2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
18 * Revision 1.40 2005/10/01 21:40:38 taylor
19 * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20 * make sure a global cmdline.cfg file works with OS X when built as an app
22 * Revision 1.39 2005/08/12 08:57:20 taylor
23 * don't show hardware S-RAM value on HUD in debug
24 * do show in use GL texture memory
25 * have an actual fade effect for the credits screen artwork
27 * Revision 1.38 2004/09/20 01:31:44 theoddone33
30 * Revision 1.37 2004/07/04 11:31:43 taylor
31 * amd64 support, compiler warning fixes, don't use software rendering
33 * Revision 1.36 2004/06/12 01:11:35 taylor
34 * x86 compile fixes for OSX patch
36 * Revision 1.35 2004/06/11 00:53:02 tigital
37 * OSX: .app name, casts for gcc
39 * Revision 1.34 2003/08/09 03:18:03 taylor
40 * fix tips popup not having any tips
42 * Revision 1.33 2003/08/03 15:57:00 taylor
43 * simpler mouse usage; default ini settings in os_init(); cleanup
45 * Revision 1.32 2003/06/19 11:51:41 taylor
46 * adjustments to memory leak fixes
48 * Revision 1.31 2003/06/11 18:30:32 taylor
51 * Revision 1.30 2003/06/03 04:00:39 taylor
52 * Polish language support (Janusz Dziemidowicz)
54 * Revision 1.29 2003/05/25 02:30:42 taylor
57 * Revision 1.28 2003/05/18 03:55:30 taylor
58 * automatic language selection support
60 * Revision 1.27 2003/03/03 04:54:44 theoddone33
61 * Commit Taylor's ShowFPS fix
63 * Revision 1.26 2003/02/20 17:41:07 theoddone33
64 * Userdir patch from Taylor Richards
66 * Revision 1.25 2003/01/30 19:54:10 relnev
67 * ini config option for the frames per second counter (Taylor Richards)
69 * Revision 1.24 2002/08/31 01:39:13 theoddone33
70 * Speed up the renderer a tad
72 * Revision 1.23 2002/08/04 02:31:00 relnev
73 * make numlock not overlap with pause
75 * Revision 1.22 2002/08/02 23:07:03 relnev
76 * don't access the mouse in standalone mode
78 * Revision 1.21 2002/07/28 05:05:08 relnev
79 * removed some old stuff
81 * Revision 1.20 2002/07/24 00:20:41 relnev
84 * Revision 1.19 2002/06/17 06:33:08 relnev
85 * ryan's struct patch for gcc 2.95
87 * Revision 1.18 2002/06/16 04:46:33 relnev
88 * set up correct checksums for demo
90 * Revision 1.17 2002/06/09 04:41:17 relnev
91 * added copyright header
93 * Revision 1.16 2002/06/09 03:16:04 relnev
96 * removed unneeded asm, old sdl 2d setup.
98 * fixed crash caused by opengl_get_region.
100 * Revision 1.15 2002/06/05 08:05:28 relnev
101 * stub/warning removal.
103 * reworked the sound code.
105 * Revision 1.14 2002/06/05 04:03:32 relnev
106 * finished cfilesystem.
108 * removed some old code.
110 * fixed mouse save off-by-one.
114 * Revision 1.13 2002/06/02 04:26:34 relnev
117 * Revision 1.12 2002/06/02 00:31:35 relnev
118 * implemented osregistry
120 * Revision 1.11 2002/06/01 09:00:34 relnev
121 * silly debug memmanager
123 * Revision 1.10 2002/06/01 07:12:32 relnev
124 * a few NDEBUG updates.
126 * removed a few warnings.
128 * Revision 1.9 2002/05/31 03:05:59 relnev
131 * Revision 1.8 2002/05/29 02:52:32 theoddone33
132 * Enable OpenGL renderer
134 * Revision 1.7 2002/05/28 08:52:03 relnev
135 * implemented two assembly stubs.
137 * cleaned up a few warnings.
139 * added a little demo hackery to make it progress a little farther.
141 * Revision 1.6 2002/05/28 06:28:20 theoddone33
142 * Filesystem mods, actually reads some data files now
144 * Revision 1.5 2002/05/28 04:07:28 theoddone33
145 * New graphics stubbing arrangement
147 * Revision 1.4 2002/05/27 22:46:52 theoddone33
148 * Remove more undefined symbols
150 * Revision 1.3 2002/05/26 23:31:18 relnev
151 * added a few files that needed to be compiled
153 * freespace.cpp: now compiles
155 * Revision 1.2 2002/05/07 03:16:44 theoddone33
156 * The Great Newline Fix
158 * Revision 1.1.1.1 2002/05/03 03:28:09 root
162 * 201 6/16/00 3:15p Jefff
163 * sim of the year dvd version changes, a few german soty localization
166 * 200 11/03/99 11:06a Jefff
169 * 199 10/26/99 5:07p Jamest
170 * fixed jeffs dumb debug code
172 * 198 10/25/99 5:53p Jefff
173 * call control_config_common_init() on startup
175 * 197 10/14/99 10:18a Daveb
176 * Fixed incorrect CD checking problem on standalone server.
178 * 196 10/13/99 9:22a Daveb
179 * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180 * related to movies. Fixed launcher spawning from PXO screen.
182 * 195 10/06/99 11:05a Jefff
183 * new oem upsell 3 hotspot coords
185 * 194 10/06/99 10:31a Jefff
188 * 193 10/01/99 9:10a Daveb
191 * 192 9/15/99 4:57a Dave
192 * Updated ships.tbl checksum
194 * 191 9/15/99 3:58a Dave
195 * Removed framerate warning at all times.
197 * 190 9/15/99 3:16a Dave
198 * Remove mt-011.fs2 from the builtin mission list.
200 * 189 9/15/99 1:45a Dave
201 * Don't init joystick on standalone. Fixed campaign mode on standalone.
202 * Fixed no-score-report problem in TvT
204 * 188 9/14/99 6:08a Dave
205 * Updated (final) single, multi, and campaign list.
207 * 187 9/14/99 3:26a Dave
208 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209 * respawn-too-early problem. Made a few crash points safe.
211 * 186 9/13/99 4:52p Dave
214 * 185 9/12/99 8:09p Dave
215 * Fixed problem where skip-training button would cause mission messages
216 * not to get paged out for the current mission.
218 * 184 9/10/99 11:53a Dave
219 * Shutdown graphics before sound to eliminate apparent lockups when
220 * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
222 * 183 9/09/99 11:40p Dave
223 * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224 * 2 end movies properly, based upon what the player did in the mission.
226 * 182 9/08/99 10:29p Dave
227 * Make beam sound pausing and unpausing much safer.
229 * 181 9/08/99 10:01p Dave
230 * Make sure game won't run in a drive's root directory. Make sure
231 * standalone routes suqad war messages properly to the host.
233 * 180 9/08/99 3:22p Dave
234 * Updated builtin mission list.
236 * 179 9/08/99 12:01p Jefff
237 * fixed Game_builtin_mission_list typo on Training-2.fs2
239 * 178 9/08/99 9:48a Andsager
240 * Add force feedback for engine wash.
242 * 177 9/07/99 4:01p Dave
243 * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244 * does everything properly (setting up address when binding). Remove
245 * black rectangle background from UI_INPUTBOX.
247 * 176 9/13/99 2:40a Dave
248 * Comment in full 80 minute CD check for RELEASE_REAL builds.
250 * 175 9/06/99 6:38p Dave
251 * Improved CD detection code.
253 * 174 9/06/99 1:30a Dave
254 * Intermediate checkin. Started on enforcing CD-in-drive to play the
257 * 173 9/06/99 1:16a Dave
258 * Make sure the user sees the intro movie.
260 * 172 9/04/99 8:00p Dave
261 * Fixed up 1024 and 32 bit movie support.
263 * 171 9/03/99 1:32a Dave
264 * CD checking by act. Added support to play 2 cutscenes in a row
265 * seamlessly. Fixed super low level cfile bug related to files in the
266 * root directory of a CD. Added cheat code to set campaign mission # in
269 * 170 9/01/99 10:49p Dave
270 * Added nice SquadWar checkbox to the client join wait screen.
272 * 169 9/01/99 10:14a Dave
275 * 168 8/29/99 4:51p Dave
276 * Fixed damaged checkin.
278 * 167 8/29/99 4:18p Andsager
279 * New "burst" limit for friendly damage. Also credit more damage done
280 * against large friendly ships.
282 * 166 8/27/99 6:38p Alanl
283 * crush the blasted repeating messages bug
285 * 164 8/26/99 9:09p Dave
286 * Force framerate check in everything but a RELEASE_REAL build.
288 * 163 8/26/99 9:45a Dave
289 * First pass at easter eggs and cheats.
291 * 162 8/24/99 8:55p Dave
292 * Make sure nondimming pixels work properly in tech menu.
294 * 161 8/24/99 1:49a Dave
295 * Fixed client-side afterburner stuttering. Added checkbox for no version
296 * checking on PXO join. Made button info passing more friendly between
299 * 160 8/22/99 5:53p Dave
300 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301 * instead of ship designations for multiplayer players.
303 * 159 8/22/99 1:19p Dave
304 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305 * which d3d cards are detected.
307 * 158 8/20/99 2:09p Dave
308 * PXO banner cycling.
310 * 157 8/19/99 10:59a Dave
311 * Packet loss detection.
313 * 156 8/19/99 10:12a Alanl
314 * preload mission-specific messages on machines greater than 48MB
316 * 155 8/16/99 4:04p Dave
317 * Big honking checkin.
319 * 154 8/11/99 5:54p Dave
320 * Fixed collision problem. Fixed standalone ghost problem.
322 * 153 8/10/99 7:59p Jefff
325 * 152 8/10/99 6:54p Dave
326 * Mad optimizations. Added paging to the nebula effect.
328 * 151 8/10/99 3:44p Jefff
329 * loads Intelligence information on startup
331 * 150 8/09/99 3:47p Dave
332 * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333 * non-nebula missions.
335 * 149 8/09/99 2:21p Andsager
336 * Fix patching from multiplayer direct to launcher update tab.
338 * 148 8/09/99 10:36a Dave
339 * Version info for game.
341 * 147 8/06/99 9:46p Dave
342 * Hopefully final changes for the demo.
344 * 146 8/06/99 3:34p Andsager
345 * Make title version info "(D)" -> "D" show up nicely
347 * 145 8/06/99 2:59p Adamp
348 * Fixed NT launcher/update problem.
350 * 144 8/06/99 1:52p Dave
351 * Bumped up MAX_BITMAPS for the demo.
353 * 143 8/06/99 12:17p Andsager
354 * Demo: down to just 1 demo dog
356 * 142 8/05/99 9:39p Dave
357 * Yet another new checksum.
359 * 141 8/05/99 6:19p Dave
360 * New demo checksums.
362 * 140 8/05/99 5:31p Andsager
363 * Up demo version 1.01
365 * 139 8/05/99 4:22p Andsager
366 * No time limit on upsell screens. Reverse order of display of upsell
369 * 138 8/05/99 4:17p Dave
370 * Tweaks to client interpolation.
372 * 137 8/05/99 3:52p Danw
374 * 136 8/05/99 3:01p Danw
376 * 135 8/05/99 2:43a Anoop
377 * removed duplicate definition.
379 * 134 8/05/99 2:13a Dave
382 * 133 8/05/99 2:05a Dave
385 * 132 8/05/99 1:22a Andsager
388 * 131 8/04/99 9:51p Andsager
389 * Add title screen to demo
391 * 130 8/04/99 6:47p Jefff
392 * fixed link error resulting from #ifdefs
394 * 129 8/04/99 6:26p Dave
395 * Updated ship tbl checksum.
397 * 128 8/04/99 5:40p Andsager
398 * Add multiple demo dogs
400 * 127 8/04/99 5:36p Andsager
401 * Show upsell screens at end of demo campaign before returning to main
404 * 126 8/04/99 11:42a Danw
405 * tone down EAX reverb
407 * 125 8/04/99 11:23a Dave
408 * Updated demo checksums.
410 * 124 8/03/99 11:02p Dave
411 * Maybe fixed sync problems in multiplayer.
413 * 123 8/03/99 6:21p Jefff
416 * 122 8/03/99 3:44p Andsager
417 * Launch laucher if trying to run FS without first having configured
420 * 121 8/03/99 12:45p Dave
423 * 120 8/02/99 9:13p Dave
426 * 119 7/30/99 10:31p Dave
427 * Added comm menu to the configurable hud files.
429 * 118 7/30/99 5:17p Andsager
430 * first fs2demo checksums
432 * 117 7/29/99 3:09p Anoop
434 * 116 7/29/99 12:05a Dave
435 * Nebula speed optimizations.
437 * 115 7/27/99 8:59a Andsager
438 * Make major, minor version consistent for all builds. Only show major
439 * and minor for launcher update window.
441 * 114 7/26/99 5:50p Dave
442 * Revised ingame join. Better? We'll see....
444 * 113 7/26/99 5:27p Andsager
445 * Add training mission as builtin to demo build
447 * 112 7/24/99 1:54p Dave
448 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
451 * 111 7/22/99 4:00p Dave
452 * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
454 * 110 7/21/99 8:10p Dave
455 * First run of supernova effect.
457 * 109 7/20/99 1:49p Dave
458 * Peter Drake build. Fixed some release build warnings.
460 * 108 7/19/99 2:26p Andsager
461 * set demo multiplayer missions
463 * 107 7/18/99 5:19p Dave
464 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
466 * 106 7/16/99 1:50p Dave
467 * 8 bit aabitmaps. yay.
469 * 105 7/15/99 3:07p Dave
470 * 32 bit detection support. Mouse coord commandline.
472 * 104 7/15/99 2:13p Dave
473 * Added 32 bit detection.
475 * 103 7/15/99 9:20a Andsager
476 * FS2_DEMO initial checkin
478 * 102 7/14/99 11:02a Dave
479 * Skill level default back to easy. Blech.
481 * 101 7/09/99 5:54p Dave
482 * Seperated cruiser types into individual types. Added tons of new
483 * briefing icons. Campaign screen.
485 * 100 7/08/99 4:43p Andsager
486 * New check for sparky_hi and print if not found.
488 * 99 7/08/99 10:53a Dave
489 * New multiplayer interpolation scheme. Not 100% done yet, but still
490 * better than the old way.
492 * 98 7/06/99 4:24p Dave
493 * Mid-level checkin. Starting on some potentially cool multiplayer
496 * 97 7/06/99 3:35p Andsager
497 * Allow movie to play before red alert mission.
499 * 96 7/03/99 5:50p Dave
500 * Make rotated bitmaps draw properly in padlock views.
502 * 95 7/02/99 9:55p Dave
503 * Player engine wash sound.
505 * 94 7/02/99 4:30p Dave
506 * Much more sophisticated lightning support.
508 * 93 6/29/99 7:52p Dave
509 * Put in exception handling in FS2.
511 * 92 6/22/99 9:37p Dave
512 * Put in pof spewing.
514 * 91 6/16/99 4:06p Dave
515 * New pilot info popup. Added new draw-bitmap-as-poly function.
517 * 90 6/15/99 1:56p Andsager
518 * For release builds, allow start up in high res only with
521 * 89 6/15/99 9:34a Dave
522 * Fixed key checking in single threaded version of the stamp notification
525 * 88 6/09/99 2:55p Andsager
526 * Allow multiple asteroid subtypes (of large, medium, small) and follow
529 * 87 6/08/99 1:14a Dave
530 * Multi colored hud test.
532 * 86 6/04/99 9:52a Dave
533 * Fixed some rendering problems.
535 * 85 6/03/99 10:15p Dave
536 * Put in temporary main hall screen.
538 * 84 6/02/99 6:18p Dave
539 * Fixed TNT lockup problems! Wheeeee!
541 * 83 6/01/99 3:52p Dave
542 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543 * dead popup, pxo find player popup, pxo private room popup.
545 * 82 5/26/99 1:28p Jasenw
546 * changed coords for loading ani
548 * 81 5/26/99 11:46a Dave
549 * Added ship-blasting lighting and made the randomization of lighting
550 * much more customizable.
552 * 80 5/24/99 5:45p Dave
553 * Added detail levels to the nebula, with a decent speedup. Split nebula
554 * lightning into its own section.
564 #include "systemvars.h"
569 #include "starfield.h"
570 #include "lighting.h"
575 #include "fireballs.h"
579 #include "floating.h"
580 #include "gamesequence.h"
582 #include "optionsmenu.h"
583 #include "playermenu.h"
584 #include "trainingmenu.h"
585 #include "techmenu.h"
588 #include "hudmessage.h"
590 #include "missiongoals.h"
591 #include "missionparse.h"
596 #include "multiutil.h"
597 #include "multimsgs.h"
599 #include "multi_pxo.h"
602 #include "freespace.h"
603 #include "managepilot.h"
605 #include "contexthelp.h"
608 #include "missionbrief.h"
609 #include "missiondebrief.h"
611 #include "missionshipchoice.h"
613 #include "hudconfig.h"
614 #include "controlsconfig.h"
615 #include "missionmessage.h"
616 #include "missiontraining.h"
618 #include "hudtarget.h"
620 #include "eventmusic.h"
621 #include "animplay.h"
622 #include "missionweaponchoice.h"
623 #include "missionlog.h"
624 #include "audiostr.h"
626 #include "missioncampaign.h"
628 #include "missionhotkey.h"
629 #include "objectsnd.h"
630 #include "cmeasure.h"
632 #include "linklist.h"
633 #include "shockwave.h"
634 #include "afterburner.h"
639 #include "stand_server.h"
640 #include "pcxutils.h"
641 #include "hudtargetbox.h"
642 #include "multi_xfer.h"
643 #include "hudescort.h"
644 #include "multiutil.h"
647 #include "multiteamselect.h"
649 #include "readyroom.h"
650 #include "mainhallmenu.h"
651 #include "multilag.h"
653 #include "particle.h"
655 #include "multi_ingame.h"
656 #include "snazzyui.h"
657 #include "asteroid.h"
658 #include "popupdead.h"
659 #include "multi_voice.h"
660 #include "missioncmdbrief.h"
661 #include "redalert.h"
662 #include "gameplayhelp.h"
663 #include "multilag.h"
664 #include "staticrand.h"
665 #include "multi_pmsg.h"
666 #include "levelpaging.h"
667 #include "observer.h"
668 #include "multi_pause.h"
669 #include "multi_endgame.h"
670 #include "cutscenes.h"
671 #include "multi_respawn.h"
673 #include "multi_obj.h"
674 #include "multi_log.h"
676 #include "localize.h"
677 #include "osregistry.h"
678 #include "barracks.h"
679 #include "missionpause.h"
681 #include "alphacolors.h"
682 #include "objcollide.h"
685 #include "neblightning.h"
686 #include "shipcontrails.h"
689 #include "multi_dogfight.h"
690 #include "multi_rate.h"
691 #include "muzzleflash.h"
695 #include "mainhalltemp.h"
696 #include "exceptionhandler.h"
697 #include "supernova.h"
698 #include "hudshield.h"
699 // #include "names.h"
701 #include "missionloopbrief.h"
705 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
711 // 1.00.04 5/26/98 MWA -- going final (12 pm)
712 // 1.00.03 5/26/98 MWA -- going final (3 am)
713 // 1.00.02 5/25/98 MWA -- going final
714 // 1.00.01 5/25/98 MWA -- going final
715 // 0.90 5/21/98 MWA -- getting ready for final.
716 // 0.10 4/9/98. Set by MK.
718 // Demo version: (obsolete since DEMO codebase split from tree)
719 // 0.03 4/10/98 AL. Interplay rev
720 // 0.02 4/8/98 MK. Increased when this system was modified.
721 // 0.01 4/7/98? AL. First release to Interplay QA.
724 // 1.00 5/28/98 AL. First release to Interplay QA.
