamma < 0.1f ) {
2470 Freespace_gamma = 0.1f;
2471 } else if ( Freespace_gamma > 5.0f ) {
2472 Freespace_gamma = 5.0f;
2474 char tmp_gamma_string[32];
2475 sprintf( tmp_gamma_string, NOX("%.2f"), Freespace_gamma );
2476 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2478 gr_set_gamma(Freespace_gamma);
2480 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
2483 display_title_screen();
2487 // attempt to load up master tracker registry info (login and password)
2488 Multi_tracker_id = -1;
2490 // pxo login and password
2491 ptr = os_config_read_string(NOX("PXO"),NOX("Login"),NULL);
2493 nprintf(("Network","Error reading in PXO login data\n"));
2494 strcpy(Multi_tracker_login,"");
2496 strcpy(Multi_tracker_login,ptr);
2498 ptr = os_config_read_string(NOX("PXO"),NOX("Password"),NULL);
2500 nprintf(("Network","Error reading PXO password\n"));
2501 strcpy(Multi_tracker_passwd,"");
2503 strcpy(Multi_tracker_passwd,ptr);
2506 // pxo squad name and password
2507 ptr = os_config_read_string(NOX("PXO"),NOX("SquadName"),NULL);
2509 nprintf(("Network","Error reading in PXO squad name\n"));
2510 strcpy(Multi_tracker_squad_name, "");
2512 strcpy(Multi_tracker_squad_name, ptr);
2515 // If less than 48MB of RAM, use low memory model.
2516 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2517 mprintf(( "Using normal memory settings...\n" ));
2518 bm_set_low_mem(1); // Use every other frame of bitmaps
2520 mprintf(( "Using high memory settings...\n" ));
2521 bm_set_low_mem(0); // Use all frames of bitmaps
2524 // load non-darkening pixel defs
2525 palman_load_pixels();
2527 // hud shield icon stuff
2528 hud_shield_game_init();
2530 control_config_common_init(); // sets up localization stuff in the control config
2536 gamesnd_parse_soundstbl();
2541 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2546 player_controls_init();
2549 //if(!Is_standalone){
2557 ship_init(); // read in ships.tbl
2559 mission_campaign_init(); // load in the default campaign
2561 // navmap_init(); // init the navigation map system
2562 context_help_init();
2563 techroom_intel_init(); // parse species.tbl, load intel info
2565 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2566 init_animating_pointer();
2568 mission_brief_common_init(); // Mark all the briefing structures as empty.
2569 gr_font_init(); // loads up all fonts
2571 neb2_init(); // fullneb stuff
2575 player_tips_init(); // helpful tips
2578 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2579 pilot_load_pic_list();
2580 pilot_load_squad_pic_list();
2582 load_animating_pointer(NOX("cursor"), 0, 0);
2584 // initialize alpha colors
2585 alpha_colors_init();
2588 // Game_music_paused = 0;
2595 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2596 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2598 mprintf(("cfile_init() took %d\n", e1 - s1));
2599 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2602 char transfer_text[128];
2604 float Start_time = 0.0f;
2606 float Framerate = 0.0f;
2608 float Timing_total = 0.0f;
2609 float Timing_render2 = 0.0f;
2610 float Timing_render3 = 0.0f;
2611 float Timing_flip = 0.0f;
2612 float Timing_clear = 0.0f;
2614 MONITOR(NumPolysDrawn);
2620 void game_get_framerate()
2622 char text[128] = "";
2624 if ( frame_int == -1 ) {
2626 for (i=0; i<FRAME_FILTER; i++ ) {
2627 frametimes[i] = 0.0f;
2632 frametotal -= frametimes[frame_int];
2633 frametotal += flFrametime;
2634 frametimes[frame_int] = flFrametime;
2635 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2637 if ( frametotal != 0.0 ) {
2638 if ( Framecount >= FRAME_FILTER )
2639 Framerate = FRAME_FILTER / frametotal;
2641 Framerate = Framecount / frametotal;
2642 sprintf( text, NOX("FPS: %.1f"), Framerate );
2644 sprintf( text, NOX("FPS: ?") );
2648 if (Show_framerate) {
2649 gr_set_color_fast(&HUD_color_debug);
2650 gr_string( 570, 2, text );
2654 void game_show_framerate()
2658 cur_time = f2fl(timer_get_approx_seconds());
2659 if (cur_time - Start_time > 30.0f) {
2660 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2661 Start_time += 1000.0f;
2664 //mprintf(( "%s\n", text ));
2667 if ( Debug_dump_frames )
2671 // possibly show control checking info
2672 control_check_indicate();
2674 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2675 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2676 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2677 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2680 if ( Show_cpu == 1 ) {
2685 dy = gr_get_font_height() + 1;
2687 gr_set_color_fast(&HUD_color_debug);
2691 extern int D3D_textures_in;
2692 extern int D3D_textures_in_frame;
2693 extern int Glide_textures_in;
2694 extern int Glide_textures_in_frame;
2695 extern int Glide_explosion_vram;
2696 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), (D3D_textures_in+Glide_textures_in)/1024 );
2698 gr_printf( sx, sy, NOX("VRAM: +%d KB\n"), (Glide_textures_in_frame+D3D_textures_in_frame)/1024 );
2700 gr_printf( sx, sy, NOX("EXP VRAM: %dKB\n"), (Glide_explosion_vram)/1024 );
2704 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2706 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2708 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2710 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2712 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2717 extern int Num_pairs; // Number of object pairs that were checked.
2718 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2721 extern int Num_pairs_checked; // What percent of object pairs were checked.
2722 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2724 Num_pairs_checked = 0;
2728 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2731 if ( Timing_total > 0.01f ) {
2732 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2734 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2736 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2738 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2740 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2750 dy = gr_get_font_height() + 1;
2752 gr_set_color_fast(&HUD_color_debug);
2755 extern int TotalRam;
2756 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2761 extern int Model_ram;
2762 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2766 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2768 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2771 gr_printf( sx, sy, NOX("S-HRAM: %d KB\n"), Snd_hram/1024 ); // mem used to store game sound
2774 extern int D3D_textures_in;
2775 extern int Glide_textures_in;
2776 extern int Glide_textures_in_frame;
2777 extern int Glide_explosion_vram;
2778 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), (D3D_textures_in+Glide_textures_in)/1024 );
2780 gr_printf( sx, sy, NOX("VRAM: +%d KB\n"), (Glide_textures_in_frame)/1024 );
2782 gr_printf( sx, sy, NOX("EXP VRAM: %dKB\n"), (Glide_explosion_vram)/1024 );
2786 extern int GL_textures_in;
2787 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), (GL_textures_in)/1024 );
2794 if ( Show_player_pos ) {
2798 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));
2801 MONITOR_INC(NumPolys, modelstats_num_polys);
2802 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2803 MONITOR_INC(NumVerts, modelstats_num_verts );
2805 modelstats_num_polys = 0;
2806 modelstats_num_polys_drawn = 0;
2807 modelstats_num_verts = 0;
2808 modelstats_num_sortnorms = 0;
2812 void game_show_standalone_framerate()
2814 float frame_rate=30.0f;
2815 if ( frame_int == -1 ) {
2817 for (i=0; i<FRAME_FILTER; i++ ) {
2818 frametimes[i] = 0.0f;
2823 frametotal -= frametimes[frame_int];
2824 frametotal += flFrametime;
2825 frametimes[frame_int] = flFrametime;
2826 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2828 if ( frametotal != 0.0 ) {
2829 if ( Framecount >= FRAME_FILTER ){
2830 frame_rate = FRAME_FILTER / frametotal;
2832 frame_rate = Framecount / frametotal;
2835 std_set_standalone_fps(frame_rate);
2839 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2840 void game_show_time_left()
2844 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2845 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2846 // checking how much time is left
2848 if ( Mission_end_time == -1 ){
2852 diff = f2i(Mission_end_time - Missiontime);
2853 // be sure to bash to 0. diff could be negative on frame that we quit mission
2858 hud_set_default_color();
2859 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2862 //========================================================================================
2863 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2864 //========================================================================================
2868 DCF(ai_pause,"Pauses ai")
2871 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2872 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
2873 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
2874 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
2877 obj_init_all_ships_physics();
2880 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
2881 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
2884 DCF(single_step,"Single steps the game")
2887 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2888 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
2889 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
2890 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
2892 last_single_step = 0; // Make so single step waits a frame before stepping
2895 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
2896 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
2899 DCF_BOOL(physics_pause, physics_paused)
2900 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2901 DCF_BOOL(ai_firing, Ai_firing_enabled )
2903 // Create some simple aliases to these commands...
2904 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2905 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2906 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2907 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2908 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2911 //========================================================================================
2912 //========================================================================================
2915 void game_training_pause_do()
2919 key = game_check_key();
2921 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2928 void game_increase_skill_level()
2931 if (Game_skill_level >= NUM_SKILL_LEVELS){
2932 Game_skill_level = 0;
2936 int Player_died_time;
2938 int View_percent = 100;
2941 DCF(view, "Sets the percent of the 3d view to render.")
2944 dc_get_arg(ARG_INT);
2945 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2946 View_percent = Dc_arg_int;
2948 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2954 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2958 dc_printf("View is set to %d%%\n", View_percent );
2963 // Set the clip region for the 3d rendering window
2964 void game_set_view_clip()
2966 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2967 // Set the clip region for the letterbox "dead view"
2968 int yborder = gr_screen.max_h/4;
2970 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2971 // J.S. I've changed my ways!! See the new "no constants" code!!!
2972 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
2974 // Set the clip region for normal view
2975 if ( View_percent >= 100 ) {
2978 int xborder, yborder;
2980 if ( View_percent < 5 ) {
2984 float fp = i2fl(View_percent)/100.0f;
2985 int fi = fl2i(fl_sqrt(fp)*100.0f);
2986 if ( fi > 100 ) fi=100;
2988 xborder = ( gr_screen.max_w*(100-fi) )/200;
2989 yborder = ( gr_screen.max_h*(100-fi) )/200;
2991 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2997 void show_debug_stuff()
3000 int laser_count = 0, missile_count = 0;
3002 for (i=0; i<MAX_OBJECTS; i++) {
3003 if (Objects[i].type == OBJ_WEAPON){
3004 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
3006 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
3012 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
3015 extern int Tool_enabled;
3020 int tst_bitmap = -1;
3022 float tst_offset, tst_offset_total;
3025 void game_tst_frame_pre()
3033 g3_rotate_vertex(&v, &tst_pos);
3034 g3_project_vertex(&v);
3037 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
3041 // big ship? always tst
3043 // within 3000 meters
3044 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
3048 // within 300 meters
3049 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
3056 void game_tst_frame()
3066 tst_time = time(NULL);
3068 // load the tst bitmap
3069 switch((int)frand_range(0.0f, 3.0)){
3071 tst_bitmap = bm_load("ig_jim");
3073 mprintf(("TST 0\n"));
3077 tst_bitmap = bm_load("ig_kan");
3079 mprintf(("TST 1\n"));
3083 tst_bitmap = bm_load("ig_jim");
3085 mprintf(("TST 2\n"));
3089 tst_bitmap = bm_load("ig_kan");
3091 mprintf(("TST 3\n"));
3100 // get the tst bitmap dimensions
3102 bm_get_info(tst_bitmap, &w, &h);
3105 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
3107 snd_play(&Snds[SND_VASUDAN_BUP]);
3109 // tst x and direction
3113 tst_offset_total = (float)w;
3114 tst_offset = (float)w;
3116 tst_x = (float)gr_screen.max_w;
3117 tst_offset_total = (float)-w;
3118 tst_offset = (float)w;
3126 float diff = (tst_offset_total / 0.5f) * flFrametime;
3132 tst_offset -= fl_abs(diff);
3133 } else if(tst_mode == 2){
3136 tst_offset -= fl_abs(diff);
3140 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
3141 gr_bitmap((int)tst_x, (int)tst_y);
3144 if(timestamp_elapsed_safe(tst_stamp, 1100)){
3148 // if we passed the switch point
3149 if(tst_offset <= 0.0f){
3154 tst_stamp = timestamp(1000);
3155 tst_offset = fl_abs(tst_offset_total);
3166 void game_tst_mark(object *objp, ship *shipp)
3175 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3178 sip = &Ship_info[shipp->ship_info_index];
3185 tst_pos = objp->pos;
3186 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3192 extern void render_shields();
3194 void player_repair_frame(float frametime)
3196 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3198 for(idx=0;idx<MAX_PLAYERS;idx++){
3201 np = &Net_players[idx];
3203 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)){
3205 // don't rearm/repair if the player is dead or dying/departing
3206 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3207 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3212 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3213 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3219 #define NUM_FRAMES_TEST 300
3220 #define NUM_MIXED_SOUNDS 16
3221 void do_timing_test(float flFrametime)
3223 static int framecount = 0;
3224 static int test_running = 0;
3225 static float test_time = 0.0f;
3227 static int snds[NUM_MIXED_SOUNDS];
3230 if ( test_running ) {
3232 test_time += flFrametime;
3233 if ( framecount >= NUM_FRAMES_TEST ) {
3235 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3236 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3241 if ( Test_begin == 1 ) {
3247 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3250 // start looping digital sounds
3251 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3252 snds[i] = snd_play_looping( &Snds[i], 0.0f);
3259 DCF(dcf_fov, "Change the field of view")
3262 dc_get_arg(ARG_FLOAT|ARG_NONE);
3263 if ( Dc_arg_type & ARG_NONE ) {
3264 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3265 dc_printf( "Zoom factor reset\n" );
3267 if ( Dc_arg_type & ARG_FLOAT ) {
3268 if (Dc_arg_float < 0.25f) {
3269 Viewer_zoom = 0.25f;
3270 dc_printf("Zoom factor pinned at 0.25.\n");
3271 } else if (Dc_arg_float > 1.25f) {
3272 Viewer_zoom = 1.25f;
3273 dc_printf("Zoom factor pinned at 1.25.\n");
3275 Viewer_zoom = Dc_arg_float;
3281 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3284 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3288 DCF(framerate_cap, "Sets the framerate cap")
3291 dc_get_arg(ARG_INT);
3292 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3293 Framerate_cap = Dc_arg_int;
3295 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3301 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3302 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3303 dc_printf("[n] must be from 1 to 120.\n");
3307 if ( Framerate_cap )
3308 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3310 dc_printf("There is no framerate cap currently active.\n");
3314 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3315 int Show_viewing_from_self = 0;
3317 void say_view_target()
3319 object *view_target;
3321 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3322 view_target = &Objects[Player_ai->target_objnum];
3324 view_target = Player_obj;
3326 if (Game_mode & GM_DEAD) {
3327 if (Player_ai->target_objnum != -1)
3328 view_target = &Objects[Player_ai->target_objnum];
3331 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3332 if (view_target != Player_obj){
3334 char *view_target_name = NULL;
3335 switch(Objects[Player_ai->target_objnum].type) {
3337 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3340 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3341 Viewer_mode &= ~VM_OTHER_SHIP;
3343 case OBJ_JUMP_NODE: {
3344 char jump_node_name[128];
3345 strcpy(jump_node_name, XSTR( "jump node", 184));
3346 view_target_name = jump_node_name;
3347 Viewer_mode &= ~VM_OTHER_SHIP;
3356 if ( view_target_name ) {
3357 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3358 Show_viewing_from_self = 1;
3361 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3362 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3363 Show_viewing_from_self = 1;
3365 if (Show_viewing_from_self)
3366 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3371 Last_view_target = view_target;
3375 float Game_hit_x = 0.0f;
3376 float Game_hit_y = 0.0f;
3378 // Reset at the beginning of each frame
3379 void game_whack_reset()
3385 // Apply a 2d whack to the player
3386 void game_whack_apply( float x, float y )
3388 // Do some force feedback
3389 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3395 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3398 // call to apply a "shudder"
3399 void game_shudder_apply(int time, float intensity)
3401 Game_shudder_time = timestamp(time);
3402 Game_shudder_total = time;
3403 Game_shudder_intensity = intensity;
3406 #define FF_SCALE 10000
3407 void apply_hud_shake(matrix *eye_orient)
3409 if (Viewer_obj == Player_obj) {
3410 physics_info *pi = &Player_obj->phys_info;
3418 // Make eye shake due to afterburner
3419 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3422 dtime = timestamp_until(pi->afterburner_decay);
3426 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3427 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3430 // Make eye shake due to engine wash
3432 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3435 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3436 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3438 // get the intensity
3439 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3443 vm_vec_rand_vec_quick(&rand_vec);
3446 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3450 // make hud shake due to shuddering
3451 if(Game_shudder_time != -1){
3452 // if the timestamp has elapsed
3453 if(timestamp_elapsed(Game_shudder_time)){
3454 Game_shudder_time = -1;
3456 // otherwise apply some shudder
3460 dtime = timestamp_until(Game_shudder_time);
3464 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));
3465 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));
3470 vm_angles_2_matrix(&tm, &tangles);
3471 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3472 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3473 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3474 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3479 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3481 // Player's velocity just before he blew up. Used to keep camera target moving.
