2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
18 * Revision 1.40 2005/10/01 21:40:38 taylor
19 * deal with OS X apps a little better, sets the path only based on ".app" in the name rather than the name itself
20 * make sure a global cmdline.cfg file works with OS X when built as an app
22 * Revision 1.39 2005/08/12 08:57:20 taylor
23 * don't show hardware S-RAM value on HUD in debug
24 * do show in use GL texture memory
25 * have an actual fade effect for the credits screen artwork
27 * Revision 1.38 2004/09/20 01:31:44 theoddone33
30 * Revision 1.37 2004/07/04 11:31:43 taylor
31 * amd64 support, compiler warning fixes, don't use software rendering
33 * Revision 1.36 2004/06/12 01:11:35 taylor
34 * x86 compile fixes for OSX patch
36 * Revision 1.35 2004/06/11 00:53:02 tigital
37 * OSX: .app name, casts for gcc
39 * Revision 1.34 2003/08/09 03:18:03 taylor
40 * fix tips popup not having any tips
42 * Revision 1.33 2003/08/03 15:57:00 taylor
43 * simpler mouse usage; default ini settings in os_init(); cleanup
45 * Revision 1.32 2003/06/19 11:51:41 taylor
46 * adjustments to memory leak fixes
48 * Revision 1.31 2003/06/11 18:30:32 taylor
51 * Revision 1.30 2003/06/03 04:00:39 taylor
52 * Polish language support (Janusz Dziemidowicz)
54 * Revision 1.29 2003/05/25 02:30:42 taylor
57 * Revision 1.28 2003/05/18 03:55:30 taylor
58 * automatic language selection support
60 * Revision 1.27 2003/03/03 04:54:44 theoddone33
61 * Commit Taylor's ShowFPS fix
63 * Revision 1.26 2003/02/20 17:41:07 theoddone33
64 * Userdir patch from Taylor Richards
66 * Revision 1.25 2003/01/30 19:54:10 relnev
67 * ini config option for the frames per second counter (Taylor Richards)
69 * Revision 1.24 2002/08/31 01:39:13 theoddone33
70 * Speed up the renderer a tad
72 * Revision 1.23 2002/08/04 02:31:00 relnev
73 * make numlock not overlap with pause
75 * Revision 1.22 2002/08/02 23:07:03 relnev
76 * don't access the mouse in standalone mode
78 * Revision 1.21 2002/07/28 05:05:08 relnev
79 * removed some old stuff
81 * Revision 1.20 2002/07/24 00:20:41 relnev
84 * Revision 1.19 2002/06/17 06:33:08 relnev
85 * ryan's struct patch for gcc 2.95
87 * Revision 1.18 2002/06/16 04:46:33 relnev
88 * set up correct checksums for demo
90 * Revision 1.17 2002/06/09 04:41:17 relnev
91 * added copyright header
93 * Revision 1.16 2002/06/09 03:16:04 relnev
96 * removed unneeded asm, old sdl 2d setup.
98 * fixed crash caused by opengl_get_region.
100 * Revision 1.15 2002/06/05 08:05:28 relnev
101 * stub/warning removal.
103 * reworked the sound code.
105 * Revision 1.14 2002/06/05 04:03:32 relnev
106 * finished cfilesystem.
108 * removed some old code.
110 * fixed mouse save off-by-one.
114 * Revision 1.13 2002/06/02 04:26:34 relnev
117 * Revision 1.12 2002/06/02 00:31:35 relnev
118 * implemented osregistry
120 * Revision 1.11 2002/06/01 09:00:34 relnev
121 * silly debug memmanager
123 * Revision 1.10 2002/06/01 07:12:32 relnev
124 * a few NDEBUG updates.
126 * removed a few warnings.
128 * Revision 1.9 2002/05/31 03:05:59 relnev
131 * Revision 1.8 2002/05/29 02:52:32 theoddone33
132 * Enable OpenGL renderer
134 * Revision 1.7 2002/05/28 08:52:03 relnev
135 * implemented two assembly stubs.
137 * cleaned up a few warnings.
139 * added a little demo hackery to make it progress a little farther.
141 * Revision 1.6 2002/05/28 06:28:20 theoddone33
142 * Filesystem mods, actually reads some data files now
144 * Revision 1.5 2002/05/28 04:07:28 theoddone33
145 * New graphics stubbing arrangement
147 * Revision 1.4 2002/05/27 22:46:52 theoddone33
148 * Remove more undefined symbols
150 * Revision 1.3 2002/05/26 23:31:18 relnev
151 * added a few files that needed to be compiled
153 * freespace.cpp: now compiles
155 * Revision 1.2 2002/05/07 03:16:44 theoddone33
156 * The Great Newline Fix
158 * Revision 1.1.1.1 2002/05/03 03:28:09 root
162 * 201 6/16/00 3:15p Jefff
163 * sim of the year dvd version changes, a few german soty localization
166 * 200 11/03/99 11:06a Jefff
169 * 199 10/26/99 5:07p Jamest
170 * fixed jeffs dumb debug code
172 * 198 10/25/99 5:53p Jefff
173 * call control_config_common_init() on startup
175 * 197 10/14/99 10:18a Daveb
176 * Fixed incorrect CD checking problem on standalone server.
178 * 196 10/13/99 9:22a Daveb
179 * Fixed Fred jumpnode placing bug. Fixed 1024 glide tiled texture problem
180 * related to movies. Fixed launcher spawning from PXO screen.
182 * 195 10/06/99 11:05a Jefff
183 * new oem upsell 3 hotspot coords
185 * 194 10/06/99 10:31a Jefff
188 * 193 10/01/99 9:10a Daveb
191 * 192 9/15/99 4:57a Dave
192 * Updated ships.tbl checksum
194 * 191 9/15/99 3:58a Dave
195 * Removed framerate warning at all times.
197 * 190 9/15/99 3:16a Dave
198 * Remove mt-011.fs2 from the builtin mission list.
200 * 189 9/15/99 1:45a Dave
201 * Don't init joystick on standalone. Fixed campaign mode on standalone.
202 * Fixed no-score-report problem in TvT
204 * 188 9/14/99 6:08a Dave
205 * Updated (final) single, multi, and campaign list.
207 * 187 9/14/99 3:26a Dave
208 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
209 * respawn-too-early problem. Made a few crash points safe.
211 * 186 9/13/99 4:52p Dave
214 * 185 9/12/99 8:09p Dave
215 * Fixed problem where skip-training button would cause mission messages
216 * not to get paged out for the current mission.
218 * 184 9/10/99 11:53a Dave
219 * Shutdown graphics before sound to eliminate apparent lockups when
220 * Directsound decides to be lame. Fix TOPMOST problem with D3D windows.
222 * 183 9/09/99 11:40p Dave
223 * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
224 * 2 end movies properly, based upon what the player did in the mission.
226 * 182 9/08/99 10:29p Dave
227 * Make beam sound pausing and unpausing much safer.
229 * 181 9/08/99 10:01p Dave
230 * Make sure game won't run in a drive's root directory. Make sure
231 * standalone routes suqad war messages properly to the host.
233 * 180 9/08/99 3:22p Dave
234 * Updated builtin mission list.
236 * 179 9/08/99 12:01p Jefff
237 * fixed Game_builtin_mission_list typo on Training-2.fs2
239 * 178 9/08/99 9:48a Andsager
240 * Add force feedback for engine wash.
242 * 177 9/07/99 4:01p Dave
243 * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
244 * does everything properly (setting up address when binding). Remove
245 * black rectangle background from UI_INPUTBOX.
247 * 176 9/13/99 2:40a Dave
248 * Comment in full 80 minute CD check for RELEASE_REAL builds.
250 * 175 9/06/99 6:38p Dave
251 * Improved CD detection code.
253 * 174 9/06/99 1:30a Dave
254 * Intermediate checkin. Started on enforcing CD-in-drive to play the
257 * 173 9/06/99 1:16a Dave
258 * Make sure the user sees the intro movie.
260 * 172 9/04/99 8:00p Dave
261 * Fixed up 1024 and 32 bit movie support.
263 * 171 9/03/99 1:32a Dave
264 * CD checking by act. Added support to play 2 cutscenes in a row
265 * seamlessly. Fixed super low level cfile bug related to files in the
266 * root directory of a CD. Added cheat code to set campaign mission # in
269 * 170 9/01/99 10:49p Dave
270 * Added nice SquadWar checkbox to the client join wait screen.
272 * 169 9/01/99 10:14a Dave
275 * 168 8/29/99 4:51p Dave
276 * Fixed damaged checkin.
278 * 167 8/29/99 4:18p Andsager
279 * New "burst" limit for friendly damage. Also credit more damage done
280 * against large friendly ships.
282 * 166 8/27/99 6:38p Alanl
283 * crush the blasted repeating messages bug
285 * 164 8/26/99 9:09p Dave
286 * Force framerate check in everything but a RELEASE_REAL build.
288 * 163 8/26/99 9:45a Dave
289 * First pass at easter eggs and cheats.
291 * 162 8/24/99 8:55p Dave
292 * Make sure nondimming pixels work properly in tech menu.
294 * 161 8/24/99 1:49a Dave
295 * Fixed client-side afterburner stuttering. Added checkbox for no version
296 * checking on PXO join. Made button info passing more friendly between
299 * 160 8/22/99 5:53p Dave
300 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
301 * instead of ship designations for multiplayer players.
303 * 159 8/22/99 1:19p Dave
304 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
305 * which d3d cards are detected.
307 * 158 8/20/99 2:09p Dave
308 * PXO banner cycling.
310 * 157 8/19/99 10:59a Dave
311 * Packet loss detection.
313 * 156 8/19/99 10:12a Alanl
314 * preload mission-specific messages on machines greater than 48MB
316 * 155 8/16/99 4:04p Dave
317 * Big honking checkin.
319 * 154 8/11/99 5:54p Dave
320 * Fixed collision problem. Fixed standalone ghost problem.
322 * 153 8/10/99 7:59p Jefff
325 * 152 8/10/99 6:54p Dave
326 * Mad optimizations. Added paging to the nebula effect.
328 * 151 8/10/99 3:44p Jefff
329 * loads Intelligence information on startup
331 * 150 8/09/99 3:47p Dave
332 * Fixed incorrect nebula regeneration. Default HUD to low-contrast in
333 * non-nebula missions.
335 * 149 8/09/99 2:21p Andsager
336 * Fix patching from multiplayer direct to launcher update tab.
338 * 148 8/09/99 10:36a Dave
339 * Version info for game.
341 * 147 8/06/99 9:46p Dave
342 * Hopefully final changes for the demo.
344 * 146 8/06/99 3:34p Andsager
345 * Make title version info "(D)" -> "D" show up nicely
347 * 145 8/06/99 2:59p Adamp
348 * Fixed NT launcher/update problem.
350 * 144 8/06/99 1:52p Dave
351 * Bumped up MAX_BITMAPS for the demo.
353 * 143 8/06/99 12:17p Andsager
354 * Demo: down to just 1 demo dog
356 * 142 8/05/99 9:39p Dave
357 * Yet another new checksum.
359 * 141 8/05/99 6:19p Dave
360 * New demo checksums.
362 * 140 8/05/99 5:31p Andsager
363 * Up demo version 1.01
365 * 139 8/05/99 4:22p Andsager
366 * No time limit on upsell screens. Reverse order of display of upsell
369 * 138 8/05/99 4:17p Dave
370 * Tweaks to client interpolation.
372 * 137 8/05/99 3:52p Danw
374 * 136 8/05/99 3:01p Danw
376 * 135 8/05/99 2:43a Anoop
377 * removed duplicate definition.
379 * 134 8/05/99 2:13a Dave
382 * 133 8/05/99 2:05a Dave
385 * 132 8/05/99 1:22a Andsager
388 * 131 8/04/99 9:51p Andsager
389 * Add title screen to demo
391 * 130 8/04/99 6:47p Jefff
392 * fixed link error resulting from #ifdefs
394 * 129 8/04/99 6:26p Dave
395 * Updated ship tbl checksum.
397 * 128 8/04/99 5:40p Andsager
398 * Add multiple demo dogs
400 * 127 8/04/99 5:36p Andsager
401 * Show upsell screens at end of demo campaign before returning to main
404 * 126 8/04/99 11:42a Danw
405 * tone down EAX reverb
407 * 125 8/04/99 11:23a Dave
408 * Updated demo checksums.
410 * 124 8/03/99 11:02p Dave
411 * Maybe fixed sync problems in multiplayer.
413 * 123 8/03/99 6:21p Jefff
416 * 122 8/03/99 3:44p Andsager
417 * Launch laucher if trying to run FS without first having configured
420 * 121 8/03/99 12:45p Dave
423 * 120 8/02/99 9:13p Dave
426 * 119 7/30/99 10:31p Dave
427 * Added comm menu to the configurable hud files.
429 * 118 7/30/99 5:17p Andsager
430 * first fs2demo checksums
432 * 117 7/29/99 3:09p Anoop
434 * 116 7/29/99 12:05a Dave
435 * Nebula speed optimizations.
437 * 115 7/27/99 8:59a Andsager
438 * Make major, minor version consistent for all builds. Only show major
439 * and minor for launcher update window.
441 * 114 7/26/99 5:50p Dave
442 * Revised ingame join. Better? We'll see....
444 * 113 7/26/99 5:27p Andsager
445 * Add training mission as builtin to demo build
447 * 112 7/24/99 1:54p Dave
448 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
451 * 111 7/22/99 4:00p Dave
452 * Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
454 * 110 7/21/99 8:10p Dave
455 * First run of supernova effect.
457 * 109 7/20/99 1:49p Dave
458 * Peter Drake build. Fixed some release build warnings.
460 * 108 7/19/99 2:26p Andsager
461 * set demo multiplayer missions
463 * 107 7/18/99 5:19p Dave
464 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
466 * 106 7/16/99 1:50p Dave
467 * 8 bit aabitmaps. yay.
469 * 105 7/15/99 3:07p Dave
470 * 32 bit detection support. Mouse coord commandline.
472 * 104 7/15/99 2:13p Dave
473 * Added 32 bit detection.
475 * 103 7/15/99 9:20a Andsager
476 * FS2_DEMO initial checkin
478 * 102 7/14/99 11:02a Dave
479 * Skill level default back to easy. Blech.
481 * 101 7/09/99 5:54p Dave
482 * Seperated cruiser types into individual types. Added tons of new
483 * briefing icons. Campaign screen.
485 * 100 7/08/99 4:43p Andsager
486 * New check for sparky_hi and print if not found.
488 * 99 7/08/99 10:53a Dave
489 * New multiplayer interpolation scheme. Not 100% done yet, but still
490 * better than the old way.
492 * 98 7/06/99 4:24p Dave
493 * Mid-level checkin. Starting on some potentially cool multiplayer
496 * 97 7/06/99 3:35p Andsager
497 * Allow movie to play before red alert mission.
499 * 96 7/03/99 5:50p Dave
500 * Make rotated bitmaps draw properly in padlock views.
502 * 95 7/02/99 9:55p Dave
503 * Player engine wash sound.
505 * 94 7/02/99 4:30p Dave
506 * Much more sophisticated lightning support.
508 * 93 6/29/99 7:52p Dave
509 * Put in exception handling in FS2.
511 * 92 6/22/99 9:37p Dave
512 * Put in pof spewing.
514 * 91 6/16/99 4:06p Dave
515 * New pilot info popup. Added new draw-bitmap-as-poly function.
517 * 90 6/15/99 1:56p Andsager
518 * For release builds, allow start up in high res only with
521 * 89 6/15/99 9:34a Dave
522 * Fixed key checking in single threaded version of the stamp notification
525 * 88 6/09/99 2:55p Andsager
526 * Allow multiple asteroid subtypes (of large, medium, small) and follow
529 * 87 6/08/99 1:14a Dave
530 * Multi colored hud test.
532 * 86 6/04/99 9:52a Dave
533 * Fixed some rendering problems.
535 * 85 6/03/99 10:15p Dave
536 * Put in temporary main hall screen.
538 * 84 6/02/99 6:18p Dave
539 * Fixed TNT lockup problems! Wheeeee!
541 * 83 6/01/99 3:52p Dave
542 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
543 * dead popup, pxo find player popup, pxo private room popup.
545 * 82 5/26/99 1:28p Jasenw
546 * changed coords for loading ani
548 * 81 5/26/99 11:46a Dave
549 * Added ship-blasting lighting and made the randomization of lighting
550 * much more customizable.
552 * 80 5/24/99 5:45p Dave
553 * Added detail levels to the nebula, with a decent speedup. Split nebula
554 * lightning into its own section.
564 #include "systemvars.h"
569 #include "starfield.h"
570 #include "lighting.h"
575 #include "fireballs.h"
579 #include "floating.h"
580 #include "gamesequence.h"
582 #include "optionsmenu.h"
583 #include "playermenu.h"
584 #include "trainingmenu.h"
585 #include "techmenu.h"
588 #include "hudmessage.h"
590 #include "missiongoals.h"
591 #include "missionparse.h"
596 #include "multiutil.h"
597 #include "multimsgs.h"
599 #include "multi_pxo.h"
602 #include "freespace.h"
603 #include "managepilot.h"
605 #include "contexthelp.h"
608 #include "missionbrief.h"
609 #include "missiondebrief.h"
611 #include "missionshipchoice.h"
613 #include "hudconfig.h"
614 #include "controlsconfig.h"
615 #include "missionmessage.h"
616 #include "missiontraining.h"
618 #include "hudtarget.h"
620 #include "eventmusic.h"
621 #include "animplay.h"
622 #include "missionweaponchoice.h"
623 #include "missionlog.h"
624 #include "audiostr.h"
626 #include "missioncampaign.h"
628 #include "missionhotkey.h"
629 #include "objectsnd.h"
630 #include "cmeasure.h"
632 #include "linklist.h"
633 #include "shockwave.h"
634 #include "afterburner.h"
639 #include "stand_server.h"
640 #include "pcxutils.h"
641 #include "hudtargetbox.h"
642 #include "multi_xfer.h"
643 #include "hudescort.h"
644 #include "multiutil.h"
647 #include "multiteamselect.h"
649 #include "readyroom.h"
650 #include "mainhallmenu.h"
651 #include "multilag.h"
653 #include "particle.h"
655 #include "multi_ingame.h"
656 #include "snazzyui.h"
657 #include "asteroid.h"
658 #include "popupdead.h"
659 #include "multi_voice.h"
660 #include "missioncmdbrief.h"
661 #include "redalert.h"
662 #include "gameplayhelp.h"
663 #include "multilag.h"
664 #include "staticrand.h"
665 #include "multi_pmsg.h"
666 #include "levelpaging.h"
667 #include "observer.h"
668 #include "multi_pause.h"
669 #include "multi_endgame.h"
670 #include "cutscenes.h"
671 #include "multi_respawn.h"
673 #include "multi_obj.h"
674 #include "multi_log.h"
676 #include "localize.h"
677 #include "osregistry.h"
678 #include "barracks.h"
679 #include "missionpause.h"
681 #include "alphacolors.h"
682 #include "objcollide.h"
685 #include "neblightning.h"
686 #include "shipcontrails.h"
689 #include "multi_dogfight.h"
690 #include "multi_rate.h"
691 #include "muzzleflash.h"
695 #include "mainhalltemp.h"
696 #include "exceptionhandler.h"
697 #include "supernova.h"
698 #include "hudshield.h"
699 // #include "names.h"
701 #include "missionloopbrief.h"
705 #error macro FRED is defined when trying to build release Fred. Please undefine FRED macro in build settings
711 // 1.00.04 5/26/98 MWA -- going final (12 pm)
712 // 1.00.03 5/26/98 MWA -- going final (3 am)
713 // 1.00.02 5/25/98 MWA -- going final
714 // 1.00.01 5/25/98 MWA -- going final
715 // 0.90 5/21/98 MWA -- getting ready for final.
716 // 0.10 4/9/98. Set by MK.
718 // Demo version: (obsolete since DEMO codebase split from tree)
719 // 0.03 4/10/98 AL. Interplay rev
720 // 0.02 4/8/98 MK. Increased when this system was modified.
721 // 0.01 4/7/98? AL. First release to Interplay QA.
724 // 1.00 5/28/98 AL. First release to Interplay QA.
726 void game_level_init(int seed = -1);
727 void game_post_level_init();
728 void game_do_frame();
729 void game_update_missiontime(); // called from game_do_frame() and navmap_do_frame()
730 void game_reset_time();
731 void game_show_framerate(); // draws framerate in lower right corner
733 int Game_no_clear = 0;
735 int Pofview_running = 0;
736 int Nebedit_running = 0;
737 int Fonttool_running = 0;
739 typedef struct big_expl_flash {
740 float max_flash_intensity; // max intensity
741 float cur_flash_intensity; // cur intensity
742 int flash_start; // start time
745 #define FRAME_FILTER 16
747 #define DEFAULT_SKILL_LEVEL 1
748 int Game_skill_level = DEFAULT_SKILL_LEVEL;
750 #define VIEWER_ZOOM_DEFAULT 0.75f // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
751 float Viewer_zoom = VIEWER_ZOOM_DEFAULT;
753 #define EXE_FNAME ("fs2.exe")
754 #define LAUNCHER_FNAME ("freespace2.exe")
757 // JAS: Code for warphole camera.
758 // Needs to be cleaned up.
759 vector Camera_pos = ZERO_VECTOR;
760 vector Camera_velocity = ZERO_VECTOR;
761 vector Camera_desired_velocity = ZERO_VECTOR;
762 matrix Camera_orient = IDENTITY_MATRIX;
763 float Camera_damping = 1.0f;
764 float Camera_time = 0.0f;
765 float Warpout_time = 0.0f;
766 int Warpout_forced = 0; // Set if this is a forced warpout that cannot be cancelled.
767 int Warpout_sound = -1;
769 int Use_joy_mouse = 0;
770 int Use_palette_flash = 1;
771 int Show_area_effect = 0;
772 object *Last_view_target = NULL;
774 int dogfight_blown = 0;
777 float frametimes[FRAME_FILTER];
778 float frametotal = 0.0f;
782 int Show_framerate = 0;
784 int Show_framerate = 1;
787 int Framerate_cap = 120;
790 int Show_target_debug_info = 0;
791 int Show_target_weapons = 0;
795 static int Show_player_pos = 0; // debug console command to show player world pos on HUD
798 int Debug_octant = -1;
800 fix Game_time_compression = F1_0;
802 // if the ships.tbl the player has is valid
803 int Game_ships_tbl_valid = 0;
805 // if the weapons.tbl the player has is valid
806 int Game_weapons_tbl_valid = 0;
810 extern int Player_attacking_enabled;
814 int Pre_player_entry;
816 int Fred_running = 0;
817 char Game_current_mission_filename[MAX_FILENAME_LEN];
818 int game_single_step = 0;
819 int last_single_step=0;
821 extern int MSG_WINDOW_X_START; // used to position mission_time and shields output
822 extern int MSG_WINDOW_Y_START;
823 extern int MSG_WINDOW_HEIGHT;
825 int game_zbuffer = 1;
826 //static int Game_music_paused;
827 static int Game_paused;
831 #define EXPIRE_BAD_CHECKSUM 1
832 #define EXPIRE_BAD_TIME 2
834 extern void ssm_init();
835 extern void ssm_level_init();
836 extern void ssm_process();
838 // static variable to contain the time this version was built
839 // commented out for now until
840 // I figure out how to get the username into the file
841 //static char freespace_build_time[] = "Compiled on:"__DATE__" "__TIME__" by "__USER__;
843 // defines and variables used for dumping frame for making trailers.