726 void game_level_init(int seed = -1);
727 void game_post_level_init();
728 void game_do_frame();
729 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
730 void game_reset_time();
731 void game_show_framerate(); // draws framerate in lower right corner
733 int Game_no_clear = 0;
735 int Pofview_running = 0;
736 int Nebedit_running = 0;
737 int Fonttool_running = 0;
739 typedef struct big_expl_flash {
740 float max_flash_intensity; // max intensity
741 float cur_flash_intensity; // cur intensity
742 int flash_start; // start time
745 #define FRAME_FILTER 16
747 #define DEFAULT_SKILL_LEVEL 1
748 int Game_skill_level = DEFAULT_SKILL_LEVEL;
750 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
751 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
753 #define EXE_FNAME ("fs2.exe")
754 #define LAUNCHER_FNAME ("freespace2.exe")
757 // JAS: Code for warphole camera.
758 // Needs to be cleaned up.
759 vector Camera_pos = ZERO_VECTOR;
760 vector Camera_velocity = ZERO_VECTOR;
761 vector Camera_desired_velocity = ZERO_VECTOR;
762 matrix Camera_orient = IDENTITY_MATRIX;
763 float Camera_damping = 1.0f;
764 float Camera_time = 0.0f;
765 float Warpout_time = 0.0f;
766 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
767 int Warpout_sound = -1;
769 int Use_joy_mouse = 0;
770 int Use_palette_flash = 1;
771 int Show_area_effect = 0;
772 object *Last_view_target = NULL;
774 int dogfight_blown = 0;
777 float frametimes[FRAME_FILTER];
778 float frametotal = 0.0f;
782 int Show_framerate = 0;
784 int Show_framerate = 1;
787 int Framerate_cap = 120;
790 int Show_target_debug_info = 0;
791 int Show_target_weapons = 0;
795 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
798 int Debug_octant = -1;
800 fix Game_time_compression = F1_0;
802 // if the ships.tbl the player has is valid
803 int Game_ships_tbl_valid = 0;
805 // if the weapons.tbl the player has is valid
806 int Game_weapons_tbl_valid = 0;
810 extern int Player_attacking_enabled;
814 int Pre_player_entry;
816 int Fred_running = 0;
817 char Game_current_mission_filename[MAX_FILENAME_LEN];
818 int game_single_step = 0;
819 int last_single_step=0;
821 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
822 extern int MSG_WINDOW_Y_START;
823 extern int MSG_WINDOW_HEIGHT;
825 int game_zbuffer = 1;
826 //static int Game_music_paused;
827 static int Game_paused;
831 #define EXPIRE_BAD_CHECKSUM 1
832 #define EXPIRE_BAD_TIME 2
834 extern void ssm_init();
835 extern void ssm_level_init();
836 extern void ssm_process();
838 // static variable to contain the time this version was built
839 // commented out for now until
840 // I figure out how to get the username into the file
841 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
843 // defines and variables used for dumping frame for making trailers.
845 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
846 int Debug_dump_trigger = 0;
847 int Debug_dump_frame_count;
848 int Debug_dump_frame_num = 0;
849 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
852 // amount of time to wait after the player has died before we display the death died popup
853 #define PLAYER_DIED_POPUP_WAIT 2500
854 int Player_died_popup_wait = -1;
855 time_t Player_multi_died_check = -1;
857 // builtin mission list stuff
859 int Game_builtin_mission_count = 6;
860 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
861 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
862 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
863 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
864 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
865 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
866 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
868 #elif defined(FS1_DEMO)
869 int Game_builtin_mission_count = 5;
870 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
871 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
873 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
874 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
875 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
877 #elif defined(PD_BUILD)
878 int Game_builtin_mission_count = 4;
879 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
880 { "sm1-01.fs2", (FSB_FROM_VOLITION) },
881 { "sm1-05.fs2", (FSB_FROM_VOLITION) },
882 { "sm1-01", (FSB_FROM_VOLITION) },
883 { "sm1-05", (FSB_FROM_VOLITION) },
885 #elif defined(MULTIPLAYER_BETA)
886 int Game_builtin_mission_count = 17;
887 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
889 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
890 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
891 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
892 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
893 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
894 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
895 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
896 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
897 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
898 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
899 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
900 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
901 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
902 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
903 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
904 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
905 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
907 #elif defined(OEM_BUILD)
908 int Game_builtin_mission_count = 17;
909 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
910 // oem version - act 1 only
911 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
914 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
915 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
916 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
917 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
918 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
919 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
920 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
921 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
922 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
923 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
931 #elif defined(MAKE_FS1)
932 int Game_builtin_mission_count = 125;
933 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
934 // single player campaign
935 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
938 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
939 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
940 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
941 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
942 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
943 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
944 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
945 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
946 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
947 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
957 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
958 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
969 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
970 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
974 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
975 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
978 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
980 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
981 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
982 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
985 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
986 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
988 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
989 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
990 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
991 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
992 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
993 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
994 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
995 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
996 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
997 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
998 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
999 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1000 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1001 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1002 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1003 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1004 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1005 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1006 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1008 // SilentThreat missions
1009 // Main SilentThreat campaign
1010 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1012 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1013 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1014 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1015 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1016 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1017 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1018 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1019 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1020 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1021 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025 // SilentThreat Part 1 - multi-coop
1026 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1028 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1029 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1030 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1032 // SilentThreat Part 2 - multi-coop
1033 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1035 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1036 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1037 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1039 // SilentThreat Part 3 - multi-coop
1040 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1042 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1043 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1044 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1046 // SilentThreat Part 4 - multi-coop
1047 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1049 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1050 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1051 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1053 // multiplayer missions
1054 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1055 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1056 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1057 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1058 // user supplied missions
1059 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1060 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1061 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1062 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1063 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1064 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1065 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1066 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1067 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1068 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1069 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1070 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1071 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1072 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1073 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1074 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1075 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1076 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1077 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1078 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1079 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1080 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1081 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1082 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1083 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1084 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1085 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1086 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1087 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1088 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1089 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1090 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1093 int Game_builtin_mission_count = 92;
1094 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1095 // single player campaign
1096 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1099 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1100 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1101 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1102 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1103 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1104 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1105 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1106 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1107 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1108 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1127 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1128 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1139 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1140 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145 // multiplayer missions
1148 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1149 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1150 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1153 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1154 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1155 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1156 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1159 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1160 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1161 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1162 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1163 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1164 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1165 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1166 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1167 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1168 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1169 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1170 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1171 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1172 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1173 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1174 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1175 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1176 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1177 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1178 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1179 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1180 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1181 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1182 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1183 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1184 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1185 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1186 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1189 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1190 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1191 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1192 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1193 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1194 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1195 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1196 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1197 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1198 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1201 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1202 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1203 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1204 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1205 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1210 // Internal function prototypes
1211 void game_maybe_draw_mouse(float frametime);
1212 void init_animating_pointer();
1213 void load_animating_pointer(const char *filename, int dx, int dy);
1214 void unload_animating_pointer();
1215 void game_do_training_checks();
1216 void game_shutdown(void);
1217 void game_show_event_debug(float frametime);
1218 void game_event_debug_init();
1220 void demo_upsell_show_screens();
1221 void game_start_subspace_ambient_sound();
1222 void game_stop_subspace_ambient_sound();
1223 void verify_ships_tbl();
1224 void verify_weapons_tbl();
1225 void display_title_screen();
1227 // loading background filenames
1228 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1229 "LoadingBG", // GR_640
1230 "2_LoadingBG" // GR_1024
1234 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1235 "Loading.ani", // GR_640
1236 "2_Loading.ani" // GR_1024
1239 #if defined(FS2_DEMO)
1240 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1244 #elif defined(OEM_BUILD)
1245 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1254 // How much RAM is on this machine. Set in WinMain
1255 static int Freespace_total_ram = 0;
1258 float Game_flash_red = 0.0f;
1259 float Game_flash_green = 0.0f;
1260 float Game_flash_blue = 0.0f;
1261 float Sun_spot = 0.0f;
1262 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1264 // game shudder stuff (in ms)
1265 int Game_shudder_time = -1;
1266 int Game_shudder_total = 0;
1267 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1270 sound_env Game_sound_env;
1271 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1272 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1274 int Game_sound_env_update_timestamp;
1276 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1279 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1281 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1285 // look through all existing builtin missions
1286 for(idx=0; idx<Game_builtin_mission_count; idx++){
1287 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1288 return &Game_builtin_mission_list[idx];
1296 int game_get_default_skill_level()
1298 return DEFAULT_SKILL_LEVEL;
1302 void game_flash_reset()
1304 Game_flash_red = 0.0f;
1305 Game_flash_green = 0.0f;
1306 Game_flash_blue = 0.0f;
1308 Big_expl_flash.max_flash_intensity = 0.0f;
1309 Big_expl_flash.cur_flash_intensity = 0.0f;
1310 Big_expl_flash.flash_start = 0;
1313 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1314 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1316 void game_framerate_check_init()
1318 // zero critical time
1319 Gf_critical_time = 0.0f;
1322 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1323 Gf_critical = 15.0f;
1325 Gf_critical = 25.0f;
1329 extern float Framerate;
1330 void game_framerate_check()
1334 // if the current framerate is above the critical level, add frametime
1335 if(Framerate >= Gf_critical){
1336 Gf_critical_time += flFrametime;
1339 if(!Show_framerate){
1343 // display if we're above the critical framerate
1344 if(Framerate < Gf_critical){
1345 gr_set_color_fast(&Color_bright_red);
1346 gr_string(200, y_start, "Framerate warning");
1351 // display our current pct of good frametime
1352 if(f2fl(Missiontime) >= 0.0f){
1353 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1356 gr_set_color_fast(&Color_bright_green);
1358 gr_set_color_fast(&Color_bright_red);
1361 gr_printf(200, y_start, "%d%%", (int)pct);
1366 // Adds a flash effect. These can be positive or negative.
1367 // The range will get capped at around -1 to 1, so stick
1368 // with a range like that.
1369 void game_flash( float r, float g, float b )
1371 Game_flash_red += r;
1372 Game_flash_green += g;
1373 Game_flash_blue += b;
1375 if ( Game_flash_red < -1.0f ) {
1376 Game_flash_red = -1.0f;
1377 } else if ( Game_flash_red > 1.0f ) {
1378 Game_flash_red = 1.0f;
1381 if ( Game_flash_green < -1.0f ) {
1382 Game_flash_green = -1.0f;
1383 } else if ( Game_flash_green > 1.0f ) {
1384 Game_flash_green = 1.0f;
1387 if ( Game_flash_blue < -1.0f ) {
1388 Game_flash_blue = -1.0f;
1389 } else if ( Game_flash_blue > 1.0f ) {
1390 Game_flash_blue = 1.0f;
1395 // Adds a flash for Big Ship explosions
1396 // cap range from 0 to 1
1397 void big_explosion_flash(float flash)
1399 Big_expl_flash.flash_start = timestamp(1);
1403 } else if (flash < 0.0f) {
1407 Big_expl_flash.max_flash_intensity = flash;
1408 Big_expl_flash.cur_flash_intensity = 0.0f;
1411 // Amount to diminish palette towards normal, per second.
1412 #define DIMINISH_RATE 0.75f
1413 #define SUN_DIMINISH_RATE 6.00f
1417 float sn_glare_scale = 1.7f;
1420 dc_get_arg(ARG_FLOAT);
1421 sn_glare_scale = Dc_arg_float;
1424 float Supernova_last_glare = 0.0f;
1425 void game_sunspot_process(float frametime)
1429 float Sun_spot_goal = 0.0f;
1432 sn_stage = supernova_active();
1434 // sunspot differently based on supernova stage
1436 // approaching. player still in control
1439 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1442 light_get_global_dir(&light_dir, 0);
1444 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1447 // scale it some more
1448 dot = dot * (0.5f + (pct * 0.5f));
1451 Sun_spot_goal += (dot * sn_glare_scale);
1454 // draw the sun glow
1455 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1456 // draw the glow for this sun
1457 stars_draw_sun_glow(0);
1460 Supernova_last_glare = Sun_spot_goal;
1463 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1466 Sun_spot_goal = 0.9f;
1467 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1469 if(Sun_spot_goal > 1.0f){
1470 Sun_spot_goal = 1.0f;
1473 Sun_spot_goal *= sn_glare_scale;
1474 Supernova_last_glare = Sun_spot_goal;
1477 // fade to white. display dead popup
1480 Supernova_last_glare += (2.0f * flFrametime);
1481 if(Supernova_last_glare > 2.0f){
1482 Supernova_last_glare = 2.0f;
1485 Sun_spot_goal = Supernova_last_glare;
1492 // check sunspots for all suns
1493 n_lights = light_get_global_count();
1496 for(idx=0; idx<n_lights; idx++){
1497 //(vector *eye_pos, matrix *eye_orient)
1498 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1501 light_get_global_dir(&light_dir, idx);
1503 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1505 Sun_spot_goal += (float)pow(dot,85.0f);
1507 // draw the glow for this sun
1508 stars_draw_sun_glow(idx);
1510 Sun_spot_goal = 0.0f;
1516 Sun_spot_goal = 0.0f;
1520 float dec_amount = frametime*SUN_DIMINISH_RATE;
1522 if ( Sun_spot < Sun_spot_goal ) {
1523 Sun_spot += dec_amount;
1524 if ( Sun_spot > Sun_spot_goal ) {
1525 Sun_spot = Sun_spot_goal;
1527 } else if ( Sun_spot > Sun_spot_goal ) {
1528 Sun_spot -= dec_amount;
1529 if ( Sun_spot < Sun_spot_goal ) {
1530 Sun_spot = Sun_spot_goal;
1536 // Call once a frame to diminish the
1537 // flash effect to 0.
1538 void game_flash_diminish(float frametime)
1540 float dec_amount = frametime*DIMINISH_RATE;
1542 if ( Game_flash_red > 0.0f ) {
1543 Game_flash_red -= dec_amount;
1544 if ( Game_flash_red < 0.0f )
1545 Game_flash_red = 0.0f;
1547 Game_flash_red += dec_amount;
1548 if ( Game_flash_red > 0.0f )
1549 Game_flash_red = 0.0f;
1552 if ( Game_flash_green > 0.0f ) {
1553 Game_flash_green -= dec_amount;
1554 if ( Game_flash_green < 0.0f )
1555 Game_flash_green = 0.0f;
1557 Game_flash_green += dec_amount;
1558 if ( Game_flash_green > 0.0f )
1559 Game_flash_green = 0.0f;
1562 if ( Game_flash_blue > 0.0f ) {
1563 Game_flash_blue -= dec_amount;
1564 if ( Game_flash_blue < 0.0f )
1565 Game_flash_blue = 0.0f;
1567 Game_flash_blue += dec_amount;
1568 if ( Game_flash_blue > 0.0f )
1569 Game_flash_blue = 0.0f;
1572 // update big_explosion_cur_flash
1573 #define TIME_UP 1500
1574 #define TIME_DOWN 2500
1575 int duration = TIME_UP + TIME_DOWN;
1576 int time = timestamp_until(Big_expl_flash.flash_start);
1577 if (time > -duration) {
1579 if (time < TIME_UP) {
1580 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1583 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1587 if ( Use_palette_flash ) {
1589 // static int or=0, og=0, ob=0;
1591 // Change the 200 to change the color range of colors.
1592 r = fl2i( Game_flash_red*128.0f );
1593 g = fl2i( Game_flash_green*128.0f );
1594 b = fl2i( Game_flash_blue*128.0f );
1596 if ( Sun_spot > 0.0f ) {
1597 r += fl2i(Sun_spot*128.0f);
1598 g += fl2i(Sun_spot*128.0f);
1599 b += fl2i(Sun_spot*128.0f);
1602 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1603 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1604 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1605 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1608 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1609 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1610 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1612 if ( (r!=0) || (g!=0) || (b!=0) ) {
1613 gr_flash( r, g, b );
1615 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1626 void game_level_close()
1628 // De-Initialize the game subsystems
1629 event_music_level_close();
1630 game_stop_looped_sounds();
1632 obj_snd_level_close(); // uninit object-linked persistant sounds
1633 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1634 anim_level_close(); // stop and clean up any anim instances
1635 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1636 shockwave_level_close();
1637 fireball_level_close();
1639 mission_event_shutdown();
1640 asteroid_level_close();
1641 flak_level_close(); // unload flak stuff
1642 neb2_level_close(); // shutdown gaseous nebula stuff
1645 mflash_level_close();
1646 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1648 audiostream_unpause_all();
1653 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1654 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1655 void game_level_init(int seed)
1657 // seed the random number generator
1659 // if no seed was passed, seed the generator either from the time value, or from the
1660 // netgame security flags -- ensures that all players in multiplayer game will have the
1661 // same randon number sequence (with static rand functions)
1662 if ( Game_mode & GM_NORMAL ) {
1663 Game_level_seed = (int)time(NULL);
1665 Game_level_seed = Netgame.security;
1668 // mwa 9/17/98 -- maybe this assert isn't needed????
1669 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1670 Game_level_seed = seed;
1672 srand( Game_level_seed );
1674 // semirand function needs to get re-initted every time in multiplayer
1675 if ( Game_mode & GM_MULTIPLAYER ){
1681 Key_normal_game = (Game_mode & GM_NORMAL);
1684 Game_shudder_time = -1;
1686 // Initialize the game subsystems
1687 // timestamp_reset(); // Must be inited before everything else
1689 game_reset_time(); // resets time, and resets saved time too
1691 obj_init(); // Must be inited before the other systems
1692 model_free_all(); // Free all existing models
1693 mission_brief_common_init(); // Free all existing briefing/debriefing text
1694 weapon_level_init();
1695 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1697 player_level_init();
1698 shipfx_flash_init(); // Init the ship gun flash system.
1699 game_flash_reset(); // Reset the flash effect
1700 particle_init(); // Reset the particle system
1704 shield_hit_init(); // Initialize system for showing shield hits
1705 radar_mission_init();
1706 mission_init_goals();
1709 obj_snd_level_init(); // init object-linked persistant sounds
1711 shockwave_level_init();
1712 afterburner_level_init();
1713 scoring_level_init( &Player->stats );
1715 asteroid_level_init();
1716 control_config_clear_used_status();
1717 collide_ship_ship_sounds_init();
1719 Pre_player_entry = 1; // Means the player has not yet entered.
1720 Entry_delay_time = 0; // Could get overwritten in mission read.
1721 fireball_preload(); // page in warphole bitmaps
1723 flak_level_init(); // initialize flak - bitmaps, etc
1724 ct_level_init(); // initialize ships contrails, etc
1725 awacs_level_init(); // initialize AWACS
1726 beam_level_init(); // initialize beam weapons
1727 mflash_level_init();
1729 supernova_level_init();
1731 // multiplayer dogfight hack
1734 shipfx_engine_wash_level_init();
1738 Last_view_target = NULL;
1743 // campaign wasn't ended
1744 Campaign_ended_in_mission = 0;
1747 // called when a mission is over -- does server specific stuff.
1748 void freespace_stop_mission()
1751 Game_mode &= ~GM_IN_MISSION;
1754 // called at frame interval to process networking stuff
1755 void game_do_networking()
1757 SDL_assert( Net_player != NULL );
1758 if (!(Game_mode & GM_MULTIPLAYER)){
1762 // see if this player should be reading/writing data. Bit is set when at join
1763 // screen onward until quits back to main menu.
1764 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1768 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1771 multi_pause_do_frame();
1776 // Loads the best palette for this level, based
1777 // on nebula color and hud color. You could just call palette_load_table with
1778 // the appropriate filename, but who wants to do that.
1779 void game_load_palette()
1781 char palette_filename[1024];
1783 // We only use 3 hud colors right now
1785 SDL_assert( HUD_config.main_color >= 0 );
1786 SDL_assert( HUD_config.main_color <= 2 );
1789 SDL_assert( Mission_palette >= 0 );
1790 SDL_assert( Mission_palette <= 98 );
1793 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1794 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1796 SDL_snprintf( palette_filename, SDL_arraysize(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1799 mprintf(( "Loading palette %s\n", palette_filename ));
1801 palette_load_table(palette_filename);
1803 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1805 mprintf(( "Loading palette %s\n", palette_filename ));
1809 void game_post_level_init()
1811 // Stuff which gets called after mission is loaded. Because player isn't created until
1812 // after mission loads, some things must get initted after the level loads
1814 model_level_post_init();
1817 hud_setup_escort_list();
1818 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1824 game_event_debug_init();
1827 training_mission_init();
1828 asteroid_create_all();
1830 game_framerate_check_init();
1834 // An estimate as to how high the count passed to game_loading_callback will go.
