2 * $Logfile: /Freespace2/code/GlobalIncs/SystemVars.h $
7 * Variables and constants common to FreeSpace and Fred.
10 * Revision 1.1 2002/05/03 03:28:12 root
14 * 11 6/22/99 7:03p Dave
15 * New detail options screen.
17 * 10 6/16/99 4:06p Dave
18 * New pilot info popup. Added new draw-bitmap-as-poly function.
20 * 9 6/14/99 10:45a Dave
21 * Made beam weapons specify accuracy by skill level in the weapons.tbl
23 * 8 5/24/99 5:45p Dave
24 * Added detail levels to the nebula, with a decent speedup. Split nebula
25 * lightning into its own section.
27 * 7 3/29/99 6:17p Dave
28 * More work on demo system. Got just about everything in except for
29 * blowing ships up, secondary weapons and player death/warpout.
31 * 6 3/28/99 5:58p Dave
32 * Added early demo code. Make objects move. Nice and framerate
33 * independant, but not much else. Don't use yet unless you're me :)
35 * 5 3/28/99 12:37p Dave
36 * Tentative beginnings to warpin effect.
38 * 4 11/30/98 1:07p Dave
39 * 16 bit conversion, first run.
41 * 3 10/07/98 6:27p Dave
42 * Globalized mission and campaign file extensions. Removed Silent Threat
43 * special code. Moved \cache \players and \multidata into the \data
46 * 2 10/07/98 10:52a Dave
49 * 1 10/07/98 10:48a Dave
51 * 37 9/21/98 8:46p Dave
52 * Put in special check in fred for identifying unknown ships.
54 * 36 8/17/98 5:07p Dave
55 * First rev of corkscrewing missiles.
57 * 35 5/13/98 11:34p Mike
58 * Model caching system.
60 * 34 5/09/98 4:52p Lawrance
61 * Implement padlock view (up/rear/left/right)
63 * 33 4/01/98 5:34p John
64 * Made only the used POFs page in for a level. Reduced some interp
65 * arrays. Made custom detail level work differently.
67 * 32 3/31/98 5:18p John
68 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
69 * bunch of debug stuff out of player file. Made model code be able to
70 * unload models and malloc out only however many models are needed.
73 * 31 3/30/98 2:38p Mike
74 * Add asteroid_density to detail level support.
75 * No force explosion damage in training missions.
76 * Make cargo deathrolls shorter.
78 * 30 3/23/98 5:19p John
79 * Upped number of default detail levels to 4
81 * 29 3/22/98 2:41p John
82 * Added lighting into the detail structure.
84 * 28 3/22/98 11:06a John
85 * Changed default detail levels
87 * 27 3/22/98 11:02a John
88 * Made a bunch of the detail levels actually do something
90 * 26 3/22/98 9:53a John
91 * Added in first stage of new detail level stuff
93 * 25 3/17/98 3:53p Lawrance
94 * Fix warpout in chase view
96 * 24 2/28/98 7:03p Lawrance
97 * get slew working in any view
99 * 23 2/26/98 12:33a Lawrance
100 * Added back slew mode, lots of changes to external and chase views.
102 * 22 2/10/98 9:06a John
103 * Added variables for restoring
105 * 21 2/03/98 9:25p John
106 * Upgraded Direct3D code to new version 5.0 code. Separated the D3D code
107 * more. Added a global variable D3D_enabled flag.
109 * 20 1/13/98 2:20p John
110 * Added code to load palette based on hud color. Added code to turn off
111 * nebulas using detail. Added code in WinMain to time out after waiting
112 * too long for window creation.
114 * 19 12/19/97 12:03p Allender
115 * Added GM_CAMPAIGN_MODE to indicate when player is in a campaign or not.
116 * Started adding FreeSpace support for carrying of ship/weapon types
117 * across missions in a campaign.
119 * 18 12/16/97 6:20p Hoffoss
120 * Added more debugging code for demos, and fixed a bug in demo
121 * recording/playback.
123 * 17 12/05/97 3:46p John
124 * made ship thruster glow scale instead of being an animation.
