2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
18 * Revision 1.40 2005/10/01 21:40:38 taylor
19 * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20 * make sure a global cmdline.cfg file works with OS X when built as an app
22 * Revision 1.39 2005/08/12 08:57:20 taylor
23 * don't show hardware S-RAM value on HUD in debug
24 * do show in use GL texture memory
25 * have an actual fade effect for the credits screen artwork
27 * Revision 1.38 2004/09/20 01:31:44 theoddone33
30 * Revision 1.37 2004/07/04 11:31:43 taylor
31 * amd64 support, compiler warning fixes, don't use software rendering
33 * Revision 1.36 2004/06/12 01:11:35 taylor
34 * x86 compile fixes for OSX patch
36 * Revision 1.35 2004/06/11 00:53:02 tigital
37 * OSX: .app name, casts for gcc
39 * Revision 1.34 2003/08/09 03:18:03 taylor
40 * fix tips popup not having any tips
42 * Revision 1.33 2003/08/03 15:57:00 taylor
43 * simpler mouse usage; default ini settings in os_init(); cleanup
45 * Revision 1.32 2003/06/19 11:51:41 taylor
46 * adjustments to memory leak fixes
48 * Revision 1.31 2003/06/11 18:30:32 taylor
51 * Revision 1.30 2003/06/03 04:00:39 taylor
52 * Polish language support (Janusz Dziemidowicz)
54 * Revision 1.29 2003/05/25 02:30:42 taylor
57 * Revision 1.28 2003/05/18 03:55:30 taylor
58 * automatic language selection support
60 * Revision 1.27 2003/03/03 04:54:44 theoddone33
61 * Commit Taylor's ShowFPS fix
63 * Revision 1.26 2003/02/20 17:41:07 theoddone33
64 * Userdir patch from Taylor Richards
66 * Revision 1.25 2003/01/30 19:54:10 relnev
67 * ini config option for the frames per second counter (Taylor Richards)
69 * Revision 1.24 2002/08/31 01:39:13 theoddone33
70 * Speed up the renderer a tad
72 * Revision 1.23 2002/08/04 02:31:00 relnev
73 * make numlock not overlap with pause
75 * Revision 1.22 2002/08/02 23:07:03 relnev
76 * don't access the mouse in standalone mode
78 * Revision 1.21 2002/07/28 05:05:08 relnev
79 * removed some old stuff
81 * Revision 1.20 2002/07/24 00:20:41 relnev
84 * Revision 1.19 2002/06/17 06:33:08 relnev
85 * ryan's struct patch for gcc 2.95
87 * Revision 1.18 2002/06/16 04:46:33 relnev
88 * set up correct checksums for demo
90 * Revision 1.17 2002/06/09 04:41:17 relnev
91 * added copyright header
93 * Revision 1.16 2002/06/09 03:16:04 relnev
96 * removed unneeded asm, old sdl 2d setup.
98 * fixed crash caused by opengl_get_region.
100 * Revision 1.15 2002/06/05 08:05:28 relnev
101 * stub/warning removal.
103 * reworked the sound code.
105 * Revision 1.14 2002/06/05 04:03:32 relnev
106 * finished cfilesystem.
108 * removed some old code.
110 * fixed mouse save off-by-one.
114 * Revision 1.13 2002/06/02 04:26:34 relnev
117 * Revision 1.12 2002/06/02 00:31:35 relnev
118 * implemented osregistry
120 * Revision 1.11 2002/06/01 09:00:34 relnev
121 * silly debug memmanager
123 * Revision 1.10 2002/06/01 07:12:32 relnev
124 * a few NDEBUG updates.
126 * removed a few warnings.
128 * Revision 1.9 2002/05/31 03:05:59 relnev
131 * Revision 1.8 2002/05/29 02:52:32 theoddone33
132 * Enable OpenGL renderer
134 * Revision 1.7 2002/05/28 08:52:03 relnev
135 * implemented two assembly stubs.
137 * cleaned up a few warnings.
139 * added a little demo hackery to make it progress a little farther.
141 * Revision 1.6 2002/05/28 06:28:20 theoddone33
142 * Filesystem mods, actually reads some data files now
144 * Revision 1.5 2002/05/28 04:07:28 theoddone33
145 * New graphics stubbing arrangement
147 * Revision 1.4 2002/05/27 22:46:52 theoddone33
148 * Remove more undefined symbols
150 * Revision 1.3 2002/05/26 23:31:18 relnev
151 * added a few files that needed to be compiled
153 * freespace.cpp: now compiles
155 * Revision 1.2 2002/05/07 03:16:44 theoddone33
156 * The Great Newline Fix
158 * Revision 1.1.1.1 2002/05/03 03:28:09 root
162 * 201 6/16/00 3:15p Jefff
163 * sim of the year dvd version changes, a few german soty localization
166 * 200 11/03/99 11:06a Jefff
169 * 199 10/26/99 5:07p Jamest
170 * fixed jeffs dumb debug code
172 * 198 10/25/99 5:53p Jefff
173 * call control_config_common_init() on startup
175 * 197 10/14/99 10:18a Daveb
176 * Fixed incorrect CD checking problem on standalone server.
178 * 196 10/13/99 9:22a Daveb
179 * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180 * related to movies. Fixed launcher spawning from PXO screen.
182 * 195 10/06/99 11:05a Jefff
183 * new oem upsell 3 hotspot coords
185 * 194 10/06/99 10:31a Jefff
188 * 193 10/01/99 9:10a Daveb
191 * 192 9/15/99 4:57a Dave
192 * Updated ships.tbl checksum
194 * 191 9/15/99 3:58a Dave
195 * Removed framerate warning at all times.
197 * 190 9/15/99 3:16a Dave
198 * Remove mt-011.fs2 from the builtin mission list.
200 * 189 9/15/99 1:45a Dave
201 * Don't init joystick on standalone. Fixed campaign mode on standalone.
202 * Fixed no-score-report problem in TvT
204 * 188 9/14/99 6:08a Dave
205 * Updated (final) single, multi, and campaign list.
207 * 187 9/14/99 3:26a Dave
208 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209 * respawn-too-early problem. Made a few crash points safe.
211 * 186 9/13/99 4:52p Dave
214 * 185 9/12/99 8:09p Dave
215 * Fixed problem where skip-training button would cause mission messages
216 * not to get paged out for the current mission.
218 * 184 9/10/99 11:53a Dave
219 * Shutdown graphics before sound to eliminate apparent lockups when
220 * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
222 * 183 9/09/99 11:40p Dave
223 * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224 * 2 end movies properly, based upon what the player did in the mission.
226 * 182 9/08/99 10:29p Dave
227 * Make beam sound pausing and unpausing much safer.
229 * 181 9/08/99 10:01p Dave
230 * Make sure game won't run in a drive's root directory. Make sure
231 * standalone routes suqad war messages properly to the host.
233 * 180 9/08/99 3:22p Dave
234 * Updated builtin mission list.
236 * 179 9/08/99 12:01p Jefff
237 * fixed Game_builtin_mission_list typo on Training-2.fs2
239 * 178 9/08/99 9:48a Andsager
240 * Add force feedback for engine wash.
242 * 177 9/07/99 4:01p Dave
243 * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244 * does everything properly (setting up address when binding). Remove
245 * black rectangle background from UI_INPUTBOX.
247 * 176 9/13/99 2:40a Dave
248 * Comment in full 80 minute CD check for RELEASE_REAL builds.
250 * 175 9/06/99 6:38p Dave
251 * Improved CD detection code.
253 * 174 9/06/99 1:30a Dave
254 * Intermediate checkin. Started on enforcing CD-in-drive to play the
257 * 173 9/06/99 1:16a Dave
258 * Make sure the user sees the intro movie.
260 * 172 9/04/99 8:00p Dave
261 * Fixed up 1024 and 32 bit movie support.
263 * 171 9/03/99 1:32a Dave
264 * CD checking by act. Added support to play 2 cutscenes in a row
265 * seamlessly. Fixed super low level cfile bug related to files in the
266 * root directory of a CD. Added cheat code to set campaign mission # in
269 * 170 9/01/99 10:49p Dave
270 * Added nice SquadWar checkbox to the client join wait screen.
272 * 169 9/01/99 10:14a Dave
275 * 168 8/29/99 4:51p Dave
276 * Fixed damaged checkin.
278 * 167 8/29/99 4:18p Andsager
279 * New "burst" limit for friendly damage. Also credit more damage done
280 * against large friendly ships.
282 * 166 8/27/99 6:38p Alanl
283 * crush the blasted repeating messages bug
285 * 164 8/26/99 9:09p Dave
286 * Force framerate check in everything but a RELEASE_REAL build.
288 * 163 8/26/99 9:45a Dave
289 * First pass at easter eggs and cheats.
291 * 162 8/24/99 8:55p Dave
292 * Make sure nondimming pixels work properly in tech menu.
294 * 161 8/24/99 1:49a Dave
295 * Fixed client-side afterburner stuttering. Added checkbox for no version
296 * checking on PXO join. Made button info passing more friendly between
299 * 160 8/22/99 5:53p Dave
300 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301 * instead of ship designations for multiplayer players.
303 * 159 8/22/99 1:19p Dave
304 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305 * which d3d cards are detected.
307 * 158 8/20/99 2:09p Dave
308 * PXO banner cycling.
310 * 157 8/19/99 10:59a Dave
311 * Packet loss detection.
313 * 156 8/19/99 10:12a Alanl
314 * preload mission-specific messages on machines greater than 48MB
316 * 155 8/16/99 4:04p Dave
317 * Big honking checkin.
319 * 154 8/11/99 5:54p Dave
320 * Fixed collision problem. Fixed standalone ghost problem.
322 * 153 8/10/99 7:59p Jefff
325 * 152 8/10/99 6:54p Dave
326 * Mad optimizations. Added paging to the nebula effect.
328 * 151 8/10/99 3:44p Jefff
329 * loads Intelligence information on startup
331 * 150 8/09/99 3:47p Dave
332 * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333 * non-nebula missions.
335 * 149 8/09/99 2:21p Andsager
336 * Fix patching from multiplayer direct to launcher update tab.
338 * 148 8/09/99 10:36a Dave
339 * Version info for game.
341 * 147 8/06/99 9:46p Dave
342 * Hopefully final changes for the demo.
344 * 146 8/06/99 3:34p Andsager
345 * Make title version info "(D)" -> "D" show up nicely
347 * 145 8/06/99 2:59p Adamp
348 * Fixed NT launcher/update problem.
350 * 144 8/06/99 1:52p Dave
351 * Bumped up MAX_BITMAPS for the demo.
353 * 143 8/06/99 12:17p Andsager
354 * Demo: down to just 1 demo dog
356 * 142 8/05/99 9:39p Dave
357 * Yet another new checksum.
359 * 141 8/05/99 6:19p Dave
360 * New demo checksums.
362 * 140 8/05/99 5:31p Andsager
363 * Up demo version 1.01
365 * 139 8/05/99 4:22p Andsager
366 * No time limit on upsell screens. Reverse order of display of upsell
369 * 138 8/05/99 4:17p Dave
370 * Tweaks to client interpolation.
372 * 137 8/05/99 3:52p Danw
374 * 136 8/05/99 3:01p Danw
376 * 135 8/05/99 2:43a Anoop
377 * removed duplicate definition.
379 * 134 8/05/99 2:13a Dave
382 * 133 8/05/99 2:05a Dave
385 * 132 8/05/99 1:22a Andsager
388 * 131 8/04/99 9:51p Andsager
389 * Add title screen to demo
391 * 130 8/04/99 6:47p Jefff
392 * fixed link error resulting from #ifdefs
394 * 129 8/04/99 6:26p Dave
395 * Updated ship tbl checksum.
397 * 128 8/04/99 5:40p Andsager
398 * Add multiple demo dogs
400 * 127 8/04/99 5:36p Andsager
401 * Show upsell screens at end of demo campaign before returning to main
404 * 126 8/04/99 11:42a Danw
405 * tone down EAX reverb
407 * 125 8/04/99 11:23a Dave
408 * Updated demo checksums.
410 * 124 8/03/99 11:02p Dave
411 * Maybe fixed sync problems in multiplayer.
413 * 123 8/03/99 6:21p Jefff
416 * 122 8/03/99 3:44p Andsager
417 * Launch laucher if trying to run FS without first having configured
420 * 121 8/03/99 12:45p Dave
423 * 120 8/02/99 9:13p Dave
426 * 119 7/30/99 10:31p Dave
427 * Added comm menu to the configurable hud files.
429 * 118 7/30/99 5:17p Andsager
430 * first fs2demo checksums
432 * 117 7/29/99 3:09p Anoop
434 * 116 7/29/99 12:05a Dave
435 * Nebula speed optimizations.
437 * 115 7/27/99 8:59a Andsager
438 * Make major, minor version consistent for all builds. Only show major
439 * and minor for launcher update window.
441 * 114 7/26/99 5:50p Dave
442 * Revised ingame join. Better? We'll see....
444 * 113 7/26/99 5:27p Andsager
445 * Add training mission as builtin to demo build
447 * 112 7/24/99 1:54p Dave
448 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
451 * 111 7/22/99 4:00p Dave
452 * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
454 * 110 7/21/99 8:10p Dave
455 * First run of supernova effect.
457 * 109 7/20/99 1:49p Dave
458 * Peter Drake build. Fixed some release build warnings.
460 * 108 7/19/99 2:26p Andsager
461 * set demo multiplayer missions
463 * 107 7/18/99 5:19p Dave
464 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
466 * 106 7/16/99 1:50p Dave
467 * 8 bit aabitmaps. yay.
469 * 105 7/15/99 3:07p Dave
470 * 32 bit detection support. Mouse coord commandline.
472 * 104 7/15/99 2:13p Dave
473 * Added 32 bit detection.
475 * 103 7/15/99 9:20a Andsager
476 * FS2_DEMO initial checkin
478 * 102 7/14/99 11:02a Dave
479 * Skill level default back to easy. Blech.
481 * 101 7/09/99 5:54p Dave
482 * Seperated cruiser types into individual types. Added tons of new
483 * briefing icons. Campaign screen.
485 * 100 7/08/99 4:43p Andsager
486 * New check for sparky_hi and print if not found.
488 * 99 7/08/99 10:53a Dave
489 * New multiplayer interpolation scheme. Not 100% done yet, but still
490 * better than the old way.
492 * 98 7/06/99 4:24p Dave
493 * Mid-level checkin. Starting on some potentially cool multiplayer
496 * 97 7/06/99 3:35p Andsager
497 * Allow movie to play before red alert mission.
499 * 96 7/03/99 5:50p Dave
500 * Make rotated bitmaps draw properly in padlock views.
502 * 95 7/02/99 9:55p Dave
503 * Player engine wash sound.
505 * 94 7/02/99 4:30p Dave
506 * Much more sophisticated lightning support.
508 * 93 6/29/99 7:52p Dave
509 * Put in exception handling in FS2.
511 * 92 6/22/99 9:37p Dave
512 * Put in pof spewing.
514 * 91 6/16/99 4:06p Dave
515 * New pilot info popup. Added new draw-bitmap-as-poly function.
517 * 90 6/15/99 1:56p Andsager
518 * For release builds, allow start up in high res only with
521 * 89 6/15/99 9:34a Dave
522 * Fixed key checking in single threaded version of the stamp notification
525 * 88 6/09/99 2:55p Andsager
526 * Allow multiple asteroid subtypes (of large, medium, small) and follow
529 * 87 6/08/99 1:14a Dave
530 * Multi colored hud test.
532 * 86 6/04/99 9:52a Dave
533 * Fixed some rendering problems.
535 * 85 6/03/99 10:15p Dave
536 * Put in temporary main hall screen.
538 * 84 6/02/99 6:18p Dave
539 * Fixed TNT lockup problems! Wheeeee!
541 * 83 6/01/99 3:52p Dave
542 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543 * dead popup, pxo find player popup, pxo private room popup.
545 * 82 5/26/99 1:28p Jasenw
546 * changed coords for loading ani
548 * 81 5/26/99 11:46a Dave
549 * Added ship-blasting lighting and made the randomization of lighting
550 * much more customizable.
552 * 80 5/24/99 5:45p Dave
553 * Added detail levels to the nebula, with a decent speedup. Split nebula
554 * lightning into its own section.
572 #include "systemvars.h"
577 #include "starfield.h"
578 #include "lighting.h"
583 #include "fireballs.h"
587 #include "floating.h"
588 #include "gamesequence.h"
590 #include "optionsmenu.h"
591 #include "playermenu.h"
592 #include "trainingmenu.h"
593 #include "techmenu.h"
596 #include "hudmessage.h"
598 #include "missiongoals.h"
599 #include "missionparse.h"
604 #include "multiutil.h"
605 #include "multimsgs.h"
609 #include "freespace.h"
610 #include "managepilot.h"
612 #include "contexthelp.h"
615 #include "missionbrief.h"
616 #include "missiondebrief.h"
618 #include "missionshipchoice.h"
620 #include "hudconfig.h"
621 #include "controlsconfig.h"
622 #include "missionmessage.h"
623 #include "missiontraining.h"
625 #include "hudtarget.h"
627 #include "eventmusic.h"
628 #include "animplay.h"
629 #include "missionweaponchoice.h"
630 #include "missionlog.h"
631 #include "audiostr.h"
633 #include "missioncampaign.h"
635 #include "missionhotkey.h"
636 #include "objectsnd.h"
637 #include "cmeasure.h"
639 #include "linklist.h"
640 #include "shockwave.h"
641 #include "afterburner.h"
646 #include "stand_gui.h"
647 #include "pcxutils.h"
648 #include "hudtargetbox.h"
649 #include "multi_xfer.h"
650 #include "hudescort.h"
651 #include "multiutil.h"
654 #include "multiteamselect.h"
656 #include "readyroom.h"
657 #include "mainhallmenu.h"
658 #include "multilag.h"
660 #include "particle.h"
662 #include "multi_ingame.h"
663 #include "snazzyui.h"
664 #include "asteroid.h"
665 #include "popupdead.h"
666 #include "multi_voice.h"
667 #include "missioncmdbrief.h"
668 #include "redalert.h"
669 #include "gameplayhelp.h"
670 #include "multilag.h"
671 #include "staticrand.h"
672 #include "multi_pmsg.h"
673 #include "levelpaging.h"
674 #include "observer.h"
675 #include "multi_pause.h"
676 #include "multi_endgame.h"
677 #include "cutscenes.h"
678 #include "multi_respawn.h"
680 #include "multi_obj.h"
681 #include "multi_log.h"
683 #include "localize.h"
684 #include "osregistry.h"
685 #include "barracks.h"
686 #include "missionpause.h"
688 #include "alphacolors.h"
689 #include "objcollide.h"
692 #include "neblightning.h"
693 #include "shipcontrails.h"
696 #include "multi_dogfight.h"
697 #include "multi_rate.h"
698 #include "muzzleflash.h"
702 #include "mainhalltemp.h"
703 #include "exceptionhandler.h"
704 #include "supernova.h"
705 #include "hudshield.h"
706 // #include "names.h"
708 #include "missionloopbrief.h"
712 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
718 // 1.00.04 5/26/98 MWA -- going final (12 pm)
719 // 1.00.03 5/26/98 MWA -- going final (3 am)
720 // 1.00.02 5/25/98 MWA -- going final
721 // 1.00.01 5/25/98 MWA -- going final
722 // 0.90 5/21/98 MWA -- getting ready for final.
723 // 0.10 4/9/98. Set by MK.
725 // Demo version: (obsolete since DEMO codebase split from tree)
726 // 0.03 4/10/98 AL. Interplay rev
727 // 0.02 4/8/98 MK. Increased when this system was modified.
728 // 0.01 4/7/98? AL. First release to Interplay QA.
731 // 1.00 5/28/98 AL. First release to Interplay QA.
733 void game_level_init(int seed = -1);
734 void game_post_level_init();
735 void game_do_frame();
736 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
737 void game_reset_time();
738 void game_show_framerate(); // draws framerate in lower right corner
740 int Game_no_clear = 0;
742 int Pofview_running = 0;
743 int Nebedit_running = 0;
745 typedef struct big_expl_flash {
746 float max_flash_intensity; // max intensity
747 float cur_flash_intensity; // cur intensity
748 int flash_start; // start time
751 #define FRAME_FILTER 16
753 #define DEFAULT_SKILL_LEVEL 1
754 int Game_skill_level = DEFAULT_SKILL_LEVEL;
756 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
757 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
759 #define EXE_FNAME ("fs2.exe")
760 #define LAUNCHER_FNAME ("freespace2.exe")
763 // JAS: Code for warphole camera.