1835 // This is just a guess, it seems to always be about the same. The count is
1836 // proportional to the code being executed, not the time, so this works good
1837 // for a bar, assuming the code does about the same thing each time you
1838 // load a level. You can find this value by looking at the return value
1839 // of game_busy_callback(NULL), which I conveniently print out to the
1840 // debug output window with the '=== ENDING LOAD ==' stuff.
1841 //#define COUNT_ESTIMATE 3706
1842 #define COUNT_ESTIMATE 1111
1844 int Game_loading_callback_inited = 0;
1846 int Game_loading_background = -1;
1847 anim * Game_loading_ani = NULL;
1848 anim_instance *Game_loading_ani_instance;
1849 int Game_loading_frame=-1;
1851 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1853 #if defined(FS1_DEMO)
1855 #elif defined(MAKE_FS1)
1866 // This gets called 10x per second and count is the number of times
1867 // game_busy() has been called since the current callback function
1869 void game_loading_callback(int count)
1871 game_do_networking();
1873 SDL_assert( Game_loading_callback_inited==1 );
1874 SDL_assert( Game_loading_ani != NULL );
1876 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1877 if ( framenum > Game_loading_ani->total_frames-1 ) {
1878 framenum = Game_loading_ani->total_frames-1;
1879 } else if ( framenum < 0 ) {
1884 while ( Game_loading_frame < framenum ) {
1885 Game_loading_frame++;
1886 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1890 if ( cbitmap > -1 ) {
1891 if ( Game_loading_background > -1 ) {
1892 gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1896 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1897 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1898 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1900 bm_release(cbitmap);
1906 void game_loading_callback_init()
1908 SDL_assert( Game_loading_callback_inited==0 );
1910 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1912 common_set_interface_palette("InterfacePalette"); // set the interface palette
1916 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1917 SDL_assert( Game_loading_ani != NULL );
1918 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1919 SDL_assert( Game_loading_ani_instance != NULL );
1920 Game_loading_frame = -1;
1922 Game_loading_callback_inited = 1;
1924 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1929 void game_loading_callback_close()
1931 SDL_assert( Game_loading_callback_inited==1 );
1933 // Make sure bar shows all the way over.
1934 game_loading_callback(COUNT_ESTIMATE);
1937 int real_count = game_busy_callback( NULL );
1939 mprintf(( "=================== ENDING LOAD ================\n" ));
1940 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1941 mprintf(( "================================================\n" ));
1943 game_busy_callback( NULL );
1948 Game_loading_callback_inited = 0;
1950 free_anim_instance(Game_loading_ani_instance);
1951 Game_loading_ani_instance = NULL;
1952 anim_free(Game_loading_ani);
1953 Game_loading_ani = NULL;
1955 bm_release( Game_loading_background );
1956 common_free_interface_palette(); // restore game palette
1957 Game_loading_background = -1;
1959 gr_set_font( FONT1 );
1962 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1964 void game_maybe_update_sound_environment()
1966 // do nothing for now
1969 // Assign the sound environment for the game, based on the current mission
1971 void game_assign_sound_environment()
1974 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1975 Game_sound_env.id = SND_ENV_DRUGGED;
1976 Game_sound_env.volume = 0.800f;
1977 Game_sound_env.damping = 1.188f;
1978 Game_sound_env.decay = 6.392f;
1980 } else if (Num_asteroids > 30) {
1981 Game_sound_env.id = SND_ENV_AUDITORIUM;
1982 Game_sound_env.volume = 0.603f;
1983 Game_sound_env.damping = 0.5f;
1984 Game_sound_env.decay = 4.279f;
1987 Game_sound_env = Game_default_sound_env;
1990 Game_sound_env = Game_default_sound_env;
1993 Game_sound_env_update_timestamp = timestamp(1);
1996 // function which gets called before actually entering the mission. It is broken down into a funciton
1997 // since it will get called in one place from a single player game and from another place for
1998 // a multiplayer game
1999 void freespace_mission_load_stuff()
2001 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2002 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2003 if(!(Game_mode & GM_STANDALONE_SERVER)){
2005 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2007 game_loading_callback_init();
2009 event_music_level_init(); // preloads the first 2 seconds for each event music track
2012 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2015 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2018 ship_assign_sound_all(); // assign engine sounds to ships
2019 game_assign_sound_environment(); // assign the sound environment for this mission
2022 // call function in missionparse.cpp to fixup player/ai stuff.
2023 mission_parse_fixup_players();
2026 // Load in all the bitmaps for this level
2031 game_loading_callback_close();
2033 // the only thing we need to call on the standalone for now.
2035 // call function in missionparse.cpp to fixup player/ai stuff.
2036 mission_parse_fixup_players();
2038 // Load in all the bitmaps for this level
2043 time_t load_gl_init;
2044 time_t load_mission_load;
2045 time_t load_post_level_init;
2046 time_t load_mission_stuff;
2048 // tells the server to load the mission and initialize structures
2049 int game_start_mission()
2051 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2053 load_gl_init = time(NULL);
2055 load_gl_init = time(NULL) - load_gl_init;
2057 if (Game_mode & GM_MULTIPLAYER) {
2058 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2060 // clear multiplayer stats
2061 init_multiplayer_stats();
2064 load_mission_load = time(NULL);
2065 if (mission_load()) {
2066 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2067 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2068 gameseq_post_event(GS_EVENT_MAIN_MENU);
2070 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2075 load_mission_load = time(NULL) - load_mission_load;
2077 // If this is a red alert mission in campaign mode, bash wingman status
2078 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2079 red_alert_bash_wingman_status();
2082 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2083 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2084 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2086 game_load_palette();
2090 load_post_level_init = time(NULL);
2091 game_post_level_init();
2092 load_post_level_init = time(NULL) - load_post_level_init;
2096 void Do_model_timings_test();
2097 Do_model_timings_test();
2101 load_mission_stuff = time(NULL);
2102 freespace_mission_load_stuff();
2103 load_mission_stuff = time(NULL) - load_mission_stuff;
2108 int Interface_framerate = 0;
2111 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2112 DCF_BOOL( show_framerate, Show_framerate )
2113 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2114 DCF_BOOL( show_target_weapons, Show_target_weapons )
2115 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2116 DCF_BOOL( sound, Sound_enabled )
2117 DCF_BOOL( zbuffer, game_zbuffer )
2118 DCF_BOOL( shield_system, New_shield_system )
2119 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2120 DCF_BOOL( player_attacking, Player_attacking_enabled )
2121 DCF_BOOL( show_waypoints, Show_waypoints )
2122 DCF_BOOL( show_area_effect, Show_area_effect )
2123 DCF_BOOL( show_net_stats, Show_net_stats )
2124 DCF_BOOL( log, Log_debug_output_to_file )
2125 DCF_BOOL( training_msg_method, Training_msg_method )
2126 DCF_BOOL( show_player_pos, Show_player_pos )
2127 DCF_BOOL(i_framerate, Interface_framerate )
2129 DCF(show_mem,"Toggles showing mem usage")
2132 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2133 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2134 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2135 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2141 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2143 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2144 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2148 DCF(show_cpu,"Toggles showing cpu usage")
2151 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2152 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2153 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2154 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2160 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2162 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2163 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2170 // AL 4-8-98: always allow players to display their framerate
2173 DCF_BOOL( show_framerate, Show_framerate )
2180 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2183 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2184 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2185 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2186 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2188 if ( Dc_help ) dc_printf( "Usage: use_joy_mouse [bool]\nSets use_joy_mouse to true or false. If nothing passed, then toggles it.\n" );
2189 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2191 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2194 DCF(palette_flash,"Toggles palette flash effect on/off")
2197 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2198 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2199 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2200 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2202 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2203 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2206 int Use_low_mem = 0;
2208 DCF(low_mem,"Uses low memory settings regardless of RAM")
2211 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2212 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2213 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2214 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2216 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2217 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2219 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2223 int Framerate_delay = 0;
2225 float Freespace_gamma = 1.8f;
2227 DCF(gamma,"Sets Gamma factor")
2230 dc_get_arg(ARG_FLOAT|ARG_NONE);
2231 if ( Dc_arg_type & ARG_FLOAT ) {
2232 Freespace_gamma = Dc_arg_float;
2234 dc_printf( "Gamma reset to 1.0f\n" );
2235 Freespace_gamma = 1.0f;
2237 if ( Freespace_gamma < 0.1f ) {
2238 Freespace_gamma = 0.1f;
2239 } else if ( Freespace_gamma > 5.0f ) {
2240 Freespace_gamma = 5.0f;
2242 gr_set_gamma(Freespace_gamma);
2244 char tmp_gamma_string[32];
2245 SDL_snprintf( tmp_gamma_string, SDL_arraysize(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2246 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2250 dc_printf( "Usage: gamma <float>\n" );
2251 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2252 Dc_status = 0; // don't print status if help is printed. Too messy.
2256 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2262 Game_current_mission_filename[0] = 0;
2264 // seed the random number generator
2265 Game_init_seed = (int)time(NULL);
2266 srand( Game_init_seed );
2268 Framerate_delay = 0;
2274 extern void bm_init();
2280 // Initialize the timer before the os
2287 //Initialize the libraries
2288 s1 = timer_get_milliseconds();
2291 if ( cfile_init() ) { // initialize before calling any cfopen stuff!!!
2296 e1 = timer_get_milliseconds();
2299 // time a bunch of cfopens
2301 s2 = timer_get_milliseconds();
2303 for(int idx=0; idx<10000; idx++){
2304 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2309 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2311 e2 = timer_get_milliseconds();
2314 os_init( Osreg_class_name, Osreg_app_name );
2315 os_set_title(Osreg_title);
2317 // initialize localization module. Make sure this is down AFTER initialzing OS.
2318 // int t1 = timer_get_milliseconds();
2319 lcl_init( detect_lang() );
2321 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2323 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2326 // verify that he has a valid weapons.tbl
2327 verify_weapons_tbl();
2329 // Output version numbers to registry for auto patching purposes
2330 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2331 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2332 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2334 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2335 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2336 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2338 // show the FPS counter if the config file says so
2339 Show_framerate = os_config_read_uint( "Video", "ShowFPS", Show_framerate );
2341 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2342 Asteroids_enabled = 1;
2345 /////////////////////////////
2347 /////////////////////////////
2349 if (!Is_standalone) {
2353 /////////////////////////////
2355 /////////////////////////////
2362 #if defined(FS2_DEMO) || defined(OEM_BUILD)
2365 display_title_screen();
2369 // If less than 48MB of RAM, use low memory model.
2370 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2371 mprintf(( "Using normal memory settings...\n" ));
2372 bm_set_low_mem(1); // Use every other frame of bitmaps
2374 mprintf(( "Using high memory settings...\n" ));
2375 bm_set_low_mem(0); // Use all frames of bitmaps
2378 // load non-darkening pixel defs
2379 palman_load_pixels();
2381 // hud shield icon stuff
2382 hud_shield_game_init();
2384 control_config_common_init(); // sets up localization stuff in the control config
2390 gamesnd_parse_soundstbl();
2395 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2400 player_controls_init();
2403 //if(!Is_standalone){
2411 ship_init(); // read in ships.tbl
2413 mission_campaign_init(); // load in the default campaign
2415 // navmap_init(); // init the navigation map system
2416 context_help_init();
2417 techroom_intel_init(); // parse species.tbl, load intel info
2419 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2420 init_animating_pointer();
2422 mission_brief_common_init(); // Mark all the briefing structures as empty.
2423 gr_font_init(); // loads up all fonts
2425 neb2_init(); // fullneb stuff
2429 player_tips_init(); // helpful tips
2432 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2433 pilot_load_pic_list();
2434 pilot_load_squad_pic_list();
2436 load_animating_pointer(NOX("cursor"), 0, 0);
2438 // initialize alpha colors
2439 alpha_colors_init();
2442 // Game_music_paused = 0;
2445 if (Is_standalone) {
2446 std_init_standalone();
2449 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2450 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2452 mprintf(("cfile_init() took %d\n", e1 - s1));
2453 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2456 char transfer_text[128];
2458 float Start_time = 0.0f;
2460 float Framerate = 0.0f;
2462 float Timing_total = 0.0f;
2463 float Timing_render2 = 0.0f;
2464 float Timing_render3 = 0.0f;
2465 float Timing_flip = 0.0f;
2466 float Timing_clear = 0.0f;
2468 MONITOR(NumPolysDrawn);
2474 void game_get_framerate()
2476 char text[128] = "";
2478 if ( frame_int == -1 ) {
2480 for (i=0; i<FRAME_FILTER; i++ ) {
2481 frametimes[i] = 0.0f;
2486 frametotal -= frametimes[frame_int];
2487 frametotal += flFrametime;
2488 frametimes[frame_int] = flFrametime;
2489 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2491 if ( frametotal != 0.0 ) {
2492 if ( Framecount >= FRAME_FILTER )
2493 Framerate = FRAME_FILTER / frametotal;
2495 Framerate = Framecount / frametotal;
2496 SDL_snprintf( text, SDL_arraysize(text), NOX("FPS: %.1f"), Framerate );
2498 SDL_snprintf( text, SDL_arraysize(text), NOX("FPS: ?") );
2502 if (Show_framerate) {
2503 gr_set_color_fast(&HUD_color_debug);
2504 gr_string( 570, 2, text );
2508 void game_show_framerate()
2512 cur_time = f2fl(timer_get_approx_seconds());
2513 if (cur_time - Start_time > 30.0f) {
2514 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2515 Start_time += 1000.0f;
2518 //mprintf(( "%s\n", text ));
2521 if ( Debug_dump_frames )
2525 // possibly show control checking info
2526 control_check_indicate();
2528 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2529 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2530 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2531 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2534 if ( Show_cpu == 1 ) {
2539 dy = gr_get_font_height() + 1;
2541 gr_set_color_fast(&HUD_color_debug);
2544 extern int Gr_textures_in;
2545 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2548 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2550 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2552 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2554 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2556 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2561 extern int Num_pairs; // Number of object pairs that were checked.
2562 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2565 extern int Num_pairs_checked; // What percent of object pairs were checked.
2566 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2568 Num_pairs_checked = 0;
2572 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2575 if ( Timing_total > 0.01f ) {
2576 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2578 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2580 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2582 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2584 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2593 dy = gr_get_font_height() + 1;
2595 gr_set_color_fast(&HUD_color_debug);
2598 extern int TotalRam;
2599 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2604 extern int Model_ram;
2605 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2609 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2611 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2615 extern int Gr_textures_in;
2616 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2621 if ( Show_player_pos ) {
2625 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));
2628 MONITOR_INC(NumPolys, modelstats_num_polys);
2629 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2630 MONITOR_INC(NumVerts, modelstats_num_verts );
2632 modelstats_num_polys = 0;
2633 modelstats_num_polys_drawn = 0;
2634 modelstats_num_verts = 0;
2635 modelstats_num_sortnorms = 0;
2639 void game_show_standalone_framerate()
2641 float frame_rate=30.0f;
2642 if ( frame_int == -1 ) {
2644 for (i=0; i<FRAME_FILTER; i++ ) {
2645 frametimes[i] = 0.0f;
2650 frametotal -= frametimes[frame_int];
2651 frametotal += flFrametime;
2652 frametimes[frame_int] = flFrametime;
2653 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2655 if ( frametotal != 0.0 ) {
2656 if ( Framecount >= FRAME_FILTER ){
2657 frame_rate = FRAME_FILTER / frametotal;
2659 frame_rate = Framecount / frametotal;
2662 std_set_standalone_fps(frame_rate);
2666 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2667 void game_show_time_left()
2671 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2672 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2673 // checking how much time is left
2675 if ( Mission_end_time == -1 ){
2679 diff = f2i(Mission_end_time - Missiontime);
2680 // be sure to bash to 0. diff could be negative on frame that we quit mission
2685 hud_set_default_color();
2686 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2689 //========================================================================================
2690 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2691 //========================================================================================
2695 DCF(ai_pause,"Pauses ai")
2698 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2699 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
2700 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
2701 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
2704 obj_init_all_ships_physics();
2707 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
2708 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
2711 DCF(single_step,"Single steps the game")
2714 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2715 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
2716 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
2717 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
2719 last_single_step = 0; // Make so single step waits a frame before stepping
2722 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
2723 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
2726 DCF_BOOL(physics_pause, physics_paused)
2727 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2728 DCF_BOOL(ai_firing, Ai_firing_enabled )
2730 // Create some simple aliases to these commands...
2731 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2732 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2733 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2734 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2735 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2738 //========================================================================================
2739 //========================================================================================
2742 void game_training_pause_do()
2746 key = game_check_key();
2748 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2755 void game_increase_skill_level()
2758 if (Game_skill_level >= NUM_SKILL_LEVELS){
2759 Game_skill_level = 0;
2763 int Player_died_time;
2765 int View_percent = 100;
2768 DCF(view, "Sets the percent of the 3d view to render.")
2771 dc_get_arg(ARG_INT);
2772 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2773 View_percent = Dc_arg_int;
2775 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2781 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2785 dc_printf("View is set to %d%%\n", View_percent );
2790 // Set the clip region for the 3d rendering window
2791 void game_set_view_clip()
2793 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2794 // Set the clip region for the letterbox "dead view"
2795 int yborder = gr_screen.max_h/4;
2797 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2798 // J.S. I've changed my ways!! See the new "no constants" code!!!
