2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
18 * Revision 1.40 2005/10/01 21:40:38 taylor
19 * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20 * make sure a global cmdline.cfg file works with OS X when built as an app
22 * Revision 1.39 2005/08/12 08:57:20 taylor
23 * don't show hardware S-RAM value on HUD in debug
24 * do show in use GL texture memory
25 * have an actual fade effect for the credits screen artwork
27 * Revision 1.38 2004/09/20 01:31:44 theoddone33
30 * Revision 1.37 2004/07/04 11:31:43 taylor
31 * amd64 support, compiler warning fixes, don't use software rendering
33 * Revision 1.36 2004/06/12 01:11:35 taylor
34 * x86 compile fixes for OSX patch
36 * Revision 1.35 2004/06/11 00:53:02 tigital
37 * OSX: .app name, casts for gcc
39 * Revision 1.34 2003/08/09 03:18:03 taylor
40 * fix tips popup not having any tips
42 * Revision 1.33 2003/08/03 15:57:00 taylor
43 * simpler mouse usage; default ini settings in os_init(); cleanup
45 * Revision 1.32 2003/06/19 11:51:41 taylor
46 * adjustments to memory leak fixes
48 * Revision 1.31 2003/06/11 18:30:32 taylor
51 * Revision 1.30 2003/06/03 04:00:39 taylor
52 * Polish language support (Janusz Dziemidowicz)
54 * Revision 1.29 2003/05/25 02:30:42 taylor
57 * Revision 1.28 2003/05/18 03:55:30 taylor
58 * automatic language selection support
60 * Revision 1.27 2003/03/03 04:54:44 theoddone33
61 * Commit Taylor's ShowFPS fix
63 * Revision 1.26 2003/02/20 17:41:07 theoddone33
64 * Userdir patch from Taylor Richards
66 * Revision 1.25 2003/01/30 19:54:10 relnev
67 * ini config option for the frames per second counter (Taylor Richards)
69 * Revision 1.24 2002/08/31 01:39:13 theoddone33
70 * Speed up the renderer a tad
72 * Revision 1.23 2002/08/04 02:31:00 relnev
73 * make numlock not overlap with pause
75 * Revision 1.22 2002/08/02 23:07:03 relnev
76 * don't access the mouse in standalone mode
78 * Revision 1.21 2002/07/28 05:05:08 relnev
79 * removed some old stuff
81 * Revision 1.20 2002/07/24 00:20:41 relnev
84 * Revision 1.19 2002/06/17 06:33:08 relnev
85 * ryan's struct patch for gcc 2.95
87 * Revision 1.18 2002/06/16 04:46:33 relnev
88 * set up correct checksums for demo
90 * Revision 1.17 2002/06/09 04:41:17 relnev
91 * added copyright header
93 * Revision 1.16 2002/06/09 03:16:04 relnev
96 * removed unneeded asm, old sdl 2d setup.
98 * fixed crash caused by opengl_get_region.
100 * Revision 1.15 2002/06/05 08:05:28 relnev
101 * stub/warning removal.
103 * reworked the sound code.
105 * Revision 1.14 2002/06/05 04:03:32 relnev
106 * finished cfilesystem.
108 * removed some old code.
110 * fixed mouse save off-by-one.
114 * Revision 1.13 2002/06/02 04:26:34 relnev
117 * Revision 1.12 2002/06/02 00:31:35 relnev
118 * implemented osregistry
120 * Revision 1.11 2002/06/01 09:00:34 relnev
121 * silly debug memmanager
123 * Revision 1.10 2002/06/01 07:12:32 relnev
124 * a few NDEBUG updates.
126 * removed a few warnings.
128 * Revision 1.9 2002/05/31 03:05:59 relnev
131 * Revision 1.8 2002/05/29 02:52:32 theoddone33
132 * Enable OpenGL renderer
134 * Revision 1.7 2002/05/28 08:52:03 relnev
135 * implemented two assembly stubs.
137 * cleaned up a few warnings.
139 * added a little demo hackery to make it progress a little farther.
141 * Revision 1.6 2002/05/28 06:28:20 theoddone33
142 * Filesystem mods, actually reads some data files now
144 * Revision 1.5 2002/05/28 04:07:28 theoddone33
145 * New graphics stubbing arrangement
147 * Revision 1.4 2002/05/27 22:46:52 theoddone33
148 * Remove more undefined symbols
150 * Revision 1.3 2002/05/26 23:31:18 relnev
151 * added a few files that needed to be compiled
153 * freespace.cpp: now compiles
155 * Revision 1.2 2002/05/07 03:16:44 theoddone33
156 * The Great Newline Fix
158 * Revision 1.1.1.1 2002/05/03 03:28:09 root
162 * 201 6/16/00 3:15p Jefff
163 * sim of the year dvd version changes, a few german soty localization
166 * 200 11/03/99 11:06a Jefff
169 * 199 10/26/99 5:07p Jamest
170 * fixed jeffs dumb debug code
172 * 198 10/25/99 5:53p Jefff
173 * call control_config_common_init() on startup
175 * 197 10/14/99 10:18a Daveb
176 * Fixed incorrect CD checking problem on standalone server.
178 * 196 10/13/99 9:22a Daveb
179 * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180 * related to movies. Fixed launcher spawning from PXO screen.
182 * 195 10/06/99 11:05a Jefff
183 * new oem upsell 3 hotspot coords
185 * 194 10/06/99 10:31a Jefff
188 * 193 10/01/99 9:10a Daveb
191 * 192 9/15/99 4:57a Dave
192 * Updated ships.tbl checksum
194 * 191 9/15/99 3:58a Dave
195 * Removed framerate warning at all times.
197 * 190 9/15/99 3:16a Dave
198 * Remove mt-011.fs2 from the builtin mission list.
200 * 189 9/15/99 1:45a Dave
201 * Don't init joystick on standalone. Fixed campaign mode on standalone.
202 * Fixed no-score-report problem in TvT
204 * 188 9/14/99 6:08a Dave
205 * Updated (final) single, multi, and campaign list.
207 * 187 9/14/99 3:26a Dave
208 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209 * respawn-too-early problem. Made a few crash points safe.
211 * 186 9/13/99 4:52p Dave
214 * 185 9/12/99 8:09p Dave
215 * Fixed problem where skip-training button would cause mission messages
216 * not to get paged out for the current mission.
218 * 184 9/10/99 11:53a Dave
219 * Shutdown graphics before sound to eliminate apparent lockups when
220 * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
222 * 183 9/09/99 11:40p Dave
223 * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224 * 2 end movies properly, based upon what the player did in the mission.
226 * 182 9/08/99 10:29p Dave
227 * Make beam sound pausing and unpausing much safer.
229 * 181 9/08/99 10:01p Dave
230 * Make sure game won't run in a drive's root directory. Make sure
231 * standalone routes suqad war messages properly to the host.
233 * 180 9/08/99 3:22p Dave
234 * Updated builtin mission list.
236 * 179 9/08/99 12:01p Jefff
237 * fixed Game_builtin_mission_list typo on Training-2.fs2
239 * 178 9/08/99 9:48a Andsager
240 * Add force feedback for engine wash.
242 * 177 9/07/99 4:01p Dave
243 * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244 * does everything properly (setting up address when binding). Remove
245 * black rectangle background from UI_INPUTBOX.
247 * 176 9/13/99 2:40a Dave
248 * Comment in full 80 minute CD check for RELEASE_REAL builds.
250 * 175 9/06/99 6:38p Dave
251 * Improved CD detection code.
253 * 174 9/06/99 1:30a Dave
254 * Intermediate checkin. Started on enforcing CD-in-drive to play the
257 * 173 9/06/99 1:16a Dave
258 * Make sure the user sees the intro movie.
260 * 172 9/04/99 8:00p Dave
261 * Fixed up 1024 and 32 bit movie support.
263 * 171 9/03/99 1:32a Dave
264 * CD checking by act. Added support to play 2 cutscenes in a row
265 * seamlessly. Fixed super low level cfile bug related to files in the
266 * root directory of a CD. Added cheat code to set campaign mission # in
269 * 170 9/01/99 10:49p Dave
270 * Added nice SquadWar checkbox to the client join wait screen.
272 * 169 9/01/99 10:14a Dave
275 * 168 8/29/99 4:51p Dave
276 * Fixed damaged checkin.
278 * 167 8/29/99 4:18p Andsager
279 * New "burst" limit for friendly damage. Also credit more damage done
280 * against large friendly ships.
282 * 166 8/27/99 6:38p Alanl
283 * crush the blasted repeating messages bug
285 * 164 8/26/99 9:09p Dave
286 * Force framerate check in everything but a RELEASE_REAL build.
288 * 163 8/26/99 9:45a Dave
289 * First pass at easter eggs and cheats.
291 * 162 8/24/99 8:55p Dave
292 * Make sure nondimming pixels work properly in tech menu.
294 * 161 8/24/99 1:49a Dave
295 * Fixed client-side afterburner stuttering. Added checkbox for no version
296 * checking on PXO join. Made button info passing more friendly between
299 * 160 8/22/99 5:53p Dave
300 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301 * instead of ship designations for multiplayer players.
303 * 159 8/22/99 1:19p Dave
304 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305 * which d3d cards are detected.
307 * 158 8/20/99 2:09p Dave
308 * PXO banner cycling.
310 * 157 8/19/99 10:59a Dave
311 * Packet loss detection.
313 * 156 8/19/99 10:12a Alanl
314 * preload mission-specific messages on machines greater than 48MB
316 * 155 8/16/99 4:04p Dave
317 * Big honking checkin.
319 * 154 8/11/99 5:54p Dave
320 * Fixed collision problem. Fixed standalone ghost problem.
322 * 153 8/10/99 7:59p Jefff
325 * 152 8/10/99 6:54p Dave
326 * Mad optimizations. Added paging to the nebula effect.
328 * 151 8/10/99 3:44p Jefff
329 * loads Intelligence information on startup
331 * 150 8/09/99 3:47p Dave
332 * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333 * non-nebula missions.
335 * 149 8/09/99 2:21p Andsager
336 * Fix patching from multiplayer direct to launcher update tab.
338 * 148 8/09/99 10:36a Dave
339 * Version info for game.
341 * 147 8/06/99 9:46p Dave
342 * Hopefully final changes for the demo.
344 * 146 8/06/99 3:34p Andsager
345 * Make title version info "(D)" -> "D" show up nicely
347 * 145 8/06/99 2:59p Adamp
348 * Fixed NT launcher/update problem.
350 * 144 8/06/99 1:52p Dave
351 * Bumped up MAX_BITMAPS for the demo.
353 * 143 8/06/99 12:17p Andsager
354 * Demo: down to just 1 demo dog
356 * 142 8/05/99 9:39p Dave
357 * Yet another new checksum.
359 * 141 8/05/99 6:19p Dave
360 * New demo checksums.
362 * 140 8/05/99 5:31p Andsager
363 * Up demo version 1.01
365 * 139 8/05/99 4:22p Andsager
366 * No time limit on upsell screens. Reverse order of display of upsell
369 * 138 8/05/99 4:17p Dave
370 * Tweaks to client interpolation.
372 * 137 8/05/99 3:52p Danw
374 * 136 8/05/99 3:01p Danw
376 * 135 8/05/99 2:43a Anoop
377 * removed duplicate definition.
379 * 134 8/05/99 2:13a Dave
382 * 133 8/05/99 2:05a Dave
385 * 132 8/05/99 1:22a Andsager
388 * 131 8/04/99 9:51p Andsager
389 * Add title screen to demo
391 * 130 8/04/99 6:47p Jefff
392 * fixed link error resulting from #ifdefs
394 * 129 8/04/99 6:26p Dave
395 * Updated ship tbl checksum.
397 * 128 8/04/99 5:40p Andsager
398 * Add multiple demo dogs
400 * 127 8/04/99 5:36p Andsager
401 * Show upsell screens at end of demo campaign before returning to main
404 * 126 8/04/99 11:42a Danw
405 * tone down EAX reverb
407 * 125 8/04/99 11:23a Dave
408 * Updated demo checksums.
410 * 124 8/03/99 11:02p Dave
411 * Maybe fixed sync problems in multiplayer.
413 * 123 8/03/99 6:21p Jefff
416 * 122 8/03/99 3:44p Andsager
417 * Launch laucher if trying to run FS without first having configured
420 * 121 8/03/99 12:45p Dave
423 * 120 8/02/99 9:13p Dave
426 * 119 7/30/99 10:31p Dave
427 * Added comm menu to the configurable hud files.
429 * 118 7/30/99 5:17p Andsager
430 * first fs2demo checksums
432 * 117 7/29/99 3:09p Anoop
434 * 116 7/29/99 12:05a Dave
435 * Nebula speed optimizations.
437 * 115 7/27/99 8:59a Andsager
438 * Make major, minor version consistent for all builds. Only show major
439 * and minor for launcher update window.
441 * 114 7/26/99 5:50p Dave
442 * Revised ingame join. Better? We'll see....
444 * 113 7/26/99 5:27p Andsager
445 * Add training mission as builtin to demo build
447 * 112 7/24/99 1:54p Dave
448 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
451 * 111 7/22/99 4:00p Dave
452 * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
454 * 110 7/21/99 8:10p Dave
455 * First run of supernova effect.
457 * 109 7/20/99 1:49p Dave
458 * Peter Drake build. Fixed some release build warnings.
460 * 108 7/19/99 2:26p Andsager
461 * set demo multiplayer missions
463 * 107 7/18/99 5:19p Dave
464 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
466 * 106 7/16/99 1:50p Dave
467 * 8 bit aabitmaps. yay.
469 * 105 7/15/99 3:07p Dave
470 * 32 bit detection support. Mouse coord commandline.
472 * 104 7/15/99 2:13p Dave
473 * Added 32 bit detection.
475 * 103 7/15/99 9:20a Andsager
476 * FS2_DEMO initial checkin
478 * 102 7/14/99 11:02a Dave
479 * Skill level default back to easy. Blech.
481 * 101 7/09/99 5:54p Dave
482 * Seperated cruiser types into individual types. Added tons of new
483 * briefing icons. Campaign screen.
485 * 100 7/08/99 4:43p Andsager
486 * New check for sparky_hi and print if not found.
488 * 99 7/08/99 10:53a Dave
489 * New multiplayer interpolation scheme. Not 100% done yet, but still
490 * better than the old way.
492 * 98 7/06/99 4:24p Dave
493 * Mid-level checkin. Starting on some potentially cool multiplayer
496 * 97 7/06/99 3:35p Andsager
497 * Allow movie to play before red alert mission.
499 * 96 7/03/99 5:50p Dave
500 * Make rotated bitmaps draw properly in padlock views.
502 * 95 7/02/99 9:55p Dave
503 * Player engine wash sound.
505 * 94 7/02/99 4:30p Dave
506 * Much more sophisticated lightning support.
508 * 93 6/29/99 7:52p Dave
509 * Put in exception handling in FS2.
511 * 92 6/22/99 9:37p Dave
512 * Put in pof spewing.
514 * 91 6/16/99 4:06p Dave
515 * New pilot info popup. Added new draw-bitmap-as-poly function.
517 * 90 6/15/99 1:56p Andsager
518 * For release builds, allow start up in high res only with
521 * 89 6/15/99 9:34a Dave
522 * Fixed key checking in single threaded version of the stamp notification
525 * 88 6/09/99 2:55p Andsager
526 * Allow multiple asteroid subtypes (of large, medium, small) and follow
529 * 87 6/08/99 1:14a Dave
530 * Multi colored hud test.
532 * 86 6/04/99 9:52a Dave
533 * Fixed some rendering problems.
535 * 85 6/03/99 10:15p Dave
536 * Put in temporary main hall screen.
538 * 84 6/02/99 6:18p Dave
539 * Fixed TNT lockup problems! Wheeeee!
541 * 83 6/01/99 3:52p Dave
542 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543 * dead popup, pxo find player popup, pxo private room popup.
545 * 82 5/26/99 1:28p Jasenw
546 * changed coords for loading ani
548 * 81 5/26/99 11:46a Dave
549 * Added ship-blasting lighting and made the randomization of lighting
550 * much more customizable.
552 * 80 5/24/99 5:45p Dave
553 * Added detail levels to the nebula, with a decent speedup. Split nebula
554 * lightning into its own section.
572 #include "systemvars.h"
577 #include "starfield.h"
578 #include "lighting.h"
583 #include "fireballs.h"
587 #include "floating.h"
588 #include "gamesequence.h"
590 #include "optionsmenu.h"
591 #include "playermenu.h"
592 #include "trainingmenu.h"
593 #include "techmenu.h"
596 #include "hudmessage.h"
598 #include "missiongoals.h"
599 #include "missionparse.h"
604 #include "multiutil.h"
605 #include "multimsgs.h"
609 #include "freespace.h"
610 #include "managepilot.h"
612 #include "contexthelp.h"
615 #include "missionbrief.h"
616 #include "missiondebrief.h"
618 #include "missionshipchoice.h"
620 #include "hudconfig.h"
621 #include "controlsconfig.h"
622 #include "missionmessage.h"
623 #include "missiontraining.h"
625 #include "hudtarget.h"
627 #include "eventmusic.h"
628 #include "animplay.h"
629 #include "missionweaponchoice.h"
630 #include "missionlog.h"
631 #include "audiostr.h"
633 #include "missioncampaign.h"
635 #include "missionhotkey.h"
636 #include "objectsnd.h"
637 #include "cmeasure.h"
639 #include "linklist.h"
640 #include "shockwave.h"
641 #include "afterburner.h"
646 #include "stand_gui.h"
647 #include "pcxutils.h"
648 #include "hudtargetbox.h"
649 #include "multi_xfer.h"
650 #include "hudescort.h"
651 #include "multiutil.h"
654 #include "multiteamselect.h"
656 #include "readyroom.h"
657 #include "mainhallmenu.h"
658 #include "multilag.h"
660 #include "particle.h"
662 #include "multi_ingame.h"
663 #include "snazzyui.h"
664 #include "asteroid.h"
665 #include "popupdead.h"
666 #include "multi_voice.h"
667 #include "missioncmdbrief.h"
668 #include "redalert.h"
669 #include "gameplayhelp.h"
670 #include "multilag.h"
671 #include "staticrand.h"
672 #include "multi_pmsg.h"
673 #include "levelpaging.h"
674 #include "observer.h"
675 #include "multi_pause.h"
676 #include "multi_endgame.h"
677 #include "cutscenes.h"
678 #include "multi_respawn.h"
680 #include "multi_obj.h"
681 #include "multi_log.h"
683 #include "localize.h"
684 #include "osregistry.h"
685 #include "barracks.h"
686 #include "missionpause.h"
688 #include "alphacolors.h"
689 #include "objcollide.h"
692 #include "neblightning.h"
693 #include "shipcontrails.h"
696 #include "multi_dogfight.h"
697 #include "multi_rate.h"
698 #include "muzzleflash.h"
702 #include "mainhalltemp.h"
703 #include "exceptionhandler.h"
704 #include "supernova.h"
705 #include "hudshield.h"
706 // #include "names.h"
708 #include "missionloopbrief.h"
712 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
718 // 1.00.04 5/26/98 MWA -- going final (12 pm)
719 // 1.00.03 5/26/98 MWA -- going final (3 am)
720 // 1.00.02 5/25/98 MWA -- going final
721 // 1.00.01 5/25/98 MWA -- going final
722 // 0.90 5/21/98 MWA -- getting ready for final.
723 // 0.10 4/9/98. Set by MK.
725 // Demo version: (obsolete since DEMO codebase split from tree)
726 // 0.03 4/10/98 AL. Interplay rev
727 // 0.02 4/8/98 MK. Increased when this system was modified.
728 // 0.01 4/7/98? AL. First release to Interplay QA.
731 // 1.00 5/28/98 AL. First release to Interplay QA.
733 void game_level_init(int seed = -1);
734 void game_post_level_init();
735 void game_do_frame();
736 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
737 void game_reset_time();
738 void game_show_framerate(); // draws framerate in lower right corner
740 int Game_no_clear = 0;
742 int Pofview_running = 0;
743 int Nebedit_running = 0;
745 typedef struct big_expl_flash {
746 float max_flash_intensity; // max intensity
747 float cur_flash_intensity; // cur intensity
748 int flash_start; // start time
751 #define FRAME_FILTER 16
753 #define DEFAULT_SKILL_LEVEL 1
754 int Game_skill_level = DEFAULT_SKILL_LEVEL;
756 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
757 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
759 #define EXE_FNAME ("fs2.exe")
760 #define LAUNCHER_FNAME ("freespace2.exe")
763 // JAS: Code for warphole camera.
