2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
18 * Revision 1.40 2005/10/01 21:40:38 taylor
19 * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20 * make sure a global cmdline.cfg file works with OS X when built as an app
22 * Revision 1.39 2005/08/12 08:57:20 taylor
23 * don't show hardware S-RAM value on HUD in debug
24 * do show in use GL texture memory
25 * have an actual fade effect for the credits screen artwork
27 * Revision 1.38 2004/09/20 01:31:44 theoddone33
30 * Revision 1.37 2004/07/04 11:31:43 taylor
31 * amd64 support, compiler warning fixes, don't use software rendering
33 * Revision 1.36 2004/06/12 01:11:35 taylor
34 * x86 compile fixes for OSX patch
36 * Revision 1.35 2004/06/11 00:53:02 tigital
37 * OSX: .app name, casts for gcc
39 * Revision 1.34 2003/08/09 03:18:03 taylor
40 * fix tips popup not having any tips
42 * Revision 1.33 2003/08/03 15:57:00 taylor
43 * simpler mouse usage; default ini settings in os_init(); cleanup
45 * Revision 1.32 2003/06/19 11:51:41 taylor
46 * adjustments to memory leak fixes
48 * Revision 1.31 2003/06/11 18:30:32 taylor
51 * Revision 1.30 2003/06/03 04:00:39 taylor
52 * Polish language support (Janusz Dziemidowicz)
54 * Revision 1.29 2003/05/25 02:30:42 taylor
57 * Revision 1.28 2003/05/18 03:55:30 taylor
58 * automatic language selection support
60 * Revision 1.27 2003/03/03 04:54:44 theoddone33
61 * Commit Taylor's ShowFPS fix
63 * Revision 1.26 2003/02/20 17:41:07 theoddone33
64 * Userdir patch from Taylor Richards
66 * Revision 1.25 2003/01/30 19:54:10 relnev
67 * ini config option for the frames per second counter (Taylor Richards)
69 * Revision 1.24 2002/08/31 01:39:13 theoddone33
70 * Speed up the renderer a tad
72 * Revision 1.23 2002/08/04 02:31:00 relnev
73 * make numlock not overlap with pause
75 * Revision 1.22 2002/08/02 23:07:03 relnev
76 * don't access the mouse in standalone mode
78 * Revision 1.21 2002/07/28 05:05:08 relnev
79 * removed some old stuff
81 * Revision 1.20 2002/07/24 00:20:41 relnev
84 * Revision 1.19 2002/06/17 06:33:08 relnev
85 * ryan's struct patch for gcc 2.95
87 * Revision 1.18 2002/06/16 04:46:33 relnev
88 * set up correct checksums for demo
90 * Revision 1.17 2002/06/09 04:41:17 relnev
91 * added copyright header
93 * Revision 1.16 2002/06/09 03:16:04 relnev
96 * removed unneeded asm, old sdl 2d setup.
98 * fixed crash caused by opengl_get_region.
100 * Revision 1.15 2002/06/05 08:05:28 relnev
101 * stub/warning removal.
103 * reworked the sound code.
105 * Revision 1.14 2002/06/05 04:03:32 relnev
106 * finished cfilesystem.
108 * removed some old code.
110 * fixed mouse save off-by-one.
114 * Revision 1.13 2002/06/02 04:26:34 relnev
117 * Revision 1.12 2002/06/02 00:31:35 relnev
118 * implemented osregistry
120 * Revision 1.11 2002/06/01 09:00:34 relnev
121 * silly debug memmanager
123 * Revision 1.10 2002/06/01 07:12:32 relnev
124 * a few NDEBUG updates.
126 * removed a few warnings.
128 * Revision 1.9 2002/05/31 03:05:59 relnev
131 * Revision 1.8 2002/05/29 02:52:32 theoddone33
132 * Enable OpenGL renderer
134 * Revision 1.7 2002/05/28 08:52:03 relnev
135 * implemented two assembly stubs.
137 * cleaned up a few warnings.
139 * added a little demo hackery to make it progress a little farther.
141 * Revision 1.6 2002/05/28 06:28:20 theoddone33
142 * Filesystem mods, actually reads some data files now
144 * Revision 1.5 2002/05/28 04:07:28 theoddone33
145 * New graphics stubbing arrangement
147 * Revision 1.4 2002/05/27 22:46:52 theoddone33
148 * Remove more undefined symbols
150 * Revision 1.3 2002/05/26 23:31:18 relnev
151 * added a few files that needed to be compiled
153 * freespace.cpp: now compiles
155 * Revision 1.2 2002/05/07 03:16:44 theoddone33
156 * The Great Newline Fix
158 * Revision 1.1.1.1 2002/05/03 03:28:09 root
162 * 201 6/16/00 3:15p Jefff
163 * sim of the year dvd version changes, a few german soty localization
166 * 200 11/03/99 11:06a Jefff
169 * 199 10/26/99 5:07p Jamest
170 * fixed jeffs dumb debug code
172 * 198 10/25/99 5:53p Jefff
173 * call control_config_common_init() on startup
175 * 197 10/14/99 10:18a Daveb
176 * Fixed incorrect CD checking problem on standalone server.
178 * 196 10/13/99 9:22a Daveb
179 * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180 * related to movies. Fixed launcher spawning from PXO screen.
182 * 195 10/06/99 11:05a Jefff
183 * new oem upsell 3 hotspot coords
185 * 194 10/06/99 10:31a Jefff
188 * 193 10/01/99 9:10a Daveb
191 * 192 9/15/99 4:57a Dave
192 * Updated ships.tbl checksum
194 * 191 9/15/99 3:58a Dave
195 * Removed framerate warning at all times.
197 * 190 9/15/99 3:16a Dave
198 * Remove mt-011.fs2 from the builtin mission list.
200 * 189 9/15/99 1:45a Dave
201 * Don't init joystick on standalone. Fixed campaign mode on standalone.
202 * Fixed no-score-report problem in TvT
204 * 188 9/14/99 6:08a Dave
205 * Updated (final) single, multi, and campaign list.
207 * 187 9/14/99 3:26a Dave
208 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209 * respawn-too-early problem. Made a few crash points safe.
211 * 186 9/13/99 4:52p Dave
214 * 185 9/12/99 8:09p Dave
215 * Fixed problem where skip-training button would cause mission messages
216 * not to get paged out for the current mission.
218 * 184 9/10/99 11:53a Dave
219 * Shutdown graphics before sound to eliminate apparent lockups when
220 * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
222 * 183 9/09/99 11:40p Dave
223 * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224 * 2 end movies properly, based upon what the player did in the mission.
226 * 182 9/08/99 10:29p Dave
227 * Make beam sound pausing and unpausing much safer.
229 * 181 9/08/99 10:01p Dave
230 * Make sure game won't run in a drive's root directory. Make sure
231 * standalone routes suqad war messages properly to the host.
233 * 180 9/08/99 3:22p Dave
234 * Updated builtin mission list.
236 * 179 9/08/99 12:01p Jefff
237 * fixed Game_builtin_mission_list typo on Training-2.fs2
239 * 178 9/08/99 9:48a Andsager
240 * Add force feedback for engine wash.
242 * 177 9/07/99 4:01p Dave
243 * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244 * does everything properly (setting up address when binding). Remove
245 * black rectangle background from UI_INPUTBOX.
247 * 176 9/13/99 2:40a Dave
248 * Comment in full 80 minute CD check for RELEASE_REAL builds.
250 * 175 9/06/99 6:38p Dave
251 * Improved CD detection code.
253 * 174 9/06/99 1:30a Dave
254 * Intermediate checkin. Started on enforcing CD-in-drive to play the
257 * 173 9/06/99 1:16a Dave
258 * Make sure the user sees the intro movie.
260 * 172 9/04/99 8:00p Dave
261 * Fixed up 1024 and 32 bit movie support.
263 * 171 9/03/99 1:32a Dave
264 * CD checking by act. Added support to play 2 cutscenes in a row
265 * seamlessly. Fixed super low level cfile bug related to files in the
266 * root directory of a CD. Added cheat code to set campaign mission # in
269 * 170 9/01/99 10:49p Dave
270 * Added nice SquadWar checkbox to the client join wait screen.
272 * 169 9/01/99 10:14a Dave
275 * 168 8/29/99 4:51p Dave
276 * Fixed damaged checkin.
278 * 167 8/29/99 4:18p Andsager
279 * New "burst" limit for friendly damage. Also credit more damage done
280 * against large friendly ships.
282 * 166 8/27/99 6:38p Alanl
283 * crush the blasted repeating messages bug
285 * 164 8/26/99 9:09p Dave
286 * Force framerate check in everything but a RELEASE_REAL build.
288 * 163 8/26/99 9:45a Dave
289 * First pass at easter eggs and cheats.
291 * 162 8/24/99 8:55p Dave
292 * Make sure nondimming pixels work properly in tech menu.
294 * 161 8/24/99 1:49a Dave
295 * Fixed client-side afterburner stuttering. Added checkbox for no version
296 * checking on PXO join. Made button info passing more friendly between
299 * 160 8/22/99 5:53p Dave
300 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301 * instead of ship designations for multiplayer players.
303 * 159 8/22/99 1:19p Dave
304 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305 * which d3d cards are detected.
307 * 158 8/20/99 2:09p Dave
308 * PXO banner cycling.
310 * 157 8/19/99 10:59a Dave
311 * Packet loss detection.
313 * 156 8/19/99 10:12a Alanl
314 * preload mission-specific messages on machines greater than 48MB
316 * 155 8/16/99 4:04p Dave
317 * Big honking checkin.
319 * 154 8/11/99 5:54p Dave
320 * Fixed collision problem. Fixed standalone ghost problem.
322 * 153 8/10/99 7:59p Jefff
325 * 152 8/10/99 6:54p Dave
326 * Mad optimizations. Added paging to the nebula effect.
328 * 151 8/10/99 3:44p Jefff
329 * loads Intelligence information on startup
331 * 150 8/09/99 3:47p Dave
332 * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333 * non-nebula missions.
335 * 149 8/09/99 2:21p Andsager
336 * Fix patching from multiplayer direct to launcher update tab.
338 * 148 8/09/99 10:36a Dave
339 * Version info for game.
341 * 147 8/06/99 9:46p Dave
342 * Hopefully final changes for the demo.
344 * 146 8/06/99 3:34p Andsager
345 * Make title version info "(D)" -> "D" show up nicely
347 * 145 8/06/99 2:59p Adamp
348 * Fixed NT launcher/update problem.
350 * 144 8/06/99 1:52p Dave
351 * Bumped up MAX_BITMAPS for the demo.
353 * 143 8/06/99 12:17p Andsager
354 * Demo: down to just 1 demo dog
356 * 142 8/05/99 9:39p Dave
357 * Yet another new checksum.
359 * 141 8/05/99 6:19p Dave
360 * New demo checksums.
362 * 140 8/05/99 5:31p Andsager
363 * Up demo version 1.01
365 * 139 8/05/99 4:22p Andsager
366 * No time limit on upsell screens. Reverse order of display of upsell
369 * 138 8/05/99 4:17p Dave
370 * Tweaks to client interpolation.
372 * 137 8/05/99 3:52p Danw
374 * 136 8/05/99 3:01p Danw
376 * 135 8/05/99 2:43a Anoop
377 * removed duplicate definition.
379 * 134 8/05/99 2:13a Dave
382 * 133 8/05/99 2:05a Dave
385 * 132 8/05/99 1:22a Andsager
388 * 131 8/04/99 9:51p Andsager
389 * Add title screen to demo
391 * 130 8/04/99 6:47p Jefff
392 * fixed link error resulting from #ifdefs
394 * 129 8/04/99 6:26p Dave
395 * Updated ship tbl checksum.
397 * 128 8/04/99 5:40p Andsager
398 * Add multiple demo dogs
400 * 127 8/04/99 5:36p Andsager
401 * Show upsell screens at end of demo campaign before returning to main
404 * 126 8/04/99 11:42a Danw
405 * tone down EAX reverb
407 * 125 8/04/99 11:23a Dave
408 * Updated demo checksums.
410 * 124 8/03/99 11:02p Dave
411 * Maybe fixed sync problems in multiplayer.
413 * 123 8/03/99 6:21p Jefff
416 * 122 8/03/99 3:44p Andsager
417 * Launch laucher if trying to run FS without first having configured
420 * 121 8/03/99 12:45p Dave
423 * 120 8/02/99 9:13p Dave
426 * 119 7/30/99 10:31p Dave
427 * Added comm menu to the configurable hud files.
429 * 118 7/30/99 5:17p Andsager
430 * first fs2demo checksums
432 * 117 7/29/99 3:09p Anoop
434 * 116 7/29/99 12:05a Dave
435 * Nebula speed optimizations.
437 * 115 7/27/99 8:59a Andsager
438 * Make major, minor version consistent for all builds. Only show major
439 * and minor for launcher update window.
441 * 114 7/26/99 5:50p Dave
442 * Revised ingame join. Better? We'll see....
444 * 113 7/26/99 5:27p Andsager
445 * Add training mission as builtin to demo build
447 * 112 7/24/99 1:54p Dave
448 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
451 * 111 7/22/99 4:00p Dave
452 * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
454 * 110 7/21/99 8:10p Dave
455 * First run of supernova effect.
457 * 109 7/20/99 1:49p Dave
458 * Peter Drake build. Fixed some release build warnings.
460 * 108 7/19/99 2:26p Andsager
461 * set demo multiplayer missions
463 * 107 7/18/99 5:19p Dave
464 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
466 * 106 7/16/99 1:50p Dave
467 * 8 bit aabitmaps. yay.
469 * 105 7/15/99 3:07p Dave
470 * 32 bit detection support. Mouse coord commandline.
472 * 104 7/15/99 2:13p Dave
473 * Added 32 bit detection.
475 * 103 7/15/99 9:20a Andsager
476 * FS2_DEMO initial checkin
478 * 102 7/14/99 11:02a Dave
479 * Skill level default back to easy. Blech.
481 * 101 7/09/99 5:54p Dave
482 * Seperated cruiser types into individual types. Added tons of new
483 * briefing icons. Campaign screen.
485 * 100 7/08/99 4:43p Andsager
486 * New check for sparky_hi and print if not found.
488 * 99 7/08/99 10:53a Dave
489 * New multiplayer interpolation scheme. Not 100% done yet, but still
490 * better than the old way.
492 * 98 7/06/99 4:24p Dave
493 * Mid-level checkin. Starting on some potentially cool multiplayer
496 * 97 7/06/99 3:35p Andsager
497 * Allow movie to play before red alert mission.
499 * 96 7/03/99 5:50p Dave
500 * Make rotated bitmaps draw properly in padlock views.
502 * 95 7/02/99 9:55p Dave
503 * Player engine wash sound.
505 * 94 7/02/99 4:30p Dave
506 * Much more sophisticated lightning support.
508 * 93 6/29/99 7:52p Dave
509 * Put in exception handling in FS2.
511 * 92 6/22/99 9:37p Dave
512 * Put in pof spewing.
514 * 91 6/16/99 4:06p Dave
515 * New pilot info popup. Added new draw-bitmap-as-poly function.
517 * 90 6/15/99 1:56p Andsager
518 * For release builds, allow start up in high res only with
521 * 89 6/15/99 9:34a Dave
522 * Fixed key checking in single threaded version of the stamp notification
525 * 88 6/09/99 2:55p Andsager
526 * Allow multiple asteroid subtypes (of large, medium, small) and follow
529 * 87 6/08/99 1:14a Dave
530 * Multi colored hud test.
532 * 86 6/04/99 9:52a Dave
533 * Fixed some rendering problems.
535 * 85 6/03/99 10:15p Dave
536 * Put in temporary main hall screen.
538 * 84 6/02/99 6:18p Dave
539 * Fixed TNT lockup problems! Wheeeee!
541 * 83 6/01/99 3:52p Dave
542 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543 * dead popup, pxo find player popup, pxo private room popup.
545 * 82 5/26/99 1:28p Jasenw
546 * changed coords for loading ani
548 * 81 5/26/99 11:46a Dave
549 * Added ship-blasting lighting and made the randomization of lighting
550 * much more customizable.
552 * 80 5/24/99 5:45p Dave
553 * Added detail levels to the nebula, with a decent speedup. Split nebula
554 * lightning into its own section.
572 #include "systemvars.h"
577 #include "starfield.h"
578 #include "lighting.h"
583 #include "fireballs.h"
587 #include "floating.h"
588 #include "gamesequence.h"
590 #include "optionsmenu.h"
591 #include "playermenu.h"
592 #include "trainingmenu.h"
593 #include "techmenu.h"
596 #include "hudmessage.h"
598 #include "missiongoals.h"
599 #include "missionparse.h"
604 #include "multiutil.h"
605 #include "multimsgs.h"
607 #include "multi_pxo.h"
610 #include "freespace.h"
611 #include "managepilot.h"
613 #include "contexthelp.h"
616 #include "missionbrief.h"
617 #include "missiondebrief.h"
619 #include "missionshipchoice.h"
621 #include "hudconfig.h"
622 #include "controlsconfig.h"
623 #include "missionmessage.h"
624 #include "missiontraining.h"
626 #include "hudtarget.h"
628 #include "eventmusic.h"
629 #include "animplay.h"
630 #include "missionweaponchoice.h"
631 #include "missionlog.h"
632 #include "audiostr.h"
634 #include "missioncampaign.h"
636 #include "missionhotkey.h"
637 #include "objectsnd.h"
638 #include "cmeasure.h"
640 #include "linklist.h"
641 #include "shockwave.h"
642 #include "afterburner.h"
647 #include "stand_gui.h"
648 #include "pcxutils.h"
649 #include "hudtargetbox.h"
650 #include "multi_xfer.h"
651 #include "hudescort.h"
652 #include "multiutil.h"
655 #include "multiteamselect.h"
657 #include "readyroom.h"
658 #include "mainhallmenu.h"
659 #include "multilag.h"
661 #include "particle.h"
663 #include "multi_ingame.h"
664 #include "snazzyui.h"
665 #include "asteroid.h"
666 #include "popupdead.h"
667 #include "multi_voice.h"
668 #include "missioncmdbrief.h"
669 #include "redalert.h"
670 #include "gameplayhelp.h"
671 #include "multilag.h"
672 #include "staticrand.h"
673 #include "multi_pmsg.h"
674 #include "levelpaging.h"
675 #include "observer.h"
676 #include "multi_pause.h"
677 #include "multi_endgame.h"
678 #include "cutscenes.h"
679 #include "multi_respawn.h"
681 #include "multi_obj.h"
682 #include "multi_log.h"
684 #include "localize.h"
685 #include "osregistry.h"
686 #include "barracks.h"
687 #include "missionpause.h"
689 #include "alphacolors.h"
690 #include "objcollide.h"
693 #include "neblightning.h"
694 #include "shipcontrails.h"
697 #include "multi_dogfight.h"
698 #include "multi_rate.h"
699 #include "muzzleflash.h"
703 #include "mainhalltemp.h"
704 #include "exceptionhandler.h"
705 #include "supernova.h"
706 #include "hudshield.h"
707 // #include "names.h"
709 #include "missionloopbrief.h"
713 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
719 // 1.00.04 5/26/98 MWA -- going final (12 pm)
720 // 1.00.03 5/26/98 MWA -- going final (3 am)
721 // 1.00.02 5/25/98 MWA -- going final
722 // 1.00.01 5/25/98 MWA -- going final
723 // 0.90 5/21/98 MWA -- getting ready for final.
724 // 0.10 4/9/98. Set by MK.
726 // Demo version: (obsolete since DEMO codebase split from tree)
727 // 0.03 4/10/98 AL. Interplay rev
728 // 0.02 4/8/98 MK. Increased when this system was modified.
729 // 0.01 4/7/98? AL. First release to Interplay QA.
732 // 1.00 5/28/98 AL. First release to Interplay QA.