2799 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
2801 // Set the clip region for normal view
2802 if ( View_percent >= 100 ) {
2805 int xborder, yborder;
2807 if ( View_percent < 5 ) {
2811 float fp = i2fl(View_percent)/100.0f;
2812 int fi = fl2i(fl_sqrt(fp)*100.0f);
2813 if ( fi > 100 ) fi=100;
2815 xborder = ( gr_screen.max_w*(100-fi) )/200;
2816 yborder = ( gr_screen.max_h*(100-fi) )/200;
2818 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2824 void show_debug_stuff()
2827 int laser_count = 0, missile_count = 0;
2829 for (i=0; i<MAX_OBJECTS; i++) {
2830 if (Objects[i].type == OBJ_WEAPON){
2831 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2833 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2839 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2842 extern int Tool_enabled;
2844 time_t tst_time = 0;
2847 int tst_bitmap = -1;
2849 float tst_offset, tst_offset_total;
2852 void game_tst_frame_pre()
2860 g3_rotate_vertex(&v, &tst_pos);
2861 g3_project_vertex(&v);
2864 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2868 // big ship? always tst
2870 // within 3000 meters
2871 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2875 // within 300 meters
2876 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2883 void game_tst_frame()
2893 tst_time = time(NULL);
2895 // load the tst bitmap
2896 switch((int)frand_range(0.0f, 3.0)){
2898 tst_bitmap = bm_load("ig_jim");
2900 mprintf(("TST 0\n"));
2904 tst_bitmap = bm_load("ig_kan");
2906 mprintf(("TST 1\n"));
2910 tst_bitmap = bm_load("ig_jim");
2912 mprintf(("TST 2\n"));
2916 tst_bitmap = bm_load("ig_kan");
2918 mprintf(("TST 3\n"));
2927 // get the tst bitmap dimensions
2929 bm_get_info(tst_bitmap, &w, &h);
2932 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
2934 snd_play(&Snds[SND_VASUDAN_BUP]);
2936 // tst x and direction
2940 tst_offset_total = (float)w;
2941 tst_offset = (float)w;
2943 tst_x = (float)gr_screen.max_w;
2944 tst_offset_total = (float)-w;
2945 tst_offset = (float)w;
2953 float diff = (tst_offset_total / 0.5f) * flFrametime;
2959 tst_offset -= fl_abs(diff);
2960 } else if(tst_mode == 2){
2963 tst_offset -= fl_abs(diff);
2967 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2968 gr_bitmap((int)tst_x, (int)tst_y);
2971 if(timestamp_elapsed_safe(tst_stamp, 1100)){
2975 // if we passed the switch point
2976 if(tst_offset <= 0.0f){
2981 tst_stamp = timestamp(1000);
2982 tst_offset = fl_abs(tst_offset_total);
2993 void game_tst_mark(object *objp, ship *shipp)
3002 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3005 sip = &Ship_info[shipp->ship_info_index];
3012 tst_pos = objp->pos;
3013 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3019 extern void render_shields();
3021 void player_repair_frame(float frametime)
3023 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3025 for(idx=0;idx<MAX_PLAYERS;idx++){
3028 np = &Net_players[idx];
3030 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)){
3032 // don't rearm/repair if the player is dead or dying/departing
3033 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3034 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3039 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3040 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3046 #define NUM_FRAMES_TEST 300
3047 #define NUM_MIXED_SOUNDS 16
3048 void do_timing_test(float frametime)
3050 static int framecount = 0;
3051 static int test_running = 0;
3052 static float test_time = 0.0f;
3054 static int snds[NUM_MIXED_SOUNDS];
3057 if ( test_running ) {
3059 test_time += frametime;
3060 if ( framecount >= NUM_FRAMES_TEST ) {
3062 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3063 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3068 if ( Test_begin == 1 ) {
3074 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3077 // start looping digital sounds
3078 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3079 snds[i] = snd_play_looping( &Snds[i], 0.0f);
3086 DCF(dcf_fov, "Change the field of view")
3089 dc_get_arg(ARG_FLOAT|ARG_NONE);
3090 if ( Dc_arg_type & ARG_NONE ) {
3091 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3092 dc_printf( "Zoom factor reset\n" );
3094 if ( Dc_arg_type & ARG_FLOAT ) {
3095 if (Dc_arg_float < 0.25f) {
3096 Viewer_zoom = 0.25f;
3097 dc_printf("Zoom factor pinned at 0.25.\n");
3098 } else if (Dc_arg_float > 1.25f) {
3099 Viewer_zoom = 1.25f;
3100 dc_printf("Zoom factor pinned at 1.25.\n");
3102 Viewer_zoom = Dc_arg_float;
3108 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3111 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3115 DCF(framerate_cap, "Sets the framerate cap")
3118 dc_get_arg(ARG_INT);
3119 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3120 Framerate_cap = Dc_arg_int;
3122 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3128 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3129 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3130 dc_printf("[n] must be from 1 to 120.\n");
3134 if ( Framerate_cap )
3135 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3137 dc_printf("There is no framerate cap currently active.\n");
3141 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3142 int Show_viewing_from_self = 0;
3144 void say_view_target()
3146 object *view_target;
3148 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3149 view_target = &Objects[Player_ai->target_objnum];
3151 view_target = Player_obj;
3153 if (Game_mode & GM_DEAD) {
3154 if (Player_ai->target_objnum != -1)
3155 view_target = &Objects[Player_ai->target_objnum];
3158 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3159 if (view_target != Player_obj){
3161 char *view_target_name = NULL;
3162 switch(Objects[Player_ai->target_objnum].type) {
3164 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3167 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3168 Viewer_mode &= ~VM_OTHER_SHIP;
3170 case OBJ_JUMP_NODE: {
3171 char jump_node_name[128];
3172 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), SDL_arraysize(jump_node_name));
3173 view_target_name = jump_node_name;
3174 Viewer_mode &= ~VM_OTHER_SHIP;
3183 if ( view_target_name ) {
3184 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3185 Show_viewing_from_self = 1;
3188 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3189 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3190 Show_viewing_from_self = 1;
3192 if (Show_viewing_from_self)
3193 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3198 Last_view_target = view_target;
3202 float Game_hit_x = 0.0f;
3203 float Game_hit_y = 0.0f;
3205 // Reset at the beginning of each frame
3206 void game_whack_reset()
3212 // Apply a 2d whack to the player
3213 void game_whack_apply( float x, float y )
3215 // Do some force feedback
3216 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3222 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3225 // call to apply a "shudder"
3226 void game_shudder_apply(int time, float intensity)
3228 Game_shudder_time = timestamp(time);
3229 Game_shudder_total = time;
3230 Game_shudder_intensity = intensity;
3233 #define FF_SCALE 10000
3234 void apply_hud_shake(matrix *eye_orient)
3236 if (Viewer_obj == Player_obj) {
3237 physics_info *pi = &Player_obj->phys_info;
3245 // Make eye shake due to afterburner
3246 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3249 dtime = timestamp_until(pi->afterburner_decay);
3253 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3254 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3257 // Make eye shake due to engine wash
3259 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3262 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3263 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3265 // get the intensity
3266 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3270 vm_vec_rand_vec_quick(&rand_vec);
3273 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3277 // make hud shake due to shuddering
3278 if(Game_shudder_time != -1){
3279 // if the timestamp has elapsed
3280 if(timestamp_elapsed(Game_shudder_time)){
3281 Game_shudder_time = -1;
3283 // otherwise apply some shudder
3287 dtime = timestamp_until(Game_shudder_time);
3291 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));
3292 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));
3297 vm_angles_2_matrix(&tm, &tangles);
3298 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3299 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3300 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3301 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3306 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3308 // Player's velocity just before he blew up. Used to keep camera target moving.
3309 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3311 // Set eye_pos and eye_orient based on view mode.
3312 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3316 static int last_Viewer_mode = 0;
3317 static int last_Game_mode = 0;
3318 static int last_Viewer_objnum = -1;
3320 // This code is supposed to detect camera "cuts"... like going between
3323 // determine if we need to regenerate the nebula
3324 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3325 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3326 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3327 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3328 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3329 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3330 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3331 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3332 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3335 // regenerate the nebula
3339 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3340 //mprintf(( "************** Camera cut! ************\n" ));
3341 last_Viewer_mode = Viewer_mode;
3342 last_Game_mode = Game_mode;
3344 // Camera moved. Tell stars & debris to not do blurring.
3350 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3351 player_display_packlock_view();
3354 game_set_view_clip();
3356 if (Game_mode & GM_DEAD) {
3357 vector vec_to_deader, view_pos;
3360 Viewer_mode |= VM_DEAD_VIEW;
3362 if (Player_ai->target_objnum != -1) {
3363 int view_from_player = 1;
3365 if (Viewer_mode & VM_OTHER_SHIP) {
3366 // View from target.
3367 Viewer_obj = &Objects[Player_ai->target_objnum];
3369 last_Viewer_objnum = Player_ai->target_objnum;
3371 if ( Viewer_obj->type == OBJ_SHIP ) {
3372 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3373 view_from_player = 0;
3376 last_Viewer_objnum = -1;
3379 if ( view_from_player ) {
3380 // View target from player ship.
3382 *eye_pos = Player_obj->pos;
3383 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3384 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3387 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3389 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3390 dist += flFrametime * 16.0f;
3392 vm_vec_scale(&vec_to_deader, -dist);
3393 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3395 view_pos = Player_obj->pos;
3397 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3398 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3399 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3400 Dead_player_last_vel = Player_obj->phys_info.vel;
3401 //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));
3402 } else if (Player_ai->target_objnum != -1) {
3403 view_pos = Objects[Player_ai->target_objnum].pos;
3405 // Make camera follow explosion, but gradually slow down.
3406 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3407 view_pos = Player_obj->pos;
3408 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3409 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, SDL_min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3412 *eye_pos = Dead_camera_pos;
3414 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3416 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3421 // if supernova shockwave
3422 if(supernova_camera_cut()){
3426 // call it dead view
3427 Viewer_mode |= VM_DEAD_VIEW;
3429 // set eye pos and orient
3430 supernova_set_view(eye_pos, eye_orient);
3432 // If already blown up, these other modes can override.
3433 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3434 Viewer_mode &= ~VM_DEAD_VIEW;
3436 Viewer_obj = Player_obj;
3438 if (Viewer_mode & VM_OTHER_SHIP) {
3439 if (Player_ai->target_objnum != -1){
3440 Viewer_obj = &Objects[Player_ai->target_objnum];
3441 last_Viewer_objnum = Player_ai->target_objnum;
3443 Viewer_mode &= ~VM_OTHER_SHIP;
3444 last_Viewer_objnum = -1;
3447 last_Viewer_objnum = -1;
3450 if (Viewer_mode & VM_EXTERNAL) {
3453 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3454 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3456 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3458 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3459 vm_vec_normalize(&eye_dir);
3460 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3463 // Modify the orientation based on head orientation.
3464 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3466 } else if ( Viewer_mode & VM_CHASE ) {
3469 if ( Viewer_obj->phys_info.speed < 0.1 )
3470 move_dir = Viewer_obj->orient.v.fvec;
3472 move_dir = Viewer_obj->phys_info.vel;
3473 vm_vec_normalize(&move_dir);
3476 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3477 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3478 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3479 vm_vec_normalize(&eye_dir);
3481 // JAS: I added the following code because if you slew up using
3482 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3483 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3484 // call because the up and the forward vector are the same. I fixed
3485 // it by adding in a fraction of the right vector all the time to the
3487 vector tmp_up = Viewer_obj->orient.v.uvec;
3488 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3490 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3493 // Modify the orientation based on head orientation.
3494 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3495 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3496 *eye_pos = Camera_pos;
3498 ship * shipp = &Ships[Player_obj->instance];
3500 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3501 vm_vec_normalize(&eye_dir);
3502 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3505 // get an eye position based upon the correct type of object
3506 switch(Viewer_obj->type){
3508 // make a call to get the eye point for the player object
3509 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3512 // make a call to get the eye point for the player object
3513 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3519 #ifdef JOHNS_DEBUG_CODE
3520 john_debug_stuff(&eye_pos, &eye_orient);
3526 apply_hud_shake(eye_orient);
3528 // setup neb2 rendering
3529 neb2_render_setup(eye_pos, eye_orient);
3533 extern void ai_debug_render_stuff();
3536 int Game_subspace_effect = 0;
3537 DCF_BOOL( subspace, Game_subspace_effect );
3539 // Does everything needed to render a frame
3540 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3544 g3_start_frame(game_zbuffer);
3545 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3547 // maybe offset the HUD (jitter stuff)
3548 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3549 HUD_set_offsets(Viewer_obj, !dont_offset);
3551 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3552 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3553 // must be done before ships are rendered
3554 if ( MULTIPLAYER_CLIENT ) {
3555 shield_point_multi_setup();
3558 if ( Game_subspace_effect ) {
3559 stars_draw(0,0,0,1);
3561 stars_draw(1,1,1,0);
3564 obj_render_all(obj_render);
3565 beam_render_all(); // render all beam weapons
3566 particle_render_all(); // render particles after everything else.
3567 trail_render_all(); // render missilie trails after everything else.
3568 mflash_render_all(); // render all muzzle flashes
3570 // Why do we not show the shield effect in these modes? Seems ok.
3571 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3575 // render nebula lightning
3578 // render local player nebula
3579 neb2_render_player();
3582 ai_debug_render_stuff();
3585 #ifndef RELEASE_REAL
3586 // game_framerate_check();
3590 extern void snd_spew_debug_info();
3591 snd_spew_debug_info();
3594 //================ END OF 3D RENDERING STUFF ====================
3598 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3599 hud_maybe_clear_head_area();
3600 anim_render_all(0, flFrametime);
3603 extern int Multi_display_netinfo;
3604 if(Multi_display_netinfo){
3605 extern void multi_display_netinfo();
3606 multi_display_netinfo();
3609 game_tst_frame_pre();
3612 do_timing_test(flFrametime);
3616 extern int OO_update_index;
3617 multi_rate_display(OO_update_index, 375, 0);
3622 extern void oo_display();
3629 //#define JOHNS_DEBUG_CODE 1
3631 #ifdef JOHNS_DEBUG_CODE
3632 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3634 //if ( key_pressed(SDLK_LSHIFT) )
3636 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3638 model_subsystem *turret = tsys->system_info;
3640 if (turret->type == SUBSYSTEM_TURRET ) {
3641 vector v.fvec, v.uvec;
3642 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3644 ship_model_start(tobj);
3646 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3647 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3648 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3650 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3652 ship_model_stop(tobj);
3662 // following function for dumping frames for purposes of building trailers.
3665 // function to toggle state of dumping every frame into PCX when playing the game
3666 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3670 if ( Debug_dump_frames == 0 ) {
3672 Debug_dump_frames = 15;
3673 Debug_dump_trigger = 0;
3674 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3675 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3678 Debug_dump_frames = 0;
3679 Debug_dump_trigger = 0;
3680 gr_dump_frame_stop();
3681 dc_printf( "Frame dumping is now OFF\n" );
3687 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3691 if ( Debug_dump_frames == 0 ) {
3693 Debug_dump_frames = 15;
3694 Debug_dump_trigger = 1;
3695 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3696 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3699 Debug_dump_frames = 0;
3700 Debug_dump_trigger = 0;
3701 gr_dump_frame_stop();
3702 dc_printf( "Frame dumping is now OFF\n" );
3708 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3712 if ( Debug_dump_frames == 0 ) {
3714 Debug_dump_frames = 30;
3715 Debug_dump_trigger = 0;
3716 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3717 dc_printf( "Frame dumping at 30 hz is now ON\n" );
3720 Debug_dump_frames = 0;
3721 Debug_dump_trigger = 0;
3722 gr_dump_frame_stop();
3723 dc_printf( "Frame dumping is now OFF\n" );
3729 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3733 if ( Debug_dump_frames == 0 ) {
3735 Debug_dump_frames = 30;
3736 Debug_dump_trigger = 1;
3737 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3738 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3741 Debug_dump_frames = 0;
3742 Debug_dump_trigger = 0;
3743 gr_dump_frame_stop();
3744 dc_printf( "Triggered frame dumping is now OFF\n" );
3750 void game_maybe_dump_frame()
3752 if ( !Debug_dump_frames ){
3756 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3763 Debug_dump_frame_num++;
3769 extern int Player_dead_state;
3771 // Flip the page and time how long it took.
3772 void game_flip_page_and_time_it()
3777 t1 = timer_get_fixed_seconds();
3779 t2 = timer_get_fixed_seconds();
3782 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3783 SDL_snprintf( transfer_text, SDL_arraysize(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3790 void game_simulation_frame()
3792 // blow ships up in multiplayer dogfight
3793 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){
3794 // blow up all non-player ships
3795 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3798 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3800 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)){
3801 moveup = GET_NEXT(moveup);
3804 shipp = &Ships[Objects[moveup->objnum].instance];
3805 sip = &Ship_info[shipp->ship_info_index];
3807 // only blow up small ships
3808 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
3809 // function to simply explode a ship where it is currently at
3810 ship_self_destruct( &Objects[moveup->objnum] );
3813 moveup = GET_NEXT(moveup);
3819 // process AWACS stuff - do this first thing
3822 // single player, set Player hits_this_frame to 0
3823 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3824 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
3825 Player->damage_this_burst = SDL_max(Player->damage_this_burst, 0.0f);
3829 supernova_process();
3830 if(supernova_active() >= 5){
3834 // fire targeting lasers now so that
3835 // 1 - created this frame
3836 // 2 - collide this frame
3837 // 3 - render this frame
3838 // 4 - ignored and deleted next frame
3839 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3841 ship_process_targeting_lasers();
3843 // do this here so that it works for multiplayer
3845 // get viewer direction
3846 int viewer_direction = PHYSICS_VIEWER_REAR;
3848 if(Viewer_mode == 0){
3849 viewer_direction = PHYSICS_VIEWER_FRONT;
3851 if(Viewer_mode & VM_PADLOCK_UP){
3852 viewer_direction = PHYSICS_VIEWER_UP;
3854 else if(Viewer_mode & VM_PADLOCK_REAR){
3855 viewer_direction = PHYSICS_VIEWER_REAR;
3857 else if(Viewer_mode & VM_PADLOCK_LEFT){
3858 viewer_direction = PHYSICS_VIEWER_LEFT;
3860 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3861 viewer_direction = PHYSICS_VIEWER_RIGHT;
3864 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3866 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3869 #define VM_PADLOCK_UP (1 << 7)
3870 #define VM_PADLOCK_REAR (1 << 8)
3871 #define VM_PADLOCK_LEFT (1 << 9)
3872 #define VM_PADLOCK_RIGHT (1 << 10)
3874 // evaluate mission departures and arrivals before we process all objects.
3875 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3877 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3878 // ships/wing packets.
3879 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3880 mission_parse_eval_stuff();
3883 // if we're an observer, move ourselves seperately from the standard physics
3884 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
3885 obj_observer_move(flFrametime);
3888 // move all the objects now
3889 obj_move_all(flFrametime);
3891 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
3892 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
3893 // ship_check_cargo_all();
3894 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3895 mission_eval_goals();
3899 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
3900 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3901 training_check_objectives();
3904 // do all interpolation now
3905 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
3906 // client side processing of warping in effect stages
3907 multi_do_client_warp(flFrametime);
3909 // client side movement of an observer
3910 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
3911 obj_observer_move(flFrametime);
3914 // move all objects - does interpolation now as well
3915 obj_move_all(flFrametime);
3918 // only process the message queue when the player is "in" the game
3919 if ( !Pre_player_entry ){
3920 message_queue_process(); // process any messages send to the player
3923 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3924 message_maybe_distort(); // maybe distort incoming message if comms damaged
3925 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
3926 player_process_pending_praise(); // maybe send off a delayed praise message to the player
3927 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
3930 if(!(Game_mode & GM_STANDALONE_SERVER)){
3931 // process some stuff every frame (before frame is rendered)
3932 emp_process_local();
3934 hud_update_frame(); // update hud systems
3936 if (!physics_paused) {
3937 // Move particle system
3938 particle_move_all(flFrametime);
3940 // Move missile trails
3941 trail_move_all(flFrametime);
3943 // process muzzle flashes
3944 mflash_process_all();
3946 // Flash the gun flashes
3947 shipfx_flash_do_frame(flFrametime);
3949 shockwave_move_all(flFrametime); // update all the shockwaves
3952 // subspace missile strikes
3955 obj_snd_do_frame(); // update the object-linked persistant sounds
3956 game_maybe_update_sound_environment();
3957 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
3959 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
3961 if ( Game_subspace_effect ) {
3962 game_start_subspace_ambient_sound();
3968 // Maybe render and process the dead-popup
3969 void game_maybe_do_dead_popup(float frametime)
3971 if ( popupdead_is_active() ) {
3973 int choice = popupdead_do_frame(frametime);
3975 if ( Game_mode & GM_NORMAL ) {
3978 gameseq_post_event(GS_EVENT_ENTER_GAME);
3982 gameseq_post_event(GS_EVENT_END_GAME);
3986 gameseq_post_event(GS_EVENT_START_GAME);
3989 // this should only happen during a red alert mission
3992 SDL_assert(The_mission.red_alert);
3993 if(!The_mission.red_alert){
3994 gameseq_post_event(GS_EVENT_START_GAME);
3998 // choose the previous mission
3999 mission_campaign_previous_mission();
4001 gameseq_post_event(GS_EVENT_START_GAME);
4011 case POPUPDEAD_DO_MAIN_HALL:
4012 multi_quit_game(PROMPT_NONE,-1);
4015 case POPUPDEAD_DO_RESPAWN:
4016 multi_respawn_normal();
4017 event_music_player_respawn();
4020 case POPUPDEAD_DO_OBSERVER:
4021 multi_respawn_observer();
4022 event_music_player_respawn_as_observer();
4031 if ( leave_popup ) {
4037 // returns true if player is actually in a game_play stats
4038 int game_actually_playing()
4042 state = gameseq_get_state();
4043 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4049 // Draw the 2D HUD gauges
4050 void game_render_hud_2d()
4052 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4056 HUD_render_2d(flFrametime);
4060 // Draw the 3D-dependant HUD gauges
4061 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4063 g3_start_frame(0); // 0 = turn zbuffering off
4064 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4066 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4067 HUD_render_3d(flFrametime);
4071 game_sunspot_process(flFrametime);
4073 // Diminish the palette effect
4074 game_flash_diminish(flFrametime);
4082 int actually_playing;
4083 fix total_time1, total_time2;
4084 fix render2_time1=0, render2_time2=0;
4085 fix render3_time1=0, render3_time2=0;
4086 fix flip_time1=0, flip_time2=0;
4087 fix clear_time1=0, clear_time2=0;
4093 if (Framerate_delay) {
4094 int start_time = timer_get_milliseconds();
4095 while (timer_get_milliseconds() < start_time + Framerate_delay)
4101 demo_do_frame_start();
4103 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4108 // start timing frame
4109 timing_frame_start();
4111 total_time1 = timer_get_fixed_seconds();
4113 // var to hold which state we are in
4114 actually_playing = game_actually_playing();
4116 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4117 if (!(Game_mode & GM_STANDALONE_SERVER)){
4118 SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4122 if (Missiontime > Entry_delay_time){
4123 Pre_player_entry = 0;
4125 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4128 // Note: These are done even before the player enters, else buffers can overflow.
