2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
18 * Revision 1.40 2005/10/01 21:40:38 taylor
19 * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20 * make sure a global cmdline.cfg file works with OS X when built as an app
22 * Revision 1.39 2005/08/12 08:57:20 taylor
23 * don't show hardware S-RAM value on HUD in debug
24 * do show in use GL texture memory
25 * have an actual fade effect for the credits screen artwork
27 * Revision 1.38 2004/09/20 01:31:44 theoddone33
30 * Revision 1.37 2004/07/04 11:31:43 taylor
31 * amd64 support, compiler warning fixes, don't use software rendering
33 * Revision 1.36 2004/06/12 01:11:35 taylor
34 * x86 compile fixes for OSX patch
36 * Revision 1.35 2004/06/11 00:53:02 tigital
37 * OSX: .app name, casts for gcc
39 * Revision 1.34 2003/08/09 03:18:03 taylor
40 * fix tips popup not having any tips
42 * Revision 1.33 2003/08/03 15:57:00 taylor
43 * simpler mouse usage; default ini settings in os_init(); cleanup
45 * Revision 1.32 2003/06/19 11:51:41 taylor
46 * adjustments to memory leak fixes
48 * Revision 1.31 2003/06/11 18:30:32 taylor
51 * Revision 1.30 2003/06/03 04:00:39 taylor
52 * Polish language support (Janusz Dziemidowicz)
54 * Revision 1.29 2003/05/25 02:30:42 taylor
57 * Revision 1.28 2003/05/18 03:55:30 taylor
58 * automatic language selection support
60 * Revision 1.27 2003/03/03 04:54:44 theoddone33
61 * Commit Taylor's ShowFPS fix
63 * Revision 1.26 2003/02/20 17:41:07 theoddone33
64 * Userdir patch from Taylor Richards
66 * Revision 1.25 2003/01/30 19:54:10 relnev
67 * ini config option for the frames per second counter (Taylor Richards)
69 * Revision 1.24 2002/08/31 01:39:13 theoddone33
70 * Speed up the renderer a tad
72 * Revision 1.23 2002/08/04 02:31:00 relnev
73 * make numlock not overlap with pause
75 * Revision 1.22 2002/08/02 23:07:03 relnev
76 * don't access the mouse in standalone mode
78 * Revision 1.21 2002/07/28 05:05:08 relnev
79 * removed some old stuff
81 * Revision 1.20 2002/07/24 00:20:41 relnev
84 * Revision 1.19 2002/06/17 06:33:08 relnev
85 * ryan's struct patch for gcc 2.95
87 * Revision 1.18 2002/06/16 04:46:33 relnev
88 * set up correct checksums for demo
90 * Revision 1.17 2002/06/09 04:41:17 relnev
91 * added copyright header
93 * Revision 1.16 2002/06/09 03:16:04 relnev
96 * removed unneeded asm, old sdl 2d setup.
98 * fixed crash caused by opengl_get_region.
100 * Revision 1.15 2002/06/05 08:05:28 relnev
101 * stub/warning removal.
103 * reworked the sound code.
105 * Revision 1.14 2002/06/05 04:03:32 relnev
106 * finished cfilesystem.
108 * removed some old code.
110 * fixed mouse save off-by-one.
114 * Revision 1.13 2002/06/02 04:26:34 relnev
117 * Revision 1.12 2002/06/02 00:31:35 relnev
118 * implemented osregistry
120 * Revision 1.11 2002/06/01 09:00:34 relnev
121 * silly debug memmanager
123 * Revision 1.10 2002/06/01 07:12:32 relnev
124 * a few NDEBUG updates.
126 * removed a few warnings.
128 * Revision 1.9 2002/05/31 03:05:59 relnev
131 * Revision 1.8 2002/05/29 02:52:32 theoddone33
132 * Enable OpenGL renderer
134 * Revision 1.7 2002/05/28 08:52:03 relnev
135 * implemented two assembly stubs.
137 * cleaned up a few warnings.
139 * added a little demo hackery to make it progress a little farther.
141 * Revision 1.6 2002/05/28 06:28:20 theoddone33
142 * Filesystem mods, actually reads some data files now
144 * Revision 1.5 2002/05/28 04:07:28 theoddone33
145 * New graphics stubbing arrangement
147 * Revision 1.4 2002/05/27 22:46:52 theoddone33
148 * Remove more undefined symbols
150 * Revision 1.3 2002/05/26 23:31:18 relnev
151 * added a few files that needed to be compiled
153 * freespace.cpp: now compiles
155 * Revision 1.2 2002/05/07 03:16:44 theoddone33
156 * The Great Newline Fix
158 * Revision 1.1.1.1 2002/05/03 03:28:09 root
162 * 201 6/16/00 3:15p Jefff
163 * sim of the year dvd version changes, a few german soty localization
166 * 200 11/03/99 11:06a Jefff
169 * 199 10/26/99 5:07p Jamest
170 * fixed jeffs dumb debug code
172 * 198 10/25/99 5:53p Jefff
173 * call control_config_common_init() on startup
175 * 197 10/14/99 10:18a Daveb
176 * Fixed incorrect CD checking problem on standalone server.
178 * 196 10/13/99 9:22a Daveb
179 * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180 * related to movies. Fixed launcher spawning from PXO screen.
182 * 195 10/06/99 11:05a Jefff
183 * new oem upsell 3 hotspot coords
185 * 194 10/06/99 10:31a Jefff
188 * 193 10/01/99 9:10a Daveb
191 * 192 9/15/99 4:57a Dave
192 * Updated ships.tbl checksum
194 * 191 9/15/99 3:58a Dave
195 * Removed framerate warning at all times.
197 * 190 9/15/99 3:16a Dave
198 * Remove mt-011.fs2 from the builtin mission list.
200 * 189 9/15/99 1:45a Dave
201 * Don't init joystick on standalone. Fixed campaign mode on standalone.
202 * Fixed no-score-report problem in TvT
204 * 188 9/14/99 6:08a Dave
205 * Updated (final) single, multi, and campaign list.
207 * 187 9/14/99 3:26a Dave
208 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209 * respawn-too-early problem. Made a few crash points safe.
211 * 186 9/13/99 4:52p Dave
214 * 185 9/12/99 8:09p Dave
215 * Fixed problem where skip-training button would cause mission messages
216 * not to get paged out for the current mission.
218 * 184 9/10/99 11:53a Dave
219 * Shutdown graphics before sound to eliminate apparent lockups when
220 * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
222 * 183 9/09/99 11:40p Dave
223 * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224 * 2 end movies properly, based upon what the player did in the mission.
226 * 182 9/08/99 10:29p Dave
227 * Make beam sound pausing and unpausing much safer.
229 * 181 9/08/99 10:01p Dave
230 * Make sure game won't run in a drive's root directory. Make sure
231 * standalone routes suqad war messages properly to the host.
233 * 180 9/08/99 3:22p Dave
234 * Updated builtin mission list.
236 * 179 9/08/99 12:01p Jefff
237 * fixed Game_builtin_mission_list typo on Training-2.fs2
239 * 178 9/08/99 9:48a Andsager
240 * Add force feedback for engine wash.
242 * 177 9/07/99 4:01p Dave
243 * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244 * does everything properly (setting up address when binding). Remove
245 * black rectangle background from UI_INPUTBOX.
247 * 176 9/13/99 2:40a Dave
248 * Comment in full 80 minute CD check for RELEASE_REAL builds.
250 * 175 9/06/99 6:38p Dave
251 * Improved CD detection code.
253 * 174 9/06/99 1:30a Dave
254 * Intermediate checkin. Started on enforcing CD-in-drive to play the
257 * 173 9/06/99 1:16a Dave
258 * Make sure the user sees the intro movie.
260 * 172 9/04/99 8:00p Dave
261 * Fixed up 1024 and 32 bit movie support.
263 * 171 9/03/99 1:32a Dave
264 * CD checking by act. Added support to play 2 cutscenes in a row
265 * seamlessly. Fixed super low level cfile bug related to files in the
266 * root directory of a CD. Added cheat code to set campaign mission # in
269 * 170 9/01/99 10:49p Dave
270 * Added nice SquadWar checkbox to the client join wait screen.
272 * 169 9/01/99 10:14a Dave
275 * 168 8/29/99 4:51p Dave
276 * Fixed damaged checkin.
278 * 167 8/29/99 4:18p Andsager
279 * New "burst" limit for friendly damage. Also credit more damage done
280 * against large friendly ships.
282 * 166 8/27/99 6:38p Alanl
283 * crush the blasted repeating messages bug
285 * 164 8/26/99 9:09p Dave
286 * Force framerate check in everything but a RELEASE_REAL build.
288 * 163 8/26/99 9:45a Dave
289 * First pass at easter eggs and cheats.
291 * 162 8/24/99 8:55p Dave
292 * Make sure nondimming pixels work properly in tech menu.
294 * 161 8/24/99 1:49a Dave
295 * Fixed client-side afterburner stuttering. Added checkbox for no version
296 * checking on PXO join. Made button info passing more friendly between
299 * 160 8/22/99 5:53p Dave
300 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301 * instead of ship designations for multiplayer players.
303 * 159 8/22/99 1:19p Dave
304 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305 * which d3d cards are detected.
307 * 158 8/20/99 2:09p Dave
308 * PXO banner cycling.
310 * 157 8/19/99 10:59a Dave
311 * Packet loss detection.
313 * 156 8/19/99 10:12a Alanl
314 * preload mission-specific messages on machines greater than 48MB
316 * 155 8/16/99 4:04p Dave
317 * Big honking checkin.
319 * 154 8/11/99 5:54p Dave
320 * Fixed collision problem. Fixed standalone ghost problem.
322 * 153 8/10/99 7:59p Jefff
325 * 152 8/10/99 6:54p Dave
326 * Mad optimizations. Added paging to the nebula effect.
328 * 151 8/10/99 3:44p Jefff
329 * loads Intelligence information on startup
331 * 150 8/09/99 3:47p Dave
332 * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333 * non-nebula missions.
335 * 149 8/09/99 2:21p Andsager
336 * Fix patching from multiplayer direct to launcher update tab.
338 * 148 8/09/99 10:36a Dave
339 * Version info for game.
341 * 147 8/06/99 9:46p Dave
342 * Hopefully final changes for the demo.
344 * 146 8/06/99 3:34p Andsager
345 * Make title version info "(D)" -> "D" show up nicely
347 * 145 8/06/99 2:59p Adamp
348 * Fixed NT launcher/update problem.
350 * 144 8/06/99 1:52p Dave
351 * Bumped up MAX_BITMAPS for the demo.
353 * 143 8/06/99 12:17p Andsager
354 * Demo: down to just 1 demo dog
356 * 142 8/05/99 9:39p Dave
357 * Yet another new checksum.
359 * 141 8/05/99 6:19p Dave
360 * New demo checksums.
362 * 140 8/05/99 5:31p Andsager
363 * Up demo version 1.01
365 * 139 8/05/99 4:22p Andsager
366 * No time limit on upsell screens. Reverse order of display of upsell
369 * 138 8/05/99 4:17p Dave
370 * Tweaks to client interpolation.
372 * 137 8/05/99 3:52p Danw
374 * 136 8/05/99 3:01p Danw
376 * 135 8/05/99 2:43a Anoop
377 * removed duplicate definition.
379 * 134 8/05/99 2:13a Dave
382 * 133 8/05/99 2:05a Dave
385 * 132 8/05/99 1:22a Andsager
388 * 131 8/04/99 9:51p Andsager
389 * Add title screen to demo
391 * 130 8/04/99 6:47p Jefff
392 * fixed link error resulting from #ifdefs
394 * 129 8/04/99 6:26p Dave
395 * Updated ship tbl checksum.
397 * 128 8/04/99 5:40p Andsager
398 * Add multiple demo dogs
400 * 127 8/04/99 5:36p Andsager
401 * Show upsell screens at end of demo campaign before returning to main
404 * 126 8/04/99 11:42a Danw
405 * tone down EAX reverb
407 * 125 8/04/99 11:23a Dave
408 * Updated demo checksums.
410 * 124 8/03/99 11:02p Dave
411 * Maybe fixed sync problems in multiplayer.
413 * 123 8/03/99 6:21p Jefff
416 * 122 8/03/99 3:44p Andsager
417 * Launch laucher if trying to run FS without first having configured
420 * 121 8/03/99 12:45p Dave
423 * 120 8/02/99 9:13p Dave
426 * 119 7/30/99 10:31p Dave
427 * Added comm menu to the configurable hud files.
429 * 118 7/30/99 5:17p Andsager
430 * first fs2demo checksums
432 * 117 7/29/99 3:09p Anoop
434 * 116 7/29/99 12:05a Dave
435 * Nebula speed optimizations.
437 * 115 7/27/99 8:59a Andsager
438 * Make major, minor version consistent for all builds. Only show major
439 * and minor for launcher update window.
441 * 114 7/26/99 5:50p Dave
442 * Revised ingame join. Better? We'll see....
444 * 113 7/26/99 5:27p Andsager
445 * Add training mission as builtin to demo build
447 * 112 7/24/99 1:54p Dave
448 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
451 * 111 7/22/99 4:00p Dave
452 * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
454 * 110 7/21/99 8:10p Dave
455 * First run of supernova effect.
457 * 109 7/20/99 1:49p Dave
458 * Peter Drake build. Fixed some release build warnings.
460 * 108 7/19/99 2:26p Andsager
461 * set demo multiplayer missions
463 * 107 7/18/99 5:19p Dave
464 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
466 * 106 7/16/99 1:50p Dave
467 * 8 bit aabitmaps. yay.
469 * 105 7/15/99 3:07p Dave
470 * 32 bit detection support. Mouse coord commandline.
472 * 104 7/15/99 2:13p Dave
473 * Added 32 bit detection.
475 * 103 7/15/99 9:20a Andsager
476 * FS2_DEMO initial checkin
478 * 102 7/14/99 11:02a Dave
479 * Skill level default back to easy. Blech.
481 * 101 7/09/99 5:54p Dave
482 * Seperated cruiser types into individual types. Added tons of new
483 * briefing icons. Campaign screen.
485 * 100 7/08/99 4:43p Andsager
486 * New check for sparky_hi and print if not found.
488 * 99 7/08/99 10:53a Dave
489 * New multiplayer interpolation scheme. Not 100% done yet, but still
490 * better than the old way.
492 * 98 7/06/99 4:24p Dave
493 * Mid-level checkin. Starting on some potentially cool multiplayer
496 * 97 7/06/99 3:35p Andsager
497 * Allow movie to play before red alert mission.
499 * 96 7/03/99 5:50p Dave
500 * Make rotated bitmaps draw properly in padlock views.
502 * 95 7/02/99 9:55p Dave
503 * Player engine wash sound.
505 * 94 7/02/99 4:30p Dave
506 * Much more sophisticated lightning support.
508 * 93 6/29/99 7:52p Dave
509 * Put in exception handling in FS2.
511 * 92 6/22/99 9:37p Dave
512 * Put in pof spewing.
514 * 91 6/16/99 4:06p Dave
515 * New pilot info popup. Added new draw-bitmap-as-poly function.
517 * 90 6/15/99 1:56p Andsager
518 * For release builds, allow start up in high res only with
521 * 89 6/15/99 9:34a Dave
522 * Fixed key checking in single threaded version of the stamp notification
525 * 88 6/09/99 2:55p Andsager
526 * Allow multiple asteroid subtypes (of large, medium, small) and follow
529 * 87 6/08/99 1:14a Dave
530 * Multi colored hud test.
532 * 86 6/04/99 9:52a Dave
533 * Fixed some rendering problems.
535 * 85 6/03/99 10:15p Dave
536 * Put in temporary main hall screen.
538 * 84 6/02/99 6:18p Dave
539 * Fixed TNT lockup problems! Wheeeee!
541 * 83 6/01/99 3:52p Dave
542 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543 * dead popup, pxo find player popup, pxo private room popup.
545 * 82 5/26/99 1:28p Jasenw
546 * changed coords for loading ani
548 * 81 5/26/99 11:46a Dave
549 * Added ship-blasting lighting and made the randomization of lighting
550 * much more customizable.
552 * 80 5/24/99 5:45p Dave
553 * Added detail levels to the nebula, with a decent speedup. Split nebula
554 * lightning into its own section.