764 // Needs to be cleaned up.
765 vector Camera_pos = ZERO_VECTOR;
766 vector Camera_velocity = ZERO_VECTOR;
767 vector Camera_desired_velocity = ZERO_VECTOR;
768 matrix Camera_orient = IDENTITY_MATRIX;
769 float Camera_damping = 1.0f;
770 float Camera_time = 0.0f;
771 float Warpout_time = 0.0f;
772 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
773 int Warpout_sound = -1;
775 int Use_joy_mouse = 0;
776 int Use_palette_flash = 1;
778 int Use_fullscreen_at_startup = 0;
780 int Show_area_effect = 0;
781 object *Last_view_target = NULL;
783 int dogfight_blown = 0;
786 float frametimes[FRAME_FILTER];
787 float frametotal = 0.0f;
791 int Show_framerate = 0;
793 int Show_framerate = 1;
796 int Framerate_cap = 120;
799 int Show_target_debug_info = 0;
800 int Show_target_weapons = 0;
804 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
807 int Debug_octant = -1;
809 fix Game_time_compression = F1_0;
811 // if the ships.tbl the player has is valid
812 int Game_ships_tbl_valid = 0;
814 // if the weapons.tbl the player has is valid
815 int Game_weapons_tbl_valid = 0;
819 extern int Player_attacking_enabled;
823 int Pre_player_entry;
825 int Fred_running = 0;
826 char Game_current_mission_filename[MAX_FILENAME_LEN];
827 int game_single_step = 0;
828 int last_single_step=0;
830 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
831 extern int MSG_WINDOW_Y_START;
832 extern int MSG_WINDOW_HEIGHT;
834 int game_zbuffer = 1;
835 //static int Game_music_paused;
836 static int Game_paused;
840 #define EXPIRE_BAD_CHECKSUM 1
841 #define EXPIRE_BAD_TIME 2
843 extern void ssm_init();
844 extern void ssm_level_init();
845 extern void ssm_process();
847 // static variable to contain the time this version was built
848 // commented out for now until
849 // I figure out how to get the username into the file
850 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
852 // defines and variables used for dumping frame for making trailers.
854 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
855 int Debug_dump_trigger = 0;
856 int Debug_dump_frame_count;
857 int Debug_dump_frame_num = 0;
858 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
861 // amount of time to wait after the player has died before we display the death died popup
862 #define PLAYER_DIED_POPUP_WAIT 2500
863 int Player_died_popup_wait = -1;
864 time_t Player_multi_died_check = -1;
866 // builtin mission list stuff
868 int Game_builtin_mission_count = 6;
869 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
870 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
871 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
873 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
874 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
875 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
877 #elif defined(FS1_DEMO)
878 int Game_builtin_mission_count = 5;
879 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
880 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
881 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
882 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
883 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
884 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
886 #elif defined(PD_BUILD)
887 int Game_builtin_mission_count = 4;
888 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
889 { "sm1-01.fs2", (FSB_FROM_VOLITION) },
890 { "sm1-05.fs2", (FSB_FROM_VOLITION) },
891 { "sm1-01", (FSB_FROM_VOLITION) },
892 { "sm1-05", (FSB_FROM_VOLITION) },
894 #elif defined(MULTIPLAYER_BETA)
895 int Game_builtin_mission_count = 17;
896 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
898 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
899 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
900 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
901 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
902 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
903 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
904 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
905 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
906 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
907 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
908 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
909 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
910 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
911 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
912 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
913 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
914 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
916 #elif defined(OEM_BUILD)
917 int Game_builtin_mission_count = 17;
918 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
919 // oem version - act 1 only
920 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
923 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
930 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
931 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
932 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
933 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
934 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
935 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
936 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
937 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
938 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
940 #elif defined(MAKE_FS1)
941 int Game_builtin_mission_count = 125;
942 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
943 // single player campaign
944 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
947 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
948 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
949 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
960 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
961 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
971 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
972 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
974 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
975 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
976 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
977 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
978 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
982 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
983 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
984 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
987 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
988 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
989 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
990 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
991 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
994 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
995 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
997 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
998 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
999 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1000 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1001 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1002 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1003 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1004 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1005 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1006 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1007 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1008 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1009 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1010 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1011 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1012 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1013 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1014 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1015 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1017 // SilentThreat missions
1018 // Main SilentThreat campaign
1019 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1021 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1026 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1027 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1028 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1029 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1030 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1031 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1032 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1034 // SilentThreat Part 1 - multi-coop
1035 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1037 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1038 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1039 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1041 // SilentThreat Part 2 - multi-coop
1042 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1044 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1045 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1046 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1048 // SilentThreat Part 3 - multi-coop
1049 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1051 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1052 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1053 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1055 // SilentThreat Part 4 - multi-coop
1056 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1058 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1059 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1060 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1062 // multiplayer missions
1063 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1064 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1065 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1066 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1067 // user supplied missions
1068 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1069 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1070 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1071 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1072 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1073 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1074 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1075 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1076 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1077 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1078 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1079 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1080 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1081 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1082 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1083 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1084 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1085 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1086 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1087 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1088 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1089 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1090 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1091 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1092 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1093 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1094 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1095 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1096 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1097 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1098 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1099 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1102 int Game_builtin_mission_count = 92;
1103 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1104 // single player campaign
1105 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1108 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1119 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1130 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1131 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1146 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1147 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1148 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1149 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1150 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1151 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1152 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1154 // multiplayer missions
1157 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1158 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1159 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1162 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1163 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1164 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1165 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1168 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1169 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1170 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1171 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1172 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1173 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1174 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1175 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1176 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1177 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1178 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1179 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1180 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1181 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1182 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1183 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1184 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1185 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1186 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1187 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1188 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1189 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1190 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1191 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1192 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1193 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1194 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1195 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1198 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1199 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1200 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1201 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1202 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1203 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1204 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1205 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1206 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1207 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1210 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1211 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1212 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1213 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1214 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1219 // Internal function prototypes
1220 void game_maybe_draw_mouse(float frametime);
1221 void init_animating_pointer();
1222 void load_animating_pointer(const char *filename, int dx, int dy);
1223 void unload_animating_pointer();
1224 void game_do_training_checks();
1225 void game_shutdown(void);
1226 void game_show_event_debug(float frametime);
1227 void game_event_debug_init();
1229 void demo_upsell_show_screens();
1230 void game_start_subspace_ambient_sound();
1231 void game_stop_subspace_ambient_sound();
1232 void verify_ships_tbl();
1233 void verify_weapons_tbl();
1234 void display_title_screen();
1236 // loading background filenames
1237 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1238 "LoadingBG", // GR_640
1239 "2_LoadingBG" // GR_1024
1243 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1244 "Loading.ani", // GR_640
1245 "2_Loading.ani" // GR_1024
1248 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1249 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1257 #elif defined(OEM_BUILD)
1258 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1267 // How much RAM is on this machine. Set in WinMain
1268 static int Freespace_total_ram = 0;
1271 float Game_flash_red = 0.0f;
1272 float Game_flash_green = 0.0f;
1273 float Game_flash_blue = 0.0f;
1274 float Sun_spot = 0.0f;
1275 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1277 // game shudder stuff (in ms)
1278 int Game_shudder_time = -1;
1279 int Game_shudder_total = 0;
1280 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1283 sound_env Game_sound_env;
1284 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1285 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1287 int Game_sound_env_update_timestamp;
1289 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1292 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1294 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1298 // look through all existing builtin missions
1299 for(idx=0; idx<Game_builtin_mission_count; idx++){
1300 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1301 return &Game_builtin_mission_list[idx];
1309 int game_get_default_skill_level()
1311 return DEFAULT_SKILL_LEVEL;
1315 void game_flash_reset()
1317 Game_flash_red = 0.0f;
1318 Game_flash_green = 0.0f;
1319 Game_flash_blue = 0.0f;
1321 Big_expl_flash.max_flash_intensity = 0.0f;
1322 Big_expl_flash.cur_flash_intensity = 0.0f;
1323 Big_expl_flash.flash_start = 0;
1326 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1327 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1329 void game_framerate_check_init()
1331 // zero critical time
1332 Gf_critical_time = 0.0f;
1335 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1336 Gf_critical = 15.0f;
1338 Gf_critical = 25.0f;
1342 extern float Framerate;
1343 void game_framerate_check()
1347 // if the current framerate is above the critical level, add frametime
1348 if(Framerate >= Gf_critical){
1349 Gf_critical_time += flFrametime;
1352 if(!Show_framerate){
1356 // display if we're above the critical framerate
1357 if(Framerate < Gf_critical){
1358 gr_set_color_fast(&Color_bright_red);
1359 gr_string(200, y_start, "Framerate warning");
1364 // display our current pct of good frametime
1365 if(f2fl(Missiontime) >= 0.0f){
1366 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1369 gr_set_color_fast(&Color_bright_green);
1371 gr_set_color_fast(&Color_bright_red);
1374 gr_printf(200, y_start, "%d%%", (int)pct);
1379 // Adds a flash effect. These can be positive or negative.
1380 // The range will get capped at around -1 to 1, so stick
1381 // with a range like that.
1382 void game_flash( float r, float g, float b )
1384 Game_flash_red += r;
1385 Game_flash_green += g;
1386 Game_flash_blue += b;
1388 if ( Game_flash_red < -1.0f ) {
1389 Game_flash_red = -1.0f;
1390 } else if ( Game_flash_red > 1.0f ) {
1391 Game_flash_red = 1.0f;
1394 if ( Game_flash_green < -1.0f ) {
1395 Game_flash_green = -1.0f;
1396 } else if ( Game_flash_green > 1.0f ) {
1397 Game_flash_green = 1.0f;
1400 if ( Game_flash_blue < -1.0f ) {
1401 Game_flash_blue = -1.0f;
1402 } else if ( Game_flash_blue > 1.0f ) {
1403 Game_flash_blue = 1.0f;
1408 // Adds a flash for Big Ship explosions
1409 // cap range from 0 to 1
1410 void big_explosion_flash(float flash)
1412 Big_expl_flash.flash_start = timestamp(1);
1416 } else if (flash < 0.0f) {
1420 Big_expl_flash.max_flash_intensity = flash;
1421 Big_expl_flash.cur_flash_intensity = 0.0f;
1424 // Amount to diminish palette towards normal, per second.
1425 #define DIMINISH_RATE 0.75f
1426 #define SUN_DIMINISH_RATE 6.00f
1430 float sn_glare_scale = 1.7f;
1433 dc_get_arg(ARG_FLOAT);
1434 sn_glare_scale = Dc_arg_float;
1437 float Supernova_last_glare = 0.0f;
1438 void game_sunspot_process(float frametime)
1442 float Sun_spot_goal = 0.0f;
1445 sn_stage = supernova_active();
1447 // sunspot differently based on supernova stage
1449 // approaching. player still in control
1452 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1455 light_get_global_dir(&light_dir, 0);
1457 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1460 // scale it some more
1461 dot = dot * (0.5f + (pct * 0.5f));
1464 Sun_spot_goal += (dot * sn_glare_scale);
1467 // draw the sun glow
1468 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1469 // draw the glow for this sun
1470 stars_draw_sun_glow(0);
1473 Supernova_last_glare = Sun_spot_goal;
1476 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1479 Sun_spot_goal = 0.9f;
1480 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1482 if(Sun_spot_goal > 1.0f){
1483 Sun_spot_goal = 1.0f;
1486 Sun_spot_goal *= sn_glare_scale;
1487 Supernova_last_glare = Sun_spot_goal;
1490 // fade to white. display dead popup
1493 Supernova_last_glare += (2.0f * flFrametime);
1494 if(Supernova_last_glare > 2.0f){
1495 Supernova_last_glare = 2.0f;
1498 Sun_spot_goal = Supernova_last_glare;
1505 // check sunspots for all suns
1506 n_lights = light_get_global_count();
1509 for(idx=0; idx<n_lights; idx++){
1510 //(vector *eye_pos, matrix *eye_orient)
1511 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1514 light_get_global_dir(&light_dir, idx);
1516 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1518 Sun_spot_goal += (float)pow(dot,85.0f);
1520 // draw the glow for this sun
1521 stars_draw_sun_glow(idx);
1523 Sun_spot_goal = 0.0f;
1529 Sun_spot_goal = 0.0f;
1533 float dec_amount = frametime*SUN_DIMINISH_RATE;
1535 if ( Sun_spot < Sun_spot_goal ) {
1536 Sun_spot += dec_amount;
1537 if ( Sun_spot > Sun_spot_goal ) {
1538 Sun_spot = Sun_spot_goal;
1540 } else if ( Sun_spot > Sun_spot_goal ) {
1541 Sun_spot -= dec_amount;
1542 if ( Sun_spot < Sun_spot_goal ) {
1543 Sun_spot = Sun_spot_goal;
1549 // Call once a frame to diminish the
1550 // flash effect to 0.
1551 void game_flash_diminish(float frametime)
1553 float dec_amount = frametime*DIMINISH_RATE;
1555 if ( Game_flash_red > 0.0f ) {
1556 Game_flash_red -= dec_amount;
1557 if ( Game_flash_red < 0.0f )
1558 Game_flash_red = 0.0f;
1560 Game_flash_red += dec_amount;
1561 if ( Game_flash_red > 0.0f )
1562 Game_flash_red = 0.0f;
1565 if ( Game_flash_green > 0.0f ) {
1566 Game_flash_green -= dec_amount;
1567 if ( Game_flash_green < 0.0f )
1568 Game_flash_green = 0.0f;
1570 Game_flash_green += dec_amount;
1571 if ( Game_flash_green > 0.0f )
1572 Game_flash_green = 0.0f;
1575 if ( Game_flash_blue > 0.0f ) {
1576 Game_flash_blue -= dec_amount;
1577 if ( Game_flash_blue < 0.0f )
1578 Game_flash_blue = 0.0f;
1580 Game_flash_blue += dec_amount;
1581 if ( Game_flash_blue > 0.0f )
1582 Game_flash_blue = 0.0f;
1585 // update big_explosion_cur_flash
1586 #define TIME_UP 1500
1587 #define TIME_DOWN 2500
1588 int duration = TIME_UP + TIME_DOWN;
1589 int time = timestamp_until(Big_expl_flash.flash_start);
1590 if (time > -duration) {
1592 if (time < TIME_UP) {
1593 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1596 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1600 if ( Use_palette_flash ) {
1602 // static int or=0, og=0, ob=0;
1604 // Change the 200 to change the color range of colors.
1605 r = fl2i( Game_flash_red*128.0f );
1606 g = fl2i( Game_flash_green*128.0f );
1607 b = fl2i( Game_flash_blue*128.0f );
1609 if ( Sun_spot > 0.0f ) {
1610 r += fl2i(Sun_spot*128.0f);
1611 g += fl2i(Sun_spot*128.0f);
1612 b += fl2i(Sun_spot*128.0f);
1615 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1616 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1617 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1618 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1621 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1622 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1623 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1625 if ( (r!=0) || (g!=0) || (b!=0) ) {
1626 gr_flash( r, g, b );
1628 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1639 void game_level_close()
1641 // De-Initialize the game subsystems
1642 event_music_level_close();
1643 game_stop_looped_sounds();
1645 obj_snd_level_close(); // uninit object-linked persistant sounds
1646 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1647 anim_level_close(); // stop and clean up any anim instances
1648 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1649 shockwave_level_close();
1650 fireball_level_close();
1652 mission_event_shutdown();
1653 asteroid_level_close();
1654 flak_level_close(); // unload flak stuff
1655 neb2_level_close(); // shutdown gaseous nebula stuff
1658 mflash_level_close();
1659 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1661 audiostream_unpause_all();
1666 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1667 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1668 void game_level_init(int seed)
1670 // seed the random number generator
1672 // if no seed was passed, seed the generator either from the time value, or from the
1673 // netgame security flags -- ensures that all players in multiplayer game will have the
1674 // same randon number sequence (with static rand functions)
1675 if ( Game_mode & GM_NORMAL ) {
1676 Game_level_seed = (int)time(NULL);
1678 Game_level_seed = Netgame.security;
1681 // mwa 9/17/98 -- maybe this assert isn't needed????
1682 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1683 Game_level_seed = seed;
1685 srand( Game_level_seed );
1687 // semirand function needs to get re-initted every time in multiplayer
1688 if ( Game_mode & GM_MULTIPLAYER ){
1694 Key_normal_game = (Game_mode & GM_NORMAL);
1697 Game_shudder_time = -1;
1699 // Initialize the game subsystems
1700 // timestamp_reset(); // Must be inited before everything else
1702 game_reset_time(); // resets time, and resets saved time too
1704 obj_init(); // Must be inited before the other systems
1705 model_free_all(); // Free all existing models
1706 mission_brief_common_init(); // Free all existing briefing/debriefing text
1707 weapon_level_init();
1708 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1710 player_level_init();
1711 shipfx_flash_init(); // Init the ship gun flash system.
1712 game_flash_reset(); // Reset the flash effect
1713 particle_init(); // Reset the particle system
1717 shield_hit_init(); // Initialize system for showing shield hits
1718 radar_mission_init();
1719 mission_init_goals();
1722 obj_snd_level_init(); // init object-linked persistant sounds
1724 shockwave_level_init();
1725 afterburner_level_init();
1726 scoring_level_init( &Player->stats );
1728 asteroid_level_init();
1729 control_config_clear_used_status();
1730 collide_ship_ship_sounds_init();
1732 Pre_player_entry = 1; // Means the player has not yet entered.
1733 Entry_delay_time = 0; // Could get overwritten in mission read.
1734 fireball_preload(); // page in warphole bitmaps
1736 flak_level_init(); // initialize flak - bitmaps, etc
1737 ct_level_init(); // initialize ships contrails, etc
1738 awacs_level_init(); // initialize AWACS
1739 beam_level_init(); // initialize beam weapons
1740 mflash_level_init();
1742 supernova_level_init();
1744 // multiplayer dogfight hack
1747 shipfx_engine_wash_level_init();
1751 Last_view_target = NULL;
1756 // campaign wasn't ended
1757 Campaign_ended_in_mission = 0;
1760 // called when a mission is over -- does server specific stuff.
1761 void freespace_stop_mission()
1764 Game_mode &= ~GM_IN_MISSION;
1767 // called at frame interval to process networking stuff
1768 void game_do_networking()
1770 SDL_assert( Net_player != NULL );
1771 if (!(Game_mode & GM_MULTIPLAYER)){
1775 // see if this player should be reading/writing data. Bit is set when at join
1776 // screen onward until quits back to main menu.
1777 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1781 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1784 multi_pause_do_frame();
1789 // Loads the best palette for this level, based
1790 // on nebula color and hud color. You could just call palette_load_table with
1791 // the appropriate filename, but who wants to do that.
1792 void game_load_palette()
1794 char palette_filename[1024];
1796 // We only use 3 hud colors right now
1798 SDL_assert( HUD_config.main_color >= 0 );
1799 SDL_assert( HUD_config.main_color <= 2 );
1802 SDL_assert( Mission_palette >= 0 );
1803 SDL_assert( Mission_palette <= 98 );
1806 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1807 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), sizeof(palette_filename) );
1809 SDL_snprintf( palette_filename, sizeof(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1812 mprintf(( "Loading palette %s\n", palette_filename ));
1814 palette_load_table(palette_filename);
1816 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), sizeof(palette_filename) );
1818 mprintf(( "Loading palette %s\n", palette_filename ));
1822 void game_post_level_init()
1824 // Stuff which gets called after mission is loaded. Because player isn't created until
1825 // after mission loads, some things must get initted after the level loads
1827 model_level_post_init();
1830 hud_setup_escort_list();
1831 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1837 game_event_debug_init();
1840 training_mission_init();
1841 asteroid_create_all();
1843 game_framerate_check_init();
1847 // An estimate as to how high the count passed to game_loading_callback will go.
1848 // This is just a guess, it seems to always be about the same. The count is
1849 // proportional to the code being executed, not the time, so this works good
1850 // for a bar, assuming the code does about the same thing each time you
1851 // load a level. You can find this value by looking at the return value
1852 // of game_busy_callback(NULL), which I conveniently print out to the
1853 // debug output window with the '=== ENDING LOAD ==' stuff.