4129 if (! (Game_mode & GM_STANDALONE_SERVER)){
4133 shield_frame_init();
4135 if ( Player->control_mode != PCM_NORMAL )
4138 if ( !Pre_player_entry && actually_playing ) {
4139 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4141 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4142 game_process_keys();
4144 // don't read flying controls if we're playing a demo back
4145 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4146 read_player_controls( Player_obj, flFrametime);
4150 // if we're not the master, we may have to send the server-critical ship status button_info bits
4151 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4152 multi_maybe_send_ship_status();
4157 // Reset the whack stuff
4160 // These two lines must be outside of Pre_player_entry code,
4161 // otherwise too many lights are added.
4164 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4168 game_simulation_frame();
4170 // if not actually in a game play state, then return. This condition could only be true in
4171 // a multiplayer game.
4172 if ( !actually_playing ) {
4173 SDL_assert( Game_mode & GM_MULTIPLAYER );
4177 if (!Pre_player_entry) {
4178 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4179 clear_time1 = timer_get_fixed_seconds();
4180 // clear the screen to black
4182 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4186 clear_time2 = timer_get_fixed_seconds();
4187 render3_time1 = timer_get_fixed_seconds();
4188 game_render_frame_setup(&eye_pos, &eye_orient);
4189 game_render_frame( &eye_pos, &eye_orient );
4191 // save the eye position and orientation
4192 if ( Game_mode & GM_MULTIPLAYER ) {
4193 Net_player->s_info.eye_pos = eye_pos;
4194 Net_player->s_info.eye_orient = eye_orient;
4197 hud_show_target_model();
4199 // check to see if we should display the death died popup
4200 if(Game_mode & GM_DEAD_BLEW_UP){
4201 if(Game_mode & GM_MULTIPLAYER){
4202 // catch the situation where we're supposed to be warping out on this transition
4203 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4204 gameseq_post_event(GS_EVENT_DEBRIEF);
4205 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4206 Player_died_popup_wait = -1;
4210 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4211 Player_died_popup_wait = -1;
4217 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4218 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4219 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4220 if(!popupdead_is_active()){
4224 Player_multi_died_check = -1;
4228 render3_time2 = timer_get_fixed_seconds();
4229 render2_time1 = timer_get_fixed_seconds();
4232 game_get_framerate();
4233 game_show_framerate();
4235 game_show_time_left();
4237 // Draw the 2D HUD gauges
4238 if(supernova_active() < 3){
4239 game_render_hud_2d();
4242 game_set_view_clip();
4244 // Draw 3D HUD gauges
4245 game_render_hud_3d(&eye_pos, &eye_orient);
4249 render2_time2 = timer_get_fixed_seconds();
4251 // maybe render and process the dead popup
4252 game_maybe_do_dead_popup(flFrametime);
4254 // start timing frame
4255 timing_frame_stop();
4256 // timing_display(30, 10);
4258 // If a regular popup is active, don't flip (popup code flips)
4259 if( !popup_running_state() ){
4260 flip_time1 = timer_get_fixed_seconds();
4261 game_flip_page_and_time_it();
4262 flip_time2 = timer_get_fixed_seconds();
4266 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4269 game_show_standalone_framerate();
4273 game_do_training_checks();
4276 // process lightning (nebula only)
4279 total_time2 = timer_get_fixed_seconds();
4281 // Got some timing numbers
4282 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4283 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4284 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4285 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4286 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4289 demo_do_frame_end();
4291 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4297 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4298 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4299 // died. This resulted in screwed up death sequences.
4301 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4302 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4303 static int timer_paused=0;
4304 #if defined(TIMER_TEST) && !defined(NDEBUG)
4305 static int stop_count,start_count;
4306 static int time_stopped,time_started;
4308 int saved_timestamp_ticker = -1;
4310 void game_reset_time()
4312 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4316 // Last_time = timer_get_fixed_seconds();
4322 void game_stop_time()
4324 if (timer_paused==0) {
4326 time = timer_get_fixed_seconds();
4327 // Save how much time progressed so far in the frame so we can
4328 // use it when we unpause.
4329 Last_delta_time = time - Last_time;
4331 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4332 if (Last_delta_time < 0) {
4333 #if defined(TIMER_TEST) && !defined(NDEBUG)
4334 Int3(); //get Matt!!!!
4336 Last_delta_time = 0;
4338 #if defined(TIMER_TEST) && !defined(NDEBUG)
4339 time_stopped = time;
4342 // Stop the timer_tick stuff...
4343 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4344 saved_timestamp_ticker = timestamp_ticker;
4348 #if defined(TIMER_TEST) && !defined(NDEBUG)
4353 void game_start_time()
4356 SDL_assert(timer_paused >= 0);
4357 if (timer_paused==0) {
4359 time = timer_get_fixed_seconds();
4360 #if defined(TIMER_TEST) && !defined(NDEBUG)
4362 Int3(); //get Matt!!!!
4365 // Take current time, and set it backwards to account for time
4366 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4367 // will be correct when it goes to calculate the frametime next
4369 Last_time = time - Last_delta_time;
4370 #if defined(TIMER_TEST) && !defined(NDEBUG)
4371 time_started = time;
4374 // Restore the timer_tick stuff...
4375 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4376 SDL_assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4377 timestamp_ticker = saved_timestamp_ticker;
4378 saved_timestamp_ticker = -1;
4381 #if defined(TIMER_TEST) && !defined(NDEBUG)
4387 void game_set_frametime(int state)
4390 float frame_cap_diff;
4392 thistime = timer_get_fixed_seconds();
4394 if ( Last_time == 0 )
4395 Frametime = F1_0 / 30;
4397 Frametime = thistime - Last_time;
4399 // Frametime = F1_0 / 30;
4402 fix debug_frametime = Frametime; // Just used to display frametime.
4405 // If player hasn't entered mission yet, make frame take 1/4 second.
4406 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4409 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4411 fix frame_speed = F1_0 / Debug_dump_frames;
4413 if (Frametime > frame_speed ){
4414 nprintf(("warning","slow frame: %x\n",Frametime));
4417 thistime = timer_get_fixed_seconds();
4418 Frametime = thistime - Last_time;
4419 } while (Frametime < frame_speed );
4421 Frametime = frame_speed;
4425 SDL_assert( Framerate_cap > 0 );
4427 // Cap the framerate so it doesn't get too high.
4431 cap = F1_0/Framerate_cap;
4432 if (Frametime < cap) {
4433 thistime = cap - Frametime;
4434 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4435 SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4437 thistime = timer_get_fixed_seconds();
4441 if((Game_mode & GM_STANDALONE_SERVER) &&
4442 (f2fl(Frametime) < (1.0f/(float)Multi_options_g.std_framecap))){
4444 frame_cap_diff = (1.0f/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4445 SDL_Delay( fl2i(frame_cap_diff * 1000.0f) );
4447 thistime += fl2f((frame_cap_diff));
4449 Frametime = thistime - Last_time;
4452 // If framerate is too low, cap it.
4453 if (Frametime > MAX_FRAMETIME) {
4455 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4457 Frametime = MAX_FRAMETIME;
4460 Frametime = fixmul(Frametime, Game_time_compression);
4462 Last_time = thistime;
4463 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4465 flFrametime = f2fl(Frametime);
4466 //if(!(Game_mode & GM_PLAYING_DEMO)){
4467 timestamp_inc(flFrametime);
4469 /* if ((Framecount > 0) && (Framecount < 10)) {
4470 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4475 // This is called from game_do_frame(), and from navmap_do_frame()
4476 void game_update_missiontime()
4478 // TODO JAS: Put in if and move this into game_set_frametime,
4479 // fix navmap to call game_stop/start_time
4480 //if ( !timer_paused )
4481 Missiontime += Frametime;
4484 void game_do_frame()
4486 game_set_frametime(GS_STATE_GAME_PLAY);
4487 game_update_missiontime();
4489 if (Game_mode & GM_STANDALONE_SERVER) {
4490 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4493 if ( game_single_step && (last_single_step == game_single_step) ) {
4494 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4495 while( key_checkch() == 0 )
4497 os_set_title( XSTR( "FreeSpace", 171) );
4498 Last_time = timer_get_fixed_seconds();
4501 last_single_step = game_single_step;
4503 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4504 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4508 Keep_mouse_centered = 0;
4509 monitor_update(); // Update monitor variables
4512 void multi_maybe_do_frame()
4514 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4519 int Joymouse_button_status = 0;
4521 // Flush all input devices
4529 Joymouse_button_status = 0;
4531 //mprintf(("Game flush!\n" ));
4534 // function for multiplayer only which calls game_do_state_common() when running the
4536 void game_do_dc_networking()
4538 SDL_assert( Game_mode & GM_MULTIPLAYER );
4540 game_do_state_common( gameseq_get_state() );
4543 // Call this whenever in a loop, or when you need to check for a keystroke.
4544 int game_check_key()
4550 // convert keypad enter to normal enter
4551 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4552 k = (k & ~KEY_MASK) | SDLK_RETURN;
4557 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4559 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4560 static int Demo_show_trailer_timestamp = 0;
4562 void demo_reset_trailer_timer()
4564 Demo_show_trailer_timestamp = timer_get_milliseconds();
4567 void demo_maybe_show_trailer(int k)
4570 // if key pressed, reset demo trailer timer
4572 demo_reset_trailer_timer();
4576 // if mouse moved, reset demo trailer timer
4579 mouse_get_delta(&dx, &dy);
4580 if ( (dx > 0) || (dy > 0) ) {
4581 demo_reset_trailer_timer();
4585 // if joystick has moved, reset demo trailer timer
4588 joy_get_delta(&dx, &dy);
4589 if ( (dx > 0) || (dy > 0) ) {
4590 demo_reset_trailer_timer();
4594 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4595 // the low-level code. Ugly, I know... but was the simplest and most
4598 // if 30 seconds since last demo trailer time reset, launch movie
4599 if ( os_foreground() ) {
4600 int now = timer_get_milliseconds();
4601 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4602 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4604 movie_play( NOX("fstrailer2.mve") );
4605 demo_reset_trailer_timer();
4613 // same as game_check_key(), except this is used while actually in the game. Since there
4614 // generally are differences between game control keys and general UI keys, makes sense to
4615 // have seperate functions for each case. If you are not checking a game control while in a
4616 // mission, you should probably be using game_check_key() instead.
4621 if (!os_foreground()) {
4626 // If we're in a single player game, pause it.
4627 if (!(Game_mode & GM_MULTIPLAYER)){
4628 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4629 game_process_pause_key();
4636 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4637 demo_maybe_show_trailer(k);
4640 // Move the mouse cursor with the joystick.
4641 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4642 // Move the mouse cursor with the joystick
4646 joy_get_pos( &jx, &jy, &jz, &jr );
4648 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4649 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4652 mouse_get_real_pos( &mx, &my );
4653 mouse_set_pos( mx+dx, my+dy );
4658 m = mouse_down(MOUSE_LEFT_BUTTON);
4660 if ( j != Joymouse_button_status ) {
4661 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4662 Joymouse_button_status = j;
4664 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4665 } else if ( (!j) && (m) ) {
4666 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4671 // if we should be ignoring keys because of some multiplayer situations
4672 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4676 // If a popup is running, don't process all the Fn keys
4677 if( popup_active() ) {
4681 state = gameseq_get_state();
4683 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
4686 case KEY_DEBUGGED + SDLK_BACKSPACE:
4691 launch_context_help();
4696 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4698 // don't allow f2 while warping out in multiplayer
4699 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4704 case GS_STATE_INITIAL_PLAYER_SELECT:
4705 case GS_STATE_OPTIONS_MENU:
4706 case GS_STATE_HUD_CONFIG:
4707 case GS_STATE_CONTROL_CONFIG:
4708 case GS_STATE_DEATH_DIED:
4709 case GS_STATE_DEATH_BLEW_UP:
4710 case GS_STATE_VIEW_MEDALS:
4714 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4721 // hotkey selection screen -- only valid from briefing and beyond.
4723 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4724 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) ) {
4725 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4731 case KEY_DEBUGGED + SDLK_F3:
4732 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4735 case KEY_DEBUGGED + SDLK_F4:
4736 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4740 if(Game_mode & GM_MULTIPLAYER){
4741 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4742 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4746 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4747 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4753 case SDLK_ESCAPE | KEY_SHIFTED:
4754 // make sure to quit properly out of multiplayer
4755 if(Game_mode & GM_MULTIPLAYER){
4756 multi_quit_game(PROMPT_NONE);
4759 gameseq_post_event( GS_EVENT_QUIT_GAME );
4764 case KEY_DEBUGGED + SDLK_p:
4767 case SDLK_PRINTSCREEN:
4769 static int counter = 0;
4774 SDL_snprintf( tmp_name, SDL_arraysize(tmp_name), NOX("screen%02d"), counter );
4776 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4777 gr_print_screen(tmp_name);
4785 case KEY_SHIFTED | SDLK_RETURN: {
4787 #if !defined(NDEBUG)
4789 if ( Game_mode & GM_NORMAL ){
4793 // if we're in multiplayer mode, do some special networking
4794 if(Game_mode & GM_MULTIPLAYER){
4795 debug_console(game_do_dc_networking);
4802 if ( Game_mode & GM_NORMAL )
4816 gameseq_post_event(GS_EVENT_QUIT_GAME);
4819 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4822 void camera_set_position( vector *pos )
4827 void camera_set_orient( matrix *orient )
4829 Camera_orient = *orient;
4832 void camera_set_velocity( vector *vel, int instantaneous )
4834 Camera_desired_velocity.xyz.x = 0.0f;
4835 Camera_desired_velocity.xyz.y = 0.0f;
4836 Camera_desired_velocity.xyz.z = 0.0f;
4838 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4839 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4840 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4842 if ( instantaneous ) {
4843 Camera_velocity = Camera_desired_velocity;
4851 vector new_vel, delta_pos;
4853 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4854 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4855 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4857 Camera_velocity = new_vel;
4859 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4861 vm_vec_add2( &Camera_pos, &delta_pos );
4863 float ot = Camera_time+0.0f;
4865 Camera_time += flFrametime;
4867 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
4870 tmp.xyz.z = 4.739f; // always go this fast forward.
4872 // pick x and y velocities so they are always on a
4873 // circle with a 25 m radius.
4875 float tmp_angle = frand()*PI2;
4877 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4878 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4880 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4882 //mprintf(( "Changing velocity!\n" ));
4883 camera_set_velocity( &tmp, 0 );
4886 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
4887 vector tmp = ZERO_VECTOR;
4888 camera_set_velocity( &tmp, 0 );
4893 void end_demo_campaign_do()
4895 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4896 // show upsell screens
4897 demo_upsell_show_screens();
4898 #elif defined(OEM_BUILD)
4899 // show oem upsell screens
4900 oem_upsell_show_screens();
4903 // drop into main hall
4904 gameseq_post_event( GS_EVENT_MAIN_MENU );
4907 // All code to process events. This is the only place
4908 // that you should change the state of the game.
4909 void game_process_event( int current_state, int event )
4911 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
4914 case GS_EVENT_SIMULATOR_ROOM:
4915 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
4918 case GS_EVENT_MAIN_MENU:
4919 gameseq_set_state(GS_STATE_MAIN_MENU);
4922 case GS_EVENT_OPTIONS_MENU:
4923 gameseq_push_state( GS_STATE_OPTIONS_MENU );
4926 case GS_EVENT_BARRACKS_MENU:
4927 gameseq_set_state(GS_STATE_BARRACKS_MENU);
4930 case GS_EVENT_TECH_MENU:
4931 gameseq_set_state(GS_STATE_TECH_MENU);
4934 case GS_EVENT_TRAINING_MENU:
4935 gameseq_set_state(GS_STATE_TRAINING_MENU);
4938 case GS_EVENT_START_GAME:
4939 Select_default_ship = 0;
4940 Player_multi_died_check = -1;
4941 gameseq_set_state(GS_STATE_CMD_BRIEF);
4944 case GS_EVENT_START_BRIEFING:
4945 gameseq_set_state(GS_STATE_BRIEFING);
4948 case GS_EVENT_DEBRIEF:
4949 // did we end the campaign in the main freespace 2 single player campaign?
4951 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
4953 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
4955 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
4957 gameseq_set_state(GS_STATE_DEBRIEF);
4960 Player_multi_died_check = -1;
4963 case GS_EVENT_SHIP_SELECTION:
4964 gameseq_set_state( GS_STATE_SHIP_SELECT );
4967 case GS_EVENT_WEAPON_SELECTION:
4968 gameseq_set_state( GS_STATE_WEAPON_SELECT );
4971 case GS_EVENT_ENTER_GAME:
4973 // maybe start recording a demo
4975 demo_start_record("test.fsd");
4979 if (Game_mode & GM_MULTIPLAYER) {
4980 // if we're respawning, make sure we change the view mode so that the hud shows up
4981 if (current_state == GS_STATE_DEATH_BLEW_UP) {
4985 gameseq_set_state(GS_STATE_GAME_PLAY);
4987 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
4990 Player_multi_died_check = -1;
4992 // clear multiplayer button info
4993 extern button_info Multi_ship_status_bi;
4994 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
4996 Start_time = f2fl(timer_get_approx_seconds());
4998 mprintf(("Entering game at time = %7.3f\n", Start_time));
5002 case GS_EVENT_START_GAME_QUICK:
5003 Select_default_ship = 1;
5004 gameseq_post_event(GS_EVENT_ENTER_GAME);
5008 case GS_EVENT_END_GAME:
5009 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5010 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5011 gameseq_set_state(GS_STATE_MAIN_MENU);
5016 Player_multi_died_check = -1;
5019 case GS_EVENT_QUIT_GAME:
5020 main_hall_stop_music();
5021 main_hall_stop_ambient();
5022 gameseq_set_state(GS_STATE_QUIT_GAME);
5024 Player_multi_died_check = -1;
5027 case GS_EVENT_GAMEPLAY_HELP:
5028 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5031 case GS_EVENT_PAUSE_GAME:
5032 gameseq_push_state(GS_STATE_GAME_PAUSED);
5035 case GS_EVENT_DEBUG_PAUSE_GAME:
5036 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5039 case GS_EVENT_TRAINING_PAUSE:
5040 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5043 case GS_EVENT_PREVIOUS_STATE:
5044 gameseq_pop_state();
5047 case GS_EVENT_TOGGLE_FULLSCREEN:
5048 gr_toggle_fullscreen();
5051 case GS_EVENT_TOGGLE_GLIDE:
5054 case GS_EVENT_LOAD_MISSION_MENU:
5057 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5058 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5061 case GS_EVENT_HUD_CONFIG:
5062 gameseq_push_state( GS_STATE_HUD_CONFIG );
5065 case GS_EVENT_CONTROL_CONFIG:
5066 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5069 case GS_EVENT_DEATH_DIED:
5070 gameseq_set_state( GS_STATE_DEATH_DIED );
5073 case GS_EVENT_DEATH_BLEW_UP:
5074 if ( current_state == GS_STATE_DEATH_DIED ) {
5075 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5076 event_music_player_death();
5078 // multiplayer clients set their extra check here
5079 if(Game_mode & GM_MULTIPLAYER){
5080 // set the multi died absolute last chance check
5081 Player_multi_died_check = time(NULL);
5084 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5088 case GS_EVENT_NEW_CAMPAIGN:
5089 if (!mission_load_up_campaign()){
5090 readyroom_continue_campaign();
5093 Player_multi_died_check = -1;
5096 case GS_EVENT_CAMPAIGN_CHEAT:
5097 if (!mission_load_up_campaign()){
5099 // bash campaign value
5100 extern char Main_hall_campaign_cheat[512];
5103 // look for the mission
5104 for(idx=0; idx<Campaign.num_missions; idx++){
5105 if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5106 Campaign.next_mission = idx;
5107 Campaign.prev_mission = idx - 1;
5114 readyroom_continue_campaign();
5117 Player_multi_died_check = -1;
5120 case GS_EVENT_CAMPAIGN_ROOM:
5121 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5124 case GS_EVENT_CMD_BRIEF:
5125 gameseq_set_state(GS_STATE_CMD_BRIEF);
5128 case GS_EVENT_RED_ALERT:
5129 gameseq_set_state(GS_STATE_RED_ALERT);
5132 case GS_EVENT_CREDITS:
5133 gameseq_set_state( GS_STATE_CREDITS );
5136 case GS_EVENT_VIEW_MEDALS:
5137 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5140 case GS_EVENT_SHOW_GOALS:
5141 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5144 case GS_EVENT_HOTKEY_SCREEN:
5145 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5148 // multiplayer stuff follow these comments
5151 gameseq_set_state(GS_STATE_PXO);
5154 case GS_EVENT_PXO_HELP:
5155 gameseq_set_state(GS_STATE_PXO_HELP);
5158 case GS_EVENT_MULTI_JOIN_GAME:
5159 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5162 case GS_EVENT_MULTI_HOST_SETUP:
5163 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5166 case GS_EVENT_MULTI_CLIENT_SETUP:
5167 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5170 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5171 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5174 case GS_EVENT_MULTI_STD_WAIT:
5175 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5178 case GS_EVENT_STANDALONE_MAIN:
5179 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5182 case GS_EVENT_MULTI_PAUSE:
5183 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5186 case GS_EVENT_INGAME_PRE_JOIN:
5187 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5190 case GS_EVENT_EVENT_DEBUG:
5191 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5194 // Start a warpout where player automatically goes 70 no matter what
5195 // and can't cancel out of it.