734 void game_level_init(int seed = -1);
735 void game_post_level_init();
736 void game_do_frame();
737 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
738 void game_reset_time();
739 void game_show_framerate(); // draws framerate in lower right corner
741 int Game_no_clear = 0;
743 int Pofview_running = 0;
744 int Nebedit_running = 0;
745 int Fonttool_running = 0;
747 typedef struct big_expl_flash {
748 float max_flash_intensity; // max intensity
749 float cur_flash_intensity; // cur intensity
750 int flash_start; // start time
753 #define FRAME_FILTER 16
755 #define DEFAULT_SKILL_LEVEL 1
756 int Game_skill_level = DEFAULT_SKILL_LEVEL;
758 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
759 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
761 #define EXE_FNAME ("fs2.exe")
762 #define LAUNCHER_FNAME ("freespace2.exe")
765 // JAS: Code for warphole camera.
766 // Needs to be cleaned up.
767 vector Camera_pos = ZERO_VECTOR;
768 vector Camera_velocity = ZERO_VECTOR;
769 vector Camera_desired_velocity = ZERO_VECTOR;
770 matrix Camera_orient = IDENTITY_MATRIX;
771 float Camera_damping = 1.0f;
772 float Camera_time = 0.0f;
773 float Warpout_time = 0.0f;
774 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
775 int Warpout_sound = -1;
777 int Use_joy_mouse = 0;
778 int Use_palette_flash = 1;
779 int Show_area_effect = 0;
780 object *Last_view_target = NULL;
782 int dogfight_blown = 0;
785 float frametimes[FRAME_FILTER];
786 float frametotal = 0.0f;
790 int Show_framerate = 0;
792 int Show_framerate = 1;
795 int Framerate_cap = 120;
798 int Show_target_debug_info = 0;
799 int Show_target_weapons = 0;
803 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
806 int Debug_octant = -1;
808 fix Game_time_compression = F1_0;
810 // if the ships.tbl the player has is valid
811 int Game_ships_tbl_valid = 0;
813 // if the weapons.tbl the player has is valid
814 int Game_weapons_tbl_valid = 0;
818 extern int Player_attacking_enabled;
822 int Pre_player_entry;
824 int Fred_running = 0;
825 char Game_current_mission_filename[MAX_FILENAME_LEN];
826 int game_single_step = 0;
827 int last_single_step=0;
829 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
830 extern int MSG_WINDOW_Y_START;
831 extern int MSG_WINDOW_HEIGHT;
833 int game_zbuffer = 1;
834 //static int Game_music_paused;
835 static int Game_paused;
839 #define EXPIRE_BAD_CHECKSUM 1
840 #define EXPIRE_BAD_TIME 2
842 extern void ssm_init();
843 extern void ssm_level_init();
844 extern void ssm_process();
846 // static variable to contain the time this version was built
847 // commented out for now until
848 // I figure out how to get the username into the file
849 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
851 // defines and variables used for dumping frame for making trailers.
853 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
854 int Debug_dump_trigger = 0;
855 int Debug_dump_frame_count;
856 int Debug_dump_frame_num = 0;
857 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
860 // amount of time to wait after the player has died before we display the death died popup
861 #define PLAYER_DIED_POPUP_WAIT 2500
862 int Player_died_popup_wait = -1;
863 time_t Player_multi_died_check = -1;
865 // builtin mission list stuff
867 int Game_builtin_mission_count = 6;
868 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
869 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
870 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
871 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
873 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
874 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
876 #elif defined(FS1_DEMO)
877 int Game_builtin_mission_count = 5;
878 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
879 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
880 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
881 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
882 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
883 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
885 #elif defined(PD_BUILD)
886 int Game_builtin_mission_count = 4;
887 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
888 { "sm1-01.fs2", (FSB_FROM_VOLITION) },
889 { "sm1-05.fs2", (FSB_FROM_VOLITION) },
890 { "sm1-01", (FSB_FROM_VOLITION) },
891 { "sm1-05", (FSB_FROM_VOLITION) },
893 #elif defined(MULTIPLAYER_BETA)
894 int Game_builtin_mission_count = 17;
895 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
897 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
898 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
899 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
900 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
901 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
902 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
903 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
904 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
905 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
906 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
907 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
908 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
909 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
910 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
911 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
912 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
913 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
915 #elif defined(OEM_BUILD)
916 int Game_builtin_mission_count = 17;
917 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
918 // oem version - act 1 only
919 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
922 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
923 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
930 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
931 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
932 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
933 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
934 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
935 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
936 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
937 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
939 #elif defined(MAKE_FS1)
940 int Game_builtin_mission_count = 125;
941 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
942 // single player campaign
943 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
946 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
947 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
948 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
949 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
958 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
960 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
961 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
970 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
971 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
972 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
974 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
975 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
976 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
977 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
978 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
981 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
982 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
983 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
986 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
987 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
988 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
989 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
990 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
993 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
994 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
996 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
997 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
998 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
999 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1000 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1001 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1002 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1003 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1004 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1005 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1006 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1007 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1008 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1009 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1010 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1011 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1012 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1013 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1014 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1016 // SilentThreat missions
1017 // Main SilentThreat campaign
1018 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1020 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1021 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1024 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1026 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1027 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1028 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1029 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1030 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1031 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1033 // SilentThreat Part 1 - multi-coop
1034 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1036 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1037 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1038 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1040 // SilentThreat Part 2 - multi-coop
1041 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1043 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1044 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1045 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1047 // SilentThreat Part 3 - multi-coop
1048 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1050 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1051 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1052 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1054 // SilentThreat Part 4 - multi-coop
1055 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1057 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1058 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1059 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1061 // multiplayer missions
1062 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1063 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1064 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1065 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1066 // user supplied missions
1067 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1068 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1069 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1070 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1071 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1072 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1073 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1074 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1075 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1076 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1077 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1078 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1079 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1080 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1081 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1082 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1083 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1084 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1085 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1086 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1087 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1088 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1089 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1090 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1091 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1092 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1093 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1094 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1095 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1096 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1097 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1098 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1101 int Game_builtin_mission_count = 92;
1102 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1103 // single player campaign
1104 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1107 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1108 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1118 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1119 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1128 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1130 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1131 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1140 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1144 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1146 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1147 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1148 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1149 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1150 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1151 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1153 // multiplayer missions
1156 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1157 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1158 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1161 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1162 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1163 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1164 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1167 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1168 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1169 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1170 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1171 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1172 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1173 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1174 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1175 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1176 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1177 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1178 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1179 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1180 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1181 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1182 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1183 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1184 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1185 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1186 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1187 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1188 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1189 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1190 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1191 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1192 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1193 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1194 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1197 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1198 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1199 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1200 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1201 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1202 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1203 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1204 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1205 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1206 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1209 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1210 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1211 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1212 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1213 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1218 // Internal function prototypes
1219 void game_maybe_draw_mouse(float frametime);
1220 void init_animating_pointer();
1221 void load_animating_pointer(const char *filename, int dx, int dy);
1222 void unload_animating_pointer();
1223 void game_do_training_checks();
1224 void game_shutdown(void);
1225 void game_show_event_debug(float frametime);
1226 void game_event_debug_init();
1228 void demo_upsell_show_screens();
1229 void game_start_subspace_ambient_sound();
1230 void game_stop_subspace_ambient_sound();
1231 void verify_ships_tbl();
1232 void verify_weapons_tbl();
1233 void display_title_screen();
1235 // loading background filenames
1236 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1237 "LoadingBG", // GR_640
1238 "2_LoadingBG" // GR_1024
1242 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1243 "Loading.ani", // GR_640
1244 "2_Loading.ani" // GR_1024
1247 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1248 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1256 #elif defined(OEM_BUILD)
1257 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1266 // How much RAM is on this machine. Set in WinMain
1267 static int Freespace_total_ram = 0;
1270 float Game_flash_red = 0.0f;
1271 float Game_flash_green = 0.0f;
1272 float Game_flash_blue = 0.0f;
1273 float Sun_spot = 0.0f;
1274 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1276 // game shudder stuff (in ms)
1277 int Game_shudder_time = -1;
1278 int Game_shudder_total = 0;
1279 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1282 sound_env Game_sound_env;
1283 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1284 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1286 int Game_sound_env_update_timestamp;
1288 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1291 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1293 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1297 // look through all existing builtin missions
1298 for(idx=0; idx<Game_builtin_mission_count; idx++){
1299 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1300 return &Game_builtin_mission_list[idx];
1308 int game_get_default_skill_level()
1310 return DEFAULT_SKILL_LEVEL;
1314 void game_flash_reset()
1316 Game_flash_red = 0.0f;
1317 Game_flash_green = 0.0f;
1318 Game_flash_blue = 0.0f;
1320 Big_expl_flash.max_flash_intensity = 0.0f;
1321 Big_expl_flash.cur_flash_intensity = 0.0f;
1322 Big_expl_flash.flash_start = 0;
1325 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1326 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1328 void game_framerate_check_init()
1330 // zero critical time
1331 Gf_critical_time = 0.0f;
1334 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1335 Gf_critical = 15.0f;
1337 Gf_critical = 25.0f;
1341 extern float Framerate;
1342 void game_framerate_check()
1346 // if the current framerate is above the critical level, add frametime
1347 if(Framerate >= Gf_critical){
1348 Gf_critical_time += flFrametime;
1351 if(!Show_framerate){
1355 // display if we're above the critical framerate
1356 if(Framerate < Gf_critical){
1357 gr_set_color_fast(&Color_bright_red);
1358 gr_string(200, y_start, "Framerate warning");
1363 // display our current pct of good frametime
1364 if(f2fl(Missiontime) >= 0.0f){
1365 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1368 gr_set_color_fast(&Color_bright_green);
1370 gr_set_color_fast(&Color_bright_red);
1373 gr_printf(200, y_start, "%d%%", (int)pct);
1378 // Adds a flash effect. These can be positive or negative.
1379 // The range will get capped at around -1 to 1, so stick
1380 // with a range like that.
1381 void game_flash( float r, float g, float b )
1383 Game_flash_red += r;
1384 Game_flash_green += g;
1385 Game_flash_blue += b;
1387 if ( Game_flash_red < -1.0f ) {
1388 Game_flash_red = -1.0f;
1389 } else if ( Game_flash_red > 1.0f ) {
1390 Game_flash_red = 1.0f;
1393 if ( Game_flash_green < -1.0f ) {
1394 Game_flash_green = -1.0f;
1395 } else if ( Game_flash_green > 1.0f ) {
1396 Game_flash_green = 1.0f;
1399 if ( Game_flash_blue < -1.0f ) {
1400 Game_flash_blue = -1.0f;
1401 } else if ( Game_flash_blue > 1.0f ) {
1402 Game_flash_blue = 1.0f;
1407 // Adds a flash for Big Ship explosions
1408 // cap range from 0 to 1
1409 void big_explosion_flash(float flash)
1411 Big_expl_flash.flash_start = timestamp(1);
1415 } else if (flash < 0.0f) {
1419 Big_expl_flash.max_flash_intensity = flash;
1420 Big_expl_flash.cur_flash_intensity = 0.0f;
1423 // Amount to diminish palette towards normal, per second.
1424 #define DIMINISH_RATE 0.75f
1425 #define SUN_DIMINISH_RATE 6.00f
1429 float sn_glare_scale = 1.7f;
1432 dc_get_arg(ARG_FLOAT);
1433 sn_glare_scale = Dc_arg_float;
1436 float Supernova_last_glare = 0.0f;
1437 void game_sunspot_process(float frametime)
1441 float Sun_spot_goal = 0.0f;
1444 sn_stage = supernova_active();
1446 // sunspot differently based on supernova stage
1448 // approaching. player still in control
1451 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1454 light_get_global_dir(&light_dir, 0);
1456 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1459 // scale it some more
1460 dot = dot * (0.5f + (pct * 0.5f));
1463 Sun_spot_goal += (dot * sn_glare_scale);
1466 // draw the sun glow
1467 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1468 // draw the glow for this sun
1469 stars_draw_sun_glow(0);
1472 Supernova_last_glare = Sun_spot_goal;
1475 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1478 Sun_spot_goal = 0.9f;
1479 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1481 if(Sun_spot_goal > 1.0f){
1482 Sun_spot_goal = 1.0f;
1485 Sun_spot_goal *= sn_glare_scale;
1486 Supernova_last_glare = Sun_spot_goal;
1489 // fade to white. display dead popup
1492 Supernova_last_glare += (2.0f * flFrametime);
1493 if(Supernova_last_glare > 2.0f){
1494 Supernova_last_glare = 2.0f;
1497 Sun_spot_goal = Supernova_last_glare;
1504 // check sunspots for all suns
1505 n_lights = light_get_global_count();
1508 for(idx=0; idx<n_lights; idx++){
1509 //(vector *eye_pos, matrix *eye_orient)
1510 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1513 light_get_global_dir(&light_dir, idx);
1515 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1517 Sun_spot_goal += (float)pow(dot,85.0f);
1519 // draw the glow for this sun
1520 stars_draw_sun_glow(idx);
1522 Sun_spot_goal = 0.0f;
1528 Sun_spot_goal = 0.0f;
1532 float dec_amount = frametime*SUN_DIMINISH_RATE;
1534 if ( Sun_spot < Sun_spot_goal ) {
1535 Sun_spot += dec_amount;
1536 if ( Sun_spot > Sun_spot_goal ) {
1537 Sun_spot = Sun_spot_goal;
1539 } else if ( Sun_spot > Sun_spot_goal ) {
1540 Sun_spot -= dec_amount;
1541 if ( Sun_spot < Sun_spot_goal ) {
1542 Sun_spot = Sun_spot_goal;
1548 // Call once a frame to diminish the
1549 // flash effect to 0.
1550 void game_flash_diminish(float frametime)
1552 float dec_amount = frametime*DIMINISH_RATE;
1554 if ( Game_flash_red > 0.0f ) {
1555 Game_flash_red -= dec_amount;
1556 if ( Game_flash_red < 0.0f )
1557 Game_flash_red = 0.0f;
1559 Game_flash_red += dec_amount;
1560 if ( Game_flash_red > 0.0f )
1561 Game_flash_red = 0.0f;
1564 if ( Game_flash_green > 0.0f ) {
1565 Game_flash_green -= dec_amount;
1566 if ( Game_flash_green < 0.0f )
1567 Game_flash_green = 0.0f;
1569 Game_flash_green += dec_amount;
1570 if ( Game_flash_green > 0.0f )
1571 Game_flash_green = 0.0f;
1574 if ( Game_flash_blue > 0.0f ) {
1575 Game_flash_blue -= dec_amount;
1576 if ( Game_flash_blue < 0.0f )
1577 Game_flash_blue = 0.0f;
1579 Game_flash_blue += dec_amount;
1580 if ( Game_flash_blue > 0.0f )
1581 Game_flash_blue = 0.0f;
1584 // update big_explosion_cur_flash
1585 #define TIME_UP 1500
1586 #define TIME_DOWN 2500
1587 int duration = TIME_UP + TIME_DOWN;
1588 int time = timestamp_until(Big_expl_flash.flash_start);
1589 if (time > -duration) {
1591 if (time < TIME_UP) {
1592 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1595 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1599 if ( Use_palette_flash ) {
1601 // static int or=0, og=0, ob=0;
1603 // Change the 200 to change the color range of colors.
1604 r = fl2i( Game_flash_red*128.0f );
1605 g = fl2i( Game_flash_green*128.0f );
1606 b = fl2i( Game_flash_blue*128.0f );
1608 if ( Sun_spot > 0.0f ) {
1609 r += fl2i(Sun_spot*128.0f);
1610 g += fl2i(Sun_spot*128.0f);
1611 b += fl2i(Sun_spot*128.0f);
1614 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1615 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1616 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1617 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1620 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1621 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1622 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1624 if ( (r!=0) || (g!=0) || (b!=0) ) {
1625 gr_flash( r, g, b );
1627 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1638 void game_level_close()
1640 // De-Initialize the game subsystems
1641 event_music_level_close();
1642 game_stop_looped_sounds();
1644 obj_snd_level_close(); // uninit object-linked persistant sounds
1645 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1646 anim_level_close(); // stop and clean up any anim instances
1647 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1648 shockwave_level_close();
1649 fireball_level_close();
1651 mission_event_shutdown();
1652 asteroid_level_close();
1653 flak_level_close(); // unload flak stuff
1654 neb2_level_close(); // shutdown gaseous nebula stuff
1657 mflash_level_close();
1658 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1660 audiostream_unpause_all();
1665 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1666 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1667 void game_level_init(int seed)
1669 // seed the random number generator
1671 // if no seed was passed, seed the generator either from the time value, or from the
1672 // netgame security flags -- ensures that all players in multiplayer game will have the
1673 // same randon number sequence (with static rand functions)
1674 if ( Game_mode & GM_NORMAL ) {
1675 Game_level_seed = (int)time(NULL);
1677 Game_level_seed = Netgame.security;
1680 // mwa 9/17/98 -- maybe this assert isn't needed????
1681 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1682 Game_level_seed = seed;
1684 srand( Game_level_seed );
1686 // semirand function needs to get re-initted every time in multiplayer
1687 if ( Game_mode & GM_MULTIPLAYER ){
1693 Key_normal_game = (Game_mode & GM_NORMAL);
1696 Game_shudder_time = -1;
1698 // Initialize the game subsystems
1699 // timestamp_reset(); // Must be inited before everything else
1701 game_reset_time(); // resets time, and resets saved time too
1703 obj_init(); // Must be inited before the other systems
1704 model_free_all(); // Free all existing models
1705 mission_brief_common_init(); // Free all existing briefing/debriefing text
1706 weapon_level_init();
1707 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1709 player_level_init();
1710 shipfx_flash_init(); // Init the ship gun flash system.
1711 game_flash_reset(); // Reset the flash effect
1712 particle_init(); // Reset the particle system
1716 shield_hit_init(); // Initialize system for showing shield hits
1717 radar_mission_init();
1718 mission_init_goals();
1721 obj_snd_level_init(); // init object-linked persistant sounds
1723 shockwave_level_init();
1724 afterburner_level_init();
1725 scoring_level_init( &Player->stats );
1727 asteroid_level_init();
1728 control_config_clear_used_status();
1729 collide_ship_ship_sounds_init();
1731 Pre_player_entry = 1; // Means the player has not yet entered.
1732 Entry_delay_time = 0; // Could get overwritten in mission read.
1733 fireball_preload(); // page in warphole bitmaps
1735 flak_level_init(); // initialize flak - bitmaps, etc
1736 ct_level_init(); // initialize ships contrails, etc
1737 awacs_level_init(); // initialize AWACS
1738 beam_level_init(); // initialize beam weapons
1739 mflash_level_init();
1741 supernova_level_init();
1743 // multiplayer dogfight hack
1746 shipfx_engine_wash_level_init();
1750 Last_view_target = NULL;
1755 // campaign wasn't ended
1756 Campaign_ended_in_mission = 0;
1759 // called when a mission is over -- does server specific stuff.
1760 void freespace_stop_mission()
1763 Game_mode &= ~GM_IN_MISSION;
1766 // called at frame interval to process networking stuff
1767 void game_do_networking()
1769 SDL_assert( Net_player != NULL );
1770 if (!(Game_mode & GM_MULTIPLAYER)){
1774 // see if this player should be reading/writing data. Bit is set when at join
1775 // screen onward until quits back to main menu.
1776 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1780 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1783 multi_pause_do_frame();
1788 // Loads the best palette for this level, based
1789 // on nebula color and hud color. You could just call palette_load_table with
1790 // the appropriate filename, but who wants to do that.
1791 void game_load_palette()
1793 char palette_filename[1024];
1795 // We only use 3 hud colors right now
1797 SDL_assert( HUD_config.main_color >= 0 );
1798 SDL_assert( HUD_config.main_color <= 2 );
1801 SDL_assert( Mission_palette >= 0 );
1802 SDL_assert( Mission_palette <= 98 );
1805 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1806 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1808 SDL_snprintf( palette_filename, SDL_arraysize(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1811 mprintf(( "Loading palette %s\n", palette_filename ));
1813 palette_load_table(palette_filename);
1815 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1817 mprintf(( "Loading palette %s\n", palette_filename ));
1821 void game_post_level_init()
1823 // Stuff which gets called after mission is loaded. Because player isn't created until
1824 // after mission loads, some things must get initted after the level loads
1826 model_level_post_init();
1829 hud_setup_escort_list();
1830 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1836 game_event_debug_init();
1839 training_mission_init();
1840 asteroid_create_all();
1842 game_framerate_check_init();
1846 // An estimate as to how high the count passed to game_loading_callback will go.