764 // Needs to be cleaned up.
765 vector Camera_pos = ZERO_VECTOR;
766 vector Camera_velocity = ZERO_VECTOR;
767 vector Camera_desired_velocity = ZERO_VECTOR;
768 matrix Camera_orient = IDENTITY_MATRIX;
769 float Camera_damping = 1.0f;
770 float Camera_time = 0.0f;
771 float Warpout_time = 0.0f;
772 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
773 int Warpout_sound = -1;
775 int Use_joy_mouse = 0;
776 int Use_palette_flash = 1;
778 int Use_fullscreen_at_startup = 0;
780 int Show_area_effect = 0;
781 object *Last_view_target = NULL;
783 int dogfight_blown = 0;
786 float frametimes[FRAME_FILTER];
787 float frametotal = 0.0f;
791 int Show_framerate = 0;
793 int Show_framerate = 1;
796 int Framerate_cap = 120;
799 int Show_target_debug_info = 0;
800 int Show_target_weapons = 0;
804 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
807 int Debug_octant = -1;
809 fix Game_time_compression = F1_0;
811 // if the ships.tbl the player has is valid
812 int Game_ships_tbl_valid = 0;
814 // if the weapons.tbl the player has is valid
815 int Game_weapons_tbl_valid = 0;
819 extern int Player_attacking_enabled;
823 int Pre_player_entry;
825 int Fred_running = 0;
826 char Game_current_mission_filename[MAX_FILENAME_LEN];
827 int game_single_step = 0;
828 int last_single_step=0;
830 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
831 extern int MSG_WINDOW_Y_START;
832 extern int MSG_WINDOW_HEIGHT;
834 int game_zbuffer = 1;
835 //static int Game_music_paused;
836 static int Game_paused;
840 #define EXPIRE_BAD_CHECKSUM 1
841 #define EXPIRE_BAD_TIME 2
843 extern void ssm_init();
844 extern void ssm_level_init();
845 extern void ssm_process();
847 // static variable to contain the time this version was built
848 // commented out for now until
849 // I figure out how to get the username into the file
850 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
852 // defines and variables used for dumping frame for making trailers.
854 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
855 int Debug_dump_trigger = 0;
856 int Debug_dump_frame_count;
857 int Debug_dump_frame_num = 0;
858 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
861 // amount of time to wait after the player has died before we display the death died popup
862 #define PLAYER_DIED_POPUP_WAIT 2500
863 int Player_died_popup_wait = -1;
864 time_t Player_multi_died_check = -1;
866 // builtin mission list stuff
868 int Game_builtin_mission_count = 6;
869 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
870 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
871 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
873 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
874 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
875 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
877 #elif defined(FS1_DEMO)
878 int Game_builtin_mission_count = 5;
879 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
880 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
881 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
882 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
883 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
884 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
886 #elif defined(PD_BUILD)
887 int Game_builtin_mission_count = 4;
888 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
889 { "sm1-01.fs2", (FSB_FROM_VOLITION) },
890 { "sm1-05.fs2", (FSB_FROM_VOLITION) },
891 { "sm1-01", (FSB_FROM_VOLITION) },
892 { "sm1-05", (FSB_FROM_VOLITION) },
894 #elif defined(MULTIPLAYER_BETA)
895 int Game_builtin_mission_count = 17;
896 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
898 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
899 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
900 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
901 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
902 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
903 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
904 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
905 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
906 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
907 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
908 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
909 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
910 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
911 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
912 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
913 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
914 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
916 #elif defined(OEM_BUILD)
917 int Game_builtin_mission_count = 17;
918 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
919 // oem version - act 1 only
920 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
923 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
930 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
931 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
932 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
933 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
934 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
935 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
936 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
937 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
938 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
940 #elif defined(MAKE_FS1)
941 int Game_builtin_mission_count = 125;
942 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
943 // single player campaign
944 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
947 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
948 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
949 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
960 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
961 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
971 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
972 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
974 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
975 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
976 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
977 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
978 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
982 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
983 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
984 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
987 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
988 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
989 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
990 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
991 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
994 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
995 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
997 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
998 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
999 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1000 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1001 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1002 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1003 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1004 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1005 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1006 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1007 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1008 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1009 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1010 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1011 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1012 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1013 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1014 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1015 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1017 // SilentThreat missions
1018 // Main SilentThreat campaign
1019 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1021 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1026 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1027 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1028 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1029 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1030 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1031 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1032 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1034 // SilentThreat Part 1 - multi-coop
1035 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1037 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1038 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1039 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1041 // SilentThreat Part 2 - multi-coop
1042 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1044 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1045 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1046 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1048 // SilentThreat Part 3 - multi-coop
1049 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1051 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1052 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1053 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1055 // SilentThreat Part 4 - multi-coop
1056 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1058 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1059 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1060 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1062 // multiplayer missions
1063 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1064 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1065 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1066 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1067 // user supplied missions
1068 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1069 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1070 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1071 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1072 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1073 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1074 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1075 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1076 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1077 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1078 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1079 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1080 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1081 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1082 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1083 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1084 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1085 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1086 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1087 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1088 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1089 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1090 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1091 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1092 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1093 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1094 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1095 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1096 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1097 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1098 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1099 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1102 int Game_builtin_mission_count = 92;
1103 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1104 // single player campaign
1105 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1108 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1119 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1130 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1131 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1146 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1147 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1148 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1149 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1150 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1151 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1152 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1154 // multiplayer missions
1157 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1158 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1159 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1162 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1163 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1164 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1165 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1168 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1169 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1170 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1171 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1172 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1173 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1174 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1175 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1176 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1177 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1178 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1179 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1180 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1181 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1182 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1183 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1184 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1185 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1186 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1187 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1188 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1189 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1190 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1191 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1192 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1193 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1194 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1195 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1198 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1199 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1200 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1201 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1202 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1203 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1204 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1205 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1206 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1207 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1210 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1211 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1212 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1213 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1214 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1219 // Internal function prototypes
1220 void game_maybe_draw_mouse(float frametime);
1221 void init_animating_pointer();
1222 void load_animating_pointer(const char *filename, int dx, int dy);
1223 void unload_animating_pointer();
1224 void game_do_training_checks();
1225 void game_shutdown(void);
1226 void game_show_event_debug(float frametime);
1227 void game_event_debug_init();
1229 void demo_upsell_show_screens();
1230 void game_start_subspace_ambient_sound();
1231 void game_stop_subspace_ambient_sound();
1232 void verify_ships_tbl();
1233 void verify_weapons_tbl();
1234 void display_title_screen();
1236 // loading background filenames
1237 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1238 "LoadingBG", // GR_640
1239 "2_LoadingBG" // GR_1024
1243 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1244 "Loading.ani", // GR_640
1245 "2_Loading.ani" // GR_1024
1248 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1249 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1257 #elif defined(OEM_BUILD)
1258 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1267 // How much RAM is on this machine. Set in WinMain
1268 static int Freespace_total_ram = 0;
1271 float Game_flash_red = 0.0f;
1272 float Game_flash_green = 0.0f;
1273 float Game_flash_blue = 0.0f;
1274 float Sun_spot = 0.0f;
1275 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1277 // game shudder stuff (in ms)
1278 int Game_shudder_time = -1;
1279 int Game_shudder_total = 0;
1280 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1283 sound_env Game_sound_env;
1284 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1285 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1287 int Game_sound_env_update_timestamp;
1289 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1292 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1294 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1298 // look through all existing builtin missions
1299 for(idx=0; idx<Game_builtin_mission_count; idx++){
1300 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1301 return &Game_builtin_mission_list[idx];
1309 int game_get_default_skill_level()
1311 return DEFAULT_SKILL_LEVEL;
1315 void game_flash_reset()
1317 Game_flash_red = 0.0f;
1318 Game_flash_green = 0.0f;
1319 Game_flash_blue = 0.0f;
1321 Big_expl_flash.max_flash_intensity = 0.0f;
1322 Big_expl_flash.cur_flash_intensity = 0.0f;
1323 Big_expl_flash.flash_start = 0;
1326 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1327 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1329 void game_framerate_check_init()
1331 // zero critical time
1332 Gf_critical_time = 0.0f;
1335 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1336 Gf_critical = 15.0f;
1338 Gf_critical = 25.0f;
1342 extern float Framerate;
1343 void game_framerate_check()
1347 // if the current framerate is above the critical level, add frametime
1348 if(Framerate >= Gf_critical){
1349 Gf_critical_time += flFrametime;
1352 if(!Show_framerate){
1356 // display if we're above the critical framerate
1357 if(Framerate < Gf_critical){
1358 gr_set_color_fast(&Color_bright_red);
1359 gr_string(200, y_start, "Framerate warning");
1364 // display our current pct of good frametime
1365 if(f2fl(Missiontime) >= 0.0f){
1366 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1369 gr_set_color_fast(&Color_bright_green);
1371 gr_set_color_fast(&Color_bright_red);
1374 gr_printf(200, y_start, "%d%%", (int)pct);
1379 // Adds a flash effect. These can be positive or negative.
1380 // The range will get capped at around -1 to 1, so stick
1381 // with a range like that.
1382 void game_flash( float r, float g, float b )
1384 Game_flash_red += r;
1385 Game_flash_green += g;
1386 Game_flash_blue += b;
1388 if ( Game_flash_red < -1.0f ) {
1389 Game_flash_red = -1.0f;
1390 } else if ( Game_flash_red > 1.0f ) {
1391 Game_flash_red = 1.0f;
1394 if ( Game_flash_green < -1.0f ) {
1395 Game_flash_green = -1.0f;
1396 } else if ( Game_flash_green > 1.0f ) {
1397 Game_flash_green = 1.0f;
1400 if ( Game_flash_blue < -1.0f ) {
1401 Game_flash_blue = -1.0f;
1402 } else if ( Game_flash_blue > 1.0f ) {
1403 Game_flash_blue = 1.0f;
1408 // Adds a flash for Big Ship explosions
1409 // cap range from 0 to 1
1410 void big_explosion_flash(float flash)
1412 Big_expl_flash.flash_start = timestamp(1);
1416 } else if (flash < 0.0f) {
1420 Big_expl_flash.max_flash_intensity = flash;
1421 Big_expl_flash.cur_flash_intensity = 0.0f;
1424 // Amount to diminish palette towards normal, per second.
1425 #define DIMINISH_RATE 0.75f
1426 #define SUN_DIMINISH_RATE 6.00f
1430 float sn_glare_scale = 1.7f;
1433 dc_get_arg(ARG_FLOAT);
1434 sn_glare_scale = Dc_arg_float;
1437 float Supernova_last_glare = 0.0f;
1438 void game_sunspot_process(float frametime)
1442 float Sun_spot_goal = 0.0f;
1445 sn_stage = supernova_active();
1447 // sunspot differently based on supernova stage
1449 // approaching. player still in control
1452 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1455 light_get_global_dir(&light_dir, 0);
1457 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1460 // scale it some more
1461 dot = dot * (0.5f + (pct * 0.5f));
1464 Sun_spot_goal += (dot * sn_glare_scale);
1467 // draw the sun glow
1468 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1469 // draw the glow for this sun
1470 stars_draw_sun_glow(0);
1473 Supernova_last_glare = Sun_spot_goal;
1476 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1479 Sun_spot_goal = 0.9f;
1480 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1482 if(Sun_spot_goal > 1.0f){
1483 Sun_spot_goal = 1.0f;
1486 Sun_spot_goal *= sn_glare_scale;
1487 Supernova_last_glare = Sun_spot_goal;
1490 // fade to white. display dead popup
1493 Supernova_last_glare += (2.0f * flFrametime);
1494 if(Supernova_last_glare > 2.0f){
1495 Supernova_last_glare = 2.0f;
1498 Sun_spot_goal = Supernova_last_glare;
1505 // check sunspots for all suns
1506 n_lights = light_get_global_count();
1509 for(idx=0; idx<n_lights; idx++){
1510 //(vector *eye_pos, matrix *eye_orient)
1511 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1514 light_get_global_dir(&light_dir, idx);
1516 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1518 Sun_spot_goal += (float)pow(dot,85.0f);
1520 // draw the glow for this sun
1521 stars_draw_sun_glow(idx);
1523 Sun_spot_goal = 0.0f;
1529 Sun_spot_goal = 0.0f;
1533 float dec_amount = frametime*SUN_DIMINISH_RATE;
1535 if ( Sun_spot < Sun_spot_goal ) {
1536 Sun_spot += dec_amount;
1537 if ( Sun_spot > Sun_spot_goal ) {
1538 Sun_spot = Sun_spot_goal;
1540 } else if ( Sun_spot > Sun_spot_goal ) {
1541 Sun_spot -= dec_amount;
1542 if ( Sun_spot < Sun_spot_goal ) {
1543 Sun_spot = Sun_spot_goal;
1549 // Call once a frame to diminish the
1550 // flash effect to 0.
1551 void game_flash_diminish(float frametime)
1553 float dec_amount = frametime*DIMINISH_RATE;
1555 if ( Game_flash_red > 0.0f ) {
1556 Game_flash_red -= dec_amount;
1557 if ( Game_flash_red < 0.0f )
1558 Game_flash_red = 0.0f;
1560 Game_flash_red += dec_amount;
1561 if ( Game_flash_red > 0.0f )
1562 Game_flash_red = 0.0f;
1565 if ( Game_flash_green > 0.0f ) {
1566 Game_flash_green -= dec_amount;
1567 if ( Game_flash_green < 0.0f )
1568 Game_flash_green = 0.0f;
1570 Game_flash_green += dec_amount;
1571 if ( Game_flash_green > 0.0f )
1572 Game_flash_green = 0.0f;
1575 if ( Game_flash_blue > 0.0f ) {
1576 Game_flash_blue -= dec_amount;
1577 if ( Game_flash_blue < 0.0f )
1578 Game_flash_blue = 0.0f;
1580 Game_flash_blue += dec_amount;
1581 if ( Game_flash_blue > 0.0f )
1582 Game_flash_blue = 0.0f;
1585 // update big_explosion_cur_flash
1586 #define TIME_UP 1500
1587 #define TIME_DOWN 2500
1588 int duration = TIME_UP + TIME_DOWN;
1589 int time = timestamp_until(Big_expl_flash.flash_start);
1590 if (time > -duration) {
1592 if (time < TIME_UP) {
1593 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1596 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1600 if ( Use_palette_flash ) {
1602 // static int or=0, og=0, ob=0;
1604 // Change the 200 to change the color range of colors.
1605 r = fl2i( Game_flash_red*128.0f );
1606 g = fl2i( Game_flash_green*128.0f );
1607 b = fl2i( Game_flash_blue*128.0f );
1609 if ( Sun_spot > 0.0f ) {
1610 r += fl2i(Sun_spot*128.0f);
1611 g += fl2i(Sun_spot*128.0f);
1612 b += fl2i(Sun_spot*128.0f);
1615 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1616 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1617 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1618 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1621 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1622 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1623 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1625 if ( (r!=0) || (g!=0) || (b!=0) ) {
1626 gr_flash( r, g, b );
1628 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1639 void game_level_close()
1641 // De-Initialize the game subsystems
1642 event_music_level_close();
1643 game_stop_looped_sounds();
1645 obj_snd_level_close(); // uninit object-linked persistant sounds
1646 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1647 anim_level_close(); // stop and clean up any anim instances
1648 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1649 shockwave_level_close();
1650 fireball_level_close();
1652 mission_event_shutdown();
1653 asteroid_level_close();
1654 flak_level_close(); // unload flak stuff
1655 neb2_level_close(); // shutdown gaseous nebula stuff
1658 mflash_level_close();
1659 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1661 audiostream_unpause_all();
1666 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1667 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1668 void game_level_init(int seed)
1670 // seed the random number generator
1672 // if no seed was passed, seed the generator either from the time value, or from the
1673 // netgame security flags -- ensures that all players in multiplayer game will have the
1674 // same randon number sequence (with static rand functions)
1675 if ( Game_mode & GM_NORMAL ) {
1676 Game_level_seed = (int)time(NULL);
1678 Game_level_seed = Netgame.security;
1681 // mwa 9/17/98 -- maybe this assert isn't needed????
1682 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1683 Game_level_seed = seed;
1685 srand( Game_level_seed );
1687 // semirand function needs to get re-initted every time in multiplayer
1688 if ( Game_mode & GM_MULTIPLAYER ){
1694 Key_normal_game = (Game_mode & GM_NORMAL);
1697 Game_shudder_time = -1;
1699 // Initialize the game subsystems
1700 // timestamp_reset(); // Must be inited before everything else
1702 game_reset_time(); // resets time, and resets saved time too
1704 obj_init(); // Must be inited before the other systems
1705 model_free_all(); // Free all existing models
1706 mission_brief_common_init(); // Free all existing briefing/debriefing text
1707 weapon_level_init();
1708 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1710 player_level_init();
1711 shipfx_flash_init(); // Init the ship gun flash system.
1712 game_flash_reset(); // Reset the flash effect
1713 particle_init(); // Reset the particle system
1717 shield_hit_init(); // Initialize system for showing shield hits
1718 radar_mission_init();
1719 mission_init_goals();
1722 obj_snd_level_init(); // init object-linked persistant sounds
1724 shockwave_level_init();
1725 afterburner_level_init();
1726 scoring_level_init( &Player->stats );
1728 asteroid_level_init();
1729 control_config_clear_used_status();
1730 collide_ship_ship_sounds_init();
1732 Pre_player_entry = 1; // Means the player has not yet entered.
1733 Entry_delay_time = 0; // Could get overwritten in mission read.
1734 fireball_preload(); // page in warphole bitmaps
1736 flak_level_init(); // initialize flak - bitmaps, etc
1737 ct_level_init(); // initialize ships contrails, etc
1738 awacs_level_init(); // initialize AWACS
1739 beam_level_init(); // initialize beam weapons
1740 mflash_level_init();
1742 supernova_level_init();
1744 // multiplayer dogfight hack
1747 shipfx_engine_wash_level_init();
1751 Last_view_target = NULL;
1756 // campaign wasn't ended
1757 Campaign_ended_in_mission = 0;
1760 // called when a mission is over -- does server specific stuff.
1761 void freespace_stop_mission()
1764 Game_mode &= ~GM_IN_MISSION;
1767 // called at frame interval to process networking stuff
1768 void game_do_networking()
1770 SDL_assert( Net_player != NULL );
1771 if (!(Game_mode & GM_MULTIPLAYER)){
1775 // see if this player should be reading/writing data. Bit is set when at join
1776 // screen onward until quits back to main menu.
1777 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1781 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1784 multi_pause_do_frame();
1789 // Loads the best palette for this level, based
1790 // on nebula color and hud color. You could just call palette_load_table with
1791 // the appropriate filename, but who wants to do that.
1792 void game_load_palette()
1794 char palette_filename[1024];
1796 // We only use 3 hud colors right now
1798 SDL_assert( HUD_config.main_color >= 0 );
1799 SDL_assert( HUD_config.main_color <= 2 );
1802 SDL_assert( Mission_palette >= 0 );
1803 SDL_assert( Mission_palette <= 98 );
1806 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1807 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), sizeof(palette_filename) );
1809 SDL_snprintf( palette_filename, sizeof(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1812 mprintf(( "Loading palette %s\n", palette_filename ));
1814 palette_load_table(palette_filename);
1816 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), sizeof(palette_filename) );
1818 mprintf(( "Loading palette %s\n", palette_filename ));
1822 void game_post_level_init()
1824 // Stuff which gets called after mission is loaded. Because player isn't created until
1825 // after mission loads, some things must get initted after the level loads
1827 model_level_post_init();
1830 hud_setup_escort_list();
1831 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1837 game_event_debug_init();
1840 training_mission_init();
1841 asteroid_create_all();
1843 game_framerate_check_init();
1847 // An estimate as to how high the count passed to game_loading_callback will go.
1848 // This is just a guess, it seems to always be about the same. The count is
1849 // proportional to the code being executed, not the time, so this works good
1850 // for a bar, assuming the code does about the same thing each time you
1851 // load a level. You can find this value by looking at the return value
1852 // of game_busy_callback(NULL), which I conveniently print out to the
1853 // debug output window with the '=== ENDING LOAD ==' stuff.