572 #include "systemvars.h"
577 #include "starfield.h"
578 #include "lighting.h"
583 #include "fireballs.h"
587 #include "floating.h"
588 #include "gamesequence.h"
590 #include "optionsmenu.h"
591 #include "playermenu.h"
592 #include "trainingmenu.h"
593 #include "techmenu.h"
596 #include "hudmessage.h"
598 #include "missiongoals.h"
599 #include "missionparse.h"
604 #include "multiutil.h"
605 #include "multimsgs.h"
609 #include "freespace.h"
610 #include "managepilot.h"
612 #include "contexthelp.h"
615 #include "missionbrief.h"
616 #include "missiondebrief.h"
618 #include "missionshipchoice.h"
620 #include "hudconfig.h"
621 #include "controlsconfig.h"
622 #include "missionmessage.h"
623 #include "missiontraining.h"
625 #include "hudtarget.h"
627 #include "eventmusic.h"
628 #include "animplay.h"
629 #include "missionweaponchoice.h"
630 #include "missionlog.h"
631 #include "audiostr.h"
633 #include "missioncampaign.h"
635 #include "missionhotkey.h"
636 #include "objectsnd.h"
637 #include "cmeasure.h"
639 #include "linklist.h"
640 #include "shockwave.h"
641 #include "afterburner.h"
646 #include "stand_gui.h"
647 #include "pcxutils.h"
648 #include "hudtargetbox.h"
649 #include "multi_xfer.h"
650 #include "hudescort.h"
651 #include "multiutil.h"
654 #include "multiteamselect.h"
656 #include "readyroom.h"
657 #include "mainhallmenu.h"
658 #include "multilag.h"
660 #include "particle.h"
662 #include "multi_ingame.h"
663 #include "snazzyui.h"
664 #include "asteroid.h"
665 #include "popupdead.h"
666 #include "multi_voice.h"
667 #include "missioncmdbrief.h"
668 #include "redalert.h"
669 #include "gameplayhelp.h"
670 #include "multilag.h"
671 #include "staticrand.h"
672 #include "multi_pmsg.h"
673 #include "levelpaging.h"
674 #include "observer.h"
675 #include "multi_pause.h"
676 #include "multi_endgame.h"
677 #include "cutscenes.h"
678 #include "multi_respawn.h"
680 #include "multi_obj.h"
681 #include "multi_log.h"
683 #include "localize.h"
684 #include "osregistry.h"
685 #include "barracks.h"
686 #include "missionpause.h"
688 #include "alphacolors.h"
689 #include "objcollide.h"
692 #include "neblightning.h"
693 #include "shipcontrails.h"
696 #include "multi_dogfight.h"
697 #include "multi_rate.h"
698 #include "muzzleflash.h"
702 #include "mainhalltemp.h"
703 #include "exceptionhandler.h"
704 #include "supernova.h"
705 #include "hudshield.h"
706 // #include "names.h"
708 #include "missionloopbrief.h"
712 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
718 // 1.00.04 5/26/98 MWA -- going final (12 pm)
719 // 1.00.03 5/26/98 MWA -- going final (3 am)
720 // 1.00.02 5/25/98 MWA -- going final
721 // 1.00.01 5/25/98 MWA -- going final
722 // 0.90 5/21/98 MWA -- getting ready for final.
723 // 0.10 4/9/98. Set by MK.
725 // Demo version: (obsolete since DEMO codebase split from tree)
726 // 0.03 4/10/98 AL. Interplay rev
727 // 0.02 4/8/98 MK. Increased when this system was modified.
728 // 0.01 4/7/98? AL. First release to Interplay QA.
731 // 1.00 5/28/98 AL. First release to Interplay QA.
733 void game_level_init(int seed = -1);
734 void game_post_level_init();
735 void game_do_frame();
736 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
737 void game_reset_time();
738 void game_show_framerate(); // draws framerate in lower right corner
740 int Game_no_clear = 0;
742 int Pofview_running = 0;
743 int Nebedit_running = 0;
745 typedef struct big_expl_flash {
746 float max_flash_intensity; // max intensity
747 float cur_flash_intensity; // cur intensity
748 int flash_start; // start time
751 #define FRAME_FILTER 16
753 #define DEFAULT_SKILL_LEVEL 1
754 int Game_skill_level = DEFAULT_SKILL_LEVEL;
756 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
757 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
759 #define EXE_FNAME ("fs2.exe")
760 #define LAUNCHER_FNAME ("freespace2.exe")
763 // JAS: Code for warphole camera.
764 // Needs to be cleaned up.
765 vector Camera_pos = ZERO_VECTOR;
766 vector Camera_velocity = ZERO_VECTOR;
767 vector Camera_desired_velocity = ZERO_VECTOR;
768 matrix Camera_orient = IDENTITY_MATRIX;
769 float Camera_damping = 1.0f;
770 float Camera_time = 0.0f;
771 float Warpout_time = 0.0f;
772 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
773 int Warpout_sound = -1;
775 int Use_joy_mouse = 0;
776 int Use_palette_flash = 1;
778 int Use_fullscreen_at_startup = 0;
780 int Show_area_effect = 0;
781 object *Last_view_target = NULL;
783 int dogfight_blown = 0;
786 float frametimes[FRAME_FILTER];
787 float frametotal = 0.0f;
791 int Show_framerate = 0;
793 int Show_framerate = 1;
796 int Framerate_cap = 120;
799 int Show_target_debug_info = 0;
800 int Show_target_weapons = 0;
804 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
807 int Debug_octant = -1;
809 fix Game_time_compression = F1_0;
811 // if the ships.tbl the player has is valid
812 int Game_ships_tbl_valid = 0;
814 // if the weapons.tbl the player has is valid
815 int Game_weapons_tbl_valid = 0;
819 extern int Player_attacking_enabled;
823 int Pre_player_entry;
825 int Fred_running = 0;
826 char Game_current_mission_filename[MAX_FILENAME_LEN];
827 int game_single_step = 0;
828 int last_single_step=0;
830 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
831 extern int MSG_WINDOW_Y_START;
832 extern int MSG_WINDOW_HEIGHT;
834 int game_zbuffer = 1;
835 //static int Game_music_paused;
836 static int Game_paused;
840 #define EXPIRE_BAD_CHECKSUM 1
841 #define EXPIRE_BAD_TIME 2
843 extern void ssm_init();
844 extern void ssm_level_init();
845 extern void ssm_process();
847 // static variable to contain the time this version was built
848 // commented out for now until
849 // I figure out how to get the username into the file
850 //LOCAL char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
852 // defines and variables used for dumping frame for making trailers.
854 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
855 int Debug_dump_trigger = 0;
856 int Debug_dump_frame_count;
857 int Debug_dump_frame_num = 0;
858 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
861 // amount of time to wait after the player has died before we display the death died popup
862 #define PLAYER_DIED_POPUP_WAIT 2500
863 int Player_died_popup_wait = -1;
864 int Player_multi_died_check = -1;
866 // builtin mission list stuff
868 int Game_builtin_mission_count = 6;
869 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
870 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
871 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
873 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
874 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
875 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
877 #elif defined(FS1_DEMO)
878 int Game_builtin_mission_count = 5;
879 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
880 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
881 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
882 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
883 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
884 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
886 #elif defined(PD_BUILD)
887 int Game_builtin_mission_count = 4;
888 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
889 { "sm1-01.fs2", (FSB_FROM_VOLITION) },
890 { "sm1-05.fs2", (FSB_FROM_VOLITION) },
891 { "sm1-01", (FSB_FROM_VOLITION) },
892 { "sm1-05", (FSB_FROM_VOLITION) },
894 #elif defined(MULTIPLAYER_BETA)
895 int Game_builtin_mission_count = 17;
896 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
898 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
899 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
900 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
901 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
902 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
903 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
904 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
905 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
906 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
907 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
908 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
909 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
910 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
911 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
912 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
913 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
914 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
916 #elif defined(OEM_BUILD)
917 int Game_builtin_mission_count = 17;
918 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
919 // oem version - act 1 only
920 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
923 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
930 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
931 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
932 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
933 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
934 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
935 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
936 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
937 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
938 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
940 #elif defined(MAKE_FS1)
941 int Game_builtin_mission_count = 125;
942 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
943 // single player campaign
944 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
947 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
948 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
949 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
960 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
961 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
971 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
972 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
974 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
975 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
976 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
977 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
978 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
982 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
983 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
984 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
987 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
988 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
989 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
990 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
991 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
994 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
995 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
997 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
998 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
999 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1000 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1001 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1002 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1003 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1004 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1005 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1006 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1007 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1008 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1009 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1010 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1011 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1012 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1013 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1014 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1015 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1017 // SilentThreat missions
1018 // Main SilentThreat campaign
1019 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1021 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1026 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1027 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1028 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1029 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1030 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1031 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1032 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1034 // SilentThreat Part 1 - multi-coop
1035 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1037 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1038 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1039 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1041 // SilentThreat Part 2 - multi-coop
1042 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1044 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1045 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1046 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1048 // SilentThreat Part 3 - multi-coop
1049 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1051 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1052 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1053 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1055 // SilentThreat Part 4 - multi-coop
1056 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1058 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1059 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1060 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1062 // multiplayer missions
1063 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1064 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1065 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1066 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1067 // user supplied missions
1068 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1069 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1070 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1071 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1072 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1073 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1074 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1075 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1076 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1077 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1078 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1079 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1080 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1081 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1082 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1083 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1084 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1085 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1086 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1087 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1088 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1089 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1090 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1091 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1092 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1093 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1094 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1095 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1096 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1097 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1098 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1099 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1102 int Game_builtin_mission_count = 92;
1103 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1104 // single player campaign
1105 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1108 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1119 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1130 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1131 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1146 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1147 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1148 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1149 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1150 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1151 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1152 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1154 // multiplayer missions
1157 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1158 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1159 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1162 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1163 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1164 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1165 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1168 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1169 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1170 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1171 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1172 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1173 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1174 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1175 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1176 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1177 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1178 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1179 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1180 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1181 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1182 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1183 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1184 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1185 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1186 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1187 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1188 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1189 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1190 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1191 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1192 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1193 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1194 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1195 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1198 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1199 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1200 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1201 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1202 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1203 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1204 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1205 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1206 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1207 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1210 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1211 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1212 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1213 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1214 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1219 // Internal function prototypes
1220 void game_maybe_draw_mouse(float frametime);
1221 void init_animating_pointer();
1222 void load_animating_pointer(const char *filename, int dx, int dy);
1223 void unload_animating_pointer();
1224 void game_do_training_checks();
1225 void game_shutdown(void);
1226 void game_show_event_debug(float frametime);
1227 void game_event_debug_init();
1229 void demo_upsell_show_screens();
1230 void game_start_subspace_ambient_sound();
1231 void game_stop_subspace_ambient_sound();
1232 void verify_ships_tbl();
1233 void verify_weapons_tbl();
1234 void display_title_screen();
1236 // loading background filenames
1237 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1238 "LoadingBG", // GR_640
1239 "2_LoadingBG" // GR_1024
1243 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1244 "Loading.ani", // GR_640
1245 "2_Loading.ani" // GR_1024
1248 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1249 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1257 #elif defined(OEM_BUILD)
1258 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1267 // How much RAM is on this machine. Set in WinMain
1268 static int Freespace_total_ram = 0;
1271 float Game_flash_red = 0.0f;
1272 float Game_flash_green = 0.0f;
1273 float Game_flash_blue = 0.0f;
1274 float Sun_spot = 0.0f;
1275 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1277 // game shudder stuff (in ms)
1278 int Game_shudder_time = -1;
1279 int Game_shudder_total = 0;
1280 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1283 sound_env Game_sound_env;
1284 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1285 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1287 int Game_sound_env_update_timestamp;
1289 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1292 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1294 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1298 // look through all existing builtin missions
1299 for(idx=0; idx<Game_builtin_mission_count; idx++){
1300 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1301 return &Game_builtin_mission_list[idx];
1309 int game_get_default_skill_level()
1311 return DEFAULT_SKILL_LEVEL;
1315 void game_flash_reset()
1317 Game_flash_red = 0.0f;
1318 Game_flash_green = 0.0f;
1319 Game_flash_blue = 0.0f;
1321 Big_expl_flash.max_flash_intensity = 0.0f;
1322 Big_expl_flash.cur_flash_intensity = 0.0f;
1323 Big_expl_flash.flash_start = 0;
1326 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1327 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1329 void game_framerate_check_init()
1331 // zero critical time
1332 Gf_critical_time = 0.0f;
1335 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1336 Gf_critical = 15.0f;
1338 Gf_critical = 25.0f;
1342 extern float Framerate;
1343 void game_framerate_check()
1347 // if the current framerate is above the critical level, add frametime
1348 if(Framerate >= Gf_critical){
1349 Gf_critical_time += flFrametime;
1352 if(!Show_framerate){
1356 // display if we're above the critical framerate
1357 if(Framerate < Gf_critical){
1358 gr_set_color_fast(&Color_bright_red);
1359 gr_string(200, y_start, "Framerate warning");
1364 // display our current pct of good frametime
1365 if(f2fl(Missiontime) >= 0.0f){
1366 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1369 gr_set_color_fast(&Color_bright_green);
1371 gr_set_color_fast(&Color_bright_red);
1374 gr_printf(200, y_start, "%d%%", (int)pct);
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 = 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
2056 uint load_mission_load;
2057 uint load_post_level_init;
2058 uint 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 = 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 #if defined (PLAT_UNIX) && defined(RELEASE_REAL)
2371 // show the FPS counter if the config file says so
2372 Show_framerate = os_config_read_uint( NULL, NOX("ShowFPS"), 0 );
2375 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2376 Asteroids_enabled = 1;
2379 /////////////////////////////
2381 /////////////////////////////
2385 ptr = os_config_read_string(NULL, NOX("Soundcard"), NULL);
2386 mprintf(("soundcard = %s\n", ptr ? ptr : "<nothing>"));
2388 if (!SDL_strcasecmp(ptr, NOX("no sound"))) {
2389 Cmdline_freespace_no_sound = 1;
2390 } else if ( !SDL_strcasecmp(ptr, NOX("EAX")) || !SDL_strcasecmp(ptr, NOX("Aureal A3D")) ) {
2395 if (!Is_standalone) {
2398 /////////////////////////////
2400 /////////////////////////////
2402 ptr = os_config_read_string(NULL, NOX("Videocard"), NULL);
2408 // check for hi res pack file
2409 int has_sparky_hi = 0;
2411 // check if sparky_hi exists -- access mode 0 means does file exist
2412 #ifndef MAKE_FS1 // shoudn't have it so don't check
2413 char sparky_path[MAX_PATH];
2414 SDL_snprintf(sparky_path, sizeof(sparky_path), "%s%s%s", Cfile_root_dir, DIR_SEPARATOR_STR, "sparky_hi_fs2.vp");
2416 if ( access(sparky_path, 0) == 0 ) {
2419 mprintf(("No sparky_hi_fs2.vp in directory %s\n", Cfile_root_dir));
2423 if ( !Is_standalone && ptr && strstr(ptr, NOX("OpenGL")) ) {
2424 if(has_sparky_hi && strstr(ptr, NOX("(1024x768)"))){
2425 gr_init(GR_1024, GR_OPENGL);
2427 gr_init(GR_640, GR_OPENGL);
2432 //gr_init(GR_640, GR_OPENGL);
2436 ptr = os_config_read_string(NULL,NOX("Gamma"),NOX("1.80"));
2437 Freespace_gamma = (float)atof(ptr);
2438 if ( Freespace_gamma == 0.0f ) {
2439 Freespace_gamma = 1.80f;
2440 } else if ( Freespace_gamma < 0.1f ) {
2441 Freespace_gamma = 0.1f;
2442 } else if ( Freespace_gamma > 5.0f ) {
2443 Freespace_gamma = 5.0f;
2445 char tmp_gamma_string[32];
2446 SDL_snprintf( tmp_gamma_string, sizeof(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2447 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2449 gr_set_gamma(Freespace_gamma);
2451 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
2454 display_title_screen();
2458 // attempt to load up master tracker registry info (login and password)
2459 Multi_tracker_id = -1;
2461 // pxo login and password
2462 ptr = os_config_read_string(NOX("PXO"),NOX("Login"),NULL);
2464 nprintf(("Network","Error reading in PXO login data\n"));
2465 SDL_strlcpy(Multi_tracker_login, "", sizeof(Multi_tracker_login));
2467 SDL_strlcpy(Multi_tracker_login, ptr, sizeof(Multi_tracker_login));
2469 ptr = os_config_read_string(NOX("PXO"),NOX("Password"),NULL);
2471 nprintf(("Network","Error reading PXO password\n"));
2472 SDL_strlcpy(Multi_tracker_passwd, "", sizeof(Multi_tracker_passwd));
2474 SDL_strlcpy(Multi_tracker_passwd, ptr, sizeof(Multi_tracker_passwd));
2477 // pxo squad name and password
2478 ptr = os_config_read_string(NOX("PXO"),NOX("SquadName"),NULL);
2480 nprintf(("Network","Error reading in PXO squad name\n"));
2481 SDL_strlcpy(Multi_tracker_squad_name, "", sizeof(Multi_tracker_squad_name));
2483 SDL_strlcpy(Multi_tracker_squad_name, ptr, sizeof(Multi_tracker_squad_name));
2486 // If less than 48MB of RAM, use low memory model.
2487 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2488 mprintf(( "Using normal memory settings...\n" ));
2489 bm_set_low_mem(1); // Use every other frame of bitmaps
2491 mprintf(( "Using high memory settings...\n" ));
2492 bm_set_low_mem(0); // Use all frames of bitmaps
2495 // load non-darkening pixel defs
2496 palman_load_pixels();
2498 // hud shield icon stuff
2499 hud_shield_game_init();
2501 control_config_common_init(); // sets up localization stuff in the control config
2507 gamesnd_parse_soundstbl();
2512 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2517 player_controls_init();
2520 //if(!Is_standalone){
2528 ship_init(); // read in ships.tbl
2530 mission_campaign_init(); // load in the default campaign
2532 // navmap_init(); // init the navigation map system
2533 context_help_init();
2534 techroom_intel_init(); // parse species.tbl, load intel info
2536 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2537 init_animating_pointer();
2539 mission_brief_common_init(); // Mark all the briefing structures as empty.