1854 //#define COUNT_ESTIMATE 3706
1855 #define COUNT_ESTIMATE 1111
1857 int Game_loading_callback_inited = 0;
1859 int Game_loading_background = -1;
1860 anim * Game_loading_ani = NULL;
1861 anim_instance *Game_loading_ani_instance;
1862 int Game_loading_frame=-1;
1864 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1866 #if defined(FS1_DEMO)
1868 #elif defined(MAKE_FS1)
1879 // This gets called 10x per second and count is the number of times
1880 // game_busy() has been called since the current callback function
1882 void game_loading_callback(int count)
1884 game_do_networking();
1886 SDL_assert( Game_loading_callback_inited==1 );
1887 SDL_assert( Game_loading_ani != NULL );
1889 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1890 if ( framenum > Game_loading_ani->total_frames-1 ) {
1891 framenum = Game_loading_ani->total_frames-1;
1892 } else if ( framenum < 0 ) {
1897 while ( Game_loading_frame < framenum ) {
1898 Game_loading_frame++;
1899 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1903 if ( cbitmap > -1 ) {
1904 if ( Game_loading_background > -1 ) {
1905 gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1909 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1910 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1911 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1913 bm_release(cbitmap);
1919 void game_loading_callback_init()
1921 SDL_assert( Game_loading_callback_inited==0 );
1923 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1925 common_set_interface_palette("InterfacePalette"); // set the interface palette
1929 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1930 SDL_assert( Game_loading_ani != NULL );
1931 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1932 SDL_assert( Game_loading_ani_instance != NULL );
1933 Game_loading_frame = -1;
1935 Game_loading_callback_inited = 1;
1937 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1942 void game_loading_callback_close()
1944 SDL_assert( Game_loading_callback_inited==1 );
1946 // Make sure bar shows all the way over.
1947 game_loading_callback(COUNT_ESTIMATE);
1949 int real_count = game_busy_callback( NULL );
1952 Game_loading_callback_inited = 0;
1955 mprintf(( "=================== ENDING LOAD ================\n" ));
1956 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1957 mprintf(( "================================================\n" ));
1959 // to remove warnings in release build
1963 free_anim_instance(Game_loading_ani_instance);
1964 Game_loading_ani_instance = NULL;
1965 anim_free(Game_loading_ani);
1966 Game_loading_ani = NULL;
1968 bm_release( Game_loading_background );
1969 common_free_interface_palette(); // restore game palette
1970 Game_loading_background = -1;
1972 gr_set_font( FONT1 );
1975 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1977 void game_maybe_update_sound_environment()
1979 // do nothing for now
1982 // Assign the sound environment for the game, based on the current mission
1984 void game_assign_sound_environment()
1987 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1988 Game_sound_env.id = SND_ENV_DRUGGED;
1989 Game_sound_env.volume = 0.800f;
1990 Game_sound_env.damping = 1.188f;
1991 Game_sound_env.decay = 6.392f;
1993 } else if (Num_asteroids > 30) {
1994 Game_sound_env.id = SND_ENV_AUDITORIUM;
1995 Game_sound_env.volume = 0.603f;
1996 Game_sound_env.damping = 0.5f;
1997 Game_sound_env.decay = 4.279f;
2000 Game_sound_env = Game_default_sound_env;
2004 Game_sound_env = Game_default_sound_env;
2005 Game_sound_env_update_timestamp = timestamp(1);
2008 // function which gets called before actually entering the mission. It is broken down into a funciton
2009 // since it will get called in one place from a single player game and from another place for
2010 // a multiplayer game
2011 void freespace_mission_load_stuff()
2013 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2014 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2015 if(!(Game_mode & GM_STANDALONE_SERVER)){
2017 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2019 game_loading_callback_init();
2021 event_music_level_init(); // preloads the first 2 seconds for each event music track
2024 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2027 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2030 ship_assign_sound_all(); // assign engine sounds to ships
2031 game_assign_sound_environment(); // assign the sound environment for this mission
2034 // call function in missionparse.cpp to fixup player/ai stuff.
2035 mission_parse_fixup_players();
2038 // Load in all the bitmaps for this level
2043 game_loading_callback_close();
2045 // the only thing we need to call on the standalone for now.
2047 // call function in missionparse.cpp to fixup player/ai stuff.
2048 mission_parse_fixup_players();
2050 // Load in all the bitmaps for this level
2055 time_t load_gl_init;
2056 time_t load_mission_load;
2057 time_t load_post_level_init;
2058 time_t load_mission_stuff;
2060 // tells the server to load the mission and initialize structures
2061 int game_start_mission()
2063 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2065 load_gl_init = time(NULL);
2067 load_gl_init = time(NULL) - load_gl_init;
2069 if (Game_mode & GM_MULTIPLAYER) {
2070 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2072 // clear multiplayer stats
2073 init_multiplayer_stats();
2076 load_mission_load = time(NULL);
2077 if (mission_load()) {
2078 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2079 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2080 gameseq_post_event(GS_EVENT_MAIN_MENU);
2082 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2087 load_mission_load = time(NULL) - load_mission_load;
2089 // If this is a red alert mission in campaign mode, bash wingman status
2090 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2091 red_alert_bash_wingman_status();
2094 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2095 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2096 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2098 game_load_palette();
2102 load_post_level_init = time(NULL);
2103 game_post_level_init();
2104 load_post_level_init = time(NULL) - load_post_level_init;
2108 void Do_model_timings_test();
2109 Do_model_timings_test();
2113 load_mission_stuff = time(NULL);
2114 freespace_mission_load_stuff();
2115 load_mission_stuff = time(NULL) - load_mission_stuff;
2120 int Interface_framerate = 0;
2123 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2124 DCF_BOOL( show_framerate, Show_framerate )
2125 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2126 DCF_BOOL( show_target_weapons, Show_target_weapons )
2127 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2128 DCF_BOOL( sound, Sound_enabled )
2129 DCF_BOOL( zbuffer, game_zbuffer )
2130 DCF_BOOL( shield_system, New_shield_system )
2131 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2132 DCF_BOOL( player_attacking, Player_attacking_enabled )
2133 DCF_BOOL( show_waypoints, Show_waypoints )
2134 DCF_BOOL( show_area_effect, Show_area_effect )
2135 DCF_BOOL( show_net_stats, Show_net_stats )
2136 DCF_BOOL( log, Log_debug_output_to_file )
2137 DCF_BOOL( training_msg_method, Training_msg_method )
2138 DCF_BOOL( show_player_pos, Show_player_pos )
2139 DCF_BOOL(i_framerate, Interface_framerate )
2141 DCF(show_mem,"Toggles showing mem usage")
2144 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2145 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2146 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2147 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2153 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2155 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2156 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2160 DCF(show_cpu,"Toggles showing cpu usage")
2163 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2164 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2165 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2166 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2172 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2174 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2175 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2182 // AL 4-8-98: always allow players to display their framerate
2185 DCF_BOOL( show_framerate, Show_framerate )
2192 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2195 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2196 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2197 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2198 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2200 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" );
2201 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2203 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2206 DCF(palette_flash,"Toggles palette flash effect on/off")
2209 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2210 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2211 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2212 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2214 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2215 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2218 int Use_low_mem = 0;
2220 DCF(low_mem,"Uses low memory settings regardless of RAM")
2223 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2224 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2225 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2226 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2228 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2229 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2231 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2237 DCF(force_fullscreen, "Forces game to startup in fullscreen mode")
2240 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2241 if ( Dc_arg_type & ARG_TRUE ) Use_fullscreen_at_startup = 1;
2242 else if ( Dc_arg_type & ARG_FALSE ) Use_fullscreen_at_startup = 0;
2243 else if ( Dc_arg_type & ARG_NONE ) Use_fullscreen_at_startup ^= 1;
2245 if ( Dc_help ) dc_printf( "Usage: force_fullscreen [bool]\nSets force_fullscreen to true or false. If nothing passed, then toggles it.\n" );
2246 if ( Dc_status ) dc_printf( "force_fullscreen is %s\n", (Use_fullscreen_at_startup?"TRUE":"FALSE") );
2247 os_config_write_uint( NULL, NOX("ForceFullscreen"), Use_fullscreen_at_startup );
2251 int Framerate_delay = 0;
2253 float Freespace_gamma = 1.0f;
2255 DCF(gamma,"Sets Gamma factor")
2258 dc_get_arg(ARG_FLOAT|ARG_NONE);
2259 if ( Dc_arg_type & ARG_FLOAT ) {
2260 Freespace_gamma = Dc_arg_float;
2262 dc_printf( "Gamma reset to 1.0f\n" );
2263 Freespace_gamma = 1.0f;
2265 if ( Freespace_gamma < 0.1f ) {
2266 Freespace_gamma = 0.1f;
2267 } else if ( Freespace_gamma > 5.0f ) {
2268 Freespace_gamma = 5.0f;
2270 gr_set_gamma(Freespace_gamma);
2272 char tmp_gamma_string[32];
2273 SDL_snprintf( tmp_gamma_string, sizeof(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2274 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2278 dc_printf( "Usage: gamma <float>\n" );
2279 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2280 Dc_status = 0; // don't print status if help is printed. Too messy.
2284 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2292 Game_current_mission_filename[0] = 0;
2294 // seed the random number generator
2295 Game_init_seed = (int)time(NULL);
2296 srand( Game_init_seed );
2298 Framerate_delay = 0;
2304 extern void bm_init();
2310 // Initialize the timer before the os
2316 //Initialize the libraries
2317 s1 = timer_get_milliseconds();
2318 if ( cfile_init() ) { // initialize before calling any cfopen stuff!!!
2321 e1 = timer_get_milliseconds();
2323 // time a bunch of cfopens
2325 s2 = timer_get_milliseconds();
2327 for(int idx=0; idx<10000; idx++){
2328 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2333 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2335 e2 = timer_get_milliseconds();
2338 if (Is_standalone) {
2339 std_init_standalone();
2341 os_init( Osreg_class_name, Osreg_app_name );
2342 os_set_title(Osreg_title);
2345 // initialize localization module. Make sure this is down AFTER initialzing OS.
2346 // int t1 = timer_get_milliseconds();
2347 lcl_init( detect_lang() );
2349 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2351 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2354 // verify that he has a valid weapons.tbl
2355 verify_weapons_tbl();
2357 // Output version numbers to registry for auto patching purposes
2358 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2359 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2360 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2362 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2363 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2364 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2367 Use_fullscreen_at_startup = os_config_read_uint( NULL, NOX("ForceFullscreen"), 1 );
2370 // show the FPS counter if the config file says so
2371 Show_framerate = os_config_read_uint( NULL, NOX("ShowFPS"), Show_framerate );
2373 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2374 Asteroids_enabled = 1;
2377 /////////////////////////////
2379 /////////////////////////////
2383 ptr = os_config_read_string(NULL, NOX("Soundcard"), NULL);
2384 mprintf(("soundcard = %s\n", ptr ? ptr : "<nothing>"));
2386 if (!SDL_strcasecmp(ptr, NOX("no sound"))) {
2387 Cmdline_freespace_no_sound = 1;
2388 } else if ( !SDL_strcasecmp(ptr, NOX("EAX")) || !SDL_strcasecmp(ptr, NOX("Aureal A3D")) ) {
2393 if (!Is_standalone) {
2396 /////////////////////////////
2398 /////////////////////////////
2400 ptr = os_config_read_string(NULL, NOX("Videocard"), NULL);
2406 // check for hi res pack file
2407 int has_sparky_hi = 0;
2409 // check if sparky_hi exists -- access mode 0 means does file exist
2410 #ifndef MAKE_FS1 // shoudn't have it so don't check
2411 char sparky_path[MAX_PATH_LEN];
2412 SDL_snprintf(sparky_path, sizeof(sparky_path), "%s%s%s", Cfile_root_dir, DIR_SEPARATOR_STR, "sparky_hi_fs2.vp");
2414 if ( access(sparky_path, 0) == 0 ) {
2417 mprintf(("No sparky_hi_fs2.vp in directory %s\n", Cfile_root_dir));
2421 if ( !Is_standalone && ptr && strstr(ptr, NOX("OpenGL")) ) {
2422 if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){
2423 gr_init(GR_1024, GR_OPENGL);
2425 gr_init(GR_640, GR_OPENGL);
2430 //gr_init(GR_640, GR_OPENGL);
2434 ptr = os_config_read_string(NULL,NOX("Gamma"),NOX("1.80"));
2435 Freespace_gamma = (float)atof(ptr);
2436 if ( Freespace_gamma == 0.0f ) {
2437 Freespace_gamma = 1.80f;
2438 } else if ( Freespace_gamma < 0.1f ) {
2439 Freespace_gamma = 0.1f;
2440 } else if ( Freespace_gamma > 5.0f ) {
2441 Freespace_gamma = 5.0f;
2443 char tmp_gamma_string[32];
2444 SDL_snprintf( tmp_gamma_string, sizeof(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2445 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2447 gr_set_gamma(Freespace_gamma);
2449 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
2452 display_title_screen();
2456 // attempt to load up master tracker registry info (login and password)
2457 Multi_tracker_id = -1;
2459 // pxo login and password
2460 ptr = os_config_read_string(NOX("PXO"),NOX("Login"),NULL);
2462 nprintf(("Network","Error reading in PXO login data\n"));
2463 SDL_strlcpy(Multi_tracker_login, "", sizeof(Multi_tracker_login));
2465 SDL_strlcpy(Multi_tracker_login, ptr, sizeof(Multi_tracker_login));
2467 ptr = os_config_read_string(NOX("PXO"),NOX("Password"),NULL);
2469 nprintf(("Network","Error reading PXO password\n"));
2470 SDL_strlcpy(Multi_tracker_passwd, "", sizeof(Multi_tracker_passwd));
2472 SDL_strlcpy(Multi_tracker_passwd, ptr, sizeof(Multi_tracker_passwd));
2475 // pxo squad name and password
2476 ptr = os_config_read_string(NOX("PXO"),NOX("SquadName"),NULL);
2478 nprintf(("Network","Error reading in PXO squad name\n"));
2479 SDL_strlcpy(Multi_tracker_squad_name, "", sizeof(Multi_tracker_squad_name));
2481 SDL_strlcpy(Multi_tracker_squad_name, ptr, sizeof(Multi_tracker_squad_name));
2484 // If less than 48MB of RAM, use low memory model.
2485 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2486 mprintf(( "Using normal memory settings...\n" ));
2487 bm_set_low_mem(1); // Use every other frame of bitmaps
2489 mprintf(( "Using high memory settings...\n" ));
2490 bm_set_low_mem(0); // Use all frames of bitmaps
2493 // load non-darkening pixel defs
2494 palman_load_pixels();
2496 // hud shield icon stuff
2497 hud_shield_game_init();
2499 control_config_common_init(); // sets up localization stuff in the control config
2505 gamesnd_parse_soundstbl();
2510 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2515 player_controls_init();
2518 //if(!Is_standalone){
2526 ship_init(); // read in ships.tbl
2528 mission_campaign_init(); // load in the default campaign
2530 // navmap_init(); // init the navigation map system
2531 context_help_init();
2532 techroom_intel_init(); // parse species.tbl, load intel info
2534 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2535 init_animating_pointer();
2537 mission_brief_common_init(); // Mark all the briefing structures as empty.
2538 gr_font_init(); // loads up all fonts
2540 neb2_init(); // fullneb stuff
2544 player_tips_init(); // helpful tips
2547 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2548 pilot_load_pic_list();
2549 pilot_load_squad_pic_list();
2551 load_animating_pointer(NOX("cursor"), 0, 0);
2553 // initialize alpha colors
2554 alpha_colors_init();
2557 // Game_music_paused = 0;
2561 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2562 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2564 mprintf(("cfile_init() took %d\n", e1 - s1));
2565 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2568 char transfer_text[128];
2570 float Start_time = 0.0f;
2572 float Framerate = 0.0f;
2574 float Timing_total = 0.0f;
2575 float Timing_render2 = 0.0f;
2576 float Timing_render3 = 0.0f;
2577 float Timing_flip = 0.0f;
2578 float Timing_clear = 0.0f;
2580 MONITOR(NumPolysDrawn);
2586 void game_get_framerate()
2588 char text[128] = "";
2590 if ( frame_int == -1 ) {
2592 for (i=0; i<FRAME_FILTER; i++ ) {
2593 frametimes[i] = 0.0f;
2598 frametotal -= frametimes[frame_int];
2599 frametotal += flFrametime;
2600 frametimes[frame_int] = flFrametime;
2601 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2603 if ( frametotal != 0.0 ) {
2604 if ( Framecount >= FRAME_FILTER )
2605 Framerate = FRAME_FILTER / frametotal;
2607 Framerate = Framecount / frametotal;
2608 SDL_snprintf( text, sizeof(text), NOX("FPS: %.1f"), Framerate );
2610 SDL_snprintf( text, sizeof(text), NOX("FPS: ?") );
2614 if (Show_framerate) {
2615 gr_set_color_fast(&HUD_color_debug);
2616 gr_string( 570, 2, text );
2620 void game_show_framerate()
2624 cur_time = f2fl(timer_get_approx_seconds());
2625 if (cur_time - Start_time > 30.0f) {
2626 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2627 Start_time += 1000.0f;
2630 //mprintf(( "%s\n", text ));
2633 if ( Debug_dump_frames )
2637 // possibly show control checking info
2638 control_check_indicate();
2640 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2641 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2642 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2643 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2646 if ( Show_cpu == 1 ) {
2651 dy = gr_get_font_height() + 1;
2653 gr_set_color_fast(&HUD_color_debug);
2656 extern int Gr_textures_in;
2657 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2660 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2662 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2664 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2666 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2668 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2673 extern int Num_pairs; // Number of object pairs that were checked.
2674 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2677 extern int Num_pairs_checked; // What percent of object pairs were checked.
2678 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2680 Num_pairs_checked = 0;
2684 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2687 if ( Timing_total > 0.01f ) {
2688 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2690 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2692 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2694 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2696 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2705 dy = gr_get_font_height() + 1;
2707 gr_set_color_fast(&HUD_color_debug);
2710 extern int TotalRam;
2711 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2716 extern int Model_ram;
2717 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2721 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2723 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2727 extern int Gr_textures_in;
2728 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2733 if ( Show_player_pos ) {
2737 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));
2740 MONITOR_INC(NumPolys, modelstats_num_polys);
2741 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2742 MONITOR_INC(NumVerts, modelstats_num_verts );
2744 modelstats_num_polys = 0;
2745 modelstats_num_polys_drawn = 0;
2746 modelstats_num_verts = 0;
2747 modelstats_num_sortnorms = 0;
2751 void game_show_standalone_framerate()
2753 float frame_rate=30.0f;
2754 if ( frame_int == -1 ) {
2756 for (i=0; i<FRAME_FILTER; i++ ) {
2757 frametimes[i] = 0.0f;
2762 frametotal -= frametimes[frame_int];
2763 frametotal += flFrametime;
2764 frametimes[frame_int] = flFrametime;
2765 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2767 if ( frametotal != 0.0 ) {
2768 if ( Framecount >= FRAME_FILTER ){
2769 frame_rate = FRAME_FILTER / frametotal;
2771 frame_rate = Framecount / frametotal;
2774 std_set_standalone_fps(frame_rate);
2778 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2779 void game_show_time_left()
2783 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2784 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2785 // checking how much time is left
2787 if ( Mission_end_time == -1 ){
2791 diff = f2i(Mission_end_time - Missiontime);
2792 // be sure to bash to 0. diff could be negative on frame that we quit mission
2797 hud_set_default_color();
2798 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2801 //========================================================================================
2802 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2803 //========================================================================================
2807 DCF(ai_pause,"Pauses ai")
2810 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2811 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
2812 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
2813 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
2816 obj_init_all_ships_physics();
2819 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
2820 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
2823 DCF(single_step,"Single steps the game")
2826 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2827 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
2828 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
2829 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
2831 last_single_step = 0; // Make so single step waits a frame before stepping
2834 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
2835 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
2838 DCF_BOOL(physics_pause, physics_paused)
2839 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2840 DCF_BOOL(ai_firing, Ai_firing_enabled )
2842 // Create some simple aliases to these commands...
2843 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2844 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2845 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2846 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2847 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2850 //========================================================================================
2851 //========================================================================================
2854 void game_training_pause_do()
2858 key = game_check_key();
2860 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2867 void game_increase_skill_level()
2870 if (Game_skill_level >= NUM_SKILL_LEVELS){
2871 Game_skill_level = 0;
2875 int Player_died_time;
2877 int View_percent = 100;
2880 DCF(view, "Sets the percent of the 3d view to render.")
2883 dc_get_arg(ARG_INT);
2884 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2885 View_percent = Dc_arg_int;
2887 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2893 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2897 dc_printf("View is set to %d%%\n", View_percent );
2902 // Set the clip region for the 3d rendering window
2903 void game_set_view_clip()
2905 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2906 // Set the clip region for the letterbox "dead view"
2907 int yborder = gr_screen.max_h/4;
2909 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2910 // J.S. I've changed my ways!! See the new "no constants" code!!!
