2 * $Logfile: /Freespace2/code/GlobalIncs/PsTypes.h $
7 * Header file containg global typedefs, constants and macros
10 * Revision 1.1 2002/05/03 03:28:12 root
14 * 34 6/16/00 3:16p Jefff
15 * sim of the year dvd version changes, a few german soty localization
18 * 33 10/05/99 2:29p Danw
20 * 32 10/01/99 9:10a Daveb
23 * 31 9/13/99 12:22a Dave
26 * 30 8/28/99 4:54p Dave
27 * Fixed directives display for multiplayer clients for wings with
28 * multiple waves. Fixed hud threat indicator rendering color.
30 * 29 8/09/99 4:18p Andsager
31 * Make french and german defines, needed specifically to enable language
32 * under launcher misc. tab
34 * 28 7/20/99 1:49p Dave
35 * Peter Drake build. Fixed some release build warnings.
37 * 27 7/18/99 5:19p Dave
38 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
40 * 26 7/15/99 9:21a Andsager
43 * 25 7/09/99 9:51a Dave
44 * Added thick polyline code.
46 * 24 6/29/99 10:35a Dave
47 * Interface polygon bitmaps! Whee!
49 * 23 6/14/99 10:45a Dave
50 * Made beam weapons specify accuracy by skill level in the weapons.tbl
52 * 22 6/03/99 10:15p Dave
53 * Put in temporary main hall screen.
55 * 21 5/09/99 8:57p Dave
56 * Final E3 build preparations.
58 * 20 4/25/99 7:43p Dave
59 * Misc small bug fixes. Made sun draw properly.
61 * 19 4/25/99 3:03p Dave
62 * Removed E3_BUILD from pstypes
64 * 18 4/25/99 3:02p Dave
65 * Build defines for the E3 build.
67 * 17 4/15/99 1:29p Dave
68 * Remove multiplayer beta build define.
70 * 16 4/15/99 1:24p Dave
71 * Final Beta 1 checkin.
73 * 15 4/14/99 5:28p Dave
76 * 14 4/12/99 2:22p Dave
77 * More checks for dogfight stats.
79 * 13 4/09/99 2:21p Dave
80 * Multiplayer beta stuff. CD checking.
82 * 12 2/25/99 4:19p Dave
83 * Added multiplayer_beta defines. Added cd_check define. Fixed a few
84 * release build warnings. Added more data to the squad war request and
87 * 11 2/23/99 2:29p Dave
88 * First run of oldschool dogfight mode.
90 * 10 2/07/99 8:51p Andsager
91 * Add inner bound to asteroid field. Inner bound tries to stay astroid
92 * free. Wrap when within and don't throw at ships inside.
94 * 9 1/15/99 11:29a Neilk
95 * Fixed D3D screen/texture pixel formatting problem.
97 * 8 1/08/99 2:08p Dave
98 * Fixed software rendering for pofview. Super early support for AWACS and
101 * 7 1/06/99 2:24p Dave
102 * Stubs and release build fixes.
104 * 6 11/30/98 1:07p Dave
105 * 16 bit conversion, first run.
107 * 5 11/05/98 4:18p Dave
108 * First run nebula support. Beefed up localization a bit. Removed all
109 * conditional compiles for foreign versions. Modified mission file
112 * 4 10/13/98 9:28a Dave
113 * Started neatening up freespace.h. Many variables renamed and
114 * reorganized. Added AlphaColors.[h,cpp]
116 * 3 10/07/98 11:28a Dave
118 * 2 10/07/98 10:52a Dave
121 * 1 10/07/98 10:48a Dave
123 * 75 8/20/98 5:30p Dave
124 * Put in handy multiplayer logfile system. Now need to put in useful
125 * applications of it all over the code.
127 * 74 6/17/98 11:01a Lawrance
128 * set correct offset for English special font chars
130 * 73 6/12/98 4:52p Hoffoss
131 * Added support for special characters in in forgeign languages.
133 * 72 6/09/98 6:49p Lawrance
134 * Comment out UK_BUILD
136 * 71 6/09/98 5:15p Lawrance
137 * French/German localization
139 * 70 6/09/98 12:12p Hoffoss
140 * Added XSTR localization code.