3482 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3484 // Set eye_pos and eye_orient based on view mode.
3485 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3489 static int last_Viewer_mode = 0;
3490 static int last_Game_mode = 0;
3491 static int last_Viewer_objnum = -1;
3493 // This code is supposed to detect camera "cuts"... like going between
3496 // determine if we need to regenerate the nebula
3497 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3498 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3499 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3500 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3501 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3502 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3503 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3504 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3505 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3508 // regenerate the nebula
3512 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3513 //mprintf(( "************** Camera cut! ************\n" ));
3514 last_Viewer_mode = Viewer_mode;
3515 last_Game_mode = Game_mode;
3517 // Camera moved. Tell stars & debris to not do blurring.
3523 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3524 player_display_packlock_view();
3527 game_set_view_clip();
3529 if (Game_mode & GM_DEAD) {
3530 vector vec_to_deader, view_pos;
3533 Viewer_mode |= VM_DEAD_VIEW;
3535 if (Player_ai->target_objnum != -1) {
3536 int view_from_player = 1;
3538 if (Viewer_mode & VM_OTHER_SHIP) {
3539 // View from target.
3540 Viewer_obj = &Objects[Player_ai->target_objnum];
3542 last_Viewer_objnum = Player_ai->target_objnum;
3544 if ( Viewer_obj->type == OBJ_SHIP ) {
3545 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3546 view_from_player = 0;
3549 last_Viewer_objnum = -1;
3552 if ( view_from_player ) {
3553 // View target from player ship.
3555 *eye_pos = Player_obj->pos;
3556 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3557 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3560 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3562 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3563 dist += flFrametime * 16.0f;
3565 vm_vec_scale(&vec_to_deader, -dist);
3566 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3568 view_pos = Player_obj->pos;
3570 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3571 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3572 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3573 Dead_player_last_vel = Player_obj->phys_info.vel;
3574 //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));
3575 } else if (Player_ai->target_objnum != -1) {
3576 view_pos = Objects[Player_ai->target_objnum].pos;
3578 // Make camera follow explosion, but gradually slow down.
3579 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3580 view_pos = Player_obj->pos;
3581 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3582 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3585 *eye_pos = Dead_camera_pos;
3587 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3589 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3594 // if supernova shockwave
3595 if(supernova_camera_cut()){
3599 // call it dead view
3600 Viewer_mode |= VM_DEAD_VIEW;
3602 // set eye pos and orient
3603 supernova_set_view(eye_pos, eye_orient);
3605 // If already blown up, these other modes can override.
3606 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3607 Viewer_mode &= ~VM_DEAD_VIEW;
3609 Viewer_obj = Player_obj;
3611 if (Viewer_mode & VM_OTHER_SHIP) {
3612 if (Player_ai->target_objnum != -1){
3613 Viewer_obj = &Objects[Player_ai->target_objnum];
3614 last_Viewer_objnum = Player_ai->target_objnum;
3616 Viewer_mode &= ~VM_OTHER_SHIP;
3617 last_Viewer_objnum = -1;
3620 last_Viewer_objnum = -1;
3623 if (Viewer_mode & VM_EXTERNAL) {
3626 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3627 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3629 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3631 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3632 vm_vec_normalize(&eye_dir);
3633 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3636 // Modify the orientation based on head orientation.
3637 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3639 } else if ( Viewer_mode & VM_CHASE ) {
3642 if ( Viewer_obj->phys_info.speed < 0.1 )
3643 move_dir = Viewer_obj->orient.v.fvec;
3645 move_dir = Viewer_obj->phys_info.vel;
3646 vm_vec_normalize(&move_dir);
3649 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3650 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3651 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3652 vm_vec_normalize(&eye_dir);
3654 // JAS: I added the following code because if you slew up using
3655 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3656 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3657 // call because the up and the forward vector are the same. I fixed
3658 // it by adding in a fraction of the right vector all the time to the
3660 vector tmp_up = Viewer_obj->orient.v.uvec;
3661 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3663 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3666 // Modify the orientation based on head orientation.
3667 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3668 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3669 *eye_pos = Camera_pos;
3671 ship * shipp = &Ships[Player_obj->instance];
3673 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3674 vm_vec_normalize(&eye_dir);
3675 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3678 // get an eye position based upon the correct type of object
3679 switch(Viewer_obj->type){
3681 // make a call to get the eye point for the player object
3682 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3685 // make a call to get the eye point for the player object
3686 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3692 #ifdef JOHNS_DEBUG_CODE
3693 john_debug_stuff(&eye_pos, &eye_orient);
3699 apply_hud_shake(eye_orient);
3701 // setup neb2 rendering
3702 neb2_render_setup(eye_pos, eye_orient);
3706 extern void ai_debug_render_stuff();
3709 int Game_subspace_effect = 0;
3710 DCF_BOOL( subspace, Game_subspace_effect );
3712 // Does everything needed to render a frame
3713 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3717 g3_start_frame(game_zbuffer);
3718 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3720 // maybe offset the HUD (jitter stuff)
3721 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3722 HUD_set_offsets(Viewer_obj, !dont_offset);
3724 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3725 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3726 // must be done before ships are rendered
3727 if ( MULTIPLAYER_CLIENT ) {
3728 shield_point_multi_setup();
3731 if ( Game_subspace_effect ) {
3732 stars_draw(0,0,0,1);
3734 stars_draw(1,1,1,0);
3737 obj_render_all(obj_render);
3738 beam_render_all(); // render all beam weapons
3739 particle_render_all(); // render particles after everything else.
3740 trail_render_all(); // render missilie trails after everything else.
3741 mflash_render_all(); // render all muzzle flashes
3743 // Why do we not show the shield effect in these modes? Seems ok.
3744 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3748 // render nebula lightning
3751 // render local player nebula
3752 neb2_render_player();
3755 ai_debug_render_stuff();
3758 #ifndef RELEASE_REAL
3759 // game_framerate_check();
3763 extern void snd_spew_debug_info();
3764 snd_spew_debug_info();
3767 //================ END OF 3D RENDERING STUFF ====================
3771 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3772 hud_maybe_clear_head_area();
3773 anim_render_all(0, flFrametime);
3776 extern int Multi_display_netinfo;
3777 if(Multi_display_netinfo){
3778 extern void multi_display_netinfo();
3779 multi_display_netinfo();
3782 game_tst_frame_pre();
3785 do_timing_test(flFrametime);
3789 extern int OO_update_index;
3790 multi_rate_display(OO_update_index, 375, 0);
3795 extern void oo_display();
3802 //#define JOHNS_DEBUG_CODE 1
3804 #ifdef JOHNS_DEBUG_CODE
3805 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3807 //if ( key_pressed(SDLK_LSHIFT) )
3809 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3811 model_subsystem *turret = tsys->system_info;
3813 if (turret->type == SUBSYSTEM_TURRET ) {
3814 vector v.fvec, v.uvec;
3815 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3817 ship_model_start(tobj);
3819 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3820 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3821 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3823 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3825 ship_model_stop(tobj);
3835 // following function for dumping frames for purposes of building trailers.
3838 // function to toggle state of dumping every frame into PCX when playing the game
3839 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3843 if ( Debug_dump_frames == 0 ) {
3845 Debug_dump_frames = 15;
3846 Debug_dump_trigger = 0;
3847 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3848 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3851 Debug_dump_frames = 0;
3852 Debug_dump_trigger = 0;
3853 gr_dump_frame_stop();
3854 dc_printf( "Frame dumping is now OFF\n" );
3860 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3864 if ( Debug_dump_frames == 0 ) {
3866 Debug_dump_frames = 15;
3867 Debug_dump_trigger = 1;
3868 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3869 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3872 Debug_dump_frames = 0;
3873 Debug_dump_trigger = 0;
3874 gr_dump_frame_stop();
3875 dc_printf( "Frame dumping is now OFF\n" );
3881 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3885 if ( Debug_dump_frames == 0 ) {
3887 Debug_dump_frames = 30;
3888 Debug_dump_trigger = 0;
3889 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3890 dc_printf( "Frame dumping at 30 hz is now ON\n" );
3893 Debug_dump_frames = 0;
3894 Debug_dump_trigger = 0;
3895 gr_dump_frame_stop();
3896 dc_printf( "Frame dumping is now OFF\n" );
3902 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3906 if ( Debug_dump_frames == 0 ) {
3908 Debug_dump_frames = 30;
3909 Debug_dump_trigger = 1;
3910 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3911 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3914 Debug_dump_frames = 0;
3915 Debug_dump_trigger = 0;
3916 gr_dump_frame_stop();
3917 dc_printf( "Triggered frame dumping is now OFF\n" );
3923 void game_maybe_dump_frame()
3925 if ( !Debug_dump_frames ){
3929 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3936 Debug_dump_frame_num++;
3942 extern int Player_dead_state;
3944 // Flip the page and time how long it took.
3945 void game_flip_page_and_time_it()
3950 t1 = timer_get_fixed_seconds();
3952 t2 = timer_get_fixed_seconds();
3955 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3956 sprintf( transfer_text, NOX("%d MB/s"), fixmuldiv(t,65,d) );
3963 void game_simulation_frame()
3965 // blow ships up in multiplayer dogfight
3966 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){
3967 // blow up all non-player ships
3968 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3971 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3973 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)){
3974 moveup = GET_NEXT(moveup);
3977 shipp = &Ships[Objects[moveup->objnum].instance];
3978 sip = &Ship_info[shipp->ship_info_index];
3980 // only blow up small ships
3981 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
3982 // function to simply explode a ship where it is currently at
3983 ship_self_destruct( &Objects[moveup->objnum] );
3986 moveup = GET_NEXT(moveup);
3992 // process AWACS stuff - do this first thing
3995 // single player, set Player hits_this_frame to 0
3996 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3997 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
3998 Player->damage_this_burst = max(Player->damage_this_burst, 0.0f);
4002 supernova_process();
4003 if(supernova_active() >= 5){
4007 // fire targeting lasers now so that
4008 // 1 - created this frame
4009 // 2 - collide this frame
4010 // 3 - render this frame
4011 // 4 - ignored and deleted next frame
4012 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
4014 ship_process_targeting_lasers();
4016 // do this here so that it works for multiplayer
4018 // get viewer direction
4019 int viewer_direction = PHYSICS_VIEWER_REAR;
4021 if(Viewer_mode == 0){
4022 viewer_direction = PHYSICS_VIEWER_FRONT;
4024 if(Viewer_mode & VM_PADLOCK_UP){
4025 viewer_direction = PHYSICS_VIEWER_UP;
4027 else if(Viewer_mode & VM_PADLOCK_REAR){
4028 viewer_direction = PHYSICS_VIEWER_REAR;
4030 else if(Viewer_mode & VM_PADLOCK_LEFT){
4031 viewer_direction = PHYSICS_VIEWER_LEFT;
4033 else if(Viewer_mode & VM_PADLOCK_RIGHT){
4034 viewer_direction = PHYSICS_VIEWER_RIGHT;
4037 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
4039 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
4042 #define VM_PADLOCK_UP (1 << 7)
4043 #define VM_PADLOCK_REAR (1 << 8)
4044 #define VM_PADLOCK_LEFT (1 << 9)
4045 #define VM_PADLOCK_RIGHT (1 << 10)
4047 // evaluate mission departures and arrivals before we process all objects.
4048 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
4050 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
4051 // ships/wing packets.