126 * 16 9/22/97 5:12p Dave
127 * Added stats transfer game _mode_. Started work on multiplayer chat
128 * screens for weapon and ship select
130 * 15 8/04/97 5:28p Dave
131 * Moved Game bit GM_GAME_HOST to a netinfo flag NETINFO_FLAG_GAME_HOST
133 * 14 8/04/97 4:37p Dave
134 * Added GM_STANDALONE_SERVER and GM_GAME_HOST game mode bits
136 * 13 8/04/97 10:21a Dave
137 * Added Is_standalone global var
139 * 12 7/29/97 10:59a Dave
140 * Added demo recording and demo playback bit flags
142 * 11 6/24/97 6:21p John
143 * added detail flags.
144 * sped up motion debris system a bit.
146 * 10 6/09/97 10:38a Allender
147 * added GAME_MODE_IN_GAME flag. Probably to be used only for multiplayer
149 * 9 5/07/97 1:44p Mike
150 * Add viewing from other ships.
152 * 8 4/16/97 3:24p Mike
155 * 7 4/15/97 11:28p Mike
156 * External view system
158 * 6 4/15/97 4:00p Mike
159 * Intermediate checkin caused by getting other files. Working on camera
162 * 5 4/11/97 5:02p Mike
163 * Improve death sequence, clean up sequencing.
165 * 4 4/08/97 8:47a John
166 * Added a global varible for detail level
168 * 3 4/02/97 6:03p Mike
169 * Make dying work through event driven code.
171 * 2 4/01/97 11:07p Mike
172 * Clean up game sequencing functions. Get rid of Multiplayer and add
173 * Game_mode. Add SystemVars.cpp
175 * 1 4/01/97 10:59p Mike
180 #ifndef _SYSTEMVARS_H
181 #define _SYSTEMVARS_H
186 #define GM_MULTIPLAYER (1 << 0)
187 #define GM_NORMAL (1 << 1)
188 #define GM_DEAD_DIED (1 << 2) // Died, waiting to blow up.
189 #define GM_DEAD_BLEW_UP (1 << 3) // Blew up.
190 #define GM_DEAD_ABORTED (1 << 4) // Player pressed a key, aborting death sequence.
191 #define GM_IN_MISSION (1 << 5) // Player is actually in the mission -- not at a pre-mission menu
193 #define GM_DEAD (GM_DEAD_DIED | GM_DEAD_BLEW_UP | GM_DEAD_ABORTED)
195 #define GM_STANDALONE_SERVER (1 << 8)
196 #define GM_STATS_TRANSFER (1 << 9) // in the process of stats transfer
197 #define GM_CAMPAIGN_MODE (1 << 10) // are we currently in a campaign.
199 #define GM_DEMO_RECORD (1 << 11) // recording a demo
200 #define GM_DEMO_PLAYBACK (1 << 12) // playing a demo back
201 #define GM_DEMO (GM_DEMO_RECORD | GM_DEMO_PLAYBACK) // true whenever a demo is being recorded or played back
203 #define VM_EXTERNAL (1 << 0) // Set if not viewing from player position.
204 #define VM_SLEWED (1 << 1) // Set if viewer orientation is slewed.
205 #define VM_DEAD_VIEW (1 << 2) // Set if viewer is watching from dead view.
206 #define VM_CHASE (1 << 3) // Chase view.
207 #define VM_OTHER_SHIP (1 << 4) // View from another ship.
208 #define VM_EXTERNAL_CAMERA_LOCKED (1 << 5) // External camera is locked in place (ie controls move ship not camera)
209 #define VM_WARP_CHASE (1 << 6) // View while warping out (form normal view mode)
210 #define VM_PADLOCK_UP (1 << 7)
211 #define VM_PADLOCK_REAR (1 << 8)
212 #define VM_PADLOCK_LEFT (1 << 9)
213 #define VM_PADLOCK_RIGHT (1 << 10)
214 #define VM_WARPIN_ANCHOR (1 << 11) // special warpin camera mode
216 #define VM_PADLOCK_ANY (VM_PADLOCK_UP|VM_PADLOCK_REAR|VM_PADLOCK_LEFT|VM_PADLOCK_RIGHT)
220 angles_t angles; // Angles defining viewer location.
221 float distance; // Distance from which to view, plus 2x radius.