2911 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
2913 // Set the clip region for normal view
2914 if ( View_percent >= 100 ) {
2917 int xborder, yborder;
2919 if ( View_percent < 5 ) {
2923 float fp = i2fl(View_percent)/100.0f;
2924 int fi = fl2i(fl_sqrt(fp)*100.0f);
2925 if ( fi > 100 ) fi=100;
2927 xborder = ( gr_screen.max_w*(100-fi) )/200;
2928 yborder = ( gr_screen.max_h*(100-fi) )/200;
2930 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2936 void show_debug_stuff()
2939 int laser_count = 0, missile_count = 0;
2941 for (i=0; i<MAX_OBJECTS; i++) {
2942 if (Objects[i].type == OBJ_WEAPON){
2943 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2945 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2951 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2954 extern int Tool_enabled;
2956 time_t tst_time = 0;
2959 int tst_bitmap = -1;
2961 float tst_offset, tst_offset_total;
2964 void game_tst_frame_pre()
2972 g3_rotate_vertex(&v, &tst_pos);
2973 g3_project_vertex(&v);
2976 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2980 // big ship? always tst
2982 // within 3000 meters
2983 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2987 // within 300 meters
2988 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2995 void game_tst_frame()
3005 tst_time = time(NULL);
3007 // load the tst bitmap
3008 switch((int)frand_range(0.0f, 3.0)){
3010 tst_bitmap = bm_load("ig_jim");
3012 mprintf(("TST 0\n"));
3016 tst_bitmap = bm_load("ig_kan");
3018 mprintf(("TST 1\n"));
3022 tst_bitmap = bm_load("ig_jim");
3024 mprintf(("TST 2\n"));
3028 tst_bitmap = bm_load("ig_kan");
3030 mprintf(("TST 3\n"));
3039 // get the tst bitmap dimensions
3041 bm_get_info(tst_bitmap, &w, &h);
3044 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
3046 snd_play(&Snds[SND_VASUDAN_BUP]);
3048 // tst x and direction
3052 tst_offset_total = (float)w;
3053 tst_offset = (float)w;
3055 tst_x = (float)gr_screen.max_w;
3056 tst_offset_total = (float)-w;
3057 tst_offset = (float)w;
3065 float diff = (tst_offset_total / 0.5f) * flFrametime;
3071 tst_offset -= fl_abs(diff);
3072 } else if(tst_mode == 2){
3075 tst_offset -= fl_abs(diff);
3079 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
3080 gr_bitmap((int)tst_x, (int)tst_y);
3083 if(timestamp_elapsed_safe(tst_stamp, 1100)){
3087 // if we passed the switch point
3088 if(tst_offset <= 0.0f){
3093 tst_stamp = timestamp(1000);
3094 tst_offset = fl_abs(tst_offset_total);
3105 void game_tst_mark(object *objp, ship *shipp)
3114 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3117 sip = &Ship_info[shipp->ship_info_index];
3124 tst_pos = objp->pos;
3125 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3131 extern void render_shields();
3133 void player_repair_frame(float frametime)
3135 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3137 for(idx=0;idx<MAX_PLAYERS;idx++){
3140 np = &Net_players[idx];
3142 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)){
3144 // don't rearm/repair if the player is dead or dying/departing
3145 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3146 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3151 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3152 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3158 #define NUM_FRAMES_TEST 300
3159 #define NUM_MIXED_SOUNDS 16
3160 void do_timing_test(float flFrametime)
3162 static int framecount = 0;
3163 static int test_running = 0;
3164 static float test_time = 0.0f;
3166 static int snds[NUM_MIXED_SOUNDS];
3169 if ( test_running ) {
3171 test_time += flFrametime;
3172 if ( framecount >= NUM_FRAMES_TEST ) {
3174 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3175 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3180 if ( Test_begin == 1 ) {
3186 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3189 // start looping digital sounds
3190 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3191 snds[i] = snd_play_looping( &Snds[i], 0.0f);
3198 DCF(dcf_fov, "Change the field of view")
3201 dc_get_arg(ARG_FLOAT|ARG_NONE);
3202 if ( Dc_arg_type & ARG_NONE ) {
3203 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3204 dc_printf( "Zoom factor reset\n" );
3206 if ( Dc_arg_type & ARG_FLOAT ) {
3207 if (Dc_arg_float < 0.25f) {
3208 Viewer_zoom = 0.25f;
3209 dc_printf("Zoom factor pinned at 0.25.\n");
3210 } else if (Dc_arg_float > 1.25f) {
3211 Viewer_zoom = 1.25f;
3212 dc_printf("Zoom factor pinned at 1.25.\n");
3214 Viewer_zoom = Dc_arg_float;
3220 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3223 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3227 DCF(framerate_cap, "Sets the framerate cap")
3230 dc_get_arg(ARG_INT);
3231 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3232 Framerate_cap = Dc_arg_int;
3234 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3240 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3241 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3242 dc_printf("[n] must be from 1 to 120.\n");
3246 if ( Framerate_cap )
3247 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3249 dc_printf("There is no framerate cap currently active.\n");
3253 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3254 int Show_viewing_from_self = 0;
3256 void say_view_target()
3258 object *view_target;
3260 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3261 view_target = &Objects[Player_ai->target_objnum];
3263 view_target = Player_obj;
3265 if (Game_mode & GM_DEAD) {
3266 if (Player_ai->target_objnum != -1)
3267 view_target = &Objects[Player_ai->target_objnum];
3270 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3271 if (view_target != Player_obj){
3273 char *view_target_name = NULL;
3274 switch(Objects[Player_ai->target_objnum].type) {
3276 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3279 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3280 Viewer_mode &= ~VM_OTHER_SHIP;
3282 case OBJ_JUMP_NODE: {
3283 char jump_node_name[128];
3284 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), sizeof(jump_node_name));
3285 view_target_name = jump_node_name;
3286 Viewer_mode &= ~VM_OTHER_SHIP;
3295 if ( view_target_name ) {
3296 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3297 Show_viewing_from_self = 1;
3300 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3301 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3302 Show_viewing_from_self = 1;
3304 if (Show_viewing_from_self)
3305 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3310 Last_view_target = view_target;
3314 float Game_hit_x = 0.0f;
3315 float Game_hit_y = 0.0f;
3317 // Reset at the beginning of each frame
3318 void game_whack_reset()
3324 // Apply a 2d whack to the player
3325 void game_whack_apply( float x, float y )
3327 // Do some force feedback
3328 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3334 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3337 // call to apply a "shudder"
3338 void game_shudder_apply(int time, float intensity)
3340 Game_shudder_time = timestamp(time);
3341 Game_shudder_total = time;
3342 Game_shudder_intensity = intensity;
3345 #define FF_SCALE 10000
3346 void apply_hud_shake(matrix *eye_orient)
3348 if (Viewer_obj == Player_obj) {
3349 physics_info *pi = &Player_obj->phys_info;
3357 // Make eye shake due to afterburner
3358 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3361 dtime = timestamp_until(pi->afterburner_decay);
3365 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3366 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3369 // Make eye shake due to engine wash
3371 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3374 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3375 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3377 // get the intensity
3378 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3382 vm_vec_rand_vec_quick(&rand_vec);
3385 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3389 // make hud shake due to shuddering
3390 if(Game_shudder_time != -1){
3391 // if the timestamp has elapsed
3392 if(timestamp_elapsed(Game_shudder_time)){
3393 Game_shudder_time = -1;
3395 // otherwise apply some shudder
3399 dtime = timestamp_until(Game_shudder_time);
3403 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));
3404 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));
3409 vm_angles_2_matrix(&tm, &tangles);
3410 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3411 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3412 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3413 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3418 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3420 // Player's velocity just before he blew up. Used to keep camera target moving.
3421 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3423 // Set eye_pos and eye_orient based on view mode.
3424 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3428 static int last_Viewer_mode = 0;
3429 static int last_Game_mode = 0;
3430 static int last_Viewer_objnum = -1;
3432 // This code is supposed to detect camera "cuts"... like going between
3435 // determine if we need to regenerate the nebula
3436 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3437 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3438 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3439 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3440 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3441 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3442 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3443 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3444 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3447 // regenerate the nebula
3451 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3452 //mprintf(( "************** Camera cut! ************\n" ));
3453 last_Viewer_mode = Viewer_mode;
3454 last_Game_mode = Game_mode;
3456 // Camera moved. Tell stars & debris to not do blurring.
3462 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3463 player_display_packlock_view();
3466 game_set_view_clip();
3468 if (Game_mode & GM_DEAD) {
3469 vector vec_to_deader, view_pos;
3472 Viewer_mode |= VM_DEAD_VIEW;
3474 if (Player_ai->target_objnum != -1) {
3475 int view_from_player = 1;
3477 if (Viewer_mode & VM_OTHER_SHIP) {
3478 // View from target.
3479 Viewer_obj = &Objects[Player_ai->target_objnum];
3481 last_Viewer_objnum = Player_ai->target_objnum;
3483 if ( Viewer_obj->type == OBJ_SHIP ) {
3484 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3485 view_from_player = 0;
3488 last_Viewer_objnum = -1;
3491 if ( view_from_player ) {
3492 // View target from player ship.
3494 *eye_pos = Player_obj->pos;
3495 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3496 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3499 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3501 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3502 dist += flFrametime * 16.0f;
3504 vm_vec_scale(&vec_to_deader, -dist);
3505 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3507 view_pos = Player_obj->pos;
3509 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3510 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3511 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3512 Dead_player_last_vel = Player_obj->phys_info.vel;
3513 //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));
3514 } else if (Player_ai->target_objnum != -1) {
3515 view_pos = Objects[Player_ai->target_objnum].pos;
3517 // Make camera follow explosion, but gradually slow down.
3518 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3519 view_pos = Player_obj->pos;
3520 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3521 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3524 *eye_pos = Dead_camera_pos;
3526 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3528 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3533 // if supernova shockwave
3534 if(supernova_camera_cut()){
3538 // call it dead view
3539 Viewer_mode |= VM_DEAD_VIEW;
3541 // set eye pos and orient
3542 supernova_set_view(eye_pos, eye_orient);
3544 // If already blown up, these other modes can override.
3545 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3546 Viewer_mode &= ~VM_DEAD_VIEW;
3548 Viewer_obj = Player_obj;
3550 if (Viewer_mode & VM_OTHER_SHIP) {
3551 if (Player_ai->target_objnum != -1){
3552 Viewer_obj = &Objects[Player_ai->target_objnum];
3553 last_Viewer_objnum = Player_ai->target_objnum;
3555 Viewer_mode &= ~VM_OTHER_SHIP;
3556 last_Viewer_objnum = -1;
3559 last_Viewer_objnum = -1;
3562 if (Viewer_mode & VM_EXTERNAL) {
3565 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3566 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3568 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3570 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3571 vm_vec_normalize(&eye_dir);
3572 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3575 // Modify the orientation based on head orientation.
3576 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3578 } else if ( Viewer_mode & VM_CHASE ) {
3581 if ( Viewer_obj->phys_info.speed < 0.1 )
3582 move_dir = Viewer_obj->orient.v.fvec;
3584 move_dir = Viewer_obj->phys_info.vel;
3585 vm_vec_normalize(&move_dir);
3588 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3589 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3590 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3591 vm_vec_normalize(&eye_dir);
3593 // JAS: I added the following code because if you slew up using
3594 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3595 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3596 // call because the up and the forward vector are the same. I fixed
3597 // it by adding in a fraction of the right vector all the time to the
3599 vector tmp_up = Viewer_obj->orient.v.uvec;
3600 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3602 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3605 // Modify the orientation based on head orientation.
3606 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3607 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3608 *eye_pos = Camera_pos;
3610 ship * shipp = &Ships[Player_obj->instance];
3612 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3613 vm_vec_normalize(&eye_dir);
3614 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3617 // get an eye position based upon the correct type of object
3618 switch(Viewer_obj->type){
3620 // make a call to get the eye point for the player object
3621 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3624 // make a call to get the eye point for the player object
3625 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3631 #ifdef JOHNS_DEBUG_CODE
3632 john_debug_stuff(&eye_pos, &eye_orient);
3638 apply_hud_shake(eye_orient);
3640 // setup neb2 rendering
3641 neb2_render_setup(eye_pos, eye_orient);
3645 extern void ai_debug_render_stuff();
3648 int Game_subspace_effect = 0;
3649 DCF_BOOL( subspace, Game_subspace_effect );
3651 // Does everything needed to render a frame
3652 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3656 g3_start_frame(game_zbuffer);
3657 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3659 // maybe offset the HUD (jitter stuff)
3660 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3661 HUD_set_offsets(Viewer_obj, !dont_offset);
3663 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3664 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3665 // must be done before ships are rendered
3666 if ( MULTIPLAYER_CLIENT ) {
3667 shield_point_multi_setup();
3670 if ( Game_subspace_effect ) {
3671 stars_draw(0,0,0,1);
3673 stars_draw(1,1,1,0);
3676 obj_render_all(obj_render);
3677 beam_render_all(); // render all beam weapons
3678 particle_render_all(); // render particles after everything else.
3679 trail_render_all(); // render missilie trails after everything else.
3680 mflash_render_all(); // render all muzzle flashes
3682 // Why do we not show the shield effect in these modes? Seems ok.
3683 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3687 // render nebula lightning
3690 // render local player nebula
3691 neb2_render_player();
3694 ai_debug_render_stuff();
3697 #ifndef RELEASE_REAL
3698 // game_framerate_check();
3702 extern void snd_spew_debug_info();
3703 snd_spew_debug_info();
3706 //================ END OF 3D RENDERING STUFF ====================
3710 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3711 hud_maybe_clear_head_area();
3712 anim_render_all(0, flFrametime);
3715 extern int Multi_display_netinfo;
3716 if(Multi_display_netinfo){
3717 extern void multi_display_netinfo();
3718 multi_display_netinfo();
3721 game_tst_frame_pre();
3724 do_timing_test(flFrametime);
3728 extern int OO_update_index;
3729 multi_rate_display(OO_update_index, 375, 0);
3734 extern void oo_display();
3741 //#define JOHNS_DEBUG_CODE 1
3743 #ifdef JOHNS_DEBUG_CODE
3744 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3746 //if ( key_pressed(SDLK_LSHIFT) )
3748 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3750 model_subsystem *turret = tsys->system_info;
3752 if (turret->type == SUBSYSTEM_TURRET ) {
3753 vector v.fvec, v.uvec;
3754 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3756 ship_model_start(tobj);
3758 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3759 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3760 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3762 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3764 ship_model_stop(tobj);
3774 // following function for dumping frames for purposes of building trailers.
3777 // function to toggle state of dumping every frame into PCX when playing the game
3778 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3782 if ( Debug_dump_frames == 0 ) {
3784 Debug_dump_frames = 15;
3785 Debug_dump_trigger = 0;
3786 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3787 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3790 Debug_dump_frames = 0;
3791 Debug_dump_trigger = 0;
3792 gr_dump_frame_stop();
3793 dc_printf( "Frame dumping is now OFF\n" );
3799 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3803 if ( Debug_dump_frames == 0 ) {
3805 Debug_dump_frames = 15;
3806 Debug_dump_trigger = 1;
3807 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3808 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3811 Debug_dump_frames = 0;
3812 Debug_dump_trigger = 0;
3813 gr_dump_frame_stop();
3814 dc_printf( "Frame dumping is now OFF\n" );
3820 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3824 if ( Debug_dump_frames == 0 ) {
3826 Debug_dump_frames = 30;
3827 Debug_dump_trigger = 0;
3828 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3829 dc_printf( "Frame dumping at 30 hz is now ON\n" );
3832 Debug_dump_frames = 0;
3833 Debug_dump_trigger = 0;
3834 gr_dump_frame_stop();
3835 dc_printf( "Frame dumping is now OFF\n" );
3841 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3845 if ( Debug_dump_frames == 0 ) {
3847 Debug_dump_frames = 30;
3848 Debug_dump_trigger = 1;
3849 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3850 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3853 Debug_dump_frames = 0;
3854 Debug_dump_trigger = 0;
3855 gr_dump_frame_stop();
3856 dc_printf( "Triggered frame dumping is now OFF\n" );
3862 void game_maybe_dump_frame()
3864 if ( !Debug_dump_frames ){
3868 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3875 Debug_dump_frame_num++;
3881 extern int Player_dead_state;
3883 // Flip the page and time how long it took.
3884 void game_flip_page_and_time_it()
3889 t1 = timer_get_fixed_seconds();
3891 t2 = timer_get_fixed_seconds();
3894 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3895 SDL_snprintf( transfer_text, sizeof(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3902 void game_simulation_frame()
3904 // blow ships up in multiplayer dogfight
3905 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){
3906 // blow up all non-player ships
3907 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3910 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3912 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)){
3913 moveup = GET_NEXT(moveup);
3916 shipp = &Ships[Objects[moveup->objnum].instance];
3917 sip = &Ship_info[shipp->ship_info_index];
3919 // only blow up small ships
3920 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
3921 // function to simply explode a ship where it is currently at
3922 ship_self_destruct( &Objects[moveup->objnum] );
3925 moveup = GET_NEXT(moveup);
3931 // process AWACS stuff - do this first thing
3934 // single player, set Player hits_this_frame to 0
3935 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3936 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
3937 Player->damage_this_burst = max(Player->damage_this_burst, 0.0f);
3941 supernova_process();
3942 if(supernova_active() >= 5){
3946 // fire targeting lasers now so that
3947 // 1 - created this frame
3948 // 2 - collide this frame
3949 // 3 - render this frame
3950 // 4 - ignored and deleted next frame
3951 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3953 ship_process_targeting_lasers();
3955 // do this here so that it works for multiplayer
3957 // get viewer direction
3958 int viewer_direction = PHYSICS_VIEWER_REAR;
3960 if(Viewer_mode == 0){
3961 viewer_direction = PHYSICS_VIEWER_FRONT;
3963 if(Viewer_mode & VM_PADLOCK_UP){
3964 viewer_direction = PHYSICS_VIEWER_UP;
3966 else if(Viewer_mode & VM_PADLOCK_REAR){
3967 viewer_direction = PHYSICS_VIEWER_REAR;
3969 else if(Viewer_mode & VM_PADLOCK_LEFT){
3970 viewer_direction = PHYSICS_VIEWER_LEFT;
3972 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3973 viewer_direction = PHYSICS_VIEWER_RIGHT;
3976 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3978 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3981 #define VM_PADLOCK_UP (1 << 7)
3982 #define VM_PADLOCK_REAR (1 << 8)
3983 #define VM_PADLOCK_LEFT (1 << 9)
3984 #define VM_PADLOCK_RIGHT (1 << 10)
3986 // evaluate mission departures and arrivals before we process all objects.
3987 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3989 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3990 // ships/wing packets.
