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"
607 #include "multi_pxo.h"
610 #include "freespace.h"
611 #include "managepilot.h"
613 #include "contexthelp.h"
616 #include "missionbrief.h"
617 #include "missiondebrief.h"
619 #include "missionshipchoice.h"
621 #include "hudconfig.h"
622 #include "controlsconfig.h"
623 #include "missionmessage.h"
624 #include "missiontraining.h"
626 #include "hudtarget.h"
628 #include "eventmusic.h"
629 #include "animplay.h"
630 #include "missionweaponchoice.h"
631 #include "missionlog.h"
632 #include "audiostr.h"
634 #include "missioncampaign.h"
636 #include "missionhotkey.h"
637 #include "objectsnd.h"
638 #include "cmeasure.h"
640 #include "linklist.h"
641 #include "shockwave.h"
642 #include "afterburner.h"
647 #include "stand_gui.h"
648 #include "pcxutils.h"
649 #include "hudtargetbox.h"
650 #include "multi_xfer.h"
651 #include "hudescort.h"
652 #include "multiutil.h"
655 #include "multiteamselect.h"
657 #include "readyroom.h"
658 #include "mainhallmenu.h"
659 #include "multilag.h"
661 #include "particle.h"
663 #include "multi_ingame.h"
664 #include "snazzyui.h"
665 #include "asteroid.h"
666 #include "popupdead.h"
667 #include "multi_voice.h"
668 #include "missioncmdbrief.h"
669 #include "redalert.h"
670 #include "gameplayhelp.h"
671 #include "multilag.h"
672 #include "staticrand.h"
673 #include "multi_pmsg.h"
674 #include "levelpaging.h"
675 #include "observer.h"
676 #include "multi_pause.h"
677 #include "multi_endgame.h"
678 #include "cutscenes.h"
679 #include "multi_respawn.h"
681 #include "multi_obj.h"
682 #include "multi_log.h"
684 #include "localize.h"
685 #include "osregistry.h"
686 #include "barracks.h"
687 #include "missionpause.h"
689 #include "alphacolors.h"
690 #include "objcollide.h"
693 #include "neblightning.h"
694 #include "shipcontrails.h"
697 #include "multi_dogfight.h"
698 #include "multi_rate.h"
699 #include "muzzleflash.h"
703 #include "mainhalltemp.h"
704 #include "exceptionhandler.h"
705 #include "supernova.h"
706 #include "hudshield.h"
707 // #include "names.h"
709 #include "missionloopbrief.h"
713 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
719 // 1.00.04 5/26/98 MWA -- going final (12 pm)
720 // 1.00.03 5/26/98 MWA -- going final (3 am)
721 // 1.00.02 5/25/98 MWA -- going final
722 // 1.00.01 5/25/98 MWA -- going final
723 // 0.90 5/21/98 MWA -- getting ready for final.
724 // 0.10 4/9/98. Set by MK.
726 // Demo version: (obsolete since DEMO codebase split from tree)
727 // 0.03 4/10/98 AL. Interplay rev
728 // 0.02 4/8/98 MK. Increased when this system was modified.
729 // 0.01 4/7/98? AL. First release to Interplay QA.
732 // 1.00 5/28/98 AL. First release to Interplay QA.
734 void game_level_init(int seed = -1);
735 void game_post_level_init();
736 void game_do_frame();
737 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
738 void game_reset_time();
739 void game_show_framerate(); // draws framerate in lower right corner
741 int Game_no_clear = 0;
743 int Pofview_running = 0;
744 int Nebedit_running = 0;
745 int Fonttool_running = 0;
747 typedef struct big_expl_flash {
748 float max_flash_intensity; // max intensity
749 float cur_flash_intensity; // cur intensity
750 int flash_start; // start time
753 #define FRAME_FILTER 16
755 #define DEFAULT_SKILL_LEVEL 1
756 int Game_skill_level = DEFAULT_SKILL_LEVEL;
758 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
759 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
761 #define EXE_FNAME ("fs2.exe")
762 #define LAUNCHER_FNAME ("freespace2.exe")
765 // JAS: Code for warphole camera.
766 // Needs to be cleaned up.
767 vector Camera_pos = ZERO_VECTOR;
768 vector Camera_velocity = ZERO_VECTOR;
769 vector Camera_desired_velocity = ZERO_VECTOR;
770 matrix Camera_orient = IDENTITY_MATRIX;
771 float Camera_damping = 1.0f;
772 float Camera_time = 0.0f;
773 float Warpout_time = 0.0f;
774 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
775 int Warpout_sound = -1;
777 int Use_joy_mouse = 0;
778 int Use_palette_flash = 1;
779 int Show_area_effect = 0;
780 object *Last_view_target = NULL;
782 int dogfight_blown = 0;
785 float frametimes[FRAME_FILTER];
786 float frametotal = 0.0f;
790 int Show_framerate = 0;
792 int Show_framerate = 1;
795 int Framerate_cap = 120;
798 int Show_target_debug_info = 0;
799 int Show_target_weapons = 0;
803 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
806 int Debug_octant = -1;
808 fix Game_time_compression = F1_0;
810 // if the ships.tbl the player has is valid
811 int Game_ships_tbl_valid = 0;
813 // if the weapons.tbl the player has is valid
814 int Game_weapons_tbl_valid = 0;
818 extern int Player_attacking_enabled;
822 int Pre_player_entry;
824 int Fred_running = 0;
825 char Game_current_mission_filename[MAX_FILENAME_LEN];
826 int game_single_step = 0;
827 int last_single_step=0;
829 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
830 extern int MSG_WINDOW_Y_START;
831 extern int MSG_WINDOW_HEIGHT;
833 int game_zbuffer = 1;
834 //static int Game_music_paused;
835 static int Game_paused;
839 #define EXPIRE_BAD_CHECKSUM 1
840 #define EXPIRE_BAD_TIME 2
842 extern void ssm_init();
843 extern void ssm_level_init();
844 extern void ssm_process();
846 // static variable to contain the time this version was built
847 // commented out for now until
848 // I figure out how to get the username into the file
849 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
851 // defines and variables used for dumping frame for making trailers.
853 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
854 int Debug_dump_trigger = 0;
855 int Debug_dump_frame_count;
856 int Debug_dump_frame_num = 0;
857 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
860 // amount of time to wait after the player has died before we display the death died popup
861 #define PLAYER_DIED_POPUP_WAIT 2500
862 int Player_died_popup_wait = -1;
863 time_t Player_multi_died_check = -1;
865 // builtin mission list stuff
867 int Game_builtin_mission_count = 6;
868 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
869 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
870 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
871 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
873 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
874 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
876 #elif defined(FS1_DEMO)
877 int Game_builtin_mission_count = 5;
878 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
879 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
880 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
881 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
882 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
883 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
885 #elif defined(PD_BUILD)
886 int Game_builtin_mission_count = 4;
887 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
888 { "sm1-01.fs2", (FSB_FROM_VOLITION) },
889 { "sm1-05.fs2", (FSB_FROM_VOLITION) },
890 { "sm1-01", (FSB_FROM_VOLITION) },
891 { "sm1-05", (FSB_FROM_VOLITION) },
893 #elif defined(MULTIPLAYER_BETA)
894 int Game_builtin_mission_count = 17;
895 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
897 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
898 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
899 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
900 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
901 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
902 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
903 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
904 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
905 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
906 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
907 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
908 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
909 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
910 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
911 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
912 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
913 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
915 #elif defined(OEM_BUILD)
916 int Game_builtin_mission_count = 17;
917 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
918 // oem version - act 1 only
919 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
922 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
923 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
930 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
931 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
932 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
933 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
934 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
935 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
936 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
937 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
939 #elif defined(MAKE_FS1)
940 int Game_builtin_mission_count = 125;
941 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
942 // single player campaign
943 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
946 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
947 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
948 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
949 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
958 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
960 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
961 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
970 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
971 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
972 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
974 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
975 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
976 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
977 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
978 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
981 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
982 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
983 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
986 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
987 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
988 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
989 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
990 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
993 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
994 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
996 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
997 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
998 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
999 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1000 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1001 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1002 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1003 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1004 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1005 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1006 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1007 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1008 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1009 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1010 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1011 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1012 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1013 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1014 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1016 // SilentThreat missions
1017 // Main SilentThreat campaign
1018 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1020 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1021 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1026 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1027 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1028 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1029 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1030 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1031 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1033 // SilentThreat Part 1 - multi-coop
1034 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1036 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1037 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1038 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1040 // SilentThreat Part 2 - multi-coop
1041 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1043 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1044 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1045 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1047 // SilentThreat Part 3 - multi-coop
1048 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1050 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1051 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1052 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1054 // SilentThreat Part 4 - multi-coop
1055 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1057 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1058 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1059 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1061 // multiplayer missions
1062 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1063 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1064 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1065 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1066 // user supplied missions
1067 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1068 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1069 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1070 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1071 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1072 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1073 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1074 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1075 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1076 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1077 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1078 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1079 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1080 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1081 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1082 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1083 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1084 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1085 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1086 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1087 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1088 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1089 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1090 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1091 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1092 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1093 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1094 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1095 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1096 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1097 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1098 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1101 int Game_builtin_mission_count = 92;
1102 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1103 // single player campaign
1104 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1107 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1108 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1119 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1128 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1130 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1131 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1140 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1146 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1147 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1148 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1149 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1150 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1151 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1153 // multiplayer missions
1156 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1157 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1158 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1161 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1162 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1163 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1164 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1167 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1168 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1169 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1170 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1171 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1172 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1173 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1174 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1175 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1176 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1177 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1178 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1179 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1180 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1181 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1182 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1183 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1184 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1185 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1186 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1187 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1188 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1189 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1190 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1191 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1192 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1193 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1194 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1197 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1198 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1199 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1200 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1201 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1202 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1203 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1204 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1205 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1206 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1209 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1210 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1211 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1212 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1213 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1218 // Internal function prototypes
1219 void game_maybe_draw_mouse(float frametime);
1220 void init_animating_pointer();
1221 void load_animating_pointer(const char *filename, int dx, int dy);
1222 void unload_animating_pointer();
1223 void game_do_training_checks();
1224 void game_shutdown(void);
1225 void game_show_event_debug(float frametime);
1226 void game_event_debug_init();
1228 void demo_upsell_show_screens();
1229 void game_start_subspace_ambient_sound();
1230 void game_stop_subspace_ambient_sound();
1231 void verify_ships_tbl();
1232 void verify_weapons_tbl();
1233 void display_title_screen();
1235 // loading background filenames
1236 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1237 "LoadingBG", // GR_640
1238 "2_LoadingBG" // GR_1024
1242 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1243 "Loading.ani", // GR_640
1244 "2_Loading.ani" // GR_1024
1247 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1248 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1256 #elif defined(OEM_BUILD)
1257 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1266 // How much RAM is on this machine. Set in WinMain
1267 static int Freespace_total_ram = 0;
1270 float Game_flash_red = 0.0f;
1271 float Game_flash_green = 0.0f;
1272 float Game_flash_blue = 0.0f;
1273 float Sun_spot = 0.0f;
1274 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1276 // game shudder stuff (in ms)
1277 int Game_shudder_time = -1;
1278 int Game_shudder_total = 0;
1279 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1282 sound_env Game_sound_env;
1283 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1284 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1286 int Game_sound_env_update_timestamp;
1288 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1291 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1293 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1297 // look through all existing builtin missions
1298 for(idx=0; idx<Game_builtin_mission_count; idx++){
1299 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1300 return &Game_builtin_mission_list[idx];
1308 int game_get_default_skill_level()
1310 return DEFAULT_SKILL_LEVEL;
1314 void game_flash_reset()
1316 Game_flash_red = 0.0f;
1317 Game_flash_green = 0.0f;
1318 Game_flash_blue = 0.0f;
1320 Big_expl_flash.max_flash_intensity = 0.0f;
1321 Big_expl_flash.cur_flash_intensity = 0.0f;
1322 Big_expl_flash.flash_start = 0;
1325 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1326 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1328 void game_framerate_check_init()
1330 // zero critical time
1331 Gf_critical_time = 0.0f;
1334 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1335 Gf_critical = 15.0f;
1337 Gf_critical = 25.0f;
1341 extern float Framerate;
1342 void game_framerate_check()
1346 // if the current framerate is above the critical level, add frametime
1347 if(Framerate >= Gf_critical){
1348 Gf_critical_time += flFrametime;
1351 if(!Show_framerate){
1355 // display if we're above the critical framerate
1356 if(Framerate < Gf_critical){
1357 gr_set_color_fast(&Color_bright_red);
1358 gr_string(200, y_start, "Framerate warning");
1363 // display our current pct of good frametime
1364 if(f2fl(Missiontime) >= 0.0f){
1365 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1368 gr_set_color_fast(&Color_bright_green);
1370 gr_set_color_fast(&Color_bright_red);
1373 gr_printf(200, y_start, "%d%%", (int)pct);
1378 // Adds a flash effect. These can be positive or negative.
1379 // The range will get capped at around -1 to 1, so stick
1380 // with a range like that.
1381 void game_flash( float r, float g, float b )
1383 Game_flash_red += r;
1384 Game_flash_green += g;
1385 Game_flash_blue += b;
1387 if ( Game_flash_red < -1.0f ) {
1388 Game_flash_red = -1.0f;
1389 } else if ( Game_flash_red > 1.0f ) {
1390 Game_flash_red = 1.0f;
1393 if ( Game_flash_green < -1.0f ) {
1394 Game_flash_green = -1.0f;
1395 } else if ( Game_flash_green > 1.0f ) {
1396 Game_flash_green = 1.0f;
1399 if ( Game_flash_blue < -1.0f ) {
1400 Game_flash_blue = -1.0f;
1401 } else if ( Game_flash_blue > 1.0f ) {
1402 Game_flash_blue = 1.0f;
1407 // Adds a flash for Big Ship explosions
1408 // cap range from 0 to 1
1409 void big_explosion_flash(float flash)
1411 Big_expl_flash.flash_start = timestamp(1);
1415 } else if (flash < 0.0f) {
1419 Big_expl_flash.max_flash_intensity = flash;
1420 Big_expl_flash.cur_flash_intensity = 0.0f;
1423 // Amount to diminish palette towards normal, per second.
1424 #define DIMINISH_RATE 0.75f
1425 #define SUN_DIMINISH_RATE 6.00f
1429 float sn_glare_scale = 1.7f;
1432 dc_get_arg(ARG_FLOAT);
1433 sn_glare_scale = Dc_arg_float;
1436 float Supernova_last_glare = 0.0f;
1437 void game_sunspot_process(float frametime)
1441 float Sun_spot_goal = 0.0f;
1444 sn_stage = supernova_active();
1446 // sunspot differently based on supernova stage
1448 // approaching. player still in control
1451 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1454 light_get_global_dir(&light_dir, 0);
1456 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1459 // scale it some more
1460 dot = dot * (0.5f + (pct * 0.5f));
1463 Sun_spot_goal += (dot * sn_glare_scale);
1466 // draw the sun glow
1467 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1468 // draw the glow for this sun
1469 stars_draw_sun_glow(0);
1472 Supernova_last_glare = Sun_spot_goal;
1475 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1478 Sun_spot_goal = 0.9f;
1479 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1481 if(Sun_spot_goal > 1.0f){
1482 Sun_spot_goal = 1.0f;
1485 Sun_spot_goal *= sn_glare_scale;
1486 Supernova_last_glare = Sun_spot_goal;
1489 // fade to white. display dead popup
1492 Supernova_last_glare += (2.0f * flFrametime);
1493 if(Supernova_last_glare > 2.0f){
1494 Supernova_last_glare = 2.0f;
1497 Sun_spot_goal = Supernova_last_glare;
1504 // check sunspots for all suns
1505 n_lights = light_get_global_count();
1508 for(idx=0; idx<n_lights; idx++){
1509 //(vector *eye_pos, matrix *eye_orient)
1510 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1513 light_get_global_dir(&light_dir, idx);
1515 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1517 Sun_spot_goal += (float)pow(dot,85.0f);
1519 // draw the glow for this sun
1520 stars_draw_sun_glow(idx);
1522 Sun_spot_goal = 0.0f;
1528 Sun_spot_goal = 0.0f;
1532 float dec_amount = frametime*SUN_DIMINISH_RATE;
1534 if ( Sun_spot < Sun_spot_goal ) {
1535 Sun_spot += dec_amount;
1536 if ( Sun_spot > Sun_spot_goal ) {
1537 Sun_spot = Sun_spot_goal;
1539 } else if ( Sun_spot > Sun_spot_goal ) {
1540 Sun_spot -= dec_amount;
1541 if ( Sun_spot < Sun_spot_goal ) {
1542 Sun_spot = Sun_spot_goal;
1548 // Call once a frame to diminish the
1549 // flash effect to 0.
1550 void game_flash_diminish(float frametime)
1552 float dec_amount = frametime*DIMINISH_RATE;
1554 if ( Game_flash_red > 0.0f ) {
1555 Game_flash_red -= dec_amount;
1556 if ( Game_flash_red < 0.0f )
1557 Game_flash_red = 0.0f;
1559 Game_flash_red += dec_amount;
1560 if ( Game_flash_red > 0.0f )
1561 Game_flash_red = 0.0f;
1564 if ( Game_flash_green > 0.0f ) {
1565 Game_flash_green -= dec_amount;
1566 if ( Game_flash_green < 0.0f )
1567 Game_flash_green = 0.0f;
1569 Game_flash_green += dec_amount;
1570 if ( Game_flash_green > 0.0f )
1571 Game_flash_green = 0.0f;
1574 if ( Game_flash_blue > 0.0f ) {
1575 Game_flash_blue -= dec_amount;
1576 if ( Game_flash_blue < 0.0f )
1577 Game_flash_blue = 0.0f;
1579 Game_flash_blue += dec_amount;
1580 if ( Game_flash_blue > 0.0f )
1581 Game_flash_blue = 0.0f;
1584 // update big_explosion_cur_flash
1585 #define TIME_UP 1500
1586 #define TIME_DOWN 2500
1587 int duration = TIME_UP + TIME_DOWN;
1588 int time = timestamp_until(Big_expl_flash.flash_start);
1589 if (time > -duration) {
1591 if (time < TIME_UP) {
1592 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1595 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1599 if ( Use_palette_flash ) {
1601 // static int or=0, og=0, ob=0;
1603 // Change the 200 to change the color range of colors.