4052 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
4053 mission_parse_eval_stuff();
4056 // if we're an observer, move ourselves seperately from the standard physics
4057 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
4058 obj_observer_move(flFrametime);
4061 // move all the objects now
4062 obj_move_all(flFrametime);
4064 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
4065 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
4066 // ship_check_cargo_all();
4067 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4068 mission_eval_goals();
4072 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
4073 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4074 training_check_objectives();
4077 // do all interpolation now
4078 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
4079 // client side processing of warping in effect stages
4080 multi_do_client_warp(flFrametime);
4082 // client side movement of an observer
4083 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
4084 obj_observer_move(flFrametime);
4087 // move all objects - does interpolation now as well
4088 obj_move_all(flFrametime);
4091 // only process the message queue when the player is "in" the game
4092 if ( !Pre_player_entry ){
4093 message_queue_process(); // process any messages send to the player
4096 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4097 message_maybe_distort(); // maybe distort incoming message if comms damaged
4098 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
4099 player_process_pending_praise(); // maybe send off a delayed praise message to the player
4100 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
4103 if(!(Game_mode & GM_STANDALONE_SERVER)){
4104 // process some stuff every frame (before frame is rendered)
4105 emp_process_local();
4107 hud_update_frame(); // update hud systems
4109 if (!physics_paused) {
4110 // Move particle system
4111 particle_move_all(flFrametime);
4113 // Move missile trails
4114 trail_move_all(flFrametime);
4116 // process muzzle flashes
4117 mflash_process_all();
4119 // Flash the gun flashes
4120 shipfx_flash_do_frame(flFrametime);
4122 shockwave_move_all(flFrametime); // update all the shockwaves
4125 // subspace missile strikes
4128 obj_snd_do_frame(); // update the object-linked persistant sounds
4129 game_maybe_update_sound_environment();
4130 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
4132 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
4134 if ( Game_subspace_effect ) {
4135 game_start_subspace_ambient_sound();
4141 // Maybe render and process the dead-popup
4142 void game_maybe_do_dead_popup(float frametime)
4144 if ( popupdead_is_active() ) {
4146 int choice = popupdead_do_frame(frametime);
4148 if ( Game_mode & GM_NORMAL ) {
4151 gameseq_post_event(GS_EVENT_ENTER_GAME);
4155 gameseq_post_event(GS_EVENT_END_GAME);
4159 gameseq_post_event(GS_EVENT_START_GAME);
4162 // this should only happen during a red alert mission
4165 SDL_assert(The_mission.red_alert);
4166 if(!The_mission.red_alert){
4167 gameseq_post_event(GS_EVENT_START_GAME);
4171 // choose the previous mission
4172 mission_campaign_previous_mission();
4174 gameseq_post_event(GS_EVENT_START_GAME);
4184 case POPUPDEAD_DO_MAIN_HALL:
4185 multi_quit_game(PROMPT_NONE,-1);
4188 case POPUPDEAD_DO_RESPAWN:
4189 multi_respawn_normal();
4190 event_music_player_respawn();
4193 case POPUPDEAD_DO_OBSERVER:
4194 multi_respawn_observer();
4195 event_music_player_respawn_as_observer();
4204 if ( leave_popup ) {
4210 // returns true if player is actually in a game_play stats
4211 int game_actually_playing()
4215 state = gameseq_get_state();
4216 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4222 // Draw the 2D HUD gauges
4223 void game_render_hud_2d()
4225 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4229 HUD_render_2d(flFrametime);
4233 // Draw the 3D-dependant HUD gauges
4234 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4236 g3_start_frame(0); // 0 = turn zbuffering off
4237 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4239 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4240 HUD_render_3d(flFrametime);
4244 game_sunspot_process(flFrametime);
4246 // Diminish the palette effect
4247 game_flash_diminish(flFrametime);
4255 int actually_playing;
4256 fix total_time1, total_time2;
4257 fix render2_time1=0, render2_time2=0;
4258 fix render3_time1=0, render3_time2=0;
4259 fix flip_time1=0, flip_time2=0;
4260 fix clear_time1=0, clear_time2=0;
4266 if (Framerate_delay) {
4267 int start_time = timer_get_milliseconds();
4268 while (timer_get_milliseconds() < start_time + Framerate_delay)
4274 demo_do_frame_start();
4276 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4281 // start timing frame
4282 timing_frame_start();
4284 total_time1 = timer_get_fixed_seconds();
4286 // var to hold which state we are in
4287 actually_playing = game_actually_playing();
4289 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4290 if (!(Game_mode & GM_STANDALONE_SERVER)){
4291 SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4295 if (Missiontime > Entry_delay_time){
4296 Pre_player_entry = 0;
4298 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4301 // Note: These are done even before the player enters, else buffers can overflow.
4302 if (! (Game_mode & GM_STANDALONE_SERVER)){
4306 shield_frame_init();
4308 if ( Player->control_mode != PCM_NORMAL )
4311 if ( !Pre_player_entry && actually_playing ) {
4312 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4314 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4315 game_process_keys();
4317 // don't read flying controls if we're playing a demo back
4318 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4319 read_player_controls( Player_obj, flFrametime);
4323 // if we're not the master, we may have to send the server-critical ship status button_info bits
4324 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4325 multi_maybe_send_ship_status();
4330 // Reset the whack stuff
4333 // These two lines must be outside of Pre_player_entry code,
4334 // otherwise too many lights are added.
4337 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4341 game_simulation_frame();
4343 // if not actually in a game play state, then return. This condition could only be true in
4344 // a multiplayer game.
4345 if ( !actually_playing ) {
4346 SDL_assert( Game_mode & GM_MULTIPLAYER );
4350 if (!Pre_player_entry) {
4351 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4352 clear_time1 = timer_get_fixed_seconds();
4353 // clear the screen to black
4355 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4359 clear_time2 = timer_get_fixed_seconds();
4360 render3_time1 = timer_get_fixed_seconds();
4361 game_render_frame_setup(&eye_pos, &eye_orient);
4362 game_render_frame( &eye_pos, &eye_orient );
4364 // save the eye position and orientation
4365 if ( Game_mode & GM_MULTIPLAYER ) {
4366 Net_player->s_info.eye_pos = eye_pos;
4367 Net_player->s_info.eye_orient = eye_orient;
4370 hud_show_target_model();
4372 // check to see if we should display the death died popup
4373 if(Game_mode & GM_DEAD_BLEW_UP){
4374 if(Game_mode & GM_MULTIPLAYER){
4375 // catch the situation where we're supposed to be warping out on this transition
4376 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4377 gameseq_post_event(GS_EVENT_DEBRIEF);
4378 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4379 Player_died_popup_wait = -1;
4383 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4384 Player_died_popup_wait = -1;
4390 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4391 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4392 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4393 if(!popupdead_is_active()){
4397 Player_multi_died_check = -1;
4401 render3_time2 = timer_get_fixed_seconds();
4402 render2_time1 = timer_get_fixed_seconds();
4405 game_get_framerate();
4406 game_show_framerate();
4408 game_show_time_left();
4410 // Draw the 2D HUD gauges
4411 if(supernova_active() < 3){
4412 game_render_hud_2d();
4415 game_set_view_clip();
4417 // Draw 3D HUD gauges
4418 game_render_hud_3d(&eye_pos, &eye_orient);
4422 render2_time2 = timer_get_fixed_seconds();
4424 // maybe render and process the dead popup
4425 game_maybe_do_dead_popup(flFrametime);
4427 // start timing frame
4428 timing_frame_stop();
4429 // timing_display(30, 10);
4431 // If a regular popup is active, don't flip (popup code flips)
4432 if( !popup_running_state() ){
4433 flip_time1 = timer_get_fixed_seconds();
4434 game_flip_page_and_time_it();
4435 flip_time2 = timer_get_fixed_seconds();
4439 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4442 game_show_standalone_framerate();
4446 game_do_training_checks();
4449 // process lightning (nebula only)
4452 total_time2 = timer_get_fixed_seconds();
4454 // Got some timing numbers
4455 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4456 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4457 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4458 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4459 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4462 demo_do_frame_end();
4464 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4470 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4471 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4472 // died. This resulted in screwed up death sequences.
4474 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4475 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4476 static int timer_paused=0;
4477 #if defined(TIMER_TEST) && !defined(NDEBUG)
4478 static int stop_count,start_count;
4479 static int time_stopped,time_started;
4481 int saved_timestamp_ticker = -1;
4483 void game_reset_time()
4485 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4489 // Last_time = timer_get_fixed_seconds();
4495 void game_stop_time()
4497 if (timer_paused==0) {
4499 time = timer_get_fixed_seconds();
4500 // Save how much time progressed so far in the frame so we can
4501 // use it when we unpause.
4502 Last_delta_time = time - Last_time;
4504 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4505 if (Last_delta_time < 0) {
4506 #if defined(TIMER_TEST) && !defined(NDEBUG)
4507 Int3(); //get Matt!!!!
4509 Last_delta_time = 0;
4511 #if defined(TIMER_TEST) && !defined(NDEBUG)
4512 time_stopped = time;
4515 // Stop the timer_tick stuff...
4516 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4517 saved_timestamp_ticker = timestamp_ticker;
4521 #if defined(TIMER_TEST) && !defined(NDEBUG)
4526 void game_start_time()
4529 SDL_assert(timer_paused >= 0);
4530 if (timer_paused==0) {
4532 time = timer_get_fixed_seconds();
4533 #if defined(TIMER_TEST) && !defined(NDEBUG)
4535 Int3(); //get Matt!!!!
4538 // Take current time, and set it backwards to account for time
4539 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4540 // will be correct when it goes to calculate the frametime next
4542 Last_time = time - Last_delta_time;
4543 #if defined(TIMER_TEST) && !defined(NDEBUG)
4544 time_started = time;
4547 // Restore the timer_tick stuff...
4548 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4549 SDL_assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4550 timestamp_ticker = saved_timestamp_ticker;
4551 saved_timestamp_ticker = -1;
4554 #if defined(TIMER_TEST) && !defined(NDEBUG)
4560 void game_set_frametime(int state)
4563 float frame_cap_diff;
4565 thistime = timer_get_fixed_seconds();
4567 if ( Last_time == 0 )
4568 Frametime = F1_0 / 30;
4570 Frametime = thistime - Last_time;
4572 // Frametime = F1_0 / 30;
4574 fix debug_frametime = Frametime; // Just used to display frametime.
4576 // If player hasn't entered mission yet, make frame take 1/4 second.
4577 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4580 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4582 fix frame_speed = F1_0 / Debug_dump_frames;
4584 if (Frametime > frame_speed ){
4585 nprintf(("warning","slow frame: %x\n",Frametime));
4588 thistime = timer_get_fixed_seconds();
4589 Frametime = thistime - Last_time;
4590 } while (Frametime < frame_speed );
4592 Frametime = frame_speed;
4596 SDL_assert( Framerate_cap > 0 );
4598 // Cap the framerate so it doesn't get too high.
4602 cap = F1_0/Framerate_cap;
4603 if (Frametime < cap) {
4604 thistime = cap - Frametime;
4605 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4606 SDL_Delay( (f2fl(thistime) * 1000.0f) );
4608 thistime = timer_get_fixed_seconds();
4612 if((Game_mode & GM_STANDALONE_SERVER) &&
4613 (f2fl(Frametime) < ((float)1.0/(float)Multi_options_g.std_framecap))){
4615 frame_cap_diff = ((float)1.0/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4616 SDL_Delay((frame_cap_diff*1000));
4618 thistime += fl2f((frame_cap_diff));
4620 Frametime = thistime - Last_time;
4623 // If framerate is too low, cap it.
4624 if (Frametime > MAX_FRAMETIME) {
4626 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4628 // to remove warnings in release build
4629 debug_frametime = fl2f(flFrametime);
4631 Frametime = MAX_FRAMETIME;
4634 Frametime = fixmul(Frametime, Game_time_compression);
4636 Last_time = thistime;
4637 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4639 flFrametime = f2fl(Frametime);
4640 //if(!(Game_mode & GM_PLAYING_DEMO)){
4641 timestamp_inc(flFrametime);
4643 /* if ((Framecount > 0) && (Framecount < 10)) {
4644 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4649 // This is called from game_do_frame(), and from navmap_do_frame()
4650 void game_update_missiontime()
4652 // TODO JAS: Put in if and move this into game_set_frametime,
4653 // fix navmap to call game_stop/start_time
4654 //if ( !timer_paused )
4655 Missiontime += Frametime;
4658 void game_do_frame()
4660 game_set_frametime(GS_STATE_GAME_PLAY);
4661 game_update_missiontime();
4663 if (Game_mode & GM_STANDALONE_SERVER) {
4664 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4667 if ( game_single_step && (last_single_step == game_single_step) ) {
4668 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4669 while( key_checkch() == 0 )
4671 os_set_title( XSTR( "FreeSpace", 171) );
4672 Last_time = timer_get_fixed_seconds();
4675 last_single_step = game_single_step;
4677 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4678 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4682 Keep_mouse_centered = 0;
4683 monitor_update(); // Update monitor variables
4686 void multi_maybe_do_frame()
4688 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4693 int Joymouse_button_status = 0;
4695 // Flush all input devices
4703 Joymouse_button_status = 0;
4705 //mprintf(("Game flush!\n" ));
4708 // function for multiplayer only which calls game_do_state_common() when running the
4710 void game_do_dc_networking()
4712 SDL_assert( Game_mode & GM_MULTIPLAYER );
4714 game_do_state_common( gameseq_get_state() );
4717 // Call this whenever in a loop, or when you need to check for a keystroke.
4718 int game_check_key()
4724 // convert keypad enter to normal enter
4725 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4726 k = (k & ~KEY_MASK) | SDLK_RETURN;
4731 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4733 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4734 static int Demo_show_trailer_timestamp = 0;
4736 void demo_reset_trailer_timer()
4738 Demo_show_trailer_timestamp = timer_get_milliseconds();
4741 void demo_maybe_show_trailer(int k)
4744 // if key pressed, reset demo trailer timer
4746 demo_reset_trailer_timer();
4750 // if mouse moved, reset demo trailer timer
4753 mouse_get_delta(&dx, &dy);
4754 if ( (dx > 0) || (dy > 0) ) {
4755 demo_reset_trailer_timer();
4759 // if joystick has moved, reset demo trailer timer
4762 joy_get_delta(&dx, &dy);
4763 if ( (dx > 0) || (dy > 0) ) {
4764 demo_reset_trailer_timer();
4768 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4769 // the low-level code. Ugly, I know... but was the simplest and most
4772 // if 30 seconds since last demo trailer time reset, launch movie
4773 if ( os_foreground() ) {
4774 int now = timer_get_milliseconds();
4775 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4776 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4778 movie_play( NOX("fstrailer2.mve") );
4779 demo_reset_trailer_timer();
4787 // same as game_check_key(), except this is used while actually in the game. Since there
4788 // generally are differences between game control keys and general UI keys, makes sense to
4789 // have seperate functions for each case. If you are not checking a game control while in a
4790 // mission, you should probably be using game_check_key() instead.