1854 //#define COUNT_ESTIMATE 3706
1855 #define COUNT_ESTIMATE 1111
1857 int Game_loading_callback_inited = 0;
1859 int Game_loading_background = -1;
1860 anim * Game_loading_ani = NULL;
1861 anim_instance *Game_loading_ani_instance;
1862 int Game_loading_frame=-1;
1864 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1866 #if defined(FS1_DEMO)
1868 #elif defined(MAKE_FS1)
1879 // This gets called 10x per second and count is the number of times
1880 // game_busy() has been called since the current callback function
1882 void game_loading_callback(int count)
1884 game_do_networking();
1886 SDL_assert( Game_loading_callback_inited==1 );
1887 SDL_assert( Game_loading_ani != NULL );
1889 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1890 if ( framenum > Game_loading_ani->total_frames-1 ) {
1891 framenum = Game_loading_ani->total_frames-1;
1892 } else if ( framenum < 0 ) {
1897 while ( Game_loading_frame < framenum ) {
1898 Game_loading_frame++;
1899 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1903 if ( cbitmap > -1 ) {
1904 if ( Game_loading_background > -1 ) {
1905 gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1909 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1910 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1911 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1913 bm_release(cbitmap);
1919 void game_loading_callback_init()
1921 SDL_assert( Game_loading_callback_inited==0 );
1923 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1925 common_set_interface_palette("InterfacePalette"); // set the interface palette
1929 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1930 SDL_assert( Game_loading_ani != NULL );
1931 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1932 SDL_assert( Game_loading_ani_instance != NULL );
1933 Game_loading_frame = -1;
1935 Game_loading_callback_inited = 1;
1937 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1942 void game_loading_callback_close()
1944 SDL_assert( Game_loading_callback_inited==1 );
1946 // Make sure bar shows all the way over.
1947 game_loading_callback(COUNT_ESTIMATE);
1949 int real_count = game_busy_callback( NULL );
1952 Game_loading_callback_inited = 0;
1955 mprintf(( "=================== ENDING LOAD ================\n" ));
1956 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1957 mprintf(( "================================================\n" ));
1959 // to remove warnings in release build
1963 free_anim_instance(Game_loading_ani_instance);
1964 Game_loading_ani_instance = NULL;
1965 anim_free(Game_loading_ani);
1966 Game_loading_ani = NULL;
1968 bm_release( Game_loading_background );
1969 common_free_interface_palette(); // restore game palette
1970 Game_loading_background = -1;
1972 gr_set_font( FONT1 );
1975 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1977 void game_maybe_update_sound_environment()
1979 // do nothing for now
1982 // Assign the sound environment for the game, based on the current mission
1984 void game_assign_sound_environment()
1987 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1988 Game_sound_env.id = SND_ENV_DRUGGED;
1989 Game_sound_env.volume = 0.800f;
1990 Game_sound_env.damping = 1.188f;
1991 Game_sound_env.decay = 6.392f;
1993 } else if (Num_asteroids > 30) {
1994 Game_sound_env.id = SND_ENV_AUDITORIUM;
1995 Game_sound_env.volume = 0.603f;
1996 Game_sound_env.damping = 0.5f;
1997 Game_sound_env.decay = 4.279f;
2000 Game_sound_env = Game_default_sound_env;
2004 Game_sound_env = Game_default_sound_env;
2005 Game_sound_env_update_timestamp = timestamp(1);
2008 // function which gets called before actually entering the mission. It is broken down into a funciton
2009 // since it will get called in one place from a single player game and from another place for
2010 // a multiplayer game
2011 void freespace_mission_load_stuff()
2013 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2014 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2015 if(!(Game_mode & GM_STANDALONE_SERVER)){
2017 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2019 game_loading_callback_init();
2021 event_music_level_init(); // preloads the first 2 seconds for each event music track
2024 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2027 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2030 ship_assign_sound_all(); // assign engine sounds to ships
2031 game_assign_sound_environment(); // assign the sound environment for this mission
2034 // call function in missionparse.cpp to fixup player/ai stuff.
2035 mission_parse_fixup_players();
2038 // Load in all the bitmaps for this level
2043 game_loading_callback_close();
2045 // the only thing we need to call on the standalone for now.
2047 // call function in missionparse.cpp to fixup player/ai stuff.
2048 mission_parse_fixup_players();
2050 // Load in all the bitmaps for this level
2055 time_t load_gl_init;
2056 time_t load_mission_load;
2057 time_t load_post_level_init;
2058 time_t load_mission_stuff;
2060 // tells the server to load the mission and initialize structures
2061 int game_start_mission()
2063 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2065 load_gl_init = time(NULL);
2067 load_gl_init = time(NULL) - load_gl_init;
2069 if (Game_mode & GM_MULTIPLAYER) {
2070 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2072 // clear multiplayer stats
2073 init_multiplayer_stats();
2076 load_mission_load = time(NULL);
2077 if (mission_load()) {
2078 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2079 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2080 gameseq_post_event(GS_EVENT_MAIN_MENU);
2082 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2087 load_mission_load = time(NULL) - load_mission_load;
2089 // If this is a red alert mission in campaign mode, bash wingman status
2090 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2091 red_alert_bash_wingman_status();
2094 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2095 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2096 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2098 game_load_palette();
2102 load_post_level_init = time(NULL);
2103 game_post_level_init();
2104 load_post_level_init = time(NULL) - load_post_level_init;
2108 void Do_model_timings_test();
2109 Do_model_timings_test();
2113 load_mission_stuff = time(NULL);
2114 freespace_mission_load_stuff();
2115 load_mission_stuff = time(NULL) - load_mission_stuff;
2120 int Interface_framerate = 0;
2123 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2124 DCF_BOOL( show_framerate, Show_framerate )
2125 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2126 DCF_BOOL( show_target_weapons, Show_target_weapons )
2127 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2128 DCF_BOOL( sound, Sound_enabled )
2129 DCF_BOOL( zbuffer, game_zbuffer )
2130 DCF_BOOL( shield_system, New_shield_system )
2131 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2132 DCF_BOOL( player_attacking, Player_attacking_enabled )
2133 DCF_BOOL( show_waypoints, Show_waypoints )
2134 DCF_BOOL( show_area_effect, Show_area_effect )
2135 DCF_BOOL( show_net_stats, Show_net_stats )
2136 DCF_BOOL( log, Log_debug_output_to_file )
2137 DCF_BOOL( training_msg_method, Training_msg_method )
2138 DCF_BOOL( show_player_pos, Show_player_pos )
2139 DCF_BOOL(i_framerate, Interface_framerate )
2141 DCF(show_mem,"Toggles showing mem usage")
2144 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2145 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2146 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2147 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2153 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2155 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2156 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2160 DCF(show_cpu,"Toggles showing cpu usage")
2163 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2164 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2165 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2166 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2172 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2174 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2175 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2182 // AL 4-8-98: always allow players to display their framerate
2185 DCF_BOOL( show_framerate, Show_framerate )
2192 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2195 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2196 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2197 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2198 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2200 if ( Dc_help ) dc_printf( "Usage: use_joy_mouse [bool]\nSets use_joy_mouse to true or false. If nothing passed, then toggles it.\n" );
2201 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2203 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2206 DCF(palette_flash,"Toggles palette flash effect on/off")
2209 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2210 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2211 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2212 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2214 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2215 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2218 int Use_low_mem = 0;
2220 DCF(low_mem,"Uses low memory settings regardless of RAM")
2223 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2224 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2225 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2226 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2228 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2229 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2231 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2237 DCF(force_fullscreen, "Forces game to startup in fullscreen mode")
2240 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2241 if ( Dc_arg_type & ARG_TRUE ) Use_fullscreen_at_startup = 1;
2242 else if ( Dc_arg_type & ARG_FALSE ) Use_fullscreen_at_startup = 0;
2243 else if ( Dc_arg_type & ARG_NONE ) Use_fullscreen_at_startup ^= 1;
2245 if ( Dc_help ) dc_printf( "Usage: force_fullscreen [bool]\nSets force_fullscreen to true or false. If nothing passed, then toggles it.\n" );
2246 if ( Dc_status ) dc_printf( "force_fullscreen is %s\n", (Use_fullscreen_at_startup?"TRUE":"FALSE") );
2247 os_config_write_uint( NULL, NOX("ForceFullscreen"), Use_fullscreen_at_startup );
2251 int Framerate_delay = 0;
2253 float Freespace_gamma = 1.0f;
2255 DCF(gamma,"Sets Gamma factor")
2258 dc_get_arg(ARG_FLOAT|ARG_NONE);
2259 if ( Dc_arg_type & ARG_FLOAT ) {
2260 Freespace_gamma = Dc_arg_float;
2262 dc_printf( "Gamma reset to 1.0f\n" );
2263 Freespace_gamma = 1.0f;
2265 if ( Freespace_gamma < 0.1f ) {
2266 Freespace_gamma = 0.1f;
2267 } else if ( Freespace_gamma > 5.0f ) {
2268 Freespace_gamma = 5.0f;
2270 gr_set_gamma(Freespace_gamma);
2272 char tmp_gamma_string[32];
2273 SDL_snprintf( tmp_gamma_string, sizeof(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2274 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2278 dc_printf( "Usage: gamma <float>\n" );
2279 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2280 Dc_status = 0; // don't print status if help is printed. Too messy.
2284 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2292 Game_current_mission_filename[0] = 0;
2294 // seed the random number generator
2295 Game_init_seed = (int)time(NULL);
2296 srand( Game_init_seed );
2298 Framerate_delay = 0;
2304 extern void bm_init();
2310 // Initialize the timer before the os
2316 //Initialize the libraries
2317 s1 = timer_get_milliseconds();
2318 if ( cfile_init() ) { // initialize before calling any cfopen stuff!!!
2321 e1 = timer_get_milliseconds();
2323 // time a bunch of cfopens
2325 s2 = timer_get_milliseconds();
2327 for(int idx=0; idx<10000; idx++){
2328 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2333 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2335 e2 = timer_get_milliseconds();
2338 if (Is_standalone) {
2339 std_init_standalone();
2341 os_init( Osreg_class_name, Osreg_app_name );
2342 os_set_title(Osreg_title);
2345 // initialize localization module. Make sure this is down AFTER initialzing OS.
2346 // int t1 = timer_get_milliseconds();
2347 lcl_init( detect_lang() );
2349 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2351 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2354 // verify that he has a valid weapons.tbl
2355 verify_weapons_tbl();
2357 // Output version numbers to registry for auto patching purposes
2358 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2359 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2360 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2362 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2363 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2364 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2367 Use_fullscreen_at_startup = os_config_read_uint( NULL, NOX("ForceFullscreen"), 1 );
2370 // show the FPS counter if the config file says so
2371 Show_framerate = os_config_read_uint( NULL, NOX("ShowFPS"), Show_framerate );
2373 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2374 Asteroids_enabled = 1;
2377 /////////////////////////////
2379 /////////////////////////////
2383 ptr = os_config_read_string(NULL, NOX("Soundcard"), NULL);
2384 mprintf(("soundcard = %s\n", ptr ? ptr : "<nothing>"));
2386 if (!SDL_strcasecmp(ptr, NOX("no sound"))) {
2387 Cmdline_freespace_no_sound = 1;
2388 } else if ( !SDL_strcasecmp(ptr, NOX("EAX")) || !SDL_strcasecmp(ptr, NOX("Aureal A3D")) ) {
2393 if (!Is_standalone) {
2396 /////////////////////////////
2398 /////////////////////////////
2400 ptr = os_config_read_string(NULL, NOX("Videocard"), NULL);
2406 // check for hi res pack file
2407 int has_sparky_hi = 0;
2409 // check if sparky_hi exists -- access mode 0 means does file exist
2410 #ifndef MAKE_FS1 // shoudn't have it so don't check
2411 char sparky_path[MAX_PATH_LEN];
2412 SDL_snprintf(sparky_path, sizeof(sparky_path), "%s%s%s", Cfile_root_dir, DIR_SEPARATOR_STR, "sparky_hi_fs2.vp");
2414 if ( access(sparky_path, 0) == 0 ) {
2417 mprintf(("No sparky_hi_fs2.vp in directory %s\n", Cfile_root_dir));
2421 if ( !Is_standalone && ptr && strstr(ptr, NOX("OpenGL")) ) {
2422 if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){
2423 gr_init(GR_1024, GR_OPENGL);
2425 gr_init(GR_640, GR_OPENGL);
2430 //gr_init(GR_640, GR_OPENGL);
2434 ptr = os_config_read_string(NULL,NOX("Gamma"),NOX("1.80"));
2435 Freespace_gamma = (float)atof(ptr);
2436 if ( Freespace_gamma == 0.0f ) {
2437 Freespace_gamma = 1.80f;
2438 } else if ( Freespace_gamma < 0.1f ) {
2439 Freespace_gamma = 0.1f;
2440 } else if ( Freespace_gamma > 5.0f ) {
2441 Freespace_gamma = 5.0f;
2443 char tmp_gamma_string[32];
2444 SDL_snprintf( tmp_gamma_string, sizeof(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2445 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2447 gr_set_gamma(Freespace_gamma);
2449 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
2452 display_title_screen();
2456 // attempt to load up master tracker registry info (login and password)
2457 Multi_tracker_id = -1;
2459 // pxo login and password
2460 ptr = os_config_read_string(NOX("PXO"),NOX("Login"),NULL);
2462 nprintf(("Network","Error reading in PXO login data\n"));
2463 SDL_strlcpy(Multi_tracker_login, "", sizeof(Multi_tracker_login));
2465 SDL_strlcpy(Multi_tracker_login, ptr, sizeof(Multi_tracker_login));
2467 ptr = os_config_read_string(NOX("PXO"),NOX("Password"),NULL);
2469 nprintf(("Network","Error reading PXO password\n"));
2470 SDL_strlcpy(Multi_tracker_passwd, "", sizeof(Multi_tracker_passwd));
2472 SDL_strlcpy(Multi_tracker_passwd, ptr, sizeof(Multi_tracker_passwd));
2475 // pxo squad name and password
2476 ptr = os_config_read_string(NOX("PXO"),NOX("SquadName"),NULL);
2478 nprintf(("Network","Error reading in PXO squad name\n"));
2479 SDL_strlcpy(Multi_tracker_squad_name, "", sizeof(Multi_tracker_squad_name));
2481 SDL_strlcpy(Multi_tracker_squad_name, ptr, sizeof(Multi_tracker_squad_name));
2484 // If less than 48MB of RAM, use low memory model.
2485 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2486 mprintf(( "Using normal memory settings...\n" ));
2487 bm_set_low_mem(1); // Use every other frame of bitmaps
2489 mprintf(( "Using high memory settings...\n" ));
2490 bm_set_low_mem(0); // Use all frames of bitmaps
2493 // load non-darkening pixel defs
2494 palman_load_pixels();
2496 // hud shield icon stuff
2497 hud_shield_game_init();
2499 control_config_common_init(); // sets up localization stuff in the control config
2505 gamesnd_parse_soundstbl();
2510 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2515 player_controls_init();
2518 //if(!Is_standalone){
2526 ship_init(); // read in ships.tbl
2528 mission_campaign_init(); // load in the default campaign
2530 // navmap_init(); // init the navigation map system
2531 context_help_init();
2532 techroom_intel_init(); // parse species.tbl, load intel info
2534 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2535 init_animating_pointer();
2537 mission_brief_common_init(); // Mark all the briefing structures as empty.
2538 gr_font_init(); // loads up all fonts
2540 neb2_init(); // fullneb stuff
2544 player_tips_init(); // helpful tips
2547 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2548 pilot_load_pic_list();
2549 pilot_load_squad_pic_list();
2551 load_animating_pointer(NOX("cursor"), 0, 0);
2553 // initialize alpha colors
2554 alpha_colors_init();
2557 // Game_music_paused = 0;
2564 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2565 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2567 mprintf(("cfile_init() took %d\n", e1 - s1));
2568 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2571 char transfer_text[128];
2573 float Start_time = 0.0f;
2575 float Framerate = 0.0f;
2577 float Timing_total = 0.0f;
2578 float Timing_render2 = 0.0f;
2579 float Timing_render3 = 0.0f;
2580 float Timing_flip = 0.0f;
2581 float Timing_clear = 0.0f;
2583 MONITOR(NumPolysDrawn);
2589 void game_get_framerate()
2591 char text[128] = "";
2593 if ( frame_int == -1 ) {
2595 for (i=0; i<FRAME_FILTER; i++ ) {
2596 frametimes[i] = 0.0f;
2601 frametotal -= frametimes[frame_int];
2602 frametotal += flFrametime;
2603 frametimes[frame_int] = flFrametime;
2604 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2606 if ( frametotal != 0.0 ) {
2607 if ( Framecount >= FRAME_FILTER )
2608 Framerate = FRAME_FILTER / frametotal;
2610 Framerate = Framecount / frametotal;
2611 SDL_snprintf( text, sizeof(text), NOX("FPS: %.1f"), Framerate );
2613 SDL_snprintf( text, sizeof(text), NOX("FPS: ?") );
2617 if (Show_framerate) {
2618 gr_set_color_fast(&HUD_color_debug);
2619 gr_string( 570, 2, text );
2623 void game_show_framerate()
2627 cur_time = f2fl(timer_get_approx_seconds());
2628 if (cur_time - Start_time > 30.0f) {
2629 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2630 Start_time += 1000.0f;
2633 //mprintf(( "%s\n", text ));
2636 if ( Debug_dump_frames )
2640 // possibly show control checking info
2641 control_check_indicate();
2643 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2644 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2645 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2646 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2649 if ( Show_cpu == 1 ) {
2654 dy = gr_get_font_height() + 1;
2656 gr_set_color_fast(&HUD_color_debug);
2659 extern int Gr_textures_in;
2660 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2663 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2665 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2667 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2669 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2671 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2676 extern int Num_pairs; // Number of object pairs that were checked.
2677 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2680 extern int Num_pairs_checked; // What percent of object pairs were checked.
2681 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2683 Num_pairs_checked = 0;
2687 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2690 if ( Timing_total > 0.01f ) {
2691 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2693 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2695 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2697 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2699 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2708 dy = gr_get_font_height() + 1;
2710 gr_set_color_fast(&HUD_color_debug);
2713 extern int TotalRam;
2714 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2719 extern int Model_ram;
2720 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2724 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2726 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2730 extern int Gr_textures_in;
2731 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2736 if ( Show_player_pos ) {
2740 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));
2743 MONITOR_INC(NumPolys, modelstats_num_polys);
2744 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2745 MONITOR_INC(NumVerts, modelstats_num_verts );
2747 modelstats_num_polys = 0;
2748 modelstats_num_polys_drawn = 0;
2749 modelstats_num_verts = 0;
2750 modelstats_num_sortnorms = 0;
2754 void game_show_standalone_framerate()
2756 float frame_rate=30.0f;
2757 if ( frame_int == -1 ) {
2759 for (i=0; i<FRAME_FILTER; i++ ) {
2760 frametimes[i] = 0.0f;
2765 frametotal -= frametimes[frame_int];
2766 frametotal += flFrametime;
2767 frametimes[frame_int] = flFrametime;
2768 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2770 if ( frametotal != 0.0 ) {
2771 if ( Framecount >= FRAME_FILTER ){
2772 frame_rate = FRAME_FILTER / frametotal;
2774 frame_rate = Framecount / frametotal;
2777 std_set_standalone_fps(frame_rate);
2781 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2782 void game_show_time_left()
2786 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2787 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2788 // checking how much time is left
2790 if ( Mission_end_time == -1 ){
2794 diff = f2i(Mission_end_time - Missiontime);
2795 // be sure to bash to 0. diff could be negative on frame that we quit mission
2800 hud_set_default_color();
2801 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2804 //========================================================================================
2805 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2806 //========================================================================================
2810 DCF(ai_pause,"Pauses ai")
2813 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2814 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
2815 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
2816 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
2819 obj_init_all_ships_physics();
2822 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
2823 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
2826 DCF(single_step,"Single steps the game")
2829 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2830 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
2831 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
2832 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
2834 last_single_step = 0; // Make so single step waits a frame before stepping
2837 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
2838 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
2841 DCF_BOOL(physics_pause, physics_paused)
2842 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2843 DCF_BOOL(ai_firing, Ai_firing_enabled )
2845 // Create some simple aliases to these commands...
2846 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2847 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2848 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2849 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2850 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2853 //========================================================================================
2854 //========================================================================================
2857 void game_training_pause_do()
2861 key = game_check_key();
2863 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2870 void game_increase_skill_level()
2873 if (Game_skill_level >= NUM_SKILL_LEVELS){
2874 Game_skill_level = 0;
2878 int Player_died_time;
2880 int View_percent = 100;
2883 DCF(view, "Sets the percent of the 3d view to render.")
2886 dc_get_arg(ARG_INT);
2887 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2888 View_percent = Dc_arg_int;
2890 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2896 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2900 dc_printf("View is set to %d%%\n", View_percent );
2905 // Set the clip region for the 3d rendering window
2906 void game_set_view_clip()
2908 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2909 // Set the clip region for the letterbox "dead view"
2910 int yborder = gr_screen.max_h/4;
2912 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2913 // J.S. I've changed my ways!! See the new "no constants" code!!!