142 * 69 6/05/98 9:49a Lawrance
145 * 68 5/22/98 3:13p Allender
146 * no Int3()'s and Asserts
148 * 67 5/20/98 12:59p John
149 * Turned optimizations on for debug builds. Also turning on automatic
150 * function inlining. Turned off the unreachable code warning.
152 * 66 5/04/98 1:49p Allender
153 * make Int3's do nothing when InterplayQA is defined
155 * 65 4/25/98 11:55p Lawrance
156 * compile out Int3() and Assert() for release demo build
167 // Build defines. Comment in/out for whatever build is necessary:
168 // #define OEM_BUILD // enable for OEM builds
169 // #define MULTIPLAYER_BETA_BUILD // enable for multiplayer beta build
170 // #define E3_BUILD // enable for 3dfx E3 build
171 // #define PRESS_TOUR_BUILD // enable for press tour build
172 // #define FS2_DEMO // enable demo build for FS2
173 // #define PD_BUILD // fred documentation/evaluation build
174 // #define FRENCH_BUILD // build for French (obsolete)
175 // #define GERMAN_BUILD // build for German (this is now used)
176 #define RELEASE_REAL // this means that it is an actual release candidate, not just an optimized/release build
178 // uncomment this #define for DVD version (makes popups say DVD instead of CD 2 or whatever): JCF 5/10/2000
179 // #define DVD_MESSAGE_HACK
182 #if defined(MULTIPLAYER_BETA_BUILD) || defined(E3_BUILD) || defined(RELEASE_REAL)
183 #define GAME_CD_CHECK
186 // 4127 is constant conditional (assert)
187 // 4100 is unreferenced formal parameters,
188 // 4514 is unreferenced inline function removed,
189 // 4201 is nameless struct extension used. (used by windows header files)
190 // 4410 illegal size for operand... ie... fxch st(1)
191 // 4611 is _setjmp warning. Since we use setjmp alot, and we don't really use constructors or destructors, this warning doesn't really apply to us.
192 // 4725 is the pentium division bug warning, and I can't seem to get rid of it, even with this pragma.
193 // JS: I figured out the disabling 4725 works, but not on the first function in the module.
194 // So to disable this, I add in a stub function at the top of each module that does nothing.
195 // 4710 is inline function not expanded (who cares?)
196 // 4711 tells us an inline function was expanded (who cares?)
197 // 4702 unreachable code. I care, but too many to deal with
198 // 4201 nonstandard extension used : nameless struct/union (happens a lot in Windows include headers)
199 // 4390 emptry control statement (triggered by nprintf and mprintf's inside of one-line if's, etc)
201 #pragma warning(disable: 4127 4100 4514 4201 4410 4611 4725 4710 4711 4702 4201 4390)
204 #include <stdio.h> // For NULL, etc
213 // value to represent an uninitialized state in any int or uint
214 #define UNINITIALIZED 0x7f8e6d9c
216 #if defined(DEMO) || defined(OEM_BUILD) // no change for FS2_DEMO
217 #define MAX_PLAYERS 1
219 #define MAX_PLAYERS 12
224 #define USE_INLINE_ASM 1 // Define this to use inline assembly
225 #define STRUCT_CMP(a, b) memcmp((void *) &a, (void *) &b, sizeof(a))
227 #define LOCAL static // make module local varilable static.
229 typedef __int64 longlong;
231 typedef unsigned char ubyte;
232 typedef unsigned short ushort;
233 typedef unsigned int uint;
235 #define HARDWARE_ONLY
237 //Stucture to store clipping codes in a word
238 typedef struct ccodes {
239 ubyte vor,vand; //or is low byte, and is high byte
242 typedef struct vector {
251 // A vector referenced as an array
252 typedef struct vectora {
256 typedef struct vec2d {
260 // Used for some 2d primitives, like gr_poly
261 typedef struct vert2df {
265 typedef struct angles {
269 typedef struct matrix {
272 vector rvec, uvec, fvec;
279 typedef struct uv_pair {
283 // Used to store rotated points for mines.
284 // Has flag to indicate if projected.
285 typedef struct vertex {
286 float x, y, z; // world space position
287 float sx, sy, sw; // screen space position (sw == 1/z)
288 float u, v; // texture position
289 ubyte r, g, b, a; // color. Use b for darkening;
290 ubyte codes; // what sides of view pyramid this point is on/off. 0 = Inside view pyramid.
291 ubyte flags; // Projection flags. Indicates whether it is projected or not or if projection overflowed.