2540 gr_font_init(); // loads up all fonts
2542 neb2_init(); // fullneb stuff
2546 player_tips_init(); // helpful tips
2549 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2550 pilot_load_pic_list();
2551 pilot_load_squad_pic_list();
2553 load_animating_pointer(NOX("cursor"), 0, 0);
2555 // initialize alpha colors
2556 alpha_colors_init();
2559 // Game_music_paused = 0;
2566 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2567 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2569 mprintf(("cfile_init() took %d\n", e1 - s1));
2570 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2573 char transfer_text[128];
2575 float Start_time = 0.0f;
2577 float Framerate = 0.0f;
2579 float Timing_total = 0.0f;
2580 float Timing_render2 = 0.0f;
2581 float Timing_render3 = 0.0f;
2582 float Timing_flip = 0.0f;
2583 float Timing_clear = 0.0f;
2585 MONITOR(NumPolysDrawn);
2591 void game_get_framerate()
2593 char text[128] = "";
2595 if ( frame_int == -1 ) {
2597 for (i=0; i<FRAME_FILTER; i++ ) {
2598 frametimes[i] = 0.0f;
2603 frametotal -= frametimes[frame_int];
2604 frametotal += flFrametime;
2605 frametimes[frame_int] = flFrametime;
2606 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2608 if ( frametotal != 0.0 ) {
2609 if ( Framecount >= FRAME_FILTER )
2610 Framerate = FRAME_FILTER / frametotal;
2612 Framerate = Framecount / frametotal;
2613 SDL_snprintf( text, sizeof(text), NOX("FPS: %.1f"), Framerate );
2615 SDL_snprintf( text, sizeof(text), NOX("FPS: ?") );
2619 if (Show_framerate) {
2620 gr_set_color_fast(&HUD_color_debug);
2621 gr_string( 570, 2, text );
2625 void game_show_framerate()
2629 cur_time = f2fl(timer_get_approx_seconds());
2630 if (cur_time - Start_time > 30.0f) {
2631 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2632 Start_time += 1000.0f;
2635 //mprintf(( "%s\n", text ));
2638 if ( Debug_dump_frames )
2642 // possibly show control checking info
2643 control_check_indicate();
2645 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2646 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2647 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2648 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2651 if ( Show_cpu == 1 ) {
2656 dy = gr_get_font_height() + 1;
2658 gr_set_color_fast(&HUD_color_debug);
2661 extern int Gr_textures_in;
2662 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2665 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2667 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2669 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2671 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2673 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2678 extern int Num_pairs; // Number of object pairs that were checked.
2679 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2682 extern int Num_pairs_checked; // What percent of object pairs were checked.
2683 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2685 Num_pairs_checked = 0;
2689 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2692 if ( Timing_total > 0.01f ) {
2693 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2695 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2697 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2699 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2701 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2710 dy = gr_get_font_height() + 1;
2712 gr_set_color_fast(&HUD_color_debug);
2715 extern int TotalRam;
2716 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2721 extern int Model_ram;
2722 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2726 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2728 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2732 extern int Gr_textures_in;
2733 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2738 if ( Show_player_pos ) {
2742 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));
2745 MONITOR_INC(NumPolys, modelstats_num_polys);
2746 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2747 MONITOR_INC(NumVerts, modelstats_num_verts );
2749 modelstats_num_polys = 0;
2750 modelstats_num_polys_drawn = 0;
2751 modelstats_num_verts = 0;
2752 modelstats_num_sortnorms = 0;
2756 void game_show_standalone_framerate()
2758 float frame_rate=30.0f;
2759 if ( frame_int == -1 ) {
2761 for (i=0; i<FRAME_FILTER; i++ ) {
2762 frametimes[i] = 0.0f;
2767 frametotal -= frametimes[frame_int];
2768 frametotal += flFrametime;
2769 frametimes[frame_int] = flFrametime;
2770 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2772 if ( frametotal != 0.0 ) {
2773 if ( Framecount >= FRAME_FILTER ){
2774 frame_rate = FRAME_FILTER / frametotal;
2776 frame_rate = Framecount / frametotal;
2779 std_set_standalone_fps(frame_rate);
2783 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2784 void game_show_time_left()
2788 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2789 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2790 // checking how much time is left
2792 if ( Mission_end_time == -1 ){
2796 diff = f2i(Mission_end_time - Missiontime);
2797 // be sure to bash to 0. diff could be negative on frame that we quit mission
2802 hud_set_default_color();
2803 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2806 //========================================================================================
2807 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2808 //========================================================================================
2812 DCF(ai_pause,"Pauses ai")
2815 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2816 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
2817 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
2818 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
2821 obj_init_all_ships_physics();
2824 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
2825 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
2828 DCF(single_step,"Single steps the game")
2831 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2832 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
2833 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
2834 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
2836 last_single_step = 0; // Make so single step waits a frame before stepping
2839 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
2840 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
2843 DCF_BOOL(physics_pause, physics_paused)
2844 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2845 DCF_BOOL(ai_firing, Ai_firing_enabled )
2847 // Create some simple aliases to these commands...
2848 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2849 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2850 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2851 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2852 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2855 //========================================================================================
2856 //========================================================================================
2859 void game_training_pause_do()
2863 key = game_check_key();
2865 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2872 void game_increase_skill_level()
2875 if (Game_skill_level >= NUM_SKILL_LEVELS){
2876 Game_skill_level = 0;
2880 int Player_died_time;
2882 int View_percent = 100;
2885 DCF(view, "Sets the percent of the 3d view to render.")
2888 dc_get_arg(ARG_INT);
2889 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2890 View_percent = Dc_arg_int;
2892 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2898 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2902 dc_printf("View is set to %d%%\n", View_percent );
2907 // Set the clip region for the 3d rendering window
2908 void game_set_view_clip()
2910 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2911 // Set the clip region for the letterbox "dead view"
2912 int yborder = gr_screen.max_h/4;
2914 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2915 // J.S. I've changed my ways!! See the new "no constants" code!!!
2916 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
2918 // Set the clip region for normal view
2919 if ( View_percent >= 100 ) {
2922 int xborder, yborder;
2924 if ( View_percent < 5 ) {
2928 float fp = i2fl(View_percent)/100.0f;
2929 int fi = fl2i(fl_sqrt(fp)*100.0f);
2930 if ( fi > 100 ) fi=100;
2932 xborder = ( gr_screen.max_w*(100-fi) )/200;
2933 yborder = ( gr_screen.max_h*(100-fi) )/200;
2935 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2941 void show_debug_stuff()
2944 int laser_count = 0, missile_count = 0;
2946 for (i=0; i<MAX_OBJECTS; i++) {
2947 if (Objects[i].type == OBJ_WEAPON){
2948 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2950 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2956 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2959 extern int Tool_enabled;
2964 int tst_bitmap = -1;
2966 float tst_offset, tst_offset_total;
2969 void game_tst_frame_pre()
2977 g3_rotate_vertex(&v, &tst_pos);
2978 g3_project_vertex(&v);
2981 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2985 // big ship? always tst
2987 // within 3000 meters
2988 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2992 // within 300 meters
2993 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
3000 void game_tst_frame()
3010 tst_time = time(NULL);
3012 // load the tst bitmap
3013 switch((int)frand_range(0.0f, 3.0)){
3015 tst_bitmap = bm_load("ig_jim");
3017 mprintf(("TST 0\n"));
3021 tst_bitmap = bm_load("ig_kan");
3023 mprintf(("TST 1\n"));
3027 tst_bitmap = bm_load("ig_jim");
3029 mprintf(("TST 2\n"));
3033 tst_bitmap = bm_load("ig_kan");
3035 mprintf(("TST 3\n"));
3044 // get the tst bitmap dimensions
3046 bm_get_info(tst_bitmap, &w, &h);
3049 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
3051 snd_play(&Snds[SND_VASUDAN_BUP]);
3053 // tst x and direction
3057 tst_offset_total = (float)w;
3058 tst_offset = (float)w;
3060 tst_x = (float)gr_screen.max_w;
3061 tst_offset_total = (float)-w;
3062 tst_offset = (float)w;
3070 float diff = (tst_offset_total / 0.5f) * flFrametime;
3076 tst_offset -= fl_abs(diff);
3077 } else if(tst_mode == 2){
3080 tst_offset -= fl_abs(diff);
3084 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
3085 gr_bitmap((int)tst_x, (int)tst_y);
3088 if(timestamp_elapsed_safe(tst_stamp, 1100)){
3092 // if we passed the switch point
3093 if(tst_offset <= 0.0f){
3098 tst_stamp = timestamp(1000);
3099 tst_offset = fl_abs(tst_offset_total);
3110 void game_tst_mark(object *objp, ship *shipp)
3119 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3122 sip = &Ship_info[shipp->ship_info_index];
3129 tst_pos = objp->pos;
3130 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3136 extern void render_shields();
3138 void player_repair_frame(float frametime)
3140 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3142 for(idx=0;idx<MAX_PLAYERS;idx++){
3145 np = &Net_players[idx];
3147 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)){
3149 // don't rearm/repair if the player is dead or dying/departing
3150 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3151 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3156 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3157 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3163 #define NUM_FRAMES_TEST 300
3164 #define NUM_MIXED_SOUNDS 16
3165 void do_timing_test(float flFrametime)
3167 static int framecount = 0;
3168 static int test_running = 0;
3169 static float test_time = 0.0f;
3171 static int snds[NUM_MIXED_SOUNDS];
3174 if ( test_running ) {
3176 test_time += flFrametime;
3177 if ( framecount >= NUM_FRAMES_TEST ) {
3179 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3180 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3185 if ( Test_begin == 1 ) {
3191 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3194 // start looping digital sounds
3195 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3196 snds[i] = snd_play_looping( &Snds[i], 0.0f);
3203 DCF(dcf_fov, "Change the field of view")
3206 dc_get_arg(ARG_FLOAT|ARG_NONE);
3207 if ( Dc_arg_type & ARG_NONE ) {
3208 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3209 dc_printf( "Zoom factor reset\n" );
3211 if ( Dc_arg_type & ARG_FLOAT ) {
3212 if (Dc_arg_float < 0.25f) {
3213 Viewer_zoom = 0.25f;
3214 dc_printf("Zoom factor pinned at 0.25.\n");
3215 } else if (Dc_arg_float > 1.25f) {
3216 Viewer_zoom = 1.25f;
3217 dc_printf("Zoom factor pinned at 1.25.\n");
3219 Viewer_zoom = Dc_arg_float;
3225 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3228 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3232 DCF(framerate_cap, "Sets the framerate cap")
3235 dc_get_arg(ARG_INT);
3236 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3237 Framerate_cap = Dc_arg_int;
3239 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3245 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3246 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3247 dc_printf("[n] must be from 1 to 120.\n");
3251 if ( Framerate_cap )
3252 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3254 dc_printf("There is no framerate cap currently active.\n");
3258 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3259 int Show_viewing_from_self = 0;
3261 void say_view_target()
3263 object *view_target;
3265 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3266 view_target = &Objects[Player_ai->target_objnum];
3268 view_target = Player_obj;
3270 if (Game_mode & GM_DEAD) {
3271 if (Player_ai->target_objnum != -1)
3272 view_target = &Objects[Player_ai->target_objnum];
3275 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3276 if (view_target != Player_obj){
3278 char *view_target_name = NULL;
3279 switch(Objects[Player_ai->target_objnum].type) {
3281 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3284 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3285 Viewer_mode &= ~VM_OTHER_SHIP;
3287 case OBJ_JUMP_NODE: {
3288 char jump_node_name[128];
3289 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), sizeof(jump_node_name));
3290 view_target_name = jump_node_name;
3291 Viewer_mode &= ~VM_OTHER_SHIP;
3300 if ( view_target_name ) {
3301 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3302 Show_viewing_from_self = 1;
3305 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3306 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3307 Show_viewing_from_self = 1;
3309 if (Show_viewing_from_self)
3310 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3315 Last_view_target = view_target;
3319 float Game_hit_x = 0.0f;
3320 float Game_hit_y = 0.0f;
3322 // Reset at the beginning of each frame
3323 void game_whack_reset()
3329 // Apply a 2d whack to the player
3330 void game_whack_apply( float x, float y )
3332 // Do some force feedback
3333 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3339 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3342 // call to apply a "shudder"
3343 void game_shudder_apply(int time, float intensity)
3345 Game_shudder_time = timestamp(time);
3346 Game_shudder_total = time;
3347 Game_shudder_intensity = intensity;
3350 #define FF_SCALE 10000
3351 void apply_hud_shake(matrix *eye_orient)
3353 if (Viewer_obj == Player_obj) {
3354 physics_info *pi = &Player_obj->phys_info;
3362 // Make eye shake due to afterburner
3363 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3366 dtime = timestamp_until(pi->afterburner_decay);
3370 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3371 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3374 // Make eye shake due to engine wash
3376 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3379 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3380 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3382 // get the intensity
3383 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3387 vm_vec_rand_vec_quick(&rand_vec);
3390 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3394 // make hud shake due to shuddering
3395 if(Game_shudder_time != -1){
3396 // if the timestamp has elapsed
3397 if(timestamp_elapsed(Game_shudder_time)){
3398 Game_shudder_time = -1;
3400 // otherwise apply some shudder
3404 dtime = timestamp_until(Game_shudder_time);
3408 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));
3409 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));
3414 vm_angles_2_matrix(&tm, &tangles);
3415 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3416 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3417 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3418 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3423 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3425 // Player's velocity just before he blew up. Used to keep camera target moving.
3426 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3428 // Set eye_pos and eye_orient based on view mode.
3429 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3433 static int last_Viewer_mode = 0;
3434 static int last_Game_mode = 0;
3435 static int last_Viewer_objnum = -1;
3437 // This code is supposed to detect camera "cuts"... like going between
3440 // determine if we need to regenerate the nebula
3441 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3442 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3443 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3444 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3445 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3446 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3447 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3448 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3449 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3452 // regenerate the nebula
3456 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3457 //mprintf(( "************** Camera cut! ************\n" ));
3458 last_Viewer_mode = Viewer_mode;
3459 last_Game_mode = Game_mode;
3461 // Camera moved. Tell stars & debris to not do blurring.
3467 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3468 player_display_packlock_view();
3471 game_set_view_clip();
3473 if (Game_mode & GM_DEAD) {
3474 vector vec_to_deader, view_pos;
3477 Viewer_mode |= VM_DEAD_VIEW;
3479 if (Player_ai->target_objnum != -1) {
3480 int view_from_player = 1;
3482 if (Viewer_mode & VM_OTHER_SHIP) {
3483 // View from target.
3484 Viewer_obj = &Objects[Player_ai->target_objnum];
3486 last_Viewer_objnum = Player_ai->target_objnum;
3488 if ( Viewer_obj->type == OBJ_SHIP ) {
3489 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3490 view_from_player = 0;
3493 last_Viewer_objnum = -1;
3496 if ( view_from_player ) {
3497 // View target from player ship.
3499 *eye_pos = Player_obj->pos;
3500 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3501 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3504 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3506 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3507 dist += flFrametime * 16.0f;
3509 vm_vec_scale(&vec_to_deader, -dist);
3510 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3512 view_pos = Player_obj->pos;
3514 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3515 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3516 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3517 Dead_player_last_vel = Player_obj->phys_info.vel;
3518 //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));
3519 } else if (Player_ai->target_objnum != -1) {
3520 view_pos = Objects[Player_ai->target_objnum].pos;
3522 // Make camera follow explosion, but gradually slow down.
3523 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3524 view_pos = Player_obj->pos;
3525 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3526 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3529 *eye_pos = Dead_camera_pos;
3531 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3533 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3538 // if supernova shockwave
3539 if(supernova_camera_cut()){
3543 // call it dead view
3544 Viewer_mode |= VM_DEAD_VIEW;
3546 // set eye pos and orient
3547 supernova_set_view(eye_pos, eye_orient);
3549 // If already blown up, these other modes can override.
3550 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3551 Viewer_mode &= ~VM_DEAD_VIEW;
3553 Viewer_obj = Player_obj;
3555 if (Viewer_mode & VM_OTHER_SHIP) {
3556 if (Player_ai->target_objnum != -1){
3557 Viewer_obj = &Objects[Player_ai->target_objnum];
3558 last_Viewer_objnum = Player_ai->target_objnum;
3560 Viewer_mode &= ~VM_OTHER_SHIP;
3561 last_Viewer_objnum = -1;
3564 last_Viewer_objnum = -1;
3567 if (Viewer_mode & VM_EXTERNAL) {
3570 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3571 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3573 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3575 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3576 vm_vec_normalize(&eye_dir);
3577 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3580 // Modify the orientation based on head orientation.
3581 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3583 } else if ( Viewer_mode & VM_CHASE ) {
3586 if ( Viewer_obj->phys_info.speed < 0.1 )
3587 move_dir = Viewer_obj->orient.v.fvec;
3589 move_dir = Viewer_obj->phys_info.vel;
3590 vm_vec_normalize(&move_dir);
3593 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3594 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3595 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3596 vm_vec_normalize(&eye_dir);
3598 // JAS: I added the following code because if you slew up using
3599 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3600 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3601 // call because the up and the forward vector are the same. I fixed
3602 // it by adding in a fraction of the right vector all the time to the
3604 vector tmp_up = Viewer_obj->orient.v.uvec;
3605 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3607 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3610 // Modify the orientation based on head orientation.
3611 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3612 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3613 *eye_pos = Camera_pos;
3615 ship * shipp = &Ships[Player_obj->instance];
3617 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3618 vm_vec_normalize(&eye_dir);
3619 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3622 // get an eye position based upon the correct type of object
3623 switch(Viewer_obj->type){
3625 // make a call to get the eye point for the player object
3626 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3629 // make a call to get the eye point for the player object
3630 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3636 #ifdef JOHNS_DEBUG_CODE
3637 john_debug_stuff(&eye_pos, &eye_orient);
3643 apply_hud_shake(eye_orient);
3645 // setup neb2 rendering
3646 neb2_render_setup(eye_pos, eye_orient);
3650 extern void ai_debug_render_stuff();
3653 int Game_subspace_effect = 0;
3654 DCF_BOOL( subspace, Game_subspace_effect );
3656 // Does everything needed to render a frame
3657 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3661 g3_start_frame(game_zbuffer);
3662 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3664 // maybe offset the HUD (jitter stuff)
3665 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3666 HUD_set_offsets(Viewer_obj, !dont_offset);
3668 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3669 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3670 // must be done before ships are rendered
3671 if ( MULTIPLAYER_CLIENT ) {
3672 shield_point_multi_setup();
3675 if ( Game_subspace_effect ) {
3676 stars_draw(0,0,0,1);
3678 stars_draw(1,1,1,0);
3681 obj_render_all(obj_render);
3682 beam_render_all(); // render all beam weapons
3683 particle_render_all(); // render particles after everything else.