226 float distance; // Distance from which to view, plus 3x radius
229 extern fix Missiontime;
230 extern fix Frametime;
231 extern int Framecount;
233 extern int Game_mode;
235 extern int Viewer_mode;
236 extern int Rand_count;
238 extern int Game_restoring; // If set, this means we are restoring data from disk
240 // The detail level. Anything below zero draws simple models earlier than it
241 // should. Anything above zero draws higher detail models longer than it should.
247 extern int Game_detail_level;
249 #define DETAIL_DEFAULT (0xFFFFFFFF)
251 #define DETAIL_FLAG_STARS (1<<0) // draw the stars
252 #define DETAIL_FLAG_NEBULAS (1<<1) // draw the motion debris
253 #define DETAIL_FLAG_MOTION (1<<2) // draw the motion debris
254 #define DETAIL_FLAG_PLANETS (1<<3) // draw planets
255 #define DETAIL_FLAG_MODELS (1<<4) // draw models not as blobs
256 #define DETAIL_FLAG_LASERS (1<<5) // draw lasers not as pixels
257 #define DETAIL_FLAG_CLEAR (1<<6) // clear screen background after each frame
258 #define DETAIL_FLAG_HUD (1<<7) // draw hud stuff
259 #define DETAIL_FLAG_FIREBALLS (1<<8) // draw fireballs
260 #define DETAIL_FLAG_COLLISION (1<<9) // use good collision detection
263 extern uint Game_detail_flags;
265 extern angles_t Viewer_slew_angles;
266 extern vei Viewer_external_info;
267 extern vci Viewer_chase_info;
269 extern int Is_standalone;
270 extern int Interface_framerate; // show interface framerate during flips
271 extern int Interface_last_tick; // last timer tick on flip
273 // for notifying players of unknown ship types
274 extern int Fred_found_unknown_ship_during_parsing;
276 #define NOISE_NUM_FRAMES 15
278 // Noise numbers go from 0 to 1.0
279 extern float Noise[NOISE_NUM_FRAMES];
282 // If true, then we are using Direct3D hardware. This is used for game type stuff
283 // that changes when you're using hardware.
284 extern int D3D_enabled;
287 #define NUM_SKILL_LEVELS 5
289 //====================================================================================
290 // DETAIL LEVEL STUFF
291 // If you change any of this, be sure to increment the player file version
292 // in Freespace\ManagePilot.cpp and change Detail_defaults in SystemVars.cpp
293 // or bad things will happen, I promise.
294 //====================================================================================
296 #define MAX_DETAIL_LEVEL 4 // The highest valid value for the "analog" detail level settings
298 // If you change this, update player file in ManagePilot.cpp
299 typedef struct detail_levels {
301 int setting; // Which default setting this was created from. 0=lowest... NUM_DEFAULT_DETAIL_LEVELS-1, -1=Custom
304 int nebula_detail; // 0=lowest detail, MAX_DETAIL_LEVEL=highest detail
305 int detail_distance; // 0=lowest MAX_DETAIL_LEVEL=highest
306 int hardware_textures; // 0=max culling, MAX_DETAIL_LEVEL=no culling
307 int num_small_debris; // 0=min number, MAX_DETAIL_LEVEL=max number
308 int num_particles; // 0=min number, MAX_DETAIL_LEVEL=max number
309 int num_stars; // 0=min number, MAX_DETAIL_LEVEL=max number
310 int shield_effects; // 0=min, MAX_DETAIL_LEVEL=max
311 int lighting; // 0=min, MAX_DETAIL_LEVEL=max
314 int targetview_model; // 0=off, 1=on
315 int planets_suns; // 0=off, 1=on
316 int weapon_extras; // extra weapon details. trails, glows
319 // Global values used to access detail levels in game and libs
320 extern detail_levels Detail;
322 #define NUM_DEFAULT_DETAIL_LEVELS 4 // How many "predefined" detail levels there are
326 // NUM_DEFAULT_DETAIL_LEVELS - highest
327 // To set the parameters in Detail to some set of defaults
328 void detail_level_set(int level);
330 // Returns the current detail level or -1 if custom.
331 int current_detail_level();
333 //====================================================================================
334 // Memory stuff from WinDebug.cpp
336 void windebug_memwatch_init();