2914 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
2916 // Set the clip region for normal view
2917 if ( View_percent >= 100 ) {
2920 int xborder, yborder;
2922 if ( View_percent < 5 ) {
2926 float fp = i2fl(View_percent)/100.0f;
2927 int fi = fl2i(fl_sqrt(fp)*100.0f);
2928 if ( fi > 100 ) fi=100;
2930 xborder = ( gr_screen.max_w*(100-fi) )/200;
2931 yborder = ( gr_screen.max_h*(100-fi) )/200;
2933 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2939 void show_debug_stuff()
2942 int laser_count = 0, missile_count = 0;
2944 for (i=0; i<MAX_OBJECTS; i++) {
2945 if (Objects[i].type == OBJ_WEAPON){
2946 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2948 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2954 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2957 extern int Tool_enabled;
2959 time_t tst_time = 0;
2962 int tst_bitmap = -1;
2964 float tst_offset, tst_offset_total;
2967 void game_tst_frame_pre()
2975 g3_rotate_vertex(&v, &tst_pos);
2976 g3_project_vertex(&v);
2979 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2983 // big ship? always tst
2985 // within 3000 meters
2986 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2990 // within 300 meters
2991 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2998 void game_tst_frame()
3008 tst_time = time(NULL);
3010 // load the tst bitmap
3011 switch((int)frand_range(0.0f, 3.0)){
3013 tst_bitmap = bm_load("ig_jim");
3015 mprintf(("TST 0\n"));
3019 tst_bitmap = bm_load("ig_kan");
3021 mprintf(("TST 1\n"));
3025 tst_bitmap = bm_load("ig_jim");
3027 mprintf(("TST 2\n"));
3031 tst_bitmap = bm_load("ig_kan");
3033 mprintf(("TST 3\n"));
3042 // get the tst bitmap dimensions
3044 bm_get_info(tst_bitmap, &w, &h);
3047 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
3049 snd_play(&Snds[SND_VASUDAN_BUP]);
3051 // tst x and direction
3055 tst_offset_total = (float)w;
3056 tst_offset = (float)w;
3058 tst_x = (float)gr_screen.max_w;
3059 tst_offset_total = (float)-w;
3060 tst_offset = (float)w;
3068 float diff = (tst_offset_total / 0.5f) * flFrametime;
3074 tst_offset -= fl_abs(diff);
3075 } else if(tst_mode == 2){
3078 tst_offset -= fl_abs(diff);
3082 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
3083 gr_bitmap((int)tst_x, (int)tst_y);
3086 if(timestamp_elapsed_safe(tst_stamp, 1100)){
3090 // if we passed the switch point
3091 if(tst_offset <= 0.0f){
3096 tst_stamp = timestamp(1000);
3097 tst_offset = fl_abs(tst_offset_total);
3108 void game_tst_mark(object *objp, ship *shipp)
3117 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3120 sip = &Ship_info[shipp->ship_info_index];
3127 tst_pos = objp->pos;
3128 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3134 extern void render_shields();
3136 void player_repair_frame(float frametime)
3138 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3140 for(idx=0;idx<MAX_PLAYERS;idx++){
3143 np = &Net_players[idx];
3145 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)){
3147 // don't rearm/repair if the player is dead or dying/departing
3148 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3149 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3154 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3155 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3161 #define NUM_FRAMES_TEST 300
3162 #define NUM_MIXED_SOUNDS 16
3163 void do_timing_test(float flFrametime)
3165 static int framecount = 0;
3166 static int test_running = 0;
3167 static float test_time = 0.0f;
3169 static int snds[NUM_MIXED_SOUNDS];
3172 if ( test_running ) {
3174 test_time += flFrametime;
3175 if ( framecount >= NUM_FRAMES_TEST ) {
3177 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3178 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3183 if ( Test_begin == 1 ) {
3189 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3192 // start looping digital sounds
3193 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3194 snds[i] = snd_play_looping( &Snds[i], 0.0f);
3201 DCF(dcf_fov, "Change the field of view")
3204 dc_get_arg(ARG_FLOAT|ARG_NONE);
3205 if ( Dc_arg_type & ARG_NONE ) {
3206 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3207 dc_printf( "Zoom factor reset\n" );
3209 if ( Dc_arg_type & ARG_FLOAT ) {
3210 if (Dc_arg_float < 0.25f) {
3211 Viewer_zoom = 0.25f;
3212 dc_printf("Zoom factor pinned at 0.25.\n");
3213 } else if (Dc_arg_float > 1.25f) {
3214 Viewer_zoom = 1.25f;
3215 dc_printf("Zoom factor pinned at 1.25.\n");
3217 Viewer_zoom = Dc_arg_float;
3223 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3226 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3230 DCF(framerate_cap, "Sets the framerate cap")
3233 dc_get_arg(ARG_INT);
3234 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3235 Framerate_cap = Dc_arg_int;
3237 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3243 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3244 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3245 dc_printf("[n] must be from 1 to 120.\n");
3249 if ( Framerate_cap )
3250 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3252 dc_printf("There is no framerate cap currently active.\n");
3256 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3257 int Show_viewing_from_self = 0;
3259 void say_view_target()
3261 object *view_target;
3263 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3264 view_target = &Objects[Player_ai->target_objnum];
3266 view_target = Player_obj;
3268 if (Game_mode & GM_DEAD) {
3269 if (Player_ai->target_objnum != -1)
3270 view_target = &Objects[Player_ai->target_objnum];
3273 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3274 if (view_target != Player_obj){
3276 char *view_target_name = NULL;
3277 switch(Objects[Player_ai->target_objnum].type) {
3279 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3282 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3283 Viewer_mode &= ~VM_OTHER_SHIP;
3285 case OBJ_JUMP_NODE: {
3286 char jump_node_name[128];
3287 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), sizeof(jump_node_name));
3288 view_target_name = jump_node_name;
3289 Viewer_mode &= ~VM_OTHER_SHIP;
3298 if ( view_target_name ) {
3299 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3300 Show_viewing_from_self = 1;
3303 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3304 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3305 Show_viewing_from_self = 1;
3307 if (Show_viewing_from_self)
3308 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3313 Last_view_target = view_target;
3317 float Game_hit_x = 0.0f;
3318 float Game_hit_y = 0.0f;
3320 // Reset at the beginning of each frame
3321 void game_whack_reset()
3327 // Apply a 2d whack to the player
3328 void game_whack_apply( float x, float y )
3330 // Do some force feedback
3331 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3337 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3340 // call to apply a "shudder"
3341 void game_shudder_apply(int time, float intensity)
3343 Game_shudder_time = timestamp(time);
3344 Game_shudder_total = time;
3345 Game_shudder_intensity = intensity;
3348 #define FF_SCALE 10000
3349 void apply_hud_shake(matrix *eye_orient)
3351 if (Viewer_obj == Player_obj) {
3352 physics_info *pi = &Player_obj->phys_info;
3360 // Make eye shake due to afterburner
3361 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3364 dtime = timestamp_until(pi->afterburner_decay);
3368 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3369 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3372 // Make eye shake due to engine wash
3374 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3377 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3378 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3380 // get the intensity
3381 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3385 vm_vec_rand_vec_quick(&rand_vec);
3388 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3392 // make hud shake due to shuddering
3393 if(Game_shudder_time != -1){
3394 // if the timestamp has elapsed
3395 if(timestamp_elapsed(Game_shudder_time)){
3396 Game_shudder_time = -1;
3398 // otherwise apply some shudder
3402 dtime = timestamp_until(Game_shudder_time);
3406 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));
3407 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));
3412 vm_angles_2_matrix(&tm, &tangles);
3413 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3414 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3415 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3416 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3421 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3423 // Player's velocity just before he blew up. Used to keep camera target moving.
3424 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3426 // Set eye_pos and eye_orient based on view mode.
3427 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3431 static int last_Viewer_mode = 0;
3432 static int last_Game_mode = 0;
3433 static int last_Viewer_objnum = -1;
3435 // This code is supposed to detect camera "cuts"... like going between
3438 // determine if we need to regenerate the nebula
3439 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3440 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3441 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3442 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3443 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3444 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3445 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3446 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3447 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3450 // regenerate the nebula
3454 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3455 //mprintf(( "************** Camera cut! ************\n" ));
3456 last_Viewer_mode = Viewer_mode;
3457 last_Game_mode = Game_mode;
3459 // Camera moved. Tell stars & debris to not do blurring.
3465 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3466 player_display_packlock_view();
3469 game_set_view_clip();
3471 if (Game_mode & GM_DEAD) {
3472 vector vec_to_deader, view_pos;
3475 Viewer_mode |= VM_DEAD_VIEW;
3477 if (Player_ai->target_objnum != -1) {
3478 int view_from_player = 1;
3480 if (Viewer_mode & VM_OTHER_SHIP) {
3481 // View from target.
3482 Viewer_obj = &Objects[Player_ai->target_objnum];
3484 last_Viewer_objnum = Player_ai->target_objnum;
3486 if ( Viewer_obj->type == OBJ_SHIP ) {
3487 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3488 view_from_player = 0;
3491 last_Viewer_objnum = -1;
3494 if ( view_from_player ) {
3495 // View target from player ship.
3497 *eye_pos = Player_obj->pos;
3498 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3499 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3502 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3504 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3505 dist += flFrametime * 16.0f;
3507 vm_vec_scale(&vec_to_deader, -dist);
3508 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3510 view_pos = Player_obj->pos;
3512 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3513 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3514 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3515 Dead_player_last_vel = Player_obj->phys_info.vel;
3516 //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));
3517 } else if (Player_ai->target_objnum != -1) {
3518 view_pos = Objects[Player_ai->target_objnum].pos;
3520 // Make camera follow explosion, but gradually slow down.
3521 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3522 view_pos = Player_obj->pos;
3523 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3524 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3527 *eye_pos = Dead_camera_pos;
3529 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3531 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3536 // if supernova shockwave
3537 if(supernova_camera_cut()){
3541 // call it dead view
3542 Viewer_mode |= VM_DEAD_VIEW;
3544 // set eye pos and orient
3545 supernova_set_view(eye_pos, eye_orient);
3547 // If already blown up, these other modes can override.
3548 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3549 Viewer_mode &= ~VM_DEAD_VIEW;
3551 Viewer_obj = Player_obj;
3553 if (Viewer_mode & VM_OTHER_SHIP) {
3554 if (Player_ai->target_objnum != -1){
3555 Viewer_obj = &Objects[Player_ai->target_objnum];
3556 last_Viewer_objnum = Player_ai->target_objnum;
3558 Viewer_mode &= ~VM_OTHER_SHIP;
3559 last_Viewer_objnum = -1;
3562 last_Viewer_objnum = -1;
3565 if (Viewer_mode & VM_EXTERNAL) {
3568 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3569 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3571 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3573 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3574 vm_vec_normalize(&eye_dir);
3575 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3578 // Modify the orientation based on head orientation.
3579 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3581 } else if ( Viewer_mode & VM_CHASE ) {
3584 if ( Viewer_obj->phys_info.speed < 0.1 )
3585 move_dir = Viewer_obj->orient.v.fvec;
3587 move_dir = Viewer_obj->phys_info.vel;
3588 vm_vec_normalize(&move_dir);
3591 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3592 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3593 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3594 vm_vec_normalize(&eye_dir);
3596 // JAS: I added the following code because if you slew up using
3597 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3598 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3599 // call because the up and the forward vector are the same. I fixed
3600 // it by adding in a fraction of the right vector all the time to the
3602 vector tmp_up = Viewer_obj->orient.v.uvec;
3603 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3605 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3608 // Modify the orientation based on head orientation.
3609 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3610 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3611 *eye_pos = Camera_pos;
3613 ship * shipp = &Ships[Player_obj->instance];
3615 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3616 vm_vec_normalize(&eye_dir);
3617 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3620 // get an eye position based upon the correct type of object
3621 switch(Viewer_obj->type){
3623 // make a call to get the eye point for the player object
3624 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3627 // make a call to get the eye point for the player object
3628 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3634 #ifdef JOHNS_DEBUG_CODE
3635 john_debug_stuff(&eye_pos, &eye_orient);
3641 apply_hud_shake(eye_orient);
3643 // setup neb2 rendering
3644 neb2_render_setup(eye_pos, eye_orient);
3648 extern void ai_debug_render_stuff();
3651 int Game_subspace_effect = 0;
3652 DCF_BOOL( subspace, Game_subspace_effect );
3654 // Does everything needed to render a frame
3655 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3659 g3_start_frame(game_zbuffer);
3660 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3662 // maybe offset the HUD (jitter stuff)
3663 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3664 HUD_set_offsets(Viewer_obj, !dont_offset);
3666 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3667 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3668 // must be done before ships are rendered
3669 if ( MULTIPLAYER_CLIENT ) {
3670 shield_point_multi_setup();
3673 if ( Game_subspace_effect ) {
3674 stars_draw(0,0,0,1);
3676 stars_draw(1,1,1,0);
3679 obj_render_all(obj_render);
3680 beam_render_all(); // render all beam weapons
3681 particle_render_all(); // render particles after everything else.
3682 trail_render_all(); // render missilie trails after everything else.
3683 mflash_render_all(); // render all muzzle flashes
3685 // Why do we not show the shield effect in these modes? Seems ok.
3686 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3690 // render nebula lightning
3693 // render local player nebula
3694 neb2_render_player();
3697 ai_debug_render_stuff();
3700 #ifndef RELEASE_REAL
3701 // game_framerate_check();
3705 extern void snd_spew_debug_info();
3706 snd_spew_debug_info();
3709 //================ END OF 3D RENDERING STUFF ====================
3713 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3714 hud_maybe_clear_head_area();
3715 anim_render_all(0, flFrametime);
3718 extern int Multi_display_netinfo;
3719 if(Multi_display_netinfo){
3720 extern void multi_display_netinfo();
3721 multi_display_netinfo();
3724 game_tst_frame_pre();
3727 do_timing_test(flFrametime);
3731 extern int OO_update_index;
3732 multi_rate_display(OO_update_index, 375, 0);
3737 extern void oo_display();
3744 //#define JOHNS_DEBUG_CODE 1
3746 #ifdef JOHNS_DEBUG_CODE
3747 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3749 //if ( key_pressed(SDLK_LSHIFT) )
3751 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3753 model_subsystem *turret = tsys->system_info;
3755 if (turret->type == SUBSYSTEM_TURRET ) {
3756 vector v.fvec, v.uvec;
3757 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3759 ship_model_start(tobj);
3761 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3762 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3763 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3765 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3767 ship_model_stop(tobj);
3777 // following function for dumping frames for purposes of building trailers.
3780 // function to toggle state of dumping every frame into PCX when playing the game
3781 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3785 if ( Debug_dump_frames == 0 ) {
3787 Debug_dump_frames = 15;
3788 Debug_dump_trigger = 0;
3789 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3790 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3793 Debug_dump_frames = 0;
3794 Debug_dump_trigger = 0;
3795 gr_dump_frame_stop();
3796 dc_printf( "Frame dumping is now OFF\n" );
3802 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3806 if ( Debug_dump_frames == 0 ) {
3808 Debug_dump_frames = 15;
3809 Debug_dump_trigger = 1;
3810 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3811 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3814 Debug_dump_frames = 0;
3815 Debug_dump_trigger = 0;
3816 gr_dump_frame_stop();
3817 dc_printf( "Frame dumping is now OFF\n" );
3823 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3827 if ( Debug_dump_frames == 0 ) {
3829 Debug_dump_frames = 30;
3830 Debug_dump_trigger = 0;
3831 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3832 dc_printf( "Frame dumping at 30 hz is now ON\n" );
3835 Debug_dump_frames = 0;
3836 Debug_dump_trigger = 0;
3837 gr_dump_frame_stop();
3838 dc_printf( "Frame dumping is now OFF\n" );
3844 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3848 if ( Debug_dump_frames == 0 ) {
3850 Debug_dump_frames = 30;
3851 Debug_dump_trigger = 1;
3852 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3853 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3856 Debug_dump_frames = 0;
3857 Debug_dump_trigger = 0;
3858 gr_dump_frame_stop();
3859 dc_printf( "Triggered frame dumping is now OFF\n" );
3865 void game_maybe_dump_frame()
3867 if ( !Debug_dump_frames ){
3871 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3878 Debug_dump_frame_num++;
3884 extern int Player_dead_state;
3886 // Flip the page and time how long it took.
3887 void game_flip_page_and_time_it()
3892 t1 = timer_get_fixed_seconds();
3894 t2 = timer_get_fixed_seconds();
3897 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3898 SDL_snprintf( transfer_text, sizeof(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3905 void game_simulation_frame()
3907 // blow ships up in multiplayer dogfight
3908 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){
3909 // blow up all non-player ships
3910 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3913 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3915 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)){
3916 moveup = GET_NEXT(moveup);
3919 shipp = &Ships[Objects[moveup->objnum].instance];
3920 sip = &Ship_info[shipp->ship_info_index];
3922 // only blow up small ships
3923 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
3924 // function to simply explode a ship where it is currently at
3925 ship_self_destruct( &Objects[moveup->objnum] );
3928 moveup = GET_NEXT(moveup);
3934 // process AWACS stuff - do this first thing
3937 // single player, set Player hits_this_frame to 0
3938 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3939 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
3940 Player->damage_this_burst = max(Player->damage_this_burst, 0.0f);
3944 supernova_process();
3945 if(supernova_active() >= 5){
3949 // fire targeting lasers now so that
3950 // 1 - created this frame
3951 // 2 - collide this frame
3952 // 3 - render this frame
3953 // 4 - ignored and deleted next frame
3954 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3956 ship_process_targeting_lasers();
3958 // do this here so that it works for multiplayer
3960 // get viewer direction
3961 int viewer_direction = PHYSICS_VIEWER_REAR;
3963 if(Viewer_mode == 0){
3964 viewer_direction = PHYSICS_VIEWER_FRONT;
3966 if(Viewer_mode & VM_PADLOCK_UP){
3967 viewer_direction = PHYSICS_VIEWER_UP;
3969 else if(Viewer_mode & VM_PADLOCK_REAR){
3970 viewer_direction = PHYSICS_VIEWER_REAR;
3972 else if(Viewer_mode & VM_PADLOCK_LEFT){
3973 viewer_direction = PHYSICS_VIEWER_LEFT;
3975 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3976 viewer_direction = PHYSICS_VIEWER_RIGHT;
3979 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3981 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3984 #define VM_PADLOCK_UP (1 << 7)
3985 #define VM_PADLOCK_REAR (1 << 8)
3986 #define VM_PADLOCK_LEFT (1 << 9)
3987 #define VM_PADLOCK_RIGHT (1 << 10)
3989 // evaluate mission departures and arrivals before we process all objects.
3990 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3992 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3993 // ships/wing packets.