4795 if (!os_foreground()) {
4800 // If we're in a single player game, pause it.
4801 if (!(Game_mode & GM_MULTIPLAYER)){
4802 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4803 game_process_pause_key();
4810 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4811 demo_maybe_show_trailer(k);
4814 // Move the mouse cursor with the joystick.
4815 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4816 // Move the mouse cursor with the joystick
4820 joy_get_pos( &jx, &jy, &jz, &jr );
4822 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4823 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4826 mouse_get_real_pos( &mx, &my );
4827 mouse_set_pos( mx+dx, my+dy );
4832 m = mouse_down(MOUSE_LEFT_BUTTON);
4834 if ( j != Joymouse_button_status ) {
4835 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4836 Joymouse_button_status = j;
4838 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4839 } else if ( (!j) && (m) ) {
4840 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4845 // if we should be ignoring keys because of some multiplayer situations
4846 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4850 // If a popup is running, don't process all the Fn keys
4851 if( popup_active() ) {
4855 state = gameseq_get_state();
4857 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
4860 case KEY_DEBUGGED + SDLK_BACKSPACE:
4865 launch_context_help();
4870 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4872 // don't allow f2 while warping out in multiplayer
4873 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4878 case GS_STATE_INITIAL_PLAYER_SELECT:
4879 case GS_STATE_OPTIONS_MENU:
4880 case GS_STATE_HUD_CONFIG:
4881 case GS_STATE_CONTROL_CONFIG:
4882 case GS_STATE_DEATH_DIED:
4883 case GS_STATE_DEATH_BLEW_UP:
4884 case GS_STATE_VIEW_MEDALS:
4888 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4895 // hotkey selection screen -- only valid from briefing and beyond.
4897 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4898 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) ) {
4899 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4905 case KEY_DEBUGGED + SDLK_F3:
4906 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4909 case KEY_DEBUGGED + SDLK_F4:
4910 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4914 if(Game_mode & GM_MULTIPLAYER){
4915 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4916 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4920 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4921 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4927 case SDLK_ESCAPE | KEY_SHIFTED:
4928 // make sure to quit properly out of multiplayer
4929 if(Game_mode & GM_MULTIPLAYER){
4930 multi_quit_game(PROMPT_NONE);
4933 gameseq_post_event( GS_EVENT_QUIT_GAME );
4938 case KEY_DEBUGGED + SDLK_p:
4941 case SDLK_PRINTSCREEN:
4943 static int counter = 0;
4948 sprintf( tmp_name, NOX("screen%02d"), counter );
4950 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4951 gr_print_screen(tmp_name);
4959 case KEY_SHIFTED | SDLK_RETURN: {
4961 #if !defined(NDEBUG)
4963 if ( Game_mode & GM_NORMAL ){
4967 // if we're in multiplayer mode, do some special networking
4968 if(Game_mode & GM_MULTIPLAYER){
4969 debug_console(game_do_dc_networking);
4976 if ( Game_mode & GM_NORMAL )
4990 gameseq_post_event(GS_EVENT_QUIT_GAME);
4993 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4996 void camera_set_position( vector *pos )
5001 void camera_set_orient( matrix *orient )
5003 Camera_orient = *orient;
5006 void camera_set_velocity( vector *vel, int instantaneous )
5008 Camera_desired_velocity.xyz.x = 0.0f;
5009 Camera_desired_velocity.xyz.y = 0.0f;
5010 Camera_desired_velocity.xyz.z = 0.0f;
5012 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
5013 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
5014 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
5016 if ( instantaneous ) {
5017 Camera_velocity = Camera_desired_velocity;
5025 vector new_vel, delta_pos;
5027 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
5028 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
5029 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
5031 Camera_velocity = new_vel;
5033 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
5035 vm_vec_add2( &Camera_pos, &delta_pos );
5037 float ot = Camera_time+0.0f;
5039 Camera_time += flFrametime;
5041 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
5044 tmp.xyz.z = 4.739f; // always go this fast forward.
5046 // pick x and y velocities so they are always on a
5047 // circle with a 25 m radius.
5049 float tmp_angle = frand()*PI2;
5051 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
5052 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
5054 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
5056 //mprintf(( "Changing velocity!\n" ));
5057 camera_set_velocity( &tmp, 0 );
5060 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
5061 vector tmp = ZERO_VECTOR;
5062 camera_set_velocity( &tmp, 0 );
5067 void end_demo_campaign_do()
5069 #if defined(FS2_DEMO) || defined(FS1_DEMO)
5070 // show upsell screens
5071 demo_upsell_show_screens();
5072 #elif defined(OEM_BUILD)
5073 // show oem upsell screens
5074 oem_upsell_show_screens();
5077 // drop into main hall
5078 gameseq_post_event( GS_EVENT_MAIN_MENU );
5081 // All code to process events. This is the only place
5082 // that you should change the state of the game.
5083 void game_process_event( int current_state, int event )
5085 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
5088 case GS_EVENT_SIMULATOR_ROOM:
5089 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
5092 case GS_EVENT_MAIN_MENU:
5093 gameseq_set_state(GS_STATE_MAIN_MENU);
5096 case GS_EVENT_OPTIONS_MENU:
5097 gameseq_push_state( GS_STATE_OPTIONS_MENU );
5100 case GS_EVENT_BARRACKS_MENU:
5101 gameseq_set_state(GS_STATE_BARRACKS_MENU);
5104 case GS_EVENT_TECH_MENU:
5105 gameseq_set_state(GS_STATE_TECH_MENU);
5108 case GS_EVENT_TRAINING_MENU:
5109 gameseq_set_state(GS_STATE_TRAINING_MENU);
5112 case GS_EVENT_START_GAME:
5113 Select_default_ship = 0;
5114 Player_multi_died_check = -1;
5115 gameseq_set_state(GS_STATE_CMD_BRIEF);
5118 case GS_EVENT_START_BRIEFING:
5119 gameseq_set_state(GS_STATE_BRIEFING);
5122 case GS_EVENT_DEBRIEF:
5123 // did we end the campaign in the main freespace 2 single player campaign?
5125 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
5127 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
5129 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
5131 gameseq_set_state(GS_STATE_DEBRIEF);
5134 Player_multi_died_check = -1;
5137 case GS_EVENT_SHIP_SELECTION:
5138 gameseq_set_state( GS_STATE_SHIP_SELECT );
5141 case GS_EVENT_WEAPON_SELECTION:
5142 gameseq_set_state( GS_STATE_WEAPON_SELECT );
5145 case GS_EVENT_ENTER_GAME:
5147 // maybe start recording a demo
5149 demo_start_record("test.fsd");
5153 if (Game_mode & GM_MULTIPLAYER) {
5154 // if we're respawning, make sure we change the view mode so that the hud shows up
5155 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5159 gameseq_set_state(GS_STATE_GAME_PLAY);
5161 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5164 Player_multi_died_check = -1;
5166 // clear multiplayer button info
5167 extern button_info Multi_ship_status_bi;
5168 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5170 Start_time = f2fl(timer_get_approx_seconds());
5172 mprintf(("Entering game at time = %7.3f\n", Start_time));
5176 case GS_EVENT_START_GAME_QUICK:
5177 Select_default_ship = 1;
5178 gameseq_post_event(GS_EVENT_ENTER_GAME);
5182 case GS_EVENT_END_GAME:
5183 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5184 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5185 gameseq_set_state(GS_STATE_MAIN_MENU);
5190 Player_multi_died_check = -1;
5193 case GS_EVENT_QUIT_GAME:
5194 main_hall_stop_music();
5195 main_hall_stop_ambient();
5196 gameseq_set_state(GS_STATE_QUIT_GAME);
5198 Player_multi_died_check = -1;
5201 case GS_EVENT_GAMEPLAY_HELP:
5202 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5205 case GS_EVENT_PAUSE_GAME:
5206 gameseq_push_state(GS_STATE_GAME_PAUSED);
5209 case GS_EVENT_DEBUG_PAUSE_GAME:
5210 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5213 case GS_EVENT_TRAINING_PAUSE:
5214 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5217 case GS_EVENT_PREVIOUS_STATE:
5218 gameseq_pop_state();
5221 case GS_EVENT_TOGGLE_FULLSCREEN:
5222 gr_toggle_fullscreen();
5225 case GS_EVENT_TOGGLE_GLIDE:
5228 case GS_EVENT_LOAD_MISSION_MENU:
5229 gameseq_set_state(GS_STATE_LOAD_MISSION_MENU);
5232 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5233 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5236 case GS_EVENT_HUD_CONFIG:
5237 gameseq_push_state( GS_STATE_HUD_CONFIG );
5240 case GS_EVENT_CONTROL_CONFIG:
5241 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5244 case GS_EVENT_DEATH_DIED:
5245 gameseq_set_state( GS_STATE_DEATH_DIED );
5248 case GS_EVENT_DEATH_BLEW_UP:
5249 if ( current_state == GS_STATE_DEATH_DIED ) {
5250 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5251 event_music_player_death();
5253 // multiplayer clients set their extra check here
5254 if(Game_mode & GM_MULTIPLAYER){
5255 // set the multi died absolute last chance check
5256 Player_multi_died_check = time(NULL);
5259 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5263 case GS_EVENT_NEW_CAMPAIGN:
5264 if (!mission_load_up_campaign()){
5265 readyroom_continue_campaign();
5268 Player_multi_died_check = -1;
5271 case GS_EVENT_CAMPAIGN_CHEAT:
5272 if (!mission_load_up_campaign()){
5274 // bash campaign value
5275 extern char Main_hall_campaign_cheat[512];
5278 // look for the mission
5279 for(idx=0; idx<Campaign.num_missions; idx++){
5280 if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5281 Campaign.next_mission = idx;
5282 Campaign.prev_mission = idx - 1;
5289 readyroom_continue_campaign();
5292 Player_multi_died_check = -1;
5295 case GS_EVENT_CAMPAIGN_ROOM:
5296 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5299 case GS_EVENT_CMD_BRIEF:
5300 gameseq_set_state(GS_STATE_CMD_BRIEF);
5303 case GS_EVENT_RED_ALERT:
5304 gameseq_set_state(GS_STATE_RED_ALERT);
5307 case GS_EVENT_CREDITS:
5308 gameseq_set_state( GS_STATE_CREDITS );
5311 case GS_EVENT_VIEW_MEDALS:
5312 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5315 case GS_EVENT_SHOW_GOALS:
5316 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5319 case GS_EVENT_HOTKEY_SCREEN:
5320 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5323 // multiplayer stuff follow these comments
5325 case GS_EVENT_MULTI_JOIN_GAME:
5326 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5329 case GS_EVENT_MULTI_HOST_SETUP:
5330 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5333 case GS_EVENT_MULTI_CLIENT_SETUP:
5334 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5337 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5338 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5341 case GS_EVENT_MULTI_STD_WAIT:
5342 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5345 case GS_EVENT_STANDALONE_MAIN:
5346 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5349 case GS_EVENT_MULTI_PAUSE:
5350 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5353 case GS_EVENT_INGAME_PRE_JOIN:
5354 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5357 case GS_EVENT_EVENT_DEBUG:
5358 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5361 // Start a warpout where player automatically goes 70 no matter what
5362 // and can't cancel out of it.
5363 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5364 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5366 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5367 Player->saved_viewer_mode = Viewer_mode;
5368 Player->control_mode = PCM_WARPOUT_STAGE1;
5369 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5370 Warpout_time = 0.0f; // Start timer!
5373 case GS_EVENT_PLAYER_WARPOUT_START:
5374 if ( Player->control_mode != PCM_NORMAL ) {
5375 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5377 Player->saved_viewer_mode = Viewer_mode;
5378 Player->control_mode = PCM_WARPOUT_STAGE1;
5379 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5380 Warpout_time = 0.0f; // Start timer!
5381 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5385 case GS_EVENT_PLAYER_WARPOUT_STOP:
5386 if ( Player->control_mode != PCM_NORMAL ) {
5387 if ( !Warpout_forced ) { // cannot cancel forced warpout
5388 Player->control_mode = PCM_NORMAL;
5389 Viewer_mode = Player->saved_viewer_mode;
5390 hud_subspace_notify_abort();
5391 mprintf(( "Player put back to normal mode.\n" ));
5392 if ( Warpout_sound > -1 ) {
5393 snd_stop( Warpout_sound );
5400 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5401 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5402 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5403 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5405 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5406 shipfx_warpout_start( Player_obj );
5407 Player->control_mode = PCM_WARPOUT_STAGE2;
5408 Player->saved_viewer_mode = Viewer_mode;
5409 Viewer_mode |= VM_WARP_CHASE;
5411 vector tmp = Player_obj->pos;
5413 ship_get_eye( &tmp, &tmp_m, Player_obj );
5414 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5415 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5416 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5418 camera_set_position( &tmp );
5419 camera_set_orient( &Player_obj->orient );
5420 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5422 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5423 camera_set_velocity( &tmp_vel, 1);
5427 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5428 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5429 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5430 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5432 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5433 Player->control_mode = PCM_WARPOUT_STAGE3;
5437 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5438 mprintf(( "Player warped out. Going to debriefing!\n" ));
5439 Player->control_mode = PCM_NORMAL;
5440 Viewer_mode = Player->saved_viewer_mode;
5443 // we have a special debriefing screen for multiplayer furballs
5444 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5445 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5447 // do the normal debriefing for all other situations
5449 gameseq_post_event(GS_EVENT_DEBRIEF);
5453 case GS_EVENT_STANDALONE_POSTGAME:
5454 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5457 case GS_EVENT_INITIAL_PLAYER_SELECT:
5458 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5461 case GS_EVENT_GAME_INIT:
5462 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5463 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5465 // see if the command line option has been set to use the last pilot, and act acoordingly
5466 if( player_select_get_last_pilot() ) {
5467 // always enter the main menu -- do the automatic network startup stuff elsewhere
5468 // so that we still have valid checks for networking modes, etc.
