2 * $Logfile: /Freespace2/code/Fred2/FredStubs.cpp $
7 * Bogus C file for functions and variable stubs that Fred needs because it
8 * includes some libraries that makes functions calls to other libraries that FRED
9 * doesn't include. In a perfect world, programmers would work harder to keep
10 * the code they write more self-contained and not tie all the code everywhere
14 * Revision 1.1 2002/05/03 03:28:08 root
18 * 26 9/27/99 10:13a Jefff
19 * another stub for not_in_demo popup
21 * 25 9/13/99 5:16p Dave
24 * 24 9/06/99 8:43p Dave
25 * Checked in some stubs.
27 * 23 9/01/99 10:14a Dave
30 * 22 8/26/99 10:15a Dave
31 * Don't apply beam whacks to docked ships.
33 * 21 8/04/99 2:24a Dave
34 * Fixed escort gauge ordering for dogfight.
36 * 20 7/08/99 10:53a Dave
37 * New multiplayer interpolation scheme. Not 100% done yet, but still
38 * better than the old way.
40 * 19 6/10/99 11:11a Jamesa
43 * 18 4/12/99 10:36a Johnson
44 * Stub for game_hacked_data
46 * 17 3/19/99 6:15p Dave
49 * 16 2/23/99 7:03p Dave
50 * Rewrote a horribly mangled and evil team loadout dialog. Bugs gone.
52 * 15 2/17/99 2:11p Dave
53 * First full run of squad war. All freespace and tracker side stuff
56 * 14 1/14/99 12:49a Dave
57 * Made an attempt to put briefing icons back into FRED.
59 * 13 1/12/99 5:45p Dave
60 * Whole slew of new stubs.
62 * 12 1/08/99 2:07p Dave
63 * Temporary checkin. Super early support for AWACS and beam weapons.
65 * 11 12/06/98 2:36p Dave
68 * 10 12/03/98 10:14a Dave
70 * 9 11/30/98 5:32p Dave
71 * Fixed up Fred support for software mode.
73 * 8 11/19/98 8:05a Dave
76 * 7 11/12/98 12:12a Dave
77 * Stub for new turret fired packet.
79 * 6 10/21/98 9:56a Dave
80 * Fixed stupid linker thing.
82 * 5 10/13/98 9:57a Dave
84 * 4 10/13/98 9:27a Dave
85 * Started neatening up freespace.h
87 * 3 10/12/98 1:01p Dave
88 * Fixed object rotation bug (uninitialized data). Changed a few stubs to
89 * correspond to new var names.
91 * 2 10/07/98 6:28p Dave
92 * Initial checkin. Renamed all relevant stuff to be Fred2 instead of
93 * Fred. Globalized mission and campaign file extensions. Removed Silent
94 * Threat specific code.
96 * 1 10/07/98 3:01p Dave
98 * 1 10/07/98 3:00p Dave
100 * 238 9/20/98 9:46p Dave
101 * send_change_iff_packet() stub.
103 * 237 9/15/98 11:44a Dave
104 * Renamed builtin ships and wepaons appropriately in FRED. Put in scoring
105 * scale factors. Fixed standalone filtering of MD missions to non-MD
108 * 236 9/12/98 2:17p Dave
109 * Multiplayer reinforcement fix stub.
111 * 235 8/28/98 3:28p Dave
112 * EMP effect done. AI effects may need some tweaking as required.
114 * 234 8/26/98 2:14p Dave
116 * 233 8/25/98 1:48p Dave
117 * First rev of EMP effect. Player side stuff basically done. Next comes
120 * 232 8/11/98 9:21a Dave
123 * 231 7/14/98 4:57p Allender
125 * 230 7/06/98 5:08p Hoffoss
127 * 229 6/22/98 11:02a Hoffoss
129 * 228 6/09/98 12:12p Hoffoss
130 * Added XSTR localization code.
132 * 227 6/07/98 3:25p Lawrance
134 * 226 5/25/98 2:20p Allender
135 * scoring_level_close()
137 * 225 5/23/98 6:53p Allender
138 * AL: add Skill_level to stubs
140 * 224 5/21/98 4:14a Allender
142 * 223 5/18/98 1:56a Allender
143 * respawn limit to 999 max
145 * 222 5/18/98 12:41a Allender
146 * fixed subsystem problems on clients (i.e. not reporting properly on
147 * damage indicator). Fixed ingame join problem with respawns. minor
150 * 221 5/15/98 11:04p Sandeep
151 * fixed a bug caused by Alan. :)
153 * 220 5/14/98 2:24p Sandeep
155 * 219 5/13/98 11:34p Mike
156 * Model caching system.