3991 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3992 mission_parse_eval_stuff();
3995 // if we're an observer, move ourselves seperately from the standard physics
3996 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
3997 obj_observer_move(flFrametime);
4000 // move all the objects now
4001 obj_move_all(flFrametime);
4003 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
4004 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
4005 // ship_check_cargo_all();
4006 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4007 mission_eval_goals();
4011 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
4012 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4013 training_check_objectives();
4016 // do all interpolation now
4017 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
4018 // client side processing of warping in effect stages
4019 multi_do_client_warp(flFrametime);
4021 // client side movement of an observer
4022 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
4023 obj_observer_move(flFrametime);
4026 // move all objects - does interpolation now as well
4027 obj_move_all(flFrametime);
4030 // only process the message queue when the player is "in" the game
4031 if ( !Pre_player_entry ){
4032 message_queue_process(); // process any messages send to the player
4035 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4036 message_maybe_distort(); // maybe distort incoming message if comms damaged
4037 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
4038 player_process_pending_praise(); // maybe send off a delayed praise message to the player
4039 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
4042 if(!(Game_mode & GM_STANDALONE_SERVER)){
4043 // process some stuff every frame (before frame is rendered)
4044 emp_process_local();
4046 hud_update_frame(); // update hud systems
4048 if (!physics_paused) {
4049 // Move particle system
4050 particle_move_all(flFrametime);
4052 // Move missile trails
4053 trail_move_all(flFrametime);
4055 // process muzzle flashes
4056 mflash_process_all();
4058 // Flash the gun flashes
4059 shipfx_flash_do_frame(flFrametime);
4061 shockwave_move_all(flFrametime); // update all the shockwaves
4064 // subspace missile strikes
4067 obj_snd_do_frame(); // update the object-linked persistant sounds
4068 game_maybe_update_sound_environment();
4069 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
4071 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
4073 if ( Game_subspace_effect ) {
4074 game_start_subspace_ambient_sound();
4080 // Maybe render and process the dead-popup
4081 void game_maybe_do_dead_popup(float frametime)
4083 if ( popupdead_is_active() ) {
4085 int choice = popupdead_do_frame(frametime);
4087 if ( Game_mode & GM_NORMAL ) {
4090 gameseq_post_event(GS_EVENT_ENTER_GAME);
4094 gameseq_post_event(GS_EVENT_END_GAME);
4098 gameseq_post_event(GS_EVENT_START_GAME);
4101 // this should only happen during a red alert mission
4104 SDL_assert(The_mission.red_alert);
4105 if(!The_mission.red_alert){
4106 gameseq_post_event(GS_EVENT_START_GAME);
4110 // choose the previous mission
4111 mission_campaign_previous_mission();
4113 gameseq_post_event(GS_EVENT_START_GAME);
4123 case POPUPDEAD_DO_MAIN_HALL:
4124 multi_quit_game(PROMPT_NONE,-1);
4127 case POPUPDEAD_DO_RESPAWN:
4128 multi_respawn_normal();
4129 event_music_player_respawn();
4132 case POPUPDEAD_DO_OBSERVER:
4133 multi_respawn_observer();
4134 event_music_player_respawn_as_observer();
4143 if ( leave_popup ) {
4149 // returns true if player is actually in a game_play stats
4150 int game_actually_playing()
4154 state = gameseq_get_state();
4155 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4161 // Draw the 2D HUD gauges
4162 void game_render_hud_2d()
4164 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4168 HUD_render_2d(flFrametime);
4172 // Draw the 3D-dependant HUD gauges
4173 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4175 g3_start_frame(0); // 0 = turn zbuffering off
4176 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4178 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4179 HUD_render_3d(flFrametime);
4183 game_sunspot_process(flFrametime);
4185 // Diminish the palette effect
4186 game_flash_diminish(flFrametime);
4194 int actually_playing;
4195 fix total_time1, total_time2;
4196 fix render2_time1=0, render2_time2=0;
4197 fix render3_time1=0, render3_time2=0;
4198 fix flip_time1=0, flip_time2=0;
4199 fix clear_time1=0, clear_time2=0;
4205 if (Framerate_delay) {
4206 int start_time = timer_get_milliseconds();
4207 while (timer_get_milliseconds() < start_time + Framerate_delay)
4213 demo_do_frame_start();
4215 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4220 // start timing frame
4221 timing_frame_start();
4223 total_time1 = timer_get_fixed_seconds();
4225 // var to hold which state we are in
4226 actually_playing = game_actually_playing();
4228 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4229 if (!(Game_mode & GM_STANDALONE_SERVER)){
4230 SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4234 if (Missiontime > Entry_delay_time){
4235 Pre_player_entry = 0;
4237 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4240 // Note: These are done even before the player enters, else buffers can overflow.
4241 if (! (Game_mode & GM_STANDALONE_SERVER)){
4245 shield_frame_init();
4247 if ( Player->control_mode != PCM_NORMAL )
4250 if ( !Pre_player_entry && actually_playing ) {
4251 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4253 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4254 game_process_keys();
4256 // don't read flying controls if we're playing a demo back
4257 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4258 read_player_controls( Player_obj, flFrametime);
4262 // if we're not the master, we may have to send the server-critical ship status button_info bits
4263 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4264 multi_maybe_send_ship_status();
4269 // Reset the whack stuff
4272 // These two lines must be outside of Pre_player_entry code,
4273 // otherwise too many lights are added.
4276 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4280 game_simulation_frame();
4282 // if not actually in a game play state, then return. This condition could only be true in
4283 // a multiplayer game.
4284 if ( !actually_playing ) {
4285 SDL_assert( Game_mode & GM_MULTIPLAYER );
4289 if (!Pre_player_entry) {
4290 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4291 clear_time1 = timer_get_fixed_seconds();
4292 // clear the screen to black
4294 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4298 clear_time2 = timer_get_fixed_seconds();
4299 render3_time1 = timer_get_fixed_seconds();
4300 game_render_frame_setup(&eye_pos, &eye_orient);
4301 game_render_frame( &eye_pos, &eye_orient );
4303 // save the eye position and orientation
4304 if ( Game_mode & GM_MULTIPLAYER ) {
4305 Net_player->s_info.eye_pos = eye_pos;
4306 Net_player->s_info.eye_orient = eye_orient;
4309 hud_show_target_model();
4311 // check to see if we should display the death died popup
4312 if(Game_mode & GM_DEAD_BLEW_UP){
4313 if(Game_mode & GM_MULTIPLAYER){
4314 // catch the situation where we're supposed to be warping out on this transition
4315 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4316 gameseq_post_event(GS_EVENT_DEBRIEF);
4317 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4318 Player_died_popup_wait = -1;
4322 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4323 Player_died_popup_wait = -1;
4329 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4330 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4331 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4332 if(!popupdead_is_active()){
4336 Player_multi_died_check = -1;
4340 render3_time2 = timer_get_fixed_seconds();
4341 render2_time1 = timer_get_fixed_seconds();
4344 game_get_framerate();
4345 game_show_framerate();
4347 game_show_time_left();
4349 // Draw the 2D HUD gauges
4350 if(supernova_active() < 3){
4351 game_render_hud_2d();
4354 game_set_view_clip();
4356 // Draw 3D HUD gauges
4357 game_render_hud_3d(&eye_pos, &eye_orient);
4361 render2_time2 = timer_get_fixed_seconds();
4363 // maybe render and process the dead popup
4364 game_maybe_do_dead_popup(flFrametime);
4366 // start timing frame
4367 timing_frame_stop();
4368 // timing_display(30, 10);
4370 // If a regular popup is active, don't flip (popup code flips)
4371 if( !popup_running_state() ){
4372 flip_time1 = timer_get_fixed_seconds();
4373 game_flip_page_and_time_it();
4374 flip_time2 = timer_get_fixed_seconds();
4378 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4381 game_show_standalone_framerate();
4385 game_do_training_checks();
4388 // process lightning (nebula only)
4391 total_time2 = timer_get_fixed_seconds();
4393 // Got some timing numbers
4394 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4395 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4396 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4397 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4398 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4401 demo_do_frame_end();
4403 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4409 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4410 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4411 // died. This resulted in screwed up death sequences.
4413 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4414 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4415 static int timer_paused=0;
4416 #if defined(TIMER_TEST) && !defined(NDEBUG)
4417 static int stop_count,start_count;
4418 static int time_stopped,time_started;
4420 int saved_timestamp_ticker = -1;
4422 void game_reset_time()
4424 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4428 // Last_time = timer_get_fixed_seconds();
4434 void game_stop_time()
4436 if (timer_paused==0) {
4438 time = timer_get_fixed_seconds();
4439 // Save how much time progressed so far in the frame so we can
4440 // use it when we unpause.
4441 Last_delta_time = time - Last_time;
4443 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4444 if (Last_delta_time < 0) {
4445 #if defined(TIMER_TEST) && !defined(NDEBUG)
4446 Int3(); //get Matt!!!!
4448 Last_delta_time = 0;
4450 #if defined(TIMER_TEST) && !defined(NDEBUG)
4451 time_stopped = time;
4454 // Stop the timer_tick stuff...
4455 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4456 saved_timestamp_ticker = timestamp_ticker;
4460 #if defined(TIMER_TEST) && !defined(NDEBUG)
4465 void game_start_time()
4468 SDL_assert(timer_paused >= 0);
4469 if (timer_paused==0) {
4471 time = timer_get_fixed_seconds();
4472 #if defined(TIMER_TEST) && !defined(NDEBUG)
4474 Int3(); //get Matt!!!!
4477 // Take current time, and set it backwards to account for time
4478 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4479 // will be correct when it goes to calculate the frametime next
4481 Last_time = time - Last_delta_time;
4482 #if defined(TIMER_TEST) && !defined(NDEBUG)
4483 time_started = time;
4486 // Restore the timer_tick stuff...
4487 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4488 SDL_assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4489 timestamp_ticker = saved_timestamp_ticker;
4490 saved_timestamp_ticker = -1;
4493 #if defined(TIMER_TEST) && !defined(NDEBUG)
4499 void game_set_frametime(int state)
4502 float frame_cap_diff;
4504 thistime = timer_get_fixed_seconds();
4506 if ( Last_time == 0 )
4507 Frametime = F1_0 / 30;
4509 Frametime = thistime - Last_time;
4511 // Frametime = F1_0 / 30;
4513 fix debug_frametime = Frametime; // Just used to display frametime.
4515 // If player hasn't entered mission yet, make frame take 1/4 second.
4516 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4519 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4521 fix frame_speed = F1_0 / Debug_dump_frames;
4523 if (Frametime > frame_speed ){
4524 nprintf(("warning","slow frame: %x\n",Frametime));
4527 thistime = timer_get_fixed_seconds();
4528 Frametime = thistime - Last_time;
4529 } while (Frametime < frame_speed );
4531 Frametime = frame_speed;
4535 SDL_assert( Framerate_cap > 0 );
4537 // Cap the framerate so it doesn't get too high.
4541 cap = F1_0/Framerate_cap;
4542 if (Frametime < cap) {
4543 thistime = cap - Frametime;
4544 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4545 SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4547 thistime = timer_get_fixed_seconds();
4551 if((Game_mode & GM_STANDALONE_SERVER) &&
4552 (f2fl(Frametime) < (1.0f/(float)Multi_options_g.std_framecap))){
4554 frame_cap_diff = (1.0f/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4555 SDL_Delay( fl2i(frame_cap_diff * 1000.0f) );
4557 thistime += fl2f((frame_cap_diff));
4559 Frametime = thistime - Last_time;
4562 // If framerate is too low, cap it.
4563 if (Frametime > MAX_FRAMETIME) {
4565 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4567 // to remove warnings in release build
4568 debug_frametime = fl2f(flFrametime);
4570 Frametime = MAX_FRAMETIME;
4573 Frametime = fixmul(Frametime, Game_time_compression);
4575 Last_time = thistime;
4576 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4578 flFrametime = f2fl(Frametime);
4579 //if(!(Game_mode & GM_PLAYING_DEMO)){
4580 timestamp_inc(flFrametime);
4582 /* if ((Framecount > 0) && (Framecount < 10)) {
4583 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4588 // This is called from game_do_frame(), and from navmap_do_frame()
4589 void game_update_missiontime()
4591 // TODO JAS: Put in if and move this into game_set_frametime,
4592 // fix navmap to call game_stop/start_time
4593 //if ( !timer_paused )
4594 Missiontime += Frametime;
4597 void game_do_frame()
4599 game_set_frametime(GS_STATE_GAME_PLAY);
4600 game_update_missiontime();
4602 if (Game_mode & GM_STANDALONE_SERVER) {
4603 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4606 if ( game_single_step && (last_single_step == game_single_step) ) {
4607 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4608 while( key_checkch() == 0 )
4610 os_set_title( XSTR( "FreeSpace", 171) );
4611 Last_time = timer_get_fixed_seconds();
4614 last_single_step = game_single_step;
4616 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4617 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4621 Keep_mouse_centered = 0;
4622 monitor_update(); // Update monitor variables
4625 void multi_maybe_do_frame()
4627 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4632 int Joymouse_button_status = 0;
4634 // Flush all input devices
4642 Joymouse_button_status = 0;
4644 //mprintf(("Game flush!\n" ));
4647 // function for multiplayer only which calls game_do_state_common() when running the
4649 void game_do_dc_networking()
4651 SDL_assert( Game_mode & GM_MULTIPLAYER );
4653 game_do_state_common( gameseq_get_state() );
4656 // Call this whenever in a loop, or when you need to check for a keystroke.
4657 int game_check_key()
4663 // convert keypad enter to normal enter
4664 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4665 k = (k & ~KEY_MASK) | SDLK_RETURN;
4670 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4672 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4673 static int Demo_show_trailer_timestamp = 0;
4675 void demo_reset_trailer_timer()
4677 Demo_show_trailer_timestamp = timer_get_milliseconds();
4680 void demo_maybe_show_trailer(int k)
4683 // if key pressed, reset demo trailer timer
4685 demo_reset_trailer_timer();
4689 // if mouse moved, reset demo trailer timer
4692 mouse_get_delta(&dx, &dy);
4693 if ( (dx > 0) || (dy > 0) ) {
4694 demo_reset_trailer_timer();
4698 // if joystick has moved, reset demo trailer timer
4701 joy_get_delta(&dx, &dy);
4702 if ( (dx > 0) || (dy > 0) ) {
4703 demo_reset_trailer_timer();
4707 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4708 // the low-level code. Ugly, I know... but was the simplest and most
4711 // if 30 seconds since last demo trailer time reset, launch movie
4712 if ( os_foreground() ) {
4713 int now = timer_get_milliseconds();
4714 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4715 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4717 movie_play( NOX("fstrailer2.mve") );
4718 demo_reset_trailer_timer();
4726 // same as game_check_key(), except this is used while actually in the game. Since there
4727 // generally are differences between game control keys and general UI keys, makes sense to
4728 // have seperate functions for each case. If you are not checking a game control while in a
4729 // mission, you should probably be using game_check_key() instead.
4734 if (!os_foreground()) {
4739 // If we're in a single player game, pause it.
4740 if (!(Game_mode & GM_MULTIPLAYER)){
4741 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4742 game_process_pause_key();
4749 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4750 demo_maybe_show_trailer(k);
4753 // Move the mouse cursor with the joystick.
4754 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4755 // Move the mouse cursor with the joystick
4759 joy_get_pos( &jx, &jy, &jz, &jr );
4761 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4762 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4765 mouse_get_real_pos( &mx, &my );
4766 mouse_set_pos( mx+dx, my+dy );
4771 m = mouse_down(MOUSE_LEFT_BUTTON);
4773 if ( j != Joymouse_button_status ) {
4774 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4775 Joymouse_button_status = j;
4777 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4778 } else if ( (!j) && (m) ) {
4779 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4784 // if we should be ignoring keys because of some multiplayer situations
4785 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4789 // If a popup is running, don't process all the Fn keys
4790 if( popup_active() ) {
4794 state = gameseq_get_state();
4796 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
4799 case KEY_DEBUGGED + SDLK_BACKSPACE:
4804 launch_context_help();
4809 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4811 // don't allow f2 while warping out in multiplayer
4812 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4817 case GS_STATE_INITIAL_PLAYER_SELECT:
4818 case GS_STATE_OPTIONS_MENU:
4819 case GS_STATE_HUD_CONFIG:
4820 case GS_STATE_CONTROL_CONFIG:
4821 case GS_STATE_DEATH_DIED:
4822 case GS_STATE_DEATH_BLEW_UP:
4823 case GS_STATE_VIEW_MEDALS:
4827 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4834 // hotkey selection screen -- only valid from briefing and beyond.
4836 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4837 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) ) {
4838 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4844 case KEY_DEBUGGED + SDLK_F3:
4845 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4848 case KEY_DEBUGGED + SDLK_F4:
4849 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4853 if(Game_mode & GM_MULTIPLAYER){
4854 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4855 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4859 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4860 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4866 case SDLK_ESCAPE | KEY_SHIFTED:
4867 // make sure to quit properly out of multiplayer
4868 if(Game_mode & GM_MULTIPLAYER){
4869 multi_quit_game(PROMPT_NONE);
4872 gameseq_post_event( GS_EVENT_QUIT_GAME );
4877 case KEY_DEBUGGED + SDLK_p:
4880 case SDLK_PRINTSCREEN:
4882 static int counter = 0;
4887 SDL_snprintf( tmp_name, sizeof(tmp_name), NOX("screen%02d"), counter );
4889 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4890 gr_print_screen(tmp_name);
4898 case KEY_SHIFTED | SDLK_RETURN: {
4900 #if !defined(NDEBUG)
4902 if ( Game_mode & GM_NORMAL ){
4906 // if we're in multiplayer mode, do some special networking
4907 if(Game_mode & GM_MULTIPLAYER){
4908 debug_console(game_do_dc_networking);
4915 if ( Game_mode & GM_NORMAL )
4929 gameseq_post_event(GS_EVENT_QUIT_GAME);
4932 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4935 void camera_set_position( vector *pos )
4940 void camera_set_orient( matrix *orient )
4942 Camera_orient = *orient;
4945 void camera_set_velocity( vector *vel, int instantaneous )
4947 Camera_desired_velocity.xyz.x = 0.0f;
4948 Camera_desired_velocity.xyz.y = 0.0f;
4949 Camera_desired_velocity.xyz.z = 0.0f;
4951 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4952 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4953 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4955 if ( instantaneous ) {
4956 Camera_velocity = Camera_desired_velocity;
4964 vector new_vel, delta_pos;
4966 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4967 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4968 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4970 Camera_velocity = new_vel;
4972 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4974 vm_vec_add2( &Camera_pos, &delta_pos );
4976 float ot = Camera_time+0.0f;
4978 Camera_time += flFrametime;
4980 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
4983 tmp.xyz.z = 4.739f; // always go this fast forward.
4985 // pick x and y velocities so they are always on a
4986 // circle with a 25 m radius.
4988 float tmp_angle = frand()*PI2;
4990 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4991 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4993 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4995 //mprintf(( "Changing velocity!\n" ));
4996 camera_set_velocity( &tmp, 0 );
4999 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
5000 vector tmp = ZERO_VECTOR;
5001 camera_set_velocity( &tmp, 0 );
5006 void end_demo_campaign_do()
5008 #if defined(FS2_DEMO) || defined(FS1_DEMO)
5009 // show upsell screens
5010 demo_upsell_show_screens();
5011 #elif defined(OEM_BUILD)
5012 // show oem upsell screens
5013 oem_upsell_show_screens();
5016 // drop into main hall
5017 gameseq_post_event( GS_EVENT_MAIN_MENU );
5020 // All code to process events. This is the only place
5021 // that you should change the state of the game.
5022 void game_process_event( int current_state, int event )
5024 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
5027 case GS_EVENT_SIMULATOR_ROOM:
5028 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
5031 case GS_EVENT_MAIN_MENU:
5032 gameseq_set_state(GS_STATE_MAIN_MENU);
5035 case GS_EVENT_OPTIONS_MENU:
5036 gameseq_push_state( GS_STATE_OPTIONS_MENU );
5039 case GS_EVENT_BARRACKS_MENU:
5040 gameseq_set_state(GS_STATE_BARRACKS_MENU);
5043 case GS_EVENT_TECH_MENU:
5044 gameseq_set_state(GS_STATE_TECH_MENU);
5047 case GS_EVENT_TRAINING_MENU:
5048 gameseq_set_state(GS_STATE_TRAINING_MENU);
5051 case GS_EVENT_START_GAME:
5052 Select_default_ship = 0;
5053 Player_multi_died_check = -1;
5054 gameseq_set_state(GS_STATE_CMD_BRIEF);
5057 case GS_EVENT_START_BRIEFING:
5058 gameseq_set_state(GS_STATE_BRIEFING);
5061 case GS_EVENT_DEBRIEF:
5062 // did we end the campaign in the main freespace 2 single player campaign?