5469 gameseq_set_state(GS_STATE_MAIN_MENU);
5471 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5476 case GS_EVENT_MULTI_MISSION_SYNC:
5477 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5480 case GS_EVENT_MULTI_START_GAME:
5481 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5484 case GS_EVENT_MULTI_HOST_OPTIONS:
5485 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5488 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5489 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5492 case GS_EVENT_TEAM_SELECT:
5493 gameseq_set_state(GS_STATE_TEAM_SELECT);
5496 case GS_EVENT_END_CAMPAIGN:
5497 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5500 case GS_EVENT_END_DEMO:
5501 gameseq_set_state(GS_STATE_END_DEMO);
5504 case GS_EVENT_LOOP_BRIEF:
5505 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5514 // Called when a state is being left.
5515 // The current state is still at old_state, but as soon as
5516 // this function leaves, then the current state will become
5517 // new state. You should never try to change the state
5518 // in here... if you think you need to, you probably really
5519 // need to post an event, not change the state.
5520 void game_leave_state( int old_state, int new_state )
5522 int end_mission = 1;
5524 switch (new_state) {
5525 case GS_STATE_GAME_PAUSED:
5526 case GS_STATE_DEBUG_PAUSED:
5527 case GS_STATE_OPTIONS_MENU:
5528 case GS_STATE_CONTROL_CONFIG:
5529 case GS_STATE_MISSION_LOG_SCROLLBACK:
5530 case GS_STATE_DEATH_DIED:
5531 case GS_STATE_SHOW_GOALS:
5532 case GS_STATE_HOTKEY_SCREEN:
5533 case GS_STATE_MULTI_PAUSED:
5534 case GS_STATE_TRAINING_PAUSED:
5535 case GS_STATE_EVENT_DEBUG:
5536 case GS_STATE_GAMEPLAY_HELP:
5537 end_mission = 0; // these events shouldn't end a mission
5541 switch (old_state) {
5542 case GS_STATE_BRIEFING:
5543 brief_stop_voices();
5544 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5545 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5546 && (new_state != GS_STATE_TEAM_SELECT) ){
5547 common_select_close();
5548 if ( new_state == GS_STATE_MAIN_MENU ) {
5549 freespace_stop_mission();
5553 // COMMAND LINE OPTION
5554 if (Cmdline_multi_stream_chat_to_file){
5555 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5556 cfclose(Multi_chat_stream);
5560 case GS_STATE_DEBRIEF:
5561 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5566 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5567 multi_df_debrief_close();
5570 case GS_STATE_LOAD_MISSION_MENU:
5571 mission_load_menu_close();
5574 case GS_STATE_SIMULATOR_ROOM:
5578 case GS_STATE_CAMPAIGN_ROOM:
5579 campaign_room_close();
5582 case GS_STATE_CMD_BRIEF:
5583 if (new_state == GS_STATE_OPTIONS_MENU) {
5588 if (new_state == GS_STATE_MAIN_MENU)
5589 freespace_stop_mission();
5594 case GS_STATE_RED_ALERT:
5598 case GS_STATE_SHIP_SELECT:
5599 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5600 new_state != GS_STATE_HOTKEY_SCREEN &&
5601 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5602 common_select_close();
5603 if ( new_state == GS_STATE_MAIN_MENU ) {
5604 freespace_stop_mission();
5609 case GS_STATE_WEAPON_SELECT:
5610 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5611 new_state != GS_STATE_HOTKEY_SCREEN &&
5612 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5613 common_select_close();
5614 if ( new_state == GS_STATE_MAIN_MENU ) {
5615 freespace_stop_mission();
5620 case GS_STATE_TEAM_SELECT:
5621 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5622 new_state != GS_STATE_HOTKEY_SCREEN &&
5623 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5624 common_select_close();
5625 if ( new_state == GS_STATE_MAIN_MENU ) {
5626 freespace_stop_mission();
5631 case GS_STATE_MAIN_MENU:
5632 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5639 case GS_STATE_OPTIONS_MENU:
5640 //game_start_time();
5641 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5642 multi_join_clear_game_list();
5644 options_menu_close();
5647 case GS_STATE_BARRACKS_MENU:
5648 if(new_state != GS_STATE_VIEW_MEDALS){
5653 case GS_STATE_MISSION_LOG_SCROLLBACK:
5654 hud_scrollback_close();
5657 case GS_STATE_TRAINING_MENU:
5658 training_menu_close();
5661 case GS_STATE_GAME_PLAY:
5662 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5663 player_save_target_and_weapon_link_prefs();
5664 game_stop_looped_sounds();
5667 sound_env_disable();
5668 joy_ff_stop_effects();
5670 // stop game time under certain conditions
5671 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5676 // shut down any recording or playing demos
5681 // when in multiplayer and going back to the main menu, send a leave game packet
5682 // right away (before calling stop mission). stop_mission was taking to long to
5683 // close mission down and I want people to get notified ASAP.
5684 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5685 multi_quit_game(PROMPT_NONE);
5688 freespace_stop_mission();
5689 Game_time_compression = F1_0;
5693 case GS_STATE_TECH_MENU:
5697 case GS_STATE_TRAINING_PAUSED:
5698 Training_num_lines = 0;
5699 // fall through to GS_STATE_GAME_PAUSED
5701 case GS_STATE_GAME_PAUSED:
5703 if ( end_mission ) {
5708 case GS_STATE_DEBUG_PAUSED:
5711 pause_debug_close();
5715 case GS_STATE_HUD_CONFIG:
5719 // join/start a game
5720 case GS_STATE_MULTI_JOIN_GAME:
5721 if(new_state != GS_STATE_OPTIONS_MENU){
5722 multi_join_game_close();
5726 case GS_STATE_MULTI_HOST_SETUP:
5727 case GS_STATE_MULTI_CLIENT_SETUP:
5728 // if this is just the host going into the options screen, don't do anything
5729 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5733 // close down the proper state
5734 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5735 multi_create_game_close();
5737 multi_game_client_setup_close();
5740 // COMMAND LINE OPTION
5741 if (Cmdline_multi_stream_chat_to_file){
5742 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5743 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5744 cfclose(Multi_chat_stream);
5749 case GS_STATE_CONTROL_CONFIG:
5750 control_config_close();
5753 case GS_STATE_DEATH_DIED:
5754 Game_mode &= ~GM_DEAD_DIED;
5756 // early end while respawning or blowing up in a multiplayer game
5757 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5759 freespace_stop_mission();
5763 case GS_STATE_DEATH_BLEW_UP:
5764 Game_mode &= ~GM_DEAD_BLEW_UP;
5766 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5767 // to determine if I should do anything.
5768 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5770 freespace_stop_mission();
5773 // if we are not respawing as an observer or as a player, our new state will not
5774 // be gameplay state.
5775 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5776 game_stop_time(); // hasn't been called yet!!
5777 freespace_stop_mission();
5783 case GS_STATE_CREDITS:
5787 case GS_STATE_VIEW_MEDALS:
5791 case GS_STATE_SHOW_GOALS:
5792 mission_show_goals_close();
5795 case GS_STATE_HOTKEY_SCREEN:
5796 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5797 mission_hotkey_close();
5801 case GS_STATE_MULTI_MISSION_SYNC:
5802 // if we're moving into the options menu, don't do anything
5803 if(new_state == GS_STATE_OPTIONS_MENU){
5807 SDL_assert( Game_mode & GM_MULTIPLAYER );
5809 if ( new_state == GS_STATE_GAME_PLAY ){
5810 // palette_restore_palette();
5812 // change a couple of flags to indicate our state!!!
5813 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5814 send_netplayer_update_packet();
5816 // set the game mode
5817 Game_mode |= GM_IN_MISSION;
5821 case GS_STATE_VIEW_CUTSCENES:
5822 cutscenes_screen_close();
5825 case GS_STATE_MULTI_STD_WAIT:
5826 multi_standalone_wait_close();
5829 case GS_STATE_STANDALONE_MAIN:
5830 standalone_main_close();
5831 if(new_state == GS_STATE_MULTI_STD_WAIT){
5832 init_multiplayer_stats();
5836 case GS_STATE_MULTI_PAUSED:
5837 // if ( end_mission ){
5842 case GS_STATE_INGAME_PRE_JOIN:
5843 multi_ingame_select_close();
5846 case GS_STATE_STANDALONE_POSTGAME:
5847 multi_standalone_postgame_close();
5850 case GS_STATE_INITIAL_PLAYER_SELECT:
5851 player_select_close();
5854 case GS_STATE_MULTI_START_GAME:
5855 multi_start_game_close();
5858 case GS_STATE_MULTI_HOST_OPTIONS:
5859 multi_host_options_close();
5862 case GS_STATE_END_OF_CAMPAIGN:
5863 mission_campaign_end_close();
5866 case GS_STATE_LOOP_BRIEF:
5872 // Called when a state is being entered.
5873 // The current state is set to the state we're entering at
5874 // this point, and old_state is set to the state we're coming
5875 // from. You should never try to change the state
5876 // in here... if you think you need to, you probably really
5877 // need to post an event, not change the state.
5879 void game_enter_state( int old_state, int new_state )
5881 switch (new_state) {
5882 case GS_STATE_MAIN_MENU:
5883 // in multiplayer mode, be sure that we are not doing networking anymore.
5884 if ( Game_mode & GM_MULTIPLAYER ) {
5885 SDL_assert( Net_player != NULL );
5886 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5889 Game_time_compression = F1_0;
5891 // determine which ship this guy is currently based on
5892 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5895 if (Player->on_bastion) {
5903 case GS_STATE_BRIEFING:
5904 main_hall_stop_music();
5905 main_hall_stop_ambient();
5907 if (Game_mode & GM_NORMAL) {
5908 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5909 // MWA: or from options or hotkey screens
5910 // JH: or if the command brief state already did this
5911 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5912 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5913 && (old_state != GS_STATE_CMD_BRIEF) ) {
5914 if ( !game_start_mission() ) // this should put us into a new state on failure!
5918 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5919 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5920 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5922 Game_time_compression = F1_0;
5924 if ( red_alert_mission() ) {
5925 gameseq_post_event(GS_EVENT_RED_ALERT);
5932 case GS_STATE_DEBRIEF:
5933 game_stop_looped_sounds();
5934 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
5935 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5940 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5941 multi_df_debrief_init();
5944 case GS_STATE_LOAD_MISSION_MENU:
5945 mission_load_menu_init();
5948 case GS_STATE_SIMULATOR_ROOM:
5952 case GS_STATE_CAMPAIGN_ROOM:
5953 campaign_room_init();
5956 case GS_STATE_RED_ALERT:
5957 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5961 case GS_STATE_CMD_BRIEF: {
5962 int team_num = 0; // team number used as index for which cmd brief to use.
5964 if (old_state == GS_STATE_OPTIONS_MENU) {
5968 main_hall_stop_music();
5969 main_hall_stop_ambient();
5971 if (Game_mode & GM_NORMAL) {
5972 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5973 // MWA: or from options or hotkey screens
5974 // JH: or if the command brief state already did this
5975 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5976 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5977 if ( !game_start_mission() ) // this should put us into a new state on failure!
5982 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5983 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5984 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5986 cmd_brief_init(team_num);
5992 case GS_STATE_SHIP_SELECT:
5996 case GS_STATE_WEAPON_SELECT:
5997 weapon_select_init();
6000 case GS_STATE_TEAM_SELECT:
6004 case GS_STATE_GAME_PAUSED:
6009 case GS_STATE_DEBUG_PAUSED:
6010 // game_stop_time();
6011 // os_set_title("FreeSpace - PAUSED");
6014 case GS_STATE_TRAINING_PAUSED:
6021 case GS_STATE_OPTIONS_MENU:
6023 options_menu_init();
6026 case GS_STATE_GAME_PLAY:
6027 // coming from the gameplay state or the main menu, we might need to load the mission
6028 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
6029 if ( !game_start_mission() ) // this should put us into a new state.
6034 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
6035 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
6036 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
6037 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
6038 (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)) ) {
6039 // JAS: Used to do all paging here.
6043 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
6047 main_hall_stop_music();
6048 main_hall_stop_ambient();
6049 event_music_first_pattern(); // start the first pattern
6052 // special code that restores player ship selection and weapons loadout when doing a quick start
6053 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
6054 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
6055 wss_direct_restore_loadout();
6059 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
6060 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
6061 event_music_first_pattern(); // start the first pattern
6064 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
6065 event_music_first_pattern(); // start the first pattern
6067 player_restore_target_and_weapon_link_prefs();
6069 Game_mode |= GM_IN_MISSION;
6072 // required to truely make mouse deltas zeroed in debug mouse code
6073 void mouse_force_pos(int x, int y);
6074 if (!Is_standalone) {
6075 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
6081 // only start time if in single player, or coming from multi wait state
6084 (Game_mode & GM_NORMAL) &&
6085 (old_state != GS_STATE_VIEW_CUTSCENES)
6087 (Game_mode & GM_MULTIPLAYER) && (
6088 (old_state == GS_STATE_MULTI_PAUSED) ||
6089 (old_state == GS_STATE_MULTI_MISSION_SYNC)
6095 // when coming from the multi paused state, reset the timestamps
6096 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
6097 multi_reset_timestamps();
6100 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
6101 // initialize all object update details
6102 multi_oo_gameplay_init();
6105 // under certain circumstances, the server should reset the object update rate limiting stuff
6106 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
6107 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
6109 // reinitialize the rate limiting system for all clients
6110 multi_oo_rate_init_all();
6113 // multiplayer clients should always re-initialize their control info rate limiting system
6114 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
6115 multi_oo_rate_init_all();
6119 if(Game_mode & GM_MULTIPLAYER){
6120 multi_ping_reset_players();
6123 Game_subspace_effect = 0;
6124 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
6125 Game_subspace_effect = 1;
6126 if( !(Game_mode & GM_STANDALONE_SERVER) ){
6127 game_start_subspace_ambient_sound();
6131 sound_env_set(&Game_sound_env);
6132 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
6134 // clear multiplayer button info i
6135 extern button_info Multi_ship_status_bi;
6136 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
6139 case GS_STATE_HUD_CONFIG:
6143 case GS_STATE_MULTI_JOIN_GAME:
6144 multi_join_clear_game_list();
6146 if (old_state != GS_STATE_OPTIONS_MENU) {
6147 multi_join_game_init();
6152 case GS_STATE_MULTI_HOST_SETUP:
6153 // don't reinitialize if we're coming back from the host options screen
6154 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6155 multi_create_game_init();
6160 case GS_STATE_MULTI_CLIENT_SETUP:
6161 if (old_state != GS_STATE_OPTIONS_MENU) {
6162 multi_game_client_setup_init();
6167 case GS_STATE_CONTROL_CONFIG:
6168 control_config_init();
6171 case GS_STATE_TECH_MENU:
6175 case GS_STATE_BARRACKS_MENU:
6176 if(old_state != GS_STATE_VIEW_MEDALS){
6181 case GS_STATE_MISSION_LOG_SCROLLBACK:
6182 hud_scrollback_init();
6185 case GS_STATE_DEATH_DIED:
6186 Player_died_time = timestamp(10);
6188 if(!(Game_mode & GM_MULTIPLAYER)){
6189 player_show_death_message();
6191 Game_mode |= GM_DEAD_DIED;
6194 case GS_STATE_DEATH_BLEW_UP:
6195 if ( !popupdead_is_active() ) {
6196 Player_ai->target_objnum = -1;
6199 // stop any local EMP effect
6202 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6203 Game_mode |= GM_DEAD_BLEW_UP;
6204 Show_viewing_from_self = 0;
6206 // timestamp how long we should wait before displaying the died popup
6207 if ( !popupdead_is_active() ) {
6208 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6212 case GS_STATE_GAMEPLAY_HELP:
6213 gameplay_help_init();
6216 case GS_STATE_CREDITS:
6217 main_hall_stop_music();
6218 main_hall_stop_ambient();
6222 case GS_STATE_VIEW_MEDALS:
6223 medal_main_init(Player);
6226 case GS_STATE_SHOW_GOALS:
6227 mission_show_goals_init();
6230 case GS_STATE_HOTKEY_SCREEN:
6231 mission_hotkey_init();
6234 case GS_STATE_MULTI_MISSION_SYNC:
6235 // if we're coming from the options screen, don't do any
6236 if(old_state == GS_STATE_OPTIONS_MENU){
6240 switch(Multi_sync_mode){
6241 case MULTI_SYNC_PRE_BRIEFING:
6242 // if moving from game forming to the team select state
6245 case MULTI_SYNC_POST_BRIEFING:
6246 // if moving from briefing into the mission itself
6249 // tell everyone that we're now loading data
6250 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6251 send_netplayer_update_packet();
6253 // JAS: Used to do all paging here!!!!