158 * 218 5/13/98 11:16p Allender
160 * 217 5/09/98 10:35p Allender
162 * 216 5/09/98 9:49p Allender
164 * 215 5/09/98 3:38p Sandeep
166 * 214 5/08/98 11:20a Allender
167 * fix ingame join trouble. Small messaging fix. Enable collisions for
170 * 213 5/05/98 5:12p Sandeep
172 * 212 5/05/98 11:10a Johnson
173 * Fix help overlay link errors
175 * 211 5/04/98 6:06p Lawrance
176 * Make red alert mode work!
178 * 210 4/30/98 9:15a Allender
180 * 209 4/28/98 8:07a Jasen
181 * JAS: Stubbed in cdrom_path
183 * 208 4/27/98 10:17p Allender
185 * 207 4/27/98 8:56p Jim
186 * stub for modifcation of scoring_eval_hit
188 * 206 4/26/98 12:42p Sandeep
189 * stubbed send_turret_fired_packet. Stop breaking fred! :)
191 * 205 4/25/98 1:57p Mike
192 * Oops, someone else had just stubbed out big_explosion_flash.
194 * 204 4/25/98 1:56p Mike
195 * Stub out big_explosion_flash().
197 * 203 4/25/98 1:20p Jim
198 * stub for big_explosion_flash
200 * 202 4/20/98 8:54a Mike
201 * Stub opposing_team_mask().
203 * 201 4/13/98 9:53p Hoffoss
205 * 200 4/13/98 2:48p Allender
206 * countermeasure sucess packet
208 * 199 4/12/98 12:15p Jim
209 * Stub out Subspace_effect
211 * 198 4/10/98 12:16p Allender
212 * fix ship hit kill and debris packets
214 * 197 4/10/98 9:15a Allender
216 * 196 4/09/98 8:42p Sandeep
218 * 195 4/09/98 12:46a Sandeep
220 * 194 4/08/98 8:37a Mike
221 * Stub out hud_find_target_distance().
223 * 193 4/07/98 10:11p Lawrance
224 * stub out hud_communications_state
226 * 192 4/07/98 2:52p Andsager
227 * stub out Energy_levels
229 * 191 4/05/98 10:33a John
230 * Stubbed in a variable
232 * 190 3/31/98 5:11p John
233 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
234 * bunch of debug stuff out of player file. Made model code be able to
235 * unload models and malloc out only however many models are needed.
237 * 189 3/30/98 10:26a Hoffoss
239 * 188 3/26/98 6:41p Lawrance
240 * stub out bmap paging function
242 * 187 3/19/98 10:26a Dave
243 * Put in several HUD_offset problems.
245 * 186 3/17/98 10:27a Johnson
246 * AL: stub out some asteroid network calls
248 * 185 3/14/98 4:57p Lawrance
249 * stub out some wingman status functions
251 * 184 3/12/98 5:36p John
252 * Took out any unused shaders. Made shader code take rgbc instead of
253 * matrix and vector since noone used it like a matrix and it would have
254 * been impossible to do in hardware. Made Glide implement a basic
255 * shader for online help.
257 * 183 3/12/98 2:21p Johnson
258 * Fixed some Fred bugs related to jump nodes.
260 * 182 3/11/98 10:22p Dave
261 * Laid groundwork for new observer HUD. Split up multi respawning into
264 * 181 3/11/98 9:36p Allender
266 * 180 3/11/98 12:25a Lawrance
267 * stub yet another HUD function.
269 * 179 3/10/98 5:08p Allender
270 * fixed up multiplayer death messages (I hope). changes in object update
273 * 178 3/09/98 9:54p Hoffoss
275 * 177 3/09/98 5:03p Lawrance
278 * 176 3/09/98 4:30p Allender
279 * multiplayer secondary weapon changes. red-alert and cargo-known-delay
280 * sexpressions. Add time cargo revealed to ship structure
282 * 175 3/09/98 10:50a Hoffoss
284 * 174 3/09/98 12:12a Lawrance
285 * Add support for Red Alert missions
287 * 173 3/08/98 12:03p Allender
288 * changed how ship network signatures are handed out. Done at mission
289 * load time. Space reserved in wings for all waves/counts for their
290 * signatures. Fixed some secondary firing issues
292 * 172 3/06/98 5:10p Allender
293 * made time to: field in extended targetbox use support time to dock code
294 * for all docking shpis. Only display for waypoints and docking (not
295 * undocking). Small fixups to message menu -- not allowing depart when
296 * disabled. Depart is now by default ignored for all non-small ships
298 * 171 3/05/98 11:15p Hoffoss
299 * Changed non-game key checking to use game_check_key() instead of
302 * 170 3/04/98 5:04p Hoffoss
303 * stub out hud function
305 * 169 3/03/98 1:21a Lawrance
306 * stub out some hud escort functions
308 * 168 2/27/98 10:34a Johnson
310 * 167 2/24/98 3:08p Allender
312 * 166 2/23/98 5:07p Allender
313 * made net_signature in the object structure an unsigned short. Created
314 * permanent and non-permanent network object "pools".