1847 // This is just a guess, it seems to always be about the same. The count is
1848 // proportional to the code being executed, not the time, so this works good
1849 // for a bar, assuming the code does about the same thing each time you
1850 // load a level. You can find this value by looking at the return value
1851 // of game_busy_callback(NULL), which I conveniently print out to the
1852 // debug output window with the '=== ENDING LOAD ==' stuff.
1853 //#define COUNT_ESTIMATE 3706
1854 #define COUNT_ESTIMATE 1111
1856 int Game_loading_callback_inited = 0;
1858 int Game_loading_background = -1;
1859 anim * Game_loading_ani = NULL;
1860 anim_instance *Game_loading_ani_instance;
1861 int Game_loading_frame=-1;
1863 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1865 #if defined(FS1_DEMO)
1867 #elif defined(MAKE_FS1)
1878 // This gets called 10x per second and count is the number of times
1879 // game_busy() has been called since the current callback function
1881 void game_loading_callback(int count)
1883 game_do_networking();
1885 SDL_assert( Game_loading_callback_inited==1 );
1886 SDL_assert( Game_loading_ani != NULL );
1888 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1889 if ( framenum > Game_loading_ani->total_frames-1 ) {
1890 framenum = Game_loading_ani->total_frames-1;
1891 } else if ( framenum < 0 ) {
1896 while ( Game_loading_frame < framenum ) {
1897 Game_loading_frame++;
1898 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1902 if ( cbitmap > -1 ) {
1903 if ( Game_loading_background > -1 ) {
1904 gr_set_bitmap( Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1908 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1909 gr_set_bitmap( cbitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1910 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0],Game_loading_ani_coords[gr_screen.res][1]);
1912 bm_release(cbitmap);
1918 void game_loading_callback_init()
1920 SDL_assert( Game_loading_callback_inited==0 );
1922 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1924 common_set_interface_palette("InterfacePalette"); // set the interface palette
1928 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1929 SDL_assert( Game_loading_ani != NULL );
1930 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1931 SDL_assert( Game_loading_ani_instance != NULL );
1932 Game_loading_frame = -1;
1934 Game_loading_callback_inited = 1;
1936 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1941 void game_loading_callback_close()
1943 SDL_assert( Game_loading_callback_inited==1 );
1945 // Make sure bar shows all the way over.
1946 game_loading_callback(COUNT_ESTIMATE);
1949 int real_count = game_busy_callback( NULL );
1951 mprintf(( "=================== ENDING LOAD ================\n" ));
1952 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1953 mprintf(( "================================================\n" ));
1955 game_busy_callback( NULL );
1960 Game_loading_callback_inited = 0;
1962 free_anim_instance(Game_loading_ani_instance);
1963 Game_loading_ani_instance = NULL;
1964 anim_free(Game_loading_ani);
1965 Game_loading_ani = NULL;
1967 bm_release( Game_loading_background );
1968 common_free_interface_palette(); // restore game palette
1969 Game_loading_background = -1;
1971 gr_set_font( FONT1 );
1974 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1976 void game_maybe_update_sound_environment()
1978 // do nothing for now
1981 // Assign the sound environment for the game, based on the current mission
1983 void game_assign_sound_environment()
1986 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
1987 Game_sound_env.id = SND_ENV_DRUGGED;
1988 Game_sound_env.volume = 0.800f;
1989 Game_sound_env.damping = 1.188f;
1990 Game_sound_env.decay = 6.392f;
1992 } else if (Num_asteroids > 30) {
1993 Game_sound_env.id = SND_ENV_AUDITORIUM;
1994 Game_sound_env.volume = 0.603f;
1995 Game_sound_env.damping = 0.5f;
1996 Game_sound_env.decay = 4.279f;
1999 Game_sound_env = Game_default_sound_env;
2002 Game_sound_env = Game_default_sound_env;
2005 Game_sound_env_update_timestamp = timestamp(1);
2008 // function which gets called before actually entering the mission. It is broken down into a funciton
2009 // since it will get called in one place from a single player game and from another place for
2010 // a multiplayer game
2011 void freespace_mission_load_stuff()
2013 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2014 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2015 if(!(Game_mode & GM_STANDALONE_SERVER)){
2017 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2019 game_loading_callback_init();
2021 event_music_level_init(); // preloads the first 2 seconds for each event music track
2024 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2027 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2030 ship_assign_sound_all(); // assign engine sounds to ships
2031 game_assign_sound_environment(); // assign the sound environment for this mission
2034 // call function in missionparse.cpp to fixup player/ai stuff.
2035 mission_parse_fixup_players();
2038 // Load in all the bitmaps for this level
2043 game_loading_callback_close();
2045 // the only thing we need to call on the standalone for now.
2047 // call function in missionparse.cpp to fixup player/ai stuff.
2048 mission_parse_fixup_players();
2050 // Load in all the bitmaps for this level
2055 time_t load_gl_init;
2056 time_t load_mission_load;
2057 time_t load_post_level_init;
2058 time_t load_mission_stuff;
2060 // tells the server to load the mission and initialize structures
2061 int game_start_mission()
2063 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2065 load_gl_init = time(NULL);
2067 load_gl_init = time(NULL) - load_gl_init;
2069 if (Game_mode & GM_MULTIPLAYER) {
2070 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2072 // clear multiplayer stats
2073 init_multiplayer_stats();
2076 load_mission_load = time(NULL);
2077 if (mission_load()) {
2078 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2079 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2080 gameseq_post_event(GS_EVENT_MAIN_MENU);
2082 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2087 load_mission_load = time(NULL) - load_mission_load;
2089 // If this is a red alert mission in campaign mode, bash wingman status
2090 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2091 red_alert_bash_wingman_status();
2094 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2095 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2096 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2098 game_load_palette();
2102 load_post_level_init = time(NULL);
2103 game_post_level_init();
2104 load_post_level_init = time(NULL) - load_post_level_init;
2108 void Do_model_timings_test();
2109 Do_model_timings_test();
2113 load_mission_stuff = time(NULL);
2114 freespace_mission_load_stuff();
2115 load_mission_stuff = time(NULL) - load_mission_stuff;
2120 int Interface_framerate = 0;
2123 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2124 DCF_BOOL( show_framerate, Show_framerate )
2125 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2126 DCF_BOOL( show_target_weapons, Show_target_weapons )
2127 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2128 DCF_BOOL( sound, Sound_enabled )
2129 DCF_BOOL( zbuffer, game_zbuffer )
2130 DCF_BOOL( shield_system, New_shield_system )
2131 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2132 DCF_BOOL( player_attacking, Player_attacking_enabled )
2133 DCF_BOOL( show_waypoints, Show_waypoints )
2134 DCF_BOOL( show_area_effect, Show_area_effect )
2135 DCF_BOOL( show_net_stats, Show_net_stats )
2136 DCF_BOOL( log, Log_debug_output_to_file )
2137 DCF_BOOL( training_msg_method, Training_msg_method )
2138 DCF_BOOL( show_player_pos, Show_player_pos )
2139 DCF_BOOL(i_framerate, Interface_framerate )
2141 DCF(show_mem,"Toggles showing mem usage")
2144 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2145 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2146 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2147 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2153 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2155 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2156 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2160 DCF(show_cpu,"Toggles showing cpu usage")
2163 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2164 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2165 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2166 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2172 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2174 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2175 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2182 // AL 4-8-98: always allow players to display their framerate
2185 DCF_BOOL( show_framerate, Show_framerate )
2192 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2195 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2196 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2197 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2198 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2200 if ( Dc_help ) dc_printf( "Usage: use_joy_mouse [bool]\nSets use_joy_mouse to true or false. If nothing passed, then toggles it.\n" );
2201 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2203 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2206 DCF(palette_flash,"Toggles palette flash effect on/off")
2209 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2210 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2211 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2212 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2214 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2215 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2218 int Use_low_mem = 0;
2220 DCF(low_mem,"Uses low memory settings regardless of RAM")
2223 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2224 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2225 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2226 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2228 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2229 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2231 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2235 int Framerate_delay = 0;
2237 float Freespace_gamma = 1.8f;
2239 DCF(gamma,"Sets Gamma factor")
2242 dc_get_arg(ARG_FLOAT|ARG_NONE);
2243 if ( Dc_arg_type & ARG_FLOAT ) {
2244 Freespace_gamma = Dc_arg_float;
2246 dc_printf( "Gamma reset to 1.0f\n" );
2247 Freespace_gamma = 1.0f;
2249 if ( Freespace_gamma < 0.1f ) {
2250 Freespace_gamma = 0.1f;
2251 } else if ( Freespace_gamma > 5.0f ) {
2252 Freespace_gamma = 5.0f;
2254 gr_set_gamma(Freespace_gamma);
2256 char tmp_gamma_string[32];
2257 SDL_snprintf( tmp_gamma_string, SDL_arraysize(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2258 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2262 dc_printf( "Usage: gamma <float>\n" );
2263 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2264 Dc_status = 0; // don't print status if help is printed. Too messy.
2268 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2274 Game_current_mission_filename[0] = 0;
2276 // seed the random number generator
2277 Game_init_seed = (int)time(NULL);
2278 srand( Game_init_seed );
2280 Framerate_delay = 0;
2286 extern void bm_init();
2292 // Initialize the timer before the os
2299 //Initialize the libraries
2300 s1 = timer_get_milliseconds();
2303 if ( cfile_init() ) { // initialize before calling any cfopen stuff!!!
2308 e1 = timer_get_milliseconds();
2311 // time a bunch of cfopens
2313 s2 = timer_get_milliseconds();
2315 for(int idx=0; idx<10000; idx++){
2316 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2321 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2323 e2 = timer_get_milliseconds();
2326 os_init( Osreg_class_name, Osreg_app_name );
2327 os_set_title(Osreg_title);
2329 // initialize localization module. Make sure this is down AFTER initialzing OS.
2330 // int t1 = timer_get_milliseconds();
2331 lcl_init( detect_lang() );
2333 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2335 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2338 // verify that he has a valid weapons.tbl
2339 verify_weapons_tbl();
2341 // Output version numbers to registry for auto patching purposes
2342 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2343 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2344 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2346 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2347 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2348 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2350 // show the FPS counter if the config file says so
2351 Show_framerate = os_config_read_uint( "Video", "ShowFPS", Show_framerate );
2353 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2354 Asteroids_enabled = 1;
2357 /////////////////////////////
2359 /////////////////////////////
2361 if (!Is_standalone) {
2365 /////////////////////////////
2367 /////////////////////////////
2373 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
2376 display_title_screen();
2380 // If less than 48MB of RAM, use low memory model.
2381 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2382 mprintf(( "Using normal memory settings...\n" ));
2383 bm_set_low_mem(1); // Use every other frame of bitmaps
2385 mprintf(( "Using high memory settings...\n" ));
2386 bm_set_low_mem(0); // Use all frames of bitmaps
2389 // load non-darkening pixel defs
2390 palman_load_pixels();
2392 // hud shield icon stuff
2393 hud_shield_game_init();
2395 control_config_common_init(); // sets up localization stuff in the control config
2401 gamesnd_parse_soundstbl();
2406 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2411 player_controls_init();
2414 //if(!Is_standalone){
2422 ship_init(); // read in ships.tbl
2424 mission_campaign_init(); // load in the default campaign
2426 // navmap_init(); // init the navigation map system
2427 context_help_init();
2428 techroom_intel_init(); // parse species.tbl, load intel info
2430 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2431 init_animating_pointer();
2433 mission_brief_common_init(); // Mark all the briefing structures as empty.
2434 gr_font_init(); // loads up all fonts
2436 neb2_init(); // fullneb stuff
2440 player_tips_init(); // helpful tips
2443 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2444 pilot_load_pic_list();
2445 pilot_load_squad_pic_list();
2447 load_animating_pointer(NOX("cursor"), 0, 0);
2449 // initialize alpha colors
2450 alpha_colors_init();
2453 // Game_music_paused = 0;
2456 if (Is_standalone) {
2457 std_init_standalone();
2460 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2461 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2463 mprintf(("cfile_init() took %d\n", e1 - s1));
2464 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2467 char transfer_text[128];
2469 float Start_time = 0.0f;
2471 float Framerate = 0.0f;
2473 float Timing_total = 0.0f;
2474 float Timing_render2 = 0.0f;
2475 float Timing_render3 = 0.0f;
2476 float Timing_flip = 0.0f;
2477 float Timing_clear = 0.0f;
2479 MONITOR(NumPolysDrawn);
2485 void game_get_framerate()
2487 char text[128] = "";
2489 if ( frame_int == -1 ) {
2491 for (i=0; i<FRAME_FILTER; i++ ) {
2492 frametimes[i] = 0.0f;
2497 frametotal -= frametimes[frame_int];
2498 frametotal += flFrametime;
2499 frametimes[frame_int] = flFrametime;
2500 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2502 if ( frametotal != 0.0 ) {
2503 if ( Framecount >= FRAME_FILTER )
2504 Framerate = FRAME_FILTER / frametotal;
2506 Framerate = Framecount / frametotal;
2507 SDL_snprintf( text, SDL_arraysize(text), NOX("FPS: %.1f"), Framerate );
2509 SDL_snprintf( text, SDL_arraysize(text), NOX("FPS: ?") );
2513 if (Show_framerate) {
2514 gr_set_color_fast(&HUD_color_debug);
2515 gr_string( 570, 2, text );
2519 void game_show_framerate()
2523 cur_time = f2fl(timer_get_approx_seconds());
2524 if (cur_time - Start_time > 30.0f) {
2525 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2526 Start_time += 1000.0f;
2529 //mprintf(( "%s\n", text ));
2532 if ( Debug_dump_frames )
2536 // possibly show control checking info
2537 control_check_indicate();
2539 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2540 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2541 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2542 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2545 if ( Show_cpu == 1 ) {
2550 dy = gr_get_font_height() + 1;
2552 gr_set_color_fast(&HUD_color_debug);
2555 extern int Gr_textures_in;
2556 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2559 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2561 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2563 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2565 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2567 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2572 extern int Num_pairs; // Number of object pairs that were checked.
2573 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2576 extern int Num_pairs_checked; // What percent of object pairs were checked.
2577 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2579 Num_pairs_checked = 0;
2583 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2586 if ( Timing_total > 0.01f ) {
2587 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2589 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2591 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2593 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2595 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2604 dy = gr_get_font_height() + 1;
2606 gr_set_color_fast(&HUD_color_debug);
2609 extern int TotalRam;
2610 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2615 extern int Model_ram;
2616 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2620 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2622 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2626 extern int Gr_textures_in;
2627 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2632 if ( Show_player_pos ) {
2636 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));
2639 MONITOR_INC(NumPolys, modelstats_num_polys);
2640 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2641 MONITOR_INC(NumVerts, modelstats_num_verts );
2643 modelstats_num_polys = 0;
2644 modelstats_num_polys_drawn = 0;
2645 modelstats_num_verts = 0;
2646 modelstats_num_sortnorms = 0;
2650 void game_show_standalone_framerate()
2652 float frame_rate=30.0f;
2653 if ( frame_int == -1 ) {
2655 for (i=0; i<FRAME_FILTER; i++ ) {
2656 frametimes[i] = 0.0f;
2661 frametotal -= frametimes[frame_int];
2662 frametotal += flFrametime;
2663 frametimes[frame_int] = flFrametime;
2664 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2666 if ( frametotal != 0.0 ) {
2667 if ( Framecount >= FRAME_FILTER ){
2668 frame_rate = FRAME_FILTER / frametotal;
2670 frame_rate = Framecount / frametotal;
2673 std_set_standalone_fps(frame_rate);
2677 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2678 void game_show_time_left()
2682 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2683 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2684 // checking how much time is left
2686 if ( Mission_end_time == -1 ){
2690 diff = f2i(Mission_end_time - Missiontime);
2691 // be sure to bash to 0. diff could be negative on frame that we quit mission
2696 hud_set_default_color();
2697 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2700 //========================================================================================
2701 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2702 //========================================================================================
2706 DCF(ai_pause,"Pauses ai")
2709 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2710 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
2711 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
2712 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
2715 obj_init_all_ships_physics();
2718 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
2719 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
2722 DCF(single_step,"Single steps the game")
2725 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2726 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
2727 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
2728 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
2730 last_single_step = 0; // Make so single step waits a frame before stepping
2733 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
2734 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
2737 DCF_BOOL(physics_pause, physics_paused)
2738 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2739 DCF_BOOL(ai_firing, Ai_firing_enabled )
2741 // Create some simple aliases to these commands...
2742 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2743 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2744 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2745 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2746 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2749 //========================================================================================
2750 //========================================================================================
2753 void game_training_pause_do()
2757 key = game_check_key();
2759 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2766 void game_increase_skill_level()
2769 if (Game_skill_level >= NUM_SKILL_LEVELS){
2770 Game_skill_level = 0;
2774 int Player_died_time;
2776 int View_percent = 100;
2779 DCF(view, "Sets the percent of the 3d view to render.")
2782 dc_get_arg(ARG_INT);
2783 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2784 View_percent = Dc_arg_int;
2786 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2792 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2796 dc_printf("View is set to %d%%\n", View_percent );
2801 // Set the clip region for the 3d rendering window
2802 void game_set_view_clip()
2804 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2805 // Set the clip region for the letterbox "dead view"
2806 int yborder = gr_screen.max_h/4;
2808 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2809 // J.S. I've changed my ways!! See the new "no constants" code!!!