3684 trail_render_all(); // render missilie trails after everything else.
3685 mflash_render_all(); // render all muzzle flashes
3687 // Why do we not show the shield effect in these modes? Seems ok.
3688 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3692 // render nebula lightning
3695 // render local player nebula
3696 neb2_render_player();
3699 ai_debug_render_stuff();
3702 #ifndef RELEASE_REAL
3703 // game_framerate_check();
3707 extern void snd_spew_debug_info();
3708 snd_spew_debug_info();
3711 //================ END OF 3D RENDERING STUFF ====================
3715 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3716 hud_maybe_clear_head_area();
3717 anim_render_all(0, flFrametime);
3720 extern int Multi_display_netinfo;
3721 if(Multi_display_netinfo){
3722 extern void multi_display_netinfo();
3723 multi_display_netinfo();
3726 game_tst_frame_pre();
3729 do_timing_test(flFrametime);
3733 extern int OO_update_index;
3734 multi_rate_display(OO_update_index, 375, 0);
3739 extern void oo_display();
3746 //#define JOHNS_DEBUG_CODE 1
3748 #ifdef JOHNS_DEBUG_CODE
3749 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3751 //if ( key_pressed(SDLK_LSHIFT) )
3753 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3755 model_subsystem *turret = tsys->system_info;
3757 if (turret->type == SUBSYSTEM_TURRET ) {
3758 vector v.fvec, v.uvec;
3759 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3761 ship_model_start(tobj);
3763 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3764 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3765 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3767 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3769 ship_model_stop(tobj);
3779 // following function for dumping frames for purposes of building trailers.
3782 // function to toggle state of dumping every frame into PCX when playing the game
3783 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3787 if ( Debug_dump_frames == 0 ) {
3789 Debug_dump_frames = 15;
3790 Debug_dump_trigger = 0;
3791 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3792 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3795 Debug_dump_frames = 0;
3796 Debug_dump_trigger = 0;
3797 gr_dump_frame_stop();
3798 dc_printf( "Frame dumping is now OFF\n" );
3804 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3808 if ( Debug_dump_frames == 0 ) {
3810 Debug_dump_frames = 15;
3811 Debug_dump_trigger = 1;
3812 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3813 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3816 Debug_dump_frames = 0;
3817 Debug_dump_trigger = 0;
3818 gr_dump_frame_stop();
3819 dc_printf( "Frame dumping is now OFF\n" );
3825 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3829 if ( Debug_dump_frames == 0 ) {
3831 Debug_dump_frames = 30;
3832 Debug_dump_trigger = 0;
3833 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3834 dc_printf( "Frame dumping at 30 hz is now ON\n" );
3837 Debug_dump_frames = 0;
3838 Debug_dump_trigger = 0;
3839 gr_dump_frame_stop();
3840 dc_printf( "Frame dumping is now OFF\n" );
3846 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3850 if ( Debug_dump_frames == 0 ) {
3852 Debug_dump_frames = 30;
3853 Debug_dump_trigger = 1;
3854 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3855 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3858 Debug_dump_frames = 0;
3859 Debug_dump_trigger = 0;
3860 gr_dump_frame_stop();
3861 dc_printf( "Triggered frame dumping is now OFF\n" );
3867 void game_maybe_dump_frame()
3869 if ( !Debug_dump_frames ){
3873 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3880 Debug_dump_frame_num++;
3886 extern int Player_dead_state;
3888 // Flip the page and time how long it took.
3889 void game_flip_page_and_time_it()
3894 t1 = timer_get_fixed_seconds();
3896 t2 = timer_get_fixed_seconds();
3899 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3900 SDL_snprintf( transfer_text, sizeof(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3907 void game_simulation_frame()
3909 // blow ships up in multiplayer dogfight
3910 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){
3911 // blow up all non-player ships
3912 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3915 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3917 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)){
3918 moveup = GET_NEXT(moveup);
3921 shipp = &Ships[Objects[moveup->objnum].instance];
3922 sip = &Ship_info[shipp->ship_info_index];
3924 // only blow up small ships
3925 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
3926 // function to simply explode a ship where it is currently at
3927 ship_self_destruct( &Objects[moveup->objnum] );
3930 moveup = GET_NEXT(moveup);
3936 // process AWACS stuff - do this first thing
3939 // single player, set Player hits_this_frame to 0
3940 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3941 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
3942 Player->damage_this_burst = max(Player->damage_this_burst, 0.0f);
3946 supernova_process();
3947 if(supernova_active() >= 5){
3951 // fire targeting lasers now so that
3952 // 1 - created this frame
3953 // 2 - collide this frame
3954 // 3 - render this frame
3955 // 4 - ignored and deleted next frame
3956 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3958 ship_process_targeting_lasers();
3960 // do this here so that it works for multiplayer
3962 // get viewer direction
3963 int viewer_direction = PHYSICS_VIEWER_REAR;
3965 if(Viewer_mode == 0){
3966 viewer_direction = PHYSICS_VIEWER_FRONT;
3968 if(Viewer_mode & VM_PADLOCK_UP){
3969 viewer_direction = PHYSICS_VIEWER_UP;
3971 else if(Viewer_mode & VM_PADLOCK_REAR){
3972 viewer_direction = PHYSICS_VIEWER_REAR;
3974 else if(Viewer_mode & VM_PADLOCK_LEFT){
3975 viewer_direction = PHYSICS_VIEWER_LEFT;
3977 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3978 viewer_direction = PHYSICS_VIEWER_RIGHT;
3981 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3983 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3986 #define VM_PADLOCK_UP (1 << 7)
3987 #define VM_PADLOCK_REAR (1 << 8)
3988 #define VM_PADLOCK_LEFT (1 << 9)
3989 #define VM_PADLOCK_RIGHT (1 << 10)
3991 // evaluate mission departures and arrivals before we process all objects.
3992 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3994 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3995 // ships/wing packets.
3996 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3997 mission_parse_eval_stuff();
4000 // if we're an observer, move ourselves seperately from the standard physics
4001 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
4002 obj_observer_move(flFrametime);
4005 // move all the objects now
4006 obj_move_all(flFrametime);
4008 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
4009 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
4010 // ship_check_cargo_all();
4011 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4012 mission_eval_goals();
4016 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
4017 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4018 training_check_objectives();
4021 // do all interpolation now
4022 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
4023 // client side processing of warping in effect stages
4024 multi_do_client_warp(flFrametime);
4026 // client side movement of an observer
4027 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
4028 obj_observer_move(flFrametime);
4031 // move all objects - does interpolation now as well
4032 obj_move_all(flFrametime);
4035 // only process the message queue when the player is "in" the game
4036 if ( !Pre_player_entry ){
4037 message_queue_process(); // process any messages send to the player
4040 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4041 message_maybe_distort(); // maybe distort incoming message if comms damaged
4042 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
4043 player_process_pending_praise(); // maybe send off a delayed praise message to the player
4044 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
4047 if(!(Game_mode & GM_STANDALONE_SERVER)){
4048 // process some stuff every frame (before frame is rendered)
4049 emp_process_local();
4051 hud_update_frame(); // update hud systems
4053 if (!physics_paused) {
4054 // Move particle system
4055 particle_move_all(flFrametime);
4057 // Move missile trails
4058 trail_move_all(flFrametime);
4060 // process muzzle flashes
4061 mflash_process_all();
4063 // Flash the gun flashes
4064 shipfx_flash_do_frame(flFrametime);
4066 shockwave_move_all(flFrametime); // update all the shockwaves
4069 // subspace missile strikes
4072 obj_snd_do_frame(); // update the object-linked persistant sounds
4073 game_maybe_update_sound_environment();
4074 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
4076 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
4078 if ( Game_subspace_effect ) {
4079 game_start_subspace_ambient_sound();
4085 // Maybe render and process the dead-popup
4086 void game_maybe_do_dead_popup(float frametime)
4088 if ( popupdead_is_active() ) {
4090 int choice = popupdead_do_frame(frametime);
4092 if ( Game_mode & GM_NORMAL ) {
4095 gameseq_post_event(GS_EVENT_ENTER_GAME);
4099 gameseq_post_event(GS_EVENT_END_GAME);
4103 gameseq_post_event(GS_EVENT_START_GAME);
4106 // this should only happen during a red alert mission
4109 SDL_assert(The_mission.red_alert);
4110 if(!The_mission.red_alert){
4111 gameseq_post_event(GS_EVENT_START_GAME);
4115 // choose the previous mission
4116 mission_campaign_previous_mission();
4118 gameseq_post_event(GS_EVENT_START_GAME);
4128 case POPUPDEAD_DO_MAIN_HALL:
4129 multi_quit_game(PROMPT_NONE,-1);
4132 case POPUPDEAD_DO_RESPAWN:
4133 multi_respawn_normal();
4134 event_music_player_respawn();
4137 case POPUPDEAD_DO_OBSERVER:
4138 multi_respawn_observer();
4139 event_music_player_respawn_as_observer();
4148 if ( leave_popup ) {
4154 // returns true if player is actually in a game_play stats
4155 int game_actually_playing()
4159 state = gameseq_get_state();
4160 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4166 // Draw the 2D HUD gauges
4167 void game_render_hud_2d()
4169 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4173 HUD_render_2d(flFrametime);
4177 // Draw the 3D-dependant HUD gauges
4178 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4180 g3_start_frame(0); // 0 = turn zbuffering off
4181 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4183 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4184 HUD_render_3d(flFrametime);
4188 game_sunspot_process(flFrametime);
4190 // Diminish the palette effect
4191 game_flash_diminish(flFrametime);
4199 int actually_playing;
4200 fix total_time1, total_time2;
4201 fix render2_time1=0, render2_time2=0;
4202 fix render3_time1=0, render3_time2=0;
4203 fix flip_time1=0, flip_time2=0;
4204 fix clear_time1=0, clear_time2=0;
4210 if (Framerate_delay) {
4211 int start_time = timer_get_milliseconds();
4212 while (timer_get_milliseconds() < start_time + Framerate_delay)
4218 demo_do_frame_start();
4220 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4225 // start timing frame
4226 timing_frame_start();
4228 total_time1 = timer_get_fixed_seconds();
4230 // var to hold which state we are in
4231 actually_playing = game_actually_playing();
4233 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4234 if (!(Game_mode & GM_STANDALONE_SERVER)){
4235 SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4239 if (Missiontime > Entry_delay_time){
4240 Pre_player_entry = 0;
4242 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4245 // Note: These are done even before the player enters, else buffers can overflow.
4246 if (! (Game_mode & GM_STANDALONE_SERVER)){
4250 shield_frame_init();
4252 if ( Player->control_mode != PCM_NORMAL )
4255 if ( !Pre_player_entry && actually_playing ) {
4256 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4258 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4259 game_process_keys();
4261 // don't read flying controls if we're playing a demo back
4262 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4263 read_player_controls( Player_obj, flFrametime);
4267 // if we're not the master, we may have to send the server-critical ship status button_info bits
4268 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4269 multi_maybe_send_ship_status();
4274 // Reset the whack stuff
4277 // These two lines must be outside of Pre_player_entry code,
4278 // otherwise too many lights are added.
4281 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4285 game_simulation_frame();
4287 // if not actually in a game play state, then return. This condition could only be true in
4288 // a multiplayer game.
4289 if ( !actually_playing ) {
4290 SDL_assert( Game_mode & GM_MULTIPLAYER );
4294 if (!Pre_player_entry) {
4295 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4296 clear_time1 = timer_get_fixed_seconds();
4297 // clear the screen to black
4299 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4303 clear_time2 = timer_get_fixed_seconds();
4304 render3_time1 = timer_get_fixed_seconds();
4305 game_render_frame_setup(&eye_pos, &eye_orient);
4306 game_render_frame( &eye_pos, &eye_orient );
4308 // save the eye position and orientation
4309 if ( Game_mode & GM_MULTIPLAYER ) {
4310 Net_player->s_info.eye_pos = eye_pos;
4311 Net_player->s_info.eye_orient = eye_orient;
4314 hud_show_target_model();
4316 // check to see if we should display the death died popup
4317 if(Game_mode & GM_DEAD_BLEW_UP){
4318 if(Game_mode & GM_MULTIPLAYER){
4319 // catch the situation where we're supposed to be warping out on this transition
4320 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4321 gameseq_post_event(GS_EVENT_DEBRIEF);
4322 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4323 Player_died_popup_wait = -1;
4327 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4328 Player_died_popup_wait = -1;
4334 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4335 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4336 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4337 if(!popupdead_is_active()){
4341 Player_multi_died_check = -1;
4345 render3_time2 = timer_get_fixed_seconds();
4346 render2_time1 = timer_get_fixed_seconds();
4349 game_get_framerate();
4350 game_show_framerate();
4352 game_show_time_left();
4354 // Draw the 2D HUD gauges
4355 if(supernova_active() < 3){
4356 game_render_hud_2d();
4359 game_set_view_clip();
4361 // Draw 3D HUD gauges
4362 game_render_hud_3d(&eye_pos, &eye_orient);
4366 render2_time2 = timer_get_fixed_seconds();
4368 // maybe render and process the dead popup
4369 game_maybe_do_dead_popup(flFrametime);
4371 // start timing frame
4372 timing_frame_stop();
4373 // timing_display(30, 10);
4375 // If a regular popup is active, don't flip (popup code flips)
4376 if( !popup_running_state() ){
4377 flip_time1 = timer_get_fixed_seconds();
4378 game_flip_page_and_time_it();
4379 flip_time2 = timer_get_fixed_seconds();
4383 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4386 game_show_standalone_framerate();
4390 game_do_training_checks();
4393 // process lightning (nebula only)
4396 total_time2 = timer_get_fixed_seconds();
4398 // Got some timing numbers
4399 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4400 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4401 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4402 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4403 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4406 demo_do_frame_end();
4408 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4414 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4415 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4416 // died. This resulted in screwed up death sequences.
4418 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4419 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4420 static int timer_paused=0;
4421 #if defined(TIMER_TEST) && !defined(NDEBUG)
4422 static int stop_count,start_count;
4423 static int time_stopped,time_started;
4425 int saved_timestamp_ticker = -1;
4427 void game_reset_time()
4429 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4433 // Last_time = timer_get_fixed_seconds();
4439 void game_stop_time()
4441 if (timer_paused==0) {
4443 time = timer_get_fixed_seconds();
4444 // Save how much time progressed so far in the frame so we can
4445 // use it when we unpause.
4446 Last_delta_time = time - Last_time;
4448 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4449 if (Last_delta_time < 0) {
4450 #if defined(TIMER_TEST) && !defined(NDEBUG)
4451 Int3(); //get Matt!!!!
4453 Last_delta_time = 0;
4455 #if defined(TIMER_TEST) && !defined(NDEBUG)
4456 time_stopped = time;
4459 // Stop the timer_tick stuff...
4460 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4461 saved_timestamp_ticker = timestamp_ticker;
4465 #if defined(TIMER_TEST) && !defined(NDEBUG)
4470 void game_start_time()
4473 SDL_assert(timer_paused >= 0);
4474 if (timer_paused==0) {
4476 time = timer_get_fixed_seconds();
4477 #if defined(TIMER_TEST) && !defined(NDEBUG)
4479 Int3(); //get Matt!!!!
4482 // Take current time, and set it backwards to account for time
4483 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4484 // will be correct when it goes to calculate the frametime next
4486 Last_time = time - Last_delta_time;
4487 #if defined(TIMER_TEST) && !defined(NDEBUG)
4488 time_started = time;
4491 // Restore the timer_tick stuff...
4492 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4493 SDL_assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4494 timestamp_ticker = saved_timestamp_ticker;
4495 saved_timestamp_ticker = -1;
4498 #if defined(TIMER_TEST) && !defined(NDEBUG)
4504 void game_set_frametime(int state)
4507 float frame_cap_diff;
4509 thistime = timer_get_fixed_seconds();
4511 if ( Last_time == 0 )
4512 Frametime = F1_0 / 30;
4514 Frametime = thistime - Last_time;
4516 // Frametime = F1_0 / 30;
4518 fix debug_frametime = Frametime; // Just used to display frametime.
4520 // If player hasn't entered mission yet, make frame take 1/4 second.
4521 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4524 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4526 fix frame_speed = F1_0 / Debug_dump_frames;
4528 if (Frametime > frame_speed ){
4529 nprintf(("warning","slow frame: %x\n",Frametime));
4532 thistime = timer_get_fixed_seconds();
4533 Frametime = thistime - Last_time;
4534 } while (Frametime < frame_speed );
4536 Frametime = frame_speed;
4540 SDL_assert( Framerate_cap > 0 );
4542 // Cap the framerate so it doesn't get too high.
4546 cap = F1_0/Framerate_cap;
4547 if (Frametime < cap) {
4548 thistime = cap - Frametime;
4549 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4550 SDL_Delay( (f2fl(thistime) * 1000.0f) );
4552 thistime = timer_get_fixed_seconds();
4556 if((Game_mode & GM_STANDALONE_SERVER) &&
4557 (f2fl(Frametime) < ((float)1.0/(float)Multi_options_g.std_framecap))){
4559 frame_cap_diff = ((float)1.0/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4560 SDL_Delay((frame_cap_diff*1000));
4562 thistime += fl2f((frame_cap_diff));
4564 Frametime = thistime - Last_time;
4567 // If framerate is too low, cap it.