316 * 165 2/19/98 7:06p Sandeep
318 * 164 2/18/98 10:34p Allender
319 * repair/rearm system (for single and multi) about finished.
320 * dock/undock and ai goals packets implemented for multiplayer
322 * 163 2/17/98 5:03p Allender
323 * major cdhanges to rearm repair code. All flag and variable setting
324 * done in one function. A little more work to do. Fix bug in squad
325 * messaging when hotkey was used on invalid target
327 * 162 2/17/98 8:58a Mike
328 * Resolve link errors with stubs in FredStubs.
330 * 161 2/12/98 5:12p Lawrance
331 * stub out hud function
333 * 160 2/11/98 9:44p Allender
334 * rearm repair code fixes. hud support view shows abort status. New
335 * support ship killed message. More network stats
337 * 159 2/11/98 5:47p Dave
338 * multiplayer packet function stub
340 * 158 2/10/98 9:55a Lawrance
341 * stub out cmeasure function
343 * 157 1/29/98 5:22p Dave
344 * Made ingame join ignore bad packets more gracefully.
346 * 156 1/29/98 9:00a Allender
349 * 155 1/28/98 7:31p Lawrance
350 * stub out some more hud stuff
352 * 154 1/24/98 4:00p Lawrance
353 * stub out some new hud functions
355 * 153 1/22/98 11:46p Hoffoss
356 * Fixed linking problem with Fred.
358 * 152 1/20/98 4:45p Allender
359 * more, uh..., umm...., more stubs -- yeah, that's it
361 * 151 1/20/98 11:43a Sandeep
362 * fixed unresolved external
364 * 150 1/17/98 12:35a Sandeep
365 * fixed fred stub build error
367 * 149 1/16/98 10:40a Lawrance
368 * stub out hud function
370 * 148 1/14/98 5:22p Allender
371 * save/restore hotkey selections when replaying the same mission
373 * 147 1/13/98 5:37p Dave
374 * Reworked a lot of standalone interface code. Put in single and
375 * multiplayer popups for death sequence. Solidified multiplayer kick
378 * 146 1/12/98 9:29p Mike
379 * Stub out send_mission_goal_info_packet().
381 * 145 1/10/98 1:22a Lawrance
382 * fix link error in FRED
384 * 144 1/07/98 4:40p Allender
385 * minor modification to special messages. Fixed cargo_revealed problem
386 * for multiplayer and problem with is-cargo-known sexpression
388 * 143 1/05/98 10:06p Lawrance
389 * stub out some HUD functions
391 * 142 1/02/98 10:20p Lawrance
392 * stub out hud_set_default_color()
394 * 141 1/02/98 9:12p Lawrance
395 * remove some obsolete stubs
397 * 140 12/24/97 9:57p Lawrance
400 * 139 12/24/97 3:37p Hoffoss
401 * Moved control config stuff to seperate library to Fred can access it as
404 * 138 12/19/97 2:01p Johnson
405 * added stubs for game_flash
407 * 137 12/19/97 11:56a John
408 * Added texturing to missilie trails. Took out Alan's old sphere
409 * debugging code. Added palette flash effect code.
411 * 136 12/19/97 11:21a Hoffoss
413 * 135 12/18/97 8:46p Lawrance
414 * Move IFF_color definitions from HUD->ship, so FRED can use them.
416 * 134 12/16/97 9:32p Lawrance
417 * stub out demo_query_debug()
419 * 133 12/16/97 6:20p Hoffoss
420 * Added more debugging code for demos, and fixed a bug in demo
421 * recording/playback.