5064 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
5066 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
5068 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
5070 gameseq_set_state(GS_STATE_DEBRIEF);
5073 Player_multi_died_check = -1;
5076 case GS_EVENT_SHIP_SELECTION:
5077 gameseq_set_state( GS_STATE_SHIP_SELECT );
5080 case GS_EVENT_WEAPON_SELECTION:
5081 gameseq_set_state( GS_STATE_WEAPON_SELECT );
5084 case GS_EVENT_ENTER_GAME:
5086 // maybe start recording a demo
5088 demo_start_record("test.fsd");
5092 if (Game_mode & GM_MULTIPLAYER) {
5093 // if we're respawning, make sure we change the view mode so that the hud shows up
5094 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5098 gameseq_set_state(GS_STATE_GAME_PLAY);
5100 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5103 Player_multi_died_check = -1;
5105 // clear multiplayer button info
5106 extern button_info Multi_ship_status_bi;
5107 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5109 Start_time = f2fl(timer_get_approx_seconds());
5111 mprintf(("Entering game at time = %7.3f\n", Start_time));
5115 case GS_EVENT_START_GAME_QUICK:
5116 Select_default_ship = 1;
5117 gameseq_post_event(GS_EVENT_ENTER_GAME);
5121 case GS_EVENT_END_GAME:
5122 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5123 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5124 gameseq_set_state(GS_STATE_MAIN_MENU);
5129 Player_multi_died_check = -1;
5132 case GS_EVENT_QUIT_GAME:
5133 main_hall_stop_music();
5134 main_hall_stop_ambient();
5135 gameseq_set_state(GS_STATE_QUIT_GAME);
5137 Player_multi_died_check = -1;
5140 case GS_EVENT_GAMEPLAY_HELP:
5141 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5144 case GS_EVENT_PAUSE_GAME:
5145 gameseq_push_state(GS_STATE_GAME_PAUSED);
5148 case GS_EVENT_DEBUG_PAUSE_GAME:
5149 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5152 case GS_EVENT_TRAINING_PAUSE:
5153 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5156 case GS_EVENT_PREVIOUS_STATE:
5157 gameseq_pop_state();
5160 case GS_EVENT_TOGGLE_FULLSCREEN:
5161 gr_toggle_fullscreen();
5164 case GS_EVENT_TOGGLE_GLIDE:
5167 case GS_EVENT_LOAD_MISSION_MENU:
5170 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5171 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5174 case GS_EVENT_HUD_CONFIG:
5175 gameseq_push_state( GS_STATE_HUD_CONFIG );
5178 case GS_EVENT_CONTROL_CONFIG:
5179 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5182 case GS_EVENT_DEATH_DIED:
5183 gameseq_set_state( GS_STATE_DEATH_DIED );
5186 case GS_EVENT_DEATH_BLEW_UP:
5187 if ( current_state == GS_STATE_DEATH_DIED ) {
5188 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5189 event_music_player_death();
5191 // multiplayer clients set their extra check here
5192 if(Game_mode & GM_MULTIPLAYER){
5193 // set the multi died absolute last chance check
5194 Player_multi_died_check = time(NULL);
5197 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5201 case GS_EVENT_NEW_CAMPAIGN:
5202 if (!mission_load_up_campaign()){
5203 readyroom_continue_campaign();
5206 Player_multi_died_check = -1;
5209 case GS_EVENT_CAMPAIGN_CHEAT:
5210 if (!mission_load_up_campaign()){
5212 // bash campaign value
5213 extern char Main_hall_campaign_cheat[512];
5216 // look for the mission
5217 for(idx=0; idx<Campaign.num_missions; idx++){
5218 if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5219 Campaign.next_mission = idx;
5220 Campaign.prev_mission = idx - 1;
5227 readyroom_continue_campaign();
5230 Player_multi_died_check = -1;
5233 case GS_EVENT_CAMPAIGN_ROOM:
5234 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5237 case GS_EVENT_CMD_BRIEF:
5238 gameseq_set_state(GS_STATE_CMD_BRIEF);
5241 case GS_EVENT_RED_ALERT:
5242 gameseq_set_state(GS_STATE_RED_ALERT);
5245 case GS_EVENT_CREDITS:
5246 gameseq_set_state( GS_STATE_CREDITS );
5249 case GS_EVENT_VIEW_MEDALS:
5250 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5253 case GS_EVENT_SHOW_GOALS:
5254 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5257 case GS_EVENT_HOTKEY_SCREEN:
5258 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5261 // multiplayer stuff follow these comments
5263 case GS_EVENT_MULTI_JOIN_GAME:
5264 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5267 case GS_EVENT_MULTI_HOST_SETUP:
5268 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5271 case GS_EVENT_MULTI_CLIENT_SETUP:
5272 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5275 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5276 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5279 case GS_EVENT_MULTI_STD_WAIT:
5280 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5283 case GS_EVENT_STANDALONE_MAIN:
5284 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5287 case GS_EVENT_MULTI_PAUSE:
5288 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5291 case GS_EVENT_INGAME_PRE_JOIN:
5292 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5295 case GS_EVENT_EVENT_DEBUG:
5296 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5299 // Start a warpout where player automatically goes 70 no matter what
5300 // and can't cancel out of it.
5301 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5302 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5304 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5305 Player->saved_viewer_mode = Viewer_mode;
5306 Player->control_mode = PCM_WARPOUT_STAGE1;
5307 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5308 Warpout_time = 0.0f; // Start timer!
5311 case GS_EVENT_PLAYER_WARPOUT_START:
5312 if ( Player->control_mode != PCM_NORMAL ) {
5313 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5315 Player->saved_viewer_mode = Viewer_mode;
5316 Player->control_mode = PCM_WARPOUT_STAGE1;
5317 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5318 Warpout_time = 0.0f; // Start timer!
5319 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5323 case GS_EVENT_PLAYER_WARPOUT_STOP:
5324 if ( Player->control_mode != PCM_NORMAL ) {
5325 if ( !Warpout_forced ) { // cannot cancel forced warpout
5326 Player->control_mode = PCM_NORMAL;
5327 Viewer_mode = Player->saved_viewer_mode;
5328 hud_subspace_notify_abort();
5329 mprintf(( "Player put back to normal mode.\n" ));
5330 if ( Warpout_sound > -1 ) {
5331 snd_stop( Warpout_sound );
5338 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5339 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5340 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5341 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5343 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5344 shipfx_warpout_start( Player_obj );
5345 Player->control_mode = PCM_WARPOUT_STAGE2;
5346 Player->saved_viewer_mode = Viewer_mode;
5347 Viewer_mode |= VM_WARP_CHASE;
5349 vector tmp = Player_obj->pos;
5351 ship_get_eye( &tmp, &tmp_m, Player_obj );
5352 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5353 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5354 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5356 camera_set_position( &tmp );
5357 camera_set_orient( &Player_obj->orient );
5358 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5360 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5361 camera_set_velocity( &tmp_vel, 1);
5365 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5366 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5367 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5368 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5370 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5371 Player->control_mode = PCM_WARPOUT_STAGE3;
5375 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5376 mprintf(( "Player warped out. Going to debriefing!\n" ));
5377 Player->control_mode = PCM_NORMAL;
5378 Viewer_mode = Player->saved_viewer_mode;
5381 // we have a special debriefing screen for multiplayer furballs
5382 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5383 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5385 // do the normal debriefing for all other situations
5387 gameseq_post_event(GS_EVENT_DEBRIEF);
5391 case GS_EVENT_STANDALONE_POSTGAME:
5392 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5395 case GS_EVENT_INITIAL_PLAYER_SELECT:
5396 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5399 case GS_EVENT_GAME_INIT:
5400 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5401 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5403 // see if the command line option has been set to use the last pilot, and act acoordingly
5404 if( player_select_get_last_pilot() ) {
5405 // always enter the main menu -- do the automatic network startup stuff elsewhere
5406 // so that we still have valid checks for networking modes, etc.
5407 gameseq_set_state(GS_STATE_MAIN_MENU);
5409 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5414 case GS_EVENT_MULTI_MISSION_SYNC:
5415 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5418 case GS_EVENT_MULTI_START_GAME:
5419 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5422 case GS_EVENT_MULTI_HOST_OPTIONS:
5423 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5426 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5427 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5430 case GS_EVENT_TEAM_SELECT:
5431 gameseq_set_state(GS_STATE_TEAM_SELECT);
5434 case GS_EVENT_END_CAMPAIGN:
5435 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5438 case GS_EVENT_END_DEMO:
5439 gameseq_set_state(GS_STATE_END_DEMO);
5442 case GS_EVENT_LOOP_BRIEF:
5443 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5452 // Called when a state is being left.
5453 // The current state is still at old_state, but as soon as
5454 // this function leaves, then the current state will become
5455 // new state. You should never try to change the state
5456 // in here... if you think you need to, you probably really
5457 // need to post an event, not change the state.
5458 void game_leave_state( int old_state, int new_state )
5460 int end_mission = 1;
5462 switch (new_state) {
5463 case GS_STATE_GAME_PAUSED:
5464 case GS_STATE_DEBUG_PAUSED:
5465 case GS_STATE_OPTIONS_MENU:
5466 case GS_STATE_CONTROL_CONFIG:
5467 case GS_STATE_MISSION_LOG_SCROLLBACK:
5468 case GS_STATE_DEATH_DIED:
5469 case GS_STATE_SHOW_GOALS:
5470 case GS_STATE_HOTKEY_SCREEN:
5471 case GS_STATE_MULTI_PAUSED:
5472 case GS_STATE_TRAINING_PAUSED:
5473 case GS_STATE_EVENT_DEBUG:
5474 case GS_STATE_GAMEPLAY_HELP:
5475 end_mission = 0; // these events shouldn't end a mission
5479 switch (old_state) {
5480 case GS_STATE_BRIEFING:
5481 brief_stop_voices();
5482 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5483 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5484 && (new_state != GS_STATE_TEAM_SELECT) ){
5485 common_select_close();
5486 if ( new_state == GS_STATE_MAIN_MENU ) {
5487 freespace_stop_mission();
5491 // COMMAND LINE OPTION
5492 if (Cmdline_multi_stream_chat_to_file){
5493 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5494 cfclose(Multi_chat_stream);
5498 case GS_STATE_DEBRIEF:
5499 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5504 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5505 multi_df_debrief_close();
5508 case GS_STATE_LOAD_MISSION_MENU:
5511 case GS_STATE_SIMULATOR_ROOM:
5515 case GS_STATE_CAMPAIGN_ROOM:
5516 campaign_room_close();
5519 case GS_STATE_CMD_BRIEF:
5520 if (new_state == GS_STATE_OPTIONS_MENU) {
5525 if (new_state == GS_STATE_MAIN_MENU)
5526 freespace_stop_mission();
5531 case GS_STATE_RED_ALERT:
5535 case GS_STATE_SHIP_SELECT:
5536 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5537 new_state != GS_STATE_HOTKEY_SCREEN &&
5538 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5539 common_select_close();
5540 if ( new_state == GS_STATE_MAIN_MENU ) {
5541 freespace_stop_mission();
5546 case GS_STATE_WEAPON_SELECT:
5547 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5548 new_state != GS_STATE_HOTKEY_SCREEN &&
5549 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5550 common_select_close();
5551 if ( new_state == GS_STATE_MAIN_MENU ) {
5552 freespace_stop_mission();
5557 case GS_STATE_TEAM_SELECT:
5558 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5559 new_state != GS_STATE_HOTKEY_SCREEN &&
5560 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5561 common_select_close();
5562 if ( new_state == GS_STATE_MAIN_MENU ) {
5563 freespace_stop_mission();
5568 case GS_STATE_MAIN_MENU:
5569 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5576 case GS_STATE_OPTIONS_MENU:
5577 //game_start_time();
5578 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5579 multi_join_clear_game_list();
5581 options_menu_close();
5584 case GS_STATE_BARRACKS_MENU:
5585 if(new_state != GS_STATE_VIEW_MEDALS){
5590 case GS_STATE_MISSION_LOG_SCROLLBACK:
5591 hud_scrollback_close();
5594 case GS_STATE_TRAINING_MENU:
5595 training_menu_close();
5598 case GS_STATE_GAME_PLAY:
5599 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5600 player_save_target_and_weapon_link_prefs();
5601 game_stop_looped_sounds();
5604 sound_env_disable();
5605 joy_ff_stop_effects();
5607 // stop game time under certain conditions
5608 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5613 // shut down any recording or playing demos
5618 // when in multiplayer and going back to the main menu, send a leave game packet
5619 // right away (before calling stop mission). stop_mission was taking to long to
5620 // close mission down and I want people to get notified ASAP.
5621 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5622 multi_quit_game(PROMPT_NONE);
5625 freespace_stop_mission();
5626 Game_time_compression = F1_0;
5630 case GS_STATE_TECH_MENU:
5634 case GS_STATE_TRAINING_PAUSED:
5635 Training_num_lines = 0;
5636 // fall through to GS_STATE_GAME_PAUSED
5638 case GS_STATE_GAME_PAUSED:
5640 if ( end_mission ) {
5645 case GS_STATE_DEBUG_PAUSED:
5648 pause_debug_close();
5652 case GS_STATE_HUD_CONFIG:
5656 // join/start a game
5657 case GS_STATE_MULTI_JOIN_GAME:
5658 if(new_state != GS_STATE_OPTIONS_MENU){
5659 multi_join_game_close();
5663 case GS_STATE_MULTI_HOST_SETUP:
5664 case GS_STATE_MULTI_CLIENT_SETUP:
5665 // if this is just the host going into the options screen, don't do anything
5666 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5670 // close down the proper state
5671 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5672 multi_create_game_close();
5674 multi_game_client_setup_close();
5677 // COMMAND LINE OPTION
5678 if (Cmdline_multi_stream_chat_to_file){
5679 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5680 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5681 cfclose(Multi_chat_stream);
5686 case GS_STATE_CONTROL_CONFIG:
5687 control_config_close();
5690 case GS_STATE_DEATH_DIED:
5691 Game_mode &= ~GM_DEAD_DIED;
5693 // early end while respawning or blowing up in a multiplayer game
5694 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5696 freespace_stop_mission();
5700 case GS_STATE_DEATH_BLEW_UP:
5701 Game_mode &= ~GM_DEAD_BLEW_UP;
5703 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5704 // to determine if I should do anything.
5705 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5707 freespace_stop_mission();
5710 // if we are not respawing as an observer or as a player, our new state will not
5711 // be gameplay state.
5712 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5713 game_stop_time(); // hasn't been called yet!!
5714 freespace_stop_mission();
5720 case GS_STATE_CREDITS:
5724 case GS_STATE_VIEW_MEDALS:
5728 case GS_STATE_SHOW_GOALS:
5729 mission_show_goals_close();
5732 case GS_STATE_HOTKEY_SCREEN:
5733 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5734 mission_hotkey_close();
5738 case GS_STATE_MULTI_MISSION_SYNC:
5739 // if we're moving into the options menu, don't do anything
5740 if(new_state == GS_STATE_OPTIONS_MENU){
5744 SDL_assert( Game_mode & GM_MULTIPLAYER );
5746 if ( new_state == GS_STATE_GAME_PLAY ){
5747 // palette_restore_palette();
5749 // change a couple of flags to indicate our state!!!
5750 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5751 send_netplayer_update_packet();
5753 // set the game mode
5754 Game_mode |= GM_IN_MISSION;
5758 case GS_STATE_VIEW_CUTSCENES:
5759 cutscenes_screen_close();
5762 case GS_STATE_MULTI_STD_WAIT:
5763 multi_standalone_wait_close();
5766 case GS_STATE_STANDALONE_MAIN:
5767 standalone_main_close();
5768 if(new_state == GS_STATE_MULTI_STD_WAIT){
5769 init_multiplayer_stats();
5773 case GS_STATE_MULTI_PAUSED:
5774 // if ( end_mission ){
5779 case GS_STATE_INGAME_PRE_JOIN:
5780 multi_ingame_select_close();
5783 case GS_STATE_STANDALONE_POSTGAME:
5784 multi_standalone_postgame_close();
5787 case GS_STATE_INITIAL_PLAYER_SELECT:
5788 player_select_close();
5791 case GS_STATE_MULTI_START_GAME:
5792 multi_start_game_close();
5795 case GS_STATE_MULTI_HOST_OPTIONS:
5796 multi_host_options_close();
5799 case GS_STATE_END_OF_CAMPAIGN:
5800 mission_campaign_end_close();
5803 case GS_STATE_LOOP_BRIEF:
5809 // Called when a state is being entered.
5810 // The current state is set to the state we're entering at
5811 // this point, and old_state is set to the state we're coming
5812 // from. You should never try to change the state
5813 // in here... if you think you need to, you probably really
5814 // need to post an event, not change the state.
5816 void game_enter_state( int old_state, int new_state )
5818 switch (new_state) {
5819 case GS_STATE_MAIN_MENU:
5820 // in multiplayer mode, be sure that we are not doing networking anymore.
5821 if ( Game_mode & GM_MULTIPLAYER ) {
5822 SDL_assert( Net_player != NULL );
5823 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5826 Game_time_compression = F1_0;
5828 // determine which ship this guy is currently based on
5829 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5832 if (Player->on_bastion) {
5840 case GS_STATE_BRIEFING:
5841 main_hall_stop_music();
5842 main_hall_stop_ambient();
5844 if (Game_mode & GM_NORMAL) {
5845 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5846 // MWA: or from options or hotkey screens
5847 // JH: or if the command brief state already did this
5848 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5849 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5850 && (old_state != GS_STATE_CMD_BRIEF) ) {
5851 if ( !game_start_mission() ) // this should put us into a new state on failure!
5855 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5856 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5857 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5859 Game_time_compression = F1_0;
5861 if ( red_alert_mission() ) {
5862 gameseq_post_event(GS_EVENT_RED_ALERT);
5869 case GS_STATE_DEBRIEF:
5870 game_stop_looped_sounds();
5871 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
5872 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5877 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5878 multi_df_debrief_init();
5881 case GS_STATE_LOAD_MISSION_MENU:
5884 case GS_STATE_SIMULATOR_ROOM:
5888 case GS_STATE_CAMPAIGN_ROOM:
5889 campaign_room_init();
5892 case GS_STATE_RED_ALERT:
5893 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5897 case GS_STATE_CMD_BRIEF: {
5898 int team_num = 0; // team number used as index for which cmd brief to use.
5900 if (old_state == GS_STATE_OPTIONS_MENU) {
5904 main_hall_stop_music();
5905 main_hall_stop_ambient();
5907 if (Game_mode & GM_NORMAL) {
5908 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5909 // MWA: or from options or hotkey screens
5910 // JH: or if the command brief state already did this
5911 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5912 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5913 if ( !game_start_mission() ) // this should put us into a new state on failure!
5918 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5919 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5920 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5922 cmd_brief_init(team_num);
5928 case GS_STATE_SHIP_SELECT:
5932 case GS_STATE_WEAPON_SELECT:
5933 weapon_select_init();
5936 case GS_STATE_TEAM_SELECT:
5940 case GS_STATE_GAME_PAUSED:
5945 case GS_STATE_DEBUG_PAUSED:
5946 // game_stop_time();
5947 // os_set_title("FreeSpace - PAUSED");
5950 case GS_STATE_TRAINING_PAUSED:
5957 case GS_STATE_OPTIONS_MENU:
5959 options_menu_init();
5962 case GS_STATE_GAME_PLAY:
5963 // coming from the gameplay state or the main menu, we might need to load the mission
5964 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5965 if ( !game_start_mission() ) // this should put us into a new state.
5970 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5971 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
5972 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5973 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5974 (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)) ) {
5975 // JAS: Used to do all paging here.