1604 r = fl2i( Game_flash_red*128.0f );
1605 g = fl2i( Game_flash_green*128.0f );
1606 b = fl2i( Game_flash_blue*128.0f );
1608 if ( Sun_spot > 0.0f ) {
1609 r += fl2i(Sun_spot*128.0f);
1610 g += fl2i(Sun_spot*128.0f);
1611 b += fl2i(Sun_spot*128.0f);
1614 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1615 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1616 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1617 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1620 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1621 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1622 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1624 if ( (r!=0) || (g!=0) || (b!=0) ) {
1625 gr_flash( r, g, b );
1627 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1638 void game_level_close()
1640 // De-Initialize the game subsystems
1641 event_music_level_close();
1642 game_stop_looped_sounds();
1644 obj_snd_level_close(); // uninit object-linked persistant sounds
1645 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1646 anim_level_close(); // stop and clean up any anim instances
1647 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1648 shockwave_level_close();
1649 fireball_level_close();
1651 mission_event_shutdown();
1652 asteroid_level_close();
1653 flak_level_close(); // unload flak stuff
1654 neb2_level_close(); // shutdown gaseous nebula stuff
1657 mflash_level_close();
1658 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1660 audiostream_unpause_all();
1665 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1666 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1667 void game_level_init(int seed)
1669 // seed the random number generator
1671 // if no seed was passed, seed the generator either from the time value, or from the
1672 // netgame security flags -- ensures that all players in multiplayer game will have the
1673 // same randon number sequence (with static rand functions)
1674 if ( Game_mode & GM_NORMAL ) {
1675 Game_level_seed = (int)time(NULL);
1677 Game_level_seed = Netgame.security;
1680 // mwa 9/17/98 -- maybe this assert isn't needed????
1681 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1682 Game_level_seed = seed;
1684 srand( Game_level_seed );
1686 // semirand function needs to get re-initted every time in multiplayer
1687 if ( Game_mode & GM_MULTIPLAYER ){
1693 Key_normal_game = (Game_mode & GM_NORMAL);
1696 Game_shudder_time = -1;
1698 // Initialize the game subsystems
1699 // timestamp_reset(); // Must be inited before everything else
1701 game_reset_time(); // resets time, and resets saved time too
1703 obj_init(); // Must be inited before the other systems
1704 model_free_all(); // Free all existing models
1705 mission_brief_common_init(); // Free all existing briefing/debriefing text
1706 weapon_level_init();
1707 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1709 player_level_init();
1710 shipfx_flash_init(); // Init the ship gun flash system.
1711 game_flash_reset(); // Reset the flash effect
1712 particle_init(); // Reset the particle system
1716 shield_hit_init(); // Initialize system for showing shield hits
1717 radar_mission_init();
1718 mission_init_goals();
1721 obj_snd_level_init(); // init object-linked persistant sounds
1723 shockwave_level_init();
1724 afterburner_level_init();
1725 scoring_level_init( &Player->stats );
1727 asteroid_level_init();
1728 control_config_clear_used_status();
1729 collide_ship_ship_sounds_init();
1731 Pre_player_entry = 1; // Means the player has not yet entered.
1732 Entry_delay_time = 0; // Could get overwritten in mission read.
1733 fireball_preload(); // page in warphole bitmaps
1735 flak_level_init(); // initialize flak - bitmaps, etc
1736 ct_level_init(); // initialize ships contrails, etc
1737 awacs_level_init(); // initialize AWACS
1738 beam_level_init(); // initialize beam weapons
1739 mflash_level_init();
1741 supernova_level_init();
1743 // multiplayer dogfight hack
1746 shipfx_engine_wash_level_init();
1750 Last_view_target = NULL;
1755 // campaign wasn't ended
1756 Campaign_ended_in_mission = 0;
1759 // called when a mission is over -- does server specific stuff.
1760 void freespace_stop_mission()
1763 Game_mode &= ~GM_IN_MISSION;
1766 // called at frame interval to process networking stuff
1767 void game_do_networking()
1769 SDL_assert( Net_player != NULL );
1770 if (!(Game_mode & GM_MULTIPLAYER)){
1774 // see if this player should be reading/writing data. Bit is set when at join
1775 // screen onward until quits back to main menu.
1776 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1780 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1783 multi_pause_do_frame();
1788 // Loads the best palette for this level, based
1789 // on nebula color and hud color. You could just call palette_load_table with
1790 // the appropriate filename, but who wants to do that.
1791 void game_load_palette()
1793 char palette_filename[1024];
1795 // We only use 3 hud colors right now
1797 SDL_assert( HUD_config.main_color >= 0 );
1798 SDL_assert( HUD_config.main_color <= 2 );
1801 SDL_assert( Mission_palette >= 0 );
1802 SDL_assert( Mission_palette <= 98 );
1805 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1806 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1808 SDL_snprintf( palette_filename, SDL_arraysize(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1811 mprintf(( "Loading palette %s\n", palette_filename ));
1813 palette_load_table(palette_filename);
1815 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1817 mprintf(( "Loading palette %s\n", palette_filename ));
1821 void game_post_level_init()
1823 // Stuff which gets called after mission is loaded. Because player isn't created until
1824 // after mission loads, some things must get initted after the level loads
1826 model_level_post_init();
1829 hud_setup_escort_list();
1830 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1836 game_event_debug_init();
1839 training_mission_init();
1840 asteroid_create_all();
1842 game_framerate_check_init();
1846 // An estimate as to how high the count passed to game_loading_callback will go.
1847 // This is just a guess, it seems to always be about the same. The count is
1848 // proportional to the code being executed, not the time, so this works good
1849 // for a bar, assuming the code does about the same thing each time you
1850 // load a level. You can find this value by looking at the return value
1851 // of game_busy_callback(NULL), which I conveniently print out to the
1852 // debug output window with the '=== ENDING LOAD ==' stuff.
1853 //#define COUNT_ESTIMATE 3706
1854 #define COUNT_ESTIMATE 1111
1856 int Game_loading_callback_inited = 0;
1858 int Game_loading_background = -1;
1859 anim * Game_loading_ani = NULL;
1860 anim_instance *Game_loading_ani_instance;
1861 int Game_loading_frame=-1;
1863 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1865 #if defined(FS1_DEMO)
1867 #elif defined(MAKE_FS1)
1878 // This gets called 10x per second and count is the number of times
1879 // game_busy() has been called since the current callback function
1881 void game_loading_callback(int count)
1883 game_do_networking();
1885 SDL_assert( Game_loading_callback_inited==1 );
1886 SDL_assert( Game_loading_ani != NULL );
1888 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1889 if ( framenum > Game_loading_ani->total_frames-1 ) {
1890 framenum = Game_loading_ani->total_frames-1;
1891 } else if ( framenum < 0 ) {
1896 while ( Game_loading_frame < framenum ) {
1897 Game_loading_frame++;
1898 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1902 if ( cbitmap > -1 ) {
1903 if ( Game_loading_background > -1 ) {
1904 gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1908 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1909 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1910 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1912 bm_release(cbitmap);
1918 void game_loading_callback_init()
1920 SDL_assert( Game_loading_callback_inited==0 );
1922 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1924 common_set_interface_palette("InterfacePalette"); // set the interface palette
1928 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1929 SDL_assert( Game_loading_ani != NULL );
1930 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1931 SDL_assert( Game_loading_ani_instance != NULL );
1932 Game_loading_frame = -1;
1934 Game_loading_callback_inited = 1;
1936 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1941 void game_loading_callback_close()
1943 SDL_assert( Game_loading_callback_inited==1 );
1945 // Make sure bar shows all the way over.
1946 game_loading_callback(COUNT_ESTIMATE);
1949 int real_count = game_busy_callback( NULL );
1951 mprintf(( "=================== ENDING LOAD ================\n" ));
1952 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1953 mprintf(( "================================================\n" ));
1955 game_busy_callback( NULL );
1960 Game_loading_callback_inited = 0;
1962 free_anim_instance(Game_loading_ani_instance);
1963 Game_loading_ani_instance = NULL;
1964 anim_free(Game_loading_ani);
1965 Game_loading_ani = NULL;
1967 bm_release( Game_loading_background );
1968 common_free_interface_palette(); // restore game palette
1969 Game_loading_background = -1;
1971 gr_set_font( FONT1 );
1974 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1976 void game_maybe_update_sound_environment()
1978 // do nothing for now
1981 // Assign the sound environment for the game, based on the current mission
1983 void game_assign_sound_environment()
1986 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1987 Game_sound_env.id = SND_ENV_DRUGGED;
1988 Game_sound_env.volume = 0.800f;
1989 Game_sound_env.damping = 1.188f;
1990 Game_sound_env.decay = 6.392f;
1992 } else if (Num_asteroids > 30) {
1993 Game_sound_env.id = SND_ENV_AUDITORIUM;
1994 Game_sound_env.volume = 0.603f;
1995 Game_sound_env.damping = 0.5f;
1996 Game_sound_env.decay = 4.279f;
1999 Game_sound_env = Game_default_sound_env;
2003 Game_sound_env = Game_default_sound_env;
2004 Game_sound_env_update_timestamp = timestamp(1);
2007 // function which gets called before actually entering the mission. It is broken down into a funciton
2008 // since it will get called in one place from a single player game and from another place for
2009 // a multiplayer game
2010 void freespace_mission_load_stuff()
2012 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2013 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2014 if(!(Game_mode & GM_STANDALONE_SERVER)){
2016 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2018 game_loading_callback_init();
2020 event_music_level_init(); // preloads the first 2 seconds for each event music track
2023 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2026 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2029 ship_assign_sound_all(); // assign engine sounds to ships
2030 game_assign_sound_environment(); // assign the sound environment for this mission
2033 // call function in missionparse.cpp to fixup player/ai stuff.
2034 mission_parse_fixup_players();
2037 // Load in all the bitmaps for this level
2042 game_loading_callback_close();
2044 // the only thing we need to call on the standalone for now.
2046 // call function in missionparse.cpp to fixup player/ai stuff.
2047 mission_parse_fixup_players();
2049 // Load in all the bitmaps for this level
2054 time_t load_gl_init;
2055 time_t load_mission_load;
2056 time_t load_post_level_init;
2057 time_t load_mission_stuff;
2059 // tells the server to load the mission and initialize structures
2060 int game_start_mission()
2062 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2064 load_gl_init = time(NULL);
2066 load_gl_init = time(NULL) - load_gl_init;
2068 if (Game_mode & GM_MULTIPLAYER) {
2069 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2071 // clear multiplayer stats
2072 init_multiplayer_stats();
2075 load_mission_load = time(NULL);
2076 if (mission_load()) {
2077 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2078 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2079 gameseq_post_event(GS_EVENT_MAIN_MENU);
2081 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2086 load_mission_load = time(NULL) - load_mission_load;
2088 // If this is a red alert mission in campaign mode, bash wingman status
2089 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2090 red_alert_bash_wingman_status();
2093 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2094 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2095 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2097 game_load_palette();
2101 load_post_level_init = time(NULL);
2102 game_post_level_init();
2103 load_post_level_init = time(NULL) - load_post_level_init;
2107 void Do_model_timings_test();
2108 Do_model_timings_test();
2112 load_mission_stuff = time(NULL);
2113 freespace_mission_load_stuff();
2114 load_mission_stuff = time(NULL) - load_mission_stuff;
2119 int Interface_framerate = 0;
2122 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2123 DCF_BOOL( show_framerate, Show_framerate )
2124 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2125 DCF_BOOL( show_target_weapons, Show_target_weapons )
2126 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2127 DCF_BOOL( sound, Sound_enabled )
2128 DCF_BOOL( zbuffer, game_zbuffer )
2129 DCF_BOOL( shield_system, New_shield_system )
2130 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2131 DCF_BOOL( player_attacking, Player_attacking_enabled )
2132 DCF_BOOL( show_waypoints, Show_waypoints )
2133 DCF_BOOL( show_area_effect, Show_area_effect )
2134 DCF_BOOL( show_net_stats, Show_net_stats )
2135 DCF_BOOL( log, Log_debug_output_to_file )
2136 DCF_BOOL( training_msg_method, Training_msg_method )
2137 DCF_BOOL( show_player_pos, Show_player_pos )
2138 DCF_BOOL(i_framerate, Interface_framerate )
2140 DCF(show_mem,"Toggles showing mem usage")
2143 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2144 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2145 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2146 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2152 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2154 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2155 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2159 DCF(show_cpu,"Toggles showing cpu usage")
2162 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2163 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2164 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2165 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2171 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2173 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2174 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2181 // AL 4-8-98: always allow players to display their framerate
2184 DCF_BOOL( show_framerate, Show_framerate )
2191 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2194 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2195 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2196 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2197 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2199 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" );
2200 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2202 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2205 DCF(palette_flash,"Toggles palette flash effect on/off")
2208 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2209 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2210 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2211 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2213 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2214 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2217 int Use_low_mem = 0;
2219 DCF(low_mem,"Uses low memory settings regardless of RAM")
2222 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2223 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2224 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2225 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2227 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2228 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2230 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2234 int Framerate_delay = 0;
2236 float Freespace_gamma = 1.8f;
2238 DCF(gamma,"Sets Gamma factor")
2241 dc_get_arg(ARG_FLOAT|ARG_NONE);
2242 if ( Dc_arg_type & ARG_FLOAT ) {
2243 Freespace_gamma = Dc_arg_float;
2245 dc_printf( "Gamma reset to 1.0f\n" );
2246 Freespace_gamma = 1.0f;
2248 if ( Freespace_gamma < 0.1f ) {
2249 Freespace_gamma = 0.1f;
2250 } else if ( Freespace_gamma > 5.0f ) {
2251 Freespace_gamma = 5.0f;
2253 gr_set_gamma(Freespace_gamma);
2255 char tmp_gamma_string[32];
2256 SDL_snprintf( tmp_gamma_string, SDL_arraysize(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2257 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2261 dc_printf( "Usage: gamma <float>\n" );
2262 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2263 Dc_status = 0; // don't print status if help is printed. Too messy.
2267 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2273 Game_current_mission_filename[0] = 0;
2275 // seed the random number generator
2276 Game_init_seed = (int)time(NULL);
2277 srand( Game_init_seed );
2279 Framerate_delay = 0;
2285 extern void bm_init();
2291 // Initialize the timer before the os
2298 //Initialize the libraries
2299 s1 = timer_get_milliseconds();
2302 if ( cfile_init() ) { // initialize before calling any cfopen stuff!!!
2307 e1 = timer_get_milliseconds();
2310 // time a bunch of cfopens
2312 s2 = timer_get_milliseconds();
2314 for(int idx=0; idx<10000; idx++){
2315 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2320 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2322 e2 = timer_get_milliseconds();
2325 if (Is_standalone) {
2326 std_init_standalone();
2328 os_init( Osreg_class_name, Osreg_app_name );
2329 os_set_title(Osreg_title);
2332 // initialize localization module. Make sure this is down AFTER initialzing OS.
2333 // int t1 = timer_get_milliseconds();
2334 lcl_init( detect_lang() );
2336 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2338 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2341 // verify that he has a valid weapons.tbl
2342 verify_weapons_tbl();
2344 // Output version numbers to registry for auto patching purposes
2345 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2346 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2347 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2349 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2350 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2351 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2353 // show the FPS counter if the config file says so
2354 Show_framerate = os_config_read_uint( "Video", "ShowFPS", Show_framerate );
2356 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2357 Asteroids_enabled = 1;
2360 /////////////////////////////
2362 /////////////////////////////
2364 if (!Is_standalone) {
2368 /////////////////////////////
2370 /////////////////////////////
2372 if ( !Is_standalone ) {
2380 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
2383 display_title_screen();
2387 // If less than 48MB of RAM, use low memory model.
2388 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2389 mprintf(( "Using normal memory settings...\n" ));
2390 bm_set_low_mem(1); // Use every other frame of bitmaps
2392 mprintf(( "Using high memory settings...\n" ));
2393 bm_set_low_mem(0); // Use all frames of bitmaps
2396 // load non-darkening pixel defs
2397 palman_load_pixels();
2399 // hud shield icon stuff
2400 hud_shield_game_init();
2402 control_config_common_init(); // sets up localization stuff in the control config
2408 gamesnd_parse_soundstbl();
2413 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2418 player_controls_init();
2421 //if(!Is_standalone){
2429 ship_init(); // read in ships.tbl
2431 mission_campaign_init(); // load in the default campaign
2433 // navmap_init(); // init the navigation map system
2434 context_help_init();
2435 techroom_intel_init(); // parse species.tbl, load intel info
2437 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2438 init_animating_pointer();
2440 mission_brief_common_init(); // Mark all the briefing structures as empty.