2810 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
2812 // Set the clip region for normal view
2813 if ( View_percent >= 100 ) {
2816 int xborder, yborder;
2818 if ( View_percent < 5 ) {
2822 float fp = i2fl(View_percent)/100.0f;
2823 int fi = fl2i(fl_sqrt(fp)*100.0f);
2824 if ( fi > 100 ) fi=100;
2826 xborder = ( gr_screen.max_w*(100-fi) )/200;
2827 yborder = ( gr_screen.max_h*(100-fi) )/200;
2829 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2835 void show_debug_stuff()
2838 int laser_count = 0, missile_count = 0;
2840 for (i=0; i<MAX_OBJECTS; i++) {
2841 if (Objects[i].type == OBJ_WEAPON){
2842 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2844 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2850 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2853 extern int Tool_enabled;
2855 time_t tst_time = 0;
2858 int tst_bitmap = -1;
2860 float tst_offset, tst_offset_total;
2863 void game_tst_frame_pre()
2871 g3_rotate_vertex(&v, &tst_pos);
2872 g3_project_vertex(&v);
2875 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2879 // big ship? always tst
2881 // within 3000 meters
2882 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2886 // within 300 meters
2887 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2894 void game_tst_frame()
2904 tst_time = time(NULL);
2906 // load the tst bitmap
2907 switch((int)frand_range(0.0f, 3.0)){
2909 tst_bitmap = bm_load("ig_jim");
2911 mprintf(("TST 0\n"));
2915 tst_bitmap = bm_load("ig_kan");
2917 mprintf(("TST 1\n"));
2921 tst_bitmap = bm_load("ig_jim");
2923 mprintf(("TST 2\n"));
2927 tst_bitmap = bm_load("ig_kan");
2929 mprintf(("TST 3\n"));
2938 // get the tst bitmap dimensions
2940 bm_get_info(tst_bitmap, &w, &h);
2943 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
2945 snd_play(&Snds[SND_VASUDAN_BUP]);
2947 // tst x and direction
2951 tst_offset_total = (float)w;
2952 tst_offset = (float)w;
2954 tst_x = (float)gr_screen.max_w;
2955 tst_offset_total = (float)-w;
2956 tst_offset = (float)w;
2964 float diff = (tst_offset_total / 0.5f) * flFrametime;
2970 tst_offset -= fl_abs(diff);
2971 } else if(tst_mode == 2){
2974 tst_offset -= fl_abs(diff);
2978 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2979 gr_bitmap((int)tst_x, (int)tst_y);
2982 if(timestamp_elapsed_safe(tst_stamp, 1100)){
2986 // if we passed the switch point
2987 if(tst_offset <= 0.0f){
2992 tst_stamp = timestamp(1000);
2993 tst_offset = fl_abs(tst_offset_total);
3004 void game_tst_mark(object *objp, ship *shipp)
3013 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3016 sip = &Ship_info[shipp->ship_info_index];
3023 tst_pos = objp->pos;
3024 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3030 extern void render_shields();
3032 void player_repair_frame(float frametime)
3034 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3036 for(idx=0;idx<MAX_PLAYERS;idx++){
3039 np = &Net_players[idx];
3041 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)){
3043 // don't rearm/repair if the player is dead or dying/departing
3044 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3045 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3050 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3051 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3057 #define NUM_FRAMES_TEST 300
3058 #define NUM_MIXED_SOUNDS 16
3059 void do_timing_test(float flFrametime)
3061 static int framecount = 0;
3062 static int test_running = 0;
3063 static float test_time = 0.0f;
3065 static int snds[NUM_MIXED_SOUNDS];
3068 if ( test_running ) {
3070 test_time += flFrametime;
3071 if ( framecount >= NUM_FRAMES_TEST ) {
3073 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3074 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3079 if ( Test_begin == 1 ) {
3085 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3088 // start looping digital sounds
3089 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3090 snds[i] = snd_play_looping( &Snds[i], 0.0f);
3097 DCF(dcf_fov, "Change the field of view")
3100 dc_get_arg(ARG_FLOAT|ARG_NONE);
3101 if ( Dc_arg_type & ARG_NONE ) {
3102 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3103 dc_printf( "Zoom factor reset\n" );
3105 if ( Dc_arg_type & ARG_FLOAT ) {
3106 if (Dc_arg_float < 0.25f) {
3107 Viewer_zoom = 0.25f;
3108 dc_printf("Zoom factor pinned at 0.25.\n");
3109 } else if (Dc_arg_float > 1.25f) {
3110 Viewer_zoom = 1.25f;
3111 dc_printf("Zoom factor pinned at 1.25.\n");
3113 Viewer_zoom = Dc_arg_float;
3119 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3122 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3126 DCF(framerate_cap, "Sets the framerate cap")
3129 dc_get_arg(ARG_INT);
3130 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3131 Framerate_cap = Dc_arg_int;
3133 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3139 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3140 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3141 dc_printf("[n] must be from 1 to 120.\n");
3145 if ( Framerate_cap )
3146 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3148 dc_printf("There is no framerate cap currently active.\n");
3152 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3153 int Show_viewing_from_self = 0;
3155 void say_view_target()
3157 object *view_target;
3159 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3160 view_target = &Objects[Player_ai->target_objnum];
3162 view_target = Player_obj;
3164 if (Game_mode & GM_DEAD) {
3165 if (Player_ai->target_objnum != -1)
3166 view_target = &Objects[Player_ai->target_objnum];
3169 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3170 if (view_target != Player_obj){
3172 char *view_target_name = NULL;
3173 switch(Objects[Player_ai->target_objnum].type) {
3175 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3178 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3179 Viewer_mode &= ~VM_OTHER_SHIP;
3181 case OBJ_JUMP_NODE: {
3182 char jump_node_name[128];
3183 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), SDL_arraysize(jump_node_name));
3184 view_target_name = jump_node_name;
3185 Viewer_mode &= ~VM_OTHER_SHIP;
3194 if ( view_target_name ) {
3195 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3196 Show_viewing_from_self = 1;
3199 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3200 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3201 Show_viewing_from_self = 1;
3203 if (Show_viewing_from_self)
3204 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3209 Last_view_target = view_target;
3213 float Game_hit_x = 0.0f;
3214 float Game_hit_y = 0.0f;
3216 // Reset at the beginning of each frame
3217 void game_whack_reset()
3223 // Apply a 2d whack to the player
3224 void game_whack_apply( float x, float y )
3226 // Do some force feedback
3227 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3233 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3236 // call to apply a "shudder"
3237 void game_shudder_apply(int time, float intensity)
3239 Game_shudder_time = timestamp(time);
3240 Game_shudder_total = time;
3241 Game_shudder_intensity = intensity;
3244 #define FF_SCALE 10000
3245 void apply_hud_shake(matrix *eye_orient)
3247 if (Viewer_obj == Player_obj) {
3248 physics_info *pi = &Player_obj->phys_info;
3256 // Make eye shake due to afterburner
3257 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3260 dtime = timestamp_until(pi->afterburner_decay);
3264 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3265 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3268 // Make eye shake due to engine wash
3270 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3273 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3274 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3276 // get the intensity
3277 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3281 vm_vec_rand_vec_quick(&rand_vec);
3284 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3288 // make hud shake due to shuddering
3289 if(Game_shudder_time != -1){
3290 // if the timestamp has elapsed
3291 if(timestamp_elapsed(Game_shudder_time)){
3292 Game_shudder_time = -1;
3294 // otherwise apply some shudder
3298 dtime = timestamp_until(Game_shudder_time);
3302 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));
3303 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));
3308 vm_angles_2_matrix(&tm, &tangles);
3309 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3310 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3311 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3312 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3317 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3319 // Player's velocity just before he blew up. Used to keep camera target moving.
3320 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3322 // Set eye_pos and eye_orient based on view mode.
3323 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3327 static int last_Viewer_mode = 0;
3328 static int last_Game_mode = 0;
3329 static int last_Viewer_objnum = -1;
3331 // This code is supposed to detect camera "cuts"... like going between
3334 // determine if we need to regenerate the nebula
3335 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3336 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3337 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3338 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3339 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3340 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3341 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3342 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3343 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3346 // regenerate the nebula
3350 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3351 //mprintf(( "************** Camera cut! ************\n" ));
3352 last_Viewer_mode = Viewer_mode;
3353 last_Game_mode = Game_mode;
3355 // Camera moved. Tell stars & debris to not do blurring.
3361 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3362 player_display_packlock_view();
3365 game_set_view_clip();
3367 if (Game_mode & GM_DEAD) {
3368 vector vec_to_deader, view_pos;
3371 Viewer_mode |= VM_DEAD_VIEW;
3373 if (Player_ai->target_objnum != -1) {
3374 int view_from_player = 1;
3376 if (Viewer_mode & VM_OTHER_SHIP) {
3377 // View from target.
3378 Viewer_obj = &Objects[Player_ai->target_objnum];
3380 last_Viewer_objnum = Player_ai->target_objnum;
3382 if ( Viewer_obj->type == OBJ_SHIP ) {
3383 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3384 view_from_player = 0;
3387 last_Viewer_objnum = -1;
3390 if ( view_from_player ) {
3391 // View target from player ship.
3393 *eye_pos = Player_obj->pos;
3394 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3395 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3398 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3400 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3401 dist += flFrametime * 16.0f;
3403 vm_vec_scale(&vec_to_deader, -dist);
3404 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3406 view_pos = Player_obj->pos;
3408 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3409 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3410 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3411 Dead_player_last_vel = Player_obj->phys_info.vel;
3412 //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));
3413 } else if (Player_ai->target_objnum != -1) {
3414 view_pos = Objects[Player_ai->target_objnum].pos;
3416 // Make camera follow explosion, but gradually slow down.
3417 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3418 view_pos = Player_obj->pos;
3419 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3420 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3423 *eye_pos = Dead_camera_pos;
3425 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3427 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3432 // if supernova shockwave
3433 if(supernova_camera_cut()){
3437 // call it dead view
3438 Viewer_mode |= VM_DEAD_VIEW;
3440 // set eye pos and orient
3441 supernova_set_view(eye_pos, eye_orient);
3443 // If already blown up, these other modes can override.
3444 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3445 Viewer_mode &= ~VM_DEAD_VIEW;
3447 Viewer_obj = Player_obj;
3449 if (Viewer_mode & VM_OTHER_SHIP) {
3450 if (Player_ai->target_objnum != -1){
3451 Viewer_obj = &Objects[Player_ai->target_objnum];
3452 last_Viewer_objnum = Player_ai->target_objnum;
3454 Viewer_mode &= ~VM_OTHER_SHIP;
3455 last_Viewer_objnum = -1;
3458 last_Viewer_objnum = -1;
3461 if (Viewer_mode & VM_EXTERNAL) {
3464 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3465 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3467 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3469 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3470 vm_vec_normalize(&eye_dir);
3471 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3474 // Modify the orientation based on head orientation.
3475 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3477 } else if ( Viewer_mode & VM_CHASE ) {
3480 if ( Viewer_obj->phys_info.speed < 0.1 )
3481 move_dir = Viewer_obj->orient.v.fvec;
3483 move_dir = Viewer_obj->phys_info.vel;
3484 vm_vec_normalize(&move_dir);
3487 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3488 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3489 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3490 vm_vec_normalize(&eye_dir);
3492 // JAS: I added the following code because if you slew up using
3493 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3494 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3495 // call because the up and the forward vector are the same. I fixed
3496 // it by adding in a fraction of the right vector all the time to the
3498 vector tmp_up = Viewer_obj->orient.v.uvec;
3499 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3501 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3504 // Modify the orientation based on head orientation.
3505 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3506 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3507 *eye_pos = Camera_pos;
3509 ship * shipp = &Ships[Player_obj->instance];
3511 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3512 vm_vec_normalize(&eye_dir);
3513 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3516 // get an eye position based upon the correct type of object
3517 switch(Viewer_obj->type){
3519 // make a call to get the eye point for the player object
3520 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3523 // make a call to get the eye point for the player object
3524 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3530 #ifdef JOHNS_DEBUG_CODE
3531 john_debug_stuff(&eye_pos, &eye_orient);
3537 apply_hud_shake(eye_orient);
3539 // setup neb2 rendering
3540 neb2_render_setup(eye_pos, eye_orient);
3544 extern void ai_debug_render_stuff();
3547 int Game_subspace_effect = 0;
3548 DCF_BOOL( subspace, Game_subspace_effect );
3550 // Does everything needed to render a frame
3551 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3555 g3_start_frame(game_zbuffer);
3556 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3558 // maybe offset the HUD (jitter stuff)
3559 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3560 HUD_set_offsets(Viewer_obj, !dont_offset);
3562 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3563 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3564 // must be done before ships are rendered
3565 if ( MULTIPLAYER_CLIENT ) {
3566 shield_point_multi_setup();
3569 if ( Game_subspace_effect ) {
3570 stars_draw(0,0,0,1);
3572 stars_draw(1,1,1,0);
3575 obj_render_all(obj_render);
3576 beam_render_all(); // render all beam weapons
3577 particle_render_all(); // render particles after everything else.
3578 trail_render_all(); // render missilie trails after everything else.
3579 mflash_render_all(); // render all muzzle flashes
3581 // Why do we not show the shield effect in these modes? Seems ok.
3582 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3586 // render nebula lightning
3589 // render local player nebula
3590 neb2_render_player();
3593 ai_debug_render_stuff();
3596 #ifndef RELEASE_REAL
3597 // game_framerate_check();
3601 extern void snd_spew_debug_info();
3602 snd_spew_debug_info();
3605 //================ END OF 3D RENDERING STUFF ====================
3609 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3610 hud_maybe_clear_head_area();
3611 anim_render_all(0, flFrametime);
3614 extern int Multi_display_netinfo;
3615 if(Multi_display_netinfo){
3616 extern void multi_display_netinfo();
3617 multi_display_netinfo();
3620 game_tst_frame_pre();
3623 do_timing_test(flFrametime);
3627 extern int OO_update_index;
3628 multi_rate_display(OO_update_index, 375, 0);
3633 extern void oo_display();
3640 //#define JOHNS_DEBUG_CODE 1
3642 #ifdef JOHNS_DEBUG_CODE
3643 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3645 //if ( key_pressed(SDLK_LSHIFT) )
3647 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3649 model_subsystem *turret = tsys->system_info;
3651 if (turret->type == SUBSYSTEM_TURRET ) {
3652 vector v.fvec, v.uvec;
3653 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3655 ship_model_start(tobj);
3657 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3658 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3659 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3661 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3663 ship_model_stop(tobj);
3673 // following function for dumping frames for purposes of building trailers.
3676 // function to toggle state of dumping every frame into PCX when playing the game
3677 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3681 if ( Debug_dump_frames == 0 ) {
3683 Debug_dump_frames = 15;
3684 Debug_dump_trigger = 0;
3685 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3686 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3689 Debug_dump_frames = 0;
3690 Debug_dump_trigger = 0;
3691 gr_dump_frame_stop();
3692 dc_printf( "Frame dumping is now OFF\n" );
3698 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3702 if ( Debug_dump_frames == 0 ) {
3704 Debug_dump_frames = 15;
3705 Debug_dump_trigger = 1;
3706 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3707 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3710 Debug_dump_frames = 0;
3711 Debug_dump_trigger = 0;
3712 gr_dump_frame_stop();
3713 dc_printf( "Frame dumping is now OFF\n" );
3719 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3723 if ( Debug_dump_frames == 0 ) {
3725 Debug_dump_frames = 30;
3726 Debug_dump_trigger = 0;
3727 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3728 dc_printf( "Frame dumping at 30 hz is now ON\n" );
3731 Debug_dump_frames = 0;
3732 Debug_dump_trigger = 0;
3733 gr_dump_frame_stop();
3734 dc_printf( "Frame dumping is now OFF\n" );
3740 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3744 if ( Debug_dump_frames == 0 ) {
3746 Debug_dump_frames = 30;
3747 Debug_dump_trigger = 1;
3748 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3749 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3752 Debug_dump_frames = 0;
3753 Debug_dump_trigger = 0;
3754 gr_dump_frame_stop();
3755 dc_printf( "Triggered frame dumping is now OFF\n" );
3761 void game_maybe_dump_frame()
3763 if ( !Debug_dump_frames ){
3767 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3774 Debug_dump_frame_num++;
3780 extern int Player_dead_state;
3782 // Flip the page and time how long it took.
3783 void game_flip_page_and_time_it()
3788 t1 = timer_get_fixed_seconds();
3790 t2 = timer_get_fixed_seconds();
3793 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3794 SDL_snprintf( transfer_text, SDL_arraysize(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3801 void game_simulation_frame()
3803 // blow ships up in multiplayer dogfight
3804 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){
3805 // blow up all non-player ships
3806 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3809 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3811 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)){
3812 moveup = GET_NEXT(moveup);
3815 shipp = &Ships[Objects[moveup->objnum].instance];
3816 sip = &Ship_info[shipp->ship_info_index];
3818 // only blow up small ships
3819 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
3820 // function to simply explode a ship where it is currently at
3821 ship_self_destruct( &Objects[moveup->objnum] );
3824 moveup = GET_NEXT(moveup);
3830 // process AWACS stuff - do this first thing
3833 // single player, set Player hits_this_frame to 0
3834 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3835 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
3836 Player->damage_this_burst = max(Player->damage_this_burst, 0.0f);
3840 supernova_process();
3841 if(supernova_active() >= 5){
3845 // fire targeting lasers now so that
3846 // 1 - created this frame
3847 // 2 - collide this frame
3848 // 3 - render this frame
3849 // 4 - ignored and deleted next frame
3850 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3852 ship_process_targeting_lasers();
3854 // do this here so that it works for multiplayer
3856 // get viewer direction
3857 int viewer_direction = PHYSICS_VIEWER_REAR;
3859 if(Viewer_mode == 0){
3860 viewer_direction = PHYSICS_VIEWER_FRONT;
3862 if(Viewer_mode & VM_PADLOCK_UP){
3863 viewer_direction = PHYSICS_VIEWER_UP;
3865 else if(Viewer_mode & VM_PADLOCK_REAR){
3866 viewer_direction = PHYSICS_VIEWER_REAR;
3868 else if(Viewer_mode & VM_PADLOCK_LEFT){
3869 viewer_direction = PHYSICS_VIEWER_LEFT;
3871 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3872 viewer_direction = PHYSICS_VIEWER_RIGHT;
3875 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3877 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3880 #define VM_PADLOCK_UP (1 << 7)
3881 #define VM_PADLOCK_REAR (1 << 8)
3882 #define VM_PADLOCK_LEFT (1 << 9)
3883 #define VM_PADLOCK_RIGHT (1 << 10)
3885 // evaluate mission departures and arrivals before we process all objects.
3886 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3888 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3889 // ships/wing packets.
3890 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3891 mission_parse_eval_stuff();
3894 // if we're an observer, move ourselves seperately from the standard physics
3895 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
3896 obj_observer_move(flFrametime);
3899 // move all the objects now
3900 obj_move_all(flFrametime);
3902 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
3903 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
3904 // ship_check_cargo_all();
3905 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3906 mission_eval_goals();
3910 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
3911 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3912 training_check_objectives();
3915 // do all interpolation now
3916 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
3917 // client side processing of warping in effect stages
3918 multi_do_client_warp(flFrametime);
3920 // client side movement of an observer
3921 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
3922 obj_observer_move(flFrametime);
3925 // move all objects - does interpolation now as well
3926 obj_move_all(flFrametime);
3929 // only process the message queue when the player is "in" the game
3930 if ( !Pre_player_entry ){
3931 message_queue_process(); // process any messages send to the player
3934 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3935 message_maybe_distort(); // maybe distort incoming message if comms damaged
3936 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
3937 player_process_pending_praise(); // maybe send off a delayed praise message to the player
3938 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
3941 if(!(Game_mode & GM_STANDALONE_SERVER)){
3942 // process some stuff every frame (before frame is rendered)
3943 emp_process_local();
3945 hud_update_frame(); // update hud systems
3947 if (!physics_paused) {
3948 // Move particle system
3949 particle_move_all(flFrametime);
3951 // Move missile trails
3952 trail_move_all(flFrametime);
3954 // process muzzle flashes
3955 mflash_process_all();
3957 // Flash the gun flashes
3958 shipfx_flash_do_frame(flFrametime);
3960 shockwave_move_all(flFrametime); // update all the shockwaves
3963 // subspace missile strikes
3966 obj_snd_do_frame(); // update the object-linked persistant sounds
3967 game_maybe_update_sound_environment();
3968 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
3970 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
3972 if ( Game_subspace_effect ) {
3973 game_start_subspace_ambient_sound();
3979 // Maybe render and process the dead-popup
3980 void game_maybe_do_dead_popup(float frametime)
3982 if ( popupdead_is_active() ) {
3984 int choice = popupdead_do_frame(frametime);
3986 if ( Game_mode & GM_NORMAL ) {
3989 gameseq_post_event(GS_EVENT_ENTER_GAME);
3993 gameseq_post_event(GS_EVENT_END_GAME);
3997 gameseq_post_event(GS_EVENT_START_GAME);
4000 // this should only happen during a red alert mission
4003 SDL_assert(The_mission.red_alert);
4004 if(!The_mission.red_alert){
4005 gameseq_post_event(GS_EVENT_START_GAME);
4009 // choose the previous mission
4010 mission_campaign_previous_mission();
4012 gameseq_post_event(GS_EVENT_START_GAME);
4022 case POPUPDEAD_DO_MAIN_HALL:
4023 multi_quit_game(PROMPT_NONE,-1);
4026 case POPUPDEAD_DO_RESPAWN:
4027 multi_respawn_normal();
4028 event_music_player_respawn();
4031 case POPUPDEAD_DO_OBSERVER:
4032 multi_respawn_observer();
4033 event_music_player_respawn_as_observer();
4042 if ( leave_popup ) {
4048 // returns true if player is actually in a game_play stats
4049 int game_actually_playing()
4053 state = gameseq_get_state();
4054 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4060 // Draw the 2D HUD gauges
4061 void game_render_hud_2d()
4063 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4067 HUD_render_2d(flFrametime);
4071 // Draw the 3D-dependant HUD gauges
4072 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4074 g3_start_frame(0); // 0 = turn zbuffering off
4075 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4077 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4078 HUD_render_3d(flFrametime);
4082 game_sunspot_process(flFrametime);
4084 // Diminish the palette effect
4085 game_flash_diminish(flFrametime);
4093 int actually_playing;
4094 fix total_time1, total_time2;
4095 fix render2_time1=0, render2_time2=0;
4096 fix render3_time1=0, render3_time2=0;
4097 fix flip_time1=0, flip_time2=0;
4098 fix clear_time1=0, clear_time2=0;
4104 if (Framerate_delay) {
4105 int start_time = timer_get_milliseconds();
4106 while (timer_get_milliseconds() < start_time + Framerate_delay)
4112 demo_do_frame_start();
4114 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4119 // start timing frame
4120 timing_frame_start();
4122 total_time1 = timer_get_fixed_seconds();
4124 // var to hold which state we are in
4125 actually_playing = game_actually_playing();
4127 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4128 if (!(Game_mode & GM_STANDALONE_SERVER)){
4129 SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4133 if (Missiontime > Entry_delay_time){
4134 Pre_player_entry = 0;
4136 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4139 // Note: These are done even before the player enters, else buffers can overflow.