5979 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5983 main_hall_stop_music();
5984 main_hall_stop_ambient();
5985 event_music_first_pattern(); // start the first pattern
5988 // special code that restores player ship selection and weapons loadout when doing a quick start
5989 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
5990 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5991 wss_direct_restore_loadout();
5995 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5996 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
5997 event_music_first_pattern(); // start the first pattern
6000 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
6001 event_music_first_pattern(); // start the first pattern
6003 player_restore_target_and_weapon_link_prefs();
6005 Game_mode |= GM_IN_MISSION;
6008 // required to truely make mouse deltas zeroed in debug mouse code
6009 void mouse_force_pos(int x, int y);
6010 if (!Is_standalone) {
6011 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
6017 // only start time if in single player, or coming from multi wait state
6020 (Game_mode & GM_NORMAL) &&
6021 (old_state != GS_STATE_VIEW_CUTSCENES)
6023 (Game_mode & GM_MULTIPLAYER) && (
6024 (old_state == GS_STATE_MULTI_PAUSED) ||
6025 (old_state == GS_STATE_MULTI_MISSION_SYNC)
6031 // when coming from the multi paused state, reset the timestamps
6032 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
6033 multi_reset_timestamps();
6036 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
6037 // initialize all object update details
6038 multi_oo_gameplay_init();
6041 // under certain circumstances, the server should reset the object update rate limiting stuff
6042 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
6043 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
6045 // reinitialize the rate limiting system for all clients
6046 multi_oo_rate_init_all();
6049 // multiplayer clients should always re-initialize their control info rate limiting system
6050 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
6051 multi_oo_rate_init_all();
6055 if(Game_mode & GM_MULTIPLAYER){
6056 multi_ping_reset_players();
6059 Game_subspace_effect = 0;
6060 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
6061 Game_subspace_effect = 1;
6062 if( !(Game_mode & GM_STANDALONE_SERVER) ){
6063 game_start_subspace_ambient_sound();
6067 sound_env_set(&Game_sound_env);
6068 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
6070 // clear multiplayer button info i
6071 extern button_info Multi_ship_status_bi;
6072 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
6075 case GS_STATE_HUD_CONFIG:
6079 case GS_STATE_MULTI_JOIN_GAME:
6080 multi_join_clear_game_list();
6082 if (old_state != GS_STATE_OPTIONS_MENU) {
6083 multi_join_game_init();
6088 case GS_STATE_MULTI_HOST_SETUP:
6089 // don't reinitialize if we're coming back from the host options screen
6090 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6091 multi_create_game_init();
6096 case GS_STATE_MULTI_CLIENT_SETUP:
6097 if (old_state != GS_STATE_OPTIONS_MENU) {
6098 multi_game_client_setup_init();
6103 case GS_STATE_CONTROL_CONFIG:
6104 control_config_init();
6107 case GS_STATE_TECH_MENU:
6111 case GS_STATE_BARRACKS_MENU:
6112 if(old_state != GS_STATE_VIEW_MEDALS){
6117 case GS_STATE_MISSION_LOG_SCROLLBACK:
6118 hud_scrollback_init();
6121 case GS_STATE_DEATH_DIED:
6122 Player_died_time = timestamp(10);
6124 if(!(Game_mode & GM_MULTIPLAYER)){
6125 player_show_death_message();
6127 Game_mode |= GM_DEAD_DIED;
6130 case GS_STATE_DEATH_BLEW_UP:
6131 if ( !popupdead_is_active() ) {
6132 Player_ai->target_objnum = -1;
6135 // stop any local EMP effect
6138 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6139 Game_mode |= GM_DEAD_BLEW_UP;
6140 Show_viewing_from_self = 0;
6142 // timestamp how long we should wait before displaying the died popup
6143 if ( !popupdead_is_active() ) {
6144 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6148 case GS_STATE_GAMEPLAY_HELP:
6149 gameplay_help_init();
6152 case GS_STATE_CREDITS:
6153 main_hall_stop_music();
6154 main_hall_stop_ambient();
6158 case GS_STATE_VIEW_MEDALS:
6159 medal_main_init(Player);
6162 case GS_STATE_SHOW_GOALS:
6163 mission_show_goals_init();
6166 case GS_STATE_HOTKEY_SCREEN:
6167 mission_hotkey_init();
6170 case GS_STATE_MULTI_MISSION_SYNC:
6171 // if we're coming from the options screen, don't do any
6172 if(old_state == GS_STATE_OPTIONS_MENU){
6176 switch(Multi_sync_mode){
6177 case MULTI_SYNC_PRE_BRIEFING:
6178 // if moving from game forming to the team select state
6181 case MULTI_SYNC_POST_BRIEFING:
6182 // if moving from briefing into the mission itself
6185 // tell everyone that we're now loading data
6186 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6187 send_netplayer_update_packet();
6189 // JAS: Used to do all paging here!!!!
6191 Net_player->state = NETPLAYER_STATE_WAITING;
6192 send_netplayer_update_packet();
6194 Game_time_compression = F1_0;
6196 case MULTI_SYNC_INGAME:
6202 case GS_STATE_VIEW_CUTSCENES:
6203 cutscenes_screen_init();
6206 case GS_STATE_MULTI_STD_WAIT:
6207 multi_standalone_wait_init();
6210 case GS_STATE_STANDALONE_MAIN:
6211 // don't initialize if we're coming from one of these 2 states unless there are no
6212 // players left (reset situation)
6213 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6214 standalone_main_init();
6218 case GS_STATE_MULTI_PAUSED:
6222 case GS_STATE_INGAME_PRE_JOIN:
6223 multi_ingame_select_init();
6226 case GS_STATE_STANDALONE_POSTGAME:
6227 multi_standalone_postgame_init();
6230 case GS_STATE_INITIAL_PLAYER_SELECT:
6231 player_select_init();
6234 case GS_STATE_MULTI_START_GAME:
6235 multi_start_game_init();
6238 case GS_STATE_MULTI_HOST_OPTIONS:
6239 multi_host_options_init();
6242 case GS_STATE_END_OF_CAMPAIGN:
6243 mission_campaign_end_init();
6246 case GS_STATE_LOOP_BRIEF:
6253 // do stuff that may need to be done regardless of state
6254 void game_do_state_common(int state,int no_networking)
6256 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6257 snd_do_frame(); // update sound system
6258 event_music_do_frame(); // music needs to play across many states
6260 multi_log_process();
6262 if (no_networking) {
6266 // maybe do a multiplayer frame based on game mode and state type
6267 if (Game_mode & GM_MULTIPLAYER) {
6269 case GS_STATE_OPTIONS_MENU:
6270 case GS_STATE_GAMEPLAY_HELP:
6271 case GS_STATE_HOTKEY_SCREEN:
6272 case GS_STATE_HUD_CONFIG:
6273 case GS_STATE_CONTROL_CONFIG:
6274 case GS_STATE_MISSION_LOG_SCROLLBACK:
6275 case GS_STATE_SHOW_GOALS:
6276 case GS_STATE_VIEW_CUTSCENES:
6277 case GS_STATE_EVENT_DEBUG:
6278 multi_maybe_do_frame();
6282 game_do_networking();
6286 // Called once a frame.
6287 // You should never try to change the state
6288 // in here... if you think you need to, you probably really
6289 // need to post an event, not change the state.
6290 int Game_do_state_should_skip = 0;
6291 void game_do_state(int state)
6293 // always lets the do_state_common() function determine if the state should be skipped
6294 Game_do_state_should_skip = 0;
6296 // legal to set the should skip state anywhere in this function
6297 game_do_state_common(state); // do stuff that may need to be done regardless of state
6299 if(Game_do_state_should_skip){
6304 case GS_STATE_MAIN_MENU:
6305 game_set_frametime(GS_STATE_MAIN_MENU);
6306 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6309 main_hall_do(flFrametime);
6313 case GS_STATE_OPTIONS_MENU:
6314 game_set_frametime(GS_STATE_OPTIONS_MENU);
6315 options_menu_do_frame(flFrametime);
6318 case GS_STATE_BARRACKS_MENU:
6319 game_set_frametime(GS_STATE_BARRACKS_MENU);
6320 barracks_do_frame(flFrametime);
6323 case GS_STATE_TRAINING_MENU:
6324 game_set_frametime(GS_STATE_TRAINING_MENU);
6325 training_menu_do_frame(flFrametime);
6328 case GS_STATE_TECH_MENU:
6329 game_set_frametime(GS_STATE_TECH_MENU);
6330 techroom_do_frame(flFrametime);
6333 case GS_STATE_GAMEPLAY_HELP:
6334 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6335 gameplay_help_do_frame(flFrametime);
6338 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6342 case GS_STATE_GAME_PAUSED:
6346 case GS_STATE_DEBUG_PAUSED:
6348 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6353 case GS_STATE_TRAINING_PAUSED:
6354 game_training_pause_do();
6357 case GS_STATE_LOAD_MISSION_MENU:
6361 case GS_STATE_BRIEFING:
6362 game_set_frametime(GS_STATE_BRIEFING);
6363 brief_do_frame(flFrametime);
6366 case GS_STATE_DEBRIEF:
6367 game_set_frametime(GS_STATE_DEBRIEF);
6368 debrief_do_frame(flFrametime);
6371 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6372 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6373 multi_df_debrief_do();
6376 case GS_STATE_SHIP_SELECT:
6377 game_set_frametime(GS_STATE_SHIP_SELECT);
6378 ship_select_do(flFrametime);
6381 case GS_STATE_WEAPON_SELECT:
6382 game_set_frametime(GS_STATE_WEAPON_SELECT);
6383 weapon_select_do(flFrametime);
6386 case GS_STATE_MISSION_LOG_SCROLLBACK:
6387 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6388 hud_scrollback_do_frame(flFrametime);
6391 case GS_STATE_HUD_CONFIG:
6392 game_set_frametime(GS_STATE_HUD_CONFIG);
6393 hud_config_do_frame(flFrametime);
6396 case GS_STATE_MULTI_JOIN_GAME:
6397 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6398 multi_join_game_do_frame();
6401 case GS_STATE_MULTI_HOST_SETUP:
6402 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6403 multi_create_game_do();
6406 case GS_STATE_MULTI_CLIENT_SETUP:
6407 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6408 multi_game_client_setup_do_frame();
6411 case GS_STATE_CONTROL_CONFIG:
6412 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6413 control_config_do_frame(flFrametime);
6416 case GS_STATE_DEATH_DIED:
6420 case GS_STATE_DEATH_BLEW_UP:
6424 case GS_STATE_SIMULATOR_ROOM:
6425 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6426 sim_room_do_frame(flFrametime);
6429 case GS_STATE_CAMPAIGN_ROOM:
6430 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6431 campaign_room_do_frame(flFrametime);
6434 case GS_STATE_RED_ALERT:
6435 game_set_frametime(GS_STATE_RED_ALERT);
6436 red_alert_do_frame(flFrametime);
6439 case GS_STATE_CMD_BRIEF:
6440 game_set_frametime(GS_STATE_CMD_BRIEF);
6441 cmd_brief_do_frame(flFrametime);
6444 case GS_STATE_CREDITS:
6445 game_set_frametime(GS_STATE_CREDITS);
6446 credits_do_frame(flFrametime);
6449 case GS_STATE_VIEW_MEDALS:
6450 game_set_frametime(GS_STATE_VIEW_MEDALS);
6454 case GS_STATE_SHOW_GOALS:
6455 game_set_frametime(GS_STATE_SHOW_GOALS);
6456 mission_show_goals_do_frame(flFrametime);
6459 case GS_STATE_HOTKEY_SCREEN:
6460 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6461 mission_hotkey_do_frame(flFrametime);
6464 case GS_STATE_VIEW_CUTSCENES:
6465 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6466 cutscenes_screen_do_frame();
6469 case GS_STATE_MULTI_STD_WAIT:
6470 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6471 multi_standalone_wait_do();
6474 case GS_STATE_STANDALONE_MAIN:
6475 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6476 standalone_main_do();
6479 case GS_STATE_MULTI_PAUSED:
6480 game_set_frametime(GS_STATE_MULTI_PAUSED);
6484 case GS_STATE_TEAM_SELECT:
6485 game_set_frametime(GS_STATE_TEAM_SELECT);
6489 case GS_STATE_INGAME_PRE_JOIN:
6490 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6491 multi_ingame_select_do();
6494 case GS_STATE_EVENT_DEBUG:
6496 game_set_frametime(GS_STATE_EVENT_DEBUG);
6497 game_show_event_debug(flFrametime);
6501 case GS_STATE_STANDALONE_POSTGAME:
6502 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6503 multi_standalone_postgame_do();
6506 case GS_STATE_INITIAL_PLAYER_SELECT:
6507 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6511 case GS_STATE_MULTI_MISSION_SYNC:
6512 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6516 case GS_STATE_MULTI_START_GAME:
6517 game_set_frametime(GS_STATE_MULTI_START_GAME);
6518 multi_start_game_do();
6521 case GS_STATE_MULTI_HOST_OPTIONS:
6522 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6523 multi_host_options_do();
6526 case GS_STATE_END_OF_CAMPAIGN:
6527 mission_campaign_end_do();
6530 case GS_STATE_END_DEMO:
6531 game_set_frametime(GS_STATE_END_DEMO);
6532 end_demo_campaign_do();
6535 case GS_STATE_LOOP_BRIEF:
6536 game_set_frametime(GS_STATE_LOOP_BRIEF);
6540 } // end switch(gs_current_state)
6544 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6545 int game_do_ram_check(int ram_in_mbytes)
6547 if ( ram_in_mbytes < 30 ) {
6548 int allowed_to_run = 1;
6549 if ( ram_in_mbytes < 25 ) {
6555 if ( allowed_to_run ) {
6556 SDL_MessageBoxData mboxd;
6557 SDL_MessageBoxButtonData mboxbuttons[2];
6560 // not a translated string, but it's too long and smartdrv isn't
6561 // really a thing for any OS we now support :p
6562 // 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);
6563 SDL_snprintf( tmp, sizeof(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n\nPress 'OK' to continue running with less than the minimum required memory.\n", ram_in_mbytes);
6565 mboxbuttons[0].buttonid = 0;
6566 mboxbuttons[0].text = XSTR("Ok", 503);
6567 mboxbuttons[0].flags = 0;
6569 mboxbuttons[1].buttonid = 1;
6570 mboxbuttons[1].text = XSTR("Cancel", 504);
6571 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6573 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6574 mboxd.title = XSTR( "Not Enough RAM", 194);
6575 mboxd.message = tmp;
6576 mboxd.numbuttons = 2;
6577 mboxd.buttons = mboxbuttons;
6578 mboxd.window = NULL;
6579 mboxd.colorScheme = NULL;
6581 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6583 if ( msgbox_rval == 1 ) {
6587 // not a translated string, but it's too long and smartdrv isn't
6588 // really a thing for any OS we now support :p
6589 // 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);
6590 SDL_snprintf( tmp, sizeof(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n", ram_in_mbytes);
6592 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6601 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6602 // If so, copy it over and remove the update directory.
6603 void game_maybe_update_launcher(char *exe_dir)
6608 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6612 int sub_total_destroyed = 0;
6616 // get the total for all his children
6617 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6618 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6621 // find the # of faces for this _individual_ object
6622 total = submodel_get_num_polys(model_num, sm);
6623 if(strstr(pm->submodel[sm].name, "-destroyed")){
6624 sub_total_destroyed = total;
6628 SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6631 *out_total += total + sub_total;
6632 *out_destroyed_total += sub_total_destroyed;
6635 #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);
6636 void game_spew_pof_info()
6638 char *pof_list[1000];
6641 int idx, model_num, i, j;
6643 int total, root_total, model_total, destroyed_total, counted;
6647 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6649 // spew info on all the pofs
6655 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6660 for(idx=0; idx<num_files; idx++, counted++){
6661 SDL_snprintf(str, sizeof(str), "%s.pof", pof_list[idx]);
6662 model_num = model_load(str, 0, NULL);
6664 pm = model_get(model_num);
6666 // if we have a real model
6671 // go through and print all raw submodels
6672 cfputs("RAW\n", out);
6675 for (i=0; i<pm->n_models; i++) {
6676 total = submodel_get_num_polys(model_num, i);
6678 model_total += total;
6679 SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6682 SDL_snprintf(str, sizeof(str), "Model total %d\n", model_total);
6685 // now go through and do it by LOD
6686 cfputs("BY LOD\n\n", out);
6687 for(i=0; i<pm->n_detail_levels; i++){
6688 SDL_snprintf(str, sizeof(str), "LOD %d\n", i);
6692 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6694 destroyed_total = 0;
6695 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6696 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6699 SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6702 SDL_snprintf(str, sizeof(str), "TOTAL: %d\n", total + root_total);
6704 SDL_snprintf(str, sizeof(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6706 SDL_snprintf(str, sizeof(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6709 cfputs("------------------------------------------------------------------------\n\n", out);
6713 if(counted >= MAX_POLYGON_MODELS - 5){
6726 game_spew_pof_info();
6729 int game_main(const char *szCmdLine)
6733 // Find out how much RAM is on this machine
6734 Freespace_total_ram = SDL_GetSystemRAM();
6736 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6740 if (!vm_init(24*1024*1024)) {
6741 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);
6745 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6747 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);
6756 extern void windebug_memwatch_init();
6757 windebug_memwatch_init();
6765 int cpu_cores = SDL_GetCPUCount();
6766 int le = (SDL_BYTEORDER == SDL_LIL_ENDIAN);
6768 mprintf(("Platform: %s\n", SDL_GetPlatform()));
6769 mprintf(("CPU: %d %s\n", cpu_cores, (cpu_cores == 1) ? "core" : "cores"));
6770 mprintf(("Memory: %dMB\n", Freespace_total_ram));
6771 mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, le ? "little" : "big"));
6773 parse_cmdline(szCmdLine);
6775 mprintf(("--------------------------------------------------------------------------------\n"));
6777 #ifdef STANDALONE_ONLY_BUILD
6779 nprintf(("Network", "Standalone running"));
6782 nprintf(("Network", "Standalone running"));
6789 // maybe spew pof stuff
6790 if(Cmdline_spew_pof_info){
6791 game_spew_pof_info();
6796 // non-demo, non-standalone, play the intro movie
6798 if ( !Is_standalone ) {
6800 // release -- movies always play
6803 // 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
6804 movie_play( NOX("intro.mve") );
6806 // debug version, movie will only play with -showmovies
6807 #elif !defined(NDEBUG)
6809 movie_play( NOX("intro.mve") );
6812 if ( Cmdline_show_movies )
6813 movie_play( NOX("intro.mve") );
6822 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6824 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
6828 // only important for non THREADED mode
6831 state = gameseq_process_events();
6832 if ( state == GS_STATE_QUIT_GAME ){
6837 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6839 demo_upsell_show_screens();
6841 #elif defined(OEM_BUILD)
6842 // show upsell screens on exit
6843 oem_upsell_show_screens();
6850 // launcher the fslauncher program on exit
6851 void game_launch_launcher_on_exit()
6859 // This function is called when FreeSpace terminates normally.
6861 void game_shutdown(void)
6863 // don't ever flip a page on the standalone!
6864 if(!(Game_mode & GM_STANDALONE_SERVER)){
6870 // if the player has left the "player select" screen and quit the game without actually choosing
6871 // a player, Player will be NULL, in which case we shouldn't write the player file out!
6872 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6876 // load up common multiplayer icons
6877 multi_unload_common_icons();
6879 shockwave_close(); // release any memory used by shockwave system
6880 fireball_close(); // free fireball system
6881 ship_close(); // free any memory that was allocated for the ships
6882 weapon_close(); // free any memory that was allocated for the weapons
6883 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6884 unload_animating_pointer();// frees the frames used for the animating mouse pointer
6885 bm_unload_all(); // free bitmaps
6886 mission_campaign_close(); // close out the campaign stuff
6887 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
6888 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
6890 #ifdef MULTI_USE_LAG
6894 // the menu close functions will unload the bitmaps if they were displayed during the game
6895 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6898 context_help_close(); // close out help system
6899 training_menu_close();
6900 lcl_close(); // be sure localization is closed out
6903 // free left-over memory from parsed tables
6904 cutscene_tbl_close();
6906 scoring_tbl_close();
6907 player_tips_close();
6909 extern void joy_close();
6912 audiostream_close();
6914 event_music_close();
6918 // HACKITY HACK HACK
6919 // if this flag is set, we should be firing up the launcher when exiting freespace
6920 extern int Multi_update_fireup_launcher_on_exit;
6921 if(Multi_update_fireup_launcher_on_exit){
6922 game_launch_launcher_on_exit();
6926 // game_stop_looped_sounds()
6928 // This function will call the appropriate stop looped sound functions for those
6929 // modules which use looping sounds. It is not enough just to stop a looping sound
6930 // at the DirectSound level, the game is keeping track of looping sounds, and this
6931 // function is used to inform the game that looping sounds are being halted.