2441 gr_font_init(); // loads up all fonts
2443 neb2_init(); // fullneb stuff
2447 player_tips_init(); // helpful tips
2450 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2451 pilot_load_pic_list();
2452 pilot_load_squad_pic_list();
2454 load_animating_pointer(NOX("cursor"), 0, 0);
2456 // initialize alpha colors
2457 alpha_colors_init();
2460 // Game_music_paused = 0;
2464 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2465 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2467 mprintf(("cfile_init() took %d\n", e1 - s1));
2468 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2471 char transfer_text[128];
2473 float Start_time = 0.0f;
2475 float Framerate = 0.0f;
2477 float Timing_total = 0.0f;
2478 float Timing_render2 = 0.0f;
2479 float Timing_render3 = 0.0f;
2480 float Timing_flip = 0.0f;
2481 float Timing_clear = 0.0f;
2483 MONITOR(NumPolysDrawn);
2489 void game_get_framerate()
2491 char text[128] = "";
2493 if ( frame_int == -1 ) {
2495 for (i=0; i<FRAME_FILTER; i++ ) {
2496 frametimes[i] = 0.0f;
2501 frametotal -= frametimes[frame_int];
2502 frametotal += flFrametime;
2503 frametimes[frame_int] = flFrametime;
2504 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2506 if ( frametotal != 0.0 ) {
2507 if ( Framecount >= FRAME_FILTER )
2508 Framerate = FRAME_FILTER / frametotal;
2510 Framerate = Framecount / frametotal;
2511 SDL_snprintf( text, SDL_arraysize(text), NOX("FPS: %.1f"), Framerate );
2513 SDL_snprintf( text, SDL_arraysize(text), NOX("FPS: ?") );
2517 if (Show_framerate) {
2518 gr_set_color_fast(&HUD_color_debug);
2519 gr_string( 570, 2, text );
2523 void game_show_framerate()
2527 cur_time = f2fl(timer_get_approx_seconds());
2528 if (cur_time - Start_time > 30.0f) {
2529 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2530 Start_time += 1000.0f;
2533 //mprintf(( "%s\n", text ));
2536 if ( Debug_dump_frames )
2540 // possibly show control checking info
2541 control_check_indicate();
2543 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2544 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2545 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2546 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2549 if ( Show_cpu == 1 ) {
2554 dy = gr_get_font_height() + 1;
2556 gr_set_color_fast(&HUD_color_debug);
2559 extern int Gr_textures_in;
2560 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2563 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2565 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2567 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2569 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2571 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2576 extern int Num_pairs; // Number of object pairs that were checked.
2577 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2580 extern int Num_pairs_checked; // What percent of object pairs were checked.
2581 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2583 Num_pairs_checked = 0;
2587 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2590 if ( Timing_total > 0.01f ) {
2591 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2593 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2595 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2597 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2599 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2608 dy = gr_get_font_height() + 1;
2610 gr_set_color_fast(&HUD_color_debug);
2613 extern int TotalRam;
2614 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2619 extern int Model_ram;
2620 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2624 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2626 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2630 extern int Gr_textures_in;
2631 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2636 if ( Show_player_pos ) {
2640 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));
2643 MONITOR_INC(NumPolys, modelstats_num_polys);
2644 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2645 MONITOR_INC(NumVerts, modelstats_num_verts );
2647 modelstats_num_polys = 0;
2648 modelstats_num_polys_drawn = 0;
2649 modelstats_num_verts = 0;
2650 modelstats_num_sortnorms = 0;
2654 void game_show_standalone_framerate()
2656 float frame_rate=30.0f;
2657 if ( frame_int == -1 ) {
2659 for (i=0; i<FRAME_FILTER; i++ ) {
2660 frametimes[i] = 0.0f;
2665 frametotal -= frametimes[frame_int];
2666 frametotal += flFrametime;
2667 frametimes[frame_int] = flFrametime;
2668 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2670 if ( frametotal != 0.0 ) {
2671 if ( Framecount >= FRAME_FILTER ){
2672 frame_rate = FRAME_FILTER / frametotal;
2674 frame_rate = Framecount / frametotal;
2677 std_set_standalone_fps(frame_rate);
2681 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2682 void game_show_time_left()
2686 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2687 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2688 // checking how much time is left
2690 if ( Mission_end_time == -1 ){
2694 diff = f2i(Mission_end_time - Missiontime);
2695 // be sure to bash to 0. diff could be negative on frame that we quit mission
2700 hud_set_default_color();
2701 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2704 //========================================================================================
2705 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2706 //========================================================================================
2710 DCF(ai_pause,"Pauses ai")
2713 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2714 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
2715 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
2716 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
2719 obj_init_all_ships_physics();
2722 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
2723 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
2726 DCF(single_step,"Single steps the game")
2729 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2730 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
2731 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
2732 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
2734 last_single_step = 0; // Make so single step waits a frame before stepping
2737 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
2738 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
2741 DCF_BOOL(physics_pause, physics_paused)
2742 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2743 DCF_BOOL(ai_firing, Ai_firing_enabled )
2745 // Create some simple aliases to these commands...
2746 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2747 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2748 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2749 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2750 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2753 //========================================================================================
2754 //========================================================================================
2757 void game_training_pause_do()
2761 key = game_check_key();
2763 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2770 void game_increase_skill_level()
2773 if (Game_skill_level >= NUM_SKILL_LEVELS){
2774 Game_skill_level = 0;
2778 int Player_died_time;
2780 int View_percent = 100;
2783 DCF(view, "Sets the percent of the 3d view to render.")
2786 dc_get_arg(ARG_INT);
2787 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2788 View_percent = Dc_arg_int;
2790 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2796 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2800 dc_printf("View is set to %d%%\n", View_percent );
2805 // Set the clip region for the 3d rendering window
2806 void game_set_view_clip()
2808 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2809 // Set the clip region for the letterbox "dead view"
2810 int yborder = gr_screen.max_h/4;
2812 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2813 // J.S. I've changed my ways!! See the new "no constants" code!!!
2814 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
2816 // Set the clip region for normal view
2817 if ( View_percent >= 100 ) {
2820 int xborder, yborder;
2822 if ( View_percent < 5 ) {
2826 float fp = i2fl(View_percent)/100.0f;
2827 int fi = fl2i(fl_sqrt(fp)*100.0f);
2828 if ( fi > 100 ) fi=100;
2830 xborder = ( gr_screen.max_w*(100-fi) )/200;
2831 yborder = ( gr_screen.max_h*(100-fi) )/200;
2833 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2839 void show_debug_stuff()
2842 int laser_count = 0, missile_count = 0;
2844 for (i=0; i<MAX_OBJECTS; i++) {
2845 if (Objects[i].type == OBJ_WEAPON){
2846 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2848 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2854 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2857 extern int Tool_enabled;
2859 time_t tst_time = 0;
2862 int tst_bitmap = -1;
2864 float tst_offset, tst_offset_total;
2867 void game_tst_frame_pre()
2875 g3_rotate_vertex(&v, &tst_pos);
2876 g3_project_vertex(&v);
2879 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2883 // big ship? always tst
2885 // within 3000 meters
2886 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2890 // within 300 meters
2891 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2898 void game_tst_frame()
2908 tst_time = time(NULL);
2910 // load the tst bitmap
2911 switch((int)frand_range(0.0f, 3.0)){
2913 tst_bitmap = bm_load("ig_jim");
2915 mprintf(("TST 0\n"));
2919 tst_bitmap = bm_load("ig_kan");
2921 mprintf(("TST 1\n"));
2925 tst_bitmap = bm_load("ig_jim");
2927 mprintf(("TST 2\n"));
2931 tst_bitmap = bm_load("ig_kan");
2933 mprintf(("TST 3\n"));
2942 // get the tst bitmap dimensions
2944 bm_get_info(tst_bitmap, &w, &h);
2947 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
2949 snd_play(&Snds[SND_VASUDAN_BUP]);
2951 // tst x and direction
2955 tst_offset_total = (float)w;
2956 tst_offset = (float)w;
2958 tst_x = (float)gr_screen.max_w;
2959 tst_offset_total = (float)-w;
2960 tst_offset = (float)w;
2968 float diff = (tst_offset_total / 0.5f) * flFrametime;
2974 tst_offset -= fl_abs(diff);
2975 } else if(tst_mode == 2){
2978 tst_offset -= fl_abs(diff);
2982 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2983 gr_bitmap((int)tst_x, (int)tst_y);
2986 if(timestamp_elapsed_safe(tst_stamp, 1100)){
2990 // if we passed the switch point
2991 if(tst_offset <= 0.0f){
2996 tst_stamp = timestamp(1000);
2997 tst_offset = fl_abs(tst_offset_total);
3008 void game_tst_mark(object *objp, ship *shipp)
3017 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3020 sip = &Ship_info[shipp->ship_info_index];
3027 tst_pos = objp->pos;
3028 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3034 extern void render_shields();
3036 void player_repair_frame(float frametime)
3038 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3040 for(idx=0;idx<MAX_PLAYERS;idx++){
3043 np = &Net_players[idx];
3045 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)){
3047 // don't rearm/repair if the player is dead or dying/departing
3048 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3049 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3054 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3055 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3061 #define NUM_FRAMES_TEST 300
3062 #define NUM_MIXED_SOUNDS 16
3063 void do_timing_test(float flFrametime)
3065 static int framecount = 0;
3066 static int test_running = 0;
3067 static float test_time = 0.0f;
3069 static int snds[NUM_MIXED_SOUNDS];
3072 if ( test_running ) {
3074 test_time += flFrametime;
3075 if ( framecount >= NUM_FRAMES_TEST ) {
3077 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3078 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3083 if ( Test_begin == 1 ) {
3089 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3092 // start looping digital sounds
3093 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3094 snds[i] = snd_play_looping( &Snds[i], 0.0f);
3101 DCF(dcf_fov, "Change the field of view")
3104 dc_get_arg(ARG_FLOAT|ARG_NONE);
3105 if ( Dc_arg_type & ARG_NONE ) {
3106 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3107 dc_printf( "Zoom factor reset\n" );
3109 if ( Dc_arg_type & ARG_FLOAT ) {
3110 if (Dc_arg_float < 0.25f) {
3111 Viewer_zoom = 0.25f;
3112 dc_printf("Zoom factor pinned at 0.25.\n");
3113 } else if (Dc_arg_float > 1.25f) {
3114 Viewer_zoom = 1.25f;
3115 dc_printf("Zoom factor pinned at 1.25.\n");
3117 Viewer_zoom = Dc_arg_float;
3123 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3126 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3130 DCF(framerate_cap, "Sets the framerate cap")
3133 dc_get_arg(ARG_INT);
3134 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3135 Framerate_cap = Dc_arg_int;
3137 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3143 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3144 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3145 dc_printf("[n] must be from 1 to 120.\n");
3149 if ( Framerate_cap )
3150 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3152 dc_printf("There is no framerate cap currently active.\n");
3156 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3157 int Show_viewing_from_self = 0;
3159 void say_view_target()
3161 object *view_target;
3163 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3164 view_target = &Objects[Player_ai->target_objnum];
3166 view_target = Player_obj;
3168 if (Game_mode & GM_DEAD) {
3169 if (Player_ai->target_objnum != -1)
3170 view_target = &Objects[Player_ai->target_objnum];
3173 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3174 if (view_target != Player_obj){
3176 char *view_target_name = NULL;
3177 switch(Objects[Player_ai->target_objnum].type) {
3179 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3182 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3183 Viewer_mode &= ~VM_OTHER_SHIP;
3185 case OBJ_JUMP_NODE: {
3186 char jump_node_name[128];
3187 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), SDL_arraysize(jump_node_name));
3188 view_target_name = jump_node_name;
3189 Viewer_mode &= ~VM_OTHER_SHIP;
3198 if ( view_target_name ) {
3199 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3200 Show_viewing_from_self = 1;
3203 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3204 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3205 Show_viewing_from_self = 1;
3207 if (Show_viewing_from_self)
3208 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3213 Last_view_target = view_target;
3217 float Game_hit_x = 0.0f;
3218 float Game_hit_y = 0.0f;
3220 // Reset at the beginning of each frame
3221 void game_whack_reset()
3227 // Apply a 2d whack to the player
3228 void game_whack_apply( float x, float y )
3230 // Do some force feedback
3231 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3237 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3240 // call to apply a "shudder"
3241 void game_shudder_apply(int time, float intensity)
3243 Game_shudder_time = timestamp(time);
3244 Game_shudder_total = time;
3245 Game_shudder_intensity = intensity;
3248 #define FF_SCALE 10000
3249 void apply_hud_shake(matrix *eye_orient)
3251 if (Viewer_obj == Player_obj) {
3252 physics_info *pi = &Player_obj->phys_info;
3260 // Make eye shake due to afterburner
3261 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3264 dtime = timestamp_until(pi->afterburner_decay);
3268 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3269 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3272 // Make eye shake due to engine wash
3274 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3277 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3278 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3280 // get the intensity
3281 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3285 vm_vec_rand_vec_quick(&rand_vec);
3288 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3292 // make hud shake due to shuddering
3293 if(Game_shudder_time != -1){
3294 // if the timestamp has elapsed
3295 if(timestamp_elapsed(Game_shudder_time)){
3296 Game_shudder_time = -1;
3298 // otherwise apply some shudder
3302 dtime = timestamp_until(Game_shudder_time);
3306 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));
3307 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));
3312 vm_angles_2_matrix(&tm, &tangles);
3313 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3314 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3315 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3316 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3321 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3323 // Player's velocity just before he blew up. Used to keep camera target moving.
3324 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3326 // Set eye_pos and eye_orient based on view mode.
3327 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3331 static int last_Viewer_mode = 0;
3332 static int last_Game_mode = 0;
3333 static int last_Viewer_objnum = -1;
3335 // This code is supposed to detect camera "cuts"... like going between
3338 // determine if we need to regenerate the nebula
3339 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3340 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3341 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3342 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3343 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3344 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3345 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3346 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3347 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3350 // regenerate the nebula
3354 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3355 //mprintf(( "************** Camera cut! ************\n" ));
3356 last_Viewer_mode = Viewer_mode;
3357 last_Game_mode = Game_mode;
3359 // Camera moved. Tell stars & debris to not do blurring.
3365 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3366 player_display_packlock_view();
3369 game_set_view_clip();
3371 if (Game_mode & GM_DEAD) {
3372 vector vec_to_deader, view_pos;
3375 Viewer_mode |= VM_DEAD_VIEW;
3377 if (Player_ai->target_objnum != -1) {
3378 int view_from_player = 1;
3380 if (Viewer_mode & VM_OTHER_SHIP) {
3381 // View from target.
3382 Viewer_obj = &Objects[Player_ai->target_objnum];
3384 last_Viewer_objnum = Player_ai->target_objnum;
3386 if ( Viewer_obj->type == OBJ_SHIP ) {
3387 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3388 view_from_player = 0;
3391 last_Viewer_objnum = -1;
3394 if ( view_from_player ) {
3395 // View target from player ship.
3397 *eye_pos = Player_obj->pos;
3398 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3399 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3402 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3404 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3405 dist += flFrametime * 16.0f;
3407 vm_vec_scale(&vec_to_deader, -dist);
3408 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3410 view_pos = Player_obj->pos;
3412 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3413 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3414 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3415 Dead_player_last_vel = Player_obj->phys_info.vel;
3416 //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));
3417 } else if (Player_ai->target_objnum != -1) {
3418 view_pos = Objects[Player_ai->target_objnum].pos;
3420 // Make camera follow explosion, but gradually slow down.
3421 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3422 view_pos = Player_obj->pos;
3423 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3424 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3427 *eye_pos = Dead_camera_pos;
3429 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3431 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3436 // if supernova shockwave
3437 if(supernova_camera_cut()){
3441 // call it dead view
3442 Viewer_mode |= VM_DEAD_VIEW;
3444 // set eye pos and orient
3445 supernova_set_view(eye_pos, eye_orient);
3447 // If already blown up, these other modes can override.
3448 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3449 Viewer_mode &= ~VM_DEAD_VIEW;
3451 Viewer_obj = Player_obj;
3453 if (Viewer_mode & VM_OTHER_SHIP) {
3454 if (Player_ai->target_objnum != -1){
3455 Viewer_obj = &Objects[Player_ai->target_objnum];
3456 last_Viewer_objnum = Player_ai->target_objnum;
3458 Viewer_mode &= ~VM_OTHER_SHIP;
3459 last_Viewer_objnum = -1;
3462 last_Viewer_objnum = -1;
3465 if (Viewer_mode & VM_EXTERNAL) {
3468 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3469 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3471 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3473 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3474 vm_vec_normalize(&eye_dir);
3475 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3478 // Modify the orientation based on head orientation.
3479 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3481 } else if ( Viewer_mode & VM_CHASE ) {
3484 if ( Viewer_obj->phys_info.speed < 0.1 )
3485 move_dir = Viewer_obj->orient.v.fvec;
3487 move_dir = Viewer_obj->phys_info.vel;
3488 vm_vec_normalize(&move_dir);
3491 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3492 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3493 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3494 vm_vec_normalize(&eye_dir);
3496 // JAS: I added the following code because if you slew up using
3497 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3498 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3499 // call because the up and the forward vector are the same. I fixed
3500 // it by adding in a fraction of the right vector all the time to the
3502 vector tmp_up = Viewer_obj->orient.v.uvec;
3503 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3505 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3508 // Modify the orientation based on head orientation.
3509 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3510 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3511 *eye_pos = Camera_pos;
3513 ship * shipp = &Ships[Player_obj->instance];
3515 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3516 vm_vec_normalize(&eye_dir);
3517 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3520 // get an eye position based upon the correct type of object
3521 switch(Viewer_obj->type){
3523 // make a call to get the eye point for the player object
3524 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3527 // make a call to get the eye point for the player object
3528 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3534 #ifdef JOHNS_DEBUG_CODE
3535 john_debug_stuff(&eye_pos, &eye_orient);
3541 apply_hud_shake(eye_orient);
3543 // setup neb2 rendering
3544 neb2_render_setup(eye_pos, eye_orient);
3548 extern void ai_debug_render_stuff();
3551 int Game_subspace_effect = 0;
3552 DCF_BOOL( subspace, Game_subspace_effect );
3554 // Does everything needed to render a frame
3555 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3559 g3_start_frame(game_zbuffer);
3560 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3562 // maybe offset the HUD (jitter stuff)
3563 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3564 HUD_set_offsets(Viewer_obj, !dont_offset);
3566 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3567 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3568 // must be done before ships are rendered
3569 if ( MULTIPLAYER_CLIENT ) {
3570 shield_point_multi_setup();
3573 if ( Game_subspace_effect ) {
3574 stars_draw(0,0,0,1);
3576 stars_draw(1,1,1,0);
3579 obj_render_all(obj_render);
3580 beam_render_all(); // render all beam weapons
3581 particle_render_all(); // render particles after everything else.