4568 if (Frametime > MAX_FRAMETIME) {
4570 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4572 // to remove warnings in release build
4573 debug_frametime = fl2f(flFrametime);
4575 Frametime = MAX_FRAMETIME;
4578 Frametime = fixmul(Frametime, Game_time_compression);
4580 Last_time = thistime;
4581 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4583 flFrametime = f2fl(Frametime);
4584 //if(!(Game_mode & GM_PLAYING_DEMO)){
4585 timestamp_inc(flFrametime);
4587 /* if ((Framecount > 0) && (Framecount < 10)) {
4588 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4593 // This is called from game_do_frame(), and from navmap_do_frame()
4594 void game_update_missiontime()
4596 // TODO JAS: Put in if and move this into game_set_frametime,
4597 // fix navmap to call game_stop/start_time
4598 //if ( !timer_paused )
4599 Missiontime += Frametime;
4602 void game_do_frame()
4604 game_set_frametime(GS_STATE_GAME_PLAY);
4605 game_update_missiontime();
4607 if (Game_mode & GM_STANDALONE_SERVER) {
4608 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4611 if ( game_single_step && (last_single_step == game_single_step) ) {
4612 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4613 while( key_checkch() == 0 )
4615 os_set_title( XSTR( "FreeSpace", 171) );
4616 Last_time = timer_get_fixed_seconds();
4619 last_single_step = game_single_step;
4621 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4622 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4626 Keep_mouse_centered = 0;
4627 monitor_update(); // Update monitor variables
4630 void multi_maybe_do_frame()
4632 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4637 int Joymouse_button_status = 0;
4639 // Flush all input devices
4647 Joymouse_button_status = 0;
4649 //mprintf(("Game flush!\n" ));
4652 // function for multiplayer only which calls game_do_state_common() when running the
4654 void game_do_dc_networking()
4656 SDL_assert( Game_mode & GM_MULTIPLAYER );
4658 game_do_state_common( gameseq_get_state() );
4661 // Call this whenever in a loop, or when you need to check for a keystroke.
4662 int game_check_key()
4668 // convert keypad enter to normal enter
4669 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4670 k = (k & ~KEY_MASK) | SDLK_RETURN;
4675 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4677 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4678 static int Demo_show_trailer_timestamp = 0;
4680 void demo_reset_trailer_timer()
4682 Demo_show_trailer_timestamp = timer_get_milliseconds();
4685 void demo_maybe_show_trailer(int k)
4688 // if key pressed, reset demo trailer timer
4690 demo_reset_trailer_timer();
4694 // if mouse moved, reset demo trailer timer
4697 mouse_get_delta(&dx, &dy);
4698 if ( (dx > 0) || (dy > 0) ) {
4699 demo_reset_trailer_timer();
4703 // if joystick has moved, reset demo trailer timer
4706 joy_get_delta(&dx, &dy);
4707 if ( (dx > 0) || (dy > 0) ) {
4708 demo_reset_trailer_timer();
4712 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4713 // the low-level code. Ugly, I know... but was the simplest and most
4716 // if 30 seconds since last demo trailer time reset, launch movie
4717 if ( os_foreground() ) {
4718 int now = timer_get_milliseconds();
4719 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4720 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4722 movie_play( NOX("fstrailer2.mve") );
4723 demo_reset_trailer_timer();
4731 // same as game_check_key(), except this is used while actually in the game. Since there
4732 // generally are differences between game control keys and general UI keys, makes sense to
4733 // have seperate functions for each case. If you are not checking a game control while in a
4734 // mission, you should probably be using game_check_key() instead.
4739 if (!os_foreground()) {
4744 // If we're in a single player game, pause it.
4745 if (!(Game_mode & GM_MULTIPLAYER)){
4746 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4747 game_process_pause_key();
4754 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4755 demo_maybe_show_trailer(k);
4758 // Move the mouse cursor with the joystick.
4759 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4760 // Move the mouse cursor with the joystick
4764 joy_get_pos( &jx, &jy, &jz, &jr );
4766 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4767 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4770 mouse_get_real_pos( &mx, &my );
4771 mouse_set_pos( mx+dx, my+dy );
4776 m = mouse_down(MOUSE_LEFT_BUTTON);
4778 if ( j != Joymouse_button_status ) {
4779 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4780 Joymouse_button_status = j;
4782 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4783 } else if ( (!j) && (m) ) {
4784 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4789 // if we should be ignoring keys because of some multiplayer situations
4790 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4794 // If a popup is running, don't process all the Fn keys
4795 if( popup_active() ) {
4799 state = gameseq_get_state();
4801 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
4804 case KEY_DEBUGGED + SDLK_BACKSPACE:
4809 launch_context_help();
4814 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4816 // don't allow f2 while warping out in multiplayer
4817 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4822 case GS_STATE_INITIAL_PLAYER_SELECT:
4823 case GS_STATE_OPTIONS_MENU:
4824 case GS_STATE_HUD_CONFIG:
4825 case GS_STATE_CONTROL_CONFIG:
4826 case GS_STATE_DEATH_DIED:
4827 case GS_STATE_DEATH_BLEW_UP:
4828 case GS_STATE_VIEW_MEDALS:
4832 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4839 // hotkey selection screen -- only valid from briefing and beyond.
4841 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4842 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) ) {
4843 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4849 case KEY_DEBUGGED + SDLK_F3:
4850 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4853 case KEY_DEBUGGED + SDLK_F4:
4854 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4858 if(Game_mode & GM_MULTIPLAYER){
4859 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4860 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4864 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4865 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4871 case SDLK_ESCAPE | KEY_SHIFTED:
4872 // make sure to quit properly out of multiplayer
4873 if(Game_mode & GM_MULTIPLAYER){
4874 multi_quit_game(PROMPT_NONE);
4877 gameseq_post_event( GS_EVENT_QUIT_GAME );
4882 case KEY_DEBUGGED + SDLK_p:
4885 case SDLK_PRINTSCREEN:
4887 static int counter = 0;
4892 SDL_snprintf( tmp_name, sizeof(tmp_name), NOX("screen%02d"), counter );
4894 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4895 gr_print_screen(tmp_name);
4903 case KEY_SHIFTED | SDLK_RETURN: {
4905 #if !defined(NDEBUG)
4907 if ( Game_mode & GM_NORMAL ){
4911 // if we're in multiplayer mode, do some special networking
4912 if(Game_mode & GM_MULTIPLAYER){
4913 debug_console(game_do_dc_networking);
4920 if ( Game_mode & GM_NORMAL )
4934 gameseq_post_event(GS_EVENT_QUIT_GAME);
4937 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4940 void camera_set_position( vector *pos )
4945 void camera_set_orient( matrix *orient )
4947 Camera_orient = *orient;
4950 void camera_set_velocity( vector *vel, int instantaneous )
4952 Camera_desired_velocity.xyz.x = 0.0f;
4953 Camera_desired_velocity.xyz.y = 0.0f;
4954 Camera_desired_velocity.xyz.z = 0.0f;
4956 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4957 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4958 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4960 if ( instantaneous ) {
4961 Camera_velocity = Camera_desired_velocity;
4969 vector new_vel, delta_pos;
4971 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4972 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4973 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4975 Camera_velocity = new_vel;
4977 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4979 vm_vec_add2( &Camera_pos, &delta_pos );
4981 float ot = Camera_time+0.0f;
4983 Camera_time += flFrametime;
4985 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
4988 tmp.xyz.z = 4.739f; // always go this fast forward.
4990 // pick x and y velocities so they are always on a
4991 // circle with a 25 m radius.
4993 float tmp_angle = frand()*PI2;
4995 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4996 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4998 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
5000 //mprintf(( "Changing velocity!\n" ));
5001 camera_set_velocity( &tmp, 0 );
5004 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
5005 vector tmp = ZERO_VECTOR;
5006 camera_set_velocity( &tmp, 0 );
5011 void end_demo_campaign_do()
5013 #if defined(FS2_DEMO) || defined(FS1_DEMO)
5014 // show upsell screens
5015 demo_upsell_show_screens();
5016 #elif defined(OEM_BUILD)
5017 // show oem upsell screens
5018 oem_upsell_show_screens();
5021 // drop into main hall
5022 gameseq_post_event( GS_EVENT_MAIN_MENU );
5025 // All code to process events. This is the only place
5026 // that you should change the state of the game.
5027 void game_process_event( int current_state, int event )
5029 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
5032 case GS_EVENT_SIMULATOR_ROOM:
5033 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
5036 case GS_EVENT_MAIN_MENU:
5037 gameseq_set_state(GS_STATE_MAIN_MENU);
5040 case GS_EVENT_OPTIONS_MENU:
5041 gameseq_push_state( GS_STATE_OPTIONS_MENU );
5044 case GS_EVENT_BARRACKS_MENU:
5045 gameseq_set_state(GS_STATE_BARRACKS_MENU);
5048 case GS_EVENT_TECH_MENU:
5049 gameseq_set_state(GS_STATE_TECH_MENU);
5052 case GS_EVENT_TRAINING_MENU:
5053 gameseq_set_state(GS_STATE_TRAINING_MENU);
5056 case GS_EVENT_START_GAME:
5057 Select_default_ship = 0;
5058 Player_multi_died_check = -1;
5059 gameseq_set_state(GS_STATE_CMD_BRIEF);
5062 case GS_EVENT_START_BRIEFING:
5063 gameseq_set_state(GS_STATE_BRIEFING);
5066 case GS_EVENT_DEBRIEF:
5067 // did we end the campaign in the main freespace 2 single player campaign?
5069 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
5071 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
5073 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
5075 gameseq_set_state(GS_STATE_DEBRIEF);
5078 Player_multi_died_check = -1;
5081 case GS_EVENT_SHIP_SELECTION:
5082 gameseq_set_state( GS_STATE_SHIP_SELECT );
5085 case GS_EVENT_WEAPON_SELECTION:
5086 gameseq_set_state( GS_STATE_WEAPON_SELECT );
5089 case GS_EVENT_ENTER_GAME:
5091 // maybe start recording a demo
5093 demo_start_record("test.fsd");
5097 if (Game_mode & GM_MULTIPLAYER) {
5098 // if we're respawning, make sure we change the view mode so that the hud shows up
5099 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5103 gameseq_set_state(GS_STATE_GAME_PLAY);
5105 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5108 Player_multi_died_check = -1;
5110 // clear multiplayer button info
5111 extern button_info Multi_ship_status_bi;
5112 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5114 Start_time = f2fl(timer_get_approx_seconds());
5116 mprintf(("Entering game at time = %7.3f\n", Start_time));
5120 case GS_EVENT_START_GAME_QUICK:
5121 Select_default_ship = 1;
5122 gameseq_post_event(GS_EVENT_ENTER_GAME);
5126 case GS_EVENT_END_GAME:
5127 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5128 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5129 gameseq_set_state(GS_STATE_MAIN_MENU);
5134 Player_multi_died_check = -1;
5137 case GS_EVENT_QUIT_GAME:
5138 main_hall_stop_music();
5139 main_hall_stop_ambient();
5140 gameseq_set_state(GS_STATE_QUIT_GAME);
5142 Player_multi_died_check = -1;
5145 case GS_EVENT_GAMEPLAY_HELP:
5146 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5149 case GS_EVENT_PAUSE_GAME:
5150 gameseq_push_state(GS_STATE_GAME_PAUSED);
5153 case GS_EVENT_DEBUG_PAUSE_GAME:
5154 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5157 case GS_EVENT_TRAINING_PAUSE:
5158 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5161 case GS_EVENT_PREVIOUS_STATE:
5162 gameseq_pop_state();
5165 case GS_EVENT_TOGGLE_FULLSCREEN:
5166 gr_toggle_fullscreen();
5169 case GS_EVENT_TOGGLE_GLIDE:
5172 case GS_EVENT_LOAD_MISSION_MENU:
5173 gameseq_set_state(GS_STATE_LOAD_MISSION_MENU);
5176 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5177 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5180 case GS_EVENT_HUD_CONFIG:
5181 gameseq_push_state( GS_STATE_HUD_CONFIG );
5184 case GS_EVENT_CONTROL_CONFIG:
5185 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5188 case GS_EVENT_DEATH_DIED:
5189 gameseq_set_state( GS_STATE_DEATH_DIED );
5192 case GS_EVENT_DEATH_BLEW_UP:
5193 if ( current_state == GS_STATE_DEATH_DIED ) {
5194 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5195 event_music_player_death();
5197 // multiplayer clients set their extra check here
5198 if(Game_mode & GM_MULTIPLAYER){
5199 // set the multi died absolute last chance check
5200 Player_multi_died_check = time(NULL);
5203 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5207 case GS_EVENT_NEW_CAMPAIGN:
5208 if (!mission_load_up_campaign()){
5209 readyroom_continue_campaign();
5212 Player_multi_died_check = -1;
5215 case GS_EVENT_CAMPAIGN_CHEAT:
5216 if (!mission_load_up_campaign()){
5218 // bash campaign value
5219 extern char Main_hall_campaign_cheat[512];
5222 // look for the mission
5223 for(idx=0; idx<Campaign.num_missions; idx++){
5224 if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5225 Campaign.next_mission = idx;
5226 Campaign.prev_mission = idx - 1;
5233 readyroom_continue_campaign();
5236 Player_multi_died_check = -1;
5239 case GS_EVENT_CAMPAIGN_ROOM:
5240 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5243 case GS_EVENT_CMD_BRIEF:
5244 gameseq_set_state(GS_STATE_CMD_BRIEF);
5247 case GS_EVENT_RED_ALERT:
5248 gameseq_set_state(GS_STATE_RED_ALERT);
5251 case GS_EVENT_CREDITS:
5252 gameseq_set_state( GS_STATE_CREDITS );
5255 case GS_EVENT_VIEW_MEDALS:
5256 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5259 case GS_EVENT_SHOW_GOALS:
5260 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5263 case GS_EVENT_HOTKEY_SCREEN:
5264 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5267 // multiplayer stuff follow these comments
5269 case GS_EVENT_MULTI_JOIN_GAME:
5270 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5273 case GS_EVENT_MULTI_HOST_SETUP:
5274 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5277 case GS_EVENT_MULTI_CLIENT_SETUP:
5278 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5281 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5282 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5285 case GS_EVENT_MULTI_STD_WAIT:
5286 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5289 case GS_EVENT_STANDALONE_MAIN:
5290 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5293 case GS_EVENT_MULTI_PAUSE:
5294 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5297 case GS_EVENT_INGAME_PRE_JOIN:
5298 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5301 case GS_EVENT_EVENT_DEBUG:
5302 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5305 // Start a warpout where player automatically goes 70 no matter what
5306 // and can't cancel out of it.
5307 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5308 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5310 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5311 Player->saved_viewer_mode = Viewer_mode;
5312 Player->control_mode = PCM_WARPOUT_STAGE1;
5313 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5314 Warpout_time = 0.0f; // Start timer!
5317 case GS_EVENT_PLAYER_WARPOUT_START:
5318 if ( Player->control_mode != PCM_NORMAL ) {
5319 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5321 Player->saved_viewer_mode = Viewer_mode;
5322 Player->control_mode = PCM_WARPOUT_STAGE1;
5323 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5324 Warpout_time = 0.0f; // Start timer!
5325 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5329 case GS_EVENT_PLAYER_WARPOUT_STOP:
5330 if ( Player->control_mode != PCM_NORMAL ) {
5331 if ( !Warpout_forced ) { // cannot cancel forced warpout
5332 Player->control_mode = PCM_NORMAL;
5333 Viewer_mode = Player->saved_viewer_mode;
5334 hud_subspace_notify_abort();
5335 mprintf(( "Player put back to normal mode.\n" ));
5336 if ( Warpout_sound > -1 ) {
5337 snd_stop( Warpout_sound );
5344 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5345 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5346 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5347 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5349 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5350 shipfx_warpout_start( Player_obj );
5351 Player->control_mode = PCM_WARPOUT_STAGE2;
5352 Player->saved_viewer_mode = Viewer_mode;
5353 Viewer_mode |= VM_WARP_CHASE;
5355 vector tmp = Player_obj->pos;
5357 ship_get_eye( &tmp, &tmp_m, Player_obj );
5358 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5359 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5360 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5362 camera_set_position( &tmp );
5363 camera_set_orient( &Player_obj->orient );
5364 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5366 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5367 camera_set_velocity( &tmp_vel, 1);
5371 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5372 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5373 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5374 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5376 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5377 Player->control_mode = PCM_WARPOUT_STAGE3;
5381 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5382 mprintf(( "Player warped out. Going to debriefing!\n" ));
5383 Player->control_mode = PCM_NORMAL;
5384 Viewer_mode = Player->saved_viewer_mode;
5387 // we have a special debriefing screen for multiplayer furballs
5388 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5389 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5391 // do the normal debriefing for all other situations
5393 gameseq_post_event(GS_EVENT_DEBRIEF);
5397 case GS_EVENT_STANDALONE_POSTGAME:
5398 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5401 case GS_EVENT_INITIAL_PLAYER_SELECT:
5402 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5405 case GS_EVENT_GAME_INIT:
5406 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5407 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5409 // see if the command line option has been set to use the last pilot, and act acoordingly
5410 if( player_select_get_last_pilot() ) {
5411 // always enter the main menu -- do the automatic network startup stuff elsewhere
5412 // so that we still have valid checks for networking modes, etc.
5413 gameseq_set_state(GS_STATE_MAIN_MENU);
5415 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5420 case GS_EVENT_MULTI_MISSION_SYNC:
5421 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5424 case GS_EVENT_MULTI_START_GAME:
5425 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5428 case GS_EVENT_MULTI_HOST_OPTIONS:
5429 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5432 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5433 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5436 case GS_EVENT_TEAM_SELECT:
5437 gameseq_set_state(GS_STATE_TEAM_SELECT);
5440 case GS_EVENT_END_CAMPAIGN:
5441 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5444 case GS_EVENT_END_DEMO:
5445 gameseq_set_state(GS_STATE_END_DEMO);
5448 case GS_EVENT_LOOP_BRIEF:
5449 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5458 // Called when a state is being left.
5459 // The current state is still at old_state, but as soon as
5460 // this function leaves, then the current state will become
5461 // new state. You should never try to change the state
5462 // in here... if you think you need to, you probably really
5463 // need to post an event, not change the state.