5196 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5197 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5199 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5200 Player->saved_viewer_mode = Viewer_mode;
5201 Player->control_mode = PCM_WARPOUT_STAGE1;
5202 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5203 Warpout_time = 0.0f; // Start timer!
5206 case GS_EVENT_PLAYER_WARPOUT_START:
5207 if ( Player->control_mode != PCM_NORMAL ) {
5208 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5210 Player->saved_viewer_mode = Viewer_mode;
5211 Player->control_mode = PCM_WARPOUT_STAGE1;
5212 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5213 Warpout_time = 0.0f; // Start timer!
5214 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5218 case GS_EVENT_PLAYER_WARPOUT_STOP:
5219 if ( Player->control_mode != PCM_NORMAL ) {
5220 if ( !Warpout_forced ) { // cannot cancel forced warpout
5221 Player->control_mode = PCM_NORMAL;
5222 Viewer_mode = Player->saved_viewer_mode;
5223 hud_subspace_notify_abort();
5224 mprintf(( "Player put back to normal mode.\n" ));
5225 if ( Warpout_sound > -1 ) {
5226 snd_stop( Warpout_sound );
5233 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5234 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5235 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5236 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5238 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5239 shipfx_warpout_start( Player_obj );
5240 Player->control_mode = PCM_WARPOUT_STAGE2;
5241 Player->saved_viewer_mode = Viewer_mode;
5242 Viewer_mode |= VM_WARP_CHASE;
5244 vector tmp = Player_obj->pos;
5246 ship_get_eye( &tmp, &tmp_m, Player_obj );
5247 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5248 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5249 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5251 camera_set_position( &tmp );
5252 camera_set_orient( &Player_obj->orient );
5253 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5255 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5256 camera_set_velocity( &tmp_vel, 1);
5260 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5261 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5262 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5263 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5265 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5266 Player->control_mode = PCM_WARPOUT_STAGE3;
5270 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5271 mprintf(( "Player warped out. Going to debriefing!\n" ));
5272 Player->control_mode = PCM_NORMAL;
5273 Viewer_mode = Player->saved_viewer_mode;
5276 // we have a special debriefing screen for multiplayer furballs
5277 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5278 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5280 // do the normal debriefing for all other situations
5282 gameseq_post_event(GS_EVENT_DEBRIEF);
5286 case GS_EVENT_STANDALONE_POSTGAME:
5287 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5290 case GS_EVENT_INITIAL_PLAYER_SELECT:
5291 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5294 case GS_EVENT_GAME_INIT:
5295 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5296 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5298 // see if the command line option has been set to use the last pilot, and act acoordingly
5299 if( player_select_get_last_pilot() ) {
5300 // always enter the main menu -- do the automatic network startup stuff elsewhere
5301 // so that we still have valid checks for networking modes, etc.
5302 gameseq_set_state(GS_STATE_MAIN_MENU);
5304 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5309 case GS_EVENT_MULTI_MISSION_SYNC:
5310 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5313 case GS_EVENT_MULTI_START_GAME:
5314 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5317 case GS_EVENT_MULTI_HOST_OPTIONS:
5318 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5321 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5322 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5325 case GS_EVENT_TEAM_SELECT:
5326 gameseq_set_state(GS_STATE_TEAM_SELECT);
5329 case GS_EVENT_END_CAMPAIGN:
5330 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5333 case GS_EVENT_END_DEMO:
5334 gameseq_set_state(GS_STATE_END_DEMO);
5337 case GS_EVENT_LOOP_BRIEF:
5338 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5347 // Called when a state is being left.
5348 // The current state is still at old_state, but as soon as
5349 // this function leaves, then the current state will become
5350 // new state. You should never try to change the state
5351 // in here... if you think you need to, you probably really
5352 // need to post an event, not change the state.
5353 void game_leave_state( int old_state, int new_state )
5355 int end_mission = 1;
5357 switch (new_state) {
5358 case GS_STATE_GAME_PAUSED:
5359 case GS_STATE_DEBUG_PAUSED:
5360 case GS_STATE_OPTIONS_MENU:
5361 case GS_STATE_CONTROL_CONFIG:
5362 case GS_STATE_MISSION_LOG_SCROLLBACK:
5363 case GS_STATE_DEATH_DIED:
5364 case GS_STATE_SHOW_GOALS:
5365 case GS_STATE_HOTKEY_SCREEN:
5366 case GS_STATE_MULTI_PAUSED:
5367 case GS_STATE_TRAINING_PAUSED:
5368 case GS_STATE_EVENT_DEBUG:
5369 case GS_STATE_GAMEPLAY_HELP:
5370 end_mission = 0; // these events shouldn't end a mission
5374 switch (old_state) {
5375 case GS_STATE_BRIEFING:
5376 brief_stop_voices();
5377 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5378 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5379 && (new_state != GS_STATE_TEAM_SELECT) ){
5380 common_select_close();
5381 if ( new_state == GS_STATE_MAIN_MENU ) {
5382 freespace_stop_mission();
5386 // COMMAND LINE OPTION
5387 if (Cmdline_multi_stream_chat_to_file){
5388 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5389 cfclose(Multi_chat_stream);
5393 case GS_STATE_DEBRIEF:
5394 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5399 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5400 multi_df_debrief_close();
5403 case GS_STATE_LOAD_MISSION_MENU:
5406 case GS_STATE_SIMULATOR_ROOM:
5410 case GS_STATE_CAMPAIGN_ROOM:
5411 campaign_room_close();
5414 case GS_STATE_CMD_BRIEF:
5415 if (new_state == GS_STATE_OPTIONS_MENU) {
5420 if (new_state == GS_STATE_MAIN_MENU)
5421 freespace_stop_mission();
5426 case GS_STATE_RED_ALERT:
5430 case GS_STATE_SHIP_SELECT:
5431 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5432 new_state != GS_STATE_HOTKEY_SCREEN &&
5433 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5434 common_select_close();
5435 if ( new_state == GS_STATE_MAIN_MENU ) {
5436 freespace_stop_mission();
5441 case GS_STATE_WEAPON_SELECT:
5442 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5443 new_state != GS_STATE_HOTKEY_SCREEN &&
5444 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5445 common_select_close();
5446 if ( new_state == GS_STATE_MAIN_MENU ) {
5447 freespace_stop_mission();
5452 case GS_STATE_TEAM_SELECT:
5453 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5454 new_state != GS_STATE_HOTKEY_SCREEN &&
5455 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5456 common_select_close();
5457 if ( new_state == GS_STATE_MAIN_MENU ) {
5458 freespace_stop_mission();
5463 case GS_STATE_MAIN_MENU:
5464 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5471 case GS_STATE_OPTIONS_MENU:
5472 //game_start_time();
5473 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5474 multi_join_clear_game_list();
5476 options_menu_close();
5479 case GS_STATE_BARRACKS_MENU:
5480 if(new_state != GS_STATE_VIEW_MEDALS){
5485 case GS_STATE_MISSION_LOG_SCROLLBACK:
5486 hud_scrollback_close();
5489 case GS_STATE_TRAINING_MENU:
5490 training_menu_close();
5493 case GS_STATE_GAME_PLAY:
5494 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5495 player_save_target_and_weapon_link_prefs();
5496 game_stop_looped_sounds();
5499 sound_env_disable();
5500 joy_ff_stop_effects();
5502 // stop game time under certain conditions
5503 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5508 // shut down any recording or playing demos
5513 // when in multiplayer and going back to the main menu, send a leave game packet
5514 // right away (before calling stop mission). stop_mission was taking to long to
5515 // close mission down and I want people to get notified ASAP.
5516 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5517 multi_quit_game(PROMPT_NONE);
5520 freespace_stop_mission();
5521 Game_time_compression = F1_0;
5525 case GS_STATE_TECH_MENU:
5529 case GS_STATE_TRAINING_PAUSED:
5530 Training_num_lines = 0;
5531 // fall through to GS_STATE_GAME_PAUSED
5533 case GS_STATE_GAME_PAUSED:
5535 if ( end_mission ) {
5540 case GS_STATE_DEBUG_PAUSED:
5543 pause_debug_close();
5547 case GS_STATE_HUD_CONFIG:
5551 // join/start a game
5552 case GS_STATE_MULTI_JOIN_GAME:
5553 if(new_state != GS_STATE_OPTIONS_MENU){
5554 multi_join_game_close();
5558 case GS_STATE_MULTI_HOST_SETUP:
5559 case GS_STATE_MULTI_CLIENT_SETUP:
5560 // if this is just the host going into the options screen, don't do anything
5561 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5565 // close down the proper state
5566 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5567 multi_create_game_close();
5569 multi_game_client_setup_close();
5572 // COMMAND LINE OPTION
5573 if (Cmdline_multi_stream_chat_to_file){
5574 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5575 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5576 cfclose(Multi_chat_stream);
5581 case GS_STATE_CONTROL_CONFIG:
5582 control_config_close();
5585 case GS_STATE_DEATH_DIED:
5586 Game_mode &= ~GM_DEAD_DIED;
5588 // early end while respawning or blowing up in a multiplayer game
5589 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5591 freespace_stop_mission();
5595 case GS_STATE_DEATH_BLEW_UP:
5596 Game_mode &= ~GM_DEAD_BLEW_UP;
5598 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5599 // to determine if I should do anything.
5600 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5602 freespace_stop_mission();
5605 // if we are not respawing as an observer or as a player, our new state will not
5606 // be gameplay state.
5607 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5608 game_stop_time(); // hasn't been called yet!!
5609 freespace_stop_mission();
5615 case GS_STATE_CREDITS:
5619 case GS_STATE_VIEW_MEDALS:
5623 case GS_STATE_SHOW_GOALS:
5624 mission_show_goals_close();
5627 case GS_STATE_HOTKEY_SCREEN:
5628 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5629 mission_hotkey_close();
5633 case GS_STATE_MULTI_MISSION_SYNC:
5634 // if we're moving into the options menu, don't do anything
5635 if(new_state == GS_STATE_OPTIONS_MENU){
5639 SDL_assert( Game_mode & GM_MULTIPLAYER );
5641 if ( new_state == GS_STATE_GAME_PLAY ){
5642 // palette_restore_palette();
5644 // change a couple of flags to indicate our state!!!
5645 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5646 send_netplayer_update_packet();
5648 // set the game mode
5649 Game_mode |= GM_IN_MISSION;
5653 case GS_STATE_VIEW_CUTSCENES:
5654 cutscenes_screen_close();
5657 case GS_STATE_MULTI_STD_WAIT:
5658 multi_standalone_wait_close();
5661 case GS_STATE_STANDALONE_MAIN:
5662 standalone_main_close();
5663 if(new_state == GS_STATE_MULTI_STD_WAIT){
5664 init_multiplayer_stats();
5668 case GS_STATE_MULTI_PAUSED:
5669 // if ( end_mission ){
5674 case GS_STATE_INGAME_PRE_JOIN:
5675 multi_ingame_select_close();
5678 case GS_STATE_STANDALONE_POSTGAME:
5679 multi_standalone_postgame_close();
5682 case GS_STATE_INITIAL_PLAYER_SELECT:
5683 player_select_close();
5686 case GS_STATE_MULTI_START_GAME:
5687 multi_start_game_close();
5690 case GS_STATE_MULTI_HOST_OPTIONS:
5691 multi_host_options_close();
5694 case GS_STATE_END_OF_CAMPAIGN:
5695 mission_campaign_end_close();
5698 case GS_STATE_LOOP_BRIEF:
5703 if (new_state != GS_STATE_PXO_HELP) {
5708 case GS_STATE_PXO_HELP:
5709 multi_pxo_help_close();
5714 // Called when a state is being entered.
5715 // The current state is set to the state we're entering at
5716 // this point, and old_state is set to the state we're coming
5717 // from. You should never try to change the state
5718 // in here... if you think you need to, you probably really
5719 // need to post an event, not change the state.
5721 void game_enter_state( int old_state, int new_state )
5723 switch (new_state) {
5724 case GS_STATE_MAIN_MENU:
5725 // in multiplayer mode, be sure that we are not doing networking anymore.
5726 if ( Game_mode & GM_MULTIPLAYER ) {
5727 SDL_assert( Net_player != NULL );
5728 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5731 Game_time_compression = F1_0;
5733 // determine which ship this guy is currently based on
5734 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5737 if (Player->on_bastion) {
5745 case GS_STATE_BRIEFING:
5746 main_hall_stop_music();
5747 main_hall_stop_ambient();
5749 if (Game_mode & GM_NORMAL) {
5750 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5751 // MWA: or from options or hotkey screens
5752 // JH: or if the command brief state already did this
5753 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5754 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5755 && (old_state != GS_STATE_CMD_BRIEF) ) {
5756 if ( !game_start_mission() ) // this should put us into a new state on failure!
5760 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5761 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5762 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5764 Game_time_compression = F1_0;
5766 if ( red_alert_mission() ) {
5767 gameseq_post_event(GS_EVENT_RED_ALERT);
5774 case GS_STATE_DEBRIEF:
5775 game_stop_looped_sounds();
5776 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
5777 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5782 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5783 multi_df_debrief_init();
5786 case GS_STATE_LOAD_MISSION_MENU:
5789 case GS_STATE_SIMULATOR_ROOM:
5793 case GS_STATE_CAMPAIGN_ROOM:
5794 campaign_room_init();
5797 case GS_STATE_RED_ALERT:
5798 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5802 case GS_STATE_CMD_BRIEF: {
5803 int team_num = 0; // team number used as index for which cmd brief to use.
5805 if (old_state == GS_STATE_OPTIONS_MENU) {
5809 main_hall_stop_music();
5810 main_hall_stop_ambient();
5812 if (Game_mode & GM_NORMAL) {
5813 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5814 // MWA: or from options or hotkey screens
5815 // JH: or if the command brief state already did this
5816 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5817 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5818 if ( !game_start_mission() ) // this should put us into a new state on failure!
5823 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5824 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5825 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5827 cmd_brief_init(team_num);
5833 case GS_STATE_SHIP_SELECT:
5837 case GS_STATE_WEAPON_SELECT:
5838 weapon_select_init();
5841 case GS_STATE_TEAM_SELECT:
5845 case GS_STATE_GAME_PAUSED:
5850 case GS_STATE_DEBUG_PAUSED:
5851 // game_stop_time();
5852 // os_set_title("FreeSpace - PAUSED");
5855 case GS_STATE_TRAINING_PAUSED:
5862 case GS_STATE_OPTIONS_MENU:
5864 options_menu_init();
5867 case GS_STATE_GAME_PLAY:
5868 // coming from the gameplay state or the main menu, we might need to load the mission
5869 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5870 if ( !game_start_mission() ) // this should put us into a new state.
5875 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5876 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
5877 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5878 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5879 (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)) ) {
5880 // JAS: Used to do all paging here.
5884 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5888 main_hall_stop_music();
5889 main_hall_stop_ambient();
5890 event_music_first_pattern(); // start the first pattern
5893 // special code that restores player ship selection and weapons loadout when doing a quick start
5894 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
5895 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5896 wss_direct_restore_loadout();
5900 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5901 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
5902 event_music_first_pattern(); // start the first pattern
5905 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
5906 event_music_first_pattern(); // start the first pattern
5908 player_restore_target_and_weapon_link_prefs();
5910 Game_mode |= GM_IN_MISSION;
5913 // required to truely make mouse deltas zeroed in debug mouse code
5914 void mouse_force_pos(int x, int y);
5915 if (!Is_standalone) {
5916 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
5922 // only start time if in single player, or coming from multi wait state
5925 (Game_mode & GM_NORMAL) &&
5926 (old_state != GS_STATE_VIEW_CUTSCENES)
5928 (Game_mode & GM_MULTIPLAYER) && (
5929 (old_state == GS_STATE_MULTI_PAUSED) ||
5930 (old_state == GS_STATE_MULTI_MISSION_SYNC)
5936 // when coming from the multi paused state, reset the timestamps
5937 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
5938 multi_reset_timestamps();
5941 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
5942 // initialize all object update details
5943 multi_oo_gameplay_init();
5946 // under certain circumstances, the server should reset the object update rate limiting stuff
5947 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
5948 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
5950 // reinitialize the rate limiting system for all clients
5951 multi_oo_rate_init_all();
5954 // multiplayer clients should always re-initialize their control info rate limiting system
5955 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
5956 multi_oo_rate_init_all();
5960 if(Game_mode & GM_MULTIPLAYER){
5961 multi_ping_reset_players();
5964 Game_subspace_effect = 0;
5965 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
5966 Game_subspace_effect = 1;
5967 if( !(Game_mode & GM_STANDALONE_SERVER) ){
5968 game_start_subspace_ambient_sound();
5972 sound_env_set(&Game_sound_env);
5973 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
5975 // clear multiplayer button info i
5976 extern button_info Multi_ship_status_bi;
5977 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5980 case GS_STATE_HUD_CONFIG:
5984 case GS_STATE_MULTI_JOIN_GAME:
5985 multi_join_clear_game_list();
5987 if (old_state != GS_STATE_OPTIONS_MENU) {
5988 multi_join_game_init();
5993 case GS_STATE_MULTI_HOST_SETUP:
5994 // don't reinitialize if we're coming back from the host options screen
5995 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
5996 multi_create_game_init();
6001 case GS_STATE_MULTI_CLIENT_SETUP:
6002 if (old_state != GS_STATE_OPTIONS_MENU) {
6003 multi_game_client_setup_init();
6008 case GS_STATE_CONTROL_CONFIG:
6009 control_config_init();
6012 case GS_STATE_TECH_MENU:
6016 case GS_STATE_BARRACKS_MENU:
6017 if(old_state != GS_STATE_VIEW_MEDALS){
6022 case GS_STATE_MISSION_LOG_SCROLLBACK:
6023 hud_scrollback_init();
6026 case GS_STATE_DEATH_DIED:
6027 Player_died_time = timestamp(10);
6029 if(!(Game_mode & GM_MULTIPLAYER)){
6030 player_show_death_message();
6032 Game_mode |= GM_DEAD_DIED;
6035 case GS_STATE_DEATH_BLEW_UP:
6036 if ( !popupdead_is_active() ) {
6037 Player_ai->target_objnum = -1;
6040 // stop any local EMP effect
6043 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6044 Game_mode |= GM_DEAD_BLEW_UP;
6045 Show_viewing_from_self = 0;
6047 // timestamp how long we should wait before displaying the died popup
6048 if ( !popupdead_is_active() ) {
6049 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6053 case GS_STATE_GAMEPLAY_HELP:
6054 gameplay_help_init();
6057 case GS_STATE_CREDITS:
6058 main_hall_stop_music();
6059 main_hall_stop_ambient();
6063 case GS_STATE_VIEW_MEDALS:
6064 medal_main_init(Player);
6067 case GS_STATE_SHOW_GOALS:
6068 mission_show_goals_init();
6071 case GS_STATE_HOTKEY_SCREEN:
6072 mission_hotkey_init();
6075 case GS_STATE_MULTI_MISSION_SYNC:
6076 // if we're coming from the options screen, don't do any
6077 if(old_state == GS_STATE_OPTIONS_MENU){
6081 switch(Multi_sync_mode){
6082 case MULTI_SYNC_PRE_BRIEFING:
6083 // if moving from game forming to the team select state
6086 case MULTI_SYNC_POST_BRIEFING:
6087 // if moving from briefing into the mission itself
6090 // tell everyone that we're now loading data
6091 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6092 send_netplayer_update_packet();
6094 // JAS: Used to do all paging here!!!!