292 ubyte pad[2]; // pad structure to be 4 byte aligned.
295 #define BMP_AABITMAP (1<<0) // antialiased bitmap
296 #define BMP_TEX_XPARENT (1<<1) // transparent texture
297 #define BMP_TEX_NONDARK (1<<2) // nondarkening texture
298 #define BMP_TEX_OTHER (1<<3) // so we can identify all "normal" textures
301 #define BMP_TEX_ANY ( BMP_TEX_XPARENT | BMP_TEX_NONDARK | BMP_TEX_OTHER )
303 // max res == 1024x768. max texture size == 256
304 #define MAX_BMAP_SECTIONS_X 4
305 #define MAX_BMAP_SECTIONS_Y 3
306 #define MAX_BMAP_SECTION_SIZE 256
307 typedef struct bitmap_section_info {
308 ushort sx[MAX_BMAP_SECTIONS_X]; // x offset of each section
309 ushort sy[MAX_BMAP_SECTIONS_Y]; // y offset of each section
311 ubyte num_x, num_y; // number of x and y sections
312 } bitmap_section_info;
314 typedef struct bitmap {
315 short w, h; // Width and height
316 short rowsize; // What you need to add to go to next row
317 ubyte bpp; // How many bits per pixel it is. (7,8,15,16,24,32)
318 ubyte flags; // See the BMP_???? defines for values
319 uint data; // Pointer to data, or maybe offset into VRAM.
320 ubyte *palette; // If bpp==8, this is pointer to palette. If the BMP_NO_PALETTE_MAP flag
321 // is not set, this palette just points to the screen palette. (gr_palette)
323 bitmap_section_info sections;
326 //This are defined in MainWin.c
327 extern void _cdecl WinAssert(char * text,char *filename, int line);
328 extern void _cdecl Error( char * filename, int line, char * format, ... );
329 extern void _cdecl Warning( char * filename, int line, char * format, ... );
333 // To debug printf do this:
334 // mprintf(( "Error opening %s\n", filename ));
336 #define mprintf(args) outwnd_printf2 args
337 #define nprintf(args) outwnd_printf args
339 #define mprintf(args)
340 #define nprintf(args)
343 #define LOCATION __FILE__,__LINE__
345 // To flag an error, you can do this:
346 // Error( __FILE__, __LINE__, "Error opening %s", filename );
348 // Error( LOCATION, "Error opening %s", filename );
351 #define Assert(x) do {} while (0)
353 void gr_activate(int);
354 #define Assert(x) do { if (!(x)){ gr_activate(0); WinAssert(#x,__FILE__,__LINE__); gr_activate(1); } } while (0)
357 //#define Int3() _asm { int 3 }
360 // Interplay QA version of Int3
361 #define Int3() do { } while (0)
363 // define to call from Warning function above since it calls Int3, so without this, we
364 // get put into infinite dialog boxes
365 #define AsmInt3() _asm { int 3 }
369 // No debug version of Int3
370 #define Int3() do { } while (0)
374 // Debug version of Int3
375 #define Int3() debug_int3()
376 #endif // NDEBUG && DEMO
377 #endif // INTERPLAYQA
379 #define min(a,b) (((a) < (b)) ? (a) : (b))
380 #define max(a,b) (((a) > (b)) ? (a) : (b))
382 #define PI 3.141592654f
383 #define PI2 (3.141592654f*2.0f) // PI*2
384 #define ANG_TO_RAD(x) ((x)*PI/180)
387 extern int Fred_running; // Is Fred running, or FreeSpace?
388 extern int Pofview_running;
389 extern int Nebedit_running;
392 //======================================================================================
393 //====== D E B U G C O N S O L E S T U F F ========================
394 //======================================================================================
396 // Here is a a sample command to toggle something that would
397 // be called by doing "toggle it" from the debug console command window/
400 DCF(toggle_it,"description")
403 This_var = !This_var;
407 dc_printf( "Usage: sample\nToggles This_var on/off.\n" );
411 dc_printf( "The status is %d.\n", This_var );
415 class debug_command {
420 debug_command(char *name,char *help,void (*func)()); // constructor
423 #define DCF(function_name,help_text) \
424 void dcf_##function_name(); \
425 debug_command dc_##function_name(#function_name,help_text,dcf_##function_name); \
426 void dcf_##function_name()
428 // Starts the debug console
429 extern void debug_console( void (*func)() = NULL );
431 // The next three variables tell your function what to do. It should
432 // only change something if the dc_command is set. A minimal function
433 // needs to process the dc_command. Usually, these will be called in
434 // these combinations:
435 // dc_command=true, dc_status=true means process it and show status
436 // dc_help=true means show help only
437 // dc_status=true means show status only
438 // I would recommend doing this in each function:
439 // if (dc_command) { process command }
440 // if (dc_help) { print out help }
441 // if (dc_status) { print out status }
442 // with the last two being optional
444 extern int Dc_command; // If this is set, then process the command
445 extern int Dc_help; // If this is set, then print out the help text in the form, "usage: ... \nLong description\n" );
446 extern int Dc_status; // If this is set, then print out the current status of the command.
