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/GlobalIncs/SystemVars.cpp $
15 * Variables and constants common to FreeSpace and Fred.
18 * Revision 1.4 2003/05/25 02:30:42 taylor
21 * Revision 1.3 2002/06/09 04:41:17 relnev
22 * added copyright header
24 * Revision 1.2 2002/05/07 03:16:45 theoddone33
25 * The Great Newline Fix
27 * Revision 1.1.1.1 2002/05/03 03:28:09 root
31 * 12 9/09/99 8:53p Dave
32 * Fixed multiplayer degenerate orientation case problem. Make sure warp
33 * effect never goes lower than LOD 1.
35 * 11 9/06/99 11:25a Mikek
36 * Decrease some settings for High detail level.
38 * 10 8/05/99 2:05a Dave
41 * 9 7/29/99 10:47p Dave
42 * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
44 * 8 7/29/99 12:05a Dave
45 * Nebula speed optimizations.
47 * 7 6/22/99 7:03p Dave
48 * New detail options screen.
50 * 6 6/16/99 4:06p Dave
51 * New pilot info popup. Added new draw-bitmap-as-poly function.
53 * 5 5/24/99 5:45p Dave
54 * Added detail levels to the nebula, with a decent speedup. Split nebula
55 * lightning into its own section.
57 * 4 11/30/98 1:07p Dave
58 * 16 bit conversion, first run.
60 * 3 10/07/98 6:27p Dave
61 * Globalized mission and campaign file extensions. Removed Silent Threat
62 * special code. Moved \cache \players and \multidata into the \data
65 * 2 10/07/98 10:52a Dave
68 * 1 10/07/98 10:48a Dave
70 * 38 9/21/98 8:46p Dave
71 * Put in special check in fred for identifying unknown ships.
73 * 37 8/17/98 5:07p Dave
74 * First rev of corkscrewing missiles.
76 * 36 5/13/98 11:34p Mike
77 * Model caching system.
79 * 35 4/25/98 4:06p John
80 * Made defaults make a little more sense
82 * 34 4/20/98 8:41p John
83 * Made debris culling actually reduce Glide texture resolution.
85 * 33 4/12/98 9:56a John
86 * Made lighting detail flags work. Made explosions cast light on
89 * 32 4/08/98 8:34p Lawrance
90 * Fix up how custom button works on the detail tab.
92 * 31 4/01/98 5:34p John
93 * Made only the used POFs page in for a level. Reduced some interp
94 * arrays. Made custom detail level work differently.
96 * 30 3/31/98 5:18p John
97 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
98 * bunch of debug stuff out of player file. Made model code be able to
99 * unload models and malloc out only however many models are needed.
102 * 29 3/30/98 2:38p Mike
103 * Add asteroid_density to detail level support.
104 * No force explosion damage in training missions.
105 * Make cargo deathrolls shorter.
107 * 28 3/24/98 8:16a John
108 * made highest detail different than next one down
110 * 27 3/23/98 5:19p John
111 * Upped number of default detail levels to 4
113 * 26 3/22/98 4:11p Andsager
114 * Remove global Freespace_running
116 * 25 3/22/98 3:28p John
117 * Added in stippled alpha for lower details. Made medium detail use
120 * 24 3/22/98 2:41p John
121 * Added lighting into the detail structure.
123 * 23 3/22/98 11:06a John
124 * Changed default detail levels
126 * 22 3/22/98 11:02a John
127 * Made a bunch of the detail levels actually do something
129 * 21 3/22/98 9:53a John
130 * Added in first stage of new detail level stuff
132 * 20 3/09/98 12:13a Andsager
133 * Add code to help find jumps in position.
135 * 19 2/28/98 7:03p Lawrance
136 * get slew working in any view
138 * 18 2/16/98 4:16p John
139 * Added loading animation
141 * 17 2/10/98 9:06a John
142 * Added variables for restoring
144 * 16 2/05/98 9:27p John
145 * took out ending min/max etc on monitor
147 * 15 2/05/98 9:21p John
148 * Some new Direct3D code. Added code to monitor a ton of stuff in the
151 * 14 2/03/98 9:25p John
152 * Upgraded Direct3D code to new version 5.0 code. Separated the D3D code
153 * more. Added a global variable D3D_enabled flag.