845 int Debug_dump_frames = 0; // Set to 0 to not dump frames, else equal hz to dump. (15 or 30 probably)
846 int Debug_dump_trigger = 0;
847 int Debug_dump_frame_count;
848 int Debug_dump_frame_num = 0;
849 #define DUMP_BUFFER_NUM_FRAMES 1 // store every 15 frames
852 // amount of time to wait after the player has died before we display the death died popup
853 #define PLAYER_DIED_POPUP_WAIT 2500
854 int Player_died_popup_wait = -1;
855 time_t Player_multi_died_check = -1;
857 // builtin mission list stuff
859 int Game_builtin_mission_count = 6;
860 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
861 { "SPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
862 { "SPDemo-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
863 { "DemoTrain.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
864 { "Demo.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
865 { "MPDemo-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
866 { "Demo-DOG-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
868 #elif defined(FS1_DEMO)
869 int Game_builtin_mission_count = 5;
870 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
871 { "btmdemo.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
872 { "demo.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
873 { "demo01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
874 { "demo02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
875 { "demo02b.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
877 #elif defined(PD_BUILD)
878 int Game_builtin_mission_count = 4;
879 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
880 { "sm1-01.fs2", (FSB_FROM_VOLITION) },
881 { "sm1-05.fs2", (FSB_FROM_VOLITION) },
882 { "sm1-01", (FSB_FROM_VOLITION) },
883 { "sm1-05", (FSB_FROM_VOLITION) },
885 #elif defined(MULTIPLAYER_BETA)
886 int Game_builtin_mission_count = 17;
887 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
889 { "md-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
890 { "md-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
891 { "md-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
892 { "md-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
893 { "md-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
894 { "md-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
895 { "md-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
896 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
897 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
898 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
899 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
900 { "m-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
901 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
902 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
903 { "templar-03a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
904 { "templar-04a.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
905 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
907 #elif defined(OEM_BUILD)
908 int Game_builtin_mission_count = 17;
909 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
910 // oem version - act 1 only
911 { "freespace2oem.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
914 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
915 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
916 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
917 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
918 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
919 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
920 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
921 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
922 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
923 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
924 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
925 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
926 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
927 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
928 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
929 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) }
931 #elif defined(MAKE_FS1)
932 int Game_builtin_mission_count = 125;
933 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
934 // single player campaign
935 { "freespace.fsc", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
938 { "sm1-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
939 { "sm1-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
940 { "sm1-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
941 { "sm1-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
942 { "sm1-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
943 { "sm1-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
944 { "sm1-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
945 { "sm1-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
946 { "sm1-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
947 { "sm1-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
950 { "sm2-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
951 { "sm2-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
952 { "sm2-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
953 { "sm2-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
954 { "sm2-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
955 { "sm2-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
956 { "sm2-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
957 { "sm2-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
958 { "sm2-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
959 { "sm2-10a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
962 { "sm3-01a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
963 { "sm3-02a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
964 { "sm3-03a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
965 { "sm3-04a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
966 { "sm3-05a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
967 { "sm3-06a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
968 { "sm3-07a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
969 { "sm3-08a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
970 { "sm3-09a.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
973 { "t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
974 { "v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
975 { "s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
978 { "btm-01.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
979 { "btm-02.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
980 { "btm-03.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
981 { "btm-04.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
982 { "btm-05.fsm", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
985 { "m-hope.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
986 { "m-altair.fsc", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
988 { "m-v-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
989 { "m-va.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
990 { "m-unstoppable.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
991 { "m-t-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
992 { "m-s-gauntlet.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
993 { "m-rescue.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
994 { "m-pain.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
995 { "m-orecovery.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
996 { "mm3-01a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
997 { "mm3-02a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
998 { "mm3-03a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
999 { "mm3-04a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1000 { "mm3-05a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1001 { "mm3-06a.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1002 { "m-guardduty.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1003 { "m-gate.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1004 { "m-duel.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1005 { "m-convoyassault.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1006 { "m-clash.fsm", (FSB_FROM_VOLITION | FSB_MULTI) },
1008 // SilentThreat missions
1009 // Main SilentThreat campaign
1010 { "SilentThreat.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN_FILE) },
1012 { "md-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1013 { "md-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1014 { "md-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1015 { "md-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1016 { "md-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1017 { "md-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1018 { "md-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1019 { "md-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1020 { "md-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1021 { "md-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1022 { "md-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1023 { "md-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_CAMPAIGN) },
1025 // SilentThreat Part 1 - multi-coop
1026 { "ST-Part1.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1028 { "stmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1029 { "stmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1030 { "stmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1032 // SilentThreat Part 2 - multi-coop
1033 { "ST-Part2.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1035 { "stmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1036 { "stmm-05.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1037 { "stmm-06.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1039 // SilentThreat Part 3 - multi-coop
1040 { "ST-Part3.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1042 { "stmm-07.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1043 { "stmm-08.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1044 { "stmm-09.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1046 // SilentThreat Part 4 - multi-coop
1047 { "ST-Part4.fsc", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1049 { "stmm-10.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1050 { "stmm-11.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1051 { "stmm-12.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI | FSB_CAMPAIGN) },
1053 // multiplayer missions
1054 { "mdmm-01.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1055 { "mdmm-02.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1056 { "mdmm-03.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1057 { "mdmm-04.fsm", (FSB_FROM_VOLITION | FSB_FROM_MDISK | FSB_MULTI) },
1058 // user supplied missions
1059 { "mdu-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1060 { "mdu-03.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1061 { "mdu-04.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1062 { "mdu-05.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1063 { "mdu-06.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1064 { "mdu-07.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1065 { "mdu-08.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1066 { "mdu-09.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1067 { "mdu-10.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1068 { "mdu-11.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1069 { "mdu-12.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1070 { "mdu-13.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1071 { "mdu-14.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1072 { "mdu-15.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1073 { "mdu-16.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1074 { "mdu-17.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1075 { "mdu-18.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1076 { "mdu-19.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1077 { "mdu-20.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1078 { "mdu-21.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1079 { "mdu-22.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1080 { "mdu-23.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1081 { "mdu-24.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1082 { "mdu-25.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1083 { "mdu-26.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1084 { "mdu-27.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1085 { "mdu-28.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1086 { "mdu-29.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1087 { "mdu-30.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1088 { "mdu-31.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1089 { "mdumm-01.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1090 { "mdumm-02.fsm", (FSB_FROM_MDISK | FSB_MULTI) },
1093 int Game_builtin_mission_count = 92;
1094 fs_builtin_mission Game_builtin_mission_list[MAX_BUILTIN_MISSIONS] = {
1095 // single player campaign
1096 { "freespace2.fc2", (FSB_FROM_VOLITION | FSB_CAMPAIGN_FILE) },
1099 { "sm1-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1100 { "sm1-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1101 { "sm1-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1102 { "sm1-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1103 { "sm1-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1104 { "sm1-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1105 { "sm1-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1106 { "sm1-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1107 { "sm1-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1108 { "sm1-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1109 { "loop1-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1110 { "loop1-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1111 { "loop1-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1112 { "training-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1113 { "training-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1114 { "training-3.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1115 { "tsm-104.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1116 { "tsm-105.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1117 { "tsm-106.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1120 { "sm2-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1121 { "sm2-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1122 { "sm2-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1123 { "sm2-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1124 { "sm2-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1125 { "sm2-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1126 { "sm2-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1127 { "sm2-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1128 { "sm2-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1129 { "sm2-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1132 { "sm3-01.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1133 { "sm3-02.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1134 { "sm3-03.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1135 { "sm3-04.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1136 { "sm3-05.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1137 { "sm3-06.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1138 { "sm3-07.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1139 { "sm3-08.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1140 { "sm3-09.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1141 { "sm3-10.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1142 { "loop2-1.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1143 { "loop2-2.fs2", (FSB_FROM_VOLITION | FSB_CAMPAIGN) },
1145 // multiplayer missions
1148 { "g-shi.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1149 { "g-ter.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1150 { "g-vas.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1153 { "m-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1154 { "m-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1155 { "m-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1156 { "m-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1159 { "mdh-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1160 { "mdh-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1161 { "mdh-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1162 { "mdh-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1163 { "mdh-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1164 { "mdh-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1165 { "mdh-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1166 { "mdh-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1167 { "mdh-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1168 { "mdl-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1169 { "mdl-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1170 { "mdl-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1171 { "mdl-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1172 { "mdl-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1173 { "mdl-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1174 { "mdl-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1175 { "mdl-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1176 { "mdl-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1177 { "mdm-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1178 { "mdm-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1179 { "mdm-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1180 { "mdm-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1181 { "mdm-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1182 { "mdm-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1183 { "mdm-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1184 { "mdm-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1185 { "mdm-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1186 { "osdog.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1189 { "mt-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1190 { "mt-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1191 { "mt-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1192 { "mt-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1193 { "mt-05.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1194 { "mt-06.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1195 { "mt-07.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1196 { "mt-08.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1197 { "mt-09.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1198 { "mt-10.fs2", (FSB_FROM_VOLITION | FSB_MULTI) },
1201 { "templar.fc2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN_FILE) },
1202 { "templar-01.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1203 { "templar-02.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1204 { "templar-03.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1205 { "templar-04.fs2", (FSB_FROM_VOLITION | FSB_MULTI | FSB_CAMPAIGN) },
1210 // Internal function prototypes
1211 void game_maybe_draw_mouse(float frametime);
1212 void init_animating_pointer();
1213 void load_animating_pointer(const char *filename, int dx, int dy);
1214 void unload_animating_pointer();
1215 void game_do_training_checks();
1216 void game_shutdown(void);
1217 void game_show_event_debug(float frametime);
1218 void game_event_debug_init();
1220 void demo_upsell_init();
1221 void demo_upsell_do();
1222 void demo_upsell_close();
1223 void game_start_subspace_ambient_sound();
1224 void game_stop_subspace_ambient_sound();
1225 void verify_ships_tbl();
1226 void verify_weapons_tbl();
1227 #if defined(FS2_DEMO) || defined(OEM_BUILD)
1228 extern "C" void display_title_screen();
1231 // loading background filenames
1232 static const char *Game_loading_bground_fname[GR_NUM_RESOLUTIONS] = {
1233 "LoadingBG", // GR_640
1234 "2_LoadingBG" // GR_1024
1238 static const char *Game_loading_ani_fname[GR_NUM_RESOLUTIONS] = {
1239 "Loading.ani", // GR_640
1240 "2_Loading.ani" // GR_1024
1243 #if defined(FS2_DEMO)
1244 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1248 #elif defined(OEM_BUILD)
1249 static const char *Game_demo_title_screen_fname[GR_NUM_RESOLUTIONS] = {
1258 // How much RAM is on this machine. Set in WinMain
1259 static int Freespace_total_ram = 0;
1262 float Game_flash_red = 0.0f;
1263 float Game_flash_green = 0.0f;
1264 float Game_flash_blue = 0.0f;
1265 float Sun_spot = 0.0f;
1266 big_expl_flash Big_expl_flash = {0.0f, 0.0f, 0};
1268 // game shudder stuff (in ms)
1269 int Game_shudder_time = -1;
1270 int Game_shudder_total = 0;
1271 float Game_shudder_intensity = 0.0f; // should be between 0.0 and 100.0
1274 sound_env Game_sound_env;
1275 //sound_env Game_default_sound_env = {SND_ENV_AUDITORIUM, 0.25f, 0.35f, 3.0f};
1276 sound_env Game_default_sound_env = {SND_ENV_GENERIC, 0.2F,0.2F,1.0F};
1278 int Game_sound_env_update_timestamp;
1280 // WARPIN CRAP BEGIN --------------------------------------------------------------------------------------------
1283 // WARPIN CRAP END --------------------------------------------------------------------------------------------
1285 fs_builtin_mission *game_find_builtin_mission(const char *filename)
1289 // look through all existing builtin missions
1290 for(idx=0; idx<Game_builtin_mission_count; idx++){
1291 if(!SDL_strcasecmp(Game_builtin_mission_list[idx].filename, filename)){
1292 return &Game_builtin_mission_list[idx];
1300 int game_get_default_skill_level()
1302 return DEFAULT_SKILL_LEVEL;
1306 void game_flash_reset()
1308 Game_flash_red = 0.0f;
1309 Game_flash_green = 0.0f;
1310 Game_flash_blue = 0.0f;
1312 Big_expl_flash.max_flash_intensity = 0.0f;
1313 Big_expl_flash.cur_flash_intensity = 0.0f;
1314 Big_expl_flash.flash_start = 0;
1317 float Gf_critical = -1.0f; // framerate we should be above on the average for this mission
1318 float Gf_critical_time = 0.0f; // how much time we've been at the critical framerate
1320 void game_framerate_check_init()
1322 // zero critical time
1323 Gf_critical_time = 0.0f;
1326 if(The_mission.flags & MISSION_FLAG_FULLNEB){
1327 Gf_critical = 15.0f;
1329 Gf_critical = 25.0f;
1333 extern float Framerate;
1334 void game_framerate_check()
1338 // if the current framerate is above the critical level, add frametime
1339 if(Framerate >= Gf_critical){
1340 Gf_critical_time += flFrametime;
1343 if(!Show_framerate){
1347 // display if we're above the critical framerate
1348 if(Framerate < Gf_critical){
1349 gr_set_color_fast(&Color_bright_red);
1350 gr_string(200, y_start, "Framerate warning");
1355 // display our current pct of good frametime
1356 if(f2fl(Missiontime) >= 0.0f){
1357 float pct = (Gf_critical_time / f2fl(Missiontime)) * 100.0f;
1360 gr_set_color_fast(&Color_bright_green);
1362 gr_set_color_fast(&Color_bright_red);
1365 gr_printf(200, y_start, "%d%%", (int)pct);
1370 // Adds a flash effect. These can be positive or negative.
1371 // The range will get capped at around -1 to 1, so stick
1372 // with a range like that.
1373 void game_flash( float r, float g, float b )
1375 Game_flash_red += r;
1376 Game_flash_green += g;
1377 Game_flash_blue += b;
1379 if ( Game_flash_red < -1.0f ) {
1380 Game_flash_red = -1.0f;
1381 } else if ( Game_flash_red > 1.0f ) {
1382 Game_flash_red = 1.0f;
1385 if ( Game_flash_green < -1.0f ) {
1386 Game_flash_green = -1.0f;
1387 } else if ( Game_flash_green > 1.0f ) {
1388 Game_flash_green = 1.0f;
1391 if ( Game_flash_blue < -1.0f ) {
1392 Game_flash_blue = -1.0f;
1393 } else if ( Game_flash_blue > 1.0f ) {
1394 Game_flash_blue = 1.0f;
1399 // Adds a flash for Big Ship explosions
1400 // cap range from 0 to 1
1401 void big_explosion_flash(float flash)
1403 Big_expl_flash.flash_start = timestamp(1);
1407 } else if (flash < 0.0f) {
1411 Big_expl_flash.max_flash_intensity = flash;
1412 Big_expl_flash.cur_flash_intensity = 0.0f;
1415 // Amount to diminish palette towards normal, per second.
1416 #define DIMINISH_RATE 0.75f
1417 #define SUN_DIMINISH_RATE 6.00f
1421 float sn_glare_scale = 1.7f;
1424 dc_get_arg(ARG_FLOAT);
1425 sn_glare_scale = Dc_arg_float;
1428 float Supernova_last_glare = 0.0f;
1429 void game_sunspot_process(float frametime)
1433 float Sun_spot_goal = 0.0f;
1436 sn_stage = supernova_active();
1438 // sunspot differently based on supernova stage
1440 // approaching. player still in control
1443 pct = (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME));
1446 light_get_global_dir(&light_dir, 0);
1448 dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec );
1451 // scale it some more
1452 dot = dot * (0.5f + (pct * 0.5f));
1455 Sun_spot_goal += (dot * sn_glare_scale);
1458 // draw the sun glow
1459 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, 0 ) ) {
1460 // draw the glow for this sun
1461 stars_draw_sun_glow(0);
1464 Supernova_last_glare = Sun_spot_goal;
1467 // camera cut. player not in control. note : at this point camera starts out facing the sun. so we can go nice and bright
1470 Sun_spot_goal = 0.9f;
1471 Sun_spot_goal += (1.0f - (supernova_time_left() / SUPERNOVA_CUT_TIME)) * 0.1f;
1473 if(Sun_spot_goal > 1.0f){
1474 Sun_spot_goal = 1.0f;
1477 Sun_spot_goal *= sn_glare_scale;
1478 Supernova_last_glare = Sun_spot_goal;
1481 // fade to white. display dead popup
1484 Supernova_last_glare += (2.0f * flFrametime);
1485 if(Supernova_last_glare > 2.0f){
1486 Supernova_last_glare = 2.0f;
1489 Sun_spot_goal = Supernova_last_glare;
1496 // check sunspots for all suns
1497 n_lights = light_get_global_count();
1500 for(idx=0; idx<n_lights; idx++){
1501 //(vector *eye_pos, matrix *eye_orient)
1502 if ( !shipfx_eye_in_shadow( &Eye_position, Viewer_obj, idx ) ) {
1505 light_get_global_dir(&light_dir, idx);
1507 float dot = vm_vec_dot( &light_dir, &Eye_matrix.v.fvec )*0.5f+0.5f;
1509 Sun_spot_goal += (float)pow(dot,85.0f);
1511 // draw the glow for this sun
1512 stars_draw_sun_glow(idx);
1514 Sun_spot_goal = 0.0f;
1520 Sun_spot_goal = 0.0f;
1524 float dec_amount = frametime*SUN_DIMINISH_RATE;
1526 if ( Sun_spot < Sun_spot_goal ) {
1527 Sun_spot += dec_amount;
1528 if ( Sun_spot > Sun_spot_goal ) {
1529 Sun_spot = Sun_spot_goal;
1531 } else if ( Sun_spot > Sun_spot_goal ) {
1532 Sun_spot -= dec_amount;
1533 if ( Sun_spot < Sun_spot_goal ) {
1534 Sun_spot = Sun_spot_goal;
1540 // Call once a frame to diminish the
1541 // flash effect to 0.
1542 void game_flash_diminish(float frametime)
1544 float dec_amount = frametime*DIMINISH_RATE;
1546 if ( Game_flash_red > 0.0f ) {
1547 Game_flash_red -= dec_amount;
1548 if ( Game_flash_red < 0.0f )
1549 Game_flash_red = 0.0f;
1551 Game_flash_red += dec_amount;
1552 if ( Game_flash_red > 0.0f )
1553 Game_flash_red = 0.0f;
1556 if ( Game_flash_green > 0.0f ) {
1557 Game_flash_green -= dec_amount;
1558 if ( Game_flash_green < 0.0f )
1559 Game_flash_green = 0.0f;
1561 Game_flash_green += dec_amount;
1562 if ( Game_flash_green > 0.0f )
1563 Game_flash_green = 0.0f;
1566 if ( Game_flash_blue > 0.0f ) {
1567 Game_flash_blue -= dec_amount;
1568 if ( Game_flash_blue < 0.0f )
1569 Game_flash_blue = 0.0f;
1571 Game_flash_blue += dec_amount;
1572 if ( Game_flash_blue > 0.0f )
1573 Game_flash_blue = 0.0f;
1576 // update big_explosion_cur_flash
1577 #define TIME_UP 1500
1578 #define TIME_DOWN 2500
1579 int duration = TIME_UP + TIME_DOWN;
1580 int time = timestamp_until(Big_expl_flash.flash_start);
1581 if (time > -duration) {
1583 if (time < TIME_UP) {
1584 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * time / (float) TIME_UP;
1587 Big_expl_flash.cur_flash_intensity = Big_expl_flash.max_flash_intensity * ((float) TIME_DOWN - time) / (float) TIME_DOWN;
1591 if ( Use_palette_flash ) {
1593 // static int or=0, og=0, ob=0;
1595 // Change the 200 to change the color range of colors.
1596 r = fl2i( Game_flash_red*128.0f );
1597 g = fl2i( Game_flash_green*128.0f );
1598 b = fl2i( Game_flash_blue*128.0f );
1600 if ( Sun_spot > 0.0f ) {
1601 r += fl2i(Sun_spot*128.0f);
1602 g += fl2i(Sun_spot*128.0f);
1603 b += fl2i(Sun_spot*128.0f);
1606 if ( Big_expl_flash.cur_flash_intensity > 0.0f ) {
1607 r += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1608 g += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1609 b += fl2i(Big_expl_flash.cur_flash_intensity*128.0f);
1612 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1613 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1614 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1616 if ( (r!=0) || (g!=0) || (b!=0) ) {
1617 gr_flash( r, g, b );
1619 //mprintf(( "Flash! %d,%d,%d\n", r, g, b ));
1630 void game_level_close()
1632 // De-Initialize the game subsystems
1633 event_music_level_close();
1634 game_stop_looped_sounds();
1636 obj_snd_level_close(); // uninit object-linked persistant sounds
1637 gamesnd_unload_gameplay_sounds(); // unload gameplay sounds from memory
1638 anim_level_close(); // stop and clean up any anim instances
1639 message_mission_shutdown(); // called after anim_level_close() to make sure anim instances are free
1640 shockwave_level_close();
1641 fireball_level_close();
1643 mission_event_shutdown();
1644 asteroid_level_close();
1645 flak_level_close(); // unload flak stuff
1646 neb2_level_close(); // shutdown gaseous nebula stuff
1649 mflash_level_close();
1650 mission_brief_common_reset(); // close out parsed briefing/mission stuff
1652 audiostream_unpause_all();
1657 // intializes game stuff and loads the mission. Returns 0 on failure, 1 on success
1658 // input: seed => DEFAULT PARAMETER (value -1). Only set by demo playback code.
1659 void game_level_init(int seed)
1661 // seed the random number generator
1663 // if no seed was passed, seed the generator either from the time value, or from the
1664 // netgame security flags -- ensures that all players in multiplayer game will have the
1665 // same randon number sequence (with static rand functions)
1666 if ( Game_mode & GM_NORMAL ) {
1667 Game_level_seed = (int)time(NULL);
1669 Game_level_seed = Netgame.security;
1672 // mwa 9/17/98 -- maybe this assert isn't needed????
1673 SDL_assert( !(Game_mode & GM_MULTIPLAYER) );
1674 Game_level_seed = seed;
1676 srand( Game_level_seed );
1678 // semirand function needs to get re-initted every time in multiplayer
1679 if ( Game_mode & GM_MULTIPLAYER ){
1685 Key_normal_game = (Game_mode & GM_NORMAL);
1688 Game_shudder_time = -1;
1690 // Initialize the game subsystems
1691 // timestamp_reset(); // Must be inited before everything else
1693 game_reset_time(); // resets time, and resets saved time too
1695 obj_init(); // Must be inited before the other systems
1696 model_free_all(); // Free all existing models
1697 mission_brief_common_init(); // Free all existing briefing/debriefing text
1698 weapon_level_init();
1699 ai_level_init(); // Call this before ship_init() because it reads ai.tbl.
1701 player_level_init();
1702 shipfx_flash_init(); // Init the ship gun flash system.
1703 game_flash_reset(); // Reset the flash effect
1704 particle_init(); // Reset the particle system
1708 shield_hit_init(); // Initialize system for showing shield hits
1709 radar_mission_init();
1710 mission_init_goals();
1713 obj_snd_level_init(); // init object-linked persistant sounds
1715 shockwave_level_init();
1716 afterburner_level_init();
1717 scoring_level_init( &Player->stats );
1719 asteroid_level_init();
1720 control_config_clear_used_status();
1721 collide_ship_ship_sounds_init();
1723 Pre_player_entry = 1; // Means the player has not yet entered.
1724 Entry_delay_time = 0; // Could get overwritten in mission read.
1725 fireball_preload(); // page in warphole bitmaps
1727 flak_level_init(); // initialize flak - bitmaps, etc
1728 ct_level_init(); // initialize ships contrails, etc
1729 awacs_level_init(); // initialize AWACS
1730 beam_level_init(); // initialize beam weapons
1731 mflash_level_init();
1733 supernova_level_init();
1735 // multiplayer dogfight hack
1738 shipfx_engine_wash_level_init();
1742 Last_view_target = NULL;
1747 // campaign wasn't ended
1748 Campaign_ended_in_mission = 0;
1751 // called when a mission is over -- does server specific stuff.
1752 void freespace_stop_mission()
1755 Game_mode &= ~GM_IN_MISSION;
1758 // called at frame interval to process networking stuff
1759 void game_do_networking()
1761 SDL_assert( Net_player != NULL );
1762 if (!(Game_mode & GM_MULTIPLAYER)){
1766 // see if this player should be reading/writing data. Bit is set when at join
1767 // screen onward until quits back to main menu.
1768 if ( !(Net_player->flags & NETINFO_FLAG_DO_NETWORKING) ){
1772 if(gameseq_get_state()!=GS_STATE_MULTI_PAUSED){
1775 multi_pause_do_frame();
1780 // Loads the best palette for this level, based
1781 // on nebula color and hud color. You could just call palette_load_table with
1782 // the appropriate filename, but who wants to do that.
1783 void game_load_palette()
1785 char palette_filename[1024];
1787 // We only use 3 hud colors right now
1789 SDL_assert( HUD_config.main_color >= 0 );
1790 SDL_assert( HUD_config.main_color <= 2 );
1793 SDL_assert( Mission_palette >= 0 );
1794 SDL_assert( Mission_palette <= 98 );
1797 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
1798 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1800 SDL_snprintf( palette_filename, SDL_arraysize(palette_filename), NOX("gamepalette%d-%02d"), HUD_config.main_color+1, Mission_palette+1 );
1803 mprintf(( "Loading palette %s\n", palette_filename ));
1805 palette_load_table(palette_filename);
1807 SDL_strlcpy( palette_filename, NOX("gamepalette-subspace"), SDL_arraysize(palette_filename) );
1809 mprintf(( "Loading palette %s\n", palette_filename ));
1813 void game_post_level_init()
1815 // Stuff which gets called after mission is loaded. Because player isn't created until
1816 // after mission loads, some things must get initted after the level loads
1818 model_level_post_init();
1821 hud_setup_escort_list();
1822 mission_hotkey_set_defaults(); // set up the default hotkeys (from mission file)
1828 game_event_debug_init();
1831 training_mission_init();
1832 asteroid_create_all();
1834 game_framerate_check_init();
1838 // An estimate as to how high the count passed to game_loading_callback will go.
1839 // This is just a guess, it seems to always be about the same. The count is
1840 // proportional to the code being executed, not the time, so this works good
1841 // for a bar, assuming the code does about the same thing each time you
1842 // load a level. You can find this value by looking at the return value
1843 // of game_busy_callback(NULL), which I conveniently print out to the
1844 // debug output window with the '=== ENDING LOAD ==' stuff.
1845 //#define COUNT_ESTIMATE 3706
1846 #define COUNT_ESTIMATE 1111
1848 int Game_loading_callback_inited = 0;
1850 int Game_loading_background = -1;
1851 anim * Game_loading_ani = NULL;
1852 anim_instance *Game_loading_ani_instance;
1853 int Game_loading_frame=-1;
1854 int Game_loading_ani_bitmap = -1;
1856 static int Game_loading_ani_coords[GR_NUM_RESOLUTIONS][2] = {
1858 #if defined(FS1_DEMO)
1860 #elif defined(MAKE_FS1)
1871 // This gets called 10x per second and count is the number of times
1872 // game_busy() has been called since the current callback function
1875 void game_loading_callback(int count)
1877 game_do_networking();
1879 SDL_assert( Game_loading_callback_inited==1 );
1880 SDL_assert( Game_loading_ani != NULL );
1882 int framenum = ((Game_loading_ani->total_frames*count) / COUNT_ESTIMATE)+1;
1883 if ( framenum > Game_loading_ani->total_frames-1 ) {
1884 framenum = Game_loading_ani->total_frames-1;
1885 } else if ( framenum < 0 ) {
1890 while ( Game_loading_frame < framenum ) {
1891 Game_loading_frame++;
1892 cbitmap = anim_get_next_frame(Game_loading_ani_instance);
1896 if (Game_loading_ani_bitmap > -1) {
1897 bm_release(Game_loading_ani_bitmap);
1900 //mprintf(( "Showing frame %d/%d [ Bitmap=%d ]\n", Game_loading_frame , Game_loading_ani->total_frames, cbitmap ));
1901 Game_loading_ani_bitmap = cbitmap;
1904 if (Game_loading_background > -1) {
1905 gr_set_bitmap(Game_loading_background, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1911 if (Game_loading_ani_bitmap > -1) {
1912 gr_set_bitmap(Game_loading_ani_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1913 gr_bitmap(Game_loading_ani_coords[gr_screen.res][0], Game_loading_ani_coords[gr_screen.res][1]);
1918 #ifdef __EMSCRIPTEN__
1919 emscripten_sleep(10);
1923 void game_loading_callback_init()
1925 SDL_assert( Game_loading_callback_inited==0 );
1927 Game_loading_background = bm_load(Game_loading_bground_fname[gr_screen.res]);
1929 common_set_interface_palette("InterfacePalette"); // set the interface palette
1933 Game_loading_ani = anim_load( Game_loading_ani_fname[gr_screen.res]);
1934 SDL_assert( Game_loading_ani != NULL );
1935 Game_loading_ani_instance = init_anim_instance(Game_loading_ani, 16);
1936 SDL_assert( Game_loading_ani_instance != NULL );
1937 Game_loading_frame = -1;
1938 Game_loading_ani_bitmap = -1;
1940 Game_loading_callback_inited = 1;
1942 game_busy_callback( game_loading_callback, (COUNT_ESTIMATE/Game_loading_ani->total_frames)+1 );
1948 void game_loading_callback_close()
1950 SDL_assert( Game_loading_callback_inited==1 );
1952 // Make sure bar shows all the way over.
1953 game_loading_callback(COUNT_ESTIMATE);
1956 int real_count = game_busy_callback( NULL );
1958 mprintf(( "=================== ENDING LOAD ================\n" ));
1959 mprintf(( "Real count = %d, Estimated count = %d\n", real_count, COUNT_ESTIMATE ));
1960 mprintf(( "================================================\n" ));
1962 game_busy_callback( NULL );
1967 Game_loading_callback_inited = 0;
1969 free_anim_instance(Game_loading_ani_instance);
1970 Game_loading_ani_instance = NULL;
1971 anim_free(Game_loading_ani);
1972 Game_loading_ani = NULL;
1974 if (Game_loading_ani_bitmap > -1) {
1975 bm_release(Game_loading_ani_bitmap);
1976 Game_loading_ani_bitmap = -1;
1979 if (Game_loading_background > -1) {
1980 bm_release(Game_loading_background);
1981 Game_loading_background = -1;
1984 common_free_interface_palette(); // restore game palette
1987 gr_set_font( FONT1 );
1990 // Update the sound environment (ie change EAX settings based on proximity to large ships)
1992 void game_maybe_update_sound_environment()
1994 // do nothing for now
1997 // Assign the sound environment for the game, based on the current mission
1999 void game_assign_sound_environment()
2002 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
2003 Game_sound_env.id = SND_ENV_DRUGGED;
2004 Game_sound_env.volume = 0.800f;
2005 Game_sound_env.damping = 1.188f;
2006 Game_sound_env.decay = 6.392f;
2008 } else if (Num_asteroids > 30) {
2009 Game_sound_env.id = SND_ENV_AUDITORIUM;
2010 Game_sound_env.volume = 0.603f;
2011 Game_sound_env.damping = 0.5f;
2012 Game_sound_env.decay = 4.279f;
2015 Game_sound_env = Game_default_sound_env;
2018 Game_sound_env = Game_default_sound_env;
2021 Game_sound_env_update_timestamp = timestamp(1);
2024 // function which gets called before actually entering the mission. It is broken down into a funciton
2025 // since it will get called in one place from a single player game and from another place for
2026 // a multiplayer game
2028 void freespace_mission_load_stuff()
2030 // called if we're not on a freespace dedicated (non rendering, no pilot) server
2031 // IE : we _don't_ want to load any sounds or bitmap/texture info on this machine.
2032 if(!(Game_mode & GM_STANDALONE_SERVER)){
2034 mprintf(( "=================== STARTING LEVEL DATA LOAD ==================\n" ));
2036 game_loading_callback_init();
2038 event_music_level_init(); // preloads the first 2 seconds for each event music track
2041 gamesnd_unload_interface_sounds(); // unload interface sounds from memory
2044 gamesnd_preload_common_sounds(); // load in sounds that are expected to play
2047 ship_assign_sound_all(); // assign engine sounds to ships
2048 game_assign_sound_environment(); // assign the sound environment for this mission
2051 // call function in missionparse.cpp to fixup player/ai stuff.