6933 void game_stop_looped_sounds()
6935 hud_stop_looped_locking_sounds();
6936 hud_stop_looped_engine_sounds();
6937 afterburner_stop_sounds();
6938 player_stop_looped_sounds();
6939 obj_snd_stop_all(); // stop all object-linked persistant sounds
6940 game_stop_subspace_ambient_sound();
6941 snd_stop(Radar_static_looping);
6942 Radar_static_looping = -1;
6943 snd_stop(Target_static_looping);
6944 shipfx_stop_engine_wash_sound();
6945 Target_static_looping = -1;
6948 //////////////////////////////////////////////////////////////////////////
6950 // Code for supporting an animating mouse pointer
6953 //////////////////////////////////////////////////////////////////////////
6955 typedef struct animating_obj
6964 static animating_obj Animating_mouse;
6966 // ----------------------------------------------------------------------------
6967 // init_animating_pointer()
6969 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6970 // gets properly initialized
6972 void init_animating_pointer()
6974 Animating_mouse.first_frame = -1;
6975 Animating_mouse.num_frames = 0;
6976 Animating_mouse.current_frame = -1;
6977 Animating_mouse.time = 0.0f;
6978 Animating_mouse.elapsed_time = 0.0f;
6981 // ----------------------------------------------------------------------------
6982 // load_animating_pointer()
6984 // Called at game init to load in the frames for the animating mouse pointer
6986 // input: filename => filename of animation file that holds the animation
6988 void load_animating_pointer(const char *filename, int dx, int dy)
6993 init_animating_pointer();
6995 am = &Animating_mouse;
6996 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
6997 if ( am->first_frame == -1 )
6998 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
6999 am->current_frame = 0;
7000 am->time = am->num_frames / i2fl(fps);
7003 // ----------------------------------------------------------------------------
7004 // unload_animating_pointer()
7006 // Called at game shutdown to free the memory used to store the animation frames
7008 void unload_animating_pointer()
7013 am = &Animating_mouse;
7014 for ( i = 0; i < am->num_frames; i++ ) {
7015 SDL_assert( (am->first_frame+i) >= 0 );
7016 bm_release(am->first_frame + i);
7019 am->first_frame = -1;
7021 am->current_frame = -1;
7024 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
7025 void game_render_mouse(float frametime)
7030 // if animating cursor exists, play the next frame
7031 am = &Animating_mouse;
7032 if ( am->first_frame != -1 ) {
7033 mouse_get_pos(&mx, &my);
7034 am->elapsed_time += frametime;
7035 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
7036 if ( am->current_frame >= am->num_frames ) {
7037 am->current_frame = 0;
7038 am->elapsed_time = 0.0f;
7040 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
7044 // ----------------------------------------------------------------------------
7045 // game_maybe_draw_mouse()
7047 // determines whether to draw the mouse pointer at all, and what frame of
7048 // animation to use if the mouse is animating
7050 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
7052 // input: frametime => elapsed frame time in seconds since last call
7054 void game_maybe_draw_mouse(float frametime)
7058 game_state = gameseq_get_state();
7060 switch ( game_state ) {
7061 case GS_STATE_GAME_PAUSED:
7062 // case GS_STATE_MULTI_PAUSED:
7063 case GS_STATE_GAME_PLAY:
7064 case GS_STATE_DEATH_DIED:
7065 case GS_STATE_DEATH_BLEW_UP:
7066 if ( popup_active() || popupdead_is_active() ) {
7078 if ( !Mouse_hidden )
7079 game_render_mouse(frametime);
7083 void game_do_training_checks()
7087 waypoint_list *wplp;
7089 if (Training_context & TRAINING_CONTEXT_SPEED) {
7090 s = (int) Player_obj->phys_info.fspeed;
7091 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7092 if (!Training_context_speed_set) {
7093 Training_context_speed_set = 1;
7094 Training_context_speed_timestamp = timestamp();
7098 Training_context_speed_set = 0;
7101 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7102 wplp = &Waypoint_lists[Training_context_path];
7103 if (wplp->count > Training_context_goal_waypoint) {
7104 i = Training_context_goal_waypoint;
7106 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7107 if (d <= Training_context_distance) {
7108 Training_context_at_waypoint = i;
7109 if (Training_context_goal_waypoint == i) {
7110 Training_context_goal_waypoint++;
7111 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7118 if (i == wplp->count)
7121 } while (i != Training_context_goal_waypoint);
7125 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7126 Players_target = Player_ai->target_objnum;
7127 Players_targeted_subsys = Player_ai->targeted_subsys;
7128 Players_target_timestamp = timestamp();
7132 /////////// Following is for event debug view screen
7136 #define EVENT_DEBUG_MAX 5000
7137 #define EVENT_DEBUG_EVENT 0x8000
7139 int Event_debug_index[EVENT_DEBUG_MAX];
7142 void game_add_event_debug_index(int n, int indent)
7144 if (ED_count < EVENT_DEBUG_MAX)
7145 Event_debug_index[ED_count++] = n | (indent << 16);
7148 void game_add_event_debug_sexp(int n, int indent)
7153 if (Sexp_nodes[n].first >= 0) {
7154 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7155 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7159 game_add_event_debug_index(n, indent);
7160 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7161 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7163 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7166 void game_event_debug_init()
7171 for (e=0; e<Num_mission_events; e++) {
7172 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7173 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7177 void game_show_event_debug(float frametime)
7181 int font_height, font_width;
7183 static int scroll_offset = 0;
7185 k = game_check_key();
7191 if (scroll_offset < 0)
7201 scroll_offset -= 20;
7202 if (scroll_offset < 0)
7207 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7211 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7217 gr_set_color_fast(&Color_bright);
7219 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7221 gr_set_color_fast(&Color_normal);
7223 gr_get_string_size(&font_width, &font_height, NOX("test"));
7224 y_max = gr_screen.max_h - font_height - 5;
7228 while (k < ED_count) {
7229 if (y_index > y_max)
7232 z = Event_debug_index[k];
7233 if (z & EVENT_DEBUG_EVENT) {
7235 SDL_snprintf(buf, sizeof(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7236 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7237 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7238 Mission_events[z].repeat_count, Mission_events[z].interval);
7246 SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, sizeof(buf));
7247 switch (Sexp_nodes[z & 0x7fff].value) {
7249 SDL_strlcat(buf, NOX(" (True)"), sizeof(buf));
7253 SDL_strlcat(buf, NOX(" (False)"), sizeof(buf));
7256 case SEXP_KNOWN_TRUE:
7257 SDL_strlcat(buf, NOX(" (Always true)"), sizeof(buf));
7260 case SEXP_KNOWN_FALSE:
7261 SDL_strlcat(buf, NOX(" (Always false)"), sizeof(buf));
7264 case SEXP_CANT_EVAL:
7265 SDL_strlcat(buf, NOX(" (Can't eval)"), sizeof(buf));
7269 case SEXP_NAN_FOREVER:
7270 SDL_strlcat(buf, NOX(" (Not a number)"), sizeof(buf));
7275 gr_printf(10, y_index, buf);
7276 y_index += font_height;
7289 int Tmap_num_too_big = 0;
7290 int Num_models_needing_splitting = 0;
7292 void Time_model( int modelnum )
7294 // mprintf(( "Timing ship '%s'\n", si->name ));
7296 vector eye_pos, model_pos;
7297 matrix eye_orient, model_orient;
7299 polymodel *pm = model_get( modelnum );
7301 int l = strlen(pm->filename);
7303 if ( (l == '/') || (l=='\\') || (l==':')) {
7309 char *pof_file = &pm->filename[l];
7311 int model_needs_splitting = 0;
7313 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7315 for (i=0; i<pm->n_textures; i++ ) {
7316 char filename[1024];
7319 int bmp_num = pm->original_textures[i];
7320 if ( bmp_num > -1 ) {
7321 bm_get_palette(pm->original_textures[i], pal, filename, sizeof(filename) );
7323 bm_get_info( pm->original_textures[i],&w, &h );
7326 if ( (w > 512) || (h > 512) ) {
7327 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7329 model_needs_splitting++;
7332 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7336 if ( model_needs_splitting ) {
7337 Num_models_needing_splitting++;
7339 eye_orient = model_orient = vmd_identity_matrix;
7340 eye_pos = model_pos = vmd_zero_vector;
7342 eye_pos.xyz.z = -pm->rad*2.0f;
7344 vector eye_to_model;
7346 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7347 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7349 fix t1 = timer_get_fixed_seconds();
7352 ta.p = ta.b = ta.h = 0.0f;
7355 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7357 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7359 modelstats_num_polys = modelstats_num_verts = 0;
7361 while( ta.h < PI2 ) {
7364 vm_angles_2_matrix(&m1, &ta );
7365 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7372 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7374 model_clear_instance( modelnum );
7375 model_set_detail_level(0); // use highest detail level
7376 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7384 int k = key_inkey();
7385 if ( k == SDLK_ESCAPE ) {
7390 fix t2 = timer_get_fixed_seconds();
7392 if (framecount < 1) {
7396 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7397 //bitmaps_used_this_frame /= framecount;
7399 modelstats_num_polys /= framecount;
7400 modelstats_num_verts /= framecount;
7402 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7403 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 );
7405 // 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 );
7411 int Time_models = 0;
7412 DCF_BOOL( time_models, Time_models );
7414 void Do_model_timings_test()
7418 if ( !Time_models ) return;
7420 mprintf(( "Timing models!\n" ));
7424 ubyte model_used[MAX_POLYGON_MODELS];
7425 int model_id[MAX_POLYGON_MODELS];
7426 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7431 for (i=0; i<Num_ship_types; i++ ) {
7432 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7434 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7435 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7438 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7439 if ( !Texture_fp ) return;
7441 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7442 if ( !Time_fp ) return;
7444 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7445 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7447 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7448 if ( model_used[i] ) {
7449 Time_model( model_id[i] );
7453 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7454 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7463 // Call this function when you want to inform the player that a feature is not
7464 // enabled in the DEMO version of FreSpace
7465 void game_feature_not_in_demo_popup()
7467 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7470 // format the specified time (fixed point) into a nice string
7471 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7474 int hours,minutes,seconds;
7476 mtime = f2fl(m_time);
7478 // get the hours, minutes and seconds
7479 hours = (int)(mtime / 3600.0f);
7481 mtime -= (3600.0f * (float)hours);
7483 seconds = (int)mtime%60;
7484 minutes = (int)mtime/60;
7487 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7489 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7493 // Stuff version string in *str.
7494 void get_version_string(char *str, const int str_len)
7497 if ( FS_VERSION_BUILD == 0 ) {
7498 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7500 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7503 #if defined (FS2_DEMO) || defined(FS1_DEMO)
7504 SDL_strlcat(str, " D", str_len);
7505 #elif defined (OEM_BUILD)
7506 SDL_strlcat(str, " (OEM)", str_len);
7512 char myname[_MAX_PATH];
7513 int namelen, major, minor, build, waste;
7514 unsigned int buf_size;
7520 // Find my EXE file name
7521 hMod = GetModuleHandle(NULL);
7522 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7524 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7525 infop = (char *)malloc(version_size);
7526 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7528 // get the product version
7529 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7530 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7532 sprintf(str,"Dv%d.%02d",major, minor);
7534 sprintf(str,"v%d.%02d",major, minor);
7539 void get_version_string_short(char *str, const int str_len)
7541 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7544 // ----------------------------------------------------------------
7546 // OEM UPSELL SCREENS BEGIN
7548 // ----------------------------------------------------------------
7549 #if defined(OEM_BUILD)
7551 #define NUM_OEM_UPSELL_SCREENS 3
7552 #define OEM_UPSELL_SCREEN_DELAY 10000
7554 static int Oem_upsell_bitmaps_loaded = 0;
7555 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7556 static int Oem_upsell_screen_number = 0;
7557 static int Oem_upsell_show_next_bitmap_time;
7560 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
7573 static int Oem_normal_cursor = -1;
7574 static int Oem_web_cursor = -1;
7575 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
7576 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7578 void oem_upsell_next_screen()
7580 Oem_upsell_screen_number++;
7581 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7582 // extra long delay, mouse shown on last upsell
7583 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7587 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7591 void oem_upsell_load_bitmaps()
7595 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7596 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7600 void oem_upsell_unload_bitmaps()
7604 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7605 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7606 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7611 Oem_upsell_bitmaps_loaded = 0;
7614 // clickable hotspot on 3rd OEM upsell screen
7615 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7617 28, 350, 287, 96 // x, y, w, h
7620 45, 561, 460, 152 // x, y, w, h
7624 void oem_upsell_show_screens()
7626 int current_time, k;
7629 if ( !Oem_upsell_bitmaps_loaded ) {
7630 oem_upsell_load_bitmaps();
7631 Oem_upsell_bitmaps_loaded = 1;
7634 // may use upsell screens more than once
7635 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7636 Oem_upsell_screen_number = 0;
7642 int nframes; // used to pass, not really needed (should be 1)
7643 Oem_normal_cursor = gr_get_cursor_bitmap();
7644 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7645 SDL_assert(Oem_web_cursor >= 0);
7646 if (Oem_web_cursor < 0) {
7647 Oem_web_cursor = Oem_normal_cursor;
7652 //oem_reset_trailer_timer();
7654 current_time = timer_get_milliseconds();
7659 // advance screen on keypress or timeout
7660 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7661 oem_upsell_next_screen();
7664 // check if we are done
7665 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7666 Oem_upsell_screen_number--;
7669 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7674 // show me the upsell
7675 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
7676 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7680 // if this is the 3rd upsell, make it clickable, d00d
7681 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7683 int button_state = mouse_get_pos(&mx, &my);
7684 if ( (mx >= Oem_upsell3_button_coords[gr_screen.res][0]) && (mx <= Oem_upsell3_button_coords[gr_screen.res][0] + Oem_upsell3_button_coords[gr_screen.res][2])
7685 && (my >= Oem_upsell3_button_coords[gr_screen.res][1]) && (my <= Oem_upsell3_button_coords[gr_screen.res][1] + Oem_upsell3_button_coords[gr_screen.res][3]) )
7688 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7691 if (button_state & MOUSE_LEFT_BUTTON) {
7693 multi_pxo_url(OEM_UPSELL_URL);
7697 // switch cursor back to normal one
7698 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7703 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7713 oem_upsell_unload_bitmaps();
7715 // switch cursor back to normal one
7716 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7720 #endif // defined(OEM_BUILD)
7721 // ----------------------------------------------------------------
7723 // OEM UPSELL SCREENS END
7725 // ----------------------------------------------------------------
7729 // ----------------------------------------------------------------
7731 // DEMO UPSELL SCREENS BEGIN
7733 // ----------------------------------------------------------------
7735 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7738 #define NUM_DEMO_UPSELL_SCREENS 2
7740 #define NUM_DEMO_UPSELL_SCREENS 4
7742 #define DEMO_UPSELL_SCREEN_DELAY 3000
7744 static int Demo_upsell_bitmaps_loaded = 0;
7745 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7746 static int Demo_upsell_screen_number = 0;
7747 static int Demo_upsell_show_next_bitmap_time;
7750 static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7776 void demo_upsell_next_screen()
7778 Demo_upsell_screen_number++;
7779 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7780 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7782 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7786 void demo_upsell_load_bitmaps()
7790 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7791 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7795 void demo_upsell_unload_bitmaps()
7799 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7800 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7801 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7806 Demo_upsell_bitmaps_loaded = 0;
7809 void demo_upsell_show_screens()
7811 int current_time, k;
7814 if ( !Demo_upsell_bitmaps_loaded ) {
7815 demo_upsell_load_bitmaps();
7816 Demo_upsell_bitmaps_loaded = 1;
7819 // may use upsell screens more than once
7820 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7821 Demo_upsell_screen_number = 0;
7828 demo_reset_trailer_timer();
7830 current_time = timer_get_milliseconds();
7837 // don't time out, wait for keypress
7839 if ( current_time > Demo_upsell_show_next_bitmap_time ) {
7840 demo_upsell_next_screen();
7845 demo_upsell_next_screen();
7848 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7849 Demo_upsell_screen_number--;
7852 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7857 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
7858 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7863 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7873 demo_upsell_unload_bitmaps();
7878 // ----------------------------------------------------------------
7880 // DEMO UPSELL SCREENS END
7882 // ----------------------------------------------------------------
7885 // ----------------------------------------------------------------
7887 // Subspace Ambient Sound START
7889 // ----------------------------------------------------------------
7891 static int Subspace_ambient_left_channel = -1;
7892 static int Subspace_ambient_right_channel = -1;
7895 void game_start_subspace_ambient_sound()
7897 if ( Subspace_ambient_left_channel < 0 ) {
7898 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7901 if ( Subspace_ambient_right_channel < 0 ) {
7902 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7906 void game_stop_subspace_ambient_sound()
7908 if ( Subspace_ambient_left_channel >= 0 ) {
7909 snd_stop(Subspace_ambient_left_channel);
7910 Subspace_ambient_left_channel = -1;
7913 if ( Subspace_ambient_right_channel >= 0 ) {
7914 snd_stop(Subspace_ambient_right_channel);
7915 Subspace_ambient_right_channel = -1;
7919 // ----------------------------------------------------------------
7921 // Subspace Ambient Sound END
7923 // ----------------------------------------------------------------
7925 // ----------------------------------------------------------------
7927 // Language Autodetection stuff
7930 // this layout order must match Lcl_languages in localize.cpp in order for the
7931 // correct language to be detected
7932 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7934 1366105450, // English
7936 589986744, // English
7938 -1132430286, // German
7940 -1131728960, // Polish
7943 // default setting is "-1" to use config file with English as fall back
7944 // DO NOT change the default setting here or something uncouth might happen
7945 // in the localization code
7951 // try and open the file to verify
7952 CFILE *detect = cfopen("font01.vf", "rb");
7954 // will use default setting if something went wrong
7959 // get the long checksum of the file
7961 cfseek(detect, 0, SEEK_SET);
7962 cf_chksum_long(detect, &file_checksum);
7966 // now compare the checksum/filesize against known #'s
7967 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
7968 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
7973 // notify if a match was not found, include detected checksum
7974 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
7975 printf("Using default language...\n\n");
7981 // End Auto Lang stuff
7983 // ----------------------------------------------------------------
7985 // ----------------------------------------------------------------
7986 // SHIPS TBL VERIFICATION STUFF
7989 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
7990 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
7991 #define NUM_SHIPS_TBL_CHECKSUMS 3
7993 #define NUM_SHIPS_TBL_CHECKSUMS 1
7997 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7998 1696074201, // FS2 demo
8001 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8002 1603375034, // FS1 DEMO
8005 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8006 -129679197, // FS1 Full 1.06 (US)
8007 7762567, // FS1 SilentThreat
8008 1555372475 // FS1 Full 1.06 (German)
8012 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8013 -463907578, // US - beta 1
8014 1696074201, // FS2 demo
8017 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8018 // -1022810006, // 1.0 FULL
8019 -1254285366 // 1.2 FULL (German)
8023 void verify_ships_tbl()
8027 Game_ships_tbl_valid = 1;
8033 // detect if the packfile exists
8034 CFILE *detect = cfopen("ships.tbl", "rb");
8035 Game_ships_tbl_valid = 0;
8039 Game_ships_tbl_valid = 0;
8043 // get the long checksum of the file
8045 cfseek(detect, 0, SEEK_SET);
8046 cf_chksum_long(detect, &file_checksum);
8050 // now compare the checksum/filesize against known #'s
8051 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
8052 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
8053 Game_ships_tbl_valid = 1;
8060 DCF(shipspew, "display the checksum for the current ships.tbl")
8063 CFILE *detect = cfopen("ships.tbl", "rb");
8064 // get the long checksum of the file
8066 cfseek(detect, 0, SEEK_SET);
8067 cf_chksum_long(detect, &file_checksum);
8070 dc_printf("%d", file_checksum);
8073 // ----------------------------------------------------------------
8074 // WEAPONS TBL VERIFICATION STUFF
8077 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8078 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8079 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8081 #define NUM_WEAPONS_TBL_CHECKSUMS 1
8085 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8086 -266420030, // demo 1
8089 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8090 -1246928725, // FS1 DEMO
8093 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8094 -834598107, // FS1 1.06 Full (US)
8095 -1652231417, // FS1 SilentThreat
8096 720209793 // FS1 1.06 Full (German)
8100 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8101 141718090, // US - beta 1
8102 -266420030, // demo 1
8105 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8106 // 399297860, // 1.0 FULL
8107 -553984927 // 1.2 FULL (german)
8111 void verify_weapons_tbl()
8115 Game_weapons_tbl_valid = 1;
8121 // detect if the packfile exists
8122 CFILE *detect = cfopen("weapons.tbl", "rb");
8123 Game_weapons_tbl_valid = 0;
8127 Game_weapons_tbl_valid = 0;
8131 // get the long checksum of the file
8133 cfseek(detect, 0, SEEK_SET);
8134 cf_chksum_long(detect, &file_checksum);
8138 // now compare the checksum/filesize against known #'s
8139 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8140 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8141 Game_weapons_tbl_valid = 1;
8148 DCF(wepspew, "display the checksum for the current weapons.tbl")
8151 CFILE *detect = cfopen("weapons.tbl", "rb");
8152 // get the long checksum of the file
8154 cfseek(detect, 0, SEEK_SET);
8155 cf_chksum_long(detect, &file_checksum);
8158 dc_printf("%d", file_checksum);
8161 // if the game is running using hacked data
8162 int game_hacked_data()
8165 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8173 void display_title_screen()
8175 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
8176 ///int title_bitmap;
8179 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8180 if (title_bitmap == -1) {
8185 gr_set_bitmap(title_bitmap);
8193 bm_unload(title_bitmap);
8194 #endif // FS2_DEMO || OEM_BUILD || FS1_DEMO
8197 // return true if the game is running with "low memory", which is less than 48MB
8198 bool game_using_low_mem()
8200 if (Use_low_mem == 0) {