4140 if (! (Game_mode & GM_STANDALONE_SERVER)){
4144 shield_frame_init();
4146 if ( Player->control_mode != PCM_NORMAL )
4149 if ( !Pre_player_entry && actually_playing ) {
4150 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4152 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4153 game_process_keys();
4155 // don't read flying controls if we're playing a demo back
4156 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4157 read_player_controls( Player_obj, flFrametime);
4161 // if we're not the master, we may have to send the server-critical ship status button_info bits
4162 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4163 multi_maybe_send_ship_status();
4168 // Reset the whack stuff
4171 // These two lines must be outside of Pre_player_entry code,
4172 // otherwise too many lights are added.
4175 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4179 game_simulation_frame();
4181 // if not actually in a game play state, then return. This condition could only be true in
4182 // a multiplayer game.
4183 if ( !actually_playing ) {
4184 SDL_assert( Game_mode & GM_MULTIPLAYER );
4188 if (!Pre_player_entry) {
4189 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4190 clear_time1 = timer_get_fixed_seconds();
4191 // clear the screen to black
4193 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4197 clear_time2 = timer_get_fixed_seconds();
4198 render3_time1 = timer_get_fixed_seconds();
4199 game_render_frame_setup(&eye_pos, &eye_orient);
4200 game_render_frame( &eye_pos, &eye_orient );
4202 // save the eye position and orientation
4203 if ( Game_mode & GM_MULTIPLAYER ) {
4204 Net_player->s_info.eye_pos = eye_pos;
4205 Net_player->s_info.eye_orient = eye_orient;
4208 hud_show_target_model();
4210 // check to see if we should display the death died popup
4211 if(Game_mode & GM_DEAD_BLEW_UP){
4212 if(Game_mode & GM_MULTIPLAYER){
4213 // catch the situation where we're supposed to be warping out on this transition
4214 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4215 gameseq_post_event(GS_EVENT_DEBRIEF);
4216 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4217 Player_died_popup_wait = -1;
4221 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4222 Player_died_popup_wait = -1;
4228 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4229 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4230 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4231 if(!popupdead_is_active()){
4235 Player_multi_died_check = -1;
4239 render3_time2 = timer_get_fixed_seconds();
4240 render2_time1 = timer_get_fixed_seconds();
4243 game_get_framerate();
4244 game_show_framerate();
4246 game_show_time_left();
4248 // Draw the 2D HUD gauges
4249 if(supernova_active() < 3){
4250 game_render_hud_2d();
4253 game_set_view_clip();
4255 // Draw 3D HUD gauges
4256 game_render_hud_3d(&eye_pos, &eye_orient);
4260 render2_time2 = timer_get_fixed_seconds();
4262 // maybe render and process the dead popup
4263 game_maybe_do_dead_popup(flFrametime);
4265 // start timing frame
4266 timing_frame_stop();
4267 // timing_display(30, 10);
4269 // If a regular popup is active, don't flip (popup code flips)
4270 if( !popup_running_state() ){
4271 flip_time1 = timer_get_fixed_seconds();
4272 game_flip_page_and_time_it();
4273 flip_time2 = timer_get_fixed_seconds();
4277 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4280 game_show_standalone_framerate();
4284 game_do_training_checks();
4287 // process lightning (nebula only)
4290 total_time2 = timer_get_fixed_seconds();
4292 // Got some timing numbers
4293 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4294 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4295 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4296 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4297 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4300 demo_do_frame_end();
4302 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4308 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4309 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4310 // died. This resulted in screwed up death sequences.
4312 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4313 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4314 static int timer_paused=0;
4315 #if defined(TIMER_TEST) && !defined(NDEBUG)
4316 static int stop_count,start_count;
4317 static int time_stopped,time_started;
4319 int saved_timestamp_ticker = -1;
4321 void game_reset_time()
4323 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4327 // Last_time = timer_get_fixed_seconds();
4333 void game_stop_time()
4335 if (timer_paused==0) {
4337 time = timer_get_fixed_seconds();
4338 // Save how much time progressed so far in the frame so we can
4339 // use it when we unpause.
4340 Last_delta_time = time - Last_time;
4342 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4343 if (Last_delta_time < 0) {
4344 #if defined(TIMER_TEST) && !defined(NDEBUG)
4345 Int3(); //get Matt!!!!
4347 Last_delta_time = 0;
4349 #if defined(TIMER_TEST) && !defined(NDEBUG)
4350 time_stopped = time;
4353 // Stop the timer_tick stuff...
4354 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4355 saved_timestamp_ticker = timestamp_ticker;
4359 #if defined(TIMER_TEST) && !defined(NDEBUG)
4364 void game_start_time()
4367 SDL_assert(timer_paused >= 0);
4368 if (timer_paused==0) {
4370 time = timer_get_fixed_seconds();
4371 #if defined(TIMER_TEST) && !defined(NDEBUG)
4373 Int3(); //get Matt!!!!
4376 // Take current time, and set it backwards to account for time
4377 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4378 // will be correct when it goes to calculate the frametime next
4380 Last_time = time - Last_delta_time;
4381 #if defined(TIMER_TEST) && !defined(NDEBUG)
4382 time_started = time;
4385 // Restore the timer_tick stuff...
4386 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4387 SDL_assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4388 timestamp_ticker = saved_timestamp_ticker;
4389 saved_timestamp_ticker = -1;
4392 #if defined(TIMER_TEST) && !defined(NDEBUG)
4398 void game_set_frametime(int state)
4401 float frame_cap_diff;
4403 thistime = timer_get_fixed_seconds();
4405 if ( Last_time == 0 )
4406 Frametime = F1_0 / 30;
4408 Frametime = thistime - Last_time;
4410 // Frametime = F1_0 / 30;
4413 fix debug_frametime = Frametime; // Just used to display frametime.
4416 // If player hasn't entered mission yet, make frame take 1/4 second.
4417 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4420 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4422 fix frame_speed = F1_0 / Debug_dump_frames;
4424 if (Frametime > frame_speed ){
4425 nprintf(("warning","slow frame: %x\n",Frametime));
4428 thistime = timer_get_fixed_seconds();
4429 Frametime = thistime - Last_time;
4430 } while (Frametime < frame_speed );
4432 Frametime = frame_speed;
4436 SDL_assert( Framerate_cap > 0 );
4438 // Cap the framerate so it doesn't get too high.
4442 cap = F1_0/Framerate_cap;
4443 if (Frametime < cap) {
4444 thistime = cap - Frametime;
4445 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4446 SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4448 thistime = timer_get_fixed_seconds();
4452 if((Game_mode & GM_STANDALONE_SERVER) &&
4453 (f2fl(Frametime) < (1.0f/(float)Multi_options_g.std_framecap))){
4455 frame_cap_diff = (1.0f/(float)Multi_options_g.std_framecap) - f2fl(Frametime);
4456 SDL_Delay( fl2i(frame_cap_diff * 1000.0f) );
4458 thistime += fl2f((frame_cap_diff));
4460 Frametime = thistime - Last_time;
4463 // If framerate is too low, cap it.
4464 if (Frametime > MAX_FRAMETIME) {
4466 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4468 Frametime = MAX_FRAMETIME;
4471 Frametime = fixmul(Frametime, Game_time_compression);
4473 Last_time = thistime;
4474 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4476 flFrametime = f2fl(Frametime);
4477 //if(!(Game_mode & GM_PLAYING_DEMO)){
4478 timestamp_inc(flFrametime);
4480 /* if ((Framecount > 0) && (Framecount < 10)) {
4481 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4486 // This is called from game_do_frame(), and from navmap_do_frame()
4487 void game_update_missiontime()
4489 // TODO JAS: Put in if and move this into game_set_frametime,
4490 // fix navmap to call game_stop/start_time
4491 //if ( !timer_paused )
4492 Missiontime += Frametime;
4495 void game_do_frame()
4497 game_set_frametime(GS_STATE_GAME_PLAY);
4498 game_update_missiontime();
4500 if (Game_mode & GM_STANDALONE_SERVER) {
4501 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4504 if ( game_single_step && (last_single_step == game_single_step) ) {
4505 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4506 while( key_checkch() == 0 )
4508 os_set_title( XSTR( "FreeSpace", 171) );
4509 Last_time = timer_get_fixed_seconds();
4512 last_single_step = game_single_step;
4514 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4515 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4519 Keep_mouse_centered = 0;
4520 monitor_update(); // Update monitor variables
4523 void multi_maybe_do_frame()
4525 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4530 int Joymouse_button_status = 0;
4532 // Flush all input devices
4540 Joymouse_button_status = 0;
4542 //mprintf(("Game flush!\n" ));
4545 // function for multiplayer only which calls game_do_state_common() when running the
4547 void game_do_dc_networking()
4549 SDL_assert( Game_mode & GM_MULTIPLAYER );
4551 game_do_state_common( gameseq_get_state() );
4554 // Call this whenever in a loop, or when you need to check for a keystroke.
4555 int game_check_key()
4561 // convert keypad enter to normal enter
4562 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4563 k = (k & ~KEY_MASK) | SDLK_RETURN;
4568 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4570 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4571 static int Demo_show_trailer_timestamp = 0;
4573 void demo_reset_trailer_timer()
4575 Demo_show_trailer_timestamp = timer_get_milliseconds();
4578 void demo_maybe_show_trailer(int k)
4581 // if key pressed, reset demo trailer timer
4583 demo_reset_trailer_timer();
4587 // if mouse moved, reset demo trailer timer
4590 mouse_get_delta(&dx, &dy);
4591 if ( (dx > 0) || (dy > 0) ) {
4592 demo_reset_trailer_timer();
4596 // if joystick has moved, reset demo trailer timer
4599 joy_get_delta(&dx, &dy);
4600 if ( (dx > 0) || (dy > 0) ) {
4601 demo_reset_trailer_timer();
4605 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4606 // the low-level code. Ugly, I know... but was the simplest and most
4609 // if 30 seconds since last demo trailer time reset, launch movie
4610 if ( os_foreground() ) {
4611 int now = timer_get_milliseconds();
4612 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4613 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4615 movie_play( NOX("fstrailer2.mve") );
4616 demo_reset_trailer_timer();
4624 // same as game_check_key(), except this is used while actually in the game. Since there
4625 // generally are differences between game control keys and general UI keys, makes sense to
4626 // have seperate functions for each case. If you are not checking a game control while in a
4627 // mission, you should probably be using game_check_key() instead.
4632 if (!os_foreground()) {
4637 // If we're in a single player game, pause it.
4638 if (!(Game_mode & GM_MULTIPLAYER)){
4639 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4640 game_process_pause_key();
4647 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4648 demo_maybe_show_trailer(k);
4651 // Move the mouse cursor with the joystick.
4652 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4653 // Move the mouse cursor with the joystick
4657 joy_get_pos( &jx, &jy, &jz, &jr );
4659 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4660 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4663 mouse_get_real_pos( &mx, &my );
4664 mouse_set_pos( mx+dx, my+dy );
4669 m = mouse_down(MOUSE_LEFT_BUTTON);
4671 if ( j != Joymouse_button_status ) {
4672 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4673 Joymouse_button_status = j;
4675 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4676 } else if ( (!j) && (m) ) {
4677 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4682 // if we should be ignoring keys because of some multiplayer situations
4683 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4687 // If a popup is running, don't process all the Fn keys
4688 if( popup_active() ) {
4692 state = gameseq_get_state();
4694 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
4697 case KEY_DEBUGGED + SDLK_BACKSPACE:
4702 launch_context_help();
4707 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4709 // don't allow f2 while warping out in multiplayer
4710 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4715 case GS_STATE_INITIAL_PLAYER_SELECT:
4716 case GS_STATE_OPTIONS_MENU:
4717 case GS_STATE_HUD_CONFIG:
4718 case GS_STATE_CONTROL_CONFIG:
4719 case GS_STATE_DEATH_DIED:
4720 case GS_STATE_DEATH_BLEW_UP:
4721 case GS_STATE_VIEW_MEDALS:
4725 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4732 // hotkey selection screen -- only valid from briefing and beyond.
4734 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4735 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) ) {
4736 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4742 case KEY_DEBUGGED + SDLK_F3:
4743 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4746 case KEY_DEBUGGED + SDLK_F4:
4747 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4751 if(Game_mode & GM_MULTIPLAYER){
4752 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4753 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4757 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4758 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4764 case SDLK_ESCAPE | KEY_SHIFTED:
4765 // make sure to quit properly out of multiplayer
4766 if(Game_mode & GM_MULTIPLAYER){
4767 multi_quit_game(PROMPT_NONE);
4770 gameseq_post_event( GS_EVENT_QUIT_GAME );
4775 case KEY_DEBUGGED + SDLK_p:
4778 case SDLK_PRINTSCREEN:
4780 static int counter = 0;
4785 SDL_snprintf( tmp_name, SDL_arraysize(tmp_name), NOX("screen%02d"), counter );
4787 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4788 gr_print_screen(tmp_name);
4796 case KEY_SHIFTED | SDLK_RETURN: {
4798 #if !defined(NDEBUG)
4800 if ( Game_mode & GM_NORMAL ){
4804 // if we're in multiplayer mode, do some special networking
4805 if(Game_mode & GM_MULTIPLAYER){
4806 debug_console(game_do_dc_networking);
4813 if ( Game_mode & GM_NORMAL )
4827 gameseq_post_event(GS_EVENT_QUIT_GAME);
4830 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4833 void camera_set_position( vector *pos )
4838 void camera_set_orient( matrix *orient )
4840 Camera_orient = *orient;
4843 void camera_set_velocity( vector *vel, int instantaneous )
4845 Camera_desired_velocity.xyz.x = 0.0f;
4846 Camera_desired_velocity.xyz.y = 0.0f;
4847 Camera_desired_velocity.xyz.z = 0.0f;
4849 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4850 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4851 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4853 if ( instantaneous ) {
4854 Camera_velocity = Camera_desired_velocity;
4862 vector new_vel, delta_pos;
4864 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4865 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4866 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4868 Camera_velocity = new_vel;
4870 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4872 vm_vec_add2( &Camera_pos, &delta_pos );
4874 float ot = Camera_time+0.0f;
4876 Camera_time += flFrametime;
4878 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
4881 tmp.xyz.z = 4.739f; // always go this fast forward.
4883 // pick x and y velocities so they are always on a
4884 // circle with a 25 m radius.
4886 float tmp_angle = frand()*PI2;
4888 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4889 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4891 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4893 //mprintf(( "Changing velocity!\n" ));
4894 camera_set_velocity( &tmp, 0 );
4897 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
4898 vector tmp = ZERO_VECTOR;
4899 camera_set_velocity( &tmp, 0 );
4904 void end_demo_campaign_do()
4906 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4907 // show upsell screens
4908 demo_upsell_show_screens();
4909 #elif defined(OEM_BUILD)
4910 // show oem upsell screens
4911 oem_upsell_show_screens();
4914 // drop into main hall
4915 gameseq_post_event( GS_EVENT_MAIN_MENU );
4918 // All code to process events. This is the only place
4919 // that you should change the state of the game.
4920 void game_process_event( int current_state, int event )
4922 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
4925 case GS_EVENT_SIMULATOR_ROOM:
4926 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
4929 case GS_EVENT_MAIN_MENU:
4930 gameseq_set_state(GS_STATE_MAIN_MENU);
4933 case GS_EVENT_OPTIONS_MENU:
4934 gameseq_push_state( GS_STATE_OPTIONS_MENU );
4937 case GS_EVENT_BARRACKS_MENU:
4938 gameseq_set_state(GS_STATE_BARRACKS_MENU);
4941 case GS_EVENT_TECH_MENU:
4942 gameseq_set_state(GS_STATE_TECH_MENU);
4945 case GS_EVENT_TRAINING_MENU:
4946 gameseq_set_state(GS_STATE_TRAINING_MENU);
4949 case GS_EVENT_START_GAME:
4950 Select_default_ship = 0;
4951 Player_multi_died_check = -1;
4952 gameseq_set_state(GS_STATE_CMD_BRIEF);
4955 case GS_EVENT_START_BRIEFING:
4956 gameseq_set_state(GS_STATE_BRIEFING);
4959 case GS_EVENT_DEBRIEF:
4960 // did we end the campaign in the main freespace 2 single player campaign?
4962 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
4964 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
4966 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
4968 gameseq_set_state(GS_STATE_DEBRIEF);
4971 Player_multi_died_check = -1;
4974 case GS_EVENT_SHIP_SELECTION:
4975 gameseq_set_state( GS_STATE_SHIP_SELECT );
4978 case GS_EVENT_WEAPON_SELECTION:
4979 gameseq_set_state( GS_STATE_WEAPON_SELECT );
4982 case GS_EVENT_ENTER_GAME:
4984 // maybe start recording a demo
4986 demo_start_record("test.fsd");
4990 if (Game_mode & GM_MULTIPLAYER) {
4991 // if we're respawning, make sure we change the view mode so that the hud shows up
4992 if (current_state == GS_STATE_DEATH_BLEW_UP) {
4996 gameseq_set_state(GS_STATE_GAME_PLAY);
4998 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5001 Player_multi_died_check = -1;
5003 // clear multiplayer button info
5004 extern button_info Multi_ship_status_bi;
5005 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5007 Start_time = f2fl(timer_get_approx_seconds());
5009 mprintf(("Entering game at time = %7.3f\n", Start_time));
5013 case GS_EVENT_START_GAME_QUICK:
5014 Select_default_ship = 1;
5015 gameseq_post_event(GS_EVENT_ENTER_GAME);
5019 case GS_EVENT_END_GAME:
5020 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5021 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5022 gameseq_set_state(GS_STATE_MAIN_MENU);
5027 Player_multi_died_check = -1;
5030 case GS_EVENT_QUIT_GAME:
5031 main_hall_stop_music();
5032 main_hall_stop_ambient();
5033 gameseq_set_state(GS_STATE_QUIT_GAME);
5035 Player_multi_died_check = -1;
5038 case GS_EVENT_GAMEPLAY_HELP:
5039 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5042 case GS_EVENT_PAUSE_GAME:
5043 gameseq_push_state(GS_STATE_GAME_PAUSED);
5046 case GS_EVENT_DEBUG_PAUSE_GAME:
5047 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5050 case GS_EVENT_TRAINING_PAUSE:
5051 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5054 case GS_EVENT_PREVIOUS_STATE:
5055 gameseq_pop_state();
5058 case GS_EVENT_TOGGLE_FULLSCREEN:
5059 gr_toggle_fullscreen();
5062 case GS_EVENT_TOGGLE_GLIDE:
5065 case GS_EVENT_LOAD_MISSION_MENU:
5068 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5069 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5072 case GS_EVENT_HUD_CONFIG:
5073 gameseq_push_state( GS_STATE_HUD_CONFIG );
5076 case GS_EVENT_CONTROL_CONFIG:
5077 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5080 case GS_EVENT_DEATH_DIED:
5081 gameseq_set_state( GS_STATE_DEATH_DIED );
5084 case GS_EVENT_DEATH_BLEW_UP:
5085 if ( current_state == GS_STATE_DEATH_DIED ) {
5086 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5087 event_music_player_death();
5089 // multiplayer clients set their extra check here
5090 if(Game_mode & GM_MULTIPLAYER){
5091 // set the multi died absolute last chance check
5092 Player_multi_died_check = time(NULL);
5095 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5099 case GS_EVENT_NEW_CAMPAIGN:
5100 if (!mission_load_up_campaign()){
5101 readyroom_continue_campaign();
5104 Player_multi_died_check = -1;
5107 case GS_EVENT_CAMPAIGN_CHEAT:
5108 if (!mission_load_up_campaign()){
5110 // bash campaign value
5111 extern char Main_hall_campaign_cheat[512];
5114 // look for the mission
5115 for(idx=0; idx<Campaign.num_missions; idx++){
5116 if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5117 Campaign.next_mission = idx;
5118 Campaign.prev_mission = idx - 1;
5125 readyroom_continue_campaign();
5128 Player_multi_died_check = -1;
5131 case GS_EVENT_CAMPAIGN_ROOM:
5132 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5135 case GS_EVENT_CMD_BRIEF:
5136 gameseq_set_state(GS_STATE_CMD_BRIEF);
5139 case GS_EVENT_RED_ALERT:
5140 gameseq_set_state(GS_STATE_RED_ALERT);
5143 case GS_EVENT_CREDITS:
5144 gameseq_set_state( GS_STATE_CREDITS );
5147 case GS_EVENT_VIEW_MEDALS:
5148 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5151 case GS_EVENT_SHOW_GOALS:
5152 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5155 case GS_EVENT_HOTKEY_SCREEN:
5156 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5159 // multiplayer stuff follow these comments
5162 gameseq_set_state(GS_STATE_PXO);
5165 case GS_EVENT_PXO_HELP:
5166 gameseq_set_state(GS_STATE_PXO_HELP);
5169 case GS_EVENT_MULTI_JOIN_GAME:
5170 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5173 case GS_EVENT_MULTI_HOST_SETUP:
5174 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5177 case GS_EVENT_MULTI_CLIENT_SETUP:
5178 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5181 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5182 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5185 case GS_EVENT_MULTI_STD_WAIT:
5186 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5189 case GS_EVENT_STANDALONE_MAIN:
5190 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5193 case GS_EVENT_MULTI_PAUSE:
5194 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5197 case GS_EVENT_INGAME_PRE_JOIN:
5198 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5201 case GS_EVENT_EVENT_DEBUG:
5202 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5205 // Start a warpout where player automatically goes 70 no matter what
5206 // and can't cancel out of it.