2052 mission_parse_fixup_players();
2055 // Load in all the bitmaps for this level
2060 game_loading_callback_close();
2062 // the only thing we need to call on the standalone for now.
2064 // call function in missionparse.cpp to fixup player/ai stuff.
2065 mission_parse_fixup_players();
2067 // Load in all the bitmaps for this level
2072 time_t load_gl_init;
2073 time_t load_mission_load;
2074 time_t load_post_level_init;
2075 time_t load_mission_stuff;
2077 // tells the server to load the mission and initialize structures
2079 int game_start_mission()
2081 mprintf(( "=================== STARTING LEVEL LOAD ==================\n" ));
2083 load_gl_init = time(NULL);
2085 load_gl_init = time(NULL) - load_gl_init;
2087 if (Game_mode & GM_MULTIPLAYER) {
2088 Player->flags |= PLAYER_FLAGS_IS_MULTI;
2090 // clear multiplayer stats
2091 init_multiplayer_stats();
2094 load_mission_load = time(NULL);
2095 if (mission_load()) {
2096 if ( !(Game_mode & GM_MULTIPLAYER) ) {
2097 popup(PF_BODY_BIG, 1, POPUP_OK, XSTR( "Attempt to load the mission failed", 169));
2098 gameseq_post_event(GS_EVENT_MAIN_MENU);
2100 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_LOAD_FAIL);
2105 load_mission_load = time(NULL) - load_mission_load;
2107 // If this is a red alert mission in campaign mode, bash wingman status
2108 if ( (Game_mode & GM_CAMPAIGN_MODE) && red_alert_mission() ) {
2109 red_alert_bash_wingman_status();
2112 // the standalone server in multiplayer doesn't do any rendering, so we will not even bother loading the palette
2113 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
2114 mprintf(( "=================== LOADING GAME PALETTE ================\n" ));
2116 game_load_palette();
2120 load_post_level_init = time(NULL);
2121 game_post_level_init();
2122 load_post_level_init = time(NULL) - load_post_level_init;
2126 void Do_model_timings_test();
2127 Do_model_timings_test();
2131 load_mission_stuff = time(NULL);
2132 freespace_mission_load_stuff();
2133 load_mission_stuff = time(NULL) - load_mission_stuff;
2138 int Interface_framerate = 0;
2141 DCF_BOOL( mouse_control, Use_mouse_to_fly )
2142 DCF_BOOL( show_framerate, Show_framerate )
2143 DCF_BOOL( show_target_debug_info, Show_target_debug_info )
2144 DCF_BOOL( show_target_weapons, Show_target_weapons )
2145 DCF_BOOL( lead_target_cheat, Players[Player_num].lead_target_cheat )
2146 DCF_BOOL( sound, Sound_enabled )
2147 DCF_BOOL( zbuffer, game_zbuffer )
2148 DCF_BOOL( shield_system, New_shield_system )
2149 DCF_BOOL( show_shield_mesh, Show_shield_mesh)
2150 DCF_BOOL( player_attacking, Player_attacking_enabled )
2151 DCF_BOOL( show_waypoints, Show_waypoints )
2152 DCF_BOOL( show_area_effect, Show_area_effect )
2153 DCF_BOOL( show_net_stats, Show_net_stats )
2154 DCF_BOOL( log, Log_debug_output_to_file )
2155 DCF_BOOL( training_msg_method, Training_msg_method )
2156 DCF_BOOL( show_player_pos, Show_player_pos )
2157 DCF_BOOL(i_framerate, Interface_framerate )
2159 DCF(show_mem,"Toggles showing mem usage")
2162 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2163 if ( Dc_arg_type & ARG_TRUE ) Show_mem = 1;
2164 else if ( Dc_arg_type & ARG_FALSE ) Show_mem = 0;
2165 else if ( Dc_arg_type & ARG_NONE ) Show_mem ^= 1;
2171 if ( Dc_help ) dc_printf( "Usage: Show_mem\nSets show_mem to true or false. If nothing passed, then toggles it.\n" );
2173 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2174 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2178 DCF(show_cpu,"Toggles showing cpu usage")
2181 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2182 if ( Dc_arg_type & ARG_TRUE ) Show_cpu = 1;
2183 else if ( Dc_arg_type & ARG_FALSE ) Show_cpu = 0;
2184 else if ( Dc_arg_type & ARG_NONE ) Show_cpu ^= 1;
2190 if ( Dc_help ) dc_printf( "Usage: Show_cpu\nSets show_cpu to true or false. If nothing passed, then toggles it.\n" );
2192 dc_printf( "Show_mem is %s\n", (Show_mem?"TRUE":"FALSE") );
2193 dc_printf( "Show_cpu is %s\n", (Show_cpu?"TRUE":"FALSE") );
2200 // AL 4-8-98: always allow players to display their framerate
2203 DCF_BOOL( show_framerate, Show_framerate )
2210 DCF(use_joy_mouse,"Makes joystick move mouse cursor")
2213 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2214 if ( Dc_arg_type & ARG_TRUE ) Use_joy_mouse = 1;
2215 else if ( Dc_arg_type & ARG_FALSE ) Use_joy_mouse = 0;
2216 else if ( Dc_arg_type & ARG_NONE ) Use_joy_mouse ^= 1;
2218 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" );
2219 if ( Dc_status ) dc_printf( "use_joy_mouse is %s\n", (Use_joy_mouse?"TRUE":"FALSE") );
2221 os_config_write_uint( NULL, NOX("JoystickMovesCursor"), Use_joy_mouse );
2224 DCF(palette_flash,"Toggles palette flash effect on/off")
2227 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2228 if ( Dc_arg_type & ARG_TRUE ) Use_palette_flash = 1;
2229 else if ( Dc_arg_type & ARG_FALSE ) Use_palette_flash = 0;
2230 else if ( Dc_arg_type & ARG_NONE ) Use_palette_flash ^= 1;
2232 if ( Dc_help ) dc_printf( "Usage: palette_flash [bool]\nSets palette_flash to true or false. If nothing passed, then toggles it.\n" );
2233 if ( Dc_status ) dc_printf( "palette_flash is %s\n", (Use_palette_flash?"TRUE":"FALSE") );
2236 int Use_low_mem = 0;
2238 DCF(low_mem,"Uses low memory settings regardless of RAM")
2241 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2242 if ( Dc_arg_type & ARG_TRUE ) Use_low_mem = 1;
2243 else if ( Dc_arg_type & ARG_FALSE ) Use_low_mem = 0;
2244 else if ( Dc_arg_type & ARG_NONE ) Use_low_mem ^= 1;
2246 if ( Dc_help ) dc_printf( "Usage: low_mem [bool]\nSets low_mem to true or false. If nothing passed, then toggles it.\n" );
2247 if ( Dc_status ) dc_printf( "low_mem is %s\n", (Use_low_mem?"TRUE":"FALSE") );
2249 os_config_write_uint( NULL, NOX("LowMem"), Use_low_mem );
2253 int Framerate_delay = 0;
2255 float Freespace_gamma = 1.8f;
2257 DCF(gamma,"Sets Gamma factor")
2260 dc_get_arg(ARG_FLOAT|ARG_NONE);
2261 if ( Dc_arg_type & ARG_FLOAT ) {
2262 Freespace_gamma = Dc_arg_float;
2264 dc_printf( "Gamma reset to 1.0f\n" );
2265 Freespace_gamma = 1.0f;
2267 if ( Freespace_gamma < 0.1f ) {
2268 Freespace_gamma = 0.1f;
2269 } else if ( Freespace_gamma > 5.0f ) {
2270 Freespace_gamma = 5.0f;
2272 gr_set_gamma(Freespace_gamma);
2274 char tmp_gamma_string[32];
2275 SDL_snprintf( tmp_gamma_string, SDL_arraysize(tmp_gamma_string), NOX("%.2f"), Freespace_gamma );
2276 os_config_write_string( NULL, NOX("Gamma"), tmp_gamma_string );
2280 dc_printf( "Usage: gamma <float>\n" );
2281 dc_printf( "Sets gamma in range 1-3, no argument resets to default 1.2\n" );
2282 Dc_status = 0; // don't print status if help is printed. Too messy.
2286 dc_printf( "Gamma = %.2f\n", Freespace_gamma );
2290 extern void bm_init();
2295 Game_current_mission_filename[0] = 0;
2297 // seed the random number generator
2298 Game_init_seed = (int)time(NULL);
2299 srand( Game_init_seed );
2301 Framerate_delay = 0;
2312 // Initialize the timer before the os
2319 //Initialize the libraries
2320 s1 = timer_get_milliseconds();
2323 if ( cfile_init() ) { // initialize before calling any cfopen stuff!!!
2328 e1 = timer_get_milliseconds();
2331 // time a bunch of cfopens
2333 s2 = timer_get_milliseconds();
2335 for(int idx=0; idx<10000; idx++){
2336 whee = cfopen("capital01.pof", "rb", CFILE_NORMAL, CF_TYPE_MODELS);
2341 //cf_exist("capital01.pof", CF_TYPE_MODELS);
2343 e2 = timer_get_milliseconds();
2346 os_init( Osreg_class_name, Osreg_app_name );
2347 os_set_title(Osreg_title);
2349 // initialize localization module. Make sure this is down AFTER initialzing OS.
2350 // int t1 = timer_get_milliseconds();
2351 lcl_init( detect_lang() );
2353 // mprintf(("LCL_INIT() TOOK %d MS\n", timer_get_milliseconds()-t1));
2355 // verify that he has a valid ships.tbl (will Game_ships_tbl_valid if so)
2358 // verify that he has a valid weapons.tbl
2359 verify_weapons_tbl();
2361 // Output version numbers to registry for auto patching purposes
2362 os_config_write_uint(NOX("Version"), NOX("Major"), FS_VERSION_MAJOR);
2363 os_config_write_uint(NOX("Version"), NOX("Minor"), FS_VERSION_MINOR);
2364 os_config_write_uint(NOX("Version"), NOX("Build"), FS_VERSION_BUILD);
2366 Use_joy_mouse = 0; //os_config_read_uint( NULL, NOX("JoystickMovesCursor"), 1 );
2367 //Use_palette_flash = os_config_read_uint( NULL, NOX("PaletteFlash"), 0 );
2368 Use_low_mem = os_config_read_uint( NULL, NOX("LowMem"), 0 );
2370 // show the FPS counter if the config file says so
2371 Show_framerate = os_config_read_uint( "Video", "ShowFPS", Show_framerate );
2373 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2374 Asteroids_enabled = 1;
2377 /////////////////////////////
2379 /////////////////////////////
2381 if (!Is_standalone) {
2385 /////////////////////////////
2387 /////////////////////////////
2394 #if defined(FS2_DEMO) || defined(OEM_BUILD)
2397 display_title_screen();
2401 // If less than 48MB of RAM, use low memory model.
2402 if ( (Freespace_total_ram < 48) || Use_low_mem ) {
2403 mprintf(( "Using normal memory settings...\n" ));
2404 bm_set_low_mem(1); // Use every other frame of bitmaps
2406 mprintf(( "Using high memory settings...\n" ));
2407 bm_set_low_mem(0); // Use all frames of bitmaps
2410 // load non-darkening pixel defs
2411 palman_load_pixels();
2413 // hud shield icon stuff
2414 hud_shield_game_init();
2416 control_config_common_init(); // sets up localization stuff in the control config
2422 gamesnd_parse_soundstbl();
2427 // standalone's don't use hte joystick and it seems to sometimes cause them to not get shutdown properly
2432 player_controls_init();
2435 //if(!Is_standalone){
2443 ship_init(); // read in ships.tbl
2445 mission_campaign_init(); // load in the default campaign
2447 // navmap_init(); // init the navigation map system
2448 context_help_init();
2449 techroom_intel_init(); // parse species.tbl, load intel info
2451 psnet_init( Multi_options_g.protocol, Multi_options_g.port ); // initialize the networking code
2452 init_animating_pointer();
2454 mission_brief_common_init(); // Mark all the briefing structures as empty.
2455 gr_font_init(); // loads up all fonts
2457 neb2_init(); // fullneb stuff
2461 player_tips_init(); // helpful tips
2464 // load the list of pilot pic filenames (for barracks and pilot select popup quick reference)
2465 pilot_load_pic_list();
2466 pilot_load_squad_pic_list();
2468 load_animating_pointer(NOX("cursor"), 0, 0);
2470 // initialize alpha colors
2471 alpha_colors_init();
2474 // Game_music_paused = 0;
2477 if (Is_standalone) {
2478 std_init_standalone();
2481 nprintf(("General", "Ships.tbl is : %s\n", Game_ships_tbl_valid ? "VALID" : "INVALID!!!!"));
2482 nprintf(("General", "Weapons.tbl is : %s\n", Game_weapons_tbl_valid ? "VALID" : "INVALID!!!!"));
2484 mprintf(("cfile_init() took %d\n", e1 - s1));
2485 // mprintf(("1000 cfopens() took %d\n", e2 - s2));
2488 char transfer_text[128];
2490 float Start_time = 0.0f;
2492 float Framerate = 0.0f;
2494 float Timing_total = 0.0f;
2495 float Timing_render2 = 0.0f;
2496 float Timing_render3 = 0.0f;
2497 float Timing_flip = 0.0f;
2498 float Timing_clear = 0.0f;
2500 MONITOR(NumPolysDrawn);
2506 void game_get_framerate()
2508 if ( frame_int == -1 ) {
2510 for (i=0; i<FRAME_FILTER; i++ ) {
2511 frametimes[i] = 0.0f;
2516 frametotal -= frametimes[frame_int];
2517 frametotal += flFrametime;
2518 frametimes[frame_int] = flFrametime;
2519 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2521 if ( frametotal != 0.0 ) {
2522 if ( Framecount >= FRAME_FILTER )
2523 Framerate = FRAME_FILTER / frametotal;
2525 Framerate = Framecount / frametotal;
2529 if (Show_framerate) {
2530 gr_set_color_fast(&HUD_color_debug);
2531 gr_printf(570, 2, NOX("FPS: %.1f"), Framerate);
2535 void game_show_framerate()
2539 cur_time = f2fl(timer_get_approx_seconds());
2540 if (cur_time - Start_time > 30.0f) {
2541 mprintf(("%i frames executed in %7.3f seconds, %7.3f frames per second.\n", Framecount, cur_time - Start_time, Framecount/(cur_time - Start_time)));
2542 Start_time += 1000.0f;
2545 //mprintf(( "%s\n", text ));
2548 if ( Debug_dump_frames )
2552 // possibly show control checking info
2553 control_check_indicate();
2555 // int bitmaps_used_this_frame, bitmaps_new_this_frame;
2556 // bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
2557 // MONITOR_INC(BmpUsed, bitmaps_used_this_frame);
2558 // MONITOR_INC(BmpNew, bitmaps_new_this_frame);
2561 if ( Show_cpu == 1 ) {
2566 dy = gr_get_font_height() + 1;
2568 gr_set_color_fast(&HUD_color_debug);
2571 extern int Gr_textures_in;
2572 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2575 // gr_printf( sx, sy, "BPP: %d", gr_screen.bits_per_pixel );
2577 gr_printf( sx, sy, NOX("DMA: %s"), transfer_text );
2579 gr_printf( sx, sy, NOX("POLYP: %d"), modelstats_num_polys );
2581 gr_printf( sx, sy, NOX("POLYD: %d"), modelstats_num_polys_drawn );
2583 gr_printf( sx, sy, NOX("VERTS: %d"), modelstats_num_verts );
2588 extern int Num_pairs; // Number of object pairs that were checked.
2589 gr_printf( sx, sy, NOX("PAIRS: %d"), Num_pairs );
2592 extern int Num_pairs_checked; // What percent of object pairs were checked.
2593 gr_printf( sx, sy, NOX("FVI: %d"), Num_pairs_checked );
2595 Num_pairs_checked = 0;
2599 gr_printf( sx, sy, NOX("Snds: %d"), snd_num_playing() );
2602 if ( Timing_total > 0.01f ) {
2603 gr_printf( sx, sy, NOX("CLEAR: %.0f%%"), Timing_clear*100.0f/Timing_total );
2605 gr_printf( sx, sy, NOX("REND2D: %.0f%%"), Timing_render2*100.0f/Timing_total );
2607 gr_printf( sx, sy, NOX("REND3D: %.0f%%"), Timing_render3*100.0f/Timing_total );
2609 gr_printf( sx, sy, NOX("FLIP: %.0f%%"), Timing_flip*100.0f/Timing_total );
2611 gr_printf( sx, sy, NOX("GAME: %.0f%%"), (Timing_total-(Timing_render2+Timing_render3+Timing_flip+Timing_clear))*100.0f/Timing_total );
2620 dy = gr_get_font_height() + 1;
2622 gr_set_color_fast(&HUD_color_debug);
2625 extern int TotalRam;
2626 gr_printf( sx, sy, NOX("DYN: %d KB\n"), TotalRam/1024 );
2631 extern int Model_ram;
2632 gr_printf( sx, sy, NOX("POF: %d KB\n"), Model_ram/1024 );
2636 gr_printf( sx, sy, NOX("BMP: %d KB\n"), bm_texture_ram/1024 );
2638 gr_printf( sx, sy, NOX("S-SRAM: %d KB\n"), Snd_sram/1024 ); // mem used to store game sound
2642 extern int Gr_textures_in;
2643 gr_printf( sx, sy, NOX("VRAM: %d KB\n"), Gr_textures_in/1024 );
2648 if ( Show_player_pos ) {
2652 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));
2655 MONITOR_INC(NumPolys, modelstats_num_polys);
2656 MONITOR_INC(NumPolysDrawn, modelstats_num_polys_drawn );
2657 MONITOR_INC(NumVerts, modelstats_num_verts );
2659 modelstats_num_polys = 0;
2660 modelstats_num_polys_drawn = 0;
2661 modelstats_num_verts = 0;
2662 modelstats_num_sortnorms = 0;
2666 void game_show_standalone_framerate()
2668 float frame_rate=30.0f;
2669 if ( frame_int == -1 ) {
2671 for (i=0; i<FRAME_FILTER; i++ ) {
2672 frametimes[i] = 0.0f;
2677 frametotal -= frametimes[frame_int];
2678 frametotal += flFrametime;
2679 frametimes[frame_int] = flFrametime;
2680 frame_int = (frame_int + 1 ) % FRAME_FILTER;
2682 if ( frametotal != 0.0 ) {
2683 if ( Framecount >= FRAME_FILTER ){
2684 frame_rate = FRAME_FILTER / frametotal;
2686 frame_rate = Framecount / frametotal;
2689 std_set_standalone_fps(frame_rate);
2693 // function to show the time remaining in a mission. Used only when the end-mission sexpression is used
2694 void game_show_time_left()
2698 // mission_end_time is a global from missionparse.cpp that contains the mission time at which the
2699 // mission should end (in fixed seconds). There is code in missionparse.cpp which actually handles
2700 // checking how much time is left
2702 if ( Mission_end_time == -1 ){
2706 diff = f2i(Mission_end_time - Missiontime);
2707 // be sure to bash to 0. diff could be negative on frame that we quit mission
2712 hud_set_default_color();
2713 gr_printf( 5, 40, XSTR( "Mission time remaining: %d seconds", 179), diff );
2716 //========================================================================================
2717 //=================== NEW DEBUG CONSOLE COMMANDS TO REPLACE OLD DEBUG PAUSE MENU =========
2718 //========================================================================================
2722 DCF(ai_pause,"Pauses ai")
2725 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2726 if ( Dc_arg_type & ARG_TRUE ) ai_paused = 1;
2727 else if ( Dc_arg_type & ARG_FALSE ) ai_paused = 0;
2728 else if ( Dc_arg_type & ARG_NONE ) ai_paused = !ai_paused;
2731 obj_init_all_ships_physics();
2734 if ( Dc_help ) dc_printf( "Usage: ai_paused [bool]\nSets ai_paused to true or false. If nothing passed, then toggles it.\n" );
2735 if ( Dc_status ) dc_printf( "ai_paused is %s\n", (ai_paused?"TRUE":"FALSE") );
2738 DCF(single_step,"Single steps the game")
2741 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
2742 if ( Dc_arg_type & ARG_TRUE ) game_single_step = 1;
2743 else if ( Dc_arg_type & ARG_FALSE ) game_single_step = 0;
2744 else if ( Dc_arg_type & ARG_NONE ) game_single_step = !game_single_step;
2746 last_single_step = 0; // Make so single step waits a frame before stepping
2749 if ( Dc_help ) dc_printf( "Usage: single_step [bool]\nSets single_step to true or false. If nothing passed, then toggles it.\n" );
2750 if ( Dc_status ) dc_printf( "single_step is %s\n", (game_single_step?"TRUE":"FALSE") );
2753 DCF_BOOL(physics_pause, physics_paused)
2754 DCF_BOOL(ai_rendering, Ai_render_debug_flag)
2755 DCF_BOOL(ai_firing, Ai_firing_enabled )
2757 // Create some simple aliases to these commands...
2758 debug_command dc_s("s","shortcut for single_step",dcf_single_step);
2759 debug_command dc_p("p","shortcut for physics_pause", dcf_physics_pause );
2760 debug_command dc_r("r","shortcut for ai_rendering", dcf_ai_rendering );
2761 debug_command dc_f("f","shortcut for ai_firing", dcf_ai_firing);
2762 debug_command dc_a("a","shortcut for ai_pause", dcf_ai_pause);
2765 //========================================================================================
2766 //========================================================================================
2769 void game_training_pause_do()
2773 key = game_check_key();
2775 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
2782 void game_increase_skill_level()
2785 if (Game_skill_level >= NUM_SKILL_LEVELS){
2786 Game_skill_level = 0;
2790 int Player_died_time;
2792 int View_percent = 100;
2795 DCF(view, "Sets the percent of the 3d view to render.")
2798 dc_get_arg(ARG_INT);
2799 if ( (Dc_arg_int >= 5 ) || (Dc_arg_int <= 100) ) {
2800 View_percent = Dc_arg_int;
2802 dc_printf( "Illegal value for view. (Must be from 5-100) \n\n");
2808 dc_printf("Usage: view [n]\nwhere n is percent of view to show (5-100).\n");
2812 dc_printf("View is set to %d%%\n", View_percent );
2817 // Set the clip region for the 3d rendering window
2818 void game_set_view_clip()
2820 if ((Game_mode & GM_DEAD) || (supernova_active() >= 2)) {
2821 // Set the clip region for the letterbox "dead view"
2822 int yborder = gr_screen.max_h/4;
2824 // Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
2825 // J.S. I've changed my ways!! See the new "no constants" code!!!