3994 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3995 mission_parse_eval_stuff();
3998 // if we're an observer, move ourselves seperately from the standard physics
3999 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
4000 obj_observer_move(flFrametime);
4003 // move all the objects now
4004 obj_move_all(flFrametime);
4006 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
4007 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
4008 // ship_check_cargo_all();
4009 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4010 mission_eval_goals();
4014 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
4015 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4016 training_check_objectives();
4019 // do all interpolation now
4020 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
4021 // client side processing of warping in effect stages
4022 multi_do_client_warp(flFrametime);
4024 // client side movement of an observer
4025 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
4026 obj_observer_move(flFrametime);
4029 // move all objects - does interpolation now as well
4030 obj_move_all(flFrametime);
4033 // only process the message queue when the player is "in" the game
4034 if ( !Pre_player_entry ){
4035 message_queue_process(); // process any messages send to the player
4038 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4039 message_maybe_distort(); // maybe distort incoming message if comms damaged
4040 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
4041 player_process_pending_praise(); // maybe send off a delayed praise message to the player
4042 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
4045 if(!(Game_mode & GM_STANDALONE_SERVER)){
4046 // process some stuff every frame (before frame is rendered)
4047 emp_process_local();
4049 hud_update_frame(); // update hud systems
4051 if (!physics_paused) {
4052 // Move particle system
4053 particle_move_all(flFrametime);
4055 // Move missile trails
4056 trail_move_all(flFrametime);
4058 // process muzzle flashes
4059 mflash_process_all();
4061 // Flash the gun flashes
4062 shipfx_flash_do_frame(flFrametime);
4064 shockwave_move_all(flFrametime); // update all the shockwaves
4067 // subspace missile strikes
4070 obj_snd_do_frame(); // update the object-linked persistant sounds
4071 game_maybe_update_sound_environment();
4072 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
4074 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
4076 if ( Game_subspace_effect ) {
4077 game_start_subspace_ambient_sound();
4083 // Maybe render and process the dead-popup
4084 void game_maybe_do_dead_popup(float frametime)
4086 if ( popupdead_is_active() ) {
4088 int choice = popupdead_do_frame(frametime);
4090 if ( Game_mode & GM_NORMAL ) {
4093 gameseq_post_event(GS_EVENT_ENTER_GAME);
4097 gameseq_post_event(GS_EVENT_END_GAME);
4101 gameseq_post_event(GS_EVENT_START_GAME);
4104 // this should only happen during a red alert mission
4107 SDL_assert(The_mission.red_alert);
4108 if(!The_mission.red_alert){
4109 gameseq_post_event(GS_EVENT_START_GAME);
4113 // choose the previous mission
4114 mission_campaign_previous_mission();
4116 gameseq_post_event(GS_EVENT_START_GAME);
4126 case POPUPDEAD_DO_MAIN_HALL:
4127 multi_quit_game(PROMPT_NONE,-1);
4130 case POPUPDEAD_DO_RESPAWN:
4131 multi_respawn_normal();
4132 event_music_player_respawn();
4135 case POPUPDEAD_DO_OBSERVER:
4136 multi_respawn_observer();
4137 event_music_player_respawn_as_observer();
4146 if ( leave_popup ) {
4152 // returns true if player is actually in a game_play stats
4153 int game_actually_playing()
4157 state = gameseq_get_state();
4158 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4164 // Draw the 2D HUD gauges
4165 void game_render_hud_2d()
4167 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4171 HUD_render_2d(flFrametime);
4175 // Draw the 3D-dependant HUD gauges
4176 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4178 g3_start_frame(0); // 0 = turn zbuffering off
4179 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4181 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4182 HUD_render_3d(flFrametime);
4186 game_sunspot_process(flFrametime);
4188 // Diminish the palette effect
4189 game_flash_diminish(flFrametime);
4197 int actually_playing;
4198 fix total_time1, total_time2;
4199 fix render2_time1=0, render2_time2=0;
4200 fix render3_time1=0, render3_time2=0;
4201 fix flip_time1=0, flip_time2=0;
4202 fix clear_time1=0, clear_time2=0;
4208 if (Framerate_delay) {
4209 int start_time = timer_get_milliseconds();
4210 while (timer_get_milliseconds() < start_time + Framerate_delay)
4216 demo_do_frame_start();
4218 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4223 // start timing frame
4224 timing_frame_start();
4226 total_time1 = timer_get_fixed_seconds();
4228 // var to hold which state we are in
4229 actually_playing = game_actually_playing();
4231 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4232 if (!(Game_mode & GM_STANDALONE_SERVER)){
4233 SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4237 if (Missiontime > Entry_delay_time){
4238 Pre_player_entry = 0;
4240 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4243 // Note: These are done even before the player enters, else buffers can overflow.
4244 if (! (Game_mode & GM_STANDALONE_SERVER)){
4248 shield_frame_init();
4250 if ( Player->control_mode != PCM_NORMAL )
4253 if ( !Pre_player_entry && actually_playing ) {
4254 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4256 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4257 game_process_keys();
4259 // don't read flying controls if we're playing a demo back
4260 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4261 read_player_controls( Player_obj, flFrametime);
4265 // if we're not the master, we may have to send the server-critical ship status button_info bits
4266 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4267 multi_maybe_send_ship_status();
4272 // Reset the whack stuff
4275 // These two lines must be outside of Pre_player_entry code,
4276 // otherwise too many lights are added.
4279 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4283 game_simulation_frame();
4285 // if not actually in a game play state, then return. This condition could only be true in
4286 // a multiplayer game.
4287 if ( !actually_playing ) {
4288 SDL_assert( Game_mode & GM_MULTIPLAYER );
4292 if (!Pre_player_entry) {
4293 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4294 clear_time1 = timer_get_fixed_seconds();
4295 // clear the screen to black
4297 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4301 clear_time2 = timer_get_fixed_seconds();
4302 render3_time1 = timer_get_fixed_seconds();
4303 game_render_frame_setup(&eye_pos, &eye_orient);
4304 game_render_frame( &eye_pos, &eye_orient );
4306 // save the eye position and orientation
4307 if ( Game_mode & GM_MULTIPLAYER ) {
4308 Net_player->s_info.eye_pos = eye_pos;
4309 Net_player->s_info.eye_orient = eye_orient;
4312 hud_show_target_model();
4314 // check to see if we should display the death died popup
4315 if(Game_mode & GM_DEAD_BLEW_UP){
4316 if(Game_mode & GM_MULTIPLAYER){
4317 // catch the situation where we're supposed to be warping out on this transition
4318 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4319 gameseq_post_event(GS_EVENT_DEBRIEF);
4320 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4321 Player_died_popup_wait = -1;
4325 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4326 Player_died_popup_wait = -1;
4332 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4333 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4334 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4335 if(!popupdead_is_active()){
4339 Player_multi_died_check = -1;
4343 render3_time2 = timer_get_fixed_seconds();
4344 render2_time1 = timer_get_fixed_seconds();
4347 game_get_framerate();
4348 game_show_framerate();
4350 game_show_time_left();
4352 // Draw the 2D HUD gauges
4353 if(supernova_active() < 3){
4354 game_render_hud_2d();
4357 game_set_view_clip();
4359 // Draw 3D HUD gauges
4360 game_render_hud_3d(&eye_pos, &eye_orient);
4364 render2_time2 = timer_get_fixed_seconds();
4366 // maybe render and process the dead popup
4367 game_maybe_do_dead_popup(flFrametime);
4369 // start timing frame
4370 timing_frame_stop();
4371 // timing_display(30, 10);
4373 // If a regular popup is active, don't flip (popup code flips)
4374 if( !popup_running_state() ){
4375 flip_time1 = timer_get_fixed_seconds();
4376 game_flip_page_and_time_it();
4377 flip_time2 = timer_get_fixed_seconds();
4381 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4384 game_show_standalone_framerate();
4388 game_do_training_checks();
4391 // process lightning (nebula only)
4394 total_time2 = timer_get_fixed_seconds();
4396 // Got some timing numbers
4397 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4398 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4399 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4400 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4401 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4404 demo_do_frame_end();
4406 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4412 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4413 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4414 // died. This resulted in screwed up death sequences.
4416 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4417 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4418 static int timer_paused=0;
4419 #if defined(TIMER_TEST) && !defined(NDEBUG)
4420 static int stop_count,start_count;
4421 static int time_stopped,time_started;
4423 int saved_timestamp_ticker = -1;
4425 void game_reset_time()
4427 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4431 // Last_time = timer_get_fixed_seconds();
4437 void game_stop_time()
4439 if (timer_paused==0) {
4441 time = timer_get_fixed_seconds();
4442 // Save how much time progressed so far in the frame so we can
4443 // use it when we unpause.
4444 Last_delta_time = time - Last_time;
4446 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4447 if (Last_delta_time < 0) {
4448 #if defined(TIMER_TEST) && !defined(NDEBUG)
4449 Int3(); //get Matt!!!!
4451 Last_delta_time = 0;
4453 #if defined(TIMER_TEST) && !defined(NDEBUG)
4454 time_stopped = time;
4457 // Stop the timer_tick stuff...
4458 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4459 saved_timestamp_ticker = timestamp_ticker;
4463 #if defined(TIMER_TEST) && !defined(NDEBUG)
4468 void game_start_time()
4471 SDL_assert(timer_paused >= 0);
4472 if (timer_paused==0) {
4474 time = timer_get_fixed_seconds();
4475 #if defined(TIMER_TEST) && !defined(NDEBUG)
4477 Int3(); //get Matt!!!!
4480 // Take current time, and set it backwards to account for time
4481 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4482 // will be correct when it goes to calculate the frametime next
4484 Last_time = time - Last_delta_time;
4485 #if defined(TIMER_TEST) && !defined(NDEBUG)
4486 time_started = time;
4489 // Restore the timer_tick stuff...
4490 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4491 SDL_assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4492 timestamp_ticker = saved_timestamp_ticker;
4493 saved_timestamp_ticker = -1;
4496 #if defined(TIMER_TEST) && !defined(NDEBUG)
4502 void game_set_frametime(int state)
4505 float frame_cap_diff;
4507 thistime = timer_get_fixed_seconds();
4509 if ( Last_time == 0 )
4510 Frametime = F1_0 / 30;
4512 Frametime = thistime - Last_time;
4514 // Frametime = F1_0 / 30;
4516 fix debug_frametime = Frametime; // Just used to display frametime.
4518 // If player hasn't entered mission yet, make frame take 1/4 second.
4519 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4522 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4524 fix frame_speed = F1_0 / Debug_dump_frames;
4526 if (Frametime > frame_speed ){
4527 nprintf(("warning","slow frame: %x\n",Frametime));
4530 thistime = timer_get_fixed_seconds();
4531 Frametime = thistime - Last_time;
4532 } while (Frametime < frame_speed );
4534 Frametime = frame_speed;
4538 SDL_assert( Framerate_cap > 0 );
4540 // Cap the framerate so it doesn't get too high.
4544 cap = F1_0/Framerate_cap;
4545 if (Frametime < cap) {
4546 thistime = cap - Frametime;
4547 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4548 SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4550 thistime = timer_get_fixed_seconds();
4554 if((Game_mode & GM_STANDALONE_SERVER) &&
4555 (f2fl(Frametime) < (1.0f/(float)Multi_options_g.std_framecap))){
4557 frame_cap_diff = (1.0f/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4558 SDL_Delay( fl2i(frame_cap_diff * 1000.0f) );
4560 thistime += fl2f((frame_cap_diff));
4562 Frametime = thistime - Last_time;
4565 // If framerate is too low, cap it.
4566 if (Frametime > MAX_FRAMETIME) {
4568 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4570 // to remove warnings in release build
4571 debug_frametime = fl2f(flFrametime);
4573 Frametime = MAX_FRAMETIME;
4576 Frametime = fixmul(Frametime, Game_time_compression);
4578 Last_time = thistime;
4579 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4581 flFrametime = f2fl(Frametime);
4582 //if(!(Game_mode & GM_PLAYING_DEMO)){
4583 timestamp_inc(flFrametime);
4585 /* if ((Framecount > 0) && (Framecount < 10)) {
4586 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4591 // This is called from game_do_frame(), and from navmap_do_frame()
4592 void game_update_missiontime()
4594 // TODO JAS: Put in if and move this into game_set_frametime,
4595 // fix navmap to call game_stop/start_time
4596 //if ( !timer_paused )
4597 Missiontime += Frametime;
4600 void game_do_frame()
4602 game_set_frametime(GS_STATE_GAME_PLAY);
4603 game_update_missiontime();
4605 if (Game_mode & GM_STANDALONE_SERVER) {
4606 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4609 if ( game_single_step && (last_single_step == game_single_step) ) {
4610 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4611 while( key_checkch() == 0 )
4613 os_set_title( XSTR( "FreeSpace", 171) );
4614 Last_time = timer_get_fixed_seconds();
4617 last_single_step = game_single_step;
4619 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4620 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4624 Keep_mouse_centered = 0;
4625 monitor_update(); // Update monitor variables
4628 void multi_maybe_do_frame()
4630 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4635 int Joymouse_button_status = 0;
4637 // Flush all input devices
4645 Joymouse_button_status = 0;
4647 //mprintf(("Game flush!\n" ));
4650 // function for multiplayer only which calls game_do_state_common() when running the
4652 void game_do_dc_networking()
4654 SDL_assert( Game_mode & GM_MULTIPLAYER );
4656 game_do_state_common( gameseq_get_state() );
4659 // Call this whenever in a loop, or when you need to check for a keystroke.
4660 int game_check_key()
4666 // convert keypad enter to normal enter
4667 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4668 k = (k & ~KEY_MASK) | SDLK_RETURN;
4673 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4675 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4676 static int Demo_show_trailer_timestamp = 0;
4678 void demo_reset_trailer_timer()
4680 Demo_show_trailer_timestamp = timer_get_milliseconds();
4683 void demo_maybe_show_trailer(int k)
4686 // if key pressed, reset demo trailer timer
4688 demo_reset_trailer_timer();
4692 // if mouse moved, reset demo trailer timer
4695 mouse_get_delta(&dx, &dy);
4696 if ( (dx > 0) || (dy > 0) ) {
4697 demo_reset_trailer_timer();
4701 // if joystick has moved, reset demo trailer timer
4704 joy_get_delta(&dx, &dy);
4705 if ( (dx > 0) || (dy > 0) ) {
4706 demo_reset_trailer_timer();
4710 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4711 // the low-level code. Ugly, I know... but was the simplest and most
4714 // if 30 seconds since last demo trailer time reset, launch movie
4715 if ( os_foreground() ) {
4716 int now = timer_get_milliseconds();
4717 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4718 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4720 movie_play( NOX("fstrailer2.mve") );
4721 demo_reset_trailer_timer();
4729 // same as game_check_key(), except this is used while actually in the game. Since there
4730 // generally are differences between game control keys and general UI keys, makes sense to
4731 // have seperate functions for each case. If you are not checking a game control while in a
4732 // mission, you should probably be using game_check_key() instead.
4737 if (!os_foreground()) {
4742 // If we're in a single player game, pause it.
4743 if (!(Game_mode & GM_MULTIPLAYER)){
4744 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4745 game_process_pause_key();
4752 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4753 demo_maybe_show_trailer(k);
4756 // Move the mouse cursor with the joystick.
4757 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4758 // Move the mouse cursor with the joystick
4762 joy_get_pos( &jx, &jy, &jz, &jr );
4764 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4765 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4768 mouse_get_real_pos( &mx, &my );
4769 mouse_set_pos( mx+dx, my+dy );
4774 m = mouse_down(MOUSE_LEFT_BUTTON);
4776 if ( j != Joymouse_button_status ) {
4777 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4778 Joymouse_button_status = j;
4780 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4781 } else if ( (!j) && (m) ) {
4782 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4787 // if we should be ignoring keys because of some multiplayer situations
4788 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4792 // If a popup is running, don't process all the Fn keys
4793 if( popup_active() ) {
4797 state = gameseq_get_state();
4799 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
4802 case KEY_DEBUGGED + SDLK_BACKSPACE:
4807 launch_context_help();
4812 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4814 // don't allow f2 while warping out in multiplayer
4815 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4820 case GS_STATE_INITIAL_PLAYER_SELECT:
4821 case GS_STATE_OPTIONS_MENU:
4822 case GS_STATE_HUD_CONFIG:
4823 case GS_STATE_CONTROL_CONFIG:
4824 case GS_STATE_DEATH_DIED:
4825 case GS_STATE_DEATH_BLEW_UP:
4826 case GS_STATE_VIEW_MEDALS:
4830 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4837 // hotkey selection screen -- only valid from briefing and beyond.
4839 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4840 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) ) {
4841 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4847 case KEY_DEBUGGED + SDLK_F3:
4848 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4851 case KEY_DEBUGGED + SDLK_F4:
4852 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4856 if(Game_mode & GM_MULTIPLAYER){
4857 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4858 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4862 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4863 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4869 case SDLK_ESCAPE | KEY_SHIFTED:
4870 // make sure to quit properly out of multiplayer
4871 if(Game_mode & GM_MULTIPLAYER){
4872 multi_quit_game(PROMPT_NONE);
4875 gameseq_post_event( GS_EVENT_QUIT_GAME );
4880 case KEY_DEBUGGED + SDLK_p:
4883 case SDLK_PRINTSCREEN:
4885 static int counter = 0;
4890 SDL_snprintf( tmp_name, sizeof(tmp_name), NOX("screen%02d"), counter );
4892 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4893 gr_print_screen(tmp_name);
4901 case KEY_SHIFTED | SDLK_RETURN: {
4903 #if !defined(NDEBUG)
4905 if ( Game_mode & GM_NORMAL ){
4909 // if we're in multiplayer mode, do some special networking
4910 if(Game_mode & GM_MULTIPLAYER){
4911 debug_console(game_do_dc_networking);
4918 if ( Game_mode & GM_NORMAL )
4932 gameseq_post_event(GS_EVENT_QUIT_GAME);
4935 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4938 void camera_set_position( vector *pos )
4943 void camera_set_orient( matrix *orient )
4945 Camera_orient = *orient;
4948 void camera_set_velocity( vector *vel, int instantaneous )
4950 Camera_desired_velocity.xyz.x = 0.0f;
4951 Camera_desired_velocity.xyz.y = 0.0f;
4952 Camera_desired_velocity.xyz.z = 0.0f;
4954 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4955 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4956 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4958 if ( instantaneous ) {
4959 Camera_velocity = Camera_desired_velocity;
4967 vector new_vel, delta_pos;
4969 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4970 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4971 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4973 Camera_velocity = new_vel;
4975 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4977 vm_vec_add2( &Camera_pos, &delta_pos );
4979 float ot = Camera_time+0.0f;
4981 Camera_time += flFrametime;
4983 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
4986 tmp.xyz.z = 4.739f; // always go this fast forward.
4988 // pick x and y velocities so they are always on a
4989 // circle with a 25 m radius.
4991 float tmp_angle = frand()*PI2;
4993 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4994 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4996 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4998 //mprintf(( "Changing velocity!\n" ));
4999 camera_set_velocity( &tmp, 0 );
5002 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
5003 vector tmp = ZERO_VECTOR;
5004 camera_set_velocity( &tmp, 0 );
5009 void end_demo_campaign_do()
5011 #if defined(FS2_DEMO) || defined(FS1_DEMO)
5012 // show upsell screens
5013 demo_upsell_show_screens();
5014 #elif defined(OEM_BUILD)
5015 // show oem upsell screens
5016 oem_upsell_show_screens();
5019 // drop into main hall
5020 gameseq_post_event( GS_EVENT_MAIN_MENU );
5023 // All code to process events. This is the only place
5024 // that you should change the state of the game.
5025 void game_process_event( int current_state, int event )
5027 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
5030 case GS_EVENT_SIMULATOR_ROOM:
5031 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
5034 case GS_EVENT_MAIN_MENU:
5035 gameseq_set_state(GS_STATE_MAIN_MENU);
5038 case GS_EVENT_OPTIONS_MENU:
5039 gameseq_push_state( GS_STATE_OPTIONS_MENU );
5042 case GS_EVENT_BARRACKS_MENU:
5043 gameseq_set_state(GS_STATE_BARRACKS_MENU);
5046 case GS_EVENT_TECH_MENU:
5047 gameseq_set_state(GS_STATE_TECH_MENU);
5050 case GS_EVENT_TRAINING_MENU:
5051 gameseq_set_state(GS_STATE_TRAINING_MENU);
5054 case GS_EVENT_START_GAME:
5055 Select_default_ship = 0;
5056 Player_multi_died_check = -1;
5057 gameseq_set_state(GS_STATE_CMD_BRIEF);
5060 case GS_EVENT_START_BRIEFING:
5061 gameseq_set_state(GS_STATE_BRIEFING);
5064 case GS_EVENT_DEBRIEF:
5065 // did we end the campaign in the main freespace 2 single player campaign?