3582 trail_render_all(); // render missilie trails after everything else.
3583 mflash_render_all(); // render all muzzle flashes
3585 // Why do we not show the shield effect in these modes? Seems ok.
3586 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3590 // render nebula lightning
3593 // render local player nebula
3594 neb2_render_player();
3597 ai_debug_render_stuff();
3600 #ifndef RELEASE_REAL
3601 // game_framerate_check();
3605 extern void snd_spew_debug_info();
3606 snd_spew_debug_info();
3609 //================ END OF 3D RENDERING STUFF ====================
3613 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3614 hud_maybe_clear_head_area();
3615 anim_render_all(0, flFrametime);
3618 extern int Multi_display_netinfo;
3619 if(Multi_display_netinfo){
3620 extern void multi_display_netinfo();
3621 multi_display_netinfo();
3624 game_tst_frame_pre();
3627 do_timing_test(flFrametime);
3631 extern int OO_update_index;
3632 multi_rate_display(OO_update_index, 375, 0);
3637 extern void oo_display();
3644 //#define JOHNS_DEBUG_CODE 1
3646 #ifdef JOHNS_DEBUG_CODE
3647 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3649 //if ( key_pressed(SDLK_LSHIFT) )
3651 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3653 model_subsystem *turret = tsys->system_info;
3655 if (turret->type == SUBSYSTEM_TURRET ) {
3656 vector v.fvec, v.uvec;
3657 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3659 ship_model_start(tobj);
3661 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3662 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3663 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3665 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3667 ship_model_stop(tobj);
3677 // following function for dumping frames for purposes of building trailers.
3680 // function to toggle state of dumping every frame into PCX when playing the game
3681 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3685 if ( Debug_dump_frames == 0 ) {
3687 Debug_dump_frames = 15;
3688 Debug_dump_trigger = 0;
3689 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3690 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3693 Debug_dump_frames = 0;
3694 Debug_dump_trigger = 0;
3695 gr_dump_frame_stop();
3696 dc_printf( "Frame dumping is now OFF\n" );
3702 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3706 if ( Debug_dump_frames == 0 ) {
3708 Debug_dump_frames = 15;
3709 Debug_dump_trigger = 1;
3710 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3711 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3714 Debug_dump_frames = 0;
3715 Debug_dump_trigger = 0;
3716 gr_dump_frame_stop();
3717 dc_printf( "Frame dumping is now OFF\n" );
3723 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3727 if ( Debug_dump_frames == 0 ) {
3729 Debug_dump_frames = 30;
3730 Debug_dump_trigger = 0;
3731 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3732 dc_printf( "Frame dumping at 30 hz is now ON\n" );
3735 Debug_dump_frames = 0;
3736 Debug_dump_trigger = 0;
3737 gr_dump_frame_stop();
3738 dc_printf( "Frame dumping is now OFF\n" );
3744 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3748 if ( Debug_dump_frames == 0 ) {
3750 Debug_dump_frames = 30;
3751 Debug_dump_trigger = 1;
3752 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3753 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3756 Debug_dump_frames = 0;
3757 Debug_dump_trigger = 0;
3758 gr_dump_frame_stop();
3759 dc_printf( "Triggered frame dumping is now OFF\n" );
3765 void game_maybe_dump_frame()
3767 if ( !Debug_dump_frames ){
3771 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3778 Debug_dump_frame_num++;
3784 extern int Player_dead_state;
3786 // Flip the page and time how long it took.
3787 void game_flip_page_and_time_it()
3792 t1 = timer_get_fixed_seconds();
3794 t2 = timer_get_fixed_seconds();
3797 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3798 SDL_snprintf( transfer_text, SDL_arraysize(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3805 void game_simulation_frame()
3807 // blow ships up in multiplayer dogfight
3808 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){
3809 // blow up all non-player ships
3810 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3813 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3815 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)){
3816 moveup = GET_NEXT(moveup);
3819 shipp = &Ships[Objects[moveup->objnum].instance];
3820 sip = &Ship_info[shipp->ship_info_index];
3822 // only blow up small ships
3823 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
3824 // function to simply explode a ship where it is currently at
3825 ship_self_destruct( &Objects[moveup->objnum] );
3828 moveup = GET_NEXT(moveup);
3834 // process AWACS stuff - do this first thing
3837 // single player, set Player hits_this_frame to 0
3838 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3839 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
3840 Player->damage_this_burst = max(Player->damage_this_burst, 0.0f);
3844 supernova_process();
3845 if(supernova_active() >= 5){
3849 // fire targeting lasers now so that
3850 // 1 - created this frame
3851 // 2 - collide this frame
3852 // 3 - render this frame
3853 // 4 - ignored and deleted next frame
3854 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3856 ship_process_targeting_lasers();
3858 // do this here so that it works for multiplayer
3860 // get viewer direction
3861 int viewer_direction = PHYSICS_VIEWER_REAR;
3863 if(Viewer_mode == 0){
3864 viewer_direction = PHYSICS_VIEWER_FRONT;
3866 if(Viewer_mode & VM_PADLOCK_UP){
3867 viewer_direction = PHYSICS_VIEWER_UP;
3869 else if(Viewer_mode & VM_PADLOCK_REAR){
3870 viewer_direction = PHYSICS_VIEWER_REAR;
3872 else if(Viewer_mode & VM_PADLOCK_LEFT){
3873 viewer_direction = PHYSICS_VIEWER_LEFT;
3875 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3876 viewer_direction = PHYSICS_VIEWER_RIGHT;
3879 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3881 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3884 #define VM_PADLOCK_UP (1 << 7)
3885 #define VM_PADLOCK_REAR (1 << 8)
3886 #define VM_PADLOCK_LEFT (1 << 9)
3887 #define VM_PADLOCK_RIGHT (1 << 10)
3889 // evaluate mission departures and arrivals before we process all objects.
3890 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3892 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3893 // ships/wing packets.
3894 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3895 mission_parse_eval_stuff();
3898 // if we're an observer, move ourselves seperately from the standard physics
3899 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
3900 obj_observer_move(flFrametime);
3903 // move all the objects now
3904 obj_move_all(flFrametime);
3906 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
3907 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
3908 // ship_check_cargo_all();
3909 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3910 mission_eval_goals();
3914 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
3915 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3916 training_check_objectives();
3919 // do all interpolation now
3920 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
3921 // client side processing of warping in effect stages
3922 multi_do_client_warp(flFrametime);
3924 // client side movement of an observer
3925 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
3926 obj_observer_move(flFrametime);
3929 // move all objects - does interpolation now as well
3930 obj_move_all(flFrametime);
3933 // only process the message queue when the player is "in" the game
3934 if ( !Pre_player_entry ){
3935 message_queue_process(); // process any messages send to the player
3938 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3939 message_maybe_distort(); // maybe distort incoming message if comms damaged
3940 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
3941 player_process_pending_praise(); // maybe send off a delayed praise message to the player
3942 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
3945 if(!(Game_mode & GM_STANDALONE_SERVER)){
3946 // process some stuff every frame (before frame is rendered)
3947 emp_process_local();
3949 hud_update_frame(); // update hud systems
3951 if (!physics_paused) {
3952 // Move particle system
3953 particle_move_all(flFrametime);
3955 // Move missile trails
3956 trail_move_all(flFrametime);
3958 // process muzzle flashes
3959 mflash_process_all();
3961 // Flash the gun flashes
3962 shipfx_flash_do_frame(flFrametime);
3964 shockwave_move_all(flFrametime); // update all the shockwaves
3967 // subspace missile strikes
3970 obj_snd_do_frame(); // update the object-linked persistant sounds
3971 game_maybe_update_sound_environment();
3972 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
3974 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
3976 if ( Game_subspace_effect ) {
3977 game_start_subspace_ambient_sound();
3983 // Maybe render and process the dead-popup
3984 void game_maybe_do_dead_popup(float frametime)
3986 if ( popupdead_is_active() ) {
3988 int choice = popupdead_do_frame(frametime);
3990 if ( Game_mode & GM_NORMAL ) {
3993 gameseq_post_event(GS_EVENT_ENTER_GAME);
3997 gameseq_post_event(GS_EVENT_END_GAME);
4001 gameseq_post_event(GS_EVENT_START_GAME);
4004 // this should only happen during a red alert mission
4007 SDL_assert(The_mission.red_alert);
4008 if(!The_mission.red_alert){
4009 gameseq_post_event(GS_EVENT_START_GAME);
4013 // choose the previous mission
4014 mission_campaign_previous_mission();
4016 gameseq_post_event(GS_EVENT_START_GAME);
4026 case POPUPDEAD_DO_MAIN_HALL:
4027 multi_quit_game(PROMPT_NONE,-1);
4030 case POPUPDEAD_DO_RESPAWN:
4031 multi_respawn_normal();
4032 event_music_player_respawn();
4035 case POPUPDEAD_DO_OBSERVER:
4036 multi_respawn_observer();
4037 event_music_player_respawn_as_observer();
4046 if ( leave_popup ) {
4052 // returns true if player is actually in a game_play stats
4053 int game_actually_playing()
4057 state = gameseq_get_state();
4058 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4064 // Draw the 2D HUD gauges
4065 void game_render_hud_2d()
4067 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4071 HUD_render_2d(flFrametime);
4075 // Draw the 3D-dependant HUD gauges
4076 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4078 g3_start_frame(0); // 0 = turn zbuffering off
4079 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4081 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4082 HUD_render_3d(flFrametime);
4086 game_sunspot_process(flFrametime);
4088 // Diminish the palette effect
4089 game_flash_diminish(flFrametime);
4097 int actually_playing;
4098 fix total_time1, total_time2;
4099 fix render2_time1=0, render2_time2=0;
4100 fix render3_time1=0, render3_time2=0;
4101 fix flip_time1=0, flip_time2=0;
4102 fix clear_time1=0, clear_time2=0;
4108 if (Framerate_delay) {
4109 int start_time = timer_get_milliseconds();
4110 while (timer_get_milliseconds() < start_time + Framerate_delay)
4116 demo_do_frame_start();
4118 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4123 // start timing frame
4124 timing_frame_start();
4126 total_time1 = timer_get_fixed_seconds();
4128 // var to hold which state we are in
4129 actually_playing = game_actually_playing();
4131 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4132 if (!(Game_mode & GM_STANDALONE_SERVER)){
4133 SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4137 if (Missiontime > Entry_delay_time){
4138 Pre_player_entry = 0;
4140 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4143 // Note: These are done even before the player enters, else buffers can overflow.
4144 if (! (Game_mode & GM_STANDALONE_SERVER)){
4148 shield_frame_init();
4150 if ( Player->control_mode != PCM_NORMAL )
4153 if ( !Pre_player_entry && actually_playing ) {
4154 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4156 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4157 game_process_keys();
4159 // don't read flying controls if we're playing a demo back
4160 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4161 read_player_controls( Player_obj, flFrametime);
4165 // if we're not the master, we may have to send the server-critical ship status button_info bits
4166 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4167 multi_maybe_send_ship_status();
4172 // Reset the whack stuff
4175 // These two lines must be outside of Pre_player_entry code,
4176 // otherwise too many lights are added.
4179 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4183 game_simulation_frame();
4185 // if not actually in a game play state, then return. This condition could only be true in
4186 // a multiplayer game.
4187 if ( !actually_playing ) {
4188 SDL_assert( Game_mode & GM_MULTIPLAYER );
4192 if (!Pre_player_entry) {
4193 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4194 clear_time1 = timer_get_fixed_seconds();
4195 // clear the screen to black
4197 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4201 clear_time2 = timer_get_fixed_seconds();
4202 render3_time1 = timer_get_fixed_seconds();
4203 game_render_frame_setup(&eye_pos, &eye_orient);
4204 game_render_frame( &eye_pos, &eye_orient );
4206 // save the eye position and orientation
4207 if ( Game_mode & GM_MULTIPLAYER ) {
4208 Net_player->s_info.eye_pos = eye_pos;
4209 Net_player->s_info.eye_orient = eye_orient;
4212 hud_show_target_model();
4214 // check to see if we should display the death died popup
4215 if(Game_mode & GM_DEAD_BLEW_UP){
4216 if(Game_mode & GM_MULTIPLAYER){
4217 // catch the situation where we're supposed to be warping out on this transition
4218 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4219 gameseq_post_event(GS_EVENT_DEBRIEF);
4220 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4221 Player_died_popup_wait = -1;
4225 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4226 Player_died_popup_wait = -1;
4232 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4233 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4234 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4235 if(!popupdead_is_active()){
4239 Player_multi_died_check = -1;
4243 render3_time2 = timer_get_fixed_seconds();
4244 render2_time1 = timer_get_fixed_seconds();
4247 game_get_framerate();
4248 game_show_framerate();
4250 game_show_time_left();
4252 // Draw the 2D HUD gauges
4253 if(supernova_active() < 3){
4254 game_render_hud_2d();
4257 game_set_view_clip();
4259 // Draw 3D HUD gauges
4260 game_render_hud_3d(&eye_pos, &eye_orient);
4264 render2_time2 = timer_get_fixed_seconds();
4266 // maybe render and process the dead popup
4267 game_maybe_do_dead_popup(flFrametime);
4269 // start timing frame
4270 timing_frame_stop();
4271 // timing_display(30, 10);
4273 // If a regular popup is active, don't flip (popup code flips)
4274 if( !popup_running_state() ){
4275 flip_time1 = timer_get_fixed_seconds();
4276 game_flip_page_and_time_it();
4277 flip_time2 = timer_get_fixed_seconds();
4281 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4284 game_show_standalone_framerate();
4288 game_do_training_checks();
4291 // process lightning (nebula only)
4294 total_time2 = timer_get_fixed_seconds();
4296 // Got some timing numbers
4297 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4298 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4299 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4300 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4301 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4304 demo_do_frame_end();
4306 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4312 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4313 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4314 // died. This resulted in screwed up death sequences.
4316 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4317 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4318 static int timer_paused=0;
4319 #if defined(TIMER_TEST) && !defined(NDEBUG)
4320 static int stop_count,start_count;
4321 static int time_stopped,time_started;
4323 int saved_timestamp_ticker = -1;
4325 void game_reset_time()
4327 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4331 // Last_time = timer_get_fixed_seconds();
4337 void game_stop_time()
4339 if (timer_paused==0) {
4341 time = timer_get_fixed_seconds();
4342 // Save how much time progressed so far in the frame so we can
4343 // use it when we unpause.
4344 Last_delta_time = time - Last_time;
4346 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4347 if (Last_delta_time < 0) {
4348 #if defined(TIMER_TEST) && !defined(NDEBUG)
4349 Int3(); //get Matt!!!!
4351 Last_delta_time = 0;
4353 #if defined(TIMER_TEST) && !defined(NDEBUG)
4354 time_stopped = time;
4357 // Stop the timer_tick stuff...
4358 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4359 saved_timestamp_ticker = timestamp_ticker;
4363 #if defined(TIMER_TEST) && !defined(NDEBUG)
4368 void game_start_time()
4371 SDL_assert(timer_paused >= 0);
4372 if (timer_paused==0) {
4374 time = timer_get_fixed_seconds();
4375 #if defined(TIMER_TEST) && !defined(NDEBUG)
4377 Int3(); //get Matt!!!!
4380 // Take current time, and set it backwards to account for time
4381 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4382 // will be correct when it goes to calculate the frametime next
4384 Last_time = time - Last_delta_time;
4385 #if defined(TIMER_TEST) && !defined(NDEBUG)
4386 time_started = time;
4389 // Restore the timer_tick stuff...
4390 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4391 SDL_assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4392 timestamp_ticker = saved_timestamp_ticker;
4393 saved_timestamp_ticker = -1;
4396 #if defined(TIMER_TEST) && !defined(NDEBUG)
4402 void game_set_frametime(int state)
4405 float frame_cap_diff;
4407 thistime = timer_get_fixed_seconds();
4409 if ( Last_time == 0 )
4410 Frametime = F1_0 / 30;
4412 Frametime = thistime - Last_time;
4414 // Frametime = F1_0 / 30;
4417 fix debug_frametime = Frametime; // Just used to display frametime.
4420 // If player hasn't entered mission yet, make frame take 1/4 second.
4421 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4424 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4426 fix frame_speed = F1_0 / Debug_dump_frames;
4428 if (Frametime > frame_speed ){
4429 nprintf(("warning","slow frame: %x\n",Frametime));
4432 thistime = timer_get_fixed_seconds();
4433 Frametime = thistime - Last_time;
4434 } while (Frametime < frame_speed );
4436 Frametime = frame_speed;
4440 SDL_assert( Framerate_cap > 0 );
4442 // Cap the framerate so it doesn't get too high.
4446 cap = F1_0/Framerate_cap;
4447 if (Frametime < cap) {
4448 thistime = cap - Frametime;
4449 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4450 SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4452 thistime = timer_get_fixed_seconds();
4456 if((Game_mode & GM_STANDALONE_SERVER) &&
4457 (f2fl(Frametime) < (1.0f/(float)Multi_options_g.std_framecap))){
4459 frame_cap_diff = (1.0f/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4460 SDL_Delay( fl2i(frame_cap_diff * 1000.0f) );
4462 thistime += fl2f((frame_cap_diff));
4464 Frametime = thistime - Last_time;
4467 // If framerate is too low, cap it.