2826 gr_set_clip(0, yborder, gr_screen.max_w, gr_screen.max_h - yborder*2 );
2828 // Set the clip region for normal view
2829 if ( View_percent >= 100 ) {
2832 int xborder, yborder;
2834 if ( View_percent < 5 ) {
2838 float fp = i2fl(View_percent)/100.0f;
2839 int fi = fl2i(fl_sqrt(fp)*100.0f);
2840 if ( fi > 100 ) fi=100;
2842 xborder = ( gr_screen.max_w*(100-fi) )/200;
2843 yborder = ( gr_screen.max_h*(100-fi) )/200;
2845 gr_set_clip(xborder, yborder, gr_screen.max_w-xborder*2,gr_screen.max_h-yborder*2 );
2851 void show_debug_stuff()
2854 int laser_count = 0, missile_count = 0;
2856 for (i=0; i<MAX_OBJECTS; i++) {
2857 if (Objects[i].type == OBJ_WEAPON){
2858 if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_LASER){
2860 } else if (Weapon_info[Weapons[Objects[i].instance].weapon_info_index].subtype == WP_MISSILE){
2866 nprintf(("Mike", "Frame: %i Lasers: %4i, Missiles: %4i\n", Framecount, laser_count, missile_count));
2869 extern int Tool_enabled;
2871 time_t tst_time = 0;
2874 int tst_bitmap = -1;
2876 float tst_offset, tst_offset_total;
2879 void game_tst_frame_pre()
2887 g3_rotate_vertex(&v, &tst_pos);
2888 g3_project_vertex(&v);
2891 if(!((v.sx >= 0) && (v.sx <= gr_screen.max_w) && (v.sy >= 0) && (v.sy <= gr_screen.max_h))){
2895 // big ship? always tst
2897 // within 3000 meters
2898 if( vm_vec_dist_quick(&tst_pos, &Eye_position) <= 3000.0f){
2902 // within 300 meters
2903 if( (vm_vec_dist_quick(&tst_pos, &Eye_position) <= 300.0f) && ((tst_time == 0) || ((time(NULL) - tst_time) >= 10)) ){
2910 void game_tst_frame()
2920 tst_time = time(NULL);
2922 // load the tst bitmap
2923 switch((int)frand_range(0.0f, 3.0)){
2925 tst_bitmap = bm_load("ig_jim");
2927 mprintf(("TST 0\n"));
2931 tst_bitmap = bm_load("ig_kan");
2933 mprintf(("TST 1\n"));
2937 tst_bitmap = bm_load("ig_jim");
2939 mprintf(("TST 2\n"));
2943 tst_bitmap = bm_load("ig_kan");
2945 mprintf(("TST 3\n"));
2954 // get the tst bitmap dimensions
2956 bm_get_info(tst_bitmap, &w, &h);
2959 tst_y = frand_range(0.0f, (float)gr_screen.max_h - h);
2961 snd_play(&Snds[SND_VASUDAN_BUP]);
2963 // tst x and direction
2967 tst_offset_total = (float)w;
2968 tst_offset = (float)w;
2970 tst_x = (float)gr_screen.max_w;
2971 tst_offset_total = (float)-w;
2972 tst_offset = (float)w;
2980 float diff = (tst_offset_total / 0.5f) * flFrametime;
2986 tst_offset -= fl_abs(diff);
2987 } else if(tst_mode == 2){
2990 tst_offset -= fl_abs(diff);
2994 gr_set_bitmap(tst_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2995 gr_bitmap((int)tst_x, (int)tst_y);
2998 if(timestamp_elapsed_safe(tst_stamp, 1100)){
3002 // if we passed the switch point
3003 if(tst_offset <= 0.0f){
3008 tst_stamp = timestamp(1000);
3009 tst_offset = fl_abs(tst_offset_total);
3020 void game_tst_mark(object *objp, ship *shipp)
3029 if((objp == NULL) || (shipp == NULL) || (shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
3032 sip = &Ship_info[shipp->ship_info_index];
3039 tst_pos = objp->pos;
3040 if(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
3046 extern void render_shields();
3048 void player_repair_frame(float frametime)
3050 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
3052 for(idx=0;idx<MAX_PLAYERS;idx++){
3055 np = &Net_players[idx];
3057 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)){
3059 // don't rearm/repair if the player is dead or dying/departing
3060 if ( !NETPLAYER_IS_DEAD(np) && !(Ships[Objects[np->player->objnum].instance].flags & (SF_DYING|SF_DEPARTING)) ) {
3061 ai_do_repair_frame(&Objects[Net_players[idx].player->objnum],&Ai_info[Ships[Objects[Net_players[idx].player->objnum].instance].ai_index],frametime);
3066 if ( (Player_obj != NULL) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER) && (Player_ship != NULL) && !(Player_ship->flags & SF_DYING) ) {
3067 ai_do_repair_frame(Player_obj, &Ai_info[Ships[Player_obj->instance].ai_index], frametime);
3073 #define NUM_FRAMES_TEST 300
3074 #define NUM_MIXED_SOUNDS 16
3075 void do_timing_test(float frametime)
3077 static int framecount = 0;
3078 static int test_running = 0;
3079 static float test_time = 0.0f;
3081 static int snds[NUM_MIXED_SOUNDS];
3084 if ( test_running ) {
3086 test_time += frametime;
3087 if ( framecount >= NUM_FRAMES_TEST ) {
3089 nprintf(("General", "%d frames took %.3f seconds\n", NUM_FRAMES_TEST, test_time));
3090 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3095 if ( Test_begin == 1 ) {
3101 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3104 // start looping digital sounds
3105 for ( i = 0; i < NUM_MIXED_SOUNDS; i++ )
3106 snds[i] = snd_play_looping( &Snds[i], 0.0f);
3113 DCF(dcf_fov, "Change the field of view")
3116 dc_get_arg(ARG_FLOAT|ARG_NONE);
3117 if ( Dc_arg_type & ARG_NONE ) {
3118 Viewer_zoom = VIEWER_ZOOM_DEFAULT;
3119 dc_printf( "Zoom factor reset\n" );
3121 if ( Dc_arg_type & ARG_FLOAT ) {
3122 if (Dc_arg_float < 0.25f) {
3123 Viewer_zoom = 0.25f;
3124 dc_printf("Zoom factor pinned at 0.25.\n");
3125 } else if (Dc_arg_float > 1.25f) {
3126 Viewer_zoom = 1.25f;
3127 dc_printf("Zoom factor pinned at 1.25.\n");
3129 Viewer_zoom = Dc_arg_float;
3135 dc_printf( "Usage: fov [factor]\nFactor is the zoom factor btwn .25 and 1.25\nNo parameter resets it to default.\n" );
3138 dc_printf("Zoom factor set to %6.3f (original = 0.5, John = 0.75)", Viewer_zoom);
3142 DCF(framerate_cap, "Sets the framerate cap")
3145 dc_get_arg(ARG_INT);
3146 if ( (Dc_arg_int >= 1 ) || (Dc_arg_int <= 120) ) {
3147 Framerate_cap = Dc_arg_int;
3149 dc_printf( "Illegal value for framerate cap. (Must be from 1-120) \n\n");
3155 dc_printf("Usage: framerate_cap [n]\nwhere n is the frames per second to cap framerate at.\n");
3156 dc_printf("If n is 0 or omitted, then the framerate cap is removed\n");
3157 dc_printf("[n] must be from 1 to 120.\n");
3161 if ( Framerate_cap )
3162 dc_printf("Framerate cap is set to %d fps\n", Framerate_cap );
3164 dc_printf("There is no framerate cap currently active.\n");
3168 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
3169 int Show_viewing_from_self = 0;
3171 void say_view_target()
3173 object *view_target;
3175 if ((Viewer_mode & VM_OTHER_SHIP) && (Player_ai->target_objnum != -1))
3176 view_target = &Objects[Player_ai->target_objnum];
3178 view_target = Player_obj;
3180 if (Game_mode & GM_DEAD) {
3181 if (Player_ai->target_objnum != -1)
3182 view_target = &Objects[Player_ai->target_objnum];
3185 if (!(Game_mode & GM_DEAD_DIED) && ((Game_mode & (GM_DEAD_BLEW_UP)) || ((Last_view_target != NULL) && (Last_view_target != view_target)))) {
3186 if (view_target != Player_obj){
3188 char *view_target_name = NULL;
3189 switch(Objects[Player_ai->target_objnum].type) {
3191 view_target_name = Ships[Objects[Player_ai->target_objnum].instance].ship_name;
3194 view_target_name = Weapon_info[Weapons[Objects[Player_ai->target_objnum].instance].weapon_info_index].name;
3195 Viewer_mode &= ~VM_OTHER_SHIP;
3197 case OBJ_JUMP_NODE: {
3198 char jump_node_name[128];
3199 SDL_strlcpy(jump_node_name, XSTR( "jump node", 184), SDL_arraysize(jump_node_name));
3200 view_target_name = jump_node_name;
3201 Viewer_mode &= ~VM_OTHER_SHIP;
3210 if ( view_target_name ) {
3211 HUD_fixed_printf(0.0f, XSTR( "Viewing %s%s\n", 185), (Viewer_mode & VM_OTHER_SHIP) ? XSTR( "from ", 186) : "", view_target_name);
3212 Show_viewing_from_self = 1;
3215 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) && (Player_obj->type == OBJ_OBSERVER)){
3216 HUD_fixed_printf(2.0f,XSTR( "Viewing from observer\n", 187));
3217 Show_viewing_from_self = 1;
3219 if (Show_viewing_from_self)
3220 HUD_fixed_printf(2.0f, XSTR( "Viewing from self\n", 188));
3225 Last_view_target = view_target;
3229 float Game_hit_x = 0.0f;
3230 float Game_hit_y = 0.0f;
3232 // Reset at the beginning of each frame
3233 void game_whack_reset()
3239 // Apply a 2d whack to the player
3240 void game_whack_apply( float x, float y )
3242 // Do some force feedback
3243 joy_ff_play_dir_effect(x * 80.0f, y * 80.0f);
3249 // mprintf(( "WHACK = %.1f, %.1f\n", Game_hit_x, Game_hit_y ));
3252 // call to apply a "shudder"
3253 void game_shudder_apply(int time, float intensity)
3255 Game_shudder_time = timestamp(time);
3256 Game_shudder_total = time;
3257 Game_shudder_intensity = intensity;
3260 #define FF_SCALE 10000
3261 void apply_hud_shake(matrix *eye_orient)
3263 if (Viewer_obj == Player_obj) {
3264 physics_info *pi = &Player_obj->phys_info;
3272 // Make eye shake due to afterburner
3273 if ( !timestamp_elapsed(pi->afterburner_decay) ) {
3276 dtime = timestamp_until(pi->afterburner_decay);
3280 tangles.p += 0.07f * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3281 tangles.h += 0.07f * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX * (0.5f - fl_abs(0.5f - (float) dtime/ABURN_DECAY_TIME));
3284 // Make eye shake due to engine wash
3286 if (Player_obj->type == OBJ_SHIP && (Ships[Player_obj->instance].wash_intensity > 0) && Wash_on ) {
3289 tangles.p += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r1-MY_RAND_MAX/2)/MY_RAND_MAX;
3290 tangles.h += 0.07f * Ships[Player_obj->instance].wash_intensity * (float) (r2-MY_RAND_MAX/2)/MY_RAND_MAX;
3292 // get the intensity
3293 float intensity = FF_SCALE * Ships[Player_obj->instance].wash_intensity;
3297 vm_vec_rand_vec_quick(&rand_vec);
3300 joy_ff_play_dir_effect(intensity*rand_vec.xyz.x, intensity*rand_vec.xyz.y);
3304 // make hud shake due to shuddering
3305 if(Game_shudder_time != -1){
3306 // if the timestamp has elapsed
3307 if(timestamp_elapsed(Game_shudder_time)){
3308 Game_shudder_time = -1;
3310 // otherwise apply some shudder
3314 dtime = timestamp_until(Game_shudder_time);
3318 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));
3319 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));
3324 vm_angles_2_matrix(&tm, &tangles);
3325 SDL_assert(vm_vec_mag(&tm.v.fvec) > 0.0f);
3326 SDL_assert(vm_vec_mag(&tm.v.rvec) > 0.0f);
3327 SDL_assert(vm_vec_mag(&tm.v.uvec) > 0.0f);
3328 vm_matrix_x_matrix(&tm2, eye_orient, &tm);
3333 extern void compute_slew_matrix(matrix *orient, angles *a); // TODO: move code to proper place and extern in header file
3335 // Player's velocity just before he blew up. Used to keep camera target moving.
3336 vector Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
3338 // Set eye_pos and eye_orient based on view mode.
3339 void game_render_frame_setup(vector *eye_pos, matrix *eye_orient)
3343 static int last_Viewer_mode = 0;
3344 static int last_Game_mode = 0;
3345 static int last_Viewer_objnum = -1;
3347 // This code is supposed to detect camera "cuts"... like going between
3350 // determine if we need to regenerate the nebula
3351 if( (!(last_Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL)) || // internal to external
3352 ((last_Viewer_mode & VM_EXTERNAL) && !(Viewer_mode & VM_EXTERNAL)) || // external to internal
3353 (!(last_Viewer_mode & VM_DEAD_VIEW) && (Viewer_mode & VM_DEAD_VIEW)) || // non dead-view to dead-view
3354 ((last_Viewer_mode & VM_DEAD_VIEW) && !(Viewer_mode & VM_DEAD_VIEW)) || // dead-view to non dead-view
3355 (!(last_Viewer_mode & VM_WARP_CHASE) && (Viewer_mode & VM_WARP_CHASE)) || // non warp-chase to warp-chase
3356 ((last_Viewer_mode & VM_WARP_CHASE) && !(Viewer_mode & VM_WARP_CHASE)) || // warp-chase to non warp-chase
3357 (!(last_Viewer_mode & VM_OTHER_SHIP) && (Viewer_mode & VM_OTHER_SHIP)) || // non other-ship to other-ship
3358 ((last_Viewer_mode & VM_OTHER_SHIP) && !(Viewer_mode & VM_OTHER_SHIP)) || // other-ship to non-other ship
3359 ((Viewer_mode & VM_OTHER_SHIP) && (last_Viewer_objnum != Player_ai->target_objnum)) // other ship mode, but targets changes
3362 // regenerate the nebula
3366 if ( (last_Viewer_mode != Viewer_mode) || (last_Game_mode != Game_mode) ) {
3367 //mprintf(( "************** Camera cut! ************\n" ));
3368 last_Viewer_mode = Viewer_mode;
3369 last_Game_mode = Game_mode;
3371 // Camera moved. Tell stars & debris to not do blurring.
3377 if ( Viewer_mode & VM_PADLOCK_ANY ) {
3378 player_display_packlock_view();
3381 game_set_view_clip();
3383 if (Game_mode & GM_DEAD) {
3384 vector vec_to_deader, view_pos;
3387 Viewer_mode |= VM_DEAD_VIEW;
3389 if (Player_ai->target_objnum != -1) {
3390 int view_from_player = 1;
3392 if (Viewer_mode & VM_OTHER_SHIP) {
3393 // View from target.
3394 Viewer_obj = &Objects[Player_ai->target_objnum];
3396 last_Viewer_objnum = Player_ai->target_objnum;
3398 if ( Viewer_obj->type == OBJ_SHIP ) {
3399 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3400 view_from_player = 0;
3403 last_Viewer_objnum = -1;
3406 if ( view_from_player ) {
3407 // View target from player ship.
3409 *eye_pos = Player_obj->pos;
3410 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
3411 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3414 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
3416 if (dist < MIN_DIST_TO_DEAD_CAMERA)
3417 dist += flFrametime * 16.0f;
3419 vm_vec_scale(&vec_to_deader, -dist);
3420 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
3422 view_pos = Player_obj->pos;
3424 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
3425 Viewer_mode &= ~(VM_EXTERNAL | VM_CHASE);
3426 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, 25.0f * flFrametime);
3427 Dead_player_last_vel = Player_obj->phys_info.vel;
3428 //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));
3429 } else if (Player_ai->target_objnum != -1) {
3430 view_pos = Objects[Player_ai->target_objnum].pos;
3432 // Make camera follow explosion, but gradually slow down.
3433 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
3434 view_pos = Player_obj->pos;
3435 vm_vec_scale(&Dead_player_last_vel, 0.99f);
3436 vm_vec_scale_add2(&Dead_camera_pos, &Original_vec_to_deader, SDL_min(25.0f, vm_vec_mag_quick(&Dead_player_last_vel)) * flFrametime);
3439 *eye_pos = Dead_camera_pos;
3441 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
3443 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
3448 // if supernova shockwave
3449 if(supernova_camera_cut()){
3453 // call it dead view
3454 Viewer_mode |= VM_DEAD_VIEW;
3456 // set eye pos and orient
3457 supernova_set_view(eye_pos, eye_orient);
3459 // If already blown up, these other modes can override.
3460 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
3461 Viewer_mode &= ~VM_DEAD_VIEW;
3463 Viewer_obj = Player_obj;
3465 if (Viewer_mode & VM_OTHER_SHIP) {
3466 if (Player_ai->target_objnum != -1){
3467 Viewer_obj = &Objects[Player_ai->target_objnum];
3468 last_Viewer_objnum = Player_ai->target_objnum;
3470 Viewer_mode &= ~VM_OTHER_SHIP;
3471 last_Viewer_objnum = -1;
3474 last_Viewer_objnum = -1;
3477 if (Viewer_mode & VM_EXTERNAL) {
3480 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
3481 vm_matrix_x_matrix(&tm, &Viewer_obj->orient, &tm2);
3483 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &tm.v.fvec, 2.0f * Viewer_obj->radius + Viewer_external_info.distance);
3485 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3486 vm_vec_normalize(&eye_dir);
3487 vm_vector_2_matrix(eye_orient, &eye_dir, &Viewer_obj->orient.v.uvec, NULL);
3490 // Modify the orientation based on head orientation.
3491 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3493 } else if ( Viewer_mode & VM_CHASE ) {
3496 if ( Viewer_obj->phys_info.speed < 0.1 )
3497 move_dir = Viewer_obj->orient.v.fvec;
3499 move_dir = Viewer_obj->phys_info.vel;
3500 vm_vec_normalize(&move_dir);
3503 vm_vec_scale_add(eye_pos, &Viewer_obj->pos, &move_dir, -3.0f * Viewer_obj->radius - Viewer_chase_info.distance);
3504 vm_vec_scale_add2(eye_pos, &Viewer_obj->orient.v.uvec, 0.75f * Viewer_obj->radius);
3505 vm_vec_sub(&eye_dir, &Viewer_obj->pos, eye_pos);
3506 vm_vec_normalize(&eye_dir);
3508 // JAS: I added the following code because if you slew up using
3509 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
3510 // equal, which causes a zero-length vector in the vm_vector_2_matrix
3511 // call because the up and the forward vector are the same. I fixed
3512 // it by adding in a fraction of the right vector all the time to the
3514 vector tmp_up = Viewer_obj->orient.v.uvec;
3515 vm_vec_scale_add2( &tmp_up, &Viewer_obj->orient.v.rvec, 0.00001f );
3517 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
3520 // Modify the orientation based on head orientation.
3521 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
3522 } else if ( Viewer_mode & VM_WARP_CHASE ) {
3523 *eye_pos = Camera_pos;
3525 ship * shipp = &Ships[Player_obj->instance];
3527 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
3528 vm_vec_normalize(&eye_dir);
3529 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
3532 // get an eye position based upon the correct type of object
3533 switch(Viewer_obj->type){
3535 // make a call to get the eye point for the player object
3536 ship_get_eye( eye_pos, eye_orient, Viewer_obj );
3539 // make a call to get the eye point for the player object
3540 observer_get_eye( eye_pos, eye_orient, Viewer_obj );
3546 #ifdef JOHNS_DEBUG_CODE
3547 john_debug_stuff(&eye_pos, &eye_orient);
3553 apply_hud_shake(eye_orient);
3555 // setup neb2 rendering
3556 neb2_render_setup(eye_pos, eye_orient);
3560 extern void ai_debug_render_stuff();
3563 int Game_subspace_effect = 0;
3564 DCF_BOOL( subspace, Game_subspace_effect );
3566 // Does everything needed to render a frame
3567 void game_render_frame( vector * eye_pos, matrix * eye_orient )
3571 g3_start_frame(game_zbuffer);
3572 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
3574 // maybe offset the HUD (jitter stuff)
3575 dont_offset = ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER));
3576 HUD_set_offsets(Viewer_obj, !dont_offset);
3578 // for multiplayer clients, call code in Shield.cpp to set up the Shield_hit array. Have to
3579 // do this becaues of the disjointed nature of this system (in terms of setup and execution).
3580 // must be done before ships are rendered
3581 if ( MULTIPLAYER_CLIENT ) {
3582 shield_point_multi_setup();
3585 if ( Game_subspace_effect ) {
3586 stars_draw(0,0,0,1);
3588 stars_draw(1,1,1,0);
3591 obj_render_all(obj_render);
3592 beam_render_all(); // render all beam weapons
3593 particle_render_all(); // render particles after everything else.
3594 trail_render_all(); // render missilie trails after everything else.
3595 mflash_render_all(); // render all muzzle flashes
3597 // Why do we not show the shield effect in these modes? Seems ok.
3598 //if (!(Viewer_mode & (VM_EXTERNAL | VM_SLEWED | VM_CHASE | VM_DEAD_VIEW))) {
3602 // render nebula lightning
3605 // render local player nebula
3606 neb2_render_player();
3609 ai_debug_render_stuff();
3612 #ifndef RELEASE_REAL
3613 // game_framerate_check();
3617 extern void snd_spew_debug_info();
3618 snd_spew_debug_info();
3621 //================ END OF 3D RENDERING STUFF ====================
3625 if( (Game_detail_flags & DETAIL_FLAG_HUD) && (!(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )) ) {
3626 hud_maybe_clear_head_area();
3627 anim_render_all(0, flFrametime);
3630 extern int Multi_display_netinfo;
3631 if(Multi_display_netinfo){
3632 extern void multi_display_netinfo();
3633 multi_display_netinfo();
3636 game_tst_frame_pre();
3639 do_timing_test(flFrametime);
3643 extern int OO_update_index;
3644 multi_rate_display(OO_update_index, 375, 0);
3649 extern void oo_display();
3656 //#define JOHNS_DEBUG_CODE 1
3658 #ifdef JOHNS_DEBUG_CODE
3659 void john_debug_stuff(vector *eye_pos, matrix *eye_orient)
3661 //if ( key_pressed(SDLK_LSHIFT) )
3663 ship_subsys *tsys = Players[Player_num].targeted_subobject;
3665 model_subsystem *turret = tsys->system_info;
3667 if (turret->type == SUBSYSTEM_TURRET ) {
3668 vector v.fvec, v.uvec;
3669 object * tobj = &Objects[Players[Player_num].targeted_subobject_parent];
3671 ship_model_start(tobj);
3673 model_find_world_point(eye_pos, &turret->turret_firing_point[0], turret->model_num, turret->turret_gun_sobj, &tobj->orient, &tobj->pos );
3674 model_find_world_dir(&v.fvec, &turret->turret_matrix.v.fvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3675 model_find_world_dir(&v.uvec, &turret->turret_matrix.v.uvec, turret->model_num, turret->turret_gun_sobj, &tobj->orient, NULL );
3677 vm_vector_2_matrix( eye_orient, &v.fvec, &v.uvec, NULL );
3679 ship_model_stop(tobj);
3689 // following function for dumping frames for purposes of building trailers.
3692 // function to toggle state of dumping every frame into PCX when playing the game
3693 DCF(dump_frames, "Starts/stop frame dumping at 15 hz")
3697 if ( Debug_dump_frames == 0 ) {
3699 Debug_dump_frames = 15;
3700 Debug_dump_trigger = 0;
3701 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3702 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3705 Debug_dump_frames = 0;
3706 Debug_dump_trigger = 0;
3707 gr_dump_frame_stop();
3708 dc_printf( "Frame dumping is now OFF\n" );
3714 DCF(dump_frames_trigger, "Starts/stop frame dumping at 15 hz")
3718 if ( Debug_dump_frames == 0 ) {
3720 Debug_dump_frames = 15;
3721 Debug_dump_trigger = 1;
3722 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3723 dc_printf( "Frame dumping at 15 hz is now ON\n" );
3726 Debug_dump_frames = 0;
3727 Debug_dump_trigger = 0;
3728 gr_dump_frame_stop();
3729 dc_printf( "Frame dumping is now OFF\n" );
3735 DCF(dump_frames30, "Starts/stop frame dumping at 30 hz")
3739 if ( Debug_dump_frames == 0 ) {
3741 Debug_dump_frames = 30;
3742 Debug_dump_trigger = 0;
3743 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3744 dc_printf( "Frame dumping at 30 hz is now ON\n" );
3747 Debug_dump_frames = 0;
3748 Debug_dump_trigger = 0;
3749 gr_dump_frame_stop();
3750 dc_printf( "Frame dumping is now OFF\n" );
3756 DCF(dump_frames30_trigger, "Starts/stop frame dumping at 30 hz")
3760 if ( Debug_dump_frames == 0 ) {
3762 Debug_dump_frames = 30;
3763 Debug_dump_trigger = 1;
3764 gr_dump_frame_start( Debug_dump_frame_num, DUMP_BUFFER_NUM_FRAMES );
3765 dc_printf( "Triggered frame dumping at 30 hz is now ON\n" );
3768 Debug_dump_frames = 0;
3769 Debug_dump_trigger = 0;
3770 gr_dump_frame_stop();
3771 dc_printf( "Triggered frame dumping is now OFF\n" );
3777 void game_maybe_dump_frame()
3779 if ( !Debug_dump_frames ){
3783 if( Debug_dump_trigger && !key_pressed(SDLK_q) ){
3790 Debug_dump_frame_num++;
3796 extern int Player_dead_state;
3798 // Flip the page and time how long it took.
3799 void game_flip_page_and_time_it()
3804 t1 = timer_get_fixed_seconds();
3806 t2 = timer_get_fixed_seconds();
3809 t = (gr_screen.max_w*gr_screen.max_h*gr_screen.bytes_per_pixel)/1024;
3810 SDL_snprintf( transfer_text, SDL_arraysize(transfer_text), NOX("%d MB/s"), fixmuldiv(t,65,d) );
3817 void game_simulation_frame()
3819 // blow ships up in multiplayer dogfight
3820 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){
3821 // blow up all non-player ships
3822 ship_obj *moveup = GET_FIRST(&Ship_obj_list);
3825 while((moveup != END_OF_LIST(&Ship_obj_list)) && (moveup != NULL)){
3827 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)){
3828 moveup = GET_NEXT(moveup);
3831 shipp = &Ships[Objects[moveup->objnum].instance];
3832 sip = &Ship_info[shipp->ship_info_index];
3834 // only blow up small ships
3835 if((sip->flags & SIF_SMALL_SHIP) && (multi_find_player_by_object(&Objects[moveup->objnum]) < 0) ){
3836 // function to simply explode a ship where it is currently at
3837 ship_self_destruct( &Objects[moveup->objnum] );
3840 moveup = GET_NEXT(moveup);
3846 // process AWACS stuff - do this first thing
3849 // single player, set Player hits_this_frame to 0
3850 if ( !(Game_mode & GM_MULTIPLAYER) && Player ) {
3851 Player->damage_this_burst -= (flFrametime * MAX_BURST_DAMAGE / (0.001f * BURST_DURATION));
3852 Player->damage_this_burst = SDL_max(Player->damage_this_burst, 0.0f);
3856 supernova_process();
3857 if(supernova_active() >= 5){
3861 // fire targeting lasers now so that
3862 // 1 - created this frame
3863 // 2 - collide this frame
3864 // 3 - render this frame
3865 // 4 - ignored and deleted next frame
3866 // the basic idea being that because it con be confusing to deal with them on a multi-frame basis, they are only valid for
3868 ship_process_targeting_lasers();
3870 // do this here so that it works for multiplayer
3872 // get viewer direction
3873 int viewer_direction = PHYSICS_VIEWER_REAR;
3875 if(Viewer_mode == 0){
3876 viewer_direction = PHYSICS_VIEWER_FRONT;
3878 if(Viewer_mode & VM_PADLOCK_UP){
3879 viewer_direction = PHYSICS_VIEWER_UP;
3881 else if(Viewer_mode & VM_PADLOCK_REAR){
3882 viewer_direction = PHYSICS_VIEWER_REAR;
3884 else if(Viewer_mode & VM_PADLOCK_LEFT){
3885 viewer_direction = PHYSICS_VIEWER_LEFT;
3887 else if(Viewer_mode & VM_PADLOCK_RIGHT){
3888 viewer_direction = PHYSICS_VIEWER_RIGHT;
3891 physics_set_viewer( &Viewer_obj->phys_info, viewer_direction );
3893 physics_set_viewer( NULL, PHYSICS_VIEWER_FRONT );
3896 #define VM_PADLOCK_UP (1 << 7)
3897 #define VM_PADLOCK_REAR (1 << 8)
3898 #define VM_PADLOCK_LEFT (1 << 9)
3899 #define VM_PADLOCK_RIGHT (1 << 10)
3901 // evaluate mission departures and arrivals before we process all objects.
3902 if ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending()) ) {
3904 // we don't want to evaluate mission stuff when any ingame joiner in multiplayer is receiving
3905 // ships/wing packets.
3906 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.flags & NG_FLAG_INGAME_JOINING_CRITICAL)) && !(Game_mode & GM_DEMO_PLAYBACK)){
3907 mission_parse_eval_stuff();
3910 // if we're an observer, move ourselves seperately from the standard physics
3911 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
3912 obj_observer_move(flFrametime);
3915 // move all the objects now
3916 obj_move_all(flFrametime);
3918 // check for cargo reveal (this has an internal timestamp, so only runs every N ms)
3919 // AL: 3-15-98: It was decided to not let AI ships inspect cargo
3920 // ship_check_cargo_all();
3921 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3922 mission_eval_goals();
3926 // always check training objectives, even in multiplayer missions. we need to do this so that the directives gauge works properly on clients
3927 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3928 training_check_objectives();
3931 // do all interpolation now
3932 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !multi_endgame_ending() && !(Netgame.flags & NG_FLAG_SERVER_LOST)) {
3933 // client side processing of warping in effect stages
3934 multi_do_client_warp(flFrametime);
3936 // client side movement of an observer
3937 if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){
3938 obj_observer_move(flFrametime);
3941 // move all objects - does interpolation now as well
3942 obj_move_all(flFrametime);
3945 // only process the message queue when the player is "in" the game
3946 if ( !Pre_player_entry ){
3947 message_queue_process(); // process any messages send to the player
3950 if(!(Game_mode & GM_DEMO_PLAYBACK)){
3951 message_maybe_distort(); // maybe distort incoming message if comms damaged
3952 player_repair_frame(flFrametime); // AI objects get repaired in ai_process, called from move code...deal with player.
3953 player_process_pending_praise(); // maybe send off a delayed praise message to the player
3954 player_maybe_play_all_alone_msg(); // mabye tell the player he is all alone
3957 if(!(Game_mode & GM_STANDALONE_SERVER)){
3958 // process some stuff every frame (before frame is rendered)
3959 emp_process_local();
3961 hud_update_frame(); // update hud systems
3963 if (!physics_paused) {
3964 // Move particle system
3965 particle_move_all(flFrametime);
3967 // Move missile trails
3968 trail_move_all(flFrametime);
3970 // process muzzle flashes
3971 mflash_process_all();
3973 // Flash the gun flashes
3974 shipfx_flash_do_frame(flFrametime);
3976 shockwave_move_all(flFrametime); // update all the shockwaves
3979 // subspace missile strikes
3982 obj_snd_do_frame(); // update the object-linked persistant sounds
3983 game_maybe_update_sound_environment();
3984 snd_update_listener(&View_position, &Player_obj->phys_info.vel, &Player_obj->orient);
3986 // AL: debug code used for testing ambient subspace sound (ie when enabling subspace through debug console)
3988 if ( Game_subspace_effect ) {
3989 game_start_subspace_ambient_sound();
3995 // Maybe render and process the dead-popup
3996 void game_maybe_do_dead_popup(float frametime)
3998 if ( popupdead_is_active() ) {
4000 int choice = popupdead_do_frame(frametime);
4002 if ( Game_mode & GM_NORMAL ) {
4005 gameseq_post_event(GS_EVENT_ENTER_GAME);
4009 gameseq_post_event(GS_EVENT_END_GAME);
4013 gameseq_post_event(GS_EVENT_START_GAME);
4016 // this should only happen during a red alert mission
4019 SDL_assert(The_mission.red_alert);
4020 if(!The_mission.red_alert){
4021 gameseq_post_event(GS_EVENT_START_GAME);
4025 // choose the previous mission
4026 mission_campaign_previous_mission();
4028 gameseq_post_event(GS_EVENT_START_GAME);
4038 case POPUPDEAD_DO_MAIN_HALL:
4039 multi_quit_game(PROMPT_NONE,-1);
4042 case POPUPDEAD_DO_RESPAWN:
4043 multi_respawn_normal();
4044 event_music_player_respawn();
4047 case POPUPDEAD_DO_OBSERVER:
4048 multi_respawn_observer();
4049 event_music_player_respawn_as_observer();
4058 if ( leave_popup ) {
4064 // returns true if player is actually in a game_play stats
4065 int game_actually_playing()
4069 state = gameseq_get_state();
4070 if ( (state != GS_STATE_GAME_PLAY) && (state != GS_STATE_DEATH_DIED) && (state != GS_STATE_DEATH_BLEW_UP) )
4076 // Draw the 2D HUD gauges
4077 void game_render_hud_2d()
4079 if ( !(Game_detail_flags & DETAIL_FLAG_HUD) ) {
4083 HUD_render_2d(flFrametime);
4087 // Draw the 3D-dependant HUD gauges
4088 void game_render_hud_3d(vector *eye_pos, matrix *eye_orient)
4090 g3_start_frame(0); // 0 = turn zbuffering off
4091 g3_set_view_matrix( eye_pos, eye_orient, Viewer_zoom );
4093 if ( (Game_detail_flags & DETAIL_FLAG_HUD) && (supernova_active() < 3)/* && !(Game_mode & GM_MULTIPLAYER) || ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER) )*/ ) {
4094 HUD_render_3d(flFrametime);
4098 game_sunspot_process(flFrametime);
4100 // Diminish the palette effect
4101 game_flash_diminish(flFrametime);
4109 int actually_playing;
4110 fix total_time1, total_time2;
4111 fix render2_time1=0, render2_time2=0;
4112 fix render3_time1=0, render3_time2=0;
4113 fix flip_time1=0, flip_time2=0;
4114 fix clear_time1=0, clear_time2=0;
4120 if (Framerate_delay) {
4121 int start_time = timer_get_milliseconds();
4122 while (timer_get_milliseconds() < start_time + Framerate_delay)
4128 demo_do_frame_start();
4130 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4135 // start timing frame
4136 timing_frame_start();
4138 total_time1 = timer_get_fixed_seconds();
4140 // var to hold which state we are in
4141 actually_playing = game_actually_playing();
4143 if ((!(Game_mode & GM_MULTIPLAYER)) || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER))) {
4144 if (!(Game_mode & GM_STANDALONE_SERVER)){
4145 SDL_assert( OBJ_INDEX(Player_obj) >= 0 );
4149 if (Missiontime > Entry_delay_time){
4150 Pre_player_entry = 0;
4152 ; //nprintf(("AI", "Framecount = %i, time = %7.3f\n", Framecount, f2fl(Missiontime)));
4155 // Note: These are done even before the player enters, else buffers can overflow.