5207 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5208 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5210 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5211 Player->saved_viewer_mode = Viewer_mode;
5212 Player->control_mode = PCM_WARPOUT_STAGE1;
5213 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5214 Warpout_time = 0.0f; // Start timer!
5217 case GS_EVENT_PLAYER_WARPOUT_START:
5218 if ( Player->control_mode != PCM_NORMAL ) {
5219 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5221 Player->saved_viewer_mode = Viewer_mode;
5222 Player->control_mode = PCM_WARPOUT_STAGE1;
5223 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5224 Warpout_time = 0.0f; // Start timer!
5225 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5229 case GS_EVENT_PLAYER_WARPOUT_STOP:
5230 if ( Player->control_mode != PCM_NORMAL ) {
5231 if ( !Warpout_forced ) { // cannot cancel forced warpout
5232 Player->control_mode = PCM_NORMAL;
5233 Viewer_mode = Player->saved_viewer_mode;
5234 hud_subspace_notify_abort();
5235 mprintf(( "Player put back to normal mode.\n" ));
5236 if ( Warpout_sound > -1 ) {
5237 snd_stop( Warpout_sound );
5244 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5245 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5246 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5247 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5249 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5250 shipfx_warpout_start( Player_obj );
5251 Player->control_mode = PCM_WARPOUT_STAGE2;
5252 Player->saved_viewer_mode = Viewer_mode;
5253 Viewer_mode |= VM_WARP_CHASE;
5255 vector tmp = Player_obj->pos;
5257 ship_get_eye( &tmp, &tmp_m, Player_obj );
5258 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5259 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5260 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5262 camera_set_position( &tmp );
5263 camera_set_orient( &Player_obj->orient );
5264 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5266 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5267 camera_set_velocity( &tmp_vel, 1);
5271 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5272 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5273 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5274 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5276 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5277 Player->control_mode = PCM_WARPOUT_STAGE3;
5281 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5282 mprintf(( "Player warped out. Going to debriefing!\n" ));
5283 Player->control_mode = PCM_NORMAL;
5284 Viewer_mode = Player->saved_viewer_mode;
5287 // we have a special debriefing screen for multiplayer furballs
5288 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5289 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5291 // do the normal debriefing for all other situations
5293 gameseq_post_event(GS_EVENT_DEBRIEF);
5297 case GS_EVENT_STANDALONE_POSTGAME:
5298 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5301 case GS_EVENT_INITIAL_PLAYER_SELECT:
5302 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5305 case GS_EVENT_GAME_INIT:
5306 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5307 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5309 // see if the command line option has been set to use the last pilot, and act acoordingly
5310 if( player_select_get_last_pilot() ) {
5311 // always enter the main menu -- do the automatic network startup stuff elsewhere
5312 // so that we still have valid checks for networking modes, etc.
5313 gameseq_set_state(GS_STATE_MAIN_MENU);
5315 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5320 case GS_EVENT_MULTI_MISSION_SYNC:
5321 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5324 case GS_EVENT_MULTI_START_GAME:
5325 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5328 case GS_EVENT_MULTI_HOST_OPTIONS:
5329 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5332 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5333 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5336 case GS_EVENT_TEAM_SELECT:
5337 gameseq_set_state(GS_STATE_TEAM_SELECT);
5340 case GS_EVENT_END_CAMPAIGN:
5341 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5344 case GS_EVENT_END_DEMO:
5345 gameseq_set_state(GS_STATE_END_DEMO);
5348 case GS_EVENT_LOOP_BRIEF:
5349 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5358 // Called when a state is being left.
5359 // The current state is still at old_state, but as soon as
5360 // this function leaves, then the current state will become
5361 // new state. You should never try to change the state
5362 // in here... if you think you need to, you probably really
5363 // need to post an event, not change the state.
5364 void game_leave_state( int old_state, int new_state )
5366 int end_mission = 1;
5368 switch (new_state) {
5369 case GS_STATE_GAME_PAUSED:
5370 case GS_STATE_DEBUG_PAUSED:
5371 case GS_STATE_OPTIONS_MENU:
5372 case GS_STATE_CONTROL_CONFIG:
5373 case GS_STATE_MISSION_LOG_SCROLLBACK:
5374 case GS_STATE_DEATH_DIED:
5375 case GS_STATE_SHOW_GOALS:
5376 case GS_STATE_HOTKEY_SCREEN:
5377 case GS_STATE_MULTI_PAUSED:
5378 case GS_STATE_TRAINING_PAUSED:
5379 case GS_STATE_EVENT_DEBUG:
5380 case GS_STATE_GAMEPLAY_HELP:
5381 end_mission = 0; // these events shouldn't end a mission
5385 switch (old_state) {
5386 case GS_STATE_BRIEFING:
5387 brief_stop_voices();
5388 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5389 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5390 && (new_state != GS_STATE_TEAM_SELECT) ){
5391 common_select_close();
5392 if ( new_state == GS_STATE_MAIN_MENU ) {
5393 freespace_stop_mission();
5397 // COMMAND LINE OPTION
5398 if (Cmdline_multi_stream_chat_to_file){
5399 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5400 cfclose(Multi_chat_stream);
5404 case GS_STATE_DEBRIEF:
5405 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5410 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5411 multi_df_debrief_close();
5414 case GS_STATE_LOAD_MISSION_MENU:
5417 case GS_STATE_SIMULATOR_ROOM:
5421 case GS_STATE_CAMPAIGN_ROOM:
5422 campaign_room_close();
5425 case GS_STATE_CMD_BRIEF:
5426 if (new_state == GS_STATE_OPTIONS_MENU) {
5431 if (new_state == GS_STATE_MAIN_MENU)
5432 freespace_stop_mission();
5437 case GS_STATE_RED_ALERT:
5441 case GS_STATE_SHIP_SELECT:
5442 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5443 new_state != GS_STATE_HOTKEY_SCREEN &&
5444 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5445 common_select_close();
5446 if ( new_state == GS_STATE_MAIN_MENU ) {
5447 freespace_stop_mission();
5452 case GS_STATE_WEAPON_SELECT:
5453 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5454 new_state != GS_STATE_HOTKEY_SCREEN &&
5455 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5456 common_select_close();
5457 if ( new_state == GS_STATE_MAIN_MENU ) {
5458 freespace_stop_mission();
5463 case GS_STATE_TEAM_SELECT:
5464 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5465 new_state != GS_STATE_HOTKEY_SCREEN &&
5466 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5467 common_select_close();
5468 if ( new_state == GS_STATE_MAIN_MENU ) {
5469 freespace_stop_mission();
5474 case GS_STATE_MAIN_MENU:
5475 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5482 case GS_STATE_OPTIONS_MENU:
5483 //game_start_time();
5484 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5485 multi_join_clear_game_list();
5487 options_menu_close();
5490 case GS_STATE_BARRACKS_MENU:
5491 if(new_state != GS_STATE_VIEW_MEDALS){
5496 case GS_STATE_MISSION_LOG_SCROLLBACK:
5497 hud_scrollback_close();
5500 case GS_STATE_TRAINING_MENU:
5501 training_menu_close();
5504 case GS_STATE_GAME_PLAY:
5505 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5506 player_save_target_and_weapon_link_prefs();
5507 game_stop_looped_sounds();
5510 sound_env_disable();
5511 joy_ff_stop_effects();
5513 // stop game time under certain conditions
5514 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5519 // shut down any recording or playing demos
5524 // when in multiplayer and going back to the main menu, send a leave game packet
5525 // right away (before calling stop mission). stop_mission was taking to long to
5526 // close mission down and I want people to get notified ASAP.
5527 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5528 multi_quit_game(PROMPT_NONE);
5531 freespace_stop_mission();
5532 Game_time_compression = F1_0;
5536 case GS_STATE_TECH_MENU:
5540 case GS_STATE_TRAINING_PAUSED:
5541 Training_num_lines = 0;
5542 // fall through to GS_STATE_GAME_PAUSED
5544 case GS_STATE_GAME_PAUSED:
5546 if ( end_mission ) {
5551 case GS_STATE_DEBUG_PAUSED:
5554 pause_debug_close();
5558 case GS_STATE_HUD_CONFIG:
5562 // join/start a game
5563 case GS_STATE_MULTI_JOIN_GAME:
5564 if(new_state != GS_STATE_OPTIONS_MENU){
5565 multi_join_game_close();
5569 case GS_STATE_MULTI_HOST_SETUP:
5570 case GS_STATE_MULTI_CLIENT_SETUP:
5571 // if this is just the host going into the options screen, don't do anything
5572 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5576 // close down the proper state
5577 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5578 multi_create_game_close();
5580 multi_game_client_setup_close();
5583 // COMMAND LINE OPTION
5584 if (Cmdline_multi_stream_chat_to_file){
5585 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5586 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5587 cfclose(Multi_chat_stream);
5592 case GS_STATE_CONTROL_CONFIG:
5593 control_config_close();
5596 case GS_STATE_DEATH_DIED:
5597 Game_mode &= ~GM_DEAD_DIED;
5599 // early end while respawning or blowing up in a multiplayer game
5600 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5602 freespace_stop_mission();
5606 case GS_STATE_DEATH_BLEW_UP:
5607 Game_mode &= ~GM_DEAD_BLEW_UP;
5609 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5610 // to determine if I should do anything.
5611 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5613 freespace_stop_mission();
5616 // if we are not respawing as an observer or as a player, our new state will not
5617 // be gameplay state.
5618 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5619 game_stop_time(); // hasn't been called yet!!
5620 freespace_stop_mission();
5626 case GS_STATE_CREDITS:
5630 case GS_STATE_VIEW_MEDALS:
5634 case GS_STATE_SHOW_GOALS:
5635 mission_show_goals_close();
5638 case GS_STATE_HOTKEY_SCREEN:
5639 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5640 mission_hotkey_close();
5644 case GS_STATE_MULTI_MISSION_SYNC:
5645 // if we're moving into the options menu, don't do anything
5646 if(new_state == GS_STATE_OPTIONS_MENU){
5650 SDL_assert( Game_mode & GM_MULTIPLAYER );
5652 if ( new_state == GS_STATE_GAME_PLAY ){
5653 // palette_restore_palette();
5655 // change a couple of flags to indicate our state!!!
5656 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5657 send_netplayer_update_packet();
5659 // set the game mode
5660 Game_mode |= GM_IN_MISSION;
5664 case GS_STATE_VIEW_CUTSCENES:
5665 cutscenes_screen_close();
5668 case GS_STATE_MULTI_STD_WAIT:
5669 multi_standalone_wait_close();
5672 case GS_STATE_STANDALONE_MAIN:
5673 standalone_main_close();
5674 if(new_state == GS_STATE_MULTI_STD_WAIT){
5675 init_multiplayer_stats();
5679 case GS_STATE_MULTI_PAUSED:
5680 // if ( end_mission ){
5685 case GS_STATE_INGAME_PRE_JOIN:
5686 multi_ingame_select_close();
5689 case GS_STATE_STANDALONE_POSTGAME:
5690 multi_standalone_postgame_close();
5693 case GS_STATE_INITIAL_PLAYER_SELECT:
5694 player_select_close();
5697 case GS_STATE_MULTI_START_GAME:
5698 multi_start_game_close();
5701 case GS_STATE_MULTI_HOST_OPTIONS:
5702 multi_host_options_close();
5705 case GS_STATE_END_OF_CAMPAIGN:
5706 mission_campaign_end_close();
5709 case GS_STATE_LOOP_BRIEF:
5714 if (new_state != GS_STATE_PXO_HELP) {
5719 case GS_STATE_PXO_HELP:
5720 multi_pxo_help_close();
5725 // Called when a state is being entered.
5726 // The current state is set to the state we're entering at
5727 // this point, and old_state is set to the state we're coming
5728 // from. You should never try to change the state
5729 // in here... if you think you need to, you probably really
5730 // need to post an event, not change the state.
5732 void game_enter_state( int old_state, int new_state )
5734 switch (new_state) {
5735 case GS_STATE_MAIN_MENU:
5736 // in multiplayer mode, be sure that we are not doing networking anymore.
5737 if ( Game_mode & GM_MULTIPLAYER ) {
5738 SDL_assert( Net_player != NULL );
5739 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5742 Game_time_compression = F1_0;
5744 // determine which ship this guy is currently based on
5745 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5748 if (Player->on_bastion) {
5756 case GS_STATE_BRIEFING:
5757 main_hall_stop_music();
5758 main_hall_stop_ambient();
5760 if (Game_mode & GM_NORMAL) {
5761 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5762 // MWA: or from options or hotkey screens
5763 // JH: or if the command brief state already did this
5764 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5765 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5766 && (old_state != GS_STATE_CMD_BRIEF) ) {
5767 if ( !game_start_mission() ) // this should put us into a new state on failure!
5771 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5772 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5773 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5775 Game_time_compression = F1_0;
5777 if ( red_alert_mission() ) {
5778 gameseq_post_event(GS_EVENT_RED_ALERT);
5785 case GS_STATE_DEBRIEF:
5786 game_stop_looped_sounds();
5787 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
5788 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5793 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5794 multi_df_debrief_init();
5797 case GS_STATE_LOAD_MISSION_MENU:
5800 case GS_STATE_SIMULATOR_ROOM:
5804 case GS_STATE_CAMPAIGN_ROOM:
5805 campaign_room_init();
5808 case GS_STATE_RED_ALERT:
5809 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5813 case GS_STATE_CMD_BRIEF: {
5814 int team_num = 0; // team number used as index for which cmd brief to use.
5816 if (old_state == GS_STATE_OPTIONS_MENU) {
5820 main_hall_stop_music();
5821 main_hall_stop_ambient();
5823 if (Game_mode & GM_NORMAL) {
5824 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5825 // MWA: or from options or hotkey screens
5826 // JH: or if the command brief state already did this
5827 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5828 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5829 if ( !game_start_mission() ) // this should put us into a new state on failure!
5834 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5835 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5836 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5838 cmd_brief_init(team_num);
5844 case GS_STATE_SHIP_SELECT:
5848 case GS_STATE_WEAPON_SELECT:
5849 weapon_select_init();
5852 case GS_STATE_TEAM_SELECT:
5856 case GS_STATE_GAME_PAUSED:
5861 case GS_STATE_DEBUG_PAUSED:
5862 // game_stop_time();
5863 // os_set_title("FreeSpace - PAUSED");
5866 case GS_STATE_TRAINING_PAUSED:
5873 case GS_STATE_OPTIONS_MENU:
5875 options_menu_init();
5878 case GS_STATE_GAME_PLAY:
5879 // coming from the gameplay state or the main menu, we might need to load the mission
5880 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5881 if ( !game_start_mission() ) // this should put us into a new state.
5886 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5887 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
5888 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5889 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5890 (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)) ) {
5891 // JAS: Used to do all paging here.
5895 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5899 main_hall_stop_music();
5900 main_hall_stop_ambient();
5901 event_music_first_pattern(); // start the first pattern
5904 // special code that restores player ship selection and weapons loadout when doing a quick start
5905 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
5906 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5907 wss_direct_restore_loadout();
5911 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5912 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
5913 event_music_first_pattern(); // start the first pattern
5916 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
5917 event_music_first_pattern(); // start the first pattern
5919 player_restore_target_and_weapon_link_prefs();
5921 Game_mode |= GM_IN_MISSION;
5924 // required to truely make mouse deltas zeroed in debug mouse code
5925 void mouse_force_pos(int x, int y);
5926 if (!Is_standalone) {
5927 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
5933 // only start time if in single player, or coming from multi wait state
5936 (Game_mode & GM_NORMAL) &&
5937 (old_state != GS_STATE_VIEW_CUTSCENES)
5939 (Game_mode & GM_MULTIPLAYER) && (
5940 (old_state == GS_STATE_MULTI_PAUSED) ||
5941 (old_state == GS_STATE_MULTI_MISSION_SYNC)
5947 // when coming from the multi paused state, reset the timestamps
5948 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
5949 multi_reset_timestamps();
5952 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
5953 // initialize all object update details
5954 multi_oo_gameplay_init();
5957 // under certain circumstances, the server should reset the object update rate limiting stuff
5958 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
5959 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
5961 // reinitialize the rate limiting system for all clients
5962 multi_oo_rate_init_all();
5965 // multiplayer clients should always re-initialize their control info rate limiting system
5966 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
5967 multi_oo_rate_init_all();
5971 if(Game_mode & GM_MULTIPLAYER){
5972 multi_ping_reset_players();
5975 Game_subspace_effect = 0;
5976 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
5977 Game_subspace_effect = 1;
5978 if( !(Game_mode & GM_STANDALONE_SERVER) ){
5979 game_start_subspace_ambient_sound();
5983 sound_env_set(&Game_sound_env);
5984 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
5986 // clear multiplayer button info i
5987 extern button_info Multi_ship_status_bi;
5988 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5991 case GS_STATE_HUD_CONFIG:
5995 case GS_STATE_MULTI_JOIN_GAME:
5996 multi_join_clear_game_list();
5998 if (old_state != GS_STATE_OPTIONS_MENU) {
5999 multi_join_game_init();
6004 case GS_STATE_MULTI_HOST_SETUP:
6005 // don't reinitialize if we're coming back from the host options screen
6006 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6007 multi_create_game_init();
6012 case GS_STATE_MULTI_CLIENT_SETUP:
6013 if (old_state != GS_STATE_OPTIONS_MENU) {
6014 multi_game_client_setup_init();
6019 case GS_STATE_CONTROL_CONFIG:
6020 control_config_init();
6023 case GS_STATE_TECH_MENU:
6027 case GS_STATE_BARRACKS_MENU:
6028 if(old_state != GS_STATE_VIEW_MEDALS){
6033 case GS_STATE_MISSION_LOG_SCROLLBACK:
6034 hud_scrollback_init();
6037 case GS_STATE_DEATH_DIED:
6038 Player_died_time = timestamp(10);
6040 if(!(Game_mode & GM_MULTIPLAYER)){
6041 player_show_death_message();
6043 Game_mode |= GM_DEAD_DIED;
6046 case GS_STATE_DEATH_BLEW_UP:
6047 if ( !popupdead_is_active() ) {
6048 Player_ai->target_objnum = -1;
6051 // stop any local EMP effect
6054 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6055 Game_mode |= GM_DEAD_BLEW_UP;
6056 Show_viewing_from_self = 0;
6058 // timestamp how long we should wait before displaying the died popup
6059 if ( !popupdead_is_active() ) {
6060 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6064 case GS_STATE_GAMEPLAY_HELP:
6065 gameplay_help_init();
6068 case GS_STATE_CREDITS:
6069 main_hall_stop_music();
6070 main_hall_stop_ambient();
6074 case GS_STATE_VIEW_MEDALS:
6075 medal_main_init(Player);
6078 case GS_STATE_SHOW_GOALS:
6079 mission_show_goals_init();
6082 case GS_STATE_HOTKEY_SCREEN:
6083 mission_hotkey_init();
6086 case GS_STATE_MULTI_MISSION_SYNC:
6087 // if we're coming from the options screen, don't do any
6088 if(old_state == GS_STATE_OPTIONS_MENU){
6092 switch(Multi_sync_mode){
6093 case MULTI_SYNC_PRE_BRIEFING:
6094 // if moving from game forming to the team select state
6097 case MULTI_SYNC_POST_BRIEFING:
6098 // if moving from briefing into the mission itself
6101 // tell everyone that we're now loading data
6102 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6103 send_netplayer_update_packet();
6105 // JAS: Used to do all paging here!!!!