6255 Net_player->state = NETPLAYER_STATE_WAITING;
6256 send_netplayer_update_packet();
6258 Game_time_compression = F1_0;
6260 case MULTI_SYNC_INGAME:
6266 case GS_STATE_VIEW_CUTSCENES:
6267 cutscenes_screen_init();
6270 case GS_STATE_MULTI_STD_WAIT:
6271 multi_standalone_wait_init();
6274 case GS_STATE_STANDALONE_MAIN:
6275 // don't initialize if we're coming from one of these 2 states unless there are no
6276 // players left (reset situation)
6277 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6278 standalone_main_init();
6282 case GS_STATE_MULTI_PAUSED:
6286 case GS_STATE_INGAME_PRE_JOIN:
6287 multi_ingame_select_init();
6290 case GS_STATE_STANDALONE_POSTGAME:
6291 multi_standalone_postgame_init();
6294 case GS_STATE_INITIAL_PLAYER_SELECT:
6295 player_select_init();
6298 case GS_STATE_MULTI_START_GAME:
6299 multi_start_game_init();
6302 case GS_STATE_MULTI_HOST_OPTIONS:
6303 multi_host_options_init();
6306 case GS_STATE_END_OF_CAMPAIGN:
6307 mission_campaign_end_init();
6310 case GS_STATE_LOOP_BRIEF:
6317 // do stuff that may need to be done regardless of state
6318 void game_do_state_common(int state,int no_networking)
6320 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6321 snd_do_frame(); // update sound system
6322 event_music_do_frame(); // music needs to play across many states
6324 multi_log_process();
6326 if (no_networking) {
6330 // maybe do a multiplayer frame based on game mode and state type
6331 if (Game_mode & GM_MULTIPLAYER) {
6333 case GS_STATE_OPTIONS_MENU:
6334 case GS_STATE_GAMEPLAY_HELP:
6335 case GS_STATE_HOTKEY_SCREEN:
6336 case GS_STATE_HUD_CONFIG:
6337 case GS_STATE_CONTROL_CONFIG:
6338 case GS_STATE_MISSION_LOG_SCROLLBACK:
6339 case GS_STATE_SHOW_GOALS:
6340 case GS_STATE_VIEW_CUTSCENES:
6341 case GS_STATE_EVENT_DEBUG:
6342 multi_maybe_do_frame();
6346 game_do_networking();
6350 // Called once a frame.
6351 // You should never try to change the state
6352 // in here... if you think you need to, you probably really
6353 // need to post an event, not change the state.
6354 int Game_do_state_should_skip = 0;
6355 void game_do_state(int state)
6357 // always lets the do_state_common() function determine if the state should be skipped
6358 Game_do_state_should_skip = 0;
6360 // legal to set the should skip state anywhere in this function
6361 game_do_state_common(state); // do stuff that may need to be done regardless of state
6363 if(Game_do_state_should_skip){
6368 case GS_STATE_MAIN_MENU:
6369 game_set_frametime(GS_STATE_MAIN_MENU);
6370 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6373 main_hall_do(flFrametime);
6377 case GS_STATE_OPTIONS_MENU:
6378 game_set_frametime(GS_STATE_OPTIONS_MENU);
6379 options_menu_do_frame(flFrametime);
6382 case GS_STATE_BARRACKS_MENU:
6383 game_set_frametime(GS_STATE_BARRACKS_MENU);
6384 barracks_do_frame(flFrametime);
6387 case GS_STATE_TRAINING_MENU:
6388 game_set_frametime(GS_STATE_TRAINING_MENU);
6389 training_menu_do_frame(flFrametime);
6392 case GS_STATE_TECH_MENU:
6393 game_set_frametime(GS_STATE_TECH_MENU);
6394 techroom_do_frame(flFrametime);
6397 case GS_STATE_GAMEPLAY_HELP:
6398 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6399 gameplay_help_do_frame(flFrametime);
6402 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6406 case GS_STATE_GAME_PAUSED:
6410 case GS_STATE_DEBUG_PAUSED:
6412 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6417 case GS_STATE_TRAINING_PAUSED:
6418 game_training_pause_do();
6421 case GS_STATE_LOAD_MISSION_MENU:
6422 game_set_frametime(GS_STATE_LOAD_MISSION_MENU);
6423 mission_load_menu_do();
6426 case GS_STATE_BRIEFING:
6427 game_set_frametime(GS_STATE_BRIEFING);
6428 brief_do_frame(flFrametime);
6431 case GS_STATE_DEBRIEF:
6432 game_set_frametime(GS_STATE_DEBRIEF);
6433 debrief_do_frame(flFrametime);
6436 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6437 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6438 multi_df_debrief_do();
6441 case GS_STATE_SHIP_SELECT:
6442 game_set_frametime(GS_STATE_SHIP_SELECT);
6443 ship_select_do(flFrametime);
6446 case GS_STATE_WEAPON_SELECT:
6447 game_set_frametime(GS_STATE_WEAPON_SELECT);
6448 weapon_select_do(flFrametime);
6451 case GS_STATE_MISSION_LOG_SCROLLBACK:
6452 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6453 hud_scrollback_do_frame(flFrametime);
6456 case GS_STATE_HUD_CONFIG:
6457 game_set_frametime(GS_STATE_HUD_CONFIG);
6458 hud_config_do_frame(flFrametime);
6461 case GS_STATE_MULTI_JOIN_GAME:
6462 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6463 multi_join_game_do_frame();
6466 case GS_STATE_MULTI_HOST_SETUP:
6467 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6468 multi_create_game_do();
6471 case GS_STATE_MULTI_CLIENT_SETUP:
6472 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6473 multi_game_client_setup_do_frame();
6476 case GS_STATE_CONTROL_CONFIG:
6477 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6478 control_config_do_frame(flFrametime);
6481 case GS_STATE_DEATH_DIED:
6485 case GS_STATE_DEATH_BLEW_UP:
6489 case GS_STATE_SIMULATOR_ROOM:
6490 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6491 sim_room_do_frame(flFrametime);
6494 case GS_STATE_CAMPAIGN_ROOM:
6495 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6496 campaign_room_do_frame(flFrametime);
6499 case GS_STATE_RED_ALERT:
6500 game_set_frametime(GS_STATE_RED_ALERT);
6501 red_alert_do_frame(flFrametime);
6504 case GS_STATE_CMD_BRIEF:
6505 game_set_frametime(GS_STATE_CMD_BRIEF);
6506 cmd_brief_do_frame(flFrametime);
6509 case GS_STATE_CREDITS:
6510 game_set_frametime(GS_STATE_CREDITS);
6511 credits_do_frame(flFrametime);
6514 case GS_STATE_VIEW_MEDALS:
6515 game_set_frametime(GS_STATE_VIEW_MEDALS);
6519 case GS_STATE_SHOW_GOALS:
6520 game_set_frametime(GS_STATE_SHOW_GOALS);
6521 mission_show_goals_do_frame(flFrametime);
6524 case GS_STATE_HOTKEY_SCREEN:
6525 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6526 mission_hotkey_do_frame(flFrametime);
6529 case GS_STATE_VIEW_CUTSCENES:
6530 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6531 cutscenes_screen_do_frame();
6534 case GS_STATE_MULTI_STD_WAIT:
6535 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6536 multi_standalone_wait_do();
6539 case GS_STATE_STANDALONE_MAIN:
6540 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6541 standalone_main_do();
6544 case GS_STATE_MULTI_PAUSED:
6545 game_set_frametime(GS_STATE_MULTI_PAUSED);
6549 case GS_STATE_TEAM_SELECT:
6550 game_set_frametime(GS_STATE_TEAM_SELECT);
6554 case GS_STATE_INGAME_PRE_JOIN:
6555 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6556 multi_ingame_select_do();
6559 case GS_STATE_EVENT_DEBUG:
6561 game_set_frametime(GS_STATE_EVENT_DEBUG);
6562 game_show_event_debug(flFrametime);
6566 case GS_STATE_STANDALONE_POSTGAME:
6567 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6568 multi_standalone_postgame_do();
6571 case GS_STATE_INITIAL_PLAYER_SELECT:
6572 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6576 case GS_STATE_MULTI_MISSION_SYNC:
6577 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6581 case GS_STATE_MULTI_START_GAME:
6582 game_set_frametime(GS_STATE_MULTI_START_GAME);
6583 multi_start_game_do();
6586 case GS_STATE_MULTI_HOST_OPTIONS:
6587 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6588 multi_host_options_do();
6591 case GS_STATE_END_OF_CAMPAIGN:
6592 mission_campaign_end_do();
6595 case GS_STATE_END_DEMO:
6596 game_set_frametime(GS_STATE_END_DEMO);
6597 end_demo_campaign_do();
6600 case GS_STATE_LOOP_BRIEF:
6601 game_set_frametime(GS_STATE_LOOP_BRIEF);
6605 } // end switch(gs_current_state)
6609 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6610 int game_do_ram_check(int ram_in_mbytes)
6612 if ( ram_in_mbytes < 30 ) {
6613 int allowed_to_run = 1;
6614 if ( ram_in_mbytes < 25 ) {
6620 if ( allowed_to_run ) {
6621 SDL_MessageBoxData mboxd;
6622 SDL_MessageBoxButtonData mboxbuttons[2];
6625 // not a translated string, but it's too long and smartdrv isn't
6626 // really a thing for any OS we now support :p
6627 // 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);
6628 sprintf( 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);
6630 mboxbuttons[0].buttonid = 0;
6631 mboxbuttons[0].text = XSTR("Ok", 503);
6632 mboxbuttons[0].flags = 0;
6634 mboxbuttons[1].buttonid = 1;
6635 mboxbuttons[1].text = XSTR("Cancel", 504);
6636 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6638 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6639 mboxd.title = XSTR( "Not Enough RAM", 194);
6640 mboxd.message = tmp;
6641 mboxd.numbuttons = 2;
6642 mboxd.buttons = mboxbuttons;
6643 mboxd.window = NULL;
6644 mboxd.colorScheme = NULL;
6646 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6648 if ( msgbox_rval == 1 ) {
6652 // not a translated string, but it's too long and smartdrv isn't
6653 // really a thing for any OS we now support :p
6654 // 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);
6655 sprintf( 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);
6657 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6666 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6667 // If so, copy it over and remove the update directory.