155 * 13 1/17/98 12:17p John
156 * fixed erroneous print
158 * 12 1/17/98 12:14p John
159 * Added loading... bar to freespace.
161 * 11 1/11/98 2:15p John
162 * Changed a lot of stuff that had to do with bitmap loading. Made cfile
163 * not do callbacks, I put that in global code. Made only bitmaps that
164 * need to load for a level load.
166 * 10 12/16/97 6:20p Hoffoss
167 * Added more debugging code for demos, and fixed a bug in demo
168 * recording/playback.
170 * 9 12/05/97 3:46p John
171 * made ship thruster glow scale instead of being an animation.
173 * 8 8/05/97 10:18a Lawrance
174 * my_rand() being used temporarily instead of rand()
176 * 7 8/04/97 10:21a Dave
177 * Added Is_standalone global var
179 * 6 6/24/97 6:21p John
180 * added detail flags.
181 * sped up motion debris system a bit.
183 * 5 4/15/97 11:28p Mike
184 * External view system
186 * 4 4/15/97 4:00p Mike
187 * Intermediate checkin caused by getting other files. Working on camera
190 * 3 4/08/97 8:47a John
191 * Added a global varible for detail level
193 * 2 4/01/97 11:07p Mike
194 * Clean up game sequencing functions. Get rid of Multiplayer and add
195 * Game_mode. Add SystemVars.cpp
197 * 1 4/01/97 10:59p Mike
203 #include "systemvars.h"
213 int Game_restoring = 0; // If set, this means we are restoring data from disk
215 int Viewer_mode; // Viewer's mode, see VM_xxxx flags.
217 // The detail level. Anything below zero draws simple models earlier than it
218 // should. Anything above zero draws higher detail models longer than it should.
224 int Game_detail_level = 0;
225 uint Game_detail_flags = DETAIL_DEFAULT; // see systemvars.h for explanation
227 angles Viewer_slew_angles; // Angles of viewer relative to forward.
228 vei Viewer_external_info; // Viewer angles to ship in external view.
229 vci Viewer_chase_info; // View chase camera information
234 int Interface_last_tick = -1; // last timer tick on flip
236 // for notifying players of unknown ship types
237 int Fred_found_unknown_ship_during_parsing = 0;
239 // If true, then we are using Direct3D hardware. This is used for game type stuff
240 // that changes when you're using hardware.
243 // Values used for noise for thruster animations
244 float Noise[NOISE_NUM_FRAMES] = {
268 // nprintf(("Alan","RAND: %d\n", rval));
273 // Variables for the loading callback hooks
274 static int cf_timestamp = -1;
275 static void (*cf_callback)(int count) = NULL;
276 static int cf_in_callback = 0;
277 static int cb_counter = 0;
278 static int cb_last_counter = 0;
279 static int cb_delta_step = -1;
281 // Call this with the name of a function. That function will
282 // then get called around 10x per second. The callback function
283 // gets passed a 'count' which is how many times game_busy has
284 // been called since the callback was set. It gets called
285 // one last time with count=-1 when you turn off the callback
286 // by calling game_busy_callback(NULL). Game_busy_callback
287 // returns the current count, so you can tell how many times
288 // game_busy got called.
289 int game_busy_callback( void (*callback)(int count), int delta_step )
293 // Call it once more to finalize things
303 cb_delta_step = delta_step;
304 cf_timestamp = timer_get_milliseconds()+(1000/10);
305 cf_callback = callback;
309 (*cf_callback)(0); // pass 0 first time!
317 // Call whenever loading to display cursor
320 if ( cf_in_callback != 0 ) return; // don't call callback if we're already in it.