6107 Net_player->state = NETPLAYER_STATE_WAITING;
6108 send_netplayer_update_packet();
6110 Game_time_compression = F1_0;
6112 case MULTI_SYNC_INGAME:
6118 case GS_STATE_VIEW_CUTSCENES:
6119 cutscenes_screen_init();
6122 case GS_STATE_MULTI_STD_WAIT:
6123 multi_standalone_wait_init();
6126 case GS_STATE_STANDALONE_MAIN:
6127 // don't initialize if we're coming from one of these 2 states unless there are no
6128 // players left (reset situation)
6129 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6130 standalone_main_init();
6134 case GS_STATE_MULTI_PAUSED:
6138 case GS_STATE_INGAME_PRE_JOIN:
6139 multi_ingame_select_init();
6142 case GS_STATE_STANDALONE_POSTGAME:
6143 multi_standalone_postgame_init();
6146 case GS_STATE_INITIAL_PLAYER_SELECT:
6147 player_select_init();
6150 case GS_STATE_MULTI_START_GAME:
6151 multi_start_game_init();
6154 case GS_STATE_MULTI_HOST_OPTIONS:
6155 multi_host_options_init();
6158 case GS_STATE_END_OF_CAMPAIGN:
6159 mission_campaign_end_init();
6162 case GS_STATE_LOOP_BRIEF:
6167 if (old_state != GS_STATE_PXO_HELP) {
6169 // TODO: use_last_channel?
6175 case GS_STATE_PXO_HELP:
6176 multi_pxo_help_init();
6182 // do stuff that may need to be done regardless of state
6183 void game_do_state_common(int state,int no_networking)
6185 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6186 snd_do_frame(); // update sound system
6187 event_music_do_frame(); // music needs to play across many states
6189 multi_log_process();
6191 if (no_networking) {
6195 // maybe do a multiplayer frame based on game mode and state type
6196 if (Game_mode & GM_MULTIPLAYER) {
6198 case GS_STATE_OPTIONS_MENU:
6199 case GS_STATE_GAMEPLAY_HELP:
6200 case GS_STATE_HOTKEY_SCREEN:
6201 case GS_STATE_HUD_CONFIG:
6202 case GS_STATE_CONTROL_CONFIG:
6203 case GS_STATE_MISSION_LOG_SCROLLBACK:
6204 case GS_STATE_SHOW_GOALS:
6205 case GS_STATE_VIEW_CUTSCENES:
6206 case GS_STATE_EVENT_DEBUG:
6207 multi_maybe_do_frame();
6211 game_do_networking();
6215 // Called once a frame.
6216 // You should never try to change the state
6217 // in here... if you think you need to, you probably really
6218 // need to post an event, not change the state.
6219 int Game_do_state_should_skip = 0;
6220 void game_do_state(int state)
6222 // always lets the do_state_common() function determine if the state should be skipped
6223 Game_do_state_should_skip = 0;
6225 // legal to set the should skip state anywhere in this function
6226 game_do_state_common(state); // do stuff that may need to be done regardless of state
6228 if(Game_do_state_should_skip){
6233 case GS_STATE_MAIN_MENU:
6234 game_set_frametime(GS_STATE_MAIN_MENU);
6235 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6238 main_hall_do(flFrametime);
6242 case GS_STATE_OPTIONS_MENU:
6243 game_set_frametime(GS_STATE_OPTIONS_MENU);
6244 options_menu_do_frame(flFrametime);
6247 case GS_STATE_BARRACKS_MENU:
6248 game_set_frametime(GS_STATE_BARRACKS_MENU);
6249 barracks_do_frame(flFrametime);
6252 case GS_STATE_TRAINING_MENU:
6253 game_set_frametime(GS_STATE_TRAINING_MENU);
6254 training_menu_do_frame(flFrametime);
6257 case GS_STATE_TECH_MENU:
6258 game_set_frametime(GS_STATE_TECH_MENU);
6259 techroom_do_frame(flFrametime);
6262 case GS_STATE_GAMEPLAY_HELP:
6263 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6264 gameplay_help_do_frame(flFrametime);
6267 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6271 case GS_STATE_GAME_PAUSED:
6275 case GS_STATE_DEBUG_PAUSED:
6277 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6282 case GS_STATE_TRAINING_PAUSED:
6283 game_training_pause_do();
6286 case GS_STATE_LOAD_MISSION_MENU:
6290 case GS_STATE_BRIEFING:
6291 game_set_frametime(GS_STATE_BRIEFING);
6292 brief_do_frame(flFrametime);
6295 case GS_STATE_DEBRIEF:
6296 game_set_frametime(GS_STATE_DEBRIEF);
6297 debrief_do_frame(flFrametime);
6300 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6301 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6302 multi_df_debrief_do();
6305 case GS_STATE_SHIP_SELECT:
6306 game_set_frametime(GS_STATE_SHIP_SELECT);
6307 ship_select_do(flFrametime);
6310 case GS_STATE_WEAPON_SELECT:
6311 game_set_frametime(GS_STATE_WEAPON_SELECT);
6312 weapon_select_do(flFrametime);
6315 case GS_STATE_MISSION_LOG_SCROLLBACK:
6316 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6317 hud_scrollback_do_frame(flFrametime);
6320 case GS_STATE_HUD_CONFIG:
6321 game_set_frametime(GS_STATE_HUD_CONFIG);
6322 hud_config_do_frame(flFrametime);
6325 case GS_STATE_MULTI_JOIN_GAME:
6326 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6327 multi_join_game_do_frame();
6330 case GS_STATE_MULTI_HOST_SETUP:
6331 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6332 multi_create_game_do();
6335 case GS_STATE_MULTI_CLIENT_SETUP:
6336 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6337 multi_game_client_setup_do_frame();
6340 case GS_STATE_CONTROL_CONFIG:
6341 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6342 control_config_do_frame(flFrametime);
6345 case GS_STATE_DEATH_DIED:
6349 case GS_STATE_DEATH_BLEW_UP:
6353 case GS_STATE_SIMULATOR_ROOM:
6354 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6355 sim_room_do_frame(flFrametime);
6358 case GS_STATE_CAMPAIGN_ROOM:
6359 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6360 campaign_room_do_frame(flFrametime);
6363 case GS_STATE_RED_ALERT:
6364 game_set_frametime(GS_STATE_RED_ALERT);
6365 red_alert_do_frame(flFrametime);
6368 case GS_STATE_CMD_BRIEF:
6369 game_set_frametime(GS_STATE_CMD_BRIEF);
6370 cmd_brief_do_frame(flFrametime);
6373 case GS_STATE_CREDITS:
6374 game_set_frametime(GS_STATE_CREDITS);
6375 credits_do_frame(flFrametime);
6378 case GS_STATE_VIEW_MEDALS:
6379 game_set_frametime(GS_STATE_VIEW_MEDALS);
6383 case GS_STATE_SHOW_GOALS:
6384 game_set_frametime(GS_STATE_SHOW_GOALS);
6385 mission_show_goals_do_frame(flFrametime);
6388 case GS_STATE_HOTKEY_SCREEN:
6389 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6390 mission_hotkey_do_frame(flFrametime);
6393 case GS_STATE_VIEW_CUTSCENES:
6394 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6395 cutscenes_screen_do_frame();
6398 case GS_STATE_MULTI_STD_WAIT:
6399 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6400 multi_standalone_wait_do();
6403 case GS_STATE_STANDALONE_MAIN:
6404 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6405 standalone_main_do();
6408 case GS_STATE_MULTI_PAUSED:
6409 game_set_frametime(GS_STATE_MULTI_PAUSED);
6413 case GS_STATE_TEAM_SELECT:
6414 game_set_frametime(GS_STATE_TEAM_SELECT);
6418 case GS_STATE_INGAME_PRE_JOIN:
6419 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6420 multi_ingame_select_do();
6423 case GS_STATE_EVENT_DEBUG:
6425 game_set_frametime(GS_STATE_EVENT_DEBUG);
6426 game_show_event_debug(flFrametime);
6430 case GS_STATE_STANDALONE_POSTGAME:
6431 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6432 multi_standalone_postgame_do();
6435 case GS_STATE_INITIAL_PLAYER_SELECT:
6436 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6440 case GS_STATE_MULTI_MISSION_SYNC:
6441 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6445 case GS_STATE_MULTI_START_GAME:
6446 game_set_frametime(GS_STATE_MULTI_START_GAME);
6447 multi_start_game_do();
6450 case GS_STATE_MULTI_HOST_OPTIONS:
6451 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6452 multi_host_options_do();
6455 case GS_STATE_END_OF_CAMPAIGN:
6456 mission_campaign_end_do();
6459 case GS_STATE_END_DEMO:
6460 game_set_frametime(GS_STATE_END_DEMO);
6461 end_demo_campaign_do();
6464 case GS_STATE_LOOP_BRIEF:
6465 game_set_frametime(GS_STATE_LOOP_BRIEF);
6470 game_set_frametime(GS_STATE_PXO);
6474 case GS_STATE_PXO_HELP:
6475 game_set_frametime(GS_STATE_PXO_HELP);
6476 multi_pxo_help_do();
6479 } // end switch(gs_current_state)
6483 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6484 int game_do_ram_check(int ram_in_mbytes)
6486 if ( ram_in_mbytes < 30 ) {
6487 int allowed_to_run = 1;
6488 if ( ram_in_mbytes < 25 ) {
6494 if ( allowed_to_run ) {
6495 SDL_MessageBoxData mboxd;
6496 SDL_MessageBoxButtonData mboxbuttons[2];
6499 // not a translated string, but it's too long and smartdrv isn't
6500 // really a thing for any OS we now support :p
6501 // 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);
6502 SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n\nPress 'OK' to continue running with less than the minimum required memory.\n", ram_in_mbytes);
6504 mboxbuttons[0].buttonid = 0;
6505 mboxbuttons[0].text = XSTR("Ok", 503);
6506 mboxbuttons[0].flags = 0;
6508 mboxbuttons[1].buttonid = 1;
6509 mboxbuttons[1].text = XSTR("Cancel", 504);
6510 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6512 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6513 mboxd.title = XSTR( "Not Enough RAM", 194);
6514 mboxd.message = tmp;
6515 mboxd.numbuttons = 2;
6516 mboxd.buttons = mboxbuttons;
6517 mboxd.window = NULL;
6518 mboxd.colorScheme = NULL;
6520 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6522 if ( msgbox_rval == 1 ) {
6526 // not a translated string, but it's too long and smartdrv isn't
6527 // really a thing for any OS we now support :p
6528 // 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);
6529 SDL_snprintf( tmp, SDL_arraysize(tmp), "FreeSpace has detected that you only have %dMB of free memory.\n\nFreeSpace requires at least 32MB of memory to run.\n", ram_in_mbytes);
6531 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6540 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6541 // If so, copy it over and remove the update directory.
6542 void game_maybe_update_launcher(char *exe_dir)
6547 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6551 int sub_total_destroyed = 0;
6555 // get the total for all his children
6556 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6557 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6560 // find the # of faces for this _individual_ object
6561 total = submodel_get_num_polys(model_num, sm);
6562 if(strstr(pm->submodel[sm].name, "-destroyed")){
6563 sub_total_destroyed = total;
6567 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6570 *out_total += total + sub_total;
6571 *out_destroyed_total += sub_total_destroyed;
6574 #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);
6575 void game_spew_pof_info()
6577 char *pof_list[1000];
6580 int idx, model_num, i, j;
6582 int total, root_total, model_total, destroyed_total, counted;
6586 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6588 // spew info on all the pofs
6594 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6599 for(idx=0; idx<num_files; idx++, counted++){
6600 SDL_snprintf(str, SDL_arraysize(str), "%s.pof", pof_list[idx]);
6601 model_num = model_load(str, 0, NULL);
6603 pm = model_get(model_num);
6605 // if we have a real model
6610 // go through and print all raw submodels
6611 cfputs("RAW\n", out);
6614 for (i=0; i<pm->n_models; i++) {
6615 total = submodel_get_num_polys(model_num, i);
6617 model_total += total;
6618 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6621 SDL_snprintf(str, SDL_arraysize(str), "Model total %d\n", model_total);
6624 // now go through and do it by LOD
6625 cfputs("BY LOD\n\n", out);
6626 for(i=0; i<pm->n_detail_levels; i++){
6627 SDL_snprintf(str, SDL_arraysize(str), "LOD %d\n", i);
6631 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6633 destroyed_total = 0;
6634 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6635 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6638 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6641 SDL_snprintf(str, SDL_arraysize(str), "TOTAL: %d\n", total + root_total);
6643 SDL_snprintf(str, SDL_arraysize(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6645 SDL_snprintf(str, SDL_arraysize(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6648 cfputs("------------------------------------------------------------------------\n\n", out);
6652 if(counted >= MAX_POLYGON_MODELS - 5){
6665 game_spew_pof_info();
6668 int game_main(const char *szCmdLine)
6672 // Find out how much RAM is on this machine
6673 Freespace_total_ram = SDL_GetSystemRAM();
6675 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6679 if (!vm_init(24*1024*1024)) {
6680 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough Memory", 199), XSTR( "Not enough memory to run Freespace.\r\nTry closing down some other applications.\r\n", 198), NULL);
6684 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6686 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);
6695 extern void windebug_memwatch_init();
6696 windebug_memwatch_init();
6704 mprintf(("Platform: %s\n", SDL_GetPlatform()));
6705 mprintf(("CPU: %d %s\n", SDL_GetCPUCount(), (SDL_GetCPUCount() == 1) ? "core" : "cores"));
6706 mprintf(("Memory: %dMB\n", Freespace_total_ram));
6707 mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? "little" : "big"));
6709 parse_cmdline(szCmdLine);
6711 mprintf(("--------------------------------------------------------------------------------\n"));
6713 #ifdef STANDALONE_ONLY_BUILD
6715 nprintf(("Network", "Standalone running"));
6718 nprintf(("Network", "Standalone running"));
6725 // maybe spew pof stuff
6726 if(Cmdline_spew_pof_info){
6727 game_spew_pof_info();
6732 // non-demo, non-standalone, play the intro movie
6734 if ( !Is_standalone ) {
6736 // release -- movies always play
6739 // 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
6740 movie_play( NOX("intro.mve") );
6742 // debug version, movie will only play with -showmovies
6743 #elif !defined(NDEBUG)
6745 movie_play( NOX("intro.mve") );
6748 if ( Cmdline_show_movies )
6749 movie_play( NOX("intro.mve") );
6758 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6760 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
6764 // only important for non THREADED mode
6767 state = gameseq_process_events();
6768 if ( state == GS_STATE_QUIT_GAME ){
6773 #if defined(FS2_DEMO) || defined(FS1_DEMO)
6775 demo_upsell_show_screens();
6777 #elif defined(OEM_BUILD)
6778 // show upsell screens on exit
6779 oem_upsell_show_screens();
6786 // launcher the fslauncher program on exit
6787 void game_launch_launcher_on_exit()
6795 // This function is called when FreeSpace terminates normally.
6797 void game_shutdown(void)
6799 // don't ever flip a page on the standalone!
6800 if(!(Game_mode & GM_STANDALONE_SERVER)){
6806 // if the player has left the "player select" screen and quit the game without actually choosing
6807 // a player, Player will be NULL, in which case we shouldn't write the player file out!
6808 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6812 // load up common multiplayer icons
6813 multi_unload_common_icons();
6815 shockwave_close(); // release any memory used by shockwave system
6816 fireball_close(); // free fireball system
6817 ship_close(); // free any memory that was allocated for the ships
6818 weapon_close(); // free any memory that was allocated for the weapons
6819 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6820 unload_animating_pointer();// frees the frames used for the animating mouse pointer
6821 bm_unload_all(); // free bitmaps
6822 mission_campaign_close(); // close out the campaign stuff
6823 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
6824 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
6826 #ifdef MULTI_USE_LAG
6830 // the menu close functions will unload the bitmaps if they were displayed during the game
6831 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6834 context_help_close(); // close out help system
6835 training_menu_close();
6836 lcl_close(); // be sure localization is closed out
6839 // free left-over memory from parsed tables
6840 cutscene_tbl_close();
6842 scoring_tbl_close();
6843 player_tips_close();
6845 extern void joy_close();
6848 audiostream_close();
6850 event_music_close();
6854 // HACKITY HACK HACK
6855 // if this flag is set, we should be firing up the launcher when exiting freespace
6856 extern int Multi_update_fireup_launcher_on_exit;
6857 if(Multi_update_fireup_launcher_on_exit){
6858 game_launch_launcher_on_exit();
6862 // game_stop_looped_sounds()
6864 // This function will call the appropriate stop looped sound functions for those
6865 // modules which use looping sounds. It is not enough just to stop a looping sound
6866 // at the DirectSound level, the game is keeping track of looping sounds, and this
6867 // function is used to inform the game that looping sounds are being halted.