4156 if (! (Game_mode & GM_STANDALONE_SERVER)){
4160 shield_frame_init();
4162 if ( Player->control_mode != PCM_NORMAL )
4165 if ( !Pre_player_entry && actually_playing ) {
4166 if (! (Game_mode & GM_STANDALONE_SERVER) ) {
4168 if( (!popup_running_state()) && (!popupdead_is_active()) ){
4169 game_process_keys();
4171 // don't read flying controls if we're playing a demo back
4172 if(!(Game_mode & GM_DEMO_PLAYBACK)){
4173 read_player_controls( Player_obj, flFrametime);
4177 // if we're not the master, we may have to send the server-critical ship status button_info bits
4178 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Net_player->flags & NETINFO_FLAG_OBSERVER)){
4179 multi_maybe_send_ship_status();
4184 // Reset the whack stuff
4187 // These two lines must be outside of Pre_player_entry code,
4188 // otherwise too many lights are added.
4191 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4195 game_simulation_frame();
4197 // if not actually in a game play state, then return. This condition could only be true in
4198 // a multiplayer game.
4199 if ( !actually_playing ) {
4200 SDL_assert( Game_mode & GM_MULTIPLAYER );
4204 if (!Pre_player_entry) {
4205 if (! (Game_mode & GM_STANDALONE_SERVER)) {
4206 clear_time1 = timer_get_fixed_seconds();
4207 // clear the screen to black
4209 if ( (Game_detail_flags & DETAIL_FLAG_CLEAR) ) {
4213 clear_time2 = timer_get_fixed_seconds();
4214 render3_time1 = timer_get_fixed_seconds();
4215 game_render_frame_setup(&eye_pos, &eye_orient);
4216 game_render_frame( &eye_pos, &eye_orient );
4218 // save the eye position and orientation
4219 if ( Game_mode & GM_MULTIPLAYER ) {
4220 Net_player->s_info.eye_pos = eye_pos;
4221 Net_player->s_info.eye_orient = eye_orient;
4224 hud_show_target_model();
4226 // check to see if we should display the death died popup
4227 if(Game_mode & GM_DEAD_BLEW_UP){
4228 if(Game_mode & GM_MULTIPLAYER){
4229 // catch the situation where we're supposed to be warping out on this transition
4230 if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
4231 gameseq_post_event(GS_EVENT_DEBRIEF);
4232 } else if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4233 Player_died_popup_wait = -1;
4237 if((Player_died_popup_wait != -1) && (timestamp_elapsed(Player_died_popup_wait))){
4238 Player_died_popup_wait = -1;
4244 // hack - sometimes this seems to slip by in multiplayer. this should guarantee that we catch it
4245 if((Game_mode & GM_MULTIPLAYER) && (Player_multi_died_check != -1) && (Game_mode & GM_DEAD_BLEW_UP) ){
4246 if(fl_abs(time(NULL) - Player_multi_died_check) > 4){
4247 if(!popupdead_is_active()){
4251 Player_multi_died_check = -1;
4255 render3_time2 = timer_get_fixed_seconds();
4256 render2_time1 = timer_get_fixed_seconds();
4259 game_get_framerate();
4260 game_show_framerate();
4262 game_show_time_left();
4264 // Draw the 2D HUD gauges
4265 if(supernova_active() < 3){
4266 game_render_hud_2d();
4269 game_set_view_clip();
4271 // Draw 3D HUD gauges
4272 game_render_hud_3d(&eye_pos, &eye_orient);
4276 render2_time2 = timer_get_fixed_seconds();
4278 // maybe render and process the dead popup
4279 game_maybe_do_dead_popup(flFrametime);
4281 // start timing frame
4282 timing_frame_stop();
4283 // timing_display(30, 10);
4285 // If a regular popup is active, don't flip (popup code flips)
4286 if( !popup_running_state() ){
4287 flip_time1 = timer_get_fixed_seconds();
4288 game_flip_page_and_time_it();
4289 flip_time2 = timer_get_fixed_seconds();
4293 game_maybe_dump_frame(); // used to dump pcx files for building trailers
4296 game_show_standalone_framerate();
4300 game_do_training_checks();
4303 // process lightning (nebula only)
4306 total_time2 = timer_get_fixed_seconds();
4308 // Got some timing numbers
4309 Timing_total = f2fl( total_time2 - total_time1 ) * 1000.0f;
4310 Timing_clear = f2fl( clear_time2 - clear_time1 ) * 1000.0f;
4311 Timing_render2 = f2fl( render2_time2- render2_time1 ) * 1000.0f;
4312 Timing_render3 = f2fl( render3_time2- render3_time1 ) * 1000.0f;
4313 Timing_flip = f2fl( flip_time2 - flip_time1 ) * 1000.0f;
4316 demo_do_frame_end();
4318 mprintf(("Error (%d) while processing demo!\n", Demo_error));
4324 #define MAX_FRAMETIME (F1_0/4) // Frametime gets saturated at this. Changed by MK on 11/1/97.
4325 // Some bug was causing Frametime to always get saturated at 2.0 seconds after the player
4326 // died. This resulted in screwed up death sequences.
4328 fix Last_time = 0; // The absolute time of game at end of last frame (beginning of this frame)
4329 fix Last_delta_time = 0; // While game is paused, this keeps track of how much elapsed in the frame before paused.
4330 static int timer_paused=0;
4331 #if defined(TIMER_TEST) && !defined(NDEBUG)
4332 static int stop_count,start_count;
4333 static int time_stopped,time_started;
4335 int saved_timestamp_ticker = -1;
4337 void game_reset_time()
4339 if((Game_mode & GM_MULTIPLAYER) && (Netgame.game_state == NETGAME_STATE_SERVER_TRANSFER)){
4343 // Last_time = timer_get_fixed_seconds();
4349 void game_stop_time()
4351 if (timer_paused==0) {
4353 time = timer_get_fixed_seconds();
4354 // Save how much time progressed so far in the frame so we can
4355 // use it when we unpause.
4356 Last_delta_time = time - Last_time;
4358 //mprintf(("Last_time in game_stop_time = %7.3f\n", f2fl(Last_delta_time)));
4359 if (Last_delta_time < 0) {
4360 #if defined(TIMER_TEST) && !defined(NDEBUG)
4361 Int3(); //get Matt!!!!
4363 Last_delta_time = 0;
4365 #if defined(TIMER_TEST) && !defined(NDEBUG)
4366 time_stopped = time;
4369 // Stop the timer_tick stuff...
4370 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4371 saved_timestamp_ticker = timestamp_ticker;
4375 #if defined(TIMER_TEST) && !defined(NDEBUG)
4380 void game_start_time()
4383 SDL_assert(timer_paused >= 0);
4384 if (timer_paused==0) {
4386 time = timer_get_fixed_seconds();
4387 #if defined(TIMER_TEST) && !defined(NDEBUG)
4389 Int3(); //get Matt!!!!
4392 // Take current time, and set it backwards to account for time
4393 // that the frame already executed, so that timer_get_fixed_seconds() - Last_time
4394 // will be correct when it goes to calculate the frametime next
4396 Last_time = time - Last_delta_time;
4397 #if defined(TIMER_TEST) && !defined(NDEBUG)
4398 time_started = time;
4401 // Restore the timer_tick stuff...
4402 // Normally, you should never access 'timestamp_ticker', consider this a low-level routine
4403 SDL_assert( saved_timestamp_ticker > -1 ); // Called out of order, get JAS
4404 timestamp_ticker = saved_timestamp_ticker;
4405 saved_timestamp_ticker = -1;
4408 #if defined(TIMER_TEST) && !defined(NDEBUG)
4414 void game_set_frametime(int state)
4419 thistime = timer_get_fixed_seconds();
4421 if ( Last_time == 0 )
4422 Frametime = F1_0 / 30;
4424 Frametime = thistime - Last_time;
4426 // Frametime = F1_0 / 30;
4429 fix debug_frametime = Frametime; // Just used to display frametime.
4432 // If player hasn't entered mission yet, make frame take 1/4 second.
4433 if ((Pre_player_entry) && (state == GS_STATE_GAME_PLAY))
4436 else if ((Debug_dump_frames) && (state == GS_STATE_GAME_PLAY)) { // note link to above if!!!!!
4438 fix frame_speed = F1_0 / Debug_dump_frames;
4440 if (Frametime > frame_speed ){
4441 nprintf(("warning","slow frame: %x\n",Frametime));
4444 thistime = timer_get_fixed_seconds();
4445 Frametime = thistime - Last_time;
4446 } while (Frametime < frame_speed );
4448 Frametime = frame_speed;
4452 if (Game_mode & GM_STANDALONE_SERVER) {
4453 // if we are just sitting idle then set fps to 10, otherwise jump up to
4455 if (state == GS_STATE_STANDALONE_MAIN) {
4458 frame_cap = Multi_options_g.std_framecap;
4461 frame_cap = Framerate_cap;
4464 SDL_assert( frame_cap > 0 );
4466 // Cap the framerate so it doesn't get too high.
4470 cap = F1_0/frame_cap;
4471 if (Frametime < cap) {
4472 thistime = cap - Frametime;
4473 //mprintf(("Sleeping for %6.3f seconds.\n", f2fl(thistime)));
4474 SDL_Delay( fl2i(f2fl(thistime) * 1000.0f) );
4476 thistime = timer_get_fixed_seconds();
4480 // If framerate is too low, cap it.
4481 if (Frametime > MAX_FRAMETIME) {
4483 mprintf(("Frame %2i too long!!: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4485 Frametime = MAX_FRAMETIME;
4488 Frametime = fixmul(Frametime, Game_time_compression);
4490 Last_time = thistime;
4491 //mprintf(("Frame %i, Last_time = %7.3f\n", Framecount, f2fl(Last_time)));
4493 flFrametime = f2fl(Frametime);
4494 //if(!(Game_mode & GM_PLAYING_DEMO)){
4495 timestamp_inc(flFrametime);
4497 /* if ((Framecount > 0) && (Framecount < 10)) {
4498 mprintf(("Frame %2i: frametime = %.3f (%.3f)\n", Framecount, f2fl(Frametime), f2fl(debug_frametime)));
4503 // This is called from game_do_frame(), and from navmap_do_frame()
4504 void game_update_missiontime()
4506 // TODO JAS: Put in if and move this into game_set_frametime,
4507 // fix navmap to call game_stop/start_time
4508 //if ( !timer_paused )
4509 Missiontime += Frametime;
4512 void game_do_frame()
4514 game_set_frametime(GS_STATE_GAME_PLAY);
4515 game_update_missiontime();
4517 if (Game_mode & GM_STANDALONE_SERVER) {
4518 std_multi_set_standalone_missiontime(f2fl(Missiontime));
4521 if ( game_single_step && (last_single_step == game_single_step) ) {
4522 os_set_title( NOX("SINGLE STEP MODE (Pause exits, any other key steps)") );
4523 while( key_checkch() == 0 )
4525 os_set_title( XSTR( "FreeSpace", 171) );
4526 Last_time = timer_get_fixed_seconds();
4529 last_single_step = game_single_step;
4531 if ((gameseq_get_state() == GS_STATE_GAME_PLAY) && Use_mouse_to_fly){
4532 Keep_mouse_centered = 1; // force mouse to center of our window (so we don't hit movement limits)
4536 Keep_mouse_centered = 0;
4537 monitor_update(); // Update monitor variables
4540 void multi_maybe_do_frame()
4542 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) && !Multi_pause_status){
4547 int Joymouse_button_status = 0;
4549 // Flush all input devices
4557 Joymouse_button_status = 0;
4559 //mprintf(("Game flush!\n" ));
4562 // function for multiplayer only which calls game_do_state_common() when running the
4564 void game_do_dc_networking()
4566 SDL_assert( Game_mode & GM_MULTIPLAYER );
4568 game_do_state_common( gameseq_get_state() );
4571 // Call this whenever in a loop, or when you need to check for a keystroke.
4572 int game_check_key()
4578 // convert keypad enter to normal enter
4579 if ((k & KEY_MASK) == SDLK_KP_ENTER)
4580 k = (k & ~KEY_MASK) | SDLK_RETURN;
4585 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4587 #define DEMO_TRAILER_TIMEOUT_MS 45000 // 45 seconds of no input, play trailer
4588 static int Demo_show_trailer_timestamp = 0;
4590 void demo_reset_trailer_timer()
4592 Demo_show_trailer_timestamp = timer_get_milliseconds();
4595 void demo_maybe_show_trailer(int k)
4598 // if key pressed, reset demo trailer timer
4600 demo_reset_trailer_timer();
4604 // if mouse moved, reset demo trailer timer
4607 mouse_get_delta(&dx, &dy);
4608 if ( (dx > 0) || (dy > 0) ) {
4609 demo_reset_trailer_timer();
4613 // if joystick has moved, reset demo trailer timer
4616 joy_get_delta(&dx, &dy);
4617 if ( (dx > 0) || (dy > 0) ) {
4618 demo_reset_trailer_timer();
4622 // NOTE: reseting the trailer timer on mouse/joystick presses is handled in
4623 // the low-level code. Ugly, I know... but was the simplest and most
4626 // if 30 seconds since last demo trailer time reset, launch movie
4627 if ( os_foreground() ) {
4628 int now = timer_get_milliseconds();
4629 if ( (now - Demo_show_trailer_timestamp) > DEMO_TRAILER_TIMEOUT_MS ) {
4630 // if ( (now - Demo_show_trailer_timestamp) > 10000 ) {
4632 movie_play( NOX("fstrailer2.mve") );
4633 demo_reset_trailer_timer();
4641 // same as game_check_key(), except this is used while actually in the game. Since there
4642 // generally are differences between game control keys and general UI keys, makes sense to
4643 // have seperate functions for each case. If you are not checking a game control while in a
4644 // mission, you should probably be using game_check_key() instead.
4649 if (!os_foreground()) {
4654 // If we're in a single player game, pause it.
4655 if (!(Game_mode & GM_MULTIPLAYER)){
4656 if ( (gameseq_get_state() == GS_STATE_GAME_PLAY) && (!popup_active()) && (!popupdead_is_active()) ) {
4657 game_process_pause_key();
4664 #if defined(FS2_DEMO) || defined(FS1_DEMO)
4665 demo_maybe_show_trailer(k);
4668 // Move the mouse cursor with the joystick.
4669 if (os_foreground() && (!Mouse_hidden) && (Use_joy_mouse) ) {
4670 // Move the mouse cursor with the joystick
4674 joy_get_pos( &jx, &jy, &jz, &jr );
4676 dx = fl2i(f2fl(jx)*flFrametime*500.0f);
4677 dy = fl2i(f2fl(jy)*flFrametime*500.0f);
4680 mouse_get_real_pos( &mx, &my );
4681 mouse_set_pos( mx+dx, my+dy );
4686 m = mouse_down(MOUSE_LEFT_BUTTON);
4688 if ( j != Joymouse_button_status ) {
4689 //mprintf(( "Joy went from %d to %d, mouse is %d\n", Joymouse_button_status, j, m ));
4690 Joymouse_button_status = j;
4692 mouse_mark_button( MOUSE_LEFT_BUTTON, 1 );
4693 } else if ( (!j) && (m) ) {
4694 mouse_mark_button( MOUSE_LEFT_BUTTON, 0 );
4699 // if we should be ignoring keys because of some multiplayer situations
4700 if((Game_mode & GM_MULTIPLAYER) && multi_ignore_controls(k)){
4704 // If a popup is running, don't process all the Fn keys
4705 if( popup_active() ) {
4709 state = gameseq_get_state();
4711 // if ( k ) nprintf(( "General", "Key = %x\n", k ));
4714 case KEY_DEBUGGED + SDLK_BACKSPACE:
4719 launch_context_help();
4724 // if (state != GS_STATE_INITIAL_PLAYER_SELECT) {
4726 // don't allow f2 while warping out in multiplayer
4727 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
4732 case GS_STATE_INITIAL_PLAYER_SELECT:
4733 case GS_STATE_OPTIONS_MENU:
4734 case GS_STATE_HUD_CONFIG:
4735 case GS_STATE_CONTROL_CONFIG:
4736 case GS_STATE_DEATH_DIED:
4737 case GS_STATE_DEATH_BLEW_UP:
4738 case GS_STATE_VIEW_MEDALS:
4742 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
4749 // hotkey selection screen -- only valid from briefing and beyond.
4751 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
4752 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) ) {
4753 gameseq_post_event( GS_EVENT_HOTKEY_SCREEN );
4759 case KEY_DEBUGGED + SDLK_F3:
4760 gameseq_post_event( GS_EVENT_TOGGLE_FULLSCREEN );
4763 case KEY_DEBUGGED + SDLK_F4:
4764 gameseq_post_event( GS_EVENT_TOGGLE_GLIDE );
4768 if(Game_mode & GM_MULTIPLAYER){
4769 if((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_MULTI_PAUSED)){
4770 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4774 if ((state == GS_STATE_GAME_PLAY) || (state == GS_STATE_DEATH_DIED) || (state == GS_STATE_DEATH_BLEW_UP) || (state == GS_STATE_GAME_PAUSED) ) {
4775 gameseq_post_event( GS_EVENT_MISSION_LOG_SCROLLBACK );
4781 case SDLK_ESCAPE | KEY_SHIFTED:
4782 // make sure to quit properly out of multiplayer
4783 if(Game_mode & GM_MULTIPLAYER){
4784 multi_quit_game(PROMPT_NONE);
4787 gameseq_post_event( GS_EVENT_QUIT_GAME );
4792 case KEY_DEBUGGED + SDLK_p:
4795 case SDLK_PRINTSCREEN:
4797 static int counter = 0;
4802 SDL_snprintf( tmp_name, SDL_arraysize(tmp_name), NOX("screen%02d"), counter );
4804 mprintf(( "Dumping screen to '%s'\n", tmp_name ));
4805 gr_print_screen(tmp_name);
4813 case KEY_SHIFTED | SDLK_RETURN: {
4815 #if !defined(NDEBUG)
4817 if ( Game_mode & GM_NORMAL ){
4821 // if we're in multiplayer mode, do some special networking
4822 if(Game_mode & GM_MULTIPLAYER){
4823 debug_console(game_do_dc_networking);
4830 if ( Game_mode & GM_NORMAL )
4844 gameseq_post_event(GS_EVENT_QUIT_GAME);
4847 void apply_physics( float damping, float desired_vel, float initial_vel, float t, float * new_vel, float * delta_pos );
4850 void camera_set_position( vector *pos )
4855 void camera_set_orient( matrix *orient )
4857 Camera_orient = *orient;
4860 void camera_set_velocity( vector *vel, int instantaneous )
4862 Camera_desired_velocity.xyz.x = 0.0f;
4863 Camera_desired_velocity.xyz.y = 0.0f;
4864 Camera_desired_velocity.xyz.z = 0.0f;
4866 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.rvec, vel->xyz.x );
4867 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.uvec, vel->xyz.y );
4868 vm_vec_scale_add2( &Camera_desired_velocity, &Camera_orient.v.fvec, vel->xyz.z );
4870 if ( instantaneous ) {
4871 Camera_velocity = Camera_desired_velocity;
4879 vector new_vel, delta_pos;
4881 apply_physics( Camera_damping, Camera_desired_velocity.xyz.x, Camera_velocity.xyz.x, flFrametime, &new_vel.xyz.x, &delta_pos.xyz.x );
4882 apply_physics( Camera_damping, Camera_desired_velocity.xyz.y, Camera_velocity.xyz.y, flFrametime, &new_vel.xyz.y, &delta_pos.xyz.y );
4883 apply_physics( Camera_damping, Camera_desired_velocity.xyz.z, Camera_velocity.xyz.z, flFrametime, &new_vel.xyz.z, &delta_pos.xyz.z );
4885 Camera_velocity = new_vel;
4887 // mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
4889 vm_vec_add2( &Camera_pos, &delta_pos );
4891 float ot = Camera_time+0.0f;
4893 Camera_time += flFrametime;
4895 if ( (ot < 0.667f) && ( Camera_time >= 0.667f ) ) {
4898 tmp.xyz.z = 4.739f; // always go this fast forward.
4900 // pick x and y velocities so they are always on a
4901 // circle with a 25 m radius.
4903 float tmp_angle = frand()*PI2;
4905 tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
4906 tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
4908 //mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
4910 //mprintf(( "Changing velocity!\n" ));
4911 camera_set_velocity( &tmp, 0 );
4914 if ( (ot < 3.0f ) && ( Camera_time >= 3.0f ) ) {
4915 vector tmp = ZERO_VECTOR;
4916 camera_set_velocity( &tmp, 0 );
4921 void end_demo_campaign_do()
4923 // go to upsell screens, which should drop back to the main hall
4924 gameseq_post_event(GS_EVENT_DEMO_UPSELL);
4927 // All code to process events. This is the only place
4928 // that you should change the state of the game.
4930 void game_process_event( int current_state, int event )
4932 mprintf(("Got event %s in state %s\n", GS_event_text[event], GS_state_text[current_state]));
4935 case GS_EVENT_SIMULATOR_ROOM:
4936 gameseq_set_state(GS_STATE_SIMULATOR_ROOM);
4939 case GS_EVENT_MAIN_MENU:
4940 gameseq_set_state(GS_STATE_MAIN_MENU);
4943 case GS_EVENT_OPTIONS_MENU:
4944 gameseq_push_state( GS_STATE_OPTIONS_MENU );
4947 case GS_EVENT_BARRACKS_MENU:
4948 gameseq_set_state(GS_STATE_BARRACKS_MENU);
4951 case GS_EVENT_TECH_MENU:
4952 gameseq_set_state(GS_STATE_TECH_MENU);
4955 case GS_EVENT_TRAINING_MENU:
4956 gameseq_set_state(GS_STATE_TRAINING_MENU);
4959 case GS_EVENT_START_GAME:
4960 Select_default_ship = 0;
4961 Player_multi_died_check = -1;
4962 gameseq_set_state(GS_STATE_CMD_BRIEF);
4965 case GS_EVENT_START_BRIEFING:
4966 gameseq_set_state(GS_STATE_BRIEFING);
4969 case GS_EVENT_DEBRIEF:
4970 // did we end the campaign in the main freespace 2 single player campaign?