5464 void game_leave_state( int old_state, int new_state )
5466 int end_mission = 1;
5468 switch (new_state) {
5469 case GS_STATE_GAME_PAUSED:
5470 case GS_STATE_DEBUG_PAUSED:
5471 case GS_STATE_OPTIONS_MENU:
5472 case GS_STATE_CONTROL_CONFIG:
5473 case GS_STATE_MISSION_LOG_SCROLLBACK:
5474 case GS_STATE_DEATH_DIED:
5475 case GS_STATE_SHOW_GOALS:
5476 case GS_STATE_HOTKEY_SCREEN:
5477 case GS_STATE_MULTI_PAUSED:
5478 case GS_STATE_TRAINING_PAUSED:
5479 case GS_STATE_EVENT_DEBUG:
5480 case GS_STATE_GAMEPLAY_HELP:
5481 end_mission = 0; // these events shouldn't end a mission
5485 switch (old_state) {
5486 case GS_STATE_BRIEFING:
5487 brief_stop_voices();
5488 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5489 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5490 && (new_state != GS_STATE_TEAM_SELECT) ){
5491 common_select_close();
5492 if ( new_state == GS_STATE_MAIN_MENU ) {
5493 freespace_stop_mission();
5497 // COMMAND LINE OPTION
5498 if (Cmdline_multi_stream_chat_to_file){
5499 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5500 cfclose(Multi_chat_stream);
5504 case GS_STATE_DEBRIEF:
5505 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5510 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5511 multi_df_debrief_close();
5514 case GS_STATE_LOAD_MISSION_MENU:
5515 mission_load_menu_close();
5518 case GS_STATE_SIMULATOR_ROOM:
5522 case GS_STATE_CAMPAIGN_ROOM:
5523 campaign_room_close();
5526 case GS_STATE_CMD_BRIEF:
5527 if (new_state == GS_STATE_OPTIONS_MENU) {
5532 if (new_state == GS_STATE_MAIN_MENU)
5533 freespace_stop_mission();
5538 case GS_STATE_RED_ALERT:
5542 case GS_STATE_SHIP_SELECT:
5543 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5544 new_state != GS_STATE_HOTKEY_SCREEN &&
5545 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5546 common_select_close();
5547 if ( new_state == GS_STATE_MAIN_MENU ) {
5548 freespace_stop_mission();
5553 case GS_STATE_WEAPON_SELECT:
5554 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5555 new_state != GS_STATE_HOTKEY_SCREEN &&
5556 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5557 common_select_close();
5558 if ( new_state == GS_STATE_MAIN_MENU ) {
5559 freespace_stop_mission();
5564 case GS_STATE_TEAM_SELECT:
5565 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5566 new_state != GS_STATE_HOTKEY_SCREEN &&
5567 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5568 common_select_close();
5569 if ( new_state == GS_STATE_MAIN_MENU ) {
5570 freespace_stop_mission();
5575 case GS_STATE_MAIN_MENU:
5576 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5583 case GS_STATE_OPTIONS_MENU:
5584 //game_start_time();
5585 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5586 multi_join_clear_game_list();
5588 options_menu_close();
5591 case GS_STATE_BARRACKS_MENU:
5592 if(new_state != GS_STATE_VIEW_MEDALS){
5597 case GS_STATE_MISSION_LOG_SCROLLBACK:
5598 hud_scrollback_close();
5601 case GS_STATE_TRAINING_MENU:
5602 training_menu_close();
5605 case GS_STATE_GAME_PLAY:
5606 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5607 player_save_target_and_weapon_link_prefs();
5608 game_stop_looped_sounds();
5611 sound_env_disable();
5612 joy_ff_stop_effects();
5614 // stop game time under certain conditions
5615 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5620 // shut down any recording or playing demos
5625 // when in multiplayer and going back to the main menu, send a leave game packet
5626 // right away (before calling stop mission). stop_mission was taking to long to
5627 // close mission down and I want people to get notified ASAP.
5628 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5629 multi_quit_game(PROMPT_NONE);
5632 freespace_stop_mission();
5633 Game_time_compression = F1_0;
5637 case GS_STATE_TECH_MENU:
5641 case GS_STATE_TRAINING_PAUSED:
5642 Training_num_lines = 0;
5643 // fall through to GS_STATE_GAME_PAUSED
5645 case GS_STATE_GAME_PAUSED:
5647 if ( end_mission ) {
5652 case GS_STATE_DEBUG_PAUSED:
5655 pause_debug_close();
5659 case GS_STATE_HUD_CONFIG:
5663 // join/start a game
5664 case GS_STATE_MULTI_JOIN_GAME:
5665 if(new_state != GS_STATE_OPTIONS_MENU){
5666 multi_join_game_close();
5670 case GS_STATE_MULTI_HOST_SETUP:
5671 case GS_STATE_MULTI_CLIENT_SETUP:
5672 // if this is just the host going into the options screen, don't do anything
5673 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5677 // close down the proper state
5678 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5679 multi_create_game_close();
5681 multi_game_client_setup_close();
5684 // COMMAND LINE OPTION
5685 if (Cmdline_multi_stream_chat_to_file){
5686 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5687 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5688 cfclose(Multi_chat_stream);
5693 case GS_STATE_CONTROL_CONFIG:
5694 control_config_close();
5697 case GS_STATE_DEATH_DIED:
5698 Game_mode &= ~GM_DEAD_DIED;
5700 // early end while respawning or blowing up in a multiplayer game
5701 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5703 freespace_stop_mission();
5707 case GS_STATE_DEATH_BLEW_UP:
5708 Game_mode &= ~GM_DEAD_BLEW_UP;
5710 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5711 // to determine if I should do anything.
5712 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5714 freespace_stop_mission();
5717 // if we are not respawing as an observer or as a player, our new state will not
5718 // be gameplay state.
5719 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5720 game_stop_time(); // hasn't been called yet!!
5721 freespace_stop_mission();
5727 case GS_STATE_CREDITS:
5731 case GS_STATE_VIEW_MEDALS:
5735 case GS_STATE_SHOW_GOALS:
5736 mission_show_goals_close();
5739 case GS_STATE_HOTKEY_SCREEN:
5740 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5741 mission_hotkey_close();
5745 case GS_STATE_MULTI_MISSION_SYNC:
5746 // if we're moving into the options menu, don't do anything
5747 if(new_state == GS_STATE_OPTIONS_MENU){
5751 SDL_assert( Game_mode & GM_MULTIPLAYER );
5753 if ( new_state == GS_STATE_GAME_PLAY ){
5754 // palette_restore_palette();
5756 // change a couple of flags to indicate our state!!!
5757 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5758 send_netplayer_update_packet();
5760 // set the game mode
5761 Game_mode |= GM_IN_MISSION;
5765 case GS_STATE_VIEW_CUTSCENES:
5766 cutscenes_screen_close();
5769 case GS_STATE_MULTI_STD_WAIT:
5770 multi_standalone_wait_close();
5773 case GS_STATE_STANDALONE_MAIN:
5774 standalone_main_close();
5775 if(new_state == GS_STATE_MULTI_STD_WAIT){
5776 init_multiplayer_stats();
5780 case GS_STATE_MULTI_PAUSED:
5781 // if ( end_mission ){
5786 case GS_STATE_INGAME_PRE_JOIN:
5787 multi_ingame_select_close();
5790 case GS_STATE_STANDALONE_POSTGAME:
5791 multi_standalone_postgame_close();
5794 case GS_STATE_INITIAL_PLAYER_SELECT:
5795 player_select_close();
5798 case GS_STATE_MULTI_START_GAME:
5799 multi_start_game_close();
5802 case GS_STATE_MULTI_HOST_OPTIONS:
5803 multi_host_options_close();
5806 case GS_STATE_END_OF_CAMPAIGN:
5807 mission_campaign_end_close();
5810 case GS_STATE_LOOP_BRIEF:
5816 // Called when a state is being entered.
5817 // The current state is set to the state we're entering at
5818 // this point, and old_state is set to the state we're coming
5819 // from. You should never try to change the state
5820 // in here... if you think you need to, you probably really
5821 // need to post an event, not change the state.
5823 void game_enter_state( int old_state, int new_state )
5825 switch (new_state) {
5826 case GS_STATE_MAIN_MENU:
5827 // in multiplayer mode, be sure that we are not doing networking anymore.
5828 if ( Game_mode & GM_MULTIPLAYER ) {
5829 SDL_assert( Net_player != NULL );
5830 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5833 Game_time_compression = F1_0;
5835 // determine which ship this guy is currently based on
5836 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5839 if (Player->on_bastion) {
5847 case GS_STATE_BRIEFING:
5848 main_hall_stop_music();
5849 main_hall_stop_ambient();
5851 if (Game_mode & GM_NORMAL) {
5852 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5853 // MWA: or from options or hotkey screens
5854 // JH: or if the command brief state already did this
5855 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5856 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5857 && (old_state != GS_STATE_CMD_BRIEF) ) {
5858 if ( !game_start_mission() ) // this should put us into a new state on failure!
5862 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5863 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5864 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5866 Game_time_compression = F1_0;
5868 if ( red_alert_mission() ) {
5869 gameseq_post_event(GS_EVENT_RED_ALERT);
5876 case GS_STATE_DEBRIEF:
5877 game_stop_looped_sounds();
5878 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
5879 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5884 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5885 multi_df_debrief_init();
5888 case GS_STATE_LOAD_MISSION_MENU:
5889 mission_load_menu_init();
5892 case GS_STATE_SIMULATOR_ROOM:
5896 case GS_STATE_CAMPAIGN_ROOM:
5897 campaign_room_init();
5900 case GS_STATE_RED_ALERT:
5901 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5905 case GS_STATE_CMD_BRIEF: {
5906 int team_num = 0; // team number used as index for which cmd brief to use.
5908 if (old_state == GS_STATE_OPTIONS_MENU) {
5912 main_hall_stop_music();
5913 main_hall_stop_ambient();
5915 if (Game_mode & GM_NORMAL) {
5916 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5917 // MWA: or from options or hotkey screens
5918 // JH: or if the command brief state already did this
5919 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5920 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5921 if ( !game_start_mission() ) // this should put us into a new state on failure!
5926 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5927 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5928 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5930 cmd_brief_init(team_num);
5936 case GS_STATE_SHIP_SELECT:
5940 case GS_STATE_WEAPON_SELECT:
5941 weapon_select_init();
5944 case GS_STATE_TEAM_SELECT:
5948 case GS_STATE_GAME_PAUSED:
5953 case GS_STATE_DEBUG_PAUSED:
5954 // game_stop_time();
5955 // os_set_title("FreeSpace - PAUSED");
5958 case GS_STATE_TRAINING_PAUSED:
5965 case GS_STATE_OPTIONS_MENU:
5967 options_menu_init();
5970 case GS_STATE_GAME_PLAY:
5971 // coming from the gameplay state or the main menu, we might need to load the mission
5972 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5973 if ( !game_start_mission() ) // this should put us into a new state.
5978 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5979 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
5980 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5981 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5982 (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)) ) {
5983 // JAS: Used to do all paging here.
5987 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5991 main_hall_stop_music();
5992 main_hall_stop_ambient();
5993 event_music_first_pattern(); // start the first pattern
5996 // special code that restores player ship selection and weapons loadout when doing a quick start
5997 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
5998 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5999 wss_direct_restore_loadout();
6003 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
6004 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
6005 event_music_first_pattern(); // start the first pattern
6008 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
6009 event_music_first_pattern(); // start the first pattern
6011 player_restore_target_and_weapon_link_prefs();
6013 Game_mode |= GM_IN_MISSION;
6016 // required to truely make mouse deltas zeroed in debug mouse code
6017 void mouse_force_pos(int x, int y);
6018 if (!Is_standalone) {
6019 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
6025 // only start time if in single player, or coming from multi wait state
6028 (Game_mode & GM_NORMAL) &&
6029 (old_state != GS_STATE_VIEW_CUTSCENES)
6031 (Game_mode & GM_MULTIPLAYER) && (
6032 (old_state == GS_STATE_MULTI_PAUSED) ||
6033 (old_state == GS_STATE_MULTI_MISSION_SYNC)
6039 // when coming from the multi paused state, reset the timestamps
6040 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
6041 multi_reset_timestamps();
6044 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
6045 // initialize all object update details
6046 multi_oo_gameplay_init();
6049 // under certain circumstances, the server should reset the object update rate limiting stuff
6050 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
6051 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
6053 // reinitialize the rate limiting system for all clients
6054 multi_oo_rate_init_all();
6057 // multiplayer clients should always re-initialize their control info rate limiting system
6058 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
6059 multi_oo_rate_init_all();
6063 if(Game_mode & GM_MULTIPLAYER){
6064 multi_ping_reset_players();
6067 Game_subspace_effect = 0;
6068 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
6069 Game_subspace_effect = 1;
6070 if( !(Game_mode & GM_STANDALONE_SERVER) ){
6071 game_start_subspace_ambient_sound();
6075 sound_env_set(&Game_sound_env);
6076 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
6078 // clear multiplayer button info i
6079 extern button_info Multi_ship_status_bi;
6080 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
6083 case GS_STATE_HUD_CONFIG:
6087 case GS_STATE_MULTI_JOIN_GAME:
6088 multi_join_clear_game_list();
6090 if (old_state != GS_STATE_OPTIONS_MENU) {
6091 multi_join_game_init();
6096 case GS_STATE_MULTI_HOST_SETUP:
6097 // don't reinitialize if we're coming back from the host options screen
6098 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6099 multi_create_game_init();
6104 case GS_STATE_MULTI_CLIENT_SETUP:
6105 if (old_state != GS_STATE_OPTIONS_MENU) {
6106 multi_game_client_setup_init();
6111 case GS_STATE_CONTROL_CONFIG:
6112 control_config_init();
6115 case GS_STATE_TECH_MENU:
6119 case GS_STATE_BARRACKS_MENU:
6120 if(old_state != GS_STATE_VIEW_MEDALS){
6125 case GS_STATE_MISSION_LOG_SCROLLBACK:
6126 hud_scrollback_init();
6129 case GS_STATE_DEATH_DIED:
6130 Player_died_time = timestamp(10);
6132 if(!(Game_mode & GM_MULTIPLAYER)){
6133 player_show_death_message();
6135 Game_mode |= GM_DEAD_DIED;
6138 case GS_STATE_DEATH_BLEW_UP:
6139 if ( !popupdead_is_active() ) {
6140 Player_ai->target_objnum = -1;
6143 // stop any local EMP effect
6146 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6147 Game_mode |= GM_DEAD_BLEW_UP;
6148 Show_viewing_from_self = 0;
6150 // timestamp how long we should wait before displaying the died popup
6151 if ( !popupdead_is_active() ) {
6152 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6156 case GS_STATE_GAMEPLAY_HELP:
6157 gameplay_help_init();
6160 case GS_STATE_CREDITS:
6161 main_hall_stop_music();
6162 main_hall_stop_ambient();
6166 case GS_STATE_VIEW_MEDALS:
6167 medal_main_init(Player);
6170 case GS_STATE_SHOW_GOALS:
6171 mission_show_goals_init();
6174 case GS_STATE_HOTKEY_SCREEN:
6175 mission_hotkey_init();
6178 case GS_STATE_MULTI_MISSION_SYNC:
6179 // if we're coming from the options screen, don't do any
6180 if(old_state == GS_STATE_OPTIONS_MENU){
6184 switch(Multi_sync_mode){
6185 case MULTI_SYNC_PRE_BRIEFING:
6186 // if moving from game forming to the team select state
6189 case MULTI_SYNC_POST_BRIEFING:
6190 // if moving from briefing into the mission itself
6193 // tell everyone that we're now loading data
6194 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6195 send_netplayer_update_packet();
6197 // JAS: Used to do all paging here!!!!
6199 Net_player->state = NETPLAYER_STATE_WAITING;
6200 send_netplayer_update_packet();
6202 Game_time_compression = F1_0;
6204 case MULTI_SYNC_INGAME:
6210 case GS_STATE_VIEW_CUTSCENES:
6211 cutscenes_screen_init();
6214 case GS_STATE_MULTI_STD_WAIT:
6215 multi_standalone_wait_init();
6218 case GS_STATE_STANDALONE_MAIN:
6219 // don't initialize if we're coming from one of these 2 states unless there are no
6220 // players left (reset situation)
6221 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6222 standalone_main_init();
6226 case GS_STATE_MULTI_PAUSED:
6230 case GS_STATE_INGAME_PRE_JOIN:
6231 multi_ingame_select_init();
6234 case GS_STATE_STANDALONE_POSTGAME:
6235 multi_standalone_postgame_init();
6238 case GS_STATE_INITIAL_PLAYER_SELECT:
6239 player_select_init();
6242 case GS_STATE_MULTI_START_GAME:
6243 multi_start_game_init();
6246 case GS_STATE_MULTI_HOST_OPTIONS:
6247 multi_host_options_init();
6250 case GS_STATE_END_OF_CAMPAIGN:
6251 mission_campaign_end_init();
6254 case GS_STATE_LOOP_BRIEF:
6261 // do stuff that may need to be done regardless of state
6262 void game_do_state_common(int state,int no_networking)
6264 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6265 snd_do_frame(); // update sound system
6266 event_music_do_frame(); // music needs to play across many states
6268 multi_log_process();
6270 if (no_networking) {
6274 // maybe do a multiplayer frame based on game mode and state type
6275 if (Game_mode & GM_MULTIPLAYER) {
6277 case GS_STATE_OPTIONS_MENU:
6278 case GS_STATE_GAMEPLAY_HELP:
6279 case GS_STATE_HOTKEY_SCREEN:
6280 case GS_STATE_HUD_CONFIG:
6281 case GS_STATE_CONTROL_CONFIG:
6282 case GS_STATE_MISSION_LOG_SCROLLBACK:
6283 case GS_STATE_SHOW_GOALS:
6284 case GS_STATE_VIEW_CUTSCENES:
6285 case GS_STATE_EVENT_DEBUG:
6286 multi_maybe_do_frame();
6290 game_do_networking();
6294 // Called once a frame.