6668 void game_maybe_update_launcher(char *exe_dir)
6671 char src_filename[MAX_PATH];
6672 char dest_filename[MAX_PATH];
6674 strcpy(src_filename, exe_dir);
6675 strcat(src_filename, NOX("\\update\\freespace.exe"));
6677 strcpy(dest_filename, exe_dir);
6678 strcat(dest_filename, NOX("\\freespace.exe"));
6680 // see if src_filename exists
6682 fp = fopen(src_filename, "rb");
6688 SetFileAttributes(dest_filename, FILE_ATTRIBUTE_NORMAL);
6690 // copy updated freespace.exe to freespace exe dir
6691 if ( CopyFile(src_filename, dest_filename, 0) == 0 ) {
6692 MessageBox( NULL, XSTR("Unable to copy freespace.exe from update directory to installed directory. You should copy freespace.exe from the update directory (located in your FreeSpace install directory) to your install directory", 988), NULL, MB_OK|MB_TASKMODAL|MB_SETFOREGROUND );
6696 // delete the file in the update directory
6697 DeleteFile(src_filename);
6699 // safe to assume directory is empty, since freespace.exe should only be the file ever in the update dir
6700 char update_dir[MAX_PATH];
6701 strcpy(update_dir, exe_dir);
6702 strcat(update_dir, NOX("\\update"));
6703 RemoveDirectory(update_dir);
6709 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6713 int sub_total_destroyed = 0;
6717 // get the total for all his children
6718 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6719 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6722 // find the # of faces for this _individual_ object
6723 total = submodel_get_num_polys(model_num, sm);
6724 if(strstr(pm->submodel[sm].name, "-destroyed")){
6725 sub_total_destroyed = total;
6729 sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6732 *out_total += total + sub_total;
6733 *out_destroyed_total += sub_total_destroyed;
6736 #define BAIL() do { int idx; for(idx=0; idx<num_files; idx++){ if(pof_list[idx] != NULL){free(pof_list[idx]); pof_list[idx] = NULL;}} return;} while(0);
6737 void game_spew_pof_info()
6739 char *pof_list[1000];
6742 int idx, model_num, i, j;
6744 int total, root_total, model_total, destroyed_total, counted;
6748 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6750 // spew info on all the pofs
6756 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6761 for(idx=0; idx<num_files; idx++, counted++){
6762 sprintf(str, "%s.pof", pof_list[idx]);
6763 model_num = model_load(str, 0, NULL);
6765 pm = model_get(model_num);
6767 // if we have a real model
6772 // go through and print all raw submodels
6773 cfputs("RAW\n", out);
6776 for (i=0; i<pm->n_models; i++) {
6777 total = submodel_get_num_polys(model_num, i);
6779 model_total += total;
6780 sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6783 sprintf(str, "Model total %d\n", model_total);
6786 // now go through and do it by LOD
6787 cfputs("BY LOD\n\n", out);
6788 for(i=0; i<pm->n_detail_levels; i++){
6789 sprintf(str, "LOD %d\n", i);
6793 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6795 destroyed_total = 0;
6796 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6797 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6800 sprintf(str, "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6803 sprintf(str, "TOTAL: %d\n", total + root_total);
6805 sprintf(str, "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6807 sprintf(str, "TOTAL destroyed faces %d\n\n", destroyed_total);
6810 cfputs("------------------------------------------------------------------------\n\n", out);
6814 if(counted >= MAX_POLYGON_MODELS - 5){
6827 game_spew_pof_info();
6830 int game_main(const char *szCmdLine)
6834 // Find out how much RAM is on this machine
6835 Freespace_total_ram = SDL_GetSystemRAM();
6837 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6841 if (!vm_init(24*1024*1024)) {
6842 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);
6846 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6848 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);
6857 extern void windebug_memwatch_init();
6858 windebug_memwatch_init();
6866 int cpu_cores = SDL_GetCPUCount();
6867 int le = (SDL_BYTEORDER == SDL_LIL_ENDIAN);
6869 mprintf(("Platform: %s\n", SDL_GetPlatform()));
6870 mprintf(("CPU: %d %s\n", cpu_cores, (cpu_cores == 1) ? "core" : "cores"));
6871 mprintf(("Memory: %dMB\n", Freespace_total_ram));
6872 mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, le ? "little" : "big"));
6874 parse_cmdline(szCmdLine);
6876 mprintf(("--------------------------------------------------------------------------------\n"));
6878 #ifdef STANDALONE_ONLY_BUILD
6880 nprintf(("Network", "Standalone running"));
6883 nprintf(("Network", "Standalone running"));
6890 // maybe spew pof stuff
6891 if(Cmdline_spew_pof_info){
6892 game_spew_pof_info();
6897 // non-demo, non-standalone, play the intro movie
6899 if ( !Is_standalone ) {
6901 // release -- movies always play
6904 // 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
6905 movie_play( NOX("intro.mve") );
6907 // debug version, movie will only play with -showmovies
6908 #elif !defined(NDEBUG)
6910 movie_play( NOX("intro.mve") );
6913 if ( Cmdline_show_movies )
6914 movie_play( NOX("intro.mve") );
6923 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6925 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
6929 // only important for non THREADED mode
6932 state = gameseq_process_events();
6933 if ( state == GS_STATE_QUIT_GAME ){
6938 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6940 demo_upsell_show_screens();
6942 #elif defined(OEM_BUILD)
6943 // show upsell screens on exit
6944 oem_upsell_show_screens();
6951 // launcher the fslauncher program on exit
6952 void game_launch_launcher_on_exit()
6956 PROCESS_INFORMATION pi;
6957 char cmd_line[2048];
6958 char original_path[1024] = "";
6960 memset( &si, 0, sizeof(STARTUPINFO) );
6964 _getcwd(original_path, 1023);
6966 // set up command line
6967 strcpy(cmd_line, original_path);
6968 strcat(cmd_line, "\\");
6969 strcat(cmd_line, LAUNCHER_FNAME);
6970 strcat(cmd_line, " -straight_to_update");
6972 BOOL ret = CreateProcess( NULL, // pointer to name of executable module
6973 cmd_line, // pointer to command line string
6974 NULL, // pointer to process security attributes
6975 NULL, // pointer to thread security attributes
6976 FALSE, // handle inheritance flag
6977 CREATE_DEFAULT_ERROR_MODE, // creation flags
6978 NULL, // pointer to new environment block
6979 NULL, // pointer to current directory name
6980 &si, // pointer to STARTUPINFO
6981 &pi // pointer to PROCESS_INFORMATION
6983 // to eliminate build warnings
6993 // This function is called when FreeSpace terminates normally.
6995 void game_shutdown(void)
7001 // don't ever flip a page on the standalone!
7002 if(!(Game_mode & GM_STANDALONE_SERVER)){
7008 // if the player has left the "player select" screen and quit the game without actually choosing
7009 // a player, Player will be NULL, in which case we shouldn't write the player file out!
7010 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
7014 // load up common multiplayer icons
7015 multi_unload_common_icons();
7017 shockwave_close(); // release any memory used by shockwave system
7018 fireball_close(); // free fireball system
7019 ship_close(); // free any memory that was allocated for the ships
7020 weapon_close(); // free any memory that was allocated for the weapons
7021 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
7022 unload_animating_pointer();// frees the frames used for the animating mouse pointer
7023 bm_unload_all(); // free bitmaps
7024 mission_campaign_close(); // close out the campaign stuff
7025 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
7026 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
7028 #ifdef MULTI_USE_LAG
7032 // the menu close functions will unload the bitmaps if they were displayed during the game
7033 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
7036 context_help_close(); // close out help system
7037 training_menu_close();
7038 lcl_close(); // be sure localization is closed out
7041 // free left-over memory from parsed tables
7042 cutscene_tbl_close();
7044 scoring_tbl_close();
7045 player_tips_close();
7047 extern void joy_close();
7050 audiostream_close();
7052 event_music_close();
7056 // HACKITY HACK HACK
7057 // if this flag is set, we should be firing up the launcher when exiting freespace
7058 extern int Multi_update_fireup_launcher_on_exit;
7059 if(Multi_update_fireup_launcher_on_exit){
7060 game_launch_launcher_on_exit();
7064 // game_stop_looped_sounds()
7066 // This function will call the appropriate stop looped sound functions for those
7067 // modules which use looping sounds. It is not enough just to stop a looping sound
7068 // at the DirectSound level, the game is keeping track of looping sounds, and this
7069 // function is used to inform the game that looping sounds are being halted.
7071 void game_stop_looped_sounds()
7073 hud_stop_looped_locking_sounds();
7074 hud_stop_looped_engine_sounds();
7075 afterburner_stop_sounds();
7076 player_stop_looped_sounds();
7077 obj_snd_stop_all(); // stop all object-linked persistant sounds
7078 game_stop_subspace_ambient_sound();
7079 snd_stop(Radar_static_looping);
7080 Radar_static_looping = -1;
7081 snd_stop(Target_static_looping);
7082 shipfx_stop_engine_wash_sound();
7083 Target_static_looping = -1;
7086 //////////////////////////////////////////////////////////////////////////
7088 // Code for supporting an animating mouse pointer
7091 //////////////////////////////////////////////////////////////////////////
7093 typedef struct animating_obj
7102 static animating_obj Animating_mouse;
7104 // ----------------------------------------------------------------------------
7105 // init_animating_pointer()
7107 // Called by load_animating_pointer() to ensure the Animating_mouse struct
7108 // gets properly initialized
7110 void init_animating_pointer()
7112 Animating_mouse.first_frame = -1;
7113 Animating_mouse.num_frames = 0;
7114 Animating_mouse.current_frame = -1;
7115 Animating_mouse.time = 0.0f;
7116 Animating_mouse.elapsed_time = 0.0f;
7119 // ----------------------------------------------------------------------------
7120 // load_animating_pointer()
7122 // Called at game init to load in the frames for the animating mouse pointer
7124 // input: filename => filename of animation file that holds the animation
7126 void load_animating_pointer(const char *filename, int dx, int dy)
7131 init_animating_pointer();
7133 am = &Animating_mouse;
7134 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
7135 if ( am->first_frame == -1 )
7136 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
7137 am->current_frame = 0;
7138 am->time = am->num_frames / i2fl(fps);
7141 // ----------------------------------------------------------------------------
7142 // unload_animating_pointer()
7144 // Called at game shutdown to free the memory used to store the animation frames
7146 void unload_animating_pointer()
7151 am = &Animating_mouse;
7152 for ( i = 0; i < am->num_frames; i++ ) {
7153 SDL_assert( (am->first_frame+i) >= 0 );
7154 bm_release(am->first_frame + i);
7157 am->first_frame = -1;
7159 am->current_frame = -1;
7162 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
7163 void game_render_mouse(float frametime)
7168 // if animating cursor exists, play the next frame
7169 am = &Animating_mouse;
7170 if ( am->first_frame != -1 ) {
7171 mouse_get_pos(&mx, &my);
7172 am->elapsed_time += frametime;
7173 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
7174 if ( am->current_frame >= am->num_frames ) {
7175 am->current_frame = 0;
7176 am->elapsed_time = 0.0f;
7178 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
7182 // ----------------------------------------------------------------------------
7183 // game_maybe_draw_mouse()
7185 // determines whether to draw the mouse pointer at all, and what frame of
7186 // animation to use if the mouse is animating
7188 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
7190 // input: frametime => elapsed frame time in seconds since last call
7192 void game_maybe_draw_mouse(float frametime)
7196 game_state = gameseq_get_state();
7198 switch ( game_state ) {
7199 case GS_STATE_GAME_PAUSED:
7200 // case GS_STATE_MULTI_PAUSED:
7201 case GS_STATE_GAME_PLAY:
7202 case GS_STATE_DEATH_DIED:
7203 case GS_STATE_DEATH_BLEW_UP:
7204 if ( popup_active() || popupdead_is_active() ) {
7216 if ( !Mouse_hidden )
7217 game_render_mouse(frametime);
7221 void game_do_training_checks()
7225 waypoint_list *wplp;
7227 if (Training_context & TRAINING_CONTEXT_SPEED) {
7228 s = (int) Player_obj->phys_info.fspeed;
7229 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7230 if (!Training_context_speed_set) {
7231 Training_context_speed_set = 1;
7232 Training_context_speed_timestamp = timestamp();
7236 Training_context_speed_set = 0;
7239 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7240 wplp = &Waypoint_lists[Training_context_path];
7241 if (wplp->count > Training_context_goal_waypoint) {
7242 i = Training_context_goal_waypoint;
7244 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7245 if (d <= Training_context_distance) {
7246 Training_context_at_waypoint = i;
7247 if (Training_context_goal_waypoint == i) {
7248 Training_context_goal_waypoint++;
7249 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7256 if (i == wplp->count)
7259 } while (i != Training_context_goal_waypoint);
7263 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7264 Players_target = Player_ai->target_objnum;
7265 Players_targeted_subsys = Player_ai->targeted_subsys;
7266 Players_target_timestamp = timestamp();
7270 /////////// Following is for event debug view screen
7274 #define EVENT_DEBUG_MAX 5000
7275 #define EVENT_DEBUG_EVENT 0x8000
7277 int Event_debug_index[EVENT_DEBUG_MAX];
7280 void game_add_event_debug_index(int n, int indent)
7282 if (ED_count < EVENT_DEBUG_MAX)
7283 Event_debug_index[ED_count++] = n | (indent << 16);
7286 void game_add_event_debug_sexp(int n, int indent)
7291 if (Sexp_nodes[n].first >= 0) {
7292 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7293 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7297 game_add_event_debug_index(n, indent);
7298 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7299 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7301 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7304 void game_event_debug_init()
7309 for (e=0; e<Num_mission_events; e++) {
7310 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7311 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7315 void game_show_event_debug(float frametime)
7319 int font_height, font_width;
7321 static int scroll_offset = 0;
7323 k = game_check_key();
7329 if (scroll_offset < 0)
7339 scroll_offset -= 20;
7340 if (scroll_offset < 0)
7345 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7349 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7355 gr_set_color_fast(&Color_bright);
7357 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7359 gr_set_color_fast(&Color_normal);
7361 gr_get_string_size(&font_width, &font_height, NOX("test"));
7362 y_max = gr_screen.max_h - font_height - 5;
7366 while (k < ED_count) {
7367 if (y_index > y_max)
7370 z = Event_debug_index[k];
7371 if (z & EVENT_DEBUG_EVENT) {
7373 sprintf(buf, NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7374 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7375 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7376 Mission_events[z].repeat_count, Mission_events[z].interval);
7384 strcat(buf, Sexp_nodes[z & 0x7fff].text);
7385 switch (Sexp_nodes[z & 0x7fff].value) {
7387 strcat(buf, NOX(" (True)"));
7391 strcat(buf, NOX(" (False)"));
7394 case SEXP_KNOWN_TRUE:
7395 strcat(buf, NOX(" (Always true)"));
7398 case SEXP_KNOWN_FALSE:
7399 strcat(buf, NOX(" (Always false)"));
7402 case SEXP_CANT_EVAL:
7403 strcat(buf, NOX(" (Can't eval)"));
7407 case SEXP_NAN_FOREVER:
7408 strcat(buf, NOX(" (Not a number)"));
7413 gr_printf(10, y_index, buf);
7414 y_index += font_height;
7428 extern int Tmap_npixels;
7431 int Tmap_num_too_big = 0;
7432 int Num_models_needing_splitting = 0;
7434 void Time_model( int modelnum )
7436 // mprintf(( "Timing ship '%s'\n", si->name ));
7438 vector eye_pos, model_pos;
7439 matrix eye_orient, model_orient;
7441 polymodel *pm = model_get( modelnum );
7443 int l = strlen(pm->filename);
7445 if ( (l == '/') || (l=='\\') || (l==':')) {
7451 char *pof_file = &pm->filename[l];
7453 int model_needs_splitting = 0;
7455 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7457 for (i=0; i<pm->n_textures; i++ ) {
7458 char filename[1024];
7461 int bmp_num = pm->original_textures[i];
7462 if ( bmp_num > -1 ) {
7463 bm_get_palette(pm->original_textures[i], pal, filename );
7465 bm_get_info( pm->original_textures[i],&w, &h );
7468 if ( (w > 512) || (h > 512) ) {
7469 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7471 model_needs_splitting++;
7474 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7478 if ( model_needs_splitting ) {
7479 Num_models_needing_splitting++;
7481 eye_orient = model_orient = vmd_identity_matrix;
7482 eye_pos = model_pos = vmd_zero_vector;
7484 eye_pos.xyz.z = -pm->rad*2.0f;
7486 vector eye_to_model;
7488 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7489 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7491 fix t1 = timer_get_fixed_seconds();
7494 ta.p = ta.b = ta.h = 0.0f;
7501 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7503 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7505 modelstats_num_polys = modelstats_num_verts = 0;
7507 while( ta.h < PI2 ) {
7510 vm_angles_2_matrix(&m1, &ta );
7511 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7518 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7520 model_clear_instance( modelnum );
7521 model_set_detail_level(0); // use highest detail level
7522 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7530 int k = key_inkey();
7531 if ( k == SDLK_ESCAPE ) {
7536 fix t2 = timer_get_fixed_seconds();
7538 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7539 //bitmaps_used_this_frame /= framecount;
7541 modelstats_num_polys /= framecount;
7542 modelstats_num_verts /= framecount;
7545 Tmap_npixels /=framecount;
7548 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7550 fprintf( Time_fp, "\"%s\"\t%.0f\t%d\t%d\t%d\t%d\n", pof_file, i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts, Tmap_npixels );
7552 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 );
7554 // fprintf( Time_fp, "%.0f\t%d\t%d\t%d\t%d\n", i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts, Tmap_npixels );
7560 int Time_models = 0;
7561 DCF_BOOL( time_models, Time_models );
7563 void Do_model_timings_test()
7567 if ( !Time_models ) return;
7569 mprintf(( "Timing models!\n" ));
7573 ubyte model_used[MAX_POLYGON_MODELS];
7574 int model_id[MAX_POLYGON_MODELS];
7575 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7580 for (i=0; i<Num_ship_types; i++ ) {
7581 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7583 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7584 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7587 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7588 if ( !Texture_fp ) return;
7590 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7591 if ( !Time_fp ) return;
7593 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7594 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7596 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7597 if ( model_used[i] ) {
7598 Time_model( model_id[i] );
7602 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7603 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7612 // Call this function when you want to inform the player that a feature is not
7613 // enabled in the DEMO version of FreSpace
7614 void game_feature_not_in_demo_popup()
7616 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7619 // format the specified time (fixed point) into a nice string
7620 void game_format_time(fix m_time,char *time_str)
7623 int hours,minutes,seconds;
7626 mtime = f2fl(m_time);
7628 // get the hours, minutes and seconds
7629 hours = (int)(mtime / 3600.0f);
7631 mtime -= (3600.0f * (float)hours);
7633 seconds = (int)mtime%60;
7634 minutes = (int)mtime/60;
7636 // print the hour if necessary
7638 sprintf(time_str,XSTR( "%d:", 201),hours);
7639 // if there are less than 10 minutes, print a leading 0
7641 strcpy(tmp,NOX("0"));
7642 strcat(time_str,tmp);
7646 // print the minutes
7648 sprintf(tmp,XSTR( "%d:", 201),minutes);
7649 strcat(time_str,tmp);
7651 sprintf(time_str,XSTR( "%d:", 201),minutes);
7654 // print the seconds
7656 strcpy(tmp,NOX("0"));
7657 strcat(time_str,tmp);
7659 sprintf(tmp,"%d",seconds);
7660 strcat(time_str,tmp);
7663 // Stuff version string in *str.