6096 Net_player->state = NETPLAYER_STATE_WAITING;
6097 send_netplayer_update_packet();
6099 Game_time_compression = F1_0;
6101 case MULTI_SYNC_INGAME:
6107 case GS_STATE_VIEW_CUTSCENES:
6108 cutscenes_screen_init();
6111 case GS_STATE_MULTI_STD_WAIT:
6112 multi_standalone_wait_init();
6115 case GS_STATE_STANDALONE_MAIN:
6116 // don't initialize if we're coming from one of these 2 states unless there are no
6117 // players left (reset situation)
6118 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6119 standalone_main_init();
6123 case GS_STATE_MULTI_PAUSED:
6127 case GS_STATE_INGAME_PRE_JOIN:
6128 multi_ingame_select_init();
6131 case GS_STATE_STANDALONE_POSTGAME:
6132 multi_standalone_postgame_init();
6135 case GS_STATE_INITIAL_PLAYER_SELECT:
6136 player_select_init();
6139 case GS_STATE_MULTI_START_GAME:
6140 multi_start_game_init();
6143 case GS_STATE_MULTI_HOST_OPTIONS:
6144 multi_host_options_init();
6147 case GS_STATE_END_OF_CAMPAIGN:
6148 mission_campaign_end_init();
6151 case GS_STATE_LOOP_BRIEF:
6156 if (old_state != GS_STATE_PXO_HELP) {
6158 // TODO: use_last_channel?
6164 case GS_STATE_PXO_HELP:
6165 multi_pxo_help_init();
6171 // do stuff that may need to be done regardless of state
6172 void game_do_state_common(int state,int no_networking)
6174 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6175 snd_do_frame(); // update sound system
6176 event_music_do_frame(); // music needs to play across many states
6178 multi_log_process();
6180 if (no_networking) {
6184 // maybe do a multiplayer frame based on game mode and state type
6185 if (Game_mode & GM_MULTIPLAYER) {
6187 case GS_STATE_OPTIONS_MENU:
6188 case GS_STATE_GAMEPLAY_HELP:
6189 case GS_STATE_HOTKEY_SCREEN:
6190 case GS_STATE_HUD_CONFIG:
6191 case GS_STATE_CONTROL_CONFIG:
6192 case GS_STATE_MISSION_LOG_SCROLLBACK:
6193 case GS_STATE_SHOW_GOALS:
6194 case GS_STATE_VIEW_CUTSCENES:
6195 case GS_STATE_EVENT_DEBUG:
6196 multi_maybe_do_frame();
6200 game_do_networking();
6204 // Called once a frame.
6205 // You should never try to change the state
6206 // in here... if you think you need to, you probably really
6207 // need to post an event, not change the state.
6208 int Game_do_state_should_skip = 0;
6209 void game_do_state(int state)
6211 // always lets the do_state_common() function determine if the state should be skipped
6212 Game_do_state_should_skip = 0;
6214 // legal to set the should skip state anywhere in this function
6215 game_do_state_common(state); // do stuff that may need to be done regardless of state
6217 if(Game_do_state_should_skip){
6222 case GS_STATE_MAIN_MENU:
6223 game_set_frametime(GS_STATE_MAIN_MENU);
6224 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6227 main_hall_do(flFrametime);
6231 case GS_STATE_OPTIONS_MENU:
6232 game_set_frametime(GS_STATE_OPTIONS_MENU);
6233 options_menu_do_frame(flFrametime);
6236 case GS_STATE_BARRACKS_MENU:
6237 game_set_frametime(GS_STATE_BARRACKS_MENU);
6238 barracks_do_frame(flFrametime);
6241 case GS_STATE_TRAINING_MENU:
6242 game_set_frametime(GS_STATE_TRAINING_MENU);
6243 training_menu_do_frame(flFrametime);
6246 case GS_STATE_TECH_MENU:
6247 game_set_frametime(GS_STATE_TECH_MENU);
6248 techroom_do_frame(flFrametime);
6251 case GS_STATE_GAMEPLAY_HELP:
6252 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6253 gameplay_help_do_frame(flFrametime);
6256 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6260 case GS_STATE_GAME_PAUSED:
6264 case GS_STATE_DEBUG_PAUSED:
6266 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6271 case GS_STATE_TRAINING_PAUSED:
6272 game_training_pause_do();
6275 case GS_STATE_LOAD_MISSION_MENU:
6279 case GS_STATE_BRIEFING:
6280 game_set_frametime(GS_STATE_BRIEFING);
6281 brief_do_frame(flFrametime);
6284 case GS_STATE_DEBRIEF:
6285 game_set_frametime(GS_STATE_DEBRIEF);
6286 debrief_do_frame(flFrametime);
6289 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6290 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6291 multi_df_debrief_do();
6294 case GS_STATE_SHIP_SELECT:
6295 game_set_frametime(GS_STATE_SHIP_SELECT);
6296 ship_select_do(flFrametime);
6299 case GS_STATE_WEAPON_SELECT:
6300 game_set_frametime(GS_STATE_WEAPON_SELECT);
6301 weapon_select_do(flFrametime);
6304 case GS_STATE_MISSION_LOG_SCROLLBACK:
6305 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6306 hud_scrollback_do_frame(flFrametime);
6309 case GS_STATE_HUD_CONFIG:
6310 game_set_frametime(GS_STATE_HUD_CONFIG);
6311 hud_config_do_frame(flFrametime);
6314 case GS_STATE_MULTI_JOIN_GAME:
6315 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6316 multi_join_game_do_frame();
6319 case GS_STATE_MULTI_HOST_SETUP:
6320 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6321 multi_create_game_do();
6324 case GS_STATE_MULTI_CLIENT_SETUP:
6325 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6326 multi_game_client_setup_do_frame();
6329 case GS_STATE_CONTROL_CONFIG:
6330 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6331 control_config_do_frame(flFrametime);
6334 case GS_STATE_DEATH_DIED:
6338 case GS_STATE_DEATH_BLEW_UP:
6342 case GS_STATE_SIMULATOR_ROOM:
6343 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6344 sim_room_do_frame(flFrametime);
6347 case GS_STATE_CAMPAIGN_ROOM:
6348 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6349 campaign_room_do_frame(flFrametime);
6352 case GS_STATE_RED_ALERT:
6353 game_set_frametime(GS_STATE_RED_ALERT);
6354 red_alert_do_frame(flFrametime);
6357 case GS_STATE_CMD_BRIEF:
6358 game_set_frametime(GS_STATE_CMD_BRIEF);
6359 cmd_brief_do_frame(flFrametime);
6362 case GS_STATE_CREDITS:
6363 game_set_frametime(GS_STATE_CREDITS);
6364 credits_do_frame(flFrametime);
6367 case GS_STATE_VIEW_MEDALS:
6368 game_set_frametime(GS_STATE_VIEW_MEDALS);
6372 case GS_STATE_SHOW_GOALS:
6373 game_set_frametime(GS_STATE_SHOW_GOALS);
6374 mission_show_goals_do_frame(flFrametime);
6377 case GS_STATE_HOTKEY_SCREEN:
6378 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6379 mission_hotkey_do_frame(flFrametime);
6382 case GS_STATE_VIEW_CUTSCENES:
6383 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6384 cutscenes_screen_do_frame();
6387 case GS_STATE_MULTI_STD_WAIT:
6388 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6389 multi_standalone_wait_do();
6392 case GS_STATE_STANDALONE_MAIN:
6393 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6394 standalone_main_do();
6397 case GS_STATE_MULTI_PAUSED:
6398 game_set_frametime(GS_STATE_MULTI_PAUSED);
6402 case GS_STATE_TEAM_SELECT:
6403 game_set_frametime(GS_STATE_TEAM_SELECT);
6407 case GS_STATE_INGAME_PRE_JOIN:
6408 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6409 multi_ingame_select_do();
6412 case GS_STATE_EVENT_DEBUG:
6414 game_set_frametime(GS_STATE_EVENT_DEBUG);
6415 game_show_event_debug(flFrametime);
6419 case GS_STATE_STANDALONE_POSTGAME:
6420 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6421 multi_standalone_postgame_do();
6424 case GS_STATE_INITIAL_PLAYER_SELECT:
6425 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6429 case GS_STATE_MULTI_MISSION_SYNC:
6430 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6434 case GS_STATE_MULTI_START_GAME:
6435 game_set_frametime(GS_STATE_MULTI_START_GAME);
6436 multi_start_game_do();
6439 case GS_STATE_MULTI_HOST_OPTIONS:
6440 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6441 multi_host_options_do();
6444 case GS_STATE_END_OF_CAMPAIGN:
6445 mission_campaign_end_do();
6448 case GS_STATE_END_DEMO:
6449 game_set_frametime(GS_STATE_END_DEMO);
6450 end_demo_campaign_do();
6453 case GS_STATE_LOOP_BRIEF:
6454 game_set_frametime(GS_STATE_LOOP_BRIEF);
6459 game_set_frametime(GS_STATE_PXO);
6463 case GS_STATE_PXO_HELP:
6464 game_set_frametime(GS_STATE_PXO_HELP);
6465 multi_pxo_help_do();
6468 } // end switch(gs_current_state)
6472 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6473 int game_do_ram_check(int ram_in_mbytes)
6475 if ( ram_in_mbytes < 30 ) {
6476 int allowed_to_run = 1;
6477 if ( ram_in_mbytes < 25 ) {
6483 if ( allowed_to_run ) {
6484 SDL_MessageBoxData mboxd;
6485 SDL_MessageBoxButtonData mboxbuttons[2];
6488 // not a translated string, but it's too long and smartdrv isn't
6489 // really a thing for any OS we now support :p
6490 // 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);
6491 SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n\nPress 'OK' to continue running with less than the minimum required memory.\n", ram_in_mbytes);
6493 mboxbuttons[0].buttonid = 0;
6494 mboxbuttons[0].text = XSTR("Ok", 503);
6495 mboxbuttons[0].flags = 0;
6497 mboxbuttons[1].buttonid = 1;
6498 mboxbuttons[1].text = XSTR("Cancel", 504);
6499 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6501 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6502 mboxd.title = XSTR( "Not Enough RAM", 194);
6503 mboxd.message = tmp;
6504 mboxd.numbuttons = 2;
6505 mboxd.buttons = mboxbuttons;
6506 mboxd.window = NULL;
6507 mboxd.colorScheme = NULL;
6509 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6511 if ( msgbox_rval == 1 ) {
6515 // not a translated string, but it's too long and smartdrv isn't
6516 // really a thing for any OS we now support :p
6517 // 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);
6518 SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n", ram_in_mbytes);
6520 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6529 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6530 // If so, copy it over and remove the update directory.
6531 void game_maybe_update_launcher(char *exe_dir)
6536 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6540 int sub_total_destroyed = 0;
6544 // get the total for all his children
6545 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6546 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6549 // find the # of faces for this _individual_ object
6550 total = submodel_get_num_polys(model_num, sm);
6551 if(strstr(pm->submodel[sm].name, "-destroyed")){
6552 sub_total_destroyed = total;
6556 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6559 *out_total += total + sub_total;
6560 *out_destroyed_total += sub_total_destroyed;
6563 #define BAIL() do { int x; for(x=0; x<num_files; x++){ if(pof_list[x] != NULL){free(pof_list[x]); pof_list[x] = NULL;}} return;} while(0);
6564 void game_spew_pof_info()
6566 char *pof_list[1000];
6569 int idx, model_num, i, j;
6571 int total, root_total, model_total, destroyed_total, counted;
6575 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6577 // spew info on all the pofs
6583 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6588 for(idx=0; idx<num_files; idx++, counted++){
6589 SDL_snprintf(str, SDL_arraysize(str), "%s.pof", pof_list[idx]);
6590 model_num = model_load(str, 0, NULL);
6592 pm = model_get(model_num);
6594 // if we have a real model
6599 // go through and print all raw submodels
6600 cfputs("RAW\n", out);
6603 for (i=0; i<pm->n_models; i++) {
6604 total = submodel_get_num_polys(model_num, i);
6606 model_total += total;
6607 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6610 SDL_snprintf(str, SDL_arraysize(str), "Model total %d\n", model_total);
6613 // now go through and do it by LOD
6614 cfputs("BY LOD\n\n", out);
6615 for(i=0; i<pm->n_detail_levels; i++){
6616 SDL_snprintf(str, SDL_arraysize(str), "LOD %d\n", i);
6620 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6622 destroyed_total = 0;
6623 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6624 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6627 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6630 SDL_snprintf(str, SDL_arraysize(str), "TOTAL: %d\n", total + root_total);
6632 SDL_snprintf(str, SDL_arraysize(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6634 SDL_snprintf(str, SDL_arraysize(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6637 cfputs("------------------------------------------------------------------------\n\n", out);
6641 if(counted >= MAX_POLYGON_MODELS - 5){
6654 game_spew_pof_info();
6657 int game_main(const char *szCmdLine)
6661 // Find out how much RAM is on this machine
6662 Freespace_total_ram = SDL_GetSystemRAM();
6664 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6668 if (!vm_init(24*1024*1024)) {
6669 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);
6673 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6675 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);
6684 extern void windebug_memwatch_init();
6685 windebug_memwatch_init();
6693 mprintf(("Platform: %s\n", SDL_GetPlatform()));
6694 mprintf(("CPU: %d %s\n", SDL_GetCPUCount(), (SDL_GetCPUCount() == 1) ? "core" : "cores"));
6695 mprintf(("Memory: %dMB\n", Freespace_total_ram));
6696 mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? "little" : "big"));
6699 mprintf(("Build ID: %s~%s:%s", GIT_COMMIT_DATE, GIT_BRANCH, GIT_COMMIT_HASH));
6701 mprintf((" (%s)", GIT_TAG));
6706 parse_cmdline(szCmdLine);
6708 mprintf(("--------------------------------------------------------------------------------\n"));
6710 #ifdef STANDALONE_ONLY_BUILD
6712 nprintf(("Network", "Standalone running"));
6715 nprintf(("Network", "Standalone running"));
6722 // maybe spew pof stuff
6723 if(Cmdline_spew_pof_info){
6724 game_spew_pof_info();
6729 // non-demo, non-standalone, play the intro movie
6731 if ( !Is_standalone ) {
6733 // release -- movies always play
6736 // 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
6737 movie_play( NOX("intro.mve") );
6739 // debug version, movie will only play with -showmovies
6740 #elif !defined(NDEBUG)
6742 movie_play( NOX("intro.mve") );
6745 if ( Cmdline_show_movies )
6746 movie_play( NOX("intro.mve") );
6755 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6757 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
6761 // only important for non THREADED mode
6764 state = gameseq_process_events();
6765 if ( state == GS_STATE_QUIT_GAME ){
6770 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6772 demo_upsell_show_screens();
6774 #elif defined(OEM_BUILD)
6775 // show upsell screens on exit
6776 oem_upsell_show_screens();
6783 // launcher the fslauncher program on exit
6784 void game_launch_launcher_on_exit()
6792 // This function is called when FreeSpace terminates normally.
6794 void game_shutdown(void)
6796 // don't ever flip a page on the standalone!
6797 if(!(Game_mode & GM_STANDALONE_SERVER)){
6803 // if the player has left the "player select" screen and quit the game without actually choosing
6804 // a player, Player will be NULL, in which case we shouldn't write the player file out!
6805 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6809 // load up common multiplayer icons
6810 multi_unload_common_icons();
6812 shockwave_close(); // release any memory used by shockwave system
6813 fireball_close(); // free fireball system
6814 ship_close(); // free any memory that was allocated for the ships
6815 weapon_close(); // free any memory that was allocated for the weapons
6816 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6817 unload_animating_pointer();// frees the frames used for the animating mouse pointer
6818 bm_unload_all(); // free bitmaps
6819 mission_campaign_close(); // close out the campaign stuff
6820 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
6821 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
6823 #ifdef MULTI_USE_LAG
6827 // the menu close functions will unload the bitmaps if they were displayed during the game
6828 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6831 context_help_close(); // close out help system
6832 training_menu_close();
6833 lcl_close(); // be sure localization is closed out
6836 // free left-over memory from parsed tables
6837 cutscene_tbl_close();
6839 scoring_tbl_close();
6840 player_tips_close();
6842 extern void joy_close();
6845 audiostream_close();
6847 event_music_close();
6851 // HACKITY HACK HACK
6852 // if this flag is set, we should be firing up the launcher when exiting freespace
6853 extern int Multi_update_fireup_launcher_on_exit;
6854 if(Multi_update_fireup_launcher_on_exit){
6855 game_launch_launcher_on_exit();
6859 // game_stop_looped_sounds()
6861 // This function will call the appropriate stop looped sound functions for those
6862 // modules which use looping sounds. It is not enough just to stop a looping sound
6863 // at the DirectSound level, the game is keeping track of looping sounds, and this
6864 // function is used to inform the game that looping sounds are being halted.