4972 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace")) {
4974 if(Campaign_ended_in_mission && (Game_mode & GM_CAMPAIGN_MODE) && !SDL_strcasecmp(Campaign.filename, "freespace2")) {
4976 gameseq_post_event(GS_EVENT_END_CAMPAIGN);
4978 gameseq_set_state(GS_STATE_DEBRIEF);
4981 Player_multi_died_check = -1;
4984 case GS_EVENT_SHIP_SELECTION:
4985 gameseq_set_state( GS_STATE_SHIP_SELECT );
4988 case GS_EVENT_WEAPON_SELECTION:
4989 gameseq_set_state( GS_STATE_WEAPON_SELECT );
4992 case GS_EVENT_ENTER_GAME:
4994 // maybe start recording a demo
4996 demo_start_record("test.fsd");
5000 if (Game_mode & GM_MULTIPLAYER) {
5001 // if we're respawning, make sure we change the view mode so that the hud shows up
5002 if (current_state == GS_STATE_DEATH_BLEW_UP) {
5006 gameseq_set_state(GS_STATE_GAME_PLAY);
5008 gameseq_set_state(GS_STATE_GAME_PLAY, 1);
5011 Player_multi_died_check = -1;
5013 // clear multiplayer button info
5014 extern button_info Multi_ship_status_bi;
5015 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
5017 Start_time = f2fl(timer_get_approx_seconds());
5019 mprintf(("Entering game at time = %7.3f\n", Start_time));
5023 case GS_EVENT_START_GAME_QUICK:
5024 Select_default_ship = 1;
5025 gameseq_post_event(GS_EVENT_ENTER_GAME);
5029 case GS_EVENT_END_GAME:
5030 if ( (current_state == GS_STATE_GAME_PLAY) || (current_state == GS_STATE_DEATH_DIED) ||
5031 (current_state == GS_STATE_DEATH_BLEW_UP) || (current_state == GS_STATE_DEBRIEF) || (current_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) {
5032 gameseq_set_state(GS_STATE_MAIN_MENU);
5037 Player_multi_died_check = -1;
5040 case GS_EVENT_QUIT_GAME:
5041 main_hall_stop_music();
5042 main_hall_stop_ambient();
5044 #if defined(FS2_DEMO) || defined(FS1_DEMO)
5045 if (current_state == GS_STATE_DEMO_UPSELL) {
5046 gameseq_set_state(GS_STATE_QUIT_GAME);
5048 gameseq_set_state(GS_STATE_DEMO_UPSELL);
5051 gameseq_set_state(GS_STATE_QUIT_GAME);
5054 Player_multi_died_check = -1;
5057 case GS_EVENT_GAMEPLAY_HELP:
5058 gameseq_push_state( GS_STATE_GAMEPLAY_HELP );
5061 case GS_EVENT_PAUSE_GAME:
5062 gameseq_push_state(GS_STATE_GAME_PAUSED);
5065 case GS_EVENT_DEBUG_PAUSE_GAME:
5066 gameseq_push_state(GS_STATE_DEBUG_PAUSED);
5069 case GS_EVENT_TRAINING_PAUSE:
5070 gameseq_push_state(GS_STATE_TRAINING_PAUSED);
5073 case GS_EVENT_PREVIOUS_STATE:
5074 gameseq_pop_state();
5077 case GS_EVENT_TOGGLE_FULLSCREEN:
5078 gr_toggle_fullscreen();
5081 case GS_EVENT_TOGGLE_GLIDE:
5084 case GS_EVENT_LOAD_MISSION_MENU:
5087 case GS_EVENT_MISSION_LOG_SCROLLBACK:
5088 gameseq_push_state( GS_STATE_MISSION_LOG_SCROLLBACK );
5091 case GS_EVENT_HUD_CONFIG:
5092 gameseq_push_state( GS_STATE_HUD_CONFIG );
5095 case GS_EVENT_CONTROL_CONFIG:
5096 gameseq_push_state( GS_STATE_CONTROL_CONFIG );
5099 case GS_EVENT_DEATH_DIED:
5100 gameseq_set_state( GS_STATE_DEATH_DIED );
5103 case GS_EVENT_DEATH_BLEW_UP:
5104 if ( current_state == GS_STATE_DEATH_DIED ) {
5105 gameseq_set_state( GS_STATE_DEATH_BLEW_UP );
5106 event_music_player_death();
5108 // multiplayer clients set their extra check here
5109 if(Game_mode & GM_MULTIPLAYER){
5110 // set the multi died absolute last chance check
5111 Player_multi_died_check = time(NULL);
5114 mprintf(( "Ignoring GS_EVENT_DEATH_BLEW_UP because we're in state %d\n", current_state ));
5118 case GS_EVENT_NEW_CAMPAIGN:
5119 if (!mission_load_up_campaign()){
5120 readyroom_continue_campaign();
5123 Player_multi_died_check = -1;
5126 case GS_EVENT_CAMPAIGN_CHEAT:
5127 if (!mission_load_up_campaign()){
5129 // bash campaign value
5130 extern char Main_hall_campaign_cheat[512];
5133 // look for the mission
5134 for(idx=0; idx<Campaign.num_missions; idx++){
5135 if(!SDL_strcasecmp(Campaign.missions[idx].name, Main_hall_campaign_cheat)){
5136 Campaign.next_mission = idx;
5137 Campaign.prev_mission = idx - 1;
5144 readyroom_continue_campaign();
5147 Player_multi_died_check = -1;
5150 case GS_EVENT_CAMPAIGN_ROOM:
5151 gameseq_set_state(GS_STATE_CAMPAIGN_ROOM);
5154 case GS_EVENT_CMD_BRIEF:
5155 gameseq_set_state(GS_STATE_CMD_BRIEF);
5158 case GS_EVENT_RED_ALERT:
5159 gameseq_set_state(GS_STATE_RED_ALERT);
5162 case GS_EVENT_CREDITS:
5163 gameseq_set_state( GS_STATE_CREDITS );
5166 case GS_EVENT_VIEW_MEDALS:
5167 gameseq_push_state( GS_STATE_VIEW_MEDALS );
5170 case GS_EVENT_SHOW_GOALS:
5171 gameseq_push_state( GS_STATE_SHOW_GOALS ); // use push_state() since we might get to this screen through a variety of states
5174 case GS_EVENT_HOTKEY_SCREEN:
5175 gameseq_push_state( GS_STATE_HOTKEY_SCREEN ); // use push_state() since we might get to this screen through a variety of states
5178 // multiplayer stuff follow these comments
5181 gameseq_set_state(GS_STATE_PXO);
5184 case GS_EVENT_PXO_HELP:
5185 gameseq_set_state(GS_STATE_PXO_HELP);
5188 case GS_EVENT_MULTI_JOIN_GAME:
5189 gameseq_set_state( GS_STATE_MULTI_JOIN_GAME );
5192 case GS_EVENT_MULTI_HOST_SETUP:
5193 gameseq_set_state( GS_STATE_MULTI_HOST_SETUP );
5196 case GS_EVENT_MULTI_CLIENT_SETUP:
5197 gameseq_set_state( GS_STATE_MULTI_CLIENT_SETUP );
5200 case GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN:
5201 gameseq_set_state(GS_STATE_VIEW_CUTSCENES);
5204 case GS_EVENT_MULTI_STD_WAIT:
5205 gameseq_set_state( GS_STATE_MULTI_STD_WAIT );
5208 case GS_EVENT_STANDALONE_MAIN:
5209 gameseq_set_state( GS_STATE_STANDALONE_MAIN );
5212 case GS_EVENT_MULTI_PAUSE:
5213 gameseq_push_state( GS_STATE_MULTI_PAUSED );
5216 case GS_EVENT_INGAME_PRE_JOIN:
5217 gameseq_set_state( GS_STATE_INGAME_PRE_JOIN );
5220 case GS_EVENT_EVENT_DEBUG:
5221 gameseq_push_state(GS_STATE_EVENT_DEBUG);
5224 // Start a warpout where player automatically goes 70 no matter what
5225 // and can't cancel out of it.
5226 case GS_EVENT_PLAYER_WARPOUT_START_FORCED:
5227 Warpout_forced = 1; // If non-zero, bash the player to speed and go through effect
5229 // Same code as in GS_EVENT_PLAYER_WARPOUT_START only ignores current mode
5230 Player->saved_viewer_mode = Viewer_mode;
5231 Player->control_mode = PCM_WARPOUT_STAGE1;
5232 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5233 Warpout_time = 0.0f; // Start timer!
5236 case GS_EVENT_PLAYER_WARPOUT_START:
5237 if ( Player->control_mode != PCM_NORMAL ) {
5238 mprintf(( "Player isn't in normal mode; cannot warp out.\n" ));
5240 Player->saved_viewer_mode = Viewer_mode;
5241 Player->control_mode = PCM_WARPOUT_STAGE1;
5242 Warpout_sound = snd_play(&Snds[SND_PLAYER_WARP_OUT]);
5243 Warpout_time = 0.0f; // Start timer!
5244 Warpout_forced = 0; // If non-zero, bash the player to speed and go through effect
5248 case GS_EVENT_PLAYER_WARPOUT_STOP:
5249 if ( Player->control_mode != PCM_NORMAL ) {
5250 if ( !Warpout_forced ) { // cannot cancel forced warpout
5251 Player->control_mode = PCM_NORMAL;
5252 Viewer_mode = Player->saved_viewer_mode;
5253 hud_subspace_notify_abort();
5254 mprintf(( "Player put back to normal mode.\n" ));
5255 if ( Warpout_sound > -1 ) {
5256 snd_stop( Warpout_sound );
5263 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1: // player ship got up to speed
5264 if ( Player->control_mode != PCM_WARPOUT_STAGE1 ) {
5265 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5266 mprintf(( "Player put back to normal mode, because of invalid sequence in stage1.\n" ));
5268 mprintf(( "Hit target speed. Starting warp effect and moving to stage 2!\n" ));
5269 shipfx_warpout_start( Player_obj );
5270 Player->control_mode = PCM_WARPOUT_STAGE2;
5271 Player->saved_viewer_mode = Viewer_mode;
5272 Viewer_mode |= VM_WARP_CHASE;
5274 vector tmp = Player_obj->pos;
5276 ship_get_eye( &tmp, &tmp_m, Player_obj );
5277 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.rvec, 0.0f );
5278 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.uvec, 0.952f );
5279 vm_vec_scale_add2( &tmp, &Player_obj->orient.v.fvec, -1.782f );
5281 camera_set_position( &tmp );
5282 camera_set_orient( &Player_obj->orient );
5283 vector tmp_vel = { { { 0.0f, 5.1919f, 14.7f } } };
5285 //mprintf(( "Rad = %.1f\n", Player_obj->radius ));
5286 camera_set_velocity( &tmp_vel, 1);
5290 case GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2: // player ship got into the warp effect
5291 if ( Player->control_mode != PCM_WARPOUT_STAGE2 ) {
5292 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
5293 mprintf(( "Player put back to normal mode, because of invalid sequence in stage2.\n" ));
5295 mprintf(( "Hit warp effect. Moving to stage 3!\n" ));
5296 Player->control_mode = PCM_WARPOUT_STAGE3;
5300 case GS_EVENT_PLAYER_WARPOUT_DONE: // player ship got through the warp effect
5301 mprintf(( "Player warped out. Going to debriefing!\n" ));
5302 Player->control_mode = PCM_NORMAL;
5303 Viewer_mode = Player->saved_viewer_mode;
5306 // we have a special debriefing screen for multiplayer furballs
5307 if((Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)){
5308 gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
5310 // do the normal debriefing for all other situations
5312 gameseq_post_event(GS_EVENT_DEBRIEF);
5316 case GS_EVENT_STANDALONE_POSTGAME:
5317 gameseq_set_state(GS_STATE_STANDALONE_POSTGAME);
5320 case GS_EVENT_INITIAL_PLAYER_SELECT:
5321 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5324 case GS_EVENT_GAME_INIT:
5325 #ifdef __EMSCRIPTEN__
5326 // keep looping through until the persistent storage has sync'd
5327 if (emscripten_run_script_int("Module.syncdone") == 0) {
5328 // this event got popped, so add it back into the queue
5329 gameseq_post_event(GS_EVENT_GAME_INIT);
5333 #if defined(FS2_DEMO) || defined(OEM_BUILD) || defined(FS1_DEMO)
5334 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5336 // see if the command line option has been set to use the last pilot, and act acoordingly
5337 if( player_select_get_last_pilot() ) {
5338 // always enter the main menu -- do the automatic network startup stuff elsewhere
5339 // so that we still have valid checks for networking modes, etc.
5340 gameseq_set_state(GS_STATE_MAIN_MENU);
5342 gameseq_set_state(GS_STATE_INITIAL_PLAYER_SELECT);
5347 case GS_EVENT_MULTI_MISSION_SYNC:
5348 gameseq_set_state(GS_STATE_MULTI_MISSION_SYNC);
5351 case GS_EVENT_MULTI_START_GAME:
5352 gameseq_set_state(GS_STATE_MULTI_START_GAME);
5355 case GS_EVENT_MULTI_HOST_OPTIONS:
5356 gameseq_set_state(GS_STATE_MULTI_HOST_OPTIONS);
5359 case GS_EVENT_MULTI_DOGFIGHT_DEBRIEF:
5360 gameseq_set_state(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
5363 case GS_EVENT_TEAM_SELECT:
5364 gameseq_set_state(GS_STATE_TEAM_SELECT);
5367 case GS_EVENT_END_CAMPAIGN:
5368 gameseq_set_state(GS_STATE_END_OF_CAMPAIGN);
5371 case GS_EVENT_END_DEMO:
5372 gameseq_set_state(GS_STATE_END_DEMO);
5375 case GS_EVENT_LOOP_BRIEF:
5376 gameseq_set_state(GS_STATE_LOOP_BRIEF);
5379 case GS_EVENT_DEMO_UPSELL:
5380 gameseq_set_state(GS_STATE_DEMO_UPSELL);
5389 // Called when a state is being left.
5390 // The current state is still at old_state, but as soon as
5391 // this function leaves, then the current state will become
5392 // new state. You should never try to change the state
5393 // in here... if you think you need to, you probably really
5394 // need to post an event, not change the state.
5395 void game_leave_state( int old_state, int new_state )
5397 int end_mission = 1;
5399 switch (new_state) {
5400 case GS_STATE_GAME_PAUSED:
5401 case GS_STATE_DEBUG_PAUSED:
5402 case GS_STATE_OPTIONS_MENU:
5403 case GS_STATE_CONTROL_CONFIG:
5404 case GS_STATE_MISSION_LOG_SCROLLBACK:
5405 case GS_STATE_DEATH_DIED:
5406 case GS_STATE_SHOW_GOALS:
5407 case GS_STATE_HOTKEY_SCREEN:
5408 case GS_STATE_MULTI_PAUSED:
5409 case GS_STATE_TRAINING_PAUSED:
5410 case GS_STATE_EVENT_DEBUG:
5411 case GS_STATE_GAMEPLAY_HELP:
5412 end_mission = 0; // these events shouldn't end a mission
5416 switch (old_state) {
5417 case GS_STATE_BRIEFING:
5418 brief_stop_voices();
5419 if ( (new_state != GS_STATE_OPTIONS_MENU) && (new_state != GS_STATE_WEAPON_SELECT)
5420 && (new_state != GS_STATE_SHIP_SELECT) && (new_state != GS_STATE_HOTKEY_SCREEN)
5421 && (new_state != GS_STATE_TEAM_SELECT) ){
5422 common_select_close();
5423 if ( new_state == GS_STATE_MAIN_MENU ) {
5424 freespace_stop_mission();
5428 // COMMAND LINE OPTION
5429 if (Cmdline_multi_stream_chat_to_file){
5430 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5431 cfclose(Multi_chat_stream);
5435 case GS_STATE_DEBRIEF:
5436 if ( (new_state != GS_STATE_VIEW_MEDALS) && (new_state != GS_STATE_OPTIONS_MENU) ) {
5441 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5442 multi_df_debrief_close();
5445 case GS_STATE_LOAD_MISSION_MENU:
5448 case GS_STATE_SIMULATOR_ROOM:
5452 case GS_STATE_CAMPAIGN_ROOM:
5453 campaign_room_close();
5456 case GS_STATE_CMD_BRIEF:
5457 if (new_state == GS_STATE_OPTIONS_MENU) {
5462 if (new_state == GS_STATE_MAIN_MENU)
5463 freespace_stop_mission();
5468 case GS_STATE_RED_ALERT:
5472 case GS_STATE_SHIP_SELECT:
5473 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_WEAPON_SELECT &&
5474 new_state != GS_STATE_HOTKEY_SCREEN &&
5475 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5476 common_select_close();
5477 if ( new_state == GS_STATE_MAIN_MENU ) {
5478 freespace_stop_mission();
5483 case GS_STATE_WEAPON_SELECT:
5484 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5485 new_state != GS_STATE_HOTKEY_SCREEN &&
5486 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_TEAM_SELECT) {
5487 common_select_close();
5488 if ( new_state == GS_STATE_MAIN_MENU ) {
5489 freespace_stop_mission();
5494 case GS_STATE_TEAM_SELECT:
5495 if ( new_state != GS_STATE_OPTIONS_MENU && new_state != GS_STATE_SHIP_SELECT &&
5496 new_state != GS_STATE_HOTKEY_SCREEN &&
5497 new_state != GS_STATE_BRIEFING && new_state != GS_STATE_WEAPON_SELECT) {
5498 common_select_close();
5499 if ( new_state == GS_STATE_MAIN_MENU ) {
5500 freespace_stop_mission();
5505 case GS_STATE_MAIN_MENU:
5506 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5513 case GS_STATE_OPTIONS_MENU:
5514 //game_start_time();
5515 if(new_state == GS_STATE_MULTI_JOIN_GAME){
5516 multi_join_clear_game_list();
5518 options_menu_close();
5521 case GS_STATE_BARRACKS_MENU:
5522 if(new_state != GS_STATE_VIEW_MEDALS){
5527 case GS_STATE_MISSION_LOG_SCROLLBACK:
5528 hud_scrollback_close();
5531 case GS_STATE_TRAINING_MENU:
5532 training_menu_close();
5535 case GS_STATE_GAME_PLAY:
5536 if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
5537 player_save_target_and_weapon_link_prefs();
5538 game_stop_looped_sounds();
5541 sound_env_disable();
5542 joy_ff_stop_effects();
5544 // stop game time under certain conditions
5545 if ( end_mission || (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MULTI_PAUSED)) ){
5550 // shut down any recording or playing demos
5555 // when in multiplayer and going back to the main menu, send a leave game packet
5556 // right away (before calling stop mission). stop_mission was taking to long to
5557 // close mission down and I want people to get notified ASAP.
5558 if ( (Game_mode & GM_MULTIPLAYER) && (new_state == GS_STATE_MAIN_MENU) ){
5559 multi_quit_game(PROMPT_NONE);
5562 freespace_stop_mission();
5563 Game_time_compression = F1_0;
5567 case GS_STATE_TECH_MENU:
5571 case GS_STATE_TRAINING_PAUSED:
5572 Training_num_lines = 0;
5573 // fall through to GS_STATE_GAME_PAUSED
5575 case GS_STATE_GAME_PAUSED:
5582 case GS_STATE_DEBUG_PAUSED:
5585 pause_debug_close();
5589 case GS_STATE_HUD_CONFIG:
5593 // join/start a game
5594 case GS_STATE_MULTI_JOIN_GAME:
5595 if(new_state != GS_STATE_OPTIONS_MENU){
5596 multi_join_game_close();
5600 case GS_STATE_MULTI_HOST_SETUP:
5601 case GS_STATE_MULTI_CLIENT_SETUP:
5602 // if this is just the host going into the options screen, don't do anything
5603 if((new_state == GS_STATE_MULTI_HOST_OPTIONS) || (new_state == GS_STATE_OPTIONS_MENU)){
5607 // close down the proper state
5608 if(old_state == GS_STATE_MULTI_HOST_SETUP){
5609 multi_create_game_close();
5611 multi_game_client_setup_close();
5614 // COMMAND LINE OPTION
5615 if (Cmdline_multi_stream_chat_to_file){
5616 if( (new_state != GS_STATE_TEAM_SELECT) && (Multi_chat_stream!=NULL) ) {
5617 cfwrite_string(NOX("-------------------------------------------\n"),Multi_chat_stream);
5618 cfclose(Multi_chat_stream);
5623 case GS_STATE_CONTROL_CONFIG:
5624 control_config_close();
5627 case GS_STATE_DEATH_DIED:
5628 Game_mode &= ~GM_DEAD_DIED;
5630 // early end while respawning or blowing up in a multiplayer game
5631 if((Game_mode & GM_MULTIPLAYER) && ((new_state == GS_STATE_DEBRIEF) || (new_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) ){
5633 freespace_stop_mission();
5637 case GS_STATE_DEATH_BLEW_UP:
5638 Game_mode &= ~GM_DEAD_BLEW_UP;
5640 // for single player, we might reload mission, etc. For multiplayer, look at my new state
5641 // to determine if I should do anything.
5642 if ( !(Game_mode & GM_MULTIPLAYER) ) {
5644 freespace_stop_mission();
5647 // if we are not respawing as an observer or as a player, our new state will not
5648 // be gameplay state.
5649 if ( (new_state != GS_STATE_GAME_PLAY) && (new_state != GS_STATE_MULTI_PAUSED) ) {
5650 game_stop_time(); // hasn't been called yet!!
5651 freespace_stop_mission();
5657 case GS_STATE_CREDITS:
5661 case GS_STATE_VIEW_MEDALS:
5665 case GS_STATE_SHOW_GOALS:
5666 mission_show_goals_close();
5669 case GS_STATE_HOTKEY_SCREEN:
5670 if ( new_state != GS_STATE_OPTIONS_MENU ) {
5671 mission_hotkey_close();
5675 case GS_STATE_MULTI_MISSION_SYNC:
5676 // if we're moving into the options menu, don't do anything
5677 if(new_state == GS_STATE_OPTIONS_MENU){
5681 SDL_assert( Game_mode & GM_MULTIPLAYER );
5683 if ( new_state == GS_STATE_GAME_PLAY ){
5684 // palette_restore_palette();
5686 // change a couple of flags to indicate our state!!!
5687 Net_player->state = NETPLAYER_STATE_IN_MISSION;
5688 send_netplayer_update_packet();
5690 // set the game mode
5691 Game_mode |= GM_IN_MISSION;
5695 case GS_STATE_VIEW_CUTSCENES:
5696 cutscenes_screen_close();
5699 case GS_STATE_MULTI_STD_WAIT:
5700 multi_standalone_wait_close();
5703 case GS_STATE_STANDALONE_MAIN:
5704 standalone_main_close();
5705 if(new_state == GS_STATE_MULTI_STD_WAIT){
5706 init_multiplayer_stats();
5710 case GS_STATE_MULTI_PAUSED:
5711 // if ( end_mission ){
5716 case GS_STATE_INGAME_PRE_JOIN:
5717 multi_ingame_select_close();
5720 case GS_STATE_STANDALONE_POSTGAME:
5721 multi_standalone_postgame_close();
5724 case GS_STATE_INITIAL_PLAYER_SELECT:
5725 player_select_close();
5728 case GS_STATE_MULTI_START_GAME:
5729 multi_start_game_close();
5732 case GS_STATE_MULTI_HOST_OPTIONS:
5733 multi_host_options_close();
5736 case GS_STATE_END_OF_CAMPAIGN:
5737 mission_campaign_end_close();
5740 case GS_STATE_LOOP_BRIEF:
5745 if (new_state != GS_STATE_PXO_HELP) {
5750 case GS_STATE_PXO_HELP:
5751 multi_pxo_help_close();
5754 case GS_STATE_DEMO_UPSELL:
5755 demo_upsell_close();
5760 // Called when a state is being entered.
5761 // The current state is set to the state we're entering at
5762 // this point, and old_state is set to the state we're coming
5763 // from. You should never try to change the state
5764 // in here... if you think you need to, you probably really
5765 // need to post an event, not change the state.
5767 void game_enter_state( int old_state, int new_state )
5769 switch (new_state) {
5770 case GS_STATE_MAIN_MENU:
5771 // in multiplayer mode, be sure that we are not doing networking anymore.
5772 if ( Game_mode & GM_MULTIPLAYER ) {
5773 SDL_assert( Net_player != NULL );
5774 Net_player->flags &= ~NETINFO_FLAG_DO_NETWORKING;
5777 Game_time_compression = F1_0;
5779 // determine which ship this guy is currently based on
5780 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
5783 if (Player->on_bastion) {
5791 case GS_STATE_BRIEFING:
5792 main_hall_stop_music();
5793 main_hall_stop_ambient();
5795 if (Game_mode & GM_NORMAL) {
5796 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5797 // MWA: or from options or hotkey screens
5798 // JH: or if the command brief state already did this
5799 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5800 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT)
5801 && (old_state != GS_STATE_CMD_BRIEF) ) {
5802 if ( !game_start_mission() ) // this should put us into a new state on failure!
5806 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5807 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5808 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5810 Game_time_compression = F1_0;
5812 if ( red_alert_mission() ) {
5813 gameseq_post_event(GS_EVENT_RED_ALERT);
5820 case GS_STATE_DEBRIEF:
5821 game_stop_looped_sounds();
5822 mission_goal_fail_incomplete(); // fail all incomplete goals before entering debriefing
5823 if ( (old_state != GS_STATE_VIEW_MEDALS) && (old_state != GS_STATE_OPTIONS_MENU) ){
5828 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
5829 multi_df_debrief_init();
5832 case GS_STATE_LOAD_MISSION_MENU:
5835 case GS_STATE_SIMULATOR_ROOM:
5839 case GS_STATE_CAMPAIGN_ROOM:
5840 campaign_room_init();
5843 case GS_STATE_RED_ALERT:
5844 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5848 case GS_STATE_CMD_BRIEF: {
5849 int team_num = 0; // team number used as index for which cmd brief to use.
5851 if (old_state == GS_STATE_OPTIONS_MENU) {
5855 main_hall_stop_music();
5856 main_hall_stop_ambient();
5858 if (Game_mode & GM_NORMAL) {
5859 // AL: Don't call freespace_start_mission() if re-entering from ship or weapon select
5860 // MWA: or from options or hotkey screens
5861 // JH: or if the command brief state already did this
5862 if ( (old_state != GS_STATE_OPTIONS_MENU) && (old_state != GS_STATE_HOTKEY_SCREEN)
5863 && (old_state != GS_STATE_SHIP_SELECT) && (old_state != GS_STATE_WEAPON_SELECT) ) {
5864 if ( !game_start_mission() ) // this should put us into a new state on failure!
5869 // maybe play a movie before the briefing. don't play if entering briefing screen from ship or weapon select.
5870 if ( (old_state == GS_STATE_DEBRIEF) || (old_state == GS_STATE_SIMULATOR_ROOM) || (old_state == GS_STATE_MAIN_MENU))
5871 mission_campaign_maybe_play_movie(CAMPAIGN_MOVIE_PRE_MISSION);
5873 cmd_brief_init(team_num);
5879 case GS_STATE_SHIP_SELECT:
5883 case GS_STATE_WEAPON_SELECT:
5884 weapon_select_init();
5887 case GS_STATE_TEAM_SELECT:
5891 case GS_STATE_GAME_PAUSED:
5896 case GS_STATE_DEBUG_PAUSED:
5897 // game_stop_time();
5898 // os_set_title("FreeSpace - PAUSED");
5901 case GS_STATE_TRAINING_PAUSED:
5908 case GS_STATE_OPTIONS_MENU:
5910 options_menu_init();
5913 case GS_STATE_GAME_PLAY:
5914 // coming from the gameplay state or the main menu, we might need to load the mission
5915 if ( (Game_mode & GM_NORMAL) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_GAME_PLAY) || (old_state == GS_STATE_DEATH_BLEW_UP)) ) {
5916 if ( !game_start_mission() ) // this should put us into a new state.
5921 // if we are coming from the briefing, ship select, weapons loadout, or main menu (in the
5922 // case of quick start), then do bitmap loads, etc Don't do any of the loading stuff
5923 // if we are in multiplayer -- this stuff is all handled in the multi-wait section
5924 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_BRIEFING) || (old_state == GS_STATE_SHIP_SELECT) ||
5925 (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)) ) {
5926 // JAS: Used to do all paging here.
5930 HUD_printf("Skill level is set to ** %s **", Skill_level_names(Game_skill_level));
5934 main_hall_stop_music();
5935 main_hall_stop_ambient();
5936 event_music_first_pattern(); // start the first pattern
5939 // special code that restores player ship selection and weapons loadout when doing a quick start
5940 if ( !(Game_mode & GM_MULTIPLAYER) && ((old_state == GS_STATE_MAIN_MENU) || (old_state == GS_STATE_DEATH_BLEW_UP) || (old_state == GS_STATE_GAME_PLAY)) ) {
5941 if ( !SDL_strcasecmp(Player_loadout.filename, Game_current_mission_filename) ) {
5942 wss_direct_restore_loadout();
5946 // single-player, quick-start after just died... we need to set weapon linking and kick off the event music
5947 if (!(Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_DEATH_BLEW_UP) ) {
5948 event_music_first_pattern(); // start the first pattern
5951 if ( !(Game_mode & GM_STANDALONE_SERVER) && (old_state != GS_STATE_GAME_PAUSED) && (old_state != GS_STATE_MULTI_PAUSED) ) {
5952 event_music_first_pattern(); // start the first pattern
5954 player_restore_target_and_weapon_link_prefs();
5956 Game_mode |= GM_IN_MISSION;
5959 // required to truely make mouse deltas zeroed in debug mouse code
5960 if (!Is_standalone) {
5961 mouse_force_pos(gr_screen.max_w / 2, gr_screen.max_h / 2);
5967 // only start time if in single player, or coming from multi wait state
5970 (Game_mode & GM_NORMAL) &&
5971 (old_state != GS_STATE_VIEW_CUTSCENES)
5973 (Game_mode & GM_MULTIPLAYER) && (
5974 (old_state == GS_STATE_MULTI_PAUSED) ||
5975 (old_state == GS_STATE_MULTI_MISSION_SYNC)
5981 // when coming from the multi paused state, reset the timestamps
5982 if ( (Game_mode & GM_MULTIPLAYER) && (old_state == GS_STATE_MULTI_PAUSED) ){
5983 multi_reset_timestamps();
5986 if ((Game_mode & GM_MULTIPLAYER) && (old_state != GS_STATE_DEATH_BLEW_UP) ) {
5987 // initialize all object update details
5988 multi_oo_gameplay_init();
5991 // under certain circumstances, the server should reset the object update rate limiting stuff
5992 if( ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) &&
5993 ((old_state == GS_STATE_MULTI_PAUSED) || (old_state == GS_STATE_MULTI_MISSION_SYNC)) ){
5995 // reinitialize the rate limiting system for all clients
5996 multi_oo_rate_init_all();
5999 // multiplayer clients should always re-initialize their control info rate limiting system
6000 if((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
6001 multi_oo_rate_init_all();
6005 if(Game_mode & GM_MULTIPLAYER){
6006 multi_ping_reset_players();
6009 Game_subspace_effect = 0;
6010 if (The_mission.flags & MISSION_FLAG_SUBSPACE) {
6011 Game_subspace_effect = 1;
6012 if( !(Game_mode & GM_STANDALONE_SERVER) ){
6013 game_start_subspace_ambient_sound();
6017 sound_env_set(&Game_sound_env);
6018 joy_ff_mission_init(Ship_info[Player_ship->ship_info_index].rotation_time);
6020 // clear multiplayer button info i
6021 extern button_info Multi_ship_status_bi;
6022 memset(&Multi_ship_status_bi, 0, sizeof(button_info));
6025 case GS_STATE_HUD_CONFIG:
6029 case GS_STATE_MULTI_JOIN_GAME:
6030 multi_join_clear_game_list();
6032 if (old_state != GS_STATE_OPTIONS_MENU) {
6033 multi_join_game_init();
6038 case GS_STATE_MULTI_HOST_SETUP:
6039 // don't reinitialize if we're coming back from the host options screen
6040 if ((old_state != GS_STATE_MULTI_HOST_OPTIONS) && (old_state != GS_STATE_OPTIONS_MENU)) {
6041 multi_create_game_init();
6046 case GS_STATE_MULTI_CLIENT_SETUP:
6047 if (old_state != GS_STATE_OPTIONS_MENU) {
6048 multi_game_client_setup_init();
6053 case GS_STATE_CONTROL_CONFIG:
6054 control_config_init();
6057 case GS_STATE_TECH_MENU:
6061 case GS_STATE_BARRACKS_MENU:
6062 if(old_state != GS_STATE_VIEW_MEDALS){
6067 case GS_STATE_MISSION_LOG_SCROLLBACK:
6068 hud_scrollback_init();
6071 case GS_STATE_DEATH_DIED:
6072 Player_died_time = timestamp(10);
6074 if(!(Game_mode & GM_MULTIPLAYER)){
6075 player_show_death_message();
6077 Game_mode |= GM_DEAD_DIED;
6080 case GS_STATE_DEATH_BLEW_UP:
6081 if ( !popupdead_is_active() ) {
6082 Player_ai->target_objnum = -1;
6085 // stop any local EMP effect
6088 Players[Player_num].flags &= ~PLAYER_FLAGS_AUTO_TARGETING; // Prevent immediate switch to a hostile ship.
6089 Game_mode |= GM_DEAD_BLEW_UP;
6090 Show_viewing_from_self = 0;
6092 // timestamp how long we should wait before displaying the died popup
6093 if ( !popupdead_is_active() ) {
6094 Player_died_popup_wait = timestamp(PLAYER_DIED_POPUP_WAIT);
6098 case GS_STATE_GAMEPLAY_HELP:
6099 gameplay_help_init();
6102 case GS_STATE_CREDITS:
6103 main_hall_stop_music();
6104 main_hall_stop_ambient();
6108 case GS_STATE_VIEW_MEDALS:
6109 medal_main_init(Player);
6112 case GS_STATE_SHOW_GOALS:
6113 mission_show_goals_init();
6116 case GS_STATE_HOTKEY_SCREEN:
6117 mission_hotkey_init();
6120 case GS_STATE_MULTI_MISSION_SYNC:
6121 // if we're coming from the options screen, don't do any
6122 if(old_state == GS_STATE_OPTIONS_MENU){
6126 switch(Multi_sync_mode){
6127 case MULTI_SYNC_PRE_BRIEFING:
6128 // if moving from game forming to the team select state
6131 case MULTI_SYNC_POST_BRIEFING:
6132 // if moving from briefing into the mission itself
6135 // tell everyone that we're now loading data
6136 Net_player->state = NETPLAYER_STATE_DATA_LOAD;
6137 send_netplayer_update_packet();
6139 // JAS: Used to do all paging here!!!!