4468 if (Frametime > MAX_FRAMETIME) {
4470 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4472 Frametime = MAX_FRAMETIME;
4475 Frametime = fixmul(Frametime, Game_time_compression);
4477 Last_time = thistime;
4478 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4480 flFrametime = f2fl(Frametime);
4481 //if(!(Game_mode & GM_PLAYING_DEMO)){
4482 timestamp_inc(flFrametime);
4484 /* if ((Framecount > 0) && (Framecount < 10)) {
4485 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4490 // This is called from game_do_frame(), and from navmap_do_frame()
4491 void game_update_missiontime()
4493 // TODO JAS: Put in if and move this into game_set_frametime,
4494 // fix navmap to call game_stop/start_time
4495 //if ( !timer_paused )
4496 Missiontime += Frametime;
4499 void game_do_frame()
4501 game_set_frametime(GS_STATE_GAME_PLAY);
4502 game_update_missiontime();
4504 if (Game_mode & GM_STANDALONE_SERVER) {
4505 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4508 if ( game_single_step && (last_single_step == game_single_step) ) {
4509 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4510 while( key_checkch() == 0 )
4512 os_set_title( XSTR( "FreeSpace", 171) );
4513 Last_time = timer_get_fixed_seconds();
4516 last_single_step = game_single_step;
4518 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4519 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4523 Keep_mouse_centered = 0;
4524 monitor_update(); // Update monitor variables
4527 void multi_maybe_do_frame()
4529 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4534 int Joymouse_button_status = 0;
4536 // Flush all input devices
4544 Joymouse_button_status = 0;
4546 //mprintf(("Game flush!\n" ));
4549 // function for multiplayer only which calls game_do_state_common() when running the
4551 void game_do_dc_networking()
4553 SDL_assert( Game_mode & GM_MULTIPLAYER );
4555 game_do_state_common( gameseq_get_state() );
4558 // Call this whenever in a loop, or when you need to check for a keystroke.
4559 int game_check_key()
4565 // convert keypad enter to normal enter
4566 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4567 k = (k & ~KEY_MASK) | SDLK_RETURN;
4572 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4574 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4575 static int Demo_show_trailer_timestamp = 0;
4577 void demo_reset_trailer_timer()
4579 Demo_show_trailer_timestamp = timer_get_milliseconds();
4582 void demo_maybe_show_trailer(int k)
4585 // if key pressed, reset demo trailer timer
4587 demo_reset_trailer_timer();
4591 // if mouse moved, reset demo trailer timer
4594 mouse_get_delta(&dx, &dy);
4595 if ( (dx > 0) || (dy > 0) ) {
4596 demo_reset_trailer_timer();
4600 // if joystick has moved, reset demo trailer timer
4603 joy_get_delta(&dx, &dy);
4604 if ( (dx > 0) || (dy > 0) ) {
4605 demo_reset_trailer_timer();
4609 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4610 // the low-level code. Ugly, I know... but was the simplest and most
4613 // if 30 seconds since last demo trailer time reset, launch movie
4614 if ( os_foreground() ) {
4615 int now = timer_get_milliseconds();
4616 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4617 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4619 movie_play( NOX("fstrailer2.mve") );
4620 demo_reset_trailer_timer();
4628 // same as game_check_key(), except this is used while actually in the game. Since there
4629 // generally are differences between game control keys and general UI keys, makes sense to
4630 // have seperate functions for each case. If you are not checking a game control while in a
4631 // mission, you should probably be using game_check_key() instead.
4636 if (!os_foreground()) {
4641 // If we're in a single player game, pause it.
4642 if (!(Game_mode & GM_MULTIPLAYER)){
4643 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4644 game_process_pause_key();
4651 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4652 demo_maybe_show_trailer(k);
4655 // Move the mouse cursor with the joystick.
4656 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4657 // Move the mouse cursor with the joystick
4661 joy_get_pos( &jx, &jy, &jz, &jr );
4663 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4664 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4667 mouse_get_real_pos( &mx, &my );
4668 mouse_set_pos( mx+dx, my+dy );
4673 m = mouse_down(MOUSE_LEFT_BUTTON);
4675 if ( j != Joymouse_button_status ) {
4676 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4677 Joymouse_button_status = j;
4679 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4680 } else if ( (!j) && (m) ) {
4681 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4686 // if we should be ignoring keys because of some multiplayer situations
4687 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4691 // If a popup is running, don't process all the Fn keys
4692 if( popup_active() ) {
4696 state = gameseq_get_state();
4698 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
4701 case KEY_DEBUGGED + SDLK_BACKSPACE:
4706 launch_context_help();
4711 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4713 // don't allow f2 while warping out in multiplayer
4714 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4719 case GS_STATE_INITIAL_PLAYER_SELECT:
4720 case GS_STATE_OPTIONS_MENU:
4721 case GS_STATE_HUD_CONFIG:
4722 case GS_STATE_CONTROL_CONFIG:
4723 case GS_STATE_DEATH_DIED:
4724 case GS_STATE_DEATH_BLEW_UP:
4725 case GS_STATE_VIEW_MEDALS:
4729 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4736 // hotkey selection screen -- only valid from briefing and beyond.
4738 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4739 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) ) {
4740 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4746 case KEY_DEBUGGED + SDLK_F3:
4747 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4750 case KEY_DEBUGGED + SDLK_F4:
4751 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4755 if(Game_mode & GM_MULTIPLAYER){
4756 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4757 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4761 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4762 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4768 case SDLK_ESCAPE | KEY_SHIFTED:
4769 // make sure to quit properly out of multiplayer
4770 if(Game_mode & GM_MULTIPLAYER){
4771 multi_quit_game(PROMPT_NONE);
4774 gameseq_post_event( GS_EVENT_QUIT_GAME );
4779 case KEY_DEBUGGED + SDLK_p:
4782 case SDLK_PRINTSCREEN:
4784 static int counter = 0;
4789 SDL_snprintf( tmp_name, SDL_arraysize(tmp_name), NOX("screen%02d"), counter );
4791 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4792 gr_print_screen(tmp_name);
4800 case KEY_SHIFTED | SDLK_RETURN: {
4802 #if !defined(NDEBUG)
4804 if ( Game_mode & GM_NORMAL ){
4808 // if we're in multiplayer mode, do some special networking
4809 if(Game_mode & GM_MULTIPLAYER){
4810 debug_console(game_do_dc_networking);
4817 if ( Game_mode & GM_NORMAL )
4831 gameseq_post_event(GS_EVENT_QUIT_GAME);
4834 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4837 void camera_set_position( vector *pos )
4842 void camera_set_orient( matrix *orient )
4844 Camera_orient = *orient;
4847 void camera_set_velocity( vector *vel, int instantaneous )
4849 Camera_desired_velocity.xyz.x = 0.0f;
4850 Camera_desired_velocity.xyz.y = 0.0f;
4851 Camera_desired_velocity.xyz.z = 0.0f;
4853 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4854 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4855 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4857 if ( instantaneous ) {
4858 Camera_velocity = Camera_desired_velocity;
4866 vector new_vel, delta_pos;
4868 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4869 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4870 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4872 Camera_velocity = new_vel;
4874 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4876 vm_vec_add2( &Camera_pos, &delta_pos );
4878 float ot = Camera_time+0.0f;
4880 Camera_time += flFrametime;
4882 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
4885 tmp.xyz.z = 4.739f; // always go this fast forward.
4887 // pick x and y velocities so they are always on a
4888 // circle with a 25 m radius.
4890 float tmp_angle = frand()*PI2;
4892 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4893 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4895 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4897 //mprintf(( "Changing velocity!\n" ));
4898 camera_set_velocity( &tmp, 0 );
4901 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
4902 vector tmp = ZERO_VECTOR;
4903 camera_set_velocity( &tmp, 0 );
4908 void end_demo_campaign_do()
4910 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4911 // show upsell screens
4912 demo_upsell_show_screens();
4913 #elif defined(OEM_BUILD)
4914 // show oem upsell screens
4915 oem_upsell_show_screens();
4918 // drop into main hall
4919 gameseq_post_event( GS_EVENT_MAIN_MENU );
4922 // All code to process events. This is the only place
4923 // that you should change the state of the game.
4924 void game_process_event( int current_state, int event )
4926 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
4929 case GS_EVENT_SIMULATOR_ROOM:
4930 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
4933 case GS_EVENT_MAIN_MENU:
4934 gameseq_set_state(GS_STATE_MAIN_MENU);
4937 case GS_EVENT_OPTIONS_MENU:
4938 gameseq_push_state( GS_STATE_OPTIONS_MENU );
4941 case GS_EVENT_BARRACKS_MENU:
4942 gameseq_set_state(GS_STATE_BARRACKS_MENU);
4945 case GS_EVENT_TECH_MENU:
4946 gameseq_set_state(GS_STATE_TECH_MENU);
4949 case GS_EVENT_TRAINING_MENU:
4950 gameseq_set_state(GS_STATE_TRAINING_MENU);
4953 case GS_EVENT_START_GAME:
4954 Select_default_ship = 0;
4955 Player_multi_died_check = -1;
4956 gameseq_set_state(GS_STATE_CMD_BRIEF);
4959 case GS_EVENT_START_BRIEFING:
4960 gameseq_set_state(GS_STATE_BRIEFING);
4963 case GS_EVENT_DEBRIEF:
4964 // did we end the campaign in the main freespace 2 single player campaign?
4966 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
4968 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
4970 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
4972 gameseq_set_state(GS_STATE_DEBRIEF);
4975 Player_multi_died_check = -1;
4978 case GS_EVENT_SHIP_SELECTION:
4979 gameseq_set_state( GS_STATE_SHIP_SELECT );
4982 case GS_EVENT_WEAPON_SELECTION:
4983 gameseq_set_state( GS_STATE_WEAPON_SELECT );
4986 case GS_EVENT_ENTER_GAME:
4988 // maybe start recording a demo
4990 demo_start_record("test.fsd");
4994 if (Game_mode & GM_MULTIPLAYER) {
4995 // if we're respawning, make sure we change the view mode so that the hud shows up
4996 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5000 gameseq_set_state(GS_STATE_GAME_PLAY);
5002 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5005 Player_multi_died_check = -1;
5007 // clear multiplayer button info
5008 extern button_info Multi_ship_status_bi;
5009 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5011 Start_time = f2fl(timer_get_approx_seconds());
5013 mprintf(("Entering game at time = %7.3f\n", Start_time));
5017 case GS_EVENT_START_GAME_QUICK:
5018 Select_default_ship = 1;
5019 gameseq_post_event(GS_EVENT_ENTER_GAME);
5023 case GS_EVENT_END_GAME:
5024 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5025 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5026 gameseq_set_state(GS_STATE_MAIN_MENU);
5031 Player_multi_died_check = -1;
5034 case GS_EVENT_QUIT_GAME:
5035 main_hall_stop_music();
5036 main_hall_stop_ambient();
5037 gameseq_set_state(GS_STATE_QUIT_GAME);
5039 Player_multi_died_check = -1;
5042 case GS_EVENT_GAMEPLAY_HELP:
5043 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5046 case GS_EVENT_PAUSE_GAME:
5047 gameseq_push_state(GS_STATE_GAME_PAUSED);
5050 case GS_EVENT_DEBUG_PAUSE_GAME:
5051 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5054 case GS_EVENT_TRAINING_PAUSE:
5055 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5058 case GS_EVENT_PREVIOUS_STATE:
5059 gameseq_pop_state();
5062 case GS_EVENT_TOGGLE_FULLSCREEN:
5063 gr_toggle_fullscreen();
5066 case GS_EVENT_TOGGLE_GLIDE:
5069 case GS_EVENT_LOAD_MISSION_MENU:
5072 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5073 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5076 case GS_EVENT_HUD_CONFIG:
5077 gameseq_push_state( GS_STATE_HUD_CONFIG );
5080 case GS_EVENT_CONTROL_CONFIG:
5081 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5084 case GS_EVENT_DEATH_DIED:
5085 gameseq_set_state( GS_STATE_DEATH_DIED );
5088 case GS_EVENT_DEATH_BLEW_UP:
5089 if ( current_state == GS_STATE_DEATH_DIED ) {
5090 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5091 event_music_player_death();
5093 // multiplayer clients set their extra check here
5094 if(Game_mode & GM_MULTIPLAYER){
5095 // set the multi died absolute last chance check
5096 Player_multi_died_check = time(NULL);
5099 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5103 case GS_EVENT_NEW_CAMPAIGN:
5104 if (!mission_load_up_campaign()){
5105 readyroom_continue_campaign();
5108 Player_multi_died_check = -1;
5111 case GS_EVENT_CAMPAIGN_CHEAT:
5112 if (!mission_load_up_campaign()){
5114 // bash campaign value
5115 extern char Main_hall_campaign_cheat[512];
5118 // look for the mission
5119 for(idx=0; idx<Campaign.num_missions; idx++){
5120 if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5121 Campaign.next_mission = idx;
5122 Campaign.prev_mission = idx - 1;
5129 readyroom_continue_campaign();
5132 Player_multi_died_check = -1;
5135 case GS_EVENT_CAMPAIGN_ROOM:
5136 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5139 case GS_EVENT_CMD_BRIEF:
5140 gameseq_set_state(GS_STATE_CMD_BRIEF);
5143 case GS_EVENT_RED_ALERT:
5144 gameseq_set_state(GS_STATE_RED_ALERT);
5147 case GS_EVENT_CREDITS:
5148 gameseq_set_state( GS_STATE_CREDITS );
5151 case GS_EVENT_VIEW_MEDALS:
5152 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5155 case GS_EVENT_SHOW_GOALS:
5156 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5159 case GS_EVENT_HOTKEY_SCREEN:
5160 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5163 // multiplayer stuff follow these comments
5166 gameseq_set_state(GS_STATE_PXO);
5169 case GS_EVENT_PXO_HELP:
5170 gameseq_set_state(GS_STATE_PXO_HELP);
5173 case GS_EVENT_MULTI_JOIN_GAME:
5174 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5177 case GS_EVENT_MULTI_HOST_SETUP:
5178 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5181 case GS_EVENT_MULTI_CLIENT_SETUP:
5182 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5185 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5186 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5189 case GS_EVENT_MULTI_STD_WAIT:
5190 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5193 case GS_EVENT_STANDALONE_MAIN:
5194 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5197 case GS_EVENT_MULTI_PAUSE:
5198 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5201 case GS_EVENT_INGAME_PRE_JOIN:
5202 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5205 case GS_EVENT_EVENT_DEBUG:
5206 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5209 // Start a warpout where player automatically goes 70 no matter what
5210 // and can't cancel out of it.
5211 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5212 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5214 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5215 Player->saved_viewer_mode = Viewer_mode;
5216 Player->control_mode = PCM_WARPOUT_STAGE1;
5217 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5218 Warpout_time = 0.0f; // Start timer!
5221 case GS_EVENT_PLAYER_WARPOUT_START:
5222 if ( Player->control_mode != PCM_NORMAL ) {
5223 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5225 Player->saved_viewer_mode = Viewer_mode;
5226 Player->control_mode = PCM_WARPOUT_STAGE1;
5227 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5228 Warpout_time = 0.0f; // Start timer!
5229 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5233 case GS_EVENT_PLAYER_WARPOUT_STOP:
5234 if ( Player->control_mode != PCM_NORMAL ) {
5235 if ( !Warpout_forced ) { // cannot cancel forced warpout
5236 Player->control_mode = PCM_NORMAL;
5237 Viewer_mode = Player->saved_viewer_mode;
5238 hud_subspace_notify_abort();
5239 mprintf(( "Player put back to normal mode.\n" ));
5240 if ( Warpout_sound > -1 ) {
5241 snd_stop( Warpout_sound );
5248 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5249 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5250 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5251 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5253 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5254 shipfx_warpout_start( Player_obj );
5255 Player->control_mode = PCM_WARPOUT_STAGE2;
5256 Player->saved_viewer_mode = Viewer_mode;
5257 Viewer_mode |= VM_WARP_CHASE;
5259 vector tmp = Player_obj->pos;
5261 ship_get_eye( &tmp, &tmp_m, Player_obj );
5262 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5263 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5264 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5266 camera_set_position( &tmp );
5267 camera_set_orient( &Player_obj->orient );
5268 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5270 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5271 camera_set_velocity( &tmp_vel, 1);
5275 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5276 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5277 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5278 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5280 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5281 Player->control_mode = PCM_WARPOUT_STAGE3;
5285 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5286 mprintf(( "Player warped out. Going to debriefing!\n" ));
5287 Player->control_mode = PCM_NORMAL;
5288 Viewer_mode = Player->saved_viewer_mode;
5291 // we have a special debriefing screen for multiplayer furballs
5292 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5293 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5295 // do the normal debriefing for all other situations
5297 gameseq_post_event(GS_EVENT_DEBRIEF);
5301 case GS_EVENT_STANDALONE_POSTGAME:
5302 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5305 case GS_EVENT_INITIAL_PLAYER_SELECT:
5306 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5309 case GS_EVENT_GAME_INIT:
5310 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5311 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5313 // see if the command line option has been set to use the last pilot, and act acoordingly
5314 if( player_select_get_last_pilot() ) {
5315 // always enter the main menu -- do the automatic network startup stuff elsewhere
5316 // so that we still have valid checks for networking modes, etc.
5317 gameseq_set_state(GS_STATE_MAIN_MENU);
5319 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5324 case GS_EVENT_MULTI_MISSION_SYNC:
5325 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5328 case GS_EVENT_MULTI_START_GAME:
5329 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5332 case GS_EVENT_MULTI_HOST_OPTIONS:
5333 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5336 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5337 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5340 case GS_EVENT_TEAM_SELECT:
5341 gameseq_set_state(GS_STATE_TEAM_SELECT);
5344 case GS_EVENT_END_CAMPAIGN:
5345 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5348 case GS_EVENT_END_DEMO:
5349 gameseq_set_state(GS_STATE_END_DEMO);
5352 case GS_EVENT_LOOP_BRIEF:
5353 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5362 // Called when a state is being left.
5363 // The current state is still at old_state, but as soon as
5364 // this function leaves, then the current state will become
5365 // new state. You should never try to change the state
5366 // in here... if you think you need to, you probably really
5367 // need to post an event, not change the state.