6866 void game_stop_looped_sounds()
6868 hud_stop_looped_locking_sounds();
6869 hud_stop_looped_engine_sounds();
6870 afterburner_stop_sounds();
6871 player_stop_looped_sounds();
6872 obj_snd_stop_all(); // stop all object-linked persistant sounds
6873 game_stop_subspace_ambient_sound();
6874 snd_stop(Radar_static_looping);
6875 Radar_static_looping = -1;
6876 snd_stop(Target_static_looping);
6877 shipfx_stop_engine_wash_sound();
6878 Target_static_looping = -1;
6881 //////////////////////////////////////////////////////////////////////////
6883 // Code for supporting an animating mouse pointer
6886 //////////////////////////////////////////////////////////////////////////
6888 typedef struct animating_obj
6897 static animating_obj Animating_mouse;
6899 // ----------------------------------------------------------------------------
6900 // init_animating_pointer()
6902 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6903 // gets properly initialized
6905 void init_animating_pointer()
6907 Animating_mouse.first_frame = -1;
6908 Animating_mouse.num_frames = 0;
6909 Animating_mouse.current_frame = -1;
6910 Animating_mouse.time = 0.0f;
6911 Animating_mouse.elapsed_time = 0.0f;
6914 // ----------------------------------------------------------------------------
6915 // load_animating_pointer()
6917 // Called at game init to load in the frames for the animating mouse pointer
6919 // input: filename => filename of animation file that holds the animation
6921 void load_animating_pointer(const char *filename, int dx, int dy)
6926 init_animating_pointer();
6928 am = &Animating_mouse;
6929 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
6930 if ( am->first_frame == -1 )
6931 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
6932 am->current_frame = 0;
6933 am->time = am->num_frames / i2fl(fps);
6936 // ----------------------------------------------------------------------------
6937 // unload_animating_pointer()
6939 // Called at game shutdown to free the memory used to store the animation frames
6941 void unload_animating_pointer()
6946 am = &Animating_mouse;
6947 for ( i = 0; i < am->num_frames; i++ ) {
6948 SDL_assert( (am->first_frame+i) >= 0 );
6949 bm_release(am->first_frame + i);
6952 am->first_frame = -1;
6954 am->current_frame = -1;
6957 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
6958 void game_render_mouse(float frametime)
6963 // if animating cursor exists, play the next frame
6964 am = &Animating_mouse;
6965 if ( am->first_frame != -1 ) {
6966 mouse_get_pos(&mx, &my);
6967 am->elapsed_time += frametime;
6968 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
6969 if ( am->current_frame >= am->num_frames ) {
6970 am->current_frame = 0;
6971 am->elapsed_time = 0.0f;
6973 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
6977 // ----------------------------------------------------------------------------
6978 // game_maybe_draw_mouse()
6980 // determines whether to draw the mouse pointer at all, and what frame of
6981 // animation to use if the mouse is animating
6983 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
6985 // input: frametime => elapsed frame time in seconds since last call
6987 void game_maybe_draw_mouse(float frametime)
6991 game_state = gameseq_get_state();
6993 switch ( game_state ) {
6994 case GS_STATE_GAME_PAUSED:
6995 // case GS_STATE_MULTI_PAUSED:
6996 case GS_STATE_GAME_PLAY:
6997 case GS_STATE_DEATH_DIED:
6998 case GS_STATE_DEATH_BLEW_UP:
6999 if ( popup_active() || popupdead_is_active() ) {
7011 if ( !Mouse_hidden )
7012 game_render_mouse(frametime);
7016 void game_do_training_checks()
7020 waypoint_list *wplp;
7022 if (Training_context & TRAINING_CONTEXT_SPEED) {
7023 s = (int) Player_obj->phys_info.fspeed;
7024 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7025 if (!Training_context_speed_set) {
7026 Training_context_speed_set = 1;
7027 Training_context_speed_timestamp = timestamp();
7031 Training_context_speed_set = 0;
7034 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7035 wplp = &Waypoint_lists[Training_context_path];
7036 if (wplp->count > Training_context_goal_waypoint) {
7037 i = Training_context_goal_waypoint;
7039 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7040 if (d <= Training_context_distance) {
7041 Training_context_at_waypoint = i;
7042 if (Training_context_goal_waypoint == i) {
7043 Training_context_goal_waypoint++;
7044 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7051 if (i == wplp->count)
7054 } while (i != Training_context_goal_waypoint);
7058 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7059 Players_target = Player_ai->target_objnum;
7060 Players_targeted_subsys = Player_ai->targeted_subsys;
7061 Players_target_timestamp = timestamp();
7065 /////////// Following is for event debug view screen
7069 #define EVENT_DEBUG_MAX 5000
7070 #define EVENT_DEBUG_EVENT 0x8000
7072 int Event_debug_index[EVENT_DEBUG_MAX];
7075 void game_add_event_debug_index(int n, int indent)
7077 if (ED_count < EVENT_DEBUG_MAX)
7078 Event_debug_index[ED_count++] = n | (indent << 16);
7081 void game_add_event_debug_sexp(int n, int indent)
7086 if (Sexp_nodes[n].first >= 0) {
7087 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7088 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7092 game_add_event_debug_index(n, indent);
7093 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7094 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7096 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7099 void game_event_debug_init()
7104 for (e=0; e<Num_mission_events; e++) {
7105 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7106 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7110 void game_show_event_debug(float frametime)
7114 int font_height, font_width;
7116 static int scroll_offset = 0;
7118 k = game_check_key();
7124 if (scroll_offset < 0)
7134 scroll_offset -= 20;
7135 if (scroll_offset < 0)
7140 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7144 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7150 gr_set_color_fast(&Color_bright);
7152 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7154 gr_set_color_fast(&Color_normal);
7156 gr_get_string_size(&font_width, &font_height, NOX("test"));
7157 y_max = gr_screen.max_h - font_height - 5;
7161 while (k < ED_count) {
7162 if (y_index > y_max)
7165 z = Event_debug_index[k];
7166 if (z & EVENT_DEBUG_EVENT) {
7168 SDL_snprintf(buf, SDL_arraysize(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7169 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7170 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7171 Mission_events[z].repeat_count, Mission_events[z].interval);
7179 SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, SDL_arraysize(buf));
7180 switch (Sexp_nodes[z & 0x7fff].value) {
7182 SDL_strlcat(buf, NOX(" (True)"), SDL_arraysize(buf));
7186 SDL_strlcat(buf, NOX(" (False)"), SDL_arraysize(buf));
7189 case SEXP_KNOWN_TRUE:
7190 SDL_strlcat(buf, NOX(" (Always true)"), SDL_arraysize(buf));
7193 case SEXP_KNOWN_FALSE:
7194 SDL_strlcat(buf, NOX(" (Always false)"), SDL_arraysize(buf));
7197 case SEXP_CANT_EVAL:
7198 SDL_strlcat(buf, NOX(" (Can't eval)"), SDL_arraysize(buf));
7202 case SEXP_NAN_FOREVER:
7203 SDL_strlcat(buf, NOX(" (Not a number)"), SDL_arraysize(buf));
7208 gr_printf(10, y_index, buf);
7209 y_index += font_height;
7222 int Tmap_num_too_big = 0;
7223 int Num_models_needing_splitting = 0;
7225 void Time_model( int modelnum )
7227 // mprintf(( "Timing ship '%s'\n", si->name ));
7229 vector eye_pos, model_pos;
7230 matrix eye_orient, model_orient;
7232 polymodel *pm = model_get( modelnum );
7234 int l = strlen(pm->filename);
7236 if ( (l == '/') || (l=='\\') || (l==':')) {
7242 char *pof_file = &pm->filename[l];
7244 int model_needs_splitting = 0;
7246 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7248 for (i=0; i<pm->n_textures; i++ ) {
7249 char filename[1024];
7252 int bmp_num = pm->original_textures[i];
7253 if ( bmp_num > -1 ) {
7254 bm_get_palette(pm->original_textures[i], pal, filename, SDL_arraysize(filename) );
7256 bm_get_info( pm->original_textures[i],&w, &h );
7259 if ( (w > 512) || (h > 512) ) {
7260 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7262 model_needs_splitting++;
7265 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7269 if ( model_needs_splitting ) {
7270 Num_models_needing_splitting++;
7272 eye_orient = model_orient = vmd_identity_matrix;
7273 eye_pos = model_pos = vmd_zero_vector;
7275 eye_pos.xyz.z = -pm->rad*2.0f;
7277 vector eye_to_model;
7279 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7280 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7282 fix t1 = timer_get_fixed_seconds();
7285 ta.p = ta.b = ta.h = 0.0f;
7288 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7290 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7292 modelstats_num_polys = modelstats_num_verts = 0;
7294 while( ta.h < PI2 ) {
7297 vm_angles_2_matrix(&m1, &ta );
7298 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7305 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7307 model_clear_instance( modelnum );
7308 model_set_detail_level(0); // use highest detail level
7309 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7317 int k = key_inkey();
7318 if ( k == SDLK_ESCAPE ) {
7323 fix t2 = timer_get_fixed_seconds();
7325 if (framecount < 1) {
7329 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7330 //bitmaps_used_this_frame /= framecount;
7332 modelstats_num_polys /= framecount;
7333 modelstats_num_verts /= framecount;
7335 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7336 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 );
7338 // 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 );
7344 int Time_models = 0;
7345 DCF_BOOL( time_models, Time_models );
7347 void Do_model_timings_test()
7351 if ( !Time_models ) return;
7353 mprintf(( "Timing models!\n" ));
7357 ubyte model_used[MAX_POLYGON_MODELS];
7358 int model_id[MAX_POLYGON_MODELS];
7359 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7364 for (i=0; i<Num_ship_types; i++ ) {
7365 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7367 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7368 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7371 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7372 if ( !Texture_fp ) return;
7374 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7375 if ( !Time_fp ) return;
7377 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7378 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7380 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7381 if ( model_used[i] ) {
7382 Time_model( model_id[i] );
7386 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7387 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7396 // Call this function when you want to inform the player that a feature is not
7397 // enabled in the DEMO version of FreSpace
7398 void game_feature_not_in_demo_popup()
7400 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7403 // format the specified time (fixed point) into a nice string
7404 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7407 int hours,minutes,seconds;
7409 mtime = f2fl(m_time);
7411 // get the hours, minutes and seconds
7412 hours = (int)(mtime / 3600.0f);
7414 mtime -= (3600.0f * (float)hours);
7416 seconds = (int)mtime%60;
7417 minutes = (int)mtime/60;
7420 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7422 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7426 // Stuff version string in *str.
7427 void get_version_string(char *str, const int str_len)
7431 SDL_snprintf(str, str_len, "Dv%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7432 #if !defined(NDEBUG) && defined(GIT_INFO)
7433 SDL_strlcat(str, "~" GIT_COMMIT_HASH, str_len);
7438 if ( FS_VERSION_BUILD == 0 ) {
7439 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7441 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7444 #if !defined(NDEBUG) && defined(GIT_INFO)
7445 SDL_strlcat(str, "~" GIT_COMMIT_HASH, str_len);
7448 #if defined (FS2_DEMO)
7449 SDL_strlcat(str, " D", str_len);
7450 #elif defined (OEM_BUILD)
7451 SDL_strlcat(str, " (OEM)", str_len);
7457 char myname[_MAX_PATH];
7458 int namelen, major, minor, build, waste;
7459 unsigned int buf_size;
7465 // Find my EXE file name
7466 hMod = GetModuleHandle(NULL);
7467 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7469 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7470 infop = (char *)malloc(version_size);
7471 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7473 // get the product version
7474 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7475 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7477 sprintf(str,"Dv%d.%02d",major, minor);
7479 sprintf(str,"v%d.%02d",major, minor);
7484 void get_version_string_short(char *str, const int str_len)
7486 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7489 // ----------------------------------------------------------------
7491 // OEM UPSELL SCREENS BEGIN
7493 // ----------------------------------------------------------------
7494 #if defined(OEM_BUILD)
7496 #define NUM_OEM_UPSELL_SCREENS 3
7497 #define OEM_UPSELL_SCREEN_DELAY 10000
7499 static int Oem_upsell_bitmaps_loaded = 0;
7500 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7501 static int Oem_upsell_screen_number = 0;
7502 static int Oem_upsell_show_next_bitmap_time;
7505 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
7518 static int Oem_normal_cursor = -1;
7519 static int Oem_web_cursor = -1;
7520 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
7521 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7523 void oem_upsell_next_screen()
7525 Oem_upsell_screen_number++;
7526 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7527 // extra long delay, mouse shown on last upsell
7528 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7532 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7536 void oem_upsell_load_bitmaps()
7540 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7541 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7545 void oem_upsell_unload_bitmaps()
7549 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7550 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7551 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7556 Oem_upsell_bitmaps_loaded = 0;
7559 // clickable hotspot on 3rd OEM upsell screen
7560 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7562 28, 350, 287, 96 // x, y, w, h
7565 45, 561, 460, 152 // x, y, w, h
7569 void oem_upsell_show_screens()
7571 int current_time, k;
7574 if ( !Oem_upsell_bitmaps_loaded ) {
7575 oem_upsell_load_bitmaps();
7576 Oem_upsell_bitmaps_loaded = 1;
7579 // may use upsell screens more than once
7580 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7581 Oem_upsell_screen_number = 0;
7587 int nframes; // used to pass, not really needed (should be 1)
7588 Oem_normal_cursor = gr_get_cursor_bitmap();
7589 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7590 SDL_assert(Oem_web_cursor >= 0);
7591 if (Oem_web_cursor < 0) {
7592 Oem_web_cursor = Oem_normal_cursor;
7597 //oem_reset_trailer_timer();
7599 current_time = timer_get_milliseconds();
7604 // advance screen on keypress or timeout
7605 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7606 oem_upsell_next_screen();
7609 // check if we are done
7610 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7611 Oem_upsell_screen_number--;
7614 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7619 // show me the upsell
7620 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
7621 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7625 // if this is the 3rd upsell, make it clickable, d00d
7626 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7628 int button_state = mouse_get_pos(&mx, &my);
7629 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])
7630 && (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]) )
7633 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7636 if (button_state & MOUSE_LEFT_BUTTON) {
7638 multi_pxo_url(OEM_UPSELL_URL);
7642 // switch cursor back to normal one
7643 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7648 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7658 oem_upsell_unload_bitmaps();
7660 // switch cursor back to normal one
7661 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7665 #endif // defined(OEM_BUILD)
7666 // ----------------------------------------------------------------
7668 // OEM UPSELL SCREENS END
7670 // ----------------------------------------------------------------
7674 // ----------------------------------------------------------------
7676 // DEMO UPSELL SCREENS BEGIN
7678 // ----------------------------------------------------------------
7680 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7683 #define NUM_DEMO_UPSELL_SCREENS 4
7684 #define DEMO_UPSELL_SCREEN_DELAY 15000
7686 #define NUM_DEMO_UPSELL_SCREENS 2
7687 #define DEMO_UPSELL_SCREEN_DELAY 3000
7691 static int Demo_upsell_bitmaps_loaded = 0;
7692 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7693 static int Demo_upsell_screen_number = 0;
7694 static int Demo_upsell_show_next_bitmap_time;
7697 static const char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7723 void demo_upsell_next_screen()
7725 Demo_upsell_screen_number++;
7726 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7727 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7729 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7733 void demo_upsell_load_bitmaps()
7737 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7738 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7742 void demo_upsell_unload_bitmaps()
7746 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7747 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7748 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7753 Demo_upsell_bitmaps_loaded = 0;
7756 void demo_upsell_show_screens()
7761 if ( !Demo_upsell_bitmaps_loaded ) {
7762 demo_upsell_load_bitmaps();
7763 Demo_upsell_bitmaps_loaded = 1;
7766 // may use upsell screens more than once
7767 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7768 Demo_upsell_screen_number = 0;
7775 demo_reset_trailer_timer();
7783 if ( timer_get_milliseconds() > Demo_upsell_show_next_bitmap_time ) {
7784 demo_upsell_next_screen();
7790 demo_upsell_next_screen();
7793 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7794 Demo_upsell_screen_number--;
7797 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7802 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
7803 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7808 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7818 demo_upsell_unload_bitmaps();
7823 // ----------------------------------------------------------------
7825 // DEMO UPSELL SCREENS END
7827 // ----------------------------------------------------------------
7830 // ----------------------------------------------------------------
7832 // Subspace Ambient Sound START
7834 // ----------------------------------------------------------------
7836 static int Subspace_ambient_left_channel = -1;
7837 static int Subspace_ambient_right_channel = -1;
7840 void game_start_subspace_ambient_sound()
7842 if ( Subspace_ambient_left_channel < 0 ) {
7843 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7846 if ( Subspace_ambient_right_channel < 0 ) {
7847 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7851 void game_stop_subspace_ambient_sound()
7853 if ( Subspace_ambient_left_channel >= 0 ) {
7854 snd_stop(Subspace_ambient_left_channel);
7855 Subspace_ambient_left_channel = -1;
7858 if ( Subspace_ambient_right_channel >= 0 ) {
7859 snd_stop(Subspace_ambient_right_channel);
7860 Subspace_ambient_right_channel = -1;
7864 // ----------------------------------------------------------------
7866 // Subspace Ambient Sound END
7868 // ----------------------------------------------------------------
7870 // ----------------------------------------------------------------
7872 // Language Autodetection stuff
7875 // this layout order must match Lcl_languages in localize.cpp in order for the
7876 // correct language to be detected
7877 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7879 1366105450, // English
7881 589986744, // English
7883 -1132430286, // German
7885 -1131728960, // Polish
7888 // default setting is "-1" to use config file with English as fall back
7889 // DO NOT change the default setting here or something uncouth might happen
7890 // in the localization code
7896 // try and open the file to verify
7897 CFILE *detect = cfopen("font01.vf", "rb");
7899 // will use default setting if something went wrong
7904 // get the long checksum of the file
7906 cfseek(detect, 0, SEEK_SET);
7907 cf_chksum_long(detect, &file_checksum);
7911 // now compare the checksum/filesize against known #'s
7912 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
7913 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
7918 // notify if a match was not found, include detected checksum
7919 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
7920 printf("Using default language...\n\n");
7926 // End Auto Lang stuff
7928 // ----------------------------------------------------------------
7930 // ----------------------------------------------------------------
7931 // SHIPS TBL VERIFICATION STUFF
7934 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
7935 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
7936 #define NUM_SHIPS_TBL_CHECKSUMS 3
7938 #define NUM_SHIPS_TBL_CHECKSUMS 1
7941 #if defined(FS2_DEMO)
7942 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7943 1696074201, // FS2 demo
7945 #elif defined(FS1_DEMO)
7946 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7947 1603375034, // FS1 DEMO
7949 #elif defined(MAKE_FS1)
7950 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7951 -129679197, // FS1 Full 1.06 (US)
7952 7762567, // FS1 SilentThreat
7953 1555372475 // FS1 Full 1.06 (German)
7957 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7958 -463907578, // US - beta 1
7959 1696074201, // FS2 demo
7962 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7963 // -1022810006, // 1.0 FULL
7964 -1254285366 // 1.2 FULL (German)
7968 void verify_ships_tbl()
7972 Game_ships_tbl_valid = 1;
7978 // detect if the packfile exists
7979 CFILE *detect = cfopen("ships.tbl", "rb");
7980 Game_ships_tbl_valid = 0;
7984 Game_ships_tbl_valid = 0;
7988 // get the long checksum of the file
7990 cfseek(detect, 0, SEEK_SET);
7991 cf_chksum_long(detect, &file_checksum);
7995 // now compare the checksum/filesize against known #'s
7996 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
7997 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
7998 Game_ships_tbl_valid = 1;
8005 DCF(shipspew, "display the checksum for the current ships.tbl")
8008 CFILE *detect = cfopen("ships.tbl", "rb");
8009 // get the long checksum of the file
8011 cfseek(detect, 0, SEEK_SET);
8012 cf_chksum_long(detect, &file_checksum);
8015 dc_printf("%d", file_checksum);
8018 // ----------------------------------------------------------------
8019 // WEAPONS TBL VERIFICATION STUFF
8022 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8023 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8024 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8026 #define NUM_WEAPONS_TBL_CHECKSUMS 1
8029 #if defined(FS2_DEMO)
8030 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8031 -266420030, // demo 1
8033 #elif defined(FS1_DEMO)
8034 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8035 -1246928725, // FS1 DEMO
8037 #elif defined(MAKE_FS1)
8038 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8039 -834598107, // FS1 1.06 Full (US)
8040 -1652231417, // FS1 SilentThreat
8041 720209793 // FS1 1.06 Full (German)
8045 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8046 141718090, // US - beta 1
8047 -266420030, // demo 1
8050 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8051 // 399297860, // 1.0 FULL
8052 -553984927 // 1.2 FULL (german)
8056 void verify_weapons_tbl()
8060 Game_weapons_tbl_valid = 1;
8066 // detect if the packfile exists
8067 CFILE *detect = cfopen("weapons.tbl", "rb");
8068 Game_weapons_tbl_valid = 0;
8072 Game_weapons_tbl_valid = 0;
8076 // get the long checksum of the file
8078 cfseek(detect, 0, SEEK_SET);
8079 cf_chksum_long(detect, &file_checksum);
8083 // now compare the checksum/filesize against known #'s
8084 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8085 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8086 Game_weapons_tbl_valid = 1;
8093 DCF(wepspew, "display the checksum for the current weapons.tbl")
8096 CFILE *detect = cfopen("weapons.tbl", "rb");
8097 // get the long checksum of the file
8099 cfseek(detect, 0, SEEK_SET);
8100 cf_chksum_long(detect, &file_checksum);
8103 dc_printf("%d", file_checksum);
8106 // if the game is running using hacked data
8107 int game_hacked_data()
8110 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8118 void display_title_screen()
8120 #if defined(FS2_DEMO) || defined(OEM_BUILD)
8121 ///int title_bitmap;
8124 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8125 if (title_bitmap == -1) {
8130 gr_set_bitmap(title_bitmap);
8138 // give it some time on screen
8141 bm_unload(title_bitmap);
8142 #endif // FS2_DEMO || OEM_BUILD
8145 // return true if the game is running with "low memory", which is less than 48MB
8146 bool game_using_low_mem()
8148 if (Use_low_mem == 0) {