431 #include "missionparse.h"
436 int game_zbuffer = 1;
437 int Current_mission = 0xdeadbeef;
438 char **Builtin_mission_names;
439 char *Game_current_mission_filename;
445 void init_ets(struct object*){}
447 control_info PlayerControls;
449 char * Game_CDROM_dir = NULL;
451 void game_flash(float r, float g, float b )
455 void freespace_menu_background()
463 void std_update_goals()
471 int gameseq_get_state(void)
486 void multi_delete_ship(object *obj)
490 void send_homing_fired_packet()
498 typedef struct config_struct
503 config_struct default_config;
505 typedef struct netgame_info
510 void send_netgame_state_packet()
514 void send_update_state_packet()
518 void send_goal_status_packet()
522 int Show_area_effect;
524 void state_set_mem(unsigned char *c, int i) {}
525 int state_check_mem(unsigned char *c, int i) { return 0; }
527 void demo_do_flag_dead(int i) {}
528 void demo_checkpoint() {}
529 void demo_set_playback_filter() {}
531 void multi_end_sequence()
534 void multi_server_respawn() {}
536 void multi_build_respawn_points() {}
538 void store_p_object( p_object *pbojp, CFILE *fp ) {}
539 void restore_p_object( p_object *pobjp, CFILE *dp) {}
541 int Multi_squad_msg_targ;
542 int Multi_squad_msg_local;
543 void send_support_warpin_packet(int,int,int){}
544 void send_support_warpin_packet( int net_sig, int how ) {}
546 int demo_query_debug(int id) { return 0; };
548 void send_support_warpin_packet(int){}
549 void game_whack_apply(float x, float y) {}
551 void save_restore_vector(vector *vec, CFILE *fp, int version, vector *deflt) {}
552 void save_restore_matrix(matrix *mat, CFILE *fp, int version, matrix *deflt) {}
553 void save_restore_float(float *fl, CFILE *fp, int version, float deflt) {}
554 void save_restore_angles(angles *ang, CFILE *fp, int version, angles *deflt) {}
555 void save_restore_int(int *n, CFILE *fp, int version, int deflt) {}
556 void save_restore_uint(uint *n, CFILE *fp, int version, uint deflt) {}
557 void save_restore_short(short *n, CFILE *fp, int version, short deflt) {}
558 void save_restore_ushort(ushort *n, CFILE *fp, int version, ushort deflt) {}
559 void save_restore_ubyte(ubyte *n, CFILE *fp, int version, ubyte deflt) {}
560 void save_restore_fix(fix *n, CFILE *fp, int version, fix deflt) {}
561 void save_restore_string(char *str, CFILE *fp, int len, int version, char *deflt) {}
562 char *restore_string_alloc(CFILE *fp, int version, char *deflt) { return NULL; }
564 void save_restore_p_object(p_object *pobj, CFILE *fp) {}
566 void demo_write_char(char x) {}
567 char demo_read_char() { return 0; }
569 int red_alert_default_status() {return 0;}
571 void send_ship_kill_packet(struct object *,struct object *,float,unsigned char) {}
572 void send_debris_create_packet( object *objp, ushort net_sig, int model_num, vector pos) {}
574 int Game_subspace_effect;
575 void big_explosion_flash(float x) {};
577 int game_do_cd_check(char *) {return 0;}
579 void game_stop_looped_sounds() {}
581 int Game_skill_level;
582 int game_cd_changed(void) {return 0;}
584 int Interface_framerate;
585 void game_set_view_clip(){}
587 int Pofview_running = 0;
589 int Warpout_forced = 0;
592 vector Dead_player_last_vel;
593 int game_start_mission(){return 0;}
594 int Game_weapons_tbl_valid;
595 int Game_ships_tbl_valid;
596 void game_level_close(){}
597 void game_enter_state(int, int){}
598 void game_leave_state(int, int){}
602 void game_start_time(){}
603 void game_stop_time(){}
604 int game_get_default_skill_level(){return 0;}
605 void game_load_palette(){}
606 float Freespace_gamma;
607 int set_cdrom_path(int){return 0;}
608 int find_freespace_cd(char*){return 0;}
609 void get_version_string(){}
610 void game_do_state_common(int, int){}
611 void game_set_frametime(int){}
612 void game_increase_skill_level(){}
613 void get_version_string(char*){}
614 int Show_target_weapons;
615 int Show_target_debug_info;
616 int Game_do_state_should_skip;
617 long Game_time_compression;
618 struct fs_builtin_mission *game_find_builtin_mission(char*){return NULL;}
619 void game_format_time(long, char*){}
620 void game_do_state(int){}
621 void game_process_event(int, int){}
622 void game_shudder_apply(int, float){}
623 int game_hacked_data(){return 0;}
624 int game_single_step;
625 int last_single_step;
626 void get_version_string_short(char *){}
627 void game_tst_mark(struct object *, struct ship *){}
629 int game_do_cd_mission_check(char *){return 1;}
630 int Player_multi_died_check;
632 void game_feature_not_in_demo_popup() {}
633 int Nebedit_running = 0;