448 void dc_get_arg(uint flags); // Gets the next argument. If it doesn't match the flags, this function will print an error and not return.
449 extern char *Dc_arg; // The (lowercased) string value of the argument retrieved from dc_arg
450 extern char *Dc_arg_org; // Dc_arg before it got converted to lowercase
451 extern uint Dc_arg_type; // The type of dc_arg.
452 extern char *Dc_command_line; // The rest of the command line, from the end of the last processed arg on.
453 extern int Dc_arg_int; // If Dc_arg_type & ARG_INT or ARG_HEX is set, then this is the value
454 extern float Dc_arg_float; // If Dc_arg_type & ARG_FLOAT is set, then this is the value
456 // Outputs text to the console
457 void dc_printf( char *format, ... );
459 // Each dc_arg_type can have one or more of these flags set.
460 // This is because some things can fit into two catagories.
461 // Like 1 can be an integer, a float, a string, or a true boolean
463 #define ARG_NONE (1<<0) // no argument
464 #define ARG_ANY 0xFFFFFFFF // Anything.
465 #define ARG_STRING (1<<1) // any valid string
466 #define ARG_QUOTE (1<<2) // a quoted string
467 #define ARG_INT (1<<3) // a valid integer
468 #define ARG_FLOAT (1<<4) // a valid floating point number
470 // some specific commonly used predefined types. Can add up to (1<<31)
471 #define ARG_HEX (1<<5) // a valid hexadecimal integer. Note that ARG_INT will always be set also in this case.
472 #define ARG_TRUE (1<<6) // on, true, non-zero number
473 #define ARG_FALSE (1<<7) // off, false, zero
474 #define ARG_PLUS (1<<8) // Plus sign
475 #define ARG_MINUS (1<<9) // Minus sign
476 #define ARG_COMMA (1<<10) // a comma
478 // A shortcut for boolean only variables.
480 // DCF_BOOL( lighting, Show_lighting )
482 #define DCF_BOOL( function_name, bool_variable ) \
483 void dcf_##function_name(); \
484 debug_command dc_##function_name(#function_name,"Toggles "#bool_variable,dcf_##function_name ); \
485 void dcf_##function_name() { \
486 if ( Dc_command ) { \
487 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE); \
488 if ( Dc_arg_type & ARG_TRUE ) bool_variable = 1; \
489 else if ( Dc_arg_type & ARG_FALSE ) bool_variable = 0; \
490 else if ( Dc_arg_type & ARG_NONE ) bool_variable ^= 1; \
492 if ( Dc_help ) dc_printf( "Usage: %s [bool]\nSets %s to true or false. If nothing passed, then toggles it.\n", #function_name, #bool_variable ); \
493 if ( Dc_status ) dc_printf( "%s is %s\n", #function_name, (bool_variable?"TRUE":"FALSE") ); \
497 //======================================================================================
498 //======================================================================================
499 //======================================================================================
504 #include "floating.h"
506 // Some constants for stuff
507 #define MAX_FILENAME_LEN 32 // Length for filenames, ie "title.pcx"
508 #define MAX_PATH_LEN 128 // Length for pathnames, ie "c:\bitmaps\title.pcx"
510 // contants and defined for byteswapping routines (useful for mac)
512 #define SWAPSHORT(x) ( \
517 #define SWAPINT(x) ( \
519 (((ulong)x) >> 24) | \
520 ((x & 0x0000ff00) << 8) | \
521 ((x & 0x00ff0000) >> 8) \
525 #define INTEL_INT(x) x
526 #define INTEL_SHORT(x) x
528 #define INTEL_INT(x) SWAPINT(x)
529 #define INTEL_SHORT(x) SWAPSHORT(x)
539 // Callback Loading function.