321 if ( cf_timestamp < 0 ) return;
322 if ( !cf_callback ) return;
326 // mprintf(( "CB_COUNTER=%d\n", cb_counter ));
328 int t1 = timer_get_milliseconds();
330 if ( (t1 > cf_timestamp) || ((cb_counter>cb_last_counter+155)&&(cb_delta_step>0)) ) {
331 cb_last_counter = cb_counter;
333 (*cf_callback)(cb_counter);
335 cf_timestamp = t1 + +(1000/10);
339 //======================== CODE TO MONITOR EVENTS ======================
343 #define MAX_MONITORS 64
345 static int Num_monitors = 0;
346 static monitor *Monitor[MAX_MONITORS];
348 monitor::monitor( char *_name )
352 if ( Num_monitors >= MAX_MONITORS ) {
353 Int3(); // Too many monitor variables!! Increase MAX_MONITORS!!
357 for (i=0; i<Num_monitors; i++ ) {
358 int ret = stricmp( Monitor[i]->name, _name );
361 Int3(); // This monitor variable already exists!!!!
363 } else if ( ret > 0 ) {
364 break; // Insert it here
366 } else if ( ret < 0 ) {
371 if ( i < Num_monitors ) {
372 // Insert it at element i
374 for (j=Num_monitors; j>i; j-- ) {
375 Monitor[j] = Monitor[j-1];
380 Monitor[Num_monitors] = this;
389 int Monitor_inited = 0;
390 char Monitor_filename[128];
391 fix monitor_last_time = -1;
393 DCF(monitor,"Monitors game performace")
396 dc_get_arg(ARG_STRING|ARG_NONE);
397 if ( Dc_arg_type == ARG_NONE ) {
398 if ( Monitor_inited ) {
402 FILE *fp = fopen( Monitor_filename, "at" );
404 fprintf( fp, "\n\n" );
405 fprintf( fp, "Name\tMin\tMax\tAvg\n" );
406 for (int i=0; i<Num_monitors; i++ ) {
407 if ( Monitor[i]->cnt > 0 ) {
408 fprintf( fp, "%s\t%d\t%d\t%d\n", Monitor[i]->name, Monitor[i]->min, Monitor[i]->max, Monitor[i]->sum / Monitor[i]->cnt );
410 fprintf( fp, "%s\t%d\t%d\t?\n", Monitor[i]->name, Monitor[i]->min, Monitor[i]->max );
417 dc_printf( "Monitor to file '%s' turned off\n", Monitor_filename );
419 dc_printf( "Monitor isn't on\n" );
422 if ( Monitor_inited ) {
423 dc_printf( "Monitor already on\n" );
427 strcpy( Monitor_filename, Dc_arg );
431 for (i=0; i<Num_monitors; i++ ) {
432 Monitor[i]->value = 0;
439 FILE *fp = fopen( Monitor_filename, "wt" );
441 for (i=0; i<Num_monitors; i++ ) {
445 fprintf( fp, "%s", Monitor[i]->name );
451 dc_printf( "Monitor outputting to file '%s'\n", Monitor_filename );
452 monitor_last_time = -1;
457 dc_printf( "Usage: monitor filename\nOutputs monitoring info to filename. No filename turns it off\n" );
463 MONITOR(FrameRateX100);
465 void monitor_update()
470 fix this_time = timer_get_fixed_seconds();
473 if ( monitor_last_time != -1 ) {
474 frametime = this_time - monitor_last_time;
479 if ( frametime > 0 ) {
480 MONITOR_INC(FrameRateX100, (F1_0*100) / frametime );
482 MONITOR_INC(FrameRateX100, 0 );
486 if ( !Monitor_inited ) {
490 if ( frametime != 0 ) {
491 fp = fopen( Monitor_filename, "at" );
494 for (i=0; i<Num_monitors; i++ ) {
495 if (i>0) fprintf( fp, "\t" );
496 fprintf( fp, "%d", Monitor[i]->value );
502 for (i=0; i<Num_monitors; i++ ) {
505 Monitor[i]->sum += Monitor[i]->value;
507 if ( (Monitor[i]->cnt < 1) || (Monitor[i]->value < Monitor[i]->min )) {
508 Monitor[i]->min = Monitor[i]->value;
511 if ( (Monitor[i]->cnt < 1) || (Monitor[i]->value > Monitor[i]->max )) {
512 Monitor[i]->max = Monitor[i]->value;
518 Monitor[i]->value = 0;
521 for (i=0; i<Num_monitors; i++ ) {
523 Monitor[i]->value = 0;
527 monitor_last_time = timer_get_fixed_seconds();
533 #if MAX_DETAIL_LEVEL != 4
534 #error MAX_DETAIL_LEVEL is assumed to be 4 in SystemVars.cpp
537 #if NUM_DEFAULT_DETAIL_LEVELS != 4