6295 // You should never try to change the state
6296 // in here... if you think you need to, you probably really
6297 // need to post an event, not change the state.
6298 int Game_do_state_should_skip = 0;
6299 void game_do_state(int state)
6301 // always lets the do_state_common() function determine if the state should be skipped
6302 Game_do_state_should_skip = 0;
6304 // legal to set the should skip state anywhere in this function
6305 game_do_state_common(state); // do stuff that may need to be done regardless of state
6307 if(Game_do_state_should_skip){
6312 case GS_STATE_MAIN_MENU:
6313 game_set_frametime(GS_STATE_MAIN_MENU);
6314 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6317 main_hall_do(flFrametime);
6321 case GS_STATE_OPTIONS_MENU:
6322 game_set_frametime(GS_STATE_OPTIONS_MENU);
6323 options_menu_do_frame(flFrametime);
6326 case GS_STATE_BARRACKS_MENU:
6327 game_set_frametime(GS_STATE_BARRACKS_MENU);
6328 barracks_do_frame(flFrametime);
6331 case GS_STATE_TRAINING_MENU:
6332 game_set_frametime(GS_STATE_TRAINING_MENU);
6333 training_menu_do_frame(flFrametime);
6336 case GS_STATE_TECH_MENU:
6337 game_set_frametime(GS_STATE_TECH_MENU);
6338 techroom_do_frame(flFrametime);
6341 case GS_STATE_GAMEPLAY_HELP:
6342 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6343 gameplay_help_do_frame(flFrametime);
6346 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6350 case GS_STATE_GAME_PAUSED:
6354 case GS_STATE_DEBUG_PAUSED:
6356 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6361 case GS_STATE_TRAINING_PAUSED:
6362 game_training_pause_do();
6365 case GS_STATE_LOAD_MISSION_MENU:
6366 game_set_frametime(GS_STATE_LOAD_MISSION_MENU);
6367 mission_load_menu_do();
6370 case GS_STATE_BRIEFING:
6371 game_set_frametime(GS_STATE_BRIEFING);
6372 brief_do_frame(flFrametime);
6375 case GS_STATE_DEBRIEF:
6376 game_set_frametime(GS_STATE_DEBRIEF);
6377 debrief_do_frame(flFrametime);
6380 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6381 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6382 multi_df_debrief_do();
6385 case GS_STATE_SHIP_SELECT:
6386 game_set_frametime(GS_STATE_SHIP_SELECT);
6387 ship_select_do(flFrametime);
6390 case GS_STATE_WEAPON_SELECT:
6391 game_set_frametime(GS_STATE_WEAPON_SELECT);
6392 weapon_select_do(flFrametime);
6395 case GS_STATE_MISSION_LOG_SCROLLBACK:
6396 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6397 hud_scrollback_do_frame(flFrametime);
6400 case GS_STATE_HUD_CONFIG:
6401 game_set_frametime(GS_STATE_HUD_CONFIG);
6402 hud_config_do_frame(flFrametime);
6405 case GS_STATE_MULTI_JOIN_GAME:
6406 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6407 multi_join_game_do_frame();
6410 case GS_STATE_MULTI_HOST_SETUP:
6411 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6412 multi_create_game_do();
6415 case GS_STATE_MULTI_CLIENT_SETUP:
6416 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6417 multi_game_client_setup_do_frame();
6420 case GS_STATE_CONTROL_CONFIG:
6421 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6422 control_config_do_frame(flFrametime);
6425 case GS_STATE_DEATH_DIED:
6429 case GS_STATE_DEATH_BLEW_UP:
6433 case GS_STATE_SIMULATOR_ROOM:
6434 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6435 sim_room_do_frame(flFrametime);
6438 case GS_STATE_CAMPAIGN_ROOM:
6439 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6440 campaign_room_do_frame(flFrametime);
6443 case GS_STATE_RED_ALERT:
6444 game_set_frametime(GS_STATE_RED_ALERT);
6445 red_alert_do_frame(flFrametime);
6448 case GS_STATE_CMD_BRIEF:
6449 game_set_frametime(GS_STATE_CMD_BRIEF);
6450 cmd_brief_do_frame(flFrametime);
6453 case GS_STATE_CREDITS:
6454 game_set_frametime(GS_STATE_CREDITS);
6455 credits_do_frame(flFrametime);
6458 case GS_STATE_VIEW_MEDALS:
6459 game_set_frametime(GS_STATE_VIEW_MEDALS);
6463 case GS_STATE_SHOW_GOALS:
6464 game_set_frametime(GS_STATE_SHOW_GOALS);
6465 mission_show_goals_do_frame(flFrametime);
6468 case GS_STATE_HOTKEY_SCREEN:
6469 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6470 mission_hotkey_do_frame(flFrametime);
6473 case GS_STATE_VIEW_CUTSCENES:
6474 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6475 cutscenes_screen_do_frame();
6478 case GS_STATE_MULTI_STD_WAIT:
6479 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6480 multi_standalone_wait_do();
6483 case GS_STATE_STANDALONE_MAIN:
6484 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6485 standalone_main_do();
6488 case GS_STATE_MULTI_PAUSED:
6489 game_set_frametime(GS_STATE_MULTI_PAUSED);
6493 case GS_STATE_TEAM_SELECT:
6494 game_set_frametime(GS_STATE_TEAM_SELECT);
6498 case GS_STATE_INGAME_PRE_JOIN:
6499 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6500 multi_ingame_select_do();
6503 case GS_STATE_EVENT_DEBUG:
6505 game_set_frametime(GS_STATE_EVENT_DEBUG);
6506 game_show_event_debug(flFrametime);
6510 case GS_STATE_STANDALONE_POSTGAME:
6511 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6512 multi_standalone_postgame_do();
6515 case GS_STATE_INITIAL_PLAYER_SELECT:
6516 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6520 case GS_STATE_MULTI_MISSION_SYNC:
6521 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6525 case GS_STATE_MULTI_START_GAME:
6526 game_set_frametime(GS_STATE_MULTI_START_GAME);
6527 multi_start_game_do();
6530 case GS_STATE_MULTI_HOST_OPTIONS:
6531 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6532 multi_host_options_do();
6535 case GS_STATE_END_OF_CAMPAIGN:
6536 mission_campaign_end_do();
6539 case GS_STATE_END_DEMO:
6540 game_set_frametime(GS_STATE_END_DEMO);
6541 end_demo_campaign_do();
6544 case GS_STATE_LOOP_BRIEF:
6545 game_set_frametime(GS_STATE_LOOP_BRIEF);
6549 } // end switch(gs_current_state)
6553 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6554 int game_do_ram_check(int ram_in_mbytes)
6556 if ( ram_in_mbytes < 30 ) {
6557 int allowed_to_run = 1;
6558 if ( ram_in_mbytes < 25 ) {
6564 if ( allowed_to_run ) {
6565 SDL_MessageBoxData mboxd;
6566 SDL_MessageBoxButtonData mboxbuttons[2];
6569 // not a translated string, but it's too long and smartdrv isn't
6570 // really a thing for any OS we now support :p
6571 // 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);
6572 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);
6574 mboxbuttons[0].buttonid = 0;
6575 mboxbuttons[0].text = XSTR("Ok", 503);
6576 mboxbuttons[0].flags = 0;
6578 mboxbuttons[1].buttonid = 1;
6579 mboxbuttons[1].text = XSTR("Cancel", 504);
6580 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6582 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6583 mboxd.title = XSTR( "Not Enough RAM", 194);
6584 mboxd.message = tmp;
6585 mboxd.numbuttons = 2;
6586 mboxd.buttons = mboxbuttons;
6587 mboxd.window = NULL;
6588 mboxd.colorScheme = NULL;
6590 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6592 if ( msgbox_rval == 1 ) {
6596 // not a translated string, but it's too long and smartdrv isn't
6597 // really a thing for any OS we now support :p
6598 // 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);
6599 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);
6601 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6610 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6611 // If so, copy it over and remove the update directory.
6612 void game_maybe_update_launcher(char *exe_dir)
6617 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6621 int sub_total_destroyed = 0;
6625 // get the total for all his children
6626 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6627 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6630 // find the # of faces for this _individual_ object
6631 total = submodel_get_num_polys(model_num, sm);
6632 if(strstr(pm->submodel[sm].name, "-destroyed")){
6633 sub_total_destroyed = total;
6637 SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6640 *out_total += total + sub_total;
6641 *out_destroyed_total += sub_total_destroyed;
6644 #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);
6645 void game_spew_pof_info()
6647 char *pof_list[1000];
6650 int idx, model_num, i, j;
6652 int total, root_total, model_total, destroyed_total, counted;
6656 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6658 // spew info on all the pofs
6664 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6669 for(idx=0; idx<num_files; idx++, counted++){
6670 SDL_snprintf(str, sizeof(str), "%s.pof", pof_list[idx]);
6671 model_num = model_load(str, 0, NULL);
6673 pm = model_get(model_num);
6675 // if we have a real model
6680 // go through and print all raw submodels
6681 cfputs("RAW\n", out);
6684 for (i=0; i<pm->n_models; i++) {
6685 total = submodel_get_num_polys(model_num, i);
6687 model_total += total;
6688 SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6691 SDL_snprintf(str, sizeof(str), "Model total %d\n", model_total);
6694 // now go through and do it by LOD
6695 cfputs("BY LOD\n\n", out);
6696 for(i=0; i<pm->n_detail_levels; i++){
6697 SDL_snprintf(str, sizeof(str), "LOD %d\n", i);
6701 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6703 destroyed_total = 0;
6704 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6705 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6708 SDL_snprintf(str, sizeof(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6711 SDL_snprintf(str, sizeof(str), "TOTAL: %d\n", total + root_total);
6713 SDL_snprintf(str, sizeof(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6715 SDL_snprintf(str, sizeof(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6718 cfputs("------------------------------------------------------------------------\n\n", out);
6722 if(counted >= MAX_POLYGON_MODELS - 5){
6735 game_spew_pof_info();
6738 int game_main(const char *szCmdLine)
6742 // Find out how much RAM is on this machine
6743 Freespace_total_ram = SDL_GetSystemRAM();
6745 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6749 if (!vm_init(24*1024*1024)) {
6750 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);
6754 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6756 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);
6765 extern void windebug_memwatch_init();
6766 windebug_memwatch_init();
6774 int cpu_cores = SDL_GetCPUCount();
6775 int le = (SDL_BYTEORDER == SDL_LIL_ENDIAN);
6777 mprintf(("Platform: %s\n", SDL_GetPlatform()));
6778 mprintf(("CPU: %d %s\n", cpu_cores, (cpu_cores == 1) ? "core" : "cores"));
6779 mprintf(("Memory: %dMB\n", Freespace_total_ram));
6780 mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, le ? "little" : "big"));
6782 parse_cmdline(szCmdLine);
6784 mprintf(("--------------------------------------------------------------------------------\n"));
6786 #ifdef STANDALONE_ONLY_BUILD
6788 nprintf(("Network", "Standalone running"));
6791 nprintf(("Network", "Standalone running"));
6798 // maybe spew pof stuff
6799 if(Cmdline_spew_pof_info){
6800 game_spew_pof_info();
6805 // non-demo, non-standalone, play the intro movie
6807 if ( !Is_standalone ) {
6809 // release -- movies always play
6812 // 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
6813 movie_play( NOX("intro.mve") );
6815 // debug version, movie will only play with -showmovies
6816 #elif !defined(NDEBUG)
6818 movie_play( NOX("intro.mve") );
6821 if ( Cmdline_show_movies )
6822 movie_play( NOX("intro.mve") );
6831 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6833 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
6837 // only important for non THREADED mode
6840 state = gameseq_process_events();
6841 if ( state == GS_STATE_QUIT_GAME ){
6846 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6848 demo_upsell_show_screens();
6850 #elif defined(OEM_BUILD)
6851 // show upsell screens on exit
6852 oem_upsell_show_screens();
6859 // launcher the fslauncher program on exit
6860 void game_launch_launcher_on_exit()
6868 // This function is called when FreeSpace terminates normally.
6870 void game_shutdown(void)
6876 // don't ever flip a page on the standalone!
6877 if(!(Game_mode & GM_STANDALONE_SERVER)){
6883 // if the player has left the "player select" screen and quit the game without actually choosing
6884 // a player, Player will be NULL, in which case we shouldn't write the player file out!
6885 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6889 // load up common multiplayer icons
6890 multi_unload_common_icons();
6892 shockwave_close(); // release any memory used by shockwave system
6893 fireball_close(); // free fireball system
6894 ship_close(); // free any memory that was allocated for the ships
6895 weapon_close(); // free any memory that was allocated for the weapons
6896 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6897 unload_animating_pointer();// frees the frames used for the animating mouse pointer
6898 bm_unload_all(); // free bitmaps
6899 mission_campaign_close(); // close out the campaign stuff
6900 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
6901 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
6903 #ifdef MULTI_USE_LAG
6907 // the menu close functions will unload the bitmaps if they were displayed during the game
6908 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6911 context_help_close(); // close out help system
6912 training_menu_close();
6913 lcl_close(); // be sure localization is closed out
6916 // free left-over memory from parsed tables
6917 cutscene_tbl_close();
6919 scoring_tbl_close();
6920 player_tips_close();
6922 extern void joy_close();
6925 audiostream_close();
6927 event_music_close();
6931 // HACKITY HACK HACK
6932 // if this flag is set, we should be firing up the launcher when exiting freespace
6933 extern int Multi_update_fireup_launcher_on_exit;
6934 if(Multi_update_fireup_launcher_on_exit){
6935 game_launch_launcher_on_exit();
6939 // game_stop_looped_sounds()
6941 // This function will call the appropriate stop looped sound functions for those
6942 // modules which use looping sounds. It is not enough just to stop a looping sound
6943 // at the DirectSound level, the game is keeping track of looping sounds, and this
6944 // function is used to inform the game that looping sounds are being halted.