7664 void get_version_string(char *str)
7667 if ( FS_VERSION_BUILD == 0 ) {
7668 sprintf(str,"v%d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR);
7670 sprintf(str,"v%d.%02d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7673 #if defined (FS2_DEMO) || defined(FS1_DEMO)
7675 #elif defined (OEM_BUILD)
7676 strcat(str, " (OEM)");
7682 char myname[_MAX_PATH];
7683 int namelen, major, minor, build, waste;
7684 unsigned int buf_size;
7690 // Find my EXE file name
7691 hMod = GetModuleHandle(NULL);
7692 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7694 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7695 infop = (char *)malloc(version_size);
7696 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7698 // get the product version
7699 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7700 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7702 sprintf(str,"Dv%d.%02d",major, minor);
7704 sprintf(str,"v%d.%02d",major, minor);
7709 void get_version_string_short(char *str)
7711 sprintf(str,"v%d.%02d",FS_VERSION_MAJOR, FS_VERSION_MINOR);
7714 // ----------------------------------------------------------------
7716 // OEM UPSELL SCREENS BEGIN
7718 // ----------------------------------------------------------------
7719 #if defined(OEM_BUILD)
7721 #define NUM_OEM_UPSELL_SCREENS 3
7722 #define OEM_UPSELL_SCREEN_DELAY 10000
7724 static int Oem_upsell_bitmaps_loaded = 0;
7725 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7726 static int Oem_upsell_screen_number = 0;
7727 static int Oem_upsell_show_next_bitmap_time;
7730 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
7743 static int Oem_normal_cursor = -1;
7744 static int Oem_web_cursor = -1;
7745 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
7746 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7748 void oem_upsell_next_screen()
7750 Oem_upsell_screen_number++;
7751 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7752 // extra long delay, mouse shown on last upsell
7753 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7757 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7761 void oem_upsell_load_bitmaps()
7765 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7766 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7770 void oem_upsell_unload_bitmaps()
7774 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7775 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7776 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7781 Oem_upsell_bitmaps_loaded = 0;
7784 // clickable hotspot on 3rd OEM upsell screen
7785 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7787 28, 350, 287, 96 // x, y, w, h
7790 45, 561, 460, 152 // x, y, w, h
7794 void oem_upsell_show_screens()
7796 int current_time, k;
7799 if ( !Oem_upsell_bitmaps_loaded ) {
7800 oem_upsell_load_bitmaps();
7801 Oem_upsell_bitmaps_loaded = 1;
7804 // may use upsell screens more than once
7805 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7806 Oem_upsell_screen_number = 0;
7812 int nframes; // used to pass, not really needed (should be 1)
7813 Oem_normal_cursor = gr_get_cursor_bitmap();
7814 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7815 SDL_assert(Oem_web_cursor >= 0);
7816 if (Oem_web_cursor < 0) {
7817 Oem_web_cursor = Oem_normal_cursor;
7822 //oem_reset_trailer_timer();
7824 current_time = timer_get_milliseconds();
7829 // advance screen on keypress or timeout
7830 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7831 oem_upsell_next_screen();
7834 // check if we are done
7835 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7836 Oem_upsell_screen_number--;
7839 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7844 // show me the upsell
7845 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
7846 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7850 // if this is the 3rd upsell, make it clickable, d00d
7851 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7853 int button_state = mouse_get_pos(&mx, &my);
7854 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])
7855 && (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]) )
7858 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7861 if (button_state & MOUSE_LEFT_BUTTON) {
7863 multi_pxo_url(OEM_UPSELL_URL);
7867 // switch cursor back to normal one
7868 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7873 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7883 oem_upsell_unload_bitmaps();
7885 // switch cursor back to normal one
7886 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7890 #endif // defined(OEM_BUILD)
7891 // ----------------------------------------------------------------
7893 // OEM UPSELL SCREENS END
7895 // ----------------------------------------------------------------
7899 // ----------------------------------------------------------------
7901 // DEMO UPSELL SCREENS BEGIN
7903 // ----------------------------------------------------------------
7905 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7908 #define NUM_DEMO_UPSELL_SCREENS 2
7910 #define NUM_DEMO_UPSELL_SCREENS 4
7912 #define DEMO_UPSELL_SCREEN_DELAY 3000
7914 static int Demo_upsell_bitmaps_loaded = 0;
7915 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7916 static int Demo_upsell_screen_number = 0;
7917 static int Demo_upsell_show_next_bitmap_time;
7920 static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7946 void demo_upsell_next_screen()
7948 Demo_upsell_screen_number++;
7949 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7950 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7952 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7956 void demo_upsell_load_bitmaps()
7960 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7961 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7965 void demo_upsell_unload_bitmaps()
7969 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7970 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7971 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7976 Demo_upsell_bitmaps_loaded = 0;
7979 void demo_upsell_show_screens()
7981 int current_time, k;
7984 if ( !Demo_upsell_bitmaps_loaded ) {
7985 demo_upsell_load_bitmaps();
7986 Demo_upsell_bitmaps_loaded = 1;
7989 // may use upsell screens more than once
7990 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7991 Demo_upsell_screen_number = 0;
7998 demo_reset_trailer_timer();
8000 current_time = timer_get_milliseconds();
8007 // don't time out, wait for keypress
8009 if ( current_time > Demo_upsell_show_next_bitmap_time ) {
8010 demo_upsell_next_screen();
8015 demo_upsell_next_screen();
8018 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
8019 Demo_upsell_screen_number--;
8022 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
8027 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
8028 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
8033 if (gameseq_get_state() != GS_STATE_END_DEMO) {
8043 demo_upsell_unload_bitmaps();
8048 // ----------------------------------------------------------------
8050 // DEMO UPSELL SCREENS END
8052 // ----------------------------------------------------------------
8055 // ----------------------------------------------------------------
8057 // Subspace Ambient Sound START
8059 // ----------------------------------------------------------------
8061 static int Subspace_ambient_left_channel = -1;
8062 static int Subspace_ambient_right_channel = -1;
8065 void game_start_subspace_ambient_sound()
8067 if ( Subspace_ambient_left_channel < 0 ) {
8068 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
8071 if ( Subspace_ambient_right_channel < 0 ) {
8072 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
8076 void game_stop_subspace_ambient_sound()
8078 if ( Subspace_ambient_left_channel >= 0 ) {
8079 snd_stop(Subspace_ambient_left_channel);
8080 Subspace_ambient_left_channel = -1;
8083 if ( Subspace_ambient_right_channel >= 0 ) {
8084 snd_stop(Subspace_ambient_right_channel);
8085 Subspace_ambient_right_channel = -1;
8089 // ----------------------------------------------------------------
8091 // Subspace Ambient Sound END
8093 // ----------------------------------------------------------------
8095 // ----------------------------------------------------------------
8097 // Language Autodetection stuff
8100 // this layout order must match Lcl_languages in localize.cpp in order for the
8101 // correct language to be detected
8102 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
8104 1366105450, // English
8106 589986744, // English
8108 -1132430286, // German
8110 -1131728960, // Polish
8113 // default setting is "-1" to use config file with English as fall back
8114 // DO NOT change the default setting here or something uncouth might happen
8115 // in the localization code
8121 // try and open the file to verify
8122 CFILE *detect = cfopen("font01.vf", "rb");
8124 // will use default setting if something went wrong
8129 // get the long checksum of the file
8131 cfseek(detect, 0, SEEK_SET);
8132 cf_chksum_long(detect, &file_checksum);
8136 // now compare the checksum/filesize against known #'s
8137 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
8138 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
8143 // notify if a match was not found, include detected checksum
8144 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
8145 printf("Using default language...\n\n");
8151 // End Auto Lang stuff
8153 // ----------------------------------------------------------------
8155 // ----------------------------------------------------------------
8156 // SHIPS TBL VERIFICATION STUFF
8159 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8160 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8161 #define NUM_SHIPS_TBL_CHECKSUMS 3
8163 #define NUM_SHIPS_TBL_CHECKSUMS 1
8167 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8168 1696074201, // FS2 demo
8171 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8172 1603375034, // FS1 DEMO
8175 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8176 -129679197, // FS1 Full 1.06 (US)
8177 7762567, // FS1 SilentThreat
8178 1555372475 // FS1 Full 1.06 (German)
8182 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8183 -463907578, // US - beta 1
8184 1696074201, // FS2 demo
8187 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8188 // -1022810006, // 1.0 FULL
8189 -1254285366 // 1.2 FULL (German)
8193 void verify_ships_tbl()
8197 Game_ships_tbl_valid = 1;
8203 // detect if the packfile exists
8204 CFILE *detect = cfopen("ships.tbl", "rb");
8205 Game_ships_tbl_valid = 0;
8209 Game_ships_tbl_valid = 0;
8213 // get the long checksum of the file
8215 cfseek(detect, 0, SEEK_SET);
8216 cf_chksum_long(detect, &file_checksum);
8220 // now compare the checksum/filesize against known #'s
8221 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
8222 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
8223 Game_ships_tbl_valid = 1;
8230 DCF(shipspew, "display the checksum for the current ships.tbl")
8233 CFILE *detect = cfopen("ships.tbl", "rb");
8234 // get the long checksum of the file
8236 cfseek(detect, 0, SEEK_SET);
8237 cf_chksum_long(detect, &file_checksum);
8240 dc_printf("%d", file_checksum);
8243 // ----------------------------------------------------------------
8244 // WEAPONS TBL VERIFICATION STUFF
8247 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8248 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8249 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8251 #define NUM_WEAPONS_TBL_CHECKSUMS 1
8255 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8256 -266420030, // demo 1
8259 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8260 -1246928725, // FS1 DEMO
8263 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8264 -834598107, // FS1 1.06 Full (US)
8265 -1652231417, // FS1 SilentThreat
8266 720209793 // FS1 1.06 Full (German)
8270 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8271 141718090, // US - beta 1
8272 -266420030, // demo 1
8275 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8276 // 399297860, // 1.0 FULL
8277 -553984927 // 1.2 FULL (german)
8281 void verify_weapons_tbl()
8285 Game_weapons_tbl_valid = 1;
8291 // detect if the packfile exists
8292 CFILE *detect = cfopen("weapons.tbl", "rb");
8293 Game_weapons_tbl_valid = 0;
8297 Game_weapons_tbl_valid = 0;
8301 // get the long checksum of the file
8303 cfseek(detect, 0, SEEK_SET);
8304 cf_chksum_long(detect, &file_checksum);
8308 // now compare the checksum/filesize against known #'s
8309 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8310 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8311 Game_weapons_tbl_valid = 1;
8318 DCF(wepspew, "display the checksum for the current weapons.tbl")
8321 CFILE *detect = cfopen("weapons.tbl", "rb");
8322 // get the long checksum of the file
8324 cfseek(detect, 0, SEEK_SET);
8325 cf_chksum_long(detect, &file_checksum);
8328 dc_printf("%d", file_checksum);
8331 // if the game is running using hacked data
8332 int game_hacked_data()
8335 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8343 void display_title_screen()
8345 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
8346 ///int title_bitmap;
8349 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8350 if (title_bitmap == -1) {
8355 gr_set_bitmap(title_bitmap);
8363 bm_unload(title_bitmap);
8364 #endif // FS2_DEMO || OEM_BUILD || FS1_DEMO
8367 // return true if the game is running with "low memory", which is less than 48MB
8368 bool game_using_low_mem()
8370 if (Use_low_mem == 0) {