538 #error NUM_DEFAULT_DETAIL_LEVELS is assumed to be 4 in SystemVars.cpp
541 // Detail level stuff
542 detail_levels Detail_defaults[NUM_DEFAULT_DETAIL_LEVELS] = {
545 // ===== Analogs (0-MAX_DETAIL_LEVEL) ====
546 0, // nebula_detail; // 0=lowest detail, MAX_DETAIL_LEVEL=highest detail
547 0, // detail_distance; // 0=lowest MAX_DETAIL_LEVEL=highest
548 0, // hardware_textures; // 0=max culling, MAX_DETAIL_LEVEL=no culling
549 0, // num_small_debris; // 0=min number, MAX_DETAIL_LEVEL=max number
550 0, // num_particles; // 0=min number, MAX_DETAIL_LEVEL=max number
551 0, // num_stars; // 0=min number, MAX_DETAIL_LEVEL=max number
552 0, // shield_effects; // 0=min, MAX_DETAIL_LEVEL=max
553 2, // lighting; // 0=min, MAX_DETAIL_LEVEL=max
555 // ==== Booleans ====
556 0, // targetview_model; // 0=off, 1=on
557 0, // planets_suns; // 0=off, 1=on
565 // ===== Analogs (0-MAX_DETAIL_LEVEL) ====
566 1, // nebula_detail; // 0=lowest detail, MAX_DETAIL_LEVEL=highest detail
567 1, // detail_distance; // 0=lowest MAX_DETAIL_LEVEL=highest
568 1, // hardware_textures; // 0=max culling, MAX_DETAIL_LEVEL=no culling
569 2, // num_small_debris; // 0=min number, MAX_DETAIL_LEVEL=max number
570 2, // num_particles; // 0=min number, MAX_DETAIL_LEVEL=max number
571 2, // num_stars; // 0=min number, MAX_DETAIL_LEVEL=max number
572 1, // shield_effects; // 0=min, MAX_DETAIL_LEVEL=max
573 3, // lighting; // 0=min, MAX_DETAIL_LEVEL=max
575 // ==== Booleans ====
576 1, // targetview_model; // 0=off, 1=on
577 1, // planets_suns; // 0=off, 1=on
585 // ===== Analogs (0-MAX_DETAIL_LEVEL) ====
586 2, // nebula_detail; // 0=lowest detail, MAX_DETAIL_LEVEL=highest detail
587 3, // detail_distance; // 0=lowest MAX_DETAIL_LEVEL=highest
588 3, // hardware_textures; // 0=max culling, MAX_DETAIL_LEVEL=no culling
589 3, // num_small_debris; // 0=min number, MAX_DETAIL_LEVEL=max number
590 3, // num_particles; // 0=min number, MAX_DETAIL_LEVEL=max number
591 4, // num_stars; // 0=min number, MAX_DETAIL_LEVEL=max number
592 3, // shield_effects; // 0=min, MAX_DETAIL_LEVEL=max
593 4, // lighting; // 0=min, MAX_DETAIL_LEVEL=max
595 // ==== Booleans ====
596 1, // targetview_model; // 0=off, 1=on
597 1, // planets_suns; // 0=off, 1=on
605 // ===== Analogs (0-MAX_DETAIL_LEVEL) ====
606 3, // nebula_detail; // 0=lowest detail, MAX_DETAIL_LEVEL=highest detail
607 3, // detail_distance; // 0=lowest MAX_DETAIL_LEVEL=highest
608 4, // hardware_textures; // 0=max culling, MAX_DETAIL_LEVEL=no culling
609 4, // num_small_debris; // 0=min number, MAX_DETAIL_LEVEL=max number
610 3, // num_particles; // 0=min number, MAX_DETAIL_LEVEL=max number
611 4, // num_stars; // 0=min number, MAX_DETAIL_LEVEL=max number
612 4, // shield_effects; // 0=min, MAX_DETAIL_LEVEL=max
613 4, // lighting; // 0=min, MAX_DETAIL_LEVEL=max
615 // ==== Booleans ====
616 1, // targetview_model; // 0=off, 1=on
617 1, // planets_suns; // 0=off, 1=on
626 // Global used to access detail levels in game and libs
627 detail_levels Detail = Detail_defaults[NUM_DEFAULT_DETAIL_LEVELS-1];
631 // NUM_DETAIL_LEVELS - highest
632 // To set the parameters in Detail to some set of defaults
633 void detail_level_set(int level)
639 Assert( level >= 0 );
640 Assert( level < NUM_DEFAULT_DETAIL_LEVELS );
642 Detail = Detail_defaults[level];
644 // reset nebula stuff
645 neb2_set_detail_level(level);
648 // Returns the current detail level or -1 if custom.