5067 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
5069 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
5071 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
5073 gameseq_set_state(GS_STATE_DEBRIEF);
5076 Player_multi_died_check = -1;
5079 case GS_EVENT_SHIP_SELECTION:
5080 gameseq_set_state( GS_STATE_SHIP_SELECT );
5083 case GS_EVENT_WEAPON_SELECTION:
5084 gameseq_set_state( GS_STATE_WEAPON_SELECT );
5087 case GS_EVENT_ENTER_GAME:
5089 // maybe start recording a demo
5091 demo_start_record("test.fsd");
5095 if (Game_mode & GM_MULTIPLAYER) {
5096 // if we're respawning, make sure we change the view mode so that the hud shows up
5097 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5101 gameseq_set_state(GS_STATE_GAME_PLAY);
5103 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5106 Player_multi_died_check = -1;
5108 // clear multiplayer button info
5109 extern button_info Multi_ship_status_bi;
5110 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5112 Start_time = f2fl(timer_get_approx_seconds());
5114 mprintf(("Entering game at time = %7.3f\n", Start_time));
5118 case GS_EVENT_START_GAME_QUICK:
5119 Select_default_ship = 1;
5120 gameseq_post_event(GS_EVENT_ENTER_GAME);
5124 case GS_EVENT_END_GAME:
5125 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5126 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5127 gameseq_set_state(GS_STATE_MAIN_MENU);
5132 Player_multi_died_check = -1;
5135 case GS_EVENT_QUIT_GAME:
5136 main_hall_stop_music();
5137 main_hall_stop_ambient();
5138 gameseq_set_state(GS_STATE_QUIT_GAME);
5140 Player_multi_died_check = -1;
5143 case GS_EVENT_GAMEPLAY_HELP:
5144 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5147 case GS_EVENT_PAUSE_GAME:
5148 gameseq_push_state(GS_STATE_GAME_PAUSED);
5151 case GS_EVENT_DEBUG_PAUSE_GAME:
5152 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5155 case GS_EVENT_TRAINING_PAUSE:
5156 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5159 case GS_EVENT_PREVIOUS_STATE:
5160 gameseq_pop_state();
5163 case GS_EVENT_TOGGLE_FULLSCREEN:
5164 gr_toggle_fullscreen();
5167 case GS_EVENT_TOGGLE_GLIDE:
5170 case GS_EVENT_LOAD_MISSION_MENU:
5171 gameseq_set_state(GS_STATE_LOAD_MISSION_MENU);
5174 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5175 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5178 case GS_EVENT_HUD_CONFIG:
5179 gameseq_push_state( GS_STATE_HUD_CONFIG );
5182 case GS_EVENT_CONTROL_CONFIG:
5183 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5186 case GS_EVENT_DEATH_DIED:
5187 gameseq_set_state( GS_STATE_DEATH_DIED );
5190 case GS_EVENT_DEATH_BLEW_UP:
5191 if ( current_state == GS_STATE_DEATH_DIED ) {
5192 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5193 event_music_player_death();
5195 // multiplayer clients set their extra check here
5196 if(Game_mode & GM_MULTIPLAYER){
5197 // set the multi died absolute last chance check
5198 Player_multi_died_check = time(NULL);
5201 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5205 case GS_EVENT_NEW_CAMPAIGN:
5206 if (!mission_load_up_campaign()){
5207 readyroom_continue_campaign();
5210 Player_multi_died_check = -1;
5213 case GS_EVENT_CAMPAIGN_CHEAT:
5214 if (!mission_load_up_campaign()){
5216 // bash campaign value
5217 extern char Main_hall_campaign_cheat[512];
5220 // look for the mission
5221 for(idx=0; idx<Campaign.num_missions; idx++){
5222 if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5223 Campaign.next_mission = idx;
5224 Campaign.prev_mission = idx - 1;
5231 readyroom_continue_campaign();
5234 Player_multi_died_check = -1;
5237 case GS_EVENT_CAMPAIGN_ROOM:
5238 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5241 case GS_EVENT_CMD_BRIEF:
5242 gameseq_set_state(GS_STATE_CMD_BRIEF);
5245 case GS_EVENT_RED_ALERT:
5246 gameseq_set_state(GS_STATE_RED_ALERT);
5249 case GS_EVENT_CREDITS:
5250 gameseq_set_state( GS_STATE_CREDITS );
5253 case GS_EVENT_VIEW_MEDALS:
5254 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5257 case GS_EVENT_SHOW_GOALS:
5258 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5261 case GS_EVENT_HOTKEY_SCREEN:
5262 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5265 // multiplayer stuff follow these comments
5267 case GS_EVENT_MULTI_JOIN_GAME:
5268 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5271 case GS_EVENT_MULTI_HOST_SETUP:
5272 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5275 case GS_EVENT_MULTI_CLIENT_SETUP:
5276 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5279 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5280 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5283 case GS_EVENT_MULTI_STD_WAIT:
5284 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5287 case GS_EVENT_STANDALONE_MAIN:
5288 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5291 case GS_EVENT_MULTI_PAUSE:
5292 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5295 case GS_EVENT_INGAME_PRE_JOIN:
5296 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5299 case GS_EVENT_EVENT_DEBUG:
5300 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5303 // Start a warpout where player automatically goes 70 no matter what
5304 // and can't cancel out of it.
5305 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5306 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5308 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5309 Player->saved_viewer_mode = Viewer_mode;
5310 Player->control_mode = PCM_WARPOUT_STAGE1;
5311 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5312 Warpout_time = 0.0f; // Start timer!
5315 case GS_EVENT_PLAYER_WARPOUT_START:
5316 if ( Player->control_mode != PCM_NORMAL ) {
5317 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5319 Player->saved_viewer_mode = Viewer_mode;
5320 Player->control_mode = PCM_WARPOUT_STAGE1;
5321 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5322 Warpout_time = 0.0f; // Start timer!
5323 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5327 case GS_EVENT_PLAYER_WARPOUT_STOP:
5328 if ( Player->control_mode != PCM_NORMAL ) {
5329 if ( !Warpout_forced ) { // cannot cancel forced warpout
5330 Player->control_mode = PCM_NORMAL;
5331 Viewer_mode = Player->saved_viewer_mode;
5332 hud_subspace_notify_abort();
5333 mprintf(( "Player put back to normal mode.\n" ));
5334 if ( Warpout_sound > -1 ) {
5335 snd_stop( Warpout_sound );
5342 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5343 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5344 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5345 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5347 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5348 shipfx_warpout_start( Player_obj );
5349 Player->control_mode = PCM_WARPOUT_STAGE2;
5350 Player->saved_viewer_mode = Viewer_mode;
5351 Viewer_mode |= VM_WARP_CHASE;
5353 vector tmp = Player_obj->pos;
5355 ship_get_eye( &tmp, &tmp_m, Player_obj );
5356 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5357 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5358 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5360 camera_set_position( &tmp );
5361 camera_set_orient( &Player_obj->orient );
5362 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5364 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5365 camera_set_velocity( &tmp_vel, 1);
5369 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5370 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5371 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5372 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5374 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5375 Player->control_mode = PCM_WARPOUT_STAGE3;
5379 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5380 mprintf(( "Player warped out. Going to debriefing!\n" ));
5381 Player->control_mode = PCM_NORMAL;
5382 Viewer_mode = Player->saved_viewer_mode;
5385 // we have a special debriefing screen for multiplayer furballs
5386 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5387 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5389 // do the normal debriefing for all other situations
5391 gameseq_post_event(GS_EVENT_DEBRIEF);
5395 case GS_EVENT_STANDALONE_POSTGAME:
5396 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5399 case GS_EVENT_INITIAL_PLAYER_SELECT:
5400 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5403 case GS_EVENT_GAME_INIT:
5404 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5405 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5407 // see if the command line option has been set to use the last pilot, and act acoordingly
5408 if( player_select_get_last_pilot() ) {
5409 // always enter the main menu -- do the automatic network startup stuff elsewhere
5410 // so that we still have valid checks for networking modes, etc.
5411 gameseq_set_state(GS_STATE_MAIN_MENU);
5413 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5418 case GS_EVENT_MULTI_MISSION_SYNC:
5419 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5422 case GS_EVENT_MULTI_START_GAME:
5423 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5426 case GS_EVENT_MULTI_HOST_OPTIONS:
5427 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5430 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5431 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5434 case GS_EVENT_TEAM_SELECT:
5435 gameseq_set_state(GS_STATE_TEAM_SELECT);
5438 case GS_EVENT_END_CAMPAIGN:
5439 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5442 case GS_EVENT_END_DEMO:
5443 gameseq_set_state(GS_STATE_END_DEMO);
5446 case GS_EVENT_LOOP_BRIEF:
5447 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5456 // Called when a state is being left.
5457 // The current state is still at old_state, but as soon as
5458 // this function leaves, then the current state will become
5459 // new state. You should never try to change the state
5460 // in here... if you think you need to, you probably really
5461 // need to post an event, not change the state.
5462 void game_leave_state( int old_state, int new_state )
5464 int end_mission = 1;
5466 switch (new_state) {
5467 case GS_STATE_GAME_PAUSED:
5468 case GS_STATE_DEBUG_PAUSED:
5469 case GS_STATE_OPTIONS_MENU:
5470 case GS_STATE_CONTROL_CONFIG:
5471 case GS_STATE_MISSION_LOG_SCROLLBACK:
5472 case GS_STATE_DEATH_DIED:
5473 case GS_STATE_SHOW_GOALS:
5474 case GS_STATE_HOTKEY_SCREEN:
5475 case GS_STATE_MULTI_PAUSED:
5476 case GS_STATE_TRAINING_PAUSED:
5477 case GS_STATE_EVENT_DEBUG:
5478 case GS_STATE_GAMEPLAY_HELP:
5479 end_mission = 0; // these events shouldn't end a mission
5483 switch (old_state) {
5484 case GS_STATE_BRIEFING:
5485 brief_stop_voices();
5486 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5487 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5488 && (new_state != GS_STATE_TEAM_SELECT) ){
5489 common_select_close();
5490 if ( new_state == GS_STATE_MAIN_MENU ) {
5491 freespace_stop_mission();
5495 // COMMAND LINE OPTION
5496 if (Cmdline_multi_stream_chat_to_file){
5497 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5498 cfclose(Multi_chat_stream);
5502 case GS_STATE_DEBRIEF:
5503 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5508 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5509 multi_df_debrief_close();
5512 case GS_STATE_LOAD_MISSION_MENU:
5513 mission_load_menu_close();
5516 case GS_STATE_SIMULATOR_ROOM:
5520 case GS_STATE_CAMPAIGN_ROOM:
5521 campaign_room_close();
5524 case GS_STATE_CMD_BRIEF:
5525 if (new_state == GS_STATE_OPTIONS_MENU) {
5530 if (new_state == GS_STATE_MAIN_MENU)
5531 freespace_stop_mission();
5536 case GS_STATE_RED_ALERT:
5540 case GS_STATE_SHIP_SELECT:
5541 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5542 new_state != GS_STATE_HOTKEY_SCREEN &&
5543 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5544 common_select_close();
5545 if ( new_state == GS_STATE_MAIN_MENU ) {
5546 freespace_stop_mission();
5551 case GS_STATE_WEAPON_SELECT:
5552 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5553 new_state != GS_STATE_HOTKEY_SCREEN &&
5554 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5555 common_select_close();
5556 if ( new_state == GS_STATE_MAIN_MENU ) {
5557 freespace_stop_mission();
5562 case GS_STATE_TEAM_SELECT:
5563 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5564 new_state != GS_STATE_HOTKEY_SCREEN &&
5565 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5566 common_select_close();
5567 if ( new_state == GS_STATE_MAIN_MENU ) {
5568 freespace_stop_mission();
5573 case GS_STATE_MAIN_MENU:
5574 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5581 case GS_STATE_OPTIONS_MENU:
5582 //game_start_time();
5583 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5584 multi_join_clear_game_list();
5586 options_menu_close();
5589 case GS_STATE_BARRACKS_MENU:
5590 if(new_state != GS_STATE_VIEW_MEDALS){
5595 case GS_STATE_MISSION_LOG_SCROLLBACK:
5596 hud_scrollback_close();
5599 case GS_STATE_TRAINING_MENU:
5600 training_menu_close();
5603 case GS_STATE_GAME_PLAY:
5604 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5605 player_save_target_and_weapon_link_prefs();
5606 game_stop_looped_sounds();
5609 sound_env_disable();
5610 joy_ff_stop_effects();
5612 // stop game time under certain conditions
5613 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5618 // shut down any recording or playing demos
5623 // when in multiplayer and going back to the main menu, send a leave game packet
5624 // right away (before calling stop mission). stop_mission was taking to long to
5625 // close mission down and I want people to get notified ASAP.
5626 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5627 multi_quit_game(PROMPT_NONE);
5630 freespace_stop_mission();
5631 Game_time_compression = F1_0;
5635 case GS_STATE_TECH_MENU:
5639 case GS_STATE_TRAINING_PAUSED:
5640 Training_num_lines = 0;
5641 // fall through to GS_STATE_GAME_PAUSED
5643 case GS_STATE_GAME_PAUSED:
5645 if ( end_mission ) {
5650 case GS_STATE_DEBUG_PAUSED:
5653 pause_debug_close();
5657 case GS_STATE_HUD_CONFIG:
5661 // join/start a game
5662 case GS_STATE_MULTI_JOIN_GAME:
5663 if(new_state != GS_STATE_OPTIONS_MENU){
5664 multi_join_game_close();
5668 case GS_STATE_MULTI_HOST_SETUP:
5669 case GS_STATE_MULTI_CLIENT_SETUP:
5670 // if this is just the host going into the options screen, don't do anything
5671 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5675 // close down the proper state
5676 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5677 multi_create_game_close();
5679 multi_game_client_setup_close();
5682 // COMMAND LINE OPTION
5683 if (Cmdline_multi_stream_chat_to_file){
5684 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5685 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5686 cfclose(Multi_chat_stream);
5691 case GS_STATE_CONTROL_CONFIG:
5692 control_config_close();
5695 case GS_STATE_DEATH_DIED:
5696 Game_mode &= ~GM_DEAD_DIED;
5698 // early end while respawning or blowing up in a multiplayer game
5699 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5701 freespace_stop_mission();
5705 case GS_STATE_DEATH_BLEW_UP:
5706 Game_mode &= ~GM_DEAD_BLEW_UP;
5708 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5709 // to determine if I should do anything.
5710 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5712 freespace_stop_mission();
5715 // if we are not respawing as an observer or as a player, our new state will not
5716 // be gameplay state.
5717 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5718 game_stop_time(); // hasn't been called yet!!
5719 freespace_stop_mission();
5725 case GS_STATE_CREDITS:
5729 case GS_STATE_VIEW_MEDALS:
5733 case GS_STATE_SHOW_GOALS:
5734 mission_show_goals_close();
5737 case GS_STATE_HOTKEY_SCREEN:
5738 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5739 mission_hotkey_close();
5743 case GS_STATE_MULTI_MISSION_SYNC:
5744 // if we're moving into the options menu, don't do anything
5745 if(new_state == GS_STATE_OPTIONS_MENU){
5749 SDL_assert( Game_mode & GM_MULTIPLAYER );
5751 if ( new_state == GS_STATE_GAME_PLAY ){
5752 // palette_restore_palette();
5754 // change a couple of flags to indicate our state!!!
5755 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5756 send_netplayer_update_packet();
5758 // set the game mode
5759 Game_mode |= GM_IN_MISSION;
5763 case GS_STATE_VIEW_CUTSCENES:
5764 cutscenes_screen_close();
5767 case GS_STATE_MULTI_STD_WAIT:
5768 multi_standalone_wait_close();
5771 case GS_STATE_STANDALONE_MAIN:
5772 standalone_main_close();
5773 if(new_state == GS_STATE_MULTI_STD_WAIT){
5774 init_multiplayer_stats();
5778 case GS_STATE_MULTI_PAUSED:
5779 // if ( end_mission ){
5784 case GS_STATE_INGAME_PRE_JOIN:
5785 multi_ingame_select_close();
5788 case GS_STATE_STANDALONE_POSTGAME:
5789 multi_standalone_postgame_close();
5792 case GS_STATE_INITIAL_PLAYER_SELECT:
5793 player_select_close();
5796 case GS_STATE_MULTI_START_GAME:
5797 multi_start_game_close();
5800 case GS_STATE_MULTI_HOST_OPTIONS:
5801 multi_host_options_close();
5804 case GS_STATE_END_OF_CAMPAIGN:
5805 mission_campaign_end_close();
5808 case GS_STATE_LOOP_BRIEF:
5814 // Called when a state is being entered.
5815 // The current state is set to the state we're entering at
5816 // this point, and old_state is set to the state we're coming
5817 // from. You should never try to change the state
5818 // in here... if you think you need to, you probably really
5819 // need to post an event, not change the state.
5821 void game_enter_state( int old_state, int new_state )
5823 switch (new_state) {
5824 case GS_STATE_MAIN_MENU:
5825 // in multiplayer mode, be sure that we are not doing networking anymore.
5826 if ( Game_mode & GM_MULTIPLAYER ) {
5827 SDL_assert( Net_player != NULL );
5828 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5831 Game_time_compression = F1_0;
5833 // determine which ship this guy is currently based on
5834 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5837 if (Player->on_bastion) {
5845 case GS_STATE_BRIEFING:
5846 main_hall_stop_music();
5847 main_hall_stop_ambient();
5849 if (Game_mode & GM_NORMAL) {
5850 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5851 // MWA: or from options or hotkey screens
5852 // JH: or if the command brief state already did this
5853 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5854 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5855 && (old_state != GS_STATE_CMD_BRIEF) ) {
5856 if ( !game_start_mission() ) // this should put us into a new state on failure!
5860 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5861 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5862 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5864 Game_time_compression = F1_0;
5866 if ( red_alert_mission() ) {
5867 gameseq_post_event(GS_EVENT_RED_ALERT);
5874 case GS_STATE_DEBRIEF:
5875 game_stop_looped_sounds();
5876 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
5877 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5882 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5883 multi_df_debrief_init();
5886 case GS_STATE_LOAD_MISSION_MENU:
5887 mission_load_menu_init();
5890 case GS_STATE_SIMULATOR_ROOM:
5894 case GS_STATE_CAMPAIGN_ROOM:
5895 campaign_room_init();
5898 case GS_STATE_RED_ALERT:
5899 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5903 case GS_STATE_CMD_BRIEF: {
5904 int team_num = 0; // team number used as index for which cmd brief to use.
5906 if (old_state == GS_STATE_OPTIONS_MENU) {
5910 main_hall_stop_music();
5911 main_hall_stop_ambient();
5913 if (Game_mode & GM_NORMAL) {
5914 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5915 // MWA: or from options or hotkey screens
5916 // JH: or if the command brief state already did this
5917 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5918 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5919 if ( !game_start_mission() ) // this should put us into a new state on failure!
5924 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5925 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5926 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5928 cmd_brief_init(team_num);
5934 case GS_STATE_SHIP_SELECT:
5938 case GS_STATE_WEAPON_SELECT:
5939 weapon_select_init();
5942 case GS_STATE_TEAM_SELECT:
5946 case GS_STATE_GAME_PAUSED:
5951 case GS_STATE_DEBUG_PAUSED:
5952 // game_stop_time();
5953 // os_set_title("FreeSpace - PAUSED");
5956 case GS_STATE_TRAINING_PAUSED:
5963 case GS_STATE_OPTIONS_MENU:
5965 options_menu_init();
5968 case GS_STATE_GAME_PLAY:
5969 // coming from the gameplay state or the main menu, we might need to load the mission
5970 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5971 if ( !game_start_mission() ) // this should put us into a new state.
5976 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5977 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
5978 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5979 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5980 (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)) ) {
5981 // JAS: Used to do all paging here.