6141 Net_player->state = NETPLAYER_STATE_WAITING;
6142 send_netplayer_update_packet();
6144 Game_time_compression = F1_0;
6146 case MULTI_SYNC_INGAME:
6152 case GS_STATE_VIEW_CUTSCENES:
6153 cutscenes_screen_init();
6156 case GS_STATE_MULTI_STD_WAIT:
6157 multi_standalone_wait_init();
6160 case GS_STATE_STANDALONE_MAIN:
6161 // don't initialize if we're coming from one of these 2 states unless there are no
6162 // players left (reset situation)
6163 if((old_state != GS_STATE_STANDALONE_POSTGAME) || multi_endgame_ending()){
6164 standalone_main_init();
6168 case GS_STATE_MULTI_PAUSED:
6172 case GS_STATE_INGAME_PRE_JOIN:
6173 multi_ingame_select_init();
6176 case GS_STATE_STANDALONE_POSTGAME:
6177 multi_standalone_postgame_init();
6180 case GS_STATE_INITIAL_PLAYER_SELECT:
6181 player_select_init();
6184 case GS_STATE_MULTI_START_GAME:
6185 multi_start_game_init();
6188 case GS_STATE_MULTI_HOST_OPTIONS:
6189 multi_host_options_init();
6192 case GS_STATE_END_OF_CAMPAIGN:
6193 mission_campaign_end_init();
6196 case GS_STATE_LOOP_BRIEF:
6201 if (old_state != GS_STATE_PXO_HELP) {
6203 // TODO: use_last_channel?
6209 case GS_STATE_PXO_HELP:
6210 multi_pxo_help_init();
6213 case GS_STATE_DEMO_UPSELL:
6220 // do stuff that may need to be done regardless of state
6221 void game_do_state_common(int state,int no_networking)
6223 game_maybe_draw_mouse(flFrametime); // determine if to draw the mouse this frame
6224 snd_do_frame(); // update sound system
6225 event_music_do_frame(); // music needs to play across many states
6227 multi_log_process();
6229 // bail if state is invalid
6231 Game_do_state_should_skip = 1;
6235 if (no_networking) {
6239 // maybe do a multiplayer frame based on game mode and state type
6240 if (Game_mode & GM_MULTIPLAYER) {
6242 case GS_STATE_OPTIONS_MENU:
6243 case GS_STATE_GAMEPLAY_HELP:
6244 case GS_STATE_HOTKEY_SCREEN:
6245 case GS_STATE_HUD_CONFIG:
6246 case GS_STATE_CONTROL_CONFIG:
6247 case GS_STATE_MISSION_LOG_SCROLLBACK:
6248 case GS_STATE_SHOW_GOALS:
6249 case GS_STATE_VIEW_CUTSCENES:
6250 case GS_STATE_EVENT_DEBUG:
6251 multi_maybe_do_frame();
6255 game_do_networking();
6259 // Called once a frame.
6260 // You should never try to change the state
6261 // in here... if you think you need to, you probably really
6262 // need to post an event, not change the state.
6263 int Game_do_state_should_skip = 0;
6264 void game_do_state(int state)
6266 // always lets the do_state_common() function determine if the state should be skipped
6267 Game_do_state_should_skip = 0;
6269 // legal to set the should skip state anywhere in this function
6270 game_do_state_common(state); // do stuff that may need to be done regardless of state
6272 if(Game_do_state_should_skip){
6277 case GS_STATE_MAIN_MENU:
6278 game_set_frametime(GS_STATE_MAIN_MENU);
6279 #if defined(PRESS_TOUR_BUILD) || defined(PD_BUILD)
6282 main_hall_do(flFrametime);
6286 case GS_STATE_OPTIONS_MENU:
6287 game_set_frametime(GS_STATE_OPTIONS_MENU);
6288 options_menu_do_frame(flFrametime);
6291 case GS_STATE_BARRACKS_MENU:
6292 game_set_frametime(GS_STATE_BARRACKS_MENU);
6293 barracks_do_frame(flFrametime);
6296 case GS_STATE_TRAINING_MENU:
6297 game_set_frametime(GS_STATE_TRAINING_MENU);
6298 training_menu_do_frame(flFrametime);
6301 case GS_STATE_TECH_MENU:
6302 game_set_frametime(GS_STATE_TECH_MENU);
6303 techroom_do_frame(flFrametime);
6306 case GS_STATE_GAMEPLAY_HELP:
6307 game_set_frametime(GS_STATE_GAMEPLAY_HELP);
6308 gameplay_help_do_frame(flFrametime);
6311 case GS_STATE_GAME_PLAY: // do stuff that should be done during gameplay
6315 case GS_STATE_GAME_PAUSED:
6319 case GS_STATE_DEBUG_PAUSED:
6321 game_set_frametime(GS_STATE_DEBUG_PAUSED);
6326 case GS_STATE_TRAINING_PAUSED:
6327 game_training_pause_do();
6330 case GS_STATE_LOAD_MISSION_MENU:
6334 case GS_STATE_BRIEFING:
6335 game_set_frametime(GS_STATE_BRIEFING);
6336 brief_do_frame(flFrametime);
6339 case GS_STATE_DEBRIEF:
6340 game_set_frametime(GS_STATE_DEBRIEF);
6341 debrief_do_frame(flFrametime);
6344 case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
6345 game_set_frametime(GS_STATE_MULTI_DOGFIGHT_DEBRIEF);
6346 multi_df_debrief_do();
6349 case GS_STATE_SHIP_SELECT:
6350 game_set_frametime(GS_STATE_SHIP_SELECT);
6351 ship_select_do(flFrametime);
6354 case GS_STATE_WEAPON_SELECT:
6355 game_set_frametime(GS_STATE_WEAPON_SELECT);
6356 weapon_select_do(flFrametime);
6359 case GS_STATE_MISSION_LOG_SCROLLBACK:
6360 game_set_frametime(GS_STATE_MISSION_LOG_SCROLLBACK);
6361 hud_scrollback_do_frame(flFrametime);
6364 case GS_STATE_HUD_CONFIG:
6365 game_set_frametime(GS_STATE_HUD_CONFIG);
6366 hud_config_do_frame(flFrametime);
6369 case GS_STATE_MULTI_JOIN_GAME:
6370 game_set_frametime(GS_STATE_MULTI_JOIN_GAME);
6371 multi_join_game_do_frame();
6374 case GS_STATE_MULTI_HOST_SETUP:
6375 game_set_frametime(GS_STATE_MULTI_HOST_SETUP);
6376 multi_create_game_do();
6379 case GS_STATE_MULTI_CLIENT_SETUP:
6380 game_set_frametime(GS_STATE_MULTI_CLIENT_SETUP);
6381 multi_game_client_setup_do_frame();
6384 case GS_STATE_CONTROL_CONFIG:
6385 game_set_frametime(GS_STATE_CONTROL_CONFIG);
6386 control_config_do_frame(flFrametime);
6389 case GS_STATE_DEATH_DIED:
6393 case GS_STATE_DEATH_BLEW_UP:
6397 case GS_STATE_SIMULATOR_ROOM:
6398 game_set_frametime(GS_STATE_SIMULATOR_ROOM);
6399 sim_room_do_frame(flFrametime);
6402 case GS_STATE_CAMPAIGN_ROOM:
6403 game_set_frametime(GS_STATE_CAMPAIGN_ROOM);
6404 campaign_room_do_frame(flFrametime);
6407 case GS_STATE_RED_ALERT:
6408 game_set_frametime(GS_STATE_RED_ALERT);
6409 red_alert_do_frame(flFrametime);
6412 case GS_STATE_CMD_BRIEF:
6413 game_set_frametime(GS_STATE_CMD_BRIEF);
6414 cmd_brief_do_frame(flFrametime);
6417 case GS_STATE_CREDITS:
6418 game_set_frametime(GS_STATE_CREDITS);
6419 credits_do_frame(flFrametime);
6422 case GS_STATE_VIEW_MEDALS:
6423 game_set_frametime(GS_STATE_VIEW_MEDALS);
6427 case GS_STATE_SHOW_GOALS:
6428 game_set_frametime(GS_STATE_SHOW_GOALS);
6429 mission_show_goals_do_frame(flFrametime);
6432 case GS_STATE_HOTKEY_SCREEN:
6433 game_set_frametime(GS_STATE_HOTKEY_SCREEN);
6434 mission_hotkey_do_frame(flFrametime);
6437 case GS_STATE_VIEW_CUTSCENES:
6438 game_set_frametime(GS_STATE_VIEW_CUTSCENES);
6439 cutscenes_screen_do_frame();
6442 case GS_STATE_MULTI_STD_WAIT:
6443 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6444 multi_standalone_wait_do();
6447 case GS_STATE_STANDALONE_MAIN:
6448 game_set_frametime(GS_STATE_STANDALONE_MAIN);
6449 standalone_main_do();
6452 case GS_STATE_MULTI_PAUSED:
6453 game_set_frametime(GS_STATE_MULTI_PAUSED);
6457 case GS_STATE_TEAM_SELECT:
6458 game_set_frametime(GS_STATE_TEAM_SELECT);
6462 case GS_STATE_INGAME_PRE_JOIN:
6463 game_set_frametime(GS_STATE_INGAME_PRE_JOIN);
6464 multi_ingame_select_do();
6467 case GS_STATE_EVENT_DEBUG:
6469 game_set_frametime(GS_STATE_EVENT_DEBUG);
6470 game_show_event_debug(flFrametime);
6474 case GS_STATE_STANDALONE_POSTGAME:
6475 game_set_frametime(GS_STATE_STANDALONE_POSTGAME);
6476 multi_standalone_postgame_do();
6479 case GS_STATE_INITIAL_PLAYER_SELECT:
6480 game_set_frametime(GS_STATE_INITIAL_PLAYER_SELECT);
6484 case GS_STATE_MULTI_MISSION_SYNC:
6485 game_set_frametime(GS_STATE_MULTI_MISSION_SYNC);
6489 case GS_STATE_MULTI_START_GAME:
6490 game_set_frametime(GS_STATE_MULTI_START_GAME);
6491 multi_start_game_do();
6494 case GS_STATE_MULTI_HOST_OPTIONS:
6495 game_set_frametime(GS_STATE_MULTI_HOST_OPTIONS);
6496 multi_host_options_do();
6499 case GS_STATE_END_OF_CAMPAIGN:
6500 mission_campaign_end_do();
6503 case GS_STATE_END_DEMO:
6504 game_set_frametime(GS_STATE_END_DEMO);
6505 end_demo_campaign_do();
6508 case GS_STATE_LOOP_BRIEF:
6509 game_set_frametime(GS_STATE_LOOP_BRIEF);
6514 game_set_frametime(GS_STATE_PXO);
6518 case GS_STATE_PXO_HELP:
6519 game_set_frametime(GS_STATE_PXO_HELP);
6520 multi_pxo_help_do();
6523 case GS_STATE_DEMO_UPSELL:
6524 game_set_frametime(GS_STATE_DEMO_UPSELL);
6528 } // end switch(gs_current_state)
6532 // return 0 if there is enough RAM to run FreeSpace, otherwise return -1
6533 int game_do_ram_check(int ram_in_mbytes)
6535 if ( ram_in_mbytes < 30 ) {
6536 int allowed_to_run = 1;
6537 if ( ram_in_mbytes < 25 ) {
6543 if ( allowed_to_run ) {
6544 SDL_MessageBoxData mboxd;
6545 SDL_MessageBoxButtonData mboxbuttons[2];
6548 // not a translated string, but it's too long and smartdrv isn't
6549 // really a thing for any OS we now support :p
6550 // 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);
6551 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);
6553 mboxbuttons[0].buttonid = 0;
6554 mboxbuttons[0].text = XSTR("Ok", 503);
6555 mboxbuttons[0].flags = 0;
6557 mboxbuttons[1].buttonid = 1;
6558 mboxbuttons[1].text = XSTR("Cancel", 504);
6559 mboxbuttons[0].flags = SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
6561 mboxd.flags = SDL_MESSAGEBOX_ERROR;
6562 mboxd.title = XSTR( "Not Enough RAM", 194);
6563 mboxd.message = tmp;
6564 mboxd.numbuttons = 2;
6565 mboxd.buttons = mboxbuttons;
6566 mboxd.window = NULL;
6567 mboxd.colorScheme = NULL;
6569 SDL_ShowMessageBox(&mboxd, &msgbox_rval);
6571 if ( msgbox_rval == 1 ) {
6575 // not a translated string, but it's too long and smartdrv isn't
6576 // really a thing for any OS we now support :p
6577 // 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);
6578 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);
6580 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, XSTR( "Not Enough RAM", 194), tmp, NULL);
6589 // Check if there is a freespace.exe in the /update directory (relative to where fs.exe is installed).
6590 // If so, copy it over and remove the update directory.
6591 void game_maybe_update_launcher(char *exe_dir)
6596 void game_spew_pof_info_sub(int model_num, polymodel *pm, int sm, CFILE *out, int *out_total, int *out_destroyed_total)
6600 int sub_total_destroyed = 0;
6604 // get the total for all his children
6605 for (i=pm->submodel[sm].first_child; i>-1; i = pm->submodel[i].next_sibling ) {
6606 game_spew_pof_info_sub(model_num, pm, i, out, &sub_total, &sub_total_destroyed);
6609 // find the # of faces for this _individual_ object
6610 total = submodel_get_num_polys(model_num, sm);
6611 if(strstr(pm->submodel[sm].name, "-destroyed")){
6612 sub_total_destroyed = total;
6616 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[sm].name, total);
6619 *out_total += total + sub_total;
6620 *out_destroyed_total += sub_total_destroyed;
6623 #define BAIL() do { int x; for(x=0; x<num_files; x++){ if(pof_list[x] != NULL){free(pof_list[x]); pof_list[x] = NULL;}} return;} while(0);
6624 void game_spew_pof_info()
6626 char *pof_list[1000];
6629 int idx, model_num, i, j;
6631 int total, root_total, model_total, destroyed_total, counted;
6635 num_files = cf_get_file_list(1000, pof_list, CF_TYPE_MODELS, "*.pof");
6637 // spew info on all the pofs
6643 out = cfopen("pofspew.txt", "wt", CFILE_NORMAL, CF_TYPE_DATA);
6648 for(idx=0; idx<num_files; idx++, counted++){
6649 SDL_snprintf(str, SDL_arraysize(str), "%s.pof", pof_list[idx]);
6650 model_num = model_load(str, 0, NULL);
6652 pm = model_get(model_num);
6654 // if we have a real model
6659 // go through and print all raw submodels
6660 cfputs("RAW\n", out);
6663 for (i=0; i<pm->n_models; i++) {
6664 total = submodel_get_num_polys(model_num, i);
6666 model_total += total;
6667 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[i].name, total);
6670 SDL_snprintf(str, SDL_arraysize(str), "Model total %d\n", model_total);
6673 // now go through and do it by LOD
6674 cfputs("BY LOD\n\n", out);
6675 for(i=0; i<pm->n_detail_levels; i++){
6676 SDL_snprintf(str, SDL_arraysize(str), "LOD %d\n", i);
6680 root_total = submodel_get_num_polys(model_num, pm->detail[i] );
6682 destroyed_total = 0;
6683 for (j=pm->submodel[pm->detail[i]].first_child; j>-1; j = pm->submodel[j].next_sibling ) {
6684 game_spew_pof_info_sub(model_num, pm, j, out, &total, &destroyed_total);
6687 SDL_snprintf(str, SDL_arraysize(str), "Submodel %s total : %d faces\n", pm->submodel[pm->detail[i]].name, root_total);
6690 SDL_snprintf(str, SDL_arraysize(str), "TOTAL: %d\n", total + root_total);
6692 SDL_snprintf(str, SDL_arraysize(str), "TOTAL not counting destroyed faces %d\n", (total + root_total) - destroyed_total);
6694 SDL_snprintf(str, SDL_arraysize(str), "TOTAL destroyed faces %d\n\n", destroyed_total);
6697 cfputs("------------------------------------------------------------------------\n\n", out);
6701 if(counted >= MAX_POLYGON_MODELS - 5){
6714 game_spew_pof_info();
6717 static bool game_loop()
6719 if ( popup_active() ) {
6726 if (gameseq_process_events() == GS_STATE_QUIT_GAME) {
6733 #ifdef __EMSCRIPTEN__
6735 void game_loop_caller()
6737 if ( !game_loop() ) {
6744 int game_main(const char *szCmdLine)
6746 // Find out how much RAM is on this machine
6747 #ifdef __EMSCRIPTEN__
6748 Freespace_total_ram = EM_ASM_INT(return TOTAL_MEMORY) / (1024 * 1024);
6750 Freespace_total_ram = SDL_GetSystemRAM();
6753 if ( game_do_ram_check(Freespace_total_ram) == -1 ) {
6757 if (!vm_init(24*1024*1024)) {
6758 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);
6762 char *tmp_mem = (char *) malloc(16 * 1024 * 1024);
6764 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);
6773 extern void windebug_memwatch_init();
6774 windebug_memwatch_init();
6782 mprintf(("Platform: %s\n", SDL_GetPlatform()));
6783 mprintf(("CPU: %d %s\n", SDL_GetCPUCount(), (SDL_GetCPUCount() == 1) ? "core" : "cores"));
6784 mprintf(("Memory: %dMB\n", Freespace_total_ram));
6785 mprintf(("Build: %d-bit, %s-endian\n", sizeof(void*) * 8, (SDL_BYTEORDER == SDL_LIL_ENDIAN) ? "little" : "big"));
6788 mprintf(("Build ID: %s~%s:%s", GIT_COMMIT_DATE, GIT_BRANCH, GIT_COMMIT_HASH));
6790 mprintf((" (%s)", GIT_TAG));
6795 parse_cmdline(szCmdLine);
6797 mprintf(("--------------------------------------------------------------------------------\n"));
6799 #ifdef STANDALONE_ONLY_BUILD
6801 nprintf(("Network", "Standalone running"));
6804 nprintf(("Network", "Standalone running"));
6811 // maybe spew pof stuff
6812 if(Cmdline_spew_pof_info){
6813 game_spew_pof_info();
6818 // non-demo, non-standalone, play the intro movie
6820 if ( !Is_standalone ) {
6822 // release -- movies always play
6825 // 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
6826 movie_play( NOX("intro.mve") );
6828 // debug version, movie will only play with -showmovies
6829 #elif !defined(NDEBUG)
6831 movie_play( NOX("intro.mve") );
6834 if ( Cmdline_show_movies )
6835 movie_play( NOX("intro.mve") );
6844 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
6846 gameseq_post_event(GS_EVENT_GAME_INIT); // start the game rolling -- check for default pilot, or go to the pilot select screen
6849 #ifdef __EMSCRIPTEN__
6850 emscripten_set_main_loop(game_loop_caller, 0, 1);
6852 while ( game_loop() ) { /* nothing */ }
6859 // launcher the fslauncher program on exit
6860 void game_launch_launcher_on_exit()
6868 // This function is called when FreeSpace terminates normally.
6870 void game_shutdown(void)
6872 // don't ever flip a page on the standalone!
6873 if(!(Game_mode & GM_STANDALONE_SERVER)){
6879 // if the player has left the "player select" screen and quit the game without actually choosing
6880 // a player, Player will be NULL, in which case we shouldn't write the player file out!
6881 if (!(Game_mode & GM_STANDALONE_SERVER) && (Player!=NULL) && !Is_standalone){
6885 // load up common multiplayer icons
6886 multi_unload_common_icons();
6888 shockwave_close(); // release any memory used by shockwave system
6889 fireball_close(); // free fireball system
6890 ship_close(); // free any memory that was allocated for the ships
6891 weapon_close(); // free any memory that was allocated for the weapons
6892 hud_free_scrollback_list();// free space allocated to store hud messages in hud scrollback
6893 unload_animating_pointer();// frees the frames used for the animating mouse pointer
6894 bm_unload_all(); // free bitmaps
6895 mission_campaign_close(); // close out the campaign stuff
6896 mission_campaign_shutdown(); // get anything that mission_campaign_close can't do
6897 multi_voice_close(); // close down multiplayer voice (including freeing buffers, etc)
6899 #ifdef MULTI_USE_LAG
6903 // the menu close functions will unload the bitmaps if they were displayed during the game
6904 #if !defined(PRESS_TOUR_BUILD) && !defined(PD_BUILD)
6907 context_help_close(); // close out help system
6908 training_menu_close();
6909 lcl_close(); // be sure localization is closed out
6912 // free left-over memory from parsed tables
6913 cutscene_tbl_close();
6915 scoring_tbl_close();
6916 player_tips_close();
6918 extern void joy_close();
6921 audiostream_close();
6923 event_music_close();
6927 #ifdef __EMSCRIPTEN__
6928 // sync files to persistent storage
6930 FS.syncfs(function(err) {
6936 // HACKITY HACK HACK
6937 // if this flag is set, we should be firing up the launcher when exiting freespace
6938 extern int Multi_update_fireup_launcher_on_exit;
6939 if(Multi_update_fireup_launcher_on_exit){
6940 game_launch_launcher_on_exit();
6944 // game_stop_looped_sounds()
6946 // This function will call the appropriate stop looped sound functions for those
6947 // modules which use looping sounds. It is not enough just to stop a looping sound
6948 // at the DirectSound level, the game is keeping track of looping sounds, and this
6949 // function is used to inform the game that looping sounds are being halted.
6951 void game_stop_looped_sounds()
6953 hud_stop_looped_locking_sounds();
6954 hud_stop_looped_engine_sounds();
6955 afterburner_stop_sounds();
6956 player_stop_looped_sounds();
6957 obj_snd_stop_all(); // stop all object-linked persistant sounds
6958 game_stop_subspace_ambient_sound();
6959 snd_stop(Radar_static_looping);
6960 Radar_static_looping = -1;
6961 snd_stop(Target_static_looping);
6962 shipfx_stop_engine_wash_sound();
6963 Target_static_looping = -1;
6966 //////////////////////////////////////////////////////////////////////////
6968 // Code for supporting an animating mouse pointer
6971 //////////////////////////////////////////////////////////////////////////
6973 typedef struct animating_obj
6982 static animating_obj Animating_mouse;
6984 // ----------------------------------------------------------------------------
6985 // init_animating_pointer()
6987 // Called by load_animating_pointer() to ensure the Animating_mouse struct
6988 // gets properly initialized
6990 void init_animating_pointer()
6992 Animating_mouse.first_frame = -1;
6993 Animating_mouse.num_frames = 0;
6994 Animating_mouse.current_frame = -1;
6995 Animating_mouse.time = 0.0f;
6996 Animating_mouse.elapsed_time = 0.0f;
6999 // ----------------------------------------------------------------------------
7000 // load_animating_pointer()
7002 // Called at game init to load in the frames for the animating mouse pointer
7004 // input: filename => filename of animation file that holds the animation
7006 void load_animating_pointer(const char *filename, int dx, int dy)
7011 init_animating_pointer();
7013 am = &Animating_mouse;
7014 am->first_frame = bm_load_animation(filename, &am->num_frames, &fps);
7015 if ( am->first_frame == -1 )
7016 Error(LOCATION, "Could not load animation %s for the mouse pointer\n", filename);
7017 am->current_frame = 0;
7018 am->time = am->num_frames / i2fl(fps);
7021 // ----------------------------------------------------------------------------
7022 // unload_animating_pointer()
7024 // Called at game shutdown to free the memory used to store the animation frames
7026 void unload_animating_pointer()
7031 am = &Animating_mouse;
7032 for ( i = 0; i < am->num_frames; i++ ) {
7033 SDL_assert( (am->first_frame+i) >= 0 );
7034 bm_release(am->first_frame + i);
7037 am->first_frame = -1;
7039 am->current_frame = -1;
7042 // draw the correct frame of the game mouse... called from game_maybe_draw_mouse()
7043 void game_render_mouse(float frametime)
7048 // if animating cursor exists, play the next frame
7049 am = &Animating_mouse;
7050 if ( am->first_frame != -1 ) {
7051 mouse_get_pos(&mx, &my);
7052 am->elapsed_time += frametime;
7053 am->current_frame = fl2i( ( am->elapsed_time / am->time ) * (am->num_frames-1) );
7054 if ( am->current_frame >= am->num_frames ) {
7055 am->current_frame = 0;
7056 am->elapsed_time = 0.0f;
7058 gr_set_cursor_bitmap(am->first_frame + am->current_frame);
7062 // ----------------------------------------------------------------------------
7063 // game_maybe_draw_mouse()
7065 // determines whether to draw the mouse pointer at all, and what frame of
7066 // animation to use if the mouse is animating
7068 // Sets mouse.cpp globals Mouse_hidden and Mouse_moved based on the state of the game.