6869 void game_stop_looped_sounds()
6871 hud_stop_looped_locking_sounds();
6872 hud_stop_looped_engine_sounds();
6873 afterburner_stop_sounds();
6874 player_stop_looped_sounds();
6875 obj_snd_stop_all(); // stop all object-linked persistant sounds
6876 game_stop_subspace_ambient_sound();
6877 snd_stop(Radar_static_looping);
6878 Radar_static_looping = -1;
6879 snd_stop(Target_static_looping);
6880 shipfx_stop_engine_wash_sound();
6881 Target_static_looping = -1;
6884 //////////////////////////////////////////////////////////////////////////
6886 // Code for supporting an animating mouse pointer
6889 //////////////////////////////////////////////////////////////////////////
6891 typedef struct animating_obj
6900 static animating_obj Animating_mouse;
6902 // ----------------------------------------------------------------------------
6903 // init_animating_pointer()
6905 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6906 // gets properly initialized
6908 void init_animating_pointer()
6910 Animating_mouse.first_frame = -1;
6911 Animating_mouse.num_frames = 0;
6912 Animating_mouse.current_frame = -1;
6913 Animating_mouse.time = 0.0f;
6914 Animating_mouse.elapsed_time = 0.0f;
6917 // ----------------------------------------------------------------------------
6918 // load_animating_pointer()
6920 // Called at game init to load in the frames for the animating mouse pointer
6922 // input: filename => filename of animation file that holds the animation
6924 void load_animating_pointer(const char *filename, int dx, int dy)
6929 init_animating_pointer();
6931 am = &Animating_mouse;
6932 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
6933 if ( am->first_frame == -1 )
6934 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
6935 am->current_frame = 0;
6936 am->time = am->num_frames / i2fl(fps);
6939 // ----------------------------------------------------------------------------
6940 // unload_animating_pointer()
6942 // Called at game shutdown to free the memory used to store the animation frames
6944 void unload_animating_pointer()
6949 am = &Animating_mouse;
6950 for ( i = 0; i < am->num_frames; i++ ) {
6951 SDL_assert( (am->first_frame+i) >= 0 );
6952 bm_release(am->first_frame + i);
6955 am->first_frame = -1;
6957 am->current_frame = -1;
6960 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
6961 void game_render_mouse(float frametime)
6966 // if animating cursor exists, play the next frame
6967 am = &Animating_mouse;
6968 if ( am->first_frame != -1 ) {
6969 mouse_get_pos(&mx, &my);
6970 am->elapsed_time += frametime;
6971 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
6972 if ( am->current_frame >= am->num_frames ) {
6973 am->current_frame = 0;
6974 am->elapsed_time = 0.0f;
6976 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
6980 // ----------------------------------------------------------------------------
6981 // game_maybe_draw_mouse()
6983 // determines whether to draw the mouse pointer at all, and what frame of
6984 // animation to use if the mouse is animating
6986 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
6988 // input: frametime => elapsed frame time in seconds since last call
6990 void game_maybe_draw_mouse(float frametime)
6994 game_state = gameseq_get_state();
6996 switch ( game_state ) {
6997 case GS_STATE_GAME_PAUSED:
6998 // case GS_STATE_MULTI_PAUSED:
6999 case GS_STATE_GAME_PLAY:
7000 case GS_STATE_DEATH_DIED:
7001 case GS_STATE_DEATH_BLEW_UP:
7002 if ( popup_active() || popupdead_is_active() ) {
7014 if ( !Mouse_hidden )
7015 game_render_mouse(frametime);
7019 void game_do_training_checks()
7023 waypoint_list *wplp;
7025 if (Training_context & TRAINING_CONTEXT_SPEED) {
7026 s = (int) Player_obj->phys_info.fspeed;
7027 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7028 if (!Training_context_speed_set) {
7029 Training_context_speed_set = 1;
7030 Training_context_speed_timestamp = timestamp();
7034 Training_context_speed_set = 0;
7037 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7038 wplp = &Waypoint_lists[Training_context_path];
7039 if (wplp->count > Training_context_goal_waypoint) {
7040 i = Training_context_goal_waypoint;
7042 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7043 if (d <= Training_context_distance) {
7044 Training_context_at_waypoint = i;
7045 if (Training_context_goal_waypoint == i) {
7046 Training_context_goal_waypoint++;
7047 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7054 if (i == wplp->count)
7057 } while (i != Training_context_goal_waypoint);
7061 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7062 Players_target = Player_ai->target_objnum;
7063 Players_targeted_subsys = Player_ai->targeted_subsys;
7064 Players_target_timestamp = timestamp();
7068 /////////// Following is for event debug view screen
7072 #define EVENT_DEBUG_MAX 5000
7073 #define EVENT_DEBUG_EVENT 0x8000
7075 int Event_debug_index[EVENT_DEBUG_MAX];
7078 void game_add_event_debug_index(int n, int indent)
7080 if (ED_count < EVENT_DEBUG_MAX)
7081 Event_debug_index[ED_count++] = n | (indent << 16);
7084 void game_add_event_debug_sexp(int n, int indent)
7089 if (Sexp_nodes[n].first >= 0) {
7090 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7091 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7095 game_add_event_debug_index(n, indent);
7096 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7097 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7099 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7102 void game_event_debug_init()
7107 for (e=0; e<Num_mission_events; e++) {
7108 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7109 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7113 void game_show_event_debug(float frametime)
7117 int font_height, font_width;
7119 static int scroll_offset = 0;
7121 k = game_check_key();
7127 if (scroll_offset < 0)
7137 scroll_offset -= 20;
7138 if (scroll_offset < 0)
7143 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7147 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7153 gr_set_color_fast(&Color_bright);
7155 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7157 gr_set_color_fast(&Color_normal);
7159 gr_get_string_size(&font_width, &font_height, NOX("test"));
7160 y_max = gr_screen.max_h - font_height - 5;
7164 while (k < ED_count) {
7165 if (y_index > y_max)
7168 z = Event_debug_index[k];
7169 if (z & EVENT_DEBUG_EVENT) {
7171 SDL_snprintf(buf, SDL_arraysize(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7172 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7173 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7174 Mission_events[z].repeat_count, Mission_events[z].interval);
7182 SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, SDL_arraysize(buf));
7183 switch (Sexp_nodes[z & 0x7fff].value) {
7185 SDL_strlcat(buf, NOX(" (True)"), SDL_arraysize(buf));
7189 SDL_strlcat(buf, NOX(" (False)"), SDL_arraysize(buf));
7192 case SEXP_KNOWN_TRUE:
7193 SDL_strlcat(buf, NOX(" (Always true)"), SDL_arraysize(buf));
7196 case SEXP_KNOWN_FALSE:
7197 SDL_strlcat(buf, NOX(" (Always false)"), SDL_arraysize(buf));
7200 case SEXP_CANT_EVAL:
7201 SDL_strlcat(buf, NOX(" (Can't eval)"), SDL_arraysize(buf));
7205 case SEXP_NAN_FOREVER:
7206 SDL_strlcat(buf, NOX(" (Not a number)"), SDL_arraysize(buf));
7211 gr_printf(10, y_index, buf);
7212 y_index += font_height;
7225 int Tmap_num_too_big = 0;
7226 int Num_models_needing_splitting = 0;
7228 void Time_model( int modelnum )
7230 // mprintf(( "Timing ship '%s'\n", si->name ));
7232 vector eye_pos, model_pos;
7233 matrix eye_orient, model_orient;
7235 polymodel *pm = model_get( modelnum );
7237 int l = strlen(pm->filename);
7239 if ( (l == '/') || (l=='\\') || (l==':')) {
7245 char *pof_file = &pm->filename[l];
7247 int model_needs_splitting = 0;
7249 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7251 for (i=0; i<pm->n_textures; i++ ) {
7252 char filename[1024];
7255 int bmp_num = pm->original_textures[i];
7256 if ( bmp_num > -1 ) {
7257 bm_get_palette(pm->original_textures[i], pal, filename, SDL_arraysize(filename) );
7259 bm_get_info( pm->original_textures[i],&w, &h );
7262 if ( (w > 512) || (h > 512) ) {
7263 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7265 model_needs_splitting++;
7268 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7272 if ( model_needs_splitting ) {
7273 Num_models_needing_splitting++;
7275 eye_orient = model_orient = vmd_identity_matrix;
7276 eye_pos = model_pos = vmd_zero_vector;
7278 eye_pos.xyz.z = -pm->rad*2.0f;
7280 vector eye_to_model;
7282 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7283 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7285 fix t1 = timer_get_fixed_seconds();
7288 ta.p = ta.b = ta.h = 0.0f;
7291 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7293 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7295 modelstats_num_polys = modelstats_num_verts = 0;
7297 while( ta.h < PI2 ) {
7300 vm_angles_2_matrix(&m1, &ta );
7301 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7308 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7310 model_clear_instance( modelnum );
7311 model_set_detail_level(0); // use highest detail level
7312 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7320 int k = key_inkey();
7321 if ( k == SDLK_ESCAPE ) {
7326 fix t2 = timer_get_fixed_seconds();
7328 if (framecount < 1) {
7332 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7333 //bitmaps_used_this_frame /= framecount;
7335 modelstats_num_polys /= framecount;
7336 modelstats_num_verts /= framecount;
7338 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7339 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 );
7341 // 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 );
7347 int Time_models = 0;
7348 DCF_BOOL( time_models, Time_models );
7350 void Do_model_timings_test()
7354 if ( !Time_models ) return;
7356 mprintf(( "Timing models!\n" ));
7360 ubyte model_used[MAX_POLYGON_MODELS];
7361 int model_id[MAX_POLYGON_MODELS];
7362 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7367 for (i=0; i<Num_ship_types; i++ ) {
7368 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7370 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7371 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7374 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7375 if ( !Texture_fp ) return;
7377 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7378 if ( !Time_fp ) return;
7380 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7381 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7383 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7384 if ( model_used[i] ) {
7385 Time_model( model_id[i] );
7389 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7390 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7399 // Call this function when you want to inform the player that a feature is not
7400 // enabled in the DEMO version of FreSpace
7401 void game_feature_not_in_demo_popup()
7403 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7406 // format the specified time (fixed point) into a nice string
7407 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7410 int hours,minutes,seconds;
7412 mtime = f2fl(m_time);
7414 // get the hours, minutes and seconds
7415 hours = (int)(mtime / 3600.0f);
7417 mtime -= (3600.0f * (float)hours);
7419 seconds = (int)mtime%60;
7420 minutes = (int)mtime/60;
7423 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7425 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7429 // Stuff version string in *str.
7430 void get_version_string(char *str, const int str_len)
7433 if ( FS_VERSION_BUILD == 0 ) {
7434 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7436 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7439 #if defined (FS2_DEMO) || defined(FS1_DEMO)
7440 SDL_strlcat(str, " D", str_len);
7441 #elif defined (OEM_BUILD)
7442 SDL_strlcat(str, " (OEM)", str_len);
7448 char myname[_MAX_PATH];
7449 int namelen, major, minor, build, waste;
7450 unsigned int buf_size;
7456 // Find my EXE file name
7457 hMod = GetModuleHandle(NULL);
7458 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7460 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7461 infop = (char *)malloc(version_size);
7462 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7464 // get the product version
7465 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7466 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7468 sprintf(str,"Dv%d.%02d",major, minor);
7470 sprintf(str,"v%d.%02d",major, minor);
7475 void get_version_string_short(char *str, const int str_len)
7477 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7480 // ----------------------------------------------------------------
7482 // OEM UPSELL SCREENS BEGIN
7484 // ----------------------------------------------------------------
7485 #if defined(OEM_BUILD)
7487 #define NUM_OEM_UPSELL_SCREENS 3
7488 #define OEM_UPSELL_SCREEN_DELAY 10000
7490 static int Oem_upsell_bitmaps_loaded = 0;
7491 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7492 static int Oem_upsell_screen_number = 0;
7493 static int Oem_upsell_show_next_bitmap_time;
7496 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
7509 static int Oem_normal_cursor = -1;
7510 static int Oem_web_cursor = -1;
7511 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
7512 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7514 void oem_upsell_next_screen()
7516 Oem_upsell_screen_number++;
7517 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7518 // extra long delay, mouse shown on last upsell
7519 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7523 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7527 void oem_upsell_load_bitmaps()
7531 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7532 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7536 void oem_upsell_unload_bitmaps()
7540 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7541 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7542 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7547 Oem_upsell_bitmaps_loaded = 0;
7550 // clickable hotspot on 3rd OEM upsell screen
7551 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7553 28, 350, 287, 96 // x, y, w, h
7556 45, 561, 460, 152 // x, y, w, h
7560 void oem_upsell_show_screens()
7562 int current_time, k;
7565 if ( !Oem_upsell_bitmaps_loaded ) {
7566 oem_upsell_load_bitmaps();
7567 Oem_upsell_bitmaps_loaded = 1;
7570 // may use upsell screens more than once
7571 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7572 Oem_upsell_screen_number = 0;
7578 int nframes; // used to pass, not really needed (should be 1)
7579 Oem_normal_cursor = gr_get_cursor_bitmap();
7580 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7581 SDL_assert(Oem_web_cursor >= 0);
7582 if (Oem_web_cursor < 0) {
7583 Oem_web_cursor = Oem_normal_cursor;
7588 //oem_reset_trailer_timer();
7590 current_time = timer_get_milliseconds();
7595 // advance screen on keypress or timeout
7596 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7597 oem_upsell_next_screen();
7600 // check if we are done
7601 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7602 Oem_upsell_screen_number--;
7605 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7610 // show me the upsell
7611 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
7612 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7616 // if this is the 3rd upsell, make it clickable, d00d
7617 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7619 int button_state = mouse_get_pos(&mx, &my);
7620 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])
7621 && (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]) )
7624 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7627 if (button_state & MOUSE_LEFT_BUTTON) {
7629 multi_pxo_url(OEM_UPSELL_URL);
7633 // switch cursor back to normal one
7634 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7639 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7649 oem_upsell_unload_bitmaps();
7651 // switch cursor back to normal one
7652 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7656 #endif // defined(OEM_BUILD)
7657 // ----------------------------------------------------------------
7659 // OEM UPSELL SCREENS END
7661 // ----------------------------------------------------------------
7665 // ----------------------------------------------------------------
7667 // DEMO UPSELL SCREENS BEGIN
7669 // ----------------------------------------------------------------
7671 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7674 #define NUM_DEMO_UPSELL_SCREENS 2
7676 #define NUM_DEMO_UPSELL_SCREENS 4
7678 #define DEMO_UPSELL_SCREEN_DELAY 3000
7680 static int Demo_upsell_bitmaps_loaded = 0;
7681 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7682 static int Demo_upsell_screen_number = 0;
7683 static int Demo_upsell_show_next_bitmap_time;
7686 static char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7712 void demo_upsell_next_screen()
7714 Demo_upsell_screen_number++;
7715 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7716 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7718 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7722 void demo_upsell_load_bitmaps()
7726 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7727 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7731 void demo_upsell_unload_bitmaps()
7735 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7736 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7737 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7742 Demo_upsell_bitmaps_loaded = 0;
7745 void demo_upsell_show_screens()
7747 int current_time, k;
7750 if ( !Demo_upsell_bitmaps_loaded ) {
7751 demo_upsell_load_bitmaps();
7752 Demo_upsell_bitmaps_loaded = 1;
7755 // may use upsell screens more than once
7756 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7757 Demo_upsell_screen_number = 0;
7764 demo_reset_trailer_timer();
7766 current_time = timer_get_milliseconds();
7773 // don't time out, wait for keypress
7775 if ( current_time > Demo_upsell_show_next_bitmap_time ) {
7776 demo_upsell_next_screen();
7781 demo_upsell_next_screen();
7784 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7785 Demo_upsell_screen_number--;
7788 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7793 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
7794 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7799 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7809 demo_upsell_unload_bitmaps();
7814 // ----------------------------------------------------------------
7816 // DEMO UPSELL SCREENS END
7818 // ----------------------------------------------------------------
7821 // ----------------------------------------------------------------
7823 // Subspace Ambient Sound START
7825 // ----------------------------------------------------------------
7827 static int Subspace_ambient_left_channel = -1;
7828 static int Subspace_ambient_right_channel = -1;
7831 void game_start_subspace_ambient_sound()
7833 if ( Subspace_ambient_left_channel < 0 ) {
7834 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7837 if ( Subspace_ambient_right_channel < 0 ) {
7838 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7842 void game_stop_subspace_ambient_sound()
7844 if ( Subspace_ambient_left_channel >= 0 ) {
7845 snd_stop(Subspace_ambient_left_channel);
7846 Subspace_ambient_left_channel = -1;
7849 if ( Subspace_ambient_right_channel >= 0 ) {
7850 snd_stop(Subspace_ambient_right_channel);
7851 Subspace_ambient_right_channel = -1;
7855 // ----------------------------------------------------------------
7857 // Subspace Ambient Sound END
7859 // ----------------------------------------------------------------
7861 // ----------------------------------------------------------------
7863 // Language Autodetection stuff
7866 // this layout order must match Lcl_languages in localize.cpp in order for the
7867 // correct language to be detected
7868 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7870 1366105450, // English
7872 589986744, // English
7874 -1132430286, // German
7876 -1131728960, // Polish
7879 // default setting is "-1" to use config file with English as fall back
7880 // DO NOT change the default setting here or something uncouth might happen
7881 // in the localization code
7887 // try and open the file to verify
7888 CFILE *detect = cfopen("font01.vf", "rb");
7890 // will use default setting if something went wrong
7895 // get the long checksum of the file
7897 cfseek(detect, 0, SEEK_SET);
7898 cf_chksum_long(detect, &file_checksum);
7902 // now compare the checksum/filesize against known #'s
7903 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
7904 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
7909 // notify if a match was not found, include detected checksum
7910 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
7911 printf("Using default language...\n\n");
7917 // End Auto Lang stuff
7919 // ----------------------------------------------------------------
7921 // ----------------------------------------------------------------
7922 // SHIPS TBL VERIFICATION STUFF
7925 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
7926 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
7927 #define NUM_SHIPS_TBL_CHECKSUMS 3
7929 #define NUM_SHIPS_TBL_CHECKSUMS 1
7933 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7934 1696074201, // FS2 demo
7937 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7938 1603375034, // FS1 DEMO
7941 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7942 -129679197, // FS1 Full 1.06 (US)
7943 7762567, // FS1 SilentThreat
7944 1555372475 // FS1 Full 1.06 (German)
7948 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7949 -463907578, // US - beta 1
7950 1696074201, // FS2 demo
7953 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
7954 // -1022810006, // 1.0 FULL
7955 -1254285366 // 1.2 FULL (German)
7959 void verify_ships_tbl()
7963 Game_ships_tbl_valid = 1;
7969 // detect if the packfile exists
7970 CFILE *detect = cfopen("ships.tbl", "rb");
7971 Game_ships_tbl_valid = 0;
7975 Game_ships_tbl_valid = 0;
7979 // get the long checksum of the file
7981 cfseek(detect, 0, SEEK_SET);
7982 cf_chksum_long(detect, &file_checksum);
7986 // now compare the checksum/filesize against known #'s
7987 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
7988 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
7989 Game_ships_tbl_valid = 1;
7996 DCF(shipspew, "display the checksum for the current ships.tbl")
7999 CFILE *detect = cfopen("ships.tbl", "rb");
8000 // get the long checksum of the file
8002 cfseek(detect, 0, SEEK_SET);
8003 cf_chksum_long(detect, &file_checksum);
8006 dc_printf("%d", file_checksum);
8009 // ----------------------------------------------------------------
8010 // WEAPONS TBL VERIFICATION STUFF
8013 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8014 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8015 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8017 #define NUM_WEAPONS_TBL_CHECKSUMS 1
8021 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8022 -266420030, // demo 1
8025 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8026 -1246928725, // FS1 DEMO
8029 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8030 -834598107, // FS1 1.06 Full (US)
8031 -1652231417, // FS1 SilentThreat
8032 720209793 // FS1 1.06 Full (German)
8036 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8037 141718090, // US - beta 1
8038 -266420030, // demo 1
8041 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8042 // 399297860, // 1.0 FULL
8043 -553984927 // 1.2 FULL (german)
8047 void verify_weapons_tbl()
8051 Game_weapons_tbl_valid = 1;
8057 // detect if the packfile exists
8058 CFILE *detect = cfopen("weapons.tbl", "rb");
8059 Game_weapons_tbl_valid = 0;
8063 Game_weapons_tbl_valid = 0;
8067 // get the long checksum of the file
8069 cfseek(detect, 0, SEEK_SET);
8070 cf_chksum_long(detect, &file_checksum);
8074 // now compare the checksum/filesize against known #'s
8075 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8076 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8077 Game_weapons_tbl_valid = 1;
8084 DCF(wepspew, "display the checksum for the current weapons.tbl")
8087 CFILE *detect = cfopen("weapons.tbl", "rb");
8088 // get the long checksum of the file
8090 cfseek(detect, 0, SEEK_SET);
8091 cf_chksum_long(detect, &file_checksum);
8094 dc_printf("%d", file_checksum);
8097 // if the game is running using hacked data
8098 int game_hacked_data()
8101 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8109 void display_title_screen()
8111 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
8112 ///int title_bitmap;
8115 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8116 if (title_bitmap == -1) {
8121 gr_set_bitmap(title_bitmap);
8129 bm_unload(title_bitmap);
8130 #endif // FS2_DEMO || OEM_BUILD || FS1_DEMO
8133 // return true if the game is running with "low memory", which is less than 48MB
8134 bool game_using_low_mem()
8136 if (Use_low_mem == 0) {