5985 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5989 main_hall_stop_music();
5990 main_hall_stop_ambient();
5991 event_music_first_pattern(); // start the first pattern
5994 // special code that restores player ship selection and weapons loadout when doing a quick start
5995 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
5996 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5997 wss_direct_restore_loadout();
6001 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
6002 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
6003 event_music_first_pattern(); // start the first pattern
6006 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
6007 event_music_first_pattern(); // start the first pattern
6009 player_restore_target_and_weapon_link_prefs();
6011 Game_mode |= GM_IN_MISSION;
6014 // required to truely make mouse deltas zeroed in debug mouse code
6015 void mouse_force_pos(int x, int y);
6016 if (!Is_standalone) {
6017 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
6023 // only start time if in single player, or coming from multi wait state
6026 (Game_mode & GM_NORMAL) &&
6027 (old_state != GS_STATE_VIEW_CUTSCENES)
6029 (Game_mode & GM_MULTIPLAYER) && (
6030 (old_state == GS_STATE_MULTI_PAUSED) ||
6031 (old_state == GS_STATE_MULTI_MISSION_SYNC)
6037 // when coming from the multi paused state, reset the timestamps
6038 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
6039 multi_reset_timestamps();
6042 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
6043 // initialize all object update details
6044 multi_oo_gameplay_init();
6047 // under certain circumstances, the server should reset the object update rate limiting stuff
6048 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
6049 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
6051 // reinitialize the rate limiting system for all clients
6052 multi_oo_rate_init_all();
6055 // multiplayer clients should always re-initialize their control info rate limiting system
6056 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
6057 multi_oo_rate_init_all();
6061 if(Game_mode & GM_MULTIPLAYER){
6062 multi_ping_reset_players();
6065 Game_subspace_effect = 0;
6066 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
6067 Game_subspace_effect = 1;
6068 if( !(Game_mode & GM_STANDALONE_SERVER) ){
6069 game_start_subspace_ambient_sound();
6073 sound_env_set(&Game_sound_env);
6074 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
6076 // clear multiplayer button info i
6077 extern button_info Multi_ship_status_bi;
6078 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
6081 case GS_STATE_HUD_CONFIG:
6085 case GS_STATE_MULTI_JOIN_GAME:
6086 multi_join_clear_game_list();
6088 if (old_state != GS_STATE_OPTIONS_MENU) {
6089 multi_join_game_init();
6094 case GS_STATE_MULTI_HOST_SETUP:
6095 // don't reinitialize if we're coming back from the host options screen
6096 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6097 multi_create_game_init();
6102 case GS_STATE_MULTI_CLIENT_SETUP:
6103 if (old_state != GS_STATE_OPTIONS_MENU) {
6104 multi_game_client_setup_init();
6109 case GS_STATE_CONTROL_CONFIG:
6110 control_config_init();
6113 case GS_STATE_TECH_MENU:
6117 case GS_STATE_BARRACKS_MENU:
6118 if(old_state != GS_STATE_VIEW_MEDALS){
6123 case GS_STATE_MISSION_LOG_SCROLLBACK:
6124 hud_scrollback_init();
6127 case GS_STATE_DEATH_DIED:
6128 Player_died_time = timestamp(10);
6130 if(!(Game_mode & GM_MULTIPLAYER)){
6131 player_show_death_message();
6133 Game_mode |= GM_DEAD_DIED;
6136 case GS_STATE_DEATH_BLEW_UP:
6137 if ( !popupdead_is_active() ) {
6138 Player_ai->target_objnum = -1;
6141 // stop any local EMP effect
6144 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6145 Game_mode |= GM_DEAD_BLEW_UP;
6146 Show_viewing_from_self = 0;
6148 // timestamp how long we should wait before displaying the died popup
6149 if ( !popupdead_is_active() ) {
6150 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6154 case GS_STATE_GAMEPLAY_HELP:
6155 gameplay_help_init();
6158 case GS_STATE_CREDITS:
6159 main_hall_stop_music();
6160 main_hall_stop_ambient();
6164 case GS_STATE_VIEW_MEDALS:
6165 medal_main_init(Player);
6168 case GS_STATE_SHOW_GOALS:
6169 mission_show_goals_init();
6172 case GS_STATE_HOTKEY_SCREEN:
6173 mission_hotkey_init();
6176 case GS_STATE_MULTI_MISSION_SYNC:
6177 // if we're coming from the options screen, don't do any
6178 if(old_state == GS_STATE_OPTIONS_MENU){
6182 switch(Multi_sync_mode){
6183 case MULTI_SYNC_PRE_BRIEFING:
6184 // if moving from game forming to the team select state
6187 case MULTI_SYNC_POST_BRIEFING:
6188 // if moving from briefing into the mission itself
6191 // tell everyone that we're now loading data
6192 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6193 send_netplayer_update_packet();
6195 // JAS: Used to do all paging here!!!!
6197 Net_player->state = NETPLAYER_STATE_WAITING;
6198 send_netplayer_update_packet();
6200 Game_time_compression = F1_0;
6202 case MULTI_SYNC_INGAME:
6208 case GS_STATE_VIEW_CUTSCENES:
6209 cutscenes_screen_init();
6212 case GS_STATE_MULTI_STD_WAIT:
6213 multi_standalone_wait_init();
6216 case GS_STATE_STANDALONE_MAIN:
6217 // don't initialize if we're coming from one of these 2 states unless there are no
6218 // players left (reset situation)
6219 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6220 standalone_main_init();
6224 case GS_STATE_MULTI_PAUSED:
6228 case GS_STATE_INGAME_PRE_JOIN:
6229 multi_ingame_select_init();
6232 case GS_STATE_STANDALONE_POSTGAME:
6233 multi_standalone_postgame_init();
6236 case GS_STATE_INITIAL_PLAYER_SELECT:
6237 player_select_init();
6240 case GS_STATE_MULTI_START_GAME:
6241 multi_start_game_init();
6244 case GS_STATE_MULTI_HOST_OPTIONS:
6245 multi_host_options_init();
6248 case GS_STATE_END_OF_CAMPAIGN:
6249 mission_campaign_end_init();
6252 case GS_STATE_LOOP_BRIEF:
6259 // do stuff that may need to be done regardless of state
6260 void game_do_state_common(int state,int no_networking)
6262 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6263 snd_do_frame(); // update sound system
6264 event_music_do_frame(); // music needs to play across many states
6266 multi_log_process();
6268 if (no_networking) {
6272 // maybe do a multiplayer frame based on game mode and state type
6273 if (Game_mode & GM_MULTIPLAYER) {
6275 case GS_STATE_OPTIONS_MENU:
6276 case GS_STATE_GAMEPLAY_HELP:
6277 case GS_STATE_HOTKEY_SCREEN:
6278 case GS_STATE_HUD_CONFIG:
6279 case GS_STATE_CONTROL_CONFIG:
6280 case GS_STATE_MISSION_LOG_SCROLLBACK:
6281 case GS_STATE_SHOW_GOALS:
6282 case GS_STATE_VIEW_CUTSCENES:
6283 case GS_STATE_EVENT_DEBUG:
6284 multi_maybe_do_frame();
6288 game_do_networking();
6292 // Called once a frame.
6293 // You should never try to change the state
6294 // in here... if you think you need to, you probably really
6295 // need to post an event, not change the state.
6296 int Game_do_state_should_skip = 0;
6297 void game_do_state(int state)
6299 // always lets the do_state_common() function determine if the state should be skipped
6300 Game_do_state_should_skip = 0;
6302 // legal to set the should skip state anywhere in this function
6303 game_do_state_common(state); // do stuff that may need to be done regardless of state
6305 if(Game_do_state_should_skip){
6310 case GS_STATE_MAIN_MENU:
6311 game_set_frametime(GS_STATE_MAIN_MENU);
6312 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6315 main_hall_do(flFrametime);
6319 case GS_STATE_OPTIONS_MENU:
6320 game_set_frametime(GS_STATE_OPTIONS_MENU);
6321 options_menu_do_frame(flFrametime);
6324 case GS_STATE_BARRACKS_MENU:
6325 game_set_frametime(GS_STATE_BARRACKS_MENU);
6326 barracks_do_frame(flFrametime);
6329 case GS_STATE_TRAINING_MENU:
6330 game_set_frametime(GS_STATE_TRAINING_MENU);
6331 training_menu_do_frame(flFrametime);
6334 case GS_STATE_TECH_MENU:
6335 game_set_frametime(GS_STATE_TECH_MENU);
6336 techroom_do_frame(flFrametime);
6339 case GS_STATE_GAMEPLAY_HELP:
6340 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6341 gameplay_help_do_frame(flFrametime);
6344 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6348 case GS_STATE_GAME_PAUSED:
6352 case GS_STATE_DEBUG_PAUSED:
6354 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6359 case GS_STATE_TRAINING_PAUSED:
6360 game_training_pause_do();
6363 case GS_STATE_LOAD_MISSION_MENU:
6364 game_set_frametime(GS_STATE_LOAD_MISSION_MENU);
6365 mission_load_menu_do();
6368 case GS_STATE_BRIEFING:
6369 game_set_frametime(GS_STATE_BRIEFING);
6370 brief_do_frame(flFrametime);
6373 case GS_STATE_DEBRIEF:
6374 game_set_frametime(GS_STATE_DEBRIEF);
6375 debrief_do_frame(flFrametime);
6378 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6379 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6380 multi_df_debrief_do();
6383 case GS_STATE_SHIP_SELECT:
6384 game_set_frametime(GS_STATE_SHIP_SELECT);
6385 ship_select_do(flFrametime);
6388 case GS_STATE_WEAPON_SELECT:
6389 game_set_frametime(GS_STATE_WEAPON_SELECT);
6390 weapon_select_do(flFrametime);
6393 case GS_STATE_MISSION_LOG_SCROLLBACK:
6394 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6395 hud_scrollback_do_frame(flFrametime);
6398 case GS_STATE_HUD_CONFIG:
6399 game_set_frametime(GS_STATE_HUD_CONFIG);
6400 hud_config_do_frame(flFrametime);
6403 case GS_STATE_MULTI_JOIN_GAME:
6404 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6405 multi_join_game_do_frame();
6408 case GS_STATE_MULTI_HOST_SETUP:
6409 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6410 multi_create_game_do();
6413 case GS_STATE_MULTI_CLIENT_SETUP:
6414 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6415 multi_game_client_setup_do_frame();
6418 case GS_STATE_CONTROL_CONFIG:
6419 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6420 control_config_do_frame(flFrametime);
6423 case GS_STATE_DEATH_DIED:
6427 case GS_STATE_DEATH_BLEW_UP:
6431 case GS_STATE_SIMULATOR_ROOM:
6432 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6433 sim_room_do_frame(flFrametime);
6436 case GS_STATE_CAMPAIGN_ROOM:
6437 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6438 campaign_room_do_frame(flFrametime);
6441 case GS_STATE_RED_ALERT:
6442 game_set_frametime(GS_STATE_RED_ALERT);
6443 red_alert_do_frame(flFrametime);
6446 case GS_STATE_CMD_BRIEF:
6447 game_set_frametime(GS_STATE_CMD_BRIEF);
6448 cmd_brief_do_frame(flFrametime);
6451 case GS_STATE_CREDITS:
6452 game_set_frametime(GS_STATE_CREDITS);
6453 credits_do_frame(flFrametime);
6456 case GS_STATE_VIEW_MEDALS:
6457 game_set_frametime(GS_STATE_VIEW_MEDALS);
6461 case GS_STATE_SHOW_GOALS:
6462 game_set_frametime(GS_STATE_SHOW_GOALS);
6463 mission_show_goals_do_frame(flFrametime);
6466 case GS_STATE_HOTKEY_SCREEN:
6467 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6468 mission_hotkey_do_frame(flFrametime);
6471 case GS_STATE_VIEW_CUTSCENES:
6472 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6473 cutscenes_screen_do_frame();
6476 case GS_STATE_MULTI_STD_WAIT:
6477 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6478 multi_standalone_wait_do();
6481 case GS_STATE_STANDALONE_MAIN:
6482 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6483 standalone_main_do();
6486 case GS_STATE_MULTI_PAUSED:
6487 game_set_frametime(GS_STATE_MULTI_PAUSED);
6491 case GS_STATE_TEAM_SELECT:
6492 game_set_frametime(GS_STATE_TEAM_SELECT);
6496 case GS_STATE_INGAME_PRE_JOIN:
6497 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6498 multi_ingame_select_do();
6501 case GS_STATE_EVENT_DEBUG:
6503 game_set_frametime(GS_STATE_EVENT_DEBUG);
6504 game_show_event_debug(flFrametime);
6508 case GS_STATE_STANDALONE_POSTGAME:
6509 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6510 multi_standalone_postgame_do();
6513 case GS_STATE_INITIAL_PLAYER_SELECT:
6514 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6518 case GS_STATE_MULTI_MISSION_SYNC:
6519 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6523 case GS_STATE_MULTI_START_GAME:
6524 game_set_frametime(GS_STATE_MULTI_START_GAME);
6525 multi_start_game_do();
6528 case GS_STATE_MULTI_HOST_OPTIONS:
6529 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6530 multi_host_options_do();
6533 case GS_STATE_END_OF_CAMPAIGN:
6534 mission_campaign_end_do();
6537 case GS_STATE_END_DEMO:
6538 game_set_frametime(GS_STATE_END_DEMO);
6539 end_demo_campaign_do();
6542 case GS_STATE_LOOP_BRIEF:
6543 game_set_frametime(GS_STATE_LOOP_BRIEF);
6547 } // end switch(gs_current_state)
6551 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6552 int game_do_ram_check(int ram_in_mbytes)
6554 if ( ram_in_mbytes < 30 ) {
6555 int allowed_to_run = 1;
6556 if ( ram_in_mbytes < 25 ) {
6562 if ( allowed_to_run ) {
6563 SDL_MessageBoxData mboxd;
6564 SDL_MessageBoxButtonData mboxbuttons[2];
6567 // not a translated string, but it's too long and smartdrv isn't
6568 // really a thing for any OS we now support :p
6569 // 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);
6570 SDL_snprintf( tmp, sizeof(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n\nPress 'OK' to continue running with less than the minimum required memory.\n", ram_in_mbytes);
6572 mboxbuttons[0].buttonid = 0;
6573 mboxbuttons[0].text = XSTR("Ok", 503);
6574 mboxbuttons[0].flags = 0;
6576 mboxbuttons[1].buttonid = 1;
6577 mboxbuttons[1].text = XSTR("Cancel", 504);
6578 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6580 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6581 mboxd.title = XSTR( "Not Enough RAM", 194);
6582 mboxd.message = tmp;
6583 mboxd.numbuttons = 2;
6584 mboxd.buttons = mboxbuttons;
6585 mboxd.window = NULL;
6586 mboxd.colorScheme = NULL;
6588 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6590 if ( msgbox_rval == 1 ) {
6594 // not a translated string, but it's too long and smartdrv isn't
6595 // really a thing for any OS we now support :p
6596 // 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);
6597 SDL_snprintf( tmp, sizeof(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n", ram_in_mbytes);
6599 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6608 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6609 // If so, copy it over and remove the update directory.
6610 void game_maybe_update_launcher(char *exe_dir)
6615 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6619 int sub_total_destroyed = 0;
6623 // get the total for all his children
6624 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6625 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6628 // find the # of faces for this _individual_ object
6629 total = submodel_get_num_polys(model_num, sm);
6630 if(strstr(pm->submodel[sm].name, "-destroyed")){
6631 sub_total_destroyed = total;
6635 SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6638 *out_total += total + sub_total;
6639 *out_destroyed_total += sub_total_destroyed;
6642 #define BAIL() do { int idx; for(idx=0; idx<num_files; idx++){ if(pof_list[idx] != NULL){free(pof_list[idx]); pof_list[idx] = NULL;}} return;} while(0);
6643 void game_spew_pof_info()
6645 char *pof_list[1000];
6648 int idx, model_num, i, j;
6650 int total, root_total, model_total, destroyed_total, counted;
6654 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6656 // spew info on all the pofs
6662 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6667 for(idx=0; idx<num_files; idx++, counted++){
6668 SDL_snprintf(str, sizeof(str), "%s.pof", pof_list[idx]);
6669 model_num = model_load(str, 0, NULL);
6671 pm = model_get(model_num);
6673 // if we have a real model
6678 // go through and print all raw submodels
6679 cfputs("RAW\n", out);
6682 for (i=0; i<pm->n_models; i++) {
6683 total = submodel_get_num_polys(model_num, i);
6685 model_total += total;
6686 SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6689 SDL_snprintf(str, sizeof(str), "Model total %d\n", model_total);
6692 // now go through and do it by LOD
6693 cfputs("BY LOD\n\n", out);
6694 for(i=0; i<pm->n_detail_levels; i++){
6695 SDL_snprintf(str, sizeof(str), "LOD %d\n", i);
6699 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6701 destroyed_total = 0;
6702 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6703 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6706 SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6709 SDL_snprintf(str, sizeof(str), "TOTAL: %d\n", total + root_total);
6711 SDL_snprintf(str, sizeof(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6713 SDL_snprintf(str, sizeof(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6716 cfputs("------------------------------------------------------------------------\n\n", out);
6720 if(counted >= MAX_POLYGON_MODELS - 5){
6733 game_spew_pof_info();
6736 int game_main(const char *szCmdLine)
6740 // Find out how much RAM is on this machine
6741 Freespace_total_ram = SDL_GetSystemRAM();
6743 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6747 if (!vm_init(24*1024*1024)) {
6748 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);
6752 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6754 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);
6763 extern void windebug_memwatch_init();
6764 windebug_memwatch_init();
6772 int cpu_cores = SDL_GetCPUCount();
6773 int le = (SDL_BYTEORDER == SDL_LIL_ENDIAN);
6775 mprintf(("Platform: %s\n", SDL_GetPlatform()));
6776 mprintf(("CPU: %d %s\n", cpu_cores, (cpu_cores == 1) ? "core" : "cores"));
6777 mprintf(("Memory: %dMB\n", Freespace_total_ram));
6778 mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, le ? "little" : "big"));
6780 parse_cmdline(szCmdLine);
6782 mprintf(("--------------------------------------------------------------------------------\n"));
6784 #ifdef STANDALONE_ONLY_BUILD
6786 nprintf(("Network", "Standalone running"));
6789 nprintf(("Network", "Standalone running"));
6796 // maybe spew pof stuff
6797 if(Cmdline_spew_pof_info){
6798 game_spew_pof_info();
6803 // non-demo, non-standalone, play the intro movie
6805 if ( !Is_standalone ) {
6807 // release -- movies always play
6810 // 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
6811 movie_play( NOX("intro.mve") );
6813 // debug version, movie will only play with -showmovies
6814 #elif !defined(NDEBUG)
6816 movie_play( NOX("intro.mve") );
6819 if ( Cmdline_show_movies )
6820 movie_play( NOX("intro.mve") );
6829 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6831 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
6835 // only important for non THREADED mode
6838 state = gameseq_process_events();
6839 if ( state == GS_STATE_QUIT_GAME ){
6844 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6846 demo_upsell_show_screens();
6848 #elif defined(OEM_BUILD)
6849 // show upsell screens on exit
6850 oem_upsell_show_screens();
6857 // launcher the fslauncher program on exit
6858 void game_launch_launcher_on_exit()
6866 // This function is called when FreeSpace terminates normally.
6868 void game_shutdown(void)
6874 // don't ever flip a page on the standalone!
6875 if(!(Game_mode & GM_STANDALONE_SERVER)){
6881 // if the player has left the "player select" screen and quit the game without actually choosing
6882 // a player, Player will be NULL, in which case we shouldn't write the player file out!
6883 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6887 // load up common multiplayer icons
6888 multi_unload_common_icons();
6890 shockwave_close(); // release any memory used by shockwave system
6891 fireball_close(); // free fireball system
6892 ship_close(); // free any memory that was allocated for the ships
6893 weapon_close(); // free any memory that was allocated for the weapons
6894 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6895 unload_animating_pointer();// frees the frames used for the animating mouse pointer
6896 bm_unload_all(); // free bitmaps
6897 mission_campaign_close(); // close out the campaign stuff
6898 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
6899 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
6901 #ifdef MULTI_USE_LAG
6905 // the menu close functions will unload the bitmaps if they were displayed during the game
6906 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6909 context_help_close(); // close out help system
6910 training_menu_close();
6911 lcl_close(); // be sure localization is closed out
6914 // free left-over memory from parsed tables
6915 cutscene_tbl_close();
6917 scoring_tbl_close();
6918 player_tips_close();
6920 extern void joy_close();
6923 audiostream_close();
6925 event_music_close();
6929 // HACKITY HACK HACK
6930 // if this flag is set, we should be firing up the launcher when exiting freespace
6931 extern int Multi_update_fireup_launcher_on_exit;
6932 if(Multi_update_fireup_launcher_on_exit){
6933 game_launch_launcher_on_exit();
6937 // game_stop_looped_sounds()
6939 // This function will call the appropriate stop looped sound functions for those
6940 // modules which use looping sounds. It is not enough just to stop a looping sound
6941 // at the DirectSound level, the game is keeping track of looping sounds, and this
6942 // function is used to inform the game that looping sounds are being halted.