649 int current_detail_level()
651 // return Detail.setting;
654 for (i=0; i<NUM_DEFAULT_DETAIL_LEVELS; i++ ) {
655 if ( memcmp( &Detail, &Detail_defaults[i], sizeof(detail_levels) )==0 ) {
663 DCF(detail_level,"Change the detail level")
666 dc_get_arg(ARG_INT|ARG_NONE);
667 if ( Dc_arg_type & ARG_NONE ) {
668 Game_detail_level = 0;
669 dc_printf( "Detail level reset\n" );
671 if ( Dc_arg_type & ARG_INT ) {
672 Game_detail_level = Dc_arg_int;
677 dc_printf( "Usage: detail_level [n]\nn is detail level. 0 normal, - lower, + higher, -2 to 2 usually\nNo parameter resets it to default.\n" );
680 dc_printf("Detail level set to %d\n", Game_detail_level);
683 DCF(detail, "Turns on/off parts of the game for speed testing" )
686 dc_get_arg(ARG_INT|ARG_NONE);
687 if ( Dc_arg_type & ARG_NONE ) {
688 if ( Game_detail_flags == DETAIL_DEFAULT ) {
689 Game_detail_flags = DETAIL_FLAG_CLEAR;
690 dc_printf( "Detail flags set lowest (except has screen clear)\n" );
692 Game_detail_flags = DETAIL_DEFAULT;
693 dc_printf( "Detail flags set highest\n" );
696 if ( Dc_arg_type & ARG_INT ) {
697 Game_detail_flags ^= Dc_arg_int;
702 dc_printf( "Usage: detail [n]\nn is detail bit to toggle.\n" );
703 dc_printf( " 1: draw the stars\n" );
704 dc_printf( " 2: draw the nebulas\n" );
705 dc_printf( " 4: draw the motion debris\n" );
706 dc_printf( " 8: draw planets\n" );
707 dc_printf( " 16: draw models not as blobs\n" );
708 dc_printf( " 32: draw lasers not as pixels\n" );
709 dc_printf( " 64: clear screen background after each frame\n" );
710 dc_printf( " 128: draw hud stuff\n" );
711 dc_printf( " 256: draw fireballs\n" );
712 dc_printf( " 512: do collision detection\n" );
716 dc_printf("Detail flags set to 0x%08x\n", Game_detail_flags);
717 dc_printf( " 1: draw the stars: %s\n", (Game_detail_flags&1?"on":"off") );
718 dc_printf( " 2: draw the nebulas: %s\n", (Game_detail_flags&2?"on":"off") );
719 dc_printf( " 4: draw the motion debris: %s\n", (Game_detail_flags&4?"on":"off") );
720 dc_printf( " 8: draw planets: %s\n", (Game_detail_flags&8?"on":"off") );
721 dc_printf( " 16: draw models not as blobs: %s\n", (Game_detail_flags&16?"on":"off") );
722 dc_printf( " 32: draw lasers not as pixels: %s\n", (Game_detail_flags&32?"on":"off") );
723 dc_printf( " 64: clear screen background after each frame: %s\n", (Game_detail_flags&64?"on":"off") );
724 dc_printf( " 128: draw hud stuff: %s\n", (Game_detail_flags&128?"on":"off") );
725 dc_printf( " 256: draw fireballs: %s\n", (Game_detail_flags&256?"on":"off") );
726 dc_printf( " 512: do collision detection: %s\n", (Game_detail_flags&512?"on":"off") );