540 // If you pass a function to this, that function will get called
541 // around 10x per second, so you can update the screen.
542 // Pass NULL to turn it off.
543 // Call this with the name of a function. That function will
544 // then get called around 10x per second. The callback function
545 // gets passed a 'count' which is how many times game_busy has
546 // been called since the callback was set. It gets called
547 // one last time with count=-1 when you turn off the callback
548 // by calling game_busy_callback(NULL). Game_busy_callback
549 // returns the current count, so you can tell how many times
550 // game_busy got called.
551 // If delta_step is above 0, then it will also make sure it
552 // calls the callback each time count steps 'delta_step' even
553 // if 1/10th of a second hasn't elapsed.
554 extern int game_busy_callback( void (*callback)(int count), int delta_step = -1 );
556 // Call whenever loading to display cursor
557 extern void game_busy();
560 //=========================================================
561 // Functions to monitor performance
567 int value; // Value that gets cleared to 0 each frame.
568 int min, max, sum, cnt; // Min & Max of value. Sum is used to calculate average
569 monitor(char *name); // constructor
572 // Creates a monitor variable
573 #define MONITOR(function_name) monitor mon_##function_name(#function_name)
575 // Increments a monitor variable
576 #define MONITOR_INC(function_name,inc) do { mon_##function_name.value+=(inc); } while(0)
578 // Call this once per frame to update monitor file
579 void monitor_update();
583 #define MONITOR(function_name)
585 #define MONITOR_INC(function_name,inc) do { } while(0)
587 // Call this once per frame to update monitor file
588 #define monitor_update() do { } while(0)
594 char *XSTR(char *str, int index);
596 // Caps V between MN and MX.
597 template <class T> void CAP( T& v, T mn, T mx )
601 } else if ( v > mx ) {
606 // ========================================================
607 // stamp checksum stuff
608 // ========================================================
610 // here is the define for the stamp for this set of code
611 #define STAMP_STRING "\001\001\001\001\002\002\002\002Read the Foundation Novels from Asimov. I liked them."
612 #define STAMP_STRING_LENGTH 80
613 #define DEFAULT_CHECKSUM_STRING "\001\001\001\001"
614 #define DEFAULT_TIME_STRING "\002\002\002\002"
616 // macro to calculate the checksum for the stamp. Put here so that we can use different methods
617 // for different applications. Requires the local variable 'checksum' to be defined!!!
618 #define CALCULATE_STAMP_CHECKSUM() do { \
622 for ( i = 0; i < (int)strlen(ptr); i++ ) { \
624 checksum += ptr[i]; \
625 if ( checksum & 0x01 ) \
627 checksum = checksum >> 1; \
629 checksum |= 0x80000000; \
631 checksum |= 0x80000000; \
634 //=========================================================
635 // Memory management functions
636 //=========================================================
641 // Returns 0 if not enough RAM.
642 int vm_init(int min_heap_size);
644 // Allocates some RAM.
645 void *vm_malloc( int size, char *filename=NULL, int line=-1 );
648 char *vm_strdup( const char *ptr, char *filename, int line );
651 void vm_free( void *ptr, char *filename=NULL, int line=-1 );
656 // Easy to use macros
657 #define VM_MALLOC(size) vm_malloc((size),__FILE__,__LINE__)
658 #define VM_FREE(ptr) vm_free((ptr),__FILE__,__LINE__)
660 #define malloc(size) vm_malloc((size),__FILE__,__LINE__)
661 #define free(ptr) vm_free((ptr),__FILE__,__LINE__)
662 #define strdup(ptr) vm_strdup((ptr),__FILE__,__LINE__)
667 // Returns 0 if not enough RAM.
668 int vm_init(int min_heap_size);
670 // Allocates some RAM.
671 void *vm_malloc( int size );
674 char *vm_strdup( const char *ptr );
677 void vm_free( void *ptr );
682 // Easy to use macros
683 #define VM_MALLOC(size) vm_malloc(size)
684 #define VM_FREE(ptr) vm_free(ptr)
686 #define malloc(size) vm_malloc(size)
687 #define free(ptr) vm_free(ptr)
688 #define strdup(ptr) vm_strdup(ptr)