6944 void game_stop_looped_sounds()
6946 hud_stop_looped_locking_sounds();
6947 hud_stop_looped_engine_sounds();
6948 afterburner_stop_sounds();
6949 player_stop_looped_sounds();
6950 obj_snd_stop_all(); // stop all object-linked persistant sounds
6951 game_stop_subspace_ambient_sound();
6952 snd_stop(Radar_static_looping);
6953 Radar_static_looping = -1;
6954 snd_stop(Target_static_looping);
6955 shipfx_stop_engine_wash_sound();
6956 Target_static_looping = -1;
6959 //////////////////////////////////////////////////////////////////////////
6961 // Code for supporting an animating mouse pointer
6964 //////////////////////////////////////////////////////////////////////////
6966 typedef struct animating_obj
6975 static animating_obj Animating_mouse;
6977 // ----------------------------------------------------------------------------
6978 // init_animating_pointer()
6980 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6981 // gets properly initialized
6983 void init_animating_pointer()
6985 Animating_mouse.first_frame = -1;
6986 Animating_mouse.num_frames = 0;
6987 Animating_mouse.current_frame = -1;
6988 Animating_mouse.time = 0.0f;
6989 Animating_mouse.elapsed_time = 0.0f;
6992 // ----------------------------------------------------------------------------
6993 // load_animating_pointer()
6995 // Called at game init to load in the frames for the animating mouse pointer
6997 // input: filename => filename of animation file that holds the animation
6999 void load_animating_pointer(const char *filename, int dx, int dy)
7004 init_animating_pointer();
7006 am = &Animating_mouse;
7007 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
7008 if ( am->first_frame == -1 )
7009 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
7010 am->current_frame = 0;
7011 am->time = am->num_frames / i2fl(fps);
7014 // ----------------------------------------------------------------------------
7015 // unload_animating_pointer()
7017 // Called at game shutdown to free the memory used to store the animation frames
7019 void unload_animating_pointer()
7024 am = &Animating_mouse;
7025 for ( i = 0; i < am->num_frames; i++ ) {
7026 SDL_assert( (am->first_frame+i) >= 0 );
7027 bm_release(am->first_frame + i);
7030 am->first_frame = -1;
7032 am->current_frame = -1;
7035 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
7036 void game_render_mouse(float frametime)
7041 // if animating cursor exists, play the next frame
7042 am = &Animating_mouse;
7043 if ( am->first_frame != -1 ) {
7044 mouse_get_pos(&mx, &my);
7045 am->elapsed_time += frametime;
7046 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
7047 if ( am->current_frame >= am->num_frames ) {
7048 am->current_frame = 0;
7049 am->elapsed_time = 0.0f;
7051 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
7055 // ----------------------------------------------------------------------------
7056 // game_maybe_draw_mouse()
7058 // determines whether to draw the mouse pointer at all, and what frame of
7059 // animation to use if the mouse is animating
7061 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
7063 // input: frametime => elapsed frame time in seconds since last call
7065 void game_maybe_draw_mouse(float frametime)
7069 game_state = gameseq_get_state();
7071 switch ( game_state ) {
7072 case GS_STATE_GAME_PAUSED:
7073 // case GS_STATE_MULTI_PAUSED:
7074 case GS_STATE_GAME_PLAY:
7075 case GS_STATE_DEATH_DIED:
7076 case GS_STATE_DEATH_BLEW_UP:
7077 if ( popup_active() || popupdead_is_active() ) {
7089 if ( !Mouse_hidden )
7090 game_render_mouse(frametime);
7094 void game_do_training_checks()
7098 waypoint_list *wplp;
7100 if (Training_context & TRAINING_CONTEXT_SPEED) {
7101 s = (int) Player_obj->phys_info.fspeed;
7102 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7103 if (!Training_context_speed_set) {
7104 Training_context_speed_set = 1;
7105 Training_context_speed_timestamp = timestamp();
7109 Training_context_speed_set = 0;
7112 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7113 wplp = &Waypoint_lists[Training_context_path];
7114 if (wplp->count > Training_context_goal_waypoint) {
7115 i = Training_context_goal_waypoint;
7117 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7118 if (d <= Training_context_distance) {
7119 Training_context_at_waypoint = i;
7120 if (Training_context_goal_waypoint == i) {
7121 Training_context_goal_waypoint++;
7122 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7129 if (i == wplp->count)
7132 } while (i != Training_context_goal_waypoint);
7136 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7137 Players_target = Player_ai->target_objnum;
7138 Players_targeted_subsys = Player_ai->targeted_subsys;
7139 Players_target_timestamp = timestamp();
7143 /////////// Following is for event debug view screen
7147 #define EVENT_DEBUG_MAX 5000
7148 #define EVENT_DEBUG_EVENT 0x8000
7150 int Event_debug_index[EVENT_DEBUG_MAX];
7153 void game_add_event_debug_index(int n, int indent)
7155 if (ED_count < EVENT_DEBUG_MAX)
7156 Event_debug_index[ED_count++] = n | (indent << 16);
7159 void game_add_event_debug_sexp(int n, int indent)
7164 if (Sexp_nodes[n].first >= 0) {
7165 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7166 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7170 game_add_event_debug_index(n, indent);
7171 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7172 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7174 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7177 void game_event_debug_init()
7182 for (e=0; e<Num_mission_events; e++) {
7183 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7184 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7188 void game_show_event_debug(float frametime)
7192 int font_height, font_width;
7194 static int scroll_offset = 0;
7196 k = game_check_key();
7202 if (scroll_offset < 0)
7212 scroll_offset -= 20;
7213 if (scroll_offset < 0)
7218 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7222 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7228 gr_set_color_fast(&Color_bright);
7230 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7232 gr_set_color_fast(&Color_normal);
7234 gr_get_string_size(&font_width, &font_height, NOX("test"));
7235 y_max = gr_screen.max_h - font_height - 5;
7239 while (k < ED_count) {
7240 if (y_index > y_max)
7243 z = Event_debug_index[k];
7244 if (z & EVENT_DEBUG_EVENT) {
7246 SDL_snprintf(buf, sizeof(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7247 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7248 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7249 Mission_events[z].repeat_count, Mission_events[z].interval);
7257 SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, sizeof(buf));
7258 switch (Sexp_nodes[z & 0x7fff].value) {
7260 SDL_strlcat(buf, NOX(" (True)"), sizeof(buf));
7264 SDL_strlcat(buf, NOX(" (False)"), sizeof(buf));
7267 case SEXP_KNOWN_TRUE:
7268 SDL_strlcat(buf, NOX(" (Always true)"), sizeof(buf));
7271 case SEXP_KNOWN_FALSE:
7272 SDL_strlcat(buf, NOX(" (Always false)"), sizeof(buf));
7275 case SEXP_CANT_EVAL:
7276 SDL_strlcat(buf, NOX(" (Can't eval)"), sizeof(buf));
7280 case SEXP_NAN_FOREVER:
7281 SDL_strlcat(buf, NOX(" (Not a number)"), sizeof(buf));
7286 gr_printf(10, y_index, buf);
7287 y_index += font_height;
7300 int Tmap_num_too_big = 0;
7301 int Num_models_needing_splitting = 0;
7303 void Time_model( int modelnum )
7305 // mprintf(( "Timing ship '%s'\n", si->name ));
7307 vector eye_pos, model_pos;
7308 matrix eye_orient, model_orient;
7310 polymodel *pm = model_get( modelnum );
7312 int l = strlen(pm->filename);
7314 if ( (l == '/') || (l=='\\') || (l==':')) {
7320 char *pof_file = &pm->filename[l];
7322 int model_needs_splitting = 0;
7324 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7326 for (i=0; i<pm->n_textures; i++ ) {
7327 char filename[1024];
7330 int bmp_num = pm->original_textures[i];
7331 if ( bmp_num > -1 ) {
7332 bm_get_palette(pm->original_textures[i], pal, filename, sizeof(filename) );
7334 bm_get_info( pm->original_textures[i],&w, &h );
7337 if ( (w > 512) || (h > 512) ) {
7338 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7340 model_needs_splitting++;
7343 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7347 if ( model_needs_splitting ) {
7348 Num_models_needing_splitting++;
7350 eye_orient = model_orient = vmd_identity_matrix;
7351 eye_pos = model_pos = vmd_zero_vector;
7353 eye_pos.xyz.z = -pm->rad*2.0f;
7355 vector eye_to_model;
7357 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7358 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7360 fix t1 = timer_get_fixed_seconds();
7363 ta.p = ta.b = ta.h = 0.0f;
7366 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7368 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7370 modelstats_num_polys = modelstats_num_verts = 0;
7372 while( ta.h < PI2 ) {
7375 vm_angles_2_matrix(&m1, &ta );
7376 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7383 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7385 model_clear_instance( modelnum );
7386 model_set_detail_level(0); // use highest detail level
7387 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7395 int k = key_inkey();
7396 if ( k == SDLK_ESCAPE ) {
7401 fix t2 = timer_get_fixed_seconds();
7403 if (framecount < 1) {
7407 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7408 //bitmaps_used_this_frame /= framecount;
7410 modelstats_num_polys /= framecount;
7411 modelstats_num_verts /= framecount;
7413 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7414 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 );
7416 // 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 );
7422 int Time_models = 0;
7423 DCF_BOOL( time_models, Time_models );
7425 void Do_model_timings_test()
7429 if ( !Time_models ) return;
7431 mprintf(( "Timing models!\n" ));
7435 ubyte model_used[MAX_POLYGON_MODELS];
7436 int model_id[MAX_POLYGON_MODELS];
7437 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7442 for (i=0; i<Num_ship_types; i++ ) {
7443 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7445 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7446 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7449 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7450 if ( !Texture_fp ) return;
7452 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7453 if ( !Time_fp ) return;
7455 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7456 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7458 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7459 if ( model_used[i] ) {
7460 Time_model( model_id[i] );
7464 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7465 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7474 // Call this function when you want to inform the player that a feature is not
7475 // enabled in the DEMO version of FreSpace
7476 void game_feature_not_in_demo_popup()
7478 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7481 // format the specified time (fixed point) into a nice string
7482 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7485 int hours,minutes,seconds;
7487 mtime = f2fl(m_time);
7489 // get the hours, minutes and seconds
7490 hours = (int)(mtime / 3600.0f);
7492 mtime -= (3600.0f * (float)hours);
7494 seconds = (int)mtime%60;
7495 minutes = (int)mtime/60;
7498 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7500 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7504 // Stuff version string in *str.
7505 void get_version_string(char *str, const int str_len)
7508 if ( FS_VERSION_BUILD == 0 ) {
7509 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7511 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7514 #if defined (FS2_DEMO) || defined(FS1_DEMO)
7515 SDL_strlcat(str, " D", str_len);
7516 #elif defined (OEM_BUILD)
7517 SDL_strlcat(str, " (OEM)", str_len);
7523 char myname[_MAX_PATH];
7524 int namelen, major, minor, build, waste;
7525 unsigned int buf_size;
7531 // Find my EXE file name
7532 hMod = GetModuleHandle(NULL);
7533 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7535 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7536 infop = (char *)malloc(version_size);
7537 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7539 // get the product version
7540 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7541 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7543 sprintf(str,"Dv%d.%02d",major, minor);
7545 sprintf(str,"v%d.%02d",major, minor);
7550 void get_version_string_short(char *str, const int str_len)
7552 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7555 // ----------------------------------------------------------------
7557 // OEM UPSELL SCREENS BEGIN
7559 // ----------------------------------------------------------------
7560 #if defined(OEM_BUILD)
7562 #define NUM_OEM_UPSELL_SCREENS 3
7563 #define OEM_UPSELL_SCREEN_DELAY 10000
7565 static int Oem_upsell_bitmaps_loaded = 0;
7566 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7567 static int Oem_upsell_screen_number = 0;
7568 static int Oem_upsell_show_next_bitmap_time;
7571 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
7584 static int Oem_normal_cursor = -1;
7585 static int Oem_web_cursor = -1;
7586 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
7587 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7589 void oem_upsell_next_screen()
7591 Oem_upsell_screen_number++;
7592 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7593 // extra long delay, mouse shown on last upsell
7594 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7598 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7602 void oem_upsell_load_bitmaps()
7606 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7607 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7611 void oem_upsell_unload_bitmaps()
7615 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7616 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7617 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7622 Oem_upsell_bitmaps_loaded = 0;
7625 // clickable hotspot on 3rd OEM upsell screen
7626 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7628 28, 350, 287, 96 // x, y, w, h
7631 45, 561, 460, 152 // x, y, w, h
7635 void oem_upsell_show_screens()
7637 int current_time, k;
7640 if ( !Oem_upsell_bitmaps_loaded ) {
7641 oem_upsell_load_bitmaps();
7642 Oem_upsell_bitmaps_loaded = 1;
7645 // may use upsell screens more than once
7646 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7647 Oem_upsell_screen_number = 0;
7653 int nframes; // used to pass, not really needed (should be 1)
7654 Oem_normal_cursor = gr_get_cursor_bitmap();
7655 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7656 SDL_assert(Oem_web_cursor >= 0);
7657 if (Oem_web_cursor < 0) {
7658 Oem_web_cursor = Oem_normal_cursor;
7663 //oem_reset_trailer_timer();
7665 current_time = timer_get_milliseconds();
7670 // advance screen on keypress or timeout
7671 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7672 oem_upsell_next_screen();
7675 // check if we are done
7676 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7677 Oem_upsell_screen_number--;
7680 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7685 // show me the upsell
7686 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
7687 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7691 // if this is the 3rd upsell, make it clickable, d00d
7692 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7694 int button_state = mouse_get_pos(&mx, &my);
7695 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])
7696 && (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]) )
7699 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7702 if (button_state & MOUSE_LEFT_BUTTON) {
7704 multi_pxo_url(OEM_UPSELL_URL);
7708 // switch cursor back to normal one
7709 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7714 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7724 oem_upsell_unload_bitmaps();
7726 // switch cursor back to normal one
7727 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7731 #endif // defined(OEM_BUILD)
7732 // ----------------------------------------------------------------
7734 // OEM UPSELL SCREENS END
7736 // ----------------------------------------------------------------
7740 // ----------------------------------------------------------------
7742 // DEMO UPSELL SCREENS BEGIN
7744 // ----------------------------------------------------------------
7746 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7749 #define NUM_DEMO_UPSELL_SCREENS 2
7751 #define NUM_DEMO_UPSELL_SCREENS 4
7753 #define DEMO_UPSELL_SCREEN_DELAY 3000
7755 static int Demo_upsell_bitmaps_loaded = 0;
7756 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7757 static int Demo_upsell_screen_number = 0;
7758 static int Demo_upsell_show_next_bitmap_time;
7761 static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7787 void demo_upsell_next_screen()
7789 Demo_upsell_screen_number++;
7790 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7791 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7793 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7797 void demo_upsell_load_bitmaps()
7801 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7802 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7806 void demo_upsell_unload_bitmaps()
7810 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7811 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7812 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7817 Demo_upsell_bitmaps_loaded = 0;
7820 void demo_upsell_show_screens()
7822 int current_time, k;
7825 if ( !Demo_upsell_bitmaps_loaded ) {
7826 demo_upsell_load_bitmaps();
7827 Demo_upsell_bitmaps_loaded = 1;
7830 // may use upsell screens more than once
7831 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7832 Demo_upsell_screen_number = 0;
7839 demo_reset_trailer_timer();
7841 current_time = timer_get_milliseconds();
7848 // don't time out, wait for keypress
7850 if ( current_time > Demo_upsell_show_next_bitmap_time ) {
7851 demo_upsell_next_screen();
7856 demo_upsell_next_screen();
7859 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7860 Demo_upsell_screen_number--;
7863 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7868 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
7869 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7874 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7884 demo_upsell_unload_bitmaps();
7889 // ----------------------------------------------------------------
7891 // DEMO UPSELL SCREENS END
7893 // ----------------------------------------------------------------
7896 // ----------------------------------------------------------------
7898 // Subspace Ambient Sound START
7900 // ----------------------------------------------------------------
7902 static int Subspace_ambient_left_channel = -1;
7903 static int Subspace_ambient_right_channel = -1;
7906 void game_start_subspace_ambient_sound()
7908 if ( Subspace_ambient_left_channel < 0 ) {
7909 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7912 if ( Subspace_ambient_right_channel < 0 ) {
7913 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7917 void game_stop_subspace_ambient_sound()
7919 if ( Subspace_ambient_left_channel >= 0 ) {
7920 snd_stop(Subspace_ambient_left_channel);
7921 Subspace_ambient_left_channel = -1;
7924 if ( Subspace_ambient_right_channel >= 0 ) {
7925 snd_stop(Subspace_ambient_right_channel);
7926 Subspace_ambient_right_channel = -1;
7930 // ----------------------------------------------------------------
7932 // Subspace Ambient Sound END
7934 // ----------------------------------------------------------------
7936 // ----------------------------------------------------------------
7938 // Language Autodetection stuff
7941 // this layout order must match Lcl_languages in localize.cpp in order for the
7942 // correct language to be detected
7943 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7945 1366105450, // English
7947 589986744, // English
7949 -1132430286, // German
7951 -1131728960, // Polish
7954 // default setting is "-1" to use config file with English as fall back
7955 // DO NOT change the default setting here or something uncouth might happen
7956 // in the localization code
7962 // try and open the file to verify
7963 CFILE *detect = cfopen("font01.vf", "rb");
7965 // will use default setting if something went wrong
7970 // get the long checksum of the file
7972 cfseek(detect, 0, SEEK_SET);
7973 cf_chksum_long(detect, &file_checksum);
7977 // now compare the checksum/filesize against known #'s
7978 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
7979 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
7984 // notify if a match was not found, include detected checksum
7985 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
7986 printf("Using default language...\n\n");
7992 // End Auto Lang stuff
7994 // ----------------------------------------------------------------
7996 // ----------------------------------------------------------------
7997 // SHIPS TBL VERIFICATION STUFF
8000 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8001 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8002 #define NUM_SHIPS_TBL_CHECKSUMS 3
8004 #define NUM_SHIPS_TBL_CHECKSUMS 1
8008 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8009 1696074201, // FS2 demo
8012 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8013 1603375034, // FS1 DEMO
8016 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8017 -129679197, // FS1 Full 1.06 (US)
8018 7762567, // FS1 SilentThreat
8019 1555372475 // FS1 Full 1.06 (German)
8023 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8024 -463907578, // US - beta 1
8025 1696074201, // FS2 demo
8028 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8029 // -1022810006, // 1.0 FULL
8030 -1254285366 // 1.2 FULL (German)
8034 void verify_ships_tbl()
8038 Game_ships_tbl_valid = 1;
8044 // detect if the packfile exists
8045 CFILE *detect = cfopen("ships.tbl", "rb");
8046 Game_ships_tbl_valid = 0;
8050 Game_ships_tbl_valid = 0;
8054 // get the long checksum of the file
8056 cfseek(detect, 0, SEEK_SET);
8057 cf_chksum_long(detect, &file_checksum);
8061 // now compare the checksum/filesize against known #'s
8062 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
8063 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
8064 Game_ships_tbl_valid = 1;
8071 DCF(shipspew, "display the checksum for the current ships.tbl")
8074 CFILE *detect = cfopen("ships.tbl", "rb");
8075 // get the long checksum of the file
8077 cfseek(detect, 0, SEEK_SET);
8078 cf_chksum_long(detect, &file_checksum);
8081 dc_printf("%d", file_checksum);
8084 // ----------------------------------------------------------------
8085 // WEAPONS TBL VERIFICATION STUFF
8088 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8089 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8090 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8092 #define NUM_WEAPONS_TBL_CHECKSUMS 1
8096 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8097 -266420030, // demo 1
8100 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8101 -1246928725, // FS1 DEMO
8104 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8105 -834598107, // FS1 1.06 Full (US)
8106 -1652231417, // FS1 SilentThreat
8107 720209793 // FS1 1.06 Full (German)
8111 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8112 141718090, // US - beta 1
8113 -266420030, // demo 1
8116 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8117 // 399297860, // 1.0 FULL
8118 -553984927 // 1.2 FULL (german)
8122 void verify_weapons_tbl()
8126 Game_weapons_tbl_valid = 1;
8132 // detect if the packfile exists
8133 CFILE *detect = cfopen("weapons.tbl", "rb");
8134 Game_weapons_tbl_valid = 0;
8138 Game_weapons_tbl_valid = 0;
8142 // get the long checksum of the file
8144 cfseek(detect, 0, SEEK_SET);
8145 cf_chksum_long(detect, &file_checksum);
8149 // now compare the checksum/filesize against known #'s
8150 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8151 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8152 Game_weapons_tbl_valid = 1;
8159 DCF(wepspew, "display the checksum for the current weapons.tbl")
8162 CFILE *detect = cfopen("weapons.tbl", "rb");
8163 // get the long checksum of the file
8165 cfseek(detect, 0, SEEK_SET);
8166 cf_chksum_long(detect, &file_checksum);
8169 dc_printf("%d", file_checksum);
8172 // if the game is running using hacked data
8173 int game_hacked_data()
8176 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8184 void display_title_screen()
8186 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
8187 ///int title_bitmap;
8190 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8191 if (title_bitmap == -1) {
8196 gr_set_bitmap(title_bitmap);
8204 bm_unload(title_bitmap);
8205 #endif // FS2_DEMO || OEM_BUILD || FS1_DEMO
8208 // return true if the game is running with "low memory", which is less than 48MB
8209 bool game_using_low_mem()
8211 if (Use_low_mem == 0) {