6946 void game_stop_looped_sounds()
6948 hud_stop_looped_locking_sounds();
6949 hud_stop_looped_engine_sounds();
6950 afterburner_stop_sounds();
6951 player_stop_looped_sounds();
6952 obj_snd_stop_all(); // stop all object-linked persistant sounds
6953 game_stop_subspace_ambient_sound();
6954 snd_stop(Radar_static_looping);
6955 Radar_static_looping = -1;
6956 snd_stop(Target_static_looping);
6957 shipfx_stop_engine_wash_sound();
6958 Target_static_looping = -1;
6961 //////////////////////////////////////////////////////////////////////////
6963 // Code for supporting an animating mouse pointer
6966 //////////////////////////////////////////////////////////////////////////
6968 typedef struct animating_obj
6977 static animating_obj Animating_mouse;
6979 // ----------------------------------------------------------------------------
6980 // init_animating_pointer()
6982 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6983 // gets properly initialized
6985 void init_animating_pointer()
6987 Animating_mouse.first_frame = -1;
6988 Animating_mouse.num_frames = 0;
6989 Animating_mouse.current_frame = -1;
6990 Animating_mouse.time = 0.0f;
6991 Animating_mouse.elapsed_time = 0.0f;
6994 // ----------------------------------------------------------------------------
6995 // load_animating_pointer()
6997 // Called at game init to load in the frames for the animating mouse pointer
6999 // input: filename => filename of animation file that holds the animation
7001 void load_animating_pointer(const char *filename, int dx, int dy)
7006 init_animating_pointer();
7008 am = &Animating_mouse;
7009 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
7010 if ( am->first_frame == -1 )
7011 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
7012 am->current_frame = 0;
7013 am->time = am->num_frames / i2fl(fps);
7016 // ----------------------------------------------------------------------------
7017 // unload_animating_pointer()
7019 // Called at game shutdown to free the memory used to store the animation frames
7021 void unload_animating_pointer()
7026 am = &Animating_mouse;
7027 for ( i = 0; i < am->num_frames; i++ ) {
7028 SDL_assert( (am->first_frame+i) >= 0 );
7029 bm_release(am->first_frame + i);
7032 am->first_frame = -1;
7034 am->current_frame = -1;
7037 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
7038 void game_render_mouse(float frametime)
7043 // if animating cursor exists, play the next frame
7044 am = &Animating_mouse;
7045 if ( am->first_frame != -1 ) {
7046 mouse_get_pos(&mx, &my);
7047 am->elapsed_time += frametime;
7048 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
7049 if ( am->current_frame >= am->num_frames ) {
7050 am->current_frame = 0;
7051 am->elapsed_time = 0.0f;
7053 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
7057 // ----------------------------------------------------------------------------
7058 // game_maybe_draw_mouse()
7060 // determines whether to draw the mouse pointer at all, and what frame of
7061 // animation to use if the mouse is animating
7063 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
7065 // input: frametime => elapsed frame time in seconds since last call
7067 void game_maybe_draw_mouse(float frametime)
7071 game_state = gameseq_get_state();
7073 switch ( game_state ) {
7074 case GS_STATE_GAME_PAUSED:
7075 // case GS_STATE_MULTI_PAUSED:
7076 case GS_STATE_GAME_PLAY:
7077 case GS_STATE_DEATH_DIED:
7078 case GS_STATE_DEATH_BLEW_UP:
7079 if ( popup_active() || popupdead_is_active() ) {
7091 if ( !Mouse_hidden )
7092 game_render_mouse(frametime);
7096 void game_do_training_checks()
7100 waypoint_list *wplp;
7102 if (Training_context & TRAINING_CONTEXT_SPEED) {
7103 s = (int) Player_obj->phys_info.fspeed;
7104 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7105 if (!Training_context_speed_set) {
7106 Training_context_speed_set = 1;
7107 Training_context_speed_timestamp = timestamp();
7111 Training_context_speed_set = 0;
7114 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7115 wplp = &Waypoint_lists[Training_context_path];
7116 if (wplp->count > Training_context_goal_waypoint) {
7117 i = Training_context_goal_waypoint;
7119 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7120 if (d <= Training_context_distance) {
7121 Training_context_at_waypoint = i;
7122 if (Training_context_goal_waypoint == i) {
7123 Training_context_goal_waypoint++;
7124 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7131 if (i == wplp->count)
7134 } while (i != Training_context_goal_waypoint);
7138 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7139 Players_target = Player_ai->target_objnum;
7140 Players_targeted_subsys = Player_ai->targeted_subsys;
7141 Players_target_timestamp = timestamp();
7145 /////////// Following is for event debug view screen
7149 #define EVENT_DEBUG_MAX 5000
7150 #define EVENT_DEBUG_EVENT 0x8000
7152 int Event_debug_index[EVENT_DEBUG_MAX];
7155 void game_add_event_debug_index(int n, int indent)
7157 if (ED_count < EVENT_DEBUG_MAX)
7158 Event_debug_index[ED_count++] = n | (indent << 16);
7161 void game_add_event_debug_sexp(int n, int indent)
7166 if (Sexp_nodes[n].first >= 0) {
7167 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7168 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7172 game_add_event_debug_index(n, indent);
7173 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7174 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7176 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7179 void game_event_debug_init()
7184 for (e=0; e<Num_mission_events; e++) {
7185 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7186 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7190 void game_show_event_debug(float frametime)
7194 int font_height, font_width;
7196 static int scroll_offset = 0;
7198 k = game_check_key();
7204 if (scroll_offset < 0)
7214 scroll_offset -= 20;
7215 if (scroll_offset < 0)
7220 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7224 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7230 gr_set_color_fast(&Color_bright);
7232 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7234 gr_set_color_fast(&Color_normal);
7236 gr_get_string_size(&font_width, &font_height, NOX("test"));
7237 y_max = gr_screen.max_h - font_height - 5;
7241 while (k < ED_count) {
7242 if (y_index > y_max)
7245 z = Event_debug_index[k];
7246 if (z & EVENT_DEBUG_EVENT) {
7248 SDL_snprintf(buf, sizeof(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7249 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7250 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7251 Mission_events[z].repeat_count, Mission_events[z].interval);
7259 SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, sizeof(buf));
7260 switch (Sexp_nodes[z & 0x7fff].value) {
7262 SDL_strlcat(buf, NOX(" (True)"), sizeof(buf));
7266 SDL_strlcat(buf, NOX(" (False)"), sizeof(buf));
7269 case SEXP_KNOWN_TRUE:
7270 SDL_strlcat(buf, NOX(" (Always true)"), sizeof(buf));
7273 case SEXP_KNOWN_FALSE:
7274 SDL_strlcat(buf, NOX(" (Always false)"), sizeof(buf));
7277 case SEXP_CANT_EVAL:
7278 SDL_strlcat(buf, NOX(" (Can't eval)"), sizeof(buf));
7282 case SEXP_NAN_FOREVER:
7283 SDL_strlcat(buf, NOX(" (Not a number)"), sizeof(buf));
7288 gr_printf(10, y_index, buf);
7289 y_index += font_height;
7302 int Tmap_num_too_big = 0;
7303 int Num_models_needing_splitting = 0;
7305 void Time_model( int modelnum )
7307 // mprintf(( "Timing ship '%s'\n", si->name ));
7309 vector eye_pos, model_pos;
7310 matrix eye_orient, model_orient;
7312 polymodel *pm = model_get( modelnum );
7314 int l = strlen(pm->filename);
7316 if ( (l == '/') || (l=='\\') || (l==':')) {
7322 char *pof_file = &pm->filename[l];
7324 int model_needs_splitting = 0;
7326 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7328 for (i=0; i<pm->n_textures; i++ ) {
7329 char filename[1024];
7332 int bmp_num = pm->original_textures[i];
7333 if ( bmp_num > -1 ) {
7334 bm_get_palette(pm->original_textures[i], pal, filename, sizeof(filename) );
7336 bm_get_info( pm->original_textures[i],&w, &h );
7339 if ( (w > 512) || (h > 512) ) {
7340 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7342 model_needs_splitting++;
7345 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7349 if ( model_needs_splitting ) {
7350 Num_models_needing_splitting++;
7352 eye_orient = model_orient = vmd_identity_matrix;
7353 eye_pos = model_pos = vmd_zero_vector;
7355 eye_pos.xyz.z = -pm->rad*2.0f;
7357 vector eye_to_model;
7359 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7360 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7362 fix t1 = timer_get_fixed_seconds();
7365 ta.p = ta.b = ta.h = 0.0f;
7368 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7370 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7372 modelstats_num_polys = modelstats_num_verts = 0;
7374 while( ta.h < PI2 ) {
7377 vm_angles_2_matrix(&m1, &ta );
7378 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7385 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7387 model_clear_instance( modelnum );
7388 model_set_detail_level(0); // use highest detail level
7389 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7397 int k = key_inkey();
7398 if ( k == SDLK_ESCAPE ) {
7403 fix t2 = timer_get_fixed_seconds();
7405 if (framecount < 1) {
7409 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7410 //bitmaps_used_this_frame /= framecount;
7412 modelstats_num_polys /= framecount;
7413 modelstats_num_verts /= framecount;
7415 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7416 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 );
7418 // 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 );
7424 int Time_models = 0;
7425 DCF_BOOL( time_models, Time_models );
7427 void Do_model_timings_test()
7431 if ( !Time_models ) return;
7433 mprintf(( "Timing models!\n" ));
7437 ubyte model_used[MAX_POLYGON_MODELS];
7438 int model_id[MAX_POLYGON_MODELS];
7439 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7444 for (i=0; i<Num_ship_types; i++ ) {
7445 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7447 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7448 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7451 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7452 if ( !Texture_fp ) return;
7454 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7455 if ( !Time_fp ) return;
7457 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7458 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7460 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7461 if ( model_used[i] ) {
7462 Time_model( model_id[i] );
7466 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7467 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7476 // Call this function when you want to inform the player that a feature is not
7477 // enabled in the DEMO version of FreSpace
7478 void game_feature_not_in_demo_popup()
7480 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7483 // format the specified time (fixed point) into a nice string
7484 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7487 int hours,minutes,seconds;
7489 mtime = f2fl(m_time);
7491 // get the hours, minutes and seconds
7492 hours = (int)(mtime / 3600.0f);
7494 mtime -= (3600.0f * (float)hours);
7496 seconds = (int)mtime%60;
7497 minutes = (int)mtime/60;
7500 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7502 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7506 // Stuff version string in *str.
7507 void get_version_string(char *str, const int str_len)
7510 if ( FS_VERSION_BUILD == 0 ) {
7511 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7513 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7516 #if defined (FS2_DEMO) || defined(FS1_DEMO)
7517 SDL_strlcat(str, " D", str_len);
7518 #elif defined (OEM_BUILD)
7519 SDL_strlcat(str, " (OEM)", str_len);
7525 char myname[_MAX_PATH];
7526 int namelen, major, minor, build, waste;
7527 unsigned int buf_size;
7533 // Find my EXE file name
7534 hMod = GetModuleHandle(NULL);
7535 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7537 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7538 infop = (char *)malloc(version_size);
7539 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7541 // get the product version
7542 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7543 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7545 sprintf(str,"Dv%d.%02d",major, minor);
7547 sprintf(str,"v%d.%02d",major, minor);
7552 void get_version_string_short(char *str, const int str_len)
7554 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7557 // ----------------------------------------------------------------
7559 // OEM UPSELL SCREENS BEGIN
7561 // ----------------------------------------------------------------
7562 #if defined(OEM_BUILD)
7564 #define NUM_OEM_UPSELL_SCREENS 3
7565 #define OEM_UPSELL_SCREEN_DELAY 10000
7567 static int Oem_upsell_bitmaps_loaded = 0;
7568 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7569 static int Oem_upsell_screen_number = 0;
7570 static int Oem_upsell_show_next_bitmap_time;
7573 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
7586 static int Oem_normal_cursor = -1;
7587 static int Oem_web_cursor = -1;
7588 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
7589 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7591 void oem_upsell_next_screen()
7593 Oem_upsell_screen_number++;
7594 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7595 // extra long delay, mouse shown on last upsell
7596 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7600 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7604 void oem_upsell_load_bitmaps()
7608 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7609 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7613 void oem_upsell_unload_bitmaps()
7617 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7618 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7619 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7624 Oem_upsell_bitmaps_loaded = 0;
7627 // clickable hotspot on 3rd OEM upsell screen
7628 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7630 28, 350, 287, 96 // x, y, w, h
7633 45, 561, 460, 152 // x, y, w, h
7637 void oem_upsell_show_screens()
7639 int current_time, k;
7642 if ( !Oem_upsell_bitmaps_loaded ) {
7643 oem_upsell_load_bitmaps();
7644 Oem_upsell_bitmaps_loaded = 1;
7647 // may use upsell screens more than once
7648 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7649 Oem_upsell_screen_number = 0;
7655 int nframes; // used to pass, not really needed (should be 1)
7656 Oem_normal_cursor = gr_get_cursor_bitmap();
7657 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7658 SDL_assert(Oem_web_cursor >= 0);
7659 if (Oem_web_cursor < 0) {
7660 Oem_web_cursor = Oem_normal_cursor;
7665 //oem_reset_trailer_timer();
7667 current_time = timer_get_milliseconds();
7672 // advance screen on keypress or timeout
7673 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7674 oem_upsell_next_screen();
7677 // check if we are done
7678 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7679 Oem_upsell_screen_number--;
7682 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7687 // show me the upsell
7688 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
7689 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7693 // if this is the 3rd upsell, make it clickable, d00d
7694 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7696 int button_state = mouse_get_pos(&mx, &my);
7697 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])
7698 && (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]) )
7701 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7704 if (button_state & MOUSE_LEFT_BUTTON) {
7706 multi_pxo_url(OEM_UPSELL_URL);
7710 // switch cursor back to normal one
7711 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7716 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7726 oem_upsell_unload_bitmaps();
7728 // switch cursor back to normal one
7729 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7733 #endif // defined(OEM_BUILD)
7734 // ----------------------------------------------------------------
7736 // OEM UPSELL SCREENS END
7738 // ----------------------------------------------------------------
7742 // ----------------------------------------------------------------
7744 // DEMO UPSELL SCREENS BEGIN
7746 // ----------------------------------------------------------------
7748 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7751 #define NUM_DEMO_UPSELL_SCREENS 2
7753 #define NUM_DEMO_UPSELL_SCREENS 4
7755 #define DEMO_UPSELL_SCREEN_DELAY 3000
7757 static int Demo_upsell_bitmaps_loaded = 0;
7758 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7759 static int Demo_upsell_screen_number = 0;
7760 static int Demo_upsell_show_next_bitmap_time;
7763 static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7789 void demo_upsell_next_screen()
7791 Demo_upsell_screen_number++;
7792 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7793 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7795 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7799 void demo_upsell_load_bitmaps()
7803 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7804 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7808 void demo_upsell_unload_bitmaps()
7812 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7813 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7814 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7819 Demo_upsell_bitmaps_loaded = 0;
7822 void demo_upsell_show_screens()
7824 int current_time, k;
7827 if ( !Demo_upsell_bitmaps_loaded ) {
7828 demo_upsell_load_bitmaps();
7829 Demo_upsell_bitmaps_loaded = 1;
7832 // may use upsell screens more than once
7833 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7834 Demo_upsell_screen_number = 0;
7841 demo_reset_trailer_timer();
7843 current_time = timer_get_milliseconds();
7850 // don't time out, wait for keypress
7852 if ( current_time > Demo_upsell_show_next_bitmap_time ) {
7853 demo_upsell_next_screen();
7858 demo_upsell_next_screen();
7861 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7862 Demo_upsell_screen_number--;
7865 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7870 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
7871 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7876 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7886 demo_upsell_unload_bitmaps();
7891 // ----------------------------------------------------------------
7893 // DEMO UPSELL SCREENS END
7895 // ----------------------------------------------------------------
7898 // ----------------------------------------------------------------
7900 // Subspace Ambient Sound START
7902 // ----------------------------------------------------------------
7904 static int Subspace_ambient_left_channel = -1;
7905 static int Subspace_ambient_right_channel = -1;
7908 void game_start_subspace_ambient_sound()
7910 if ( Subspace_ambient_left_channel < 0 ) {
7911 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7914 if ( Subspace_ambient_right_channel < 0 ) {
7915 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7919 void game_stop_subspace_ambient_sound()
7921 if ( Subspace_ambient_left_channel >= 0 ) {
7922 snd_stop(Subspace_ambient_left_channel);
7923 Subspace_ambient_left_channel = -1;
7926 if ( Subspace_ambient_right_channel >= 0 ) {
7927 snd_stop(Subspace_ambient_right_channel);
7928 Subspace_ambient_right_channel = -1;
7932 // ----------------------------------------------------------------
7934 // Subspace Ambient Sound END
7936 // ----------------------------------------------------------------
7938 // ----------------------------------------------------------------
7940 // Language Autodetection stuff
7943 // this layout order must match Lcl_languages in localize.cpp in order for the
7944 // correct language to be detected
7945 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7947 1366105450, // English
7949 589986744, // English
7951 -1132430286, // German
7953 -1131728960, // Polish
7956 // default setting is "-1" to use config file with English as fall back
7957 // DO NOT change the default setting here or something uncouth might happen
7958 // in the localization code
7964 // try and open the file to verify
7965 CFILE *detect = cfopen("font01.vf", "rb");
7967 // will use default setting if something went wrong
7972 // get the long checksum of the file
7974 cfseek(detect, 0, SEEK_SET);
7975 cf_chksum_long(detect, &file_checksum);
7979 // now compare the checksum/filesize against known #'s
7980 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
7981 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
7986 // notify if a match was not found, include detected checksum
7987 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
7988 printf("Using default language...\n\n");
7994 // End Auto Lang stuff
7996 // ----------------------------------------------------------------
7998 // ----------------------------------------------------------------
7999 // SHIPS TBL VERIFICATION STUFF
8002 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8003 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8004 #define NUM_SHIPS_TBL_CHECKSUMS 3
8006 #define NUM_SHIPS_TBL_CHECKSUMS 1
8010 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8011 1696074201, // FS2 demo
8014 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8015 1603375034, // FS1 DEMO
8018 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8019 -129679197, // FS1 Full 1.06 (US)
8020 7762567, // FS1 SilentThreat
8021 1555372475 // FS1 Full 1.06 (German)
8025 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8026 -463907578, // US - beta 1
8027 1696074201, // FS2 demo
8030 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8031 // -1022810006, // 1.0 FULL
8032 -1254285366 // 1.2 FULL (German)
8036 void verify_ships_tbl()
8040 Game_ships_tbl_valid = 1;
8046 // detect if the packfile exists
8047 CFILE *detect = cfopen("ships.tbl", "rb");
8048 Game_ships_tbl_valid = 0;
8052 Game_ships_tbl_valid = 0;
8056 // get the long checksum of the file
8058 cfseek(detect, 0, SEEK_SET);
8059 cf_chksum_long(detect, &file_checksum);
8063 // now compare the checksum/filesize against known #'s
8064 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
8065 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
8066 Game_ships_tbl_valid = 1;
8073 DCF(shipspew, "display the checksum for the current ships.tbl")
8076 CFILE *detect = cfopen("ships.tbl", "rb");
8077 // get the long checksum of the file
8079 cfseek(detect, 0, SEEK_SET);
8080 cf_chksum_long(detect, &file_checksum);
8083 dc_printf("%d", file_checksum);
8086 // ----------------------------------------------------------------
8087 // WEAPONS TBL VERIFICATION STUFF
8090 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8091 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8092 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8094 #define NUM_WEAPONS_TBL_CHECKSUMS 1
8098 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8099 -266420030, // demo 1
8102 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8103 -1246928725, // FS1 DEMO
8106 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8107 -834598107, // FS1 1.06 Full (US)
8108 -1652231417, // FS1 SilentThreat
8109 720209793 // FS1 1.06 Full (German)
8113 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8114 141718090, // US - beta 1
8115 -266420030, // demo 1
8118 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8119 // 399297860, // 1.0 FULL
8120 -553984927 // 1.2 FULL (german)
8124 void verify_weapons_tbl()
8128 Game_weapons_tbl_valid = 1;
8134 // detect if the packfile exists
8135 CFILE *detect = cfopen("weapons.tbl", "rb");
8136 Game_weapons_tbl_valid = 0;
8140 Game_weapons_tbl_valid = 0;
8144 // get the long checksum of the file
8146 cfseek(detect, 0, SEEK_SET);
8147 cf_chksum_long(detect, &file_checksum);
8151 // now compare the checksum/filesize against known #'s
8152 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8153 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8154 Game_weapons_tbl_valid = 1;
8161 DCF(wepspew, "display the checksum for the current weapons.tbl")
8164 CFILE *detect = cfopen("weapons.tbl", "rb");
8165 // get the long checksum of the file
8167 cfseek(detect, 0, SEEK_SET);
8168 cf_chksum_long(detect, &file_checksum);
8171 dc_printf("%d", file_checksum);
8174 // if the game is running using hacked data
8175 int game_hacked_data()
8178 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8186 void display_title_screen()
8188 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
8189 ///int title_bitmap;
8192 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8193 if (title_bitmap == -1) {
8198 gr_set_bitmap(title_bitmap);
8206 bm_unload(title_bitmap);
8207 #endif // FS2_DEMO || OEM_BUILD || FS1_DEMO
8210 // return true if the game is running with "low memory", which is less than 48MB
8211 bool game_using_low_mem()
8213 if (Use_low_mem == 0) {