5368 void game_leave_state( int old_state, int new_state )
5370 int end_mission = 1;
5372 switch (new_state) {
5373 case GS_STATE_GAME_PAUSED:
5374 case GS_STATE_DEBUG_PAUSED:
5375 case GS_STATE_OPTIONS_MENU:
5376 case GS_STATE_CONTROL_CONFIG:
5377 case GS_STATE_MISSION_LOG_SCROLLBACK:
5378 case GS_STATE_DEATH_DIED:
5379 case GS_STATE_SHOW_GOALS:
5380 case GS_STATE_HOTKEY_SCREEN:
5381 case GS_STATE_MULTI_PAUSED:
5382 case GS_STATE_TRAINING_PAUSED:
5383 case GS_STATE_EVENT_DEBUG:
5384 case GS_STATE_GAMEPLAY_HELP:
5385 end_mission = 0; // these events shouldn't end a mission
5389 switch (old_state) {
5390 case GS_STATE_BRIEFING:
5391 brief_stop_voices();
5392 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5393 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5394 && (new_state != GS_STATE_TEAM_SELECT) ){
5395 common_select_close();
5396 if ( new_state == GS_STATE_MAIN_MENU ) {
5397 freespace_stop_mission();
5401 // COMMAND LINE OPTION
5402 if (Cmdline_multi_stream_chat_to_file){
5403 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5404 cfclose(Multi_chat_stream);
5408 case GS_STATE_DEBRIEF:
5409 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5414 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5415 multi_df_debrief_close();
5418 case GS_STATE_LOAD_MISSION_MENU:
5421 case GS_STATE_SIMULATOR_ROOM:
5425 case GS_STATE_CAMPAIGN_ROOM:
5426 campaign_room_close();
5429 case GS_STATE_CMD_BRIEF:
5430 if (new_state == GS_STATE_OPTIONS_MENU) {
5435 if (new_state == GS_STATE_MAIN_MENU)
5436 freespace_stop_mission();
5441 case GS_STATE_RED_ALERT:
5445 case GS_STATE_SHIP_SELECT:
5446 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5447 new_state != GS_STATE_HOTKEY_SCREEN &&
5448 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5449 common_select_close();
5450 if ( new_state == GS_STATE_MAIN_MENU ) {
5451 freespace_stop_mission();
5456 case GS_STATE_WEAPON_SELECT:
5457 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5458 new_state != GS_STATE_HOTKEY_SCREEN &&
5459 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5460 common_select_close();
5461 if ( new_state == GS_STATE_MAIN_MENU ) {
5462 freespace_stop_mission();
5467 case GS_STATE_TEAM_SELECT:
5468 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5469 new_state != GS_STATE_HOTKEY_SCREEN &&
5470 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5471 common_select_close();
5472 if ( new_state == GS_STATE_MAIN_MENU ) {
5473 freespace_stop_mission();
5478 case GS_STATE_MAIN_MENU:
5479 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5486 case GS_STATE_OPTIONS_MENU:
5487 //game_start_time();
5488 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5489 multi_join_clear_game_list();
5491 options_menu_close();
5494 case GS_STATE_BARRACKS_MENU:
5495 if(new_state != GS_STATE_VIEW_MEDALS){
5500 case GS_STATE_MISSION_LOG_SCROLLBACK:
5501 hud_scrollback_close();
5504 case GS_STATE_TRAINING_MENU:
5505 training_menu_close();
5508 case GS_STATE_GAME_PLAY:
5509 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5510 player_save_target_and_weapon_link_prefs();
5511 game_stop_looped_sounds();
5514 sound_env_disable();
5515 joy_ff_stop_effects();
5517 // stop game time under certain conditions
5518 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5523 // shut down any recording or playing demos
5528 // when in multiplayer and going back to the main menu, send a leave game packet
5529 // right away (before calling stop mission). stop_mission was taking to long to
5530 // close mission down and I want people to get notified ASAP.
5531 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5532 multi_quit_game(PROMPT_NONE);
5535 freespace_stop_mission();
5536 Game_time_compression = F1_0;
5540 case GS_STATE_TECH_MENU:
5544 case GS_STATE_TRAINING_PAUSED:
5545 Training_num_lines = 0;
5546 // fall through to GS_STATE_GAME_PAUSED
5548 case GS_STATE_GAME_PAUSED:
5550 if ( end_mission ) {
5555 case GS_STATE_DEBUG_PAUSED:
5558 pause_debug_close();
5562 case GS_STATE_HUD_CONFIG:
5566 // join/start a game
5567 case GS_STATE_MULTI_JOIN_GAME:
5568 if(new_state != GS_STATE_OPTIONS_MENU){
5569 multi_join_game_close();
5573 case GS_STATE_MULTI_HOST_SETUP:
5574 case GS_STATE_MULTI_CLIENT_SETUP:
5575 // if this is just the host going into the options screen, don't do anything
5576 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5580 // close down the proper state
5581 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5582 multi_create_game_close();
5584 multi_game_client_setup_close();
5587 // COMMAND LINE OPTION
5588 if (Cmdline_multi_stream_chat_to_file){
5589 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5590 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5591 cfclose(Multi_chat_stream);
5596 case GS_STATE_CONTROL_CONFIG:
5597 control_config_close();
5600 case GS_STATE_DEATH_DIED:
5601 Game_mode &= ~GM_DEAD_DIED;
5603 // early end while respawning or blowing up in a multiplayer game
5604 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5606 freespace_stop_mission();
5610 case GS_STATE_DEATH_BLEW_UP:
5611 Game_mode &= ~GM_DEAD_BLEW_UP;
5613 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5614 // to determine if I should do anything.
5615 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5617 freespace_stop_mission();
5620 // if we are not respawing as an observer or as a player, our new state will not
5621 // be gameplay state.
5622 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5623 game_stop_time(); // hasn't been called yet!!
5624 freespace_stop_mission();
5630 case GS_STATE_CREDITS:
5634 case GS_STATE_VIEW_MEDALS:
5638 case GS_STATE_SHOW_GOALS:
5639 mission_show_goals_close();
5642 case GS_STATE_HOTKEY_SCREEN:
5643 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5644 mission_hotkey_close();
5648 case GS_STATE_MULTI_MISSION_SYNC:
5649 // if we're moving into the options menu, don't do anything
5650 if(new_state == GS_STATE_OPTIONS_MENU){
5654 SDL_assert( Game_mode & GM_MULTIPLAYER );
5656 if ( new_state == GS_STATE_GAME_PLAY ){
5657 // palette_restore_palette();
5659 // change a couple of flags to indicate our state!!!
5660 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5661 send_netplayer_update_packet();
5663 // set the game mode
5664 Game_mode |= GM_IN_MISSION;
5668 case GS_STATE_VIEW_CUTSCENES:
5669 cutscenes_screen_close();
5672 case GS_STATE_MULTI_STD_WAIT:
5673 multi_standalone_wait_close();
5676 case GS_STATE_STANDALONE_MAIN:
5677 standalone_main_close();
5678 if(new_state == GS_STATE_MULTI_STD_WAIT){
5679 init_multiplayer_stats();
5683 case GS_STATE_MULTI_PAUSED:
5684 // if ( end_mission ){
5689 case GS_STATE_INGAME_PRE_JOIN:
5690 multi_ingame_select_close();
5693 case GS_STATE_STANDALONE_POSTGAME:
5694 multi_standalone_postgame_close();
5697 case GS_STATE_INITIAL_PLAYER_SELECT:
5698 player_select_close();
5701 case GS_STATE_MULTI_START_GAME:
5702 multi_start_game_close();
5705 case GS_STATE_MULTI_HOST_OPTIONS:
5706 multi_host_options_close();
5709 case GS_STATE_END_OF_CAMPAIGN:
5710 mission_campaign_end_close();
5713 case GS_STATE_LOOP_BRIEF:
5718 if (new_state != GS_STATE_PXO_HELP) {
5723 case GS_STATE_PXO_HELP:
5724 multi_pxo_help_close();
5729 // Called when a state is being entered.
5730 // The current state is set to the state we're entering at
5731 // this point, and old_state is set to the state we're coming
5732 // from. You should never try to change the state
5733 // in here... if you think you need to, you probably really
5734 // need to post an event, not change the state.
5736 void game_enter_state( int old_state, int new_state )
5738 switch (new_state) {
5739 case GS_STATE_MAIN_MENU:
5740 // in multiplayer mode, be sure that we are not doing networking anymore.
5741 if ( Game_mode & GM_MULTIPLAYER ) {
5742 SDL_assert( Net_player != NULL );
5743 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5746 Game_time_compression = F1_0;
5748 // determine which ship this guy is currently based on
5749 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5752 if (Player->on_bastion) {
5760 case GS_STATE_BRIEFING:
5761 main_hall_stop_music();
5762 main_hall_stop_ambient();
5764 if (Game_mode & GM_NORMAL) {
5765 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5766 // MWA: or from options or hotkey screens
5767 // JH: or if the command brief state already did this
5768 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5769 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5770 && (old_state != GS_STATE_CMD_BRIEF) ) {
5771 if ( !game_start_mission() ) // this should put us into a new state on failure!
5775 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5776 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5777 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5779 Game_time_compression = F1_0;
5781 if ( red_alert_mission() ) {
5782 gameseq_post_event(GS_EVENT_RED_ALERT);
5789 case GS_STATE_DEBRIEF:
5790 game_stop_looped_sounds();
5791 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
5792 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5797 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5798 multi_df_debrief_init();
5801 case GS_STATE_LOAD_MISSION_MENU:
5804 case GS_STATE_SIMULATOR_ROOM:
5808 case GS_STATE_CAMPAIGN_ROOM:
5809 campaign_room_init();
5812 case GS_STATE_RED_ALERT:
5813 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5817 case GS_STATE_CMD_BRIEF: {
5818 int team_num = 0; // team number used as index for which cmd brief to use.
5820 if (old_state == GS_STATE_OPTIONS_MENU) {
5824 main_hall_stop_music();
5825 main_hall_stop_ambient();
5827 if (Game_mode & GM_NORMAL) {
5828 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5829 // MWA: or from options or hotkey screens
5830 // JH: or if the command brief state already did this
5831 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5832 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5833 if ( !game_start_mission() ) // this should put us into a new state on failure!
5838 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5839 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5840 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5842 cmd_brief_init(team_num);
5848 case GS_STATE_SHIP_SELECT:
5852 case GS_STATE_WEAPON_SELECT:
5853 weapon_select_init();
5856 case GS_STATE_TEAM_SELECT:
5860 case GS_STATE_GAME_PAUSED:
5865 case GS_STATE_DEBUG_PAUSED:
5866 // game_stop_time();
5867 // os_set_title("FreeSpace - PAUSED");
5870 case GS_STATE_TRAINING_PAUSED:
5877 case GS_STATE_OPTIONS_MENU:
5879 options_menu_init();
5882 case GS_STATE_GAME_PLAY:
5883 // coming from the gameplay state or the main menu, we might need to load the mission
5884 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5885 if ( !game_start_mission() ) // this should put us into a new state.
5890 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5891 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
5892 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5893 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5894 (old_state == GS_STATE_WEAPON_SELECT) || (old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_MULTI_STD_WAIT) || (old_state == GS_STATE_SIMULATOR_ROOM)) ) {
5895 // JAS: Used to do all paging here.
5899 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5903 main_hall_stop_music();
5904 main_hall_stop_ambient();
5905 event_music_first_pattern(); // start the first pattern
5908 // special code that restores player ship selection and weapons loadout when doing a quick start
5909 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
5910 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5911 wss_direct_restore_loadout();
5915 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5916 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
5917 event_music_first_pattern(); // start the first pattern
5920 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
5921 event_music_first_pattern(); // start the first pattern
5923 player_restore_target_and_weapon_link_prefs();
5925 Game_mode |= GM_IN_MISSION;
5928 // required to truely make mouse deltas zeroed in debug mouse code
5929 void mouse_force_pos(int x, int y);
5930 if (!Is_standalone) {
5931 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
5937 // only start time if in single player, or coming from multi wait state
5940 (Game_mode & GM_NORMAL) &&
5941 (old_state != GS_STATE_VIEW_CUTSCENES)
5943 (Game_mode & GM_MULTIPLAYER) && (
5944 (old_state == GS_STATE_MULTI_PAUSED) ||
5945 (old_state == GS_STATE_MULTI_MISSION_SYNC)
5951 // when coming from the multi paused state, reset the timestamps
5952 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
5953 multi_reset_timestamps();
5956 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
5957 // initialize all object update details
5958 multi_oo_gameplay_init();
5961 // under certain circumstances, the server should reset the object update rate limiting stuff
5962 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
5963 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
5965 // reinitialize the rate limiting system for all clients
5966 multi_oo_rate_init_all();
5969 // multiplayer clients should always re-initialize their control info rate limiting system
5970 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
5971 multi_oo_rate_init_all();
5975 if(Game_mode & GM_MULTIPLAYER){
5976 multi_ping_reset_players();
5979 Game_subspace_effect = 0;
5980 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
5981 Game_subspace_effect = 1;
5982 if( !(Game_mode & GM_STANDALONE_SERVER) ){
5983 game_start_subspace_ambient_sound();
5987 sound_env_set(&Game_sound_env);
5988 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
5990 // clear multiplayer button info i
5991 extern button_info Multi_ship_status_bi;
5992 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5995 case GS_STATE_HUD_CONFIG:
5999 case GS_STATE_MULTI_JOIN_GAME:
6000 multi_join_clear_game_list();
6002 if (old_state != GS_STATE_OPTIONS_MENU) {
6003 multi_join_game_init();
6008 case GS_STATE_MULTI_HOST_SETUP:
6009 // don't reinitialize if we're coming back from the host options screen
6010 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6011 multi_create_game_init();
6016 case GS_STATE_MULTI_CLIENT_SETUP:
6017 if (old_state != GS_STATE_OPTIONS_MENU) {
6018 multi_game_client_setup_init();
6023 case GS_STATE_CONTROL_CONFIG:
6024 control_config_init();
6027 case GS_STATE_TECH_MENU:
6031 case GS_STATE_BARRACKS_MENU:
6032 if(old_state != GS_STATE_VIEW_MEDALS){
6037 case GS_STATE_MISSION_LOG_SCROLLBACK:
6038 hud_scrollback_init();
6041 case GS_STATE_DEATH_DIED:
6042 Player_died_time = timestamp(10);
6044 if(!(Game_mode & GM_MULTIPLAYER)){
6045 player_show_death_message();
6047 Game_mode |= GM_DEAD_DIED;
6050 case GS_STATE_DEATH_BLEW_UP:
6051 if ( !popupdead_is_active() ) {
6052 Player_ai->target_objnum = -1;
6055 // stop any local EMP effect
6058 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6059 Game_mode |= GM_DEAD_BLEW_UP;
6060 Show_viewing_from_self = 0;
6062 // timestamp how long we should wait before displaying the died popup
6063 if ( !popupdead_is_active() ) {
6064 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6068 case GS_STATE_GAMEPLAY_HELP:
6069 gameplay_help_init();
6072 case GS_STATE_CREDITS:
6073 main_hall_stop_music();
6074 main_hall_stop_ambient();
6078 case GS_STATE_VIEW_MEDALS:
6079 medal_main_init(Player);
6082 case GS_STATE_SHOW_GOALS:
6083 mission_show_goals_init();
6086 case GS_STATE_HOTKEY_SCREEN:
6087 mission_hotkey_init();
6090 case GS_STATE_MULTI_MISSION_SYNC:
6091 // if we're coming from the options screen, don't do any
6092 if(old_state == GS_STATE_OPTIONS_MENU){
6096 switch(Multi_sync_mode){
6097 case MULTI_SYNC_PRE_BRIEFING:
6098 // if moving from game forming to the team select state
6101 case MULTI_SYNC_POST_BRIEFING:
6102 // if moving from briefing into the mission itself
6105 // tell everyone that we're now loading data
6106 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6107 send_netplayer_update_packet();
6109 // JAS: Used to do all paging here!!!!
6111 Net_player->state = NETPLAYER_STATE_WAITING;
6112 send_netplayer_update_packet();
6114 Game_time_compression = F1_0;
6116 case MULTI_SYNC_INGAME:
6122 case GS_STATE_VIEW_CUTSCENES:
6123 cutscenes_screen_init();
6126 case GS_STATE_MULTI_STD_WAIT:
6127 multi_standalone_wait_init();
6130 case GS_STATE_STANDALONE_MAIN:
6131 // don't initialize if we're coming from one of these 2 states unless there are no
6132 // players left (reset situation)
6133 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6134 standalone_main_init();
6138 case GS_STATE_MULTI_PAUSED:
6142 case GS_STATE_INGAME_PRE_JOIN:
6143 multi_ingame_select_init();
6146 case GS_STATE_STANDALONE_POSTGAME:
6147 multi_standalone_postgame_init();
6150 case GS_STATE_INITIAL_PLAYER_SELECT:
6151 player_select_init();
6154 case GS_STATE_MULTI_START_GAME:
6155 multi_start_game_init();
6158 case GS_STATE_MULTI_HOST_OPTIONS:
6159 multi_host_options_init();
6162 case GS_STATE_END_OF_CAMPAIGN:
6163 mission_campaign_end_init();
6166 case GS_STATE_LOOP_BRIEF:
6171 if (old_state != GS_STATE_PXO_HELP) {
6173 // TODO: use_last_channel?
6179 case GS_STATE_PXO_HELP:
6180 multi_pxo_help_init();
6186 // do stuff that may need to be done regardless of state
6187 void game_do_state_common(int state,int no_networking)
6189 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6190 snd_do_frame(); // update sound system
6191 event_music_do_frame(); // music needs to play across many states
6193 multi_log_process();
6195 if (no_networking) {
6199 // maybe do a multiplayer frame based on game mode and state type
6200 if (Game_mode & GM_MULTIPLAYER) {
6202 case GS_STATE_OPTIONS_MENU:
6203 case GS_STATE_GAMEPLAY_HELP:
6204 case GS_STATE_HOTKEY_SCREEN:
6205 case GS_STATE_HUD_CONFIG:
6206 case GS_STATE_CONTROL_CONFIG:
6207 case GS_STATE_MISSION_LOG_SCROLLBACK:
6208 case GS_STATE_SHOW_GOALS:
6209 case GS_STATE_VIEW_CUTSCENES:
6210 case GS_STATE_EVENT_DEBUG:
6211 multi_maybe_do_frame();
6215 game_do_networking();
6219 // Called once a frame.
