2 * $Logfile: /Freespace2/code/ac/ac_stubs.cpp $
7 * Stubs to allow compiling of AC project
10 * Revision 1.1 2002/05/03 03:28:11 root
14 * 7 6/21/99 10:24a Andsager
17 * 6 3/19/99 9:52a Dave
18 * Checkin to repair massive source safe crash. Also added support for
19 * pof-style nebulae, and some new weapons code.
21 * 5 2/17/99 2:17p Dave
24 * 4 1/08/99 2:08p Dave
25 * Fixed software mode for pofview.
27 * 3 1/06/99 2:24p Dave
30 * 2 10/23/98 6:03p Dave
32 * 1 10/23/98 5:04p Dave
34 * 1 10/23/98 4:32p Dave
36 * 6 6/23/98 2:52p Hoffoss
37 * Changed code so AC compiles once again.
39 * 5 7/20/97 6:59p Lawrance
40 * added new -i and -x switches
42 * 4 5/19/97 3:21p Lawrance
43 * add fps parm, version num to anim header
45 * 3 4/18/97 9:20a Lawrance
46 * added os_force_windowed() stub
48 * 2 2/19/97 9:26p Lawrance
49 * console version of converter working
58 void gr_palette_load(unsigned char*)
62 void os_force_windowed()
66 void gr_set_palette(char *, unsigned char *)
70 int tga_read_bitmap( char *, bitmap *) { return 0; };
71 int tga_read_header(char *, bitmap *, unsigned char *) { return 0; }
72 long fixdiv(long, long) { return 0; }
73 int game_cd_changed() { return 0; }
75 void freespace_menu_background() {}
77 int Pofview_running = 0;
79 void game_stop_looped_sounds() {}
80 void game_enter_state(int, int){}
81 void game_leave_state(int, int){}
82 void game_do_state(int){}
83 int set_cdrom_path(int){return 0;}
84 int find_freespace_cd(char*){return 0;}
86 void game_process_event(int, int);
89 int game_check_key(){return 0;}
90 void game_stop_time(){}
91 void game_do_state_common(int, int){}
92 void game_start_time(){}
93 void game_set_frametime(int){}
95 long Game_time_compression;
97 int game_poll() {return 0;}
98 char *Game_current_mission_filename;
99 void game_process_event(int, int){}
100 void game_increase_skill_level(){}
103 int game_start_mission(){return 0;}
104 void game_level_close(){}
105 void game_whack_apply(float, float){}
106 void game_flash(float, float, float){}
107 int game_do_cd_check(char*){return 0;}
108 struct fs_builtin_mission *game_find_builtin_mission(char*){return 0;}
109 int Game_do_state_should_skip;
110 int Show_target_weapons;
111 int Show_target_debug_info;
112 int Game_subspace_effect;
113 void game_load_palette(){}
114 void game_format_time(long, char*){}
115 int game_get_default_skill_level(){return 0;}
116 float Freespace_gamma;
117 void get_version_string(char*){}
119 int Interface_framerate;
120 void game_set_view_clip(){}
122 int Game_weapons_tbl_valid;
123 int Game_ships_tbl_valid;
125 vector Dead_player_last_vel;
127 void game_shudder_apply(int, float){}
128 int game_hacked_data() {return 0;}
129 int game_single_step;
130 int last_single_step;
132 void game_tst_mark(struct object*, struct ship*){}
133 int game_do_cd_mission_check(char*){return 0;}
134 int Player_multi_died_check;