7070 // input: frametime => elapsed frame time in seconds since last call
7072 void game_maybe_draw_mouse(float frametime)
7076 game_state = gameseq_get_state();
7078 switch ( game_state ) {
7079 case GS_STATE_GAME_PAUSED:
7080 // case GS_STATE_MULTI_PAUSED:
7081 case GS_STATE_GAME_PLAY:
7082 case GS_STATE_DEATH_DIED:
7083 case GS_STATE_DEATH_BLEW_UP:
7084 if ( popup_active() || popupdead_is_active() ) {
7096 if ( !Mouse_hidden )
7097 game_render_mouse(frametime);
7101 void game_do_training_checks()
7105 waypoint_list *wplp;
7107 if (Training_context & TRAINING_CONTEXT_SPEED) {
7108 s = (int) Player_obj->phys_info.fspeed;
7109 if ((s >= Training_context_speed_min) && (s <= Training_context_speed_max)) {
7110 if (!Training_context_speed_set) {
7111 Training_context_speed_set = 1;
7112 Training_context_speed_timestamp = timestamp();
7116 Training_context_speed_set = 0;
7119 if (Training_context & TRAINING_CONTEXT_FLY_PATH) {
7120 wplp = &Waypoint_lists[Training_context_path];
7121 if (wplp->count > Training_context_goal_waypoint) {
7122 i = Training_context_goal_waypoint;
7124 d = vm_vec_dist(&wplp->waypoints[i], &Player_obj->pos);
7125 if (d <= Training_context_distance) {
7126 Training_context_at_waypoint = i;
7127 if (Training_context_goal_waypoint == i) {
7128 Training_context_goal_waypoint++;
7129 snd_play(&Snds[SND_CARGO_REVEAL], 0.0f);
7136 if (i == wplp->count)
7139 } while (i != Training_context_goal_waypoint);
7143 if ((Players_target == UNINITIALIZED) || (Player_ai->target_objnum != Players_target) || (Player_ai->targeted_subsys != Players_targeted_subsys)) {
7144 Players_target = Player_ai->target_objnum;
7145 Players_targeted_subsys = Player_ai->targeted_subsys;
7146 Players_target_timestamp = timestamp();
7150 /////////// Following is for event debug view screen
7154 #define EVENT_DEBUG_MAX 5000
7155 #define EVENT_DEBUG_EVENT 0x8000
7157 int Event_debug_index[EVENT_DEBUG_MAX];
7160 void game_add_event_debug_index(int n, int indent)
7162 if (ED_count < EVENT_DEBUG_MAX)
7163 Event_debug_index[ED_count++] = n | (indent << 16);
7166 void game_add_event_debug_sexp(int n, int indent)
7171 if (Sexp_nodes[n].first >= 0) {
7172 game_add_event_debug_sexp(Sexp_nodes[n].first, indent);
7173 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7177 game_add_event_debug_index(n, indent);
7178 if (Sexp_nodes[n].subtype == SEXP_ATOM_OPERATOR)
7179 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent + 1);
7181 game_add_event_debug_sexp(Sexp_nodes[n].rest, indent);
7184 void game_event_debug_init()
7189 for (e=0; e<Num_mission_events; e++) {
7190 game_add_event_debug_index(e | EVENT_DEBUG_EVENT, 0);
7191 game_add_event_debug_sexp(Mission_events[e].formula, 1);
7195 void game_show_event_debug(float frametime)
7199 int font_height, font_width;
7201 static int scroll_offset = 0;
7203 k = game_check_key();
7209 if (scroll_offset < 0)
7219 scroll_offset -= 20;
7220 if (scroll_offset < 0)
7225 scroll_offset += 20; // not font-independent, hard-coded since I counted the lines!
7229 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
7235 gr_set_color_fast(&Color_bright);
7237 gr_printf(0x8000, 5, NOX("EVENT DEBUG VIEW"));
7239 gr_set_color_fast(&Color_normal);
7241 gr_get_string_size(&font_width, &font_height, NOX("test"));
7242 y_max = gr_screen.max_h - font_height - 5;
7246 while (k < ED_count) {
7247 if (y_index > y_max)
7250 z = Event_debug_index[k];
7251 if (z & EVENT_DEBUG_EVENT) {
7253 SDL_snprintf(buf, SDL_arraysize(buf), NOX("%s%s (%s) %s%d %d"), (Mission_events[z].flags & MEF_CURRENT) ? NOX("* ") : "",
7254 Mission_events[z].name, Mission_events[z].result ? NOX("True") : NOX("False"),
7255 (Mission_events[z].chain_delay < 0) ? "" : NOX("x "),
7256 Mission_events[z].repeat_count, Mission_events[z].interval);
7264 SDL_strlcat(buf, Sexp_nodes[z & 0x7fff].text, SDL_arraysize(buf));
7265 switch (Sexp_nodes[z & 0x7fff].value) {
7267 SDL_strlcat(buf, NOX(" (True)"), SDL_arraysize(buf));
7271 SDL_strlcat(buf, NOX(" (False)"), SDL_arraysize(buf));
7274 case SEXP_KNOWN_TRUE:
7275 SDL_strlcat(buf, NOX(" (Always true)"), SDL_arraysize(buf));
7278 case SEXP_KNOWN_FALSE:
7279 SDL_strlcat(buf, NOX(" (Always false)"), SDL_arraysize(buf));
7282 case SEXP_CANT_EVAL:
7283 SDL_strlcat(buf, NOX(" (Can't eval)"), SDL_arraysize(buf));
7287 case SEXP_NAN_FOREVER:
7288 SDL_strlcat(buf, NOX(" (Not a number)"), SDL_arraysize(buf));
7293 gr_printf(10, y_index, buf);
7294 y_index += font_height;
7307 int Tmap_num_too_big = 0;
7308 int Num_models_needing_splitting = 0;
7310 void Time_model( int modelnum )
7312 // mprintf(( "Timing ship '%s'\n", si->name ));
7314 vector eye_pos, model_pos;
7315 matrix eye_orient, model_orient;
7317 polymodel *pm = model_get( modelnum );
7319 int l = strlen(pm->filename);
7321 if ( (l == '/') || (l=='\\') || (l==':')) {
7327 char *pof_file = &pm->filename[l];
7329 int model_needs_splitting = 0;
7331 //fprintf( Texture_fp, "Model: %s\n", pof_file );
7333 for (i=0; i<pm->n_textures; i++ ) {
7334 char filename[1024];
7337 int bmp_num = pm->original_textures[i];
7338 if ( bmp_num > -1 ) {
7339 bm_get_palette(pm->original_textures[i], pal, filename, SDL_arraysize(filename) );
7341 bm_get_info( pm->original_textures[i],&w, &h );
7344 if ( (w > 512) || (h > 512) ) {
7345 fprintf( Texture_fp, "%s\t%s\t%d\t%d\n", pof_file, filename, w, h );
7347 model_needs_splitting++;
7350 //fprintf( Texture_fp, "\tTexture %d is bogus\n", i );
7354 if ( model_needs_splitting ) {
7355 Num_models_needing_splitting++;
7357 eye_orient = model_orient = vmd_identity_matrix;
7358 eye_pos = model_pos = vmd_zero_vector;
7360 eye_pos.xyz.z = -pm->rad*2.0f;
7362 vector eye_to_model;
7364 vm_vec_sub( &eye_to_model, &model_pos, &eye_pos );
7365 vm_vector_2_matrix( &eye_orient, &eye_to_model, NULL, NULL );
7367 fix t1 = timer_get_fixed_seconds();
7370 ta.p = ta.b = ta.h = 0.0f;
7373 int bitmaps_used_this_frame, bitmaps_new_this_frame;
7375 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7377 modelstats_num_polys = modelstats_num_verts = 0;
7379 while( ta.h < PI2 ) {
7382 vm_angles_2_matrix(&m1, &ta );
7383 vm_matrix_x_matrix( &model_orient, &vmd_identity_matrix, &m1 );
7390 g3_set_view_matrix( &eye_pos, &eye_orient, Viewer_zoom );
7392 model_clear_instance( modelnum );
7393 model_set_detail_level(0); // use highest detail level
7394 model_render( modelnum, &model_orient, &model_pos, MR_LOCK_DETAIL); //|MR_NO_POLYS );
7402 int k = key_inkey();
7403 if ( k == SDLK_ESCAPE ) {
7408 fix t2 = timer_get_fixed_seconds();
7410 if (framecount < 1) {
7414 bm_get_frame_usage(&bitmaps_used_this_frame,&bitmaps_new_this_frame);
7415 //bitmaps_used_this_frame /= framecount;
7417 modelstats_num_polys /= framecount;
7418 modelstats_num_verts /= framecount;
7420 mprintf(( "'%s' is %.2f FPS\n", pof_file, i2fl(framecount)/f2fl(t2-t1) ));
7421 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 );
7423 // 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 );
7429 int Time_models = 0;
7430 DCF_BOOL( time_models, Time_models );
7432 void Do_model_timings_test()
7436 if ( !Time_models ) return;
7438 mprintf(( "Timing models!\n" ));
7442 ubyte model_used[MAX_POLYGON_MODELS];
7443 int model_id[MAX_POLYGON_MODELS];
7444 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7449 for (i=0; i<Num_ship_types; i++ ) {
7450 Ship_info[i].modelnum = model_load( Ship_info[i].pof_file, 0, NULL );
7452 model_used[Ship_info[i].modelnum%MAX_POLYGON_MODELS]++;
7453 model_id[Ship_info[i].modelnum%MAX_POLYGON_MODELS] = Ship_info[i].modelnum;
7456 Texture_fp = fopen( NOX("ShipTextures.txt"), "wt" );
7457 if ( !Texture_fp ) return;
7459 Time_fp = fopen( NOX("ShipTimings.txt"), "wt" );
7460 if ( !Time_fp ) return;
7462 fprintf( Time_fp, "Name\tFPS\tTRAM\tPolys\tVerts\tPixels\n" );
7463 // fprintf( Time_fp, "FPS\tTRAM\tPolys\tVerts\tPixels\n" );
7465 for (i=0; i<MAX_POLYGON_MODELS; i++ ) {
7466 if ( model_used[i] ) {
7467 Time_model( model_id[i] );
7471 fprintf( Texture_fp, "Number too big: %d\n", Tmap_num_too_big );
7472 fprintf( Texture_fp, "Number of models needing splitting: %d\n", Num_models_needing_splitting );
7481 // Call this function when you want to inform the player that a feature is not
7482 // enabled in the DEMO version of FreSpace
7483 void game_feature_not_in_demo_popup()
7485 popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
7488 // format the specified time (fixed point) into a nice string
7489 void game_format_time(fix m_time, char *time_str, const int time_str_len)
7492 int hours,minutes,seconds;
7494 mtime = f2fl(m_time);
7496 // get the hours, minutes and seconds
7497 hours = (int)(mtime / 3600.0f);
7499 mtime -= (3600.0f * (float)hours);
7501 seconds = (int)mtime%60;
7502 minutes = (int)mtime/60;
7505 SDL_snprintf(time_str, time_str_len, "%d:%02d:%02d", hours, minutes, seconds);
7507 SDL_snprintf(time_str, time_str_len, "%d:%02d", minutes, seconds);
7511 // Stuff version string in *str.
7512 void get_version_string(char *str, const int str_len)
7516 SDL_snprintf(str, str_len, "Dv%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7517 #if !defined(NDEBUG) && defined(GIT_INFO)
7518 SDL_strlcat(str, "~" GIT_COMMIT_HASH, str_len);
7523 if ( FS_VERSION_BUILD == 0 ) {
7524 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7526 SDL_snprintf(str, str_len, "v%d.%02d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD );
7529 #if !defined(NDEBUG) && defined(GIT_INFO)
7530 SDL_strlcat(str, "~" GIT_COMMIT_HASH, str_len);
7533 #if defined (FS2_DEMO)
7534 SDL_strlcat(str, " D", str_len);
7535 #elif defined (OEM_BUILD)
7536 SDL_strlcat(str, " (OEM)", str_len);
7542 char myname[_MAX_PATH];
7543 int namelen, major, minor, build, waste;
7544 unsigned int buf_size;
7550 // Find my EXE file name
7551 hMod = GetModuleHandle(NULL);
7552 namelen = GetModuleFileName( hMod, myname, _MAX_PATH );
7554 version_size = GetFileVersionInfoSize(myname, &bogus_handle );
7555 infop = (char *)malloc(version_size);
7556 result = GetFileVersionInfo( myname, 0, version_size, (LPVOID)infop );
7558 // get the product version
7559 result = VerQueryValue((LPVOID)infop, TEXT("\\StringFileInfo\\040904b0\\ProductVersion"), &bufp, &buf_size );
7560 sscanf( (char *)bufp, "%d, %d, %d, %d", &major, &minor, &build, &waste );
7562 sprintf(str,"Dv%d.%02d",major, minor);
7564 sprintf(str,"v%d.%02d",major, minor);
7569 void get_version_string_short(char *str, const int str_len)
7571 SDL_snprintf(str, str_len, "v%d.%02d", FS_VERSION_MAJOR, FS_VERSION_MINOR);
7574 // ----------------------------------------------------------------
7576 // OEM UPSELL SCREENS BEGIN
7578 // ----------------------------------------------------------------
7579 #if defined(OEM_BUILD)
7581 #define NUM_OEM_UPSELL_SCREENS 3
7582 #define OEM_UPSELL_SCREEN_DELAY 10000
7584 static int Oem_upsell_bitmaps_loaded = 0;
7585 static int Oem_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS];
7586 static int Oem_upsell_screen_number = 0;
7587 static int Oem_upsell_show_next_bitmap_time;
7590 static char *Oem_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_OEM_UPSELL_SCREENS] =
7603 static int Oem_normal_cursor = -1;
7604 static int Oem_web_cursor = -1;
7605 //#define OEM_UPSELL_URL "http://www.interplay-store.com/"
7606 #define OEM_UPSELL_URL "http://www.interplay.com/cgi-bin/oemlinks.pl/pid=483421&cid=18384"
7608 void oem_upsell_next_screen()
7610 Oem_upsell_screen_number++;
7611 if ( Oem_upsell_screen_number == (NUM_OEM_UPSELL_SCREENS-1) ) {
7612 // extra long delay, mouse shown on last upsell
7613 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY*2;
7617 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7621 void oem_upsell_load_bitmaps()
7625 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7626 Oem_upsell_bitmaps[gr_screen.res][i] = bm_load(Oem_upsell_bitmap_filenames[gr_screen.res][i]);
7630 void oem_upsell_unload_bitmaps()
7634 for ( i = 0; i < NUM_OEM_UPSELL_SCREENS; i++ ) {
7635 if(Oem_upsell_bitmaps[gr_screen.res][i] >= 0){
7636 bm_unload(Oem_upsell_bitmaps[gr_screen.res][i]);
7641 Oem_upsell_bitmaps_loaded = 0;
7644 // clickable hotspot on 3rd OEM upsell screen
7645 static int Oem_upsell3_button_coords[GR_NUM_RESOLUTIONS][4] = {
7647 28, 350, 287, 96 // x, y, w, h
7650 45, 561, 460, 152 // x, y, w, h
7654 void oem_upsell_show_screens()
7656 int current_time, k;
7659 if ( !Oem_upsell_bitmaps_loaded ) {
7660 oem_upsell_load_bitmaps();
7661 Oem_upsell_bitmaps_loaded = 1;
7664 // may use upsell screens more than once
7665 Oem_upsell_show_next_bitmap_time = timer_get_milliseconds() + OEM_UPSELL_SCREEN_DELAY;
7666 Oem_upsell_screen_number = 0;
7672 int nframes; // used to pass, not really needed (should be 1)
7673 Oem_normal_cursor = gr_get_cursor_bitmap();
7674 Oem_web_cursor = bm_load_animation("cursorweb", &nframes);
7675 SDL_assert(Oem_web_cursor >= 0);
7676 if (Oem_web_cursor < 0) {
7677 Oem_web_cursor = Oem_normal_cursor;
7682 //oem_reset_trailer_timer();
7684 current_time = timer_get_milliseconds();
7689 // advance screen on keypress or timeout
7690 if (( k > 0 ) || (mouse_up_count(MOUSE_LEFT_BUTTON) > 0) || (current_time > Oem_upsell_show_next_bitmap_time)) {
7691 oem_upsell_next_screen();
7694 // check if we are done
7695 if ( Oem_upsell_screen_number >= NUM_OEM_UPSELL_SCREENS ) {
7696 Oem_upsell_screen_number--;
7699 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] < 0 ) {
7704 // show me the upsell
7705 if ( Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number] >= 0 ) {
7706 gr_set_bitmap(Oem_upsell_bitmaps[gr_screen.res][Oem_upsell_screen_number]);
7710 // if this is the 3rd upsell, make it clickable, d00d
7711 if ( Oem_upsell_screen_number == NUM_OEM_UPSELL_SCREENS-1 ) {
7713 int button_state = mouse_get_pos(&mx, &my);
7714 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])
7715 && (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]) )
7718 gr_set_cursor_bitmap(Oem_web_cursor); //, GR_CURSOR_LOCK);
7721 if (button_state & MOUSE_LEFT_BUTTON) {
7723 multi_pxo_url(OEM_UPSELL_URL);
7727 // switch cursor back to normal one
7728 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7733 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7743 oem_upsell_unload_bitmaps();
7745 // switch cursor back to normal one
7746 gr_set_cursor_bitmap(Oem_normal_cursor); //, GR_CURSOR_UNLOCK);
7750 #endif // defined(OEM_BUILD)
7751 // ----------------------------------------------------------------
7753 // OEM UPSELL SCREENS END
7755 // ----------------------------------------------------------------
7759 // ----------------------------------------------------------------
7761 // DEMO UPSELL SCREENS BEGIN
7763 // ----------------------------------------------------------------
7765 #if defined(FS2_DEMO) || defined(FS1_DEMO)
7768 #define NUM_DEMO_UPSELL_SCREENS 4
7769 #define DEMO_UPSELL_SCREEN_DELAY 15000
7771 #define NUM_DEMO_UPSELL_SCREENS 2
7772 #define DEMO_UPSELL_SCREEN_DELAY 3000
7776 static int Demo_upsell_bitmaps_loaded = 0;
7777 static int Demo_upsell_bitmaps[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS];
7778 static int Demo_upsell_screen_number = 0;
7779 static int Demo_upsell_show_next_bitmap_time;
7782 static const char *Demo_upsell_bitmap_filenames[GR_NUM_RESOLUTIONS][NUM_DEMO_UPSELL_SCREENS] =
7808 void demo_upsell_next_screen()
7810 Demo_upsell_screen_number++;
7811 if ( Demo_upsell_screen_number == (NUM_DEMO_UPSELL_SCREENS-1) ) {
7812 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY*4;
7814 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7818 void demo_upsell_load_bitmaps()
7822 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7823 Demo_upsell_bitmaps[gr_screen.res][i] = bm_load(Demo_upsell_bitmap_filenames[gr_screen.res][i]);
7827 void demo_upsell_unload_bitmaps()
7831 for ( i = 0; i < NUM_DEMO_UPSELL_SCREENS; i++ ) {
7832 if(Demo_upsell_bitmaps[gr_screen.res][i] >= 0){
7833 bm_unload(Demo_upsell_bitmaps[gr_screen.res][i]);
7838 Demo_upsell_bitmaps_loaded = 0;
7841 void demo_upsell_init()
7843 if ( !Demo_upsell_bitmaps_loaded ) {
7844 demo_upsell_load_bitmaps();
7845 Demo_upsell_bitmaps_loaded = 1;
7848 // may use upsell screens more than once
7849 Demo_upsell_show_next_bitmap_time = timer_get_milliseconds() + DEMO_UPSELL_SCREEN_DELAY;
7850 Demo_upsell_screen_number = 0;
7856 void demo_upsell_close()
7859 demo_upsell_unload_bitmaps();
7862 void demo_upsell_do()
7866 demo_reset_trailer_timer();
7870 int k = key_inkey();
7873 if ( timer_get_milliseconds() > Demo_upsell_show_next_bitmap_time ) {
7874 demo_upsell_next_screen();
7880 demo_upsell_next_screen();
7883 if ( Demo_upsell_screen_number >= NUM_DEMO_UPSELL_SCREENS ) {
7884 Demo_upsell_screen_number--;
7887 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] < 0 ) {
7892 if ( Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number] >= 0 ) {
7893 gr_set_bitmap(Demo_upsell_bitmaps[gr_screen.res][Demo_upsell_screen_number]);
7898 if (gameseq_get_state() != GS_STATE_END_DEMO) {
7901 gameseq_post_event(GS_EVENT_QUIT_GAME);
7903 gameseq_post_event(GS_EVENT_MAIN_MENU);
7912 // ----------------------------------------------------------------
7914 // DEMO UPSELL SCREENS END
7916 // ----------------------------------------------------------------
7919 // ----------------------------------------------------------------
7921 // Subspace Ambient Sound START
7923 // ----------------------------------------------------------------
7925 static int Subspace_ambient_left_channel = -1;
7926 static int Subspace_ambient_right_channel = -1;
7929 void game_start_subspace_ambient_sound()
7931 if ( Subspace_ambient_left_channel < 0 ) {
7932 Subspace_ambient_left_channel = snd_play_looping(&Snds[SND_SUBSPACE_LEFT_CHANNEL], -1.0f);
7935 if ( Subspace_ambient_right_channel < 0 ) {
7936 Subspace_ambient_right_channel = snd_play_looping(&Snds[SND_SUBSPACE_RIGHT_CHANNEL], 1.0f);
7940 void game_stop_subspace_ambient_sound()
7942 if ( Subspace_ambient_left_channel >= 0 ) {
7943 snd_stop(Subspace_ambient_left_channel);
7944 Subspace_ambient_left_channel = -1;
7947 if ( Subspace_ambient_right_channel >= 0 ) {
7948 snd_stop(Subspace_ambient_right_channel);
7949 Subspace_ambient_right_channel = -1;
7953 // ----------------------------------------------------------------
7955 // Subspace Ambient Sound END
7957 // ----------------------------------------------------------------
7959 // ----------------------------------------------------------------
7961 // Language Autodetection stuff
7964 // this layout order must match Lcl_languages in localize.cpp in order for the
7965 // correct language to be detected
7966 int Lang_auto_detect_checksums[LCL_NUM_LANGUAGES] = {
7968 1366105450, // English
7970 589986744, // English
7972 -1132430286, // German
7974 -1131728960, // Polish
7977 // default setting is "-1" to use config file with English as fall back
7978 // DO NOT change the default setting here or something uncouth might happen
7979 // in the localization code
7985 // try and open the file to verify
7986 CFILE *detect = cfopen("font01.vf", "rb");
7988 // will use default setting if something went wrong
7993 // get the long checksum of the file
7995 cfseek(detect, 0, SEEK_SET);
7996 cf_chksum_long(detect, &file_checksum);
8000 // now compare the checksum/filesize against known #'s
8001 for (idx=0; idx<LCL_NUM_LANGUAGES; idx++) {
8002 if (Lang_auto_detect_checksums[idx] == (int)file_checksum) {
8007 // notify if a match was not found, include detected checksum
8008 printf("ERROR: Unknown Language Checksum: %i\n", (int)file_checksum);
8009 printf("Using default language...\n\n");
8015 // End Auto Lang stuff
8017 // ----------------------------------------------------------------
8019 // ----------------------------------------------------------------
8020 // SHIPS TBL VERIFICATION STUFF
8023 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8024 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8025 #define NUM_SHIPS_TBL_CHECKSUMS 3
8027 #define NUM_SHIPS_TBL_CHECKSUMS 1
8030 #if defined(FS2_DEMO)
8031 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8032 1696074201, // FS2 demo
8034 #elif defined(FS1_DEMO)
8035 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8036 1603375034, // FS1 DEMO
8038 #elif defined(MAKE_FS1)
8039 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8040 -129679197, // FS1 Full 1.06 (US)
8041 7762567, // FS1 SilentThreat
8042 1555372475 // FS1 Full 1.06 (German)
8046 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8047 -463907578, // US - beta 1
8048 1696074201, // FS2 demo
8051 int Game_ships_tbl_checksums[NUM_SHIPS_TBL_CHECKSUMS] = {
8052 // -1022810006, // 1.0 FULL
8053 -1254285366 // 1.2 FULL (German)
8057 void verify_ships_tbl()
8061 Game_ships_tbl_valid = 1;
8067 // detect if the packfile exists
8068 CFILE *detect = cfopen("ships.tbl", "rb");
8069 Game_ships_tbl_valid = 0;
8073 Game_ships_tbl_valid = 0;
8077 // get the long checksum of the file
8079 cfseek(detect, 0, SEEK_SET);
8080 cf_chksum_long(detect, &file_checksum);
8084 // now compare the checksum/filesize against known #'s
8085 for(idx=0; idx<NUM_SHIPS_TBL_CHECKSUMS; idx++){
8086 if(Game_ships_tbl_checksums[idx] == (int)file_checksum){
8087 Game_ships_tbl_valid = 1;
8094 DCF(shipspew, "display the checksum for the current ships.tbl")
8097 CFILE *detect = cfopen("ships.tbl", "rb");
8098 // get the long checksum of the file
8100 cfseek(detect, 0, SEEK_SET);
8101 cf_chksum_long(detect, &file_checksum);
8104 dc_printf("%d", file_checksum);
8107 // ----------------------------------------------------------------
8108 // WEAPONS TBL VERIFICATION STUFF
8111 // checksums, just keep a list of all valid ones, if it matches any of them, keep it
8112 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
8113 #define NUM_WEAPONS_TBL_CHECKSUMS 3
8115 #define NUM_WEAPONS_TBL_CHECKSUMS 1
8118 #if defined(FS2_DEMO)
8119 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8120 -266420030, // demo 1
8122 #elif defined(FS1_DEMO)
8123 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8124 -1246928725, // FS1 DEMO
8126 #elif defined(MAKE_FS1)
8127 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8128 -834598107, // FS1 1.06 Full (US)
8129 -1652231417, // FS1 SilentThreat
8130 720209793 // FS1 1.06 Full (German)
8134 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8135 141718090, // US - beta 1
8136 -266420030, // demo 1
8139 int Game_weapons_tbl_checksums[NUM_WEAPONS_TBL_CHECKSUMS] = {
8140 // 399297860, // 1.0 FULL
8141 -553984927 // 1.2 FULL (german)
8145 void verify_weapons_tbl()
8149 Game_weapons_tbl_valid = 1;
8155 // detect if the packfile exists
8156 CFILE *detect = cfopen("weapons.tbl", "rb");
8157 Game_weapons_tbl_valid = 0;
8161 Game_weapons_tbl_valid = 0;
8165 // get the long checksum of the file
8167 cfseek(detect, 0, SEEK_SET);
8168 cf_chksum_long(detect, &file_checksum);
8172 // now compare the checksum/filesize against known #'s
8173 for(idx=0; idx<NUM_WEAPONS_TBL_CHECKSUMS; idx++){
8174 if(Game_weapons_tbl_checksums[idx] == (int)file_checksum){
8175 Game_weapons_tbl_valid = 1;
8182 DCF(wepspew, "display the checksum for the current weapons.tbl")
8185 CFILE *detect = cfopen("weapons.tbl", "rb");
8186 // get the long checksum of the file
8188 cfseek(detect, 0, SEEK_SET);
8189 cf_chksum_long(detect, &file_checksum);
8192 dc_printf("%d", file_checksum);
8195 // if the game is running using hacked data
8196 int game_hacked_data()
8199 if(!Game_weapons_tbl_valid || !Game_ships_tbl_valid){
8207 #if defined(FS2_DEMO) || defined(OEM_BUILD)
8209 void display_title_screen()
8212 int title_bitmap = bm_load(Game_demo_title_screen_fname[gr_screen.res]);
8213 if (title_bitmap == -1) {
8218 gr_set_bitmap(title_bitmap);
8226 // give it some time on screen
8227 #ifdef __EMSCRIPTEN__
8228 emscripten_sleep(1000);
8233 bm_unload(title_bitmap);
8235 #endif // FS2_DEMO || OEM_BUILD
8237 // return true if the game is running with "low memory", which is less than 48MB
8238 bool game_using_low_mem()
8240 if (Use_low_mem == 0) {