6220 // You should never try to change the state
6221 // in here... if you think you need to, you probably really
6222 // need to post an event, not change the state.
6223 int Game_do_state_should_skip = 0;
6224 void game_do_state(int state)
6226 // always lets the do_state_common() function determine if the state should be skipped
6227 Game_do_state_should_skip = 0;
6229 // legal to set the should skip state anywhere in this function
6230 game_do_state_common(state); // do stuff that may need to be done regardless of state
6232 if(Game_do_state_should_skip){
6237 case GS_STATE_MAIN_MENU:
6238 game_set_frametime(GS_STATE_MAIN_MENU);
6239 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6242 main_hall_do(flFrametime);
6246 case GS_STATE_OPTIONS_MENU:
6247 game_set_frametime(GS_STATE_OPTIONS_MENU);
6248 options_menu_do_frame(flFrametime);
6251 case GS_STATE_BARRACKS_MENU:
6252 game_set_frametime(GS_STATE_BARRACKS_MENU);
6253 barracks_do_frame(flFrametime);
6256 case GS_STATE_TRAINING_MENU:
6257 game_set_frametime(GS_STATE_TRAINING_MENU);
6258 training_menu_do_frame(flFrametime);
6261 case GS_STATE_TECH_MENU:
6262 game_set_frametime(GS_STATE_TECH_MENU);
6263 techroom_do_frame(flFrametime);
6266 case GS_STATE_GAMEPLAY_HELP:
6267 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6268 gameplay_help_do_frame(flFrametime);
6271 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6275 case GS_STATE_GAME_PAUSED:
6279 case GS_STATE_DEBUG_PAUSED:
6281 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6286 case GS_STATE_TRAINING_PAUSED:
6287 game_training_pause_do();
6290 case GS_STATE_LOAD_MISSION_MENU:
6294 case GS_STATE_BRIEFING:
6295 game_set_frametime(GS_STATE_BRIEFING);
6296 brief_do_frame(flFrametime);
6299 case GS_STATE_DEBRIEF:
6300 game_set_frametime(GS_STATE_DEBRIEF);
6301 debrief_do_frame(flFrametime);
6304 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6305 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6306 multi_df_debrief_do();
6309 case GS_STATE_SHIP_SELECT:
6310 game_set_frametime(GS_STATE_SHIP_SELECT);
6311 ship_select_do(flFrametime);
6314 case GS_STATE_WEAPON_SELECT:
6315 game_set_frametime(GS_STATE_WEAPON_SELECT);
6316 weapon_select_do(flFrametime);
6319 case GS_STATE_MISSION_LOG_SCROLLBACK:
6320 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6321 hud_scrollback_do_frame(flFrametime);
6324 case GS_STATE_HUD_CONFIG:
6325 game_set_frametime(GS_STATE_HUD_CONFIG);
6326 hud_config_do_frame(flFrametime);
6329 case GS_STATE_MULTI_JOIN_GAME:
6330 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6331 multi_join_game_do_frame();
6334 case GS_STATE_MULTI_HOST_SETUP:
6335 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6336 multi_create_game_do();
6339 case GS_STATE_MULTI_CLIENT_SETUP:
6340 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6341 multi_game_client_setup_do_frame();
6344 case GS_STATE_CONTROL_CONFIG:
6345 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6346 control_config_do_frame(flFrametime);
6349 case GS_STATE_DEATH_DIED:
6353 case GS_STATE_DEATH_BLEW_UP:
6357 case GS_STATE_SIMULATOR_ROOM:
6358 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6359 sim_room_do_frame(flFrametime);
6362 case GS_STATE_CAMPAIGN_ROOM:
6363 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6364 campaign_room_do_frame(flFrametime);
6367 case GS_STATE_RED_ALERT:
6368 game_set_frametime(GS_STATE_RED_ALERT);
6369 red_alert_do_frame(flFrametime);
6372 case GS_STATE_CMD_BRIEF:
6373 game_set_frametime(GS_STATE_CMD_BRIEF);
6374 cmd_brief_do_frame(flFrametime);
6377 case GS_STATE_CREDITS:
6378 game_set_frametime(GS_STATE_CREDITS);
6379 credits_do_frame(flFrametime);
6382 case GS_STATE_VIEW_MEDALS:
6383 game_set_frametime(GS_STATE_VIEW_MEDALS);
6387 case GS_STATE_SHOW_GOALS:
6388 game_set_frametime(GS_STATE_SHOW_GOALS);
6389 mission_show_goals_do_frame(flFrametime);
6392 case GS_STATE_HOTKEY_SCREEN:
6393 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6394 mission_hotkey_do_frame(flFrametime);
6397 case GS_STATE_VIEW_CUTSCENES:
6398 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6399 cutscenes_screen_do_frame();
6402 case GS_STATE_MULTI_STD_WAIT:
6403 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6404 multi_standalone_wait_do();
6407 case GS_STATE_STANDALONE_MAIN:
6408 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6409 standalone_main_do();
6412 case GS_STATE_MULTI_PAUSED:
6413 game_set_frametime(GS_STATE_MULTI_PAUSED);
6417 case GS_STATE_TEAM_SELECT:
6418 game_set_frametime(GS_STATE_TEAM_SELECT);
6422 case GS_STATE_INGAME_PRE_JOIN:
6423 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6424 multi_ingame_select_do();
6427 case GS_STATE_EVENT_DEBUG:
6429 game_set_frametime(GS_STATE_EVENT_DEBUG);
6430 game_show_event_debug(flFrametime);
6434 case GS_STATE_STANDALONE_POSTGAME:
6435 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6436 multi_standalone_postgame_do();
6439 case GS_STATE_INITIAL_PLAYER_SELECT:
6440 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6444 case GS_STATE_MULTI_MISSION_SYNC:
6445 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6449 case GS_STATE_MULTI_START_GAME:
6450 game_set_frametime(GS_STATE_MULTI_START_GAME);
6451 multi_start_game_do();
6454 case GS_STATE_MULTI_HOST_OPTIONS:
6455 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6456 multi_host_options_do();
6459 case GS_STATE_END_OF_CAMPAIGN:
6460 mission_campaign_end_do();
6463 case GS_STATE_END_DEMO:
6464 game_set_frametime(GS_STATE_END_DEMO);
6465 end_demo_campaign_do();
6468 case GS_STATE_LOOP_BRIEF:
6469 game_set_frametime(GS_STATE_LOOP_BRIEF);
6474 game_set_frametime(GS_STATE_PXO);
6478 case GS_STATE_PXO_HELP:
6479 game_set_frametime(GS_STATE_PXO_HELP);
6480 multi_pxo_help_do();
6483 } // end switch(gs_current_state)
6487 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6488 int game_do_ram_check(int ram_in_mbytes)
6490 if ( ram_in_mbytes < 30 ) {
6491 int allowed_to_run = 1;
6492 if ( ram_in_mbytes < 25 ) {
6498 if ( allowed_to_run ) {
6499 SDL_MessageBoxData mboxd;
6500 SDL_MessageBoxButtonData mboxbuttons[2];
6503 // not a translated string, but it's too long and smartdrv isn't
6504 // really a thing for any OS we now support :p
6505 // 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);
6506 SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n\nPress 'OK' to continue running with less than the minimum required memory.\n", ram_in_mbytes);
6508 mboxbuttons[0].buttonid = 0;
6509 mboxbuttons[0].text = XSTR("Ok", 503);
6510 mboxbuttons[0].flags = 0;
6512 mboxbuttons[1].buttonid = 1;
6513 mboxbuttons[1].text = XSTR("Cancel", 504);
6514 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6516 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6517 mboxd.title = XSTR( "Not Enough RAM", 194);
6518 mboxd.message = tmp;
6519 mboxd.numbuttons = 2;
6520 mboxd.buttons = mboxbuttons;
6521 mboxd.window = NULL;
6522 mboxd.colorScheme = NULL;
6524 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6526 if ( msgbox_rval == 1 ) {
6530 // not a translated string, but it's too long and smartdrv isn't
6531 // really a thing for any OS we now support :p
6532 // 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);
6533 SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n", ram_in_mbytes);
6535 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6544 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6545 // If so, copy it over and remove the update directory.
6546 void game_maybe_update_launcher(char *exe_dir)
6551 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6555 int sub_total_destroyed = 0;
6559 // get the total for all his children
6560 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6561 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6564 // find the # of faces for this _individual_ object
6565 total = submodel_get_num_polys(model_num, sm);
6566 if(strstr(pm->submodel[sm].name, "-destroyed")){
6567 sub_total_destroyed = total;
6571 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6574 *out_total += total + sub_total;
6575 *out_destroyed_total += sub_total_destroyed;
6578 #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);
6579 void game_spew_pof_info()
6581 char *pof_list[1000];
6584 int idx, model_num, i, j;
6586 int total, root_total, model_total, destroyed_total, counted;
6590 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6592 // spew info on all the pofs
6598 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6603 for(idx=0; idx<num_files; idx++, counted++){
6604 SDL_snprintf(str, SDL_arraysize(str), "%s.pof", pof_list[idx]);
6605 model_num = model_load(str, 0, NULL);
6607 pm = model_get(model_num);
6609 // if we have a real model
6614 // go through and print all raw submodels
6615 cfputs("RAW\n", out);
6618 for (i=0; i<pm->n_models; i++) {
6619 total = submodel_get_num_polys(model_num, i);
6621 model_total += total;
6622 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6625 SDL_snprintf(str, SDL_arraysize(str), "Model total %d\n", model_total);
6628 // now go through and do it by LOD
6629 cfputs("BY LOD\n\n", out);
6630 for(i=0; i<pm->n_detail_levels; i++){
6631 SDL_snprintf(str, SDL_arraysize(str), "LOD %d\n", i);
6635 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6637 destroyed_total = 0;
6638 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6639 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6642 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6645 SDL_snprintf(str, SDL_arraysize(str), "TOTAL: %d\n", total + root_total);
6647 SDL_snprintf(str, SDL_arraysize(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6649 SDL_snprintf(str, SDL_arraysize(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6652 cfputs("------------------------------------------------------------------------\n\n", out);
6656 if(counted >= MAX_POLYGON_MODELS - 5){
6669 game_spew_pof_info();
6672 int game_main(const char *szCmdLine)
6676 // Find out how much RAM is on this machine
6677 Freespace_total_ram = SDL_GetSystemRAM();
6679 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6683 if (!vm_init(24*1024*1024)) {
6684 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);
6688 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6690 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);
6699 extern void windebug_memwatch_init();
6700 windebug_memwatch_init();
6708 mprintf(("Platform: %s\n", SDL_GetPlatform()));
6709 mprintf(("CPU: %d %s\n", SDL_GetCPUCount(), (SDL_GetCPUCount() == 1) ? "core" : "cores"));
6710 mprintf(("Memory: %dMB\n", Freespace_total_ram));
6711 mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? "little" : "big"));
6713 parse_cmdline(szCmdLine);
6715 mprintf(("--------------------------------------------------------------------------------\n"));
6717 #ifdef STANDALONE_ONLY_BUILD
6719 nprintf(("Network", "Standalone running"));
6722 nprintf(("Network", "Standalone running"));
6729 // maybe spew pof stuff
6730 if(Cmdline_spew_pof_info){
6731 game_spew_pof_info();
6736 // non-demo, non-standalone, play the intro movie
6738 if ( !Is_standalone ) {
6740 // release -- movies always play
6743 // 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
6744 movie_play( NOX("intro.mve") );
6746 // debug version, movie will only play with -showmovies
6747 #elif !defined(NDEBUG)
6749 movie_play( NOX("intro.mve") );
6752 if ( Cmdline_show_movies )
6753 movie_play( NOX("intro.mve") );
6762 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6764 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
6768 // only important for non THREADED mode
6771 state = gameseq_process_events();
6772 if ( state == GS_STATE_QUIT_GAME ){
6777 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6779 demo_upsell_show_screens();
6781 #elif defined(OEM_BUILD)
6782 // show upsell screens on exit
6783 oem_upsell_show_screens();
6790 // launcher the fslauncher program on exit
6791 void game_launch_launcher_on_exit()
6799 // This function is called when FreeSpace terminates normally.
6801 void game_shutdown(void)
6803 // don't ever flip a page on the standalone!
6804 if(!(Game_mode & GM_STANDALONE_SERVER)){
6810 // if the player has left the "player select" screen and quit the game without actually choosing
6811 // a player, Player will be NULL, in which case we shouldn't write the player file out!
6812 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6816 // load up common multiplayer icons
6817 multi_unload_common_icons();
6819 shockwave_close(); // release any memory used by shockwave system
6820 fireball_close(); // free fireball system
6821 ship_close(); // free any memory that was allocated for the ships
6822 weapon_close(); // free any memory that was allocated for the weapons
6823 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6824 unload_animating_pointer();// frees the frames used for the animating mouse pointer
6825 bm_unload_all(); // free bitmaps
6826 mission_campaign_close(); // close out the campaign stuff
6827 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
6828 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
6830 #ifdef MULTI_USE_LAG
6834 // the menu close functions will unload the bitmaps if they were displayed during the game
6835 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6838 context_help_close(); // close out help system
6839 training_menu_close();
6840 lcl_close(); // be sure localization is closed out
6843 // free left-over memory from parsed tables
6844 cutscene_tbl_close();
6846 scoring_tbl_close();
6847 player_tips_close();
6849 extern void joy_close();
6852 audiostream_close();
6854 event_music_close();
6858 // HACKITY HACK HACK
6859 // if this flag is set, we should be firing up the launcher when exiting freespace
6860 extern int Multi_update_fireup_launcher_on_exit;
6861 if(Multi_update_fireup_launcher_on_exit){
6862 game_launch_launcher_on_exit();
6866 // game_stop_looped_sounds()
6868 // This function will call the appropriate stop looped sound functions for those
6869 // modules which use looping sounds. It is not enough just to stop a looping sound
6870 // at the DirectSound level, the game is keeping track of looping sounds, and this
6871 // function is used to inform the game that looping sounds are being halted.
6873 void game_stop_looped_sounds()
6875 hud_stop_looped_locking_sounds();
6876 hud_stop_looped_engine_sounds();
6877 afterburner_stop_sounds();
6878 player_stop_looped_sounds();
6879 obj_snd_stop_all(); // stop all object-linked persistant sounds
6880 game_stop_subspace_ambient_sound();
6881 snd_stop(Radar_static_looping);
6882 Radar_static_looping = -1;
6883 snd_stop(Target_static_looping);
6884 shipfx_stop_engine_wash_sound();
6885 Target_static_looping = -1;
6888 //////////////////////////////////////////////////////////////////////////
6890 // Code for supporting an animating mouse pointer
6893 //////////////////////////////////////////////////////////////////////////
6895 typedef struct animating_obj
6904 static animating_obj Animating_mouse;
6906 // ----------------------------------------------------------------------------
6907 // init_animating_pointer()
6909 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6910 // gets properly initialized
6912 void init_animating_pointer()
6914 Animating_mouse.first_frame = -1;
6915 Animating_mouse.num_frames = 0;
6916 Animating_mouse.current_frame = -1;
6917 Animating_mouse.time = 0.0f;
6918 Animating_mouse.elapsed_time = 0.0f;
6921 // ----------------------------------------------------------------------------
6922 // load_animating_pointer()
6924 // Called at game init to load in the frames for the animating mouse pointer
6926 // input: filename => filename of animation file that holds the animation
6928 void load_animating_pointer(const char *filename, int dx, int dy)
6933 init_animating_pointer();
6935 am = &Animating_mouse;
6936 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
6937 if ( am->first_frame == -1 )
6938 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
6939 am->current_frame = 0;
6940 am->time = am->num_frames / i2fl(fps);
6943 // ----------------------------------------------------------------------------
6944 // unload_animating_pointer()
6946 // Called at game shutdown to free the memory used to store the animation frames
6948 void unload_animating_pointer()
6953 am = &Animating_mouse;
6954 for ( i = 0; i < am->num_frames; i++ ) {
6955 SDL_assert( (am->first_frame+i) >= 0 );
6956 bm_release(am->first_frame + i);
6959 am->first_frame = -1;
6961 am->current_frame = -1;
6964 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
6965 void game_render_mouse(float frametime)
6970 // if animating cursor exists, play the next frame
6971 am = &Animating_mouse;
6972 if ( am->first_frame != -1 ) {
6973 mouse_get_pos(&mx, &my);
6974 am->elapsed_time += frametime;
6975 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
6976 if ( am->current_frame >= am->num_frames ) {
6977 am->current_frame = 0;
6978 am->elapsed_time = 0.0f;
6980 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
6984 // ----------------------------------------------------------------------------
6985 // game_maybe_draw_mouse()
6987 // determines whether to draw the mouse pointer at all, and what frame of
6988 // animation to use if the mouse is animating
6990 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
6992 // input: frametime => elapsed frame time in seconds since last call
6994 void game_maybe_draw_mouse(float frametime)
6998 game_state = gameseq_get_state();
7000 switch ( game_state ) {
7001 case GS_STATE_GAME_PAUSED:
7002 // case GS_STATE_MULTI_PAUSED:
7003 case GS_STATE_GAME_PLAY:
7004 case GS_STATE_DEATH_DIED:
7005 case GS_STATE_DEATH_BLEW_UP:
7006 if ( popup_active() || popupdead_is_active() ) {
7018 if ( !Mouse_hidden )
7019 game_render_mouse(frametime);
7023 void game_do_training_checks()
7027 waypoint_list *wplp;
7029 if (Training_context & TRAINING_CONTEXT_SPEED) {
7030 s = (int) Player_obj->phys_info.fspeed;
7031 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7032 if (!Training_context_speed_set) {
7033 Training_context_speed_set = 1;
7034 Training_context_speed_timestamp = timestamp();
7038 Training_context_speed_set = 0;
7041 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7042 wplp = &Waypoint_lists[Training_context_path];
7043 if (wplp->count > Training_context_goal_waypoint) {
7044 i = Training_context_goal_waypoint;
7046 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7047 if (d <= Training_context_distance) {
7048 Training_context_at_waypoint = i;
7049 if (Training_context_goal_waypoint == i) {
7050 Training_context_goal_waypoint++;
7051 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7058 if (i == wplp->count)
7061 } while (i != Training_context_goal_waypoint);
7065 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7066 Players_target = Player_ai->target_objnum;
7067 Players_targeted_subsys = Player_ai->targeted_subsys;
7068 Players_target_timestamp = timestamp();
7072 /////////// Following is for event debug view screen
7076 #define EVENT_DEBUG_MAX 5000
7077 #define EVENT_DEBUG_EVENT 0x8000
7079 int Event_debug_index[EVENT_DEBUG_MAX];
7082 void game_add_event_debug_index(int n, int indent)
7084 if (ED_count < EVENT_DEBUG_MAX)
7085 Event_debug_index[ED_count++] = n | (indent << 16);
7088 void game_add_event_debug_sexp(int n, int indent)
7093 if (Sexp_nodes[n].first >= 0) {
7094 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7095 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7099 game_add_event_debug_index(n, indent);
7100 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7101 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7103 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7106 void game_event_debug_init()
7111 for (e=0; e<Num_mission_events; e++) {
7112 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7113 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7117 void game_show_event_debug(float frametime)
7121 int font_height, font_width;
7123 static int scroll_offset = 0;
7125 k = game_check_key();
7131 if (scroll_offset < 0)
7141 scroll_offset -= 20;
7142 if (scroll_offset < 0)
7147 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7151 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7157 gr_set_color_fast(&Color_bright);
7159 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7161 gr_set_color_fast(&Color_normal);
7163 gr_get_string_size(&font_width, &font_height, NOX("test"));
7164 y_max = gr_screen.max_h - font_height - 5;
7168 while (k < ED_count) {
7169 if (y_index > y_max)
7172 z = Event_debug_index[k];
7173 if (z & EVENT_DEBUG_EVENT) {
7175 SDL_snprintf(buf, SDL_arraysize(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7176 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7177 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7178 Mission_events[z].repeat_count, Mission_events[z].interval);
7186 SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, SDL_arraysize(buf));
7187 switch (Sexp_nodes[z & 0x7fff].value) {
7189 SDL_strlcat(buf, NOX(" (True)"), SDL_arraysize(buf));
7193 SDL_strlcat(buf, NOX(" (False)"), SDL_arraysize(buf));
7196 case SEXP_KNOWN_TRUE:
7197 SDL_strlcat(buf, NOX(" (Always true)"), SDL_arraysize(buf));
7200 case SEXP_KNOWN_FALSE:
7201 SDL_strlcat(buf, NOX(" (Always false)"), SDL_arraysize(buf));
7204 case SEXP_CANT_EVAL:
7205 SDL_strlcat(buf, NOX(" (Can't eval)"), SDL_arraysize(buf));
7209 case SEXP_NAN_FOREVER:
7210 SDL_strlcat(buf, NOX(" (Not a number)"), SDL_arraysize(buf));
7215 gr_printf(10, y_index, buf);
7216 y_index += font_height;
7229 int Tmap_num_too_big = 0;
7230 int Num_models_needing_splitting = 0;
7232 void Time_model( int modelnum )
7234 // mprintf(( "Timing ship '%s'\n", si->name ));
7236 vector eye_pos, model_pos;
7237 matrix eye_orient, model_orient;
7239 polymodel *pm = model_get( modelnum );
7241 int l = strlen(pm->filename);
7243 if ( (l == '/') || (l=='\\') || (l==':')) {
7249 char *pof_file = &pm->filename[l];
7251 int model_needs_splitting = 0;
7253 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7255 for (i=0; i<pm->n_textures; i++ ) {
7256 char filename[1024];
7259 int bmp_num = pm->original_textures[i];
7260 if ( bmp_num > -1 ) {
7261 bm_get_palette(pm->original_textures[i], pal, filename, SDL_arraysize(filename) );
7263 bm_get_info( pm->original_textures[i],&w, &h );
7266 if ( (w > 512) || (h > 512) ) {
7267 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7269 model_needs_splitting++;
7272 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7276 if ( model_needs_splitting ) {
7277 Num_models_needing_splitting++;
7279 eye_orient = model_orient = vmd_identity_matrix;
7280 eye_pos = model_pos = vmd_zero_vector;
7282 eye_pos.xyz.z = -pm->rad*2.0f;
7284 vector eye_to_model;
7286 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7287 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7289 fix t1 = timer_get_fixed_seconds();
7292 ta.p = ta.b = ta.h = 0.0f;
7295 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7297 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7299 modelstats_num_polys = modelstats_num_verts = 0;
7301 while( ta.h < PI2 ) {
7304 vm_angles_2_matrix(&m1, &ta );
7305 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7312 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7314 model_clear_instance( modelnum );
7315 model_set_detail_level(0); // use highest detail level
7316 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7324 int k = key_inkey();
7325 if ( k == SDLK_ESCAPE ) {
7330 fix t2 = timer_get_fixed_seconds();
7332 if (framecount < 1) {
7336 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7337 //bitmaps_used_this_frame /= framecount;
7339 modelstats_num_polys /= framecount;
7340 modelstats_num_verts /= framecount;
7342 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7343 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 );
7345 // fprintf( Time_fp, "%.0f\t%d\t%d\t%d\n", i2fl(framecount)/f2fl(t2-t1), bitmaps_used_this_frame, modelstats_num_polys, modelstats_num_verts );
7351 int Time_models = 0;
7352 DCF_BOOL( time_models, Time_models );
7354 void Do_model_timings_test()
7358 if ( !Time_models ) return;
7360 mprintf(( "Timing models!\n" ));
7364 ubyte model_used[MAX_POLYGON_MODELS];
7365 int model_id[MAX_POLYGON_MODELS];
7366 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7371 for (i=0; i<Num_ship_types; i++ ) {
7372 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7374 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7375 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7378 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7379 if ( !Texture_fp ) return;
7381 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7382 if ( !Time_fp ) return;
7384 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7385 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7387 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7388 if ( model_used[i] ) {
7389 Time_model( model_id[i] );
7393 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7394 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7403 // Call this function when you want to inform the player that a feature is not
7404 // enabled in the DEMO version of FreSpace
7405 void game_feature_not_in_demo_popup()
7407 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7410 // format the specified time (fixed point) into a nice string
7411 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7414 int hours,minutes,seconds;
7416 mtime = f2fl(m_time);
7418 // get the hours, minutes and seconds
7419 hours = (int)(mtime / 3600.0f);
7421 mtime -= (3600.0f * (float)hours);
7423 seconds = (int)mtime%60;
7424 minutes = (int)mtime/60;
7427 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7429 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7433 // Stuff version string in *str.
7434 void get_version_string(char *str, const int str_len)
7437 if ( FS_VERSION_BUILD == 0 ) {
7438 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7440 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7443 #if defined (FS2_DEMO) || defined(FS1_DEMO)
7444 SDL_strlcat(str, " D", str_len);
7445 #elif defined (OEM_BUILD)
7446 SDL_strlcat(str, " (OEM)", str_len);
7452 char myname[_MAX_PATH];
7453 int namelen, major, minor, build, waste;
7454 unsigned int buf_size;
7460 // Find my EXE file name
7461 hMod = GetModuleHandle(NULL);
7462 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7464 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7465 infop = (char *)malloc(version_size);
7466 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7468 // get the product version
7469 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7470 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7472 sprintf(str,"Dv%d.%02d",major, minor);
7474 sprintf(str,"v%d.%02d",major, minor);
7479 void get_version_string_short(char *str, const int str_len)
7481 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7484 // ----------------------------------------------------------------
7486 // OEM UPSELL SCREENS BEGIN
7488 // ----------------------------------------------------------------
7489 #if defined(OEM_BUILD)
7491 #define NUM_OEM_UPSELL_SCREENS 3
7492 #define OEM_UPSELL_SCREEN_DELAY 10000
7494 static int Oem_upsell_bitmaps_loaded = 0;
7495 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7496 static int Oem_upsell_screen_number = 0;
7497 static int Oem_upsell_show_next_bitmap_time;
7500 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
7513 static int Oem_normal_cursor = -1;
7514 static int Oem_web_cursor = -1;
7515 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
7516 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7518 void oem_upsell_next_screen()
7520 Oem_upsell_screen_number++;
7521 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7522 // extra long delay, mouse shown on last upsell
7523 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7527 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7531 void oem_upsell_load_bitmaps()
7535 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7536 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7540 void oem_upsell_unload_bitmaps()
7544 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7545 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7546 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7551 Oem_upsell_bitmaps_loaded = 0;
7554 // clickable hotspot on 3rd OEM upsell screen
7555 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7557 28, 350, 287, 96 // x, y, w, h
7560 45, 561, 460, 152 // x, y, w, h
7564 void oem_upsell_show_screens()
7566 int current_time, k;
7569 if ( !Oem_upsell_bitmaps_loaded ) {
7570 oem_upsell_load_bitmaps();
7571 Oem_upsell_bitmaps_loaded = 1;
7574 // may use upsell screens more than once
7575 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7576 Oem_upsell_screen_number = 0;
7582 int nframes; // used to pass, not really needed (should be 1)
7583 Oem_normal_cursor = gr_get_cursor_bitmap();
7584 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7585 SDL_assert(Oem_web_cursor >= 0);
7586 if (Oem_web_cursor < 0) {
7587 Oem_web_cursor = Oem_normal_cursor;
7592 //oem_reset_trailer_timer();
7594 current_time = timer_get_milliseconds();
7599 // advance screen on keypress or timeout
7600 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7601 oem_upsell_next_screen();
7604 // check if we are done
7605 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7606 Oem_upsell_screen_number--;
7609 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7614 // show me the upsell
7615 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
7616 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7620 // if this is the 3rd upsell, make it clickable, d00d
7621 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7623 int button_state = mouse_get_pos(&mx, &my);
7624 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])
7625 && (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]) )
7628 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7631 if (button_state & MOUSE_LEFT_BUTTON) {
7633 multi_pxo_url(OEM_UPSELL_URL);
7637 // switch cursor back to normal one
7638 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7643 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7653 oem_upsell_unload_bitmaps();
7655 // switch cursor back to normal one
7656 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7660 #endif // defined(OEM_BUILD)
7661 // ----------------------------------------------------------------
7663 // OEM UPSELL SCREENS END
7665 // ----------------------------------------------------------------
7669 // ----------------------------------------------------------------
7671 // DEMO UPSELL SCREENS BEGIN
7673 // ----------------------------------------------------------------
7675 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7678 #define NUM_DEMO_UPSELL_SCREENS 2
7680 #define NUM_DEMO_UPSELL_SCREENS 4
7682 #define DEMO_UPSELL_SCREEN_DELAY 3000
7684 static int Demo_upsell_bitmaps_loaded = 0;
7685 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7686 static int Demo_upsell_screen_number = 0;
7687 static int Demo_upsell_show_next_bitmap_time;
7690 static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7716 void demo_upsell_next_screen()
7718 Demo_upsell_screen_number++;
7719 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7720 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7722 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7726 void demo_upsell_load_bitmaps()
7730 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7731 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7735 void demo_upsell_unload_bitmaps()
7739 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7740 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7741 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7746 Demo_upsell_bitmaps_loaded = 0;
7749 void demo_upsell_show_screens()
7751 int current_time, k;
7754 if ( !Demo_upsell_bitmaps_loaded ) {
7755 demo_upsell_load_bitmaps();
7756 Demo_upsell_bitmaps_loaded = 1;
7759 // may use upsell screens more than once
7760 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7761 Demo_upsell_screen_number = 0;
7768 demo_reset_trailer_timer();
7770 current_time = timer_get_milliseconds();
7777 // don't time out, wait for keypress
7779 if ( current_time > Demo_upsell_show_next_bitmap_time ) {
7780 demo_upsell_next_screen();
7785 demo_upsell_next_screen();
7788 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7789 Demo_upsell_screen_number--;
7792 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7797 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
7798 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7803 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7813 demo_upsell_unload_bitmaps();
7818 // ----------------------------------------------------------------
7820 // DEMO UPSELL SCREENS END
7822 // ----------------------------------------------------------------
7825 // ----------------------------------------------------------------
7827 // Subspace Ambient Sound START
7829 // ----------------------------------------------------------------
7831 static int Subspace_ambient_left_channel = -1;
7832 static int Subspace_ambient_right_channel = -1;
7835 void game_start_subspace_ambient_sound()
7837 if ( Subspace_ambient_left_channel < 0 ) {
7838 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7841 if ( Subspace_ambient_right_channel < 0 ) {
7842 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7846 void game_stop_subspace_ambient_sound()
7848 if ( Subspace_ambient_left_channel >= 0 ) {
7849 snd_stop(Subspace_ambient_left_channel);
7850 Subspace_ambient_left_channel = -1;
7853 if ( Subspace_ambient_right_channel >= 0 ) {
7854 snd_stop(Subspace_ambient_right_channel);
7855 Subspace_ambient_right_channel = -1;
7859 // ----------------------------------------------------------------
7861 // Subspace Ambient Sound END
7863 // ----------------------------------------------------------------
7865 // ----------------------------------------------------------------
7867 // Language Autodetection stuff
7870 // this layout order must match Lcl_languages in localize.cpp in order for the
7871 // correct language to be detected
7872 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7874 1366105450, // English
7876 589986744, // English
7878 -1132430286, // German
7880 -1131728960, // Polish
7883 // default setting is "-1" to use config file with English as fall back
7884 // DO NOT change the default setting here or something uncouth might happen
7885 // in the localization code
7891 // try and open the file to verify
7892 CFILE *detect = cfopen("font01.vf", "rb");
7894 // will use default setting if something went wrong
7899 // get the long checksum of the file
7901 cfseek(detect, 0, SEEK_SET);
7902 cf_chksum_long(detect, &file_checksum);
7906 // now compare the checksum/filesize against known #'s
7907 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
7908 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
7913 // notify if a match was not found, include detected checksum
7914 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
7915 printf("Using default language...\n\n");
7921 // End Auto Lang stuff
7923 // ----------------------------------------------------------------
7925 // ----------------------------------------------------------------
7926 // SHIPS TBL VERIFICATION STUFF
7929 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
7930 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
7931 #define NUM_SHIPS_TBL_CHECKSUMS 3
7933 #define NUM_SHIPS_TBL_CHECKSUMS 1
7937 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7938 1696074201, // FS2 demo
7941 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7942 1603375034, // FS1 DEMO
7945 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7946 -129679197, // FS1 Full 1.06 (US)
7947 7762567, // FS1 SilentThreat
7948 1555372475 // FS1 Full 1.06 (German)
7952 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7953 -463907578, // US - beta 1
7954 1696074201, // FS2 demo
7957 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7958 // -1022810006, // 1.0 FULL
7959 -1254285366 // 1.2 FULL (German)
7963 void verify_ships_tbl()
7967 Game_ships_tbl_valid = 1;
7973 // detect if the packfile exists
7974 CFILE *detect = cfopen("ships.tbl", "rb");
7975 Game_ships_tbl_valid = 0;
7979 Game_ships_tbl_valid = 0;
7983 // get the long checksum of the file
7985 cfseek(detect, 0, SEEK_SET);
7986 cf_chksum_long(detect, &file_checksum);
7990 // now compare the checksum/filesize against known #'s
7991 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
7992 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
7993 Game_ships_tbl_valid = 1;
8000 DCF(shipspew, "display the checksum for the current ships.tbl")
8003 CFILE *detect = cfopen("ships.tbl", "rb");
8004 // get the long checksum of the file
8006 cfseek(detect, 0, SEEK_SET);
8007 cf_chksum_long(detect, &file_checksum);
8010 dc_printf("%d", file_checksum);
8013 // ----------------------------------------------------------------
8014 // WEAPONS TBL VERIFICATION STUFF
8017 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8018 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8019 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8021 #define NUM_WEAPONS_TBL_CHECKSUMS 1
8025 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8026 -266420030, // demo 1
8029 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8030 -1246928725, // FS1 DEMO
8033 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8034 -834598107, // FS1 1.06 Full (US)
8035 -1652231417, // FS1 SilentThreat
8036 720209793 // FS1 1.06 Full (German)
8040 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8041 141718090, // US - beta 1
8042 -266420030, // demo 1
8045 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8046 // 399297860, // 1.0 FULL
8047 -553984927 // 1.2 FULL (german)
8051 void verify_weapons_tbl()
8055 Game_weapons_tbl_valid = 1;
8061 // detect if the packfile exists
8062 CFILE *detect = cfopen("weapons.tbl", "rb");
8063 Game_weapons_tbl_valid = 0;
8067 Game_weapons_tbl_valid = 0;
8071 // get the long checksum of the file
8073 cfseek(detect, 0, SEEK_SET);
8074 cf_chksum_long(detect, &file_checksum);
8078 // now compare the checksum/filesize against known #'s
8079 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8080 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8081 Game_weapons_tbl_valid = 1;
8088 DCF(wepspew, "display the checksum for the current weapons.tbl")
8091 CFILE *detect = cfopen("weapons.tbl", "rb");
8092 // get the long checksum of the file
8094 cfseek(detect, 0, SEEK_SET);
8095 cf_chksum_long(detect, &file_checksum);
8098 dc_printf("%d", file_checksum);
8101 // if the game is running using hacked data
8102 int game_hacked_data()
8105 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8113 void display_title_screen()
8115 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
8116 ///int title_bitmap;
8119 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8120 if (title_bitmap == -1) {
8125 gr_set_bitmap(title_bitmap);
8133 bm_unload(title_bitmap);
8134 #endif // FS2_DEMO || OEM_BUILD || FS1_DEMO
8137 // return true if the game is running with "low memory", which is less than 48MB
8138 bool game_using_low_mem()
8140 if (Use_low_mem == 0) {